=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                    Kizuna Encounter - Super Tag Battle
                                   AKA
                          Fu'un Super Tag Battle
               FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                             Version #: 5.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


Sections
--------
      1. Legend
      2. System
         2.1  Basics
         2.2  Losing Your Weapon
         2.3  Chain Combos
      3. Characters
         3.1  Rosa     
         3.2  Gozu     
         3.3  Kage "King Lion" Shishioh  
         3.4  Chung Paifu  
         3.5  Sho Hayate
         3.6  Kim Sue Il
         3.7  Mezu
         3.8  Gordon Bowman 
         3.9  Joker 
         3.10 Max Eagle 
  -----------------------------------------
         3.11 Shin "King Leo" Shishioh
         3.12 Jyazu 
      4. Misc. And Easter Eggs
         4.1  Boss Code
         4.2  Other
      5. Conclusion
         5.1  What's Missing/Needed 
         5.2  Credits
        				
	
===============================================================================
1. Legend
===============================================================================



  ub  u  uf        f - Forward        P - Punch               + - And 
    \ | /          b - Back           K - Kick                / - Or 
  b--   --f        u - Up             WA - Weapon Attack      , - Then 
    / | \          d - Down           T - Tag             
  db  d  df                              
                                      
                                     

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
===============================================================================


**************
* 2.1 Basics *
**************


Throw                  f/b + WA close 
Throw Soften           f/b + WA just as you       timing is actually kind of
                         are being thrown           tight on this
                                                  
Dash Forward           f, f
  Halt                 b
Dash Backward          b, b
  Halt                 f

Recover Forward        f, f after hitting the
                       ground
Recover Back           b, b after hitting the
                         ground
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second

Air Block              ub/u/uf, b
Block High             b
Block Low              db                         will not block overheads

Tag Out                T when in your tag zone    the character on the sideline
                                                    has their lifebar 
                                                    regenerate VERY slowly
Taunt                  WA+T

Universal Overhead     K+WA                       overhead
Universal Low          df + P                     must be blocked low
Guard Cancel           qcf + P immediately 
                         after blocking the
                         opponent's attack

Character Desperation  hcb, f + P when your       your lifebar will flash
                         lifebar is flashing        once your initial lifebar
                         red                        is depleted
Surprise Attack        b, d, db + P in your       dash in must connect (not
                         tag zone when your         blocked) to perform the
                         lifebar is flashing        entire maneuver; your
                         red                        lifebar will flash once
                                                    your initial lifebar is
                                                    depleted



**************************
* 2.2 Losing Your Weapon *
**************************

  It is possible to lose your weapon during the match.  This occurs if you are
struck at almost the exact moment you are performing a move involving your
weapon.  For example, picture Hayate using his Hikon Nagejutsu (qcf + WA) with
Rosa on the other side of the screen.  If Hayate's boomerang strikes Rosa JUST
as she is performing her Bee Needle (b, d, db + WA), her weapon will pop loose
and hit the ground.  So basically, if you're using a weapon based attack, be
on the lookout that you can lose your weapon if struck during the early frame
of it.  Once your weapon pops loose, you will be unarmed.  Your movelist will
drastically change (from missing moves, WA moves changing, and somtimes even
new moves added such as with Rosa).  This guide presents the movelist of both
the armed and unarmed versions of your character.

Pick Your Weapon       d + K/P/WA when ontop of
                         weapon
Auto Pick Up           tag out                    when your character tags out
                                                    they will automically get
                                                    their weapon back
  


********************
* 2.3 Chain Combos *
********************
  
  Looking at each character's movelist, you can see there are a variety of
command moves.  These are basically how heavy attacks are performed in the
game.  f + P/K/WA for heavy standing attacks.  df + P/K/WA for heavy ducking
attacks.  And finally, f + P/K/WA in air for heavy air attacks.  These attacks
play an even bigger role in the game.  You are able to link together these 
maneuvers, along with normal attacks, to create some devasting combos.  Below
is the chart of all the chain possibilites.  This chart covers the general 
chain opportunities for everyone in the game.  There is only one thing that
prevents this chart from being universal, and that is certain characters have
normals or command moves that knock the opponent down.  In doing that, the
character will end possible chain options.  Because of this, each normal or
command attack that knocks the opponent down is detailed as such in the 
movelist details.  Also note, that for these attacks to chain into each other,
the previous attack must touch the opponent.  And finally, it is possible to
link together air chains into ground chains.



Chain Combo Legend
------------------
* = can perform special move immediately after this connects
o = overhead
_ = must be blocked low



##################
# Punch Starters #
##################

P in -----> f + P (*, o)---> WA (*, o)-----> f + WA 
air    |    f + WA        |  f + WA           (*, o, E)
(*, o) |     (*, o, E)    |   (*, o, E)
       |                  |
       |                  |
       |                  -> f + K (*, o)--> WA (*, o) ------> f + WA 
       |                                     f + WA             (*, o E)
       |                                      (*, o, E)
       |         
       |
       ---> f + K (*, o)---> WA (*, o)-----> f + WA (*, o, E)
       |                  |  f + WA 
       |                  |   (*, o, E)
       |                  |
       |                  |
       |                  -> f + P (*, o)--> WA (*, o) ------> f + WA 
       |                                     f + WA             (*, o E)
       |                                      (*, o, E)
       |
       |
       ---> WA (*, o)------> f + WA
       |                      (*, o, E)
       |       
       |
       ---> K (*, o) ------> f + P (*, o)--> WA        ------> f + WA 
                          |               |  f + WA             (*, o E)
                          |               |   (*, o, E)
                          |               |
                          |               |
                          |               -> f + K (*, o)----> WA (*, o) ---+ 
                          |                                    f + WA       | 
                          |                                     (*, o, E)   |
                          |                                                 |
                          |                                                 |
                          |                                       f + WA <--+
                          |                                        (*, o E)
                          |
                          |
                          --> f + K (*, o)-> WA (*, o)-------> f + WA 
                                          |  f + WA             (*, o, E)
                                          |   (*, o, E)
                                          |
                                          |
                                          -> f + P (*, o)----> WA (*, o) ---+ 
                                                               f + WA       |
                                                                (*, o, E)   |
                                                                            |
                                                                            |
                                                                  f + WA <--+
                                                                   (*, o E) 



P (*)-----> f + P (*)------> WA (*) -------> f + WA (*, E)
d + P  |    df + P (*)    |  d + WA (*, _)   df + WA 
 (*)   |    f + WA (*, E) |  f + WA (*, E)    (*, _, E)
       |    df + WA       |  df + WA 
       |     (*, _, E)    |   (*, _, E) 
       |    df + K (_, E) |  df + K (_, E)
       |                  |
       |                  |
       |                  -> f + K (*)-----> WA (*)    ------> f + WA (*, E)
       |                                     d + WA (*, _)     df + WA 
       |                                     f + WA (*, E)      (*, _, E)
       |                                     df + WA 
       |                                      (*, _, E)
       |
       |
       ---> f + K (*)------> WA (*) -------> f + WA (*, E)
       |                  |  d + WA (*, _)   df + WA 
       |                  |  f + WA (*, E)    (*, _, E)
       |                  |  df + WA 
       |                  |   (*, _, E)
       |                  |
       |                  |
       |                  -> f + P (*)-----> WA (*)    ------> f + WA (*, E)
       |                     df + P (*)      d + WA (*, _)     df + WA 
       |                                     f + WA (*, E)      (*, _, E)
       |                                     df + WA 
       |                                      (*, _, E)
       |
       |
       ---> WA (*)   ------> f + WA (*, E)
       |    d + WA (*, _)    df + WA 
       |                      (*, _, E)
       |
       |
       ---> P (*)    ------> f + P (*)-----> WA (*)    ------> f + WA (*, E)
            K (*)         |  df + P (*)   |  d + WA (*, _)     df + WA 
            d + P (*)     |  f + WA (*, E)|  f + WA (*, E)      (*, _, E)
            d + K (*, _)  |  df + WA      |  df + WA 
                          |   (*, _, E)   |   (*, _, E) 
                          |  df + K (_, E)|  df + K (_, E)
                          |               |
                          |               -> f + K (*) ------> WA (*) ------+
                          |                                    d + WA (*, _)|
                          |                                    f + WA (*, E)|
                          |                                    df + WA      |
                          |                                     (*, _, E)   |
                          |                                                 |
                          |                                                 |
                          |                                f + WA (*, E) <--+
                          |                                df + WA 
                          |                                 (*, _, E)
                          |
                          |
                          -> f + K (*)-----> WA (*)    ------> f + WA (*, E)
                          |               |  d + WA (*, _)     df + WA 
                          |               |  f + WA (*, E)      (*, _, E)
                          |               |  df + WA               
                          |               |   (*, _, E) 
                          |               |
                          |               |
                          |               -> f + P (*) ------> WA (*)  -----+
                          |                  df + P (*)        d + WA (*, _)|
                          |                                    f + WA (*, E)|
                          |                                    df + WA      |
                          |                                     (*, _, E)   |
                          |                                                 |
                          |                                                 |
                          |                                f + WA (*, E) <--+
                          |                                df + WA 
                          |                                 (*, _, E)
                          |
                          |
                          -> WA (*)  ------> f + WA (*, E)
                             d + WA (*, _)   df + WA 
                                              (*, _, E)



f + P ----> WA (*) --------> f + WA (*, E)
 (*)   |    d + WA (*, _)    df + WA 
hold   |    f + WA (*, E)     (*, _, E)
 df + P|    df + WA (*, _, E)
 (*)   |     (*, _, E)
       |    df + K (_, E)
       |
       |
       ---> f + K (*)------> WA (*) -------> f + WA (*, E)
                             d + WA (*, _)   df + WA 
                             f + WA (*, E)    (*, _, E)
                             df + WA 
                              (*, _, E)


#################
# Kick Starters #
#################

K in -----> f + P (*, o)---> WA (*, o)-----> f + WA 
air    |    f + WA        |  f + WA           (*, o, E)
(*, o) |     (*, o, E)    |   (*, o, E)
       |                  |
       |                  |
       |                  -> f + K (*, o)--> WA (*, o) ------> f + WA 
       |                                     f + WA             (*, o E)
       |                                      (*, o, E)
       |         
       |
       ---> f + K (*, o)---> WA (*, o)-----> f + WA (*, o, E)
       |                  |  f + WA 
       |                  |   (*, o, E)
       |                  |
       |                  |
       |                  -> f + P (*, o)--> WA (*, o) ------> f + WA 
       |                                     f + WA             (*, o E)
       |                                      (*, o, E)
       |
       |
       ---> WA (*, o)------> f + WA
       |                      (*, o, E)
       |
       |
       ---> P (*, o) ------> f + P (*, o)--> WA        ------> f + WA 
                          |               |  f + WA             (*, o E)
                          |               |   (*, o, E)
                          |               |
                          |               |
                          |               -> f + K (*, o)----> WA (*, o) ---+ 
                          |                                    f + WA       | 
                          |                                     (*, o, E)   |
                          |                                                 |
                          |                                                 |
                          |                                       f + WA <--+
                          |                                        (*, o E)
                          |
                          |
                          --> f + K (*, o)-> WA (*, o)-------> f + WA 
                                          |  f + WA             (*, o, E)
                                          |   (*, o, E)
                                          |
                                          |
                                          -> f + P (*, o)----> WA (*, o) ---+ 
                                                               f + WA       |
                                                                (*, o, E)   |
                                                                            |
                                                                            |
                                                                  f + WA <--+
                                                                   (*, o E) 



K (*)-----> f + P (*)------> WA (*) -------> f + WA (*, E)
d + K  |    df + P (*)    |  d + WA (*, _)   df + WA 
 (*, _)|    f + WA (*, E) |  f + WA (*, E)    (*, _, E)
       |    df + WA       |  df + WA 
       |     (*, _, E)    |   (*, _, E) 
       |    df + K (_, E) |  df + K (_, E)
       |                  |
       |                  |
       |                  -> f + K (*)-----> WA (*)    ------> f + WA (*, E)
       |                                     d + WA (*, _)     df + WA 
       |                                     f + WA (*, E)      (*, _, E)
       |                                     df + WA 
       |                                      (*, _, E)
       |
       |
       ---> f + K (*)------> WA (*) -------> f + WA (*, E)
       |                  |  d + WA (*, _)   df + WA 
       |                  |  f + WA (*, E)    (*, _, E)
       |                  |  df + WA 
       |                  |   (*, _, E)
       |                  |
       |                  |
       |                  -> f + P (*)-----> WA (*)    ------> f + WA (*, E)
       |                     df + P (*)      d + WA (*, _)     df + WA 
       |                                     f + WA (*, E)      (*, _, E)
       |                                     df + WA 
       |                                      (*, _, E)
       |
       |
       ---> WA (*)   ------> f + WA (*, E)
       |    d + WA (*, _)    df + WA 
       |                      (*, _, E)
       |
       |
       ---> P (*)    ------> f + P (*)-----> WA (*)    ------> f + WA (*, E)
            K (*)         |  df + P (*)   |  d + WA (*, _)     df + WA 
            d + P (*)     |  f + WA (*, E)|  f + WA (*, E)      (*, _, E)
            d + K (*, _)  |  df + WA      |  df + WA 
                          |   (*, _, E)   |   (*, _, E) 
                          |  df + K (_, E)|  df + K (_, E)
                          |               |
                          |               -> f + K (*) ------> WA (*) ------+
                          |                                    d + WA (*, _)|
                          |                                    f + WA (*, E)|
                          |                                    df + WA      |
                          |                                     (*, _, E)   |
                          |                                                 |
                          |                                                 |
                          |                                f + WA (*, E) <--+
                          |                                df + WA 
                          |                                 (*, _, E)
                          |
                          |
                          -> f + K (*)-----> WA (*)    ------> f + WA (*, E)
                          |               |  d + WA (*, _)     df + WA 
                          |               |  f + WA (*, E)      (*, _, E)
                          |               |  df + WA               
                          |               |   (*, _, E) 
                          |               |
                          |               |
                          |               -> f + P (*) ------> WA (*)  -----+
                          |                  df + P (*)        d + WA (*, _)|
                          |                                    f + WA (*, E)|
                          |                                    df + WA      |
                          |                                     (*, _, E)   |
                          |                                                 |
                          |                                                 |
                          |                                f + WA (*, E) <--+
                          |                                df + WA 
                          |                                 (*, _, E)
                          |
                          |
                          -> WA (*)  ------> f + WA (*, E)
                             d + WA (*, _)   df + WA 
                                              (*, _, E)



f + K ----> WA (*) --------> f + WA (*, E)
 (*)    |   d + WA (*, _)    df + WA 
        |   f + WA (*, E)     (*, _, E)
        |   df + WA 
        |    (*, _, E)
        |
        |
        --> f + P (*)------> WA (*) -------> f + WA (*, E)
            df + P (*)       d + WA (*, _)   df + WA 
                             f + WA (*, E)    (*, _, E)
                             df + WA 
                              (*, _, E)


###################
# Weapon Starters #
###################

WA in -----> f + WA 
air           (*, o, E)
(*, o)      



WA (*)-----> f + WA (*, E)
d + WA
 (*)




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

*******************************************************************************
* 3.1 Rosa                                                                    *
*******************************************************************************
Colors
------
P - Red top and Steel Blue bottoms
K - Purple top and Blue bottoms



Throw
-----
Layback Toss           f/b + WA close             using f will toss opponent
                                                    behind Rosa, while using
                                                    b will toss opponent in
                                                    front of Rosa

Basic Move
----------
N/A


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Handle Cracker         K+WA                       overhead
Sword Punch            f + P in air               overhead
Step Elbow             f + P far
Palm Rising            f + P close
Shin Kick              df + P                     must be blocked low
Low Palm Rising        hold df and press P
Layback Kick           f + K in air               overhead
Sliding Boot           f + K far
Knee To Jaw Opener     f + K close
Slide                  df + K                     must be blocked low; knocks
                                                    opponent down
Justice Slice          f + WA in air              overhead
Moon Slash             f + WA far
Low Justice Slice      d + WA                     must be blocked low
Slice And Dice         df + WA                    both parts must be blocked
                                                    low


Special Moves
------------- 
Counter Meteooru A.    qcf + P immediately        guard cancel
                         after blocking the
                         opponent's attack
Turn Dive Kick         jump towards one of the    note that this works only in
                         corners of the stage       the corner, NOT the edge of
                         and press b + K            the screen; if opponent is
                                                    grounded from the special,
                                                    it is possible to hit them
                                                    on the ground with d + K / 
                                                    df + K
Meteooru Angrurifu     qcb + K
  Sword Pierce         qcf + K                    Meteooru Angrurifu must
                                                    connect (not blocked) for
                                                    this follow up to be
                                                    possible
  Layback Toss         qcb + K                    Meteooru Angrurifu must
                                                    connect (not blocked) for
                                                    this follow up to be
                                                    possible; try performing
                                                    this motion near the end
                                                    of Rosa's front flip to
                                                    perform it more reliably
Surprise Task          d + WA in air              dive must touch opponent in
                                                    order to perform the entire
                                                    maneuver
  Slash Upper          d + WA                     if opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground
                                                    with d + K / df + K
Crescent Slicer        qcf + WA                   will collide with other
                                                    projectiles as both will be
                                                    returned/destroyed in the
                                                    process
Weltics                f, d, df + WA
  Finish               qcb + WA                   Weltics must touch the 
                                                    opponent for this follow up
                                                    to be possible; if opponent
                                                    is grounded from the 
                                                    special, it is possible to
                                                    hit them on the ground with
                                                    d + K / df + K
Bee Needle             b, d, db + WA
Roses Sanction         hcb + WA                   absorbs projectiles; if 
                                                    opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground
                                                    with d + K / df + K


Desperations
------------
Shorino Akatsuki       hcb, f + P                 dash in must connect (not
                                                    blocked) to perform the
                                                    entire maneuver
Surprise Attack        b, d, db + P in your       dash in must connect (not
                         tag zone                   blocked) to perform the
                                                    entire maneuver


                         ```````````````````````
                                !Unarmed!
                         ```````````````````````


Throw
-----
Layback Toss           f/b + WA close             using f will toss opponent
                                                    behind Rosa, while using
                                                    b will toss opponent in
                                                    front of Rosa

Basic Move
----------
N/A


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Hop Fist               K+WA                       overhead
Fist Smash             f + P in air /WA in air    overhead
Step Elbow             f + P far / WA far
Palm Rising            f + P close / WA close
Shin Kick              df + P                     must be blocked low
Low Palm Rising        hold df and press P / 
                         d + WA
Layback Kick           f + K/WA in air            overhead
Sliding Boot           f + K/WA far
Knee To Jaw Opener     f + K/WA close             WA works close if used in a
                                                    combo
Slide                  df + K/WA                  must be blocked low; knocks
                                                    opponent down


Special Moves
------------- 
Counter Meteooru A.    qcf + P immediately        guard cancel
                         after blocking the
                         opponent's attack
Turn Dive Kick         jump towards one of the    note that this works only in
                         corners of the stage       the corner, NOT the edge of
                         and press b + K            the screen; if opponent is
                                                    grounded from the special,
                                                    it is possible to hit them
                                                    on the ground with d + K /
                                                    df + K
Meteooru Angrurifu     qcb + K
  Layback Toss         qcb + K                    Meteooru Angrurifu must
                                                    connect (not blocked) for
                                                    this follow up to be
                                                    possible; try performing
                                                    this motion near the end
                                                    of Rosa's front flip to
                                                    perform it more reliably
Belt Slash             f, d, df + WA              if opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground
                                                    with d + K / df + K
Belt Sting             b, d, db + WA


Desperation
-----------
Surprise Attack        b, d, db + P in your       dash in must connect (not
                         tag zone                   blocked) to perform the
                                                    entire maneuver





*******************************************************************************
* 3.2 Gozu                                                                    *
*******************************************************************************
Colors
------
P - Red-Orange costume
K - Pale Purple costume



Throw
-----
Flipping Tiger Bomb    f/b + WA close             f and b determine where 
                                                    opponent is thrown


Basic Move
----------
Double Jump            ub/u/uf, ub/u/uf


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Hop Poke               K+WA                       overhead
Air Shoveling          f + P in air               overhead
Palm Blade             f + P far
Prop Headbutt          f + P close
Slide Low Poke         df + P                     must be blocked low
Palm Digging           hold df and press P
Flip Kick              f + K in air               overhead
Blind Kick             f + K far
Ground Flip Kick       f + K close
Slide                  df + K                     must be blocked low; knocks
                                                    opponent down
Poke To X Slice        f + WA in air              both parts are overheads
Step Double Bleeder    f + WA far                 second part knocks opponent
                                                    down
Low Reach Blade        d + WA far                 must be blocked low
Low Blade              d + WA close               must be blocked low
Creaping Cutter        df + WA                    both parts must be blocked 
                                                    low


Special Moves
------------- 
Counter Youen Ken      qcf + P immediately        guard cancel
                         after blocking the
                         opponent's attack
Youen Ken              tap P rapidly    
  Low Palm Digging     qcf + P                    Youen Ken must touch the
                                                    opponent for this follow up
                                                    to be possible; must be 
                                                    blocked low
Gokuenkai              hcf + P                    the bombs or the explosions
                                                    they cause when they hit
                                                    the ground can strike the
                                                    opponent; the explosions
                                                    absorb projectiles; if 
                                                    opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground
                                                    with another Gokuenkai
                                                    (though the timing is VERY
                                                    strict)
Straight Gouen Dan     f, d, df + P               will be destroyed by other
                                                    projectiles
Diagonal Gouen Dan     f, d, df + K               will be destroyed by other
                                                    projectiles
Upward Gouen Dan       f, d, df + WA              will be destroyed by other
                                                    projectiles
Mudoh Goenha           Charge d for 1 seconds,    absorbs projectiles
                         u + P
Mudoh Tenrinsou        jump towards one of the    note that this works only in
                         corners of the stage       the corner, NOT the edge of
                         and press b + WA           the screen
Mikka Tsuki            qcf + WA                   will collide with other
                                                    projectiles as both will be
                                                    returned/destroyed in the
                                                    process
Air Mikka Tsuki        qcf + WA in air            will collide with other
                                                    projectiles as both will be
                                                    returned/destroyed in the
                                                    process
Gohten                 qcb + WA                   
Metsu Sassou           Charge d for 1 second,     will teleport and drop from
                         u + WA                     above opponent's location 
                                                    when move is executed;
                                                    overhead


Desperations
------------
Jaga Rangeki Shoh      hcb, f + P
Surprise Attack        b, d, db + P in your       dash in must connect (not
                         tag zone                   blocked) to perform the
                                                    entire maneuver


                         ```````````````````````
                                !Unarmed!
                         ```````````````````````


Throw
-----
Flipping Tiger Bomb    f/b + WA close             f and b determine where 
                                                    opponent is thrown


Basic Move
----------
Double Jump            ub/u/uf, ub/u/uf


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Hop Poke               K+WA                       overhead
Air Shoveling          f + P in air / WA in air   overhead
Palm Blade             f + P far / WA far
Prop Headbutt          f + P close / WA close
Slide Low Poke         df + P                     must be blocked low
Palm Digging           hold df and press P /
                         d + WA
Flip Kick              f + K/WA in air            overhead
Blind Kick             f + K/WA far
Ground Flip Kick       f + K/WA close             WA works close if used in a
                                                    combo
Slide                  df + K/WA                  must be blocked low; knocks
                                                    opponent down


Special Moves
------------- 
Counter Youen Ken      qcf + P immediately        guard cancel
                         after blocking the
                         opponent's attack
Youen Ken              tap P rapidly    
  Low Palm Digging     qcf + P                    Youen Ken must touch the
                                                    opponent for this follow up
                                                    to be possible; must be 
                                                    blocked low
Mudoh Goenha           Charge d for 1 seconds,    absorbs projectiles
                         u + P


Desperations
------------
Jaga Rangeki Shoh      hcb, f + P
Surprise Attack        b, d, db + P in your       dash in must connect (not
                         tag zone                   blocked) to perform the
                                                    entire maneuver





*******************************************************************************
* 3.3 Kage "King Lion" Shishioh                                               *
*******************************************************************************
Colors
------
P - Purple costume
K - Orange costume 



Throw
-----
Hanging Upper          f/b + WA close             f and b determine where 
                                                    opponent is thrown


Basic Move
----------
N/A


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Handle Buster          K+WA                       overhead
Body Splash            f + P in air               overhead
Gut Punch              f + P far
Uppercut Knockdown     f + P close                knocks opponent down
Shin Kick              df + P                     must be blocked low
Down Punch             hold df and press P
Jump Kick              f + K in air               overhead
Side Blow              f + K far
High Axe Kick          f + K close
Power Sweep            df + K                     must be blocked low; knocks
                                                    opponent down
Kick To Pierce         f + WA in air              both parts are overheads
Punch Slash            f + WA far
Low Sword Slash        d + WA far                 must be blocked low
Low Handle             d + WA close               must be blocked low
Moving Low Sword Slash df + WA                    both parts must be blocked 
                                                    low


Special Moves
------------- 
Counter Minimum Upper  qcf + P immediately        guard cancel; if opponent is
                         after blocking the         grounded from special, it
                         opponent's attack          is possible to hit them on
                                                    the ground with d + K / 
                                                    df + K / qcf + WA (Earth
                                                    Chopper)
Minimum Upper          f, d, df + P               if opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground
                                                    with d + K / df + K /
                                                    qcf + WA (Earth Chopper)
Nightmare Knocker      hcf + P                    high counter attack; 
                                                    opponent's attack must
                                                    touch King Lion's glove
                                                    for the counter attack to
                                                    work; if opponent is 
                                                    counter attacked, it is 
                                                    possible to hit them on the
                                                    ground with d + K / 
                                                    df + K / qcf + WA (Earth
                                                    Chopper)
  Ground Chopper       d + P                      counter attack must occur for
                                                    this follow up to be 
                                                    possible
Beast Blow             qcb + P                    dash in must connect (not
                                                    blocked) in order to 
                                                    perform the entire maneuver
Earth Chopper          qcf + WA                   absorbs projectiles
Silent Storm           hcb + WA                   absorbs projectiles
God Breath             d, u + WA                  absorbs projectiles


Desperations
------------
King Straight          hcb, f + P 
Surprise Attack        b, d, db + P in your       dash in must connect (not
                         tag zone                   blocked) to perform the
                                                    entire maneuver             


                         ```````````````````````
                                !Unarmed!
                         ```````````````````````


Throw
-----
Hanging Upper          f/b + WA close             f and b determine where 
                                                    opponent is thrown


Basic Move
----------
N/A


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Knee Crush             K+WA                       overhead
Body Splash            f + P in air / WA in air   overhead
Gut Punch              f + P far / WA far
Uppercut Knockdown     f + P close / WA close     knocks opponent down
Shin Kick              df + P                     must be blocked low
Down Punch             hold df and press P /
                         d + WA
Jump Kick              f + K/WA in air            overhead
Side Blow              f + K/WA far
High Axe Kick          f + K/WA close             WA works close if used in a
                                                    combo
Power Sweep            df + K/WA                  must be blocked low; knocks
                                                    opponent down


Special Moves
------------- 
Counter Minimum Upper  qcf + P immediately        guard cancel; if opponent is
                         after blocking the         grounded from special, it
                         opponent's attack          is possible to hit them on
                                                    the ground with d + K / 
                                                    df + K 
Minimum Upper          f, d, df + P               if opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground
                                                    with d + K / df + K 
Nightmare Knocker      hcf + P                    high counter attack; 
                                                    opponent's attack must
                                                    touch King Lion's glove
                                                    for the counter attack to
                                                    work; if opponent is 
                                                    counter attacked, it is 
                                                    possible to hit them on the
                                                    ground with d + K / 
                                                    df + K 
Beast Blow             qcb + P                    dash in must connect (not
                                                    blocked) in order to 
                                                    perform the entire maneuver


Desperation
-----------
Surprise Attack        b, d, db + P in your       dash in must connect (not
                         tag zone                   blocked) to perform the
                                                    entire maneuver  





*******************************************************************************
* 3.4 Chung Paifu                                                             *
*******************************************************************************
Colors
------
P - Yellow shirt w/ Blue trim
K - Red shirt w/ Black trim



Throw
-----
Cane Toss              f/b + WA close             using f will toss opponent
                                                    behind Chung, while using
                                                    b will toss opponent in
                                                    front of Chung


Basic Move
----------
N/A


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Jump Palm              K+WA                       overhead
Diagonal Palm          f + P in air               overhead
Dragon Push            f + P 
Cane Scoop             df + P                     must be blocked low
Reaching Palm          hold df and press P
Split Kick             f + K in air               overhead; good for crossups
Balance Kick           f + K far
Balance Breaker        f + K close
Thrust Kick            df + K                     must be blocked low; knocks
                                                    opponent down
Split To Handle Stab   f + WA in air              both parts are overheads
Charging Cane          f + WA far
Low Cane               d + WA                     must be blocked low
Thrust To Low Cane     df + WA                    both parts must be blocked 
                                                    low; second part grounds
                                                    opponent


Special Moves
------------- 
Counter Kiden Dama     qcf + P immediately        guard cancel
                         after blocking the         
                         opponent's attack          
Senshushou Uchi        f, d, df + P
Kiden Dama             qcb + P
  Heaven Kick          f + P                      Kiden Dama must touch the
                                                    opponent for this follow up
                                                    to be possible; if opponent
                                                    is grounded from the 
                                                    special, it is possible to 
                                                    hit them on the ground with
                                                    d + K / df + K / df + WA
Chin Kaen              qcf + WA                   will collide with other
                                                    projectiles as both will be
                                                    returned/destroyed in the
                                                    process
Hakukoh Dan            f, d, df + WA              if opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground
                                                    with d + K / df + K / 
                                                    df + WA
Shien Ryu              hcb + WA                   absorbs projectiles; if 
                                                    opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground
                                                    with d + K / df + K / 
                                                    df + WA
^Raged Chung           once your first lifebar    Chung will lose his hat, thus
                         depletes completely        getting angry and charging
                         and you move onto the      into a "red" version of
                         red flashing one, this     himself (during the charge,
                         will occur                 he is invulnerable) 

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
^ Raged Chung (Added Special Moves) ^
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Double Jump            ub/u/uf, ub/u/uf
Senpuu Enbu            d + WA in air              if opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground
                                                    with d + K / df + K / 
                                                    df + WA
Chocho Henka           f, b, f + WA               absorbs projectiles; if this
                                                    move connects (not blocked)
                                                    the opponent will be 
                                                    transformed into a chicken;
                                                    as a chicken, the opponent
                                                    can move back and forth, 
                                                    jump, and use two attacks
                                                    while on the ground (K=hop
                                                    clawing, P=wing slap); the
                                                    opponent will morph back
                                                    once they are hit or after
                                                    8 seconds
                                                    

Desperations
------------
Hermit Blast           hcb, f + P                 flames can absorb 
                                                    projectiles; careful, many
                                                    projectiles can sneak
                                                    underneath this desperation
Surprise Attack        b, d, db + P in your       dash in must connect (not
                         tag zone                   blocked) to perform the
                                                    entire maneuver  


                         ```````````````````````
                                !Unarmed!
                         ```````````````````````


Throw
-----
N/A


Basic Move
----------
N/A


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Jump Palm              K+WA                       overhead
Diagonal Palm          f + P in air / WA in air   overhead
Dragon Push            f + P / WA
Reaching Palm          hold df and press P /
                         d + WA
Split Kick             f + K/WA in air            overhead; good for crossups
Slide Kick             f + K/WA far
Hop Jaw Opener         f + K/WA close
Thrust Kick            df + K/WA                  must be blocked low; knocks
                                                    opponent down


Special Moves
------------- 
Counter Kiden Dama     qcf + P immediately        guard cancel
                         after blocking the         
                         opponent's attack   
Senshushou Uchi        f, d, df + P
Kiden Dama             qcb + P
^Raged Chung           once your first lifebar    Chung will lose his hat, thus
                         depletes completely        getting angry and charging
                         and you move onto the      into a "red" version of
                         red flashing one, this     himself (during the charge,
                         will occur                 he is invulnerable); note,
                                                    however, that being raged
                                                    while having no weapon
                                                    means you can't perform
                                                    the added moves he gets
                                                    (except the Double Jump),
                                                    nor his main desperation...
                                                    so pick up his weapon 

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
^ Raged Chung (Added Special Moves) ^
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

Double Jump            ub/u/uf, ub/u/uf

                                       
Desperation
-----------
Surprise Attack        b, d, db + P in your       dash in must connect (not
                         tag zone                   blocked) to perform the
                                                    entire maneuver  





*******************************************************************************
* 3.5 Sho Hayate                                                              *
*******************************************************************************
Colors
------
P - Red top and bandanna
K - Blue top and bandanna



Throw
-----
Palm Driver            f/b + WA close             f and b determine where 
                                                    opponent is thrown


Basic Move
----------
N/A


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Skyward Knee           K+WA                       overhead
Diagonal Punch         f + P in air               overhead
Gut Punch              f + P far
Forearm Shot           f + P close
Shin Kick              df + P                     must be blocked low
Rising Slice           hold df and press P
High Snap Kick         f + K in air               overhead
Roundhouse             f + K far
Driving Knee           f + K close
Sweep Spiral           df + K                     must be blocked low; knocks
                                                    opponent down
Punch To Boomerang C.  f + WA in air              both parts are overheads
Charge And Chop        f + WA far                 second part grounds opponent
Low Boomerang          d + WA far                 must be blocked low
Low Rising Boomerang   d + WA close               must be blocked low
Slide Low To Boomerang df + WA                    both parts must be blocked 
                                                    low


Special Moves
------------- 
Counter Hitenshooh K.  qcf + P immediately        guard cancel
                         after blocking the         
                         opponent's attack   
Reppuu Satsu           d + P in air               dive punch must touch the
                                                    the opponent to perform the
                                                    entire maneuver
  Spiral Slash         d + P                      if opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground
                                                    with d + K / df + K
Kyoretsu Zan           hcf + P                    the second part of the move
                                                    will come out after a
                                                    considerable dash forward,
                                                    or come out directly if the
                                                    dash touches the opponent
  Spiral Slash         hcf + P                    the Kyoretsu Zan must touch
                                                    the opponent for this
                                                    follow up to be possible; 
                                                    if opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground
                                                    with d + K / df + K
Hitenshooh Kyaku       f, d, df + K
  Straight Rush        f + K                      Hitenshooh Kyaku must touch
                                                    the opponent for this
                                                    follow up to be possible;
                                                    perform this motion during
                                                    the first part of the 
                                                    Hitenshooh (where Hayate
                                                    spins around on one foot); 
                                                    if opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground
                                                    with d + K / df + K
  Rising Rush          df + K                     Hitenshooh Kyaku must touch
                                                    the opponent for this
                                                    follow up to be possible;
                                                    perform this motion during
                                                    the first part of the 
                                                    Hitenshooh (where Hayate
                                                    spins around on one foot);
                                                    the first part of this
                                                    follow up must be blocked
                                                    low; if opponent is 
                                                    grounded from the special,
                                                    it is possible to hit them
                                                    on the ground with d + K /
                                                    df + K
Straight Genei Hikon   Charge d for 1 second,     it looks as though Hayate
                         u + P                      throws three boomerangs,
                                                    but only the straight
                                                    flying one will strike the
                                                    opponent; absorbs 
                                                    projectiles; if opponent is
                                                    grounded from the special,
                                                    it is possible to hit them
                                                    on the ground with d + K /
                                                    df + K
Diagonal Genei Hikon   Charge d for 1 second,     it looks as though Hayate
                         u + K                      throws three boomerangs,
                                                    but only the diagonal
                                                    flying one will strike the
                                                    opponent; absorbs 
                                                    projectiles; if opponent is
                                                    grounded from the special,
                                                    it is possible to hit them
                                                    on the ground with d + K /
                                                    df + K
Upward Genei Hikon     Charge d for 1 second,     it looks as though Hayate
                         u + WA                     throws three boomerangs,
                                                    but only the upward
                                                    flying one will strike the
                                                    opponent; absorbs 
                                                    projectiles; if opponent is
                                                    grounded from the special,
                                                    it is possible to hit them
                                                    on the ground with d + K /
                                                    df + K
Hikon Nagejutsu        qcf + WA                   will collide with other
                                                    projectiles as both will be
                                                    returned/destroyed in the
                                                    process
Air Hikon Nagejutsu    qcf + WA in air            will collide with other
                                                    projectiles as both will be
                                                    returned/destroyed in the
                                                    process
Nendou Hikon           hcb + WA                   absorbs projectiles; if 
                                                    opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground 
                                                    with d + K / df + K


Desperations
------------
Hioh Musou Ranbu       hcb, f + P                 dash in must connect (not
                                                    blocked) to perform the
                                                    entire super; if opponent 
                                                    is grounded from the 
                                                    desperation, it is possible
                                                    to hit them on the ground 
                                                    with d + K / df + K
Surprise Attack        b, d, db + P in your       dash in must connect (not
                         tag zone                   blocked) to perform the
                                                    entire maneuver


                         ```````````````````````
                                !Unarmed!
                         ```````````````````````


Throw
-----
Palm Driver            f/b + WA close             f and b determine where 
                                                    opponent is thrown


Basic Move
----------
N/A


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Skyward Knee           K+WA                       overhead
Diagonal Punch         f + P in air / WA in air   overhead
Gut Punch              f + P far / WA far
Forearm Shot           f + P close / WA close
Shin Kick              df + P                     must be blocked low
Rising Slice           hold df and press P /
                         d + WA
High Snap Kick         f + K/WA in air            overhead
Roundhouse             f + K/WA far 
Driving Knee           f + K/WA close             WA works close if used in a
                                                    combo
Sweep Spiral           df + K/WA                  must be blocked low; knocks
                                                    opponent down


Special Moves
------------- 
Counter Hitenshooh K.  qcf + P immediately        guard cancel
                         after blocking the         
                         opponent's attack  
Reppuu Satsu           d + P in air               dive punch must touch the
                                                    the opponent to perform the
                                                    entire maneuver
Hitenshooh Kyaku       f, d, df + K
  Straight Rush        f + K                      Hitenshooh Kyaku must touch
                                                    the opponent for this
                                                    follow up to be possible;
                                                    perform this motion during
                                                    the first part of the 
                                                    Hitenshooh (where Hayate
                                                    spins around on one foot); 
                                                    if opponent is grounded 
                                                    from the special, it is 
                                                    possible to hit them on the
                                                    ground with d + K / df + K
  Rising Rush          df + K                     Hitenshooh Kyaku must touch
                                                    the opponent for this
                                                    follow up to be possible;
                                                    perform this motion during
                                                    the first part of the 
                                                    Hitenshooh (where Hayate
                                                    spins around on one foot);
                                                    the first part of this
                                                    follow up must be blocked
                                                    low; if opponent is 
                                                    grounded from the special,
                                                    it is possible to hit them
                                                    on the ground with d + K /
                                                    df + K


Desperation
-----------
Surprise Attack        b, d, db + P in your       dash in must connect (not
                         tag zone                   blocked) to perform the
                                                    entire maneuver





*******************************************************************************
* 3.6 Kim Sue Il                                                              *
*******************************************************************************
Colors
------
P - Blue jacket w/ Brown staff
K - Red jacket w/ Blue staff



Throw
-----
Turn Dump              f/b + WA close             using f will toss opponent
                                                    behind Kim, while using
                                                    b will toss opponent in
                                                    front of Kim

Basic Move
----------
N/A


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Heavy Axe              K+WA                       both hits are overheads
Reverse Kick           f + P/K in air             overhead
Quick Roundhouse       f + P 
Staff Prick            df + P                     must be blocked low
Kick And Sting         hold df and press P        second part must be blocked
                                                    low
Deadly Double          f + K far
Suicide Drop           f + K close
Push Kick              df + K                     must be blocked low; knocks
                                                    opponent down
Extend Staff           f + WA in air              overhead
Long Back Swipe        f + WA far
Staff Straight         f + WA close               will come out if used in a
                                                    combo; knocks opponent
                                                    down
Weak Sting             d + WA                     must be blocked low
Low Joust              df + WA                    must be blocked low


Special Moves
------------- 
Counter Dangetsu Zan   qcf + P immediately        guard cancel; if opponent is
                         after blocking the         grounded from special, it
                         opponent's attack          is possible to hit them on
                                                    the ground with qcb + K
                                                    (Dangetsu Zan) / Charge d
                                                    for 1 second, u + WA (Hisen
                                                    Zan)
Hishuu Kyaku           d + K in air               dive kick must touch opponent
                                                    to perform the entire
                                                    maneuver
  Flatten              d + K                      if opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground 
                                                    with qcb + K (Dangetsu 
                                                    Zan) / Charge d for 1 
                                                    second, u + WA (Hisen Zan)
Dangetsu Zan           qcb + K                    if opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground 
                                                    with another Dangetsu Zan /
                                                    Charge d for 1 second, 
                                                    u + WA (Hisen Zan)
Sanren Geki            qcf + WA
  Double Destruction   qcf + WA
    Finish             qcf + WA 
Hisen Zan              Charge d for 1 second,
                         u + WA
  Dive Finish          d + WA                     Hisen Zan must touch the
                                                    opponent for this follow
                                                    up to be possible; if 
                                                    opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground 
                                                    with qcb + K (Dangetsu 
                                                    Zan) / Charge d for 1 
                                                    second, u + WA (Hisen Zan)


Desperations
------------
Houou Kyaku            hcb, f + P                 rolling kick must connect
                                                    (not blocked) to perform
                                                    the entire maneuver; 
                                                    if opponent is grounded
                                                    from the desperation, it is
                                                    possible to hit them on the
                                                    ground with qcb + K 
                                                    (Dangetsu Zan) / Charge d
                                                    for 1 second, u + WA (Hisen
                                                    Zan)
Surprise Attack        b, d, db + P in your       dash in must connect (not
                         tag zone                   blocked) to perform the
                                                    entire maneuver


                         ```````````````````````
                                !Unarmed!
                         ```````````````````````


Throw
-----
N/A

Basic Move
----------
N/A


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Heavy Axe              K+WA                       both hits are overheads
Reverse Kick           f + P/K/WA in air / WA     overhead
                         in air
Quick Roundhouse       f + P / WA 
Low Kick               hold df and press P /
                         d + WA       
Deadly Double          f + K/WA far
Suicide Drop           f + K/WA close
Push Kick              df + K/WA                  must be blocked low; knocks
                                                    opponent down


Special Moves
------------- 
Counter Dangetsu Zan   qcf + P immediately        guard cancel; if opponent is
                         after blocking the         grounded from special, it
                         opponent's attack          is possible to hit them on
                                                    the ground with qcb + K
                                                    (Dangetsu Zan)
Hishuu Kyaku           d + K in air               dive kick must touch opponent
                                                    to perform the entire
                                                    maneuver
  Flatten              d + K                      if opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground 
                                                    with qcb + K (Dangetsu 
                                                    Zan)
Dangetsu Zan           qcb + K                    if opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground 
                                                    with another Dangetsu Zan
Sanren Geki            qcf + WA


Desperation
-----------
Surprise Attack        b, d, db + P in your       dash in must connect (not
                         tag zone                   blocked) to perform the
                                                    entire maneuver





*******************************************************************************
* 3.7 Mezu                                                                    *
*******************************************************************************
Colors
------
P - Blue costume
K - Green costume



Throw
-----
Flipping Tiger Bomb    f/b + WA close             f and b determine where 
                                                    opponent is thrown


Basic Move
----------
Double Jump            ub/u/uf, ub/u/uf


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Hop Kick               K+WA                       overhead
Hand Blade             f + P in air               overhead
Fast Backfist          f + P far
Prop Headbutt          f + P close
Fake Youen             df + P                     must be blocked low
Palm Digging           hold df and press P
Flip Kick              f + K in air               overhead
Stationary Dropkick    f + K far                  quick low dodge
Ground Flip Kick       f + K close
Slide                  df + K                     must be blocked low; knocks
                                                    opponent down
Kamaitachi             db + K                     knocks opponent down
Flip To X Slice        f + WA in air              both parts are overheads
Charge To Bleeder      f + WA far                 second part knocks opponent
                                                    down
Low Reach Blade        d + WA far                 must be blocked low
Low Blade              d + WA close               must be blocked low
Creaping Cutter        df + WA                    both parts must be blocked 
                                                    low


Special Moves
------------- 
Counter Youen Kyaku    qcf + P immediately        guard cancel
                         after blocking the         
                         opponent's attack          
Youen Kyaku            tap K rapidly  
  Flip Kick            qcf + K                    Youen Kyaku must touch the
                                                    opponent for this follow up
                                                    to be possible; if opponent
                                                    is grounded from the 
                                                    special, it is possible to
                                                    hit them on the ground with
                                                    hcf + K (Iced Ryuuhyou Dan)
Iced Ryuuhyou Dan      hcf + K                    Mezu shoots an ice bullet on
                                                    the ground that creates a
                                                    wave of ice pillars to 
                                                    rise; a max of 4 pillars
                                                    will rise; the move itself
                                                    will end once anything
                                                    touches the opponent (the
                                                    bullet or an ice pillar);
                                                    the ice pillars absorb
                                                    projectiles; if opponent
                                                    is grounded from the 
                                                    special, it is possible to
                                                    hit them on the ground with
                                                    another Iced Ryuuhyou Dan
Higoromo               hcb + K                    absorbs projectiles; if 
                                                    opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground 
                                                    with hcf + K (Iced Ryuuhyou
                                                    Dan)
Mudoh Suiryuuha P      f, d, df + K               puddle must connect (not
                                                    blocked) in order to
                                                    perform the entire 
                                                    maneuver; only Rosa's
                                                    Crescent Slicer rides low
                                                    enough to collide with
                                                    this, however, the Mudoh
                                                    Suiryuuha P will absorb it
Mudoh Tenrinsou        jump towards one of the    note that this works only in
                         corners of the stage       the corner, NOT the edge of
                         and press b + WA           the screen
Mikka Tsuki            qcf + WA                   will collide with other
                                                    projectiles as both will be
                                                    returned/destroyed in the
                                                    process
Gohten                 qcb + WA


Desperations
------------
Jaga Rangeki Kyaku     hcb, f + P                 if opponent is grounded from
                                                    the desperation, it is
                                                    possible to hit them on the
                                                    ground with hcf + K (Iced
                                                    Ryuuhyou Dan)
Surprise Attack        b, d, db + P in your       dash in must connect (not
                         tag zone                   blocked) to perform the
                                                    entire maneuver


                         ```````````````````````
                                !Unarmed!
                         ```````````````````````


Throw
-----
Flipping Tiger Bomb    f/b + WA close             f and b determine where 
                                                    opponent is thrown


Basic Move
----------
Double Jump            ub/u/uf, ub/u/uf


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Hop Kick               K+WA                       overhead
Hand Blade             f + P in air / WA in air   overhead
Fast Backfist          f + P far / WA far
Prop Headbutt          f + P close / WA close
Fake Youen             df + P                     must be blocked low
Palm Digging           hold df and press P /
                         d + WA
Flip Kick              f + K/WA in air            overhead
Stationary Dropkick    f + K/WA far               quick low dodge
Ground Flip Kick       f + K/WA close             WA works close if used in a
                                                    combo
Slide                  df + K/WA                  must be blocked low; knocks
                                                    opponent down
Kamaitachi             db + K                     knocks opponent down


Special Moves
------------- 
Counter Youen Kyaku    qcf + P immediately        guard cancel
                         after blocking the         
                         opponent's attack       
Youen Kyaku            tap K rapidly  
  Flip Kick            qcf + K                    Youen Kyaku must touch the
                                                    opponent for this follow up
                                                    to be possible
Mudoh Suiryuuha P      f, d, df + K               puddle must connect (not
                                                    blocked) in order to
                                                    perform the entire 
                                                    maneuver; only Rosa's
                                                    Crescent Slicer rides low
                                                    enough to collide with
                                                    this, however, the Mudoh
                                                    Suiryuuha P will absorb it


Desperations
------------
Jaga Rangeki Kyaku     hcb, f + P                 
Surprise Attack        b, d, db + P in your       dash in must connect (not
                         tag zone                   blocked) to perform the
                                                    entire maneuver
           




*******************************************************************************
* 3.8 Gordon Bowman                                                           *
*******************************************************************************
Colors
------
P - Green costume w/ Purple billy club
K - Blue costume w/ Orange-Red billy club



Throws
------
Backbreaker            f/b + WA close             f and b determine where 
                                                    opponent is thrown
  Toss Away            hcf + WA
Hard Pressure          d + WA close in air        opponent ends up behind 
                                                    Gordon


Basic Move
----------
Diagonal Spark         WA in air                  overhead; knocks opponent 
                                                    down; if opponent
                                                    is grounded from basic
                                                    move, it is possible to hit
                                                    them on the ground with f, 
                                                    d, df + P (Friction 
                                                    Heater) / d + K in air (Hip
                                                    Bomber)


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Slight Tumble          K+WA                       overhead
Air Slap               f + P in air               overhead
Down Punch             f + P far
Down Forearm           f + P close
Short Standing Slide   df + P                     must be blocked low
Ducking Slap           hold df and press P
Double Knee Press      f + K in air               overhead
Big Boot               f + K far
Hip Bump               f + K close
Full Tumble            df + K                     must be blocked low; knocks
                                                    opponent down; if opponent
                                                    is grounded from command
                                                    move, it is possible to hit
                                                    them on the ground with f, 
                                                    d, df + P (Friction 
                                                    Heater) / d + K in air (Hip
                                                    Bomber)
Slap To Spark          f + WA in air              overhead; second part knocks
                                                    opponent down; if opponent
                                                    is grounded from command
                                                    move, it is possible to hit
                                                    them on the ground with f, 
                                                    d, df + P (Friction 
                                                    Heater) / d + K in air (Hip
                                                    Bomber)
Down Up                f + WA far
Low Club Spin          d + WA                     must be blocked low
Moving Club Spin       df + WA                    must be blocked low


Special Moves
------------- 
Counter Friction H.    qcf + P immediately        guard cancel
                         after blocking the         
                         opponent's attack       
Moon-Shot Upper        qcf + P                    dash in must connect (not
                                                    blocked) to perform the
                                                    entire maneuver; if Gordon
                                                    is blocked or the dash
                                                    ends without hitting 
                                                    anything, he will perform a
                                                    slight backdash
  Cancel Backdash      P/K/WA
  Crater               qcf + P                    perform follow up just before
                                                    he uppercuts the opponent
                                                    from the Moon-Shot Upper
Friction Heater        f, d, df + P               Gordon rubs his stomach after
                                                    the maneuver, so if you
                                                    miss, you are completely 
                                                    vulnerable
Hip Bomber             d + K in air               overhead
Cyclone Tonfa          qcf + WA
Spark Bolt             Charge d for 1 second,     absorbs projectiles; if 
                         u + WA                     opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground
                                                    with f, d, df + P (Friction
                                                    Heater) / d + K in air (Hip
                                                    Bomber)


Desperations
------------
Mad Police             hcb, f + P close           unblockable
Surprise Attack        b, d, db + P in your       dash in must connect (not
                         tag zone                   blocked) to perform the
                                                    entire maneuver


                         ```````````````````````
                                !Unarmed!
                         ```````````````````````


Throws
------
Backbreaker            f/b + WA close             f and b determine where 
                                                    opponent is thrown
Hard Pressure          d + WA close in air        opponent ends up behind 
                                                    Gordon


Basic Move
----------
N/A


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Slight Tumble          K+WA                       overhead
Air Slap               f + P in air / WA in air   overhead
Down Punch             f + P far / WA far
Down Forearm           f + P close / WA close
Short Standing Slide   df + P                     must be blocked low
Ducking Slap           hold df and press P /
                         d + WA
Double Knee Press      f + K/WA in air            overhead
Big Boot               f + K/WA far
Hip Bump               f + K/WA close             WA works close if used in a
                                                    combo
Full Tumble            df + K/WA                  must be blocked low; knocks
                                                    opponent down; if opponent
                                                    is grounded from command
                                                    move, it is possible to hit
                                                    them on the ground with f, 
                                                    d, df + P (Friction 
                                                    Heater) / d + K in air (Hip
                                                    Bomber)


Special Moves
------------- 
Counter Friction H.    qcf + P immediately        guard cancel
                         after blocking the         
                         opponent's attack     
Moon-Shot Upper        qcf + P                    dash in must connect (not
                                                    blocked) to perform the
                                                    entire maneuver; if Gordon
                                                    is blocked or the dash
                                                    ends without hitting 
                                                    anything, he will perform a
                                                    slight backdash
  Crater               qcf + P                    perform follow up just before
                                                    he uppercuts the opponent
                                                    from the Moon-Shot Upper
Friction Heater        f, d, df + P               Gordon rubs his stomach after
                                                    the maneuver, so if you
                                                    miss, you are completely 
                                                    vulnerable
Hip Bomber             d + K in air               overhead


Desperation
-----------
Surprise Attack        b, d, db + P in your       dash in must connect (not
                         tag zone                   blocked) to perform the
                                                    entire maneuver





*******************************************************************************
* 3.9 Joker                                                                   *
*******************************************************************************
Colors
------
P - Red vest w/ Purple-Blue trim
K - Blue vest w/ Purple trim



Throw
-----
Roller Rage            f/b + WA close             f and b determine where 
                                                    opponent is thrown
  Roller Scrape        hcf + WA


Basic Move
----------
N/A


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Butt Hop               K+WA                       overhead
Large Palm Crush       f + P in air               overhead
Large Glove Slap       f + P far
Skyscraper Uppercut    f + P close
Skate Blade            df + P                     must be blocked low
Low Large Glove Slap   hold df and press P
Skate Dropkick         f + K in air               overhead
Roundhouse             f + K far
Hop Knee               f + K close
Split                  df + K                     must be blocked low; knocks
                                                    opponent down
Scare Claw             db + K                     knocks opponent down
Crush To Hammer        f + WA in air              both parts are overheads
Slap To Hammer         f + WA far
Low Hammer             d + WA far                 must be blocked low
Low Hammer Tap         d + WA close               must be blocked low
Split To Hammer        df + WA                    both parts must be blocked
                                                    low


Special Moves
------------- 
Counter Roller Dash    qcf + P immediately        guard cancel
                         after blocking the         
                         opponent's attack     
Blood Parasol          d + P in air
Roller Dash            hcf + P
  Rising Parasol       hcf + P                    Roller Dash must touch 
                                                    opponent for this follow
                                                    up to be possible
Transporter            qcb + P/WA                 P=teleports close to 
                                                    opponent; WA=stationary
                                                    teleport
Transporter Dive       qcb + K                    teleports just in front of
                                                    the opponent in the air,
                                                    then dives forward with
                                                    a dropkick; the dropkick
                                                    is an overhead; if opponent
                                                    is grounded from the 
                                                    special, it is possible to
                                                    hit them on the ground with
                                                    d + K / df + K / df + WA
Magician's Card        qcf + WA                   will collide with other
                                                    projectiles as both will be
                                                    returned/destroyed in the
                                                    process
Crazy Toy              f, d, df + WA              absorbs projectiles; if 
                                                    opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground
                                                    with d + K / df + K / 
                                                    df + WA
Murder Hat Heave       hcb + WA                   absorbs projectiles; has
                                                    slight tracking ability


Desperations
------------
Good Face              hcb, f + P                 absorbs projectiles; if 
                                                    opponent is grounded from 
                                                    the desperation, it is
                                                    possible to hit them on
                                                    the ground with d + K / 
                                                    df + K / df + WA
Surprise Attack        b, d, db + P in your       dash in must connect (not
                         tag zone                   blocked) to perform the
                                                    entire maneuver


                         ```````````````````````
                                !Unarmed!
                         ```````````````````````


Throw
-----
Roller Rage            f/b + WA close             f and b determine where 
                                                    opponent is thrown


Basic Move
----------
N/A


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Butt Hop               K+WA                       overhead
Large Palm Crush       f + P in air /WA in air    overhead
Large Glove Slap       f + P far / WA far
Skyscraper Uppercut    f + P close / WA close
Skate Blade            df + P                     must be blocked low
Low Large Glove Slap   hold df and press P /
                         d + WA
Skate Dropkick         f + K/WA in air            overhead
Roundhouse             f + K/WA far
Hop Knee               f + K/WA close             WA works close if used in a
                                                    combo
Split                  df + K/WA                  must be blocked low; knocks
                                                    opponent down
Scare Claw             db + K                     knocks opponent down


Special Moves
------------- 
Counter Roller Dash    qcf + P immediately        guard cancel
                         after blocking the         
                         opponent's attack  
Blood Parasol          d + P in air
Roller Dash            hcf + P
  Rising Parasol       hcf + P                    Roller Dash must touch 
                                                    opponent for this follow
                                                    up to be possible
Transporter            qcb + P/WA                 P=teleports close to 
                                                    opponent; WA=stationary
                                                    teleport
Transporter Dive       qcb + K                    teleports just in front of
                                                    the opponent in the air,
                                                    then dives forward with
                                                    a dropkick; the dropkick
                                                    is an overhead; if opponent
                                                    is grounded from the 
                                                    special, it is possible to
                                                    hit them on the ground with
                                                    d + K / df + K / df + WA


Desperation
-----------
Surprise Attack        b, d, db + P in your       dash in must connect (not
                         tag zone                   blocked) to perform the
                                                    entire maneuver





*******************************************************************************
* 3.10 Max Eagle                                                              *
*******************************************************************************
Colors
------
P - Blue costume w/ Light Blue trim
K - Green costume w/ Red trim



Throws
------
Power Slam             f/b + WA close             using f will toss opponent
                                                    behind Eagle, while using
                                                    b will toss opponent in
                                                    front of Eagle
Falling Power Slam     any direction except       opponent ends up behind Eagle
                         u + WA close in air 

Basic Move
----------
N/A


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Nailing Elbow          K+WA                       overhead
Hand Axe               f + P in air               overhead
Chop                   f + P far
Dangerous Forearm      f + P close
Shin Kick              df + P                     must be blocked low
Ducking Chop           hold df and press P
Air Sobat              f + K in air               overhead
Sobat                  f + K far
High Knee              f + K close
Shin Crush             df + K                     must be blocked low; knocks
                                                    opponent down
Elbow To Axe           f + WA in air              both parts are overheads;
                                                    use in a combo to ensure
                                                    you get this and not
                                                    Eagle's air throw
Backfist Chop          f + WA far
Low Axe Snap           d + WA far                 must be blocked low
Handle Spike           d + WA close               must be blocked low
Chop To Axe Slice      df + WA                    both parts must be blocked
                                                    low


Special Moves
------------- 
Counter Flash Wing     qcf + P immediately        guard cancel
                         after blocking the         
                         opponent's attack  
Diving Body Attack     jump towards one of the    note that this works only in
                         corners of the stage       the corner, NOT the edge of
                         and press b + P            the screen; if opponent is
                                                    grounded from the special,
                                                    it is possible to hit them
                                                    on the ground with d + K /
                                                    df + K
Front Suplex           hcf + P                    dash in must connect (not
                                                    blocked) to perform the
                                                    entire maneuver
  Second Suplex        hcf + P                    perform the motion just as
                                                    Eagle begins performing the
                                                    first suplex
American Screw         d + K in air 
Flash Wing             f, d, df + K
  Power Slam           df + K                     Flash Wing must connect (not
                                                    blocked) for this follow up
                                                    to come out
Axe Throw              qcf + WA                   will collide with other
                                                    projectiles as both will be
                                                    returned/destroyed in the
                                                    process
Air Axe Throw          qcf + WA in air            will collide with other
                                                    projectiles as both will be
                                                    returned/destroyed in the
                                                    process
Axe Boom               qcb + WA                   absorbs projectiles; if 
                                                    opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground
                                                    with d + K / df + K


Desperations
------------
Eagle Special          hcb, f + P                 short dash must connect (not
                                                    blocked) to perform the
                                                    entire maneuver
Surprise Attack        b, d, db + P in your       dash in must connect (not
                         tag zone                   blocked) to perform the
                                                    entire maneuver


                         ```````````````````````
                                !Unarmed!
                         ```````````````````````


Throws
------
Power Slam             f/b + WA close             using f will toss opponent
                                                    behind Eagle, while using
                                                    b will toss opponent in
                                                    front of Eagle
Falling Power Slam     any direction except       opponent ends up behind Eagle
                         u + WA close in air 

Basic Move
----------
N/A


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Nailing Elbow          K+WA                       overhead
Hand Axe               f + P in air / WA in air   overhead
Chop                   f + P far / WA far
Dangerous Forearm      f + P close / WA close
Shin Kick              df + P                     must be blocked low
Ducking Chop           hold df and press P /
                         d + WA
Air Sobat              f + K/WA in air            overhead
Sobat                  f + K/WA far
High Knee              f + K/WA close             WA works close if used in a
                                                    combo
Shin Crush             df + K/WA                  must be blocked low; knocks
                                                    opponent down


Special Moves
------------- 
Counter Flash Wing     qcf + P immediately        guard cancel
                         after blocking the         
                         opponent's attack  
Diving Body Attack     jump towards one of the    note that this works only in
                         corners of the stage       the corner, NOT the edge of
                         and press b + P            the screen; if opponent is
                                                    grounded from the special,
                                                    it is possible to hit them
                                                    on the ground with d + K /
                                                    df + K
Front Suplex           hcf + P                    dash in must connect (not
                                                    blocked) to perform the
                                                    entire maneuver
  Second Suplex        hcf + P                    perform the motion just as
                                                    Eagle begins performing the
                                                    first suplex
American Screw         d + K in air 
Flash Wing             f, d, df + K
  Power Slam           df + K                     Flash Wing must connect (not
                                                    blocked) for this follow up
                                                    to come out


Desperations
------------
Eagle Special          hcb, f + P                 short dash must connect (not
                                                    blocked) to perform the
                                                    entire maneuver
Surprise Attack        b, d, db + P in your       dash in must connect (not
                         tag zone                   blocked) to perform the
                                                    entire maneuver



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




   To use the following two characters you must first enter the boss code.
   Highlight Mezu and move to the following character icons in this order:

 Kim, Rosa, Gozu, Rosa, Kim, Mezu, Gordon, Joker, Eagle, Hayate, Chung, King
 Lion, and finally Gozu.  Then press T (tag button).  If done correctly you
should hear a laugh.  Now, to select King Leo, highlight King Lion's icon and
 press u.  To select Jyazu, highlight Gozu's icon and press u.  Note that King
                        Leo and Jyazu fight solo.


*******************************************************************************
* 3.11 Shin "King Leo" Shishioh                                               *
*******************************************************************************
Colors
------
P - Purple costume w/ Gold armor
K - Red costume w/ Gold armor



Throw
-----
Hanging Upper          f/b + WA close             f and b determine where 
                                                    opponent is thrown


Basic Move
----------
Shock Sword            WA in air                  knocks opponent down 
                                                    (depending on how the
                                                    opponent is hit while
                                                    standing determines 
                                                    whether the move knocks
                                                    down or not); if opponent
                                                    is grounded from the basic
                                                    move, it is possible to hit
                                                    them on the ground with 
                                                    d + K / df + K / df + WA /
                                                    qcf + WA (Earth Chopper)


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Handle Buster          K+WA                       overhead
Body Splash            f + P in air               overhead
Shock Gut Punch        f + P far
S. Uppercut Knockdown  f + P close                knocks opponent down; if 
                                                    opponent is grounded from
                                                    the command move, it is
                                                    possible to hit them on the
                                                    ground with d + K / 
                                                    df + K / df + WA / qcf + WA
                                                    (Earth Chopper)
Shin Kick              df + P                     must be blocked low
Shock Down Punch       hold df and press P
Jump Kick              f + K in air               overhead
Shock Side Blow        f + K far                  knocks opponent down; if 
                                                    opponent is grounded from
                                                    the command move, it is
                                                    possible to hit them on the
                                                    ground with d + K / 
                                                    df + K / df + WA / qcf + WA
                                                    (Earth Chopper)
Shock High Axe Kick    f + K close
Shock Power Sweep      df + K                     both parts must be blocked
                                                    low; knocks opponent 
                                                    down; if opponent is 
                                                    grounded from the command
                                                    move, it is possible to hit
                                                    them on the ground with 
                                                    d + K / df + K / df + WA /
                                                    qcf + WA (Earth Chopper)
Kick To Shock Pierce   f + WA in air              both parts are overheads; 
                                                    second part knocks opponent
                                                    out of the air; if opponent
                                                    is grounded from the 
                                                    command move, it is 
                                                    possible to hit them on the
                                                    ground with d + K / 
                                                    df + K / qcf + WA (Earth
                                                    Chopper)
Triple Threat          f + WA far
Shock Low Sword Slash  d + WA far                 must be blocked low
Shock Handle           d + WA close               must be blocked low
Shock Kick To S. Slash df + WA                    all three hits must be 
                                                    blocked low; third hit
                                                    knocks opponent down


Special Moves
------------- 
Counter Minimum Upper  qcf + P immediately        guard cancel; if opponent is
                         after blocking the         grounded from special, it
                         opponent's attack          is possible to hit them on
                                                    the ground with d + K /
                                                    df + K / df + WA / qcf + WA
                                                    (Earth Chopper)
Minimum Upper          f, d, df + P               if opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground
                                                    with d + K / df + K / 
                                                    df + WA / qcf + WA (Earth
                                                    Chopper)
Nightmare Knocker      hcf + P                    high counter attack; 
                                                    opponent's attack must
                                                    touch King Lion's glove
                                                    for the counter attack to
                                                    work; if opponent is 
                                                    grounded from the special,
                                                    it is possible to hit them
                                                    on the ground with d + K /
                                                    df + K / df + WA / qcf + WA
                                                    (Earth Chopper)
  Ground Chopper       d + P                      counter attack must occur for
                                                    this follow up to be 
                                                    possible
Beast Blow             qcb + P                    dash in must connect (not 
                                                    blocked) in order to 
                                                    perform the entire 
                                                    maneuver; if opponent is
                                                    grounded from the special,
                                                    it is possible to hit them
                                                    on the ground with d + K /
                                                    df + K / df + WA / qcf + WA
                                                    (Earth Chopper)
Hunter Killer          qcb + K                    flying kick must touch
                                                    opponent for the entire
                                                    maneuver to come out; if
                                                    opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground
                                                    with d + K / df + K / 
                                                    df + WA / qcf + WA (Earth
                                                    Chopper)
Earth Chopper          qcf + WA                   absorbs projectiles; if 
                                                    opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground
                                                    with another Earth Chopper
                                                    or with d + K /df + K / 
                                                    df + WA 
Silent Storm           hcb + WA                   absorbs projectiles
God Breath             d, u + WA                  absorbs projectiles; if 
                                                    opponent is grounded from
                                                    the special, it is possible
                                                    to hit them on the ground
                                                    with d + K /df + K / 
                                                    df + WA / qcf + WA (Earth
                                                    Chopper)


Desperations
------------
Shin King Straight     hcb, f + P                 dash in must connect (not
                                                    blocked) to perfrom the
                                                    entire maneuver
King Upper             hcf, b + P             


                         ```````````````````````
                                !Unarmed!
                         ```````````````````````


Throw
-----
Hanging Upper          f/b + WA close             f and b determine where 
                                                    opponent is thrown


Basic Move
----------
N/A


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
High Boot              K+WA                       overhead
Body Splash            f + P in air / WA in air   overhead
Gut Punch              f + P far / WA far
Uppercut Knockdown     f + P close / WA close     knocks opponent down; if 
                                                    opponent is grounded from
                                                    command move, it is 
                                                    possible to hit them on the
                                                    ground with d + K / df + K 
Shin Kick              df + P                     must be blocked low
Down Punch             hold df and press P /      knocks down when close; if
                         d + WA                     opponent is grounded from
                                                    command move, it is
                                                    possible to hit them on the
                                                    ground with d + K / df + K
Jump Kick              f + K/WA in air            overhead
Side Blow              f + K/WA far                 
High Axe Kick          f + K/WA close             WA works close if used in a
                                                    combo
Power Sweep            df + K/WA                  both parts must be blocked
                                                    low; knocks opponent
                                                    down; if opponent is 
                                                    grounded from command move,
                                                    it is possible to hit them
                                                    on the ground with d + K /
                                                    df + K 


Special Moves
------------- 
Counter Minimum Upper  qcf + P immediately        guard cancel; if opponent is
                         after blocking the         grounded from special, it
                         opponent's attack          is possible to hit them on
                                                    the ground with d + K /
                                                    df + K 
Minimum Upper          f, d, df + P               if opponent is grounded from
                                                    special, it is possible to
                                                    hit them on the ground with
                                                    d + K / df + K 
Nightmare Knocker      hcf + P                    high counter attack; 
                                                    opponent's attack must
                                                    touch King Lion's glove
                                                    for the counter attack to
                                                    work; if opponent is 
                                                    grounded from special, it
                                                    is possible to hit them on
                                                    the ground with d + K / 
                                                    df + K 
Beast Blow             qcb + P                    dash in must connect (not
                                                    blocked) in order to 
                                                    perform the entire 
                                                    maneuver; if opponent is
                                                    grounded from special, it
                                                    is possible to hit them on
                                                    the ground with d + K /
                                                    df + K 
Hunter Killer          qcb + K                    flying kick must touch
                                                    opponent for the entire
                                                    maneuver to come out; if 
                                                    opponent is grounded from
                                                    special, it is possible to
                                                    hit them on the ground with
                                                    d + K / df + K 


Desperation
-----------
N/A





*******************************************************************************
* 3.12 Jyazu                                                                  *
*******************************************************************************
Colors
------
P - Green costume w/ Gold mask and Red beads
K - Pale Purple costume w/ Silver mask and Yellow beads



Throw
-----
Fall Away Tiger Bomb   f/b + WA close             f and b determine where 
                                                    opponent is thrown


Basic Move
----------
Double Jump            ub/u/uf, ub/u/uf


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Hop Chop               K+WA                       overhead
Hand Blade             f + P in air               overhead
Palm Blade             f + P 
Fake Youen             df + P                     must be blocked low
Palm Digging           hold df and press P
Flip Kick              f + K in air               overhead
Blind Kick             f + K 
Slide                  df + K                     must be blocked low; knocks
                                                    opponent down
Kamaitachi             db + K                     knocks opponent down
Poke To X Slice        f + WA in air              both parts are overheads
Step Double Bleeder    f + WA far                 second part grounds opponent
Low Reach Blade        d + WA                     must be blocked low
Creaping Cutter        df + WA                    both parts must be blocked 
                                                    low


Special Moves
------------- 
Counter Jaga R. Shoh   qcf + P immediately        guard cancel
                         after blocking the         
                         opponent's attack          
Jaga Rangeki Shoh      tap P rapidly              if opponent is grounded from
                                                    special, it is possible to
                                                    hit them on the ground with
                                                    another Jaga Rangeki Shoh
                                                    or tap K rapidly (Jaga 
                                                    Rangeki Kyaku / hcb + K
                                                    (Red Mudoh Shuiryyha P)
Jaga Rangeki Kyaku     tap K rapidly              if opponent is grounded from
                                                    special, it is possible to
                                                    hit them on the ground with
                                                    another Jaga Rangeki Kyaku
                                                    or tap P rapidly (Jaga 
                                                    Rangeki Shoh / hcb + K (Red
                                                    Mudoh Shuiryyha P)
Haisui Kyoukan Satsu   qcf + P                    high and low counter attack;
                                                    opponent's attack must
                                                    touch Jyazu's arm/hand
                                                    for the counter attack to
                                                    work; if counter attack
                                                    hits, it is possible to
                                                    hit opponent on the ground
                                                    with tap P rapidly (Jaga
                                                    Rangeki Shoh) / tap K 
                                                    rapidly (Jaga Rangeki Kyaku
Sahyou Ma              d, u + P                   icicles fall from directly
                                                    above opponent; overhead; 
                                                    if opponent is grounded 
                                                    from special, it is 
                                                    possible to hit them on
                                                    the ground with tap P 
                                                    rapidly (Jaga Rangeki 
                                                    Shoh) / tap K rapidly (Jaga
                                                    Rangeki Kyaku / hcb + K
                                                    (Red Mudoh Shuiryyha P)
Straight Gouen Dan     f, d, df + P               will be destroyed by other
                                                    projectiles
Diagonal Gouen Dan     f, d, df + K               will be destroyed by other
                                                    projectiles
Upward Gouen Dan       f, d, df + WA              will be destroyed by other
                                                    projectiles
Red Mudoh Suiryuuha P  hcb + K                    puddle must connect (not
                                                    blocked) in order to
                                                    perform the entire 
                                                    maneuver; only Rosa's
                                                    Crescent Slicer rides low
                                                    enough to collide with
                                                    this, however, the Red 
                                                    Mudoh Suiryuuha P will
                                                    absorb it
Mudoh Tenrinsou        jump towards one of the    note that this works only in
                         corners of the stage       the corner, NOT the edge of
                         and press b + WA           the screen; if opponent is
                                                    grounded from special, it
                                                    is possible to hit them on
                                                    the ground with tap P 
                                                    rapidly (Jaga Rangeki 
                                                    Shoh) / tap K rapidly (Jaga
                                                    Rangeki Kyaku / hcb + K
                                                    (Red Mudoh Shuiryyha P)
Mikka Tsuki            qcf + WA                   will collide with other
                                                    projectiles as both will be
                                                    returned/destroyed in the
                                                    process
Air Mikka Tsuki        qcf + WA in air            will collide with other
                                                    projectiles as both will be
                                                    returned/destroyed in the
                                                    process  
Gohten                 qcb + WA                   will start to rise upward
                                                    when it touches the 
                                                    opponent


Desperation
-----------
Jaga Zetsumei Chuu     hcb, f + P                 fire pillars absorb 
                                                    projectiles


                         ```````````````````````
                                !Unarmed!
                         ```````````````````````


Throw
-----
Fall Away Tiger Bomb   f/b + WA close             f and b determine where 
                                                    opponent is thrown


Basic Move
----------
Double Jump            ub/u/uf, ub/u/uf


Command Moves
-------------
Side Step              P+K                        invulnerable for a second
Sway                   f + P+K                    can sway past opponent if
                                                    close enough; invulnerable
                                                    for a second
Hop Chop               K+WA                       overhead
Hand Blade             f + P in air / WA in air   overhead
Palm Blade             f + P / WA
Fake Youen             df + P                     must be blocked low
Palm Digging           hold df and press P /
                         d + WA
Flip Kick              f + K/WA in air            overhead
Blind Kick             f + K/WA                   
Slide                  df + K/WA                  must be blocked low; knocks
                                                    opponent down
Kamaitachi             db + K                     knocks opponent down


Special Moves
------------- 
Counter Jaga R. Shoh   qcf + P immediately        guard cancel
                         after blocking the         
                         opponent's attack  
Jaga Rangeki Shoh      tap P rapidly              if opponent is grounded from
                                                    special, it is possible to
                                                    hit them on the ground with
                                                    another Jaga Rangeki Shoh
                                                    or tap K rapidly (Jaga 
                                                    Rangeki Kyaku / hcb + K
                                                    (Red Mudoh Shuiryyha P)
Jaga Rangeki Kyaku     tap K rapidly              if opponent is grounded from
                                                    special, it is possible to
                                                    hit them on the ground with
                                                    another Jaga Rangeki Kyaku
                                                    or tap P rapidly (Jaga 
                                                    Rangeki Shoh / hcb + K (Red
                                                    Mudoh Shuiryyha P)
Haisui Kyoukan Satsu   qcf + P                    high and low counter attack;
                                                    opponent's attack must
                                                    touch Jyazu's arm/hand
                                                    for the counter attack to
                                                    work; if counter attack
                                                    hits, it is possible to
                                                    hit opponent on the ground
                                                    with tap P rapidly (Jaga
                                                    Rangeki Shoh) / tap K 
                                                    rapidly (Jaga Rangeki Kyaku
Sahyou Ma              d, u + P                   icicles fall from directly
                                                    above opponent; overhead; 
                                                    if opponent is grounded 
                                                    from special, it is 
                                                    possible to hit them on
                                                    the ground with tap P 
                                                    rapidly (Jaga Rangeki 
                                                    Shoh) / tap K rapidly (Jaga
                                                    Rangeki Kyaku / hcb + K
                                                    (Red Mudoh Shuiryyha P)
Red Mudoh Suiryuuha P  hcb + K                    puddle must connect (not
                                                    blocked) in order to
                                                    perform the entire 
                                                    maneuver; only Rosa's
                                                    Crescent Slicer rides low
                                                    enough to collide with
                                                    this, however, the Red 
                                                    Mudoh Suiryuuha P will
                                                    absorb it


Desperation
-----------
Jaga Zetsumei Chuu     hcb, f + P                 fire pillars absorb 
                                                    projectiles





===============================================================================
4. Misc. And Easter Eggs
===============================================================================

*****************
* 4.1 Boss Code *
*****************

  Highlight Mezu and move to the following character icons in this order:
Kim, Rosa, Gozu, Rosa, Kim, Mezu, Gordon, Joker, Eagle, Hayate, Chung, King
Lion, and finally Gozu.  Then press T (tag button).  If done correctly you
should hear a laugh.  Now, to select King Leo, highlight King Lion's icon and
press u.  To select Jyazu, highlight Gozu's icon and press u.  Note that King
Leo and Jyazu fight solo.



*************
* 4.2 Other *
*************

*Bonus Battle - Beat Jyazu with one of the following teams:

King Lion and Gozu
King Lion and Mezu
Hayate and Eagle
Gordon and Rosa

*Joker's Crazy Toy (f, d, df + WA) has a 1/256 chance of having a girl
 pop out and swing a bat upward.

*Rosa can have her entire top rip off exposing her bra.  You partner's health
 must be VERY low and Rosa must be KOed with less than 10 seconds left on the
 clock

*You can defeat the opponent into a dizzy KO.  If you finish the opponent off
 with a normal K or P (while they are standing), they will stand there dizzy
 for a few seconds and then fall over.  During the time they are dizzy you can
 perform any sort of action you like, from taunting to finishing them off with
 an attack.



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


5.1  What's Missing/Needed
-Cleanup and corrections
-If you have anything to add, any corrections I need to make, please email me
at billy_kane_32@hotmail.com.  Credit will be given for your contribution.


5.2  Credits
-SNK
-Gamefaqs
-Giygas for the info on how to perform Gordon's and Joker's follow up throw
-And me for writing this faq