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                    Power Instinct 3: Groove On Fight
              FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                             Version #: 3.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Sections
--------
      1. Legend
      2. System
         2.1  Basics
         2.2  Meter Filling
      3. Characters
         3.1  Larry Light 
         3.2  Chris Wayne
         3.3  Tenjinbashi Sujiroku  
         3.4  Yukinoue Hizumi 
         3.5  Max Ax Dax "M.A.D."  
         3.6  Solis R8000  
         3.7  Falco 
         3.8  Gouketsuji Oume & Gouketsuji Otane 
         3.9  Gartheimer Rudolph 
         3.10 Otogiri Remi 
         3.11 Hananokouji Popura 
    ---------------------------------------------------
         3.12 Damian Shade
         3.13 Bristol Weller
         3.14 Bristol-D
      4. Misc. And Easter Eggs
         4.1  Idle Animations
         4.2  Select Screen
         4.3  Other
      5. Conclusion
         5.1  What's Missing/Needed
         5.2  Credits
				
	
===============================================================================
1. Legend
===============================================================================


  ub  u  uf        f - Forward        LP - Light Punch     P - Any Punch
    \ | /          b - Back           HP - Heavy Punch     K - Any Kick
  b--   --f        u - Up             GA - Great Attack    + - And  
    / | \          d - Down           LK - Light Kick      / - Or  
  db  d  df                           HK - Heavy Kick      , - Then 
                                      DA - Dash Attack

 qcf - quarter circle forward (d, df, f)
 qcb - quarter circle back (d, db, b)
 hcf - half circle forward (b, db, d, df, f)
 hcb - half circle back (f, df, d, db, b)



===============================================================================
2. System
===============================================================================

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

Throw                f/b + HP close
Air Throw            f/b + HP close in air


Double Jump          ub/u/uf after any first 
                       jump
Dash Forward         f, f
  Halt               b
  Dash Punch         P
  Dash Kick          K                            knocks opponent down
  Dash Overhead      GA                           knocks opponent down
Dash Backwards       b, b                         invulnerable for a split 
                                                    second


Block High           b
Block Low            db                           will not block overheads


Powerful Overhead    GA                           overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled; works like this
                                                    for everyone except M.A.D.
Strong Air Attack    DA/GA in air                 overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Launch Attack        d + GA                       must be blocked low; opponent
                                                    launches in air and can be
                                                    juggled; works like this
                                                    for everyone except M.A.D.


Pursue Attack        u + K/DA when opponent       does not work if opponent has
                       is on the floor              their head smashed into the
                                                    ground; these moves are
                                                    marked "head grounder" in
                                                    the move description
Dash Attack          DA                           character can dash past
                                                    opponent if close enough
High Attack Reflect  HP+HK                        if a high attack hits while
                                                    this is active, the
                                                    character will push the
                                                    opponent so that they will
                                                    stagger back and be open
                                                    for attack
Unblockable Attack   GA+DA                        unblockable
Taunt                Start                        adds a bit to your opponent's
                                                    super meter
Toss KOed Character  d + HP/GA over the center
                       of the KOed character
Dizzy Recovery       shake joystick and tap
                       the buttons rapidly
                       when dizzied


Tag Out              LP+LK                        tag must be made in order to
                                                    tag out (getting hit, for
                                                    example, can break up the
                                                    tag); opponent on sidelines
                                                    will slowly heal
  Dual Attack        d, d + P/GA before the       consumes one stock; dash in
                       tag is made                  must connect to perform the
                                                    Dual Attack; must also have
                                                    both teammates usable
Partner Attack       f + LP+LK


Meter Charge         hold LP+LK                   will only work if you are by
                                                    yourself (your team member
                                                    is KOed)
Super                d, d + K/DA                  consumes one stock




*********************
* 2.2 Meter Filling *
*********************

    The Super Meter fills every time you take damage and when the opponent
blocks your attacks.  When a stock fills completely your character will yell
and be surrounded by energy (called a stress scream; the stress scream can
hit an opponent and take off minor damage).  During this short time you are
invulnerable.  You can also fill a stock automatically when one of your team
members is KOed.  





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

*******************************************************************************
* 3.1 Larry Light                                                             *
*******************************************************************************
Colors
------
LP - Brown pants w/ White hair
HP - Blue pants w/ Blonde hair
GA - Green pants w/ Dirty Blonde hair
LK - White pants w/ Black hair
HK - Yellow pants w/ White hair
DA - Black pants w/ White hair
Start - Red pants w/ Blue hair



Throws
------
Shoulder Toss Pound  f/b + HP/GA close            f and b determine where 
                                                    opponent is thrown
Neckringer           f/b + HP/GA close in air     f and b determine where 
                                                    opponent is thrown


Basic Moves
-----------
Spin Kick            HK in air                    2 hits with both hits being
                                                    overheads
Hammer Spike         DA/GA in air                 overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Rolling Elbow        DA                           can roll past opponent
Destruction Hammer   GA                           overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled


Command Moves
-------------
High Attack Reflect  HP+HK                        if a high attack hits while
                                                    this is active, Larry will
                                                    push the opponent so that
                                                    they will stagger back and
                                                    be open for attack
Victory Of The Fist  GA+DA                        unblockable
Dash Elbow           Dash Forward, P
Triple Threat        Dash Forward, K              
Impending Hammer     Dash Forward, GA             overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Flying Headbutt      f + HP                       the range is determined by 
                                                    how long you hold HP; head
                                                    grounder
Ankle Break          d + HP                       must be blocked low
Scissor Kick         f + HK                       first part must be blocked
                                                    low
Mule Kick            df + HK                      
Elbow Drop           u + K/DA when opponent is    pursue attack
                       on the ground
Thrust Palm          d + GA                       must be blocked low; opponent
                                                    launches in air and can be
                                                    juggled


Special Moves
-------------
Light Blast          qcf + P/GA                   LP=slow, HP=medium, GA=fast;
                                                    will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
Air Light Blast      qcf + P/GA in air            LP=slow, HP=medium, GA=fast;
                                                    will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
Driving Dribble      f, d, df + P/GA              LP=short and 2 hits, 
                                                    HP=medium and 3 hits, 
                                                    GA=long and 5 hits
Super Driving D.     Dash Forward, f, d,          LP=3 hits; HP=5 hits; GA=10 
                       df + P/GA                    hits; can also be done if
                                                    you use a dashing P or K 
                                                    and then perform the f, d,
                                                    df + P/GA motion
Thrust Step          qcf + K/DA                   LK=short, HK=medium, DA=long; 
                                                    if move connects (not
                                                    blocked), opponent is
                                                    pushed to the edge of the
                                                    screen behind them
Impact Connection     qcb + LP
  Shoulder Charge     qcb + HP                    if done close you will dash
                                                    behind the opponent
    Double Palm Break qcb + GA                    


Dual Attack 
-----------
Larry Light Ning     LP+LK, then d, d + P/GA     dash in must connect to
                        before the tag is           perform the Dual Attack;
                        made                        must also have both 
                                                    teammates usable


Super
-----
Historical Moment     d, d + K/DA                 absorbs projectiles





*******************************************************************************
* 3.2 Chris Wayne                                                             *
*******************************************************************************
Colors
------
LP - Black chaps w/ Blue jeans
HP - Blue chaps w/ Gray jeans
GA - Gold chaps w/ Black jeans
LK - Brown chaps w/ Maroon jeans
HK - Black chaps w/ Gray jeans
DA - Purple chaps w/ Pink jeans
Start - Purple chaps w/ Brown jeans



Throws
------
Knee And Elbow       f/b + HP/GA close            f and b determine where 
                                                    opponent is thrown; head
                                                    grounder
Suplex               f/b + HP/GA close in air     f and b determine where 
                                                    opponent is thrown


Basic Moves
-----------
Hard Hammer          DA/GA in air                 overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Shin Kick            LK                           must be blocked low
Slide Backfist       DA close                     will slide past opponent
Dashing Knee         DA far
Spur Axe Kick        GA                           overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled


Command Moves
-------------
High Attack Reflect  HP+HK                        if a high attack hits while
                                                    this is active, Chris will
                                                    push the opponent so that
                                                    they will stagger back and
                                                    be open for attack
Balisong             GA+DA                        unblockable
Headache Smash       Dash Forward, P
Flying Side Kick     Dash Forward, K
Charging Spur Axe    Dash Forward, GA             overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Side Kick            f + HK
Scrape Kick          u + K/DA when opponent is    pursue attack
                       on the ground
Flip Kick            d + GA                       must be blocked low; opponent
                                                    launches in air and can be
                                                    juggled


Special Moves
-------------
Lightning Slasher    qcb + P                      LP=slow, HP=fast; will 
                                                    collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process;
                                                    tends to go under most 
                                                    projectiles in the game
Lightning Slashers   qcb + GA                     will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process;
                                                    tends to go under most 
                                                    projectiles in the game
Leg Bomber           qcf + LK
Spiral Leg Bomber    qcf + HK
  Deadly Axe         tap K rapidly                overhead
Spiral Leg Bomber S  qcf + DA 
  Spiral Leg Follow. tap K rapidly
    Deadly Axe       continue to tap K rapidly    overhead
Rolling Cannon       f, df, d + K/DA              LK=short and 1 hit, HK=medium
                                                    and 3 hits, DA=far and 6 
                                                    hits
Super Rolling Cannon Dash Forward, f,             LK=3 hits, HK=5 hits, DA=11
                       df, d + K/DA                 hits; can also be done if
                                                    you use a dashing P or K 
                                                    and then perform the f, df,
                                                    d + K/DA motion
Tai Chi Rolling Ca.  f, df, d + K/DA in           LK=steepest angle, HK=medium
                       air                          dive, DA=longest dive

Head Slasher         qcf + P/GA in air            LP=stationary, HP=short,
                                                    GA=long
Overdrive Kick       qcf + LP 
  One Two Kick       qcf + HP 
    Deadly Axe       qcf + GA                     head grounder


Dual Attack 
-----------
Slice And Dice       LP+LK, then d, d + P/GA     dash in must connect to
                        before the tag is           perform the Dual Attack;
                        made                        must also have both 
                                                    teammates usable


Super
-----
Lightning Break      d, d + K/DA                  lightning portion must 
                                                    connect (not blocked) for
                                                    entire super to come out





*******************************************************************************
* 3.3 Tenjinbashi Sujiroku                                                    *
*******************************************************************************
LP - White costume w/ Red trim
HP - Off White costume w/ Blue trim
GA - Off White costume w/ Green trim
LK - Blue costume w/ Red trim
HK - Red costume w/ Gray trim
DA - Gray costume w/ Light Gray trim
Start - Yellow costume w/ Red trim



Throws
------
Faceless Drag        f/b + HP/GA close            f and b determine where 
                                                    opponent is thrown
Skyward And Beyond   f/b + HK/DA close            f and b determine where 
                                                    opponent is thrown
Death Driver         f/b + HP/GA close in air     f and b determine where 
                                                    opponent is thrown; head
                                                    grounder


Basic Moves
-----------
Taiko Stick Slam     DA/GA in air                 overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Shin Kick            LK                           must be blocked low
Side Kicks           tap LK rapidly
Hopping Backhand     DA close                     will hop past opponent
Hop Chop             DA far
Taiko Stick Smash    GA                           overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled


Command Moves
-------------
High Attack Reflect  HP+HK                        if a high attack hits while
                                                    this is active, Tenji will
                                                    push the opponent so that
                                                    they will stagger back and
                                                    be open for attack
Battering Ram        GA+DA                        unblockable
Reverse Elbow        Dash Forward, P
Eagle Hop            Dash Forward, K
Flying Taiko Stick   Dash Forward, GA             overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Taiko Split          f + HP in air                overhead
Taiko Cutter         f + HP
Low Taiko Stick      d + HP                       must be blocked low
Hopping Low Taiko S. df + HP                      must be blocked low
Stomach Kick         f + HK
Tribal Dance         u + K/DA when opponent is    pursue attack
                       on the ground
Rejecting Flip       d + GA                       must be blocked low; opponent
                                                    launches in air and can be
                                                    juggled


Special Moves
-------------
Haru                 qcb + LP                     if move connects (not 
                                                    blocked), opponent will be
                                                    launched in air and can be
                                                    juggled
Natsu                qcb + HP                     absorbs projectiles
Shishi Gashira       LP + HP                      3 hits
Super Shishi Gashira Dash Forward, LP+HP          3 hits; this actually has a 
                                                    difference animation than
                                                    the normal Shishi Gashira
                                                    that gives it more striking
                                                    distance; can also be done
                                                    if you use a dashing P or K
                                                    and then perform the LP+HP
                                                    combination
Aki                  qcb + LK
Fuyu                 qcb + HK
San Nen Goroshi      qcf, uf + K/DA               LK=short dash, HK=medium 
                                                    dash, DA=long dash; dash in
                                                    must connect (not blocked)
                                                    to perform the entire move;
                                                    Tenjinbashi will set a bomb
                                                    above the opponent's head
                                                    that will explode 3 seconds
                                                    later
Tenchinin            qcf, uf + LP               connects close; unblockable
  Sanding Spin       qcf, uf + HP 
    Uppercut         qcf, uf + GA


Dual Attack 
-----------
Rage Destruction     LP+LK, then d, d + P/GA     dash in must connect to
                        before the tag is           perform the Dual Attack;
                        made                        must also have both 
                                                    teammates usable


Super
-----
Tsuuten Roku Shaku    d, d + K/DA                 the explosions absorb 
                                                    projectiles; explosions 
                                                    must connect (not blocked)
                                                    to perform the entire super





*******************************************************************************
* 3.4 Yukinoue Hizumi                                                         *
*******************************************************************************
LP - Dark Gray costume w/ Brown hair
HP - Blue costume w/ Brown hair
GA - Amaranth costume w/ Red hair
LK - Yellow costume w/ Brown hair
HK - Off White costume w/ Bole hair
DA - Black costume w/ Black hair
Start - Red costume w/ Light Brown hair



Throws
------
Cartwheel Powerbomb  f/b + HP/GA close            f and b determine where 
                                                    opponent is thrown; head
                                                    grounder
Izuna Drop           f/b + HP/GA close in air     f and b determine where 
                                                    opponent is thrown; head
                                                    grounder


Basic Moves
-----------
Needle Kick          DA/GA in air                 overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
What's That          Start                        Hizumi's taunt, which can hit
                                                    opponent and deal a sliver
                                                    of damage; will add energy
                                                    to the opponent's Super
                                                    Meter
Reverse Leg Smack    HK                           must be blocked low
Murdering Knife Toss DA close                     will slide past opponent
Dashing Swipe        DA far
Forward Cartwheel    GA                           overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled


Command Moves
-------------
High Attack Reflect  HP+HK                        if a high attack hits while
                                                    this is active, Hizumi will
                                                    push the opponent so that
                                                    they will stagger back and
                                                    be open for attack
Tantou Charge        GA+DA                        unblockable
Gut Palm             Dash Forward, P
Hop Kick             Dash Forward, K
Hopping Cartwheel    Dash Forward, GA             overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Finishing Blow       d + HP in air                overhead
Low Chop             d + HP                       must be blocked low
Tantou Swipe         f + HP
Tricky Feet          f + HK                       both parts must be blocked 
                                                    low
Slide                df + HK                      must be blocked low
  Heel Crush         HK                           must be blocked low
Foot Spike           u + K/DA when opponent is    pursue attack
                       on the ground
Rising Snap Kick     d + GA                       must be blocked low; opponent
                                                    launches in air and can be
                                                    juggled (easy to link in a
                                                    Hyakurai Jutsu)


Special Moves
-------------
Kage Shibari         qcf + P/GA                   LP=short shock wave,
                                                    HP=medium shock wave, 
                                                    GA=long shock wave; if move
                                                    connects (not blocked), the
                                                    opponent will be "stunned"
                                                    (they cannot move back or
                                                    forward and they cannot 
                                                    block properly); the "stun"
                                                    can be ended if the
                                                    opponent jumps or performs
                                                    any attack maneuver 
                                                    (otherwise it will last 3
                                                    seconds)
Hyakurai Jutsu Trio  qcf + LP in air              will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
Hyakurai Jutsu Duo   qcf + HP/GA in air           HP=high, GA=low; will collide
                                                    with other projectiles as
                                                    both will be "destroyed"
                                                    in the process
Hou Sen Ka No Jutsu  qcf + K/DA                   LK=long, low, and 6 hits, 
                                                    HK=medium, medium, and 8
                                                    hits, DA=short, high, and 
                                                    10 hits
Super Sen Ka No J.   Dash Forward, qcf + K/DA     LK=short, very low, and 10
                                                    hits, HK=long, high, and 12
                                                    hits, DA=long, very high,
                                                    and 14 hits; can also be
                                                    done if you use a dashing P
                                                    or K and then perform the
                                                    qcf + K/DA motion
Makibishi            Dash Backward, LP+HP
Gumo No Jutsu        LK+HK                        reappears in the same spot
Gumo No Jutsu For.   f + LK+HK                    teleports behind opponent
Gumo No Jutsu Back   b + LK+HK                    teleports backwards
Ren Geki             qcb + LP
  Ninjitsu Launch    qcb + HP
    Hidden Explosive qcb + GA 


Dual Attack 
-----------
Pressure Points      LP+LK, then d, d + P/GA     dash in must connect to
                        before the tag is           perform the Dual Attack;
                        made                        must also have both 
                                                    teammates usable


Super
-----
Juumonji Kasumi K.   d, d + K/DA                 dash in must connect (not 
                                                    blocked) to perform the
                                                    entire super





*******************************************************************************
* 3.5 Max Ax Dax "M.A.D."                                                     *
*******************************************************************************
LP - White jacket w/ Brown pants and Red tie
HP - Green jacket w/ Dark Gray pants and Yellow tie
GA - Light Orange jacket w/ Gray pants and Purple tie
LK - Blue jacket w/ Burnt Umber pants and Yellow tie
HK - Red jacket w/ Off White pants and Orange tie
DA - Off White jacket w/ Dark Gray pants and Gray tie
Start - Purple jacket w/ Green pants and Purple, Blue tie



Throws
------
Max Fire Hose        f/b + HP/GA close            f and b determine where 
                                                    opponent is thrown; can
                                                    link in many of the 
                                                    Megahorn attacks after the
                                                    throw
Bear Hug             f/b + HK/DA close            f and b determine where 
                                                    opponent is thrown
Lucky Roll           f/b + HP/GA close in air     f and b determine where 
                                                    opponent is thrown


Basic Moves
-----------
Helicopter Forward   f, f in air
  Air Uppercut       P                            overhead; if done high
                                                    enough you can start
                                                    another Helicopter chain
  Double Kick        K                            overhead; if done high
                                                    enough you can start
                                                    another Helicopter chain
  Shock Therapy      GA/DA                        overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled; because M.A.D.
                                                    descends slower from this
                                                    move than the normal
                                                    version, you can use 
                                                    another air attack
                                                    afterwards (can also start
                                                    another Helicopter chain)
  Landing            b/d                          guide descent with joystick;
                                                    can use air attacks from
                                                    landing
  Jump Free          ub/u/uf                      can use air attacks from Jump
                                                    Free or start another 
                                                    Helicopter chain
Helicopter Escape    b, b in air                  unlike the Helicopter
                                                    Forward, there are no
                                                    unique attacks from this;
                                                    pressing an attack button
                                                    will perform the regular
                                                    air attack assigned to that
                                                    button and M.A.D. will 
                                                    descend to the ground as
                                                    usual
  Landing            f/d                          can use air attacks from
                                                    landing
  Jump Free          ub/u/uf                      can use air attacks from Jump
                                                    Free or start another 
                                                    Helicopter chain
Mad Chop             HP in air                    overhead; can perform two in
                                                    a row if fast enough; 
                                                    knocks opponent down
Shock Therapy        DA/GA in air                 overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Max Slap             HP in air                    overhead
Spring Loaded Punch  LP far
Wake Up!             LP close                     2 hits
M.A.D. Dozer         HP                           will hit twice if close 
                                                    enough
Stretch Foot         HK                           
Why?                 DA                           can slide past opponent
Dynamite             GA                           if move connects (not
                                                    blocked) opponent is sent
                                                    high into the air and can
                                                    be juggled (however, the
                                                    window is pretty tight so
                                                    not much will reliably
                                                    juggle)


Command Moves
-------------
High Attack Reflect  HP+HK                        if a high attack hits while
                                                    this is active, M.A.D. will
                                                    push the opponent so that
                                                    they will stagger back and
                                                    be open for attack
Iron Press           GA+DA                        unblockable
Collapse             Dash Forward, P
Flying Butt Strike   Dash Forward, K
Dynamite Delivery    Dash Forward, GA             if move connects (not
                                                    blocked) opponent is sent
                                                    high into the air and can
                                                    be juggled (however, the
                                                    window is pretty tight so
                                                    not much will reliably
                                                    juggle)
Air Spring Punch     u/uf, f + LP                 overhead
Catcher's Mitt       ub, f + LP                   overhead

Double Drill         f + HP in air                overhead
Hidden Yo-Yo         f + HP
Wrench Smash         df + LP
Sleeve Headbutt      df + HP
Fire Spoon           d + HP                       knocks opponent down
Long Double Trip     d + HK                       must be blocked low
Jump Drill           u + K/DA when opponent is    pursue attack
                       on the ground
Freeze Ray           d + GA                       absorbs projectiles


Special Moves
-------------
Megahorn "Fall Down" qcf + LP                      head grounder; will collide
                                                    with other projectiles as
                                                    both will be "destroyed" in
                                                    the process
Megahorn "Come Here" qcf + HP                     if move connects (not 
                                                    blocked) it knocks opponent
                                                    down and pulls them toward
                                                    you where they can juggled;
                                                    will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
Mega."Don't Attack"  qcf + GA                     if move connects (not 
                                                    blocked) opponent will be
                                                    unable to attack for 2
                                                    seconds (although they
                                                    still can use throws); will
                                                    collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
Mega. "Back It Up"   qcf + LK                     if move connects (not 
                                                    blocked) it will cause your
                                                    opponent to stagger back
                                                    which in turn stuns them 
                                                    for a short while; will
                                                    collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
Megahorn "Go Away"   qcf + HK                     if move connects (not 
                                                    blocked) it knocks opponent
                                                    down and away from you 
                                                    (they can still be 
                                                    juggled); will collide with
                                                    other projectiles as both 
                                                    will be "destroyed" in the
                                                    process
Mega. "Don't Jump"   qcf + DA                     if move connects (not 
                                                    blocked) the opponent will
                                                    be unable to jump for 2
                                                    seconds;  will collide with
                                                    other projectiles as both
                                                    will be "destroyed" in the
                                                    process
Max Drill            qcf + P/GA in air            LP=short jump, HP=high jump,
                                                    GA=very high jump
Straight Ray Gun     tap LP rapidly after being
                       knocked down (before 
                       hitting the floor)
Skyward Ray Gun      tap HP rapidly after being
                       knocked down (before 
                       hitting the floor)
Down And Up Ray Gun  tap GA rapidly after being
                       knocked down (before 
                       hitting the floor)
Floor Ray Gun        tap LP rapidly after being
                       knocked down (when on
                       the floor)
Upward Floor Ray G.  tap HP rapidly after being
                       knocked down (when on
                       the floor)
Dual Floor Ray Gun   tap GA rapidly after being
                       knocked down (when on
                       the floor)
Max Sparkler         f, d, df + P/GA              LP=stationary and 1 hit; 
                                                    HP=short and 3 hits, 
                                                    GA=long and 5 hits
Super Max Sparkler  Dash Forward, f, d,           LP=3 hits, HP=5 hits, GA=7
                      df + P/GA                     hits; can also be done if
                                                    you use a dashing P or K 
                                                    and then perform the f, d,
                                                    df + P/GA motion
Max Net              LP+HP                        overhead
Max Servant          LK+HK                        leech appears mid screen; if
                                                    opponent is near leech it
                                                    will attack; you can attack
                                                    the opponent while they are
                                                    being bitten by the leech
                                                    (it ends the leech attack
                                                    but still combos)
Far Max Servant      f + LK+HK                    leech appears across the
                                                    screen; if opponent is near
                                                    leech it will attack; you
                                                    can attack the opponent
                                                    while they are being bitten
                                                    by the leech (it ends the 
                                                    leech attack but still
                                                    combos)
Close Max Servant    b + LK+HK                    leech appears in front of 
                                                    M.A.D.; if opponent is near
                                                    leech it will attack; you
                                                    can attack the opponent
                                                    while they are being bitten
                                                    by the leech (it ends the 
                                                    leech attack but still
                                                    combos)
Max Original         qcb + LP
  Drill Face         qcb + HP
    Laser            qcb + GA     


Dual Attack 
-----------
Max Hunting          LP+LK, then d, d + P/GA     dash in must connect to
                        before the tag is           perform the Dual Attack;
                        made                        must also have both 
                                                    teammates usable


Super
-----
Maximum Service      d, d + K/DA                 each leech will try to attack
                                                   when it nears the opponent;
                                                   if it misses or is block, 
                                                   the leech will crawl off 
                                                   screen; you are able to 
                                                   attack the opponent near the
                                                   end of the super (knocking 
                                                   off the attacking leeches
                                                   but still performing a 
                                                   combo)





*******************************************************************************
* 3.6 Solis R8000                                                             *
*******************************************************************************
LP - Silver costume w/ Dark Gray trim
HP - Light Blue costume w/ Blue trim
GA - Gold costume w/ Gray trim
LK - Red costume w/ Black trim
HK - Gray costume w/ Pink trim
DA - Black costume w/ Gray trim
Start - Silver costume w/ Red-Orange trim



Throws
------
Slam Heel Crusher    f/b + HP/GA close            f and b determine where 
                                                    opponent is thrown
Air Slam Heel C.     f/b + HP/GA close in air     f and b determine where 
                                                    opponent is thrown


Basic Moves
-----------
Stomp Out            HK in air                    2 hits; both hits are 
                                                    overheads
Quick Air Smash      DA/GA in air                 overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Machine Gun Punch    HP                           will hit three times if close
                                                    enough
Down Kick            LK                           must be blocked low
Back Kick            DA close                     will slide past opponent
Slide Uppercut       DA far
Solis Smash          GA                           overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled


Command Moves
-------------
High Attack Reflect  HP+HK                        if a high attack hits while
                                                    this is active, Solis will
                                                    push the opponent so that
                                                    they will stagger back and
                                                    be open for attack
High Voltage         GA+DA                        unblockable
Jaw Opener           Dash Forward, P
Flying Side Kick     Dash Forward, K
Impending Smash      Dash Forward, GA             overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Air Shock Cable      f + HP in air                if move connects (not 
                                                    blocked), it will stun 
                                                    opponent for a short while
Shock Cable          f + HP
Low Machine Gun P.   d + HP                       will hit three times if close
                                                    enough
Front Kick           f + LK
Slicing Foot         f + HK
Slide In Trip        d + HK                       must be blocked low
Metal Heel           u + K/DA when opponent is    pursue attack
                       on the ground
Golf Swing           d + GA                       must be blocked low; opponent
                                                    launches in air and can be
                                                    juggled 


Special Moves
-------------
Stun Bullet          qcf + P/GA                   LP=short bullet mode, long
                                                     shrapnel mode, HP=medium
                                                     bullet mode, medium 
                                                     shrapnel mode, GA=long 
                                                     bullet mode, short 
                                                     shrapnel mode; during
                                                     "bullet" mode (or the very
                                                     beginning of the move
                                                     where the projectile is
                                                     still together) the Stun
                                                     Bullet will go through
                                                     projectiles; during 
                                                     "shrapnel" mode (or the
                                                     end of the move where the
                                                     projectile is apart) other
                                                     projectiles will blast
                                                     through the Stun Bullet;
                                                     if you shoot a Stun Bullet
                                                     from far and it connects
                                                     (not blocked), the
                                                     opponent will stagger back
                                                     (leaving them in a short
                                                     stun) in which case you
                                                     can Dash Forward and use
                                                     an attack to combo
Stun Platinum        f, d, df + P/GA              LP=no start up time and is on
                                                    screen for half a second,
                                                    HP=short start up time and
                                                    is on screen for 2 seconds,
                                                    GA=long start up time and
                                                    is on screen for 3 seconds;
                                                    if move connects (not 
                                                    blocked) opponent will be
                                                    stunned for a short time
                                                    (for the duration that the
                                                    trap remains onscreen); if
                                                    the "trap" touches a
                                                    blocking opponent it will
                                                    no longer be of use even
                                                    though it remains on 
                                                    screen; can have one ground
                                                    Stun Platinum and one air
                                                    Stun Platinum on the screen
                                                    at the same time
Air Stun Platinum    f, d, df + P/GA in air       LP=no start up time and is on
                                                    screen for half a second,
                                                    HP=short start up time and
                                                    is on screen for 2 seconds,
                                                    GA=long start up time and
                                                    is on screen for 3 seconds;
                                                    if move connects (not 
                                                    blocked) opponent will be
                                                    stunned for a short time
                                                    (for the duration that the
                                                    trap remains onscreen); if
                                                    the "trap" touches a
                                                    blocking opponent it will
                                                    no longer be of use even
                                                    though it remains on 
                                                    screen; can have one air
                                                    Stun Platinum and one 
                                                    ground Stun Platinum on the
                                                    screen at the same time
TNT Charge           hold LP+HP/LP+GA/HP+GA/      the longer the charge the 
                       LK+HK/LK+DA/HK+DA,           more damage and when
                       release                      released; since the TNT 
                                                    Charge can be charged with
                                                    different combinations, it
                                                    is possible to charge for 2
                                                    TNT Charges at the same 
                                                    time; Charge for:
                                                       2-3 seconds = Level 1
                                                         (1 hit)
                                                       4-5 seconds = Level 2
                                                         (2 hits)
                                                       6-9 seconds = Level 3
                                                         (3 hits)
                                                       10+ seconds = Level 4
                                                         (4 hits)
Super TNT Charge     hold LP+HP/LP+GA/HP+GA/      can also be done if you use a
                       LK+HK/LK+DA/HK+DA,           dashing P or K and then
                       release during a forward     release your charged   
                       dash                         combination.  Charge for:
                                                      2-3 seconds = Level 1 
                                                        (1 hit)
                                                      4-5 seconds = Level 2
                                                        (2 hits)
                                                      6-9 seconds = Level 3
                                                        (3 hits)
                                                      10+ seconds = Level 4
                                                        (4 hits)
Gyrator              qcb + K/DA                   LK=short, HK=medium, DA=long
Absolute Beat        qcf + LK
  Step Kick          qcf + HK
    Split            qcf + DA


Dual Attack 
-----------
Machine Gun Blitz    LP+LK, then d, d + P/GA     dash in must connect to
                        before the tag is           perform the Dual Attack;
                        made                        must also have both 
                                                    teammates usable


Super
-----
Solis Multiplier     d, d + K/DA                  will go through projectiles;
                                                    if any part of the super is
                                                    blocked it will end
                                                    




*******************************************************************************
* 3.7 Falco                                                                   *
*******************************************************************************
LP - Steel Blue costume
HP - Pink costume
GA - Green costume
LK - Dark Gray costume
HK - Orange costume
DA - White costume
Start - Red costume



Throws
------
Gambling Dig         f/b + HP/GA close            f and b determine where 
                                                    opponent is thrown
Cane Stab Driver     f/b + HP/GA close in air     f and b determine where 
                                                    opponent is thrown


Basic Moves
-----------
Cane Slam            DA/GA in air                 overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Hidden Dove          Start                        Falco's taunt, which can hit
                                                    opponent and deal a sliver
                                                    of damage; will add energy
                                                    to the opponent's Super
                                                    Meter
Low Cane Swipe       HP                           must be blocked low
Reverse Cane         DA close                     will jump past opponent
Gut Cane             DA far
Cane Flick           GA                           overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled


Command Moves
-------------
High Attack Reflect  HP+HK                        if a high attack hits while
                                                    this is active, Falco will
                                                    push the opponent so that
                                                    they will stagger back and
                                                    be open for attack
Killer Draw          GA+DA                        unblockable
Flying Gut Cane      Dash Forward, P
Flying Hop Kick      Dash Forward, K
Forward Cane Flick   Dash Forward, GA             overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Diving Cane Sweep    d + HP in air                must be blocked low
Low Cane Sweep       f + HP                       must be blocked low
Low Hand Swipe       d + HP                       must be blocked low
Hop Kick             f + HK
Low Boot             d + HK                       both hits must be blocked low
Sliding Low Boot     df + HK                      both hits must be blocked low
Simple Stab          u + K/DA when opponent is    pursue attack
                       on the ground
Cane Flip            d + GA                       must be blocked low; opponent
                                                    launches in air and can be
                                                    juggled 


Special Moves
-------------
Bluff Shuffle S.     qcf + LP                     will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
  Bluff Straight     qcf + LP                     will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
  Bluff Up           qcf + HP                     card will rebound of ceiling
                                                    and travel diagonally 
                                                    downward; will collide with
                                                    other projectiles as both
                                                    will be "destroyed" in the
                                                    process
  Bluff Down         qcf + GA                     card will rebound of floor
                                                    and travel diagonally 
                                                    upward; will collide with
                                                    other projectiles as both
                                                    will be "destroyed" in the
                                                    process
Bluff Shuffle Up     qcf + HP                     card will rebound of ceiling
                                                    and travel diagonally 
                                                    downward; will collide with
                                                    other projectiles as both
                                                    will be "destroyed" in the
                                                    process
  Bluff Straight     qcf + LP                     will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
  Bluff Up           qcf + HP                     card will rebound of ceiling
                                                    and travel diagonally 
                                                    downward; will collide with
                                                    other projectiles as both
                                                    will be "destroyed" in the
                                                    process
  Bluff Down         qcf + GA                     card will rebound of floor
                                                    and travel diagonally 
                                                    upward; will collide with
                                                    other projectiles as both
                                                    will be "destroyed" in the
                                                    process
Bluff Shuffle Down   qcf + GA                     card will rebound of floor
                                                    and travel diagonally 
                                                    upward; will collide with
                                                    other projectiles as both
                                                    will be "destroyed" in the
                                                    process
  Bluff Straight     qcf + LP                     will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
  Bluff Up           qcf + HP                     card will rebound of ceiling
                                                    and travel diagonally 
                                                    downward; will collide with
                                                    other projectiles as both
                                                    will be "destroyed" in the
                                                    process
  Bluff Down         qcf + GA                     card will rebound of floor
                                                    and travel diagonally 
                                                    upward; will collide with
                                                    other projectiles as both
                                                    will be "destroyed" in the
                                                    process
Face Or Back Retreat f, d, df + LP
  Bluff Diag. Down   P                            LP=steepest angle, HP=far; 
                                                    will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
  Bluff Straight     GA                           will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
Face Or Back In      f, d, df + HP/GA             HP=short, GA=far
  Bluff Diag. Down   P                            LP=steepest angle, HP=far; 
                                                    will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
  Bluff Straight     GA                           will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process  
Super Face O. B. R.  Dash Forward, f, d,          can also be done if you use a
                       df + P                       dashing P or K and then 
                                                    perform the f, d, df + LP
                                                    motion
  Bluff Diag. Down   P                            LP=steepest angle, HP=far; 
                                                    will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
    Bluff Diag. D.   P                            LP=steepest angle, HP=far; 
                                                    will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
        Bluff D. D.  P                            LP=steepest angle, HP=far; 
                                                    will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
        Bluff Str.   GA                           will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
    Bluff Straight   GA                           will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
        Bluff D. D.  P                            LP=steepest angle, HP=far; 
                                                    will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
        Bluff Str.   GA                           will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
  Bluff Straight     GA                           will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
    Bluff Diag. D.   P                            LP=steepest angle, HP=far; 
                                                    will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
        Bluff D. D.  P                            LP=steepest angle, HP=far; 
                                                    will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
        Bluff Str.   GA                           will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
    Bluff Straight   GA                           will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
        Bluff D. D.  P                            LP=steepest angle, HP=far; 
                                                    will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
        Bluff Str.   GA                           will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
Super Face O. B. I.  Dash Forward, f, d,          can also be done if you use a
                       df + HP/GA                   dashing P or K and then 
                                                    perform the f, d,
                                                    df + HP/GA motion
  Bluff Diag. Down   P                            LP=steepest angle, HP=far; 
                                                    will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
    Bluff Diag. D.   P                            LP=steepest angle, HP=far; 
                                                    will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
        Bluff D. D.  P                            LP=steepest angle, HP=far; 
                                                    will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
        Bluff Str.   GA                           will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
    Bluff Straight   GA                           will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
        Bluff D. D.  P                            LP=steepest angle, HP=far; 
                                                    will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
        Bluff Str.   GA                           will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
  Bluff Straight     GA                           will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
    Bluff Diag. D.   P                            LP=steepest angle, HP=far; 
                                                    will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
        Bluff D. D.  P                            LP=steepest angle, HP=far; 
                                                    will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
        Bluff Str.   GA                           will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
    Bluff Straight   GA                           will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
        Bluff D. D.  P                            LP=steepest angle, HP=far; 
                                                    will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
        Bluff Str.   GA                           will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
Insight Dash         qcf + K/DA                   LK=short, HK=medium, DA=long;
                                                    high and low counter attack
Reversal Slot        LP+HP                        the outcome is random, but
                                                    the follow ups listed are
                                                    what happen according to
                                                    what the slot reads
  One Gold Coin      no slot symbols match        
  Ten Gold Coins     three dollar signs
  Dove Attack        three cherries               the doves will go through
                                                    projectiles
  Coin And Doves     three "7"s                   the doves will go through
                                                    projectiles
  Giant Weight       three skulls                 both characters will fall to
                                                    the ground but neither
                                                    takes any damage
  Falco Shocked      three lightning bolts        Falco staggers back (although
                                                    he takes no damage he is
                                                    stunned for a short time)
  Regain Life        three hearts                 Falco regains some life
First Character      qcb + LP                     will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process 
  Second Character   qcb + HP                     will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process 
    Third Character  qcb + GA                     will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process


Dual Attack 
-----------
Cane Massacre        LP+LK, then d, d + P/GA     dash in must connect to
                        before the tag is           perform the Dual Attack;
                        made                        must also have both 
                                                    teammates usable


Super
-----
Stormy Poker         d, d + K/DA                  will absorb projectiles





*******************************************************************************
* 3.8 Gouketsuji Oume & Gouketsuji Otane                                      *
*******************************************************************************
LP - Brown, Amber pants w/ Pink top
HP - Green, Light Green pants w/ Ecru top
GA - Green, Blue pants w/ Light Blue top
LK - Light Blue, Gray pants w/ Off White top
HK - Off White, Buff pants w/ Orange-Yellow top
DA - Black, Dark Purple pants w/ Pale Purple top
Start - Persian Red, Purple pants w/ Bright Orange top



Throws
------
Youthful Kiss        f/b + HP/GA close            f and b determine where 
                                                    opponent is thrown
Kneeling Crush       f/b + HP/GA close in air     f and b determine where 
                                                    opponent is thrown


Basic Moves
-----------
Crawl                hold df 
Falling Blade Kicks  LK in air                    all hits are overheads
Air Gouketsuji Wack  DA/GA in air                 overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Leaping Kick         LK
Bicycle Kick         HK                           can hit up to 4 times
Low Crawl Poke       DA                           can crawl past opponent
Gouketsuji Wack      GA                           overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled


Command Moves
-------------
High Attack Reflect  HP+HK                        if a high attack hits while
                                                    this is active, Oume or 
                                                    Otane will push the 
                                                    opponent so that they will
                                                    stagger back and be open
                                                    for attack
Young Love           GA+DA                        unblockable
Youthful Backfist    Dash Forward, P
Leap Frog Kick       Dash Forward, K
Flying Gouketsuji    Dash Forward, GA             overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Reaching Slice       f + HP
Thousand Deaths      d + HP                       6 hits
Slide                d + HK                       must be blocked low
Double Heel Drop     u + K/DA when opponent is    pursue attack
                       on the ground
Rising Uppercut      d + GA                       must be blocked low; opponent
                                                    launches in air and can be
                                                    juggled (however, the
                                                    window is pretty tight so
                                                    not much will reliably
                                                    juggle)


Special Moves
-------------
Straight Gan Sai Ha  Charge b for 2 seconds,      will collide with other 
                       f + LP                       projectiles as both will be
                                                    "destroyed" in the process
Rising Gan Sai Ha    Charge b for 2 seconds,      will collide with other 
                       f + HP                       projectiles as both will be
                                                    "destroyed" in the process
Double Gan Sai Ha    Charge b for 2 seconds,      one will usually collide with
                       f + GA                       the projectile with both
                                                    being "destroyed", while 
                                                    the other set of teeth 
                                                    makes it through
Kou Shiki Gan Sai Ha Charge f for 2 seconds,      LP=short, HP=medium, GA=far;
                       b + P/GA                     if teeth do not hit they
                                                    will stay on the ground
                                                    for 3 seconds (where the 
                                                    opponent can still walk on
                                                    top of them and be harmed);
                                                    will collide with other
                                                    projectiles as both will be
                                                    "destroyed" in the process
                                                    (although when they idle on
                                                    the ground only low 
                                                    projectiles can destroy
                                                    them such as Chris's 
                                                    Lightning Slasher)
Ikaku Gan Retreat    Charge d for 2 seconds,      1 hit
                       u + LP
Ikaku Gan            Charge d for 2 seconds,      HP=short and 1 hit, GA=far
                       u + HP/GA                    and 1 hit
Super Ikaku G. R.    Dash Forward, d, u + LP      3 hits; can also be done if
                                                    you use a dashing P or K 
                                                    and then perform the d,
                                                    u + LP motion
Super Ikaku Gan      Dash Forward, d, u + HP/GA   HP=4 hits, GA=5 hits; can 
                                                    also be done if you use a
                                                    dashing P or K and then 
                                                    perform the d, u + HP/GA 
                                                    motion
Straight Ranbu Dan   hold f and tap LP rapidly    absorbs projectiles
Upward Ranbu Dan     hold f and tap HP/GA rapidly HP=all shot upward, GA=most
                                                    shot upward with one shot
                                                    in a falling angle; absorbs
                                                    projectiles
Bodou Kourin         LP+HP
Bodou Kourin Far     f + LP+HP
Bodou Kourin Close   b + LP+HP
Ten Bu Kyaku         u, d + K in air              LK=steepest angle, HK=far;
                                                    overhead
Slide Ten Bu Kyaku   u, d + DA in air             descent is an overhead, but
                                                    the slide portion is NOT
Chi Bu Kyaku         Charge b for 2 seconds,
                       f + LK
  Second Chi Bu      b, f + HK                    if done close you will end
                                                    up behind the opponent
    Final Chi Bu     b, f + DA
                     

Dual Attack 
-----------
Still Got It         LP+LK, then d, d + P/GA     dash in must connect to
                        before the tag is           perform the Dual Attack;
                        made                        must also have both 
                                                    teammates usable


Super
-----
Ichizoku             d, d + K/DA                  will absorb projectiles





*******************************************************************************
* 3.9 Gartheimer Rudolph                                                      *
*******************************************************************************
LP - Blue costume
HP - Purple costume
GA - Green costume
LK - Light Gray costume
HK - Vermilion costume
DA - Gray costume
Start - Orange costume



Throws
------
Hopping Tombstone    f/b + HP/GA close            f and b determine where 
                                                    opponent is thrown; head
                                                    grounder
Surfs Up             f/b + HP/GA close in air     f and b determine where 
                                                    opponent is thrown


Basic Moves
-----------
Collapse Kick        HK in air                    2 hits; both parts are
                                                    overheads
Double Trouble       DA/GA in air                 overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
First Steel Ball     HP
  Second Steel Ball  HP
Stomp                LK                           must be blocked low
Wind Kick            HK                           will hit twice if close
                                                    enough
Trick One Two        DA close                     will jump past opponent
Steel Ball Uppercut  DA far
Head Pop             GA                           overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled


Command Moves
-------------
High Attack Reflect  HP+HK                        if a high attack hits while
                                                    this is active, Gartheimer
                                                    will push the opponent so
                                                    that they will stagger back
                                                    and be open for attack
Mace Drop            GA+DA                        unblockable
Joyful Spin          Dash Forward, P
Flying Jump Kick     Dash Forward, K
Impending Head Pop   Dash Forward, GA             overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Downward Ball Toss   f + HP in air                overhead
Forward Ball Toss    f + HP
  Second Ball Toss   f + HP
Low Ball Swing       d + LP                       2 hits
Slide                df + HK                      must be blocked low
Iron Pushup          u + K/DA when opponent is    pursue attack
                       on the ground
Upward Smash         d + GA                       must be blocked low; opponent
                                                    launches in air and can be
                                                    juggled 


Special Moves
-------------
Body Smasher         Charge d for 2 seconds,      LP=slow, HP=medium, GA=fast;
                       u + P/GA                     head grounder
Heavy Tread          u, d + P/GA in air           LP=straight down, HP=short,
                                                    GA=far; head grounder
Grind Break          hold f and tap LP rapidly
Grind Rush           Charge b for 2 seconds,
                       f + LK 
Grind Rush Explosion Charge b for 2 seconds,      HK=long with few hits, 
                       f + HK/DA                    DA=very long with many hits
  Early Explosion    K
Heavy Solid Kick     Charge d for 2 seconds,      LK=short and 1 hit, HK=medium
                       u + K/DA                     and 2 hits, DA=far and 3
                                                    hits
Super Heavy S. Kick  Dash Forward, d, u + K/DA    LK=2 hits, HK=4 hits, DA=6
                                                    hits; can also be done if
                                                    you use a dashing P or K
                                                    and then perform the d, 
                                                    u + K/DA motion
Iron Mine            hold LP+HP, and release      the longer you hold LP+HP,
                       to detonate                  the further the mine
                                                    travels; if the mine
                                                    touches the opponent 
                                                    (blocked or not) it will
                                                    detonate automatically; the
                                                    actual explosion absorbs 
                                                    projectiles
Gain Control         Charge b for 2 seconds,      this part must connect (not
                       f + LP                       blocked) so the rest of
                                                    follow ups can activate
  Dominate           b, f + HP
    Call Me Master   b, f + GA


Dual Attack 
-----------
Iron Masher          LP+LK, then d, d + P/GA     dash in must connect to
                        before the tag is           perform the Dual Attack;
                        made                        must also have both 
                                                    teammates usable


Super
-----
Iron Dust Bomber     d, d + K/DA                  will absorb projectiles






*******************************************************************************
* 3.10 Otogiri Remi                                                           *
*******************************************************************************
LP - Purple costume w/ Magenta hair
HP - Gold costume w/ Brown hair
GA - Red costume w/ Purple hair
LK - White costume w/ Blue hair
HK - Maroon costume w/ Gray hair
DA - Black costume w/ Blonde hair
Start - Bright Pink costume w/ Blonde hair



Throws
------
Music Bites          f/b + HP/GA close            f and b determine where 
                                                    opponent is thrown
Musical Buzzsaw      f/b + HP/GA close in air     f and b determine where 
                                                    opponent is thrown


Basic Moves
-----------
Ground Slide         hold df
Swing Kicks          HK in air                    overhead
Scythe Spin          DA/GA in air                 overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Double Slap          HP                           will hit twice if close
                                                    enough
Musical Scythe       DA                           can slide past opponent
Hit That High Note   GA                           overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled


Command Moves
-------------
High Attack Reflect  HP+HK                        if a high attack hits while
                                                    this is active, Remi will
                                                    push the opponent so that
                                                    they will stagger back and
                                                    be open for attack
Musical Scythe Swipe GA+DA                        unblockable
Reaching Slap        Dash Forward, P
Pretty Kick          Dash Forward, K
Scythe Digging       Dash Forward, GA             overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Note Glide Forward   f, f in air
  Falling Slap       P                            overhead
  Falling P. Kick    K                            overhead
  Scythe Digging     GA/DA                        overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
  Landing            b/d                          b will make Remi descend
                                                    slightly backwards while d
                                                    will make her descend
                                                    straight down; can use air
                                                    attacks from landing
  Jump Free          ub/u/uf                      can use air attacks from Jump
                                                    Free or start another 
                                                    Note Glide chain
Note Glide Back      b, b in air                  unlike the Note Glide Forward
                                                    there are no unique attacks
                                                    from this; pressing an 
                                                    attack button will perform
                                                    the regular air attack 
                                                    assigned to that button and
                                                    Remi will descend to the 
                                                    ground as usual
  Jump Free          ub/u/uf                      can use air attacks from Jump
                                                    Free or start another 
                                                    Note Glide chain
Reverse Stomach Kick f + LK
Note Dropkick        f + HK
Reaching Trip        df + HK                      must be blocked low
Fore!                u + K/DA when opponent is    pursue attack
                       on the ground
Scythe Uppercut      d + GA                       must be blocked low; opponent
                                                    launches in air and can be
                                                    juggled 


Special Moves
-------------
Iru Firo             Charge b for 2 seconds,      HP version rises higher; will
                       f + P                        collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
Iru Firo Fall        Charge b for 2 seconds,      will collide with other
                       f + GA                       projectiles as both will be
                                                    "destroyed" in the process
Kapurio Ra           Charge d for 2 seconds,      LP=short and 1 hit, 
                       u + P/GA                     HP=medium and 1 hit,
                                                    GA=long and 1 hit
Super Kapurio Ra     Dash Forward, d, u + P/GA    LP=3 hits, HP=4 hits, GA=5
                                                    hits; can also be done if
                                                    you use a dashing P or K
                                                    and then perform the d, 
                                                    u + P/GA motion
Porutamento          u, d + P/GA in air           LP=steepest angle, HP=medium,
                                                    GA=far
Koruno Rifuresso     LP+HP                        absorbs projectiles
Ra Morute            LP+HP in air                 will morph into a small 
                                                    flying version of yourself
                                                    which lasts for 10 seconds
                                                    or until you are hit; use
                                                    the joystick to fly around
  Downward Flames    LP                           will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
  Diagonal Down F.   HP                           will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
  Upward Flames      GA                           will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
  Scythe Swipe       LK
  Downward Dive      HK
  Straight Dive      DA
Three Sides          Charge b for 2 seconds,      this part must connect (not
                       f + LK                       blocked) so the rest of
                                                    follow ups can activate
  Make A             b, f + HK
    Triangle         b, f + DA


Dual Attack 
-----------
Golfing              LP+LK, then d, d + P/GA     dash in must connect to
                        before the tag is           perform the Dual Attack;
                        made                        must also have both 
                                                    teammates usable


Super
-----
Requiem              d, d + K/DA                  





*******************************************************************************
* 3.11 Hananokouji Popura                                                     *
*******************************************************************************
LP - Pink costume
HP - Green costume
GA - Blue costume
LK - Yellow costume
HK - Orange costume
DA - Black costume
Start - Red costume



Throws
------
Judo Throw           f/b + HP/GA close            f and b determine where 
                                                    opponent is thrown
Here's A Hand        f/b + HK/DA close            f and b determine where
                                                    opponent is thrown
Giant Squeeze        f/b + HP/GA close in air     f and b determine where 
                                                    opponent is thrown


Basic Moves
-----------
Magic Wand           HP in air                    all hits are overheads
Royal Gem            DA/GA in air                 overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Oops                 LK                           must be blocked low
Flying Butt Attack   DA                           can roll past opponent
Stretch Wand Slam    GA                           overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled


Command Moves
-------------
High Attack Reflect  HP+HK                        if a high attack hits while
                                                    this is active, Popura will
                                                    push the opponent so that
                                                    they will stagger back and
                                                    be open for attack
Nurse Popura         GA+DA                        unblockable
Jawing Wand          Dash Forward, P
Dangerous Skipping   Dash Forward, K
Impending Wand Slam  Dash Forward, GA             overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Trick Wand           f + HP in air                overhead
Pogo Wand            u + LK in air (keep          overhead; as long as you land
                       pressing u + LK to          on the opponent with a Pogo 
                       continue)                   Wand, you can continue to
                                                   perform another one
Grand Slam           f + HP
Gymnast Assault      df + HP
Butt Drop            u + K/DA when opponent is    pursue attack
                       on the ground
Wand Wiggle          d + GA                       must be blocked low; opponent
                                                    launches in air and can be
                                                    juggled


Special Moves
-------------
Shoujo Commando      qcf + P/GA                   LP=slow, HP=medium, GA=fast;
                                                    will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
Bikkuri Bako         LP+HP                        uppercut will strike as well
                                                    as the tiny bear that runs
                                                    across the floor
  Relief             hold P                       doing this, the bear will NOT
                                                    run across the floor; 
                                                    instead a rabid dog comes
                                                    out and does...nothing?
  Teleportation      hold GA                      a simple teleport; doing 
                                                    this, the bear will NOT run
                                                    across the floor
Cupid                LP+HP in air                 will morph into Cupid that 
                                                    lasts for 10 seconds or 
                                                    until you are hit; use the
                                                    joystick to fly around
  Downward Arrow     LP                           will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
  Straight Arrow     HP/GA                        HP=slow, GA=fast; will 
                                                    collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
  Downward Horn      LK                           absorbs projectiles
  Straight Horn      HK                           absorbs projectiles
  Double Horn        DA                           absorbs projectiles
Poi Straight         qcf + LK                     move must connect to perform
                                                    entire maneuver
Poi Upward           qcf + HK                     move must connect to perform
                                                    entire maneuver
Poi Up               qcf + DA                     move must connect to perform
                                                    entire maneuver
Super Poi Straight   Dash Forward, qcf + LK       can also be done if you use a
                                                    dashing P or K and then 
                                                    perform the qcf + LK motion
Super Poi Upward     Dash Forward, qcf + HK       can also be done if you use a
                                                    dashing P or K and then 
                                                    perform the qcf + HK motion
Super Poi Up         Dash Forward, qcf + DA       can also be done if you use a
                                                    dashing P or K and then 
                                                    perform the qcf + DA motion
Kuru Kuru Candy      LK+HK                        will collide with other 
                                                    projectiles as both will be
                                                    "destroyed" in the process
                                                    if move connects (not
                                                    blocked) the opponent will
                                                    be wrapped up for 2 seconds
                                                    (or until you hit them), 
                                                    allowing you a free hit
Popura Special       qcb + LP
  Fencing            qcb + HP
    Sword            qcb + GA


Dual Attack 
-----------
Popura Disguise      LP+LK, then d, d + P/GA     dash in must connect to
                        before the tag is           perform the Dual Attack;
                        made                        must also have both 
                                                    teammates usable


Super
-----
Tulip                d, d + K/DA                  tulip absorbs projectiles; 
                                                    tulip must connect (not
                                                    blocked) in order to 
                                                    perform the entire super


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



*******************************************************************************
* 3.12 Damian Shade                                                           *
*******************************************************************************

 Note that this is the Arcade version of Damian Shade.  The Saturn version
of Damian Shade has more moves and is more "complete".  The Arcade version has
  many missing/different moves.  But he is listed in the guide anyway for
                                completeness.


LP - Dark Gray costume
HP - Purple costume
GA - Green costume
LK - Light Gray costume
HK - Brown costume
DA - Dark Gray costume
Start - Gamboge costume



Throw
-----
N/A


Basic Moves
-----------
Air Cat Scratch      DA/GA in air                 overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Limp Punch           LP/LK                        Damian shakes his hand after
                                                    the move leaving him open
                                                    for attack
Hard Limp Punch      HP/HK                        Damian shakes his hand after
                                                    the move leaving him open
                                                    for attack
Hop Punch            DA                           can hop past opponent
Cat Scratch          GA                           overhead; opponent bounces
                                                    slightly off ground but
                                                    Damian shakes his hand
                                                    afterwards making it
                                                    impossible to juggle them


Command Moves
-------------
High Attack Reflect  HP+HK                        if a high attack hits while
                                                    this is active, Damian will
                                                    push the opponent so that
                                                    they will stagger back and
                                                    be open for attack
Powerful Scratch     GA+DA                        unblockable
Improper Punch       Dash Forward, P
Flying Kick          Dash Forward, K
Flying Cat Scratch   Dash Forward, GA             overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Tapping Foot         d + LP/LK                    must be blocked low
Hard Tapping Foot    d + HP/HK                    must be blocked low
Pounce Scratch       u + K when opponent is       pursue attack
                       on the floor
Mega Kick            d + GA                       must be blocked low; opponent
                                                    launches in air and can be
                                                    juggled; you can actually
                                                    perform an infinite with
                                                    this (simply use over and
                                                    over; dash in or move in
                                                    to gain distance between
                                                    launches; once the opponent
                                                    is in the corner you don't
                                                    need to move, just use 
                                                    d + GA over and over)


Special Moves
-------------
N/A


Dual Attack 
-----------
N/A


Super
-----
N/A





*******************************************************************************
* 3.13 Bristol Weller                                                         *
*******************************************************************************

 Note that this is the Arcade version of Bristol Weller.  The Saturn version
of Bristol Weller has more moves and is more "complete".  But he is listed in
                      the guide anyway for completeness.


LP - Tan costume
HP - Gray costume
GA - Green costume
LK - White costume
HK - Buff costume
DA - Black costume
Start - Red costume



Throws
------
Foot Plant           f/b + HP/GA close            f and b determine where 
                                                    opponent is thrown
Air Foot Plant       f/b + HP/GA close in air     f and b determine where 
                                                    opponent is thrown


Basic Moves
-----------
Air Axe Kick         DA/GA in air                 overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Punch Kick           HP                           2 hits
Triple Threat        HK                           3 hits
Sneaky Kick          DA close                     can slide past opponent
Sliding Chop Kick    DA far
Powerful Axe Kick    GA                           overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled  


Command Moves
-------------
High Attack Reflect  HP+HK                        if a high attack hits while
                                                    this is active, Bristol 
                                                    will push the opponent so
                                                    that they will stagger back
                                                    and be open for attack
Goodbye              GA+DA                        unblockable
Dash Punch Kick      Dash Forward, P
Eye Opener           Dash Forward, K
Flying Axe Kick      Dash Forward, GA             overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Heel Crush           u + K when opponent is       pursue attack
                       on the floor
Lift Kick            d + GA                       must be blocked low; opponent
                                                    launches in air and can be
                                                    juggled


Special Moves
-------------
Patriot Arrow        qcf + K/DA                   LK=slow, HK=medium, DA=fast;
                                                    goes through projectiles
Axe Uppercut         f, d, df + K/DA              LK=short and 3 hits, 
                                                    HK=medium and 4 hits,
                                                    DA=far and 5 hits
Super Axe Uppercut   Dash Forward, f, d,          LK=4 hits, HK=5 hits, DA=7
                       df + K/DA                    hits; can also be done if
                                                    you use a dashing P or K
                                                    and then perform the f, d,
                                                    df + K/DA motion
Mach Flight          qcb + K/DA                   LK=short, HK=medium, DA=long;
                                                    move must touch the
                                                    opponent (blocked or not)
                                                    to perform the entire 
                                                    maneuver


Dual Attack 
-----------
Bristol Freeze       LP+LK, then d, d + P/GA     Bristol and his partner will
                        before the tag is          be "stuck" and cannot move
                        made                       until the opponent strikes
                                                   Bristol
                                                    

Super
-----
Public Execution     d, d + K/DA 





*******************************************************************************
* 3.14 Bristol-D                                                              *
*******************************************************************************

   Note that this is the Arcade version of Bristol-D.  The Saturn version of 
   Bristol-D has more moves and is more "complete".  But he is listed in the 
                         guide anyway for completeness.


LP - Black costume
HP - Gray costume
GA - Green costume
LK - Dark Gold costume
HK - Brown costume
DA - Dark Gray costume
Start - Purple costume



Throw
-----
Soul Drain           f/b + HP/GA close            f and b determine where 
                                                    opponent is thrown


Basic Moves
-----------
Little Devil         LP/LK in air                 overhead
Air Demon Wheel      HP/HK in air                 all hits are overheads
Eagle Landing        DA/GA in air                 overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Demon Cat Scratch    LP/LK
Demon Wheel          HP/HK                        8 hits
Sliding Cat Scratch  DA                           can slide past opponent
Panther's Rage       GA                           overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled  


Command Moves
-------------
High Attack Reflect  HP+HK                        if a high attack hits while
                                                    this is active, Bristol-D 
                                                    will push the opponent so
                                                    that they will stagger back
                                                    and be open for attack
Energy Expulsion     GA+DA                        unblockable
F. Panther's Rage    Dash Forward, P/K/GA         overhead; opponent bounces
                                                    slightly off ground and can
                                                    be juggled
Fire Troll           d + LP/LK
Dead Rising          d + HP/HK                    must be blocked low; it's 
                                                    possible to get 3 hits with
                                                    this move
Self Burial          u + K when opponent is       Bristol-D will be "buried"
                       on the floor                 under the ground with only
                                                    his head showing; he cannot
                                                    do anything until the
                                                    opponent strikes his head 
                                                    to "release" him
Mule Kick            d + GA                       must be blocked low; opponent
                                                    launches in air and can be
                                                    juggled


Special Moves
-------------
Fairy Kamikaze       qcf + P/GA                   LP=4 hits, HP=7 hits; 
                                                    GA=higher off the ground
                                                    and 10 hits; one fairy 
                                                    will usually strike the
                                                    projectile with both
                                                    being "destroyed" while
                                                    the rest make it through
Satanic Upper        f, d, df + P/GA              LP=short, HP=medium, GA=far
Demonic Pulse        qcf + K/ DA                  LK=short, HK=medium, DA=far;
                                                    will absorb projectiles
Demon Fire Down      qcb + LK                     absorbs projectiles
Demon Fire Up        qcb + HK                     absorbs projectiles
Demon Fire Ripple    qcb + DA                     absorbs projectiles


Dual Attack 
-----------
Tag Burial           LP+LK, then d, d + P/GA     Bristol-D and his partner will
                        before the tag is          be "stuck" (with Bristol-D
                        made                       under the ground with only
                                                   his head showing); the 
                                                   opponent must strike 
                                                   Bristol-D's head to allow
                                                   him to move again


Super
-----
Horrid Swarm         d, d + K/DA                  flies absorb projectiles; if
                                                    you block them, they will
                                                    still swam around you but
                                                    will not do damage; note
                                                    that when the giant insect
                                                    flies off screen it can
                                                    still hit you





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


***********************
* 4.1 Idle Animations *
***********************

The following characters have a special idle animation (stand still during a
match and do nothing):

M.A.D. -         Lets steam out his back
Solis  -         Looks at screen
Oume and Otane - Switch positions
Remi -           Lays down on note
Popura -         Kneels down bored


*********************
* 4.2 Select Screen *
*********************

You can make funny noises on the select screen:

press u -   "Dah"
press d -   "Do"

After selecting both your characters:

press LP -  weird grunt
press HP -  lowest tone beep
press GA -  low tone beep
press LK -  medium tone beep
press HK -  high tone beep
press DA -  highest tone beep
press u -   "Dah"
press d -   "Do"


*************
* 4.3 Other *
*************


*In Gouketsuji Oume & Gouketsuji Otane's super the "Ichizoku", you can see the
 cast of Power Instinct 2.
*You might notice Olof from Matrimelee is heavily based off of Bristol Weller
 from this game.





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

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


5.2 Credits
-Atlus
-Sega
-Gamefaqs
-And me for writing this FAQ