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

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

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

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Introduction
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Hi, I'm Drew Barrington, known in a couple of small internet circles as
Kaz. That's about all I've got to say, and it's not particularly
important anyways, is it?

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

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Version History
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Version 1.0, 12/22/2007:
Initial Release

Version 1.1, 12/23/2007:
Added note about Instant Air Dashing to the Basics section.
Added to note about Hsien-Ko/Lei-Lei's air dash.
Added to note about Hsien-Ko/Lei-Lei's Dark Force.
Corrected Hsien-Ko/Lei-Lei's Henkyouki with (air) tag.
Corrected Jon Talbain's Beast Cannon into two moves, added (air) tag.
Corrected Lord Raptor/Zabel's Skull Sting with (air) tag.
Added the thus-far conspicuously absent Death Drills to Zabel's list.
Corrected a few miscellaneous typos and sloppy tags.
Removed incorrect (air) tag from Lilith's Merry Turn.
Removed a super for Victor that he has in VS2, but not VS.
Realized I should have had other people check this BEFORE posting it.

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Special Thanks
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- Being as I've converted this from my VS2 FAQ, the thanks for this FAQ
remain essentially the same as those in that guide, with some
additions.
- Great Chaos, who helped me tremendously with building and rounding
out Anakaris' movelist.
- Photon/4neqs, who gave me a few helpful facts about Q-Bee and
Sasquatch.
- Furix, whose critique of Q-Bee, Lilith's, and Bulleta's movelists
helped me clear up some important errors and omissions.
- Nascosto Nerezza, who helped me find the correct names for most of
Jedah's moves, and assisted me in figuring out some stuff for Rikuo.
- Gargamuza, who suggested adding a note about Instant Air Dash, as
well as pointing out some inaccuracies in Lei-Lei's notes.
- Hiryu no Ken, who clued me into some utterly gross omissions and a
few more minor issues with Zabel's movelist.
- Chris McDonald, AKA Kao Megura, for making the most excellent
movelist format ever, and some really sharp FAQs, too. R.I.P., Mr.
McDonald.
- Everyone who's written a Vampire series FAQ themselves. They gave me
a base to work from in other games, and a starting point for the
series.
- The GGPO team and players, who form an enthusiastic community and for
who this FAQ may prove very useful - as well as driving me to go ahead
and make this version.

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

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

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

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

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Basics of VS
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Dashing: Simply hit F, F or B, B quickly to get a dash. The specifics
of the dash will vary from character to character - some also have
dashes while in the air. Air dashes can be used, for those characters
who have them, as soon as they leave the ground by performing UF, F.
This is called Instant Air Dashing or IAD, and is very useful for some
characters.

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

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

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

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

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

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

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

Air Blocking: VS has a system of airblocking, which is quite versatile.
Most moves can be airblocked.

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

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

Dark Force: Dark Forces are a universal power-up mode, activated by
hitting any two of the same strength buttons (LP+LK, MP+MK, FP+FK).
Many characters are also able to cancel their Dark Force as well, by
re-entering P+K. Each character's unique dark force effects are
explained in their personal sections.

Taunts: Press Start. Useless, but fun!

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Characters
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Now here's the real meat of the guide. All characters are arranged
alphabetically by western name, to make them easy to find. For your
convenience, as well, I've added a little search tag. Just press
Control-F in your browser, then punch in the first three letters of a
character name and follow it with two zeroes, e.g., Ana00. That should
bring you right to the character. Q-Bee is listed by the last
three letters (Bee).

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

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

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

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

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

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

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

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

Tell Me Why                     D + KKK

Cool Hunting                    HCF + PP
Beautiful Memory                HCF + KK
Apple for You                   (close) HCB + KK
Bazooka Bombardment             Dark Force

*Bulleta has a double jump. Just hit UB, U, or UF while in the air and
she'll leap that direction.
*For the Stumble & Blade, you can only hold the direction Bulleta is
already traveling. Holding the other direction will stop the dash.
*Both versions of the Smile & Missile will hit a standing or crouching
opponent, but they can also both be blocked standing or crouching.
*No normal version of the Smile & Missile can travel the whole screen.
It must be ESed to travel the full length.
*The longer the button is held for Shyness & Strike, the larger the
basket becomes. It also does more damage. An ESed Shyness & Strike
cannot be held.
*The Sentimental Typhoon is a throw.
*Tell Me Why is a crawling dash of sorts. Bulleta can avoid high
attacks, and can cross over the opponent if she is close enough to
them.
*The Cool Hunting cannot hit a grounded opponent (except for Anakaris)
unless Bulleta is standing fairly close to him or her.
*Apple for You is unblockable.
*The Bazooka Bombardment causes all of Bulleta's punch attacks to
become high Smile & Missiles. It also allows her to freely launch
missiles by jumping and hitting punch, instead of having to charge. She
retains all of her other moves, except for her normal throws. Bulleta's
Dark Force can be canceled by entering P+K again.

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

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

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

*Bishamon has a variation on every standing strike, through holding
forward and hitting any attack button. These variations can chain.
Additionally, one can hold forward and continually tap FP, making
Bishamon swing his sword back and forth over and over again.
*The button used for a Karame Dama affects the speed of the projectile
on the ground, and the angle of it in the air. It also changes the
amount of time Bishamon's opponent will stay stunned, with an LP Karame
Dama holding them for the least amount of time, and an ESed version
holding them the longest.
*ESing a Karame Dama will have no effect on the follow-up attacks. The
Tsuji Hayate and Kienzan must be ESed themselves, and the Tama Yose
cannot be ESed.
*The low version of the Iai Giri can be blocked high, and the high
version can hit some crouching opponents, but is not an overhead. Both
versions destroy projectiles.
*The Kirisute Gomen is a throw.
*The Togakubi Sarashi is a special pounce. Bishamon leaps on his
opponent and cuts them in two with his sword.
*The Oni Kubi Hineri is unblockable.
*The Enma Seki must be blocked low. If Bishamon is hit while the board
is moving across the screen, the board disappears and the super is
over.
*The Kogane Katabira gives Bishamon a super armor effect, allowing him
to weather one hit without going into stun. He also will not take any
white damage in this mode. Bishamon's Dark Force can be canceled by
entering P+K again.

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

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

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

Demon Billion                   D, F, DF + KK
Midnight Bliss                  D, F, DF + PP
Midnight Pleasure               LP, MP, F, MK, MK
Darkside Master                 Dark Force

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

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

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

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

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

Dancing Flash                   HCF + PP
Please Help Me                  HCF + KK
Kitty the Helper                Dark Force

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

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

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

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

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

*Lei-Lei's forward dash is a short teleport. She can teleport past some
attacks, and can cross over the opponent if she is close enough.
*Lei-Lei has an air dash.
*The Ankihou throws random projectiles out in bizarre arcs. LP throws
them low, MP throws them across the middle of the screen, and HP throws
them nearly straight up, and, after a brief period, they will fall back
down.
*The Henkyouki reflects projectiles.
*The Senpubuu will cease to swing if Lei-Lei hits a wall.
*Upon releasing the Senpuubu, Lei-Lei will return to a normal aerial
state. She can do anything during this that she would be able to during
a normal jump.
*The Houtengeki is a throw.
*The weight Lei-Lei drops during the Tenraiha is an overhead.
*The Chuukadan throws a bomb with nine seconds on it, and while it is
on screen, it can be knocked about all over the place. Whoever is in
the blast radius - whether that be Lei-Lei, her opponent, or both
characters at once - will receive damage.
*During the Rimoukon, Lei-Lei receives hyper armor and a big boost to
all of her normal attacks, in terms of both speed and strength, and her
ordinary slow walk changes into a run. She loses all her special moves,
though, as well as the ability to dash forwards or backwards, including
air-dashing. She loses the ability to thrown, but also cannot be
thrown. Her Dark Force can be canceled by entering P+K again.

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

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

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

Baruzo Perudono                 F, UF / F / DF

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

*Jedah's moves are apparently Italian. However, I cannot find a working
translation for Sange Vanjerono, Splecio, or Baruzo Perudono. Email me
if you've got something.
*Jedah's dashes cause him to fly upward while moving, ending upon
reaching the top of the screen or upon release of the joystick. These
dashes also put him into an aerial state.
*Nero Fautica is unblockable, but can be ducked under.
*The Ira Spinta is unblockable. It can also be changed into a diving
buzzsaw for a larger hitbox, but it loses its unblockable capability.
The ES version dives at the same angle as an FK version, and the
buzzsaw hits several times.
*Yes, Jedah did just cut off his own head when you did the Splecio.
*Santo Bassale is a throw.
*Baruzo Perudono can hit on its own, but it is essentially just an
airdash.
*Prova di Servo sends a wave of blood along the ground; when the wave
is close to your opponent, hit K and it will reach up to grab them. The
hand is unblockable.
*The Finale Rosso is unblockable, but the opponent must be on the
ground.
*Santo Aria enables Jedah to freely fly. He retains all of his moves,
including his airdash.

-----------------------------------------------------------------------
Jon Talbain / Gallon [Jon00] [Gal00]
-----------------------------------------------------------------------

Seoi Nage                       (close) B / F + MP or FP
Beast Roll                      (close) B / F + MK or FK
Air Beast Roll                  (close) B / F + MP or FP (air only)

Beast Cannon                    QCF + P [any + P] (air) (ES)
Leaping Beast Cannon (GC)       F, D, DF + P [any + P] (ES)
Million Flicker                 QCB + P [Tap P] (ES)
Climb Razor                     Hold D, U + K (ES)
Wild Circular                   HCB + K (ES)
Beast Hop                       D + KKK

Dragon Cannon                   HCF + KK
Moment Slice                    LP, MP, F, LK, MK
Mirage Body                     Dark Force

*An alternate version of Talbain is selectable by hitting start and all
three punches, but the changes appear to be entirely aesthetic.
*Talbain's dash puts him into an aerial state.
*Depending on the motion used to activate the Beast Cannon, Talbain
will either go straight or fly upwards at an angle. Both versions can
be followed up by pressing any direction and punch again, and if it is
ESed, Talbain can change course five times.
*The Beast Hop is a short dash. Talbain cannot attack during it and it
cannot be canceled. It can cross over opponents if he's close enough to
them.
*The Mirage Body creates a pair of flickering duplicates that follow
Talbain and exactly mimic every move he makes shortly after he does
them. Talbain's Dark Force can be canceled by re-entering P+K.

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

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

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

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

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

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

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Lord Raptor / Zabel Zarock and Le Malta [Lor00] [Zab00]
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Madara Beat                     (close) B / F + MP or FP [Variable]
Deadly Catapault                (close) B / F + MK or FK
Air Catastrophe                 (close) B / F + MP or FP (air only)
Death Drill                     D + K (air only)

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

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

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

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

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

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

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

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

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Q-Bee [Bee00]
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Cn                              (close) B / F + MP or FP
Ca                              (close) B / F + MP or FP (air only)

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

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

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

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Rikuo / Aulbath [Rik00] [Aul00]
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Tongue Whip                     (close) B / F + MP / FP [F / B + P]
Fish Fling                      (close) B / F + MP / FP
Brilliant Dive                  D + FK (air only)

Sonic Wave                      Hold B, F + P (ES)
Poison Cloud                    Hold B, F + K (ES)
Trick Fish (GC)                 F, D, DF + K / backdash, K (ES)
Cataract Cry                    (close) HCB + P (ES)
Gem's Anger                     (close) HCB + K (ES)

Aqua Spread                     F, DF, D + PP or KK [Hold]
Water Jail                      F, D, DF + PP
Sea Rage                        HCF + P
Ocean Rage                      Dark Force
Direct Scissors                 D, D + PP

*Rikuo can use normal attacks while dashing, which come out as
crouching versions. This functions independently of chains.
*The Sonic Wave and Poison Cloud both stun the opponent briefly, with
the Poison Cloud lasting slightly longer.
*The Cataract Cry and Gem's Anger are throws.
*The Water Jail is unblockable.
*Rikuo's Dark Force fills the screen with water and calls in a giant
horseshoe crab, allowing him to ride on its back. While riding, Rikuo
can move around the water-filled portion of the screen, attacking with
crouching normals. His other attacks are inaccessible, though he can
dismount and remount the crab with KKK, functioning normally while he's
dismounted. Rikuo can also cancel the Dark Force by pressing P+K again.
*The Direct Scissors is functionally useless. Joke super, I guess.

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Sasquatch [Sas00]
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Big Slam                        (close) B / F + MP or FP
Aerial Slam                     (close) B / F + MP or FP (air only)

Big Breath                      QCF + P (ES)
Big Blow                        F, D, DF + P (ES) [Hold P]
Big Typhoon                     F, D, DF + K (ES)
Big Towers                      D, D + P (ES)
Big Blanche                     (close) HCB + P (ES)
Big Swing                       (close) 360 + K (ES)

Big Freezer                     HCF + PP
Big Eisbahn                     HCF + KK
Big Sledge                      (close) 720 + KK
Big Resistor                    Dark Force
Banana                          HCF + Start

*Sasquatch's dash puts him in an aerial state.
*The Big Breath, Big Blanch, and Big Freezer all put the opponent in a
brief frozen state, where they cannot perform any actions - they can't
be damaged, either, though.
*The Big Blanche, Big Swing and Big Sledge are all throws.
*During the Big Blow, punch can be held for Sasquatch to wind up, punch
further and hit harder.
*The Big Eisbahn is unblockable, so long as the opponent is on the
patch of ground Sasquatch freezes.
*The Big Resistor has two different effects, depending on the button
combination used to activate it. LP+LK or MP+MK together gives
Sasquatch a super armor effect, found in a number of capcom games -
this allows him to weather the effect of a single hit without being
stunned by it. Using FP+FK causing a group of bob-omb-like penguins to
deploy behind him, who throw themselves at the opponent and explode
whenever Sasquatch punches. Sasquatch's Dark Force can be canceled by
pressing P+K again.
*During the Banana, Sasquatch, unsurprisingly, eats a banana. He
discards the banana peel, which then can be tripped on, either by him
or his opponent.

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

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

Minimum Step                    D + KKK

Thunder Break                   Hold D, U + KK
Gerdenheim 3                    (close) 720 + KK
Great Gerdenheim                Dark Force

*When standing or crouching, Victor's MP, MK, FP or FK can all be held
to electrify them.
*The Mega Stake, Mega Forehead, and Giga Burn all knock
down, as does an ES Gyro Crush.
*The Mega Stake can be used as a pounce.
*Both the normal and ES Gyro Crushes can be shifted forwards or
backwards, by simply moving the joystick.
*The Mega Shock and Mega Spike are throws.
*The Minimum Step does no damage, however, it avoids low attacks and
can leap over opponents at close range.
*The Gerdenheim 3 is a throw.
*The Great Gerdenheim has two different effects, depending on the
button combination used to activate it. LP+LK or MP+MK together turns
all of Victor's standing punch attacks into throws, leaving all other
moves unaffected. FP+FK together cause all of his normals which can
normally be electrified to automatically do so. Both versions can be
deactivated at will by pressing P+K again.

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And that's the end. Happy playing.

© 2007 Drew Barrington
Game and all characters are © Capcom