------------------------------------------------------------------------
 THE KING OF FIGHTERS 2002 "Challenge to Ultimate Battle" FAQ v0.6
 for the Neo*Geo and Japanese Sega Dreamcast
 by Chris MacDonald
 ------------------------------------------------------------------------

 Unpublished work Copyright (c) 2002-2003 Chris MacDonald

 The guidelines for using this faq are simple; don't sell it or give it
 away, don't reprint it without obtaining permission, and don't bother
 posting it on a website (I'm only releasing it for www.GameFAQs.com to
 host).  You may not incorporate any part of this FAQ into your own guide
 without obtaining my express written permission.

 Game magazine/guide/site authors are not allowed to use this FAQ, the
 following in particular: Ziff-Davis Video Game Group (publishers of
 Expert Gamer), Game 13th Magazine, IDG Media, Future Publishing, Ltd.
 (publishers of PlayStation Power, Official UK Play Station Magazine),
 Brady Games, Prima Games and Eric Pratte, CheatCC.com, Shoryuken.com,
 Kibagami, and IGN.

 The King of Fighters and all characters are (c) SNK, (c) Playmore, and
 (c) Eolith.


 =================
 TABLE OF CONTENTS
 =================

 1.  INTRODUCTION
       - Revision History
       - Special Thanks
 2.  HOW TO PLAY
       - FAQ Notation
       - Basic Commands
 3.  TEAM MOVELISTS
       - Japan Team                     Kyo      / Benimaru / Goro
       - Fatal Fury Team                Terry    / Andy     / Joe
       - Art of Fighting Team           Ryo      / Robert   / Takuma
       - Psycho Soldiers Team           Athena   / Kensou   / Chin
       - Ikari Team                     Leona    / Ralf     / Clark
       - Women Fighters Team            Mai      / Yuri     / May Lee
       - Korea Team                     Kim      / Chang    / Choi
       - '96 Team                       Iori     / Mature   / Vice
       - '97 Team                       Ryuji    / Mary     / Billy
       - '98 Team                       Yashiro  / Shermie  / Chris
       - '99 Team                       K'       / Maxima   / Whip
       - '00 Team                       Vanessa  / Seth     / Ramon
       - '01 Team                       Kula     / K9999    / Angel
       - Orochi Team                    Yashiro  / Shermie  / Chris
       - Edit Characters                Kusanagi      /       Rugal
       - Dreamcast Characters           Shingo        /       King
 4.  GAMEPLAY NOTES
       - Autoguard
       - Blocking Attacks
       - Blow Away Attacks
       - Counter Hits
       - Counter Wires
       - Dropped Guard
       - MAX Mode
       - Power Gauge
       - Reversal Moves
       - Rolling
       - Super Cancels
       - Surefire Juggles
       - Throw Types
       - Other Info.
 5.  MISCELLANEOUS
       - Secrets
       - Dreamcast Secrets
       - Special Intros
       - Special Win Poses
       - Character Bios
       - Translations


 ========================================================================
 1.  INTRODUCTION
 ========================================================================

 Hi, and welcome to my KoF '02 FAQ.  If you have any comments or
 criticisms, or if you'd like to contribute some info., feel free to
 mail me at (k.megura at eudoramail dot com).  Just don't ask about
 emulators or roms or anything, I don't know the first thing about that.

 ------------------------------------------------------------------------
 REVISION HISTORY
 ------------------------------------------------------------------------

 VERSION 0.6  (December 20, 2003)
  - More minor corrections/additions and contributed info.  Also, I
    added information on the Dreamcast version of the game.  Keep in
    mind that Shingo and King are only available on the Dreamcast and
    not in the arcades.  See their section for more information.  Also,
    see the "Dreamcast Secrets" section for information on how to unlock
    them, Kusanagi, and Rugal on the DC.

 VERSION 0.5  (January 12, 2003)
  - A lot of contributed info. was added, so thanks to everyone who
    wrote in--I really appreciate it.  Also, some more additions and
    corrections were made.

 VERSION 0.4  (December 31, 2002)
  - Added in the character bios (based on old FAQ information and other
    information found online), and made some more corrections.

 VERSION 0.3b  (December 28, 2002)
  - Some minor corrections and additions.

 VERSION 0.2  (December 27, 2002)
  - At this point, everything major has been covered.  Whew, it's time
    to take a break.... ;)

 VERSION 0.1  (December 21, 2002)
  - A beta version of the FAQ, privately released.  Still have to finish
    all the free cancel information (argh).


 ------------------------------------------------------------------------
 SPECIAL THANKS
 ------------------------------------------------------------------------

 This FAQ would not have been possible without help from the following:

 SNK Playmore                                     <www.snkplaymore.co.jp>
  - For the methods to unlock the hidden Dreamcast modes and characters.

 J. Chia
  - For correcting me on the translation of Chin's "Hanhou" moves.

 kenmastersx
  - For telling me about the (C) Ko'ou Ken having autoguard, and
    correcting me on the availability Leona's Rebel Spark.

 JQTNguyen
  - For telling me how to break out of Clark's Mount Tackle.

 Orochi Tom
  - For telling me a bunch of vs. intro and special win poses for
    Benimaru, Whip, Angel, and the '98 Team.

 Leigh Hanrihan
  - For several translation corrections and a note on Chris' HSDM.

 Fusuke
  - For information about Yashiro's third Jet Counter ending.

 LiteSabre
  - For mentioning that Ryo's Ryuuko Ranbu SDM was unblockable.

 Ten no Chikara
  - For explaining how to perform Ryo's Ryuuko Ranbu SDM, and noticing
    that Vanessa's Gaia Gear can hit opponents on the floor.

 Anthony Majarian
  - For the 2001 "surefire juggles" and info. on Whip's Whip Shot being
    cancelable.

 SNK Neo Geo Official Homepage                      <www.snkneogeo.co.jp>
  - For the code to play as Kusanagi and basic commands info.

 technical master 2002         <homepage2.nifty.com/gamediary/index.html>
  - For some new move names and commands, and character bio information.

 A Place In The Sun                  <www57.tok2.com/home/JAILHOUSELOCK/>
  - For some new move names and commands, as well as some of the free
    cancels and supercancels (including Andy's Gourin Kai).

 IorI
  - For making this FAQ possible.

 Charles MacDonald                                   <cgfm2.emuviews.com>
  - For letting me hog his computer while I worked on this, and for
    helping me test numerous reversals and projectile counter moves.

 James Kuroki
  - For some of the movenames he provided for my previous KoF FAQs.

 SNK of Japan
  - For information taken from their KoF 2001 section and '99 dictionary
    section (back when their old page was still up).

 NJStar                                                  <www.njstar.com>
  - For their excellent Japanese word processor.

 Jim Breen's WWWJDIC           <www.csse.monash.edu.au/~jwb/wwwjdic.html>
  - I used this handy online dictionary to translate some of the move
    names.


 ========================================================================
 2.  HOW TO PLAY
 ========================================================================

 ------------------------------------------------------------------------
 FAQ NOTATION
 ------------------------------------------------------------------------

 ub   u   uf            Up-Back       Up       Up-Forward
   \  |  /
 b -- n -- f            Back        Neutral       Forward
   /  |  \
 db   d   df            Down-Back    Down    Down-Forward

 P                      Press A / C.
 K                      Press B / D.
 AB / CD / BC / AD      Press the listed buttons together.
 ABC / BCD / ABCD       Press the listed buttons together.
 any                    Press A / B / C / D.
 ~                      _Immediately_ press the next button listed.
 /                      Optional command.
 +                      Press at the same time.
 ,                      Press in the listed order.
  _                     An optional, additional input.
 qcf                    Input (d,df,f).
 qcb                    Input (d,db,b).
 hcf                    Input (b,db,d,df,f).
 hcb                    Input (f,df,d,db,b).
 dir.                   Any direction can be used.
 a-d-u                  Any direction but ub / u / uf.
 ub~uf                  Can use ub / u / uf.
 db~df                  Can use db / d / df.
 can hold               You can hold the button, then release it.
 when near              Perform when next to your opponent.
 overhead               An attack that must be blocked while standing.
 (air)                  Can be used while airborne.
 (x#)                   Perform x number of times.
 GC                     Guard Crush.
 DM                     Desperation Move.
 SDM                    Super Desperation Move.
 HSDM                   Hidden Super Desperation Move.
 (S)DM                  DMs and SDMs.
 (HS)DMs                DMs, SDMs, and HSDMs.
 D^                     The move can only be used as a DM.
 S^                     The move can only be used as an SDM.
 B^                     The move can be used as both a DM or SDM.
 H^                     The move can only be used as an HSDM.
 c                      Only cancelable into command attacks.
 s                      Only cancelable into special moves or (HS)DMs.
 S                      Only cancelable into (HS)DMs.
 C                      Cancelable into anything.
 -                      Not cancelable.
 /                      Divides hits.

 Although I try to use the original, Japanese terms whenever possible,
 I've used some other, more familiar terms to make the FAQ easier to
 read.  For example, DMs are called 'chou hissatsu waza' (super deadly
 arts), and there are also MAX and MAX2 versions.  However, the DM /
 SDM / HSDM terminology is widely used already, so trying to label the
 moves by their original name would only be confusing.  Also, the
 dokodemo cancels (anywhere cancels) are referred to as "free cancels"
 in the FAQ.


 ------------------------------------------------------------------------
 BASIC COMMANDS
 ------------------------------------------------------------------------

 Press A / C                    Punch
 Press B / D                    Kick
 Hold b when attacked           Standing Block
 Hold db when attacked          Crouching Block
 Tap b,b                        Backstep
 Tap f,f  (hold f to run)       Dash
 Tap ub~uf                      Small Jump
 Press ub~uf                    Middle Jump
 Tap db~df,ub~uf                High Jump
 Tap db~uf, tap ub~uf           Long Small Jump
 b / f + C / D when near        Basic Throw
 b / f + C / D when grabbed     Basic Throw Escape
 AB before you hit the ground   Down Evade
 b + AB                         Emergency Evade (Backward)
 Press AB                       Emergency Evade (Forward)
 Press CD  (air)                Blow Away Attack
 AB during your own attack      Quick Emergency Evade
 AB while blocking              Guard Cancel Emergency Evade (Backward)
 f + AB while blocking          Guard Cancel Emergency Evade (Forward)
 CD while blocking              Guard Cancel Blow Away Attack
 Press Start                    Taunt
 Press BC                       MAX Activation
 Press BC during your attack    Quick MAX Activation

 - In order to escape a C or D throw, you have to use the same button
   your opponent uses.  An easy way to get around this is to simply
   escape a throw with b / f + CD, since it will make you break out
   of either a C or D throw.
 - It costs one level of power to use the "Quick Emergency Evade",
   "Guard Cancel Emergency Evade", "Guard Cancel Blow Away
   Attack", "MAX Activation", or a DM.
 - It costs two levels of power to use the "Quick MAX Activation."
 - In order to use a DM, you must have one stock, or else you must be
   in MAX mode.
 - In order to use an SDM, you must have one stock and you must be in
   MAX mode.
 - In order to use an HSDM, your Life Gauge must be lower than 1/3rd,
   _and_ you must be in MAX mode and have at least one stock remaining.
   The only character without an HSDM is May Lee (but she has one when
   in Hero mode).
 - Please see Section 4 for more information on basic gameplay.


 ========================================================================
 3.  TEAM MOVELISTS
 ========================================================================

 Moves are listed in this order: basic throws, command attacks, special
 moves, then DMs, SDMs, and HSDMs.  Afterwards is a list of cancelable
 attacks, then counter wires, supercancels, free cancels, and some notes
 on that character's moves in general.

 ------------------------------------------------------------------------
 KYO KUSANAGI                                              [ Japan Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Hatsugane
 b / f + D when near            Issetsu Seoi Nage

 d + C in air                   Geshiki: Naraku Otoshi
 f + B                          Geshiki: Goufu You
 df + D                         88 Shiki

 f,d,df + P                     100 Shiki: Oniyaki
 qcf + K,K                      75 Shiki Kai
 hcb + K                        412 Shiki: Hikigane
 b,d,db + K                     R.E.D. KicK

 qcf + A                        114 Shiki: Aragami
  _qcf + P                      128 Shiki: Konokizu
   _P                           127 Shiki: Yanosabi
   _K                           125 Shiki: Nanase

 qcf + A                        114 Shiki: Aragami
  _hcb + P                      127 Shiki: Yanosabi
   _P                           Geshiki: Migiri Ugachi
   _K                           125 Shiki: Nanase
   _hcb + K                     212 Shiki: Kototsuki You

 qcf + C                        115 Shiki: Dokugami
  _hcb + P                      401 Shiki: Tsumi Yomi
   _f + P                       402 Shiki: Batsu Yomi
    _f,d,df + P                 100 Shiki: Oniyaki

 qcb,hcf + P  (can hold)     B^ Ura 108 Shiki: Orochi Nagi
 hcb,hcb + AC when near      H^ 524 Shiki: Kamukura

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C     C     s
    Standing Far        Cr    -     -     -     s
    Crouching           Cr    -r    C     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          (C) Oniyaki (1st)
                        (B) Hikigane
 Free Cancel Into       Oniyaki (1st), 75 Shiki Kai, Hikigane, R.E.D.
                        KicK, Aragami, Dokugami
 Free Cancel Out Of     Goufu You, 88 Shiki, Hikigane, Aragami (and all
                        follow-ups except Kototsuki You), Dokugami,
                        Tsumi Yomi
 Cannot Free Cancel     Kototsuki You

 - The Naraku Otoshi acts as a knockdown attack if it hits an airborne
   opponent.
 - The Goufu You is an overhead attack, unless canceled into (in which
   case it hits twice and is cancelable on the last hit).
 - The 88 Shiki is a low attack.
 - The Aragami has autoguard.  This move and the Dokugami can negate
   normal projectiles.
 - The Yanosabi is an overhead attack.
 - The Migiri Ugachi is a low attack and can hit someone who is lying
   on the ground.
 - The (A) Oniyaki hits twice on a counter hit.
 - You can use the (B) Hikigane to avoid low attacks.
 - You can juggle an opponent after the (B) Hikigane or both hits of
   the 75 Shiki Kai.
 - The Kamukura is unblockable.
 - During the (A) Orochi Nagi, Kyo is immune to low attacks.  During the
   (C) version, he is immune to high attacks (including normal and (S)DM
   projectiles, even full size ones like the Haou Shoukou Ken).
 - During the SDM Orochi Nagi, Kyo's body is on fire, and anyone touching
   it takes damage.  In addition, the fire will negate normal and (S)DM
   projectiles.


 ------------------------------------------------------------------------
 BENIMARU NIKAIDO                                          [ Japan Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Catch and Shoot
 b / f + D when near            Front Suplex
 a-d-u + C when near            Spinning Knee Drop  (air throw)
 b / f + D when near            Spinning Knee Drop  (air throw)

 f + B                          Jackknife Kick
 d + D in air                   Flying Drill

 qcf + A                        Raijin Ken
 qcf + C                        Taikuu Raijin Ken
 qcf + P in air                 Kuuchuu Raijin Ken
 qcb + P                        Shinkuu Katategoma
 hcb,f + P when near            Benimaru Corridor

 qcf + K                        Iai Geri
  _d,u + K                      Handou Sandan Geri

 qcf,qcf + A                 B^ Raikou Ken
 qcf,qcf + C                 D^ Taikuu Raikou Ken
 qcb,qcb + K                 D^ Gen'ei Hurricane
 f,db,df,b,f + any           H^ Raijin Ten

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C     C     s
    Standing Far        -r    -     -     -     s
    Crouching           Cr    Cr    C     C
    Upward Jump         -     -     C     -     s
    Diagonal Jump       -     -     C     -     s

 Counter Wire           Iai Geri (only as leg retracts)
 Super Cancels          (A) Shinkuu Katategoma (1st-3rd)
                        (C) Shinkuu Katategoma (1st-5th)
                        Handou Sandan Geri (1st)
 Free Cancel Into       Kuuchuu Raijin Ken, Shinkuu Katategoma, Iai Geri
 Free Cancel Out Of     Flying Drill, Shinkuu Katategoma, Handou Sandan
                        Geri (1st)
 Cannot Free Cancel     Iai Geri (but only from Handou Sandan Geri),
                        Handou Sandan Geri (2nd), Benimaru Corridor

 - The Jackknife Kick is cancelable.
 - The Flying Drill can be crouch-blocked.
 - The (Taikuu) Raijin Ken can negate normal projectiles.
 - The (Taikuu) Raikou Ken can negate normal and (S)DM projectiles.
 - The Benimaru Corridor is unblockable.
 - When you use the Raijin Ten, a ball of electricity will appear on
   Benimaru's body.  Where the ball appears is determined by what
   button you pressed when performing the move:

                A - In front of Benimaru's face
                B - In front of Benimaru's feet.
                C - Behind Benimaru's head.
                D - Behind Benimaru's feet.

 - The ball remains at the same height regardless of whether you stand
   or crouch.  It is unblockable and will remain until it hits eight
   times total.  If Benimaru is hit, the ball will instantly disappear.
   While the ball can negate an infinite number of projectiles, (S)DM
   projectiles will pass right through it.


 ------------------------------------------------------------------------
 GORO DAIMON                                               [ Japan Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Juuji Shime
 b / f + D when near            Okuri Ashi Barai

 df + C                         Zujou Barai

 f,d,df + P                     Jirai Shin
 f,d,df + K when near           Chou Oosotogari
 qcb + K                        Chou Ukemi
 qcf + K                        Nekko Gaeshi
 hcf + A                        Kumo Tsukami Nage
 hcf + C                        Kirikabu Gaeshi
 hcb,f + P when near            Tenchi Gaeshi
 hcb,f + K                      Ura Nage

 hcb,hcb + P when near       B^ Jigoku Gokuraku Otoshi
 hcf,hcf + K when near       B^ Arashi no Yama (Nekko Nuki)
  _hcf + K                      Arashi no Yama (Zoku: Kirikabu Gaeshi)
   _f,d,df + K (DM ver.)        Arashi no Yama (Bukko Nuki Ura Nage)
   _f,d,df + K (SDM ver.)       Arashi no Yama (Zoku: Tenchi Gaeshi)
 f,d,df,b,d,db + BC          H^ Furinkazan

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C     C     C     s
    Standing Far        C     C     -     -     s
    Crouching           C     -     -     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Free Cancel Into       Jirai Shin, Chou Oosotogari, Nekko Gaeshi,
                        Chou Ukemi, Kumo Tsukami Nage, Kirikabu Gaeshi
 Free Cancel Out Of     Zujou Barai, blocked Kumo Tsukami Nage, blocked
                        Kirikabu Gaeshi
 Cannot Free Cancel     Tenchi Gaeshi, Ura Nage

 - Goro no longer has his Tsukami Tataki Tsuke throw or Tama Tsubushi
   command attack.
 - An airborne opponent who is hit by the Zujou Barai will be knocked
   high into the air.  This move is no longer cancelable.
 - The (A) Jirai Shin will knock over your opponent no matter where they
   are, unless they are blocking low or are in mid-air.  The (C) version
   is a fake-out.
 - You can evade attacks during the beginning of the Chou Ukemi.
 - The Nekko Gaeshi can reverse high attacks.
 - The Kumo Tsukami Nage is an anti-air throw, but it can still hit tall
   characters, such as Chang.
 - The Kirikabu Gaeshi can pick up opponents off the floor.  It can even
   be used after the Nekko Nuki or Zoku: Kirikabu Gaeshi.
 - The Nekko Nuki has autoguard.
 - The Tenchi Gaeshi, Ura Nage, Jigoku Gokuraku Otoshi, and Nekko Nuki
   are unblockable.
 - The Furinkazan functions in the same manner as the (A) Jirai Shin.


 ------------------------------------------------------------------------
 TERRY BOGARD                                         [ Fatal Fury Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Grasping Upper
 b / f + D when near            Buster Throw

 df + C                         Rising Upper

 qcf + A                        Power Wave
 qcf + C                        Round Wave
 qcb + P                        Burn Knuckle
 qcb + K                        Crack Shoot
 f,d,df + K                     Power Dunk
 Charge d,u + P                 Rising Tackle

 qcf,qcf + K                 D^ High Angle Geyser
 qcb,db,f + P                B^ Power Geyser
 qcf,qcf + AC                H^ Rising Force

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C     C     C
    Standing Far        Cr    -     -     -     C
    Crouching           Cr    Cr    C     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          Round Wave, Rising Tackle (1st)
 Free Cancel Into       Round Wave, Burn Knuckle, Crack Shoot, Power Dunk
 Free Cancel Out Of     Power Dunk (1st), Rising Tackle (1st)
 Cannot Free Cancel     Power Wave

 - The Rising Upper is cancelable.
 - The Round Wave can be canceled into any special move (except the
   Power Wave or Round Wave).
 - Supercanceling out of the Rising Tackle into the Power Geyser can be
   difficult if you try to input the entire motion.  Instead, you can
   simply tap b,f + P immediately after inputting the Tackle command
   (as the d press from "Charge d,u + P" will carry over).


 ------------------------------------------------------------------------
 ANDY BOGARD                                          [ Fatal Fury Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Gourin Kai
 b / f + D when near            Kakaekomi Nage

 f + B                          Uwa Agito
 df + A                         Age Men

 qcb + A                        Hishou Ken
 qcb + C                        Geki Hishou Ken
 f,d,df + P                     Shouryuu Dan
 b,d,db + K                     Yami Abise Geri
 hcf + K                        Kuuha Dan
 hcf + P when near              Gekiheki Haisui Shou

 qcf + K in air                 Gen'ei Shiranui
  _P upon landing               Gen'ei Shiranui: Shimo Agito
  _K upon landing               Gen'ei Shiranui: Uwa Agito

 db,f + P                       Zan'ei Ken
  _qcf + P                      Shippuu Ouken

 qcb,db,f + P                D^ Zan'ei Ryuusei Ken
 qcb,db,f + K                B^ Chou Reppa Dan
 qcf,qcf + AC                H^ Zan'ei Shitou Reppa Dan
  _BCD                          Hiryuu Bakuha Dan

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C     C    C/C    -     C
    Standing Far        -     -     -     -     C
    Crouching           Cr    Cr    C     -
    Upward Jump         -     -     s     s     -
    Diagonal Jump       -     -     s     s     -

 Super Cancels          Shouryuu Dan (1st)
                        Gen'ei Shiranui: Shimo Agito
                        (A) Zan'ei Ken
                        Shippuu Ouken
 Free Cancel Into       Kuuha Dan, Gen'ei Shiranui, Zan'ei Ken
 Free Cancel Out Of     Gourin Kai, Uwa Agito, Age Men (2nd), Shouryuu
                        Dan (1st ground), Yami Abise Geri, Kuuha Dan (1st
                        ground), Gekiheki Haisui Shou, Gen'ei Shiranui:
                        Shimo and Uwa Agito, Zan'ei Ken, Shippuu Ouken
 Cannot Free Cancel     Hishou Ken, Geki Hishou Ken

 - The Uwa Agito is an overhead attack, unless you cancel into it
   (in which case, it becomes cancelable).
 - The Age Men is cancelable on the first hit.  An airborne opponent
   who is hit by both hits of this move will be knocked high into the
   air, and can be juggled.
 - Supercanceling out of the Shouryuu Dan can be difficult if you try
   to input the entire motion.  Instead, you can input df,b,f + P / K
   for either super (so the full command is f,d,df + P, b,f + P / K).
 - The Yami Abise Geri hits twice on a counter hit.
 - The Gekiheki Haisui Shou is unblockable.  You can juggle a hit
   opponent afterwards.
 - The Gen'ei Shiranui: Shimo Agito is a low attack, while the
   Gen'ei Shiranui: Uwa Agito is an overhead attack.
 - It's not that useful, but you can free cancel the Gen'ei Shiranui
   into the Gen'ei Shiranui: Uwa Agito over and over (good for doing
   Guard Crush damage).
 - If the first hit of the Zan'ei Ryuusei Ken is blocked, Andy will
   not continue with the rest of the move.
 - When you use the Zan'ei Shitou Reppa Dan, Andy will perform a long-
   range Zan'ei Ken.  He will continue the Zan'ei Ken dash for a few
   seconds, or until you press BCD, at which point he will perform a
   Chou Reppa Dan.  You can press BCD at any time, even before the
   Zan'ei Ken has hit (or after it's hit and your opponent has gotten
   back up).
 - While you could press BCD the moment the dash connects, the way to
   score the most hits (eight), is to let Andy dash forward a ways after
   the intial hit, then press BCD so that he turns and does the Chou
   Reppa Dan backwards, catching your falling opponent in mid-air.


 ------------------------------------------------------------------------
 JOE HIGASHI                                          [ Fatal Fury Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Hiza Jigoku
 b / f + D when near            Leg Throw

 f + B                          Low Kick
 df + B                         Sliding

 hcf + P                        Hurricane Upper
 hcf + K                        Slash Kick
 f,d,df + K                     Tiger Kick
 qcb + K                        Ougon no Kakato

 Tap P rapidly                  Bakuretsu Ken
  _qcf + A                      Bakuretsu Finish
  _qcf + C                      Shijou Saikyou no Low Kick

 qcf,uf + K                  D^ Ougon no Tiger Kick
 qcf,hcb + P                 D^ Bakuretsu Hurricane Tiger Kakato
 qcf,qcf + P                 B^ Screw Upper
 qcf,qcf + BD                H^ Cross Gigantes

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C     C     C     C     s
    Standing Far        -r    C     -     -     s
    Crouching           Cr    -r    C     s
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          Tiger Kick (1st)
                        (A) Bakuretsu Finish
 Free Cancel Into       Slash Kick, Tiger Kick, Ougon no Kakato,
                        Bakuretsu Ken
 Free Cancel Out Of     Sliding, Tiger Knee (1st), Bakuretsu Finish
 Cannot Free Cancel     Hurricane Upper, Bakuretsu Ken (but only from
                        Bakuretsu Finish)

 - The Low Kick is cancelable.
 - The Sliding Kick is a low attack, unless canceled into.
 - If you hit an airborne opponent with the Ougon no Kakato, you can
   juggle them upon landing.  It's much easier with the (B) version, and
   you can even juggle your opponent out in the open by following with
   an Ougon no Tiger Kick.
 - The Bakuretsu Finish is an overhead attack, while the Shijou Saikyou
   no Low Kick is a low attack.


 ------------------------------------------------------------------------
 RYO SAKAZAKI                                    [ Art of Fighting Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Tani Otoshi
 b / f + D when near            Tomoe Nage

 f + A                          Hyouchuu Wari
 f + B                          Joudan Uke
 df + B                         Gedan Uke

 qcf + P                        Ko'ou Ken
 qcf + K                        Mouko Rajin Setsu
 f,b,f + P                      Zanretsu Ken
 f,d,df + P                     Kohou
 hcb + K                        Hien Shippuu Kyaku

 f,hcf + P                   D^ Haou Shoukou Ken
 qcf,hcb + P                 D^ Ryuuko Ranbu
 qcf + C~A                   S^ Ryuuko Ranbu
 qcf,qcf + AC                H^ Tenchi Haou Ken

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C     C     C     C
    Standing Far        Cr    -     -     -     C
    Crouching           Cr    Cr    C     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          Kohou (1st)
 Free Cancel Into       Mouko Rajin Setsu, Kohou, Hien Shippuu Kyaku
 Free Cancel Out Of     Hyouchuu Wari, Zanretsu Ken (last), Kohou (1st)
 Cannot Free Cancel     Ko'ou Ken

 - The Hyouchuu Wari is an overhead attack, unless canceled into.
 - The Joudan Uke will autoguard jumping, high, and mid-level attacks.
   If the autoguard is triggered, this move can be canceled into a
   special move or (HS)DM.
 - The Gedan Uke works the same way, but with low-level attacks.
 - The Mouko Raijin Setsu is a knockdown and an overhead attack.
 - The Zanretsu Ken has autoguard.
 - The (A) Kohou hits twice on a counter hit.
 - The SDM Ryuuko Ranbu is unblockable.  Performing this move can be
   maddening, since you need to enter the command as Ryo is recovering
   from another action, and you must press A _extremely_ fast after
   pressing C (the same speed as used for K's Crimson Star Road).
 - The easiest way to pull off the SDM version is to supercancel into
   it from a (C) Kohou.  However, the timing has changed from 2001.
   In that game, you could combine the uppercut and SDM commands
   together.  For 2002, you have to input f,d,df + C, then immediately
   enter qcf + C,A as the first hit occurs.  This is the only method
   I've found that works reliably.
 - Otherwise, try finishing the command as you come out of an attack
   or other move (like a roll or MAX activation).
 - An opponent hit by the Tenchi Haou Ken is automatically dizzied.


 ------------------------------------------------------------------------
 ROBERT GARCIA                                   [ Art of Fighting Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Ryuuchou Kyaku
 b / f + D when near            Kubikiri Nage

 b + A                          Uraken
 f + A                          Kouryuu Koukyaku Geri
 b / f + B                      Ryuu Hanshuu

 qcf + P                        Ryuugeki Ken
 f,d,df + P                     Ryuuga
 f,b,f + K                      Gen'ei Kyaku
 hcf + K when near              Kyokugen-ryuu Renbu Kyaku
 qcb + K in air                 Hien Ryuujin Kyaku

 f,hcf + P                   D^ Haou Shoukou Ken
 qcf,qcf + K                 D^ Haiga Ryuu
 qcf,hcb + P                 B^ Ryuuko Ranbu
 qcf,hcb + BD                H^ Zetsu!! Ryuuko Ranbu

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C     C    C/-    C
    Standing Far        -r    -     -     -     C
    Crouching           Cr    Cr    C     C
    Upward Jump         -     -     s     s     -
    Diagonal Jump       -     -     s     s     -

 Super Cancels           Ryuuga (1st)
 Free Cancel Into        Ryuuga, Hien Ryuujin Kyaku
 Free Cancel Out Of      Canceled Uraken, Kouryuu Koukyaku Geri,
                         Ryuuga (1st ground), Gen'ei Kyaku (last),
                         Kyokugen-ryuu Renbu Kyaku (1st-3rd)
 Cannot Free Cancel      Ryuugeki Ken

 - The Uraken is cancelable (unless canceled into).  In either case,
   you can juggle an opponent after this move connects.
 - The Kouryuu Koukyaku Geri is an overhead attack, unless canceled
   into (in which case, it becomes cancelable).  Robert recovers from
   this move fast enough to follow up with another attack, such as
   a standing A or the (A) Ryuuga.
 - The Ryuu Hanshuu is cancelable.
 - The (A) Ryuuga hits twice on a counter hit.
 - You can juggle an opponent after the Kyokugen-ryuu Renbu Kyaku.
 - The Kyokugen-ryuu Renbu Kyaku and Zetsu!! Ryuuko Ranbu are
   unblockable.


 ------------------------------------------------------------------------
 TAKUMA SAKAZAKI                                 [ Art of Fighting Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Oosotogari
 b / f + D when near            Ippon Seoi

 f + B                          Kawara Wari

 qcf + P                        Ko'ou Ken
 hcb + K                        Hien Shippuu Kyaku
 qcb + P                        Mouko Burai Gan
 f,hcf + P                      Haou Shikou Ken

 qcf,qcf + P when near       D^ Shin Kishin Geki
 qcf,hcb + P                 B^ Ryuuko Ranbu
 b,f,d,df + AC               H^ Kosatsu Jin

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C     -     s
    Standing Far        -     -     -     -     s
    Crouching           Cr    Cr    C     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Counter Wire           Haou Shikou Ken
                        (B) Hien Shippuu Kyaku (if 2nd hit is only hit)
 Super Cancels          Mouko Burai Gan, (C) Haou Shikou Ken
 Free Cancel Into       Ko'ou Ken, Mouko Burai Gan
 Free Cancel Out Of     Kawara Wari, Ko'ou Ken, (B) Hien Shippuu Kyaku
                        (2nd), (D) Hien Shippuu Kyaku, Mouko Burai Gan,
                        Haou Shikou Ken

 - The Kawara Wari is an overhead attack, unless canceled into (in
   which case, it becomes cancelable).
 - The Ko'ou Ken is no longer a fireball attack.  However, not only
   does the range of this move extend beyond Takuma's hand (moreso
   for the C version), but it can still negate projectiles.
 - What's more, the (C) Ko'ou Ken can also negate (S)DM projectiles,
   and it has autoguard in the beginning, when Takuma's hand is held
   in front of him (prior to him striking).
 - Like the Ko'ou Ken, the Haou Shikou Ken is no longer a projectile
   firing move, either.  Although it has no additional range (unlike
   the Ko'ou Ken), either strength can negate normal and (S)DM
   projectiles.
 - Both the (C) Ko'ou Ken and (C) Haou Shikou Ken will drop an
   opponent's guard if blocked.
 - The Mouko Burai Gan has autoguard.
 - The Shin Kishin Geki is unblockable.  If the first hit is somehow
   avoided, the remaining hits will drop your guard.
 - The Kosatsu Jin can reverse jumping, high, mid-level, and low attacks,
   as well as special moves and (S)DMs.


 ------------------------------------------------------------------------
 ATHENA ASAMIYA                                   [ Psycho Soldier Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Psychic Throw
 b / f + D when near            Bit Throw
 a-d-u + C / D when near        Psychic Shoot  (air throw)

 f + B                          Renkantai
 d + B in air                   Phoenix Bomb
 ub against a wall, then uf     Sankaku Tobi

 qcb + P                        Psycho Ball Attack
 f,d,df + P  (air)              Psycho Sword
 qcf + K                        Psycho Teleport
 qcb + B                        Psycho Reflector
 qcb + K in air                 Phoenix Arrow

 qcf,qcf + K in air          D^ Phoenix Fang Arrow
 hcb,hcb + P  (air)          B^ Shining Crystal Bit
  _qcb + P  (can hold)          Crystal Shoot

 hcb,f + AC                  S^ Psychic 9
  _A,B,C,A,B,C,D, qcf + P       Sailor Finish
  _A,B,C,A,B,C,D, hcb + K       Fire Sword Finish
  _A,B,C,A,B,C,D, f,d,df + P    Psycho Sword Finish

 qcf + ABCD                  H^ Psycho Medley
  _D,C,B,D,C,B,A, qcf + AB      Healing Athena
  _D,C,B,D,C,B,A, qcf + BC      Momoiro Gatame

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       -r    C     C     C     s
    Standing Far        Cr    C     -     -     s
    Crouching           Cr    Cr    C     -
    Upward Jump         -     -     C     -     C
    Diagonal Jump       C     -     C     -     C

 Super Cancels          (A) Psycho Sword (3rd)
                        (C) Psycho Sword (6th-7th)
                        (C) Mid-Air Psycho Sword (2nd-6th)
                        (B) Phoenix Arrow (2nd)
                        (D) Phoenix Arrow (3rd-5th)
 Free Cancel Into       Psycho Sword, Psycho Teleport, Psycho Reflector,
                        Phoenix Arrow
 Free Cancel Out Of     Renkantai (1st), Psycho Sword (C=1st-3rd ground),
                        Phoenix Arrow
 Cannot Free Cancel     Psycho Ball Attack

 - The 2nd hit of the Renkantai is cancelable.
 - The Phoenix Bomb is cancelable, and is an overhead attack.
 - You can move through your opponent using the Psycho Teleport.
   However, you are not invincible during this move.  Since Athena
   doesn't actually teleport until the end of this move, if you are
   hit as you start to come out of the teleport, you will remain
   where you began (as opposed to ending up next to your opponent).
 - The Psycho Reflector can reflect normal and (S)DM projectiles.  You
   can juggle an opponent after this move hits.
 - The last hit of the (D) Phoenix Arrow will always be aimed towards
   your opponent.
 - The Shining Crystal bit can absorb normal and (S)DM projectiles.
 - The (A) Crystal Shoot will fly forward, while the (C) version goes
   up at an angle.  In the air, both versions go downward, then fly
   horizontally once they reach the floor.
 - If you're having trouble performing the Psychic 9 or Psycho Medley,
   remember to wait for Athena to do the first two hits before you
   start pressing the buttons.  Also, the last button press before
   the joystick input must be entered very quickly.
 - You can still cancel the Psycho Sword ending of the Psychic 9 into
   a special move, but none of them seem to juggle anymore.
 - Athena will gain back a small amount of life during the Healing
   Athena.


 ------------------------------------------------------------------------
 SIE KENSOU                                       [ Psycho Soldier Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Sunda
 b / f + D when near            Tomoe Nage

 f + A                          Kobokushu
 f + B                          Kousentai

 qcb + P                        Choukyuu Dan
 qcf + K                        Senkyuutai
 hcf + A                        Ryuu Renga: Chiryuu
 hcf + C                        Ryuu Renga: Tenryuu
 qcb + P in air                 Ryuu Sougeki
 b,d,db + K                     Ryuu Gakusai

 qcb,qcb + P                 D^ Niku Man Respect
 qcf,hcb + B                 D^ Shinryuu Seiou Rekkyaku
 qcb,hcb + D                 D^ Shinryuu Tenbu Kyaku
 qcf,qcf + AC when near      S^ Senki Hakkei
 qcf,qcf + BD                H^ Seigan Rairyuu

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C     C     s
    Standing Far        Cr    -    -/C    -     s
    Crouching           Cr    -r    C     C
    Upward Jump         C     -     -     -     s
    Diagonal Jump       C     C     -     -     s

 Super Cancels          (B) Ryuu Gakusai (1st)
                        (D) Ryuu Gakusai (1st-2nd)
 Free Cancel Into       Senkyuutai, Ryuu Renga: Chiryuu, Ryuu Sougeki
 Free Cancel Out Of     Kobokushu, Senkyuutai (but only into Ryuu
                        Renga: Chiryuu), Ryuu Gakusai (1st-2nd ground)
 Cannot Free Cancel     Choukyuu Dan, Ryuu Renga: Tenryuu

 - The Kobokushu is an overhead attack, unless you cancel into it (in
   which case, it becomes cancelable).
 - The Kousentai is cancelable.
 - The Senkyuutai has autoguard.  You can juggle an opponent after
   this move.
 - There are three possible results from using the Meat Bun Respect.
   Kensou will either dance (earning back some energy), cry (which
   gives you no energy), or strain himself (which gives you back full
   energy, but occurs very rarely).
 - Curiously enough, if you super cancel into the Niku Man Respect,
   Kensou will move backward before eating the meat bun.
 - The 2nd and 3rd hit of the Shinryuu Seiou Rekkyaku are overhead
   attacks.
 - The Senki Hakkei is unblockable.
 - During the Seigan Rairyuu, Kensou will throw a projectile across
   the screen.  It doesn't do much damage, but functions as a knockdown
   attack.  After it leaves the screen, it will come back after a
   brief moment.  Kensou can block the projectile if you want (it does
   no damage anyway), or you can negate it with a Choukyuu Dan or a
   second Seigan Rairyuu, but if it hits him, he will glow orange and
   his attack power will increase for the remainder of the round.  You
   cannot use this move again once you've powered up.
 - The Seigan Rairyuu projectile will pass through normal projectiles and
   cannot be reflected or absorbed (in such cases, it will simply fly
   through your opponent).  The returning projectile cannot hit Kensou's
   opponent, and it will be negated if Kensou is damaged.


 ------------------------------------------------------------------------
 CHIN GENTSAI                                     [ Psycho Soldier Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Gou Inshu
 b / f + D when near            Gyaku Ashi Nage

 f + A                          Suiho Hyoutan Shuu

 qcb + P                        Hyoutan Geki

 b,d,db + P                     Suihai Kou
  _qcf + P                   *  Fun'en Kou
  _hcf + K                   *  Kaiten-teki Kuutotsu Ken
  _f,d,df + P                *  Ryuurin Hourai
  _f,d,df + K              ***  Gou'en Shourai: Kai

 d,d + K, move b / f            Bougetsu Sui
  _press ABCD                   Kousentai
  _u + B                        Rouja Hanhou
  _u + D                        Rigyo Hanhou
  _f + K                     *  Kaiten-teki Kuutotsu Ken

 qcf,hcb + P                 D^ Gou'en Shourai
 qcf,qcf + P                 B^ Gouran Enpou
 qcf,qcf + BD                H^ Suisou Enbu

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C    -/s    s
    Standing Far        sr    Cr    s     s     s
    Crouching           Cr    -r    C     -
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -    -/-    -     -

 Super Cancels          Kaiten-teki Kuutotsu Ken
                        (C) Ryuurin Hourai (1st)
                        (B) Gou'en Shourai: Kai (last hit)
                        Rigyou Hanhou
 Free Cancel Into       Kaiten-teki Kuutotsu Ken, Ryuurin Hourai,
                        Gou'en Shourai: Kai, Bougetsu Sui
 Free Cancel Out Of     (C) Ryuurin Hourai (1st), Kousentai,
                        Rigyou Hanhou
 Cannot Free Cancel     Hyoutan Geki, Suihai Kou, Fun'en Kou

 - Chin cannot use any of the moves marked with a star (*) unless he's
   taken a drink by using the Suihai Kou.  The exception is the Gou'en
   Shourai: Kai, which requires at least three drinks to use.
 - Each time you use a * move, the "drink count" goes down by one.
   For example, if you used the Suihai Kou five times, you could use
   the Fun'en Kou twice and the Gou'en Shourai: Kai once, at which point
   you would have zero drinks (and could not use any of the * moves).
 - The "drink count" will carry over from round to round, however.
 - The Suiho Hyoutan Shuu is cancelable.  It is an overhead attack,
   unless you cancel into it.
 - The Hyoutan Geki can negate normal projectiles.
 - You can dodge mid-level attacks using the Suihai Kou.  The window
   of time is very short, however (only when Chin is drinking).
 - The Kaiten-teki Kuutotsu Ken is cancelable into any special move,
   including itself.  This allows for easy juggles like the Fun'en Kou or
   (A) Ryuurin Hourai.  In the corner, you can even go into the Bougetsu
   Sui and juggle your foe with the Rigyo Hanhou.
 - The (C) Ryuurin Hourai has autoguard, during the first spin animation.
 - The last hit of the (B) Gou'en Shourai: Kai will drop an opponent's
   guard.
 - You can dodge high attacks using the Bougetsu Sui.  Even while lying
   on the floor, you can still be hit or thrown, though.
 - The Kousentai can hit a close opponent.
 - The (A) Gouran Enpou goes upward, while the (C) version goes straight
   forward.  The SDM version spreads out in all directions.  This move
   can negate normal and (S)DM projectiles (even in situations when this
   wouldn't seem possible, such as a Reppuu Ken or Yami Barai vs. an
   (A) Gouran Enpou).
 - After firing the Suisou Enbu, you can move it around the screen using
   your controller for a limited period of time.  It can be used as a
   high or low attack depending on where you move it to (unfortunately,
   you can't use it as an overhead).  After it is blocked, the spreading
   flames can still damage an opponent if they stop blocking.


 ------------------------------------------------------------------------
 LEONA HEIDERN                                             [ Ikari Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Leona Crush
 b / f + D when near            Ordeal Buckler
 a-d-u + C / D when near        Heidern Inferno  (air throw)

 b / f + B                      Strike Arch

 Charge b,f + P                 Vortex Launcher
 Charge b,f + K                 Ground Saber
 f + D from (D) Ground Saber    Gliding Buster
 Charge d,u + P                 Moon Slasher
 qcb + P in air                 X Calibur
 qcb + K                        Earring Bakudan 1
 b,d,db + K when near           Earring Bakudan 2: Heart Attack
  _b,d,db + K                   Kibaku
 u,d,u,d,u,d + BD               Kakusei

 qcf,hcb + P in air          B^ V Slasher
 qcb,hcf + K                 D^ Rebel Spark  (as normal Leona only)
 qcb,hcf + BD                H^ Rebel Spark  (as Orochi Leona only)

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C    C/C   C/C    s
    Standing Far        -r    -     C     -     s
    Crouching           Cr    -r    C     -
    Upward Jump         s     s     -     s     s
    Diagonal Jump       -     s     -     s     s

 Super Cancels          Gliding Buster
 Free Cancel Into       Gliding Buster, X Calibur
 Free Cancel Out Of     Strike Arch, Gliding Buster
 Cannot Free Cancel     All others.

 - The Strike Arch is an overhead and knockdown attack, unless you
   cancel into it (in which case, it becomes cancelable).
 - You can hit your opponent while they are recoiling from the
   Vortex Launcher, Ground Saber, Earring Bakudan 1 or Heart Attack.
 - If the Ground Saber misses or hits as an anti-air, the Gliding Buster
   will hit twice instead of once.
 - In the corner, you can tack on the Heart Attack after an (A) Vortex
   Launcher.
 - The Earring Bakudan 1 can hit as a low attack, depending on it's
   trajectory.
 - The Heart Attack plants a bomb on your opponent.  This action in
   itself does no damage, although the bomb will explode after a set
   amount of time (or when you use the Kibaku).  The explosive
   will vanish if Leona is hit, or if you throw your opponent.
 - Although the bomb can explode at any time (even when your opponent is
   lying on the floor), that doesn't necessarily mean it will hit for
   damage.  For example, if your opponent is in the middle of getting
   up, the explosion will do no damage.
 - Using the Kakusei will turn Leona into Orochi Leona.  Your life
   will drain to 50% when you use this move (which means that you
   cannot transform if you have less than half a Life Gauge).
 - Aside from moving faster and having lower jumps, Orochi Leona also
   has some different animations (such as for running).
 - Speaking of Leona's run, it's low enough to make her pass under most
   projectiles.  Which is a good thing, since clearing them with her
   low jump is difficult, to say the least :)
 - Note that while Leona can use the Rebel Spark no matter which mode
   she is in, it is only available to her as a DM when in normal mode,
   and as an HSDM when in Orochi mode.


 ------------------------------------------------------------------------
 RALF JONES                                                [ Ikari Team ]
 ------------------------------------------------------------------------

 b / f + C                      Dynamite Headbutt
 b / f + D                      Northern Light Bomb

 Tap P rapidly                  Vulcan Punch
 Charge b,f + P                 Gatling Attack
 Charge d,u + P                 Kyuukouka Bakudan Punch (Chijou)
 qcf + P in air                 Kyuukouka Bakudan Punch (Kuuchuu)
 qcf,qcf + P                    Galactica Phantom
 hcb + B                        Ralf Kick
 hcb + D                        Ralf Tackle
 hcf + K when near              Super Argentine Backbreaker

 qcb,hcf + K                 D^ Umanori Vulcan Punch
 qcf,hcb + P                 B^ Baribari Vulcan Punch
 qcb,hcf,qcf + AD            H^ Umanori Galactica Phantom

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       -     C     C     -     s
    Standing Far        -     -     -     -     s
    Crouching           Cr    -     C     C
    Upward Jump         -     -     C     -     s
    Diagonal Jump       -     -     -     -     s

 Counter Wire           Galactica Phantom
 Super Cancels          Gatling Attack (2nd)
 Free Cancel Into       Vulcan Punch, Ralf Kick, Ralf Tackle
 Free Cancel Out Of     Gatling Attack, Ralf Tackle
 Cannot Free Cancel     All others.

 - The Vulcan Punch hits twice on a counter hit.
 - The Kyuukouka Bakudan Punch (Chijou) can hit on the way up, although
   if this is the case, it won't hit on the way down.
 - The Galactica Phantom is unblockable.  It has autoguard at the point
   right when Ralf is about to strike, and as he is dashing forward.
 - The Super Argentine Backbreaker is unblockable.


 ------------------------------------------------------------------------
 CLARK STEEL                                               [ Ikari Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Nageppanashi German
 b / f + D when near            Fisherman Buster
 a-d-u + C / D when near        Death Lake Drive  (air throw)

 f + B                          Stomping

 f,d,df + P                     Napalm Stretch
 f,d,df + K when near           Frankensteiner
 hcf + K when near              Super Argentine Backbreaker
 hcb + P                        Shining Wizard
 hcf + P                        Mount Tackle
  _d,d + A                      Clark Lift
  _d,d + C                      Sleeper Lift (D.D.T.)
  _d,d + K                      Rolling Cradle
 qcf + P  (see notes)           Flashing Elbow

 hcf,hcf + K                 D^ Running Three
 hcb,hcb + P when near       B^ Ultra Argentine Backbreaker
 hcf,hcf + BD                H^ Running Pirates

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       -     Cr   C/-    -     s
    Standing Far        -     -r    -     -     s
    Crouching           C     -     -     -
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Free Cancel Into       Napalm Stretch, Frankensteiner, Mount Tackle

 - The Stomping is cancelable.
 - The Napalm Stretch is an anti-air throw.
 - The Shining Wizard is an overhead attack.  If your opponent isn't
   crouching when Clark approaches them, he will simply stop.  If
   they are crouching, then he will attack them.  You can combo into
   this move, but it won't work if your opponent is in a blocking
   animation (just like any other throw).
 - The Mount Tackle does no damage.  If Clark attempts a follow-up,
   you can escape from it by pressing the button used (this even
   applies to the Rolling Cradle--you have to use the same Kick
   button Clark used).  The timing on the button press is pretty lax,
   though (it's not as demanding as, say, escaping from a basic throw).
 - You can use the Flashing Elbow after the Napalm Stretch,
   Frankensteiner, Super Argentine Backbreaker, and Sleeper Lift.
 - The Flashing Elbow doesn't do much damage, but hey, it's free :)
   If you mistime this move, Clark will either attack the floor (if
   you're too early), or just run after your opponent and stop (if
   you're too late).
 - You can use the Flashing Elbow after the Napalm Stretch,
   Frankensteiner, Super Argentine Backbreaker, and Sleeper Lift.
 - The Napalm Stretch, Frankensteiner, Super Argentine Backbreaker,
   Shining Wizard, Running Three, Ultra Argentine Backbreaker, and
   Running Pirates are unblockable.


 ------------------------------------------------------------------------
 MAI SHIRANUI                                     [ Women Fighters Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Shiranui Gourin
 b / f + D when near            Fuusha Kuzushi
 a-d-u + C / D when near        Yume Zakura  (air throw)

 d + A in air                   Dairin Fuusha Otoshi
 d + B in air                   Ukihane
 d + D in air                   Yusura Ume
 f + B                          Benitsuru no Mai
 df + B                         Koku'en no Mai
 ub against a wall, then uf     Sankaku Tobi

 qcf + P                        Kachou Sen
 hcf + K                        Hissatsu Shinobi Bachi
 qcb + P                        Ryuu Enbu
 qcb + K                        Sayo Chidori
 qcb + P in air                 Musasabi no Mai (Kuuchuu)

 Charge d,u + P                 Musasabi no Mai (Chijou)
  _continue holding P           Musasabi no Mai (Kuuchuu)
  _qcb + P                      Musasabi no Mai (Kuuchuu)
  _d + P                        Yusura Ume
  _d + K                        Ukihane
  _d + D when close             Toki Tsubute

 qcf,qcf + P                 D^ Hana Arashi
 qcb,hcf + K                 B^ Chou Hissatsu Shinobi Bachi
 D,B,C,C,u                   H^ Shiranui-ryuu: Kubi no Kitsune

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C     Cr    C     C     s
    Standing Far        -     -     -     -     s
    Crouching           -r    -r    C     -
    Upward Jump         -     -     -     -     C
    Diagonal Jump       C     -     -     C     C

 Super Cancels          (C) Ryuu Enbu (1st)
 Free Cancel Into       Hissatsu Shinobi Bachi, Ryuu Enbu, Musasabi no
                        Mai (Kuuchuu)
 Free Cancel Out Of     Benitsuru no Mai, Koku'en no Mai, Hissatsu
                        Shinobi Bachi, (C) Ryuu Enbu (1st), Sayo Chidori,
                        Musasabi no Mai ("hold P from Chijou" version
                        only), Ukihane, Yusura Ume
 Cannot Free Cancel     Kachou Sen

 - The Dairin Fuusha Otoshi and Musasabi no Mai can be blocked low.
 - The Dairin Fuusha Otoshi is cancelable.  It acts as a knockdown
   attack if it hits an airborne opponent.
 - The Benitsuru no Mai is an overhead attack, unless canceled into
   (in which case, it becomes cancelable).  Mai recovers from this
   move fast enough to follow up with another attack, such as a
   standing A or B or the Hana Arashi.
 - The Koku'en no Mai is a low attack on the 1st hit.  If canceled
   into, it becomes cancelable on the 1st hit.
 - You can no longer cancel the Sayo Chidori into the Ryuu Enbu.
 - The Ryuu Enbu and Sayo Chidori can negate normal projectiles.
 - The direction used for the Musasabi no Mai (Chijou) determines
   which wall Mai leaps to.  If you press straight up, she flies
   to the wall behind her.
 - The Kubi no Kitsune is unblockable.  There are several possible
   endings for this move:

                Ryuu Enbu - Fan
                Ryuu Enbu - Umbrella
                Ryuu Enbu - Dress - Fan
                Dress - Ryuu Enbu - Umbrella
                Kimono - Ryuu Enbu - Umbrella

 - Going by the name, there should be nine possible endings, but these
   are the only ones I've seen.


 ------------------------------------------------------------------------
 YURI SAKAZAKI                                    [ Women Fighters Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Oni Harite
 b / f + D when near            Silent Nage
 a-d-u + C / D when near        Tsubame Otoshi  (air throw)

 f + B                          En Yoku
 df + B                         Shiyoku
 df + D                         Shouyoku

 qcf + P                        Ko'ou Ken
  _hold P                       Haou Shoukou Ken
 qcf + K in air                 Raiou Ken
 qcb + P                        Saifa
 hcb + K                        Hyakuretsu Binta
 f,d,df + P                     Yuri Chou Upper (Kuuga)
 f,d,df + C _f,d,df + P         Double Yuri Chou Upper (Ura Kuuga)

 qcf,hcb + K                 D^ Hien Hou'ou Kyaku
 qcf,qcf + BD                S^ Shin! Chou Upper
 f,b,hcb + BD                H^ "Ee!" Hien Hou'ou Kyaku

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C     C     C     s
    Standing Far        Cr    -     -     -     s
    Crouching           Cr    -r    C     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          (C) Yuri Chou Upper (1st)
 Free Cancel Into       Raiou Ken, Hyakuretsu Binta, Yuri Chou Upper
 Free Cancel Out Of     En Yoku, Yuri Chou Upper, Double Yuri Chou Upper
 Cannot Free Cancel     Ko'ou Ken, Haou Shoukou Ken, Saifa

 - The En Yoku is an overhead attack, unless canceled into.
 - The Shiyoku is a low attack and is cancelable.
 - The Shouyoku is cancelable.  You can juggle a hit opponent after the
   move connects.
 - You can juggle an opponent after the Haou Shoukou Ken.
 - The Hyakuretsu Binta is unblockable.


 ------------------------------------------------------------------------
 MAY LEE JINJU (IN STANDARD MODE)                 [ Women Fighters Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Crow's Wing
 b / f + D when near            Swan Circle

 Press ABC                      Henshin (Hero)

 qcf + K                        Lightning Needle
  _u + K                        Into Sky
  _d + K                        Dinosaur's Footprint
  _b + K                        Blazing Intercept
  _df + K                       Leaping Swordfish
  _uf + K                       Surprise Air
   _d + K                       Surprise Air Finish

 qcf + K                        Lightning Needle
  _K                            Spinning Edge
   _K                           Approaching Beetle
   _u + K                       Into Sky
   _d + K                       Dinosaur's Footprint
   _b + K                       Blazing Intercept
   _df + K                      Leaping Swordfish
   _uf + K                      Surprise Air
    _d + K                      Surprise Air Finish

 hcb + K                        Blazing Intercept

 qcb,qcb + K                 D^ Gauze Tail Tinkerbell
 AC,BD,ABC                   S^ Disposition Frog

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C    -/C    C
    Standing Far        Cr    -r    -     -     C
    Crouching           Cr    -r    C     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          Spinning Edge

 - You can press ABC to change into Hero Mode (see below for details).
   This can be used to cancel out of any attack, even uncancelable
   moves or special moves.
 - You can juggle an opponent after the Into Sky.
 - The Dinosaur's Footprint is a low attack.
 - The Blazing Intercept can reverse jumping, high, and mid-level
   attacks, as well as special moves and (S)DMs.  You can juggle your
   opponent after this move.
 - The Leaping Swordfish is an overhead attack.
 - The Gauze Tail Tinkerbell is an overhead attack.
 - Using the Disposition Frog will leave you in Hero Mode.  For all
   it's flash, this move doesn't do a lot of damage, although you can
   easily connect it in the corner from Into Sky or a stance-canceled
   crouching C in Hero Mode.


 ------------------------------------------------------------------------
 MAY LEE JINJU (IN HERO MODE)                     [ Women Fighters Team ]
 ------------------------------------------------------------------------

 f + A                          Hero Uke
 df + B                         Sliding
 Press ABC                      Henshin (Standard)

 qcf + P                        Full Swing Chop
 qcf + K                        Shining Thunder Blow
 qcb + P                        "May Lee Cho~p!"
 hcb,f + P when near            "May Lee Break!"

 qcf,qcf + P in air          D^ "May Lee Dynamic!"
 qcf,qcf + AC                S^ "May The End"
 f,B,C,f,C                   H^ Key of Victory

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near      C/Cr   Cr    C     C     -
    Standing Far       C/Cr   Cr    C     C     -
    Crouching           Cr    Cr    C     C
    Upward Jump         -     -     -     -
    Diagonal Jump       -     -     -     -

 Counter Wire           Standing CD, (B) Shining Thunder Blow
 Super Cancels          (C) Full Swing Chop,
                        Shining Thunder Blow, May Lee Chop

 - You can press ABC to change into Standard Mode (see above for
   details).  This can be used to cancel out of any attack, even
   uncancelable moves or special moves.
 - If May is hit while in Hero Mode, she will revert to Standard Mode.
   This poses a problem, since she can't block in this mode (aside
   from using the autoguard feature of the Hero Uke).
 - May Lee is now able to roll while in Hero Mode, but she loses the
   use of her basic C and D throws.
 - May Lee's standing CD attack is unblockable.  However, it is not
   cancelable.  She also has no mid-air CD attack.
 - Her crouching C will launch an opponent into the air.  You can
   cancel it into the May Lee Chop for an easy combo.
 - The Hero Uke will autoguard mid-level attacks.  If the autoguard
   is triggered, this move can be canceled into a special move.  Even
   if you get Guard Crushed during this move, May Lee will remain in
   her Hero stance.
 - The Sliding is a low attack and is cancelable.
 - The (A) Full Swing Chop hits twice on a counter hit.
 - The (A) May Lee Chop is an overhead attack.
 - The (D) Shining Thunder Blow will not knock down a hit opponent.
 - The May Lee Break is unblockable.
 - One wonders if the "May Lee Dynamic!" is supposed to be a reference
   to May's "May Dynamic" move from the original Guilty Gear.


 ------------------------------------------------------------------------
 KIM KAPHWAN                                               [ Korea Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Kubikime Otoshi
 b / f + D when near            Sakkyaku Nage

 f + B                          Neri Chagi

 qcb + P (x3)                   Sanren Geki
  _uf + K, then d + K           Sankuu Kyaku
 qcb + K                        Hangetsu Zan
 d,d + K                        Haki Kyaku
 qcf + K in air                 Hishou Kyaku
  _D while rebounding           Tsuika Kougeki
 Charge d,u + K                 Hien Zan
 d + D from (D) Hien Zan        Tenshou Zan

 qcf,qcf + K                 D^ Hou'ou Hiten Kyaku
 qcb,db,f + K                D^ Hou'ou Kyaku
 qcb,db,f + BD in air        S^ Kuuchuu Hou'ou Kyaku
 qcb,db,f + ABCD             H^ Zero Kyori Hou'ou Kyaku

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C    C/C    C    C/C    s
    Standing Far        -     -     -     -     s
    Crouching           C     -r    C     C
    Upward Jump         s     -     -     -     s
    Diagonal Jump       s     -     -     -     s

 Super Cancels          (B) Hangetsu Zan, (B) Haki Kyaku, (D) Hien Zan
                        (1st), (C) Sanren Geki (3rd input, 2nd hit)
 Free Cancel Into       Hangetsu Zan, Hien Zan, Sanren Geki
 Free Cancel Out Of     Haki Kyaku, Sanren Geki (all ground hits)
 Cannot Free Cancel     Hishou Kyaku, Hien Zan

 - The Neri Chagi is an overhead attack, unless you cancel into it (in
   which case it hits twice and is cancelable on either hit).
 - The Haki Kyaku is a low attack, and the (D) version knocks down.
   It can no longer hit someone who is lying on the floor.
 - The first button used for the Sanren Geki determines the outcome of
   the final input.  Starting with (A) ends in a Neri Chagi, while
   (C) ends with a series of spin kicks.
 - The final input of the (A) Sanren Geki is an overhead attack on the
   2nd hit.
 - Alternately, you can follow the first input of the Sanren Geki with
   a mid-air kick sequence by pressing uf + K, then d + K.  The d + K
   input is an overhead attack.
 - You can juggle an opponent after the Hou'ou Hiten Kyaku.
 - The Zero Kyori Hou'ou Kyaku is unblockable.


 ------------------------------------------------------------------------
 CHANG KOEHAN                                              [ Korea Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Hagan Geki
 b / f + D when near            Kusari Jime

 df + A                         Hiki Nige

 Tap P rapidly, move b / f      Tekkyuu Dai Kaiten
  _press ABCD                   Cancel
 Charge b,f + P                 Tekkyuu Funsai Geki
 hcf + K                        Tekkyuu Taiko Uchi
 d,d + K                        Haki Kyaku
 hcb,f + P when near            Dai Hakai Nage

 qcf,hcb + P                 D^ Tekkyuu Dai Bousou
 qcf,qcf + K                 D^ Tekkyuu Dai Bokusatsu
 qcf,qcf + P                 B^ Tekkyuu Dai Assatsu
 B,A,df,C,A                  H^ Tekkyuu Dai Sekai

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C     C    -/-    C     s
    Standing Far        -     C     -     -     s
    Crouching           C     C     C     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          Haki Kyaku
 Free Cancel Into       Tekkyuu Taiko Uchi, Tekkyuu Dai Kaiten
 Free Cancel Out Of     Hiki Nige, Tekkyuu Funsai Geki, Haki Kyaku
 Cannot Free Cancel     Dai Hakai Nage

 - The Hiki Nige is a low attack.
 - The Tekkyuu Dai Kaiten can negate normal and (S)DM projectiles.
   It will hit twice on a counter hit.
 - The Tekkyuu Funsai Geki has autoguard.
 - The Tekkyuu Taiko Uchi can reverse jumping, high, and mid-level
   attacks, as well as special moves and (S)DMs.  However, it does very
   poor damage and has almost no range.  What's more, the "third sneeze"
   feature from previous KOFs has been removed (so you always get the
   standard sneeze animation).
 - The Haki Kyaku will knock over your opponent no matter where they
   are, unless they are blocking low or are in mid-air.
 - The Tekkyuu Dai Bousou has several endings: a belly bop, a slide
   attack, a standing kick, a forward roll, and a body press.
 - The first few swings of the Tekkyuu Dai Bokusatsu can hit an opponent
   who is lying on the ground.  Hitting an opponent immediately after
   they hit the ground (such as from a jumping CD attack or a super
   canceled Haki Kyaku) guarantees more hits than other methods (such
   as after a standing CD or the Tekkyuu Dai Bousou).
 - The Tekkyuu Dai Assatsu hits twice on the way up on a counter hit.
 - Chang will run forward during the (C) Tekkyuu Dai Assatsu, before
   leaping into the air.
 - The Tekkyuu Dai Assatsu is an overhead attack on the way down.  The
   SDM version will hit low once Chang flops onto the floor, requiring
   you to block high, then low.
 - Additionally, the ground flop part of the SDM Assatsu will knock over
   your opponent no matter where they are, unless they are blocking low
   or are in mid-air.
 - The (C) Tekkyuu Dai Assatsu has autoguard while Chang is running
   forward (but it won't defend against low attacks).  The SDM version
   of the Assatsu has autoguard for the entire time Chang is flopping
   forward after landing on the ground.  All versions of the Assatsu
   have autoguard while Chang is falling down (with his belly towards
   the floor).
 - The Dai Hakai Nage and Tekkyuu Dai Sekai are unblockable.
 - Before the Tekkyuu Dai Sekai takes place, Chang will dance for a few
   moments.  During this time, he is invincible and can only be damaged
   by throws.


 ------------------------------------------------------------------------
 CHOI BOUNGE                                               [ Korea Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Zujou Sashi
 b / f + D when near            Geketsu Zuki

 b / f + B                      Toorima Geri
 ub against a wall, then uf     Sankaku Tobi

 Charge d,u + P                 Tatsumaki Shippuu Zan
 qcb + P                        Kaiten Hien Zan
  _P                            Kishuu Hien Zuki
  _qcf + K at apex              Hishou Kyaku
 qcf + K in air                 Hishou Kyaku
 f,d,df + K                     Hien Zan

 Charge b,f + P                 Senpuu Hien Zashi
  _dir. + any (x3)              Houkou Tenkan

 Charge d,u + K  (can hold)     Hishou Kuuretsu Zan
  _dir. + any (x3)              Houkou Tenkan

 hcb,hcb + P, move b / f     D^ Shin! Chouzetsu Tatsumaki Shinkuu Zan
 qcf,hcb + K                 B^ Hou'ou Kyaku
 hcf,hcf + AC in air         H^ Shakushi

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C     -     s
    Standing Far        Cr    -     -     -     s
    Crouching           Cr    -r    C     -
    Upward Jump         -     -     -     -     s
    Diagonal Jump       -     -   s/s/?   -     s

 Super Cancels          Tatsumaki Shippuu Zan (1st)
 Free Cancel Into       Hishou Kyaku, Hien Zan
 Free Cancel Out Of     Toorima Geri, Tatsumaki Shippuu Zan (1st
                        ground), Kaiten Hien Zan, Kishuu Hien Zuki
                        Hien Zan (air only), Senpuu Hien Zashi,
                        Hishou Kuuretsu Zan

 - Choi's far standing C will knock an opponent into the air briefly.
 - Choi recovers from the Toorima Geri fast enough to follow it up
   with another attack, such as a standing A or B, or the Hou'ou Kyaku
   (S)DM.
 - The Tatsumaki Shippuu Zan hits more times if done from a slight
   distance away from your opponent instead of right next to them.
 - The (B) Hien Zan hits twice on a counter hit.
 - You can juggle your opponent three times during the Shin! Chouzetsu
   Tatsumaki Shinkuu Zan.
 - The direction used for the Hishou Kuuretsu Zan determines which
   wall Choi leaps to.  If you press straight up, he flies to the wall
   behind him.  Once he touches the wall, he will fall to the ground,
   unless you hold B (which makes him fly diagonally down), or D (which
   makes him fly horizontally).
 - I've yet to find a way to guarantee all seven hits of the Shakushi.
   However, if Choi lands from this move while his opponent is still
   in the air, you can juggle them before they land, at least.


 ------------------------------------------------------------------------
 IORI YAGAMI                                                 [ '96 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Sakahagi
 b / f + D when near            Saka Sakahagi

 f + A,A                        Geshiki: Yumebiki
 f + B                          Geshiki: Goufu In "Shinigame"
 b + B in air                   Geshiki: Yuri Ori

 qcf + P                        108 Shiki: Yami Barai
 qcb + P  (x3)                  127 Shiki: Aoihana
 hcb + K                        212 Shiki: Kototsuki In
 f,d,df + P                     100 Shiki: Oniyaki
 hcb,f + P when near            Kuzukaze

 qcf,hcb + P                 B^ Kin 1211 Shiki: Ya Otome
  _qcf,qcf,qcf,qcf + AC      D^ Ura 316 Shiki: Saika
 qcb,hcf,b,f + AC            H^ Ura 1219 Shiki: En'ou

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C     C     -     C
    Standing Far        -r    -     C     -     C
    Crouching           Cr    -r    C     -
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          (A) Oniyaki (1st on a counter hit)
                        (C) Oniyaki (1st-2nd)
 Free Cancel Into       Aoihana, Kototsuki In, Oniyaki
 Free Cancel Out Of     Yumebiki (1st), Goufu In, Aoihana (1st-2nd),
                        Oniyaki (A=1st, C=1st-2nd), Kototsuki In (1st)
 Cannot Free Cancel     Yami Barai, Kuzukaze

 - The 2nd input of the Yumebiki is cancelable.
 - The Goufu In is an overhead attack, unless you cancel into it (in
   which case, it becomes cancelable).  It's possible for this move
   to hit twice, if the first hit is late enough.
 - The Yuri Ori is used to hit someone as you jump over them, since it
   hits behind Iori.
 - The 3rd input of the Aoihana is an overhead attack.
 - The Kuzukaze is unblockable.  This move switches places with your
   opponent and leaves them open to attack momentarily.
 - The Saika can only be used after a DM Ya Otome.  You must begin the
   command early so that you finish it by the time Iori has delivered
   the final blow (the hit where his opponent explodes in purple flame).
   Beyond that, the timing is rather lax (in the corner, you can even
   hit an opponent who is lying on the ground with this move).
 - The En'ou is unblockable.


 ------------------------------------------------------------------------
 MATURE                                                      [ '96 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Death Blow
 b / f + D when near            Back Rush

 qcf + P                        Despair
 hcf + K                        Decide
 qcb + P  (x3)                  Death Row
 qcb + K                        Metal Massacre
 f,d,df + P                     Sacrilege
 qcf,hcb + P                    Ebony Tears

 qcf,qcf + P                 B^ Nocturnal Rites
 qcb,hcf + K                 B^ Heaven's Gate
 f,D,C,B,f                   H^ Ecstasy 816

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr   C/C    C    -/C    s
    Standing Far        C    -/-    -     -     s
    Crouching           Cr    -r    C     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Free Cancel Into       Despair, Death Row, Metal Massacre,
                        Ebony Tears (only from a normal attack or CD)
 Free Cancel Out Of     Death Row, Metal Massacre, Sacrilege
                        (A=1st-2nd ground, C=1st=3rd ground)
 Cannot Free Cancel     Decide

 - It seems as if the (C) Despair can actually cross up a crouch-blocking
   opponent, but it only works against Chang if he is in the corner.
 - The Sacrilege is now a knockdown attack.


 ------------------------------------------------------------------------
 VICE                                                        [ '96 Team ]
 ------------------------------------------------------------------------

 b / f + C when near               Death Blow
 b / f + D when near               Back Rush

 f + A                             Monstrosity

 qcb + K                           Outrage
 qcb + K in air                    Ravenous
 hcf + K                           Decide
 qcb + P                           Mayhem
 hcf + P when near                 Blackend
 hcb,f + P when near               Gore Fest
 qcf + P  (see notes)              Mithan's Robe

 qcf,qcf + P                    B^ Withering Surface
 hcb,hcb + K when near          B^ Negative Gain
 db,qcf,uf,u,d + AC when near   H^ Overkill  (air throw)

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C    -/C    s
    Standing Far        Cr    -     -     -     s
    Crouching           C     Cr    C     C
    Upward Jump         s     -     s     -     -
    Diagonal Jump       s     -     s     -     -


 Free Cancel Into       Ravenous, Decide, Mayhem
 Free Cancel Out Of     Monstrosity, Mayhem
 Cannot Free Cancel     All others.

 - The Monstrosity is an overhead attack, unless you cancel into it
   (in which case, it becomes cancelable).
 - If you hit an opponent in air with the Ravenous, you can juggle them
   upon landing (Mayhem -> Mithan's Robe makes a nice follow-up).
 - You can use the Mithan's Robe after the Mayhem or Blackened.
 - The Blackened, Gore Fest, Withering Surface, Negative Gain, and
   Overkill are unblockable.
 - If you have trouble pulling off the Overkill, another way to perform
   it is to start at b and rotate the joystick counter clockwise to db,
   then press AC.


 ------------------------------------------------------------------------
 RYUJI YAMAZAKI                                              [ '97 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Shime Age
 b / f + D when near            Bun Nage

 f + A                          Bussashi

 qcb + A  (can hold)            Hebi Tsukai (Joudan)
 qcb + B  (can hold)            Hebi Tsukai (Chuudan)
 qcb + C  (can hold)            Hebi Tsukai (Gedan)
 delayed hebi tsukai _D         Hebi Damashi

 f,d,df + P                     Sabaki no Aikuchi
 f,d,df + B                     Yakiire
 f,d,df + D                     Sunakake
 qcf + A                        Bai Gaeshi (Kyuushuu)
 qcf + C                        Bai Gaeshi (Dan Hassha)
 hcf + K                        Sadomazo
 hcb,f + P when near            Bakudan Pachiki

 qcf + ABCD                  D^ Akumu...soshite kyouki
 qcf,qcf + P                 B^ Guillotine
 hcb,hcb + P when near       D^ Drill
  _tap P 0-4 times              Punch Ranbu
  _tap P 5-8 times              Kick Ranbu
  _tap P 9-12 times             Rapid Pachiki
  _tap P 13+ times              Repeated Hebi Tsukai
  _tap P after Drill ends       Chouhatsu
 hcb,hcb + AC when near      S^ Drill
  _tap P 0-4 times              Rapid Stomps
  _tap P 5-8 times              Rapid Aikuchi
  _tap P 9-12 times             Rapid Shime Age
  _tap P 13+ times              Chou Repeated Hebi Tsukai
  _tap P after Drill ends       Chouhatsu
 hcb,hcb + BD when near      H^ ...!!

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C     Cr    C    C/-    s
    Standing Far        -     -r    -     -     s
    Crouching           Cr    -r    C     -
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          Sabaki no Aikuchi (1st)
                        Sadomazo (if it reverses an attack)
 Free Cancel Into       Sabaki no Aikuchi, Yakiire, Sunakake, Bai Gaeshi,
                        Sadomazo
 Free Cancel Out Of     Bussashi, Hebi Tsukai, Sabaki no Aikuchi,
                        Yakiire, Sunakake, Bai Gaeshi, Sadomazo
                        (if triggered)
 Cannot Free Cancel     Bakudan Pachiki

 - The Bussashi is an overhead attack on either hit, unless you cancel
   into it (in which case, it becomes cancelable on either hit).
 - The 2nd hit of the Yakiire is an overhead attack.
 - You can cancel the Sunakake into the Hebi Tsukai.
 - The Kyuushuu will absorb projectiles and give Yamazaki a bit of
   Power Gauge energy.  The Dan Hassha causes him to counter with
   a projectile of his own.  Yamazaki can use either move against
   both normal and DM projectiles (but not SDM projectiles).  For
   some reason, he is unable to absorb or reflect Rugal's Kaiser Wave
   or Kaiser Phoenix.
 - The Sadomazo can reverse high attacks, special moves, and (S)DMs.
 - When you perform the "Akumu...soshite kyouki," Yamazaki will run
   forward, then stop and clutch his head for a moment.  If he reaches
   his opponent before he finishes running, he will perform an
   unblockable attack instead (even if they are airborne).  While
   this attack cannot be reversed, it can be avoided (by jumping over
   the blade, or otherwise evading it, say through Chin's Bougetsu Sui
   or Mary's Real Counter).  One sneaky way of connecting this move is
   to supercancel into it out of a blocked Sabaki no Aikuchi.
 - The Bakudan Pachiki, Drill, and ...!! are unblockable.


 ------------------------------------------------------------------------
 BLUE MARY                                                   [ '97 Team ]
 ------------------------------------------------------------------------

 b / f + C when near               Victor Nage
 b / f + D when near               Head Throw

 b / f + A                         Hammer Arch
 b / f + B                         Double Rolling

 qcf + P                           Spin Fall
  _qcf + P                         M. Spider
 f,d,df + K                        Vertical Arrow
  _f,d,df + K                      M. Snatcher
 Charge b,f + K                    Straight Slicer
  _qcf + K                         Crab Clutch
 qcb + B                           M. Reverse Facelock
 qcb + D                           M. Head Buster
 qcb + P                           Real Counter
  _qcf + P                         Backdrop Real

 qcf,hcb + P                    D^ M. Splash Rose
 A,A,f,B,C                      D^ M. Dynamite Swing
 A,A,b,B,C                      S^ M. Dynamite Swing
 db,qcf,uf,u,d + BD when near   H^ M. Typhoon

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr   C/s   -/C    s
    Standing Far        Cr    C    C/C    -     s
    Crouching           C     Cr    C     -
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          (B) Vertical Arrow (1st), (B) Straight Slicer,
                        M. Snatcher (only into either Dynamite Swing)
 Free Cancel Into       Spin Fall, Vertical Arrow, Straight Slicer,
                        M. Reverse Facelock, M. Head Buster, Real
                        Counter
 Free Cancel Out Of     Hammer Arch, Double Rolling (1st), Vertical
                        Arrow (1st), (B) Straight Slicer

 - The Hammer Arch is an overhead attack, unless you cancel into it
   (in which case, it becomes cancelable).  It can be canceled
   directly into a (HS)DM, however.
 - This makes for a 50% damage overhead attack, as you can cancel
   it into the M. Typhoon. :)  If you have trouble with the M. Typhoon
   command, another way to perform it is to start at b and rotate the
   joystick counter clockwise to db, then press BD.
 - The Double Rolling is cancelable on the 2nd hit (which hits low).
 - The (A) Spin Fall is an overhead attack.
 - The Straight Slicer is a low attack.  The (D) version will only hit
   low if Mary's feet hit first.
 - Mary is invincible during the Real Counter.  Only throws can harm
   her.  Instead of following with the Backdrop Real, you can always
   time her recovery and follow with the M. Typhoon instead.
 - The M. Reverse Facelock can reverse jumping attacks, special moves,
   and (S)DMs.
 - The M. Head Buster can reverse high and mid-level attacks.  You can
   juggle your opponent after this move.
 - The Backdrop Real and M. Typhoon are unblockable.
 - It seems as if you can no longer connect the DM Dynamite Swing after
   the M. Snatcher, even though you can still supercancel into it.
   Anyone know of a way to get the move to connect?


 ------------------------------------------------------------------------
 BILLY KANE                                                  [ '97 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Jigoku Otoshi
 b / f + D when near            Ippon Zuri Nage

 f + A                          Dai Kaiten Geri
 f + B                          Boutaka Tobigeri

 Tap A rapidly                  Senpuu Kon
 hcf + P                        Sansetsu Kon: Chuudan Uchi
  _qcf + P                      Kaen Sansetsu Kon: Chuudan Zuki
 qcb + P                        Suzume Otoshi
 qcb + B                        Karyuu Tsuigeki Kon
 qcb + D                        Suiryuu Tsuigeki Kon
 f,d,df + K, move b / f         Kyoushuu Hishou Kon

 qcf,hcb + P                 D^ Chou Kaen Senpuu Kon
 qcf,qcf + P                 B^ Dai Senpuu
 qcb,hcf + BD                H^ Liar Elemental

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C     C     C     C     s
    Standing Far        C     -     -    -/-    s
    Crouching           -     Cr    C     -
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          Suiryuu Tsuigeki Kon (1st)
 Free Cancel Into       Suzume Otoshi, Karyuu/Suiryuu Tsuigeki Kon
                        Kyoushu Hishou Kon, SSK: Chuudan Uchi
 Free Cancel Out Of     Senpuu Kon, Karyuu/Suiryuu Tsuigeki Kon,
                        SSK: Chuudan Uchi, KSSK: Chuudan Zuki
 Cannot Free Cancel     Karyuu Tsuigeki Kon (from Suiryuu Tsuigeki Kon),
                        or the reverse.

 - Karyuu Tsuigeki Kon can reverse jumping attacks, special moves, and
   (S)DMs.
 - The Suiryuu Tsuigeki Kon can reverse high, mid-level, and low attacks.
 - If the (D) Kyoushuu Hishou Kon hits on the way up and again on the
   way down, you can juggle your opponent.  Out in the open, you can
   use the Dai Kaiten Geri, while in the corner, you can use the Chou
   Kaen Senpuu Kon.
 - The Liar Elemental can reverse jumping, high, mid-level, and low
   attacks, as well as special moves and (S)DMs.  During this move, you
   cannot throw Billy with basic throws while he is unarmed.


 ------------------------------------------------------------------------
 YASHIRO NANAKASE                                            [ '98 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Lever Blow
 b / f + D when near            Hatchet Throw

 f + A                          Regret Bash
 f + B                          Step Side Kick

 f,d,df + P                     Upper Duel
 qcb + K                        Sledgehammer
 hcf + P                        Jet Counter
  _qcf + P                      Jet Counter: Still

 qcf,qcf + P  (can hold)     B^ Final Impact
 qcb,hcf + BD                H^ [ERROR] CODE 2002

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C     C     C     s
    Standing Far        Cr    -     -     -     s
    Crouching           Cr    -     C     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          (C) Jet Counter: Still
 Free Cancel Into       Upper Duel, Sledgehammer, Jet Counter
 Free Cancel Out Of     Regret Bash, Upper Duel (A=1st, C=1st-2nd),
                        Jet Counter (any version), Jet Counter: Still

 - The Regret Bash is an overhead attack, unless you cancel into it
   (in which case, it becomes cancelable).
 - The Step Side Kick is cancelable.
 - The Upper Duel has autoguard.
 - The Sledgehammer is an overhead attack.
 - The (C) Jet Counter is now an overhead attack.
 - You have to use the same strength button used for the Jet Counter
   to perform the Jet Counter: Still.
 - Because of this, I was a little curious as to what happened to
   Yashiro's old "hcf + A -> qcf + C" combo from 1998, which would
   result in an Upper Duel ending instead of the usual Jet Counter:
   Still ending.  Well, he still has it--just perform the Jet Counter
   with AC, then input qcf + C.  Using (A) will just get you the weak
   Still ending.  It's much more useful than in '98, since you can combo
   a close attack into the AC Jet Counter (which is not possible with
   the C version), and juggle your opponent afterwards.
 - You can juggle an opponent after the normal (C) Jet Counter: Still,
   as well.
 - You can free cancel any strength Jet Counter into any different
   strength Jet Counter (except the AC Jet Counter into the A version
   or the reverse).  The same applies to free canceling the Jet Counter:
   Still into a different strength Jet Counter (in which case going
   from the "AC -> A" Still to the A Jet Counter is not possible).
 - The Final Impact is unblockable if fully delayed.


 ------------------------------------------------------------------------
 SHERMIE                                                     [ '98 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Shermie Flash Original
 b / f + D when near            Front Flash

 f + A                          Baku New Suplex
 f + B                          Shermie Stand
 Press ABC                      Yoke Dousa

 hcf + P when near              Shermie Spiral
 hcf + K                        Diamond Bust
 qcb + P                        Shermie Whip
 qcb + K                        Axle Spin Kick
 hcb,f + P                      F-Captured
 f,d,df + K                     Shermie Clutch
 qcf + K  (see notes)           Shermie Cute

 hcb,hcb + P when near       B^ Shermie Flash
 hcf,hcf + P when near       B^ Shermie Carnival
 qcf,qcf + BD when near      H^ Inazuma Leg Lariat

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr   C/C    C    -/-    s
    Standing Far        Cr   C/C    -     -     s
    Crouching           Cr    C     C     -
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Free Cancel Into       Shermie Spiral, Diamond Bust, Shermie Whip,
                        Axle Spin Kick, Shermie Clutch
 Free Cancel Out Of     Blocked Baku New Suplex, Shermie Stand, Axle
                        Spin Kick
 Cannot Free Cancel     All other moves.

 - The Shermie Stand is an overhead attack, unless you cancel into it
   (in which case, it is cancelable on the 2nd hit).
 - The Yoke will make Shermie dodge low attacks.
 - The Axle Spin Kick is an overhead attack.
 - The Shermie Clutch is an anti-air throw.
 - The F-Captured can reverse high and mid-level attacks.
 - You can use the Shermie Cute after the Shermie Spiral, Shermie Whip,
   or Shermie Clutch.
 - The Shermie Spiral, Diamond Bust, Shermie Clutch, Shermie Flash,
   Shermie Lariat, and Inazuma Leg Lariat are unblockable.
 - During the SDM Shermie Flash, Shermie will count while holding your
   opponent.  If she reaches 3, the move will do 100% damage.  However,
   you can end the count by tapping any button rapidly, which will cause
   her to end the hold prematurely.


 ------------------------------------------------------------------------
 CHRIS                                                       [ '98 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Step Turn
 b / f + D when near            Aerial Drop

 f + A                          Spinning Array
 f + B                          Reverse Anchor Kick
 df + B                         Carry Off Kick
 f + D,B                        Leading High
 d + D,B                        Leading Low

 qcf + P                        Slide Touch
 qcf + K                        Scramble Dash
 f,d,df + P                     Direction Change
 f,d,df + K                     Hunting Air
 qcf + K in air                 Glider Stamp
 hcb + P                        Shooting Dancer: Thrust
 hcb + K                        Shooting Dancer: Step

 qcf,qcf + P                 B^ Chain Slide Touch
 qcb,qcb + K                 B^ Twister Drive
 hcb,hcb + AC                H^ Honoo no Sadame no Chris

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C     C     s     s
    Standing Far        Cr    -    C/-    -     s
    Crouching           C     -r    C     -
    Upward Jump         -     -     C     -     s
    Diagonal Jump       -     -     C     -     s

 Super Cancels          Leading: High and Low
                        Shooting Dancer: Thrust and Step (1st)
 Free Cancel Into       Scramble Dash, Hunting Air, Glider Stamp,
                        Shooting Dancer Thrust and Step
 Free Cancel Out Of     Reverse Anchor Kick, Carry Off Kick, Leading:
                        High and Low, Slide Touch, Hunting Air,
                        Shooting Dancer Thrust and Step

 - The Spinning Array is cancelable.
 - The Reverse Anchor Kick is an overhead on the 2nd hit (unless
   canceled into, in which case it is cancelable on the 2nd hit).
 - The Carry Off Kick is a low attack.
 - In order to perform the "Leading" moves, you must press B
   _immediately_ after pressing D.  I find that it's easier to perform
   if you hold in the direction listed instead of just pressing in
   that direction.  If you do the move correctly, Chris will do his
   old '98 dodge animation, then attack with a standing kick or a low
   (B) kick.
 - The Direction Change is unblockable.  This move switches places
   with your opponent and leaves them open to attack momentarily.
 - The 2nd hit of the (A) Shooting Dancer: Thrust is a low attack.
 - The 2nd hit of the Shooting Dancer: Step is an overhead attack.
 - You can follow the Shooting Dancer: Step with the Glider Stamp.
 - Chris' HSDM will turn him into Orochi Chris for the remainder of
   the round (see "Chris of the Flame of Destiny" under the Orochi
   Team entry for more information).  You will turn back to normal
   Chris in the following round (if there is one).


 ------------------------------------------------------------------------
 K'  (pronounced "kay dash")                                 [ '99 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Spot Pile
 b / f + D when near            Knee Strike

 f + A                          One Inch
 f + B                          Knee Assault

 qcf + P                        Eins Trigger
  _f + B                        Second Shoot
  _f + D                        Second Shell

 f,d,df + P                     Crow Bites
 f,d,df + C _f + K              Tsuika Kougeki

 qcf + K                        Blackout
 qcb + K  (air)                 Minutes Spike
 qcb + K _qcb + K               Narrow Spike

 qcf,qcf + P  (can hold)     D^ Heat Drive
 qcf,hcb + P                 B^ Chain Drive
 qcb + C~A                   H^ Crimson Star Road

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr   C/C    C     s
    Standing Far        -r    -     -     -     s
    Crouching           Cr    -r    C     C
    Upward Jump         -     -     s     s     -
    Diagonal Jump       -     -     s     s     -

 Counter Wire           One Inch
 Super Cancels          (A) Crow Bites (1st-2nd)
                        (C) Crow Bites (1st)
                        Narrow Spike
 Free Cancel Into       Crow Bites, Minutes Spike (ground or air)
 Free Cancel Out Of     One Inch, Knee Strike, Crow Bites (A=1st
                        ground, C=1st-2nd ground), Minutes Spike,
                        Narrow Spike
 Cannot Free Cancel     Eins Trigger, Blackout, Minutes Spike (only
                        from Narrow Spike)

 - The One Inch is a knockdown attack, unless canceled into (in which
   case, it becomes cancelable).  It can be canceled directly into a
   (HS)DM, however.
 - The Knee Assault is an overhead attack, unless you cancel into it.
 - The Knee Assault and Tsuika Kougeki are no longer cancelable.
 - The (A) Eins Trigger is a knockdown attack and can negate projectiles.
   The button used determines the speed of the Second Shoot.
 - You can no longer cancel the Eins Trigger into the Blackout.
 - You can juggle an opponent after the Second Shell.
 - The Blackout is a teleport move that can be used to move through your
   opponent.  You are still vulnerable to attack while warping, even when
   invisible.
 - You can delay the Heat Drive to make it unblockable.
 - When you perform the Chain Drive, K' will throw his sunglasses across
   the screen.  If they hit, he will perform the rest of this move.  If
   they miss, he will remain immobile for a moment and will be vulnerable
   to attack.  If th glasses are blocked, he will warp forward with an
   elbow attack.  If the attack hits (which really only occurs if you
   attempt to a CD guard cancel), then he will perform the rest of the
   Chain Drive.
 - To perform the Crimson Star Road, you must press A _immediately_
   after pressing C.  This move is unblockable.


 ------------------------------------------------------------------------
 MAXIMA                                                      [ '99 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Dynamite Drop
 b / f + D when near            Choking Vise

 f + A                          Mongolian
 df + C                         M9 Kata: Maxima Missile (Shisaku)

 qcb + P                        M4 Kata: Vapour Cannon
 hcf + K when near              M11 Kata: Dangerous Arch
 f,d,df + K                     M19 Kata: Blitz Cannon

 qcf + A                        System 1: Maxima Scramble
  _qcf + A                      Double Bomber
   _qcf + A                     Bulldog Press

 qcf + C                        System 2: Maxima Scramble
  _qcf + C                      Double Bomber
   _qcf + C                     Bulldog Press

 hcb + K                        System 3: Maxima Lift
  _f + K                        Centoun Press

 f,hcf + P                   D^ M2 Kata: Maxima Beam
 qcf,hcb + P                 D^ Bunker Buster
 hcb,hcb + K when near       B^ Maxima Revenger
 f,B,C,f,C                   H^ Arc Enemy

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C    C/-    C     s
    Standing Far        -     -     -     -     s
    Crouching           Cr    -     C     -
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Counter Wire           Vapour Cannon
 Super Cancels          Double Bomber (2nd)
 Free Cancel Into       Vapour Cannon, Dangerous Arch, Blitz Cannon,
                        Maxima Scramble, Maxima Lift
 Free Cancel Out Of     Mongolian, Maxima Scramble, Double Bomber
 Cannot Free Cancel     Bulldog Press, Centoun Press

 - Maxima's crouching C, far and close standing C, and standing CD attack
   all have autoguard.
 - The Mongolian is an overhead attack, unless canceled into (in which
   case, it becomes cancelable).  It can be canceled directly into a
   (HS)DM, however.
 - The Maxima Missile is cancelable.  An airborne opponent who is hit by
   this move will be knocked high into the air and can be hit with the
   Blitz Cannon.
 - The Vapour Cannon can negate normal and DM projectiles.
 - The Blitz Cannon is an anti-air move.  However, the (B) version can
   hit tall characters (such as Chang).
 - If you mistime the Centoun Press, Maxima will land on his back and
   will be open to attack until he recovers.
 - The Maxima Beam does a ridiculous amount of damage, even moreso on
   a counter hit.
 - The Bunker Buster has autoguard as it begins and ends.  It can hit
   as it begins, as well as when it ends.  It's possible to combo both
   hits together.  The "falling" animation can hit as an overhead attack,
   but this doesn't apply to the "impact" hit that occurs as Maxima
   lands.
 - The Dangerous Arch, Maxima Lift, Maxima Revenger, and Arc Enemy are
   unblockable.


 ------------------------------------------------------------------------
 WHIP                                                        [ '99 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Alpha
 b / f + D when near            Zed

 f + A  (x5)                    Whip Shot

 hcb + A  (can hold)            Strings Shot Type A "Code: Yuuetsu"
 hcb + B  (can hold)            Strings Shot Type B "Code: Chikara"
 hcb + C  (can hold)            Strings Shot Type C "Code: Shouri"
 delayed strings shot_b / f     Move Back / Forward
 D before Type A/B/C strikes    Strings Shot Type D "Code: Ame"
 delayed strings shot_D         Strings Shot Type D "Code: Ame"

 hcf + P                        Boomerang Shot "Code: SC"
 qcb + P in air                 Hook Shot "Code: Kaze"
 f,d,df + any                   Assassin Strike "Code: BB"
 b,d,db + P, tap P rapidly      Desert Eagle

 qcb,hcf + P                 B^ Sonic Slaughter "Code: KW"
 b,B,C,b,C                   H^ Super Black Hawk

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C     C     C
    Standing Far        -     C     -     s     C
    Crouching           -     C    C/C    -
    Upward Jump         -     C     -     -     -
    Diagonal Jump       -     C     -     C     -

 Super Cancels          Strings Shot (1st)
                        Boomerang Shot (1st)
                        (the DC movelist says this move is SCable;
                        it probably is, but I couldn't pull it off)
 Free Cancel Into       Strings Shot, Boomerang Shot, Hook Shot,
                        Assassin Strike
 Free Cancel Out Of     Whip Shot, Strings Shot (1st), Boomerang Shot
                        (1st), Assassin Strike (downward hit only)
 Cannot Free Cancel     Desert Eagle

 - The last input of the Whip Shot is a knockdown attack.  The ending
   animation can be canceled.  In the corner, you can cancel into the
   (B) Assassin Strike or (C) Desert Eagle for a combo.  Out in the
   open, you can cancel into the (A) Boomerang Shot.
 - It's possible for either hit of the Boomerang Shot to miss, depending
   on your opponent's location.
 - The 2nd hit of the (A) Strings Shot is an overhead attack, while the
   2nd hit of the (C) Strings Shot is a low attack.
 - The (B) Strings Shot will drag an opponent closer to you and leaves
   them open to attack momentarily.
 - The Assassin Strike can hit on the way up, or on the way down.
   The button used for this move determines where you come down (A is
   closest, D is furthest away).  Keep in mind that this is relative to
   your location, so if you're in the far corner of the screen, using
   A-D all put you in the same place.  This move can also hit an
   opponent who is lying on the floor.
 - You can no longer cancel out of the end of the Assassin Strike.
 - You can fire the Desert Eagle seven times before Whip will reload it.
   This move is a low attack, and can hit opponents who are lying on the
   floor.
 - The Desert Eagle can hit an opponent who is lying on the ground.
 - The Super Black Hawk is unblockable.


 ------------------------------------------------------------------------
 VANESSA                                                     [ '00 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Dynamite Puncher
 b / f + D when near            Clench Puncher

 f + A                          One-Two Puncher
 df + B                         Sliding Puncher

 Charge b,f + P                 Dash Puncher
 hcf + P, tap P rapidly         Machine Gun Puncher
 f,d,df + A                     Forbidden Eagle
 f,d,df + C                     Parrying Puncher

 qcf + K                        Puncher Vision (Zenpou)
  _f + A                        Puncher Upper
  _f + C                        Puncher Straight
  _b + P  (can hold)            Puncher Weaving

 qcb + K                        Puncher Vision (Kouhou)
  _f + A                        Puncher Upper
  _f + C                        Puncher Straight
  _b + P  (can hold)            Puncher Weaving

 qcb + P  (can hold)            Puncher Weaving
  _f + P                        Dash Puncher
  _b + P                        Parrying Puncher
  _f + K                        Puncher Vision (Zenpou)
  _b + K                        Puncher Vision (Kouhou)

 qcf,qcf + P when near       D^ Champion Puncher
 qcb,hcf + P                 B^ Crazy Puncher
 f,hcf + AC                  H^ Gaia Gear

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr   -/C   -/C    C
    Standing Far        Cr    C    -/C   -/C    C
    Crouching           Cr    Cr    C     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Counter Wire           Machine Gun Puncher (if last hit is only hit)
                        Puncher Straight (if last hit is only hit)
 Super Cancels          Parrying Puncher, Puncher Upper (2nd)
                        Dash Puncher (from Puncher Weaving)
                        (the DC movelist says this move is SCable;
                        it probably is, but I couldn't pull it off)
 Free Cancel Into       Forbidden Eagle, Parrying Puncher, Puncher Vision
 Free Cancel Out Of     One-Two Puncher, Sliding Puncher, Dash Puncher,
                        Machine Gun Puncher, Forbidden Eagle, Parrying
                        Puncher, Puncher Upper/Straight (both 2nd)
 Cannot Free Cancel     Puncher Weaving

 - The One-Two Puncher is an overhead attack on the 1st hit, unless you
   cancel into it (in which case it becomes cancelable on the 1st hit).
 - The Sliding Puncher is a low attack.  It can no longer hit opponents
   who are lying on the ground.
 - The Parrying Puncher can reflect normal and (S)DM projectiles.
 - You can pass through attacks during the Puncher Vision (but you are
   still vulnerable to throws).  Unlike most teleports, it can't be used
   to move through an opponent, though.
 - You can cancel the Puncher Vision into itself (or the b / f + K
   version into the opposite qcf + K or qcb + K version).
 - The Puncher Upper is cancelable into other special moves on the 2nd
   hit.
 - The second hit of the Puncher Straight will drop an opponent's guard,
   which isn't really useful unless you free cancel into the Forbidden
   Eagle.
 - The only advantage the Puncher Weaving offers is that it makes
   Vanessa duck down, allowing her to avoid some high attacks.
 - The "Puncher Weaving" version of the Dash Puncher is cancelable
   into other special moves.
 - You can juggle your opponent after the Forbidden Eagle, Dash Puncher,
   and Puncher Upper.
 - The Champion Puncher is unblockable.


 ------------------------------------------------------------------------
 SETH                                                        [ '00 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Hiji ate kara no hadou uchi
 b / f + D when near            Tomoe Nage

 f + A                          Tackle
 f + B                          Mae Age Geri
 b + A                          Back Blow
 b + B                          Sobat
 df + B                         Sliding

 qcf + P                        Sho-Yoh
 hcf + K                        Doh-Kuzushi
 d,d + P                        Ashi-Tori
 qcf + B in air                 An-Getsu
 qcf + D in air                 Raku-Getsu

 hcb + K                        Kyu-Getsu
  _f + K                        Ya-Getsu
  _d + K                        Gen-Getsu

 qcf,qcf + P                 D^ "Morote"-Sho-Yoh
 qcf,hcb + K                 D^ Irimi-Nadazuki
 qcf,hcb + AC                S^ Doh-Tori-Shichimonsatsu
 f,hcf + AC when near        H^ Sigure-Rangiku

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C     C    C/-    C     C
    Standing Far        -     -     -     -     C
    Crouching           Cr    -    C/-    -
    Upward Jump         C     -     C     -     s
    Diagonal Jump       C     -     C     -     s

 Counter Wire           (C) Sho-Yoh
 Super Cancels          Sho-Yoh (1st)
 Free Cancel Into       Sho-Yoh, An-Getsu, Raku-Getsu, Kyu-Getsu
 Free Cancel Out Of     Tackle, Mae Age Geri, Sobat, Sliding, Sho-Yoh,
                        (B) Doh-Kuzushi (if triggered), Ashi-Tori (if
                        triggered), Kyu-Getsu, Ya-Getsu, Gen-Getsu
 Cannot Free Cancel     An-Getsu (from Raku-Getsu), or the reverse.

 - Seth's crouching C will knock an opponent into the air briefly
   on the 2nd hit.
 - The Tackle is a knockdown attack, unless you cancel into it from
   the Mae Age Geri.
 - If canceled into, the Sliding becomes cancelable.
 - The Back Blow is cancelable.
 - The Sobat is an overhead attack, unless you cancel into it.
 - The Sliding, Gen-Getsu and Irimi-Nadazuki are low attacks.
 - The (B) Doh-Kuzushi can reverse jumping attacks as well as special
   moves and (S)DMs.
 - The (D) Doh-Kuzushi can reverse high and mid-level attacks.  It
   switches places with your opponent and leaves them open to attack
   briefly.
 - The Ashi-Tori can reverse low attacks.  You can juggle a hit enemy
   afterwards.  You can juggle your opponent afterwards.
 - You can juggle your opponent after the Irimi-Nadazuki.
 - The Doh-Tori-Shichimonsatsu can reverse jumping, high, mid-level,
   and low attacks, as well as special moves and (S)DMs.
 - An opponent hit by the Sigure-Rangiku will have their controls
   reversed for a short period of time.  This move is unblockable.
   It must be performed from up close in order to hit, even though
   it looks like it could be used from a short distance.


 ------------------------------------------------------------------------
 RAMON                                                       [ '00 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Arm Whip
 b / f + D when near            Flying Mayor

 df + B                         Teikuu Drop Kick
 ub against a wall, then uf     Sankaku Tobi

 hcf + P when near              Tiger Neck Chancery
 qcb + A  (can hold)            Feint Step (Drop Kick)
 qcb + C  (can hold)            Feint Step
 d,d,A,C                        Bard of Paradise
 hcf + K                        Somersault
  _press ABC                    Cancel

 qcb + K                        Force of Will
  _qcf + A                      Tsuika Kougeki
  _press ABC                    Feint Dash

 b,d,db + K                     Tiger Road
  _D as you touch the wall      Cross Chop
  _press ABC                    Feint Dash

 f,d,df + K                     Rolling Sobat
  _f,d,df + K                   Flying Body Attack
   _d,d + P                     Hiki Okoshi

 qcf,hcb + K                 D^ Savage Fire Cat
  _press ABC                    Feint Dash
 qcb,hcf + K                 D^ El Diablo Amarillo Ramon
 hcb,hcb + P when close      B^ Tiger Spin
 qcb,hcf + AC                H^ Hypnotic Tiger

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C     C     -
    Standing Far        Cr    -     -     -     -
    Crouching           Cr    C     C     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Counter Wire           (A) Feint Step, Rolling Sobat
 Super Cancels          Hiki Okoshi,
                        Feint Dash
 Free Cancel Into       Somersault, Tiger Road
 Free Cancel Out Of     Teikuu Drop Kick, Standing CD
 Cannot Free Cancel     All others.

 - The Teikuu Drop Kick is a low attack, unless you cancel into it
   (in which case, it becomes cancelable).  It can be canceled directly
   into a (HS)DM, however.
 - The Bard of Paradise can hit an opponent who is lying on the floor.
 - The Force of Will looks like the Tiger Road, but it can only
   be canceled into the Tsuika Kougeki and not the Cross Chop.
 - Ramon will randomly hop away instead of running during the Tiger
   Road and Force of Will.  It also seems to occur often if your
   opponent is in the corner and you cancel a crouching D into the
   Force of Will, then hold the button used.  What this is used for
   and how you can perform it reliably, I have yet to figure out.
 - The cancel animation of the Force of Will or Tiger Road (in which
   Ramon pauses and leans over) can hit an opponent who is behind
   him.  Even though the same animation is used for the Somersault
   cancel, it cannot hit your opponent.
 - The Cross Chop and Rolling Sobat are overhead attacks.
 - The Tiger Neck Chancery, Somersault, Tsuika Kougeki, Savage Fire Cat,
   and Tiger Spin are unblockable.


 ------------------------------------------------------------------------
 KULA DIAMOND                                                [ '01 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Ice Coffin
 b / f + D when near            Behind Slash

 f + A                          One Inch
 df + B                         Slider Shoot
 df + C                         Critical Ice

 f,d,df + P                     Crow Bites
 qcf + P                        Diamond Breath
 qcb + P                        Counter Shell
 qcb + B                        Ray Spin
  _f + B                        Stand 1
  _f + D                        Sit 1
 qcb + D                        Ray Spin
  _f + B                        Stand 2
  _f + D                        Sit 2

 qcf,qcf + P                 D^ Diamond Edge
 hcb,hcb + AC                S^ Freeze Execution
 qcf,qcf + BD in air         S^ La * Cachora
 AC,BD,ABC                   H^ Freeze Completion

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr   C/C   -/C    s
    Standing Far        Cr    Cr    C    -/-    s
    Crouching           C     Cr    -     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Counter Wire           One Inch, Counter Shell
                        Critical Ice (if 1st hit is only hit)
 Super Cancels          (C) Crow Bites (1st)
                        Stand 1 (1st), Sit 1
                        Stand 2 (1st), Sit 2
 Free Cancel Into       Crow Bites, Diamond Breath, Counter Shell,
                        Ray Spin
 Free Cancel Out Of     One Inch, Slider Shoot, Critical Ice, Crow Bites
                        (C=1st), Ray Spin: Stand (if leg hits), Ray Spin:
                        Sit

 - The One Inch is a knockdown attack, unless you cancel into it (in
   which case, it becomes cancelable).  It can be canceled directly
   into a (HS)DM, however.
 - The Slider Shoot and Sit are low attacks.
 - The (A) Diamond Breath knocks down.  You can hit an opponent as
   they are recoiling from either version of this move.  This move
   can also negate normal projectiles.
 - The Counter Shell will absorb normal and DM projectiles, prompting
   Kula to reply with a projectile of her own.  Against Rugal's Kaiser
   Wave, it can absorb the Level 1 version and absorb the Level 3
   version.
 - You can juggle your opponent after both hits of the (D) Ray Spin.
 - The Stand 2 and Sit 2 can only be used if the (D) Ray Spin hits
   or is blocked.
 - The La * Cachora will drain 1 Power Gauge stock from your opponent
   if it hits.  If they have less than 1 stock, the move will not
   drain any power at all.


 ------------------------------------------------------------------------
 K9999  (pronounced "kay four nine")                         [ '01 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Kieroo!
 b / f + D when near            Itsumade yondendayoo!

 f + A                          Urusee-!

 qcf + P                        Acchihe itteroo!
 qcb + K                        Kudakeroo!
 f,d,df + P                     Wareroo!

 db,hcb,df + P               D^ Tsuki...
 db,hcb,df + K               D^ Temee mo oucchimae!!
 d,f,df + ABCD               S^ Chikara ga...katte ni...uwaaaa!!
 f,b,f,b,f,b,f,b in air      H^ Kore wa, maru de....!!

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr  C/C/C   -     C
    Standing Far        Cr    Cr   -x6    -     C
    Crouching           Cr    Cr   -/-    -
    Upward Jump         -     -     -     -     -
    Diagonal Jump      -x5    -    -x5    -     -

 Super Cancels          Urusee-! (2nd-3rd)
                        Acchihe itteroo! (2nd-4th)
                        (A) Wareroo!
                        (C) Wareroo! (2nd)
 Free Cancel Into       Crouching D, Acchihe itteroo!, Kudakeroo!,
                        Wareroo!
 Free Cancel Out Of     Crouching D, Urusee-!, Acchihe itteroo!
                        (1st-4th), Wareroo!

 - You can cancel a normal move into K9999's crouching D.
 - The "Acchihe itteroo!" and "Tsuki..." can negate normal projectiles.
 - The "Wareroo!" can negate normal and DM projectiles.  You can juggle
   your opponent after the (C) version.
 - The "Temee mo oucchimae!!" can negate normal and (S)DM projectiles.
 - The (B) "Kudakeroo!" is a knockdown attack, while the (D) version
   is an overhead attack.  The (D) version also leaves a hit opponent
   open to attack.
 - From the proper distance (almost but not quite full screen), you
   can get nine hits from the "Temee mo oucchimae!!"
 - You don't have to input all of K9999's HSDM in the air; you can
   do most of the command on the ground, then jump while finishing
   the remaining inputs.  An alternative is to input a backstep before
   finishing the command, since K9999 will be in the air for a brief
   period of time.


 ------------------------------------------------------------------------
 ANGEL                                                       [ '01 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Go Go Futen Girl
 b / f + D when near            Starlit Field

 f + B                          Senseless Chatter
 d + D in air                   At Wasteland

 hcb + K                        Red Sky of Japonesia
 b,d,db + K when near           Mad Murder Roulette

 b,f,d,df + BD               S^ Wind's Fairground
  _as an anti-air reversal   S^ Blue Monday Parade
   _press BCD on impact      H^ Survivor's Banquet

 [ Unchain Start Moves ]  -----------------------------------------------

 qcb + P                        Repun Kamuy
 hcf + K                        Beyond Frames
 b,f + K                        Senseless Fists
 df + B                         Formalists' Blue
 df + D                         Citizen of World
 df + B from Senseless Chatter  Formalists' Blue
 df + D from Senseless Chatter  Citizen of the World

 [ Unchain Continue Moves ]  --------------------------------------------

 u + P                          Bye Bye Ryuugu
 u + K                          Shelter From Storm
 f + P                          Buggy And Coffin
 f + K                          With A Lamp For Pathway
 d + P                          Train To See Cherry Blossoms
 d + K                          Impotent Symptom

 [ Unchain Finish Moves ]  ----------------------------------------------

 f,f + A                        Crown Under Sky
 f,f + C                        Fullmoon Evening
 f,f + K                        State Of Heat Haze
 qcf + A                        Cosmic Futen Swing
 qcf + C                        Lost Homeland
 hcf + K                        Beyond Frames
 (b / f +) BCD                  Oumagatoki
 b,f,d,df + P                B^ Loyalty Test For Liberalists

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    -r    C     C     C
    Standing Far        Cr    Cr    -     -     C
    Crouching           Cr    Cr    C     C
    Upward Jump         c     -     -     c     -
    Diagonal Jump       c     -     c     c     -

 Free Cancel Into       Mad Murder Roulette, Repun Kamuy, any Continue
                        move (except 'With A Lamp For Pathway'), Crown
                        Under Sky, Fullmoon Evening, State of Heat Haze
 Free Cancel Out Of     Senseless Chatter (1st), Repun Kamuy, Formalists'
                        Blue, Citizen of World.
 Cannot Free Cancel     All others.

 - An opponent hit by Angel's crouching C will be launched into the air.
 - Angel's jumping C will hit an opponent who is behind her (much
   like Iori's Yuri Ori).
 - You can cancel a mid-air attack into 'At Wasteland' and it
   will actually combo.
 - You can juggle an opponent after the 'Mad Murder Roulette.' Out
   in the open, 'Red Sky of Japonesia' makes for an easy follow-up.
 - The 'Repun Kamuy' is a knockdown attack.
 - You can cancel the 'Beyond Frames' into itself.
 - Canceling the 'Beyond Frames' into a "Continue" move can be tricky.
   For the (B) version, input the "Continue" command as Angel comes
   within range, and she will perform the attack (or else warp,
   then attack).
 - For the (D) version, input the command while Angel is still
   moving, before she warps.
 - Note that even the "Finish" version of the Beyond Frames can be
   canceled into a "Continue" move.
 - Either hit of the 'Senseless Fists' can be canceled into a
   "Continue" move.
 - The 'Formalists' Blue' is a low attack.
 - The 'Citizen of World' is an overhead attack.
 - You can juggle your opponent after 'Bye Bye Ryuugu' and 'Shelter
   From Storm', if it hits them while they are airborne.
 - 'With A Lamp For Pathway' and both hits of 'Buggy And Coffin' are
   overhead attacks.
 - 'Train To See Cherry Blossoms' and 'Impotent Symptom' both hit low.
   Impotent Symptom no longer hits an opponent who is lying on the floor.
 - You can juggle an opponent after 'Crown Under The Sky.'
 - 'Fullmoon Evening' is unblockable.  This move does much more
   damage on a counter hit.
 - The 2nd hit of 'State of Heat Haze' is an overhead attack.  The 3rd
   hit is a knockdown attack.
 - 'Cosmic Futen Swing' is unblockable, while 'Lost Homeland' will miss
   if Angel's opponent is blocking.
 - Angel has the ability to chain together certain attacks.  It may
   seem complicated, but the rules are rather simple.  Simply perform
   an "Unchain Start" move, then follow with an "Unchain Continue"
   move.  You can then finish with an "Unchain Finish" move.
 - Alternatively, you can chain the "Unchain Continue" moves into
   each other.  Th