=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                          Power Instinct Legends
              FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                             Version #: 4.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Sections
--------
      1. Legend
      2. System
      3. Characters
         3.1  Kanji Kokuin
         3.2  Hattori Saizo
         3.3  Sahad Asran Ryuto
         3.4  Reiji Oyama
         3.5  Keith Wayne
         3.6  Thin Nen
         3.7  White Buffalo
         3.8  Goketsuji Oshima
         3.9  Goketsuji Oume
         3.10 Angela Belti
         3.11 Kurara Hanakouji
         3.12 Super Kurara
         3.13 Poochi (Aka Pooch)
         3.14 Kintaro Kokuin (Aka Kinta)
         3.15 Annie Hamilton
         3.16 Goketsuji Otane
         3.17 Kuroko (Aka Ninja-Boy)
      ------------------------------------
         3.18 Chuck
      4. Pairs
         4.1  Kanji Kokuin
         4.2  Hattori Saizo
         4.3  Sahad Asran Ryuto
         4.4  Reiji Oyama
         4.5  Keith Wayne
         4.6  Thin Nen
         4.7  White Buffalo
         4.8  Goketsuji Oshima
         4.9  Goketsuji Oume
         4.10 Angela Belti
         4.11 Kurara Hanakouji
         4.12 Super Kurara
         4.13 Pochi (Aka Pooch)
         4.14 Kintaro Kokuin (Aka Kinta)
         4.15 Annie Hamilton
         4.16 Goketsuji Otane
         4.17 Kuroko (Aka Ninja-Boy)
         4.18 Chuck
      5. Conclusion
         5.1  What's Missing/Needed
         5.2  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
===============================================================================

Double Jump          ub/u/uf after any first jump
Super                performed when stress meter fills and spells out attack

Throw                f/b + HP close
Air Throw            any direction except u + HP close in air

Dash Forward         f, f
Dash Backwards       b, b           (invulnerable for a split second)
Dash And Retreat     f, f, b
Dashing Punch        f, f + P
Dashing Kick         f, f + K       (knocks opponent down)
Retreat Punch        f, f, b, P 
Retreat Kick         f, f, b, K     (knocks opponent down)

Strong Attack        HP+HK          (knocks opponent down)
Strong Air Attack    HP+HK in air   (bounces opponent off ground for juggle)
Strong Launch Attack d + HP+HK      (launches opponent into air for juggle; 
                                      must be blocked low)

Hard Block           LK+LP
            


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

*******************************************************************************
* 3.1 Kanji Kokuin                                                            *
*******************************************************************************
Colors
------
Start - White w/ White cloth
LP - Blue w/ Orange cloth
LK - Black w/ Purple cloth
HP - Red w/ Black cloth
HK - Purple w/ Yellow cloth



Throws
------
Arm Drag                  f/b + HP close
Frankensteiner            any direction except 
                            u + HP close in air


Command Moves
-------------
Axe Handle Smash          HP+HK                       overhead
Strong Chop               HP+HK in air                overhead
Lower Uppercut            d + HP+HK                   launches opponent; must 
                                                        be blocked low
Body Splash               Dash Forward, LP
Body Leap                 Dash Forward, HP            overhead
High Kick                 Dash Forward, K
Retreat Body Splash       f, f, b, LP       
Retreat Body Leap         f, f, b, HP                 overhead
Retreat High Kick         f, f, b, K


Special Moves
-------------
Energy Fist               qcf + P                     LP=slow, HP-fast; will
                                                        collide with other 
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process; tends
                                                        to go over many of the
                                                        projectiles in the 
                                                        game
Energy Foot Lunge         qcb + K                     LK=short, HK=long
Air Energy Foot Lunge     qcb + K in air              LK=short, HK=long
Breath Spin               Charge d for 2 seconds,     HP=spin lasts longer;
                            u + P                       absorbs projectiles   
Loincloth Snap            hcb + P
Gasp Intake               tap K repeatedly
  Stun Fart               continue tapping K very     LK=straight, HK=rising; 
                            fast                        goes through 
                                                        projectiles; will 
                                                        "stun" opponent if it
                                                        connects (not blocked)
Launching Combination     b, db, d + HK               slide kick must touch 
                                                        opponent to perform
                                                        the entire maneuver


Super
-----
~Kanji Combo Rush         Charge b for 2 seconds,     dash in must touch
                            f + LK+HK                   opponent for rushing
                                                        combo part to come
                                                        out; he will transform
                                                        even if the dash in
                                                        misses


~~~~~~~~~~~~~~~
~(Frail Kanji)~
~~~~~~~~~~~~~~~

Throws
------
Pogo Cane                 f/b + HP close
Flip Toss                 any direction except 
                            u + HP close in air


Command Moves
-------------
Jumping Drill             HP+HK                       overhead
Strong Swing              HP+HK in air                overhead
Homerun                   d + HP+HK                   launches opponent; must 
                                                        be blocked low
Triple Cane               Dash Forward, P
Side Kick                 Dash Forward, K
Retreat Tiple Cane        f, f, b, P
Retreat Side Kick         f, f, b, K


Special Moves
-------------
Rapid Cane                qcf + P                     HP=lasts longer
Super Rapid Cane          Dash Forward, qcf + P /
                            f, f, b, qcf + P
Libido Attack             hcb + P                     LP=slow, HP=fast;
                                                        can hold; will
                                                        collide with other 
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Cane Stun                 Charge d for 2 seconds,     LP=short, HP=further;
                            u + P                       stuns opponent
Headbutt Launch           Charge d for 2 seconds,     LK=short, HK=long
                            u + K 
Crawl                     hcf + K                     LK=short, HK=long; 
                                                        cancelable; high dodge
Launching Combination     qcb + HK                    kick must touch opponent
                                                        to perform the entire
                                                        maneuver
Transform Back            Charge b for 2 seconds,     dash in unblockable;
                            f + P                       must connect the dash
                                                        in to transform back


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Kanji: As expected, a rightful outcome! Ha, ha, ha, ha
       ha!  Hmmm, I need to give Chuck his reward.



*******************************************************************************
* 3.2 Hattori Saizo                                                           *
*******************************************************************************
Colors
------
Start - Light Purple W/ Red trim
LP - Light Blue w/ Brown trim
LK - Black w/ Blue trim
HP - White w/ Black trim
HK - Brown w/ Orange trim



Throws
------
Ninja Drill               f/b + HP close
Shoulder Toss             any direction except 
                            u + HP close in air


Command Moves
-------------
Bomb Strike               HP+HK
Strong Palm               HP+HK in air                overhead
Throat Strike             d + HP+HK                   launches opponent; must 
                                                        be blocked low
Dragon Palms              Dash Forward, P
Flying Kick               Dash Forward, K
Retreat Dragon Palms      f, f, b, P
Retreat Flying Kick       f, f, b, K
Slide                     d + HK                      must be blocked low
Crawl                     hold df


Special Moves
-------------
Dragon Flame Flash        qcf + P                     LP=slow, HP=fast; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Dragon Flash Bomb         qcb + P                     LP=short, HP=long; 
                                                        explosion absorbs
                                                        projectiles
Dragon Flash Dud          qcb + HK
Air Dragon Flash Bomb     f, d, df + P in air         LP=short, HP=long;
                                                        explosion absorbs
                                                        projectiles
Blue Flame Slice          hcf + K                     LK=short, HK=long
Super Blue Flame Slice    Dash Forward, hcf + K /
                            f, f, b, hcf + K
Tsunami Slash             360 + P in air              LP=steeper angle
Striking Ninja            f, d, df + LP
Striking Saizo            f, d, df + HP               overhead
Saizo Shadows             b, f, b + LK+HK             ends once you are hit


Super
-----
Flaming Flash Wave        qcb + LP+HP                 explosions absorb
                                                        projectiles


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Saizo: From now on, I'm going to lead a normal life without my mask.
Kanji: Saizo!  I managed to get masks from every corner of the world.
       Pick the ones you like!  What?



*******************************************************************************
* 3.3 Sahad Asran Ryuto                                                       *
*******************************************************************************
Colors
------
Start - Brown w/ Purple trim
LP - Green w/ Red trim
LK - Purple w/ Black trim
HP - Black w/ Brown trim
HK - Red w/ Brown trim



Throws
------
Grab and Toss             f/b + HP close
Kick Off                  any direction except 
                            u + HP close in air


Command Moves
-------------
Roundhouse                HP+HK                       overhead
Strong Jump Kick          HP+HK in air                overhead
Sliding Kick              d + HP+HK                   launches opponent; must 
                                                        be blocked low
Gut Punch                 Dash Forward, P
Striking Foot             Dash Forward, K
Retreat Gut Punch         f, f, b, P
Retreat Striking Foot     f, f, b, K
Crawl                     hold df


Special Moves
-------------
Dagger Throw              qcf + LP                    will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Saber Throw               qcf + HP                    will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Upward Dagger             qcb + LP                    will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Upward Saber              qcb + HP                    will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Flame Breath              f, d, df + P                HP=flame lasts longer;
                                                        absorbs projectiles
Super Flame Breath        Dash Forward, f, d,        absorbs projectiles
                            df + P / f, f, b,
                            f, d, df + P
Djinn Lift                Charge d for 2 seconds,     LP=small, HP=large;
                            u + P                       Djinn absorbs 
                                                        projectiles
Arabian Attack            Charge b for 2 seconds,     LK=short, HK=long; dash
                            f + K                       in unblockable
Djinn Assist              hcb + K close    
~Transform                360 + LK+HK in air


Super
-----
Saber Chop                qcf + LP+HP                 absorbs projectiles


~~~~~~~~~~
~(Parrot)~
~~~~~~~~~~
(transform ends once you are hit or after 10 seconds)

Special Moves
-------------
Fire Spark                LP                          will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Flame Breath              HP                          absorbs projectiles
Straight Dart             LK                          will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Downward Dart             HK                          will collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Rest                      d


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Sahad: Miss Angela, you must come visit me at my house.
Thin Nen: Why sure, darlin'!  I'd be more than happy to!
Sahad: .........ugh!



*******************************************************************************
* 3.4 Reiji Oyama                                                             *
*******************************************************************************
Colors
------
Start - Brown
LP - White
LK - Black
HP - Purple
HK - Red



Throws
------
Kick Toss                 f/b + HP close
Roll Tackle Pound         f/b + HK close
Choke Slam                any direction except 
                            u + HP close in air


Command Moves
-------------
Knockout Punch            HP+HK                       overhead
Strong Fist               HP+HK in air                overhead
Swipe Away                d + HP+HK                   launches opponent; must 
                                                        be blocked low
Uppercut                  Dash Forward, P
Jaw Kick                  Dash Forward, K
Retreat Uppercut          f, f, b, P
Retreat Jaw Kick          f, f, b, K


Special Moves
-------------
Thunder Globe             qcf + P                     LP=slow, HP=fast; will 
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Flying Dragon Punch       f, d, df + P                LP=short, HP=further
Super Flying Dragon Punch Dash Forward, f, d, 
                            df + P / f, f, b, f,
                            d, df + P
Thunder Kick              tap K repeatedly
Super Thunder Kick        Dash Forward, tap K / f,
                            f, b, tap K
Elbow Drop                qcb + P                     LP=short, HP=long 
  Mule Kick               qcb + HK                    overhead
Super Spin Kick           360 + K in air              LK=steeper angle


Super
-----
Dragon Punch Rush         f, d, df + LP+HP            dash in must touch the
                                                        opponent for super to
                                                        come out


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Reiji: Hey grandpa!  This tournament was actually kinda fun!  
Kanji: Ah, good.  
Reiji: Next time let's pick from this list! 
Kanji: You really love these tournaments, don't you?



*******************************************************************************
* 3.5 Keith Wayne                                                             *
*******************************************************************************
Colors
------
Start - Light Gray
LP - Blue
LK - Black
HP - Red
HK - Brown



Throws
------
Shoulder Roll             f/b + HP close
Stomp Press               any direction except 
                            u + HP close in air


Command Moves
-------------
Flying Knuckle            HP+HK
Axle Handle Smash         HP+HK in air                overhead
Dragon Uppercut           d + HP+HK                   launches opponent; must 
                                                        be blocked low
Gut Punch                 Dash Forward, P
Turn Kick                 Dash Forward, K
Retreat Gut Punch         f, f, b, P
Retreat Turn Kick         f, f, b, K


Special Moves
-------------
Lightning Flash           qcb + P                     LP=slow, HP=fast; will
                                                        collide with other 
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process; tends
                                                        to go under most 
                                                        projectiles in the 
                                                        game
Knuckle Bomber            Charge b for 2 seconds,     LP=short, HP=long
                            f + P 
Spiral Kick               qcf + K                     LK=short, HK=long; move
                                                        must touch opponent to
                                                        perform the entire 
                                                        maneuver and for the 
                                                        follow ups to be 
                                                        possible
  Spiral Kick Follow Up   tap HK repeatedly very      using the LK version of
                            fast                        the Spiral Kick will 
                                                        not use this follow 
                                                        up, but instead go
                                                        directly to finish
    Jump Over Finish      continue tapping K very 
                            fast
Air Spiral Kick           qcf + K in air              LK=short, HK=long
Rolling Cannon            f, df, d + K                LK=short, HK=further
Air Rolling Cannon        d + HP+HK, f, df, d + K     LK=short, HK=further
Super Rolling Cannon      Dash Forward, f, df, 
                            d + K / f, f, b, f,
                            df, d + K
Axe Kick                  b, f, b + K                 LK=short, HK=long
Punch Combination         b, bd, d + HP               gut punch must connect
                                                        for entire move to
                                                        come out; try to link
                                                        the Kick Combination
                                                        directly after for a
                                                        small combo
Kick Combination          b, bd, d + HK               knee must connect for
                                                        entire move to come
                                                        out


Super
-----
Knuckle Bomb Flash        Charge b for 2 seconds,     dash in must touch the
                            f + LP+HP                   opponent for super to
                                                        come out

                            
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Kanji: Keith, here's your prize.  Tickets to the Grunge Band!
Keith: Alright!  Just what I wanted, gramps!  Annie, I got
       tickets to the Grunge concert!  How about going with me?
       ? ? ?  Back feels kinda bumpy.  Must be my imagination!



*******************************************************************************
* 3.6 Thin Nen                                                                *
*******************************************************************************
Colors
------
Start - Dark Green
LP - Orange
LK - White
HP - Black
HK - Purple



Throws
------
Backdrop                  f/b + HP close
Quick Toss                any direction except 
                            u + HP close in air


Command Moves
-------------
Backfist                  HP+HK
Strong Fist               HP+HK in air                overhead
Turn Upward Strike        d + HP+HK                   launches opponent; must 
                                                        be blocked low
Dropping Elbow            Dash Forward, P
Falling Kick              Dash Forward, K
Retreat Dropping Elbow    f, f, b, P
Retreat Falling Kick      f, f, b, K


Special Moves
-------------
Freeze Curse Card         hcb + LP+HP                 stuns opponent; will
                                                        collide with other 
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Oro Ball Wave             hcf + LP+HP                 start up orb will absorb
                                                        projectiles; skull
                                                        projectile will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Air Oro Ball              hcf + LP+HP in air          absorbs projectiles
Thunder Kick              qcf, uf + K                 LK=short, HK=further
Striking Thunder Fist     b, f, b + P
Super Thunder Fist        Dash Forward, b, f, 
                            b + P / f, f, b, b,
                            f, b + P
Praying Strike            b, d, db + HP               reflects projectiles


Supers
------
Turn of Fate              LP+LK+HP+HK                 absorbs projectiles;
                                                        must touch opponent
                                                        for skeleton to 
                                                        perform finish
Air Turn of Fate          LP+LK+HP+HK in air          absorbs projectiles;
                                                        must touch opponent
                                                        for skeleton to 
                                                        perform finish


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Kanji: Your prize is a meal coupon.  A or B.  Which do you prefer?
Thin Nen: Hmmmm......
Kanji: Excellent choice!  All-you-can-eat at the Horsey-Horsey Club Bar!
Thin Nen: Ha!  Hee, hee, hee....alright!



*******************************************************************************
* 3.7 White Buffalo                                                           *
*******************************************************************************
Colors
------
Start - Brown w/ Purple trim
LP - Green w/ Red trim
LK - Brown w/ Red trim
HP - Purple w/ Blue trim
HK - Red w/ Brown trim


Throws
------
Flipping Slam             f/b + HP close
Air Flipping Slam         any direction except 
                            u + HP close in air


Command Moves
-------------
Escape Shoulder Tackle    HP+HK
Strong Downward Punch     HP+HK in air                overhead
Reaching Palm             d + HP+HK                   launches opponent; must 
                                                        be blocked low
Uppercut                  Dash Forward, P
Side Kick                 Dash Forward, K
Retreat Uppercut          f, f, b, P
Retreat Side Kick         f, f, b, K


Special Moves
-------------
Arrow Shot                hcf + P                     LP=slow, HP=fast; will
                                                        collide with other 
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Smash Tackle              Charge b for 2 seconds,     LP=short, HP=long
                            f + P 
Charging Buffalo          Charge d for 2 seconds,      buffalo will collide 
                            u + K                       with other projectiles
                                                        as both will be 
                                                        "destroyed" in the
                                                        process
Roaring Kicks             b, d, db + K                LK=short, HK=further
Flying Elbow Blow         360 + P in air              LP=steeper angle
Jump In Throw             hcb + HP                    connects close; 
                                                        unblockable
Ki Charge                 hcb + LK                    charges meter; tap LK 
                                                        for slightly longer 
                                                        charge


Super
-----
Grand Tomahawk            hcf + LP+HP                 tomahawk absorbs 
                                                        projectiles


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Kanji: Do you want the mystery box or the gold bar?  The mystery box
       has a lot of stuff in it...
White: ...I-I'll take the mystery box!
Kanji: Excellent choice!  You've just hit the jackpot!  (Great!  Now 
       I'm finally rid of all that useless junk!)



*******************************************************************************
* 3.8 Goketsuji Oshima                                                        *
*******************************************************************************
Colors
------
Start - Purple w/ Gray trim
LP - Purple w/ Green trim 
LK - Green w/ Orange trim
HP - Brown w/ Black trim
HK - Black w/ Red trim



Throws
------
Homing Energy             f/b + HP close
Energy From Above         any direction except 
                            u + HP close in air


Command Moves
-------------
Entry Dive                HP+HK                       overhead
Strong Fist               HP+HK in air                overhead
Roll Then Rise            d + HP+HK                   launches opponent; 
                                                        unblockable
Sharp Touch               Dash Forward, P
Side Kick                 Dash Forward, K
Retreat Sharp Touch       f, f, b, P
Retreat Side Kick         f, f, b, K


Special Moves
-------------
Energy Globe Spread       hcf + LP (hold LP to        hold LP to empower; if not
                            delay)                      empowered it will 
                                                        collide with other 
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process (goes 
                                                        over most projectiles
                                                        anyway); if empowered,
                                                        it will absorb 
                                                        projectiles
Expanding Energy Globe    hcf + HP (hold HP to        hold HP to empower; if not
                            delay)                      empowered it will 
                                                        collide with other 
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process (goes 
                                                        over most projectiles
                                                        anyway); if empowered,
                                                        it will absorb 
                                                        projectiles
Screw Kick Upper          f, df, d + K                LK=short, HK=long
  Second Screw Kick       f, df, d + K
Super Screw Kick Upper    Dash Forward, f, df,
                            d + K / f, f, b, f,
                            df, d + K
  Second Screw Kick       f, df, d + K 
Shouha                    hcb + P in air              LP=forward, HP=downward;
                                                        absorbs projectiles
Ponytail Snap             Charge b for 2 seconds,     absorbs projectiles
                            f + P
Bow                       d + HK repeatedly           charges meter
Shield                    hcb + HP                    absorbs projectiles


Super
-----
Aura Charge               hcf + LP+HP                 absorbs projectiles


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Oshima: Kanji!  How dare you pull something like this...Take
        that, you old fart!
Kanji: Aaaaah!  Nooooooo!



*******************************************************************************
* 3.9 Goketsuji Oume                                                          *
*******************************************************************************
Colors
------
Start - Red bottom w/ Gray top
LP - Purple bottom w/ Green top
LK - Purple bottom w/ Gray top
HP - Black bottom w/ Blue top
HK - Green bottom w/ Pink top



Throws
------
~Transform                f/b + HP close
Kneeling Press            f/b + HK close
Flip And Destroy          any direction except 
                            u + HP close in air


Command Moves
-------------
Claw Dive                 HP+HK
Strong Double Fist        HP+HK in air                overhead
Rising Uppercut           d + HP+HK                   launches opponent; must 
                                                        be blocked low
Big Swing                 Dash Forward, P
Crouching Kick            Dash Forward, K
Retreat Big Swing         f, f, b, P
Retreat Crouching Kick    f, f, b, K
Slide                     d + HK                      must be blocked low
Crawl Forward             hold df


Special Moves
-------------
Teeth Throw               Charge b for 2 seconds,     LP=slow, HP=fast; will
                            f + P                       collide with other 
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Flying Face Attack        Charge d for 2 seconds,     LP=upward, HP=diagonal
                            u + P 
Air Flying Face Attack    Charge d for 2 seconds,     LP=upward, HP=diagonal
                            u + P after d + HP+HK
Catch And Chomp           hcb + K                     LK=short, HK=long; 
                                                        overhead
Air Catch and Chomp       d + HP+HK, hcb + K          LK=short, HK=long
                                                        overhead
Comet Attack              hold f and tap P            absorbs projectiles;
                            repeatedly                  HP=projectiles closer
                                                        together
  Comet Cancel            LP+HP  
Scary Face                qcb + P                     LP=short, HP=long; 
                                                        absorbs projectiles
Wave Kick                 hcf + K                     LK=short, HK=long
Air Wave Kick             u, d + K in air             LK=steeper angle


Super
-----
Super Face Flash          Charge d for 2 seconds,     faces will absorb 
                            u + LP+HP                   projectiles but tend
                                                        to go over them most
                                                        of the time


~~~~~~~~~~~~~~
~(Young Oume)~
~~~~~~~~~~~~~~
(transform lasts for 10 seconds)

Throws
------
Hard Throw                f/b + HP close
Downward Push             any direction except 
                            u + HP close in air


Command Moves
-------------
Double Kick Flip          HP+HK                       overhead
Strong Kick               HP+HK in air                overhead
Rising Kick               d + HP+HK                   launches opponent; must 
                                                        be blocked low
Flying Knuckle            Dash Forward, P
Roundhouse                Dash Forward, K
Retreat Flying Knuckle    f, f, b, P
Retreat Roundhouse        f, f, b, K
Head Stomp                d + K in air                overhead
Crawl                     hold df


Special Moves
-------------
Rising Heart Toss         qcb + P                     LP=small heart and
                                                        raises at steeper 
                                                        angle, HP=large heart;
                                                        will collide with other 
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Straight Heart Toss       qcf + P                     LP=small heart, HP=large
                                                        heart; will collide 
                                                        with other projectiles
                                                        as both will be 
                                                        "destroyed" in the
                                                        process
Air Heart Toss            qcf + P in air              LP=small heart and 
                                                        steeper angle, 
                                                        HP=large heart; will
                                                        collide with other 
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Flying Face Attack        Charge d for 2 seconds,     LP=short, HP=further
                            u + P 
Sweeping Rainbow          Charge b for 2 seconds,     absorbs projectiles
                            f + P 
Super Sweeping Rainbow    Dash Forward, b, f + P /    absorbs projectiles
                            f, f, b, b, f + P                       


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Oume: So Mr Clan Leader!  What will you give me as my prize?
Kanji: Augh!  Of all the fighters, Oume, why you?
Oume: I don't want this!  Hand over the clan leadership!
Kanji: Aaaaaah!  Nooooooo!



*******************************************************************************
* 3.10 Angela Belti                                                           *
*******************************************************************************
Colors
------
Start - Purple w/ Pink
LP - Red w/ Blue
LK - Black w/ Brown
HP - Brown w/ Gray
HK - Blue w/ Gray



Throws
------
Headbutts                 f/b + HP close
Riding Crush              f/b + HK close
Riding Crush Down         any direction except 
                            u + HP close in air


Command Moves
-------------
Axe Kick                  HP+HK                       overhead
Strong Axe Handle         HP+HK in air                overhead
Rising Roundhouse         d + HP+HK                   launches opponent; must 
                                                        be blocked low
Cheap Shot                Dash Forward, P
Twirl Kick                Dash Forward, K
Retreat Cheap Shot        f, f, b, P
Retreat Twirl Kick        f, f, b, K
Slide                     d + HK                      must be blocked low


Special Moves
-------------
High Whip Attack          Charge b for 2 seconds, 
                            f + LP 
Low Whip Attack           Charge b for 2 seconds, 
                            f + HP
Thunder Whip Attack       Charge b for 2 seconds,     Thunder Wall produced
                            f + LP+HP                   absorbs projectiles
Angela Body Attack        Charge b for 2 seconds,     LK=short, HK=long and
                            f + K                       and more hits; dash in
                                                        must touch opponent to
                                                        perform the entire 
                                                        maneuver
Stomp Barrage             Charge d for 2 seconds,     LK=short, HK=long
                            u + K 
Thunder Wall              LP+HP                       absorbs projectiles
Triple Thunder Wall       Charge d for 2 seconds,     absorbs projectiles
                            u + LP+HP 
Super Thunder Wall        Dash Forward, LP+HP /       absorbs projectiles
                            f, f, b, LP+HP
Smash Kick                u, d + k in air             LK=steeper angle


Super
-----
Angela Special            Charge b for 2 seconds,     dash in unblockable;
                            f + LK+HK                   must connect to 
                                                        perform super


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Kanji: For you, a dress to transform you into a true lady of high
       society.
Angela: A-a dress?
Kanji: Go on, try it on.
Angela: I-I can become a lady just by wearing this dress?
Kanji: Sure!  Just by wearing it, you already look like a real lady.



*******************************************************************************
* 3.11 Kurara Hanakouji                                                       *
*******************************************************************************
Colors
------
Start - Gray
LP - Orange
LK - Red
HP - Pink
HK - Black



Throws
------
Wand Toss                 f/b + HP close
Air Wand Toss             any direction except 
                            u + HP close in air


Command Moves
-------------
Wand Smack                HP+HK
Strong Swing              HP+HK in air                overhead
Uplifting Wand            d + HP+HK                   launches opponent; must 
                                                        be blocked low
Straight Assault          Dash Forward, P
Powerful Kick             Dash Forward, K
Retreat Straight Assault  f, f, b, P
Retreat Powerful Kick     f, f, b, K


Special Moves
-------------
Baton Throw               qcf + P                     LP=slow, HP=fast; will 
                                                        collide with other 
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Doll Hurricane            f, d, df + P                LP=short, HP=long; fire
                                                        pillar absorbs 
                                                        projectiles
Vacuum Spin               qcb + K                     move with b or f; 
                                                        HP=spin lasts longer;
                                                        absorbs projectiles
Super Vacuum Spin         Dash Forward, qcb + K /     absorbs projectiles
                            f, f, b, qcb + K
Air Vacuum spin           qcb + K in air              absorbs projectiles
Hammer Blow               qcb + P                     HP=opponent must block 
                                                        low if on ground
Wand Attack               b, f, b + HP                absorbs projectiles
Fireball Freeze           hcf + LK+HK                 stuns opponent; will 
                                                        collide with other 
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process


Supers
------
Starlight Transformation  qcf + LP+HP                 will collide with other 
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process; the
                                                        projectile must
                                                        connect (not blocked)
                                                        in order for the super
                                                        to work
Upward Starlight Trans.   qcb + LP+HP                 will collide with other 
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process; the
                                                        projectile must
                                                        connect (not blocked)
                                                        in order for the super
                                                        to work


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Kanji: Your prize is an all expense paid luxury tour.
Kurara: YES!  N-O-O-O!  This is the wrong tour!



*******************************************************************************
* 3.12 Super Kurara                                                           *
*******************************************************************************
Colors
------
Start - Black w/ Midnight Black
LP - Red w/ Black
LK - Yellow w/ Black
HP - Purple w/ Dark Purple
HK - Gray w/ Dark Gray



Throws
------
Power Lift                f/b + HP close
Toss Away                 any direction except 
                            u + HP close in air


Command Moves
-------------
Forward Flip              HP+HK                       overhead
Strong Drop Kick          HP+HK in air                overhead
Mule Kick                 d + HP+HK                   launches opponent; must 
                                                        be blocked low
Uppercut                  Dash Forward, P
Double Kick               Dash Forward, K
Retreat Uppercut          f, f, b, P
Retreat Double Kick       f, f, b, K


Special Moves
-------------
Forward Wave Punch        qcf + P                     LP=slow, HP=fast; will 
                                                        collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process; tends
                                                        to go over many of the
                                                        projectiles in the 
                                                        game
Upward Wave Blast         qcb + P                     LP=slow, HP-fast; will 
                                                        collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Sweep Wave                qcb + K                     the energy wave absorbs
                                                        projectiles
Super Sweep Wave          Dash Forward, qcb + K /     the energy wave absorbs
                            f, f, b, qcb + K            projectiles
Sphere Attack             hcf + K                     LK=short, HK=long; 
                                                        absorbs projectiles
Super Sphere Attack       Dash Forward, hcf + K /     absorbs projectiles
                            f, f, b, hcf + K
Heaven Laser              qcb + P in air              LP=short, HP=long; 
                                                        energy pillar absorbs
                                                        projectiles
Power Up                  b, f, b + P                 ends once you are hit
Starlight Kick Flash      f, d, df + HK               if the opponent is 
                                                        ducking, Super Kurara
                                                        passes through them; 
                                                        the energy stream can
                                                        hit opponents, even
                                                        if she rides past them
                                                        (the opponent can even
                                                        stand up into it after
                                                        getting knocked down 
                                                        with the move itself)


Super
-----
Super Gut Punch Combo     Charge b for 2 seconds,     dash in unblockable;
                            f + LP+HP                   must connect to 
                                                        perform super


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Kanji: Well, what do you think?  This is your prize.
S.Kurara: Is there some reason for me wearing these clothes?
Kanji: No, this is just a free service for all contestants.
S.Kurara: .............



*******************************************************************************
* 3.13 Poochi                                                                 *
*******************************************************************************
Colors
------
Start - Blue
LP - Red
LK - Black
HP - Brown
HK - Light Gray



Throws
------
Lay Back Throw            f/b + HP close
Chomping Slam             any direction except 
                            u + HP close in air


Command Moves
-------------
Double Fist               HP+HK
Strong Drop Kick          HP+HK in air                overhead
Doggie Flip               d + HP+HK                   launches opponent; must 
                                                        be blocked low
Shoulder Charge           Dash Forward, P
Flying Feet               Dash Forward, K
Retreat Shoulder Charge   f, f, b, P
Retreat Flying Feet       f, f, b, K


Special Moves
-------------
Bone Dig                  qcb + K                     LK=high, HK=low; one
                                                        bone will usually
                                                        collide with other 
                                                        projectiles and 
                                                        "destroy" them as well
                                                        as be "destroyed",
                                                        while the other bone 
                                                        will continue its path
Bomb Dig                  hcb + K                     LK=high, HK=low; one
                                                        bomb will usually
                                                        collide with other 
                                                        projectiles and 
                                                        "destroy" them as well
                                                        as be "destroyed",
                                                        while the other bone 
                                                        will continue its path
Doggy Dash                Charge b for 2 seconds,     LP=short, HP=long
                            f + P 
Super Doggy Dash          Dash Forward, b, f + P /
                            f, f, b, b, f + P
Swan Dive                 f, d, df + P                LP=short, HP=long
Ear Slap                  qcb + P                     absorbs projectiles
Doggy Dive                360 + P in air              LP=steeper angle


Super
-----
Pochi Special             qcf + LP+HP                  leap in is unblockable;
                                                         must connect to 
                                                         perform super; finish
                                                         opponent with for
                                                         special animation


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Kintaro: Okay, Poochi!  Back where you came from!
Poochi: Aroooon!  (I haven't gotten my prize yet!)
Kintaro: This is your prize!
Poochi: Auuughhnn!  (You've gotta be kidding!!!)



*******************************************************************************
* 3.14 Kintaro Kokuin                                                         *
*******************************************************************************
Colors
------
Start - Green w/ Light Gray
LP - Red w/ Yellow
LK - Red w/ White
HP - Gray w/ White
HK - Blue w/ Light Blue



Throws
------
~Transform                f/b + HP close
Rolling Toss              f/b + HK close
Riding Slam               any direction except 
                            u + HP close in air


Command Moves
-------------
Hopping Head Butt         HP+HK                       overhead
Strong Drop Kick          HP+HK in air                overhead
Arm Frenzy                d + HP+HK                   launches opponent; must 
                                                        be blocked low
Flying Push               Dash Forward, LP
Diving Fist               Dash Forward, HP            overhead
Frog Leap                 Dash Forward, K
Retreat Flying Push       f, f, b, LP
Retreat Diving Fist       f, f, b, HP                 overhead
Retreat Frog Leap         f, f, b, K      


Special Moves
-------------
Axe Swing                 hcf + P                     reflects projectiles
Super Axe Swing           Dash Forward, hcf + P /     reflects projectiles
                            f, f, b, hcf + P
Rising Carp               Charge d for 2 seconds,     LP=low, HP=high; carp
                            u + P                       absorbs projectiles
Little Bear Run           b, f, b + K                 LK=slow, HK=fast; will 
                                                        collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Flying Feet               qcf, uf + K                 LK=short, HK=further
Tantrum Storm             qcf + P in air              LP=steeper angle; will 
                                                        collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Jump Bear                 qcb + HK                    small bear can absorb 
                                                        projectiles but will
                                                        jump over them most of
                                                        the time


Super
-----
Great Bear Charge         LP+LK+HP+HK                 bear can absorb 
                                                        projectiles but will
                                                        jump over them most of
                                                        the time


~~~~~~~~~~~~~~~
~(Small Devil)~
~~~~~~~~~~~~~~~
(transform ends once you are hit or after 10 seconds)

Flaming Jab:              LP/HP
Flaming Dive:             LK/HK


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Kintaro: Grandpa!  I get to be clan leader for the day, right?
Kanji: This is what happens to disobedient, selfish children!
Kintaro: Waaaah!



*******************************************************************************
* 3.15 Annie Hamilton                                                         *
*******************************************************************************
Colors
------
Start - Gray pants w/ Dark Gray trim
LP - Green pants w/ Red trim
LK - Aqua pants w/ Blue trim
HP - Pink pants w/ Red trim
HK - Purple pants w/ Green trim



Throws
------
Shoulder Toss             f/b + HP close
Quick Drop                any direction except 
                            u + HP close in air


Command Moves
-------------
Swift Roundhouse          HP+HK
Strong Kick               HP+HK in air                overhead
Flip Kick                 d + HP+HK                   launches opponent; must 
                                                        be blocked low
Upward Strike             Dash Forward, P
Rising Kick               Dash Forward, K
Retreat Upward Strike     f, f, b, P
Retreat Rising Kick       f, f, b, K


Special Moves
-------------
Golden Swan               hcf + P                     LP=rising, HP=straight;
                                                        will collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Rainbow Sweep             f, d, df + P                LP=short, HP=further; 
                                                        absorbs projectiles
Super Rainbow Sweep       Dash Forward, f, d,         absorbs projectiles
                            df + P / f, f, b, f, d,
                            df + P
Annie Dynamic             Charge HK for 4 seconds, 
                            release
Super Annie Dynamic       Charge HK for 4 seconds, 
                            release while Dashing 
                            Forward / Charge HK 
                            for 4 seconds, release
                            after f, f, b
Photon Ball               qcf + P in air              LP=steeper angle; will 
                                                        collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Fist Powerup              hcb + LP+HP                 if Fist Powerup is 
                                                        interupted on start
                                                        up, Annie will lose 
                                                        the power orb; lasts 
                                                        for 18 seconds or
                                                        until you perform the
                                                        Pink Swan, Power 
                                                        Sweep, Super Power 
                                                        Sweep, or the Pink 
                                                        Photon
  Elbow Orb Bop           LP close
  Downward Orb            ub/uf, LP                   overhead
  Orb Bop                 HP far
  Face Orb                HP close
  Orb Gut Punch           d + HP
  Orb Smash               u, HP                       overhead
  Down Punch With Orb     ub/uf, HP                   overhead; can use as
                                                        crossup
  Upward Orb Strike       Dash Forward, P 
  Retreat Orb Strike      f, f, b, P
  Orb And Knee            LK close                  
  Knee Dive With Orb      ub/uf, LK                   overhead; can use as
                                                        crossup
  Orb And Kick            HK close
  Jump Kick With Orb      ub/uf, HK                   overhead; can use as
                                                        crossup
  Rising Kick With Orb    Dash Forward close, K 
  Orb To Swift Roundhouse HP+HK close
  Strong Kick With Orb    HP+HK in air                overhead; can use as 
                                                        crossup
  Pink Swan               hcf + P                     LP=rising, HP=straight;
                                                        will collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
  Power Sweep             f, d, df + P                LP=short, HP=further; 
                                                        absorbs projectiles 
  Super Power Sweep       Dash Forward, f, d,         absorbs projectiles
                            df + P / f, f, b, f
                            d, df + P
  Pink Photon             qcf + P in air              LP=steeper angle; will 
                                                        collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process


Supers
------
Psychedelic Throw         f + LP+HP close             unblockable
Air Psychedelic Throw     f + LP+HP close in air      unblockable


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Kanji: Here's your zoo, just like I promised!
Annie: ? ? ? ?
Kanji: Well, what do you think?  Marvelous zoo if I do say so myself.
Annie: It's great if you're a child!



*******************************************************************************
* 3.16 Goketsuji Otane                                                        *
*******************************************************************************
Colors
------
Start - Orange bottom w/ Green top
LP - Yellow bottom w/ Pink top
LK - Aqua bottom w/ Purple top
HP - Purple bottom w/ Pink top
HK - Green bottom w/ Yellow top



Throws
------
~Transform                 f/b + HP close
Kneeling Press             f/b + HK close
Flip And Destroy           any direction except 
                             u + HP close in air


Command Moves
-------------
Claw Dive                 HP+HK
Strong Double Fist        HP+HK in air                overhead
Rising Uppercut           d + HP+HK                   launches opponent; must 
                                                        be blocked low
Big Swing                 Dash Forward, P
Crouching Kick            Dash Forward, K
Retreat Big Swing         f, f, b, P
Retreat Crouching Kick    f, f, b, K
Slide                     d + HK                      must be blocked low
Crawl Forward             hold df


Special Moves
-------------
Teeth Throw               Charge b for 2 seconds,     LP=slow, HP=fast; will 
                            f + P                       collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Flying Face Attack        Charge d for 2 seconds,     LP=upward, HP=diagonal
                            u + P 
Air Flying Face Attack    Charge d for 2 seconds,     LP=upward, HP=diagonal
                            u + P after d + HP+HK
Comet Attack              hold f and tap P            absorbs projectiles;
                            repeatedly                  HP=projectiles closer
                                                        together
  Comet Cancel            LP+HP  
Air Wave Kick             u, d + K in air             LK=steeper angle
Floating Head             qcf + K                     absorbs projectiles, but
                                                        tends to float too 
                                                        high to catch most of
                                                        them
Dropping Weight           qcb + P                     LP=short, HP=medium, 
                                                        LP+HP=long; will 
                                                        collide with other
                                                        projectiles as they
                                                        will be destroyed and
                                                        the weight will no 
                                                        longer be able to hit
                                                        the opponent 
Energy Sphere             360 + P in air              absorbs projectiles


Super
-----
Spirit Charge             qcf + LP+HP                 absorbs projectiles


~~~~~~~~~~~~~~~
~(Young Otane)~
~~~~~~~~~~~~~~~
(transform lasts for 10 seconds)

Throws
------
Hard Throw                f/b + HP close
Downward Push             any direction except 
                            u + HP close in air


Command Moves
-------------
Double Kick Flip          HP+HK                       overhead
Strong Kick               HP+HK in air                overhead
Rising Kick               d + HP+HK                   launches opponent; must 
                                                        be blocked low
Flying Knuckle            Dash Forward, P
Roundhouse                Dash Forward, K
Retreat Flying Knuckle    f, f, b, P
Retreat Roundhouse        f, f, b, K
Slide Kick                df + HK                     must be blocked low


Special Moves
-------------
Rising Heart Toss         qcb + P                     LP=small heart and
                                                        raises at steeper 
                                                        angle, HP=large heart;
                                                        will collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Straight Heart Toss       qcf + P                     LP=small heart, HP=large
                                                        heart; will collide 
                                                        with other projectiles
                                                        as both will be 
                                                        "destroyed" in the 
                                                        process
Air Heart Toss            qcf + P in air              LP=small heart and 
                                                        steeper angle, 
                                                        HP=large heart; will 
                                                        collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Sweeping Rainbow          Charge b for 2 seconds,     absorbs projectiles
                            f + P 
Super Sweeping Rainbow    Dash Forward, b, f + P /    absorbs projectiles
                            f, f, b, b, f + P   


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Young Otane: I'd like to reclaim the seat as clan leader.  How about
             it cutie?
Kanji: ...Gulp!...
Otane: $#*!  My 10 seconds are over already!



*******************************************************************************
* 3.17 Kuroko                                                                 *
*******************************************************************************
Colors
------
Start - Pink w/ Red trim
LP - Blue w/ Red trim
LK - Black w/ Yellow trim
HP - Red w/ Dark Red trim
HK - Purple w/ Red trim



Throws
------
Boxing Glove Lift          f/b + HP close
Riding Press               any direction except 
                             u + HP close in air


Command Moves
-------------
Tricky Glove               HP+HK                      overhead
Strong Scroll              HP+HK in air               overhead
Launch Glove               d + HP+HK                  launches opponent; must 
                                                        be blocked low
Flying Glove               Dash Forward, P
Ninja Kick                 Dash Forward, K
Retreat Flying Glove       f, f, b, P
Retreat Ninja Kick         f, f, b, K


Special Moves
-------------
Straight Fan Throw         qcf + LP                   will collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Upward Fan Throw           qcf + HP                   will collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Fan Uppercut               f, d, df + P               LP=short, HP=further
Super Fan Uppercut         Dash Forward, f, d, 
                             df + P / f, f, b, f, d
                             df + P
Iron Ball Smash            hcb + P                    LP=short, HP=long with
                                                        start up delay; iron
                                                        ball absorbs 
                                                        projectiles; does not
                                                        absorb projectiles 
                                                        during the start up
                                                        delay in the HP 
                                                        version
Rolling Fan Dive           hcb + K                    LK=short, HK=long


Supers
------
Mega Kuroko Bazooka        f + LP+LK+HP+HK            absorbs projectiles
Mega Bomb Bazooka          b + LP+LK+HP+HK            absorbs projectiles
Mega Barrage Bazooka       LP+LK+HP+HK                absorbs projectiles


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Kuroko: Dummy Data



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



*******************************************************************************
* 3.18 Chuck                                                                  *
*******************************************************************************
Colors
------
Start - Green
LP - Yellow
LK - White
HP - Red
HK - Black



Throws
------
Dangerous Knee             f/b + HP close
Falling Knee               any direction except 
                             u + HP close in air


Command Moves
-------------
Axe Kick                   HP+HK                      overhead
Strong Jump Kick           HP+HK in air               overhead
Large Uppercut             d + HP+HK                  launches opponent; must 
                                                        be blocked low
Quick Punch                Dash Forward, P
High Kick                  Dash Forward, K
Retreat Quick Punch        f, f, b, P
Retreat High Kick          f, f, b, K


Special Moves
-------------
Low Laser                  qcf + LP                   absorbs projectiles
High Laser                 qcf + HP                   absorbs projectiles
Circle Kick Cutter         f, d, df + K               LK=short, HK=further
Super Circle Kick Cutter   Dash Forward, f, d, 
                             df + K / f, f, b, f, d
                             df + K
Hienshippukyaku            hcb + K                    LK=short, HK=long and
                                                        more hits; dive kick
                                                        must touch opponent
                                                        for entire move to 
                                                        come outz
Ki Charge                  qcb + HP                   charges super meter


Super
-----
Chuck Revenge              f, d, df + LK+HK           dash in must touch the
                                                        opponent for super to
                                                        come out


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Chuck: Woman love me!  I'm too strong, too sexy!




===============================================================================
4. Pairs
===============================================================================

4.1 Kanji Kokuin
----------------
Generally: Violent

Teams
-----
Kanji w/ Kanji =     Eccentric Pair
Kanji w/ Saizo =     Violent Pair
Kanji w/ Sahad =     Beauty and Ruthless Pair
Kanji w/ Reiji =     Speedy Pair
Kanji w/ Keith =     Long Shot Pair
Kanji w/ Thin Nen =  Greedy Pair
Kanji w/ White =     Violent Pair
Kanji w/ Oshima =    Violent Pair
Kanji w/ Oume =      Short-Lived Pair
Kanji w/ Angela =    Sinister Pair
Kanji w/ Kurara =    Absolute Worst Pair
Kanji w/ S. Kurara = Grim Pair
Kanji w/ Poochi =    Wicked Pair
Kanji w/ Kintaro =   Charming Pair
Kanji w/ Annie =     Long Shot Pair
Kanji w/ Otane =     Rascal Pair
Kanji w/ Kuroko =    Favorite Pair
Kanji w/ Chuck =     Best Friends Pair


4.2 Hattori Saizo
-----------------
Generally: Eccentric

Teams
-----
Saizo w/ Saizo =     Internal Pair
Saizo w/ Kanji =     Violent Pair
Saizo w/ Sahad =     Water and Oil Pair
Saizo w/ Reiji =     Primitive Pair
Saizo w/ Keith =     Wicked Pair
Saizo w/ Thin Nen =  Powerful Pair
Saizo w/ White =     Vindictive Pair
Saizo w/ Oshima =    Unusual Pair
Saizo w/ Oume =      Behind-the-Scenes Pair
Saizo w/ Angela =    Eccentric Pair
Saizo w/ Kurara =    Unreturned Love Pair
Saizo w/ S. Kurara = Tragic Love Pair
Saizo w/ Poochi =    Eccentric Pair
Saizo w/ Kintaro =   Internal Pair
Saizo w/ Annie =     Charming Pair
Saizo w/ Otane =     Behind-the-Scenes Pair
Saizo w/ Kuroko =    Best Friends Pair
Saizo w/ Chuck =     Wicked Pair


4.3 Sahad Asran Ryuto
---------------------
Generally: Internal

Teams
-----
Sahad w/ Sahad =     Wicked Pair
Sahad w/ Kanji =     Beauty and Ruthless Pair
Sahad w/ Saizo =     Water and Oil Pair
Sahad w/ Reiji =     Sinister Pair
Sahad w/ Keith =     Macho Pair
Sahad w/ Thin Nen =  Eccentric Pair
Sahad w/ White =     Long Shot Pair
Sahad w/ Oshima =    Really Suspicious Pair
Sahad w/ Oume =      Long Shot Pair
Sahad w/ Angela =    Lovely Pair
Sahad w/ Kurara =    Vindictive Pair
Sahad w/ S. Kurara = Absolute Worst Pair
Sahad w/ Poochi =    Internal Pair
Sahad w/ Kintaro =   Devil's Luck Pair
Sahad w/ Annie =     Elegant Pair
Sahad w/ Otane =     Internal Pair
Sahad w/ Kuroko =    Charming Pair
Sahad w/ Chuck =     Behind-the-Scenes Pair


4.4 Reiji Oyama
----------------
Generally: Blazing

Teams
-----
Reiji w/ Reiji =     Blazing Pair
Reiji w/ Kanji =     Speedy Pair
Reiji w/ Saizo =     Primitive Pair
Reiji w/ Sahad =     Sinister Pair
Reiji w/ Keith =     Inseparable Pair
Reiji w/ Thin Nen =  Short-Lived Pair
Reiji w/ White =     Blazing Pair
Reiji w/ Oshima =    Shady Tactics Pair
Reiji w/ Oume =      Wicked Pair
Reiji w/ Angela =    Speedy Pair
Reiji w/ Kurara =    Unreturned Love Pair
Reiji w/ S. Kurara = Beauty and the Beast Pair
Reiji w/ Poochi =    Blazing Pair
Reiji w/ Kintaro =   Rascal Pair
Reiji w/ Annie =     Inseparable Pair
Reiji w/ Otane =     Devil's Luck Pair
Reiji w/ Kuroko =    Powerful Pair
Reiji w/ Chuck =     Macho Pair


4.5 Keith Wayne
----------------
Generally: Macho

Teams
-----
Keith w/ Keith =     Wild Pair
Keith w/ Kanji =     Long Shot Pair
Keith w/ Saizo =     Wicked Pair
Keith w/ Sahad =     Macho Pair
Keith w/ Reiji =     Inseparable Pair
Keith w/ Thin Nen =  Water and Oil Pair
Keith w/ White =     Wild Pair
Keith w/ Oshima =    Deformed Pair
Keith w/ Oume =      Violent Pair
Keith w/ Angela =    Maternal Instincts Pair
Keith w/ Kurara =    Favorite Pair
Keith w/ S. Kurara = Lovely Pair
Keith w/ Poochi =    Speedy Pair
Keith w/ Kintaro =   Grim Pair
Keith w/ Annie =     Unreturned Love Pair
Keith w/ Otane =     Tragic Love Pair
Keith w/ Kuroko =    Death Pair
Keith w/ Chuck =     Macho Pair


4.6 Thin Nen
------------
Generally: Greedy

Teams
-----
Thin Nen w/ Thin Nen=Greedy Pair
Thin Nen w/ Kanji =  Greedy Pair
Thin Nen w/ Saizo =  Powerful Pair
Thin Nen w/ Sahad =  Eccentric Pair
Thin Nen w/ Reiji =  Short-Lived Pair
Thin Nen w/ Keith =  Water and Oil Pair
Thin Nen w/ White =  Wild Pair
Thin Nen w/ Oshima = Wicked Pair
Thin Nen w/ Oume =   Behind-the-Scenes Pair
Thin Nen w/ Angela = Death Pair
Thin Nen w/ Kurara = Water and Oil Pair
Thin Nen w/ S. Kura.=Grim Pair
Thin Nen w/ Poochi = Greedy Pair
Thin Nen w/ Kintaro =Blazing Pair
Thin Nen w/ Annie =  Water and Oil Pair
Thin Nen w/ Otane =  Sinister Pair
Thin Nen w/ Kuroko = Behind-the-Scenes Pair
Thin Nen w/ Chuck =  Greedy Pair


4.7 White Buffalo
-----------------
Generally: Wild

Teams
-----
White w/ White =     Wild Pair
White w/ Kanji =     Violent Pair
White w/ Saizo =     Vindictive Pair
White w/ Sahad =     Long Shot Pair
White w/ Reiji =     Blazing Pair
White w/ Keith =     Wild Pair
White w/ Thin Nen =  Wild Pair
White w/ Oshima =    Lovely Pair 
White w/ Oume =      Primitive Pair
White w/ Angela =    Powerful Pair
White w/ Kurara =    Unreturned Love Pair
White w/ S. Kurara = Beauty and the Beast Pair
White w/ Poochi =    Primitive Pair
White w/ Kintaro =   Powerful Pair
White w/ Annie =     Destiny Pair
White w/ Otane =     Vindictive Pair
White w/ Kuroko =    Favorite Pair
White w/ Chuck =     Wild Pair


4.8 Goketsuji Oshima
--------------------
Generally: Unusual

Teams
-----
Oshima w/ Oshima =   Unusual Pair
Oshima w/ Kanji =    Violent Pair
Oshima w/ Saizo =    Unusual Pair
Oshima w/ Sahad =    Really Suspicious Pair
Oshima w/ Reiji =    Shady Tactics Pair
Oshima w/ Keith =    Deformed Pair
Oshima w/ Thin Nen = Wicked Pair
Oshima w/ White =    Lovely Pair
Oshima w/ Oume =     Mismatched Pair
Oshima w/ Angela =   Shady Tactics Pair
Oshima w/ Kurara =   Eccentric Pair
Oshima w/ S. Kurara =Past and Future Pair
Oshima w/ Poochi =   Really Suspicious Pair
Oshima w/ Kintaro =  Speedy Pair
Oshima w/ Annie =    Beauty and Sinister Pair
Oshima w/ Otane =    Destiny Pair
Oshima w/ Kuroko =   Grim Pair
Oshima w/ Chuck =    Death Pair


4.9 Goketsuji Oume
------------------
Generally: Behind-the-Scenes

Teams
-----
Oume w/ Oume =       Absolute Worst Pair
Oume w/ Kanji =      Short-Lived Pair
Oume w/ Saizo =      Behind-the-Scenes Pair
Oume w/ Sahad =      Long Shot Pair
Oume w/ Reiji =      Wicked Pair
Oume w/ Keith =      Violent Pair
Oume w/ Thin Nen =   Behind-the-Scenes Pair
Oume w/ White =      Primitive Pair
Oume w/ Oshima =     Mismatched Pair
Oume w/ Angela =     Unusual Pair
Oume w/ Kurara =     Hag and Maiden Pair
Oume w/ S. Kurara =  Past and Future pair
Oume w/ Poochi =     Sinister Pair
Oume w/ Kintaro =    Rascal Pair
Oume w/ Annie        Beauty and Ruthless Pair
Oume w/ Otane =      Death Pair
Oume w/ Kuroko =     Violent Pair
Oume w/ Chuck =      Absolute Worst Pair


4.10 Angela Belti
-----------------
Generally: Dynamite

Teams
-----
Angela w/ Angela =   Dynamite Pair
Angela w/ Kanji =    Sinister Pair
Angela w/ Saizo =    Eccentric Pair
Angela w/ Sahad =    Lovely Pair
Angela w/ Reiji =    Speedy Pair
Angela w/ Keith =    Maternal Instincts Pair
Angela w/ Thin Nen = Death Pair
Angela w/ White =    Powerful Pair
Angela w/ Oshima =   Shady Tactics Pair
Angela w/ Oume =     Unusual Pair
Angela w/ Kurara =   Sinister and Witch Pair
Angela w/ S. Kurara =Dynamite Pair
Angela w/ Poochi =   Long Shot Pair
Angela w/ Kintaro =  Maternal Instincts Pair
Angela w/ Annie =    Women Rule Pair
Angela w/ Otane =    Hag and Sinister Pair
Angela w/ Kuroko =   Prized Pair
Angela w/ Chuck =    Dynamite Pair


4.11 Kurara Hanakouji
---------------------
Generally: Unreturned Love

Teams
-----
Kurara w/ Kurara =   Violent Pair
Kurara w/ Kanji =    Absolute Worst Pair
Kurara w/ Saizo =    Unreturned Love Pair
Kurara w/ Sahad =    Vindictive Pair
Kurara w/ Reiji =    Unreturned Love Pair
Kurara w/ Keith =    Favorite Pair
Kurara w/ Thin Nen = Water and Oil Pair
Kurara w/ White =    Unreturned Love Pair
Kurara w/ Oshima =   Eccentric Pair
Kurara w/ Oume =     Hag and Maiden Pair
Kurara w/ Angela =   Sinister and Witch Pair
Kurara w/ S. Kurara =Dreams and Reality Pair
Kurara w/ Poochi =   Charming Pair
Kurara w/ Kintaro =  Violent Pair
Kurara w/ Annie =    High Jumping Pair
Kurara w/ Otane =    Women Rule Pair
Kurara w/ Kuroko =   Lovely Pair
Kurara w/ Chuck =    Beauty and Ruthless Pair


4.12 Super Kurara
-----------------
Generally: Dream

Teams
-----
S. Kurara w/ S. Kur.=Dynamite Pair
S. Kurara w/ Kanji = Grim Pair
S. Kurara w/ Saizo = Tragic Love Pair
S. Kurara w/ Sahad = Absolute Worst Pair
S. Kurara w/ Reiji = Beauty and the Beast Pair
S. Kurara w/ Keith = Lovely Pair
S. Kurara w/ Thin N.=Grim Pair
S. Kurara w/ White = Beauty and the Beast Pair
S. Kurara w/ Oshima =Past and Future Pair
S. Kurara w/ Oume =  Past and Future Pair
S. Kurara w/ Angela =Dynamite Pair
S. Kurara w/ Kurara =Dreams and Reality Pair
S. Kurara w/ Poochi =Dreams and Reality Pair
S. Kurara w/ Kintaro=Wicked Pair
S. Kurara w/ Annie = Dreams and Reality Pair
S. Kurara w/ Otane = Really Suspicious Pair
S. Kurara w/ Kuroko =Favorite Pair
S. Kurara w/ Chuck = Beauty and the Beast Pair


4.13 Pochi
----------
Generally: Charming

Teams
-----
Poochi w/ Poochi =   Powerful Pair
Poochi w/ Kanji =    Wicked Pair
Poochi w/ Saizo =    Eccentric Pair
Poochi w/ Sahad =    Internal Pair
Poochi w/ Reiji =    Blazing Pair
Poochi w/ Keith =    Speedy Pair
Poochi w/ Thin Nen = Greedy Pair
Poochi w White =     Primitive Pair
Poochi w/ Oshima =   Really Suspicious Pair
Poochi w/ Oume =     Sinister Pair
Poochi w/ Angela =   Long Shot Pair
Poochi w/ Kurara =   Charming Pair
Poochi w/ S. Kurara =Dreams and Reality Pair
Poochi w/ Kintaro =  Charming Pair
Poochi w/ Annie =    Beauty and the Beast Pair
Poochi w/ Otane =    Deformed Pair
Poochi w/ Kuroko =   Best Friends Pair
Poochi w/ Chuck =    Dynamite Pair


4.14 Kintaro Kokuin
-------------------
Generally: Speedy

Teams
-----
Kintaro w/ Kintaro = Charming Pair
Kintaro w/ Kanji =   Charming Pair
Kintaro w/ Saizo =   Internal Pair
Kintaro w/ Sahad =   Devil's Luck Pair
Kintaro w/ Reiji =   Rascal Pair
Kintaro w/ Keith =   Grim Pair
Kintaro w/ Thin Nen =Blazing Pair
Kintaro w/ White =   Powerful Pair
Kintaro w/ Oshima =  Speedy Pair
Kintaro w/ Oume =    Rascal Pair
Kintaro w/ Angela =  Maternal Instincts Pair
Kintaro w/ Kurara =  Violent Pair
Kintaro w/ S. Kurara=Wicked Pair
Kintaro w/ Poochi =  Charming Pair
Kintaro w/ Annie =   Charming Pair
Kintaro w/ Otane =   Speedy Pair
Kintaro w/ Kuroko =  Sinister Pair
Kintaro w/ Chuck =   Speedy Pair


4.15 Annie Hamilton
-------------------
Generally: Beauty

Teams
-----
Annie w/ Annie =     Elegant Pair
Annie w/ Kanji =     Long Shot Pair
Annie w/ Saizo =     Charming Pair
Annie w/ Sahad =     Elegant Pair
Annie w/ Reiji =     Inseparable Pair
Annie w/ Keith =     Unreturned Love Pair
Annie w/ Thin Nen =  Water and Oil Pair
Annie w/ White =     Destiny Pair
Annie w/ Oshima =    Beauty and Sinister Pair
Annie w/ Oume =      Beauty and Ruthless Pair
Annie w/ Angela =    Women Rule Pair
Annie w/ Kurara =    High Jumping Pair
Annie w/ S. Kurara = Dreams and Reality Pair
Annie w/ Poochi =    Beauty and the Beast Pair
Annie w/ Kintaro =   Charming Pair
Annie w/ Otane =     Reality and Past Pair
Annie w/ Kuroko =    Favorite Pair
Annie w/ Chuck =     Beauty and the Beast Pair


4.16 Goketsuji Otane
--------------------
Generally: Vindictive

Teams
-----
Otane w/ Otane =     Vindictive Pair
Otane w/ Kanji =     Rascal Pair
Otane w/ Saizo =     Behind-the-Scenes Pair
Otane w/ Sahad =     Internal Pair
Otane w/ Reiji =     Devil's Luck Pair
Otane w/ Keith =     Tragic Love Pair
Otane w/ Thin Nen =  Sinister Pair
Otane w/ White =     Vindictive Pair
Otane w/ Oshima =    Destiny Pair
Otane w/ Oume =      Death Pair
Otane w/ Angela =    Hag and Sinister Pair
Otane w/ Kurara =    Women Rule Pair
Otane w/ S. Kurara = Really Suspicious Pair
Otane w/ Poochi =    Deformed Pair
Otane w/ Kintaro =   Speedy Pair
Otane w/ Annie =     Reality and Past Pair
Otane w/ Kuroko =    Charming Pair
Otane w/ Chuck =     Primitive Pair


4.17 Kuroko
-----------
Generally: Favorite

Teams
-----
Kuroko w/ Kuroko =   Long Shot Pair
Kuroko w/ Kanji =    Favorite Pair
Kuroko w/ Saizo =    Best Friends Pair
Kuroko w/ Sahad =    Charming Pair
Kuroko w/ Reiji =    Powerful Pair
Kuroko w/ Keith =    Death Pair
Kuroko w/ Thin Nen = Behind-the-Scenes Pair
Kuroko w/ White =    Favorite Pair
Kuroko w/ Oshima =   Grim Pair
Kuroko w/ Oume =     Violent Pair
Kuroko w/ Angela =   Prized Pair
Kuroko w/ Kurara =   Lovely Pair
Kuroko w/ S. Kurara =Favorite Pair
Kuroko w/ Poochi =   Best Friends Pair
Kuroko w/ Kintaro =  Sinister Pair
Kuroko w/ Annie =    Favorite Pair
Kuroko w/ Otane =    Charming Pair
Kuroko w/ Chuck =    Best Friends Pair


4.18 Chuck
----------
Generally: Beast

Teams
-----
Chuck w/ Chuck =     N/A
Chuck w/ Kanji =     Best Friends Pair
Chuck w/ Saizo =     Wicked Pair
Chuck w/ Sahad =     Behind-the-Scenes Pair
Chuck w/ Reiji =     Macho Pair
Chuck w/ Keith =     Macho Pair
Chuck w/ Thin Nen =  Greedy Pair
Chuck w/ White =     Wild Pair
Chuck w/ Oshima =    Death Pair
Chuck w/ Oume =      Absolute Worst Pair
Chuck w/ Angela =    Dynamite Pair
Chuck w/ Kurara =    Beauty and Ruthless Pair
Chuck w/ S. Kurara = Beauty and the Beast Pair
Chuck w/ Poochi =    Dynamite Pair
Chuck w/ Kintaro =   Speedy Pair
Chuck w/ Annie =     Beauty and the Beast Pair
Chuck w/ Otane =     Primitive Pair
Chuck w/ Kuroko =    Best Friends Pair



===============================================================================
5. Conclusion
===============================================================================

5.1 What's Missing/Needed
`````````````````````````
-Clean up and corrections

****************************************************************************
* NEED YOUR HELP.  If anyone knows the motion to perform Kanji's free      *
* transform (his tranform move without the use of his super), please       *
* email me at billy_kane_32@hotmail.com.  Credit will be given of course.  *
* Also, if there are any other things not here, or any corrections to be   *
* made, email me and let me know. :)                                       *
****************************************************************************

5.2 Credits
```````````
-Atlus
-Gamefaqs
-And me for writing this FAQ