------------------------------------------------------------------------
 THE KING OF FIGHTERS 2001 FAQ v0.7
 by Chris MacDonald
 ------------------------------------------------------------------------

 Unpublished work Copyright (c) 2002 Chris MacDonald

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

 Game mag/guide/site authors that want to use this faq can go shove it,
 especially the following: Ziff-Davis Video Game Group (publishers of
 Expert Gamer), Game 13th Magazine, IDG Media, Future Publishing, Ltd.
 (publishers of PlayStation Power, Official UK Play Station Magazine),
 Brady Games, Prima Games and Eric Pratte, CheatCC.com, Shoryuken.com,
 and IGN.
 
 The King of Fighters and all characters are (c) SNK and (c) Eolith.


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

 1. INTRODUCTION
      - Revision History
      - Special Thanks
 2. HOW TO PLAY
      - FAQ Notation
      - Basic Commands
 3. TEAM MOVELISTS
      - Hero Team                K'     / Maxima   / Whip    / Lin
      - Japan Team               Kyo    / Benimaru / Goro    / Shingo
      - Iori Team                Iori   / Seth     / Vanessa / Ramon
      - Ikari Team               Leona  / Ralf     / Clark   / Heidern
      - Fatal Fury Team          Terry  / Andy     / Joe     / Blue Mary
      - Art of Fighting Team     Ryo    / Robert   / Yuri    / Takuma
      - Women's Team             King   / Mai      / Hinako  / Xiangfei
      - Nests Team               Kula   / K9999    / Foxy    / Angel
      - Psycho Soldier Team      Athena / Kensou   / Chin    / Bao
      - Korea Team               Kim    / Chang    / Choi    / May Lee
      - Bosses                   Zero              /           Igniz
 4. GAMEPLAY NOTES
      - Autoguard
      - Blocking Attacks
      - Counter Hits
      - Dropped Guard
      - Power Gauge
      - Reversal Moves
      - Super Cancels
      - Throw Types
      - Wire Damage
      - Surefire Juggles
 5. STRIKER INFO.
      - Striker System
      - Using Strikers
      - Striker Cancel System
      - Multiple Striker System
      - Striker Action List
 6. MISCELLANEOUS
      - Glitches
      - Special Intros
      - Special Win Poses
      - Translations


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

 Welcome to my KoF '01 FAQ.  It started off as a basic moves list for a
 friend to use, but it seemed kind of pointless to just forget about
 it afterwards.  This is sort of a one-off deal, and besides, there are
 already a lot of very detailed and in-depth KoF FAQs available from
 www.GameFAQs.com.  Still, I figure one more guide can't hurt ;)

 If you have any comments or criticisms, or if you'd like to contribute
 some info., feel free to mail me at (k.megura at eudoramail dot com).
 Just don't ask about emulators or roms or anything, I don't know the
 first thing about that.

                 
 ------------------------------------------------------------------------
 REVISION HISTORY
 ------------------------------------------------------------------------
                            
 Version 0.7  (December 28, 2002)
  - More contributor info. added, as well as some corrections.

 Version 0.6  (November 7, 2002)
  - More contributor info. added.

 Version 0.5  (July 8, 2002)
  - Some corrections were made, and I added some contributor information.
  
 Version 0.4  (July 4, 2002)
  - A few minor corrections, and I finally confirmed Chang's supercancel.
    
 Version 0.3  (June 30, 2002)
  - The first public release.  Remaining info. for supercancels and
    "wire" moves has been tested and added.  Other misc. info has been
    confirmed.  Ver. 0.3b through 0.3d added a few minor corrections
    and alterations (and here I thought the faq was error-free) :(

 Version 0.2  (June 13, 2002)
  - The second release.  Cancelable attack charts have been finished,
    and other missing info. has been added.  Still more to do; the FAQ
    is about 85% done at this point.

 Version 0.1  (June 2, 2002)
  - The first release.


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

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

 Anthony Majarian
  - For telling me about the "surefire" juggles and explaining how
    they work.
  - (v0.7)  For Seth's surefire juggle and infinite combo, and
    info. about Whip's Whip Shot being cancelable.

 Cool
  - For telling me about the "Leona beats Iori" win pose and Goro vs.
    Hinako intro, as well as notes about Igniz' Power Gauge and for
    explaining how damage increases when using multiple Strikers.

 Mario san                                    <www.liquid2k.com/mariosan>
  - For giving me permission to list some supercancels I first read
    about in his Super Cancels FAQ (available at GameFAQs).

 Neo-Gallery                             <shinjuku.cool.ne.jp/kagami007/>
  - For the bosses' move names and commands.

 Oyajinagi                     <oyajinagilv99.tripod.co.jp/indexkof.html>
  - For some of the new characters move names and commands.

 Breeze                                       <www.tt.rim.or.jp/~reivel/>
  - For some of the new characters move names and commands.

 Maxwell                       <www.geocities.co.jp/Playtown-Spade/6712/>
  - For some of the special intros and win poses (from KoF '00).

 SNK of Japan                                   <http://www.neogeo.co.jp>
  - For information taken from KoF 2001 section and KoF '99 dictionary
    section (back when their page was still up).

 Charles MacDonald
  - For helping me test some reversal moves.

 Klenboy
  - For lots of advice and information, and for info. about comboing
    all three hits of Iori's "Shinigame."

 NJStar                                           <http://www.njstar.com>
  - For their excellent Japanese word processor.

 Jim Breen's WWWJDIC           <www.csse.monash.edu.au/~jwb/wwwjdic.html>
  - I used this handy online dictionary to translate some of the move
    names.


 ========================================================================
 2. HOW TO PLAY
 ========================================================================
 
 ------------------------------------------------------------------------
 FAQ NOTATION
 ------------------------------------------------------------------------

 7 8 9          Up-Back         Up      Up-Forward
 4 5 6          Backward      Neutral   Forward
 1 2 3          Down-Back      Down     Down-Forward
 
 P              Use A or C.
 K              Use B or D.
 <H             can hold.
 H>             must hold.
 <A             can be used in air.
 A>             must be used in air.
 <T             can tap buttons.
 T>             must tap buttons.
 N>             must perform when near to the opponent.
 F>             must perform from furthest throw range possible.
 _              additional input.
 ( )            optional input.
 (x#)           perform the listed number of times.
 ()x2           perform bracketed commands twice before continuing.
 ~              Indicates middle ranges (so 4~2~6 is 4/1/2/3/6).
 .              charge for 2 sec. in first direction before continuing.
 /              either command is acceptable.
 CAPS           can or must be used as an SDM (use AC or BD to perform).
 DM             Desperation Move (requires 1 level to use).
 SDM            Super Desperation Move (requires 2 levels to use).

 For the cancelable attacks chart:

 -      not cancelable
 /      divides hits
 C      cancelable into anything
 c      only cancels into command attacks
 S      only cancels into (S)DMs
 s      only cancels into special moves [and (S)DMs]
 r      can repeat attack / cancels into other repeatable attacks.


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

 hold 4 when attacked           Standing Block
 hold 1 when attacked           Crouching Block
 44                             Backstep
 66 (_<H)                       Dash (_Run)
 dash or run_tap 9              Running Short Jump
 dash or run_press 9            Running Long Jump
 tap 7/8/9                      Short Jump
 press 7/8/9                    Middle Jump
 1~3_7 or 1~3_9                 Long Jump
 (6+)AB                         Emergency Evade: Forward
 4+AB                           Emergency Evade: Backward
 CD<A                           Blow Away Attack
 blocking_(4/6+)AB              Guard Cancel Emergency Evade
 blocking_CD                    Guard Cancel Blow Away Attack
 N>4/6+C/D                      Basic Throw
 when thrown_4/6+C/D            Basic Throw Escape
 as fall ends_AB                Knockdown Recovery
 BC                             Striker Call
 4/6+BC                         Striker Call (Alternate)
 Start                          Taunt

 - During a Short Jump, your character will usually do the attack
   animations for a Vertical Jump, even though you you can Short
   Jump diagonally.  The same thing applies to the Running Short Jump.
 - Also note that during either type of Short Jump, there are some
   mid-air command attacks that cannot be used.  However, you can
   still perform mid-air throws and aerial special moves or (S)DMs
   while in air.
 - During the Emergency Evade moves, you are immune to attack while
   rolling, but not as the roll ends.  Also, you are vulnerable to
   being thrown at any point during the roll.
 - The Blow Away Attack will knock down a hit opponent.  You cannot
   use this move while crouching.
 - The "Guard Cancel" moves require 1 level of your Power Gauge to use.
 - Furthermore, you are totally invincible during a Guard Cancel roll.
 - The Guard Cancel Blow Away Attack does no damage.  Furthermore,
   it isn't cancelable like some CD attacks are.
 - For the Basic Throw Escape, you have to press the same button that
   your opponent used to grab you.
 - Taunting can be canceled shortly after the taunt has begun, simply
   by moving around.


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

 Moves are listed in this order: normal throws, command attacks, special
 moves, DMs, then SDMs.  Afterwards is a list of super cancels, critical
 and counter wires, and your character's Striker Attack (if no hit is
 listed for the super cancel, assume the move is super cancelable on any
 hit).  Following that are some notes on that character's moves and
 abilities.  Translations for the move names can be found at the end of
 Section 6.  More detailed information on how to play can be found in
 Section 4.
 
 ------------------------------------------------------------------------
 K'  (pronounced "kay dash")                                [ Hero Team ]
 ------------------------------------------------------------------------
 
 N>4/6+C                Spot Pile
 N>4/6+D                Knee Strike

 6+A                    One Inch
 6+B                    Knee Assault

 236+P                  Eins Trigger
 _6+B                   Second Shoot
 _6+D                   Second Shell
 _4+K                   Blackout

 236+K                  Blackout
 214+K<A                Minutes Spike
 214+K_214+K            Minutes Spike (_Narrow Spike)
 623+P                  Crow Bites
 623+C_6+K              Tsuika Kougeki

 236236+P<H             Heat Drive
 2363214+P              CHAIN DRIVE

 Super Cancels          Crow Bites (1st-2nd hit)
                        Narrow Spike
 Critical Wire          None.
 Counter Wire           One Inch
 Striker Action         Narrow Spike

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C     C     s
    Standing Far        -r    -     -     -     s
    Crouching           Cr    -r    C     C      
    Upward Jump         -     -     s     s     -
    Diagonal Jump       -     -     s     s     -

 - The One Inch is a knockdown attack.  If canceled into, it loses this
   feature, but becomes cancelable.  It can be canceled directly into
   an (S)DM, though.
 - The Knee Assault is an overhead attack.  If canceled into, it loses
   this feature, but becomes cancelable (into the mid-air Minutes Spike).
 - The (A) Eins Trigger knocks down, while the (C) version does not.
 - The button used for the Eins Trigger determines how fast the Second
   Shoot travels across the screen.
 - You can juggle an opponent after the Second Shell.
 - The Blackout is a teleportation move.
 - The Tsuika Kougeki is cancelable (into the Minutes Spike).
 - If you delay the Heat Drive until it automatically occurs, it becomes
   unblockable.


 ------------------------------------------------------------------------
 MAXIMA                                                     [ Hero Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Dynamite Drop
 N>4/6+D                Choking Vice

 6+A                    Mongolian
 3+C                    M9 Kata Maxima Missile (Shisaku)

 214+P                  M4 Kata Vapour Cannon
 623+K                  M19 Kata Blitz Cannon
 41236+K                M11 Kata Dangerous Arch

 236+A                  System 1: Maxima Scramble
 _236+A                 Double Bomber
  _236+A                Bulldog Press

 236+C                  System 2: Maxima Scramble
 _236+C                 Double Bomber
  _236+C                Bulldog Press

 63214+K                System 3: Maxima Lift
 _6+K                   Centoun Press

 2363214+P              Bunker Buster
 (63214)x2+K            MAXIMA REVENGER

 Super Cancels          System 1/2 (3rd hit only)
 Critical Wire          None.
 Counter Wire           Vapour Cannon
 Striker Action         Maxima Gallows
 
    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C    C/-    C     s
    Standing Far        -     -     -     -     s
    Crouching           Cr    -     C     -      

 - The Mongolian is an overhead attack.  If canceled into, it loses this
   feature, but becomes cancelable.  It can be canceled directly into
   an (S)DM, though.
 - The Maxima Missile is cancelable.  If Maxima's opponent is airborne
   when they're hit, they will be launched into the sky, allowing you
   to cancel into the Blitz Cannon for a 2-hit combo.  Alternately, if
   the Maxima Missile counter hits, then you can hit them with a normal
   attack as they fall.
 - The Vapour Cannon can negate normal projectiles.
 - The Blitz Cannon is an anti-air throw.  However, the (B) version can
   grab large characters who are standing (like Chang).
 - If the Centoun Press is mistimed, Maxima will simply throw himself
   to the floor.  He is vulnerable to attack while recovering.
 - Maxima' standing CD attack has autoguard, in the frame where his
   arms are held horizontally behind him.
 - The Bunker Buster has autoguard both as the move begins, and as
   Maxima recovers from it.
 - The Bunker Buster is an overhead attack.
 - The Dangerous Arch, Maxima Lift, and Maxima Revenger are unblockable.


 ------------------------------------------------------------------------
 WHIP                                                       [ Hero Team ]
 ------------------------------------------------------------------------

 N>4/6+C/D              Zed

 6+A (x5)               Whip Shot

 63214+A<H              Strings Shot Type A "Code: Yuuetsu"
 63214+B<H              Strings Shot Type B "Code: Chikara"
 63214+C<H              Strings Shot Type C "Code: Shouri"
 63214+H>A/B/C_D        Strings Shot Type D "Code: Ame"

 41236+P                Boomerang Shot "Code: SC"
 A>214+P                Hook Shot "Code: Kaze"
 623+P/K                Assassin Strike "Code: BB"
 421+P<T                Desert Eagle

 2141236+P              SONIC SLAUGHTER "CODE: KW"

 Super Cancels          Strings Shot Type A (1st hit)
                        Strings Shot Type B (1st hit)
                        Strings Shot Type C (1st hit)
 Critical Wire          None.
 Counter Wire           None.
 Striker Action         Valkyrie Killer

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C     C     s
    Standing Far        -     C     -     S     s
    Crouching           -     C    C/C    -      
    Upward Jump         -     s     -     -     -
    Diagonal Jump       -     s     -     s     -

 - The last hit of the Whip Shot can be canceled.  If your opponent is
   out in the open, you can catch them with an (A) Boomerang Shot, or
   if they are in the corner, you can step on them with a (B) Assassin
   Strike.
 - After landing from the Assassin Strike, Whip can cancel her recovery
   pose into the Whip Shot or a special or (S)DM.  The Assassin Strike
   can also hit an opponent who is on the floor.
 - The Assassin Strike is an overhead attack, as is the Strings Shot Type
   A (but only on the second hit).
 - The Strings Shot Type D is cancelable.
 - During the Desert Eagle, you can tap P to make Whip fire up to seven
   shots.  After the seventh shot, she will reload her gun if P is
   pressed.  However, this limit applies even if you, say, fire three
   shots at some point in the game, then four later on.  If you've
   used seven shots and have put the Desert Eagle away, then the next
   time you input 421+P, Whip will simply take out the gun and reload
   it without firing.
 - In addition, the Desert Eagle can juggle an opponent as long as you
   keep tapping P.  Keep in mind that the (A) version has a shorter
   range than the (C) version does.
 - The Desert Eagle is a low attack, as is the Strings Shot Type B (but
   only on the second hit).
 - Whip's crouching A and the Desert Eagle can hit an opponent who is
   lying on the ground.
 - The (A) Boomerang Shot and (C) Strings Shot can hit opponents who
   are falling towards the floor.  Only the "second hit" animation will
   connect, however.
 - Whip's far standing D is odd in that the actual "hit" can only be
   canceled into the Sonic Slaughter, but the recovery animation is
   still cancelable into any attack (the Whip Shot, Boomerang Shot,
   etc.)


 ------------------------------------------------------------------------
 LIN                                                        [ Hero Team ]
 ------------------------------------------------------------------------

 N>4/6+C/D              Akuzan

 6+A                    Benpatsu Ken (Chuudan)
 3+C                    Benpatsu Ken (Gedan)

 236+A                  Zantetsu Bu: Rasatsu
 236+C_236+P_236+P      Zantetsu Bu: Rasatsu
 214+P                  Kasumi
 623+P                  Muei Kusashu
 421+P/K                Jatotsu Ga
 63214+K                Hiten Kyaku
 41236+K                Hike Kyaku
  
 2141236+P              HIZOKU OUGI RANBU: DOKUGA
 222+AC                 HIZOKU OUGI SENSHU RAKAN SATSU

 Super Cancels          (C) Zantetsu Bu: Rasatsu (1st input)
                            Zantetsu Bu: Rasatsu (2nd input)
 Critical Wire          None.
 Counter Wire           (A) Zantetsu Bu: Rasatsu
                            Zantetsu Bu: Rasatsu (3rd input)
                        (only if the 3rd input is the only one that hits)
 Striker Action         Hirai Kyaku

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C     C     s
    Standing Far        Cr    -     -     -     s
    Crouching           Cr    Cr    C     C      

 - The Benpatsu Ken (Chuudan) is an overhead attack.  It retains this
   feature even if canceled into (in which case, it becomes cancelable).
 - The Benpatsu Ken (Gedan) is a knockdown attack.  If canceled into,
   it becomes cancelable.  This move can hit an opponent who is lying
   on the floor.
 - The button used for the Jatotsu Ga determines where Lin's arm comes
   out (A is closest, C is furthest, and D fakes).  The direction that
   the arm bends in is determined by your opponent's location.  If the
   arm comes out behind your opponent, it will knock them towards you,
   if it comes out in front of them, it will knock them away from you.
 - You can juggle an opponent after the (D) Hiten Kyaku or Jatotsu Ga
   (excluding the D Jatotsu Ga).  You can even juggle someone with two
   Jatotsu Gas in a row.
 - The Hike Kyaku is a teleportation move.  The (B) version makes Lin
   immune to low attacks, while the (D) version makes him immune to
   mid-level and high attacks.


 ------------------------------------------------------------------------
 KYO KUSANAGI                                              [ Japan Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Hatsugane
 N>4/6+D                Issetsu Seoi Nage

 A>1~3+C                Geshiki: Naraku Otoshi
 6+B                    Geshiki: Goufu You
 3+D                    88 Shiki

 623+P                  100 Shiki: Oniyaki
 421+K                  707 Shiki: Koma Hofuri (aka R.E.D. KicK)
 236+K_K                75 Shiki Kai
 62314+K                427 Shiki: Hikigane

 236+A                  114 Shiki: Aragami
 _236+P                 128 Shiki: Konokizu
  _P                    127 Shiki: Yanosabi
  _K                    125 Shiki: Nanase

 236+A                  114 Shiki: Aragami
 _63214+P               127 Shiki: Yanosabi
  _P                    Geshiki: Migiri Ugachi
  _K                    125 Shiki: Nanase
  _63214+K              212 Shiki: Kototsuki You
  
 236+C                  115 Shiki: Dokugami
 _63214+P               401 Shiki: Tsumi Yomi
  _6+P                  402 Shiki: Batsu Yomi
   _623+P               100 Shiki: Oniyaki
 
 2141236+P<H            URA 108 SHIKI: OROCHI NAGI
 N>(62314)x2+AC         524 SHIKI: KAMUKURA

 Super Cancels          (C) Oniyaki (1st hit)
                        (B) Hikigane
 Critical Wire          None.
 Counter Wire           None.
 Striker Action         R.E.D. KicK

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C     C     s
    Standing Far        Cr    -     -     -     s
    Crouching           Cr    -r    C     C      

 - The Goufu You is an overhead attack.  If canceled into, it loses this
   feature, but becomes a two-hit move which is cancelable on the second
   hit.
 - The (A) Oniyaki hits twice on a counter hit.
 - You can juggle your opponent after the 75 Shiki Kai or (B) Hikigane.
 - The Yanosabi and Migiri Ugachi are low attacks.
 - The Migiri Ugachi and Kototsuki You can hit opponents who are lying
   on the ground.
 - The Kamukura is unblockable.


 ------------------------------------------------------------------------
 BENIMARU NIKAIDO                                          [ Japan Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Catch and Shoot
 N>4/6+D                Front Suplex
 N>A>4~2~6+C            Spinning Knee Drop
 N>A>4/6+D              Spinning Knee Drop

 A>1~3+D                Flying Drill
 6+B                    Jackknife Kick

 236+A                  Raijin Ken
 236+C                  Taikuu Raijin Ken
 A>236+P                Kuuchuu Raijin Ken
 214+P                  Shinkuu Katategoma
 236+K                  Iai Geri
 _28+K                  Handou Sandan Geri

 214214+K               Gen'ei Hurricane
 236236+A               Raikou Ken
 236236+C               Taikuu Raikou Ken
 236236+AC              RAIKOU KEN

 Super Cancels          Shinkuu Katategoma
                        (B) Handou Sandan Geri (1st hit)
 Critical Wire          Handou Sandan Geri
 Counter Wire           Iai Geri (hits while leg is pulling back)
 Striker Action         Electrigger
                                
    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C     C     s
    Standing Far        -r    -     -     -     s
    Crouching           Cr    Cr    C     C      
    Upward Jump         -     -     C     -     -
    Diagonal Jump       -     -     C     -     -

 - The Flying Drill is not an overhead attack.
 - The Jackknife Kick is cancelable.
 - The last hit of the Handou Sandan Geri drops an opponent's guard,
   since it is a Critical Wire.
 - The SDM Raikou Ken can hit opponents who are falling towards the
   floor (but it only seems to work in the corner).


 ------------------------------------------------------------------------
 GORO DAIMON                                               [ Japan Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Juuji Shime
 F>4/6+C                Tsukami Tataki Tsuke
 N>4/6+D                Okuri Ashi Barai

 6+A                    Tama Tsubushi
 3+C                    Zujou Barai

 623+P                  Jirai Shin
 623+K                  Chou Oosotogari
 41236+A                Kumo Tsukami Nage
 41236+C                Kubikiri Gaeshi
 632146+P               Tenchi Gaeshi
 632146+K               Ura Nage
 236+K                  Nekko Gaeshi
 214+K                  Chou Ukemi 

 (63214)x2+P            JIGOKU GOKURAKU OTOSHI
 (41236)x2+K            ARASHI NO YAMA (NEKKO NUKI)
 _41236+K               Zoku: Kirikabu Gaeshi
  _623+K  (DM ver.)     Bukko Nuki Ura Nage
  _623+K  (SDM ver.)    Zoku: Tenchi Gaeshi

 Super Cancels          None.
 Critical Wire          None.
 Counter Wire           Jumping CD
 Striker Action         Abare Goro

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C     C     C     s
    Standing Far        C     C     -     -     s
    Crouching           C     -     -     C      
        
 - The Tama Tsubushi is a knockdown attack, even if it is canceled
   into.  It can also destroy non-(S)DM projectiles and Striker
   projectiles.
 - The Zujou Barai is cancelable.  If Goro's opponent is hit by the
   "high" part of Goro's arm while they're airborne, they will be
   launched into the sky, allowing you to cancel into the Kumo Tsukami
   Nage for a 2-hit combo.  Alternately, if the Zujou Barai counter
   hits, then you can hit them with a normal attack as they fall.
 - The (A) Jirai Shin is a low attack.
 - You can fake the Jirai Shin by using the (C) button.
 - The Kumo Tsukami Nage is an anti-air throw.  However, it can also
   grab large characters (like Chang) from up close.
 - You can pick an opponent off the floor with the Kubikiri Gaeshi.
   For example, it can be used after a (D) sweep, the (A) Jirai Shin,
   the Nekko Nuki, or the Zoku: Kirikabu Gaeshi.
 - The Nekko Gaeshi reverses high and mid-level attacks.
 - The Nekko Nuki has autoguard.  Since it is a throw move, it is
   possible for Goro to autoguard against even multiple hits, then
   grab his opponent's outstretched limb and continue the move.
 - The Chou Oosotogari, Tenchi Gaeshi, Ura Nage, Jigoku Gokuraku Otoshi,
   and Nekko Nuki are unblockable.


 ------------------------------------------------------------------------
 SHINGO YABUKI                                             [ Japan Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Hatsugane
 N>4/6+D                Issetsu Seoi Nage Fukanzen

 6+B                    Geshiki: Goufu "Kakkodake"

 236+A                  114 Shiki: Aragami Mikansei
 236+C                  115 Shiki: Dokugami Mikansei
 623+P                  100 Shiki: Oniyaki Mikansei
 421+K                  101 Shiki: Oboroguruma Mikansei
 63214+K                212 Shiki: Kototsuki Mikansei
 41236+K                Shingo Kick
 N>623+K                Shingo Kinsei Ore Shiki: Nie Togi
 214+P                  Shingo Kinsei Ore Shiki: Gecchuu
 
 2141236+P              Shingo Kinsei Ore Mushiki
 236236+P               GESHIKI: KAKE HOURIN

 Super Cancels          212 Shiki: Kototsuki Mikansei (1st hit)
 Critical Wire          None.
 Counter Wire           Gecchuu (only if it reverses)
 Striker Action         212 Shiki: Kototsuki Mikansei

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C     C     C
    Standing Far        C     -     -     -     C
    Crouching           Cr    Cr    C     C      

 - The Goufu "Kakkodake" is cancelable.
 - The (C) Oniyaki Mikansei hits twice on a counter hit.
 - Shingo will randomly add a 3rd hit to the Oboroguruma Mikansei.
   This hit is an overhead attack.
 - The Kototsuki Mikansei is an overhead attack on the 2nd hit.
 - The Gecchuu is an overhead attack.  It can reverse high and mid-
   level attacks.  If it reverses, Shingo does a reverse kick instead
   of an elbow drop.  What's more, Shingo moves away while attacking,
   so you may be pushed out of harm's way even if the kick misses.
 - You can juggle an opponent after the Nie Togi or SDM Kake Hourin.
 - An opponent hit by the Kake Hourin has their guard dropped.  Note
   that Shingo is not invincible while dashing during this move.
 - Shingo's jumping CD hits twice on a counterhit.  However, you cannot
   juggle an opponent if they take both hits.
 - The Nie Togi is unblockable.


 ------------------------------------------------------------------------
 IORI YAGAMI                                                [ Iori Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Sakahagi
 N>4/6+D                Saka Sakahagi

 A>4+B                  Geshiki: Yuri Ori
 6+A_6+A                Geshiki: Yumebiki
 6+B                    Geshiki: Goufu In "Shinigame"

 236+P                  108 Shiki: Yami Barai
 623+P                  100 Shiki: Oniyaki
 214+P_214+P_214+P      127 Shiki: Aoi Hana
 63214+K                212 Shiki: Kototsuki In
 632146+P               Kuzukaze

 2363214+P              Kin 1121 Shiki: Ya Otome
 _(236236)x2+AC         URA 306 SHIKI: SAIKA

 Super Cancels          (A) Oniyaki (1st, or 2nd hit on a counter)
                        (C) Oniyaki (1st-2nd hit)
                        Aoi Hana (1st-2nd input)
 Critical Wire          None.
 Counter Wire           Ura 108 Shiki: Ya Sakazuki (dashing animation)
 Striker Action         Ura 108 Shiki: Ya Sakazuki

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C     C     -     C
    Standing Far        -r    -     -     -     C
    Crouching           C     -r    C     -      

 - The "Shinigame" is an overhead attack.  If canceled into, it loses
   this feature, but becomes cancelable on either hit.
 - The "Shinigame" also has a third hit animation--this is the pose
   when Iori is almost done with the move and is bringing his leg
   in.  This is a knockdown attack, but if you cancel into it, it
   becomes cancelable.
 - So how do you combo into the Shinigame and get all three hits to
   connect?  Jump over the opponent and hit them with an early Yuri
   Ori, (it must hit before you actually cross up) then do a standing
   (C) into the Shinigame.  This doesn't work against all opponents,
   though.
 - The first two inputs of the Aoi Hana are cancelable into other
   special moves (like the Kototsuki In).
 - The 3rd input of the Aoi Hana is an overhead attack.
 - The Kuzukaze is unblockable.  You can hit an opponent who is reeling
   from this move.
 - The Saika only costs 1 level to use, even though the screen will
   turn negative as it does during an SDM.
 - In order to get the Saika to come out at all, you need to finish the
   command once Iori has performed the final hit of the Ya Otome (the one
   where his opponent "explodes" in purple flame).  This means you need
   to start the 236236236236 input halfway through the move, so that
   you're pressing AC at some point after the final hit has begun.  The
   timing is actually rather lax beyond that--you can even hit someone
   off the floor with this move, if they're lying in the corner of the
   screen.


 ------------------------------------------------------------------------
 VANESSA                                                    [ Iori Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Dynamite Puncher
 N>4/6+D                Clench Puncher

 6+A                    One-Two Puncher
 3+B                    Sliding Puncher

 623+P                  Parrying Puncher
 4.6+P                  Dash Puncher
 41236+P<T              Machine Gun Puncher

 236+K                  Puncher Vision (Zenpou)
 _6+A                   Puncher Upper
 _6+C                   Puncher Straight
 _4+P<H                 Puncher Weaving
 _236+K                 Puncher Vision (Zenpou)
 _214+K                 Puncher Vision (Kouhou)
           
 214+K                  Puncher Vision (Kouhou)
 _6+A                   Puncher Upper
 _6+C                   Puncher Straight
 _4+P<H                 Puncher Weaving
 _236+K                 Puncher Vision (Zenpou)
 _214+K                 Puncher Vision (Kouhou)

 214+A<H                Puncher Weaving
 _6+C                   Dash Puncher
 _4+C                   Parrying Puncher
 _6+K                   Puncher Vision (Zenpou)
 _4+K                   Puncher Vision (Kouhou)

 214+C<H                Puncher Weaving
 _6+A                   Dash Puncher
 _4+A                   Parrying Puncher
 _6+K                   Puncher Vision (Zenpou)
 _4+K                   Puncher Vision (Kouhou)

 N>236236+P             Champion Puncher
 2141236+P              CRAZY PUNCHER

 Super Cancels          Parrying Puncher (623+C version)
                        Puncher Upper (2nd hit)
 Critical Wire          Puncher Straight
 Counter Wire           None.
 Striker Action         Hard Puncher
                                    
    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr   -/C   -/-    C
    Standing Far        Cr    Cr   -/C   -/-    C
    Crouching           Cr    Cr    C     C      

 - The One-Two Puncher is an overhead attack.  If canceled into, it loses
   this feature, but becomes cancelable on the first hit.
 - The Sliding Puncher is a low attack.  It can hit opponents who are
   lying on the floor.
 - During the (A) Parrying Puncher, Vanessa is immune to high attacks
   (but not low attacks or throws).
 - You can juggle an opponent after the Dash Puncher.
 - The Puncher Vision is a teleportation move.  This move can cancel
   into itself.  For example, you could cancel a (236+K) Puncher Vision
   into either the (236+K) or (214+K) versions.  This also applies to
   the Puncher Weaving version of the Puncher Vision (so you could
   cancel a 4+K Vision into the 214+K or 236+K versions).
 - The 2nd hit of the Puncher Straight drops an opponent's guard.
   since it is a Critical Wire.
 - The Puncher Weaving makes Vanessa dodge high and mid-level attacks.


 ------------------------------------------------------------------------
 SETH                                                       [ Iori Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Hiji ate kara no hadou uchi
 N>4/6+D                Tomoe Nage

 6+A                    Tackle
 4+A                    Back Blow
 6+B                    Mae Age Geri
 4+B                    Sobat
 3+B                    Sliding

 236+P                  Sho-Yoh
 22+P                   Ashi-Tori
 41236+K                Doh-Kuzushi
 A>236+B                Raku-Getsu
 A>236+D                An-Getsu

 63214+K                Kyu-Getsu
 _6+K                   Ya-Getsu
 _2+K                   Gen-Getsu

 236236+P               "Morote"-Sho-Yoh
 2362314+K              Irimi-Nadazuki
 2363214+AC             DOH-TORI-SHICHIMONSATSU

 Super Cancels          (A) Sho-Yoh (either hit)
                        (C) Sho-Yoh
 Critical Wire          None.
 Counter Wire           (C) Sho-Yoh
 Striker Action         Final Agent

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C     -    C/-    C     C
    Standing Far        -     -     -     -     C
    Crouching           Cr    -     C     -      
    Upward Jump         s     -     s     -     s
    Diagonal Jump       s     -     s     -     s

 - The Tackle is a knockdown attack, and it is cancelable.
 - The Back Blow is cancelable.
 - The Mae Age Geri is cancelable; it can even cancel into the Tackle
   (although the Tackle no longer knocks down if this is the case).
 - The Sobat is an overhead attack, unless canceled into.
 - The Sliding is a low attack.  If canceled into, it becomes cancelable.
 - The Ashi-Tori reverses low attacks.  You can juggle your opponent
   after connecting this move.
 - The (B) Doh-Kuzushi reverses jumping attacks, special moves, and
   (S)DMs.
 - The (D) Doh-Kuzushi reverses mid-level attacks.  It does no damage,
   but reverses places with your opponent and leaves them open to
   attack momentarily.
 - The Raku-Getsu and An-Getsu are overhead attacks.
 - You can juggle your opponent after the Kyu-Getsu.
 - The Gen-Getsu, Sliding and Irimi-Nadazuki are low attacks.
 - The Doh-Tori-Shichimonsatsu reverses almost any attack, including
   jumping, high, mid-level and low attacks, as well as special moves
   and (S)DMs.


 ------------------------------------------------------------------------
 RAMON                                                      [ Iori Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Arm Whip
 N>4/6+D                Flying Mayor

 3+B                    Teikuu Drop Kick

 41236+P                Tiger Neck Chancery
 214+A<H                Feint Step (_Drop Kick)
 214+C<H                Feint Step

 623+K                  Rolling Sobat
 _623+K                 Flying Body Attack
  _22+P                 Hiki Okoshi

 41236+K                Somersault
 _ABC while dashing     Cancel

 421+K                  Tiger Road
 _D when near a wall    Cross Chop
 _ABC while dashing     Cancel

 2141236+K              El Diablo Amarillo Ramon
 (63214)x2+P            TIGER SPIN
                      
 Super Cancels          Hiki Okoshi (2nd hit)
 Critical Wire          None.
 Counter Wire           Rolling Sobat
 Striker Action         El Diablo Amarillo

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C     C     C     -
    Standing Far        Cr    -     -     -     -
    Crouching           Cr    C     C     C      

 - The Teikuu Drop Kick is a low attack.  If canceled into, it becomes
   cancelable but no longer hits low.  It can be canceled directly into
   an (S)DM, though.
 - The Rolling Sobat and Tiger Road are overhead attacks.
 - To use the Cross Chop, press D as Ramon touches the wall.
 - The Tiger Neck Chancery, Somersault, and Tiger Spin are unblockable.


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

 N>4/6+C                Leona Crush
 N>4/6+D                Ordeal Buckler
 N>A>2+C/D              Heidern Inferno

 4/6+B                  Strike Arch

 2.8+P                  Moon Slasher
 4.6+P                  Vortex Launcher
 4.6+K                  Ground Saber 
 4.6+D_6+D              Gliding Buster
 A>214+P                X Calibur
 214+K                  Earring Bakudan 1
 421+K                  Earring Bakudan 2: Heart Attack
 _421+K                 Kibaku
 _occurs automatically  Kibaku

 236236+P               Grateful Dead
 2141236+K              Rebel Spark
 A>2362314+P            V SLASHER
                                    
 Super Cancels          Gliding Buster
 Critical Wire          None.
 Counter Wire           None.
 Striker Action         Killer Touch

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr   C/C   C/C    s
    Standing Far        -r    -     C     -     s
    Crouching           Cr    -r    C     -      
    Upward Jump         -     s     -     s     s
    Diagonal Jump       -     s     -     s     s

 - The Strike Arch is both a knockdown and an overhead attack.  If
   canceled into, it loses these properties but can be canceled into
   the X Calibur or V Slasher.
 - You can juggle your opponent after the Ground Saber (if they're in
   the corner), the Earring Bakudan 1, or the time-delayed Kibaku.
 - The Heart Attack won't hit unless it's done from up close, but
   it can be blocked.  When this move is used, Leona plants an
   explosive on her opponent.  It will shine for a few seconds
   before exploding (or, you can use the Kibaku command to make it
   automatically explode).
 - What's more, Leona recovers before her opponent does, so you can
   combo off of this move.
 - Although the bomb can explode at any time (even when your opponent is
   lying on the floor), that doesn't necessarily mean it will hit for
   damage.  For example, if your opponent is in the middle of getting
   up off the floor, the explosion will do no damage.


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

 N>4/6+C                Dynamite Headbutt
 N>4/6+D                Northern Light Bomb

 623+P_623+P            Vulcan Punch
 _H>6                   Move Forward
 236236+P               Galactica Phantom
 4.6+P                  Gatling Attack
 2.8+P                  Kyuukouka Bakudan Punch (Chijou)
 A>236+P                Kyuukouka Bakudan Punch (Kuuchuu)
 41236+K                Super Argentine Backbreaker
 63214+B                Ralf Kick
 63214+D                Ralf Tackle

 2141236+K              Umanori Vulcan Punch
 2363214+P              BARIBARI VULCAN PUNCH

 Super Cancels          Gatling Attack (2nd hit)
 Critical Wire          Galactica Phantom
 Counter Wire           None.
 Striker Action         Galactica Phantom

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       -     -     C     -     s
    Standing Far        -     -     -     -     s
    Crouching           Cr    -     C     C      
    Upward Jump         -     -     C     -     s
    Diagonal Jump       -     -     -     -     s

 - During the Vulcan Punch, you can input 623+P again to make Ralf
   continue to attack for a second or two longer than usual.
 - The Galactica Phantom is unblockable.  This move has autoguard on
   the very last frames before Ralf attacks, when he is fully hunched
   over.
 - The Kyuukouka Bakudan Punch can hit an opponent who is lying on the
   ground.
 - The Super Argentine Backbreaker is unblockable.


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

 N>4/6+C                Nageppanashi German
 N>4/6+D                Fisherman Buster
 N>A>2+C/D              Death Lake Drive

 6+B                    Stomping

 4.6+P                  Gatling Attack 
 4.6+C_623+P            Gatling Attack (_Napalm Stretch)
 _236+P                 Flashing Elbow

 623+P                  Napalm Stretch
 _236+P                 Flashing Elbow
 623+K                  Frankensteiner
 _236+P                 Flashing Elbow
 41236+K                Super Argentine Backbreaker
 _236+P                 Flashing Elbow

 41236+P                Mount Tackle
 _22+K                  Rolling Cradle
 _22+A                  Clark Lift
 _22+C                  Sleeper Lift (D.D.T.)
  _236+P                Flashing Elbow
 
 (41236)x2+K            Running Three
 (63214)x2+P            ULTRA ARGENTINE BACKBREAKER

 Super Cancels          None.
 Critical Wire          None.
 Counter Wire           None.
 Striker Action         Ultra Argentine Backbreaker

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       -     Cr   C/-    -     s
    Standing Far        -     -r    -     -     s
    Crouching           C     -     -     -      

 - The Stomping can be canceled directly into an (S)DM.
 - You can cancel the (C) Gatling Attack into the Napalm Stretch on the
   third hit.
 - Even if you follow up a throw with the Flashing Elbow, Clark will
   simply stop running if his opponent ends up too far away from him.
 - The Napalm Stretch, Frankensteiner, Super Argentine Backbreaker,
   Ultra Argentine Backbreaker, and Running Three are unblockable.


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

 N>4/6+C                Lead Belcher
 N>4/6+D                Backstabbing
 N>A>2+C/D              Heidern Inferno

 6+B                    Shooter Narnagel

 236+P                  Cross Cutter
 623+P                  Moon Slasher
 623+K                  Neck Rolling
 63214+P                Storm Bringer
 63214+K                Killing Bringer

 236236+P               FINAL BRINGER
 2141236+K              HEIDERN END

 Super Cancels          (A) Moon Slasher
 Critical Wire          None.
 Counter Wire           Standing CD
 Striker Action         Clearing Moon Slasher

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       -r    Cr   -/C    C     s
    Standing Far        -r    -     -     -     -
    Crouching           Cr    -r    C     C      

 - The Shooter Narnagel is an overhead attack.  If canceled into, it
   loses this feature, but becomes cancelable on the first hit.
 - The Cross Cutter now knocks an opponent down.  However, Heidern can
   still catch a falling opponent with moves like the Neck Rolling and
   Final Bringer.
 - Heidern will regain lost life during the "Bringer" moves.  The
   Killing Bringer seems to restore a variable amount of life, though.
 - The Killing Bringer reverses jumping and high attacks, as well as
   special moves and (S)DMs.  Note that it only reverses moves when
   Heidern is hit in his final pose (with his fingers splayed).
 - The Storm Bringer is unblockable.


 ------------------------------------------------------------------------
 TERRY BOGARD                                         [ Fatal Fury Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Grasping Upper
 N>4/6+D                Buster Throw

 6+A                    Hammer Punch
 3+C                    Rising Upper

 236+A                  Power Wave
 236+C                  Round Wave
 623+K                  Power Dunk
 214+P                  Burn Knuckle
 214+K                  Crack Shoot
 2.8+P                  Rising Tackle

 236236+K               High Angle Geyser
 21416+P                POWER GEYSER

 Super Cancels          Round Wave
                        Rising Tackle (1st hit)
 Critical Wire          None.
 Counter Wire           None.
 Striker Action         Dunk Geyser

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C     C    C/C    C     C
    Standing Far        Cr    -     -     -     C
    Crouching           Cr    Cr    C     C      

 - The Hammer Arch is an overhead attack.  If canceled into, it loses
   this feature, but becomes cancelable.
 - The Rising Upper is cancelable.
 - The Round Wave is cancelable into other special moves (like the
   Crack Shoot), or even into itself.


 ------------------------------------------------------------------------
 ANDY BOGARD                                          [ Fatal Fury Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Gourin Kai
 N>4/6+D                Kakaekomi Nage

 6+B                    Uwa Agito
 3+A                    Age Men

 214+A                  Hishou Ken
 214+C                  Geki Hishou Ken
 623+P                  Shouryuu Dan
 41236+K                Kuuha Dan
 N>41236+P              Gekiheki Haisui Shou

 16+P                   Zan'ei Ken
 _236+P                 Shippuu Ouken

 A>236+K                Gen'ei Shiranui
 _P upon landing        Gen'ei Shiranui: Shimo Agito
 _K upon landing        Gen'ei Shiranui: Uwa Agito

 2141236+P              Zan'ei Ryuusei Ken
 21416+K                CHOU REPPA DAN

 Super Cancels          (A) Shouryuu Dan (1st hit)
                        (A) Zan'ei Ken
                        Shippuu Ouken
                        Gen'ei Shiranui: Shimo Agito
 Critical Wire          None.
 Counter Wire           None.
 Striker Action         Shippuu Zan'ei Ken

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C    C/C    -     C
    Standing Far        -     -     -     -     C
    Crouching           Cr    Cr    C     -      
    Upward Jump         s     -     s     -     -
    Diagonal Jump       s     -     s     -     -

 - The Age Men is cancelable on the first hit.
 - The Uwa Agito is an overhead attack.  If canceled into, it loses
   this feature, but becomes cancelable (into the Gen'ei Shiranui).
 - The Gekiheki Haisui Shou is unblockable.  You can juggle an opponent
   after this move.
 - The Gen'ei Shiranui: Shimo Agito is a low attack.
 - The Gen'ei Shiranui: Uwa Agito is an overhead attack.


 ------------------------------------------------------------------------
 JOE HIGASHI                                          [ Fatal Fury Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Hiza Jigoku
 N>4/6+D                Leg Throw

 6+B                    Low Kick
 3+B                    Sliding

 41236+P                Hurricane Upper
 41236+K                Slash Kick
 623+K                  Tiger Kick
 214+K                  Ougon no Kakato
 T>P                    Bakuretsu Ken
 _236+P                 Bakuretsu Finish

 2362314+P              Bakuretsu Hurricane Tiger Kakato
 236236+K               Shijou Saikyou no Low Kick
 2369+K                 Ougon no Tiger Kick
 236236+P               SCREW UPPER

 Super Cancels          Tiger Kick (1st hit)
                        (A) Bakuretsu Finish
                        Ougon no Tiger Kick (1st hit)
 Critical Wire          None.
 Counter Wire           None.
 Striker Action         Shijou Saikyou no Low Kick

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C     C     C     C     s
    Standing Far        -r    C     -     -     s
    Crouching           Cr    -r    -     C      

 - The Low Kick is cancelable.
 - The Sliding is a low attack.  If canceled into, it loses this feature.
 - The (A) Bakuretsu Finish is an overhead attack.
 - The Shijou Saikyou no Low Kick is a low attack.  If this counter hits
   in the corner, you can juggle your opponent with a Tiger Kick.
 

 ------------------------------------------------------------------------
 BLUE MARY                                            [ Fatal Fury Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Victor Nage
 N>4/6+D                Head Throw

 4/6+A                  Hammer Arch
 4/6+B                  Double Rolling
 1+B                    Climbing Arrow

 236+P                  Spin Fall
 _236+P                 M. Spider

 623+K                  Vertical Arrow
 _623+K                 M. Snatcher

 4.6+K                  Straight Slicer
 _236+K                 Crab Clutch

 214+P                  Real Counter
 _41236+P               Backdrop Real
 _41236+K               Head Crush

 214+B                  M. Reverse Facelock
 214+D                  M. Head Buster

 2363214+P              M. Splash Rose
 A,A,6,B,C              M. Dynamite Swing
 A,A,4,B,C              M. DYNAMITE SWING

 Super Cancels          (B) Vertical Arrow (1st hit)
                        (B) Straight Slicer
 Critical Wire          None.
 Counter Wire           None.
 Striker Action         Rapid Spider

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr   C/C   -/C    s
    Standing Far        Cr    C    C/C    -     s
    Crouching           Cr    Cr    C     -      
        
 - The Hammer Arch is an overhead attack.  If canceled into, it loses
   this feature, but becomes cancelable.  It can be canceled directly
   an (S)DM, though.
 - The 2nd hit of the Double Rolling is a low attack and it is also
   cancelable.
 - The Climbing Arrow is cancelable.
 - The Spin Fall is an overhead attack.
 - The Straight Slicer is a low attack.
 - Mary is invincible to attack during the Real Counter.
 - The Backdrop Real and Head Crush are unblockable.
 - The M. Reverse Facelock reverses jumping attacks, special moves,
   and (S)DMs.
 - The M. Head Buster reverses high and mid-level attacks.  A hit
   opponent can be juggled afterwards.
 - Since Mary's Dynamite Swing has a button-press input, it can super
   cancel out of most attacks, including uncancelable moves (like Mary's
   far standing D), special moves (the D Straight Slicer), and even the
   M. Splash Rose (you can do it after she finishes all 8 hits, even)!


 ------------------------------------------------------------------------
 RYO SAKAZAKI                                    [ Art of Fighting Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Tani Otoshi
 N>4/6+D                Tomoe Nage

 6+A                    Hyouchuu Wari
 6+B                    Joudan Uke
 3+B                    Gedan Uke

 236+A                  Ko'ou Ken
 623+P                  Kohou
 646+P                  Zanretsu Ken
 214+P                  Kohou Shippuu Ken
 236+K                  Mouko Raijin Setsu
 63214+K                Hien Shippuu Kyaku

 641236+P               Haou Shoukou Ken
 236236+P               Tenchi Haou Ken
 2363214+P              Ryuuko Ranbu
 236+C_A                RYUUKO RANBU

 Super Cancels          (A) Kohou
                        (A) Kohou (1st hit)
                        Kohou Shippuu Ken (1st-2nd hit)
 Critical Wire          (A) Zanretsu Ken
 Counter Wire           None.
 Striker Action         Tenchi Haou Ken

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C     C     C     C
    Standing Far        Cr    -     -     -     C
    Crouching           Cr    -r    C     C      

 - The Hyouchuu Wari is an overhead attack.  If canceled into, it
   loses this feature.
 - The Joudan Uke will autoguard against high and mid-level attacks.
   If the autoguard is triggered, this move becomes cancelable.
 - The Gedan Uke works in the same way, but only against low attacks.
 - The (A) Kohou hits twice on a counter hit.
 - The Zanretsu Ken has autoguard.
 - The Kohou Shippuu Ken and Tenchi Haou Ken do greatly increased
   damage on a counter hit.
 - The Mouko Raijin Setsu is an overhead attack.
 - Performing the SDM Ryuuko Ranbu is a bit tricky.  Simply entering
   236+C and then pressing A won't work, since Ryo's standing C pose
   has too much recovery time.  To get around this, you can either
   combo into the move (for example, a close C interrupted by 236+C_A,
   or you can perform it during another attack, even if it whiffs.
   For example, you could enter the command during a far standing B
   or an AB roll, then hit A just as you come out and Ryo will do
   the Ryuuko Ranbu.  Supercanceling from the Kohou or Kohou Shippuu
   Ken is another easy way to perform this move.


 ------------------------------------------------------------------------
 ROBERT GARCIA                                   [ Art of Fighting Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Ryuuchou Kyaku
 N>4/6+D                Kubikiri Nage

 4+A                    Uraken
 6+A                    Kouryuu Koukyaku Geri
 3+B                    Nidan Sokutou Geri
 4/6+B                  Ryuu Hanshuu
 A>3+K                  Hien Ryuujin Kyaku

 236+P                  Ryuugeki Ken
 623+P                  Ryuuga
 646+K                  Gen'ei Kyaku
 16+K                   Hien Senpuu Kyaku 
 N>63214+K              Kyokugen-ryuu Renbu Kyaku

 641236+P               Haou Shoukou Ken
 236236+P               Hairyuuga
 2363214+P              RYUUKO RANBU

 Super Cancels          Ryuuga (1st hit)
                        Kyokugen-ryuu Renbu Kyaku (4th hit)
 Critical Wire          Kyokugen-ryuu Renbu Kyaku (4th hit)
 Counter Wire           None.
 Striker Action         Ryuuren Moushuu

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C     C     C    C/-    s
    Standing Far        -r    -     -     -     s
    Crouching           Cr    Cr    C     C      
    Upward Jump         -     -     c     c     -
    Diagonal Jump       -     -     c     c     -

 - The Uraken is cancelable.  You can juggle your opponent afterwards.
 - The Kouryuu Koukyaku Geri is an overhead attack.  If canceled into,
   it loses this property.
 - The Nidan Sokutou Geri is a low attack.  If canceled into, it loses
   this property, but the first hit becomes cancelable.
 - The Ryuu Hanshuu is cancelable.
 - The (A) Ryuuga hits twice on a counter hit.
 - Surprisingly, Kyokugen-ryuu Renbu Kyaku is blockable.  Not only can
   you juggle your opponent after this move finishes, but the last hit
   will drop an opponent's guard (since it is a Critical Wire).
 - Robert's jumping CD hits twice on a counterhit.  However, you cannot
   juggle an opponent if they take both hits.


 ------------------------------------------------------------------------
 YURI SAKAZAKI                                   [ Art of Fighting Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Oni Harite
 N>4/6+D                Silent Nage
 N>A>2+C/D              Tsubame Otoshi

 6+A                    En Yoku
 6+B_6+B                Senkai Kyaku

 236+P                  Ko'ou Ken
 236+H>P                Haou Shoukou Ken
 236+K                  Raiou Ken
 623+P                  Yuri Chou Upper
 623+C_623+P            Double Yuri Chou Upper
 214+P<H                Yuri Chou Knuckle
 214+K                  Yuri Chou Mawashi Geri
 632146+K               Hyakuretsu Binta

 236236+K               Shin! Chou Upper
 2363214+K              HIEN HOU'OU KYAKU
 A,A,6,B,C              YURI CHOU ENBU

 Super Cancels          Yuri Chou Upper (1st hit)
                        Senkai Kyaku (1st-3rd hit)
 Critical Wire          None.
 Counter Wire           None.
 Striker Action         Hien Rekkou

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C     C     C     s
    Standing Far        Cr    -     -     -     s
    Crouching           Cr    -r    C     C      

 - The En Yoku is an overhead attack, unless canceled into.
 - Delaying the Yuri Chou Knuckle increases the amount of damage that
   it does.
 - The Hyakuretsu Binta is unblockable.
 - The Yuri Chou Enbu is unblockable.  There is a random chance that
   this move will do increased damage.  When this happens, Yuri's
   recovery pose changes (she has her back facing the screen, instead
   of giving the "victory" sign with her hands).
 - Since the Yuri Chou Enbu has a button-press input, it can super
   cancel out of most attacks, including uncancelable moves (like
   Yuri's far standing C or the Shin! Chou Upper).
 - Yuri's intro is actually a parody of Felicia's intro from Vampire
   Savior.  That's why she says, "Meow, meow!" while getting up. :)


 ------------------------------------------------------------------------
 TAKUMA SAKAZAKI                                 [ Art of Fighting Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Oosotogari
 N>4/6+D                Ippon Seoi

 6+A                    Oniguruma
 4+A                    Hisha Otoshi: Dan Tsubushi
 6+B                    Kawara Wari
 3+B                    Keima Uchi: Oiuchi

 236+P                  Ko'ou Ken
 214+P                  Mouko Burai Gan
 646+P                  Zanretsu Ken
 63214+K                Shouran Kyaku
 1.6+K                  Hien Shippuu Kyaku

 641236+P<H             Haou Shikou Ken
 N>236236+P             Shin Kishin Geki
 2363214+P              RYUUKO RANBU

 Super Cancels          Mouko Burai Gan
 Critical Wire          None.
 Counter Wire           None.
 Striker Action         Chou Hissatsu: Tengu Shikou Ken

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C     Cr    C     -     s
    Standing Far        -r    -     -     -     s
    Crouching           Cr    Cr    C     C      

 - The Oniguruma is a knockdown attack.  If canceled into, it loses
   this feature.  Either way, it is also cancelable.
 - The Kawara Wari is an overhead attack.  If canceled into, it loses
   this feature, but becomes cancelable.
 - The Keima Uchi is a low attack that knocks down hit opponents.
   If canceled into, it loses it's knockdown property, but becomes
   cancelable.  This move can also be used to hit an opponent who
   is lying on the ground.
 - The Hisha Otoshi can destroy one-hit projectiles (normal, DM, or
   otherwise).  If canceled into, it becomes cancelable.
 - The Mouko Burai Gan no longer drops an opponent's guard.
 - You can juggle your opponent after the (D) Hien Shippuu Kyaku.
 - You can hold P during the Haou Shikou Ken to increase the amount of
   damage it inflicts.
 - The Shouran Kyaku and Shin Kishin Geki are unblockable.


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

 N>4/6+C                Hold Rush
 N>4/6+D                Hook Buster

 6+B                    Trap Kick
 3+D                    Sliding

 236+B                  Venom Strike
 236+D                  Double Strike
 623+K                  Trap Shot
 63214+P                Mirage Kick
 63214+K                Tornado Kick '95
 N>41236+P              Mirage Dance

 4632+K                 Surprise Rose
 2363214+K              ILLUSION DANCE

 Super Cancels          Mirage Kick (1st-3rd hit)
 Critical Wire          None.
 Counter Wire           None.
 Striker Action         Trap Rush

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    -     C    C/C    s
    Standing Far        -r    -     -     -     s
    Crouching           Cr    -r    C     -      

 - The Trap Kick is an overhead attack.  If canceled into, it loses
   this property, however.
 - The Sliding is a low attack.
 - The "diving" hit of the Surprise Rose is an overhead attack.
 - The Mirage Dance is unblockable.


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

 N>4/6+C                Shiranui Gourin
 N>4/6+D                Fuusha Kuzushi
 N>A>2+C/D              Yume Zakura

 6+B                    Koku'en no Mai
 3+B                    Benitsuru no Mai
 A>1~3+A                Dairin Fuusha Otoshi
 A>2+B                  Ukihane
 A>1~3+D                Yusura Ume
 7 near a wall_9        Sankaku Tobi

 236+P                  Kachou Sen
 214+P                  Ryuu Enbu
 214+K_214+P            Sayo Chidori (_Ryuu Enbu)
 41236+K                Hissatsu Shinobi Bachi
 A>214+P                Musasabi no Mai (Kuuchuu)
 2.7~9+H>P              Musasabi no Mai (Chijou)

 2.7~9+P_4/6            Musasabi no Mai (Chijou)
 _214+P                 Musasabi no Mai (Kuuchuu)
 _N>2+D                 Toki Tsubute (opponent must be in air)
 _2+P                   Yusura Ume
 _2+K                   Ukihane 

 236236+P               Hana Arashi
 214214+P               Hou'ou no Mai
 2141236+K              CHOU HISSATSU SHINOBI BACHI

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C     Cr    C     C     s
    Standing Far        -     -     -     -     s
    Crouching           -r    -r    C     -      
    Upward Jump         -     -     -     C     C
    Diagonal Jump       C     -     C     C     C

 Super Cancels          (C) Ryuu Enbu (1st hit)
 Critical Wire          None.
 Counter Wire           None.
 Striker Action         Mizudori no Mai

 - The Dairin Fuusha Otoshi is a knockdown attack and is cancelable.
   It is not an overhead attack, though.
 - The Koku'en no Mai is an overhead attack.  If canceled into, it
   becomes cancelable.
 - The Benitsuru no Mai is a low attack.  If canceled into, it becomes
   cancelable (on the first hit).
 - Both the Ukihane and Yusura Ume are overhead and knockdown attacks.
 - If you cancel the Sayo Chidori into the Ryuu Enbu, it becomes a
   knockdown attack.  You can't super cancel the (C) Ryuu Enbu this
   way, either.
 - The Toki Tsubute is unblockable.


 ------------------------------------------------------------------------
 HINAKO SHIJOU                                           [ Women's Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Tasuki Nage
 N>4/6+D                Uwate Nage

 3+A                    Maemitsu Tataki
 3+D                    Ketaguri

 T>P                    Tsukidashi
 214+P                  Tsuki Otoshi
 623+K                  Yorigiri
 41236+K                Kote Nage
 632146+K               Kake Nage

 632146+P               Gaburi Yori
 _412+K                 Ketaguri
 _632+P                 Hatakikomi

 236236+P               Dai Ichiban
 (41236)x2+K            GASSHOU HINERI

 Super Cancels          Gaburi Yori
                        Ketaguri (_412+K version)
 Critical Wire          Hatakikomi
 Counter Wire           Teppou Hinako (if only the last hit connects)
 Striker Action         Teppou Hinako

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C     C     C     C
    Standing Far        -r    -r    -     C     C
    Crouching           C     -r    C     C      

 - The Maemitsu Tataki is cancelable on either hit.
 - The (3+D) Ketaguri is a low attack and is cancelable.
 - The Tsuki Otoshi has autoguard before the first hit.  The 2nd hit
   is a knockdown attack.
 - The Gaburi Yori won't grab from up close.  Like the Gasshou
   Hineri, Hinako moves forward before making a grab attempt.
 - During the Gaburi Yori, you can perform any other special move,
   excluding another Gaburi Yori.  Or, you can supercancel into the
   Oo Ichiban or Gasshou Hineri.
 - However, if you mistime the input, Hinako will be hit by her
   opponent and take damage.  If you simply input the Gaburi Yori and
   do nothing, Hinako will be attacked but will defend herself.
 - The Kake Nage and Gaburi Yori are unblockable.


 ------------------------------------------------------------------------
 XIANGFEI LI                                             [ Women's Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Kadoma
 N>4/6+D                Ryokuchi Kou'en

 6+A                    Soushouda
 6+B                    Kyuuho: Kousentai
 3+D                    Fukuho: Kousentai

 236+P                  Nanpa
 623+K                  Tenpou Zan
 236+B_236+B            Senri Chuu'ou  (_Kankuu)
 236+D                  Senri Chuu'ou: Shinsaiha
 foe attacks_A_8/6/2    Esaka

 632146+P               Banpaku Kou'en
 _214+P                 Eikishuhou

 AC_43+C_4+C            Chou Pai Long
 2363214+K              DAI TETSUJIN
 (62314)x2+K            MAJINGA

 Super Cancels          Tenpou Zan (1st hit)
                        Esaka (A_6 or A_2 version)
                        Eikishuhou
 Critical Wire          Chou Pai Long (3rd input)
 Counter Wire           None.
 Striker Action         Chou Pai Long Ni

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C     Cr    C     C     s
    Standing Far       C/C    -     -     -     s
    Crouching           Cr    -r    C     C      

 - The Soushouda is an overhead attack.  If canceled into, it loses
   this feature, but becomes cancelable.
 - The Kyuuho: Kousentai is a low attack.  If canceled into, it becomes
   cancelable.
 - The Fukuho: Kousentai is a low attack.
 - In the corner, you can juggle your opponent after the (C) Nanpa.
 - Xiangfei's Esaka is a reversal move, but it doesn't work like most
   other reversal moves do.  While your opponent is currently making
   an attack _that can hit_, you can perform this move.  For example,
   you couldn't use the Esaka during the start of Heidern's far standing
   D kick because only the ending animation can actually hit you.
 - While your opponent is attacking, press A and then _immediately_
   press in the desired direction.  Pressing 8 catches jumping attacks
   and (S)DMs, while 6 catches standing attacks and special moves.
   Pressing 2 catches attacks.
 - Only the appropriate type of Esaka can be used, so if someone attacks
   with a crouching sweep and you input A_8, nothing will happen.
   However, you can input the command from anywhere on screen (even
   though this is pretty useless if your opponent is nowhere near you).
 - Also, the Esaka has autoguard before Xiangfei attacks (but she can
   still be hit out of the beginning of the Esaka animation).
 - The last input of the Chou Pai Long will drop an opponent's guard.
   since it is a Critical Wire.
 - The SDM Majinga normally hits 103 times.  However, there is a
   random chance that it will hit 2001 times, although the damage
   increase is not that much greater than normal.
 - The Senri Chuu'ou, Shinsaiha, Banpaku Kou'en, and Majinga are
   unblockable.


 ------------------------------------------------------------------------
 KULA DIAMOND                                              [ Nests Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Ice Coffin
 N>4/6+D                Behind Rush

 6+A                    One Inch
 3+B                    Slider Shoot
 3+C                    Critical Ice

 236+P                  Diamond Breath
 623+P                  Crow Bites
 214+P                  Counter Shell
 214+K                  Ray Spin
 _6+B                   Tsuika Kougeki (Stand)
 _6+D                   Tsuika Kougeki (Sit)

 236236+P               DIAMOND EDGE
 (63214)x2+AC           FREEZE EXECUTION

 Super Cancels          One Inch
                        (C) Crow Bites (1st hit)
                        (B) Tsuika Kougeki (1st hit)
                        (D) Tsuika Kougeki
 Critical Wire          None.
 Counter Wire           One Inch
                        Critical Ice
                        (only if the 1st hit is the only one to connect)
                        Counter Shell
 Striker Action         Slider Crow Bites

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr   -/-   C/C   -/C    s
    Standing Far        Cr   -/-    C     -     s
    Crouching           C     Cr    -     C      

 - The One Inch is a knockdown attack.  If canceled into, it loses this
   feature, but becomes cancelable.  It can be canceled directly into
   an (S)DM, though.
 - The (A) Diamond Breath knocks an opponent over.  You can hit your
   opponent after either version connects, however.
 - The Counter Shell can be used to absorb normal and SDM projectiles,
   as well as Striker projectiles.  Kula will respond by firing an
   icicle across the screen (the same as her Tsuika Kougeki: Stand
   attack).
 - The Slider Shoot and Tsuika Kougeki (Sit) are low attacks.
 - You can juggle an opponent after the Tsuika Kougeki, but only on
   a counter hit (otherwise, Kula doesn't recover fast enough).
 - The Tsuika Kougeki (Stand) also produces a projectile when used.
 - When you use the Freeze Execution, you can get the most hits if
   your opponent is in the corner of the screen where Kula is (so if
   Kula is in the far left corner and uses this move, you'd take the
   most damage if you were in the far left corner next to her).  You
   can tell where the high-damage area is because the "white" part
   juts further down into the playing field).  Remember that if Kula
   is facing in the opposite direction, the white area is reversed
   as well.
     

 ------------------------------------------------------------------------
 FOXY                                                      [ Nests Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Daisan no Kagi
 N>4/6+D                Daijuuni no Kagi

 6+A                    Nanatsu no Kinzoku
 3+A                    Nanatsu no Koubutsu
 6+B                    Nanajuu no Junkan
 3+B                    Nanajuu no Jouryuu

 236+P                  Unicorn no Tsuno
 623+P                  Prenylnium
 623+K                  Taiki no Shoukei
 236+K                  Chie no Ki
 _6+P while sliding     Getsu no Shirogane
     
 63214+P                Hajimari no Ki
 _P                     Noah no Kioku
 _4+K                   Nanajuu no Hoshi

 236236+P               Hakuchou no Uta
 _2+K while dashing     Chishiki no Bon
 _6+P while dashing     Getsu no Shirognae

 A>236236+AC            WAKUSEI NO INORI
 (236236)x2+BD          MITSUBACHI

 Super Cancels          (A) Prenylnium (1st hit)
                        Hajimari no Ki
                        Chishiki no Bon (3rd hit)
                        Getsu no Shirogane (from 236+K)
                        Getsu no Shirogane (2nd hit from 236236+P)
 Critical Wire          None.
 Counter Wire           Standing CD
                        Jumping CD
 Striker Action         Getsu no Shirogane

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr   C/C   -/-    C
    Standing Far        -r    -r    -     -     C
    Crouching           -r    Cr    C     -      
    Upward Jump         S     -     -     S     -
    Diagonal Jump       S     -     -     S     -
                       
 - The Nanatsu no Kinzoku is cancelable if canceled into.
 - The Nanatsu no Koubutsu is cancelable.
 - You can cancel the Nanatsu no Kinzoku into the Nanatsu no Koubutsu.
 - The Nanatsu no Junkan and Nanajuu no Hoshi will autoguard against
   high and mid-level attacks.  If the autoguard is triggered, this
   move becomes cancelable.
 - The Nanajuu no Jouryuu works in the same way, but only against
   low and some mid-level attacks.
 - The Unicorn no Tsuno does no damage.  However, a hit character is
   momentarily stunned and is left open to attack.
 - The Taiki no Shoukei is a teleportation move.  You can cancel this
   move's animation into Foxy's 6+B or 3+B moves, or into any special
   move or the Hakuchou no Uta (this is not a supercancel).
 - The Chie no Ki and Chishiki no Bon are low attacks.
 - The Getsu no Shirogane is an overhead attack (but the Striker
   version is not).
 - The Chishiki no Bon will drop an opponent's guard on the 2nd hit
   if they are blocking low.  The last hit is cancelable and super
   cancelable, and you can juggle a hit opponent in the corner.
 - The Wakusei no Inori makes a row of slash-marks hit the opponent
   from behind.  Your opponent must block backwards (by holding
   forward), or they will be hit.
 - When you perform the Mitsubachi, Foxy will automatically forfeit
   the round if her attack misses or is blocked.  If it hits, then
   both characters are killed and the round ends in a draw.


 ------------------------------------------------------------------------
 K9999  (pronounced "kay four nine")                       [ Nests Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Kieroo!
 N>4/6+D                Itsumade yondendayoo!

 6+A                    Urusee-!

 236+P                  Acchi he itteroo!
 623+P                  Wareroo!

 1632143+P              Tsuki...
 1632143+K              Temee mo oucchimae!!
 263+ABCD               CHIKARA GA...KATTE NI...UWAAAA!!
 
 Super Cancels          (A) Acchi he itteroo! (3rd-4th hits)
                        (C) Acchi he itteroo! (1st-4th hits)
                        Wareroo!
                        Urusee-! (1st-3rd hits only)
 Critical Wire          Ore ni meirei sunna-!!  (if CD attack hits)
 Counter Wire           None.
 Striker Action         Ore ni meirei sunna-!!

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr  C/C/C   -     C
    Standing Far        -r    -r   -x6    -     C
    Crouching           Cr    Cr   -/-    -      

 - At the proper distance from your opponent, the 163214+K super will
   hit nine times instead of the usual five (the first four shots
   register as two hits apiece).  The spacing on this is difficult;
   it's somewhere between being half-a-screen away and being a full
   screen away from your opponent.
 - The 263+ABCD super can hit opponents who are falling towards the
   floor.
 - Strangely enough, K9999's crouching (D) can be canceled into, just
   like a command attack.  For example, you could press 2+D during his
   near standing (C) and interrupt it on any hit, or combo into it
   from his standing close (B), etc.
 - While K9999's crouching (D) doesn't knock down, his crouching (C)
   does, on the second hit.
 - K9999's standing (D) is an overhead attack.  It's also a knockdown
   attack, and it can hit an enemy who is lying on the ground.


 ------------------------------------------------------------------------
 ANGEL                                                     [ Nests Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Go Go For Ten Girl
 N>4/6+D                Starlit Field

 A>1~3+D                At The Wasteland
 6+B                    Senseless Chatter

 214+P                  Repun Kamuy                          (S)
 41236+K                Beyond The Frames                    (S)
 63214+K                Red Sky of Japonesia
 N>421+K                Mad Murder Roulette
 3+K                    Formalists' Blue
 _P                     Welcome To Ryuugu                    (S)
 _K                     Citizen of the World                 (S)

 From (S)tart:
 8+P                    Bye Bye Ryuugu                       (M)
 8+K                    Shelter From The Storm               (M)
 6+P                    Buggy And Coffin                     (M)
 6+K                    With A Lamp For The Pathway          (M)
 2+P                    A Train To See Cherry Blossoms       (M)
 2+K                    Impotent Symptom                     (M)

 From (M)idst:
 66+P                   Crown Under the Sky                   (E)
 66+K                   State of Heat Haze                    (E)
 214+P                  A Full Moon Evening                   (E)
 41236+K                Light Your Cycle                      (E)
 63214+K                Red Sky of Japonesia                  (E)
 421+K                  A Garden To Play With Ghosts          (E)
 4623+P                 THE UNIDENTIFIED VICTIM CONSCIOUSNESS (E)

 4623+K                 Royality Test For the Liberalists

 Super Cancels          None.
 Critical Wire          None.
 Counter Wire           None.
 Striker Action         Beyond the Frames

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    -r    C     C     s
    Standing Far        Cr    -r    -     -     s
    Crouching           Cr    -r    C     C      
    Upward Jump         c     -     c     c     -
    Diagonal Jump       c     -     c     c     -

 - You can cancel a mid-air attack into "At the Wasteland," which isn't
   that surprising, except that it will actually combo.
 - The "Senseless Chatter" is cancelable on the second hit.  If you
   cancel into it, then it becomes cancelable on either hit.
 - The (A) Repun Kamuy will knock an opponent away from you.
 - The (C) Repun Kamuy keeps an opponent standing.  It will also drop
   their guard if blocked (and some moves, like her 8+P/K, are fast
   enough to combo in after you drop your opponent's guard).
 - When you use the "Beyond the Frames", Angel will run forward.  If
   she gets close enough to her opponent, she'll warp behind them.
   However, if she runs for too long, she won't warp at all and
   will simply stop in front of her enemy.  You can cancel this move
   into itself repeatedly.
 - Canceling the "Beyond the Frames" into one of the (M) moves is
   another story.  For the (D) version, you can simply enter the
   command while she's running (before she warps).  For the (B)
   version, enter the command as she nears her opponent.  She will
   tackle them, warp to their other side (if possible), and then do
   the attack that you just input.
 - During the "Red Sky of Japonesia" (the 63214+K version), Angel
   will warp forward.  If she gets close enough to her opponent
   before the warp is over, she'll get them in a leg hold.  If she
   can't get close enough (or if your opponent is blocking), then
   she comes out of the warp without attacking.
 - You can juggle an opponent after "Mad Murder Roulette."  If they're
   in the corner, you can do whatever you like, but out in the open,
   the only thing that will catch them is the "Red Sky of Japonesia."
 - The "Formalists' Blue" has the same cancelable properties as a
   special move.  This means that you can cancel into it from a command
   attack, like the "Senseless Chatter."
 - "Welcome to Ryuugu" will combo from the "Formalists' Blue."  However,
   "Citizen of the World" will not, although it is an overhead attack.
 - Both "A Train to See Cherry Blossoms" and "Impotent Symptom" hit low.
 - The "Impotent Symptom" will hit an opponent who is lying on the floor.
   If they were knocked down as the result of a previous (M) move, then
   they will be knocked back into a standing position.
 - "Buggy and Coffin," "With a Lamp for the Pathway," and the second
   hit of "State of Heat Haze" are all overhead attacks.
 - You can juggle your opponent after "Crown Under the Sky."
 - "State of Heat Haze" is an overhead attack.
 - "A Full Moon Evening" is unblockable.  You can cancel the start-up
   animation into "The Unidentified Victim Consciousness," if you like.
   This move does much more damage on a counter hit.
 - "A Garden To Play With Ghosts" functions just like the "Mad Murder
   Roulette" (see above).  However, Angel backsteps before attempting
   to throw, making this move difficult to land.
 - Angel's (4623+K) move reverses almost any attack (jumping, high, mid,
   and low), as well as special moves and (S)DMs.  There are two versions
   of this move; one if you reverse a mid-air attack, and one if you
   reverse a ground attack.  You can juggle your opponent after the
   ground version.
 - Angel's jumping (C) is designed to be used when jumping over your
   opponent, like Iori's Yuri Ori.
 - Angel has the ability to chain together certain attacks.  It may
   seem complicated, but the rules are rather simple.  Simply perform
   an attack marked with an (S), and during it, perform an (M) attack.
 - You then have two options; perform an (E) move during the (M) attack,
   or chain it into another (M) attack and keep chaining.
 - When chaining (M) attacks, there are three basic rules:

     1.  You must alternate between Punch and Kick for each attack.
     2.  You cannot use the same direction twice in a row.
     3.  You may not repeat a command.

 - Therefore, a chain such as (6+P > 6+K > 8+K) would not be possible,
   since it breaks all the rules.
 - So, does this mean you're limited to doing short chains?  Not at
   all.  In fact, you can chain together all the (M) attacks, like so:

       any (S) > 6+K > 8+P > 2+K > 6+P > 8+K > 2+P > any (E)

 - It may look confusing, but it's actually easy to remember, since it
   just repeats itself with different buttons.  And this is just one
   of several possible ways to chain the attacks together (you could
   do the whole (M) sequence in reverse, for example).


 ------------------------------------------------------------------------
 ATHENA ASAMIYA                                   [ Psycho Soldier Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Bit Throw
 N>4/6+D                Psychic Throw
 N>A>2+C/D              Psychic Shoot

 6+B                    Renkantai
 A>1~3+B                Phoenix Bomb
 7 near a wall_9        Sankaku Tobi

 214+P                  Psycho Ball Attack
 41236+P                Psycho Shoot
 623+P<A                Psycho Sword
 A>214+K                Phoenix Arrow
 236+K                  Psychic Teleport
 214+B                  Psycho Reflector
 214+D                  Nu Psycho Reflector
      
 A>236236+K             Phoenix Fang Arrow

 63214x2+P<A            SHINING CRYSTAL BIT
 _214+P<H               Crystal Shoot
 _ABCD                  Cancel

 632146+AC              PSYCHIC 9
 _(A,B,C)x2,D,236+P     Sailor Finish
 _(A,B,C)x2,D,623+P     Psycho Sword Sword
 _(A,B,C)x2,D,62314+K   Fire Sword Finish

 Super Cancels          (A) Psycho Sword (1st or 3rd hit)
                        (C) Psycho Sword (5th-7th hit)
                        (A) Mid-Air Psycho Sword (1st-3rd hit)
                        (C) Mid-Air Psycho Sword (3rd-7th hit)
                        (A) Phoenix Arrow (3rd hit)
                        (C) Phoenix Arrow (1st-4th in air)
                        (C) Phoenix Arrow (5th on ground)
 Critical Wire          Psychic Throw (from Psychic 9)
                        Phoenix Arrow '95 (crouching kick only)
 Counter Wire           None.
 Striker Action         Phoenix Arrow '95

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C     C     C     s
    Standing Far        C     C     -     -     s
    Crouching           Cr    Cr    C     C      
    Upward Jump         C     -     C     -     C
    Diagonal Jump       C     -     C     -     C

 - The second hit of the Renkantai is cancelable.
 - The Phoenix Bomb is cancelable.
 - The Psycho Reflector moves can reflect normal and (S)DM projectiles.
   It will merely negate Striker projectiles.
 - When performing the Psychic 9, wait for the first two automatic hits
   before you start pressing the buttons.  The final (D) press has to
   be done very quickly, whereas the rest of the button presses can be
   done rather moderately.
 - You can juggle your opponent after the "Psycho Sword" variation of
   the Psychic 9.
   

 ------------------------------------------------------------------------
 SIE KENSOU                                       [ Psycho Soldier Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Hakkei
 N>4/6+D                Tomoe Nage

 6+A                    Kobokushu
 6+B                    Kousentai

 214+P                  Choukyuu Dan
 236+K                  Senkyuutai
 421+K                  Ryuu Gakusai
 A>214+P                Ryuu Sougeki
 41236+A                Ryuu Renga: Chiryuu
 41236+C                Ryuu Renga: Tenryuu

 2363214+B              Shinryuu Seiou Rekkyaku
 2363214+D              Shinryuu Tenbu Kyaku
 N>236236+AC            SENKI HAKKEI

 Super Cancels          Ryuu Gakusai (2nd hit)
 Critical Wire          Sen Shippo (if it misses and the taunt hits)
 Counter Wire           None.
 Striker Action         Sen Shippo

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C     C     s
    Standing Far        Cr    -    -/C    -     s
    Crouching           Cr    -r    C     C      
    Upward Jump         s     -     -     -     s
    Diagonal Jump       -     s     -     -     s

 - The Kobokushu is an overhead attack.  If canceled into, it loses this
   feature, but becomes cancelable.
 - The Kousentai is cancelable.
 - You can juggle your opponent after the Senkyuutai.
 - The Senkyuutai and (A) Ryuu Renga has autoguard.
 - The 2nd and 3rd hit of the Shinryuu Seiou Rekkyaku are overhead
   attacks.
 - The Senki Hakkei is unblockable.


 ------------------------------------------------------------------------
 CHIN GENTSAI                                     [ Psycho Soldier Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Gou Inshu
 N>4/6+D                Sakkyaku Nage

 6+A                    Suiho Hyoutan Shuu

 214+P                  Hyoutan Geki

 236+P                  Suihai Kou 
 _236+P                 Fun'en Kou
 _623+P                 Ryuurin Hourai
 _623+K                 Gou'en Shourai: Kai
 _41236+K               Kaiten-teki Kuutotsu Ken

 22+K                   Bougetsu Sui
 _4/6                   Move Back/Forward
 _8+B                   Rouja Hanhou
 _8+D                   Rigyo Hanhou
 _ABCD                  Cancel

 2362314+P              Gou'en Shourai
 236236+P               GOURAN ENPOU

 Super Cancels          (C) Ryuurin Hourai (1st hit)
                        (B) Gou'en Shourai: Kai (last hit)
                        (D) Gou'en Shourai: Kai (1st hit)
                        Kaiten-teki Kuutotsu Ken
                        Rigyo Hanhou
                        Gou'en Shourai (last hit)
 Critical Wire          (B) Gou'en Shourai: Kai (last hit)
 Counter Wire           None.
 Striker Action         Kaiten Hyoutan Shuu

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    -r    C    -/-    s
    Standing Far        -r    -r    C     -     s
    Crouching           Cr    -r    C     -      

 - The Suihai Kou no longer hits.  Instead, Chin is immune to attack
   during this move.
 - The Suiho Hyoutan Shuu is an overhead attack and is cancelable.
 - The Hyoutan Geki can negate normal projectiles.
 - The last hit of the (B) Gou'en Shourai: Kai will drop an enemy's
   guard, since it is a Critical Wire.


 ------------------------------------------------------------------------
 BAO  (pronounced "pow")                          [ Psycho Soldier Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Gen'ei Tougi
 N>4/6+D                Critical Throw

 6+A                    Kawasaki
 6+B                    Senheki Shuu
 3+B                    Senshou Shuu
 3+D                    Rikatsu Shuu
 2+D                    Sliding
 A>2+A                  Soushou
 A>2+B                  Hikida
 7 near a wall_9        Sankaku Tobi

 236+A                  Psycho Ball Attack
 236+C                  Psycho Ball Crash: Rise
 236+K                  Psycho Ball Crash: Bound
 214+P                  Psycho Ball Crash: Front
 214+K                  Psycho Ball Crash: Reflect
 A>214+P                Psycho Ball Crash: Air Front
 A>236+K                Psycho Ball Crash: Air Bound

 214214+K               Psycho Ball Crash SP
 641236+AC<H            PSYCHO BALL ATTACK 3

 Super Cancels          Psycho Ball Crash: Rise (1st hit)
                        Psycho Ball Crash: Front
 Critical Wire          None.
 Counter Wire           None.
 Striker Action         Psycho Ball Attack: Rise

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C     C     C    -/-    -
    Standing Far        -     -     -     -     -
    Crouching           C     -r    C     -      

 - The Kawasaki, Senshou Shuu, Rikatsu Shuu, and Soushou are cancelable.
 - The Kawasaki is also a knockdown attack.
 - The Senheki Shuu is an overhead attack, even if canceled into.
 - The second hit of the Sliding is a low attack.
 - The Rikatsu Shuu and Psycho Ball Attack 3 can hit an opponent who
   is lying on the floor.
 - The (236+C) can be canceled into the Air Front or Air Bound after
   the 2nd hit.
 - You can juggle your opponent after Bao's (214+C), if they are in the
   corner of the screen.
 - The Psycho Ball Crash: Reflect can reflect normal and (S)DM
   projectiles.  It will merely negate Striker projectiles.
 - The Air Bound can be canceled into any ground special move or (S)DM
   during the brief period when Bao lands before bouncing upward again.
 - The 236+K attack can be canceled into a ground special move or (S)DM
   like the Air Bound, but it's much harder to do.  This is because the
   move is only cancelable if Bao hits his opponent while at the lowest
   point of his forward movement (before he bounces upward).  An easy
   way to get the timing right (vs most characters), is to do it in
   this combo:

     Standing or crouching (C) -> Kawasaki or Rikatsu Shuu -> Bound

   You should hit your opponent at the lowest point of the Bound this
   way (although the Kawasaki or Rikatsu Shuu will not actually combo
   with the Bound, so your opponent could block the Bound).
 - You can delay the Psycho Ball Attack 3, but it will automatically
   explode if it gets close to your opponent.


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

 N>4/6+C                Kubikime Otoshi
 N>4/6+D                Sakkyaku Nage

 6+A                    Kuuren Geki
 6+B                    Neri Chagi

 214+K                  Hangetsu Zan
 2.8+K                  Hien Zan
 2.8+D_2+D              Hien Zan (_Tenshou Zan)
 22+K                   Haki Kyaku
 22+B_623+K             Haki Kyaku (_Double Dechagi)
 A>236+K                Hishou Kyaku
               
 236236+K               Hou'ou Hiten Kyaku
 A>236236+K             Hou'ou Tenbu Kyaku
 21416+BD<A             HOU'OU KYAKU 

 Super Cancels          (B) Haki Kyaku
                        (D) Hien Zan (1st hit)
                        Double Dechagi (2nd hit)
 Critical Wire          None.
 Counter Wire           None.
 Striker Action         Hishou Kyaku

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C    C/C   C/-   C/C    s
    Standing Far        -     -     -     -     s
    Crouching           C     -r    C     C      
    Upward Jump         C     -     -     -     C
    Diagonal Jump       C     -     -     -     C

 - The second hit of the Kuuren Geki is cancelable.
 - The Neri Chagi is an overhead attack.  If canceled into, it loses this
   feature, but becomes a two-hit move which is cancelable on either hit.
 - The (D) Haki Kyaku is a knockdown attack.  It can also hit an
   opponent who is lying on the ground.
 - You can juggle your opponent after the Hou'ou Hiten Kyaku.


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

 N>4/6+C                Hagan Geki
 N>4/6+D                Kusari Jime
               
 3+A                    Hiki Nige

 214+P                  Tekkyuu Funsai Geki
 41236+K                Tekkyuu Taiko Uchi
 632146+P               Dai Hakai Nage

 623+P                  Tekkyuu Dai Kaiten
 _4/6                   Move Back / Forward
 _ABCD                  Cancel

 2363214+P              Tekkyuu Dai Bousou
 236236+P               TEKKYUU DAI ASSATSU

 Super Cancels          (C) Tekkyuu Funsai Geki (if it hits from behind)
 Critical Wire          Tekkyuu Dai Bousou (standing B finish)
 Counter Wire           None.
 Striker Action         Tekkyuu Dai Kourin

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C     C    -/-    C     s
    Standing Far        -     C     -     -     s
    Crouching           C     C     C     C      

 - The (C) Tekkyuu Funsai Geki has autoguard during the beginning of
   the move, right when Chang rears back to begin spinning the ball.
 - Furthermore, this move will no longer hit an opponent if Chang is
   spinning the ball behind his head and his challenger moves behind him.
 - However, when Chang actually swings the ball forward, then an
   opponent who is behind him will be hit.  Even stranger is that this
   is the only way to use the (C) Tekkyuu Funsai Geki as a supercancel.
 - The timing on the supercancel seems to be incredibly difficult,
   though (I got it to work twice out of literally 60 tries).  What's
   more, the Tekkyuu Dai Bousou doesn't connect off of the super cancel
   (maybe the Assatsu does, I couldn't get it to work).  If anyone has
   a reliable way to pull this off, I'd love to hear from you :)
 - During the Tekkyuu Dai Kaiten, Chang's spinning ball can absorb
   projectiles.  This move hits twice on a counter hit.
 - The Tekkyuu Taiko Uchi reverses jumping, high, and mid-level attacks,
   as well as special moves and (S)DMs.  For every third time that you
   successfully reverse a move, Chang will fall down instead of sneezing,
   which inflicts much more damage.  However, the "fall" animation has
   less range than the sneeze does.
 - The Dai Hakai Nage is unblockable.
 - The Tekkyuu Dai Bousou ends with one of seven random finishes,
   including: a belly bop, a forward roll, an upward roll, a ground
   slide, a Hien Zan (hits on the way down), a mini belly flop, and
   a standing kick attack (looks like his standing B).
 - If you're lucky enough to get the standing B finish, then it will
   act like a Critical Wire when it his, allowing you to juggle your
   opponent as they bounce off the wall.
 - The DM version of the Tekkyuu Dai Assatsu acts as an overhead attack
   while Chang is falling.  In addition, the (A) version makes Chang
   go directly into the bellyflop, and can hit twice on a counter hit.
 - The (C) version makes Chang run forward, and as he starts running,
   he has autoguard.  This move usually hits twice (once on the way
   up and again on the way down), but it can hit twice in the air if
   it's a counter hit.
 - The SDM Tekkyuu Dai Assatsu is not an overhead, but it hits low,
   like Goro's Jiraishin.  This means that Chang's opponent will be
   damaged no matter where he is on the screen (unless he's blocking
   low or is in mid-air).
 - The SDM Tekkyuu Dai Assatsu can also hit someone who is lying on
   the floor.
 - Chang's crouching C only hits once.  However, it has several "hit
   points" that can connect.  All of them are cancelable except for
   when the ball is fully over Chang's head (the previous one, where
   it is above his head but is still at an angle, is cancelable).
 

 ------------------------------------------------------------------------
 CHOI BOUNGE                                               [ Korea Team ]
 ------------------------------------------------------------------------

 N>4/6+C                Zujou Sashi
 N>4/6+D                Geketsu Zuki

 4/6+B                  Toorima Geri
 7 near a wall_9        Sankaku Tobi
               
 2.8+P                  Tatsumaki Shippuu Zan
 4.6+P                  Senpuu Hien Zashi
 _(dir.+P/K)x2          Houkou Tenkan
 2.7~9+K<H              Hishou Kuuretsu Zan
 _(dir.+P/K)x2          Houkou Tenkan
 623+K                  Hien Zan
 A>236+K                Hishou Kyaku

 214+P                  Kaiten Hien Zan
 _P                     Kishuu Hien Zuki
 _236+K at apex         Hishou Kyaku

 (63214)x2+P            Shin! Chouzetsu Tatsumaki Shinkuu Zan
 _4/6                   Move Back / Forward
 (41236)x2+P<H          Zan! Engetsu Rin
 2141236+BD             HOU'OU KYAKU

 Super Cancels          Tatsumaki Shippuu Zan (1st hit)
 Critical Wire          None.
 Counter Wire           None.
 Striker Action         Toorima Zuki

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C     -     s
    Standing Far        Cr    -     -     -     s
    Crouching           Cr    -r    C     -      

 - When using the Hishou Kuuretsu Zan, the (B) version makes Choi
   fly diagonally downward, while the (D) version makes him fly
   horizontally.
 - The Shin! Chouzetsu Tatsumaki Shinkuu Zan is only a DM, but it
   can juggle an opponent repeatedly like the old SDM version could.
 - If you delay the Zan! Engetsu Rin until Choi attacks, the third
   "slash mark" he makes becomes an unblockable attack.


 ------------------------------------------------------------------------
 MAY LEE (NORMAL)                                          [ Korea Team ]
 ------------------------------------------------------------------------

 ABC                    Kamae Henka (Hero)

 N>4/6+C                Omote Enbu
 N>4/6+D                Ura Enbu

 6+B                    Kuusetsu Geki
    
 236+K                  Mawashi Geri
 623+B                  Kakato Otoshi
 623+D                  Gedan Geri
 63214+K                Gada Hanshuu

 (see notes)            Sanren Kyaku
 _63214+B               Ushiro Mawashi Geri
 _63214+D               Ushiro Mawashi Geri (_Kamae Henka)

 236236+K               Ryuu Getsurin Kyaku
 214214+K               Shinjuu Kyaku

 Super Cancels          Gedan Geri
                        (B) Ushiro Mawashi Geri
 Critical Wire          Shinjuu Kyaku
 Counter Wire           None.
 Striker Action         Shinjuu Shoukan
    
    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C    -/C    s
    Standing Far        Cr    -r    -    -/-    s
    Crouching           Cr    -r    C     -      

 - Pressing ABC will make May change her stance and enter "Hero Mode."
   In this mode, she has a completely different moveslist; see the
   next entry for more details.  May will revert to normal mode if she
   is hit while in Hero Mode.
 - The ABC stance switch also has the neat ability to cancel out of
   most moves.  This means that if you input 236+K, you can press
   ABC during either hit to make May stop and switch stances.  Since
   the stance change occurs so quickly, you can even continue to
   combo while in Hero Mode.
 - May has the ability to cancel certain attacks into other attacks.
   This ability is called the "Sanren Kyaku" (Triple Continuous Kicks),
   because she can do precisely that--deliver three attacks in quick
   succession.  The possible "Sanren Kyaku" routes are listed below:

                236+K    ->  623+K    ->  62314+K
                623+K    ->  236+K    ->  63214+K
                236+K    ->  63214+B  ->  623+K
                623+K    ->  63214+B  ->  236+K
                63214+B  ->  236+K    ->  623+K
                63214+B  ->  623+K    ->  236+K
                236+K    ->  63214+D
                623+K    ->  63214+D

 - Note that the last two routes stop after "63214+D" because using
   this move automatically puts May Lee in Hero Mode afterwards.
 - Also note that you can cancel these attacks into each other without
   waiting for them to connect.  
 - The (D) Mawashi Geri has autoguard during the animation when May Lee
   sticks her knee out before stepping forward and kicking.
 - The Kakato Otoshi is an overhead attack.
 - Inputting 63214+K makes May Lee perform the Gada Hanshuu.  If you
   input 63214+K during her 236+K or 623+K attacks, she'll perform
   the Ushiro Mawashi Geri instead.
 - The Gada Hanshuu reverses all attacks (jumping, high, mid, and low),
   as well as special moves and (S)DMs.  You can juggle your opponent
   afterwards.  It seems to be picky when it comes to low attacks,
   though (i.e. it can stop Kim's low D or Haki Kyaku, but not his
   low B).
 - The Shinjuu Kyaku is an overhead attack.  Although this move is
   May's Critical Wire, she recovers too late to juggle her opponent.
   In order to get around this, switch into Hero Mode after using the
   Shinjuu Kyaku.


 ------------------------------------------------------------------------
 MAY LEE (HERO)                                            [ Korea Team ]
 ------------------------------------------------------------------------

 ABC                    Kamae Henka (Normal)

 N>4/6+C                Omote Enbu
 N>4/6+D                Ura Enbu
    
 6+A                    Hero Uke
 3+B                    Sliding

 236+P                  Full Swing Chop
 214+P                  "May Lee Cho~p!"
 _236+K                 "May Lee Ki~ck!"
 A>236+K                "May Lee Ki~ck!"
 632146+P               "May Lee Break!" 

 A>236236+P             "May Lee Dynamic!"
 236236+AC              MAY THEE END

 Super Cancels          (C) Full Swing Chop
                        "May Lee Cho~p!"
 Critical Wire          (C) Full Swing Chop
                        Standing CD
 Counter Wire           (A) Full Swing Chop
 Striker Action         Shinjuu Shoukan

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near      -/-    Cr    C     C     -
    Standing Far       -/-    Cr    C     C     -
    Crouching           Cr    Cr    C     C      
    Upward Jump         C     -     C     C      
    Diagonal Jump       C     -     C     C      

 - As in Normal Mode, May's "stance change" (press ABC) can cancel out
   of most attacks.
 - In Hero Mode, May Lee has no jumping CD attack.  In addition, her
   standing CD doesn't function like your average CD attack; it drops
   an opponent's guard and is uncancelable.  Although it functions
   as her Critical Wire, you have to ABC cancel back into Normal Mode
   if you want to juggle off of it.
 - Furthermore, in Hero Mode, May Lee cannot use the Emergency Evade
   roll, nor can she block attacks.  This presents a problem, as
   getting hit while in Hero Mode returns her to Normal mode.
 - The Hero Uke will automatically guard against high and mid-level
   attacks.  If the autoguard is triggered, you can cancel this move
   into a special move or SDM.
 - The Sliding is a low attack and is cancelable.
 - The (C) Full Swing Chop will drop an opponent's guard, since it is
   a Critical Wire.
 - The (A) "May Lee Cho~p!" is an overhead attack.
 - The last hit of the "May Lee Ki~ck!" hits low, and can hit an enemy
   who is lying on the ground.
 - The "May Lee Break!" is unblockable.
 - You can link an attack after May's standing (A).
 - May's crouching (C) will launch an opponent, allowing you to juggle
   them.  You can also cancel it into her (C) "May Lee Cho~p!" for an
   easy 2-hit combo.


 ------------------------------------------------------------------------
 ZERO                                                        [ Mid-Boss ]
 ------------------------------------------------------------------------

 N>C_6                  Genma Kokushou
 N>4+C                  Genma Kokushou
 N>4/6+D                Genma Kokushou

 A_6                    Jagai Kusetsu
 6+A                    Krizalid
 6+B                    Grugan
 6+C                    Ron

 236+A                  Zanpuu Enpa: Hankyou
 236+C                  Zanpuu Enpa: Satsuma
 623+P                  Zanpuu Enpa: Kouga
    
 236236+P               Gokusa Zanjin
 236236+K               Hakura Messei

 Super Cancels          None.
 Critical Wire          Ron
 Counter Wire           Standing D
                        Standing CD
                        Jumping CD
 Striker Action         Typhon Rage

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       -r    -     C     C     C
    Standing Far        -r    -     C     C     C
    Crouching           C     C     C     C      

 - Zero comes with his own "strikers" that can be summoned by pressing
   6+A/B/C.  They don't function like real Strikers, though, aside from
   the fact that they come in and attack, and that you can hit them out
   of their attacks if you're quick enough.
 - To perform the Jagai Kusetsu, you can press 6+A at exactly the same
   time.  However, this is difficult to do, because you're more likely
   to end up summoning Krizalid.  An easier way to do this is to press
   A and then press 6 _immediately_ afterward.  Zero should perform the
   move without even beginning his standing A animation.
 - This method can also be used to input his 6+C throw (whereas pressing
   6+C is more likely to summon Ron).
 - The Jagai Kusetsu is an overhead and a knockdown attack.  It loses
   both properties if canceled into, but becomes cancelable.
 - Zero is invincible during any of the 6+A/B/C summoning moves, but
   only while he is facing away.
 - You can juggle an opponent who is hit by Krizalid's Typhon Rage or
   Grugan's diving attack.
 - Ron's attack will drop an opponent's guard, since it is a Critical
   Wire.
 - The Hankyou can reflect normal and (S)DM projectiles.
 - The last hit of the Zanpuu Enpa and Gokusa Zanjin causes your
   opponent's guard to drop.
 - When playing as Zero, you cannot use his teammates as Strikers,
   unless you're in Practice Mode.
 - Although Zero has no Power Gauge, it's really just invisible.  It
   still holds levels just like a normal gauge, and you still have to
   build up power if you want to use his DMs or Guard Cancel moves.


 ------------------------------------------------------------------------
 IGNIZ                                                      [ Last Boss ]
 ------------------------------------------------------------------------

 N>4/6+C                Blue Noah
 N>4/6+D                Red Noah

 236+P                  Chain-Blade Transaxle Slice
 623+P                  Chain-Blade Sagital Edge Slice
 236+K                  Void Genocide
 214+A                  Divine Arrow: Air
 214+C                  Divine Arrow: Ground
 214+K                  Nega Genesis

 236236+P               Idion Blade
 623+K                  Chaos Tide
 2363214+AC             BRUTAL GOD PROJECT

 Super Cancels          Chain-Blade Transaxle Slice
                        Chain-Blade Sagital Edge Slice
                        Nega Genesis
 Critical Wire          Nega Genesis (1st hit)
 Counter Wire           Void Genocide (if it reverses)
                        Jumping CD
 Striker Action         None.

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    -     Cr    -     s
    Standing Far        Cr    -     Cr    -     s
    Crouching           Cr    -     Cr    -      

 - Several of Igniz' special moves are cancelable.  This includes the
   Transaxle Slice, Nega Genesis, and Sagital Slice (the A version is
   only cancelable on the first 3 hits, while the C version is only
   cancelable on the first 6 hits).  All of these moves can be canceled
   into other special moves, (S)DMs, or even themselves, providing you
   use another strength (so you could interrupt Igniz' 623+C with his
   623+A attack).
 - The Void Genocide reverses mid-level and low attacks.
 - The Divine Arrow: Low is a low attack.
 - The first hit of the Nega Genesis will drop an enemy's guard, since
   it is a Critical Wire.  Furthermore, either hit is cancelable.
 - You can juggle your opponent after the Idion Blade.
 - Against thin characters (like Leona), the Chaos Tide will miss
   when performed from up close.
 - Igniz' standing CD only knocks down on the 2nd hit.  Either hit is
   cancelable, however.
 - When playing as Igniz, you cannot use his teammates as Strikers.
 - Although Zero has no Power Gauge, it's really just invisible.  It
   still holds levels just like a normal gauge, and you still have to
   build up power if you want to use his DMs or Guard Cancel moves.


 ========================================================================
 4. GAMEPLAY NOTES
 ========================================================================

 This section explains some of the KoF basics (listed in alphabetical
 order).

 ------------------------------------------------------------------------
 AUTOGUARD
 ------------------------------------------------------------------------

 Autoguard is a nifty little feature that lets you defend against an
 attack while you're in the middle of performing a move.  This may seem
 kind of cheap, but in most cases, the autoguard can only be "triggered"
 during a particular animation frame (or series of frames).  For example,
 Ryo's Joudan Uke only has one frame of autoguard, while Maxima's Bunker
 Buster offers autoguard during the entire time that the move is
 beginning, and as he recovers from it upon landing.  Even if you hit
 him with multiple attacks, they will all be blocked.

 As an example of autoguard, let's look at Maxima's standing CD.  If
 an opponent attacks him, the autoguard will only come into effect if
 he is hit at a particular moment.  In this case, it's when he is
 holding his arms directly behind him horizontally.  If the autoguard
 is triggered, then there is a brief pause as the incoming attack is
 blocked, followed by the rest of the CD animation.

 Another feature of autoguard is that your guard won't drop during an
 automatically blocked attack, nor does it contribute to your chance
 of getting your guard dropped.  However, you still take block damage
 from autoguarding against a special move or (S)DM.
     
 Also, autoguard is not perfect.  It is entirely possible for your
 opponent to trigger your autoguard, but still hit you even after it's
 been triggered (usually this occurs when they're using an attack that
 hits more than once).

 Keep in mind that some moves have no effect except to provide you with
 autoguard, like Ryo's Gedan Uke or May Lee's Hero Uke [however, in
 both these cases, if autoguard is triggered, you can cancel into a
 special move or (S)DM].


 ------------------------------------------------------------------------
 BLOCKING ATTACKS
 ------------------------------------------------------------------------

 There are two ways to defend against attacks; by blocking them, or
 by using autoguard.  Autoguard is explained in a previous entry (see
 above).

 Blocking attacks is as simple as holding back to block while standing
 (also known as blocking high), or holding down-back to block while
 crouching (also known as blocking low).  When you block an attack,
 you take no damage from it.  If you block a special move or (S)DM,
 then you take greatly reduced damage with each hit.  Normally, you
 can't block a throw attempt, but some throws will not connect (or
 will miss entirely), if you block them.  Note that if you block too
 many attacks in a short period of time, you will experience "dropped
 guard" (see the entry below for more information on this).

 Blocking high will protect you from any kind of jumping attack, and
 most standing attacks (although some character's standing kicks can
 hit below the belt and must be blocked low).  However, you are left
 vulnerable to low attacks.  Blocking low protects you from low attacks
 (like crouching kicks, etc.) and most standing attacks.  However, you
 are left open to jumping attacks and overheads.

 An overhead is any move that cannot be blocked low, but it's most
 commonly used to describe moves that look like they should be able to
 be blocked low.  For example, Terry's Hammer Arch is a standing punch
 attack.  It looks like you could crouch and block it, but in fact, it
 will hit you unless you block while standing.


 ------------------------------------------------------------------------
 COUNTER HITS
 ------------------------------------------------------------------------

 A counter hit occurs when you are damaged while making an attack of some
 sort.  This can occur if you're hit while your attack begins, as it is
 being performed, or while you recover from it.  Any time a move connects
 on a counter hit, it does slightly more damage than usual.  Some moves
 do significantly more damage, like Ryo's Kohou Shippuu Ken or Tenchi
 Haou Ken.

 If a Blow Away Attack (more commonly known as the CD attack) counter
 hits, then you can juggle your opponent afterwards.  For example, if
 you jumped in with a CD that hit, doing an Oniyaki upon landing would
 not do anything.  However, if the CD counterhit, then the Oniyaki would
 actually connect.

 Unlike previous KoF games, there is no "Counter" message that pops up
 when you land a successful counter hit.  Instead, the screen will simply
 flash white as the hit connects.


 ------------------------------------------------------------------------
 DROPPED GUARD
 ------------------------------------------------------------------------

 "Dropped Guard" refers to those instances when, while in the midst of
 blocking an attack, your character suddenly stops blocking and goes
 into a sort of "stunned" animation for a split second.  There are two
 ways that this can happen:

 The first is by Guard Crush.  This happens when you block too many
 attacks in a brief period of time.  For example, if Heidern were to
 quickly attack Maxima with nine close standing (D) attacks, then on
 the ninth one, Maxima would stop blocking.  However, after you are
 Guard Crushed, the chance of getting GC'd "resets", so he could block
 nine more of the same attack before getting Guard Crushed again.
 Every character can resist a different number of hits before being
 GC'd (for example, in the above example, Mai would be GC'd in only
 eight blocked hits).

 The second method involves special moves that have the special ability
 to block an opponent's guard.  There's nothing special here--some moves
 can just do that, like Shingo's Kake Hourin, or the last hit of Robert's
 Kyokugen-ryuu Renbu Kyaku.  These moves will drop your guard every time,
 no matter what.

 So, what's the significance of all this?  Well, if your guard drops,
 that means that you're left open to attack for a moment.  If, for
 example, Kyo GC'd you with a close standing C, he could cancel it into
 the Aragami, and that would hit you before you recovered and resumed
 blocking.  The same applies to moves that drop your guard; if you
 try to block Angel's (C) Repun Kamuy, your guard would drop, and she
 could follow it up with the "Shelter From The Storm" attack (which
 would combo).


 ------------------------------------------------------------------------
 POWER GAUGE
 ------------------------------------------------------------------------

 The Power Gauge is found at the bottom of the screen.  It's length and
 the number of levels it can hold is determined by the number of Strikers
 in your party (see Section 5 for more information about this).

 The Power Gauge will gradually fill up as the following requirements are
 met:

   - You perform a special move that misses (including special throws).
   - You perform an attack that is blocked.
   - You perform an attack that hits [excluding normal throws and
     (S)DMs].
   - You are hit by an opponent's attack (excluding normal throws).
         
 Once the Power Gauge is completely full, it will change color and a
 number will appear.  Depending on your Striker arrangement, you may
 only be able to hold 1 full level of power, or you may be able to hold
 up to four levels.

 Once you earn a level of power, the only way to lose it is to either
 end the battle (meaning all of your opponents are defeated), or expend
 your level(s) on one of the following moves:

   - A Guard Cancel roll                (press 4/6+AB while blocking)
   - A Guard Cancel attack              (press CD while blocking)
   - A Desperation Move (DM)            (command varies)
   - A Super Desperation Move (SDM)     (command varies)
   - A Super Cancel                     (command varies)

 Guard Cancel moves cost one level of power to use, as do DMs.  SDMs
 cost two levels to use.  A supercancel costs one level for the act
 of canceling, and one or more additional levels for the DM or SDM
 that you're canceling into (see the entry on Super Cancels for more
 information).


 ------------------------------------------------------------------------
 REVERSAL MOVES
 ------------------------------------------------------------------------

 Reversal moves have the ability to "catch" your opponent's attack and
 respond with an attack on your own.  Some of these reversal moves cannot
 hit unless the "reversal" feature is triggered (such as Goro's Nekko
 Gaeshi), while others can actually hit an opponent and only reverse
 attacks as a secondary function (like Shingo's Gecchuu).

 All reversal moves have a certain animation frame (or frames) in which
 the reversal can be triggered.  Otherwise, if your opponent attacks you
 and you're not in that particular frame, you'll just get hit.  For
 example, Shingo's Gecchuu can only be used as a reversal if Shingo is
 hit while he is lifting up his arm above his head.

 Not all reversal moves can "catch" the same attacks.  Here are the types
 of attacks you can reverse, depending on who you're using:

  Jumping       - an attack your opponent makes while in air.
  High          - an attack that hits above the waist.
  Mid-Level     - an attack that hits below the waist, but doesn't
                  hit the lower legs or feet (such as most crouching
                  punches).
  Low           - attacks that hit the feet (such as most crouching
                  kicks).
  special moves - Includes non-projectile and non-throw special moves.
  (S)DMs        - Includes non-projectile and non-throw (S)DMs.

 Note that an opponent's "attack" refers to any move that has a hit
 animation that is not a special move or (S)DM.  So a jumping CD attack,
 standing B, or a command attack (like Leona's Strike Arch) could all
 be reversed.  Ryo's Joudan Uke could not, because although it is a
 command attack, it has no hit animation.

 If a character can reverse special moves or (S)DMs, then they can
 "catch" those moves even if they are unblockable (such as Ralf's
 Galactica Phantom).  A character who can reverse special moves still
 cannot reverse blockable throws, even though they have a "hit"
 animation.  Also, just because you can reverse a particular type of
 attack doesn't mean that you can reverse _all_ of them.


 ------------------------------------------------------------------------
 SUPER CANCELS
 ------------------------------------------------------------------------

 When you cancel a special move into a DM or SDM, you are performing a
 "super cancel."  You can tell that a super cancel takes place because
 not only does the screen turn black (as it does when you perform a DM
 or SDM), but your character briefly flashes white.  Most characters
 have at least one special move that can be used for super canceling--
 those moves are listed in Section 3.

 Unlike previous KoF incarnations, the DM or SDM you cancel into comes
 out instantly, allowing for more combo possibilities.  Also, note that
 since there is no Counter Mode in KoF '01, there are no special
 prerequisites for using a super cancel.  The only thing you need is an
 extra level, since the act of super canceling costs 1 level.  This means
 that canceling into a DM costs 2 levels in all, and canceling into a SDM
 costs 3 levels.  Also, supercancels can only be used with special moves
 that hit or are blocked--if they miss, the supercancel will not come
 out.

 As an example of a supercancel, let's look at Xiangfei.  One of her
 super cancelable moves is the Tenpou Zan.  Let's say you want to cancel
 in into her Dai Tetsujin DM.  In addition to needing 2 levels (one for
 the cancel, and one for the DM), you'll see that the Tenpou Zan is only
 super cancelable on the first hit (because Xiangfei leaves the ground
 on the 2nd hit).  Therefore, if you want to perform this supercancel,
 you'd enter the commands like so:

                      623+K (1st hit) -> 2363214+K

 Although you could use the command above, an easier way to perform
 super cancels is to use abbreviated commands.  This is done by
 combining the special move and DM commands into one smooth motion,
 allowing you to pull off the move faster and with less hassle.  In
 the above example, you can shorten it like so:

                      6236+K (1st hit) -> 3214+K

 By altering the first command, you can still perform the Tenpou Zan
 while also putting in part of the Dai Tetsujin command.  You don't
 have to "abbreviate" the commands for super cancels, but it makes
 super canceling a lot easier to do.

 Some characters can even cancel DMs into (S)DMs.  These work the same
 as super cancels, but they require more levels of power to use.  For
 example, if Joe does his Ougon no Tiger Kick and cancels the first hit
 into the SDM Screw Upper, it would cost 4 levels of his Power Gauge;
 one for the Ougon no Tiger Kick, one for the supercancel, and two for
 the SDM Screw Upper.

 Also note that characters with cancelable DMs can cancel into the same
 move twice.  This means Joe could cancel the 1st hit of the Ougon no
 Tiger Kick into the Ougon no Tiger Kick again.

 Characters with "button-press" supers (Mary's Dynamite Swing or Yuri's
 Yuri Chou Enbu), can super cancel out of almost any special move into
 their "button-press" DM or SDM.  This includes moves that normally
 cannot be super canceled out of, like Mary's M. Snatcher or Yuri's
 Shin! Chou Upper.

 Finally, some characters can supercancel without using up levels.
 This applies to some command attacks (like Kula's  One Inch) and
 some special moves (like Foxy's Taiki no Shoukei).  There is no
 "white flash" while canceling, and the only levels you lose are for
 the cost of the (S)DM.
                         

 ------------------------------------------------------------------------
 THROW TYPES
 ------------------------------------------------------------------------

 Not all throws function in the same way.  Throws can be put into one of
 three categories; those that are unblockable (anybody's normal C or D
 throw, for example), those that are blockable (Maxima's Blitz Cannon)
 and those that miss entirely if you block them (Hinako's Yorigiri).  


 ------------------------------------------------------------------------
 WIRE DAMAGE
 ------------------------------------------------------------------------

 The biggest new addition to the KoF series is the concept of "Wire
 Damage."  The idea is that there are certain moves that, when they hit
 your opponent, will send them flying into a wall, which they will then
 bounce off of.  It's supposed to make you think of someone being yanked
 backwards by a wire (like when they film special effects, etc.)

 In terms of gameplay, what this simply means is that some moves open
 up juggle possibilities, since they send your opponent rebounding off
 the wall.  While your opponent is airborne, they are open to attack
 and can be juggled by pretty much anything.

 There are two types of "wire" attacks.  One is "Critical Wire" attacks.
 These are moves that bounce your opponent off the wall by their very
 nature.  They include moves like Ralf's Galactica Phantom and Zero's
 Ron summon.  Critical Wires will drop an opponent's guard if they are
 blocked, but this only applies to the hit which actually produces the
 Critical Wire.  In other words, moves like Ryo's (A) Zanretsu Ken and
 May Lee's Shinjuu Kyaku will not drop your guard because the initial
 hits aren't the ones that act as Critical Wires.

 The other type of wire attack is called a "Counter Wire."  These
 attacks don't juggle the opponent unless they land on a counter hit
 (see the previous section on Counter Hits).  If you are lucky enough
 to counter hit with one of these moves, then you can juggle your
 opponent as you normally would.  Some examples of Counter Wires
 include Goro's jumping CD attack, and May Lee's (A) Full Swing Chop.
 

 ========================================================================
 5. STRIKER INFO.
 ========================================================================

 Strikers have always been an important part of KoF gameplay, so this
 section deals exclusively with them.
         
 ------------------------------------------------------------------------
 STRIKER SYSTEM
 ------------------------------------------------------------------------

 The Striker System has been changed this time around.  After selecting
 your four teammates, you can choose which members of your party are
 playable, and which ones are strikers.  How you arrange your party
 affects a number of different factors, as the table below illustrates:

     # of Players        One   |    Two   |   Three  |   Four
     # of Strikers      Three  |    Two   |    One   |   None 
     # of Levels        Four   |   Three  |    Two   |    One
     Gauge Length       Short  |  Medium  |   Long   |  Longest
     Attack Power*        1    |     3    |     3    |     4
     Defense Power       3.5   |     3    |     2    |     1
     Life Recovery        4    |     4    |     1    |    0.5

 * You can Guard Crush someone with fewer hits depending on how high
   your Attack Power is.

 The ratings used for attack, defense, and life recovery are not exact,
 they're just there to give you an idea of the contrast between ratings,
 with 0 being the lowest, and 4 being the highest.  In other words, if
 you have one person in your party and three Strikers, then you have
 low attack power, high defense power, and you recover a lot of life
 after each winning round.

 However, don't worry if you arrange your team and are unsatisfied with
 how they turned out.  Before each new battle, you have the option of
 rearranging your team.  For example, you could have 1 player and 3
 strikers in the first battle, and 2 players and 2 strikers in the
 second battle.


 ------------------------------------------------------------------------
 USING STRIKERS
 ------------------------------------------------------------------------

 Calling a Striker now drains a level from your Power Gauge--the old
 system of using "Strike Bombs" has been done away with.  In general,
 a Striker can be summoned by pressing BC.  However, if you have more
 than one striker, additional commands can be used:

  - With 2 strikers, BC summons the middle one, and 4/6+BC summons the
    one behind them.
  - With 3 strikers, BC summons the middle one, 4+BC summons the one
    behind them, and 6+BC summons the one in front of them.
  - Alternately, you can summon Strikers from a crouching position
    by using 1/2/3+BC, respectively (useful if you want to charge
    a move like Kim's Hien Zan while calling out a Striker).

 For example, let's say you're setting up your characters and you put
 them in this order: Goro as a Striker, then Kyo as your player, then
 Benimaru as a Striker, and Shingo as a Striker.  Once game game
 begins, you will be using Kyo, and your Striker portraits will be
 arranged in this order:

                        Goro / Benimaru / Shingo

 This means that pressing BC will summon Benimaru, 4+BC will summon
 Goro, and 6+BC will summon Shingo.  Don't forget, the Striker Call
 command is reversed when you're facing in the opposite direction,
 just like all your other moves.  This means that pressing towards
 your opponent and BC would summon Shingo, even though the portrait
 lineup might confuse you into thinking you're calling out Goro.

 When you press BC to summon a Striker, your character will pose for a
 moment.  During the instant that you press BC, your character will
 be totally invincible.  Afterwards, though (even if they are still
 posing), they can be hit.  Furthermore, Strikers are not invulnerable
 and can be attacked as soon as they appear on-screen.  After they have
 made their attack, however, they cannot be hit.  

 Finally, remember that a Striker's attack usually does very little
 damage, since their main purpose is to set your opponent up for a
 juggle or combo.
             

 ------------------------------------------------------------------------
 STRIKER CANCEL SYSTEM
 ------------------------------------------------------------------------

 Normally, when you call out a Striker, your character poses while the
 Striker appears.  Another way of calling a Striker is by using the
 "Striker Cancel System."  To do this, attack your opponent.  If your
 attack hits, then press BC (or 4/6+BC) while your opponent is taking
 the hit.  This will summon a Striker without making your character pose.
 In fact, it allows you to keep attacking while your Striker is helping
 you out.

 The only requirement is that your opponent must still be standing after
 you hit them.  If your attack knocks them over, you cannot summon your
 Striker.  However, since you can summon a Striker any particular _hit_,
 you could still attack your opponent with a special move like Kyo's
 close (C) Oniyaki, and summon a Striker on the first hit (since your
 opponent is still standing), even though the second hit will knock them
 down.

 Note that you cannot cancel into a Striker Call using DMs, SDMs, or
 throws.  Only normal attacks, command attacks, and special moves can
 be used.


 ------------------------------------------------------------------------
 MULTIPLE STRIKER SYSTEM
 ------------------------------------------------------------------------

 The Multiple Striker System is a variation of the Striker Cancel System
 explained above.  It allows you to summon more than one striker, as
 long as your opponent is still standing.  If your opponent has been
 knocked down or launched into the air by a previous attack, you cannot
 call another striker.  Obviously, you cannot use this if you only have
 one Striker in your team.

 So, how do you use the Multiple Striker System?  Well, while your
 first Striker is on-screen (before, during, or after they've attacked),
 simply use the Cancel Striker System (i.e. attack your opponent and
 press BC while your attack hits).  This will bring out another Striker.
 As long as you keep making hits, you can keep summoning Strikers until
 all of them are on-screen.  This also means that instead of making two
 separate attacks to call in two Strikers, you can do it off two hits
 of the same attack, such as Mai's (C) Ryuu Enbu (since both hits leave
 her opponent standing).

 You can determine which striker you want to cancel summon by pressing
 in the desired direction + BC, or you can simply press BC to call out
 the strikers in a predetermined order (which I haven't figured out
 yet).
 
 If you have 4 levels of power stored, you can even bring out the same
 Striker again, if they've already left the screen.  This is usually
 using the first striker you called out (since they are the first to
 leave the screen).  So, after calling out three strikers, if your foe
 is still standing and your first Striker has left, press BC and he'll
 come out again.

 I'm not sure if it's a bug or not (I would say yes), but if you use
 the Multiple Striker System, then the damage the Strikers inflict
 starts going way up (especially if you have three Strikers on your
 team).  Depending on the Striker you're using, you can do some pretty
 insane damage.

 For an easy example of how this works, let's say you're using Takuma
 and have Angel and Choi as Strikers.  Call Angel, then hit your foe
 with a standing A and cancel into the Choi summon.  When Choi stabs
 your opponent, he will do about double damage.  This feature doesn't
 seem to work with all strikers, though (reverse the situation and
 Angel's Striker attack still does piddly damage).


 ------------------------------------------------------------------------
 SUREFIRE JUGGLES
 ------------------------------------------------------------------------

 One contributor brought up an interesting point--certain moves can
 juggle an opponent no matter what.  For example, we all know that you
 can't juggle someone off a CD attack unless it counterhits.  However,
 Benimaru can hit someone with a jumping CD, then do a short jump C
 and still hit them.  Or you can throw someone with K9999, then juggle
 them with his 263+ABCD super.

 Here's a list of the "surefire" juggles known so far:

        K'                      Mid-air Minutes Spike
        Benimaru                Jumping C
        Whip                    Boomerang Shot (2nd hit)
        Seth                    (C) "Morote"-Sho-Yoh (2nd hit)
        Blue Mary               Dynamite Swing (either version)
        Kula                    (D) Ray Spin
        K9999                   Chikara ga...katte ni...uwaaa!!

 Some of the juggles he told me about were truly crazy--such as doing
 K's air Minutes Spike after the Heat Drive (!) and an infinite for
 Kula.  I was able to get it to work best by cornering the opponent
 and doing a (B) Ray Spin into the Stand followup, then juggle with
 a standing C and repeat, using the (D) Ray Spin.  Another follow-up
 for Kula is to do the Freeze Execution from the opposite end of the
 screen, then juggle with the (D) Ray Spin.

 Seth has an easy "instant kill" using his surefire juggle.  Get your
 opponent in the corner and do this combo:

        Jumping D -> Standing D -> Back Blow -> Irimi-Nadazuki

 You can then juggle your opponent after the Nadazuki with the (C)
 "Morote"-Sho-Yoh.  You need to input the command the moment you
 recover, so that there will be enough time for Seth to begin the
 second arm swing (since that and the "steam" are the hits that
 count as surefire juggles).  Then just repeat the "Morote"-Sho-Yoh
 until they are dead.
                     
 If anyone knows of any other "surefire" juggles, feel free to drop
 me a line.
           

 ------------------------------------------------------------------------
 STRIKER ACTION LIST
 ------------------------------------------------------------------------

 This section lists each character, the name of their Striker Action, and
 what they actually do when summoned.  Characters are listed in order by
 their teams.

 K'                                                        (Narrow Spike)
  - K' performs the Narrow Spike.  However, if his opponent is in the
    air, he'll do an (A) Crow Bites instead.
        
 MAXIMA                                                  (Maxima Gallows)
  - Maxima leaps in and strangles his opponent with one hand.  Although
    this is a throw move, it can be blocked.  The "strangle" animation
    does no damage.

 WHIP                                                   (Valkyrie Killer)
  - Whip comes down using an Assassin Strike (this doesn't hit), and
    then does the Strings Shot Type B: "Code: Chikara."

 LIN                                                        (Hirai Kyaku)
  - Lin leaps in while kicking.  If his kick connects, he does the
    ending of the (D) Hiten Kyaku, which launches a hit opponent.

 KYO KUSANAGI                                               (R.E.D. KicK)
  - Kyo comes in with a (B) R.E.D. KicK.  If it misses, he taunts.  If
    it hits, he follows up with a (B) Hikigane.

 BENIMARU NIKAIDO                                           (Electrigger)
  - Benimaru leaps in and does his old Electrigger DM.  Although this
    is a throw move, it can be blocked.  The "electrocution" part of
    this move does no damage.

 GORO DAIMON                                                 (Abare Goro)
  - Goro leaps in and does his "Jigoku Gokuraku Otoshi" animation.
    However, this is not a throw--instead, the animation of him
    leaning from side to side can hit like a physical attack.  A
    hit opponent is launched into the air.

 SHINGO YABUKI                            (212 Shiki: Kototsuki Mikansei)
  - Shingo runs onscreen and performs a (D) Kototsuki Mikansei.  The
    second hit still functions as an overhead, too.

 IORI YAGAMI                                 (Ura 108 Shiki: Ya Sakazuki)
  - Iori dashes in (this can hit an opponent) and throws a Yami Barai.
    If it hits his opponent, it turns into a puddle and his enemy is
    launched into the air.  The Yami Barai can also hit an opponent who
    is lying on the floor.  If the dashing animation counterhits, it
    acts as a Counter Wire.

 SETH                                                       (Final Agent)
  - Seth jumps in and performs a Sho-Yoh.

 VANESSA                                                   (Hard Puncher)
  - Vanessa glides in while punching rapidly.  This move does no damage.

 RAMON                                               (El Diablo Amarillo)
  - Ramon races forward while performing a short version of his
    "El Diablo Amarillo Ramon" DM.
          
 LEONA                                                     (Killer Touch)
  - Leona slides forward.  If she touches her opponent before her slide
    is over, she attaches a bomb to them and leaps away as they explode.

 RALF JONES                                           (Galactica Phantom)
  - Ralf dives in with a Kyuukouka Bakudan Punch.  Upon landing, he
    performs an instant Galactica Phantom (which is blockable).

 CLARK STEEL                                             (Gatling Attack)
  - Clark leaps in with a CD attack (this can't hit), and then does
    an (A) Gatling Attack upon landing.

 HEIDERN                                          (Clearing Moon Slasher)
  - Heidern appears out of the shadows (it's his old '98 intro pose).
    After raising his arm up and drawing it across, he performs a
    Moon Slasher.

 TERRY BOGARD                                               (Dunk Geyser)
  - Terry rushes forward while doing his old Power Charge.  If it hits,
    he then performs a multi-hit Dunk Geyser.  If the Charge misses, he
    does a Power Geyser instead.

 ANDY BOGARD                                         (Shippuu Zan'ei Ken)
  - Andy leaps in, lands, and performs a long-range Zan'ei Ken.

 JOE HIGASHI                                 (Shijou Saikyou no Low Kick)
  - Joe leaps in and does his Shijou Saikyou no Low Kick.  However,
    this move can be blocked standing.

 BLUE MARY                                                 (Rapid Spider)
  - Mary comes in with a Straight Slicer (which hits low).  Even if
    she misses, she'll still follow with an M. Spider.  If that misses,
    she stands up and leaves.  If it hits, she gets her opponent into a
    hold on the ground, then kicks them up into the air.

 RYO SAKAZAKI                                           (Tenchi Haou Ken)
  - Ryo runs in and performs a Tenchi Haou Ken.

 ROBERT GARCIA                                          (Ryuuren Moushuu)
  - Robert dashes forward.  If he hits his opponent while dashing, he
    does a mini "Ryuuko Ranbu"-type attack ending with his old "Ryuu
    Zanshou" kick.

 YURI SAKAZAKI                                              (Hien Rekkou)
  - Yuri runs in and performs her old "Hien Rekkou" DM.  This move does
    no damage.

 TAKUMA SAKAZAKI                        (Chou Hissatsu: Tengu Shikou Ken)
  - Wearing his Mr. Karate mask, Takuma runs in and throws a Haou
    Shikou Ken across the screen.

 KING                                                         (Trap Rush)
  - King slides across the floor.  Whether the slide hits or misses,
    she follows up with a multi-hit version of her old "Silent Flash."

 MAI SHIRANUI                                           (Mizudori no Mai)
  - Mai shows up and throw three flaming fans across the screen, a la
    her old "Mizudori no Mai" SDM.

 HINAKO SHIJOU                                            (Teppou Hinako)
  - Hinako rushes forward while doing her "Tsukidashi" attack.  If only
    the last hit connects on a counterhit, it acts as a Counter Wire.

 XIANGFEI LI                                           (Chou Pai Long Ni)
  - Xiangfei leaps on-screen, waits for a moment, then does her Chou
    Pai Long DM.  She taunts afterwards, then leaps away.

 KULA DIAMOND                                         (Slider Crow Bites)
  - Kula skates forward and does a sliding kick into the (C) Crow Bites.

 K9999                                           (Ore ni meirei sunna-!!)
  - K9999 leaps in with a jumping (C) attack that hits twice.  If it
    hits, he does his standing CD attack.  However, if the (C) attack
    misses, then he just stands there, then walks away without
    attacking.  The standing CD attack is a Critical Wire.

 FOXY                                                (Getsu no Shirogane)
  - Foxy races forward, then leaps up and does her "Getsu no Shirogane"
    attack.  Note that it is not an overhead and can be blocked low.

 ANGEL                                                (Beyond the Frames)
  - Angel rushes forward and does her "Beyond the Frames" attack, then
    follows it up with a hit from behind.  This move does no damage.       

 ATHENA ASAMIYA                                       (Phoenix Arrow '95)
  - Athena dives downward at an angle while doing her old (B) Phoenix
    Arrow attack (there is no ball of light around her).  If none of
    the diving hits connect, she lands and starts crying.  However, if
    at least one of them hits, she does a crouching kick upon landing
    that acts as a Critical Wire.

 SIE KENSOU                                                  (Sen Shippo)
  - Kensou dives in using the Ryuu Sougeki (which cannot hit).  Upon
    landing, he does a (C) Sen Shippo.  If it misses, he taunts (and
    the taunt can hit and acts as a Critical Wire, which means it will
    also drop an opponent's guard if blocked).

 CHIN GENTSAI                                       (Kaiten Hyoutan Shuu)
  - Chin rolls in and does his old "spinning gourd" win pose from '98.
    However, the spinning gourd animation can actually hit now.

 BAO                                           (Psycho Ball Attack: Rise)
  - Bao leaps in with a Senheki Shuu (this cannot hit).  Upon landing,
    he does his "Psycho Ball Attack: Rise," (which hits low), then
    rolls backwards.

 KIM KAPHWAN                                               (Hishou Kyaku)
  - Kim leaps in while doing a single hit "Hishou Kyaku."  If it hits,
    he does a single hit of his old "Kuu Sajin" attack.

 CHANG KOEHAN                                        (Tekkyuu Dai Kourin)
  - Chang bellyflops onscreen ala his "Tekkyuu Dai Assatsu."  Upon
    landing, he bounces forward again (allowing for another hit).
    This move does no damage.

 CHOI BOUNGE                                               (Toorima Zuki)
  - Choi runs forward until he reaches his opponent.  He then does his
    Geketsu Zuki (it's a physical attack, not a throw).  Afterwards,
    he bows, removes his hat, then runs off.

 MAY LEE                                                (Shinjuu Shoukan)
  - May runs forward and does the (A) Full Swing Chop, followed by a
    backwards kick.  Note that the two attacks do not combo together.

 ZERO                                                       (Typhon Rage)
  - Krizalid leaps in and does the Typhon Rage, just like Zero's 6+B
    attack.

 IGNIZ                                                             (None)
  - Igniz jumps on-screen, then jumps away.  If his opponent is in the
    air, he jumps in, hops forward, then jumps away.


 ========================================================================
 6. MISCELLANEOUS
 ========================================================================

 ------------------------------------------------------------------------
 GLITCHES
 ------------------------------------------------------------------------

 Backstep Jump
 ------------------------------------------------------------------------
 Here's a trick that's been around for a couple of years already. :)
 When using Iori, tap 44 to backstep and hold 4 while pressing B.  Not
 only will Iori do the Yuri Ori, but he'll jump back much further than
 he would during a normal backstep.

 This trick can also be done using Kyo's Naraku Otoshi or Mai's Dairin
 Fuusha Otoshi, although they won't move back as far as Iori will.  You
 need to input the command as soon as possible for it to work well, so
 try entering the command as 4412+A (for Mai) or 4412+C (for Kyo), so
 that the backstep command smoothly interrupts into the attack animation.

 Storm Bringer Damage Increase
 ------------------------------------------------------------------------
 For some odd reason, Heidern returns with the same glitch he had in KoF
 '98. :)  Simply perform a Moon Slasher that misses.  Anytime before the
 round ends, connect with the Storm Bringer, and Heidern will drain more
 life than usual (but he still earns back the normal amount of life).

 Gain Power Gauge Energy From Throws
 ------------------------------------------------------------------------
 Andy retains his old throw glitch from '98.  Normally, using normal
 throws does not earn any Power Gauge energy, but once you've gained any
 amount of power in your Power Gauge, Andy's (C) throw starts earning
 energy on the "ground kick" part of his throw.  This effect ends if
 your Power Gauge is emptied (but you can earn more power to start up
 the glitch again).

 Other simple glitches involve Ralf's (C) throw earning Power Gauge
 energy when it connects, and Ramon's Tiger Spin earning Power Gauge
 energy if it misses.  This works with both the DM and SDM Tiger Spin.
                                       
 Short Input Command
 ------------------------------------------------------------------------
 In previous KoFs, some commands could be shortened to make them easier
 to perform.  The only one that still seems to exist in 2001 is the
 shortened "Hou'ou Kyaku" input.  Instead of using "21416+K", you can
 simply use "246+K."  This can also be applied to Terry's Power Geyser.


 ------------------------------------------------------------------------
 SPECIAL INTROS
 ------------------------------------------------------------------------

 This section lists brief explanations of the various "special intros"
 between characters.  Some intros only work if you are on the first round
 of the battle (like the Shingo vs. Iori intro).  The characters are
 listed in their team order:

 K' vs. MAXIMA
  - Maxima is shown grunting, pushing his fist into his palm.  K'
    talks while looking down, then looks up.

 K' vs. WHIP
  - K' talks for a bit.

 K' vs. K9999
  - The two rivals talk to each other.

 WHIP vs. LEONA, RALF, or CLARK
  - Whip rocks back and forth on her heels, then turns and salutes.

 LIN vs. ZERO
  - Lin attempts to strike Zero's back with a Jatotsu Ga, but Ron
    appears and stops him.

 KYO vs. IORI
  - Kyo and Iori are standing next to each other.  They talk for a
    bit, then leap away as their orange and purple flames explode.

 SHINGO vs. IORI
  - Shingo stands tall and blabbers on before pointing at Iori.

 SETH vs. ZERO
  - Seth stands silently for a moment, then points at Zero and says
    something.

 VANESSA vs. ANY FEMALE (except VANESSA, FOXY, and MAY LEE)
  - Vanessa talks for a bit while resting her elbow on her arm.

 RAMON vs. VANESSA
  - Ramon gets love-struck and utters something, while Vanessa puts
    a hand to her face, looking embarrassed.
                   
 LEONA vs. WHIP or CHANG
  - Leona salutes her challenger.  Against Whip, she will salute back.

 RALF vs. WHIP, LEONA, or CLARK
  - Ralf does a sort of sumo stomp and gestures for his opponent to
    approach him.

 CLARK vs. WHIP, LEONA, or RALF
  - Clark doffs his cap at his opponent.
               
 HEIDERN vs. WHIP or LEONA
  - Either woman salutes Heidern, who salutes back.

 HEIDERN vs. RALF or CLARK
  - Heidern points at either soldier with his baton.

 HEIDERN vs. IGNIZ
  - Heidern appears in a trenchcoat and cap, which he tosses aside.
 
 TERRY vs. MARY
  - Terry hunches over and says, "Get ready!"  Mary responds with
    "Let's fight, Terry!"
 
 ANGEL vs. KULA, FOXY, or K9999
  - Angel makes a funny face and sticks her tongue out.  I could swear
    she's saying "okey dokey," but that's probably not right.

 JOE vs. TERRY or ANDY
  - Joe lifts up his fist and smacks it into his other hand.

 RYO vs. ROBERT or YURI
  - Ryo poses while saying "Osu!"  His opponent strikes the same pose
    (and Yuri says "Osu!" as well).

 ROBERT vs. YURI
  - Robert poses, and Yuri strikes the same pose while saying "Osu!"

 HINAKO vs. GORO, MAI, XIANGFEI, YURI
  - Hinako does an awkward-looking Sumo stomp while saying "Dosu koi!"
  
 TAKUMA vs. RYO, ROBERT, or YURI
  - Takuma's disciples pose, and he nods approvingly before striking
    the same pose.
 
 KING vs. RYO
  - King bows respectfully to Ryo, who looks away with a disgruntled
    expression.

 KING vs. MAI or HINAKO
  - King is looking away.  She brushes her hair with her hand, faces
    her opponent while gesturing, and says, "C'mon baby!"

 MAI vs. ANDY
  - Mai sets down a baby boy, who starts walking towards Andy.  She
    then taunts with her fan and says, "Hora, ganbatte!"  Andy freaks
    out, but the baby vanishes after a few steps--it was just another
    one of Mai's tricks.  Andy actually has to smack himself in the
    face in order to snap out of it :)

 KULA vs. K', MAXIMA, WHIP, ANGEL, ZERO, IGNIZ
  - Kula appears with Candy and Diana by her side, who both pose
    with their rapiers before disappearing.

 KULA vs. FOXY
  - Kula appears in a different outfit, holding a lollipop. Diana
    goes up to Foxy and talks to her, then moves to Kula's side,
    replacing Kula's outfit with her battle gear.

 KULA vs. K9999
  - Diana appears and talks, prompting K9999 to snap back at her.

 FOXY vs. IGNIZ
  - Foxy appears facing away from Igniz.  She creates her sword from
    a flash of light, then turns while thrusting outward with it.

 KENSOU vs. ATHENA
  - Kensou looks at Athena with a pained expression.  Athena says,
    "Nani?" (What's wrong?) but Kensou says nothing.

 CHIN vs. ATHENA, KENSOU, or BAO
  - Chin nods at his opponent.

 BAO vs. ATHENA, KENSOU or CHIN
  - Bao folds his arms and bows while saying, "Ganbatte!"

 KIM vs. IORI, KULA, FOXY, K9999, ANGEL, ZERO, and IGNIZ
  - Kim's eye glow menacingly as he points at his opponent and says,
    "Ikuzo!"

 CHANG vs. CHOI
  - Choi is wearing Chang's bracelets and is holding his iron ball,
    while Chang is wearing Choi's claws on his index fingers.  The
    two look in confusion at their weapons, then throw them up in
    the air, jump up, and don their proper equipment upon landing.

 MAY LEE vs. KIM
  - May sort of imitates Kim's opening stance.

 MAY LEE vs. KULA, FOXY, K9999, ANGEL, ZERO, or IGNIZ
  - May gets into her Hero stance and points at her opponent.

 ZERO vs. K', MAXIMA, WHIP, KULA, FOXY, K9999, and ANGEL
  - Zero is down on one knee, with Grugan by his side.

 IGNIZ vs. K', MAXIMA, WHIP, KULA, FOXY, K9999, ANGEL
  - Igniz talks for a bit and then whips his cloak around in a
    dismissive motion.


 ------------------------------------------------------------------------
 SPECIAL WIN POSES
 ------------------------------------------------------------------------

 The following scenes only take place if the first player defeats the
 second player on any round other than the last one:

 WHIP vs. K', MAXIMA, or RAMON
  - This only works if you get a Draw Game by running out of time.
    Instead of her normal time out pose, Whip does one of her normal
    win poses (the one where she kisses her whip).

 LIN beats ZERO
  - Several of Lin's fellow ninjas appear (according to the ending
    credits, the big guy is Sai, the woman is Lan, and the child's
    name is Chato).

 BENIMARU beats ANY WOMAN except XIANGFEI, FOXY, ANGEL, and MAY LEE
  - Benimaru stands with his arms at his side, looking startled.  He
    then says, "Gomen ne."

 SHINGO beats KYO
  - Shingo poses and begins talking.  He realizes that Kyo is just lying
    there and asks, "Kusanagi-san?" several times before freaking out at
    the thought of having done in his master.

 SETH beats VANESSA
  - Seth lets out a long breath, then leans over and starts talking.

 VANESSA beats SETH
  - Vanessa stands with her arms behind her head and says something.

 RAMON beats VANESSA
  - Ramon rushes over to Vanessa's side, looking worried.  He gets down
    on one knee and makes an odd gesture with his arms while saying
    "Miss Vanessa!"

 LEONA beats IORI
  - Leona turns away and flexes her fingers while talking.  Her hair
    turns pink and her eyes go white as she reverts into Orochi Leona
    for a brief moment, then she reverts to her normal self and swipes
    her arm across her side.

 LEONA beats RALF, CLARK, or HEIDERN
  - Leona salutes her fallen opponent.
          
 MARY beats TERRY, ANDY, or JOE
  - Mary turns slightly with her hand on her hip, and says "I did."
  
 RYO beats ROBERT, YURI, or TAKUMA
  - Ryo does a series of poses.

 ROBERT beats RYO, YURI, or TAKUMA
  - Robert does his Gen'ei Kick, then poses.

 YURI beats RYO, ROBERT, or TAKUMA
  - Yuri sits down on her knees and puts her hands on her hips, looking
    irritated.

 TAKUMA beats RYO, ROBERT, or YURI
  - Takuma turns his back on his opponent, and smiles as his teeth glint.

 KING beats RYO, ROBERT, YURI, or TAKUMA
  - King adjusts her tie, then takes off her jacket and leans forward.

 KULA beats FOXY
  - Kula's hair reverts to blonde and she looks away, surprised, as
    Diana appears and pats her on the head.

 FOXY beats IGNIZ
  - Diana appears, carrying Kula.  After setting Kula down, both Foxy
    and Diana switch into their normal clothes.

 ATHENA beats KENSOU
  - Athena gets a worried look (the same pose from the Athena vs. Kensou
    intro), and says something.

 KENSOU beats ATHENA
  - Kensou covers his face with his arm and starts bawling.

 ZERO beats K' or KULA
  - Zero turns his back on his opponent, then Krizalid leaps on-screen.

 ZERO beats LIN
  - Ron appears and says something.


 ------------------------------------------------------------------------
 TRANSLATIONS
 ------------------------------------------------------------------------

 The translations in this section were made with a lot of help from
 WWWJDIC and NJSTAR, not to mention SNK's old dictionary files taken
 from their site.  A few were sent in by contributors to my previous
 FAQs.  Translations in other languages were done using various
 online translators or other resources found via www.google.com.
 Finally, I'm not that good at Japanese, so there may be some mistakes.

 [ K' ]  ----------------------------------------------------------------

 Eins Trigger                   First Trigger
 Tsuika Kougeki                 Additional Attack

 - "Eins" is German for "one."

 [ MAXIMA ]  ------------------------------------------------------------

 M9 Kata Maxima Missile (Shisaku)
 M9 Style Maxima Missile (Experimental)

 [ WHIP ]  --------------------------------------------------------------

 S.S. Type A "Code: Yuuetsu"    Strings Shot Type A "Code: Supremacy"
 S.S. Type B "Code: Chikara"    Strings Shot Type B "Code: Power"
 S.S. Type C "Code: Shouri"     Strings Shot Type C "Code: Victory"
 S.S. Type D "Code: Ame"        Strings Shot Type D "Code: Candy"
 Hook Shot "Code: Kaze"         Hook Shot "Code: Wind"

 [ LIN ]  ---------------------------------------------------------------

 Akuzan                         Holding Slash
 Benpatsu Ken (Chuudan)         Pigtail Fist (Mid-Level)
 Benpatsu Ken (Gedan)           Pigtail Fist (Low-Level)
 Zantetsu Bu: Rasatsu           Iron-Slashing Dance: Deadly Net
 Kasumi                         Mist (lit. "hold aloft")
 Muei Kusashu                   Invisible Red Sand Hand
 Jatotsu Ga                     Snake Fang Thrust
 Hiten Kyaku                    Flying Heaven Kick
 Hike Kyaku                     Flying Feather Kick

 Hizoku Ougi Ranbu: Dokuga
 Profound Art of Hizoku - Boisterous Dance: Poisonous Moth

 Hizoku Ougi Senshu Rakan Satsu
 Profound Art of Hizoku - Thousand Hands Disciple Killer
 
 [ KYO KUSANAGI ]  ------------------------------------------------------

 Hatsugane                      Forged Iron
 Issetsu Seoi Nage              Single Shoulder Throw
 Geshiki: Naraku Otoshi         Foreign Style: Hades Drop
 Geshiki: Goufu You             Foreign Style: Positive Roaring Axe
 88 Shiki                       Style No. 88
 100 Shiki: Oniyaki             Style No. 100: Demon Scorcher
 707 Shiki: Koma Hofuri         Style No. 707: Spinning Slaughter
 R.E.D. KicK                    Rainbow Energy Dynamite KicK
 75 Shiki Kai                   Style No. 75 - Modified
 427 Shiki: Hikigane            Style No. 427: Running Over Iron
 114 Shiki: Aragami             Style No. 114: Wild Bite
 128 Shiki: Konokizu            Style No. 128: Nine Wounds
 127 Shiki: Yanosabi            Style No. 127: Eight Tarnish
 Geshiki: Migiri Ugachi         Foreign Style: Timely Drilling
 125 Shiki: Nanase              Style No. 125: Seven Torrents
 212 Shiki: Kototsuki You       Style No. 212: Koto Moon Positive
 115 Shiki: Dokugami            Style No. 115: Poison Bite
 401 Shiki: Tsumi Yomi          Style No. 401: Composing Sin
 402 Shiki: Batsu Yomi          Style No. 401: Composing Punishment
 524 Shiki: Kamukura            Style No. 524: God Waster

 Ura 108 Shiki: Orochi Nagi
 Style No. 108 Reversed: Eight-Headed Serpent Slayer

 [ BENIMARU NIKAIDO ]  --------------------------------------------------

 Raijin Ken                     Quivering Lightning Fist
 Taikuu Raijin Ken              Anti-Air Quivering Lightning Fist
 Kuuchuu Raijin Ken             Mid-Air Quivering Lightning Fist
 Shinkuu Katategoma             Vacuum One-Handed Top
 Iai Geri                       Sword-Drawing Kick
 Handou Sandan Geri             Reactionary Triple Kick
 Taikuu Raikou Ken              Anti-Air Lightning Gleam Fist
 Raikou Ken                     Lightning Gleam Fist
 Gen'ei Hurricane               Phantom Hurricane

 [ GORO DAIMON ]  -------------------------------------------------------

 Juuji Shime                    Cross Choke
 Tsukami Tataki Tsuke           Grabbing Assault Grip
 Okuri Ashi Barai               Leg Tripping Sendoff
 Tama Tsubushi                  Treasure Smasher
 Zujou Barai                    Overhead Sweep
 Jirai Shin                     Mine Quake
 Chou Oosotogari                Super Outer Reaping
 Kumo Tsukami Nage              Cloud-Grabbing Throw
 Kirikabu Gaeshi                Stump Return
 Tenchi Gaeshi                  Heaven and Earth Return
 Ura Nage                       Reverse Throw
 Nekko Gaeshi                   Root Reverse
 Chou Ukemi                     Super Tumble
 Jigoku Gokuraku Otoshi         Hell to Paradise Drop
 Arashi no Yama                 Mountain of Storms
 Nekko Nuki                     Root Puller
 Zoku: Kirikabu Gaeshi          Continued: Stump Return
 Bukko Nuki Ura Nage            Deadly Pulling Reverse Throw
 Zoku: Tenchi Gaeshi            Continued: Heaven and Earth Return
 Abare Goro                     Raging Goro

 [ SHINGO YABUKI ]  -----------------------------------------------------

 Hatsugane                      Forged Iron
 Issetsu Seoi Nage Fukanzen     Imperfect Single Shoulder Throw
 114 Shiki: Aragami Mikansei    Incomplete Style No. 114: Wild Bite
 115 Shiki: Dokugami Mikansei   Incomplete Style No. 115: Poison Bite
 100 Shiki: Oniyaki Mikansei    Incomplete Style No. 100: Demon Scorcher
 212 Shiki: Kototsuki You       Incomplete Style No. 212: Koto Moon
 Shingo Kinsei Ore Mushiki      Shingo's Humbly Made Own "No Style"

 Geshiki: Goufu "Kakkodake"
 Foreign Style: Roaring Axe "Only In Appearance"

 101 Shiki: Oboroguruma Mikansei
 Incomplete Style No. 101: Twilight Wheel

 Shingo Kinsei Ore Shiki: Nie Togi
 Shingo's Humbly Made Own Style: Sharpening the Patterned Sword Blade

 Shingo Kinsei Ore Shiki: Gecchuu
 Shingo's Humbly Made Own Style: Moon Elbow
    
 Geshiki: Kake Hourin
 Foreign Style: Racing Phosphorous Phoenix
 
 [ IORI YAGAMI ]  -------------------------------------------------------

 Sakahagi                       Reverse Flayer
 Saka Sakahagi                  Reversed Reverse Flayer
 Geshiki: Yuri Ori              Foreign Style: Lily Break
 Geshiki: Yumebiki              Foreign Style: Dream Shot
 108 Shiki: Yami Barai          Style No. 108: Darkness Sweep
 100 Shiki: Oniyaki             Style No. 100: Demon Scorcher
 127 Shiki: Aoi Hana            Style No. 127: Hollyhock Flower
 212 Shiki: Kototsuki In        Style No. 212: Koto Moon Negative
 Kuzukaze                       Scum Wind
 Kin 1121 Shiki: Ya Otome       Forbidden Style 1121: Eight Maidens
 Ura 306 Shiki: Saika           Style No. 306 Reversed: Shining Jackal

 Geshiki: Goufu In "Shinigame"
 Foreign Style: Negative Roaring Axe "Death God"

 [ VANESSA ]  -----------------------------------------------------------

 Puncher Vision (Zenpou)        Puncher Vision (Forward)
 Puncher Vision (Kouhou)        Puncher Vision (Backward)

 [ SETH ]  --------------------------------------------------------------

 Hiji ate kara no hadou uchi    Elbow Hit with a Surging Blow
 Tomoe Nage                     Overhead Judo Throw
 Mae Age Geri                   Forward Rising Kick
 Shouyou                        Rising Sunshine
 Ashitori                       Leg Catcher
 Dou Kuzushi                    Body Destroyer
 Rakugetsu                      Falling Moon
 Angetsu                        Dark Moon
 Kyuugetsu                      Curved Moon
 Yagetsu                        Arrow Moon
 Gengetsu                       Crescent Moon
 Morote Shouyou                 Paired Palms Rising Sunshine
 Irimi Nadazuki                 Body-Entering Moon Over the Open Sea
 Doutori Shichimonsatsu         Body-Catching Seven Agonizing Deaths

 [ RAMON ]  -------------------------------------------------------------

 Teikuu Drop Kick               Low Altitude Drop Kick
 Hiki Okoshi                    Pulling Up (Onto Feet)
 El Diablo Amarillo Ramon       The Yellow Devil Ramon
 El Diablo Amarillo             The Yellow Devil

 [ LEONA ]  -------------------------------------------------------------

 Earring Bakudan 1              Earring Bomb 1
 Kibaku                         Exploding

 [ RALF JONES ]  --------------------------------------------------------

 Kyuukouka Bakudan Punch        Diving Bomb Punch
 Chijou                         Ground
 Kuuchuu                        Mid-Air
 Baribari Vulcan Punch          Exploding Vulcan Punch
 Umanori Vulcan Punch           Horse-Mounted Vulcan Punch

 [ CLARK STEEL ]  -------------------------------------------------------

 Nageppanashi German            German Throwing

 [ ANDY BOGARD ]  -------------------------------------------------------

 Gourin Kai                     Strong Confrontation - Modified
 Kakaekomi Nage                 Carrying Throw
 Uwa Agito                      Upper Jaw
 Age Men                        "blow to the face"
 Hishou Ken                     Soaring Fist
 Geki Hishou Ken                Violent Soaring Fist
 Shouryuu Dan                   Rising Dragon Shot
 Kuuha Dan                      Sky-Ripping Shot
 Gekiheki Haisui Shou           Dam Breaking Palm Attack
 Zan'ei Ken                     Slashing Phantom Fist
 Shippuu Ouken                  Horizontal Gale Fist
 Gen'ei Shiranui                Phantom Shiranui
 Uwa Agito                      Upper Jaw
 Shimo Agito                    Lower Jaw
 Zan'ei Ryuusei Ken             Slashing Phantom Meteor Fist
 Chou Reppa Dan                 Super Rending Shot

 - "Shiranui" means "phosphorescent light," but "Gen'ei Shiranui" is
   referring to the Shiranui ninja clan and not the literal meaning.

 [ JOE HIGASHI ]  -------------------------------------------------------

 Hiza Jigoku                    Knee Hell
 Ougon no Kakato                Golden Heel
 Bakuretsu Ken                  Exploding Fist
 Bakuretsu Finish               Exploding Finish
 Shijou Saikyou no Low Kick     Strongest Low Kick in History
 Ougon no Tiger Kick            Golden Tiger Kick

 Bakuretsu Hurricane Tiger Kakato
 Exploding Hurricane Tiger Heel

 [ BLUE MARY ]  ---------------------------------------------------------

 Victor Nage                    Victor Throw

 [ RYO SAKAZAKI ]  ------------------------------------------------------

 Tani Otoshi                    Valley Drop
 Tomoe Nage                     Overhead Judo Throw
 Hyouchuu Wari                  Ice Pillar Splitter
 Joudan Uke                     Upper Defense
 Gedan Uke                      Lower Defense
 Ko'ou Ken                      Tiger Gleam Fist
 Kohou                          Roaring Tiger
 Zanretsu Ken                   Momentary Violent Fist
 Kohou Shippuu Ken              Roaring Tiger Gale Fist
 Mouko Raijin Setsu             Fierce Tiger: Lightning God's Arm
 Hien Shippuu Kyaku             Flying Gale Kick
 Haou Shoukou Ken               Supreme King Flying Roaring Fist
 Tenchi Haou Ken                Heaven and Earth Supreme Gleam Fist
 Ryuuko Ranbu                   Dragon/Tiger Boisterous Dance

 [ ROBERT GARCIA ]  -----------------------------------------------------

 Ryuuchou Kyaku                 Dragon Flip Kick
 Kubikiri Nage                  Neck-Cutting Throw
 Uraken                         Reverse Fist
 Kouryuu Koukyaku Geri          Slanted Dragon Falling Leg Kick
 Ryuu Hanshuu                   Dragon Hop Kick
 Nidan Sokutou Geri             Two-Part Leg Blade Kick
 Hien Ryuujin Kyaku             Flying Dragon God Kick
 Ryuugeki Ken                   Dragon Attack Fist
 Ryuuga                         Dragon Fang
 Gen'ei Kyaku                   Illusion Kick
 Hien Senpuu Kyaku              Flying Whirlwind Kick
 Kyokugen-ryuu Renbu Kyaku      Extreme-Style Rapid Kick Dance
 Haou Shoukou Ken               Supreme King Flying Roaring Fist
 Hairyuuga                      Back Dragon Fang
 Ryuuko Ranbu                   Dragon/Tiger Boisterous Dance
 Ryuuren Moushuu                Rapid Dragon Fierce Attack

 [ YURI SAKAZAKI ]  -----------------------------------------------------

 Oni Harite                     Demon Hand Slap
 Silent Nage                    Silent Throw
 Tsubame Otoshi                 Falling Swallow
 En Yoku                        Swallow Wing
 Senkai Kyaku                   Rotating Kick
 Ko'ou Ken                      Tiger Gleam Fist
 Haou Shoukou Ken               Supreme King Flying Roaring Fist
 Raiou Ken                      Lightning Sparkle Fist
 Kuuga                          Air Fang
 Yuri Chou Upper                Yuri Super Upper
 Ura Kuuga                      Reverse Air Fang
 Double Yuri Chou Upper         Double Yuri Super Upper
 Yuri Chou Knuckle              Yuri Super Knuckle
 Hien Shippuu Ken               Flying Gale Fist
 Yuri Chou Mawashi Geri         Yuri Super Spinning Kick
 Hien Senpuu Kyaku              Flying Whirlwind Kick
 Hyakuretsu Binta               Hundred Violent Slaps
 Shin! Chou Upper               Heart! Super Upper
 Mekki Zan Kuuga                Destructive Demon Air Fang Slash
 Hien Hou'ou Kyaku              Flying Phoenix Kick
 Yuri Chou Enbu                 Yuri Super Swallow Dance
 Hien Rekkou                    Flying Help Violent Pierce

 [ TAKUMA SAKAZAKI ]  ---------------------------------------------------

 Oosotogari                     Great Outer Reaping
 Ippon Seoi                     Shoulder Blow
 Oniguruma                      Demon Wheel
 Hisha Otoshi: Dan Tsubushi     Rook Drop: Projectile Smasher
 Kawara Wari                    Tile Splitter
 Keima Uchi: Oiuchi             Knight Strike: Pursuit Strike
 Ko'ou Ken                      Tiger Gleam Fist
 Mouko Burai Gan                Fierce Tiger: Bandit Boulder
 Zanretsu Ken                   Momentary Violent Fist
 Shouran Kyaku                  Riot Kick
 Hien Shippuu Kyaku             Flying Gale Kick
 Haou Shikou Ken                Champion King Supremacy Fist
 Shin Kishin Geki               True Fierce God Attack
 Ryuuko Ranbu                   Dragon/Tiger Boisterous Dance

 Chou Hissatsu: Tengu Shikou Ken
 Super Deadly: Tengu Supremacy Fist

 - A "tengu" is a long-nosed demon.

 [ MAI SHIRANUI ]  ------------------------------------------------------

 Shiranui Gourin                Shiranui Strong Confrontation
 Fuusha Kuzushi                 Windmill Destroyer
 Yume Zakura                    Dream Cherry
 Koku'en no Mai                 Dance of the Black Swallow
 Benitsuru no Mai               Dance of the Flamingo
 Dairin Fuusha Otoshi           Great Windmill Drop
 Ukihane                        Floating Feather
 Sankaku Tobi                   Triangle Hop
 Kachou Sen                     Flower/Butterfly Fan
 Ryuu Enbu                      Dragon Blaze Dance
 Sayo Chidori                   Evening Plover
 Hissatsu Shinobi Bachi         Deadly Ninja Bees
 Musasabi no Mai                Dance of the Giant Flying Squirrel
 Toki Tsubute                   Ibis Smasher
 Hana Arashi                    Flower Tempest
 Hou'ou no Mai                  Dance of the Phoenix
 Chou Hissatsu Shinobi Bachi    Super Deadly Ninja Bees
 Mizudori no Mai                Dance of the Waterfowl

 Yusura Ume
 Fruit from "a tree yielding cherry-like fruit"

 [ HINAKO SHIJOU ]  -----------------------------------------------------

 Tasuki Nage                    "strings used to hold up sleeves" throw
 Uwate Nage                     "sumo throw using the outside of the arm"
 Maemitsu Tataki                Advancing Assault
 Ketaguri                       Kicking Down
 Tsukidashi                     "sumo technique of thrusting out of ring"
 Tsuki Otoshi                   "sumo technique of thrusting down"
 Kote Nage                      Forearm Throw
 Kake Nage                      Hanging Throw
 Gaburi Yori                    Head Twist
 Hatakikomi                     Slapping down (your opponent)
 Oo Ichiban                     Decisive Match
 Gasshou Hineri                 Playing With Hands Folded In Prayer
 Teppou Hinako                  Doll Gun

 Yorigiri
 "sumo technique of pushing enemy out of the ring while holding them by
 the waist"

 - "Uwate" can also be translated as "jouzu," which means "skillful."

 [ XIANGFEI LI ]  -------------------------------------------------------

 Kadoma                         Shiny Noisy Flax
 Ryokuchi Kou'en                Thousand-Strong Back Feast
 Soushouda                      Paired Palm Strike
 Kyuuho: Kousentai              Arcing Step: Backspin Thigh
 Fukuho: Kousentai              Crouching Step: Backspin Thigh
 Nanpa                          Dream Wave
 Senri Chuu'ou                  Long Distance Emperor's Elbow
 Kankuu                         Sky Pierce
 Shinsaiha                      Heartbreaker Hold
 Esaka                          Drunken Singing
 Banpaku Kou'en                 Ten Thousand Nights Back Feast
 Eikishuhou                     Mental Guard Burn
 Dai Tetsujin                   Great Iron God
 Chou Pai Long                  Super White Dragon
 Majinga                        Sincere Fang
 Chou Pai Long Ni               Super White Dragon II

 [ KULA ]  --------------------------------------------------------------

 Tsuika Kougeki (Stand)         Additional Attack (Stand)
 Tsuika Kougeki (Sit)           Additional Attack (Sit)

 [ FOXY ]  --------------------------------------------------------------

 Daisan no Kagi                 Key No. 3
 Daijuuni no Kagi               Key No. 12
 Nanatsu no Kinzoku             The Seven Metals
 Nanatsu no Koubutsu            The Seven Minerals
 Nanajuu no Junkan              Sevenfold Cycle
 Nanajuu no Jouryuu             Sevenfold Distillation
 Unicorn no Tsuno               Horn of the Unicorn
 Taiki no Shoukei               Aspiration of the Atmosphere
 Chie no Ki                     Tree of Wisdom
 Getsu no Shirogane             Silver Moon
 Hajimari no Ki                 Tree of Beginnings
 Noah no Kioku                  Remembrance of Noah
 Nanajuu no Hoshi               Sevenfold Star
 Hakuchou no Uta                Swan Song
 Chishiki no Bon                Tree of Knowledge
 Wakusei no Inori               Planet's Prayer
 Mitsubachi                     Honeybee

 [ K9999 ]  -------------------------------------------------------------

 Kieroo!                        Vanish!
 Itsumade yondendayoo!          How long must we play?
 Urusee-!                       Nuisance!
 Acchi he itteroo!              Over there!
 Wareroo!                       Break!
 Tsuki...                       Moon...
 Temee mo oucchimae!!           Wait, take one more!!
 Ore ni meirei sunna-!!         I won't object to my orders!!

 Chikara ga...katte ni...uwaaaa!!
 My power...(grows) of it's own accord...uwaaaa!!

 - I'm pretty bad at conversational Japanese, so these translations are
   undoubtedly incorrect.  Any corrections are welcome.
    
 [ ANGEL ]  -------------------------------------------------------------

 Repun Kamuy                    Spirit of the Sea
 Welcome To Ryuugu              ???

 - I can't figure out what word "ryuugu" is supposed to be.  It doesn't
   seem to be from another language, and the closest Japanese word I
   could find was "ryuuguu" (Palace of the Dragon King).
            
 [ ATHENA ASAMIYA ]  ----------------------------------------------------

 Nu Psycho Reflector            New Psycho Reflector
 Renkantai                      Chained Thigh

 [ SIE KENSOU ]  --------------------------------------------------------

 Hakkei                         Internal Energy Release
 Tomoe Nage                     Overhead Judo Throw
 Kobokushu                      Tiger Hand Strike
 Kousentai                      Backspin Thigh
 Choukyuu Dan                   Super Ball Shot
 Senkyuutai                     Arcing Thigh Drill
 Ryuu Gakusai                   Dragon Jaw Smash
 Ryuu Sougeki                   Dragon Talon Attack
 Ryuu Renga: Chiryuu            Rapid Dragon Fang: Earth Dragon
 Ryuu Renga: Tenryuu            Rapid Dragon Fang: Heaven Dragon
 Shinryuu Tenbu Kyaku           Dragon God Heavenly Dance Kick
 Senki Hakkei                   Hermit's Mental Energy Release
 Sen Shippo                     Fast Arrow Walk

 Shinryuu Seiou Rekkyaku
 Dragon God Horrible Gleaming Rending Kick

 [ CHIN GENTSAI ]  ------------------------------------------------------

 Gou Inshu                      Drinking Strong Sake
 Sakkyaku Nage                  Reverse Leg Throw
 Suiho Hyoutan Shuu             Drunken Stagger Gourd Attack
 Hyoutan Geki                   Gourd Attack
 Suihai Kou                     Drunken Cup Lean
 Fun'en Kou                     Blazing Angry Mouth
 Gou'en Shourai: Kai            Roaring Flame Invitation: Modified
 Kaiten-teki Kuutotsu Ken       Rotary Air Pierce Fist
 Bougetsu Sui                   Full Moon Drunkard
 Rouja Hanhou                   Dragonsnake Anti-Strike
 Rigyo Hanhou                   Carp Anti-Strike
 Gou'en Shourai                 Roaring Flame Invitation
 Gouran Enpou                   Roaring Flame Inferno 
 Kaiten Hyoutan Shuu            Spinning Gourd Advance

 Ryuurin Hourai
 Willow Phosphorous "Mountain Paradise of the Sennin"

 - I still can't figure out the exact translation for "ryuurin," but
   "hourai" is the name of a mountain that lies in the middle of the
   sea, according to Japanese mythology.  On the mountain live the
   "sennin," hermits with special powers (this is all according to
   some dictionary I read).

 [ BAO ]  ---------------------------------------------------------------

 Gen'ei Tougi                   Phantom Head Technique
 Kawasaki                       Skin Ripper
 Senheki Shuu                   Spinning Wall Kick
 Senshou Shuu                   Flying Flash Kick
 Rikatsu Shuu                   Reverse Slide Kick
 Soushou                        Paired Palms
 Hikida                         Snake Saw

 [ KIM KAPHWAN ]  -------------------------------------------------------

 Kubikime Otoshi                Extreme Neck Drop
 Sakkyaku Nage                  Deadly Leg Throw
 Kuuren Geki                    Rapid Air Attack
 Neri Chagi                     Falling Leg
 Hangetsu Zan                   Half-Moon Slash
 Hien Zan                       Flying Slash
 Tenshou Zan                    Ascension Slash
 Haki Kyaku                     Ambition Kick
 Double Dechagi                 Double Leg
 Hishou Kyaku                   Soaring Kick
 Hou'ou Hiten Kyaku             Phoenix Flying Heaven Kick
 Hou'ou Tenbu Kyaku             Phoenix Heavenly Dance Kick
 Hou'ou Kyaku                   Phoenix Kick
 Hishou Kyaku                   Flying Rising Kick

 [ CHANG KOEHAN ]  ------------------------------------------------------

 Hagan Geki                     Face-Smashing Attack
 Kusari Jime                    Chain Strangle
 Hiki Nige                      Sliding Evade
 Tekkyuu Funsai Geki            Iron Ball Smashing Attack
 Tekkyuu Taiko Uchi             Iron Ball Drum Thrust
 Dai Hakai Nage                 Great Destruction Throw
 Tekkyuu Dai Kaiten             Iron Ball Great Spin
 Tekkyuu Dai Bousou             Iron Ball Great Reckless Run
 Tekkyuu Dai Assatsu            Iron Ball Great "Crush to Death"
 Tekkyuu Dai Kourin             Iron Ball Great Falling Confrontation

 [ CHOI BOUNGE ]  -------------------------------------------------------

 Zujou Sashi                    Head-Riding Stab
 Geketsu Zuki                   Bloody Bowel Pierce
 Toorima Geri                   Phantom Killer Kick
 Senpuu Hien Zashi              Whirlwind Flying (Monkey) Pierce
 Houkou Tenkan                  Direction Divert
 Tatsumaki Shippuu Zan          Tornado Gale Slash
 Hishou Kuuretsu Zan            Soaring Air-Ripping Slash
 Hien Zan                       Confessions of a Sorrowful Monkey
 Hishou Zan                     Soaring Kick
 Kaiten Hien Zan                Spinning Flying Monkey Slash
 Kishuu Hien Zuki               Surprise Attack Flying Monkey Stab
 Zan! Engetsu Rin               Slash! (Monkey) Crescent Moon
 Hou'ou Kyaku                   Phoenix Kick
 Toorima Zuki                   Phantom Killer Pierce

 Shin! Chouzetsu Tatsumaki Shinkuu Zan
 True! Superior Tornado Vacuum Slash

 [ MAY LEE ]  -----------------------------------------------------------

 Kamae Henka                    Posture Change
 Omote Enbu                     Front Performance
 Ura Enbu                       Back Performance
 Kuusetsu Geki                  Single Air Attack
 Hero Uke                       Hero Defense
 Mawashi Geri                   Spinning Kick
 Kakato Otoshi                  Heel Drop
 Gedan Geri                     Low-Level Kick
 Sanren Kyaku                   Triple Continuous Kicks
 Ushiro Mawashi Geri            Backwards Spinning Kick
 Gada Hanshuu                   Anti Self-Strike Kick
 Ryuu Getsurin Kyaku            Flowing Moon (Confrontation) Kick
 Shinjuu Kyaku                  God of Beasts Kick
 Shinjuu Shoukan                Call Upon the God of Beasts

 - May's real name is "Mei Jinjuu."
                                        
 [ ZERO ]  --------------------------------------------------------------

 Genma Kokushou                 Evil Phantom Flying Chop
 Jagai Kusetsu                  Evil Bodyblow Arm
 Zanpuu Enpa: Hankyou           Flying Airslash Rip: Rebel Mirror
 Zanpuu Enpa: Satsuma           Flying Airslash Rip: Deadly Demon
 Zanpuu Enpa: Kouga             Flying Airslash Rip: Phoenix Fang
 Gokusa Zanjin                  Imprisoning Chain Slash Formation
 Hakura Messei                  White Net (of) Destructive Energy

 - Not only does Zero have some strange quotes (in English, no less),
   but his some of his move names are actually from "Hokuto no Ken"
   (Fist of the North Star).  This also includes the "Shikka Koujin"
   and "Mabukousou" moves he had in 2000.

 [ IGNIZ ]  -------------------------------------------------------------

 - Well, the kana for "Idion Blade" sounds like "EE-de-yawn," which
   isn't a real English word.  The closest is "idiom" (IH-de-ohm), which
   refers to one's characteristic style (such as they way in which an
   artist paints).  I'm not sure if this is the word they were after or
   if "Idion" is more correct.
 - Along the same lines, "sagital" is not a real word, either, even
   though that's what the kana sounds like.  I suppose the word is
   supposed to make you think of "sage" or "Sagittarius", or something
   like that.
 - The same applies to "nega."  I guess it's referring to "negative?"
                     
 Thanks for reading.

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 THE KING OF FIGHTERS 2001 FAQ v0.7        copyright 2002 Chris MacDonald
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