,**;*00;           ,#####;,@0;0*
              .;**0@; 0##,@#0.           *####0 *#*0#,
          .;*0@####0 ;@#0*##*           ,@####; **,*;
         .@########* 0#@;**;.   .;;***0,.;;;*; *###@,
         *########@ .*,  ,,,*00#######0,@####*.@###0,0000***;,
         0###@@0*;. ;**0@#;*##########**####0.*####;*########0
        ;##0*,..;* .@####0,@###@0@###0.0##@0;.0###0 ****0@###;
        *; .**0##* *#####;;0*;,;;@###;       ;@##@,*00000###0
        ,*0@####@..@####0.**0@@#####0   .,;*0####0.0@@@@####;
      .0########* *#####;*##########;;0@@########;,;;;;*###0;
      ;########@, @####0.0#00**####@.0##########*.0#######@*;
      0######@0* *#####; ;.,**0####*;#########0; ;######0*,  
     ;####@0;. .*@####0 00@#######* 0##00000*;   ;;;;;;,
     0#@0;.  ,*0######;;#######@0;
     *;   ,*0########* 0###@0*;.
       .*0#########@* ;@0*;.
    .*0@##########0,  ,.        
   *@###########0*          Jojo no Kimyouna Bouken (Japan)
  .@##########0;             Jojo's Bizarre Adventure (US)
  *########@*,                   Jojo's Venture (Asia)
 .@######@*,
 ;#####0*.               FAQ and Move List V1.05 (1/24/2000)
.0##@0;                     for the Sega Dreamcast release
;#@0;             Jojo's Bizarre Adventure: Heritage for the Future
0*,                     

   Logo, design, and characters are Copyright Araki Hirohiko and Lucky Land
          Communications.  Game Copyright 1998-9 Capcom Co., LTD.
           FAQ/Move List Copyright 1999-2000 Jeff "CJayC" Veasey
  
     The latest version of this document may always be found at GameFAQs:
                         http://www.gamefaqs.com

THIS DOCUMENT MAY NOT BE REPRODUCED WITHOUT FOLLOWING THE SPECIFIED GUIDELINES.
              SEE THE FINAL SECTION OF THIS DOCUMENT FOR DETAILS.

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

-- C O N T E N T S--

I.   Introduction and Version History
II.  Gameplay Basics
III. Tips and Strategies  
IV.  Controls and Universal Moves
V.   Character Move Lists
  A.   The Heroes
  B.   The Villans
  C.   The New Faces
  D.   The Hidden Characters
VI.  Game Secrets
VII. Administrivia

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

I.   Introduction and Version History

Having only had the chance to play the Arcade game once, when JBA was released
on the Dreamcast, I was thrilled.  The Dreamcast version features two games on
one disc, both the original version of Jojo's Bizarre Adventure and its sequel
(which never made it to the US), Miraihe no Isan (Heritage for the Future).  

Based in the world of the Japanese manga, Jojo's Bizzare Adventure is a quite
unique 2D fighting game with some very nice features.  The Stand system makes
the game more interesting than your typical fighter, but it's unfortunate that
not every character has one.

So, you might be wondering: Which one is Jojo?  Well, the manga actually covers
the story of a whole family of characters, with each series focusing on a
different lead character.  For this game, two of the lead characters from
the manga appear, JOtaro KuJO and JOseph JOster.  Get it?

Version History:
V0.1 (11/27/1999): First Release.  Basic game system and move lists for the 
                   16 regularly selectable characters, but missing move names
                   for the last four. (Haven't translated yet)
V0.2 (12/8/1999) : Added Rubber Soul's moves (still untranslated).
V0.3 (1/6/2000)  : Added Shadow Dio's and Young Joseph's moves, translated 
                   moves for all characters.  Added Challenge Mode hints and 
                   a few other minor items.
V0.5 (1/6/2000)  : Added Dark Kakyoin, Khan, and Hol & Boingo, and an Alessi
                   Mode translation.  Whew!  The basics are done!
V0.51 (1/6/2000) : Corrected Boingo's spelling, fixed Midler's Easy Super.
V0.6 (1/10/2000) : Added Story Mode Battle Lists for all characters, move
                   descriptions for the first six characters.
V0.7 (1/10/2000) : Added move descriptions for the remaining characters.
V1.0 (1/12/2000) : Combined Part I and Part II into a single guide.  Changed
                   up some formatting and released the guide for limited
                   distribution.
V1.01 (1/12/2000): Added one quick note about the lack of AI for the new guys.
V1.05 (1/24/2000): Made a few name corrections, and a couple of extra notes.

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

II.  Gameplay Basics

==================
=The Stand System=
==================
In the world of Jojo, a Stand is the psychic manifestation of a person's 
spiritual power.  They are constantly with the character (hence "Stand"),
ready to be called upon at a moment's notice.  Only a Stand-user can harm
another Stand-user, and when a Stand is damaged the Stand-user is hurt as
well.  The Stand names are inspired by the standard and Egyptian Tarot cards.

In the both Jojo games, the Stand can be called upon at any time with the S 
button.  There are three types of Stands in the game:
1) The Companion Stand: For most characters, the Stand appears alongside them 
when called, and acts attacks in place of (or along with) the character.  When 
a Stand takes damage, the character is damaged as well.
2) The Weapon Stand: Joseph and Chaka's stands take the form of weapons.
These characters can deliver different stronger blows with their stands, but
only fight with their own bodies.
3) The Inactive Stand: Most of the hidden and "new" characters don't have a
Stand to call upon, but instead play as "regular" fighting characters.  For
these characters, the S button acts as an additional attack button.

For characters with a Companion or a Weapon Stand, a Stand Bar is positioned
below the character's life bar.  As the Stand takes hits, the Stand Bar is 
depleted.  If a Stand Bar is emptied, a "Stand Crush" occurs (much like a guard 
crush in the recent Street Fighter games), and the Stand disappears leaving the 
character stunned (and open to attack) for a brief period.  While the Stand is 
not active, the Stand bar quickly recharges. The Stand can be turned on and off 
as many times as necessary.

While in Stand mode, almost all characters gain the ability to perform
chain combos (Stand Combos), which usually run in the sequence 
A1 -> A2 -> A3.  This is a near-automatic combo that is almost impossible
to mis-time.

Several characters can also "release" their stand, which puts the player
exclusively in control of the Stand while the character remains in place.
Both the Stand and character can still take damage during this time.

==============
=Super Combos=
==============
Each character has one or more Super Combos that can cause excessive damage
when it connects with an opponent.  The ability to perform Super Combos is
guided by a Super Combo meter at the bottom of the screen.  At the beginning
of each stage, the combo meter is filled to Level 1, and it can be increased
over time by performing various attacks on the opponent.  Up to 9 Super
Combo levels can be stored.

Super Combos are performed either by performing a joystick motion and 
pressing two or more attack buttons at the same time or entering a quick
succession of button and control pad moves.

Each Super Combo uses one or more levels of the Super Combo meter.  If the
Super Combo meter is depleted (less than 1), no Super Combos can be performed.

=======================
=Easy and Normal Modes=
=======================
At the beginning of each game, the player can select to play in Easy or Normal
mode.  In Easy mode, the following changes take place:
 - Selected Special moves can be automatically performed by pressing the A2
   or A3 buttons.
 - A selected Super Combo can be automatically performed by pressing the 
   Taunt button.

In the move lists, the moves that have been selected for Easy Mode are 
listed underneath the Normal Mode command.  Easy Mode is good for beginners
who have yet to master Fireball or Dragon Punch motions with the joystick,
but the ability to pull off some of the more advanced moves in the game is
seriously hampered.  Additionally, using Easy Mode removes the ability to 
perform Stand Combos, or indeed any A2 or A3 moves (except in-between some
attacks).  For some characters, this trade-off makes them almost unplayable
in Easy Mode.

==================================
=Differences between HFTF and JBA=
==================================
There are several minor differences between the orignal Jojo's Bizarre 
Adventure and its sequel, which are marked with an asterisk throughout this
document.  These are:
 * A changed Guard Cancel motion
 * New moves for several of the returning characters
 * A minor change to Jotaro's Puttsun Ora
 * Dio is now selectable from the beginning, Vanilla Ice becomes a 
   playable character, and a major variation of Polnareef is available.
 * Three brand new characters are selectable (Pet Shop, Mariah, Hol Horse)
 * There are four additional hidden characters.
 * The opening and closing credits are different.
 * The "Survival" option has been replaced by a 10-battle "Challenge Mode" in 
   the Arcade mode.

===================
=The Combo Counter=
===================
So, what's your highest Combo count?  The counter runs up to a 99 hit combo, and 
there are little congratulatory messages as the counter runs up.  The messages
are:
5:  GOOD!
10: NICE!
20: BINGO!
30: GREAT!
40: ATTRACTIVE!
50: COOL COMBO!
60: MAGIC!
70: TO MUCH!
80: STOP!
90: NO WAY!


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

III. Tips and Strategies  

======================
=Challenge Mode Hints=
======================
Having trouble beating 10 opponents in a row?  There's a few things you can
do to make it easier to unlock those hidden characters.
 - Unless you're using Jotaro, always choose Normal Mode.  The benefit you
   get from Stand Combos alone far outweighs any easy special move bonus.
 - At the end of each round, make a smart choice.  If you have less than 
   75% health, use the health bonus.  More than 75%, combo gauge.
 - Wanna be cheap?  Have a second controller at the standby, and the instant
   you drop below 50% health hit the Start button.  After a Versus fight,
   you'll start the Challenge Mode round you left over again.

==================
=The Desert Stage=
==================
Each of the six "heroes" (Jotaro, Joseph, Kakyoin, Avdol, Polnareff, and Iggy) 
will have to go through this stage.  It's a short journey across the desert, 
which is filled with all manners of traps and water demons.  It can be 
frustrating at times, but there are a few simple rules to remember:
 - You cannot dodge in this stage.  So, there's no advantage in keeping your
   Stand off.
 - Everybody but Joseph can double-jump, which can get you over several 
   obstacles at once.
 - Iggy has two powerful abilities in this stage: His "float" and his dash,
   which can be held indefinitely.
 - The stage's obstacles always occur in a set pattern.  Once you learn 
   exactly where all the booby-traps are, getting by them becomes much 
   easier.
 - N'Doul, who sits at the end of the stage, can be defeated with any hit.
   Long-range attacks can hit him as soon as the camera zooms in on your 
   character.

=============
=Vanilla Ice=
=============
Most characters will face Vanilla Ice in his Cairo stage.  His attacks are 
pretty basic.  He disappears and transforms into an energy ball, and flies 
across the screen at you.  While you can duck, jump, or move out of the way of 
most of these attacks, the easiest method is just to dodge (A1 + A2 + A3) as 
soon as the ball begins its attack.  After each attack, Ice appears and stands 
there, letting you get in several quick hits.  He occasionally takes a swing or 
two at you, but for the most part he'll just disappear again in a few seconds 
and try the ball attack again.

He does have two Supers that you need to watch out for:  The first one creates a 
huge series of explosions in the middle of the stage.  Your best strategy here 
is just to get to the edge of the stage.  The second Super creates an energy 
ball that spirals around the stage.  For this super, you'll need to get to the 
edge and then dodge the first go-round of the ball.

Again, the easiest way to beat him is simply to dodge like mad, and then hit him 
with a Stand Combo or fast Super when he reappears.  Some of the slower Supers 
and special moves will get you killed, as Ice will simply disappear in the 
start-up time.

==========
=Death 13=
==========
If you meet certain conditions, Death 13 will appear and challenge you to a 
fight.  He generally tends to float about and throw his scythe at you, but he 
isn't much of a real challenge.  Just jump and bash him.

=========================
=Other Interesting Notes=
=========================
 - If two Stands hit each other at the same time with the same intensity, 
   the screen changes and the two Stands then begin to battle it out with 
   each other.  The more you slam the buttons, the better your chances of
   winning this short battle.
 - Jotaro's and Dio's Time Stop moves can be used to counter one another.
 - Notice how most of the villans' names come from American pop bands?
 - Capcom didn't bother to program AI for any of the "New Faces" or any
   Hidden Characters except Shadow Dio, so you'll never be able to play
   against CPU versions of them.

===================
=A Few Extra Hints=
===================
 - Block damage changes dramatically depending on whether or not you're in 
   Stand Mode.  With your Stand, he'll absorb the block damage for you.
 - At the same time, keep an eye on your Stand bar.  You don't want to be 
   Stand Crushed and left open for a Super Combo.
 - Don't forget the importance of turning _off_ your Stand.  For example,
   with his Stand, Jotaro's Puttsun Ora hits 12 times for 33 points damage.
   Without the Stand, Jotaro can join in and deliver some extra hits to
   create a 40-hit combo for 45 points damage.
 - The CPU is horribly stupid when it comes to crouching attacks.  You can 
   almost always hit a CPU character with one as it's getting up from a
   knockdown.  This is cheap, but it's okay to be cheap against the CPU.  It
   won't tell anyone.

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

IV.  Controls and Universal Moves

===========================
=Abbreviations and Symbols=
===========================
   A: Any attack button
   A1: Light Attack button
   A2: Medium Attack button
   A3: Heavy Attack button
   S: STAND button
   T: Taunt button (Start button in the Arcade)

   F: Forward (Towards the opponent)
   B: Backward (Away from the opponent)
   D: Down
   U: Up

   1 , 2 , 3: Perform action 1, then 2, then 3 in very quick succession
   1 -> 2 -> 3: Perform actions 1, then 2, then 3 in quick succession
   1 + 2: Perform actions 1 and 2 at the same time

   %: Indicates a feature that is only available in the first game,
        Jojo's Bizzare Adventure.
   *: Indicates a feature that is only available in the second game,
        Jojo's Bizzare Adventure: Heritage for the Future.

==========
=Controls=
==========
In the arcade, there was a four-button control setup with the Start button
which could be used to taunt the opponent.

     O                  T
     |    A1  A2  A3
     |    S
    ---

The default controls for the Dreamcast version of the game are as follows for
both the standard gamepad and the arcade stick (which this game just cries
out for, even though it only uses four buttons).

Command          Dreamcast Pad      Arcade Stick
------------------------------------------------
Movement         Digital Pad        Joystick
A1 (Light)       X Button           X Button
A2 (Medium)      Y Button           Y Button
A3 (Heavy)       B Button           Z Button
S (Stand)        A Button           A Button
T (Taunt)        L Trigger          B Button
A1 + A2 + A3     R Trigger          C Button
Pause            Start Button       Start Button

==============
=Common Moves=
==============
The following moves can be performed by all characters (except as noted):

-Dash-
  Description:     Dashes towards the opponent.
  Normal Command:  F, F quickly

-Back Dash-
  Description:     Dashes away from the opponent.
  Normal Command:  B, B quickly

-Dodge-
  Description:     Dashes foward slightly behind the opponent
  Normal Command:  A1 + A2 + A3
  Notes:           Can only be performed without Stand
                   Character cannot be hit during a dodge

-Taunt-
  Description:     Taunts the opponent.
  Normal Command:  T
  
-Throw-
  Description:     Throws an opponent.
  Normal Command:  Near Opponent, F + A3

-Advancing Guard-
  Description:     Breaks a guarded attack and moves forward
  Normal Command:  While actively guarding from an attack, A1 + A2 + A3

-Mid-Air Recovery-
  Description:     After being juggled into the air, regains control.
  Normal Command:  A + A

-Guard Cancel-
  Description:     Breaks a guarded attack into a counterstrike
 %Normal Command:  While actively guarding from an attack, D, DF, F + A 
 *Normal Command:  While actively guarding from an attack, D, F, DF + A 
  Notes:           This motion changes between the two games!

-Stand Appearance Attack-
  Desciption:      The Stand appears and attacks the opponent.
  Normal Command:  D, DF, F + S
  Notes:           Can only be performed without Stand
                   Only available to characters with a Stand Bar

-Tandem Attack-
  Description:     Stores up a series of moves, then releases the stand to 
                   attack the opponent.
  Normal Command:  D, DB, B + Hold S -> Input Moves while holding S -> Release S
  Notes:           Can only be performed without Stand
                   Uses a Super Combo level
                   Only available to characters with a Stand Bar

-Double Jump-
  Description:     Jumps a second time while in mid-air.
  Normal Command:  In mid-air, U
  Notes:           Must be performed in Stand mode
                   Only characters with a Companion Stand can perform


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

III. Character Move Lists




+++++++++++++++++++++
+++ A. The Heroes +++
+++++++++++++++++++++


=============    Stand: Star Platinum
=Jotaro Kujo=    Tarot Card: The Star
=============    

Notes:
======
The "main" character of Jojo's Bizarre Adventure, Jotaro is a fairly easy 
character to begin with.  His Ora Ora and Maha Ora moves are fairly powerful, 
and the two "regular" Super Combos can deal out a good deal of damage as well.  
His time-stop move, "Star Platinum: The World" is pretty, but it's hard to deal 
a huge amount of damage, as every hit is counted as part of a combo (whose 
damage levels decrease for each hit).

Stand Combos:
=============
 F + A1 -> F + A1 -> A2 -> A2
 F + A1 -> F + A1 -> A2 -> D + A3

Special Moves:
==============
-Ora Ora-
  Description:     Platinum rushes forward and delivers a barrage of punches.
  Normal Command:  D, DF, F + A
  Easy Command:    A2
  Stand Enhance:   Press the attack button repeatedly for more hits
                   Can be performed in mid-air

-Maha Ora-
  Description:     Platinum rushes forward and delivers a heavy punch.
  Normal Command:  D, DB, B + A
  Easy Command:    A3
  Stand Enhance:   Can be performed twice in succession
 *Notes:           A second hit launches the opponent into the air

-Star Finger-
  Description:     Platinum's finger extends forward and pulls the opponent
                   closer. 
  Normal Command:  F, D, DF + A
  Notes:           Control the attack by holding then releasing the button

Super Combos:
=============
-Puttsun Ora-
  Description:     An enhanced Ora Ora, Platinum rushes forward and delivers a 
                   barrage of punches.
  Normal Command:  D, DF, F + A + A
  Easy Command:    T
 *Stand Enhance:   Can be performed in mid-air

-Star Breaker-
  Description:     An enhanced Maha Ora, Platinum rushes forward and delivers a 
                   heavy punch.
  Normal Command:  D, DB, B + A + A
  Notes:           Control the attack by holding then releasing the button

-Star Platinum: The World-
  Description:     After a start-up delay, time freezes for the opponent.
  Normal Command:  F -> A2 -> A1 -> F -> S
  Notes:           Requires 3 combo meter levels, uses all available combo
                   meter strength.

Infinity Combo:
===============
 In Stand mode, Ora Ora, cancel into Maha Ora, Maha Ora, repeat.

Story Mode Battle List
======================
1 - Avdol (Tokyo Prison)
2 - Kakyoin (Tokyo Hospital)
3 - Devo (Singapore)
4 - N'Doul (Abu Simbel)
5 - Chaka (Kom Ombo)
6 - Alessi (Luxor)
7 - Vanilla Ice (Cairo Tomb)
8 - Dio (Cairo Street -> Bridge)


=================    Stand: Heirophant Green
=Noriaki Kakyoin=    Tarot Card: The Heirophant
=================

Notes:
======
Thanks to the Houou no Kekkai and Tie Wrap Snake, Kakyoin is a great defensive 
character.  These two moves provide a plethora of counter-strike opportunities, 
as long as you're thinking ahead.  Unfortunately, Kakyoin's specials and Super 
Combos aren't very damaging compared to the other characters (except for the 
newly added Heirophant Finish), so you'll be relying on Stand Combos and general 
sneakiness more than anything else.

Stand Combos:
=============
 A1 -> A2 -> A3
 D + A1 -> D + A2 -> D + A3

Special Moves:
==============
-Emerald Splash-
  Description:     Without the Stand, fires four short-range emeralds.  In Stand 
                   Mode, fires eight screen-length emeralds.
  Normal Command:  D, DF, F + A
  Easy Command:    A2
  Stand Enhance:   Can be performed in midair

-Tie Wrap Snake-
  Description:     Heirophant moves along the ground and if not blocked, wraps
                   up the opponent for several seconds.  During this time, 
                   you can add additional attacks against the opponent.
  Normal Command:  B, F, DF, D, DB, B + A
  Stand Enhance:   While the opponent is wrapped, fire emeralds with A
  Notes:           Control the attack by holding then releasing the button

-Houou no Kekkai-
  Description:     Creates an energy field where you stand.  When released on
                   the opponent, stuns them for several seconds.
  Normal Command:  D, DB, B + A
  Easy Command:    A3
  Notes:           Set a trap by holding down the button to hide the move
                   Can be performed in mid-air

-Stand Release-
  Description:     Releases Heirophant to attack the opponent on its own.
  Normal Command:  F + A + A
  Notes:           Can only be performed in Stand mode

Super Combos:
=============
-20 Meter Radius Emerald Splash-
  Description:     Fires a barrage of emeralds at the opponent.
  Normal Command:  D, DF, F + A + A
  Easy Command:    T
  Stand Enhance:   Shot angle varies front and back
                   Can be performed in midair

-India's Arm-
  Description:     Heirophant's arm extends forward and continually hits
                   the opponent on contact.
  Normal Command:  D, DB, B + A + A
  Stand Ehance:    Controller operates the arm

-Oshioki no Jikan (Hour of Punishment)-
  Description:     Heirophant slowly moves forward and if he connects, jumps
                   inside the opponent and attacks from within.
  Normal Command:  A1 -> A1 -> F -> A2 -> A3
  Notes:           Can only be performed in Stand mode

*Hierophant Finish*
  Description:     Heirophant throws a short attack and if it connects, 
                   follows-up with a barrage of attacks.
  Normal Command:  F, D, DF + A + A
  Notes:           Can only be performed in Stand mode

Story Mode Battle List:
=======================
1 - Shadow Dio (Cairo Street)
2 - Jotaro (Tokyo Hospital)
3 - Devo (Signapore)
4 - N'Doul (Abu Dhabi)
5 - Midler (Jiddah)
6 - Alessi (Luxor)
7 - Vanilla Ice (Cairo Tomb)
8 - Dio (Cairo High -> High)


===============    Stand: Magician's Red
=Mohamed Avdol=    Tarot Card: The Magician
===============

Notes:
======
Avdol is a great all-around character with a good combination of projectile and 
up-close attacks.  The Fire Aura is a great juggling move, and the Fire Eagle is 
great for aerial attacks.  Avdol's Supers need to be performed close: the Napalm 
Bomb needs the juggle to hit for any real damage, the Crossfire Hurricane 
Special is powerful but short-range, and the Shokunetsu no Ankh is good only as 
a trap move to start off a juggle combo.

Stand Combos:
=============
 (A1 -> A1 ->) A1 -> A2 -> A3
 D + A1 -> D + A2 -> D + A3

Special Moves:
==============
-Crossfire Hurricane-
  Description:     Magician shoots a flaming Ankh at the opponent.
  Normal Command:  D, DF, F + A
  Easy Command:    A2

-Fire Aura-
  Description:     Magician rushes forward and uppercuts the opponent into the 
                   air.
  Normal Command:  F, D, DF + A
  Easy Command:    A3
  
-Honoo no Tansaki (Blazing Detector)-
  Description:     Magician throws a slow-moving baton at the opponent that
                   homes in on their position.
  Normal Command:  D, DB, B + A
  Notes:           Hold the button to follow the opponent

-Fire Eagle-
  Description:     Magician kicks diagonally downward towards the opponent.
  Normal Command:  In mid-air, D, DF, F + A
  Easy Command:    In mid-air, A2

-Jigoku no Gouka (Hell's Hellfire)-
  Description:     If the opponent is close, Magician grabs them and burns them.
  Normal Command:  F, DF, D, DB, B + A

-Stand Release-
  Description:     Releases Magician to attack the opponent on its own.
  Normal Command:  F + A + A
  Notes:           Can only be performed in Stand mode

Super Combos:
=============
-Napalm Bomb-
  Description:     Magician sends out a series of flames across the screen.
  Normal Command:  D, DF, F + A + A
  Easy Command:    T

-Crossfire Hurricane Special-
  Description:     An enhanced Crossfire Hurricane, Magician shoots out a series
                   of medium-range flaming Ankhs.
  Normal Command:  D, DB, B + A + A

*Shokunetsu no Ankh (Ankh's Hard Heat)*
  Description:     A flaming Ankh rises from the ground, raising the opponent.
  Normal Command:  D, F, DF + A + A
  Notes:           The move can be hidden by holding down the attack buttons

Story Mode Battle List:
=======================
1 - Jotaro (Tokyo Prison)
2 - Polnareff (Hong Kong)
3 - Devo (Signapore)
4 - N'Doul (Abu Dhabi)
5 - Midler (Jiddah)
6 - Chaka (Kom Ombo)
7 - Vanilla Ice (Cairo Tomb)
8 - Dio (Cairo Street -> Street)


================    Stand: Silver Chariot
=J.P. Polnareff=    Tarot Card: The Chariot
================

Notes:
======
Polnareff's attacks are designed for offense.  The Million Spit is great for 
button-bashers, the Harikushizashi no Kei is a great table-turning move (as long 
as you watch that nasty start-up time), and the Armor Takeoff is one of the more 
damaging Super Combos available.  Polnareff is great for beginners, especially 
in Easy Mode, where his two charge Special Moves are replaced with simple button 
presses!

Stand Combos:
=============
 A1 -> D + A2 -> D + A2 
 D + A1 -> D + A2 -> D + A3

Special Moves:
==============
-Million Spit-
  Description:     Chariot attacks with a barrage of sword thrusts.
  Normal Command:  Press A Repeatedly

-Ray Darts-
  Description:     Chariot rushes forward with a lunging attack.
  Normal Command:  Charge B, F + A
  Easy Command:    A2

-Shooting Star-
  Description:     Chariot leaps into the air, bounces off the wall, and 
                   strikes the opponent.
  Normal Command:  Charge D, U + A
  Easy Command:    A3
  Notes:           Hold A longer for a higher powered attack

-Harikushizashi no Kei (Needle Skewer Attack)-
  Description:     Chariot rushes forward for a 5-hit combo.
  Normal Command:  D, DB, B + A
  Notes:           Can only be performed in Stand mode
                   Control the attack by holding then releasing the button
                   
-Stand Release-
  Description:     Releases Chariot to attack the opponent on its own.
  Normal Command:  F + A + A
  Notes:           Can only be performed in Stand mode

Super Combos:
=============
-Armor Takeoff-
  Description:     Chariot makes a short upward slash, and if it connects,
                   breaks apart and attacks the opponent repeatedly.
  Normal Command:  D, DF, F + A + A
  Easy Command:    T

-Last Shot-
  Desciption:      Chariot fires a "bullet" that ricochets around the screen.
  Normal Command:  D, DB, B + A + A
  Notes:           Can be performed in mid-air

*Rekueimu no Henrin (Piece of Rekueimu)*
  Description:     After a start-up delay, the opponent is put to sleep.
  Normal Command:  F, DF, D, DB, B + A + A
  Notes:           Requires (and uses) 3 combo meter levels

Story Mode Battle List:
=======================
1 - Avdol (Hong Kong)
2 - Devo (Signapore)
3 - N'Doul (Abu Dhabi)
4 - Midler (Jiddah)
5 - Chaka (Kom Ombo)
6 - Alessi (Luxor)
7 - Vanilla Ice (Cairo Tomb)
8 - Dio (Cairo Street -> Street)


===============    Stand: Hermit Purple
=Joseph Joster=    Tarot Card: The Hermit
===============

Notes:
======
Joseph is one of the more interesting characters in the game, with some great 
set-up moves.  The Hermit Web is best used to grab the opponent, shock them a 
few times, then draw them close (with B+A) for a Hamon no Beat or Super Combo.  
With a non-traditional Stand, Joseph has no double jump, but gets a great 
variety of attacks to make up for it.  Although without the Stand the Sakushi no 
Waza is almost useless, with the Stand it can be a great defensive move as well 
as a corner-juggler with no equal.

Stand Combos:
=============
 A1 -> A1 -> A2 -> A3
 A1 -> A2 -> D + A3

Special Moves:
==============
-Sunlight Yellow Overdrive-
  Description:    Joseph delivers an overhead strike.
  Normal Command: F, D, DF + A
  Easy Command:   A2

-Hamon no Beat (Beat Ripple)-
  Description:    The Hermit traps the opponent in a web, shocks them, and
                  Joseph kicks them away.
  Normal Command: 360 Degree Circle + A (F, DF, D, DB, B, UB + A)
  
-Sakushi no Waza (Strategist's Action)-
  Description:    Joseph is surrounded by an electrical field.
  Normal Command: D, DB, B + A
  Stand Enhance:  Adds to the attack

-Turquoise Blue Overdrive-
  Description:    Joseph sends out a short electrical wave.
  Normal Command: D, DF, F + A
  Easy Command:   A3
  Notes:          Can only be performed without Stand

-Hermit Web-
  Description:    The Hermit extends and wraps around the opponent.
  Normal Command: D, DF, F + A
  Easy Command:   A3
  Notes:          Can only be performed in Stand mode
                  Follow up with pushing B + A or A repeatedly

Super Combos:
=============
-Shi no Oshie (Teacher's Lesson)-
  Description:     Joseph delivers a short uppercut, and if it connects,
                   delivers a huge barrage of blows surrounded by panels
                   from the comic.
  Normal Command:  D, DF, F + A + A
  Easy Command:    T

-Overdrive-
  Description:     An enhanced Hamon no Beat, the Hermit traps the opponent in
                   a web and shocks them, and then Joseph kicks them away.
  Normal Command:  Double 360 Degree Circle + A

Story Mode Battle List:
=======================
1 - Jotaro (Tokyo Prison)
2 - Devo (Signapore)
3 - N'Doul (Abu Dhabi)
4 - Midler (Jiddah)
5 - Alessi (Jiddah)
6 - Chaka (Kom Ombo)
7 - Vanilla Ice (Cairo Tomb)
8 - Dio (Cairo High -> Street)


======    Stand: The Fool
=Iggy=    Tarot Card: The Fool
======

Notes:
======
One of the most unusual characters in any fighting game ever, Iggy can't be hit 
by many attacks without his Stand.  His forward and backward dashes can be held 
indefinitely, and his float move can get him out of harm's way fairly quickly.  
Another good character to use in Easy Mode, his charge moves are replaced with 
button presses for lots of cheap fun!  Sand Magic is great for getting in or out 
of tight spots, and both Supers are good rushing attacks.

Stand Combos:
=============
 A1 -> A2 -> A3
 D + A1 -> D + A2 -> D + A3

Special Moves:
==============
-Sand Crasher-
  Description:     The Fool rushes forward and rams the opponent.
  Normal Command:  Charge B, F + A
  Easy Command:    A2

-Sand Attack-
  Description:     The Fool charges upward diagonally to ram the opponent.
  Normal Command:  Charge D, U + A
  Easy Command:    A3

-Sand Clutch-
  Description:     The Fool splits in two moves forward slowly towards the
                   opponent.  If it connects, the opponent is caught in a 
                   sandstorm.
  Normal Command:  F, DF, D, DB, B + A

-Sand Magic-
  Description:     Iggy and the Fool disappear below ground and reappear in
                   the direction of the joystick motion.
  Normal Command:  F, D, DF + A or B, D, DB + A

-Kuuchuu Fuyuu (Air Float)-
  Description:     The Fool grabs Iggy and carries him in mid-air.  
  Normal Command:  Press U while jumping
  Notes:           Can only be performed while in Stand mode
                   Drop bombs by pressing A1
    
Super Combos:
=============
-Big Sand Wave-
  Description:     The Fool gives a stunning close blow, then Iggy rides a wave
                   of sand towards the opponent.
  Normal Command:  D, DF, F + A + A
  Easy Command:    T

-Sand Storm-
  Description:     The Fool slowly moves forward towards the opponent.  If it 
                   connects, Iggy does strange things to the opponent behind a
                   snowed-out screen.
  Normal Command:  A1 -> A1 -> F -> A2 -> A3

Story Mode Battle List:
=======================
1 - Polnareff (Abu Dhabi)
2 - Avdol (Abu Dhabi)
3 - N'Doul (Abu Dhabi)
4 - Midler (Jiddah)
5 - Chaka (Kom Ombo)
6 - Alessi (Luxor Hotel)
7 - Vanilla Ice (Cairo Tomb)
8 - Dio (Cairo Street -> Street)




++++++++++++++++++++++
+++ B. The Villans +++
++++++++++++++++++++++


======    Stand: Ebony Devil
=Devo=    Tarot Card: The Devil
======

Notes:
======
Devo is one of the nastiest offensive characters in the game.  First of all, in 
Stand mode, you will control only the Devil (such as using a Stand Release move 
for some of the hero characters).  The Propeller Cutter alone can cut away a big 
chunk of health, and the other two specials are effective as well.  When not in 
Stand mode, the combination of Devo's attacks and the Devil's Special moves can 
wear down an opponent very fast.  If you get an opponent trapped in between, it 
will usually be a very quick end to the match.

Stand Combos:
=============
 A1 -> A2 -> A3
 D + A1 -> D + A2 -> D + A3

Special Moves:
==============
-Piranha Dive-
  Description:     The Devil dives into the opponent, spinning as it hits.
  Normal Command:  D, DF, F + A
  Easy Command:    A2
  Notes:           Without Stand, can be performed in mid-air

-Propeller Cutter-
  Description:     The Devil spins a spear in a circle over its head.
  Normal Command:  D, D + A
  Easy Command:    A3
  Stand Enhance:   Press the attack button repeatedly for more hits
  Notes:           Without Stand, can be performed in mid-air
  
-Hopping Hunter-
  Description:     The Devil leaps up and spears the opponent downwards.
  Normal Command:  D, DB, B + A
  Stand Enhance:   Once it connects, press D + A button repeatedly for more 
                   hits
  Notes:           Can be performed in mid-air

Super Combos:
=============
-Junk Carnival-
  Description:     The Devil thrusts forward with its spear, and if it connects,
                   follows-up with a barrage of hits.
  Normal Command:  D, DF, F + A + A
  Easy Command:    T
  Notes:           Control the attack by holding then releasing the button

-Barrel Roll Crasher-
  Description:     An enhanced Piranha Dive, the Devil dives across the screen 
                   teeth-first, spinning as it goes.
  Normal Command:  D, DB, B + A + A
  Notes:           Can be performed in mid-air

*Risen Tormentor*
  Description:     The Devil spins around with its blade in an upward motion.
  Normal Command:  F, D, DF + A + A

Story Mode Battle List:
=======================
1 - Polnareff (Singapore)
2 - Kakyoin (Luxor Hotel)
3 - Avdol (Luxor Hotel)
4 - Joseph (Delhi)
5 - Iggy (Cairo Sewer)
6 - Jotaro (Cairo Bridge)
7 - Vanilla Ice (Cairo Tomb)
8 - Dio (Cairo Tomb 2-> Tomb 2)

  
========    Stand: High Priestess
=Midler=    Tarot Card: The High Priestess
========

Notes:
======
Thanks to her Stand, Midler is a great medium- to long-range character.  She has 
a fairly good range on her normal attacks, and the Motor Show Super is great for 
keeping opponents on the other side of the screen where they're easier to 
Harpoon.  The two Harpoon moves are a bit too slow to be used up close, but 
they're surprisingly effective against the CPU.

Stand Combos:
=============
 A1 -> A2 -> A3
 D + A1 -> D + A2 -> D + A3

Special Moves:
==============
-Harpoon Shot-
  Description:     Midler uses the Priestess to launch a harpoon at the 
                   opponent.
  Normal Command:  D, DF, F + A
  Easy Command:    A2

-Motor Head-
  Description:     The Priestess transforms into a car (!) and pops up from
                   the ground.
  Normal Command:  D, DB, B + A
  Easy Command:    A3

*Aianwairudo*
  Description:     The Priestess transforms into a weight and drops just in
                   front of Midler.
  Normal Command:  F, D, DF + A

Super Combos:
=============
-Mega Harpoon Strike-
  Description:     Midler uses the Priestess to launch a harpoon at the 
                   opponent.  If it connects, eight more follow.
  Normal Command:  D, DF, F + A + A

-Motor Show-
  Description:     Four Priestess cars pop up from the ground one at a time.
  Normal Command:  D, DB, B + A + A
  Easy Command:    T

-Dinner Time-
  Description:     The Priestess appears beneath the opponent, and if it 
                   Connects, proceeds to chew them up.
  Normal Command:  F, D, DF + A + A

Story Mode Battle List:
=======================
1 - Joseph (Jiddah)
2 - Kakyoin (Kom Ombo Ruins)
3 - Avdol (Luxor)
4 - Iggy (Cairo Sewer)
5 - Polnareff (Cairo Street)
6 - Jotaro (Cairo Bridge)
7 - Vanilla Ice (Cairo Tomb)
8 - Dio (Cairo Tomb 2-> Tomb 2)


========    Stand: Sethan
=Alessi=    Tarot Card: Sethan
========

Notes:
======
Alessi is a character with a gimmick, and that gimmick is transformation.  Every 
special or super that connects with an opponent (except the Hachi no Suda!) 
transforms them into a child, at which point they become quite helpless.  
Unfortunately, Alessi is far too slow to take advantage of the transformation 
except with his Hachi no Suda!  A neat concept, but Alessi is burdened with no 
Stand Combos and very slow attacks to compensate.

Stand Combos:
=============
 None

Special Moves:
==============
-Hachi no Suda! (Bees' Nest)-
  Description:     Alessi pulls out a gun, and can shoot the opponent.
  Normal Command:  B, DB, D, DF, F + A, A to shoot
  Easy Command:    A2
  Notes:           Cancel scope with S

-Gekinchoga!-
  Description:     Sethan grabs or moves under the opponent and transforms them.
  Normal Command:  F, DF, D, DB, B + A
  Easy Command:    A3

-Kassabai Teyaru-
  Description:     Sethan launches a big diagonally-upward axe attack.
  Normal Command:  Hold A + A, release to attack
  Notes:           Can only be performed in Stand mode

Super Combos:
=============
-Zetsubouoooo Dane! (Hopelessness)-
  Description:     Alessi runs forward, and if he connects, Sethan unleashes a
                   barrage of hits on the opponent, then transforming them.
  Normal Command:  D, DF, F + A + A
  Easy Command:    T

-Ushi Ushi Ushi!-
  Description:     Sethan rises from the ground in front of Alessi, then 
                   transforming them.
  Normal Command:  D, DB, B + A + A
  Notes:           Press the attack button repeatedly for more hits

Story Mode Battle List:
=======================
1 - Polnareff (Luxor)
2 - Kakyoin (Luxor)
3 - Joseph (Jiddah)
4 - Avdol (Jiddah)
5 - Iggy (Cairo Hotel)
6 - Jotaro (Cairo Street)
7 - Vanilla Ice (Cairo Tomb)
8 - Dio (Cairo Tomb 2-> Tomb 2)


=======    Stand: Anubis
=Chaka=    Tarot Card: Anubis
=======

Notes:
======
Chaka's a great offensive character with one amazing defensive bonus that sets 
him apart.  Like Joseph, his Stand isn't a spirit companion but a weapon, and 
that weapon, Anubis, is something you'll want to have on almost all the time.  
While his attacking Specials and Supers are great (and fun to combo with), the 
Oboe Tazo allows Chaka to "learn" an opponent's attack.  After blocking an 
attack of a learned move, Chaka will flash blue for a second, allowing you to 
counter the move as if you performed the Oboe Tazo.  Likewise, the Zenfuoboe Ta! 
allows you to instantly learn every move, although it only lasts until you take 
a hit.

Stand Combos:
=============
 F + A1 -> A2 -> A3 -> A2
 F + A1 -> A2 -> A3 -> A1

Special Moves:
==============
-Oboe Tazo-
  Description:     Chaka blocks an attack with his sword.
  Normal Command:  D, DB, B + A
  Notes:           Must be performed in Stand mode
                   When guarding against a learned attack, counter it with any
                   attack button

-Kirenzan (Kill Demon Companion)-
  Description:     Chaka rushes forward and slices at the opponent.
  Normal Command:  D, DF, F + A
  Easy Command:    A2
  Note:            Must be performed in Stand mode
                   Can be performed three times in succession

-Tsubame Gaishi (Return Swallow)-
  Description;     Chaka slashes diagonally upward and behind him.
  Normal Command:  F, D, DF + A
  Easy Command:    A3
  Note:            Must be performed in Stand mode

Super Combos:
=============
-Ketsukazan-
  Description:     Chaka unsheathes his sword and slices across the screen.
  Normal Command:  D, DF, F + A + A
  Easy Command:    T
  Note:            Can only be performed without Stand
  
-Bloody Flower-
  Description:     Chaka delivers a barrage of slashes to the opponent.
  Normal Command:  D, DF, F + A + A
  Easy Command:    T
  Note:            Must be performed in Stand mode

-Zenfuoboe Ta!-
  Description:     Chaka thrusts forward with his sword.  If it connects,
                   all attacks are learned.
  Normal Command:  D, DB, B + A + A
  Note:            Must be performed in Stand mode
                   Requires and uses two super combo levels

Story Mode Battle List:
=======================
1 - Polnareff (Kom Ombo)
2 - Kakyoin (Kom Ombo Ruins)
3 - Avdol (Luxor)
4 - Joseph (Cairo Street)
5 - Iggy (Cairo Sewer)
6 - Jotaro (Cairo Street)
7 - Vanilla Ice (Cairo Tomb)
8 - Dio (Cairo Tomb 2-> Tomb 2)


=====    Stand: The World
=Dio=    Tarot Card: The World
=====    

Notes:
======
As a boss character, Dio is powerful, but not too unbalanced from the rest of 
the characters.  He plays a little like an enhanced Jotaro, but has a few extra 
moves to set him apart.  His power is offset by the fact that most of his 
specials knock down the opponent, and that he doesn't have a good juggle setup 
move.  Most of his specials and supers, although damaging, have fairly long 
start-up times and are pathetically easy to block.  

Stand Combos:
=============
 F + A1 -> F + A1 -> A2 -> A2
 F + A1 -> F + A1 -> A2 -> D + A3

Special Moves:
==============
-Murder Murder-
  Description:     The World rushes forward and delivers a barrage of punches.
  Normal Command:  D, DF, F + A
  Easy Command:    A2
  Stand Enhance:   Press the attack button repeatedly for more hits
                   Can be performed in mid-air

-Murdeeeeer!-
  Description:     The World rushes forward and delivers a heavy punch.
  Normal Command:  D, DB, B + A
  Easy Command:    A3
  Stand Enhance:   Can be performed twice in succession

-Super Surprise Tiggyaizu-
  Description:     After a delay, Dio shoots an unblockable beam from his eyes.
  Normal Command:  F -> A3 -> A2 -> A1 -> F
  Notes:           Can only be performed without Stand

-The World-
  Description:     Dio teleports forward.
  Normal Command:  F, D, DF + A
  Notes:           Can only be performed without Stand

-Shinei!-
  Description:     The World flies behind the opponent and strikes them.
  Normal Command:  F, D, DF + A
  Notes:           Can only be performed with Stand

Super Combos:
=============
-Road Roller Da-
  Description:     Dio jumps off the screen and comes back down on top of a
                   steamroller.
  Normal Command:  D, DB, B + A + A
  Notes:           Can only be performed without Stand
                   Can be performed in mid-air

-Checkmate Da-
  Description:     Dio throws two handfuls of knives at the opponent.
  Normal Command:  D, DF, F + A + A
  Easy Command:    T
  Stand Enhance:   Can be performed in mid-air

-Tokiyo Tomare! (Time Stop)-
  Description:     After a start-up delay, time freezes for the opponent.
  Normal Command:  F -> A3 -> A1 -> F -> S
  Notes:           Requires (and uses) 3 combo meter levels

*Chi no Shoukan (Bloody Summoning)*
  Description:     Dio rushes forward and if he connects, sticks his fingers
                   in the opponent's face and drains them.  Eww.
  Normal Command:  A2 -> A1 -> F -> A1 -> A3

Story Mode Battle List:
=======================
1 - Avdol (Cairo Street)
2 - Iggy (Cairo Street)
3 - Kakyoin (Cairo High)
4 - Joseph (Cairo Street)
5 - Jotaro -> Polnareff (Cairo Street)
6 - Jotaro (Cairo Bridge)




++++++++++++++++++++++++
+++ C. The New Faces +++
++++++++++++++++++++++++


=============    Stand: Cream
*Vanilla Ice*    Tarot Card: Cream
=============

Stand Combos:
=============
A1 -> A2 -> A3
D + A1 -> D + A2 -> D + A3

Notes:
======
As a playable character, Vanilla Ice is completely different from his CPU form.  
When in Stand Mode, Ice is actually inside of Cream, making him almost a 
separate character.  His normal attacks are highly damaging, and his specials 
are incredibly powerful, leaving an opponent in shreds in a matter of seconds.  
The Supers also deal out a good deal of damage, making Ice a horribly 
overpowered character.

Special Moves:
==============
-Dark Space-
  Description:     Cream forms an energy ball and moves towards the opponent.
  Normal Command:  D, DF, F + A
  Easy Command:    A2
  Notes:           Can be performed in mid-air
  Stand Enhance:   Change direction with direction + A

-Bara Maiteyoru-
  Description:     Cream drops underground and explodes back up into the air.
  Normal Command:  B, D, DB + A
  Notes:           Can only be perfored in Stand mode

-Cream!-
  Description:     Cream flies forward and strikes the opponent.
  Normal Command:  D, DB, B + A
  Easy Command:    A3

-Futto Bashiyaru (Blow Fly)-
  Description:     Cream jumps up and slams the ground.
  Normal Command:  Charge D, U + A
  Notes:           Can only be perfored in Stand mode

Super Combos:
=============
-Do Chikashou Ga!-
  Description:     Ice rushes forward with a punch, and if he connects,
                   follows-up with a barrage of kicks.
  Normal Command:  D, DF, F + A + A
  Easy Command:    T

-Circle Locust-
  Description:     Cream delivers a very short uppercut, and if he connects,
                   blasts the falling opponent with an energy ball.
  Normal Command:  F, D, DF + A + A
  Notes:           Can only be performed in Stand mode

-Madness Sorrow-
  Description:     Cream transforms into an energy ball and busts through the 
                   floor and back of the stage four times.
  Normal Command:  D, DB, D + A + A
  Notes:           Requires (and uses) 2 combo meter levels
    
Story Mode Battle List:
=======================
1 - Avdol (Cairo Tomb)
2 - Iggy (Cairo Tomb)
3 - Polnareff (Cairo Tomb)
4 - Alessi (Luxor)
5 - Chaka (Kom Ombo)
6 - Joseph (Cairo Street)
7 - Kakyoin (Cairo High)
8 - Jotaro (Cairo Tomb 2 -> Cairo Tomb 2)


==========    Stand: Horus
*Pet Shop*    Tarot Card: Horus
==========    -Does not have an active Stand-

Notes:
======
With no Stand combos, limited attack range, and some very slow Specials, Pet 
Shop can be quite a chore to use effectively.  On the other hand, the Ice Lance 
is a good juggle tool, the Death Freeze is a great fast trap move, and his 
Supers are fairly strong and fast.

Stand Combos:
=============
 None - Does not have an active stand

Special Moves:
==============
-Ice Bullet-
  Description:     A block of ice forms around Pet Shop, who rushes the 
                   opponent.
  Normal Command:  D, DF, F + A
  Easy Command:    A2
  Notes:           Can be performed in mid-air

-Icicle Pick-
  Description:     An icicle forms over the head of the opponent.
  Normal Command:  Hold Down A, Release to attack
  Notes:           Can be performed in mid-air

-Ice Lance-
  Description:     An icicle pops out of the ground near the opponent's feet.
  Normal Command:  D, DB, B + A
  Easy Command:    A3
  Notes:           Can be performed in mid-air

Extra Moves:
============
-Kill Freeze-
  Description:     Pet Shop launches three ice missiles at the opponent.
  Normal Command:  In mid-air, S

-Death Freeze-
  Description:     Pet Shop freezes the ground, trapping the opponent.
  Normal Command:  While ducking, S

-Freeze-On-
  Description:     Pet Shop launches six ice missiles at the opponent.
  Normal Command:  In mid-air, B, DB, D, DF, F + S

Super Combos:
=============
-Super Freeze-On-
  Description:     Pet Shop launches 30 ice missiles at the opponent.
  Normal Command:  D, DF, F + A + A
  Easy Command:    T
  Notes:           Can be performed in mid-air

-Death Penalty-
  Description:     A large block of ice falls from the sky.
  Normal Command:  D, DB, B + A + A
  Notes:           Can be performed in mid-air

-Banchou no Moukou (Fierce Attack of the Watching Bird)-
  Description:     Pet Shop moves forward, and if he connects, launches
                   a barrage of ice missiles at the opponent.
  Normal Command:  A1 -> A1 -> F -> A2 -> A3
  Notes:           Can be performed in mid-air

Story Mode Battle List:
=======================
1 - Iggy (Cairo Sewer)
2 - Polnareff (Kom Ombo)
3 - Avdol (Luxor)
4 - Kakyoin (Jiddah)
5 - Joseph (Kom Ombo Ruins)
6 - Jotaro (Cairo Street)


========    Stand: Bast
*Mariah*    Tarot Card: Bast
========    -Does not have an active Stand-

Notes:
======
Even without an active Stand, Mariah can be quite dangerous.  Bast no Jiryoku 
can be used to power up the Landenkuro Koge and the two Supers to become 
incredibly powerful, and it also increases the range of the Gunbatsu no Ashi.  
The Correction has a bit of a start-up time, but is slow enough for you to jump 
in and give some extra hits in a combo.  

Stand Combos:
=============
 None - Does not have an active stand

Special Moves:
==============
-Correction-
  Description:     Mariah throws three objects at the opponent.
  Normal Command:  D, DF, F + A
  Easy Command:    A2
  Notes:           Can be performed in mid-air

-Gunbatsu no Ashi (Leg of Gunbatsu)-
  Description:     Mariah throws several wires that move across the screen and 
                   Attempt to trap the opponent.
  Normal Command:  D, DB, B + A

-Landenkuro Koge (Black Electric Shock Koge)-
  Description:     An electrically charged cable falls from the ceiling.
  Normal Command:  F, D, DF + A
  Easy Command:    A3

Extra Moves:
============
-Bast no Jiryoku (Magnetism of Bast)-
  Description:     Mariah creates a stationary electrical outlet.
  Normal Command:  S 
  Notes:           Can be performed in mid-air
                   Increases damgage caused by other moves 

Super Combos:
=============
-Iron Crusher-
  Description:     Mariah slashes in a circle with a magnetic blade.  If it 
                   connects, the opponent is hit with a variety of objects.
  Normal Command:  D, DB, B + A + A

-Nanisouzou Shitennosa-
  Description:     Mariah hits the opponent with her, um, breasts, then 
                   delivers a barrage of metal bolts.
  Normal Command:  D, DF, F + A + A
  Easy Command:    T
  Notes:           Can be performed in mid-air

Story Mode Battle List:
=======================
1 - Joseph (Luxor)
2 - Avdol (Jiddah)
3 - Iggy (Kom Ombo Ruins)
4 - Polnareff (Kom Ombo)
5 - Jotaro (Luxor)
6 - Kakyoin (Cairo Street)


===========    Stand: Emperor
*Hol Horse*    Tarot Card: The Emperor
===========    -Does not have an active Stand-

Notes:
======
Hol's got a gun, which as you might have guessed makes him a good long-range 
character.  Unfortunately, he doesn't have nearly enough close-range moves to 
make him an effective fighter.  The slowness of the Hanged Man makes him almost 
impossible to use, and the Emperor shot is too slow to fool anyone, even with 
its direction-changing ability.  The Hajiki DA! and his first two Supers are 
fairly effective, but the lack of combos puts Hol at a real disadvantage.

Stand Combos:
=============
 None - Does not have an active stand

Special Moves:
==============
-Hajiki DA!-
  Description:     Hol fires a shot at the opponent.
  Normal Command:  D, DF, F + A

-J-Guile no Danna!-
  Description:     Hol fires into the air, which causes glass to fall from the
                   sky.
  Normal Command:  F, D, DF + A
  Easy Command:    A2
  Notes:           Can be performed in mid-air

-Hanged Man-
  Description:     The Hanged Man appears from the ground and holds the 
                   opponent.
  Normal Command:  D, DB, B + A
  Easy Command:    A3

Extra Moves:
============
-Emperor-
  Description:     Hol fires a delayed shot at the opponent.
  Normal Command:  S
  Notes:           Use the D-Pad to direct the shot
                   Can be performed in mid-air

Super Combos:
=============
-Busamakero!-
  Description:     Hol rapidly fires many shots at the opponent.
  Normal Command:  D, DF, F + A + A
  Easy Command:    T
  Notes:           Can be performed in mid-air

-Saikyou no Konbi-
  Description:     Hol fires three shots, and if they connects, the Hanged Man 
                   crawls out from the ground and attacks the opponent.
  Normal Command:  D, DB, B + A + A

-Dangan no Kidou (Bullet Track)-
  Description:     Hol fires a slow-motion fully controllable shot.
  Normal Command:  B, D, DB + A + A
  Notes:           Use the D-Pad to direct the shot
                   Continue to hold down A + A to fire more shots.

Story Mode Battle List:
=======================
1 - Avdol (Kom Ombo Ruins)
2 - Kakyoin (Luxor)
3 - Polnareff (Kom Ombo Ruins)
4 - Iggy (Abu Dahbi)
5 - Joseph (Kom Ombo)
6 - Jotaro (Cairo Street)
7 - Vanilla Ice (Cairo Tomb)
8 - Shadow Dio (Cairo Tomb 2 -> Cairo Tomb 2)


============================    Stand: Anubis
*Anubis Nitouryuu Polnareff*    Tarot Card: Anubis
============================    -Does not have an active Stand-

Notes:
======
This should teach you not to play with strange swords.  Polnareff happens upon 
Chaka's broken Anubis sword, and becomes possessed by it.  This, in turn, 
creates a character closer to Chaka than Polnareff with some awesome Specials 
and Supers.  Polnareff gets Chaka's Oboe TA! (the learning counterattack, see 
Chaka's notes for a better explanation).  The Tatsujin no Touryuu hits 20 times 
if you can connect with it, and the Chariot Spit is a fast 6-hit combo.
 
Stand Combos:
=============
 None - Does not have an active stand

Special Moves:
==============
-Oboe TA!-
  Description:     Polnareff blocks an opponent's attack.
  Normal Command:  D, DB, B + A
  Notes:           When guarding against an attack, counter it with any
                   attack button

-Tatsujin no Touryuu (Two-Sword Expert Style)-
  Description:     Chariot spins his own sword, then the Anubis sword.
  Normal Command:  F, D, DF + A
  Easy Command:    A2

-Kirenzan (Kill Demon Companion)-
  Description:     Polnareff rushes forward and strikes with Anubis. If you 
                   follow-up, Chariot makes a second strike.
  Normal Command:  D, DF, F + A
  Easy Command:    A3
  Notes:           Follow-up with D, DF, F + A or D, DB, B + A

Extra Moves:
============
-Chariot Spit-
  Description:     A quick Million Spit, Chariot delivers a fast series of 
                   thrusts.
  Normal Command:  D, DF, F + S

Super Combos:
=============
-Dame Oshi Iu Yatsuda-
  Description:     Chariot slashes upwards, and if he connects, delivers a 
                   barrage of attacks to the opponent.
  Normal Command:  D, DF, F + A + A
  Easy Command:    T

-Zettai ni Maken no DA!-
  Description:     Chariot thrusts forward, and if he connects, Polnareff 
                   follows behind with a screen-splitting slash.
  Normal Command:  D, DB, B + A + A

Story Mode Battle List:
=======================
1 - Jotaro (Luxor)
2 - Iggy (Cairo Sewer)
3 - Joseph (Jiddah)
4 - Avdol (Luxor)
5 - Kakyoin (Cairo Hotel)
6 - Alessi (Luxor)
7 - Vanilla Ice (Cairo Tomb)
8 - Dio (Cairo Tomb 2 -> Cairo Tomb 2)




++++++++++++++++++++++++++++++++
+++ D. The Hidden Characters +++
++++++++++++++++++++++++++++++++


============    Stand: The World
=Shadow Dio=    Tarot Card: The World
============    -Does not have an active Stand-

Notes:
======
Without his stand, Dio gets nasty.  No Stand Combos, but his Specials and Supers 
have been tuned up slightly.  The Kyoufu no Henrin is a great countering move, 
and the Throw Knives is a horribly fast projectile.  Without a Stand, the S 
button now calls on your shadow World to throw a punch, and WORLD21 not only 
hits for good damage but also juggles your opponent.  

Stand Combos:
=============
 None - Does not have an active stand

Special Moves:
==============
-Throw Knives-
  Description:     Dio throws one or two handfuls of knives at the opponent.
  Normal Command:  B, DB, D, DF, F + A
  Easy Command:    A2
  Notes:           Follow up with F, DF, D + A

-Super Surprise Tiggyaizu-
  Description:     Dio pauses, then shoots a beam from his eyes. 
  Normal Command:  F, DF, D, DB, B + A
  Notes:           Pause before execution, but unblockable
 
-Kyoufu no Henrin (Terrible Pieces)-
  Description:     Dio turns around and reads a book.  If attacked, he appears
                   on the other side of the opponent.
  Normal Command:  B, D, DB + A

-Najimuzo!-
  Description:     Dio grabs the opponent, and if he connects, draws some blood
                   of them.
  Normal Command:  F, D, DF + A

Extra Moves:
============
-WORLD21-
  Description:     A shadow World rushes forward and delivers three blows.
  Normal Command:  B, DB, D, DF, F + S
  Easy Command:    A3

Super Combos:
=============
-Punishment-
  Description:     A shadow World rushes forward, and if it connects, stops time
                   and skewers the opponent with 32 knives.
  Normal Command:  D, DF, F + A + A
  Easy Command:    T
  
-Charisma-
  Description:     Dio bends over, and after a pause, launches several sparks.
  Normal Command:  D, DB, B + A + A
  Notes:           Requires (and uses) 2 combo meter levels

-Tokiyo Tomare! (Time Stop)-
  Description:     After a pause, stops time for the opponent.
  Normal Command:  A1 -> F -> A3 -> B -> S
  Notes:           Requires (and uses) 2 combo meter levels

*WRRRYYY!*
  Description:     Dio rushes forward and strikes the opponent. 
  Normal Command:  D, F, DF + A + A
  Notes:           Can be performed twice in succession, the second hit is from 
                   behind.

Story Mode Battle List:
=======================
1 - Polnareef (Luxor)
2 - Avdol (Cairo Street)
3 - Kakyoin (Cairo Street)
4 - Iggy (Desert Night)
5 - Joseph (Cairo Street)
6 - Jotaro (Cairo Tomb)


==============    Stand: None
=Young Joseph=    Tarot Card: None
==============    -Does not have an active Stand-

Notes:
======
Thanks to Alessi, Joseph gets his youth back and is ready for action. The Hamon
Cola is a juggler, his S Specials are nasty, and the Iron Bowgun is fun to use
as a combo setup if you can look that far ahead.  The Wasurenu Omoi is a great
close-in Super, but the Eija no Akimigi takes far too much time to set up.

Stand Combos:
=============
 None - Does not have an active stand

Special Moves:
==============
-Hamon Cola (Cola Wave)-
  Description:     Joseph opens a cola, which sprays up diagonally into the air.
  Normal Command:  F, D, DF + A
  
-Hamon Cutter (Cutter Wave)-
  Description:     Joseph strikes with a blue wave of electricty.
  Normal Command:  D, DF, F + A  
  Easy Command:    A2

-Iron Bowgun-
  Description:     Joseph shots an iron ball from a bowgun.
  Normal Command:  F, DF, D, DB, B + A
  Notes:           A3 hits from behind

Extra Moves:
============
-Cracker Boomerang-
  Description:     Joseph throws a chared bolo at the opponent.
  Normal Command:  D, DB, B + S
  
-Cracker Volley-
  Description:     Joseph spins a bolo at the opponent.
  Normal Command:  D, DF, F + S
  Easy Command:    A3
 *Notes:           Follow up with S, then S or D + S or F + S

Super Combos:
=============
-Wasurenu Omoi (Unforgettable Feelings)-
  Description:     Joseph delivers a short uppercut, and if it connects,
                   delivers a barrage of hits surrounded by comic panels.
  Normal Command:  D, DF, F + A + A
  Easy Command:    T

-Eija no Akimigi-
  Description:     After a delay, Joseph fires a beam at the opponent.
  Normal Command:  D, DB, B + A + A
  Notes:           The beam is unblockable, but may be ducked under.

Story Mode Battle List:
=======================
1 % Kakyoin (Kom Ombo Ruins)     1 * Kakyoin (Kom Ombo Ruins)
2 % Polnareff (Abu Dhabi)        2 * Polnareff (Abu Dhabi)
3 % Devo (Signapore)             3 * Iggy (Kom Ombo Ruins)
4 % Chaka (Kom Ombo)             4 * Devo (Signapore)
5 % Alessi (Luxor)               5 * Chaka (Kom Ombo)
6 % Shadow Dio (Cairo Tomb)      6 * Alessi (Luxor)


=============    Stand: Temperance Yellow
*Rubber Soul*    Tarot Card: Temperance
=============    -Does not have an active Stand-

Notes:
======
Of all the characters to mimic, why Kakyoin?  A slightly taller Kakyoin, Rubber 
Soul gets a countering move with the Jakuten Hanai!, a trap move in the 
Shokutteyaru!, and a faux short Emerald Splash with the Head Busa Hakina!  
Unfortunately, Rubber Soul is even weaker than Kakyoin as an offensive 
character, and has no combos to boot.

Stand Combos:
=============
 None - Does not have an active stand

Special Moves:
==============
-Jakuten Hanai!-
  Description:     Rubber Soul blocks and counters an opponents attack.
  Normal Command:  D, DB, B + S

-Shokutteyaru!-
  Description:     Rubber Soul launches a ground-based trap towards the 
                   opponent.
  Normal Command:  D, DB, B + A
  Easy Command:    A3

-Head Busa Hakina!-
  Description:     Rubber Soul launches four globs at the opponent.
  Normal Command:  D, DF, F + A
  Easy Command:    A2

Extra Moves:
============
-Heiro-Fake-
  Description:     A fake Heirophant attacks the opponent.
  Normal Command:  S

Super Combos:
=============
-Coconut Back Breaker-
  Description:     Rubber Soul grabs the opponent and performs a back breaker.
  Normal Command:  F, DF, D, DB, B, UB + A

-Jam Nishitekureruzei-
  Description:     Rubber Soul launches a barrage of globs at the opponent.
  Normal Command:  D, DF, F + A + A
  Easy Command:    T

Story Mode Battle List:
=======================
1 - Jotaro (Cairo Sewer)
2 - Joseph (Luxor)
3 - Avdol (Kom Ombo)
4 - Polnareff (Jiddah)
5 - Iggy (Kom Ombo Ruins)
6 - Kakyoin (Cairo Street)


==============    Stand: Heirophant Green
*Dark Kakyoin*    Tarot Card: The Heirophant
==============

Notes:
======
Kakyoin hasn't changed much aside from the sunglasses.  His basic moves are 
changed up a little bit and he gains an extra Super, but nothing much more than 
that here.

Stand Combos:
=============
 A1 -> A2 -> A3
 D + A1 -> D + A2 -> D + A3

Special Moves:
==============
-Emerald Splash-
  Description:     Without the Stand, fires four short-range emeralds.  In Stand 
                   Mode, fires eight screen-length emeralds.
  Normal Command:  D, DF, F + A
  Easy Command:    A2
  Stand Enhance:   Can be performed in midair

-Tie Wrap Snake-
  Description:     Heirophant moves along the ground and if not blocked, wraps
                   up the opponent for several seconds.  During this time, 
                   you can add additional attacks against the opponent.
  Normal Command:  D, DB, B + A
  Easy Command:    A3
  Notes:           Can only be performed without Stand
                   Control the attack by holding then releasing the button

-Houou no Kekkai-
  Description:     Creates an energy field where you stand.  When released on
                   the opponent, stuns them for several seconds.
  Normal Command:  D, DB, B + A
  Easy Command:    A3
  Notes:           Can only be performed in Stand mode
                   Set a trap by holding down the button to hide the move
                   Can be performed in mid-air

-Stand Release-
  Description:     Releases Heirophant to attack the opponent on its own.
  Normal Command:  F + A + A
  Notes:           Can only be performed in Stand mode

Super Combos:
=============
-20 Meter Radius Emerald Splash-
  Description:     Fires a barrage of emeralds at the opponent.
  Normal Command:  D, DF, F + A + A
  Easy Command:    T
  Notes:           Can only be performed without Stand
  

-Shin 20 Meter Radius Emerald Splash-
  Description:     Heirophant creates a huge Houou no Kekkai, and if it 
                   connects, fires a barrage of emeralds at the opponent.
  Normal Command:  D, DF, F + A + A
  Easy Command:    T
  Notes:           Can only be performed in Stand Mode
                   Can be performed in midair

-India's Arm-
  Description:     Heirophant's arm extends forward and continually hits
                   the opponent on contact.
  Normal Command:  D, DB, B + A + A
  Stand Ehance:    Controller operates the arm

-Oshioki no Jikan (Hour of Punishment)-
  Description:     Heirophant slowly moves forward and if he connects, jumps
                   inside the opponent and attacks from within.
  Normal Command:  A1 -> A1 -> F -> A2 -> A3
  Notes:           Can only be performed in Stand mode

Story Mode Battle List:
=======================
1 - Joseph (Kom Ombo Ruins)
2 - Polnareff (Kom Ombo)
3 - Avdol (Kom Ombo Ruins)
4 - Iggy (Cairo Sewer)
5 - Midler (Jiddah)
6 - Jotaro (Singapore)
7 - Vanilla Ice (Cairo Tomb)
8 - Dio (Cairo High -> Cairo High)


======    Stand: Anubis
*Khan*    Tarot Card: Anubis
======    -Does not have an active Stand-

Notes:
======
Finally, a new unique hidden character!  Khan is nasty, with Chaka's Oboeta
move and a whole host of attacks.  If you want to play cheap, pick him in Easy
Mode.  Block, counter, attack, kill.  You can easily Zangaizan indefinitely in 
the corner as long as you have a combo meter, which can really ruin someone's 
day.

Stand Combos:
=============
 None - Does not have an active stand

Special Moves:
==============
-Kikouzan (Kill Devil Steel)-
  Description:     Khan rushes forward with a horizontal swing.
  Normal Command:  Charge B, F + A
  Easy Command:    A2

-Kinuizan (Kill Life Already)-
  Description:     Khan slashes up into the sky.
  Normal Command:  F, D, DF + A
  Easy Command:    A3

-Oboeta-
  Description:     Khan blocks and learns an incoming attack
  Normal Command:  D, DB, B + A
  Notes:           Follow up with A after successful guard on a learned attack

Extra Moves:
============
-Renkazan (Kill Flower Companion)-
  Description:     Khan spins around in a circle, blade extended.
  Normal Command:  Hold S

Super Combos:
=============
-Zangaizan (Kill Wreckage)-
  Description:     Khan rushes forward with a series of blows, then finishes 
                   with a Kinuizan.
  Normal Command:  D, DF, F + A + A
  Easy Command:    T

-Ichitachi (One Sword)-
  Description:     Khan swings his sword, and if it connects, finishes with a
                   powered-up Kinuizan.
  Normal Command:  D, DB, B + A + A

Infinite Combo:
===============
  In the corner, Zangaizan repeatedly as long as you have Combo Gauge!

Story Mode Battle List:
=======================
1 - Polnareff (Luxor)
2 - Jotaro (Luxor)
3 - Iggy (Kom Ombo Ruins)
4 - Avdol (Kom Ombo)
5 - Joseph (Jiddah)
6 - Kakyoin (Cairo Street)


====================    Stand: Emperor
*Hol Horse & Boingo*    Tarot Card: The Emperor
====================    -Does not have an active Stand-

Notes:
======
Hol here just loses the Hanged Man, which changes up his basic moves, and gets 
the Pipe Maze super, which is just a joke that takes far too long to hit.  Oh,
the Kochi ha Zettai is added as well, which is a little more effective.

Stand Combos:
=============
 None - Does not have an active stand

Special Moves:
==============
-Hajiki DA!-
  Description:     Hol fires a shot at the opponent.
  Normal Command:  D, DF, F + A
  Easy Command:    A3

-Glass Shower-
  Description:     Hol fires into the air, which causes glass to fall from the
                   sky.
  Normal Command:  F, D, DF + A
  Easy Command:    A2
  Notes:           Can be performed in mid-air

Extra Moves:
============
-Emperor-
  Description:     Hol fires a delayed shot at the opponent.
  Normal Command:  S
  Notes:           Use the D-Pad to direct the shot
                   Can be performed in mid-air

Super Combos:
=============
-Busamakero!-
  Description:     Hol rapidly fires many shots at the opponent.
  Normal Command:  D, DF, F + A + A
  Notes:           Can be performed in mid-air

-Pipe Maze-
  Description:     Hol fires several bullets into a pipe, which travel
                   through a maze and strike the opponent from behind.
  Normal Command:  B, D, DB + A + A
  Easy Command:    T
  
-Kochi ha Zettai-
  Description:     Hol grabs the opponent and holds them up as a truck hits
                   them.
  Normal Command:  F, DF, D, DB, B, UB + A

Story Mode Battle List:
=======================
1 - Polnareff (Luxor)
2 - Joseph (Kom Ombo)
3 - Avdol (Kom Ombo Ruins)
4 - Iggy (Jiddah)
5 - Kakyoin (Luxor)
6 - Jotaro (Cairo Street)


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

IV.  Game Secrets

=============================
=Hidden Characters and Modes=
=============================
***Jojo's Bizzare Adventure***

-Unlock Dio as a Selectable Character-
Beat "Arcade" mode with Jotaro, any settings, any number of continues

-Unlock Shadow Dio as a Selectable Character-
Beat "Arcade" mode with Dio, any settings, any number of continues

-Unlock Young Joseph as a Selectable Character-
Beat "Arcade" mode with Joseph, any settings, any number of continues

***Jojo's Bizzare Adventure: Heritage for the Future***

-Unlock Rubber Soul as a Selectable Character-
Beat "Challenge" mode with Jotaro, any settings

-Unlock Shadow Dio as a Selectable Character-
Beat "Challenge" mode with Dio, any settings

-Unlock Young Joseph as a Selectable Character-
Beat "Challenge" mode with Joseph, any settings

-Unlock Dark Kakyokin as a Selectable Character-
Beat "Challenge" mode with Kakyokin, any settings

-Unlock Khan as a Selectable Character-
Beat "Challenge" mode with Anubis Polareff, any settings

-Unlock Hol & Boingo as a Selectable Character-
Beat "Challenge" mode with Hol Horse, any settings

-Unlock Alessi Mode-
Beat "Challenge" mode with Alessi, any settings

================
=Fight Death 13=
================
***Jojo's Bizzare Adventure***
Using one of the six "heroes" (Jotaro, Polnareff, Avdol, Iggy, Joseph, or 
Kakyoin) in Story Mode, finish the first five opponents off without losing a 
round, and use a Super Combo to win every final round.  After the fifth round, 
Death 13 will appear.

***Jojo's Bizzare Adventure: Heritage for the Future***
Using one of the six "heroes" (Jotaro, Polnareff, Avdol, Iggy, Joseph, or 
Kakyoin) in Story Mode, finish the first five opponents off without losing a 
round.  After the fifth round, Death 13 will appear.

======
=Etc.=
======
-Speed up the closing credits-
Hold down the X button

-Set initials to CAP when entering-
Press the Start button.

=============
=Alessi Mode=
=============
Once you unlock Alessi Mode you have the option to fight in Versus mode as 
children (such as when Alessi transforms you).  

There are four menu options under Alessi mode that set up these battles:
 - Stand Crush: A player is transformed whenever his Stand is crushed.
 - 10 Second Alternate: One player is transformed alternately every 10 seconds.
 - From the Beginning: Both players are always transformed.
 - Reset: Returns Versus mode to normal.


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

V.   Administrivia

Sources:
  This FAQ was put together using several different sources (aside from my own
know-how and experience).  In no particular order:
  JBA:HFTF Game Manual
    For the moves and super moves
  Capcom Asia's Web Site 
         (www.capcomasia.com.hk)
    For the English names of characters and story
  Capcom Japan's Web Site 
         (www.capcom.co.jp)
    For the Stand combos
  Jo2's GrApplE GAmE_SquArE 
         (http://www.pluto.dti.ne.jp/~kousi/ngame/ngeme.html)
    For showing the unlock methods before I could confirm them myself

Thanks:  
  Additional thanks to Kelvin Koh, for his Arcade FAQ that gave me something
to check my work against.

Contacting Me:
  If you have stuff to add, please do send it along to cjayc@gamefaqs.com 
for inclusion in the next revision.  The latest version of this document can
be found at GameFAQs (www.gamefaqs.com).
  
Copyright Notice:
  This document is Copyright 1999 Jeff "CJayC" Veasey.  It may be not be
reproduced under any circumstances except for personal, private use, except
under the following conditions:
  This document may be distributed electronically on a WWW or FTP site, as long
as NO content is altered in any way, and the document remains in text format.
It may be converted to HTML only with advance permission of the author.  
Additionally, any web or FTP site that wishes to distribute this document must
inform the author of the address of the hosted site via e-mail at 
faqs@gamefaqs.com.  Sites hosting this document must always make every effort
to ensure that the latest version of this document is being displayed, and the
author reserves the right to have the document removed from any site he wishes.
  This document may not be distributed in any other manner than prescribed above
without advance written permission from the author, Jeff Veasey.
 
-EOF-