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This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and a 
violation of copyright.

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

Most move names (those that aren't in parentheses) and instructions based on
GKomatsu's FHD Movelist

Copyright 2005 Andrew K.K. Ah New

*********************************************
MISC:
-Hexcodes
 Address  Value  Effect
 103a71   63     Stop Timer
 1037b6   ff     P1 Infinite Life part 1
 1037b9   ff     P1 Infinite Life part 2
 1039b6   ff     P2 Infinite Life part 1
 1039b9   ff     P2 Infinite Life part 2

-Special moves can be also be done by releasing the appropriate P/K buttons
 instead of pressing them, much like in SF2.
-All characters can do a short backhop by pressing b,b.
-Characters can only be dizzied ounce per round (when their 'weak spot' is
  broken). Their weak spot will start glowing when it is about ready to break.
-Strangely enough, there don't seem to be any air-sweeps other than mid-air
  grabs and flame attacks.
-Color selection: P for normal color, K for alternate color.
-Mizoguchi has been used as the standard punching bag, meaning all height
  values,etc. apply to him. They will almost surely be different for different
  characters (maybe I'll list those in the future).

*********************************************
KEY TO BASIC MOVES
j. jump (any direction)
ju. jump up
js. jump sideways
jf. jump forward
jb. jump back
s. stand (any distance)
sf. stand far
sc. stand close
c. crouch (at any distance and in any direction or lack thereof)
cf. crouch forward
cb. crouch back
cn. crouch neutral
cs. crouch forward/back

l: hits low (must crouch-block)
m: hits medium (can crouch-block or stand-block)
M: (will be blocked if target does a crouch-block or stand-block, but will miss
    entirely if target is in cn/cf)
h: overhead (must stand-block)
H: (will be blocked if target does a stand-block, but will miss entirely if
    target is crouching)
#: (will miss entirely unless target is in the air)
B: unblockable
x: not an attack

A "|" between rows or a "=" between columns means that the two attacks share
 the same sprites, but are of different speeds.
An "I" between colums or a "-" between columns means that the two attacks 
 share the same sprites and speed.
A "." between attacks means that the attacks cannot connect
A "," between attacks means that the attacks can connect

Just below the chart will be some 'extra notes':
The following are lists of moves with certain properties
Up: can function as anti-air attacks
Sw: will sweep a standing/crouching opponent
As: will 'air sweep' an airborn opponent (they will fall on their backs)
Sl: will cause your base position to move forward and stay there after the
 move has finished
-Numbers in square brackets indicate what hit qualifies for the list.

Also included in the 'extra notes' section are any throws that the character
has. Angle brackets on either side indicate what side the opponent ends up
on. So:
<th> throw left if you press left, throw right if you press right
>th< throw right if you press left, throw left if you press right
>th> throw right regardless of whether you press left or right
<th< throw left regardless of whether you press left or right
-"gb" can be substituted for "th" if the character does a hold
 instead of a toss or slam.

KEY TO SPECIAL MOVE PROPERTIES
( ) the height of the attacks. A value followed by a number means that that
    number of hits will be of that height. A "/" seperates the weak and strong
    versions. Dashes between two values indicates that the same hit could
    strike at either of the values, depending on the position of the attack.
    Numbers preceding parentheses indicate that the parenthesized sequence
    happens that many number of times.
{ } any special properties. Capital letters followed by a colon means that the
    following values are only valid for that button. Numbers in square brackets
    are the hit numbers for which the property holds.

Special Move instruction key:
 + press both buttons at the same time
 / press either button
 , then

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

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

SPECIAL MOVES
Big Tornado (m)
qcf+P

(dynamite dash) (m,m) {sw}
f,f+P

(electric dynamite dash) (m5) {sw}
b.f,f+P

Wheel Kick (m,H,H/m,H,#) {sw} -Can be done in air
qcb+K

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

up: ju.C
    s.D
    sc.b/f+D
    sf.b/f+D[2]
sw: c.D
<th> sc.B

SPECIAL MOVES
(high kick) (m) {up}
sc.b/f+D

(flip kick) (m.?) {up[2]}
sf.b/f+D

Tou Rou Zan (m)
qcf+P

Ku Chuu Tou Rou Zan (h) -Must be done before Fei Lin starts falling.
a.bqcd+P                -Travels down in a very steep angle
                        -Pushes Fei Lin up and back a little (very little, but
                         it's enough to stop a forward jump. The amount is the
                         same regardless of what kind of jump it is done from.

Hi Shou Kyaku (H.h) -The hit frames don't occur until about halfway down, so
d+D at apex          it probably won't be effective against a airborn enemy.
 of jump            -After contact with a target, Fei Lin will bounce up and
                     quite far back (over half the screen away).

Hakkaku Sou Bi Ken (m,m.?) {sw}
Hold d,u+P

Kakkou Hakkaku Sou Bi Ken (m,m.?) {sw[2]} -If done too closely to the target,
hold d,db,qcf,uf+B                         Fei Lin will pass right through
OR                                         after the first hit
hold db,qcf,uf+B (this method
 doesn't seem to work as
 consistantly)

***Ryoko***
BASIC MOVES
    A  B  C  D
  *------------*
ju| h--h  h--h
  | I  I
js| h--h  h  h
  |
sf| m  m  m  m
  |       I
sc| m  m  m m,m
  |
cn| m m.? l  l
  | I     I  I
cs| m  l  l  l
  *------------*

up: cn.B[2]
    sc.D[2]
sw: c.D
    s.C
<th> sc.B
      c.B
      c.B,d,d+P
      a.B

SPECIAL MOVES
Zen Ten Uke Mi (m,m/2(m,m))
hold b,f+K

Ippon Seoi (B) {sw<} -Works up to ~1/3 screen away
sf.hcf/hcb+P

Chou Yama Arashi (B) {sw>}
sc.hcf/hcb+P

Kata Guruma (B) {<>} -Works up to ~1/4 screen away
uhcf/uhcb+P

(air throw) (B) {as>}
a.hcf/hcb+P

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

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

SPECIAL MOVES
(head stomp) (h)
a.d+K

Spinning Blade (m)
hold b,f+P

Hurricane (m3) {sw}
hold d,u+K

(extended Hurricane) -Can move b/f during move
hold d,u+CD (keep pressing CD)

Overhead Kick (h)
hold b,f+K

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

up: sf.D
     c.B
sw: c.D
<gb> sc.B,D

SPECIAL MOVES
(???) (m.m)
s.b/f+B

(???) (m)
s.b/f+D

(flying fist) (m)
qcf+P

(tiger knee) (m,m) {sw}
qcf+K

(shouryuu Knee) (m,H) {sw[A,B2]} -Can pass through projectiles at startup.
f,db,d,df+K

(knee+elbow) (m,m)
P+K (must be same str)

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

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

SPECIAL MOVES
Zesshou Hou (m)
qcf+P

(fast Zesshou Hou) (m)
qcf,b+P

Cho Shin Kou (m) -Can be done only if Zesshou Hou (or its faster counterpart)
f,f+A or b,f+A    hits or is blocked.

Tetsu Zan Kou (m) {sw} -Can be done only if Zesshou Hou (either speed) hits
f,f+B or b,f+B          or is blocked.

Sen Kyuu Tai (m,m) {sw[A,B2]}
qcf+K

Mou Ko Kou Ha Zan (m5) -Negates projectiles (even the Gottsui Tiger Bazooka).
b,f,db,d,df+AB

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

up: ju.C
       D[1]
    sc.D[1]
    sf.C
       D
     c.B[2]
sw: c.D
<th> sc.B,D

SPECIAL MOVES
Tiger Bazooka (m)
qcf+P

Gottsui Tiger Bazooka (m)
qcf+ABCD

Ko Ryuu Sai (m,m,m) {sw}
bqcd+P

Sho Ten Sai ((m)->(m2,8))|(m,m,H) {sw[4|3]}
bqcd+ABCD

Ren Zoku Keri (5H/5m) {sw[5]} -Can be cancelled into from an air attack.
qcf+K

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

up:  j.C
    ju.D[1,2]
    sf.C,D
    sc.D
     c.B
sw: c.D
<th> sc.B/D
      a.B

SPECIAL MOVES
(slide) (l) {sw[D]} -Passes under some projectiles
df.K

(fingertips of fury) (repeat sequence of H,H,m/m,H,m,m,H)
mash P

(instant fingertips of fury) (H,H,m)
ABCD

Ball Rose (m)
hold b,f+P

(flash kick) (m) {sw}
hold d,u+K

(forward flips) (m.m)(h)
hold f/df,qcb+K

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

up: s.B[2]
    c.A[2]
      B[1]
sw: c.D
<th> sc.B (can also be done by sc.hold b,f+A. Or maybe that's my keyboard
           acting up again. Can anyone else confirm/deny this?)
      c.B

SPECIAL MOVES
(???) (h) {sw,sl}
uf+D

(???) (h)
a.d+B

(???) (h) {sw}
a.d+D

(Tiger dash) (m) {sw}
hold b,f+P

Kneel Kick (m.m) {sw,up}

(Moon assault) (h)
hold d,u+P

Double German (B) {sw<}
hcf/hcb+P

(grab dash) (m) {sw>}
uhcf/uhcb+P

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

up: ju.A/C
       B
    js.A
       B
       D[1]
    sf.D
    sc.D
     s.A,C
     c.B
sw: c.D
<th> sc.B

SPECIAL MOVES

Aura Smash (#-H) -Can be cancelled into from air attacks.
a.qcf+P or qcf,uf+P

(???) (m.?.m,H/m.?.m,m) {sw:C,D4}
f,db,d,df+K

(flame kick) (m repeated indefinitely) {a/s} -Can move b/f during this move.
mash P+K (any combination should work)

(wall jump)
at either wall, opposite direction+P/K
-Can be done anytime before landing
-Hold b/f after this to adjust distance travelled
-Can do any air attack, including...

(wall jump attack) (h) -Can follow with Aura Smash
d+D after wall jump

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

up: ju.C
       D
     s.B[2]
sw: c.D
<th> sc.B

SPECIAL MOVES
(far punch) (H)
sf.b/f+B

(double punch) (m,m)
sc.b/f+B

(forward dash) -Zazie is invincible during this move, but can be thrown.
f,f+K          -The K can be delayed for a fraction of a second.

(back hop) -The K must be pressed at exactly the same time as the b
f,b+K      -Zazie is invincible during the back hop, but is vulnerable during
            the second hop.

(fists of fury) (m repeat indefinitely)
mash P, can press b/f to move extremely slowly

(instant fists of fury) (m,H,m)
ABCD, can press b/f to move extremely slowly

(flame uppercut) (m,m) {a/s}
bqcd+P

(flame kick) (#.m/m) {a/s}
u,d+K

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

up: ju.A
       C
    sf.C
    sc.D
     c.B[2]
sw: c.D
<gb> sc.B

SPECIAL MOVES
(card toss) (m)
hold b,f+P

(forward cannon) (m) {sw}
hold db,f+K

(arcing cannon) (h) {sw}
hold db,u+K

(homing dive) (h) {sw}
hold db,uf+P

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

up: ju.D
    sc.B[1]
       D
    sf.D
     c.B
sw: c.D
sl: c.D
<th> sc.B

SPECIAL MOVES
(fire ball) (m) {a/s}
qcf+P

(fire breathe) (m) {a/s}
f,f,P or f,f+P

(flying kicks) (H,m,m) {sw[3]}
hold b,f+K

Balloon (h)  -Karnov is invulnerable (except to air throws) when inflated.
s/a.hcb,ub+P -Can move b/f when floating.
             -The attack doesn't start until after Karnov deflates.
             -Can move b/f slightly when falling.

***The Ox***
-The fight lasts for only one round
-Weak point: Horns
-The Ox can backhop, jump attack (either with its horns{sw} or by doing a belly
 flop), <th<, and attack with it's head lowered {sw} or raised {sw} and can
 chain the former into the latter.

*************************
FAQ CHANGES
2/10/05 Initial version (skeleton)
3/12/05 Initial version (complete)