+++++++++++++++++++++++++++++++++++++++++++++++++++++
            +++++++++++++++++++++++++++++++++++++++++++++++++++++
            +                                                   +
            +         FIGHTING LAYER (arcade) MOVE LIST         +
            +  By josegba (hakufusonsaku@hotmail.com), ver. 1.3 +
            +                  2007, october 10                 +
            +                                                   +
            +++++++++++++++++++++++++++++++++++++++++++++++++++++
            +++++++++++++++++++++++++++++++++++++++++++++++++++++


Revision history:

Version 1.3:
- Fixed some minor mistakes and made some little changes.
- Added tips about mid-bosses and Vold Ignitio.
- Modified a little the tips for the boss Knight.
_ Corrected my own name! When I try to register "Matarael" in GameFAQS, it was
  already in use (of course) so I changed to "josegba", but I forget to do the
  same in the guide. There are just too many fans of Evangelion... 

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

This guide covers the moves for each normal character in the game, and a short
explanation about the matches you can fight until the end.

The mid-bosses, Joe, Ajax and Clemence can by unlocked by time play, at least
that´s what I heard, but I wasn´t able to achieve this yet; so, I´m not gonna
list them here. Maybe in a future update, when I unlocked them.

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


TABLE OF CONTENTS

1.         CONTROLS AND NOTATIONS
    1.1 -  CONTROLS
    1.2 -  KEYS

2.         THE BASICS

3.         MOVELIST
    3.1 -  TETSUO KATO
    3.2 -  BLAIR DAME
    3.3 -  JANIS LUCCIANI
    3.4 -  GEORGE JENSENT
    3.5 -  LAN YINGHUA
    3.6 -  EXODUS
    3.7 -  SESSYU TSUKIKAGE
    3.8 -  JIGJID BARTOL
    3.9 -  HONG GILLSO
    3.10-  SHANG FENGSHUANG
    3.11-  CAPRICCIO
    3.12-  ALLEN SNIDER

4.         ADVANCING THROUGH THE GAME

5.         THE SPECIAL MATCHES


-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+


    ++++++++++++++++++++++++++
1.  - CONTROLS AND NOTATIONS - 
    ++++++++++++++++++++++++++

Controls in Fighting Layer are like these:


--------------------------------------------------------
       				(S)			l
							l
							l
(uf)   (u)   (uf)           (WP)   (MP)   (SP)		l
    \   l   /						l
     \  l  /                (WK)   (MK)   (SK)		l
      \ l /						l
(b)---  O  ---(f)					l  
      / l \						l
     /  l  \                				l
    /   l   \						l
(db)   (d)   (df)					l
							l
--------------------------------------------------------

     --------
1.1  CONTROLS
     --------

uf : up-forward		    WP : weak punch
u  : up			    MP : medium punch
ub : up-back		    SP : strong punch
b  : back		    WK : weak kick
f  : forward		    MK : medium kick
db : down-back		    SK : strong kick
d  : down
df : down-forwrad	    S  : Start


     ----
1.2  KEYS
     ----

qcf  : press down, down-forward, forward
qcb  : press down, down-back, back
hcf  : press back, down-back, down, down-forward, forward
hcb  : press forward, down-forwad, down, down-back, back
dp   : "dragon punch"; press forward, down, down-forward
rdp  : press back, down, down-back
360  : rotate the joystick in a full circle
720  : rotate the joystick in two full circles
KK   : press two kicks at same time
PP   : press two punches at same time
KKK  : press all the kicks at the same time
PPP  : press all the punches at the same time
air  : means that move must be performed in the air
(air): means that move can also be performed in the air
->   : it´s a follow up for the command on the upper line
,    : separation between commands
;    : separation between commands
+    : input the commands and/or buttons indicated at the same time
j.   : jumping
c.   : crouching
(*)  : this move/s need/s explanation. Read below.


H    : high attack
M    : middle attack
L    : low attack
U    : unblockable attack
C    : counter attack move (enemy must hit with his/her body)
E    : evade move
-    : none the previous


This guide assumes that you are playing as player one, or on the right
side of the screen, or something very like that but always AT THE RIGHT.
If you are in the left side, reverse the joystick command indications.


    ++++++++++++++
2.  - THE BASICS - 
    ++++++++++++++


MOVING
------
Tap and hold the handle in the direction tou want to walk, forward or back.
Double tap forward or backward and you`ll do a dash in that directions.
Crouch by pressing down.Up for jump in place, up-forward and up-backward
for jump int that directions (DUH!).


PUNCHING - KICKING
------------------
Figthing Layer has six buttons: three for punches and three for kicks. For
both types, the first is for a weak and fast attack (WP anf WK), the second
for medium force attacks (MP and MK), and one for strong attacks (SP and SK).
Every button has a version of his attack while crouching and while jumping.
Standing WK of the most characters hit low.


BLOCKING
--------
All attacks divides into three types: high, middle, low or unblockable. Hold
back for block medium and high attacks, hold down-back for block low attacks.
Unblockables, obviusly, only can be avoided, or counterattacked.
Middles attacks can be blocked crouching, too, but high attacks must be blocked
holding back, only. Most of the air attacks are high attacks.
Some moves can be totally blocked, but others do a little "block damage", for
example the most of the special and super moves.


THROWING (GRABBING)
-------------------
All characters owns at least one unblockable move: a throw (or a grab, as you
like). To perform a basic throw, be at the very side of your enemy and then
press f or b + MP, or f or b + MK. There are other throws, performed as special
(or super) moves.


THROW ESCAPE
------------
If tou where grabed by a normal throw, try to escape by quickly pressing f or
b + MP, or f or b + MK. The button must be the same that your enemy was using
to grab you, and the direction the opposite that your enemy was using.


SWICHTING SIDES
---------------
While dashing, press any P near to the enemy to grab him and swicht sides. This
moves does not damage. but exposes his/her back for a moment that you can use
for attack. George can perform this only with WP, not any P.


TACKLE KICK
-----------
A experienced videogamer knows this as knows his/her name, but the totally
rookies... Hold down and press SK to perform a tackle that will knock down your
opponent instantly. Of the characters described here, only Hong lacks of this.


EVASION
-------
Press f+ SP to evade attacks off the screen, and f + SK to evade into the
screen. While evading, your character also take a step forward.And, at
the start of the dodge, you have a very brief moment of "invencibility",
so this can work for not only vertical attacks, but even for horizontal.


THE SUPER GAUGE
---------------
It is located down in the screen. It charges when his/her respectibly character
gets damaged, attacks sucesfully or executes special moves. Also by performing a
throw escape, counterattack sucessfully or hit first in a round. Has a limit of
three "stocks bars"and each one allows to perform one super move, or one Hard
Reversal. Can be also be fully charged using the Super Elusion.


EASY COMBINATION MOVES
----------------------
Tap WP continously and your character will perfom a combo. Very easy, rigth?
Some characters owns others combination moves, while others doesn´t have any.


COMMAND, SPECIAL (SUPER) AND SUPER MOVES (BARRAGE BLOWS)
--------------------------------------------------------
These are the moves that make every character individual.
A command move is executed just holding the joystick in a certain direction, and
a button (usually MK and MP)
A special move (in fact, called super moves by the machine) is performed moving
the joystick in a specific way, like quarter circle forward (down, down-forward,
forward), half circle backward (forward, forward-down, down, down-back, back),
the classic "dragon punch" (forward, down, down-forward), ect; and a button
press. Usually does block damage.
A super move (called barrage blow by this game)i s executed like a special move,
but more complex, like quarter circle forward twice, then punch. Needs a stock
of super bar. Usually does block damage.


HARD ATTACKS
------------
Very similar to what we seen in Street Fighter EX series, you can press SP + SK,
MP + MK or WP + WK, to perform a hard attack. But unlike SF EX, this move can be
blocked, and doesn´t need any stock on the special bar. Can be charged for more
damage, just hold the buttons. Cannot be blocked low; if the enemy try that his 
guard will be broken, so you can continue attacking.
The move is differet in execution and speed for every character, even in the 
effect that has on the enemy. But all inflict the same damage.

 
HARD REVERSALS
--------------
If you where knocked down, press both SP and SK, MP-MK, or WP-WK and you will
perform an inmediat counter attack when standing up. This move has a very high
priority (at least at the beginning), that wins even against super moves.
Consumes one stock of super.


SUPER ELUSION
-------------
Press SK, MK and WK at the same time and you will performa a evasion, and charge
fully the super bar. This move allows you to escape when hitted, even if you are
suffering a painfully combo w/super, even if you were hitted in the air.
So, this is the ultimate escape move, and a combo breaker. BUT you can use it
only ONCE PER ENEMY. See a little dragon in the low corners? If it`s gold, you
can use this move; if it`s gray, you can`t. You will be able to use it again
against the next enemy.


CANCEL AND SUPER CANCEL
-----------------------
Another very common fact of fighting games. 
Normal punches and kicks, command moves and combination moves can be canceled
into special moves, just perform it (normal cancel).All of the previous can be
canceled into supers, just perform it (super cancel). And any super can be
canceled into another.And what for? For combos, obviously.

CLASH
-----
Sometimes both opponents will perform an attack at exactly the same time, if
that happens both will flash blue and none of them will connect a hit. React
fast and you´re gonna be able to perform other attack. This is permitted
even in the air.



    +++++++++++++
3.  - MOVE LIST -
    +++++++++++++

Here they are. Left, the moves. Right to each one, how to block them.
I also listed some combos, SOME combos just as examples, not everyone. There is
a lot more, find them for yourself. 



    -----------
3.1 TETSUO KATO, the karateka
    -----------

Command moves

b + SP					M
f + MK					M
b + SK					M
	
Throw moves

f + MP
f + MK

Combination moves

WP, WP, WP, WP, WP

Special moves

qcf + P					M
qcb + P, then WP, MP, SP, WK, MK	M
dp + P, tap P, P, P, P			M

Super moves

qcf, qcf + P				M
qcb, qcb + P (can hold)			U

Combos

j. SP; c. MP; qcf + P; qcf, qcf + P
WP, WP, WP, WP; qcb + WP; WP, MP, SP, WK; qcf, qcf + P

_ The follow up of his qcb + P is a combination move, in fact.
_ More you hold P in a sucessfull qcb, qcb + P, more damage; but your opponent
  will not be dizzy forever, y`know.


    ----------
3.2 BLAIR DAME, the sexy fighter
    ----------

Command moves

f + MK					M

Throw moves

f + MP
f + MK
	-> tap K or P
	-> dp + K

Combination moves

WP, WP, WP, WP, WP

Special moves

qcf + K					L
qcb + K, qcb + K, qcb + K (juggle)	M, M, M, M, H
air, qcb + K				-

Super moves

qcf, qcf + K				M
(air) qcf, qcf + P			M

Combos

j. SK; c. MK; qcb + K, qcb + K; qcf, qcf + K; qcf, qcf + P.
air; SK; qcb + K.


    --------------
3.3 JANIS LUCCIANI, the mad babe
    --------------

Command moves

f + MP					M
f + MK					M

Throw moves

f + MP

Combination moves

WP, WP, WP, WP				M, M, M, M

Special moves

(air) qcf + P				M
f, f + P				M?
WP, WP, f, SP (*)			U

Super moves

qcf, qcf + P				M
qcb, qcb + P				M
qcf, qcf + K				M
	-> P				M
	-> WK				M
	-> MK (good anti-air)		M
	-> SK				L
	-> qcb + P, P			M
		-> qcb + K (not hit)	-
	-> qcf + P			M
	-> f, f + P			M
	-> f, f + K			L
	-> PPP, then P			M
	-> b + PPP, then P		M
	-> qcb + K			-
		-> qcb + P, P		M
	-> qcf + K			-

Combos

j. SK; c. MK; qcf, qcf + P; qcb, qcb + P.
After K special; WP, MP, SP, qcf + P.

_ She has only one normal throw, but it allows more attacks. Wacht out
  for the flames.
_ The button pressed for a qcf + P (normal) special determines angle.
_ (*) After the seventh hit of this move (or earlier) tap any buttons
  to continue the combo.
_ Quite an interesting super, qcf, qcf + K totally changes her fighting style.
  She cannot normally jump, nor evade; but press u or d to walk in or off the
  screen. You CAN block attacks and perform her normal throw move. You cannot
  crouch. Any P will do block damage. SK hits low. 
  Shoot her´s guns with qcb + P: WP for low aiming, MP to both sides, SP high.
  If you hit the enemy with P during PPP, he/she will be dizzy. qcf + K it´s 
  only a fake;input qcb + P for real shooting. qcf + K finish this super move.
  This super has a time limit, but it seems that using the pistols ends the
  move quicker.


    --------------
3.4 GEORGE JENSENT, the Bruce Lee fan (Yeah! Bruce RULES THE WORLD!)
    --------------

Command moves

f + MP					M
b + MP					M
f + MK					M
jump against a wall, then press up-forward (triangle jump)

Throw moves

f + MP
f + MK

Combination moves

WP, WP, WP				M, M, M
WP, WP, f + WP				M, M, H

Special moves

qcf + K					M
qcb + K					M
during back or forward dash, K		M
during back or forward dash, SP		M
during back or forward dash, WP or MP	M
during back or forward dash, PP		U

Super moves

qcf, qcf, + P				M, M, M, M or H
(air) qcf, qcf + K			M

Combos

j. Sk; c. MK: qcb + K; qcf, qcf + K.
corner; j. SK; c. MK; qcf + K; qcf, qcf + P; qcf, qcf + K.

_ Use WP or MP for the qcf, qcf + P super to finish it with a punch
  instead of a kick, wich correspond to SP and hits high.


    -----------
3.5 LAN YINGHUA, the cute little chinese girl (cute!)
    -----------

Command moves

f + MP					M
b + SK					M
air, d + MK				M

Throw moves

f + MP
f + MK

COmbination moves

WP, WP, WP, WP, WP			M, M, M, M, M

Special moves

qcf + P (*)				M
	-> f + P			M
	-> f + K			L
rdp + P					C
qcb + K					H
dp + K					M
b + PPP					E
d + PPP					E

Super moves

qcf, qcf + P
qcb, qcb + K or P			M

Combos

j. SP; c. MP; qcf, + WP, forward + P; qcf, qcf + P; qcb, qcb + P.

_ The b + SK induces clash.
_ The button you press in the qcf + P determines range; SP is the longest. The
  two follow-ups listed there can only be performed after this initial move;
  BUT any of the others special moves can also be performed as finishers.
_ Her rdp + P is a counter that works for high and middle attacks.
_ The KKK evades low attacks, and the d + KKK, mediums and highs.
_ Her qcb , qcb + P or K super can dash through the enemy and confuse him
  or her about how to block. 
_ If you perform her qcb, qcb special with K, she will detour a little, not
  go straight forward. 


    ------
3.6 EXODUS, the wrestler
    ------

Command moves

air, d + SP				H

Throw moves

f + MP
(air), f + MK

Combination moves

WP, WP, WP				M, M, M
hold f, WP, WP, WP			M, M, M

Special moves

dp + P					M
360º + P 				U
PPP					M
qcf + K					M
rdp + K					M, M

Super moves

qcf, qcf + P				M
720º + P				U

Combos

j. SK; c. MK; qcf + K; qcf, qcf + P.

_ His standing normal MK is a knockdown.
_ His PPP special induces clash.
_ After qcf + K, you can hit the enemy; but you can also get burned, too.
_ The button pressed for the rdp + K determines angle.
_ Exodus has two different Hard Attacks; a "normal" version with either WP + WK
  or MP + MK, and a "jumping" version with SP + SK.


    ----------------
3.7 SESSYU TSUKIKAGE, the shinobi
    ----------------

Command moves

b + SP					M

Throw moves

f + MP
f + MK

Combination moves

WP, WP, WP, WP				M, M, M, M
WP, WP, WP, WK				M, M, M, L

Special moves

(air) qcf + P				M
air, PPP				M
rdp + P					-
qcb + P					M
	-> qcf + P			M
	-> K				M
qcb + K					M
	-> qcf + K			L
	-> P				M

Super moves

qcf, qcf + P				M
(air) qcb, qcb + P			M

Combos

j. SK; c. MK; qcf + P; qcf, qcf + P.
qcb + WP as anti-air; qcb, qcb + P.
WP; WP; WP; j. SP; j.SP.
air qcf + P; PPP.

_ The rdp + P teleports Sessyu at the back of the enemy with SP, in front
  of him/her with MP, and over Sessyu`s current location with WP.
_ After qcb + P, switch to the qcb + K version of this move with just
  pressing K; and vice-versa.
_ The qcf + P (after qcb + P) allows 1 extra hit.
_ The Hard Reversal of Sessyu doesn`t hit by itsef, but reposisionates him
  at the back of the enemy, in the air. Attack then at your like (or not).


    -------------
3.8 JIGJID BARTOL, a Conan`s cousin
    -------------

Command moves

None

Throw moves

f + MP
f + MK

Combination moves

WP, WP, WP, WP				M, M, M, H

Special moves

qcf + P					M
qcb + P					C
qcf + K					M
qcb + K					C

Super moves

qcf, qcf + P				M
qcb, qcb + P				M
qcf, qcf + K				M

Combos

j. SP; c. MP; qcf + P.
j. SP; c. MP; qcf, qcf + P; qcb, qcb + P; qcf, qcf + K.
near enemy qcf + WK; SP; qcb, qcb + P.

_ His crouching MK is a knockdown.
_ His normal standing SK knocks down.
_ The normal evades of Jigjid are rolls, it moves more than other
  characters.
_ The qcb + P counters high and medium; qcb + K medium and low. Both
  allows combos by super cancel.
_ The qcf + K has differents reachs for each button. SK is the longest.
  If sucessfull, leaves the enemy open for more attacks.
_ Looks like you can hold a little the qcb, qcb + P super.
_ The qcf, qcf + K super allows you to juggle the enemy.
_ WOW, this guy can HIT HARD.

    -----------
3.9 HONG GILLSO, the taekwondo guy. Cool.
    -----------

Command moves

f + MK					M
b + MK					M
b + SK					M

Throw moves

f + MP
f + MK

Combination moves

WK, WK, WK, WK (*P)			M, M, M, M
MK, MK, MK, MK (*P)			M, M, M, M
SK, SK, SK, SK (*P)			M, M, M, M

Special moves

qcf + K					M
hcb + K					M
dp + K					M
rdp + K					M
rdp + P					C
PPP					E?

Super moves

qcf, qcf + K				M
qcb, qcb + K				M

Combos

j. SK; c. MK; qcf + SK; after first or third hit qcf, qcf + K; qcb, qcb + K;
opponent in middle of fall qcf, qcf + K.

_ Hong lacks of normal tackle with d + SK, but the high kick that he have
  instead is a knockdown move.
_ His jumping SK hits twice.
_ Yes, he has THREE combination moves, but sadly, they are bad for combos! Try
  to not connect then from jumping hits. The one performed with SK seems to work
  better.
_ (*) If you press P in the middle of a combination, Hong will "retreat" a
  little from enemy; press K again to continue with the move.
_ The rdp + K move attemps to switch sides with enemy, confusing him/her for
  blocking.
_ If connects, allows a combo.
_ PPP it´s a dogde? Sorry but I don´t now.
_ The qcb, qcb + K allows juggles, of course.
_ This combo is a little tricky with the qcf, qcf + K special. Keep in mind that
  this move (and specially the first kick) works fine only against standig
  oponents, or in the air but close to the floor.


     ----------------
3.10 SHANG FENGSHUANG, the snake style`s fighter
     ----------------

Command moves

f + MK					M
f + MP					M

Throw moves

f + MK
f + MP

Combination moves

MP, MP, MP, MP				M, M, M, M
hold d, WK, WK, WK			L, L, L

Special moves

PPP					M
   -> hold				Taunt?
hcb + P					E
qcb + K					L
	-> K				M
	-> P				-
	-> u + P			-
during backdash, K			M
during backdash, P			-
	-> P				H
	-> K				H
	-> over enemy, d or f + K	U

Super moves

qcf, qcf + P				M
(air) qcf, qcf + K			M

Combos

j. SK; c. MK; qcb + K; P.
j. SK; c. MK; qcf, qcf + P; qcf, qcf + K.
from qcb + K special, K; qcf, qcf + K.

_ His normal SP is a knockdown move.
_ The (hold d, WK, WK, WK) combination comboes only the last two hits.
_ If the K during backdash totally miss the enemy or he blocks, you need to
  stand up with P or K. The WK version of the move it`s the only that doesn`t
  knocks down.
_ If you press P during backdash, you will be thrown very high into the air.
  It`s just like a super jump, you can control a little with f or b. SP is for
  the longest reach, while WP it`s almost in place.


     ---------
3.11 CAPRICCIO, the...!!!??? What the...? A xenomorph...?
     ---------

Command moves

None

Throw moves

f + MP
f + MK

Combination moves

None

Special moves

qcf + P, P			M, M, H
dp + P				U
qcb + P				M
qcb + K				M
	->rdp + P (growth)	-
	->dp + K (to enemy)	M
	->rdp + K (to Capri)	M
	->near, d, d + P	-
			-> P	M
			-> K	M

Super moves

qcf, qcf + K			M
air, qcf, qcf + P		M
air, qcf, qcf + k		M

Combos

j. MP; c. MP; qcf + P, P; qcf, qcf + P (watch the timing).
j. MP; c. MP; qcf + P; qcf, qcf + K.

_ The qcf + P doesn´t knocks down. Press P again for the finisher. This usually
  lets you open for for a counterattack even if sucessfull, because the enemy
  stands up firts and Capri is vulnerable when laying on the ground. BUT if you
  time the finisher VERY well, the move will hit three times (the last when
  falling), and you`ll be safe.
- When qcb + P or K is performed, Capri will set a mushroom (?!), that obviusly
  hits the enemy. The button used determines the size and power of it. If you
  used W or M buttons, you can make grow it with rdp + P, but only two times
  (W) or one (M). Deploying it with SP or SK means full power from the beginnig,
  but it takes more time for the move.
_ The dp + K and rdp + K commands the mushroom.
_ Pick the mushroom with d, d + P standing over it, then throw it horizontally
  with K, in arc with P.
_ A mushroom will not last forever, y`know. It has a time limit if it wasn´t
  able to touch the enemy.
_ The qcf, qcf + K ground super can be controlled with the joystick.
_ If you perform the air super with a kick, the dive´s angle is determined by
  the button. SK forward, MK in dives vertically and WK backward.
_ Cancelling the qcf, qcf + K ground super move into the air supers it`s a
  bad idea, because he will dive into the random direction that his head was
  aiming when spinnig.


     ------------
3.12 ALLEN SNIDER, the shotokaner
     ------------

Command moves

f + MP				M

Throw moves

f + MP

Combination moves

None

Special moves

qcf + P				M
dp + P				M
rdp + P				M
near, qcb + K			U

Super moves

qcf, qcf + P			M
qcf, qcf + K			M
qcb, qcb + PP			M
	-> qcf + P, rdp + P, f + P
qcb, qcb + KK			M
	-> qcf + P, rdp + P, f + P

Combos

j. SP; c. MP; qcf + P; qcf, qcf + P; qcf, qcf + K; qcf, qcf + P.
j. SP; c. MP; qcf + P; qcb, qcb + P.

_ His rdp + P does a lot of damage and has a lot of recovery time. Try super
  cancel.
_ The qcb + K doesn`t have a "miss animation", you must perform it and suceed.
_ Super qcf, qcf + K can be follwed up.
_ (*) This supers requires 3 stocks of super bar. If you fail to connect them,
  you will lose only 1 stock.
_ I don´t now exactly how the qcb, qcb + K works. Looks like you need to
  perform it in a started combo to suceed. Then do the follow-ups. Any tip
  about this will be welcome.



    ++++++++++++++++++++++++++++++
4.  - ADVANCING THROUGH THE GAME -
    ++++++++++++++++++++++++++++++


There are 9 matches totally; 4 normals, 1 against the Knight, 1 versus a beast
and two against bosses. And a special, secret and REAL final match, very hard to
get (and more to win) against a "super" Knight.


Battle 1: FACTORY 1
-------------------
Normal stage.


Battle 2: FACTORY 2
-------------------
Normal stage.


Battle 3: UNDERGROUND
--------------------
Versus a Knight using a lance. You don´t need to win this battle to continue
with your game. If the time´s over and he is still alive, you lose. Oh, yes:
it´s only one round. He posseses the followings attacks:

(1) High horizontal sweep, block normal;
(2) Low horizontal sweep, block low;
(3) High to low vertical sweep, block normal:
(4) Low to high vertical sweep, block low;
(5) He charges at you, block normal.

All of the atacks can be evaded normally, just watch the timing, especially for
(3) and (4). You will note that this guy has a really high defense, but dont be
afraid. The trick is to hit him at the right moment, or just use a super move,
so the screen will say "THROW CHANCE". Then, go ahead and throw him for real
damage. Peace of cake.


Battle 4: GARDEN or AIRPLANE
----------------------------
Normal stage.
If you was able to defeat the Knight you´ll fight at the GARDEN; if not, at the
AIRPLANE.


Battle 5: ENTRANCE HALL or AQUARIUM
-----------------------------------
Normal stage.
Same as battle 4.


Battle 6: BIRD CAGE, SPAWN or (only) SEA ZOO
--------------------------------------------
One round battle that you NEED to win, versus a beast. Win by Time up or Draw
it´s OK.
If you kicked the Knight´ass, choose any of the three. If not, you´ll go rigth
to SEA ZOO.

BIRD CAGE, against the Falcon

	This is easy. It has three attacks:
	(1) Fly in circles first, then charges close to the floor; block low;
	(2) Fly up into the air, then dashes at you, block normal;
	(3) Fly up in the air in a vertical circle, then dashes w/claws ready.
        unblockable.

	It uses (1) most of the time, just block or evade then counter; for
        (2) just evade and (3) is so easy to counter by jump.
	This battles often finishes in time up, because the bastard is too fast
        and goes really far away after attacking.

SPAWN, aganist the Tiger

	Ugh! A impossible battle, especially in high difficulty levels...
	(1) Low dash, block low;
	(2) High dash, block high;
	(3) Jumps over you, it´s unblockable and can catch you in the air (!);
     	(4) Roll, a evade move (!!).

	Before attack, he USUALLY roars, then performs USUALLY two moves
        consecutivly, (1), (2) or (3). The real problem is that (1) an d (2)
        are very hard to distinguish (!!!), and you need to do it.
	My advice is: stay away and use fireball like moves (Capri, Sessyu,
        Allen, Janis, Jigjid), or be close to him and CAREFULLY use low and
        fast kicks.

SEA ZOO, against the Shark

	Bah, easy (hey, are we underwater!?).
	(1) A very quick charge, block normal;
	(2) Hits with tail, usually after (1), block normal;
	(3) Advance slowly with jaws open, unblockable.
	
	After (1) try jump at him and attack. IF CONNECTS (2) QUICKLY USES
        YOUR SUPER ELUSION, or you´ll be dizzy. (3) hurts like Hell but
        is so easy to counter, just jump in place when close.


Battle 7: BLUE ROOM, RED ROOM or GREEN ROOM
-------------------------------------------
The battles versus one of the three mid bosses.
If you defeated the Falcon, you´ll go to the BLUE ROOM and fight Joe Fendi; if
the defeated was the Tiger, then you´ll face Preston Ajax in RED ROOM; or you´ll
fight Clemence Keliber, after beating the Shark.
Mid-bosses are not that hard to beat, really; but anyway I`m gonna list some
tips about them.

BLUE ROOM, against Joe Fendi

	This insolent a****le can be someway hard. Think twice before jump at
        him, he can counter with a hook. Posseses very good supers, wacth out
        for them; also is good at combos but usually taunts you after connect
        one, so is your chance for revenge. Often uses a move that advance-
        while-covers-normal; learn to quickly recognize this special and 
        attack low or, better yet, throw him.

RED ROOM, against Preston Ajax

	He normally tries to counter your jumping attacks with a counter, so
        turn this into your advantage by hitting in middle of the air, not
        close to him. So, the counter fails, leaving him open for a throw or
        whatever you like.

GREEN ROOM, against Clemence Keliber

	The Exodu`s master? Anyway. This is a classic throw-grab-hold
        character, so the basic tip is to never stay close to him, because
        his unblockables are really nasty. Attack him with jumps.


Battle 8: DRAGONS ROOM
----------------------
A fight versus Vold Ignitio, the boss of the game. He is even harder in the next
round after beating him once.
I`m gonna list and explain the more characteristic (and dangerous) moves:

	(1) jumps from wall to wall quickly, block normal;
        (2) jumps from wall to wall quickly, then jumps over you, unblockable;
	(3) ground dash kick, block low;
        (4) lot of punches while advancing, block normal;
        (5) jumps over the you then grabs you, unblockable;
        (6) stands on one feet, counter move;
        (7) shoots buncha bullets from his pelvis!, unblockable;

Now, please note that ALL of this moves are very damaging; he can kill you with
only 3-4 sucessfull moves!
In the first round, he uses (1), (3), (4), (5), and SOMETIMES (2). My advice is
to corner yourself, so he can´t confuse you on how to block the (1) special,
which is extremely quick. Wacth out for the (3); and if he uses (5), just jump
in place then counter.
The second he gets serious. Performs the same moves than before, but will only
use (2) instead of (1); the trick is to stay quiet, wait him for the jump, then
do a backdash. For the first round I say stay cornered, but now, be sure to
always be at distance of a jump from him, so you have  space to backdash, and,
when you see that`s executing a special (7) quickly jump at him and counter,
or you`ll be sorry. Oh! and NEVER attack directly with "body moves", because he
will use (6) instantly.


Battle 9: KNIGHT (BOSS)
------------------------
A VERY hard battle. Only unlocked under certain conditions...
Before the battle starts, pay attention to the the screen: you will be falling, 
and the bastard will throw his lance at you! After three shots of the lance
coming towards you, you´ll see that the screen indicates the three kick
buttons, SO QUICLKY PRESS THEM!! You will perform the Super Elusion and land
safe; if you wasn´t able to press the buttons at the right moment, you will be
stabbed, lose half of your life gauge and start the match dizzy!!!
That was just the beginning. This guy has even more defense than the first,
more strength, can perform some moves twice; and to force him into "THROW
CHANCE" stance is a lot more difficult. To achieve this, the best you can do
is to hit him at his BACK (super moves prefered), right after dodge any of his
moves. Suggestion: do not evade, but be close, then jump forward.


    +++++++++++++++++++++++
5.  - THE SECRET MATCHES -
    +++++++++++++++++++++++

Now, I must admit that I DON`T NOW HOW to unlock any of this secrets :(. If
someone knows please tell me :).

Blair Dame
----------
If in the middle of the fight against the Knight on the third battle you hear
Blair´s laugh, you will fight her in battle 4. I was able to unlock this only
once.


Allen Snider
------------
This is very easy and common to unlock, but still I dont know how to. If in
the fourth battle you hear his victory speech, you will fight him in battle 5.


KNIGHT (BOSS) 
--------------
I unlocked this four or five times, but I was never able to beat him. If you
were lucky (or unlucky) enough, you will face this guy in a special 9th battle.


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

Well, that´s it. My apologize if I missed something (and I know that missed
lot of things), and for omitted the mid-bosses movelists. You can read them
at www.arika.co.jp, but in japanese.

Oh, and of course, I want to say thanks to Arika and Namco for this wonderfull
game. 

                                / The End /