*****#####*****#####*****@@@@@$$$$$@@@@@$$$$$@@@@@*****#####*****#####*****&&&&

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and a 
violation of copyright.

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

Most move instructions based on Anonymous' FAQ.

Copyright 2005 Andrew K.K. Ah New
*********************************************

KEY TO BASIC MOVES
j. jump (any direction)
ju. jump up
js. jump sideways
jf. jump forward
jb. jump back
s. stand (any distance)
sf. stand far
sm. stand medium
sc. stand close
c. crouch (at any distance and in any direction or lack thereof)
cf. crouch forward
cb. crouch back
cn. crouch neutral
cs. crouch side

l: hits low (must crouch-block)
m: hits medium (can crouch-block or stand-block)
M: (will be blocked if target does a crouch-block or stand-block, but will miss
    entirely if target is in cn/cf)
h: overhead (must stand-block)
H: (will be blocked if target does a stand-block, but will miss entirely if
    target is crouching)
#: (will miss entirely unless target is in the air)
B: unblockable
x: not an attack

A "|" between rows or a "=" between columns means that the two attacks share
 the same sprites, but are of different speeds.
An "I" between colums or a "-" between columns means that the two attacks 
 share the same sprites and speed.
A "." between attacks means that the attacks cannot connect
A "," between attacks means that the attacks can connect

Just below the chart will be some 'extra notes':
The following are lists of moves with certain properties
Up: can function as anti-air attacks
Sw: will sweep a standing/crouching opponent
As: will 'air sweep' an airborn opponent (they will fall on their backs)
Sl: will cause your base position to move forward and stay there after the
 move has finished
-Numbers in square brackets indicate what hit qualifies for the list.

Also included in the 'extra notes' section are any throws that the character
has. Angle brackets on either side indicate what side the opponent ends up
on. So:
<th> throw left if you press left, throw right if you press right
>th< throw right if you press left, throw left if you press right
>th> throw right regardless of whether you press left or right
<th< throw left regardless of whether you press left or right
-"gb" can be substituted for "th" if the character does a hold
 instead of a toss or slam.
-mashing the buttons/directions can help you recover faster from a dizzy,
 keep a hold/strangle longer, or escape from a hold/strangle more quickly.
-Cancelling into a C.throw will change its hit height from (B) to (x).

KEY TO SPECIAL MOVE PROPERTIES
( ) the height of the attacks. A value followed by a number means that that
    number of hits will be of that height. A "/" seperates the weak and strong
    versions. Dashes between two values indicates that the same hit could
    strike at either of the values, depending on the position of the attack.
    Numbers preceding parentheses indicate that the parenthesized sequence
    happens that many number of times.
{ } any special properties. Capital letters followed by a colon means that the
    following values are only valid for that button. Numbers in square brackets
    are the hit numbers for which the property holds.

Special Move instruction key:
 + press both buttons at the same time
 / press either button
 , then

**************************************************
***Hanzo***
BASIC MOVES
     p    K
    L  H  L H
  *----------*
ju| h--H  h H
  |
js| h  H  h h
  |
sf| H  H  m-H
  | I
sc| H m.? m H
  |
 c| m  m  l l
  *----------*

up: sc.HP[2]
       HK
sw: c.HK
      HP
<th> sc.HP/C/cs.C

SPECIAL MOVES
(double jump)
u,u

(???) (H) looks like sc.HK
sc.f/b+LK

(???) (H) looks like sf.HK
sc.f/b+HK

EiKuuDan(?) (m) {as}
qcf+P

KouRyuuHa(?) (m) {as}
dp+P

NinPouHouRinKyaku(?) (H2/H3) {as}
qcb+K

LINKS
ju.LP/HK
     ju.LP
     js.LP,HK
     sc.LP(7),HP,LK,HK
      c.LP(7),HP,LK(2),HK
      s.b/f+LK
     EiKuuDan
     KouRyuuHa
   HP/LK
     ju.LP
     js.LP,HK
     sc.LP(8),HP,LK,HK
      c.LP(8),HP,LK(2),HK
      s.b/f+LK
      s.b/f+HK
     EiKuuDan
     KouRyuuHa
js.LP/HP/LK
     ju.LP
     js.LP,HK
     sc.LP(8),HP,LK,HK
      c.LP(7),HP,LK(2),HK
      s.b/f+LK
      s.b/f+HK
     EiKuuDan
     KouRyuuHa
   HK
     ju.LP
     js.LP,HK
     sc.LP(8),HP,LK
      c.LP(7),HP,LK(2),HK
      s.b/f+LK
     EiKuuDan
     KouRyuuHa
sc.LP
     sc.LP(8)
     EiKuuDan
     LP.KouRyuuHa
   HP
     ju.LP
     js.LP,HK
     EiKuuDan
     KouRyuuHa
     D.NinPo
   LK
     js.LP,HK
     s.LP(5)
     c.LP,LK,HK
     EiKuuDan
c.LP
    sc.LP(8),LK
     c.LK(2),HK
    EiKuuDan
    KouRyuuHa
  LK
    js.LP,HK
    sc.LP(4),HP,LK,HK
     c.LP(2),HP,LK,HK
     s.b/f+HK
     EiKuuDan
  HK
    EiKuuDan
-js.HK, sc.HP, HP.ReppuDan

***Fuuma***
plays just like Hanzo, but does not have the sc.b/f+HK

j.P/K
     j.LP
     js.HK
     sc.LP(7),HP,LK,HK
      c.LP(7),HP,LK(2),HK
      s.b/f+LK
     EiKuuDan
     KouRyuuHa
ju.LP/HK, js.P/K
     s.b/f+LK
sc.LP
     sc.LP(8)
     EiKuuDan
     LP.KouRyuuHa
   HP
     j.LP
     js.HK
     EiKuuDan
     KouRyuuHa
     D.NinPo
   LK
     j.LP
     js.HK
     s.LP(5),LK,HK
     c.LP,HP,LK,HK
     EiKuuDan
c.LP
    sc.LP(8),LK
     c.LK(2),HK
    EiKuuDan
    KouRyuuHa
  LK
    js.LP,HK
    sc.LP(4),HP,LK,HK
     c.LP(2),HP,LK,HK
     EiKuuDan
  HK
    EiKuuDan
    KouRyuuHa

***Dragon***
BASIC MOVES
     p     K
    L  H  L  H
  *-----------*
ju| h  H  h  h
  | I  |
js| h  H  h  h
  |
sf| H  H  m  m
  | I     I
sc| H m,m m m,m
  | |
 c| m--m  l--l
  *-----------*

up: sc.HK[2]
    ju.LK
sw: c.HK
<th> sc.HP/C/cs.C

SPECIAL MOVES
(wall jump)
js, b/f at wall

(???) (m) looks like sf.HK
s.b/f+LK

(elbow jab) (m) looks like sc.HP[1]
sc.b/f+LP

(???) (?) looks like sc.HP[2]
sf.b/f+LP

(gut punch) (m)
sc.b/f+HP

(fists of fury) (m) {as}
mash P

(dragon flying kick) (m) {a/s} can follow with wall jump
hold b,f+K

LINKS
ju.LP
     sc.LP
   HP
     sc.LP
      c.LP
   LK
     ju.LP,HP,HK
     js.LP
     sc.LK,HP,LK,HK
      s.f/b+LP,HP,LK
      c.LP,HP,LK,HK
     fists of fury
     dragon kick
   HK
     ju.LP,HP,HK
     js.LP,HK
     sf.HP
     sc.LP,HP,LK,HK
      s.f/b+LP,HP,LK
      c.LP,HP,LK,HK
     fists of fury
     dragon kick
js.HP
     sc.LP,HP
      s.b/f+LP
      c.LP,LK
   LK
     ju.LP
     sc.LP,HP,LK,HK
      s.b/f+LP,HP
      c.LP,HP,LK,HK
     fists of fury
     dragon kick
   HK
     ju.LP,HP,HK
     js.LP,LK
     sc.LP,HP,LK,HK
      s.b/f+LP,HP
      c.LP,HP,LK,HK
     fists of fury
     dragon kick
sc.LP
     ju.LP,HP,HK
     js.LP,LK
     sc.LP,HP,LK,HK
      s.b/f+LP
      c.LP,HP,LK,HK
     fists of fury
     dragon kick
   LK
     ju.HP,HK
     js.LP,HK
     sc.LP,HP,LK,HK
      s.b/f+LP,HP
      c.LP,HP,LK,HK
      fists of fury
   HK
     sc.LP
     sf.HP
      c.LK,HK
     fists of fury
     dragon kick
s.b/f+LP
        sc.LP,HP,HK
        c.LK,HK
      HP
        fists of fury
      HK
        c.LP,HP,LK,HK
c.LP
    sc.LP,HP,LK,HK
     s.b/f+LP
     c.LP,HP,LK,HK
  LK
    sc.LP,HP,HK
     s.b/f+LP
     c.LP,HP,LK,HK
    fists of fury
-js.HK, sc.HK, sf.HP seems to redizzy Fuuma.

***Janne***
BASIC MOVES
     p   K
    L H L H
  *--------*
ju| h h h h
  | | I I
js| h h h-h
  |  /
 s| m m m H
  |
 c| m-m l l
  *--------*

up: j.HP
sw: c.HK
<th> s.HP/C/cs.C
>g> s.HK

SPECIAL MOVES
(slide) (l) {sw[D]}
df+K

(sword poke) (h) can follow with any air move, even another poke
a.d+P

(fire bird) (m) {as}
hold b,f+P

(sword homerun) (m) {a/s}
hold d,u+K

LINKS
ju.LP
     ju.LP,LK
      s.LP,HP,LK,HK
      c.LP,HP,LK,HK
     LK.slide
   HP
     ju.LK
      s.LP,HP,LK,HK
      c.LP,HP,LK,HK
     HP.fire bird
   LK
     ju.LP,LK
      s.LP,HP,LK,HK
      c.LP,HP,LK,HK
     LP.fire bird
     LK.homerun
   HK
     ju.LP,HP,LK,HK
      s.LP,HP,LK,HK
      c.LP,HP,LK,HK
     LK.homerun
js.LP
     s.LP,HP,LK,HK
     c.LP,HP,LK,HK
     HP.fire bird
   HP
     s.LP,HP,LK,HK
     c.LP,HP,LK,HK
     HP.fire bird
   LK
     ju.LP,LK
      s.LP,HP,LK,HK
      c.LP,HP,LK,HK
     HP.fire bird
     LK.homerun
   HK
     ju.HK
      s.LP,HP,LK,HK
      c.LP,HP,LK,HK
     HP.fire bird
     LK.homerun
s.LP
    s.HP
    c.LP,HP,LK
  HP
    s.HP,HK
    c.LK,HK
    HP.fire bird
  LK
    s.HP,LK,HK
    c.LP,HP,LK,HK
    HP.fire bird
  HK
    c.HK
c.LP
    s.HP,LK,HK
    c.LP,HP,LK,HK
    LK.homerun
  HP
    ju.LP,HP,LK,HK
    js.LP,HP,LK,HK
     s.HP,HK
     c.HP,LK,HK
    LK.homerun
  LK
    ju.LP,HP,LK,HK
    js.LP,HP,LK,HK
     s.HP,LK,HK
     c.LP,HP,LK,HK
    LK.homerun
  HK
    homerun
-js.HK, sc.HP, HP.firebird, sc.HP redizzies Fuuma

***J. Carn***
BASIC MOVES
     p   K
    L H L H
  *--------*
ju| h h H h
  | I I   I
js| h h h h
  |
sf| H m m-m
  |   I I I
sc| m m m-m
  |
 c| m-m l-l
  *--------*

up: ju.LK
sw: s.K
<th> HP/C/cd.C

SPECIAL MOVES
(slide) (l) {sw[D]}
df+K

(headbutt) (m,m)
sc.f/b+HP

(flying shoulder) (m) {as}
hold b,f+P

(ground flames) (m/m,m) {a/s}
hold d,u+P

LINKS
ju.LP
     sc.LP,HP,LK,HK
     sf.LP
      s.b/f+HP
      c.LP,HP,LK,HK
     LK.slide
   HP
     sc.HP,HK
     sf.LP
      c.LP,LK
      s.b/f+HP
     HP.shoulder
     LK.slide
   LK
     sc.LP,LK
      s.b/f+LK
      c.LP,LK
     LK.slide
   HK
     sc.LP,HP,LK,HK
     sf.LP
      s.b/f+HP
      c.LP,HP,LK,HK
     HP.shoulder
js.LP
     sc.LP,HP,LK,HK
     sf.LP
      s.b/f+HP
      c.LP,LK
     LK.slide
   HP
     sc.LP,HP,LK,HK
      s.b/f+HP
      c.LP,LK
     HP.shoulder
     LK.slide
   LK
     sc.LP,HP,LK,HK
      s.b/f+HP
      c.LP,LK
     HP.shoulder
     LK.slide
   HK
     sc.LP,HP,LK,HK
     sf.LP
      s.b/f+HP
      c.LP,LK
     HP.shoulder
     LK.slide
sc.LP
     ju.LP,HK
     js.LP,LK,HK
     sf.LP
     sc.LP,HP,LK,HK
      c.LP,HP,LK,HK
     shoulder
     LK.slide
   HP
     ju.LP,HK
     js.LP,LK,HK
     sc.LP,HP,LK,HK
      c.LP,HP
   LK
     ju.LP
     js.LP
     sc.LP,LK
      c.LP
c.LP
    ju.LP
    js.LP
    sc.LP,HP,LK,HK
     s.b/f+HP
     c.LP,HP,LK,HK
    slide
    shoulder
    LP.ground flame
  LK
    ju.LP,HK
    js.LP,LK,HK
    sc.LP,HP,LK,HK
     s.b/f+HP
     c.LP,HP,LK,HK
    slide
    shoulder
    ground flame
-js.HP, b/f+HP, HP.shoulder redizzies Fuuma.

***Muscle Power***
BASIC MOVES
     p     K
    L  H  L H
  *----------*
ju| h--h  H h
  | I     I
js| h  h  H-h
  |
sf| H  m  m H
  |    I  I I
sc| H  m  m H
  |
 c| m m.? l-l
  *----------*

up: c.HP[2]
    s.HK
sw: c.HK
th> sc.HP/C/df+C
    sc.HK
<th sc.HP/HK/C/db+C
>th> sm.HK
>gb> sm.C/HP/ds+C
-ju.HK shortens Muscle Power's jump

SPECIAL MOVES
(elbow run) (H/m) {as}
hold b,f+P

(command grab) (B) {sw}
270+P

LINKS
ju.LP
     js.HP
     sc.LP,LK,HK
      c.LP,HP,LK,HK
   HP
     sc.LP,LK,HK
      c.LP,HP,LK,HK
   LK
     js.HK
     sc.LP,LK,HK
      c.LP,HP,LK,HK
js.LP
     js.HK
     sc.LP,HP,LK,HK
      c.LP,HP,LK,HK
   HP
     sc.LP,LK,HK
      c.LP,HP,LK,HK
   LK
     sc.LP,LK,HK
      c.LP,HP,LK,HK
   HK
     sc.LP,HK
      c.LP,HP,LK,HK
sc.LP
     ju.HK
     js.HP,HK
     sc.LP,LK,HK
      c.LP,HP,LK,HK
   HP
     ju.HP,HK
     js.HP,HK
     sc.LP,LK,HK
      c.LP,LK,HK
     elbow
   LK
     ju.HP,HK
     js.HP,HK
     sc.LP,HK
      c.LP,HP,LK,HK
     LP,elbow
   HK
     ju.HP,HK
     js.HP,HK
c.LP
    ju.HP,HK
    js.HP,HK
    sc.LP,LK,HK
     c.LP,HP,LK,HK
    elbow
  LK
    ju.HP,HK
    js.HP,HK
    sc.LP,LK,HK
     c.LP,HP,LK,HK
    elbow
  HK
     c.LP

***Brocken***
BASIC MOVES
     P   K
    L H L H
  *-------*
ju| h h H h
  | I I   I
js| H h h h
  |
sf| H H m H
  | I   I I        
sc| H m m H
  |
 c| m m l l
  *-------*

up: sc.HP
     s.HK
    ju.B
<th> HP/C/cs.C

SPECIAL MOVES
(knee thrust) (m,m)
sc.f/b+HK

??? (H) looks like sf.HK, but moving forward
sf.f/b+HK

(missile) (m) {a/s}
b,f+P

(hand shock) (m,m,m...) {a/s}
mash P

Hurricane(?) (#) {as}
d,f,df+P

(superman dive) (H) {as}
a.b/f+HP

LINKS
note: sc.HP and c.HK can be cancelled into a jump or any special move.
ju.LP
     ju.LP
     js.LK
     sc.LP,LK
      c.LP,HP,LK,HK
     dive
   HP
     ju.LP
     js.LK
     sc.LP,LK
      c.LP,HP,LK,HK
     dive
   LK
     ju.LP,HP
     js.LP
     sc.LP,LK,b/f+HK
      c.LP,HP,LK,HK
     dive
   HK
     ju.LP,HP
     js.LK
     sc.LP,LK,b/f+HK
      c.LP,HP,LK,HK
     dive
     HP.missle
js.LP
     ju.LP
     sc.LP,LK
      c.LP,LK
     dive
   HP
     ju.LP
     js.LK
     sc.LP,LK
      c.LP,HP,LK,HK
     HP.missile
     dive
   LK
     ju.LP
     sc.LP,LK,b/f+HK
      c.LP,HP,LK,HK
     dive
   HK
     ju.LP,HP
     js.LK
     sc.LP,LK
      c.LP,HP,LK,HK
     dive
sc.LP
     sc.LP,LK
      c.LP,LK
   HP
     ju.LP,HP
     js.LK,HK
     shock
     missile
     dive
   LK
     sc.LP
      c.LP,LK
c.LP
    ju.LP
    sc.LP,LK
     c.LP,LK
  LK
    sc.LP
     c.LP,LK
  HK
    ju.LP,HP,HK
    js.HP,LK,HK
    shock
    missile
    dive

***Rasputin***
BASIC MOVES
     p   K
    L H L  H
  *---------*
ju| H h H  m
  | I I I  I
js| H h H  m
  |     |
sf| H m m  m
  | I   I  I
sc| H m m  m
  | |
 c| m-m l-l,l
  *---------*

up: j.LK
      HK
    s.HK
sw: c.HK[all]
>g> sc.HP/C/cs.C

SPECIAL MOVES
??? (m) similar to s.LK
sc.f/b+HP

(fireball (ground)) (m) {as}
s.qcf+P

(fireball (air)) (m) {as} shoots at 45-degree angle. Stops Rasputin wherever
a.qcf+P or qcf,uf+HP      he is in the air and makes him fall straight down
                          afterwards.

(twirl) (m3/m6) {a/s}
qcb+K  can move b/f during twirl

LINKS
ju.LP
     sc.LP,HP,LK,HK,b/f+HK
      c.LP,HP,LK,HK
   HP
     sc.LP,HP,LK,HK,b/f+HK
      c.LP,HP,LK,HK
     twirl
   LK
     sc.LP,HP,LK,HK,b/f+HK
      c.LP,HP,LK,HK
     twirl
   HK
     sc.LP,HP,LK,HK,b/f+HK
      c.LP,HP,LK,HK
     twirl
js.LP
     sc.LP,HP,LK,HK,b/f+HK
      c.LP,HP,LK,HK
     twirl
   HP
     sc.LP,HP,LK,HK,b/f+HK
      c.LP,HP,LK,HK
     twirl
   LK
     sc.LP,HP,LK,HK,b/f+HK
      c.LP,HP,LK,HK
     twirl
   HK
     sc.LP,HP,LK,HK,b/f+HP
     sf.HP
      c.LP,HP,LK,HK
     twirl
sc.LP
      c.LK
   HP
     sc.LP,HK
     sf.HP
      c.HP
     twirl
   LK
     ju.HP,HK
     js.HP,HK
     sc.LP,HP,LK,HK,b/f+HK
     sf.HP
      c.LP,HP,LK,HK
     twirl
   HK
     sc.HK
     sf.HP
      c.HP
s.b/f+HK
    ju.HP,HK
    js.HP,HK
    sc.LP,HP,LK,HK,b/f+HK
    sf.HP
     c.LP,HP,LK,HK
    twirl
  air fire
    ju.LP,HP,HK
    js.LP,HP,HK
    sc.LP,HP,LK,HK,b/f+HK
    sf.HP
     s.air fire
     c.LP,HP,LK,HK
    fire
    twirl
c.HP
    sc.LP,HK
    sf.HP
     c.HP
    twirl
  LK
    ju.LP,HP,HK
    js.LP,HP,HK
    sc.LP,HP,LK,HK,b/f+HK
    sf.HP
     c.LP,HP,LK,HK
    twirl
  HK (cancellable on first hit)
    sc.LP,HP,LK,HK
    sf.HP
     c.LP,HP
    twirl

*************************
MISC:
-Winning a round with over half of your life left will cause your character
 to strike his/her good pose. Winning with less than half will earn you a
 bad pose.
-Winning a match with two good poses gives you the best win quote. Two bad
 poses will give you the worst win quote. One of each pose will get you the
 medium quote.
-Mirror matches are not allowed. The closest you will get to this is if
 Geegus mimicks you when you fight him.
-In his true form Geegus cannot jump or be tripped, thrown, or dizzied. He also
 has not attacks of his own.
-Speed Rankings (from fastest to slowest)
  Walking backwards: Janne/Dragon, Hanzou/Fuuma/Geegus/Carne/Muscle/Brock/Rasp
  Walking forwards: Janne, Hanzou/Fuuma/Dragon/Geegus, Rasp, Carn/Muscle/Brock
-Some jumping attacks shift from 'h' to 'm' if done too late.
-Stages:
  NORMAL:
  Hanzou- North-East Japan (Gate to temple?)
  Fuuma- South-West Japan (Monkey zoo?)
  Dragon- China (Temple that is used for the bonus stages) Break: pots
  Janne- France (Circus)
  J. Carn- Mongolia (Outside 'Castle')
  Muscle Power- Central USA (Cage) Break: lights
  Brocken- Germany (Rising elevator) Break: Oil drums
  Rasputin- NW Russia (Church clock tower) Break: Wooden barrels
  Geegus- (Spaceship above earth) Break: Crystals

  DEATH MATCH
  High Energy Battle: NE Japan, blue floor
     Trap: lower part of walls are electrified.
  Oil Battle: China, green floor
     Trap: Two spots on the floor are slippery.
  Fire Battle: Mongolia, red floor
     Trap: lower part of walls are on fire.
  High Energy Oil Battle: Russia, blue floor
     Trap: Oil and electric fences.
  Hair Splitting Battle: France ,yellow floor
     No traps; loser's lose-portrait is bald.
  Minefield Battle: USA,red/blue floor
     Trap: each side has mines on the floor that explode when touched (only
     the large one in the center of each pile actually does anything to the
     players; the smaller, side mines are part of the background) and grow
     back after a short time.
  Needle Battle: Germany, grey floor
     Trap: spiked walls
  Needle Oil Battle: SW Japan, grey floor
     Trap:oil and spiked walls
  (Geegus) Blue floor
     Traps: electricity, mines
-Bonus stages after 2nd and 6th battles. The first bonus involves demolishing
 a giant rock, while the second bonus involves destroying falling pots.
 They're respectively similar the car and falling barrel bonus stages from
 Street Fighter II.
-You will fight Geegus after the 7th battle

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FAQ CHANGES
2/12-15/05 Initial version
2/28/05 Links sections, added note on h -> m shifts, sample combo for Janne