------------------------------------------------------------------------
 THE KING OF FIGHTERS '03 FAQ v0.3
 for the Neo*Geo / Arcade
 by Chris MacDonald
 ------------------------------------------------------------------------

 Unpublished work Copyright (c) 2004 Chris MacDonald

 The guidelines for using this faq are simple; don't sell it or give it
 away, don't reprint it without obtaining permission, and don't bother
 posting it on a website (I'm only releasing it for www.GameFAQs.com to
 host).  You may not incorporate any part of this FAQ into your own guide
 without obtaining my express written permission.

 Game magazine/guide/website authors are not allowed to use my FAQs
 without permission.  People who have been caught doing this include:
 Ziff-Davis Video Game Group (publishers of Expert Gamer), Game 13th
 Magazine, IDG Media, Future Publishing, Ltd. (publishers of PlayStation
 Power, Official UK Play Station Magazine), Brady Games, Prima Games and
 Eric Pratte, CheatCC.com, Shoryuken.com, Guardcrush.com, Kibagami,
 DarkGuyver, and IGN.  So leave my FAQs alone unless you want some bad
 publicity.

 All characters are (c) SNK / Playmore / SNK-Playmore.
 

 =================
 TABLE OF CONTENTS
 =================

 1.  INTRODUCTION
       - Revision History
       - Special Thanks

 2.  BASIC INFORMATION
       - How to Play
       - FAQ Notation
       - Basic Commands
       - Changes From '02

 3.  TEAM MOVELISTS
       - Hero Team                      Ash      | Duo Lon | Shen Woo
       - Garou Team                     Terry    | Joe     | Griffon
       - Kyokugen Team                  Ryo      | Robert  | Yuri
       - Korea Team                     Kim      | Chang   | Jhun
       - Ikari Team                     Leona    | Ralf    | Clark
       - Edit Characters                Iori     |         | Kyo
       - Outlaw Team                    Gato     | Billy   | Yamazaki
       - Women's Team                   King     | Mai     | Blue Mary
       - Benimaru Team                  Benimaru | Shingo  | Goro
       - Schoolgirls' Team              Athena   | Hinako  | Malin
       - K' Team                        K'       | Maxima  | Whip
       - Mid-Boss Characters            Kusanagi | Chizuru | Maki
       - Final Boss Characters          Adel     |         | Mukai

 4.  GAMEPLAY NOTES
       - Autoguard
       - Change
       - Change Attack
       - Counter Hit
       - Critical and Counter Wires
       - Damage Scaling
       - Down
       - Guard Crush
       - Knockdowns
       - Overheads
       - Power Gauge
       - Reversals
       - Rolling
       - Super Cancels
       - Throws
       - Misc. Notes

 5.  SECRETS AND TRICKS
       - Play as Kusanagi or Chizuru
       - Play as a Boss Character
       - Game Progression
       - Demo List
       - Endings
   
 6.  MISCELLANEOUS
       - Special Intros
       - Special Win Poses
       - Translations


 ========================================================================
 1.  INTRODUCTION
 ========================================================================

 Hi, welcome to my KoF '03 FAQ.  If you have any comments or if you'd
 like to contribute anything, feel free to reach me at <k.megura at
 eudoramail dot com>.  Just please don't ask me about emulators, I don't
 know anything about using them.

 Please don't use any part of this FAQ without getting permission first.
 These things do take a lot of work to write, after all.  I hate bringing
 this sort of thing up, but it only takes a second to ask.  


 ------------------------------------------------------------------------
 REVISION HISTORY
 ------------------------------------------------------------------------

 Version 0.3  (April 9, 2004)
  - Added in the official move names for the bosses, as well as the
    usual minor additions and corrections.  Some great contributions
    this time around, including a bunch from Tel (he seems to have
    rewritten about half the FAQ by now :)  I also added a section
    on "damage scaling" after a contributor wrote in with a lot of
    info. on this topic.

 Version 0.2  (February 22, 2004)
  - Rewrote and "condensed" the notes, so as to not take up so much
    space.  This resulted in a lot of additions and corrections.  Also
    added a list of super cancels for each character, expanded the
    Gameplay Notes section, and fixed some translations for Malin.
    Finally, some great contributions were added, as well as a slew
    of notes from Tel that didn't make it into v0.1 in time.  
    
 Version 0.1  (February 11, 2004)
  - The first release.  Moveslists and other basic info. completed.
    Some notes cleanup is needed for the next release, though (I can't
    tell if I like the numbering format or not).


 ------------------------------------------------------------------------
 SPECIAL THANKS
 ------------------------------------------------------------------------

 This FAQ would have not been possible without help from the following:

 kenmastersx
  - For the invincibility on Leona's (D) Gravity Spark, Gato moving
    forward on the (D) Tatsu Kiba, and the difference between Terry's
    Power Geyser strengths.

 Raul Torrez
  - Provided the official translation of the Mary vs. Terry quote.

 <http://snk.suki.net/debug/kof2k3.html>
  - For the complete official boss movenames.

 <http://www.orochinagi.com>
  - I read about the unblockable Eins Trigger bug in their forums.  An
    excellent site for fans of SNK games.

 Amy Kou'ai
  - Explained how damage scaling works in this game.

 <http://dict.cc>
  - Used for some of the German translations for Adel's moves.

 <http://www.kokugakuin.ac.jp/ijcc/wp/bts/>
  - Used for some of the Shinto term explanations for Maki's moves.
       
 Wei Chen
  - For some gameplay notes, character notes, misc. corrections,
    ending notes, and corrections/translations of some of the Japanese
    win quote conversations.

 CJ Vossen
  - For info on the Kagerou no Mai and reflecting the Under Venom with
    Shen's Saikou Hougeki.

 Imran Ali
  - For the easier Kyouken command (A,A,f,B+C).
 
 Kukbo
  - For an exhaustive list of special intros and win poses posted
    on the gamefaqs KOF '03 board.

 Charles MacDonald
  - For making the MAME boss codes and providing the list of endings.
    Also for letting me hog his computer while I worked on this FAQ,
    and for being an all-around good guy ;)

 MGohan
  - For letting me use some of Tel's notes for this FAQ.
    (v0.2)  Sent in some info. on Ash's movenames and translations.
    
 Tel
  - For a gigantic amount of contributed information. ;)
    (v0.2)  For lots of info. on many characters, and some gameplay
    notes (like the anti-air Change Attack juggle).
    (v0.3)  Sent in a bunch of corrections and additions.

 <http://snkplaymore.co.jp>
  - For information taken from their KoF '03 section.

 <http://www.wao.or.jp/user/freedom1/game/kof2003/>
 <http://www.interq.or.jp/aquamarine/scarlet/kof2003/char.html>
 <http://homepage3.nifty.com/gore/kof2003/>
 <http://page.freett.com/g_i_m_s/kof2003-page.htm>
  - For game-related information; moves and movelists, spellings,
    system notes, other tips, etc.
  - (v0.2)  For some wire damage notes from GIMS's page.

 <http://www.thefreedictionary.com/Revolutionary%20calendar>
 http://www.mtholyoke.edu/courses/rschwart/hist255/la/sans-culottes.html
  - Used to figure out some of Ash's move names.

 <http://www.jedo.jp/daily.htm>
  - Used to figure out some of Malin's move names.

 <www.gamefaqs.com>
  - For the Jhun glitch; from the KoF '03 message board.

 <http://www.csse.monash.edu.au/~jwb/wwwjdic.html>
 <http://linear.mv.com/cgi-bin/j-e/dict>
 <http://www.njstar.com>
  - Used for some of the Japanese translations.


 ========================================================================
 2.  HOW TO PLAY
 ========================================================================

 ------------------------------------------------------------------------
 FAQ NOTATION
 ------------------------------------------------------------------------

 ub   u   uf            Up-Back       Up       Up-Forward
   \  |  /
 b -- n -- f            Back        Neutral       Forward
   /  |  \
 db   d   df            Down-Back    Down    Down-Forward

 P                      Press A / C.
 K                      Press B / D.
 Light attacks          Press A / B.
 Heavy attacks          Press C / D.
 AB / CD / BC           Press the listed buttons together.
 ABC / ABCD             Press the listed buttons together.
 any                    Press A / B / C / D.
 ~                      _Immediately_ press the next button listed.
 /                      Optional command.
 +                      Press at the same time.
 ,                      Press in the listed order.
  _                     An optional, additional input.
 qcf                    Input (d,df,f).
 qcb                    Input (d,db,b).
 hcf                    Input (b,db,d,df,f).
 hcb                    Input (f,df,d,db,b).
 dir.                   Any direction can be used.
 a-u                    Any direction but ub / u / uf.
 ub~uf                  Can use ub / u / uf.
 db~df                  Can use db / d / df.
 (can hold)             You can hold the button, then release it.
 when near              Perform when next to your opponent.
 (air)                  Can be used while airborne.
 (x#)                   Perform x number of times.
 GC                     Guard Crush.
 D^                     Desperation Move.
 L^                     Leader Desperation Move.
 **                     Additional note.

 For the cancel chart:

 c                      Not cancelable into command attacks.
 C                      Cancelable into anything.
 S                      Only cancelable into S^ or L^ moves.
 -                      Not cancelable.
 /                      Divides hits.


 ------------------------------------------------------------------------
 BASIC COMMANDS
 ------------------------------------------------------------------------

 Please see the "Gameplay Notes" section for more detailed information.

 Hold b when attacked               Standing Block
 Hold db when attacked              Crouching Block
 Tap b,b                            Backstep
 Tap f,f (hold f)                   Dash (hold f to run)
 Tap ub~uf lightly                  Small Jump
 Press ub~uf                        Normal Jump
 Tap db~df,ub~uf                    Big Jump
 Tap db~df, lightly tap ub~uf       Low Big Jump
 b / f + C / D when near            Normal Throw
  _b / f + same C or D if grabbed   Normal Throw Escape
 (f / df + ) AB                     Emergency Evade (Front)
 b / d / db + AB                    Emergency Evade (Back)
 ub / b / db + AB while blocking    Guard Cancel Emergency Evade (Back)
 uf / f / df + AB while blocking    Guard Cancel Emergency Evade (Front)
 Press CD while blocking            Guard Cancel Blow Away Attack
 Press AB when knocked down         Down Evade
 Press BC / CD                      Change
 qcf + BC / CD (costs 1 level)      Change Attack
 Press Start                        Taunt
 Enemy blocks multiple attacks      Guard Crush
 Hit enemy multiple times           Dizzy
 Tap dir. + any when dizzied        Dizzy Recovery
 
 - The Guard Cancel Blow Away Attack does no damage.  It knocks an enemy
   down while sending them across the screen.
 - You have to use the same button to escape from a normal throw that
   your opponent used (i.e. b / f + C will break you out of a b / f + C
   throw).
 - You can now roll while crouching.
 - Another way to perform the Low Big Jump is to immediately hold in a
   downward direction after tapping "db~df, lightly tap ub~uf."
 - The Down Evade makes you land on your feet when knocked down.
 - After a taunt begins, you can cancel it with a movement or action.
 - The Guard Cancel moves and Change Attack cost one level to use.


 ------------------------------------------------------------------------
 CHANGES FROM KOF '02
 ------------------------------------------------------------------------

 - There are no more SDMs or HSDMs.  Instead, there are L^ moves, or the
   Leader DMs.  The first character you choose is your lead character
   (the order you put them later on doesn't matter, even though the
   screen says "[A]...Leader" on it).  That leader character is the
   only one who can use their L^ move, and it costs 2 levels to use.
 - You can tell who your leader is, since they will have a blue life
   gauge.
 - There is no more Quick Emergency Evade (AB when making an attack).
 - There are no more ground or mid-air Blow Away Attacks (although
   some characters now have them as command attacks).
 - Characters will get dizzied if they take too many hits.
 - You can now roll or Guard Cancel roll while crouching.
 - Super cancels now cost one level to use, as in KOF '01.
   Remember that this applies to SC'ing from a special move into a
   D^ or L^ move, and not a normal or command attack.
 - Characters now have "chip death" animations, for when they are killed
   via block damage.
 - There are no more moves that automatically drop an opponent's guard.
 - There are no more "surefire juggles" (moves that juggle in non-juggle
   situation).
 - I noticed it's possible to hit an opponent twice in air if the first
   hit connects (i.e. K's standing A x2 vs. Gato's Fuuga).  This even
   works against a normal jump-in.  Whether this is a change to the
   juggle system or is just easier to do in this KoF, I don't know.
 - And of course (if you couldn't tell), the game has a tag system.


 ========================================================================
 3.  TEAM MOVELISTS
 ========================================================================

 Teams are listed in the same order that they are on the Team Select
 Screen.  Moves are listed in this order: basic throws, command attacks,
 special moves, then D^ and L^ moves.

 Afterwards is a cancelable attack chart, and then a SC chart.  A super
 cancel with a "n/" listed before it requires no extra Power levels to
 use (see Section 4 for details).  Some moves are SC'able only under
 certain circumstances, so please see their entry in the notes section
 for details.

 Speaking of, there are some notes for each character at the very end.
 Notes correspond to the number written to the far right of each move.


 ------------------------------------------------------------------------
 ASH CRIMSON                                                [ Hero Team ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Brumaire                                1
 f + A                          Messidor                                2
 b + B                          Floreal                                 3
 b + D                          Prarial                                 4
 Charge b,f + P                 Ventose                                 5
 Charge d,u + K                 Nivose                                  6
 hcf + C when near              Vendemiaire                             7
 qcf,qcf + P                 D^ Thermidor                               8
 qcf,qcf + K                 D^ Pluviose                                9
 Tap A,B,C,D quickly         L^ Sans-Culottes                          10

 Cancels        A       B       C       D
 -----------------------------------------
 stand near     C       C       C       C
 stand far      -       -       -       -
 crouching      Cr      Cr      C       -

 Super Cancels                          (see notes for details)
 --------------------------------------------------------------
 n/Messidor             Nivose (1st)          Vendemiaire (3rd)
 
 1   Unblockable.  (D) switches sides with your enemy.
 1   Your enemy can't Down Evade if hit by this move.
 2   Overhead, unless canceled into (which makes it SC'able and faster).
 2   However, it will only combo from an A or B attack.
 3   Can link into Pluviose, since that move comes out so quickly.
 4   Has a short range, so you will (D) throw instead if not careful.
 5   You can move about freely after the (A) Ventose, as it is very slow.
 5   (C) is created in two "waves", like Geese's Double Reppuu Ken.  It
     can hit twice from up close, but you can block or move out of the
     way of the 2nd wave (once fired, the projectile hits twice and
     will actually combo).
 5   The first wave can also destroy projectiles, without affecting the
     outcome of the projectile (you will still get the 2-hit version).
     This move can pass through projectiles.
 5   The (C) Ventose can in fact be reflected, but this is difficult,
     because it moves so fast.  What's more, even if reflected, the
     projectile may cancel itself out, like King's Double Venom Strike
     (since it is technically two fireballs layered together).  Another
     possibility is that the first fireball hits you, but you manage
     to reflect the second one.  The Bai Gaeshi can absorb/respond to
     this move normally, though.
 6   1st hit is SC'able.
 7   1st hit is unblockable.  Has no miss animation.  Can juggle
     afterwards.  3rd hit is SC'able.
 7   Not all the hits will combo, in some situations (i.e, Chang is
     running into the corner, and you attempt stand C > hcf + C).  It's
     usually the 3rd hit that misses, since it has a short range.
 8   Has invincibility upon start-up, when Ash is creating the ball.
     The Thermidor travels slowly enough for you to walk around
     afterwards, and does plenty of chip damage.  You can use a Thermidor
     while a Ventose is on-screen, but not the other way around.
 8   The Thermidor cannot be reflected, and can negate and pass through
     projectiles and even some D^ projectiles.  What's really cool is
     that the Bai Gaeshi can absorb this move, although if you use the
     (C) version, Yamazaki will not "respond" with a projectile.
 9   --
 10  The "activation" glow of this move can knock down a foe.  Attacks
     will also pass through you during the activation phase.
 10  The surest way to perform this move is to complete it either as
     a cancelable attack hits or is blocked, or as the recovery of
     said attack ends, so that you have returned to a neutral state as
     you are pressing the final button (not once you are pressing the
     final button, as this will just result in a normal attack).  This
     means you have to do the motion very quickly (if attempting it
     during a move that hits or recovers quickly), or somewhat slowly
     (if attempting it during a move that takes a while to come out or
     recover from).  This can be used with any attack, from normal
     attacks to command moves or specials or supers.
 10  When used, you glow for five counts.  During this time, there is no
     charge time for your charge moves (i.e. you can just input b,f + P
     or d,u + K).  This allows you to have multiple Ventoses on screen.
          

 ------------------------------------------------------------------------
 DUO LON                                                    [ Hero Team ]
 ------------------------------------------------------------------------
 
 b / f + C / D when near        Suishu: Shoukou                         1
 uf when near a wall in air     Sankaku Tobi                            2
 jump uf + B,D                  Hika Tenshi                             3
 df + D                         Fuuka Tenshi                            4
  _press D                      Raika Tenshi                            5
 qcf + P (x3)                   Jaki Juuryuu                            6
  _f + K from qcf + P (x1)      Onpei Ryuujin Ha                        7
   _qcb + P                     Shiryou Hassei Kin                      8
 qcf + K                        Himou Kyaku                             9
 qcb + K                        Genma Hishou Keikou                    10
 f,d,df + K                     Genmu Kyaku: Naiga                     11
 b,d,db + K                     Genmu Kyaku: Gaiga                     12
 hcb,f + P when near            Suishu: Makyakuho                      13
  _qcb + P                      Suishu: Ransaiki                       14
 qcb,hcf + P                 D^ Hiden: Genmu Juon Shikon               15
 hcb,hcb + P                 D^ Hiden: Genmu Onryou Heki               16
 Tap A,C,B,D quickly         L^ Ougi: Tajuu Genmu Ankei                17
                                                   
 Cancels        A       B       C       D
 -----------------------------------------
 stand near     Cr      C       C       C
 stand far      -r      -       -       -
 crouching      Cr      Cr      C       S

 Super Cancels                          (see notes for details)
 --------------------------------------------------------------
 Jaki Juuryuu (3rd)                     Shiryou Hassei Kin
 
 1   Unblockable.  (D) switches sides with your enemy.
 1   Your enemy can't Down Evade if hit by this move.
 2   --
 3   Cannot use during a low or high jump.
 4   Hits low.
 5   Counter Wire (if Fuuka Tenshi didn't hit, obviously).  Will combo
     from Fuuka Tenshi.
 6   You can perform all three inputs, even if one of them misses.
     In fact, you can hit with only the 1st and 3rd hits for a 2-hit
     combo.
 6   1st input can cancel into Himou Kyaku.  3rd input can cancel into
     Himou Kyaku, Genmu Kyaku, or Genma Hishou Kyaku.  It's a good thing,
     since the Himou Kyaku is really the only way to juggle off the
     third input without super canceling.
 6   3rd input is SC'able, and will juggle with Genmu Onryou Heki
     or (A) Genmu Juon Shikon in the corner.  In the open, only the
     (C) Genmu Juon Shikon will connect.
 7   Can cancel into even if the 1st Jaki Juryuu is blocked.  Can be
     canceled into Fuuka Tenshi, Himou Kyaku, or Genmu Kyaku.
 8   You must perform this move after the knee strike hits, and not as
     it hits (as you usually would).  SC'able.  You can combo after
     this move if you're fast enough (e.g. into c A > Jaki Juuryuu).
 9   You can be hit while teleporting (D) moves you further than (B).
     You will "re-warp" if you move near your opponent, even if this
     occurs at the end of the initial warp.
 9   It seems like the "re-warp" can be canceled into itself rapidly.
 10  Overhead.  (D) moves you further than (B).  Both versions hit
     twice, but (D) only does this vs. tall opponents.  Only the 2nd
     hit will knock down an enemy.
 10  Your enemy can't Down Evade if hit by this move.
 10  You are invincible once you turn into a skeleton and are crumbling
     downward, although you can be thrown at any point while falling
     apart.
 11  Can juggle afterwards.  (D) strikes further ahead than (B).
 12  Has slightly more range than the corresponding strength Naiga.
 12  If your enemy is near, this move hits "inward" instead of outward,
     knocking your enemy towards you.
 13  Unblockable.  Does no damage.  Leaves opponent open to attack.
 14  As above, but switches sides with your enemy in mid-grab.
 15  Hits twice from up close.  (C) version goes much faster than (A).
 15  Negates projectiles (but not D^ projectiles).
 16  Only does block damage at the end, and for less than you'd think.
 16  Negates normal and D^ projectiles.  Like Terry's Power Stream, it
     seems like nothing will hit Duo Lon out of this move.
 17  The "activation" glow of this move can knock down a foe.  Attacks
     will also pass through you during the activation phase.
 17  The surest way to perform this move is to complete it either as
     a cancelable attack hits or is blocked, or as the recovery of
     said attack ends, so that you have returned to a neutral state as
     you are pressing the final button (not once you are pressing the
     final button, as this will just result in a normal attack).  This
     means you have to do the motion very quickly (if attempting it
     during a move that hits or recovers quickly), or somewhat slowly
     (if attempting it during a move that takes a while to come out or
     recover from).  This can be used with any attack, from normal
     attacks to command moves or specials or supers.
 17  When used, you glow for five counts.  During this time, you are
     followed by a duplicate that imitates your moves and can hit your
     opponent.  It can't imitate D^ moves, though, and it's imitation
     feature seems pretty dodgy (i.e. the Jaki Juuryuu won't get full
     hits, etc.)
 17  Also during this move, your attacks will not knock an opponent
     away.  This sets up for some unique combo situations (and an easy
     infinite--standing or crouching A repeatedly).
 17  It also has the odd effect of causing moves that knock an opponent
     aside to simply drop them to the floor (such as the Fuuka Tenshi,
     Suishu: Shoukou, or Genmu Onryou Heki).  It also makes the Genmu
     Kyaku knock an opponent straight up, instead of at an angle.
 **  Look at Duo Lon's feet.  Notice anything odd? :)
 **  For the confused, here is a quick list of Duo Lon's Jaki Juuryuu
     chains:

        1st input  >    2nd input  >    3rd input   >   4th input
      -------------------------------------------------------------
        qcf + P    >    qcf + K    >    ---------   >   ---------
        qcf + P    >    f + K      >    qcf + K     >   ---------
        qcf + P    >    f + K      >    f,d,df + K  >   ---------
        qcf + P    >    f + K      >    b,d,db + K  >   ---------
        qcf + P    >    f + K      >    df + D      >   press D
        qcf + P    >    f + K      >    qcb + P     >   supercancel
        qcf + P    >    qcf + P    >    qcf + P     >   qcf + K
        qcf + P    >    qcf + P    >    qcf + P     >   qcb + K
        qcf + P    >    qcf + P    >    qcf + P     >   f,d,df + K
        qcf + P    >    qcf + P    >    qcf + P     >   b,d,db + K
        qcf + P    >    qcf + P    >    qcf + P     >   supercancel
              
 **  As you can see, you have a lot of options to choose from ;)


 ------------------------------------------------------------------------
 SHEN WOO                                                   [ Hero Team ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Kyakuten Zuchi                          1
 f + B                          Fusen Kyaku                             2
 f + hold D                     Tenren no Kamae                         3
 f + D                          Tenren Shuu                             3
 qcf + P (can hold)             Gekiken                                 4
  _K while holding P            Cancel                                  5
 qcb + A                        Fukuko Geki                             6
  _qcf + A                      Kouryuu Geki                            7
 hcb,f + C when near            Saikou Hougeki                          8
 qcf,qcf + P                 D^ Zetsu! Gekiken                          9
 qcf,qcf + K                 D^ Kohyou Rengeki                         10
 Tap C,A,B,C quickly         L^ Bakushin                               11
                                 
 Cancels        A       B       C       D
 -----------------------------------------
 stand near     C       -       C       C
 stand far      cr      -       -       -
 crouching      Cr      -r      C       -

 Super Cancels                                    (see notes for details)
 ------------------------------------------------------------------------
 (A) Gekiken (if not charged)          (C) Gekiken (if not fully charged)
 
 1   Unblockable.  (D) switches sides with your enemy.
 1   Your enemy can't Down Evade if hit by this move.
 2   Overhead, unless canceled into (which makes it cancelable).
 3   Knockdown.  Shen spins without attacking if the button is held.
 4   (A) does not knock down, but is SC'able.  If delayed for even a
     little bit, it will knock down, but is no longer SC'able.  However,
     you can juggle an opponent afterwards in this case, even out in
     the open (Kohyou Rengeki works well).
 4   (C) does not not knock down, but is SC'able until Shen completes
     the yell.  After that, it becomes a knockdown attack, but is not
     SC'able.  However, you can juggle an opponent afterwards, even
     out in the open (again, try following with Kohyou Rengeki).
 4   If delayed until a while after the yell, the (C) Gekiken becomes
     an unblockable attack that knocks the enemy away, although you
     can't juggle them.
 4   In either case, delaying the move increases the damage a little.
 5   You can press K to cancel the Gekiken while it is being delayed.
 6   --
 7   Can cancel into this move before the Fukuko Geki hits.
 8   Unblockable.  Leaves foe open to attack.  Miss animation reflects
     projectiles, oddly enough.
 9   Counter Wire.  (A) gives immunity to mid- and low-level attacks.
     (C) gives immunity for high attacks.
 9   Your enemy can't Down Evade if hit by this move.
 10  Your enemy can't Down Evade if hit by this move.
 11  The "activation" glow of this move can knock down a foe.
 11  The surest way to perform this move is to complete it either as
     a cancelable attack hits or is blocked, or as the recovery of
     said attack ends, so that you have returned to a neutral state as
     you are pressing the final button (not once you are pressing the
     final button, as this will just result in a normal attack).  This
     means you have to do the motion very quickly (if attempting it
     during a move that hits or recovers quickly), or somewhat slowly
     (if attempting it during a move that takes a while to come out or
     recover from).  This can be used with any attack, from normal
     attacks to command moves or specials or supers.
 11  When used, you glow for 8 counts.  During this time, your attack
     power increases.  Before this move begins, there is a delay as
     Shen messes with his gloves.  However, if you combo into this
     move, he will instantly "activate" it.
 **  Shen can follow his close standing C with a far standing B.


 ------------------------------------------------------------------------
 TERRY BOGARD                                              [ Garou Team ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Buster Throw                            1
 df + C                         Rising Upper                            2
 df + D                         Backspin Kick                           3
 f + C from close standing C    Combination Blow                        4
 qcb + P                        Burn Knuckle                            5
 qcb + K                        Crack Shoot                             6
 qcf + P                        Power Wave                              7
 hcf + K                        Power Charge                            8
  _f,f + same button (x2)       Tsuika Nyuuryoku                        9
 f,d,df + K                     Power Dunk                             10
  _press AB after 1st hit       Breaking                               11
    _qcb + B                    Break Shoot                            12
 qcb,db,f + P                D^ Power Geyser                           13
 qcf,qcf + K                 D^ Buster Wolf                            14
 qcb,hcf + AC                L^ Power Stream                           15
                                                
 Cancels        A       B       C       D
 -----------------------------------------
 stand near     Cr      -       C      C/C
 stand far      cr      -       -       -
 crouching      Cr      C       C       c

 Super Cancels                          (see notes for details)
 --------------------------------------------------------------
 Tsuika Nyuuryoku (1st)

 1   Unblockable.  (D) switches sides with your enemy.
 1   Your enemy can't Down Evade if hit by this move.
 2   Cancelable.  Has less range than before.
 3   Knockdown, unless canceled into (which makes it cancelable and
     faster).
 4   Cancelable on 2nd hit.
 5   Knockdown.
 6   Overhead.  (D) can hit from up close before overhead hit, though.
     The (D) version will completely miss some crouching foes.
 7   --
 8   --
 9   1st input (f,f + K) is SC'able, though seemingly not into the
     Power Stream.  2nd input knocks down.  3rd input is a Counter Wire
     if the previous hits missed.  You can do the full three inputs
     even if the first one is hit or blocked.
 9   You cannot Down Evade as you land from the 2nd input.
 10  (B) button can cross-up, but your enemy can still block backward
     to defend against the last hit.
 10  You cannot Down Evade as you land from this move, unless Terry
     used the Breaking.
 11  Only works if 1st hit connects and doesn't miss or get blocked.
     Terry dashes forward a little, setting up an easy juggle situation.
 12  For some reason the (B) Crack Shoot cancels directly from #11.
 13  The (C) version has start-up invicibility, but is slower than the
     (A) version.  If hit out of this move, Terry can juggle his foe if
     the geyser still hit his opponent.
 13  Can negate projectiles (even D^ moves and the Thermidor).  Terry
     now does the "Garou" version instead of the old KOF version.
 14  Won't finish if it is blocked.
 15  The official command works, but it seems that (qcb,db,f + AC) works
     as well.  The "dome" created in the start can juggle an opponent for
     the remaining hits.  This move can negate practically any projectile
     and can outhit most attacks; maybe Mukai's L^ move would beat it?


 ------------------------------------------------------------------------
 JOE HIGASHI                                               [ Garou Team ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Hiza Jigoku                             1
 f + B                          Low Kick                                2
 df + B                         Sliding                                 3
 hcf + P                        Hurricane Upper                         4
 hcf + K                        Slash Kick                              5
 f,d,df + K                     Tiger Kick                              6
 qcb + K                        Ougon no Kakato                         7
 Tap P rapidly                  Bakuretsu Ken                           8
  _qcf + A                      Bakuretsu Elbow                         9
  _qcf + C                      Bakuretsu Finish                       10
 qcf,qcf + P                 D^ Screw Upper                            11
 qcf,hcb + P                 D^ Bakuretsu Hurricane Tiger Kakato       12
 qcb,qcb + AC                L^ Shijou Saikyou no Bakuretsu Straight   13

 Cancels        A       B       C       D
 -----------------------------------------
 stand near     C       C       C       C
 stand far      -r      C       -       -
 crouching      Cr      -r      C       c

 Super Cancels                          (see notes for details)
 --------------------------------------------------------------
 Tiger Kick (1st)                       Bakuretsu Elbow

 1   Unblockable.  (D) switches sides with your enemy.
 2   Cancelable.
 3   Hits low.  Travels further than before.
 4   Will miss characters who are right next to Joe.
 4   (C) has a further range and fires two hurricanes instead of one.
     The 2nd hurricane will knock down.  However, this move will not
     combo, and it's possible to block after the 1st hurricane in
     some situations (but never if you're in the corner).
 5   Knockdown.
 6   1st hit is SC'able.
 7   Last hit of (D) knocks down.
 7   You can juggle your opponent after this move if they are hit in
     mid-air, and you land first.  Works best in the corner.
 8   --
 9   Overhead.  SC'able.
 10  Hits low.
 11  The intial hurricane will miss if Joe's enemy is near him.  If hit
     out of this first hurricane, the move won't continue.
 11  If this move connects, but you don't get the full 7 hits, you can
     juggle a falling opponent.
 12  Your enemy can't Down Evade if hit by this move.
 13  Unblockable.  Has autoguard on Joe's body; against jumping, high,
     and mid-level attacks.  The autoguard lasts until Joe strikes
     and starts up even before the L^ "activation" flash occurs.


 ------------------------------------------------------------------------
 GRIFFON MASK  ("Tizoc" if language is set to English)     [ Garou Team ]
 ------------------------------------------------------------------------

 b / f + C / D                * Griffon Tower                           1
 d + AB                         Joudan Yoke Kougeki                     2
 d + CD                         Gridro Super Kick                       3
 qcb + K                      * Olympus Over                            4
 f,d,df + P                     Active Tupon                            5
 b,d,db + P                   * Poseidon Wave                           6
 hcb + P when near              Justice Hurricane                       7
 hcf + B when near              Hercule(s) Throw                        8
 qcf + A when near in air       Icarus Crash                            9
 df,df + C from any * move      Griffall                               10
 qcf,qcf + K                 D^ Dadaleus Attack                        11
 hcb,hcb + P when near       D^ Big Fall Griffon                       12
 hcb,hcb + AC when near      L^ Big Fall Griffon                       13

 Cancels        A       B       C       D
 -----------------------------------------
 stand near     Cr      -       c       -
 stand far      Cr      C       c       -
 crouching      C       -       -       -
 jumping        c       c       c       c

 Super Cancels                          (see notes for details)
 --------------------------------------------------------------
 n/Joudan Yoke Kougeki (2nd/3rd)        Poseidon Wave
 
 1   Unblockable.  (C) switches sides with your enemy.
 2   Will dodge high attacks.  2nd-3rd hit is SC'able.  Dadaleus Attack
     can combo, and in the corner, the first and last hits will even
     juggle if you SC'd from the 3rd hit of the Joudan Yoke Kougeki.
 2   So obviously, you must use db / df + AB to roll while crouching.
 3   Will dodge low attacks for the moment you leave the ground (though
     you can be hit before you jump).   Does a lot of GC damage.
 4   Overhead.  (D) makes you backstep first.
 4   Your enemy can't Down Evade if hit by this move.
 5   Unblockable.  (C) moves you further than (A) does.
 5   Only grabs standing opponents, and not those who are crouching or
     are in mid-air.
 6   SC'able.  (C) makes you backstep first.
 6   You cannot Down Evade as you land from the (C) version.
 7   Unblockable.
 8   Unblockable.  Does little damage and can't be comboed into, but
     sets opponent up for a juggle as they bounce off the wall.
 9   Unblockable.  Only grabs mid-air foes.  Can use during a backstep.
 10  A follow-up to the Griffon Tower, Olympus Over, Poseidon Wave, or
     a crouching D that knocks down.  Can hit an opponent on the floor.
 10  Must be done early to hit, although you can do it right after the
     Griffon Tower connects, meaning you don't reverse the input.
 11  1st hit is an overhead attack.  Has startup invincibility.
 12  Unblockable.  Has limited startup invincibility.
 13  Unblockable.  Has limited startup invincibility.
 **  Griffon's forward walk is faster than his forward run.
 **  You can always hold d, then press AB or CD for the respective move.
 **  None of Griffon's throws can be recovered from using the Down Evade.
 **  During the beta test, Griffon was said to have an alternate taunt
     said to be (b + Start).  However, this doesn't seem to work.


 ------------------------------------------------------------------------
 RYO SAKAZAKI                                           [ Kyokugen Team ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Tomoe Nage                              1
 f + A                          Hyouchuu Wari                           2
 f + B                          Joudan Uke                              3
 df + B                         Gedan Uke                               4
 qcf + P                        Ko'ou Ken                               5
 qcf + K                        Mouko Raijin Setsu                      6
 qcb + P                        Kohou Shippuu Ken                       7
 hcb + K                        Hien Shippuu Kyaku                      8
 f,b,f + P                      Zanretsu Ken                            9
 f,d,df + P                     Kohou                                  10
 f,hcf + P                   D^ Haou Shoukou Ken                       11
 qcf,hcb + P                 D^ Ryuuko Ranbu                           12
 qcf,qcf + AC                L^ Tenchi Haou Ken                        13

 Cancels        A       B       C       D
 -----------------------------------------
 stand near     Cr      C       C       C
 stand far      -       -       -       -
 crouching      Cr      -r      C       C

 Super Cancels                          (see notes for details)
 --------------------------------------------------------------
 Kohou Shippuu Ken (1st-2nd)            (A) Kohou
                                        (C) Kohou (1st)

 1   Unblockable.  (C) switches sides with your enemy.
 2   Overhead, unless canceled into.
 3   Autoguard on arm vs. jumping and high attacks.  Becomes cancelable
     if autoguard is triggered.
 4   Same as Joudan Uke, but only autoguards mid- and low-level attacks.
 5   Knockdown.  Negates projectiles.
 6   Overhead and knockdown attack.
 6   Your enemy can't Down Evade if hit by this move.
 7   SC'able on either hit.  (A) has more invincibility when it comes
     to dodging attacks at the beginning.
 7   (C) has autoguard on body when Ryo has fully turned away, vs.
     jumping, high, and mid-level attacks.  A knockdown attack.
 8   Knockdown.
 9   Has autoguard on Ryo's reared fist (before he attacks) vs. high-
     and mid-level attacks.
 9   Either version ends differently, but it seems to have no tactical
     difference.  Your enemy can't Down Evade if hit by this move.
 10  (A) is SC'able.  (C) is SC'able on 1st hit only.
 11  Negates and passes through normal projectiles.  Faster than before,
     sort of like the old SDM version.
 12  (C) makes you leap further forward than (A).  Ryo is immune to
     attacks at the start of the lunge, but not for the whole distance.
 13  Dizzies a hit opponent, but cannot re-dizzy twice in a row.
 13  Your enemy can't Down Evade if hit by this move.
 **  Ryo can follow a crouching B with a standing or crouching C.


 ------------------------------------------------------------------------
 ROBERT GARCIA                                          [ Kyokugen Team ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Kubikiri Nage                           1
 b / f + B                      Ryuu Hanshuu                            2
 b + A                          Uraken                                  3
 f + A                          Kouryuu Koukyaku Geri                   4
 qcf + P                        Ryuugeki Ken                            5
 qcb + K (x4)                   Hien Senpuu Kyaku                       6
 qcb + K in air                 Hien Ryuujin Kyaku                      7
 hcf + K when near              Kyokugen-ryuu Renbu Kyaku               8
 f,d,df + K                     Ryuu Zanshou                            9
 f,b,f + K                      Gen'ei Kyaku                           10
 f,hcf + P (can hold)        D^ Haou Shoukou Ken                       11
 qcf,hcb + P                 D^ Ryuuko Ranbu                           12
 qcb,qcb + B in air          L^ Jiryuu Haisen Kyaku                    13
 qcb,qcb + D in air          L^ Hiryuu Choushuu Kyaku                  14

 Cancels        A       B       C       D
 -----------------------------------------
 stand near     Cr      C       C      C/-
 stand far      -r      -       -       -
 crouching      Cr      Cr      C       C
 jumping        -       -       c       c

 Super Cancels                          (see notes for details)
 --------------------------------------------------------------
 (B) Hien Senpuu Kyaku (2nd-3rd)        (B) Ryuu Zanshou
                                        (D) Ryuu Zanshou (1st)

 1   Unblockable.  (D) switches sides with your enemy.
 1   Your enemy can't Down Evade if hit by this move.
 2   Becomes cancelable if canceled into.
 3   Can juggle afterwards, unless canceled into (which makes the move
     cancelable).
 4   Overhead, unless canceled into (which makes it cancelable into any
     mid-air move).
 4   It used to be that you could link this move into a Ryuuga, but
     none of Robert's moves are fast enough to link anymore.
 5   Even though the (D) version is fired low to the ground, either
     version can be blocked high and will miss from up close.  The
     (D) version also comes out slower than the (B) version.
 6   (B) is SC'able into Hiryuu Choushuu Kyaku on the 2nd or 3rd input.
 7   (B) has a steeper descent than (D) does.  Can use during a backstep.
 8   1st hit is unblockable.  Can juggle afterwards.  This move is now
     performed slowly, and Robert has a slower recovery.  Also, your
     opponent is knocked further away.  This makes the timing for juggles
     difficult, and limits your options when not in the corner.
 8   The best follow-ups when in the open seem to be a standing (D), a
     dash into either strength Ryuu Zanshou, or else a Hiryuu Choushuu
     Kyaku performed just off the ground (qcb,qcb,ub + D).  Not much else
     will connect, though a (D) Ryuu Zanshou can combo if your timing is
     good (you might as well just dash to ensure that it hits).
 8   It might seem like (hcf + K > f,f > f,d,df + B > qcb,qcb + D)
     would work, but the Hiryuu Choushuu Kyaku will miss.  Too bad ;(
 9   (B) is pretty much vertical, while (D) carries you forward slightly.
 9   (B) is SC'able into either L^ move.  If blocked, the 2nd or 3rd
     hit are SC'able.  On a counter hit, the 2nd hit is SC'able.
 9   (D) is SC'able on the 1st hit, but only into Ryuuko Ranbu.
 10  Comes out very quickly, and seems to recover faster, too.
 11  Negates and passes through normal projectiles.  Delaying it seems
     to have no effect.  If you cancel into this move (say, from a
     standing C), it combos, but the damage is greatly reduced.
 12  (C) makes you leap further than (A) does, although it is slower
     and only (A) will combo from an attack (such as a standing C).
 12  Unlike Ryo, you can't pass through attacks while lunging forward.
 13  A sort of super Hien Ryuujin Kyaku.  There is a recovery period
     after it hits, like Ryo's Tenchi Haou Ken.
 13  Your enemy can't Down Evade if hit by this move.
 14  An upward flying kick.  Has no recovery period, unlike (B) version.
                                     

 ------------------------------------------------------------------------
 YURI SAKAZAKI                                          [ Kyokugen Team ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Silent Nage                             1
 a-u + C / D when near in air   Izuna Otoshi                            2
 b + B in air                   Yuri Ori                                3
 f + A                          En Yoku                                 4
 f + B                          Shiyoku                                 5
 df + D                         Shouyoku                                6
 qcf + P                        Ko'ou Ken                               7
  _hold same button             Haou Shoukou Ken                        8
 qcf + K in air                 Raiou Ken                               9
 qcb + P                        Saifa                                  10
 hcb + K                        Hyakuretsu Binta                       11
 f,d,df + P                     Kuuga (Yuri Chou Upper)                12
 f,d,df + C (x2)                Ura Kuuga (Double Yuri Chou Upper)     13
 qcf,hcb + K                 D^ Hien Hou'ou Kyaku                      14
 qcf,qcf + K                 D^ Mekki Zan Kuuga (Shin! Chou Upper)     15
 qcf,qcf + P (can hold)      L^ Denjin Haou Shoukou Ken                16
  _tap any dir. rapidly         <charge time reduce>                   17

 Cancels        A       B       C       D
 -----------------------------------------
 stand near     Cr      C       C       C
 stand far      Cr      -       -       -
 crouching      Cr      Cr      C       -
 jumping        -       -       -       -

 Super Cancels                          (see notes for details)
 --------------------------------------------------------------
 (C) Kuuga (1st)                        Ura Kuuga (1st-2nd)

 1   Unblockable.  (C) switches sides with your enemy.
 1   Your enemy can't Down Evade if hit by this move.
 2   Unblockable.  Will only hit opponents in mid-air.
 2   Your enemy can't Down Evade if hit by this move.
 3   A parody of Iori's Yuri Ori.  Can be used to start a cross-up
     combo when you jump over your opponent.  You can use this move
     during a backstep to sail back even further, but you have to
     do the motion once you're actually in air.
 4   Overhead, unless canceled into.
 5   Cancelable.  Hits low.
 6   Cancelable.  Can juggle afterwards (try Shin! Chou Upper when
     in the corner).
 7   Knockdown.
 8   Knockdown.
 9   Faster than before.  (D) has more range than (B) does.  Can hit
     someone lying on the ground.
 9   You cannot perform this move as (qcf,uf + K), or use it during
     a backstep.
 10  Knockdown.  There is a delay before the (C) version.  Either
     version reflects projectiles.
 11  Unblockable.
 12  (C) is SC'able on the 1st hit.
 13  SC'able on either hit, but only into Shin! Chou Upper.  It seems
     as if the 2nd hit is only SC'able if the first Kuuga hits.
 14  --
 15  A parody of Ryu's Shin Shouryuu Ken.  If the first hit doesn't
     connect deeply enough, Yuri does a multi-hit uppercut instead of
     the normal 3-hit version.
 16  A parody of Ryu's Denjin Hadou Ken.  Unblockable.  Charging the
     move increases the hits and damage, and makes it automatically
     dizzy a hit foe.  You don't need to fully charge it in order to
     get this effect.  Negates and passes through normal projectiles,
     but will be negated by other D^ projectiles.  Does low damage.
 16  If you hit a mid-air opponent with this move, they will fall
     straight up.  I haven't been able to juggle off of this, but it
     is an easy set up for a Raiou Ken ground hit (i.e. (C) Yuri
     Chou Upper > super cancel Denjin HSK > ground hit Raiou Ken).
 17  While delaying this move, you can shake the joystick rapidy
     reduce the amount of time it takes to charge it to full.


 ------------------------------------------------------------------------
 KIM KAPHWAN                                               [ Korea Team ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Kassatsu Nage                           1
 f + B                          Neri Chagi                              2
 d + K in air                   Hishou Kyaku                            3
 d,d + K                        Haki Kyaku                              4
 qcb + K                        Hangetsu Zan                            5
 qcb + P (x2)                   Sanren Geki                             6
  _qcb + A                      Neri Chagi                              7
  _qcb + C                      Double Dechagi                          8
 qcb + P _uf + B _d + B         Sankuu Geki                             9
 Charge b,f + K                 Ryuusei Raku                           10
 Charge d,u + K                 Hien Zan                               11
 Charge d,u + D _d + D          Tenshou Zan                            12
 qcf,qcf + K                 D^ Hou'ou Hiten Kyaku                     13
 qcb,db,f + K (air)          D^ Hou'ou Kyaku                           14
 qcb,db,f + BD (air)         L^ Hiden Hou'ou Kyaku                     15

 Cancels        A       B       C       D
 -----------------------------------------
 stand near     C      C/C     -/C     C/C
 stand far      -       -       -      -/-
 crouching      Cr      cr      C       C
 jumping        S       -       -       -

 Super Cancels                              (see notes for details)
 ------------------------------------------------------------------
 n/Neri Chagi (f+B ver.)  (B) Haki Kyaku         (B) Hangetsu Zan
 Neri Chagi (qcb+A ver.)  Double Dechagi (2nd)   Ryuusei Raku (1st)
 (D) Hien Zan (3rd)

 1   Unblockable.  (C) switches sides with your enemy.
 1   Your enemy can't Down Evade if hit by this move.
 2   Overhead, unless canceled into (which makes it SC'able on either
     hit).
 3   Is now the "descending" style Hishou Kyaku, but is a little slower
     than the old "single hit" version.
 4   (B) is SC'able, but only into the Hou'ou Kyaku.  (D) knocks down.
     Both versions hit low.
 4   Kim retains an old bug from previous games; if you try to super
     cancel the (B) Haki Kyaku into the Hou'ou Kyaku without enough
     levels to do so, Kim simply cancels out of the Haki Kyaku without
     doing anything.  This allows you to combo your opponent before
     they recover from the Haki Kyaku hit.
 5   (B) is SC'able and combos into any D^ or L^ move.
 6   --
 7   Overhead on either hit.  2nd hit is SC'able.
 8   2nd hit is SC'able.  If done in the corner, you can SC into the
     Hou'ou Kyaku or Hiden Hou'ou Kyaku for an easy juggle.
 9   The 2nd input can be canceled into the 3rd input either immediately
     or after a moment, giving you slightly more range.  However, if you
     wait too long, you can't cancel into the last hit.  The 3rd input
     is an overhead attack.
 9   This series is slower than before, and Kim is closer to the ground
     when performing it.
 10  1st hit hits low and is SC'able.  2nd hit of (D) version is an
     overhead.  This move is slower now, and has more recovery time.
 10  The 2nd hit of the (D) version won't always combo with the
     previous hit, meaning you can roll or otherwise avoid it.
 10  Your enemy can't Down Evade if hit by this move.
 11  3rd hit of (D) is SC'able.  In the corner, you can SC into the
     Hou'ou Kyaku for a juggle (though the Hiden Hou'ou Kyaku will miss).
 12  Your enemy can't Down Evade if hit by this move.
 13  Can juggle afterwards.
 14  Can juggle afterwards, but only in the corner.
 14  Your enemy can't Down Evade if hit by this move.
 **  Both hits of Kim's far standing D will combo now, unlike last year.
                                

 ------------------------------------------------------------------------
 CHANG KOEHAN                                              [ Korea Team ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Hagan Geki                              1
 uf~df + C in air               Tekkyuu Geki                            2
 df + A                         Hiki Nige                               3
 qcf + K                        Tekkyuu Dai Bokusatsu                   4
 Charge b,f + P                 Tekkyuu Funsai Geki                     5
 Tap P rapidly, move b / f      Tekkyuu Dai Kaiten                      6
  _press AC                     Cancel                                  7
 hcb,f + P when near            Dai Hakai Nage                          8
 qcf,hcb + P                 D^ Tekkyuu Dai Bousou                      9
 qcb,qcb + P                 D^ Tekkyuu Dai Funsai Geki                10
 qcf,qcf + AC                L^ Tekkyuu Dai Assatsu                    11
 
 Cancels        A       B       C       D
 -----------------------------------------
 stand near     C       C      -/-      C
 stand far      -       C       -       -
 crouching      Cr      Cr      C       C
 jumping        -       -       -       -

 Super Cancels                                 (see notes for details)
 ---------------------------------------------------------------------
 n/Hiki Nige                (A) Tekkyuu Funsai Geki
                            (C) Tekkyuu Funsai Geki (forward hit only)

 1   Unblockable.  (D) switches sides with your enemy.
 1   Your enemy can't Down Evade if hit by this move.
 2   Knockdown.  If this move counter hits, you can juggle your opponent
     (works best in the corner).  Can use during a backstep.
 3   Hits low, unless canceled into (which makes it SC'able).
 4   Overhead.  Can hit someone lying on the ground.  Has autoguard on
     Chang's belly, when he is slapping it.  The autoguard will block
     jumping, high, and mid-level attacks.
 4   Your enemy can't Down Evade if hit by this move.
 5   Knockdown.  Has autoguard on Chang's front against jumping, high,
     and mid-level attacks.  The autoguard only lasts before Chang
     strikes, meaning you can hit him out of the move before he hits
     you.
 5   The (C) version is delayed while Chang swings his ball over his
     head.  You still have autoguard during this time, and a jumping
     opponent can get hit by the spinning ball.
 5   Either version is SC'able, but only on the forward ball swing
     (and not when Chang holds it over his head).
 6   Knockdown.  Can negate normal and D^ projectiles while the ball
     is spinning.  Chang moves much faster and can travel further
     during this move.
 7   Only requires two buttons to cancel this move.
 8   Unblockable.  Chang only does four slams now.
 8   Your enemy can't Down Evade if hit by this move.
 9   Only has one finish now, which is a Funsai Geki attack.
 10  A multi-hit (A) Funsai Geki.  Does lots of block damage, and
     can be easily comboed into.  Has no autoguard, though.
 10  If this move counter hits from up close, it's possible for it to
     knock the enemy away after only 2-3 hits (results in less damage).
 11  Chang doesn't run forward during this move.  He doesn't have
     autoguard while falling, and the move cannot hit an opponent lying
     on the ground (unless the first hit on the way up connected).  This
     move no longer hits low once Chang lands, either.
 11  This move can still hit twice on the way up and the way down,
     although your opponent can roll to avoid the last hit if they
     were hit on the way up.  Chang performs this move much faster
     than before.
 **  Chang cannot jump over most standing opponents unless he uses the
     Big Jump (tap db~df,ub~uf).
 **  Chang's crouching (C) can hit at three points.  The two lowest
     points are cancelable, while the 3rd point is SC'able.


 ------------------------------------------------------------------------
 JHUN HOON                                                 [ Korea Team ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Kai Senpuu                              1
 f + A                          Soshuu Geki > Soshuu Jin                2
 f + B                          Ryouko Geki > Ryouko Jin                3
 d + B in air                   Ryuurou Shuu                            4
 qcb + A                        Haiki Geki > Soshuu Jin                 5
 qcb + C                        Haiki Geki                              6
 qcb + B                        Mangetsu Zan > Ryouko Jin               7
 qcb + D                        Mangetsu Zan                            8
 Charge d,u + A                 Kuu Sajin > Soshuu Jin                  9
 Charge d,u + C                 Kuu Sajin                              10
 d,d + A                        Soshuu Jin                             11
  _move b / f                   Zengo Idou                             12
  _b,b / f,f                    Hikikomi / Fumikomi                    13
  _press D                      Cancel                                 14
  _press A                      Kirikae Kougeki > Ryouko Jin           15
  _press B                      Mangetsu Zan > Ryouko Jin              16
  _press C                      Shuusou Kyaku: Gedan                   17
  _u + C                        Shuusou Kyaku: Joudan                  18
  _b + B                        Koshuu Ha                              19
  _qcf,qcf + B               D^ Hou'ou Ressou Kyaku                    20
 d,d + B                        Ryouko Jin                             21
  _move b / f                   Zengo Idou                             22
  _b,b / f,f                    Hikikomi / Fumikomi                    23
  _press D                      Cancel                                 24
  _press A                      Kirikae Kougeki > Soshuu Jin           25
  _press B                      Ko Ressou                              26
  _press C                      Mouko Geki: Naka                       27
  _u + C                        Hiko Geki: Ue                          28
  _d + C                        Shuuko Geki: Shimo                     29
  _u + A                        Kuu Sajin > Soshuu Jin                 30
  _qcf,qcf + C               L^ Jhun Shiki: Hou'ou Ressou Kyaku        31
 qcf,qcf + K                 D^ Hou'ou Ressou Kyaku                    32
 qcf,qcf + K in air          D^ Hou'ou Tenbu Kyaku                     33
 qcf,qcf + AC                L^ Jhun Shiki: Ressou Hiten Kyaku         34
                
 Cancels        A       B       C       D
 -----------------------------------------
 stand near     C       C       C       C
 stand far      -       -       C       C
 crouching      Cr      -       C       C
 jumping        -       -       -       -

 Super Cancels                          (see notes for details)
 --------------------------------------------------------------
 n/Ryouko Geki       n/Ryuurou Shuu      (D) Mangetsu Zan (6th)

 1   Unblockable.  (C) switches sides with your enemy.
 1   Your enemy can't Down Evade if hit by this move.
 2   Knockdown and a Counter Wire.  Leaves you in Soshuu stance.
 3   SC'able into Jhun Shiki: Hiten Ressou Kyaku.  Leaves you in Ryouko
     stance.
 4   SC'able into Hou'ou Tenbu Kyaku.  You can make an attack while
     rebounding from this move.
 4   There is a glitch with this move; try to AB roll in mid-air
     immediately after this move hits or is blocked, and Jhun will
     roll.  You can now move around and attack while "walking" in
     mid-air, although you can only use the Ryuurou Shou or Hou'ou
     Tenbu Kyaku in addition to a normal P or K attack.
 4   In this state, if the Ryuurou Shuu misses, Jhun will freeze until
     he is hit.  However, you can use a crouching (A) or Ryuurou Shuu
     repeatedly for an infinite combo.
 5   Can combo your opponent afterwards.  Leaves you in Soshuu stance.
 6   Can combo your opponent afterwards.
 7   Leaves you in Ryouko stance.
 8   SC'able on the last hit.  I find it odd that this is his only
     special move SC.  He had a bunch of them in previous games.
 9   Leaves you in Soshuu stance.
 10  --
 11  Puts you in Soshuu stance.  In this stance, you cannot block or
     roll, and are limited to using only certain moves.  If hit, the
     stance will end.
 12  --
 13  --
 14  Returns you to your normal stance.
 15  Knockdown.  Leaves you in Ryouko stance.  Has autoguard on Jhun's
     lifted knee (before he kicks) vs. high and mid-level attacks.
 16  Leaves you in Ryouko stance.
 17  Can link into Hou'ou Ressou Kyaku.
 18  Knockdown.  Your enemy can't Down Evade if hit by this move.
 18  Knockdown.  Your enemy can't Down Evade if hit by this move.
 19  A Counter Wire.  Has autoguard while Jhun is kicking.  Does a
     high amount of GC damage if blocked.
 20  --
 21  Puts you in Ryouko stance.  In this stance, you cannot block or
     roll, and are limited to using only certain moves.  If hit, the
     stance will end.
 22  --
 23  --
 24  Returns you to your normal stance.
 25  Knockdown.  Leaves you in Soshuu stance.  Has autoguard just before
     Jhun backflips, against jumping, high, and mid-level attacks.
 25  Can hit someone lying on the ground.
 26  Knockdown.  Your enemy can't Down Evade if hit by this move.
 26  Reflects projectiles.
 27  Hits low.  Can juggle afterwards.
 28  Overhead.  Your enemy can't Down Evade if hit by this move.
 29  Hits low.
 30  Leaves you in Soshuu stance.
 31  Hits low.  Can juggle afterwards.
 32  --
 33  --
 34  Hits low.  Can juggle afterwards.
 **  Must be in the Soshuu stance (e.g. d,d + A) to use #12-#20.
 **  Must be in the Ryouko stance (e.g. d,d + A) to use #22-#31.
 **  A simple combo in the Ryouko stance is: C > B > u + A.


 ------------------------------------------------------------------------
 LEONA HEIDERN                                             [ Ikari Team ]
 ------------------------------------------------------------------------

 b / f + C / D                  Ordeal Buckler                          1
 b / f + B                      Strike Arch                             2
 Press CD in air                Leo Kick                                3
 Charge d,u + P                 Moon Slasher                            4
 Charge b,f + P                 Vortex Launcher                         5
 Charge b,f + K                 Ground Saber                            6
 Charge b,f + D _f + D          Gliding Buster                          7
 qcb + P in air                 X Calibur                               8
 qcb + K                        Earring Bakudan 1                       9
 b,d,db + K                     Earring Bakudan 2: Heart Attack        10
  _b,d,db + K                   Kibaku                                 11
 qcb,hcf + K                 D^ Rebel Spark                            12
 qcf,hcb + P in air          D^ V Slasher                              13
 qcf,qcf + AC                L^ V Slasher: Aerial                      14

 Cancels        A       B       C       D
 -----------------------------------------
 stand near     Cr      C      C/C     C/S
 stand far      -r      -       C       -
 crouching      Cr      -r      C       -
 jump up        C       C       -       C
 jump diag.     -       C       -       C

 Super Cancels                          (see notes for details)
 --------------------------------------------------------------
 (B) Ground Saber                       Gliding Buster

 1   Unblockable.  (C) switches sides with your enemy.
 1   Your enemy can't Down Evade if hit by this move.
 2   Overhead and knockdown, unless canceled into (which makes it
     cancelable into any mid-air move).
 2   Your enemy can't Down Evade if hit by this move.
 3   A cancelable, knockdown attack.
 3   Can juggle if the move counter hits (works best in corner).
 4   Knockdown.
 5   Can juggle afterwards.
 6   Can juggle in corner, if opponent is hit in mid-air near the end
     of the move.
 6   (B) is SC'able, but only into the V Slasher: Aerial.
 7   SC'able only into V Slasher.
 8   Knockdown.  (A) makes you fall forward, (C) makes you fall backward.
 9   (B) hits low once the earring hits the ground.  You can combo your
     opponent after either version, since Leona recovers first.
 10  Misses unless performed when near.  Also blockable (resulting in a
     nice bit of animation if blocked).
 10  You can combo after this move, since Leona recovers first.  Using
     this move plants a bomb on her opponent that explodes in two counts
     (you can tell when this will occur, since the "glint" increases in
     frequency).
 10  The bomb is unblockable when it explodes, and can hit an opponent
     even if they are on the floor.  However, it won't hit them if they
     are in an invincible state (getting up or rolling, etc.)  The
     bomb vanishes if Leona is hit, or if she connects with a throw,
     D^, or L^ move, or leaves the battle (i.e. via the Change).
 12  (D) has a delay that prevents you from comboing into it, though it
     also has start-up invincibility before Leona starts running.
 12  Your enemy can't Down Evade if hit by this move.
 13  --
 14  If blocked, Leona retreats all the way across the screen.
                               

 ------------------------------------------------------------------------
 RALF JONES                                                [ Ikari Team ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Dynamite Headbutt                       1
 f,d,df + P                     Unblock                                 2
 Charge b,f + P                 Gatling Attack                          3
 Charge d,u + P                 Kyuukouka Bakudan Punch (Chijou)        4
 qcf + P in air                 Kyuukouka Bakudan Punch (Kuuchuu)       5
 hcf + K when near              Super Argentine Backbreaker             6
 hcb + B                        Teikuu Ralf Kick                        7
 hcb + D                        Ralf Kick                               8
 Tap P rapidly, move f          Vulcan Punch                            9
 qcf,hcb + P                 D^ Baribari Vulcan Punch                  10
 qcb,hcf + K                 D^ Umanori Vulcan Punch                   11
 qcf,qcf + AC                L^ Galactica Phantom                      12

 Cancels        A       B       C       D
 -----------------------------------------
 stand near     -       -       C       -
 stand far      -       -       C       -
 crouching      Cr      -       C       C
 jump up        -       -       C       -
 jump diag.     -       -       -       -

 Super Cancels                          (see notes for details)
 --------------------------------------------------------------
 Gatling Attack (2nd)

 1   Unblockable.  (D) switches sides with your enemy.
 2   Unblockable, unless canceled into (which makes it come out faster).
 2   I've managed to cancel a canceled Unblock into a Ralf Kick (i.e.
     c A > f,d,df + C > hcb + D), but it seems very difficult to do.
     Perhaps there is a trick or timing element I haven't figured out.
 2   Your enemy can't Down Evade if hit by this move.
 3   2nd hit is SC'able.
 4   Can hit on the way up, and the way down.
 5   --
 6   Unblockable.  Now has a start-up delay, but during this time, Ralf
     has autoguard on his mid-body against jumping and high attacks
     (right before he grabs you).
 7   Hits low.
 8   Overhead.  Can juggle afterwards, if your foe is in the corner
     and you land soon enough after hitting them.
 8   Your enemy can't Down Evade if hit by this move.
 9   You don't move forward as far or as fast as you used to if you
     hold f during this move.  This is really noticable if you perform
     the move by alternating between tapping A and C.
 9   Hits twice on a counter hit.
 10  Your enemy can't Down Evade if hit by this move.
 11  Your enemy can't Down Evade if hit by this move.
 12  Your enemy can't Down Evade if hit by this move.
 12  Unblockable and a Counter Wire.  Ralf has autoguard on his body
     once he crouches down, and keeps the autoguard while moving forward
     to attack.  He can autoguard jumping, high, and mid-level attacks
     this way.  Comes out somewhat faster than before.


 ------------------------------------------------------------------------
 CLARK STEEL                                               [ Ikari Team ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Nageppanashi German                     1
 a-u + C / D when near in air   Death Lake Drive                        2
 f + B                          Stomping                                3
 f,d,df + P                   * Napalm Stretch                          4
 f,d,df + K when near         * Frankensteiner                          5
 hcb + P                        Shining Wizard                          6
 hcf + P                        Mount Tackle                            7
  _d,d + A                      Clark Lift                              8
  _d,d + C                    * Reverse DDT                             9
  _d,d + K                      Rolling Cradle                         10
 hcf + K when near            * Super Argentine Backbreaker            11
 qcf + C from any * move        Flashing Elbow                         12
 hcf,hcf + K                 D^ Running Three                          13
 hcb,hcb + P when near       D^ Ultra Argentine Backbreaker            14
 hcb,hcb + AC when near      L^ Ultra Argentine Backbreaker            15

 Cancels        A       B       C       D
 -----------------------------------------
 stand near     -       C      C/-      -
 stand far      -       -       -       -
 crouching      C       -r      -       -

 Super Cancels
 --------------------------------------------------------------
 (none.)

 1   Unblockable.  (D) switches sides with your enemy.
 2   Unblockable.  Will only hit opponents in mid-air.
 2   Your enemy can't Down Evade if hit by this move.
 3   Cancelable.
 4   Blockable.  Will only hit opponents in mid-air, excluding some
     tall standing opponents, like Mukai.
 5   Unblockable.  Your enemy can't Down Evade if hit by this move.
 6   Unblockable if your opponent is crouching.  Otherwise, Clark
     will run forward but do nothing.  Incidentally, this means that
     you can't hit Mukai with this move (since he can't crouch).
 6   Your enemy can't Down Evade if hit by this move.
 7   Blockable, and does no damage.  If you attempt a follow-up, your
     foe can press the same button to escape (i.e., they can break
     out of your (D) Rolling Cradle by pressing D before the move
     begins).  Noticeably slower than last year.
 7   Your enemy can't Down Evade if hit by this move.
 8   Your enemy can't Down Evade if hit by this move.
 9   Your enemy can't Down Evade if hit by this move.
 10  Your enemy can't Down Evade if hit by this move.
 11  Unblockable.  Your enemy can't Down Evade if hit by this move.
 12  Can be used after Napalm Stretch, Frankensteiner, Reverse DDT, or
     Super Argentine Backbreaker.  Seems to have much more range than
     before, making it harder to miss (though in obvious situations
     like Down Evading out of a Napalm Stretch, it will still miss).
 13  Unblockable.  A running throw.
 14  Unblockable.  Your enemy can't Down Evade if hit by this move.
 15  Unblockable.  Your enemy can't Down Evade if hit by this move.
 15  Has a new ending animation in which Clark ends up standing on his
     hands and holding the opponent between his legs.  What a show-off!


 ------------------------------------------------------------------------
 IORI YAGAMI                                           [ Edit Character ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Sakahagi                                1
 f + A,A                        Geshiki: Yumebiki                       2
 f + B                          Geshiki: Goufu In "Shinigame"           3
 b + B in air                   Geshiki: Yuri Ori                       4
 qcf + P                        108 Shiki: Yamibarai                    5
 f,d,df + P                     100 Shiki: Oniyaki                      6
 qcb + P (x3)                   127 Shiki: Aoihana                      7
 hcb + K                        212 Shiki: Kototsuki In                 8
 hcb,f + P when near            Kuzukaze                                9
 qcf,hcb + P                 D^ Kin 1211 Shiki: Yaotome                10
  _qcf,qcf,qcf,qcf + AC      D^ Ura 316 Shiki: Saika                   11
 qcb,hcf + P                 D^ Ura 108 Shiki: Ya Sakazuki             12
 qcf,hcb + AC                L^ San Shingi no Ni                       13

 Cancels        A       B       C       D
 -----------------------------------------
 stand near     Cr      C       C       -
 stand far      -r      -       C       -
 crouching      Cr      -r      C       -

 Super Cancels                          (see notes for details)
 --------------------------------------------------------------
 (C) Oniyaki (1st-2nd)

 1   Unblockable.  (C) switches sides with your enemy.
 2   2nd hit is cancelable.  In previous games, the 1st hit was SC'able,
     but I can't get this to work myself.
 3   Overhead, unless canceled into (which makes it cancelable).
 4   Can cross-up an opponent, or be used to start a combo.  If used
     during a backstep, you will sail back further than usual.
 5   --
 6   (C) is SC'able on 1st or 2nd hit.  3rd hit knocks down.
 7   3rd input is an overhead attack.  Recovery from 1st-2nd input is
     slightly slower than before.  However, since the hits can be
     canceled even if they miss, you can still combo off a missed hit.
     An example would be (f + A,A > qcb+ P (misses) > qcb + P > qcb + P)
     for a 4-hit combo.
 7   You cannot Down Evade as you land from the 3rd input.
 8   Iori won't continue this move if the 1st hit is blocked, and this
     move is faster.  If the 1st hit connects against an airborne foe,
     the 2nd hit will probably miss, unless your opponent is low enough.
 8   Your enemy can't Down Evade if hit by this move.
 9   Unblockable and does no damage.  However, it switches sides with
     your opponent and leaves them open to attack.
 9   This move seems to come out faster than before, but Iori has
     less invincibility (if any) while trying to grab you.
 10  --
 11  Only costs 1 level to use, but can only be performed when you are
     the Leader character (think of it as an L^ move).
 11  The timing seems more strict than before.  Try to end up finishing
     the command right after Iori "explodes" his opponent away.
 11  Your enemy can't Down Evade if hit by this move.
 12  You can no longer delay this move, and it does no damage.  Also,
     (A) has a shorter range than (C), and Iori only throws one "pillar"
     instead of multiple ones.
 12  However, this move leaves an opponent open to attack, even if
     they're in mid-air, and they cannot escape from it as if they
     were dizzy.  You can't use another Ya Sakazuki while the first
     one is in effect, but you can use a throw move or Yamibarai.
 13  An overhead attack.
 **  Both the Yaotome and San Shingi no Ni have a pretty far reach,
     so a combo like (stand A > f + A,A > qcf,hcb + P / AC) is possible
     even out in the open (preceed it with a Yuri Ori, if you want).


 ------------------------------------------------------------------------
 KYO KUSANAGI                                          [ Edit Character ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Issetsu Seoi Nage                       1
 d + C in air                   Geshiki: Naraku Otoshi                  2
 f + B                          Geshiki: Goufu You                      3
 df + D                         88 Shiki                                4
 qcf + A                        114 Shiki: Aragami                      5
  _qcf + A                      128 Shiki: Konokizu                     6
    _press A                    127 Shiki: Yanosabi                     7
    _press K                    125 Shiki: Nanase                       8
  _hcb + A                      127 Shiki: Yanosabi                     9
    _press A                    Geshiki: Migiri Ugachi                 10
    _press K                    125 Shiki: Nanase                      11
 qcf + C                        115 Shiki: Dokugami                    12
  _hcb + C                      401 Shiki: Tsumi Yomi                  13
    _f + C                      402 Shiki: Batsu Yomi                  14
      _f,d,df + C               100 Shiki: Oniyaki                     15
 f,d,df + P                     100 Shiki: Oniyaki                     16
 b,d,db + K                     717 Shiki: Koma Hofuri                 17
 qcf + K,K                      75 Shiki Kai                           18
 hcb + K                        412 Shiki: Hikigane                    19
 qcf,qcf + P (can hold)      D^ 182 Shiki                              20
 qcb,hcf + P (can hold)      D^ Ura 108 Shiki: Orochinagi              21
 qcf,qcf + AC                L^ San Shingi no Ichi                     22

 Cancels        A       B       C       D
 -----------------------------------------
 stand near     Cr      Cr      C       C
 stand far      Cr      -       -       -
 crouching      Cr      -r      C       C
 jumping        -       -       -       -

 Super Cancels                          (see notes for details)
 --------------------------------------------------------------
 (A) Oniyaki                            (B) Hikigane
 (C) Oniyaki (1st)

 1   Unblockable.  (C) switches sides with your enemy.
 1   Your enemy can't Down Evade if hit by this move.
 2   Overhead.   Can use during a backstep.  Knocks down a foe who is in
     mid-air, in which case they cannot use the Down Evade while landing.
 3   Overhead, unless canceled into (which makes it faster and causes
     it to hit twice, the 2nd hit being cancelable).
 4   Both attacks hit low.  If only the 1st hit connects, your opponent
     will recover before you do, so be careful.  This happens more often
     in the corners, obviously.
 5   Has autoguard on Kyo's upper body as he attacks, vs. high and mid-
     level attacks.  The "flame" can negate projectiles.
 6   --
 7   Overhead.  Your enemy can't Down Evade if hit by this move.
 8   --
 9   Overhead.  Your enemy can't Down Evade if hit by this move.
 10  Hits low.  Can hit an opponent on the floor. 
 11  --
 12  The "flame" can negate projectiles, though it's difficult to time.
 13  --
 14  --
 15  Doesn't have any autoguard.
 16  (A) is SC'able.  (C) is SC'able on the 1st hit.
 16  (A) hits twice on a counter hit, but is only SC'able on the 1st hit.
 17  Your enemy can't Down Evade if hit by this move.
 18  Can juggle after 2nd hit of the (D) version.  Orochinagi is now
     too slow to juggle with afterwards (unlike Kusanagi's Orochinagi).
 18  (B) pushes an enemy away on the 1st hit, but doesn't knock them
     down.  The second (B) hit will then knock them away instead of
     upward.  If you combo into this move, you have to do the second
     press late for it to combo (e.g. stand C > qcf + B,B) will only
     get you two hits if you don't delay the last B press).
 18  This move will combo from any cancelable light attack.
 19  (B) is SC'able.  Can juggle afterwards.
 19  (B) avoids low attacks, while (D) dodges high attacks, but only
     for the brief moment when Kyo ducks down in the beginning.
 20  Delaying the move increases the damage slightly, and makes the
     move unblockable if fully delayed.  Also, delaying the move makes
     you immune to jumping and high attacks during that time.
 21  (A) gives you immunity to low attacks if delayed.  (C) gives you
     immunity to jumping, high, and mid-level attacks if delayed.  This
     move comes out slower than before.
 22  This move has no start-up invicibility, although it comes out very
     quickly.  You can chain into it from most light attacks.
 22  The "pillar" can negate normal and D^ projectiles, but after that,
     Kyo's flame attacks can only negate normal projectiles.


 ------------------------------------------------------------------------
 GATO                                                     [ Outlaw Team ]
 ------------------------------------------------------------------------

 b / f + C / D                  Danzetsu Tai                            1
 f + A                          Saigaku                                 2
 f + B                          Muran Geri                              3
 qcf + P                        Shinga                                  4
  _f,f + same button            Totsuga                                 5
 qcb + P                        Ura Fuuga                               6
  _press A                      Shunga                                  7
  _press B                      Ouga                                    8
  _press C when near            Muga                                    9
  _press D                      Rouga                                  10
 qcb + K                        Fuuga                                  11
  _press A                      Kouga                                  12
  _press B                      Senga                                  13
  _press C                      Kyuuga                                 14
  _press D                      Katsuga                                15
 qcf,qcf + P                 D^ Zero Kiba                              16
 qcf,qcf + K                 D^ Tatsu Kiba                             17
 f,d,df + AB (x3)            L^ Tenryuu Retsu Kiba                     18

 Cancels        A       B       C       D
 -----------------------------------------
 stand near     Cr      C       C      C/-
 stand far      Cr      -       -       -
 crouching      Cr      -r      C       -

 Super Cancels                          (see notes for details)
 --------------------------------------------------------------
 Shinga                                 Katsuga

 1   Unblockable.  (D) switches sides with your enemy.
 1   Your enemy can't Down Evade if hit by this move.
 2   Overhead.
 3   Can avoid low attacks.
 4   SC'able.
 5   Knockdown.  Input after the Shinga hits (not during).
 6   (A) carries your further and higher than (C).  This move is
     faster than the Fuuga.
 7   A mid-air dash.  It can't hit your opponent or be canceled out of.
 8   Reverses jumping, high, and mid-level attacks, as well as special
     moves, D^, and L^ moves.  Gato will respond with a flying kick.
 19  Unblockable.  Can grab standing, crouching, or jumping enemies.
 10  A fake version of the Katsuga.  It cannot actually hit, and you
     are not immune to attack when warping away.
 11  (B) carries you further and higher than (D) does.  This move can
     hit from up close, and the (D) version knocks down, as well.
 12  Can hit a falling opponent, and combos from a close (D) Fuuga.
     However, it won't hit an opponent lying on the floor.
 13  Combos from a close Fuuga.  Can juggle afterwards in the corner
     (the Tatsu Kiba works well).
 14  Overhead.  Combos from a close Fuuga.
 15  Hits low.  It's SC'able, too (Tatsu Kiba will combo in that case).
 16  In Garou, the "neckbreaker" part could miss, but I haven't seen
     that happen yet in this game.
 17  The (D) version moves slightly forward when used, and goes higher
     than the (B) version.
 17  You won't get full hits against a mid-air opponent.
 18  Costs 2 levels to use, even though the L^ flash only appears
     during the 3rd input.
 **  Gato didn't carry over all his moves from Garou, but check out
     his CD counter.  Familiar?


 ------------------------------------------------------------------------
 BILLY KANE                                               [ Outlaw Team ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Ippon Zuri Nage                         1
 f + A                          Dai Kaiten Geri                         2
 f + B                          Boutaka Tobigeri                        3
 df + A                         Hishou Kon                              4
 Tap A rapidly                  Senpuu Kon                              5
 qcb + P                        Suzume Otoshi                           6
 qcb + B                        Karyuu Tsuigeki Kon                     7
 qcb + D                        Suiryuu Tsuigeki Kon                    8
 hcf + P                        Sansetsu Kon: Chuudan Uchi              9
  _qcf + P                      Kaen Sansetsu Kon: Chuudan Zuki        10
 f,d,df + K                     Kyoushuu Hishou Kon                    11
 qcf,hcb + P                 D^ Chou Kaen Senpuu Kon                   12
 qcf,qcf + P                 D^ Dai Senpuu                             13
 qcf,qcf + BD                L^ Senkuu Sakkon                          14

 Cancels        A       B       C       D
 -----------------------------------------
 stand near     C       Cr      C       C
 stand far      C       -       -       -
 crouching      -       Cr      C       -

 Super Cancels                          (see notes for details)
 --------------------------------------------------------------
 Suiryuu Tsuigeki Kon (1st-3rd if triggered)

 1   Unblockable.  (C) switches sides with your enemy.
 1   Your enemy can't Down Evade if hit by this move.
 2   --
 3   --
 4   Overhead.
 5   Oddly enough, this move hits fewer times than before, yet can hit
     up to 32 times if your opponent gets "caught" in it.  This most
     often occurs if they try to roll through Billy, but the roll's
     invincibility ends before they've passed through him, resulting
     in them being in the center of the spinning cane's radius.
 5   However, this move still does very low damage for each hit.
 6   Knockdown.  Can hit some tall characters who are standing.
 7   Reverses jumping attacks, special moves, and D^ and L^ moves.
 8   Reverses high, mid-, and low-level moves.  If the reversal is
     triggered, it's SC'able on the 1st-3rd hits.
 9   --
 10  Knockdown.  Can only be used if the Chuudan Uchi hits.
 11  If this move hits on the way up, the remaining hits will juggle.
     In this case, you can juggle after the (B) version.  However, they
     have to be in the corner in order for you to juggle them (Billy's
     Chou Kaen Senpuu Kon works well).
 11  It doesn't seem like this move is controllable anymore, although
     Billy can home in on his opponent's location a little (try
     rolling through the move on the way up to see what I mean).
 12  Negates normal and D^ projectiles.
 13  Your enemy can't Down Evade if hit by this move.
 14  Your enemy can't Down Evade if hit by this move.
 14  Can juggle afterwards.  Considering how nice the Liar Elemental
     looked last year, this move has really crappy animation ;)
 **  Billy's crouching (A) is a little slower than last year.


 ------------------------------------------------------------------------
 RYUJI YAMAZAKI                                           [ Outlaw Team ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Bun Nage                                1
 f + A                          Bussashi                                2
 qcb + A (can hold)             Hebi Tsukai (Joudan)                    3
 qcb + B (can hold)             Hebi Tsukai (Chuudan)                   4
 qcb + C (can hold)             Hebi Tsukai (Gedan)                     5
 D during delayed Hebi Tsukai   Hebi Damashi                            6
 qcf + A                        Bai Gaeshi (Kyuushuu)                   7
 qcf + C                        Bai Gaeshi (Dan Hassha)                 8
 hcf + K                        Sadomazo                                9
 f,d,df + P                     Sabaki no Aikuchi                      10
 f,d,df + B                     Yakiire                                11
 f,d,df + D                     Sunakake                               12
 hcb,f + P                      Bakudan Pachiki                        13
 qcf,qcf + P                 D^ Guillotine                             14
 hcb,hcb + P when near       D^ Drill                                  15
  _tap P 0-5 times              Punch Ranbu                            16
  _tap P 6-9 times              Kick Ranbu                             17
  _tap P 10-14 times            Rapid Pachiki                          18
  _tap P 15+ times              Repeated Hebi Tsukai                   19
   _tap P rapidly               Chouhatsu                              20
 Tap A,A,f,B,C               L^ Kyouken                                21

 Cancels        A       B       C       D
 -----------------------------------------
 stand near     C       C       C      C/-
 stand far      -       -       -       -
 crouching      C       C       C       -

 Super Cancels                          (see notes for details)
 --------------------------------------------------------------
 Sabaki no Aikuchi (1st)                Sadomazo (if triggered)

 1   Unblockable.  (C) switches sides with your enemy.
 1   Your enemy can't Down Evade if hit by this move.
 2   Overhead on either hit, unless canceled into (which makes it
     cancelable).
 3   --
 4   --
 5   Hits low.
 6   If the Hebi Tsukai is delayed, pressing D will cancel out of it.
 7   Absorbs normal and D^ projectiles, resulting in a Power Gauge
     increase.
 8   Absorbs normal and D^ projectiles.  Yamazaki then responds with
     a projectile of his own.
 9   Reverses jumping, high, and mid-level attacks, as well as special
     moves and D^ and L^ moves.  SC'able if the reversal is triggered.
 10  1st hit is SC'able.
 11  2nd hit is an overhead attack.
 11  Your enemy can't Down Evade if hit by this move.
 12  Can be canceled into any Hebi Tsukai.
 13  Unblockable.
 14  (A) travels higher and further than (C).  This move has a higher
     arc than before.
 15  Unblockable.  You can tap P after Yamazaki starts laughing to change
     the Drill's outcome.  Damage-wise, there isn't much of a difference
     between the levels except for the Repeated Hebi Tsukai version.
 16  --
 17  --
 18  --
 19  --
 20  Won't raise your foe's Power Gauge if used.
 21  Your enemy can't Down Evade if hit by this move.
 21  When used, Yamazaki dashes forward and performs an unblockable
     attack.  However, if he hasn't reached his opponent after the dash
     (or if they move out of the way), then he will clutch his head and
     be left open to attack (just like his old qcf + ABCD move).  Can
     even hit airborne foes, as long as they aren't too high.
 21  You don't have to enter the command as fast as you do for the
     Hero Team's "button-press" moves.  You can try using A,A,f,B+C
     if you want (it's easier to do than the official motion).
 **  Has a creepy new animation if you stand in place for a while.
 **  None of the Hebi Tsukai moves will combo from light attacks anymore.


 ------------------------------------------------------------------------
 KING                                                    [ Women's Team ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Hold Rush                               1
 df + D                         Sliding Kick                            2
 qcf + P                        Top Venom                               3
 qcf + K                        Under Venom                             4
 qcf,qcf + K                    Double Venom Strike                     5
 hcb + B                        Tornado Kick                            6
 hcb + D                        Tornado Kick '95                        7
 b,d,db + K                     Trap Shot                               8
 qcb,qcb + K                 D^ Silent Slash                            9
 qcf,hcb + K                 D^ Illusion Dance                         10
 qcf,qcf + P                 L^ Phantom Strike                         11
                               
 Cancels        A       B       C       D
 -----------------------------------------
 stand near     Cr      C       C      C/C
 stand far      -r      -       -       -
 crouching      Cr      -r      C       C

 Super Cancels
 --------------------------------------------------------------
 (none.)

 1   Unblockable.  (D) switches sides with your enemy.
 1   Your enemy can't Down Evade if hit by this move.
 2   Hits low, unless canceled into (which makes it cancelable).
 2   You can cancel this move as it starts, or once King has finished
     sliding, which puts you a little closer to the enemy and makes
     comboing off of it easier.
 3   --
 4   Hits low.  Only the Saikou Hougeki, Psycho Reflector, Ko Ressou,
     and Tamayura no Shitsune can reflect this move.  Neither Bai Gaeshi
     will work, either.
 5   2nd fireball is a knockdown attack.
 6   Can juggle afterwards (Silent Slash works well).  If this move
     hits at the end of the "rising" animation, King lands a little
     earlier and has more juggle options (like a standing attack or
     even an (A) Top Venom, although that is very difficult to do).
 7   Hits twice.
 8   --
 9   Combos much better than the old Silent Flash would.
 9   There is an interesting property of this move in that the last hit
     knocks down your opponent.  So, if you manage to have the last hit
     miss, you can juggle your opponent upon landing, even with another
     Silent Slash (and if the last hit of that one misses, you can do a
     third one, etc.)  An example set-up would be a character in the
     corner who small jumps straight upward.  If you perform the Silent
     Slash during this time, you won't get in the full number of hits
     and can juggle your opponent.
 10  --
 11  (A) makes King fire an Under Venom for the 2nd hit, while (C) makes
     her fire one for the 1st hit.  Either version has to be blocked low,
     which means that if it isn't, the remaining hits (there are four
     total) will combo.
 **  I've seen King do a series of kicks up close, like her old Mirage
     Dance.  It may have just been the end of the Illusion Dance, though.


 ------------------------------------------------------------------------
 MAI SHIRANUI                                            [ Women's Team ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Fuusha Kuzushi                          1
 a-u + C / D when near in air   Yume Zakura                             2
 uf when near a wall in air     Sankaku Tobi                            3
 d + A in air                   Dairin Fuusha Otoshi                    4
 d + B in air                   Ukihane                                 5
 d + D in air                   Yusura Ume                              6
 f + B                          Kokuen no Mai                           7
 df + B                         Koukaku no Mai                          8
 qcf + P                        Kachou Sen                              9
 hcf + K                        Hissatsu Shinobi Bachi                 10
 qcb + P                        Ryuu Enbu                              11
 qcb + K                        Sayo Chidori                           12
 qcb + P in air                 Musasabi no Mai (Kuuchuu)              13
 Charge d,ub~uf + P             Musasabi no Mai (Chijou)               14
  _move b / f                   Kuuchuu Idou                           14
  _hold P                       Musasabi no Mai                        15
  _qcb + P                      Musasabi no Mai (Kuuchuu)              16
  _d + P                        Yusura Ume                             17
  _d + K                        Ukihane                                18
  _d + D when near in air       Toki Tsubute                           19
 qcf,qcf + P                 D^ Kagerou no Mai                         20
 qcb,hcf + K                 D^ Chou Hissatsu Shinobi Bachi            21
 qcb,hcf + BD                L^ Chou Hissatsu Shinobi Bachi            22

 Cancels        A       B       C       D
 -----------------------------------------
 stand near     C       Cr      C       C
 stand far      C       -       -       -
 crouching      -r      -r      C       C
 jump up        -       -       -       D
 jump diag.     A       -       C       D

 Super Cancels                          (see notes for details)
 --------------------------------------------------------------
 (C) Ryuu Enbu (1st-2nd)                (D) Sayo Chidori

 1   Unblockable.  (C) switches sides with your enemy.
 1   Your enemy can't Down Evade if hit by this move.
 2   Unblockable.  Will only hit opponents in mid-air.
 2   Your enemy can't Down Evade if hit by this move.
 3   --
 4   Overhead.  Knocks down a foe who is in mid-air, in which case they
     cannot use the Down Evade while landing.  Can be canceled into the
     mid-air Musasabi no Mai in either case.
 5   An overhead and knockdown attack.  Can use during a backstep.
 5   Your enemy can't Down Evade if hit by this move.
 6   An overhead and knockdown attack.
 7   Overhead, unless canceled into (which makes it cancelable into the
     mid-air Musasabi no Mai).
 8   Hits low, unless canceled into (in which case, the 2nd hit becomes
     cancelable).  Either way, the 2nd hit knocks down.  The 2nd hit
     is a Counter Wire if the first hit misses.
 8   Your enemy can't Down Evade if hit by this move.
 9   --
 10  --
 11  (C) is SC'able on either hit.  Can negate projectiles.
 12  Knockdown.  (D) is SC'able.  Can negate projectiles if done early.
 13  --
 14  Mai leaps to the wall behind her unless uf is used.  You can move
     backward or forward after bouncing off the wall.
 15  --
 16  --
 17  An overhead and knockdown attack.
 18  An overhead and knockdown attack.
 18  Your enemy can't Down Evade if hit by this move.
 19  Your enemy can't Down Evade if hit by this move.
 19  Unblockable.  Can grab standing, crouching, or jumping enemies.
 20  (C) lets you juggle afterwards, since your foe is knocked straight
     up.  You can't juggle them after (A), even in the corner.
 20  Even if Mai is hit out of this move at the start, the flames will
     still come out and can hit your opponent.
 21  --
 22  --


 ------------------------------------------------------------------------
 BLUE MARY                                               [ Women's Team ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Head Throw                              1
 b / f + A                      Hammer Arch                             2
 b / f + B                      Double Rolling                          3
 Press CD in air                M.B.S.C.                                4
 qcf + P                        Spin Fall                               5
  _qcf + P                      M. Spider                               6
 f,d,df + K                     Vertical Arrow                          7
  _f,d,df + K                   M. Snatcher                             8
 Charge b,f + K                 Straight Slicer                         9
  _qcf + K                      Crab Clutch                            10
 hcb + B                        M. Reverse Facelock                    11
 hcb + D                        M. Head Buster                         12
 qcb + P                        M. Real Counter                        13
  _qcf + same button            Backdrop Real                          14
 qcf,qcf + K                 D^ M. Dynamite Swing                      15
 hcb,hcb + K                 D^ M. Typhoon                             16
 qcf,hcb + AC                L^ M. Twister Rose                        17

 Cancels        A       B       C       D
 -----------------------------------------
 stand near     Cr      Cr     C/C     -/C
 stand far      Cr      -      C/C      -
 crouching      Cr      Cr      C       -

 Super Cancels                          (see notes for details)
 --------------------------------------------------------------
 n/Hammer Arch                          (B) Straight Slicer

 1   Unblockable.  (C) switches sides with your enemy.
 1   Your enemy can't Down Evade if hit by this move.
 2   Overhead, unless canceled into (which makes it cancelable).
 2   Either way, this move is SC'able.  I noticed that if you cancel
     into the M. Typhoon, the opponent can't roll or jump out of the
     way, or attack you in time.  So, even though it doesn't register
     as a 2-hit combo, that's what it essentially is.
 3   2nd hit is a low attack and is cancelable.
 4   Knockdown.  If this move counter hits, you can juggle your opponent
     (works best in the corner).  Can use during a backstep.
 5   Overhead.
 6   Can only be used if the Spin Fall hits.
 6   Your enemy can't Down Evade if hit by this move.
 7   --
 8   Your enemy can't Down Evade if hit by this move.
 8   Can only be used if the Vertical Arrow hits.
 9   Hits low.  (B) is SC'able, but only into the M. Twister Rose.
 10  Can only be used if the Straight Slicer hits.
 10  Your enemy can't Down Evade if hit by this move.
 11  Reverses jumping attacks, special moves, and D^ and L^ moves.
 11  Your enemy can't Down Evade if hit by this move.
 12  Your enemy can't Down Evade if hit by this move.
 12  Reverses high and mid-level attacks.
 13  You are invincible until Mary starts to stand up, although you
     can still be grabbed or thrown at any point.
 14  Unblockable.  Only grabs from up close.
 14  Your enemy can't Down Evade if hit by this move.
 15  (B) has a shorter range than (D), so it won't combo from some
     attacks (like a close standing C or D).  However, both versions
     rise much higher than before.
 15  Mary says "Mary's Dynamite Swinging!" during this move, oddly
     enough.  Your enemy can't Down Evade if hit by this move.
 16  Unblockable.  Mary now dashes forward before the actual throw
     attempt, so you can't combo into it anymore, except from the
     Hammer Arch (or a combo ending in the Hammer Arch, like the
     1st hit of a standing C).
 16  Tel says this move can also be comboed into from a close standing
     D, although in my tests, the opponent was able to jump out of the
     way between moves.  Perhaps it works under a particular setup.
 16  Your enemy can't Down Evade if hit by this move.
 17  Your enemy can't Down Evade if hit by this move.


 ------------------------------------------------------------------------
 BENIMARU NIKAIDO                                       [ Benimaru Team ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Front Suplex                            1
 d + D in air                   Flying Drill                            2
 f + B                          Jackknife Kick                          3
 qcf + A                        Raijin Ken                              4
 qcf + C                        Taikuu Raijin Ken                       5
 qcf + P in air                 Kuuchuu Raijin Ken                      6
 qcb + P (can hold)             Raimei Tou                              7
 qcb + K                        Shinkuu Katategoma                      8
 qcf + K                        Iai Geri                                9
  _qcf + K                      Handou Sandan Geri                     10
 qcf,qcf + A                 D^ Raikou Ken                             11
 qcf,qcf + C                 D^ Taikuu Raikou Ken                      12
 qcb,qcb + K                 D^ Gen'ei Hurricane                       13
 qcf,qcf + AC                L^ Raikou Ken                             14

 Cancels        A       B       C       D
 -----------------------------------------
 stand near     Cr      Cr      c       c 
 stand far      -       -       -       -
 crouching      Cr      Cr      c       C
 jumping        -       -       C       -

 Super Cancels                             (see notes for details)
 -----------------------------------------------------------------
 (B) Shinkuu Katategoma (1st-3rd)       Iai Geri (as leg retracts)
 (D) Shinkuu Katategoma (1st-5th)       Handou Sandan Geri (1st)

 1   Unblockable.  (C) switches sides with your enemy.
 1   Your enemy can't Down Evade if hit by this move.
 2   Can be blocked low, even though it's a mid-air attack.
 3   Cancelable.  Can't cancel from a close C or D anymore.
 4   Negates projectiles.
 5   Negates projectiles.
 6   Negates projectiles.  Can use during a backstep.
 7   Negates projectiles.  Hits a 2nd time after the intial lightning
     strike.  The (C) version hits many times in a very short period,
     which doesn't exactly defeat autoguard, but will outdo it in
     some situations.
 7   If delayed, the "orb" that appears behind Benimaru can hit his
     opponent (not the lightning flowing into it).  This makes a great
     defense for someone who tries to roll through you, although they
     can't be hit by the forward strike if you release the button.
 8   (B) is SC'able on any hit.  (D) is SC'able on 1st-5th hit.
 8   Since (B) knocks away on the 3rd hit, only the Taikuu Raikou Ken
     makes a decent follow-up.  The first two hits can't combo into
     the Gen'ei Hurricane, unfortunately.
 8   You can combo the Gen'ei Hurricane from the (D) version, but this
     must be done quickly, or the supercancel won't combo.
 9   If this move hits as Benimaru's leg retracts, it is SC'able and
     knocks down.
 10  SC'able on the first hit.  It's much easier to cancel into the
     Raikou Ken with the new motion (qcf + K _qcf + K _qcf + P).
 10  Lightning bolt can hit an opponent lying on the floor.
 12  Negates projectiles.
 13  Benimaru now stays in place if this move is blocked.
 14  Negates projectiles.


 ------------------------------------------------------------------------
 SHINGO YABUKI                                          [ Benimaru Team ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Hatsugane                               1
 f + B                          Geshiki: Goufu "Kakkodake"              2
 qcf + A                        114 Shiki: Aragami Mikansei             3
 qcf + C                        115 Shiki: Dokugami Mikansei            4
 hcb + K                        212 Shiki: Kototsuki Mikansei           5
 f,d,df + P                     100 Shiki: Oniyaki Mikansei             6
 f,d,df + K when near           Shingo Kinsei Oreshiki: Nie Togi        7
 hcf + K                        Shingo Kick                             8
 qcf + K in air                 Shingo Kick: Air                        9
 qcb + P                        Idou Yoke                              10
 qcf,qcf + P                 D^ Geshiki: Kake Hourin                   11
  _press P                      Idou Teishi                            12
 qcb,hcf + P                 D^ Burning Shingo                         13
 qcf,qcf + BD                L^ Shingo Kinsei Oreshiki: Rouka Guruma   14
                                                 
 Cancels        A       B       C       D
 -----------------------------------------
 stand near     Cr      C       C       C 
 stand far      -r      -       -       -
 crouching      Cr      Cr      C       C
 jumping        -       -       -       -

 Super Cancels                             (see notes for details)
 -----------------------------------------------------------------
 Aragami Mikansei               Dokugami Mikansei (non-spark ver.)
 Kototsuki Mikansei (1st)       Nie Togi (1st-2nd)

 1   Unblockable.  (D) switches sides with your enemy.
 1   Your enemy can't Down Evade if hit by this move.
 2   Cancelable.  Becomes faster if canceled into.
 3   SC'able.
 4   Knockdown.  SC'able unless you get the "spark" effect (see below).
 4   Randomly, this move produces a "spark" when used.  In this case,
     it hits twice and has autoguard against high and mid-level attacks
     just before Shingo hits (when his back is to the screen).  If this
     move hits, Shingo freaks out afterwards (his old Striker Call
     animation), but this won't happen if it misses or is blocked.
 5   1st hit is SC'able.  2nd hit is an overhead.
 5   Your enemy can't Down Evade if hit by this move.
 6   (A) hits twice on a counter hit.
 7   1st hit is unblockable and functions as a throw.  This move now has
     a ridiculously huge range and can be done from so far away that some
     or all of the hits will miss (try stand B > f + B > f,d,df + K in
     the corner to see what I mean).  The range is reduced if your
     opponent is already blocking, though.
 7   SC able on 1st-2nd hits.  Can juggle afterward.
 8   Always knocks down, unlike previous games.
 9   Has a shorter range.  Can be used during a backstep (which is
     quite handy) or as you start to jump (i.e. qcf,uf + K).
 10  Invincible at the beginning, but not at the end...and you can
     be thrown at any time.  You can pass through your opponent with
     this move, and can cancel into it, of course.
 11  Can juggle afterwards.  Won't drop an opponent's guard anymore.
 12  Makes Shingo attack early, before he finishes running.
 13  It seems like you can't SC into this move from the Aragami or the
     1st hit of the Nie Togi.  You just get the Kake Hourin instead.
 14  Shingo's old (D) Oboroguruma.  He will fall down at the end of
     this move, and the fall acts as an overhead attack.  The last
     kick (prior to the fall) does the most damage.


 ------------------------------------------------------------------------
 GORO DAIMON                                            [ Benimaru Team ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Okuri Ashibarai                         1
 df + C                         Zujou Barai                             2
 f,d,df + P                     Jiraishin                               3
 f,d,df + K when near           Chou Oosotogari                         4
 hcb,f + P when near            Tenchi Gaeshi                           5
 qcb + K                        Chou Ukemi                              6
 hcf + A                        Kumo Tsukami Nage                       7
 hcf + C                        Kirikabu Gaeshi                         8
 hcf + K                     D^ Meido Otoshi                            9
 hcb,hcb + P when near       D^ Jigoku Gokuraku Otoshi                 10
 hcb,hcb + AC when near      L^ Kyokudai Jigoku Gokuraku Otoshi        11

 Cancels        A       B       C       D
 -----------------------------------------
 stand near     C       C       C       C
 stand far      C       C       -       -
 crouching      C       -       -       S

 Super Cancels                          (see notes for details)
 --------------------------------------------------------------
 n/Zujou Barai (initial animation only)

 1   Unblockable.  (C) switches sides with your enemy.
 2   Knocks a mid-air opponent high into the air, though you can't
     juggle them afterwards (though you could pick them off the floor
     with a Kirikabu Gaeshi).
 2   The intial animation is SC'able (before Goro raises his arm up).
 3   (C) is a fake-out.  (A) hits low and affects anyone who is standing
     or crouching (so they must block low to defend against it).
 4   Unblockable.  Combos from a light attack, but not a strong one, due
     to it's short range.
 5   Unblockable.  If you throw your opponent into the corner with the
     (C) version of this move, you can pick them up with the Kirikabu
     Gaeshi.
 6   Invincible at the beginning, but not while recovering.  You can't
     pass through your opponent with this move, though it's useful for
     avoiding attacks while moving in for a throw attempt.
 7   Blockable.  An anti-air move that can hit some tall standing foes.
 8   Blockable.  Can pick up an enemy lying on the floor.
 9   Reverses jumping, high, and mid-level attacks.  Low attacks will
     not trigger it, though Goro is invincible for a split second at
     the beginning, causing early low attacks to pass through him.
 9   Can follow with a Kirikabu Gaeshi if foe is thrown into the corner.
 10  Unblockable.
 11  Unblockable.
 **  Your enemy can't Down Evade out of any of Goro's throws, except
     the triggered Meido Otoshi.


 ------------------------------------------------------------------------
 ATHENA ASAMIYA                                [ High School Girls Team ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Psychic Throw                           1
 a-u + C / D when near in air   Psychic Shoot                           2
 uf when near a wall in air     Sankaku Tobi                            3
 d + B in air                   Phoenix Bomb                            4
 f + B                          Renkantai                               5
 f + AC                         Star Debut                              6
 qcb + P                        Psycho Ball Attack                      7
 qcb + B                        Psycho Reflector                        8
 qcf + K                        Psycho Teleport                         9
 f,d,df + P (air)               Psycho Sword                           10
 qcb + K in air                 Phoenix Arrow                          11
 qcb,qcb + K in air          D^ Phoenix Fang Arrow                     12
 hcb,hcb + P (air)           D^ Shining Crystal Bit                    13
  _press ABCD                   Cancel                                 14
  _qcb + P (can hold)           Crystal Shoot                          15
 hcb,f + AC                  L^ Psychic 10                             16
  _qcf + P                      Sailor Finish                          17
  _qcb + P                      Fire Sword Finish                      18
  _f,d,df + P                   Psycho Sword Finish                    19
  _qcf + AB                  D^ Healing Athena                         20
  _qcb + CD                  D^ Chu- Psycho Bomber                     21
  _press ABCD                   Random Finish                          22

 Cancels        A       B       C       D
 -----------------------------------------
 stand near     Cr      C       C       C 
 stand far      Cr      C       -       -
 crouching      Cr      Cr      C       -
 jumping        C       -       C       -

 Super Cancels                                (see notes for details)
 --------------------------------------------------------------------
 (A) Psycho Sword (3rd)            (A) Mid-Air Psycho Sword (3rd)
 (C) Psycho Sword (4th-5th)        (C) Mid-Air Psycho Sword (3rd-5th)
 Phoenix Arrow (except last hit)

 1   Unblockable.  (D) switches sides with your enemy.
 1   Your enemy can't Down Evade if hit by this move.
 2   Unblockable.  Will only hit opponents in mid-air.
 2   Your enemy can't Down Evade if hit by this move.
 3   --
 4   Overhead.  Cancelable as it hits or is blocked, but not while
     Athena is rebounding.
 5   Can use during a backstep.
 5   2nd hit is cancelable.
 6   Knockdown.  If this move counter hits, you can juggle your opponent
     (works best in the corner).  Cancelable in either case.
 7   --
 8   Knockdown.  Reflects projectiles, but no longer reflects D^ or L^
     projectiles.  You can't juggle afterwards anymore.
 9   A teleport.  (D) carries you further than (B).  Athena is invincible
     only when she begins to move forward--she can be hit before the
     actual teleport (while twirling) or once she has traveled forward
     a certain distance.
 10  (A) is SC'able on 3rd hit.  (C) is SC'able on 4th-5th hit.  The mid-
     air version works the same, but (C) is SC'able on the 3rd-5th hit.
 10  Can use during a backstep (same with the Phoenix Arrow).
 10  No longer combos from a strong attack (A and B still work, though).
 11  (D) knocks down (and is always aimed towards your opponent).
     Either version is SC'able until Athena reaches the ground.
 12  (D) knocks down (and is always aimed towards your opponent).
 13  Knockdown.  You can cancel it or interrupt with the Crystal Shoot.
     The spinning crystals will negate normal, D^ and L^ projectiles.
 14  --
 15  On the ground, (A) travels forward, while (C) rises into the air
     after a while.  In the air, both travel downward, then horizontally
     above the ground.
 16  Now, Athena does all the hits automatically.  You can cancel the
     3rd-10th hits into any of her finishers.
 17  Knockdown.  Your enemy can't Down Evade if hit by this move.
 18  Can juggle afterwards.
 19  --
 20  Costs 1 level to use.  Restores a small amount of lost life.
 21  Costs 1 level to use.
 22  Results in a random finish, though Athena may just fall on her
     behind instead.  If she does the Healing Athena or Psycho Bomber,
     they cost no extra levels and are performed for free.
 **  Athena's (C) and (D) attacks push an enemy away, preventing most
     special moves from comboing afterwards (although a weak Psycho
     Sword vs. a large opponent will still combo).


 ------------------------------------------------------------------------
 HINAKO SHIJOU                                 [ High School Girls Team ]
 ------------------------------------------------------------------------

 b / f + C / D when near        Tasuki Nage                             1
 df + A                         Maemitsu Tataki                         2
 df + D                         EH Kick                                 3
 Tap P rapidly                  Tsukidashi                              4
 qcb + A                        Tsukiage                                5
 qcb + C                        Tsukiotoshi                             6
 hcf + P                        Chou Zutsuki                            7
 hcf + K when near              Kote Nage                               8
 hcb,f + P when near            Gaburi Yori                             9
  _qcf + A                      Tsuki Hanashi                          10
  _qcf + B                      Kake Nage                              11
  _qcf + C                      Uwate Nage                             12
  _qcf + D                      Yorigiri                               13
 qcf,qcf + P                 D^ Ooichiban                              14
 qcf,qcf + K                 D^ Gasshou Hineri                         15
 qcb,hcf + AC                L^ Morote Zuki                            16

 Cancels        A       B       C       D
 -----------------------------------------
 stand near     C       C       C       C
 stand far      -       -       S       C
 crouching      C       -r      C       C
 jumping        -       -       -     -/-/-

 Super Cancels                          (see notes for details)
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 (A) Tsukidashi (3rd)                   Tsukiage (2nd)
 (C) Tsukidashi (5th)                   Tsukiotoshi (2nd)

 1   Unblockable.  (D) switches sides with your enemy.
 1   Your enemy can't Down Evade if hit by this move.
 2   Cancelable on either hit.
 3   Knockdown.  Hits low.
 4   (A) is SC'able on the 3rd hit.  (C) is SC'able on the 5th hit.
 4   The last hit does the most damage.
 5   Knockdown.  2nd hit is SC'able.  Has autoguard on Hinako's upper
     body, just before the first hit (will defend against jumping
     and high level attacks only).
 6   Same properties as the Tsukiage, but you can't Down Evade if hit
     by this move.
 7   Knockdown.  Hits multiple times if blocked.  Hits twice on a
     counter hit.  The (A) version has one measly frame of autoguard
     on Hinako's head at the very beginning.
 8   Blockable.  Switches sides with your opponent.
 8   Your enemy can't Down Evade if hit by this move.
 9   Unblockable.  Hinako will rush forward during this move.  Once
     she grabs her foe, they knock her away and take no damage.
 9   However, you can use a follow-up move once the red "hit spark"
     appears to prevent them from escaping.  If you mis-time the
     follow-up, they will escape anyway.  You can no longer "cancel"
     the end of this move directly into another attack (use the
     Tsuki Hanashi if you want to use a follow-up).
 10  Does no damage, but leaves foe open to attack (try following with
     the Ooichiban or Morote Zuki).
 11  Your enemy can't Down Evade if hit by this move.
 12  Switches sides with your opponent.
 12  Your enemy can't Down Evade if hit by this move.
 13  Hinako pushes you across the playing field during this move.
 13  Your enemy can't Down Evade if hit by this move.
 14  Has mid-level invulnerability at the beginning.
 15  Blockable.  Can grab opponents who are in mid-air.
 16  A Critical Wire.  Obviously, you can't juggle your opponent if
     they are too close to the wall when used.  If you have your power
     set to MAX, you can juggle them repeatedly for an infinite.
 16  Your enemy can't Down Evade if hit by this move.
 **  An interesting property of Hinako's standing A is that if you try
     to perform the (A) Tsukidashi during this move, it won't come out
     afterwards.  In fact, even rapidly tapping A will just result in
     repeated standing As.
 **  For the curious, Hinako has two intros against her opponent; one
     where she throws salt, and the cool new one where she punches
     herself on the arms and poses, then smiles.


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 MALIN                                         [ High School Girls Team ]
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 b / f + C / D when near        Malin Rocket                            1
 uf when near a wall in air     Sankaku Tobi                            2
 f + B                          Beni Sasori                             3
 qcf + K                        Doku Sasori                             4
 qcf + P                      * Suzume Bachi (Chijou)                   5
 f,d,df + P                   * Suzume Bachi (Taikuu)                   6
 dir. + AC