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Vampire Savior 2 FAQ
by Drew Barrington
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For anyone reading this FAQ, I have provided this as a free resource
for information. Whoever wants to use what's contained in this guide is
free to do so, but please don't plagiarize. If you use the info in
here, use it in your own words, and if you do copy my work, provide
credit.

========
Contents
========

- Introduction
- FAQ History
- Special Thanks
- FAQ Notation
- Basics of VS2
- Characters

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Introduction
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Hi, I'm Drew Barrington, known in a couple of small internet circles as
Kaz. Never heard of me? Well, okay. Doesn't matter, as you came here to
read about how play this game anyways.

All I really have to say here is that I want your feedback. If there's
something in this guide that you don't understand, doesn't make sense,
isn't very clear, or is just plain wrong, let me know. You can contact
me at Kazurin at Gmail.com.

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Version History
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Version 1.0, 11/21/2005:
Initial Release

Version 1.11, (2/10/2006):
Bishamon's Kirisute Gomen corrected, noted as ESable.
Added note about Lei-Lei's Senpuubu, corrected it with (air) tag.
Corrected several moves with [Variable] tags.
Added life gain note to the description of the Dark Force mode.
Added note about unblockable status to Jedah's Prova di Servo.
Corrected note about Bulleta's Cool Hunting.
Corrected note about Q-Bee's Qj.
Corrected several issues with Donovan's Immortal Transformation.
Added note about Donovan's Titan Summon.
Corrected note about Felicia's dash.
Corrected note about Lei-Lei's dash.

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Special Thanks
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- Great Chaos, who helped me tremendously with building and rounding
out Anakaris' movelist.
- Photon/4neqs, who gave me a few helpful facts about Q-Bee.
- Furix, whose critique of Q-Bee, Lilith's, and Bulleta's movelists
helped me clear up some important errors and omissions.
- Nascosto Nerezza, who helped me find the correct names for most of
Jedah's moves.
- Chris McDonald, AKA Kao Megura, for making the most excellent
movelist format ever, and some really sharp FAQs, too. R.I.P., Mr.
McDonald.
- Everyone who's written a Vampire series FAQ themselves. They gave me
a base to work from in other games, and a starting point for the
series.

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FAQ Notation
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The notation used in this FAQ is explained through a shorthand of 8-
directional digital joysticks or pads, and six-button layout, following
as such:

UB   U   UF
                      LP   MP   FP
B    C    F
                      LK   MK   FK
DB   D   DF

This FAQ will often refer to those directions and buttons in shorthand
form, and this section will explain what all of the shorthand is.

P                               Hit LP, MP, or FP
K                               Hit LK, MK, or FK
PP                              Hit any two punches at once
KK                              Hit any two kicks at once
PPP                             Hit all three punches
KKK                             Hit all three kicks
QCF                             Press D, DF, F
QCB                             Press D, DB, B
HCF                             Press B, DB, D, DF, F
HCB                             Press F, DF, D, DB, B
360                             Rotate the joystick in a full circle
720                             Rotate the joystick in two full circles
[ ]                             Optional command for special move
[Variable]                      Hit buttons, rotate control stick
->                              Command enabled by special state
(close)                         Move must be done next to opponent
(air)                           Move can be done in the air
(air only)                      Move must be done in the air
(GC)                            Move can be done while guarding
(GC only)                       Move can only be done while guarding
(ES)                            Move can be ESed

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Basics of VS2
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Dashing: Simply hit F, F or B, B quickly to get a dash. The specifics
of the dash will vary from character to character - some also have
dashes while in the air.

Knockdown Recovery: As you land from a knockdown, press B / F + P or K
to roll back to a standing position.

Chain Combos: In the Vampire series, chains have always been a staple
of the gameplay. Simply put, they are a method of connecting multiple
normals together, and can be done standing, crouching, or in the air.
All six buttons can be used in a chain, but they cannot go backwards in
strength. In theory, the longest chain possible is LP, LK, MP, MK, FP,
FK, but the speed, range, and knockback of moves makes full six button
chains impossible. However, buttons can be skipped, and as long as the
strength of the normals used continues to go up through the LP to FK
algorithim, the normals will chain.

In the air, chains can be used, but you can also do non-chained moves,
which can work backwards. Just do your first move on the way up, and
the second on the way down.

Special moves and EX attacks cannot be chained into, unless the move
being chained into is a button-press super (e.g., LP, LP, F, LK, FP).

ES attacks: Hit two buttons to do a powered-up version of any special
move that allows it.

Guard Cancel (GC): Do any move with this property while guarding for a
counter-attack.

Advancing Guard: Tap any punch or kick four times while blocking an
attack. The strength of the button used for the last press will
determine how far away the advancing guard will knock the opponent.

Air Blocking: VS2 has airblocking, and it remains as good and as
versatile as it was in VS. Most moves can be airblocked.

White and Red Damage: In VS, a system was introduced in which an attack
dealt both white and red damage. Red damage is the same as any other
fighter, being permanent and irrecoverable. White damage, on the other
hand, is a margin of damage which will recover and gain life back for
the player if one can avoid being struck for long enough. White damage
is "real" damage, though, and someone can lose on white damage alone.
Also, blocked attacks will only incur white damage.

Pounces: When you knock down an opponent with any character, you can
hit UB, U, or UF + K and do an attack which strikes the character on
the ground. Pounces, even if ESed, only do white damage.

Dark Force: The Dark Force mode in VS2 is a universal power-up mode,
activated by pressing any two same-strength buttons. It activates a
timer, and for as long as the timer lasts, all attacks will incur only
red damage. This includes chip damage (damage incurred through guard),
and pounce damage. Dark Force also causes the activated character to
regain their white life MUCH faster.

Taunts: Press Start. Useless, but fun!

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Characters
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Now here's the real meat of the guide. All characters are arranged
alphabetically by name, to make them easy to find. For your
convenience, as well, I've added a little search tag. Just press
Control-F in your browser, then punch in the first three letters of a
character name and follow it with two zeroes, e.g., Ana00. That should
bring you right to the character. Priest Bishamon has no search tag,
but is directly after normal Bishamon. Q-Bee is listed by the last
three letters (Bee).

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Anakaris [Ana00]
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Axe Kick                        B / F + MK
Sarchophagus Dropkick           B / F + FK
Pyramid Smash                   D + LK / MK / FK
Pyramid Dive                    DF + LK / MK / FK

Coffin Dance                    D, D + P or K (air) (ES)
Royal Judgement                 QCF + P (air only) (ES)
Spell of Turning (Absorb)       QCB + K (air)
Spell of Turning (Release)      QCF + K (air) (ES)
Cobra Blow                      B, F + P (ES)
Mummy Drop                      QCF + P [Spin joystick] (ES)

Pit of Blame                    F, D, DF + K when falling down (ES)

Word of Truth (GC Only)         F, D, DF + PP
Pit to the Underworld           HCF + KK
Pharaoh Magic                   MK, WP, D, LK, HP (air)
Pharaoh Salvation               FK, MP, D, MK, HP (air)
Pharaoh Decoration              FK, MP, LK, D, LP, MK, FP (air)
Pharaoh Split                   LP, LP, D, MK, FK

Kaibito Procession              Hold PPP, press Start
Kaibito Coin Game               Hold LK after a win

*Don't play Anakaris if you don't like complex characters. Just...
don't. You won't like the results.
*Anakaris has no normal throws, or advancing guard.
*Anakaris can backdash against the wall to exit out of the screen and
appear on the other side.
*Anakaris can float. Just press up and his legs will lift from the
ground, putting him in an aerial state. Press up again during this to
rise to the top of the screen, and press down in either state to make
him fall back to the earth. He can be moved forward or backward in
either state.
*Anakaris has a triple jump, as well. When jumping forward or
backwards, you can tap UB, U, or UF, causing Anakaris to bounce back
upwards. UB or UF will make him move backward or forward, of course,
and pressing just U will simply make him continue in the direction he's
already headed.
*The Axe Kick, Pyramid Smash and Pyramid Dive are all overheads.
*The Coffin Dance drops a coffin directly downwards out of the sky. Any
button can be pressed for it, and the button used will change the
distance dropped from Anakaris. In order from closest to farthest: LP,
LK, MP, MK, FP, FK. The coffins will also hit overhead.
*The Royal Judgement transforms Anakaris' opponent to a miniaturized
and entirely useless version of themselves. They cannot block or attack
in this state and must wait for recovery.
*The Spell of Turning cannot absorb Phobos' beams or mines, or
Bishamon's Karame Dama.
*Anakaris will be able to use the absorbed projectile in the same way
that the character it was taken from is able to use it, including being
able to ES it, if it is possible with the character it was taken from.
*The Mummy Drop is unblockable, but Anakaris' disembodied hands are
vulnerable. They are not, however, during the ES version, which your
opponent must avoid. Smaller characters can duck under Anakaris' hands,
but not the ES version.
*The Pit of Blame is an anti-pounce attack. Anakaris has to enter it
while falling, and if someone tries to pounce him, they'll be sucked
into a hole instead. This move can be ESed for more damage, but if
someone doesn't pounce on either version, Anakaris is left vulnerable.
*The Pharaoh Salvation costs 2 EX bars.
*The Pharaoh Decoration costs 3 EX bars.
*The Pharaoh Split has Anakaris separate into lower and upper halves.
The upper half will enter a free-floating state and can only attack
with punches, whereas the lower half will march uncontrollably forward
and stop only to attack with kicks. When the lower half walks off
screen, it will return by walking in the opposite side.
*The Kaibito Procession and Kaibito Coin Game are in no way useful in a
fight, but aren't they fun?! Also, if both players are playing Anakaris
and doing the Kaibito Procession, the second to do it will dance
instead of send out a procession himself. And if the second player
holds down all three kicks and taunts, Anakaris will kick Kaibito out
of his sarcophagus!

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Bishamon [Bis00]
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Kesa Nage                       (close) B / F + MP or FP
Mitamanuki                      (close) U / D + MP or FP (air only)

Karame Dama                     HCF + P (air) (ES)
 -> Tsuji Hayate                QCF + P (ES)
 -> Tama Yose                   B + P
   -> Kienzan                   F, D, DF + P (ES)
Kienzan (GC and Reversal only)  F, D, DF + P (ES)
Iai Giri (High)                 Hold B, F + P (ES)
Iai Giri (Low)                  Hold B, F + K (ES)
Kirisute Gomen                  (close) 360 + MP or FP (ES)

Togakubi Sarashi                D, D + PP when opponent is down
Oni Kubi Hineri                 (close) HCB + PP [Variable]
Enma Seki                       HCF + KK

*Bishamon has a variation on every standing strike, through holding
forward and hitting any attack button. These variations can chain.
Additionally, one can hold forward and continually tap FP, making
Bishamon swing his sword back and forth over and over again.
*The button used for a Karame Dama affects the speed of the projectile
on the ground, and the angle of it in the air. It also changes the
amount of time Bishamon's opponent will stay stunned, with an LP Karame
Dama holding them for the least amount of time, and an ESed version
holding them the longest.
*ESing a Karame Dama will have no effect on the follow-up attacks. The
Tsuji Hayate and Kienzan must be ESed themselves, and the Tama Yose
cannot be ESed.
*The low version of the Iai Giri can be blocked high, and the high
version can hit some crouching opponents, but is not an overhead. Both
versions destroy projectiles.
*The Kirisute Gomen is a throw.
*The Togakubi Sarashi is a special pounce. Bishamon leaps on his
opponent and cuts them in two with his sword.
*The Oni Kubi Hineri is unblockable.
*The Enma Seki must be blocked low. If Bishamon is hit while the board
is moving across the screen, the board disappears and the super is
over.

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Bishamon (Priest / Oboro)
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Kesa Nage                       (close) B / F + MP or FP
Mitamanuki                      (close) U / D + MP or FP (air only)

Nukienzan                       HCF + P (ES)
Kienzan                         F, D, DF + P (ES)
Oni Naburi                      QCF, UF + P (ES)
Kibi Tsukane                    F, D, DF + K (ES)
Iai Giri (High)                 Hold B, F + P (ES)
Iai Giri (Low)                  Hold B, F + K (ES)
Kirisute Gomen                  (close) 360 + MP or FP (ES)

Togakubi Sarashi                D, D + PP when opponent is down
Oni Kubi Hineri                 (close) HCB + PP [Variable]
Enma Seki                       HCF + KK
Kimen Kudaki                    B, D, DB + PP

*To get Oboro Bishamon, just put the cursor on Bishamon, hold start and
select him. If his colours aren't the normal variation for that button,
you got Oboro Bishamon.
*Bishamon has a variation on every standing strike, through holding
forward and hitting any attack button. These variations can chain.
Additionally, one can hold forward and continually tap FP, making
Bishamon swing his sword back and forth over and over again.
*The Akki Ryoujin will perform an unblockable grab on Bishamon's
opponent if he lands within range to do it, otherwise, he lands and
swings with a blockable slash.
*The low version of the Iai Giri can be blocked high, and the high
version can hit some crouching opponents, but is not an overhead. Both
versions destroy projectiles.
*The Kirisute Gomen is a throw.
*The Togakubi Sarashi is a special pounce. Bishamon leaps on his
opponent and cuts them in two with his sword. Unlike normal pounces,
this will do red damage.
*The Oni Kubi Hineri is unblockable.
*The Enma Seki must be blocked low. If Bishamon is hit while the board
is moving across the screen, the board disappears and the super is
over.

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Bulleta / Baby Bonnie Hood [Bul00] [Bab00]
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Hold & Cut                      (close) B / F + MP or FP
Catch & Cut                     (close) U / D + MP or FP (air only)
Tricky Basket                   B / F + MP
Suprise & Hop                   B / F + MK
Malice & Mine                   DF + HK
Stumble & Blade                 While dashing, B / F + MP

Smile & Missile (High)          Hold B, F + P (ES)
Smile & Missile (Low)           Hold B, F + K (ES)
Happy & Missile                 Hold D, U + P (ES)
Cheer & Fire                    F, D, DF + P (ES)
Shyness & Strike                QCB + P [Hold button] (ES)
Jealousy & Fake (GC Only)       F, D, DF + K
Sentimental Typhoon             (close) HCB + P (ES)

Tell Me Why                     D + KKK

Cool Hunting                    HCF + PP
Beautiful Memory                HCF + KK
Apple for You                   (close) HCB + KK
Doll & Bomb                     B, D, DB + KK

*Bulleta has a double jump. Just hit UB, U, or UF while in the air and
she'll leap that direction.
*For the Stumble & Blade, you can only hold the direction Bulleta is
already traveling. Holding the other direction will stop the dash.
*Both versions of the Smile & Missile will hit a standing or crouching
opponent, but they can also both be blocked standing or crouching.
*No normal version of the Smile & Missile can travel the whole screen.
It must be ESed to travel the full length.
*The longer the button is held for Shyness & Strike, the larger the
basket becomes. It also does more damage. An ESed Shyness & Strike
cannot be held.
*The Sentimental Typhoon is a throw.
*Tell Me Why is a crawling dash of sorts. Bulleta can avoid high
attacks, and can cross over the opponent if she is close enough to
them.
*The Cool Hunting cannot hit a grounded opponent (except for Anakaris)
unless Bulleta is standing fairly close to him or her.
*Apple for You is unblockable.

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Demitri [Dem00]
-----------------------------------------------------------------------

Bat Dive                        (close) B / F + MP or FP
Light Pleasure                  (close) B / F + MK or FK [Variable]
Demon Fly                       (close) U / D + MP or FP (air only)

Chaos Flare                     QCF + P (air) (ES)
Demon Cradle (GC)               F, D, DF + P (ES)
Bat Spin                        QCB + K (air) (ES)
Negative Stolen                 (close) 360 + MP or FP

Demon Pillion                   D, F, DF + KK
Midnight Bliss                  D, F, DF + PP
Midnight Pleasure               LP, MP, F, MK, MK
Darkside Master                 B, D, DB + KK

*Demitri's dash is of note. He actually teleports during it, taking him
a considerable distance and avoiding some attacks. He can also move to
his opponent's other side during it. Be careful with attacks coming out
of it while crossing over, however, as he can be aiming the other
direction if you attack too soon.
*The Demon Cradle will move at a 45 degree angle if done during a dash,
as opposed to its normal vertical rise.
*The Bat Spin will teleport you a certain distance from Demitri's
current position, the LK version moving you nowhere, the MK version a
quarter-screen, and the HK version a half-screen. If you aim and time
it carefully, you can combo out of the bat spin as it reaches the
ground. Too high, and Demitri will bounce off after three hits. The ES
Bat Spin teleports the distance of an MK, and will continue hitting all
the way until Demitri reaches the ground.
*The Negative Stolen is a throw.
*The Midnight Pleasure uses 2 bars of super energy, and is unblockable.
*Demitri's Darkside Master has him summon two bats to fight alongside
him, that mimic his attacks and cause extra damage.

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Donovan and his sword, Dhylec [Don00]
-----------------------------------------------------------------------

Levitation Toss                 (close) B / F + MP or FP
Dhylec Dives                    DB / D / DF + K
Split Kick                      F + FK

Killshred                       QCB + K (ES)
 ->Dhylec Bolt                  QCB + P (ES)
 ->Bloodthirsty                 QCB + K
Shiva Summon                    HCF + P (ES)
Ifrit Summon                    F, D, DF + P (ES)
Raiden Summon                   B, D, DB + P [Variable] (ES)
Dhylec Levitation               (close) HCB + MP or FP

Titan Summon                    HCF + K
Immortal Transformation         MP, LP, B, LK, MK [Any attack]
slay Shred                      B, D, DB + KK

*Each different strength of kick makes the Dhylec Dive travel down at a
different angle. LK has a long and easy descent, whereas HK's is very
sharp. The MK dive is somewhere in between the two.
*The Killshred plants Donovan's sword in the earth, allowing you to
call for a lightning strike or launch the sword. Both attacks can be
ESed, but the sword plant must be ESed if you want an ES launch. You
can call for an ES bolt at your leisure, ESed sword or not, once the
sword has been planted.
*The Dhylec Bolt can be used as many times as you like for as long as
the sword is planted.
*The Dhylec Levitation is a throw.
*Each button of the Titan Summon causes the Titan's foot to stomp down
at a certain distance from Donovan. LK drops it a quarter screen away,
MK a half screen, and FK the whole screen. It can also act as a pounce.
*The Immortal Transformation can be guided, and Donovan must press an 
attack button to do any damage.
*During the Slay Shred, all normal attacks Donovan makes will throw
Dhylec, punches throwing the sword high and kicks throwing it low. The
strength of attack will determine how far Dhylec flies, light attacks
going about a quarter of the screen, medium attacks going a bit over
half, and fierce attacks traveling past the length of the screen.

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Felicia [Fel00]
-----------------------------------------------------------------------

Panic Nail                      (close) B / F + MP or FP [Variable]
Tumble Cat                      (close) B / F + MK or FK
Flip Cat                        (close) U / D + MP or FP (air only)

Rolling Buckler                 QCF + P [P] (ES)
Cat Spike                       F, D, DF + P (ES)
Delta Kick (GC)                 F, D, DF + K (ES)
Hellcat                         (close) HCB + MK or FK (ES)

Hissing Charge                  D, D + KK and hold
Toy Touch                       D, D + P near downed opponent

Dancing Flash                   HCF + PP
Please Help Me                  HCF + KK
Kitty the Helper                B, D, DB + KK

*Felicia's dash puts her in a very brief aerial state, and can cross 
over at close range.
*Felicia can cling to lots of stuff. She can jump on her opponent's
head through a well-placed leap, though any movement on the part of
either character will cause Felicia to dismount. Felicia can also jump
on walls by holding the joystick towards them, having the option to
leap straight away or delay her dismount. Waiting long enough while on
the wall will cause Felicia to slide down, and after a certain point
she will jump by herself. You can hurry this process by pressing down
while she's hanging upon the wall.
*At any point during the Rolling Buckler's roll, Felicia can hit P to
cancel into an uppercut. You can also hit P just after she rolls into
her opponent to score an extra hit.
*The Cat Spike has three wildly different variations. The LP version is
a very quick lunge, that can be easily comboed into after some normals.
The MP and FP versions have her leap across the screen and slash in
mid-air, and the ES version has her leap high and whack a ball
downwards. The ball can strike an opponent at any point after Felicia's
bopped it.
*The Hellcat is a throw.
*The Hissing Charge powers up Felicia's EX meter.
*The Toy Touch is a special pounce. At a short distance from a grounded
opponent, just perform the move and she'll scratch at them. It can also
be ESed. Unlike a normal pounce, the Toy Touch can do red damage.
*Please Help Me has several variations. Using LK and MK, Felicia's
little friend will run across the ground. If one uses MK and FK, then
her friend will jump across the whole of the screen in an arc. Finally,
using LK and FK will cause her to jump in from the top corner of the
screen behind Felicia, landing slightly less than a half-screen in.
*Kitty the Helper is actually an option for Felicia, leaping into the
air and striking an opponent for extra hits whenever Felicia attacks.

-----------------------------------------------------------------------
Jedah [Jed00]
-----------------------------------------------------------------------

Sange Vanjerono                 (close) B / F + MP or FP
Maste Spinta                    (close) U / D + MP or FP (air only)

Dio Sega                        QCF + P (air) (ES)
Nero Fautica                    QCB + P (ES)
Ira Spinta                      HCB + K [P] (air only) (ES)
Splecio (GC)                    F, D, DF + P  (ES)
Santo Bassale                   (close) HCB + MK or FK

Baruzo Perudono                 F, UF / F / DF

Prova di Servo                  HCF + KK [K]
Finale Rosso                    D, D + PP
Santo Aria                      B, D, DB + KK

*Jedah's moves are apparently Italian. However, I cannot find a working
translation for Sange Vanjerono, Splecio, or Baruzo Perudono. Email me
if you've got something.
*Jedah's dashes cause him to fly upward while moving, ending upon
reaching the top of the screen or upon release of the joystick. These
dashes also put him into an aerial state.
*Nero Fautica is unblockable, but can be ducked under.
*The Ira Spinta is unblockable. It can also be changed into a diving
buzzsaw for a larger hitbox, but it loses its unblockable capability.
The ES version dives at the same angle as an FK version, and the
buzzsaw hits several times.
*Yes, Jedah did just cut off his own head when you did the Splecio.
*Santo Bassale is a throw.
*Baruzo Perudono is a very fancy airdash. It only travels forward, and
can hit Jedah's opponent. Using UF will make Jedah fly fairly straight,
F will let him angle down slightly, and DF will cause him to angle down
more heavily.
*Prova di Servo sends a wave of blood along the ground; when the wave
is close to your opponent, hit K and it will reach up to grab them. The
hand is unblockable.
*The Finale Rosso is unblockable, but the opponent must be on the
ground.
*Santo Aria is his Dark Force from Vampire Savior. Jedah can fly in
this mode, and has all of his moves availible to him, as well as being
able to do complete air chains.

-----------------------------------------------------------------------
Lei-Lei / Hsien-Ko [Lei00] [Hsi00]
-----------------------------------------------------------------------

Hourei                          (close) B / F + MP / MK / FP / FK
Houten                          (close) U / D + MP or FP (air only)
Ball and Chain                  F + MP
Blades and Chains               F + FP

Ankihou                         QCF + P (ES)
Henkyouki                       QCB + P (ES)
Senpuubu                        F, D, DF + P [P repeatedly] (ES) (air)
 -> Release                     K
Houtengeki                      (close) HCB + MP or FP

Jiretou                         HCF + KK
Tenraiha                        LK, FK, MP, MP, U
Chuukadan                       HCF + PP

*Lei-Lei's forward dash is a short teleport. She can teleport past some
attacks, and can cross over the opponent if she is close enough.
*The Ankihou throws random projectiles out in bizarre arcs. LP throws
them low, MP throws them across the middle of the screen, and HP throws
them nearly straight up, and, after a brief period, they will fall back
down.
*The Henkyouki reflects projectiles.
*The Senpubuu will cease to swing if Lei-Lei hits a wall.
*Upon releasing the Senpuubu, Lei-Lei will return to a normal aerial
state. She can do anything during this that she would be able to during
a normal jump.
*The Houtengeki is a throw.
*The weight Lei-Lei drops during the Tenraiha is an overhead.
*The Chuukadan throws a bomb with nine seconds on it, and while it is
on screen, it can be knocked about all over the place. Whoever is in
the blast radius - whether that be Lei-Lei, her opponent, or both
characters at once - will receive damage.

-----------------------------------------------------------------------
Lilith [Lil00]
-----------------------------------------------------------------------

Innocent Hug                    (close) B / F + MP or FP
Childish Drop                   (close) U / D + MP or FP (air only)

Soul Flash                      QCF + P (air) (ES)
Shining Blade (GC)              F, D, DF + P (ES)
Merry Turn                      QCB + K (air) (ES)
Mystic Arrow                    HCB + P (ES)

High Jump                       DB / D / DF to UB / U / UF

Splendor Love                   F, D, DF + KK
Luminous Illusion               LP, LP, F, LK, FP (air)
Gloomy Puppet Show              HCF + KK [Follow onscreen commands]
Mindless Doll                   LP, LP, F, MP, FP

*Lilith's standing FK is an overhead.
*Lilith can walk faster than an LP or ES Soul Flash, allowing her to
throw one and move forward after it as protection and/or a combo
starter.
*The non-ESed Soul Flashes move at very different speeds, but all
dissipate at the same distance from Lilith.
*The Mystic Arrow is unblockable. Each version has a low leap before
it, the button pressed changing the distance. LP goes a quarter screen,
MP a half screen, FP three-quarters, and the ES traverses the whole
screen. Also, the ES Mystic Arrow causes wall-bounce when Lilith is
close enough, allowing her an opportunity for extra damage.
*The High Jump is the same as an ordinary jump in what it does, but
travels higher (well, yeah) and faster.
*The Splendor Love has a vacuum effect of sorts - if it hits an
opponent once, it's likely to pull them in for more.
*The Luminous Illusion can be canceled into from any normal.
*If Lilith's top hat hits, the Gloomy Puppet show activates, almost
becoming a mini-game. During the Gloomy Puppet show, the idea is to
follow the commands on screen, making Lilith's opponent dance on stage.
If you can manage to follow the commands correctly, massive damage is
incurred. It costs two super stocks, though.
*The Mindless Doll creates a clone of Lilith which exactly follows her
every move a brief moment after she makes them.

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Morrigan [Mor00]
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Moon Tracer                     (close) B / F + MP or FP
Breast Anguish                  (close) B / F + MK or FK
Sexual Embrace                  (close) U / D + MP or FP (air only)

Soul Fist                       QCF + P (air) (ES)
Shadow Blade                    F, D, DF + P (ES)
Vector Drain                    HCB + MP or FP (ES)

Vertical Dash                   DB / D / DF to UB / U / UF

Valkyrie Turn                   HCB + K [K]
Darkness Illusion               LP, LP, F, LK, FP (air)
Finishing Shower                MP, LP, B, LK, MK
Cryptic Needle                  F, FP, MP, LP, F
Astral Vision                   LP, LP, F, MP, FP

*Morrigan's dash causes her to fly. She will continue to do so until
she reaches the top of the screen, heading either direction. During the
dash, you can press UB or U if she is traveling backwards, and U or UF
if she is traveling forwards. If you do this, she will cancel into her
vertical dash. You cannot change the direction she is already moving,
and if you attempt to her dash will stop. If you perform the Vertical
Dash, she will fly straight up, and this can be canceled midflight into
a normal dash by simply pressing forwards. Once again, you cannot
change the direction she is already traveling.
*The Vector Drain is a throw.
*The button used for the Valkyrie Turn will change where Morrigan will
reenter the screen. LK will make her appear near the ground, MK in the
center of the screen, and FK near the top. She is invulnerable until
the second button press, however, she can do no damage herself until
then.
*The Astral Vision creates a clone of Morrigan on the enemy's opposite
side. She will exactly imitate all of Morrigan's moves, and will always
remain the exact same distance from the enemy that Morrigan is.

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Phobos [Pho00]
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Magnet Slam                     (close) B / F + MP or FP
Sky Capture                     (close) U / D + MP or FP (air only)

Plasma Beam (High)              QCF + P (ES)
Plasma Beam (Low)               QCF + K (ES)
Genocide Vulcan                 B, D, DB + P (ES)
Grenade Launcher                QCB + P (air) (ES)
Plasma Trap                     QCB + K (air only) (ES)
Circuit Scrapper                (close) HCB + MP or FP (ES)

Reflect Wall (GC Only)          F, D, DF + P

Final Guardian Beta             F, D, DF + KK
Enraging Sphere                 B, D, DB + KK
Ray of Doom                     D, F, DF + PP

*Phobos has an air dash.
*Phobos can float by holding U while in mid-air. He can do this at any
point and multiple times throughout the jump, but he has a limited
amount of time he can spend floating. Releasing and floating again will
not reset this.
*All of Phobos' standing normals have variations that can be reached by
holding forward.
*The ESed version of the Plasma Beam is identical for both versions.
*The Genocide Vulcan can launch Phobos' opponent and shoot them, but it
can also set up targeting lasers and wait for a victim to cross into
its path.
*With each use of the Plasma Trap, the shoulder Phobos will use to fire
a mine will change, ultimately affecting a change in where the mine
will finally come to rest.
*The Circuit Scrapper is a throw.
*The Reflect Wall shoves the opponent backwards.
*The buttons used for the Enraging Sphere will control how far and how
fast the blasts travel before exploding. LK and MK will send it half-
screen, MK and FK will travel full-screen, and LK and FK will have it
explode right in front of Phobos.
*The Ray of Doom puts Phobos in a free-flying state, and drops two
clones of him. Phobos can use all of his normal moves by either flying
or landing as he chooses, and the clones will trail him, attacking
whenever Phobos does a normal. You can also make them attack while
Phobos is doing a special move by simply hitting a button, buffering
the two attacks together.

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Pyron [Pyr00]
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Corona Whip                     (close) B / F + MP or FP
Galactic Roux                   (close) U / D + MP or FP (air only)
Fire Charge                     F + LP / MP / FP
Fire Dive                       DB / D / DF + LP / MP / FP

Soul Smasher                    QCF + P (air) (ES)
Zodiac Fire                     F, D, DF + P (ES)
Orbital Blaze                   QCB + K (air only) (ES)
Planet Burning                  (close) HCB + MP or FP (ES)

Galaxy Trip                     B, D, DB + P or K

Cosmic Disruption               HCF + PP or KK
Pillar of Hell                  F, D, DF + KK (air)
Shining Gemini                  HCF, HCF + PP

*Pyron's standing MK is an overhead.
*The Fire Charges chain like any other normal.
*The ground and air soul smashers work in an opposite pattern to each
other. On the ground, LP sends the fireball in a straight path, whereas
FP sends it in an arc. In the air, FP fires straight and LP is the
fireball that arcs, MP being between the two as always.
*Planet Burning is a throw.
*The Galaxy Trip is a teleport. Imagine a six-button joystick layout
imposed on the screen, and you've got the pattern for how Pyron's
teleports work. LP makes him appear left-side-aerial, MP center-aerial,
FP right-side-aerial, LK left-side-ground, MK center-ground, and FK
right-side-ground. The teleports can chain into themselves.
*The Cosmic Disruption can be held for different patterns and more
explosions.
*The Shining Gemini creates a second Pyron who will attack Pyron's
opponents whenever Pyron does.

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Q-Bee [Bee00]
-----------------------------------------------------------------------

Cn                              (close) B / F + MP or FP
Ca                              (close) U / D + MP or FP (air only)

Delta A                         QCB + K (air) (ES)
SxP                             K repeatedly (air)
R.M. (GC Only)                  F, D, DF + K (ES)
C->R                            HCF + P (air) (ES)
O.M.                            HCB + MP or FP (ES)

Qj                              F, D, DF + PP (air)
+B                              HCF + KK (air)
I^2                             B, D, DB + KK

*Q-Bee has a homing airdash.
*Q-Bee can hover for a brief moment in the air. Just press and hold UB,
U, or UF, and she'll hang in the air. You cannot change her direction,
however.
*Delta A is an overhead.
*C->R is blockable.
*O.M. is a throw.
*Q-Bee can have two Qj projectiles on the screen at a time. The Qj
projectiles will trap Q-Bee's opponent in honey, briefly holding them
in a stunned state. They will not stun an aerial opponent.
*I^2 puts Q-Bee into a flight mode. She retains all of her moves in
this mode.

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Victor [Vic00]
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Mega Strangle                   (close) B / F + MP [Variable]
Jaw Slugger                     (close) B / F + FP [Variable]
Graviton Knuckle                (close) B / F + MP or FP then D, U + P
Bottom Grip                     (close) B / F + MK or FK
Mega Throw                      (close) U / D + MP or FP (air only)

Mega Stake                      Hold D, U + P (ES)
Mega Forehead                   Hold B, F + P (ES)
Giga Buster                     Hold B, F + K (ES)
Giga Burn (GC)                  F, D, DF + K (ES)
Gyro Crush                      QCB + P (ES)
Mega Shock                      QCF + K [Variable]
Mega Spike                      (close) 360 + P

Minimum Step                    D + KKK

Thunder Break                   Hold D, U + KK
Giga Brute                      F, D, DF + PP
Gerdenheim 3                    (close) 720 + KK
Great Gerdenheim                HCF + KK
 -> Gerdenheim Gyro             (close) Tap P

*When standing or crouching, Victor's MP, MK, FP or FK can all be held
to electrify them.
*The Mega Stake, Mega Forehead, Giga Buster, and Giga Burn all knock
down, as does an ES Gyro Crush.
*The Mega Stake can be used as a pounce.
*Both the normal and ES Gyro Crushes can be shifted forwards or
backwards, by simply moving the joystick.
*The Mega Shock and Mega Spike are throws.
*The Giga Buster, despite its looks, does NOT hit low. The ES version,
in the same way, does not hit overhead.
*The Minimum Step does no damage, however, it avoids low attacks and
can leap over opponents at close range.
*The Gerdenheim 3 and Gerdenheim Gyro are throws.
*Being struck during Great Gerdenheim deactivates the mode.

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Zabel Zarock / Lord Raptor and Le Malta [Zab00] [Rap00]
-----------------------------------------------------------------------

Madara Beat                     (close) B / F + MP or FP [Variable]
Deadly Catapault                (close) B / F + MK or FK
Air Catastrophe                 (close) U / D + MP or FP (air only)

Death Hurricane                 QCB + K (air) (ES)
Skull Sting                     D, U + K (ES)
Hell's Gate                     HCF + K
Death Phrase (GC only)          F, D, DF + K (ES)
Skull Punish                    (close) HCB + MP or FP (ES)

Evil Scream                     F, B + PP
Death Voltage                   HCB + KK (air)
Hell Dunk                       F, D, DF + PP
Ultimate Undead                 B, D, DB + KK

*Zabel has a crouching walk. Just hold DB or DF and Zabel will move
that direction. He will not walk backwards if he's blocking, however.
This walk avoids high attacks.
*Zabel's standing dash animates the same way as his crouching walk and
holds the same properties.
*Zabel has an air dash.
*Zabel is another character who has variations in every standing
strike. Holding forward will cause each attack to extend, the light
attacks extending the least and the heavy ones extending the farthest.
*The Death Hurricane travels in a slight angle upward from the ground,
from the air, it travels slightly downward.
*The Skull Sting only hits on the way down, but it is an overhead.
*The Hell's Gate is a teleport. LK will always place Zabel on the left
side of the screen, MK in the center, and FK on the right side.
*The Skull Punish is a throw.
*The Hell Dunk is unblockable, but the opponent must be on the ground.
*Ultimate Undead causes Le Malta to turn into a chainsaw, which Zabel
carries around. His dash speed increases tremendously, and he loses all
his special moves in favor of chainsaw swings. Every set of strengths
activates the same swing, so hitting a punch or a kick will make no
difference in this mode - only the strength of it does.

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And that's the end. Happy playing.

© 2005 Drew Barrington
Game and all characters are © Capcom