Rage of the Dragons
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violation of copyright.

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

Some move instructions based on Wally Domey and Goh_Billy's faqs

Copyright 2009 Andrew K.K. Ah New

**************************************************(50 stars)
MISC.
-Arcade Soft dip:
  Page1:
  US Name/JP Name
   Option1 effect
   Option2 effect
   etc.
  More:
-Console Menu:
-Debug dipswitches:
 1.1: effect
 1.2: effect
 etc.
 
-Hexcodes: (FF-style. See Kof94 for other style)
 Address  Value  Effect
 106b10   59     Timer stuck at 89 seconds
 1024d2   b4     P1 Max red life
 10235a   b4     P2 Max red life
 1024ce   b4     P1 Max yellow life
 102356   b4     P2 Max yellow life
 1024e2   y      P1 Power bar
 10236a   y      P2 Power bar
 1024e4   28     P1 Max tag bar
 10236c   28     P2 Max tag bar

  y=4a One stock
    92 Two stocks
    d8 Three stocks

-Systems notes
-Char Menu
 -The characters are normally arranged in seven rows of pairs,
  plus the random character select:
   Billy(1p) Lynn
   Radel     Annie
   Cassandra Oni
   Pepe      Pupa
   Alice     Elias
   Jones     Kang
   Sonia     Jimmy(2p)
        Random
 -Abubo appears in the center after pressing u*4,d*3,l*2,r*1
 -Johann is also selectable in Vs mode (hold ABCD after selecting character)
 -Mirror matches: allowed
 -Color Selection: 4 colors, one for each button
-Progression
 -Bonus Stage
 -Backgrounds: One per team, plus one for Abubo and one for Johann
 -Win Pose: one for each 'round'
 -Win Quote: one for each other character
-Billy has been used as the standard punching bag, meaning all height
  values,etc. apply to him. They will almost surely be different for different
  characters (maybe I'll list those in the future).

**************************************************(50 stars)
KEY TO BASIC MOVES
X-dimension: 'conditions'
 ju. jump up
 js. jump left or right
 jl. jump left
 jr. jump right
 sf. stand far
 sc. stand close
 c. crouch
 r. row

Y-dimension: 'buttons'
 A press A
 a tap A
 A" press
 A` tap
 A_ press
 A^ tap
 B
 Lx low attack
 Mx medium
 Hx hard
 xS Slash
 xP Punch
 xK Kick
 C
 CD C+D
 K> counter attack

Points on the chart: 'Values'
 L: chase (only hits downed targets)
 l: hits low (must crouch-block)
 m: hits medium (can crouch-block or stand-block)
 M: (will be blocked if target does a crouch-block or stand-block, but will
    miss entirely if target is in cn/cf)
 W: (will be blocked if target stand-blocks, will hit if target crouch-blocks,
    and will miss entirely if target is in cn/cf)
 h: overhead (must stand-block)
 H: (will be blocked if target does a stand-block, but will miss entirely if
    target is crouching)
 #: (will miss entirely unless target is in the air)
 B: unblockable
 x: not an attack
 -A 'w' added after the main value means that the attack will whiff if the
  target is stand-blocking.

Between values:
 Between rows:
  | same sprites, different speeds
  I same sprites, same speed
 Between columns:
  - same sprites, different speeds
  = same sprites, same speed
 Between attacks:
  . the attacks cannot connect to each other
  , the attacks can connect to each other

Just below the chart will be some 'extra notes':
 Lists of moves with certain properties:
  Up: can function as anti-air attacks
  Sw: will sweep a standing/crouching opponent
  As: will 'air sweep' an airborn opponent (they will fall on their backs)
  Sl: will cause your base position to move forward and stay there after the
      move has finished
  Hp: will couse your character to 'hop' or at least be immune to some low
      attacks.
  Rw: will hit opponent into other row.
   R^: hit opponent into upper row.
   Rv: hit opponent into lower row.
  Dz: will dizzy opponent.
  th: throw (toss or slam)*
  gb: grab/hold*
   *Angle brackets point in direction that target lands (assume facing rt).
    Side of angle brackets indicate which direction to press.
  -Numbers in square brackets indicate what hit qualifies for the list.

KEY TO SPECIAL MOVES
Between entries:
-Indented entries indicates a followup to most recent less-indented entry.

Within entry:
 Name line:

  Before the name:
    *  Special marker (DM,HDM,etc.)
   [ ] 'Type' of attack:
       0 F   Fireball
       * sF  short Fireball
       ` aF  air Fireball
       # zF  zone Fireball
       % brk flurry (named after Joe's Baku Retsu Ken)
       > T   'Torpedo' (horizontal move)
       ) sT  short Torpedo
       n arc arcing attack
       \ div diving
       ^ srk vertical (named after Street Fighter's Shou Ryuu Ken)
       & G   Grab
       K c   Counter
       $ tel teleport
       ~ indicates that the move is different from others of the same type
       / indicates that the move shares similarities to either type
       ... indicates that the move starts off as one type but becomes another

  At the name:
   Names not in parentheses indicates official name
   ( ) My description
   ?   Unsure name

  After the name:
   ( ) Height of the attacks (see 'Values' above)
       -A value followed by a number means that that number of hits will be
        of that height.
       -Numbers preceding parentheses indicate that the parenthesized sequence
        happens that many number of times.
       -A "/" seperates the weak and strong versions.
       -Dashes between two values indicates that the same hit could strike at
        either of the values, depending on the position of the attack.
       -Value followed by '->' indicates a conditional: the hit must connect
        for the values following to start, otherwise the part following the '|'
        will occur.
   < > Range of attacks
       S screenlength
       s spritelength
   { } Special properties (also see 'Values' above):
       a/s combination 'as' and 'sw'
       n/a none
       [ ] hit numbers for which the property holds
        |  separates properties of a conditional (see above)
        /  seperates different strengths (see above)
        :  the values following are only valid for the button preceding.

 Instruction line:
  + press both buttons at the same time
  / press either button
  , then
  qcf quarter circle forward (d,df,f)
  qcb quarter circle back (d,db,b)
  fqcd forward quarter circle down (f,df,d)
  bqcd back quarter circle down (b,db,d)
  uqcf up quarter circle forward (u,uf,f)
  uqcb up quarter circle back (u,ub,b)
  hcf half circle forward (b,db,d,df,f)
  hcb half circle back (f,df,d,db,b)
  dp  dragon punch (f,d,df)
  idp inverse dragon punch (d,f,df)
  rdp reverse dragon punch (b,d,db)

KEY TO LINKS
'Line headers' consist of the moves being linked from:
-Indented 'buttons' are in most recent 'condition' (see above)
-Sprite numbers are in the most recent buttons.

Indented 'blocks' consist of moves being linked into:
-Each condition is followed by either
  a button name (if that button can be linked into) or
  x (if that button cannot be linked into)
-Special moves are preceded by their eligable buttons.

KEY TO SPRITES/FRAMES
  ,  Seperates sprites
 ( ) frame count of named sprite
     -Does not include wait periods.
     -Parentheses w/o names haven't been named yet.
     -Name w/o a frame count is same as closest earlier name w/i the same move.
 { } Wait period
 [ ] Hit sprite
 < > Might be a hit sprite
  x  Variable length
  ?  Length unknown as of yet
  >  Pointed target
  <  Repeat as needed (go back to '>')
 ... Pointer? To fill in later?
  v  Pointer (look for a '-' preceding a child move)
 -   Pointed (from 'v' in parent move)
   ^ Return to pointer one level up. More ^ =more levels up.
  *  Interuption point (for specific actions)
  _  Free point; if none indicated, assume any frame is free.
   ; Comment (usually for variable declarations)
      Variable Decl
      Interuption: move@sXfY (X=Sprite number, Y=Frame number)
       Press button at designated frame.
 -Sprites that look the same have the same name (ideally ^_^#).
  However, they can (and usually will) have different frame counts.
 -Keep in mind that moves can be interrupted (i.e. being stuffed by an
  enemy's attack or doing an air move too late to complete)

**************************************************(50 stars)
***All characters***
A=Low Punch
B=Low Kick
C=High Punch
D=High Kick

[] (avoid attacks) (x) {}
s.AB

[] (avoid attacks-fwd roll) (x) {sl}
s.f+AB

[] (avoid attacks-bk roll) (x) {sl}
s.b+AB

[] First Impact hit () {}
s.CD

[] switch partner () {}
s.BC
-change bar must mark 'OK'

[] surrender character () {}
s.mash ABCD

[] (Taunt) (x) {}
Start

[] (air-to-air block) (x) {}
a.ub/b/db

[] (back hop) (x) {sl}
s.b,b

[] (forward run) (x) {sl}
s.f,f

 [] (jump high) (x) {sl}
 uf

[] (jump high) (x) {sl}
s.db/d/df,ub/uf

[] (short jump) (x) {sl}
s.ub`/u`/uf`

[] () () {}
s.qcf+BC
-uses one power stock

 [] () () {}
 qcf+BC
 -uses one power stock

[] (counter) () {}
s.b+CD while blocking
-uses one power stock

[] (block throw) (x) {}
throw during or just after being grabbed

[] (escape throw) (x) {sl}
AB/b+AB/f+AB just as hit ground

***Billy***
BASIC MOVES
    A B  C   D
  *------------*
 j| h h  h   h
  |
sf| H m  m   m
  |
sc| H m m,m m,m
  | 
 c| m l  m   l
  *------------*

up: sc.D[2]
sw: c.D
sl: sf.D
hp: sf.D
<th> sc.C

COMMAND MOVES
s.f+B (#.h) {as[1],sl?}

FIRST ATTACK SEQUENCE
s.BACDD
a.ABBCD

SPECIAL MOVES
[] ??? (m/m,m) {}
s.qcf+P

 A-> [F] ??? (m) {}
     s.qcf+A

 C-> [sF] ??? (m) {a/s}
     s.qcf+C

[srk] ??? (m/l,m2) {a/s,sl,hp}
s.dp+K

[T] ??? (m) {a/s[a,sA],sl,hp}
a/s.qcb+K

 D-> [] ??? (m) {sl}
     qcb+D

      [] ??? (m) {a/s,sl}
      qcb+D

[brk] ??? () {a/s}
s.qcf+K

SUPER MOVES
[] ??? (m/m,m) {a/s,sl,hp}
s.qcb,hcf+K

***Lynn***
BASIC MOVES
    A B C D
  *--------*
ju| h h H h
  | I I
js| h h h h
  |
sf| m m m m
  |
sc| m m m m
  | 
 c| m l m l
  *--------*

sw: c.D
<th> sc.C
th> a.C

COMMAND MOVES
j.b+B (h) {}
-used for crossovers

s.f+A (h) {}

FIRST ATTACK SEQUENCE
s.AAACC
a.AAACC

SPECIAL MOVES
[F] ??? (m) {}
s.qcf+P

[srk] ??? (m/m2) {a/s,sl}
s.d.u+K

[] ??? (m) {a/s}
s.dp+P

 [srk] ??? (m) {a/s,sl}
 qcf+K

  [] ??? (#) {as}
  K

[] ??? (m/m,m) {a/s[A,C2],sl}
s.hcb+P

SUPER MOVES
[arc] ??? (m,h) {a/s,sl}
s.qcb,hcf+K

***Radel***
BASIC MOVES
    A B C  D
  *----------*
 j| h h h  h
  |
sf| m m m  m
  |
sc| H m m m,m
  | 
 c| m l m  
  *----------*

up: sc.D[2]
sw: c.D
sl: sf.B
     c.B
    sf.D
hp: sf.D
<th> sc.C

COMMAND MOVES
c.f+B (m,m) {sl}

FIRST ATTACK SEQUENCE
s.AAACD
a.AAACD

SPECIAL MOVES
[] ??? (m,m/m,2m) {a/s[2/3],sl}
s.qcf+P

[] ??? (m/2m) {a/s,sl}
s.dp+P

[G] ??? (B) {sw>,sl}
s.hcb+P

 [] ??? (B) {sw>,sl}
 qcb+P

[] ??? (m,m/m,m,m) {a/s[2/3],sl,hp}
s.hcb+K

SUPER MOVES
[] ??? (m,m,m,m/m2,2(m,m),m) {a/s[4/7],sl}
s.qcf,hcb+P

***Annie***
BASIC MOVES
    A B C D
  *--------*
ju| h h h h
  | I I
js| h h h h
  |
sf| m m m m
  |
sc| m l m m
  |
 c| m l m l
  *--------*

up: c.C
sw: c.D
sl:  c.B
    sf.D
th> a.C
<th> sc.C

COMMAND MOVES
s.f+B (m,m) {sl}

FIRST ATTACK SEQUENCE
s.AABCC
a.AABDC

SPECIAL MOVES
[] ??? (m/m,m) {a/s[1/2],sl}
s.qcf+P

[] ??? (m) {}
a.qcf+P

[] ??? (m/m,h) {a/s,sl,hp}
s.dp+P

[T] ??? (m) {sw,sl}
s.hcb+K
-If connects, sets up a juggle

[arc] ??? (h) {a/s,sl,hp}
s.hcb+P

SUPER MOVES
[] ??? (m/2m) {a/s}
s.qcb,qcb+P
-hold P to 'retain' for a limited amount of time

***Cassandra***
BASIC MOVES
    A B C D
  *--------*
ju| m h h h
  | I I
js| m h h h
  |
sf| m m m m
  |
sc| m m m m
  | 
 c| m l m l
  *--------*

up: ju.D
    sc.D
sw: c.D
<th> sc.C

COMMAND MOVES
s.f+B (h) {sl}
c.f+B (l) {sl}

FIRST ATTACK SEQUENCE
s.ABCCD
a.ABCCD

SPECIAL MOVES
[] ??? (m/m3) {a/s,sl}
s.dp+P

[T] ??? (m) {sl}
s.qcf+K
-'B' will keep Cassandra on the same side
-'D' will teleport Cassandra to the other side

[div] ??? (m) {a/s,sl}
a.qcb+K

[c] ??? () {sw>}
s.hcb+P
-does not counter low attacks

SUPER MOVES
[] ??? (m/m2) {a/s}
s.qcb,hcf+P

[] ??? (h,m,m) {a/s,sl}
a.qcf,hcb+P

***Oni***
BASIC MOVES
    A B  C   D
  *------------*
 j| h h  h   h
  |
sf| m m  m   m
  |
sc| m m m,m m,m
  | 
 c| m l  m   l
  *------------*

up: sc.C[2]
     c.C
    sc.D[2]
a/s: c.D
sl: sf.D
th> a.C
<th> sc.C

COMMAND MOVES
s.f+A (m,m) {sl}
c.f+B (H) {up,a/s}

FIRST ATTACK SEQUENCE
s.AACCD
a.ABCCD

SPECIAL MOVES
[] ??? (m) {sl}
s.qcb+P

 [] ??? (m) {sl}
 qcb+P

  [] ??? (m) {a/s,sl}
  qcb+P

[] ??? (m/2m) {a/s}
s.dp+P

[] ??? (m) {a/s}
a.qcb+P

[sT] ??? (B) {sw,sl}
s.hcf+P

SUPER MOVES
[] ??? (m/m3,m) {up,a/s,sl[D4]}
s.qcf,qcf+K
-'D' has guard break
-'D' can be held to retain the last hit for a limited time

***Pepe***
BASIC MOVES
    A B  C   D
  *------------*
 j| h h  h   h
  |
sf| H m  m  H.m
  |
sc| m l m,m m,m
  |
 c| m l  m   l
  *------------*

up:  c.C
    sc.D[2]
    sf.D
a/s: c.D
th> a.C
<th> sc.C

COMMAND MOVES
s.f+A (h) {sl,hp}
c.f+B (H,m) {up[2],a/s[2],sl,hp[1]}

FIRST ATTACK SEQUENCE
s.ABCDD
a.BACDD

SPECIAL MOVES
[sT] ??? (m,m5/m,m7) {a/s[A6,C8],sl}
s.qcb+P

[div] ??? (m,h) {a/s,sl}
a.qcb+K

[srk] ??? (m,m/m,m,#) {a/s,sl,hp}
s.dp+K

[G] ??? (B) {sw>}
s.hcb+K

SUPER MOVES
[T] ??? (m) {a/s,sl}
s.qcf,qcf+P

***Pupa***
BASIC MOVES
    A B  C   D
  *------------*
ju| H h  h   h
  | I I
js| H h  h   h
  |
sf| m m m.? m,l
  |
sc| m m m.#  m
  | 
 c| m l m.? l,l
  *------------*

up:  j.A
    ju.C
    sc.C[2]
     c.C
    sc.D
a/s: c.D
th> a.C
<th> sc.C

COMMAND MOVES
s.f+A (h) {}
c.f+B (l,l,l) {a/s[3],sl}

FIRST ATTACK SEQUENCE
s.AABBD
a.BBDDD

SPECIAL MOVES
[] ??? (m) {}
s.qcf+P
-'A' goes straight forward
-'C' goes up at an angle

[srk] ??? (m,m) {a/s,sl,hp}
s.dp+K

 [] ??? (#) {a/s}
 d+P

[] ??? (m,m,H) {a/s,sl,hp}
s.hcb+K

[brk] ??? (m,m,m...) {}
s.K!

 [sT] ??? (m) {a/s,sl}
 qcf+K

[] ??? (m.m) {up[1],sl}
s.D(2s)

SUPER MOVES
[] ??? (2(h,h)/4(h,h)) {a/s[4/8],sl}
s.qcf,qcf+K

[] ??? (h.h/B) {a/s,sl}
s.D(10s/30s)

***Alice***
BASIC MOVES
    A B  C  D
  *----------*
ju| h h  h  h
  | I I
js| h h  h  h
  |
sf| m m m,m m
  |
sc| m m  m  m
  | 
 c| m l  m  l
  *----------*

sw: c.D
<th> sc.C

COMMAND MOVES
a.d+B (h) {a/s}
s.f+A (m3) {sl}

FIRST ATTACK SEQUENCE
s.AACCC
a.BACDD

SPECIAL MOVES
[F] ??? (m/2m) {}
s.qcf+P

[zF] ??? (m) {a/s}
s.dp+P

[div] ??? (h) {a/s,sl}
a.qcb+K

[] ??? (m.m/h,h) {a/s[C2]}
s.qcb+P

SUPER MOVES
[] ??? (m2>m2) {a/s[3/6]}
s.hcb,f+P

***Elias***
BASIC MOVES
    A B  C  D
  *----------*
ju| H H  H  H
  | I I  I
js| H H  H  h
  |
sf| H m  H  m
  |
sc| H l m,m m
  |
 c| m l m,m l
  *----------*

up: sc.C[2]
     c.C[2]
a/s: c.D
<th> sc.C

COMMAND MOVES
s.f+A (h) {sl}
s.f+B (l,l) {sl}

FIRST ATTACK SEQUENCE
s.ABACD
a.ACDDD

SPECIAL MOVES
[F] ??? (m) {}
s.qcf+P

[sT] ??? (m) {a/s,sl}
s.hcf+K

[G] ??? (B) {sw>}
s.dp+P

[] ??? (m) {a/s,sl[C]}
s.qcb+P

SUPER MOVES
[T] ??? (m) {a/s,sl}
s.hcb,f+P

***Jones***
BASIC MOVES
    A B C  D
  *----------*
ju| h h H  h
  | I I
js| h h h h,h
  |
sf| m H m  m
  |
sc| H m H  m
  |
 c| m l m  l
  *----------*

up: ju.C
    sc.D
     c.C
a/s: c.D
th> a.C
<th> sc.C

COMMAND MOVES
s.f+A (h) {sl}
c.f+B (l,l) {sl}

FIRST ATTACK SEQUENCE
s.ABCDC
a.ABBCC

SPECIAL MOVES
[brk] ??? (m) {}
s.P!

[sT] ??? (m/m,H) {a/s,sl}
s.qcb+P

[] ??? (m) {a/s}
s.qcf+P
-'C' guardbreaks

[] ??? (#.m,H/#.m,#m,m) {a/s,sl[D],hp}
s.qcb+K
-'D' can hit a maximum of two times
-'D3' has two height values

SUPER MOVES
[] ??? (l,H,#3/l,m,H,#4) {a/s,sl}
s.qcb,qcb+K

***Kang***
BASIC MOVES
    A B C D
  *--------*
ju| h h h h
  | I I   I
js| h h H h
  |
sf| m m m m
  |
sc| m m m m
  |
 c| m l m l
  *--------*

up: js.C
a/s: c.D
sl: sf.D
hp: sf.D
<th> sc.C
-j.D can also hit from behind

COMMAND MOVES
s.f+B (h) {sl}
c.f+A (m,m,m,m) {a/s[4],sl}
c.f+C (c) {sw>}

FIRST ATTACK SEQUENCE
s.AAAAC
a.AAAAC

SPECIAL MOVES
[srk] ??? (H4,#3/H4,#9) {a/s,hp}
s.dp+P

[sT] ??? (m) {a/s,sl}
s.hcf+K

[] ??? (m) {a/s}
s.qcf+P

[] ??? (#.H.m) {a/s,sl,hp}
s.qcb+P

SUPER MOVES
[G] ??? (B) {sw>}
s.hcb,hcb+P

***Sonia***
BASIC MOVES
    A B C D
  *--------*
 j| h h h h
  |
sf| H m m m
  |
sc| m m m m
  |
 c| m l m l
  *--------*

up: sc.C
     c.C
sw: c.D
<th>

COMMAND MOVES
s.f+B (h) {sl}
c.f+B (l,l) {sl}

FIRST ATTACK SEQUENCE
s.AACCD
a.BABAC

SPECIAL MOVES
[] ??? (m) {}
s.qcf+P/K

[arc] ??? (m,h/m,H,h) {a/s,sl,hp}
s.dp+K

[G] ??? (B) {sw>}
s.hcb+P

[] ??? (m/l,m) {a/s,sl}
s.qcb+K

SUPER MOVES
[zF] ??? (m/m/2m/2m) {a/s}
s.qcf,qcf+P/K

***Jimmy***
BASIC MOVES
    A B  C  D
  *----------*
ju| h h  h  h
  | I I  I
js| h h  h  h
  |
sf| H m  m  m
  |
sc| m l m,m m
  |
 c| m l  m  l
  *----------*

up: sc.C[2]
     c.C
a/s: c.D
sl: sf.D
hp: sf.D
<th> sc.C

COMMAND MOVES
s.f+A (h) {}
c.f+A (m) {up,sl}

FIRST ATTACK SEQUENCE
s.AABCC
a.BACDD

SPECIAL MOVES
[F] ??? (m) {}
s.qcf+P

[dp] ??? (m.H/m,m,m) {a/s,sl,hp}
s.dp+P

[ar] ??? (#.h) {a/s[D],sl,hp}
s.qcb+K

[sT] ??? (m,m,m) {a/s,sl}
s.hcb+P

 [] ??? (h) {a/s}
 u
 -replaces third hit

 [] ??? (l,l) {up[2],a/s}
 d
 -replaces third hit

SUPER MOVES
[sT] ??? (m) {a/s,sl}
s.qcb,hcf+P

***Abubo***
BASIC MOVES
    A B  C    D
  *--------------*
ju| h h  h    H
  | I I
js| h h  h    m
  |
sf| m m  m    m
  |
sc| m m m,m m,H,m
  |
 c| m l  m    l
  *--------------*

up: sf.B
    sc.C[2]
    ju.D
    sc.D[2]
a/s: c.D

COMMAND MOVES
s.f+A (h) {sl,hp}
c.f+A (m,H,m) {up[2],a/s}
c.f+C (l,l) {}

FIRST ATTACK SEQUENCE
s.AABBD
a.AACDD

SPECIAL MOVES
[G] ??? (B) {sw>}
sc.hcb+P

[T] ??? (4m) {a/s,sl}
s.hcf+K
-If connects, will continue to hit until the far wall/barrier is reached

[] ??? (H/l) {a/s}
s.qcf+P
-Can hold 'P' to delay for a limited time, making the move basically a [c]
-While holding 'A', will counter high and medium attacks, can be hit low
-While holding 'C', will counter low attacks, can be hit high or medium

[] ??? (#/#.*) {a/s}
s.dp+P
-'C2' will hit low if target is standing or crouching without blocking,
 will whiff otherwise

SUPER MOVES
[G] ??? (B) {sw>}
sc.hcb,hcb+P

***Johann***
BASIC MOVES
   A  B  C   D
 *--------------*
j| x  x  x   h
 |
s| m m,m m m,m,l
 |
c| x  l  m   l
 *--------------*

a/s: c.K
     s.C
     s.D[3]
sl: s.C
    s.D
<th> sc.C

COMMAND MOVES
n/a

FIRST ATTACK SEQUENCE
n/a

SPECIAL MOVES
[F] ??? (m) {}
s.qcb+A

[zF] ??? (m9) {a/s}
s.qcb+C
-Does not do block damage

[G] ??? (B) {sw>}
sc.qcb+D

[sF] ??? (m) {a/s,sl}
s.qcb+B

SUPER MOVES
[F] ??? (m,m/m,m2) {a/s}
s.qcf,hcb+P
-Also shoots a blast backward

**************************************************(50 stars)
FAQ CHANGES
8/24/2009 Skeleton, hex codes, char menu, common moves, Billy
8/25/2009 Lynn and Radel info
8/26/2009 Annie, Cassandra, Oni, Pepe, and Pupa info
8/27/2009 Alice, Elias, Jones, and Kang info
8/28/2009 Sonia, Jimmy info
8/30/2009 Abubo and Johann info