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                           Rage Of The Dragons
              FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                             Version #: 2.6
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Sections
--------
      1. Legend
      2. System
         2.1  Basics
         2.2  Barriers
      3. Characters
         3.1  Billy Lewis  
         3.2  Lynn Baker 
         3.3  Radel
         3.4  Annie Murakami
         3.5  Cassandra Murata  
         3.6  Oni Inomura 
         3.7  "Pepe" Jose Rodriguez 
         3.8  Pupa Salgueiro 
         3.9  Alice Carroll 
         3.10 Patrick Elias
         3.11 Mr. Jones 
         3.12 Jae Mo Kang
         3.13 Sonia Romanenko
         3.14 Jimmy Lewis
     ``````````````````````````````````
         3.15 Abubo Rao
     ----------------------------------
         3.16 Johann
      4. Conclusion
         4.1  What's Missing/Needed
         4.2  Credits
				
	
===============================================================================
1. Legend
===============================================================================


  ub  u  uf        f - Forward        HP - High Punch      P - Any Punch
    \ | /          b - Back           LP - Low Punch       K - Any Kick
  b--   --f        u - Up             HK - High Kick       + - And  
    / | \          d - Down           LK - Low Kick        / - Or  
  db  d  df                                                , - Then 
                                     
                                     


qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)


===============================================================================
2. System
===============================================================================

**************
* 2.1 Basics *
**************


Taunt -              Start 
Dash Forward -       f, f
  Halt -             b
Dash Backward -      b, b (invulnerable for a split second)


Standard Throw -     f/b + HP close (f and b determine where opponent is 
                       thrown)
Throw Escape -       Perform throw right after opponent's throw attempt


Swift Escape -       LP+LK                            invulnerable for a short 
                                                        period
Back Roll -          b + LP+LK                        invulnerable for a short
                                                        period
Forward Roll -       f + LP+LK                        invulnerable for a short
                                                        period


Small Jump -         tap ub/u/uf
High Jump -          press ub/u/uf
Super Jump -         db/d/df, ub/uf / Dash Forward, 
                       uf
Air Block -          ub/u/uf, b


First Impact -       HP+HK                            follow ups can only occur
                                                        if move connects (not
                                                        blocked)
  Ground Combo       N/A                              check character section;
                                                        after the last hit of
                                                        the combo you can 
                                                        cancel into a special
                                                        or super; technically, 
                                                        you can type in some of
                                                        the combo, then start
                                                        from the beginning and
                                                        type some of it in 
                                                        again (for example: 
                                                        Lynn's ground combo is
                                                        LP, LP, LP, HP, HP.  
                                                        You can type in LP, 
                                                        LP, LP, LP, LP.  The
                                                        problem with this is
                                                        you will only get a 
                                                        max of 6 hits as in the
                                                        normal method, not all 
                                                        characters can connect
                                                        again by resetting the
                                                        combo, and you will
                                                        not be able to cancel
                                                        into a special or super
                                                        after the final hit)
  Floating Jump      ub/u/uf
    Air Combo        N/A                              check character section;
                                                        after the last hit of
                                                        the combo you can 
                                                        cancel into a special
                                                        or super; technically, 
                                                        you can type in some of
                                                        the combo, then start
                                                        from the beginning and
                                                        type some of it in 
                                                        again (for example: 
                                                        Lynn's ground combo is
                                                        LP, LP, LP, HP, HP.  
                                                        You can type in LP, 
                                                        LP, LP, LP, LP.  The
                                                        problem with this is
                                                        you will only get a 
                                                        max of 6 hits as in the
                                                        normal method, not all 
                                                        characters can connect
                                                        again by resetting the
                                                        combo, and you will
                                                        not be able to cancel
                                                        into a special or super
                                                        after the final hit)


Partner Tag -        LK+HP when "Change OK" is        the partner will dash in
                       displayed under tag partners     and attack the opponent;
                       meter                            if the attack lands you
                                                        can combo from it
Tag Out Rush -       qcf + LK+HP  when "Change OK"    consumes one stock; rush
                        is displayed under the tag      in must connect (not
                        partners meter                  blocked) for move and
                                                        tag out to occur
  Team Duplex -      qcf + LK+HP just after the       consumes another stock; 
                       last hit from the Tag Out        with mixed character  
                       Rush combo                       teams you get a regular
                                                        double ranbu Duplex, 
                                                        but if you use the 
                                                        character's official 
                                                        partner you get a 
                                                        special Team Duplex


Surrender -          LP+LK+HP+HK                      both partners must still
                                                        be in the match to 
                                                        perform this;  you
                                                        will give your tag
                                                        partner your remaining
                                                        stocks  
Counter Attack -     HK+HP as soon as you block       costs one stock; bounce 
                       the opponent's attack            attack                  


Power Gauge -        Builds slowly when you are hit.  It can also build
                       when you land an attack, when you perform a special
                       move, or when the opponent blocks your attack 
                      

Level One Super-     costs 1 stock
Level Two Super -    costs 2 stocks


****************
* 2.2 Barriers *
****************

  Most stages in the game have barriers (Jones/Kang, Radel/Annie, Johann's 
stages do not).  Barriers are set on both sides of the stage.  These can be
used to extend combos which in normal circumstances would not occur.  A player
will bounce off the barrier after certain moves, and are able to be juggled
some more.  A barrier can only be used once to bounce an opponent, because
the second time someone hits the barrier it will be destroyed.  In the process
a larger portion of the stage will open up.  The easiest and most basic way to
"bounce" an opponent off the wall is to trip them when their back is near one 
or use a throw and toss them into it.  Other moves can work as well. All moves
that can cause the opponent to bounce off the wall are labeled "bounce 
attacks."


===============================================================================
3. Characters
===============================================================================

*******************************************************************************
* 3.1 Billy Lewis                                                             *
*******************************************************************************
Colors
------
LP - Blue costume
LK - Black costume
HP - Brown costume
HK - Green costume



Throw
-----
Throat Toss          f/b + HP close                   f and b determine where
                                                        opponent is thrown;
                                                        bounce attack


Command Moves
-------------
Axe Kick             f + LK                           overhead
First Impact         HP+HK                            follow ups can only occur
                                                        if move connects (not
                                                        blocked)
  Ground Combo       LK, LP, HP, HK, HK
  Floating Jump      ub/u/uf
    Air Combo        LP, LK, LK, HP, HK
Swift Escape         LP+LK                            invulnerable for a short 
                                                        period
Back Roll            b + LP+LK                        invulnerable for a short 
                                                        period
Forward Roll         f + LP+LK                        invulnerable for a short 
                                                        period


Special Moves
-------------
Single Slash         qcf + LP                        
  Slashing Cross     qcf + P                          will collide with other
                                                         projectiles as both 
                                                         will be "destroyed"
                                                         in the process
Double Slash         qcf + HP
  Flaming Cross      qcf + P                          will absorb projectiles;
                                                        bounce attack
Lightning Tail       qcf + K                          move must connect (not 
                                                        blocked) for the entire
                                                        maneuver to come out;
                                                        bounce attack
Ko Ryu Kyaku         f, d, df + K                     HK=adds a slide at the
                                                        start of the move which
                                                        must be blocked low; 
                                                        bounce attack
Blue Rage            qcb + K                          LK=bounce attack
  Double Rage        qcb + HK                         follow up for HK Blue
                                                         Rage only
    Rage Finish      qcb + HK                         bounce attack
Air Blue Rage        qcb + K in air                   LK=overhead; bounce 
                                                        attack
  Double Air Rage    qcb + HK                         follow up for HK Air Blue
                                                        Rage only
    Air Rage Finish  qcb + HK                         bounce attack


Special Team Duplex
-------------------
Dragon Bite          qcf + LK+HP just after the        
                       last hit from the Tag Out        
                       Rush combo with Lynn
                       as your partner 
                   

Level One Super
---------------
Back Slasher         qcb, hcf + LK                    energy pillar will 
                                                        absorb projectiles;
                                                        bounce attack


Level Two Super
---------------
Double Back Slasher  qcb, hcf + HK                    energy pillars will
                                                        absorb projectiles
                                                        bounce attack





*******************************************************************************
* 3.2 Lynn Baker                                                              *
*******************************************************************************
Colors
------
LP - Yellow costume 
LK - Red-Orange costume
HP - Black costume
HK - White costume



Throws
------
Toss Over            f/b + HP close                   f and b determine where
                                                        opponent is thrown;
                                                        bounce attack
Air Toss Over        f + HP close in air              bounce attack

   
Command Moves
-------------
Down Palm            f + LP                           overhead
Crossup Kick         b + LK in air                    overhead 
First Impact         HP+HK                            follow ups can only occur
                                                        if move connects (not
                                                        blocked)
  Ground Combo       LP, LP, LP, HP, HP
  Floating Jump      ub/u/uf
    Air Combo        LP, LP, LP, HP, HP
Swift Escape         LP+LK                            invulnerable for a short 
                                                        period
Back Roll            b + LP+LK                        invulnerable for a short 
                                                        period
Forward Roll         f + LP+LK                        invulnerable for a short 
                                                        period


Special Moves
-------------
Ko Ryu Sho Zan       qcf + P                          LP=slow, HP=fast; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Ryu En Hou           f, d, df + P
  Karasu Kyaku       qcf + K
    Kyaku Binta      K                                bounce attack
Enretsu Ken          hcb + P                          LP=short with 1 hit, 
                                                        HP=long with 2 hits;
                                                        bounce attack
Ko Ryu Kyaku         Charge d for 2 seconds, u + K    LK=short with 1 hit, 
                                                        HK=further with 2 hits;
                                                        bounce attack


Special Team Duplex
-------------------
Dragon Bite          qcf + LK+HP just after the        
                       last hit from the Tag Out        
                       Rush combo with Billy
                       as your partner 


Level One Super
---------------
Tobi Ryu             qcb, hcf + LK                    second hit is an 
                                                        overhead; bounce attack


Level Two Super
---------------
Shin Tobi Ryu        qcb, hcf + HK                    second hit is an
                                                        overhead; second hit
                                                        must connect (not
                                                        blocked) to perform
                                                        the entire super;
                                                        bounce attack





*******************************************************************************
* 3.3 Radel                                                                   *
*******************************************************************************
Colors
------
LP - Orange costume w/ Black trim
LK - Black costume w/ Orange trim
HP - Purple costume w/ Blue trim
HK - Gray costume w/ Red trim



Throw
-----
Leg Cyclone          f/b + HP close                   f and b determine where
                                                        opponent is thrown
                                                        bounce attack


Basic Move
----------
Short Slide Kick     LK far                            

   
Command Moves
-------------
Slide Knee           d + LK                           must be blocked low
Double Spike         df + LK                          
First Impact         HP+HK                            follow ups can only occur
                                                        if move connects (not
                                                        blocked)
  Ground Combo       LP, LP, LP, HP, HK
  Floating Jump      ub/u/uf
    Air Combo        LP, LP, LP, HP, HK
Swift Escape         LP+LK                            invulnerable for a short 
                                                        period
Back Roll            b + LP+LK                        invulnerable for a short 
                                                        period
Forward Roll         f + LP+LK                        invulnerable for a short 
                                                        period


Special Moves
-------------
Glass Escape         qcf + P                          LP=short, HP=long; bounce
                                                        attack
Dead Dragon          f, d, df + P                     LP=short, HP=long; bounce
                                                        attack
Head Execution       hcb + P                          connects close; 
                                                        unblockable
  Glass Smash        qcb + P
Screw Back           hcb + K                          LK=two kicks, bounce
                                                        attack; HK=three kicks


Special Team Duplex
-------------------
Shock Treatment      qcf + LK+HP just after the        
                       last hit from the Tag Out        
                       Rush combo with Annie
                       as your partner 


Level One Super
---------------
Shadow Sword         qcf, hcb + LP                    bounce attack


Level Two Super
---------------
Shadow Sword Dest.   qcf, hcb + HP                    bounce attack (unless
                                                        opponent's back is
                                                        against the barrier
                                                        and super is finished
                                                        near the wall)





*******************************************************************************
* 3.4 Annie Murakami	                                                   *
*******************************************************************************
Colors
------
LP - Black costume w/ White trim
LK - Purple costume w/ Pink trim
HP - Dark Purple costume w/ Purple trim
HK - Brown costume w/ Orange trim



Throws
------
Backflip Toss        f/b + HP close                   f and b determine where
                                                        opponent is thrown;
                                                        bounce attack
Air Backflip Toss    f + HP close in air                bounce attack


Basic Moves
-----------
Low Step             LK close 
Sliding Spike        HK far                        

   
Command Moves
-------------
Slide Punt           d + LK                           must be blocked low
Double Knee          f + LK                           
First Impact         HP+HK                            follow ups can only occur
                                                        if move connects (not
                                                        blocked)
  Ground Combo       LP, LP, LK, HP, HP
  Floating Jump      ub/u/uf
    Air Combo        LP, LP, LK, HK, HP
Swift Escape         LP+LK                            invulnerable for a short 
                                                        period
Back Roll            b + LP+LK                        invulnerable for a short 
                                                        period
Forward Roll         f + LP+LK                        invulnerable for a short 
                                                        period


Special Moves
-------------
Zuum                 qcf + P                          LP=short with one slash;
                                                        HP=long with two
                                                        slashes; bounce attack
Magical Comet        qcf + P in air                   LP=descends at a steeper
                                                        angle; will collide 
                                                        with other projectiles
                                                        as both will be
                                                        "destroyed" in the 
                                                        process
Zuum Cross           f, d, df + LP                    bounce attack
Zuum Cross And Fall  f, d, df + HP                    bounce attack; falling 
                                                        portion is actually an
                                                        overhead
Cat Leap             hcb + P                          LP=short, HP=long;
                                                        overhead; first part
                                                        must connect (not 
                                                        blocked)for entire
                                                        maneuver to come out;
                                                        can catch opponent in
                                                        air; bounce attack
Ichi Ni Zan          hcb + K                          LK=short, HK=long; first
                                                        part must connect (not
                                                        blocked)for entire
                                                        maneuver to come out


Special Team Duplex
-------------------
Dragon Bite          qcf + LK+HP just after the        
                       last hit from the Tag Out        
                       Rush combo with Radel
                       as your partner 


Level One Super
---------------
Crossing Wrath       qcb, qcb + LP (hold LP to        the projectile itself
                       delay)                           will absorb other
                                                        projectiles;  If held,
                                                        the energy "shield"
                                                        will also absorb 
                                                        projectiles; the shield
                                                        can hit the opponent,
                                                        but once it strikes
                                                        you lose absorbing 
                                                        properties for the 
                                                        "shield" and will be
                                                        vulnerable to attack
                                                        until the projectile is
                                                        thrown; bounce attack


Level Two Super
---------------
Double Crossing Wr.  qcb, qcb + HP (hold HP to        the projectiles will 
                       delay)                           absorb other 
                                                        projectiles;  If held,
                                                        the energy "shield"
                                                        will also absorb 
                                                        projectiles; the shield
                                                        can hit the opponent,
                                                        but once it strikes
                                                        you lose absorbing 
                                                        properties for the 
                                                        "shield" and will be
                                                        vulnerable to attack
                                                        until the projectiles
                                                        are thrown; bounce
                                                        attack





*******************************************************************************
* 3.5 Cassandra Murata                                                        *
*******************************************************************************
Colors
------
LP - White costume 
LK - Blue costume
HP - Red-Orange costume
HK - Pink costume



Throw
-----
Powerful Lift        f/b + HP close                   f and b determine where
                                                        opponent is thrown;
                                                        bounce attack


Command Moves
-------------
Snapping Axe         f + LK                           overhead
Slide Kick           df + LK                          must be blocked low
First Impact         HP+HK                            follow ups can only occur
                                                        if move connects (not
                                                        blocked)
  Ground Combo       LP, LK, HP, HP, HK
  Floating Jump      ub/u/uf
    Air Combo        LP, LK, HP, HP, HK
Swift Escape         LP+LK                            invulnerable for a short 
                                                        period
Back Roll            b + LP+LK                        invulnerable for a short 
                                                        period
Forward Roll         f + LP+LK                        invulnerable for a short 
                                                        period


Special Moves
-------------
Angel Wings          f, d, df + P                     LP=1 hit, HP=3 hits;
                                                        bounce attack
Innocence            hcb + P                          high counter attack;
                                                        bounce attack
Illusion             qcf + K                          LK=short, reappears
                                                        in front of opponent
                                                        when move connects;
                                                        HK=long, reappears
                                                        behind opponent when
                                                        move connects
Fallen Angel         qcb + K in air                   LK=descends at a steeper
                                                        angle; bounce attack


Special Team Duplex
-------------------
Darkness Falls       qcf + LK+HP just after the        
                       last hit from the Tag Out        
                       Rush combo with Oni
                       as your partner 


Level One Supers
----------------
Ground White Wave    qcb, hcf + LP                    bounce attack
Air White Wave       qcf, hcb + LP in air             first part is an 
                                                        overhead; bounce attack


Level Two Supers
----------------                                      
Ground White Wave S. qcb, hcf + HP                    bounce attack
Air White Wave Spla. qcf, hcb + HP in air             first part is an 
                                                        overhead; bounce attack 
                                                       




*******************************************************************************
* 3.6 Oni Inomura                                                             *
*******************************************************************************
Colors
------
LP - Red pants w/ Blue jacket
LK - Dark red pants w/ Purple jacket
HP - Red pants w/ Dark Red jacket
HK - Black pants w/ Purple jacket



Throws
------
Death Claw           f/b + HP close                   f and b determine where
                                                        opponent is thrown;
                                                        bounce attack
Falling Doom         f + HP close in air              bounce attack


Basic Move
----------
Step Roundhouse      HK far            


Command Moves
-------------
Spin Claw            f + LP
Sky High             df + LK                          launches opponent
First Impact         HP+HK                            follow ups can only occur
                                                        if move connects (not
                                                        blocked)
  Ground Combo       LP, LP, HP, HP, HK
  Floating Jump      ub/u/uf
    Air Combo        LP, LK, HP, HP, HK
Swift Escape         LP+LK                            invulnerable for a short 
                                                        period
Back Roll            b + LP+LK                        invulnerable for a short 
                                                        period
Forward Roll         f + LP+LK                        invulnerable for a short 
                                                        period


Special Moves
-------------
Rising Cutter        f, d, df + P                     LP=fast, HP=slow; bounce
                                                        attack
The Ripper           hcf + P                          LP=short, HP=far; move 
                                                        must connect for entire
                                                        maneuver to be
                                                        performed; dash in is
                                                        unblockable; bounce
                                                        attack
Cold Steel           qcb + P                          LP=short, HP=long
  Second Steel       qcb + P
    Finish           qcb + P                          bounce attack
Cutting Edge         qcb + P in air                   LP=fast, HP=slow; bounce
                                                        attack


Special Team Duplex
-------------------
Darkness Falls       qcf + LK+HP just after the        
                       last hit from the Tag Out        
                       Rush combo with Cassandra
                       as your partner 


Level One Super
---------------
Bloody Mess          qcf, qcf + LK                    absorbs projectiles;
                                                        bounce attack 


Level Two Super
---------------                   
Bloody Mess Charge   qcf, qcf + HK (hold HK to        energy portion absorbs 
                       delay claw charge)               projectiles; claw 
                                                        charge is a guard 
                                                        break; claw charge is a
                                                        bounce attack while the
                                                        energy portion is not





*******************************************************************************
* 3.7 "Pepe" Jose Rodriguez                                                   *
*******************************************************************************
Colors
------
LP - Orange belt w/ Blue-Green trim
LK - Yellow belt w/ Gray trim
HP - Blue belt w/ Gray trim
HK - Light Orange belt w/ Green-Blue trim 



Throws
------
Frankensteiner       f/b + HP close                   f and b determine where
                                                        opponent is thrown;
                                                        bounce attack
Air Frankensteiner   f + HP close in air              bounce attack


Basic Move
----------
Low Tap              LK close                         must be blocked low


Command Moves
-------------
Hopping Fist         f + LP                           overhead; since this
                                                        move actually connects
                                                        while Pepe is still in
                                                        the air, you can only
                                                        cancel it into his
                                                        Temoc move
Wind Kicks           df + LK                          
First Impact         HP+HK                            follow ups can only occur
                                                        if move connects (not
                                                        blocked)
  Ground Combo       LP, LK, HP, HK, HK
  Floating Jump      ub/u/uf
    Air Combo        LK, LP, HP, HK, HK
Swift Escape         LP+LK                            invulnerable for a short 
                                                        period
Back Roll            b + LP+LK                        invulnerable for a short 
                                                        period
Forward Roll         f + LP+LK                        invulnerable for a short 
                                                        period


Special Moves
-------------
Istak                qcb + P                          LP=short, HP=long; bounce
                                                        attack
Arriba               f, d, df + LK                    bounce attack
Arriba Slash         f, d, df + HK                    bounce attack
Cuautli              hcb + K                          connects close; 
                                                        unblockable; bounce
                                                        attack
Temoc                qcb + K in air                   LK=descends at a steeper
                                                        angle; the lightning
                                                        portion is an overhead
                                                        while the dive kick is
                                                        not; bounce attack 


Special Team Duplex
-------------------
Lightning Rod        qcf + LK+HP just after the        
                       last hit from the Tag Out        
                       Rush combo with Pupa
                       as your partner 
                             
                                                       
Level One Super
---------------
Quetzalcoatl         qcf, qcf + LP                    dash in must connect
                                                        (not blocked) not
                                                        entire super to be
                                                        performed; bounce 
                                                        attack    


Level Two Super
---------------            
Quetzalcoatl Blast   qcf, qcf + HP                    dash in must connect
                                                        (not blocked) not
                                                        entire super to be
                                                        performed; bounce
                                                        attack





*******************************************************************************
* 3.8 Pupa Salgueiro                                                          *
*******************************************************************************
Colors
------
LP - Green pants w/ Orange trim and Light Blue shirt
LK - Black pants w/ Orange trim and White shirt
HP - Blue pants w/ Gray trim and Blue shirt
HK - Black pants w/ White trim and Dark Green shirt



Throws
------
Choking Slam         f/b + HP close                   f and b determine where
                                                        opponent is thrown;
                                                        bounce attack
Thoughtless Toss     f + HP close in air              bounce attack


Basic Move
----------
Low Swipe Kick       HK far                           the second kick must be
                                                        blocked low           

Command Moves
-------------
Wrench Blow          f + LP                           overhead
Tricky Feet          df + LK                          all three kicks must be
                                                        blocked low
Double Trip          d + HK                           both parts must be 
                                                        blocked low
First Impact         HP+HK                            follow ups can only occur
                                                        if move connects (not
                                                        blocked)
  Ground Combo       LP, LP, LK, LK, HK
  Floating Jump      ub/u/uf
    Air Combo        LK, LK, HK, HK, HK
Swift Escape         LP+LK                            invulnerable for a short 
                                                        period
Back Roll            b + LP+LK                        invulnerable for a short 
                                                        period
Forward Roll         f + LP+LK                        invulnerable for a short 
                                                        period


Special Moves
-------------
Bencao               qcf + P                          LP=straight, HP=upward;
                                                        will collide with other
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Breeze Dancer        f, d, df + K                     LK=short, HK=further
  Wrench Strike      d + P                            bounce attack
Parafuso             hcb + K                          LK=short, HK=long; bounce
                                                        attack
Real Beat            tap K repeatedly
  Swift Exit         qcf + K                          bounce attack
Queixada             hold HK for 2 seconds,
                       release


Special Team Duplex
-------------------
Lightning Rod        qcf + LK+HP just after the        
                       last hit from the Tag Out        
                       Rush combo with Pepe
                       as your partner 
                              
                     
Level One Supers
----------------
Au Lande             qcf, qcf + LK                    all hits are overheads;
                                                        bounce attack 
Super Queixada       hold HK for 10 seconds,          overhead; bounce attack
                       release                          


Level Two Supers
----------------
Au Lande Frenzy      qcf, qcf + HK                    all hits are overheads;
                                                        bounce attack 
Ultimate Queixada    Hold HK for 30 seconds,          unblockable; bounce 
                       release                          attack





*******************************************************************************
* 3.9 Alice Carroll                                                           *
*******************************************************************************
Colors
------
LP - Blue costume 
LK - Dark Blue costume 
HP - Red costume
HK - Light Blue costume



Throw
-----
Energy Blast         f/b + HP close                   f and b determine where
                                                        opponent is thrown;
                                                        bounce attack

      
Command Moves
-------------
Orb Charge           f + LP
Double Stomp         d + LK in air                    overhead
First Impact         HP HK                            follow ups can only occur
                                                        if move connects (not
                                                        blocked)
  Ground Combo       LP, LP, HP, HP, HP
  Floating Jump      ub/u/uf
    Air Combo        LK, LP, HP, HK, HK
Swift Escape         LP+LK                            invulnerable for a short 
                                                        period
Back Roll            b + LP+LK                        invulnerable for a short 
                                                        period
Forward Roll         f + LP+LK                        invulnerable for a short 
                                                        period


Special Moves
-------------
Twinkle              qcf + LP                         will collide with other
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process; this
                                                        does go under some
                                                        projectiles such as
                                                        Jimmy's Red Rage
Twinkle Twinkle      qcf + HP                         will collide with other
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process; this
                                                        does go under some
                                                        projectiles such as
                                                        Jimmy's Red Rage
Rising Hell          f, d, df + P                     LP=appears close; 
                                                        HP=appears far; absorbs
                                                        projectiles; bounce
                                                        attack
Eat It               qcb + P                          LP=fast and 1 hit; 
                                                        HP=slow, two hits,
                                                        overhead, and bounce
                                                        attack
Heads Off            qcb + K in air                   LK=descends at a steeper
                                                        angle, overhead, bounce
                                                        attack


Special Team Duplex
-------------------
Soul Destroyer       qcf + LK+HP just after the        
                       last hit from the Tag Out        
                       Rush combo with Elias
                       as your partner 
                              
                     
Level One Super
---------------
Red Rose Of Darkness hcb, f + LP                      Alice creates a shield
                                                        in front of her, and if
                                                        the opponent runs into
                                                        it, attacks it, or 
                                                        throws a projectile at
                                                        it then the second 
                                                        part of the super will
                                                        activate;  both the
                                                        shield and the blast
                                                        absorb projectiles;
                                                        bounce attack (unless
                                                        opponent's back is
                                                        against the barrier
                                                        and super is performed
                                                        close to them)


Level Two Super
---------------
Red Rose Of Destruc. hcb, f + HP                      Alice creates a shield
                                                        in front of her, and if
                                                        the opponent runs into
                                                        it, attacks it, or 
                                                        throws a projectile at
                                                        it then the second 
                                                        part of the super will
                                                        activate;  both the
                                                        shield and the blast
                                                        absorb projectiles;
                                                        bounce attack (unless
                                                        opponent's back is
                                                        against the barrier
                                                        and super is performed
                                                        close to them)





*******************************************************************************
* 3.10 Patrick Elias                                                          *
*******************************************************************************
Colors
------
LP - Purple costume
LK - Black costume
HP - Maroon costume
HK - White costume



Throw
-----
Heart Punch          f/b + HP close                   f and b determine where
                                                        opponent is thrown;
                                                        bounce attack


Basic Move
----------
Shin Kick            LK close                         must be blocked low


Command Moves
-------------
Punch Down           f + LP                           overhead
Double Low           f + LK                           all parts must be blocked
                                                        low
First Impact         HP+HK                            follow ups can only occur
                                                        if move connects (not
                                                        blocked)
  Ground Combo       LP, LK, LP, HP, HK
  Floating Jump      ub/u/uf
    Air Combo        LP, HP, HK, HK, HK
Swift Escape         LP+LK                            invulnerable for a short 
                                                        period
Back Roll            b + LP+LK                        invulnerable for a short 
                                                        period
Forward Roll         f + LP+LK                        invulnerable for a short 
                                                        period


Special Moves
-------------
Holy Flare           qcf + P                          LP=slow, HP=fast; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Sinful               f, d, df + P                     connects close; 
                                                        unblockable; bounce
                                                        attack
Magnus               qcb + P                          LP=stationary, HP=long;
                                                        absorbs projectiles;
                                                        bounce attack
Hell Or Heaven       hcf + K                          LK=short, HK=long; must
                                                        connect (not blocked)
                                                        to perform entire 
                                                        move; gains life back;
                                                        bounce attack


Special Team Duplex
-------------------
Soul Destroyer       qcf + LK+HP just after the        
                       last hit from the Tag Out        
                       Rush combo with Alice
                       as your partner 


Level One Super
---------------
Maximum Delirium     hcb, f + LP                      must connect (not 
                                                        blocked) to perform 
                                                        the entire super;
                                                        gains life back; bounce
                                                        attack


Level Two Super
---------------
Super Maximum Del.   hcb, f + HP                      must connect (not 
                                                        blocked) to perform 
                                                        the entire super;
                                                        gains life back; bounce
                                                        attack





*******************************************************************************
* 3.11 Mr. Jones                                                              *
*******************************************************************************
Colors
------
LP - Yellow w/ Gray trim
LK - White w/ Blue-Gray trim
HP - Blue w/ Purple trim
HK - Pink w/ Purple-Blue trim



Throws
------
Toss To Ground       f/b + HP close                   f and b determine where
                                                        opponent is thrown;
                                                        bounce attack
Air Toss To Ground   f + HP close in air              bounce attack


Command Moves
-------------
Down Elbow           f + LP                           overhead
Slide Double         df + LK                          both parts must be 
                                                        blocked low
First Impact         HP+HK                            follow ups can only occur
                                                        if move connects (not
                                                        blocked)
  Ground Combo       LP, LK, HP, HK, HP
  Floating Jump      ub/u/uf
    Air Combo        LP, LK, LK, HP, HP
Swift Escape         LP+LK                            invulnerable for a short 
                                                        period
Back Roll            b + LP+LK                        invulnerable for a short 
                                                        period
Forward Roll         f + LP+LK                        invulnerable for a short 
                                                        period


Special Moves
-------------
Funky Impact         qcf + P                          LP=fast, HP=slow; the
                                                        start up has high
                                                        autoguard; bounce
                                                        attack (unless
                                                        opponent's back is
                                                        against the barrier
                                                        and move is performed
                                                        close to them)
Retro Knuckle        qcb + P                          LP=short, HP=long; bounce
                                                        attack
Gaudy Punch          tap P
Arc Fliegan          qcb + K                          LK=stationary, HK=long;
                                                        bounce attack


Special Team Duplex
-------------------
Out Of My Way        qcf + LK+HP just after the        
                       last hit from the Tag Out        
                       Rush combo with Kang
                       as your partner 


Level One Super
---------------
Groove Master        qcb, qcb + LK                    sliding part must be 
                                                        blocked low; bounce
                                                        attack


Level Two Super
---------------
Enter The Groove M.  qcb, qcb + HK                    sliding part must be 
                                                        blocked low; bounce
                                                        attack




*******************************************************************************
* 3.12 Jae Mo Kang                                                            *
*******************************************************************************
Colors
------
LP - Blue pants w/ Red trim
LK - Green pants w/ Purple trim
HP - Gray pants w/ Red trim
HK - Pink pants w/ Black trim



Throw
-----
Somersault Toss      f/b + HP close                   f and b determine where
                                                        opponent is thrown;
                                                        bounce attack


Basic Move
----------
Lazy Dropkick        HK far


Command Moves
-------------
Sumo Charge          df + LP                          the last slap is a
                                                        bounce attack (unless
                                                        opponent's back is
                                                        against the barrier
                                                        and move is performed
                                                        close to them)
Stomach Set          df + HP                          this is a high counter
                                                        attack
Sumo Stomp           f + LK                           overhead
First Impact         HP+HK                            follow ups can only occur
                                                        if move connects (not
                                                        blocked)
  Ground Combo       LP, LP, LP, LP, HP
  Floating Jump      ub/u/uf
    Air Combo        LP, LP, LP, LP, HP
Swift Escape         LP+LK                            invulnerable for a short 
                                                        period
Back Roll            b + LP+LK                        invulnerable for a short 
                                                        period
Forward Roll         f + LP+LK                        invulnerable for a short 
                                                        period


Special Moves
-------------
Fire Bomb            qcf + P                          LP=fast, HP=slow; absorbs
                                                        projectiles; bounce
                                                        attack
Kang Screw           f, d, df + P                     LP=low, HP=high; bounce
                                                        attack
Rolling Fire         qcb + P                          LP=short, HP=further;
                                                        bounce attack
Kang Anger           hcf + K                          LK=short, HK=long; the
                                                        charge has high 
                                                        autoguard; bounce 
                                                        attack (unless 
                                                        opponent's back is 
                                                        against the barrier and
                                                        move is performed close
                                                        to them)


Special Team Duplex
-------------------
Out Of My Way        qcf + LK+HP just after the        
                       last hit from the Tag Out        
                       Rush combo with Jones
                       as your partner 

                                        
Level One Super
---------------
Body Press Special   hcb, hcb + LP                    connects close; 
                                                        unblockable; bounce
                                                        attack


Level Two Super
---------------
Body Press Special   hcb, hcb + HP                    connects close; 
                                                        unblockable; bounce
                                                        attack





*******************************************************************************
* 3.13 Sonia Romanenko                                                        *
*******************************************************************************
Colors
------
LP - Red costume w/ Pink hair
LK - Brown costume w/ Blonde hair
HP - Purple costume w/ White hair
HK - Gray costume w/ Blonde hair



Throw
-----
Frankensteiner Slam  f/b + HP close                   f and b determine where
                                                        opponent is thrown;
                                                        bounce attack


Command Moves
-------------
Sliding Axe          f + LK                           overhead
Sliding Snake        df + LK                          both parts must be
                                                        blocked low
First Impact         HP+HK                            follow ups can only occur
                                                        if move connects (not
                                                        blocked)
  Ground Combo       LP, LP, HP, HP, HK
  Floating Jump      ub/u/uf
    Air Combo        LK, LP, LK, LP, HP
Swift Escape         LP+LK                            invulnerable for a short 
                                                        period
Back Roll            b + LP+LK                        invulnerable for a short 
                                                        period
Forward Roll         f + LP+LK                        invulnerable for a short 
                                                        period


Special Moves
-------------
Snake                qcf + LP                         will collide with other
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Snake Hold           qcf + LK/HP/HK                   Sonia tosses a knife a
                                                        short distance, and if
                                                        the opponent is not
                                                        hit with the initial
                                                        toss the knife will
                                                        spin and then fly in
                                                        a direction according
                                                        to the button you used;
                                                        LK=diagonally up; 
                                                        HP=straight;
                                                        HK=straight up; will 
                                                        collide with other
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Fascination Sharp    hcb + P                          connects close; 
                                                        unblockable; bounce
                                                        attack
Snake Whip           f, d, df + K                     LK=low HK=high; the last
                                                        part is an overhead,
                                                        however the HK version
                                                        will only connect as
                                                        an overhead on big
                                                        characters such as 
                                                        Kang; bounce attack
Snake Bite           qcb + LK                         start up roll is 
                                                        invulnerable; bounce
                                                        attack
Snake Fangs          qcb + HK                         start up roll is 
                                                        invulnerable; first
                                                        kick must be blocked
                                                        low; bounce attack


Special Team Duplex
-------------------
Slice And Burn       qcf + LK+HP just after the        
                       last hit from the Tag Out        
                       Rush combo with Jimmy
                       as your partner 


Level One Supers
----------------
Guardian M. Short qcf, qcf + LP                       absorbs projectiles;
                                                        bounce attack
Guardian M. Far   qcf, qcf + LK                       absorbs projectiles;
                                                        bounce attack


Level Two Supers
----------------
Guardian D. Short qcf, qcf + HP                       absorbs projectiles;
                                                        bounce attack
Guardian D. Far   qcf, qcf + HP                       absorbs projectiles;
                                                        bounce attack





*******************************************************************************
* 3.14 Jimmy Lewis                                                            *
*******************************************************************************
Colors
------
LP - Black pants w/ Red top
LK - Purple-Blue pants w/ Red top
HP - Brown pants w/ Off White top
HK - Maroon pants w/ Blue top



Throw
-----
Grab And Toss        f/b + HP close                   f and b determine where
                                                        opponent is thrown;
                                                        bounce attack


Basic Move
----------
Shin Kick            LK close                         must be blocked low


Command Moves
-------------
Down Elbow           f + LP                           overhead
Step Uppercut        df + LP                          first part is a high 
                                                        autoguard
First Impact         HP+HK                            follow ups can only occur
                                                        if move connects (not
                                                        blocked)
  Ground Combo       LP, LP, LK, HP, HP
  Floating Jump      ub/u/uf
    Air Combo        LK, LP, HP, HK, HK
Swift Escape         LP+LK                            invulnerable for a short 
                                                        period
Back Roll            b + LP+LK                        invulnerable for a short 
                                                        period
Forward Roll         f + LP+LK                        invulnerable for a short 
                                                        period


Special Moves
-------------
Red Rage             qcf + P                          LP=slow, HP=fast; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Sho Ryu Dan          f, d, df + P                    LP=short, HP=further;
                                                       bounce attack
Cannon Kick          qcb + K                         LK=short, HK=long and
                                                       bounce attack;
                                                       overhead
Heat Hurricane       hcb + LP                         
Hurricane Charge     hcb + HP                         bounce attack
  Heat Elbow         u                                this must be entered
                                                        right after the second
                                                        part of the Hurricane
                                                        Charge, before the
                                                        third part comes out;
                                                        overhead
  Heat Upper         d                                this must be entered
                                                        right after the second
                                                        part of the Hurricane
                                                        Charge, before the
                                                        third part comes out;
                                                        must be blocked low; 
                                                        bounce attack


Special Team Duplex
-------------------
Slice And Burn       qcf + LK+HP just after the        
                       last hit from the Tag Out        
                       Rush combo with Sonia
                       as your partner 


Level One Super
---------------
Gun Blow             qcb, hcf + LP                    flame knuckle must 
                                                        connect (not blocked)
                                                        to perform the entire
                                                        super; bounce attack


Level Two Super
---------------
Super Gun Blow       qcb, hcf + HP                    flame knuckle must 
                                                        connect (not blocked)
                                                        to perform the entire
                                                        super; bounce attack





```````````````````````````````````````````````````````````````````````````````

       To use the Abubo, at the character select screen tap up four 
        times, down three times, left two times and right one time.

```````````````````````````````````````````````````````````````````````````````
*******************************************************************************
* 3.15 Abubo Rao	                                                          *
*******************************************************************************
Colors
------
LP - Brown pants w/ Pink shirt and Normal skin
LK - Gray pants w/ Orange shirt and Dark skin
HP - Green-Blue pants w/ Light Blue shirt and Light skin
HK - Gray pants w/ Maroon shirt and Green skin



Throw
-----
Goodbye              f/b + HP close                   f and b determine where
                                                        opponent is thrown;
                                                        bounce attack


Command Moves
-------------
Body Splash          f + LP                           overhead
Hammer Crush         df + LP                          can act as bounce attack,
                                                        but only if opponent's
                                                        back is against the 
                                                        barrier and move is 
                                                        performed close to them
Reaching Fist        df + HP                          must be blocked low
First Impact         HP+HK                            follow ups can only occur
                                                        if move connects (not
                                                        blocked)
  Ground Combo       LP, LP, LK, LK, HK
  Floating Jump      ub/u/uf
    Air Combo        LP, LP, HP, HK, HK
Swift Escape         LP+LK                            invulnerable for a short 
                                                        period
Back Roll            b + LP+LK                        invulnerable for a short 
                                                        period
Forward Roll         f + LP+LK                        invulnerable for a short 
                                                        period


Special Moves
-------------
Steel Crusher        qcf + LP (hold LP to delay)      the initial pose he 
                                                        strikes has high 
                                                        autoguard; you can 
                                                        delay the initial pose
                                                        for 4 seconds until
                                                        the follow up occurs;
                                                        the follow up will 
                                                        occur after you release
                                                        LP, after delaying for
                                                        4 seconds, or after
                                                        a high attack is 
                                                        autoguarded; bounce
                                                        attack
Steel Bender         qcf + HP                         the initial pose he 
                                                        strikes has high 
                                                        autoguard; you can 
                                                        delay the initial pose
                                                        for 4 seconds until
                                                        the follow up occurs;
                                                        the follow up will 
                                                        occur after you release
                                                        HP, after delaying for
                                                        4 seconds, or after
                                                        a high attack is 
                                                        autoguarded; must be
                                                        blocked low; bounce
                                                        attack (unless 
                                                        opponent's back is 
                                                        against the barrier and
                                                        move is performed close
                                                        to them)
Flea Feint           f, d, df + LP                    opponent can still be hit
                                                        by this if they are
                                                        high enough off the 
                                                        ground; bounce attack
Flea Catch           f, d, df + HP                    opponent can be hit by
                                                        start up if they are
                                                        high enough off the
                                                        ground which acts as
                                                        a bounce attack; second
                                                        part has full screen
                                                        distance and must be
                                                        either jumped or
                                                        blocked low and is also
                                                        a bounce attack
Destruction          hcb + P close                    unblockable; bounce attack
Violent Instinct     hcf + K                          LK=one wall/barrier slam;
                                                        HK=three wall/barrier
                                                        slams; this move must
                                                        connect (not blocked)
                                                        for entire maneuver to
                                                        come out; Abubo will
                                                        charge the opponent
                                                        with sumo slaps until
                                                        the opponent either
                                                        reaches a wall or a
                                                        barrier, in which he
                                                        will then crush them
                                                        against it
                 

Level One Super
---------------
War Path             hcb, hcb + LP                    connects close; 
                                                        unblockable; bounce
                                                        attack  


Level Two Super
---------------
Mega War Path        hcb, hcb + HP                    connects close; 
                                                        unblockable; bounce
                                                        attack



-------------------------------------------------------------------------------
*******************************************************************************
* 3.16 Johann                                                                 *
*******************************************************************************
Colors
------
LP - Gray costume w/ Maroon trim
LK - colors of the character you select will assign themselves (not very well)
     to Johann's sprite
HP - colors of the character you select will assign themselves (not very well)
     to Johann's sprite
HK - colors of the character you select will assign themselves (not very well)
     to Johann's sprite


                                *****Notes***** 

-Johann has no crouching LP attack and no air attacks with LP, LK, and HP.
-Johann does not attack when he is tagged in.
-If you perform a Tag Out Rush with Johann, he will simply glitch;  He
 will be invulnerable for awhile, but once he floats towards the enemy
 he will lose that and be open to attack.
-If a Team Duplex is perform with Johann as your partner, the other character
 will attack, while Johann strikes his glitch pose (he will not attack).  
 When the Duplex is over the opponent will be in a permanent dizzy, that is
 until you strike them with some sort of an attack.
-Johann has no First Impact

                                *************** 


Throw
-----
Painful Scream       f/b + HP close                   f and b determine where
                                                        opponent is thrown;
                                                        can link attacks after
                                                        the throw such as the 
                                                        Signs of Doom; bounce
                                                        attack


Basic Moves
-----------
Power Thrust         HP                               bounce attack
Whirlwind            HK                               second part must be
                                                        blocked low
Rising Wind          d + HP
Wind Twirl           d + HK                           bounce attack


Command Moves
-------------
Swift Escape         LP+LK                            invulnerable for a short 
                                                        period
Back Roll            b + LP+LK                        invulnerable for a short 
                                                        period
Forward Roll         f + LP+LK                        invulnerable for a short 
                                                        period


Special Moves
-------------
Surge of Anger       qcb + LP                         absorbs projectiles
Silent Sorrow        qcb + HP                         absorbs projectiles;
                                                        bounce attack
Signs of Doom        qcb + LK                         absorbs projectiles;
                                                        bounce attack
Painful Scream       qcb + HK close                   unblockable; can link 
                                                        attacks after the throw
                                                        such as the Signs of 
                                                        Doom; bounce attack


Level One Super
---------------
Burnt Offering        qcf, hcb + LP                   absorbs projectiles;
                                                        bounce attack


Level Two Super
---------------
Scorched Offering     qcf, hcb + HP                   absorbs projectiles;
                                                        bounce attack





===============================================================================
4. Conclusion
===============================================================================


4.1  What's Missing/Needed

-Possible missing moves or supers
-Cleanup and corrections
-If you have anything to add, any corrections I need to make, please email me
at billy_kane_32@hotmail.com.  Credit will be given for your contribution.

4.2  Credits

- Playmore
- Noise Factory
- Gamefaqs
- And me for writing this faq