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  {  Japanese Playstation  }            J.  r1Br.7Pu.,LNBGr  .:2u..:i72P:.,,.. 
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  {  created by: `shouji´  }            .MU     .   ii:Y2Zj. :UMi.:;7Xk;::::.. 
  {  leather women = hot!  }            L0BJ  .7YNBZS7: :XU  ;MS .iiJ0J:i:::.  
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_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  Copyright 1998 - 2011 `shouji´

  The following FAQ you are looking         The most updated issue of the FAQ
  through was made by me, `shouji´.         will be given to www.gamefaqs.com
      < oodzume@hotmail.com >          D    primarily. Unless denoted, if any
  Made for the use of only personal    I    other location has it, then nine-
  and/or private purposes. Whenever    S    times-outta-ten it was ripped out
  reproduced, electronically is the    C    from there. If placed on a freely
  way it must be done. However, the    L    assessable webpage/site, this FAQ
  correctness and accuracy of any &    A    may be altered to fit any certain
  all material listed with this FAQ    I    guidelines, but this disclaimer &
  isn`t 100% guaranteed. Any errors    M    copyright info must remain in its
  or omissions that inflict damages    E    original form and state. If there
  or problems towards anything will    R    is any problem by now with any of
  NOT be the author`s fault. That`s         the preceding info, then maybe it
  just how it works out. Comprende?         would be best to try another FAQ.

    For no reason should this FAQ be used for profitable and/or promotional
    purposes (ie - published in guides, magazines, hint books, etc). Nor is
    this document to be given away along with any purchases as a gift/extra
    or the like. It isn`t my forte to write all this up to get others rich.
    Anyone who has enough interest in this FAQ and would like to include it
    on their site, please ask me first in a letter describing your page (do
    include the URL) and I`ll get back to you ASAP. Don`t just take it. Ask
    me. I`m normally pretty lenient about it if you take that approach. All
    copyrights and trademarks associated with this FAQ are acknowledged. Do
    give credit where it`s due as well. I`d hate to damn your soul to hell.
      Plagiarism sucks. `Shouji´ has written, so it shall be spoken.   =)

 `Critical Blow´ and its characters are copyright 1997 Banpresto, Ltd.
 All rights reserved.

 This FAQ is available at the following places :
---------------------------------------------------  Critical Blow // MaxFAQ  -
 - GameFAQs                                                       gamefaqs.com/

   A note to other sites: DO NOT rip off this document from GameFAQs.com (or
   any of the other listed sites) and just place it on your website. It is a
   real pain in the ass to find all my hard work at other locations I KNOW I
   didn`t send it to. With that said, I would like to take a moment to bitch
   "Just the FAQs" <faqs.simplenet.com> who have stolen my `Groove On Fight´
   and `Bulleta´ FAQs in the past. If anyone`s that eager to incorporate any
   of my FAQs to their site, then take a moment to write me a damn letter to
   ask me for them. Those that find that difficult to do, make your own FAQ.

                       .. Alright, I`m through ranting. Have a nice day. ^_^


  /////////////////////////
 //  TABLE OF CONTENTS  //
///////////////////////////////////////////////////////////////////////////////

 Critical 1 :  STORY
 Critical 2 :  FAQ NOTATION
            -  Controller Notation
            -  Button Notation
            -  Abbreviations + Command Notation
            -  Arts Info Chart
 Critical 3 :  GAME MODES EXPLANATION
            -  Tournament Mode
            -  Trading Mode
            -  Theater Mode
            -  VS Mode
            -  Option Mode
 Critical 4 :  BASIC COMMANDS
 Critical 5 :  CHARACTER SPECIFICS
            -  Berserker
            -  Bobby Loggins
            -  Chiaki Ichinomiya
            -  Hagane Ichinomiya
            -  Kei Iwase
            -  Mao Chilling
            -  Mark Stanford
            -  Marry Phillips
            -  Merkuar
            -  Neil Mcdaniel
            -  Reymond Norman
            -  Rickey Leon
            -  EX Rickey
            -  Sieguei
 Critical 6 :  MISCELLANEOUS INFO
            -  Special Thanks
            -  Secrets / Codes
            -  Translations
            -  Revision History
            -  Final Note


  //////////////////
 //  CRITICAL 1  //                                                       STORY
///////////////////////////////////////////////////////////////////////////////

  [ Added in revision 2.00. ]


  //////////////////
 //  CRITICAL 2  //                                                FAQ NOTATION
///////////////////////////////////////////////////////////////////////////////

-------------------------------------------------------------------------------
  CONTROLLER NOTATION                                                  ( 2.01 )
-------------------------------------------------------------------------------

   7   8   9      Jump Up-Back            Jump Up           Jump Up-Forward
    \  |  /
 4 --  N  -- 6    Retreat / Guard         Neutral           Advance
    /  |  \
   1   2   3      Crouch / Low Guard      Crouch            Offensive Crouch

 - Directions are denoted as numbers as seen on the number pad of a standard
   QWERTY keyboard. ('6' would be 'forward'.)
 - Numbers listed together means to move the joystick in those directions in
   a smooth motion. ('236' would be 'down, down-forward, forward'.)
 - Reverse forward and back if you`re on the right side of screen.


-------------------------------------------------------------------------------
  BUTTON NOTATION                                                      ( 2.02 )
-------------------------------------------------------------------------------

   L2              R2                      n/a               n/a


   L1              R1                      n/a               n/a

        Triangle                                   Punch

 Square          Circle                 Action               Kick

           X                                       Card

 - Button notation can be changed at the Key Configuration menu in the Option
   Mode screen. This FAQ utilizes the default setup shown above.
 - The Action button is used in conjuction with Punch or Kick for throwing
   attacks, or by pressing down + Action to do an evasive roll.
 - Holding the Action button for 3 seconds will create an Assault Blow charge,
   which lasts for 3 seconds or until you release the Action button. Assault
   Blows will knock an opponent into the air, leaving them vulnerable to a
   juggle. Assault Blows can be guarded, and cost 1 Gauge Level to activate.
 - For Card-edit characters, the Action button will be used for the Character
   Card special attacks along with a command.
 - The Card button is used for power-up attacks for Card-edit characters. ( See
   "3.02: TRADING MODE" section for more information. )


-------------------------------------------------------------------------------
  ABBREVIATIONS + COMMAND NOTATION                                     ( 2.03 )
-------------------------------------------------------------------------------

 P, K, Ac, Cd  -  Punch, Kick, Action, Card. Press that indicated button.
 +             -  Stands for "and".
 _             -  Stands for "or".
 , / .         -  "," means the attack combos, "." means that it doesn`t. (This
                  is only used within each character`s Combination Techniques.)
 (air)         -  Stands for a move that can be performed both on the ground or
                  in the air. Most moves with this principle can be done off
                  the ground by adding 7~9 at the end of the command/motion
                  (236[,9]), and pressing the button the moment you start to
                  ascend. (Note this is similar to Sagat`s original Tiger Knee
                  command from Super SFII.)
 [ ]           -  Hold down the indicated direction or button(s).
 x~x           -  Anything within that range of directions/buttons will work.
 ..            -  Used after attack commands to indicate that another attack
                  can be used as a follow-up. All continuing attacks will be
                  listed immediately underneath in a tree-like method:
                  Command ..                        Attack 1
                   .. Command after Attack 1 ..     > Attack 2a
                     .. Command after Attack 2a     > Attack 3
                   .. Command after Attack 2        > Attack 2b
 (x#)          -  Indicates the previous command can be repeated X-times.
 (movename)    -  A special move that has no specific name, but is noted in the
                  character`s movelist for having unique principles or command
                  to execute it. Although sometimes this notation means that I
                  don`t know the official name for the move yet.
 (otg)         -  Stands for "off the ground." The fighter can use this attack
                  to hit the opponent on the ground after a knockdown. Some
                  attacks will pop the opponent back into the air.
 1,2,3,4       -  Note numbers, listed along the side of the FAQ alongside the
                  attack/command to correspond to the information numbers
                  listed below. Some attacks will have multiple notes.
 **            -  Indicates special notes or additional information pertaining
                  mainly to the character in general.
 (?)           -  Indicates information that I am not 100% sure on at the
                  moment. Most times this shows up for translations or moves I
                  haven`t gathered the full properties of yet.

 SB^           -  Indicates the character`s Super Blow (Level 1 required).
 CB^           -  Indicates the character`s Critical Blow (Level 3 and 1/3 HP
                  remaining required). Critical Blows will inflict 100% damage
                  to the opponent, beating them regardless on how much HP they
                  have remaining.


-------------------------------------------------------------------------------
  ARTS INFO CHART                                                      ( 2.04 )
-------------------------------------------------------------------------------

 Each of the character`s Basic Attack Techniques (ie - regular attacks) are
 listed within a structure like the one below:

 Press P                      h
 [6]P                         m             OTG
 3K                           l             KD,OTG
     \                        |               |
      a                       b               c

 a  - Attack Command
      The position of the character, or the command input for the attack. All
      directions are denoted as numbers ('4P' = back + Punch).

 b  - Attack Level
      The height in which the attack is executed: HIGH (h), MID (m) or LOW (l).
      HIGH attacks can be guarded by standing or crouching.
      MID attacks can only be guarded by standing.
      LOW attacks can only be guarded by crouching.

 c  - Properties / Notes
      Notable additions and details about the attack listed in shorthand:
      FS (flying screen)    - attack sends opponent across the screen.
      KD (knockdown)        - attack knocks opponent to the ground.
      LN (launcher)         - attack knocks opponent into the air to set up a
                              juggle combination for additional damage.
      ML (mini-launcher)    - attack knocks opponent into the air, but not as
                              high as a normal launcher.
      OTG (off the ground)  - attack can be used as an "off the ground" and hit
                              the opponent after a knockdown for additional
                              damage.
      PR (projectile)       - attack is a projectile.
      ST (stun)             - attack stuns opponent
      TH (throw)            - attack is a/has properties of a throw technique.
      [#] (note number)     - extra notes corresponding to the numbers listed
                              below the attack listings.


  //////////////////
 //  CRITICAL 3  //                                      GAME MODES EXPLANATION
///////////////////////////////////////////////////////////////////////////////

-------------------------------------------------------------------------------
  TOURNAMENT MODE                                                      ( 3.01 )
-------------------------------------------------------------------------------

  [ Added in revision 2.00. ]


-------------------------------------------------------------------------------
  TRADING MODE                                                         ( 3.02 )
-------------------------------------------------------------------------------

  [ Added in revision 2.00. ]


-------------------------------------------------------------------------------
  THEATER MODE                                                         ( 3.03 )
-------------------------------------------------------------------------------

  [ Added in revision 2.00. ]


-------------------------------------------------------------------------------
  VS MODE                                                              ( 3.04 )
-------------------------------------------------------------------------------

  [ Added in revision 2.00. ]


-------------------------------------------------------------------------------
  OPTION MODE                                                          ( 3.05 )
-------------------------------------------------------------------------------

 The Option Mode creen allows you to change the settings of the game. The modes
 are as follows (listed from top to bottom):

 - DIFFICULTY
   Select the difficulty of the CPU opponents: Easy, Normal, or Hard. Normal is
   default.
   (Effects: Tournament Mode, Trading Mode, Theater Mode)

 - FIGHT ROUND
   Select the number of rounds a player must win in a match from 1-5. 2 is
   default.
   (Effects: Tournament Mode, Theater Mode, VS Mode)

 - TIME
   Select how fast the timer goes: Slow, Normal, Fast, or Infinity. Normal is
   default.
   (Effects: Tournament Mode, Theater Mode, VS Mode)

 - SOUND
   Select the quality of sound for the game: Stereo or Monaural.

 - KEY CONFIGURATION
   Change the button configuration of the attack buttons.

 - PLAYER SELECT MODE
   Select how you wish to view the character and stage select screen: Normal or
   Shortcut.
   "Normal"   : Portraits appear with BGM.
   "Shortcut" : Portraits doesn`t appear. Instead you will only see the names
                of the characters in a list. No music plays either. The stage
                select list will appear after both characters are chosen.
   (Effects: Tournament Mode, VS Mode)

 - TRADE
   ??

 - SYSTEM DATA LOAD
   Load up saved data and configuration from the memory card.

 - SYSTEM DATA SAVE
   Save new game data and configuration to overwrite old data on the memory
   card.


  //////////////////
 //  CRITICAL 4  //                                              BASIC COMMANDS
///////////////////////////////////////////////////////////////////////////////

 The following list are moves that most characters overall possess:

 Standing Guard                     [4] when attacked
 Crouching Guard                    [1] when attacked
 Kuuchuu Guard (air defense)        In air, [7_4_1] when attacked

 Dash                               66
 Run                                6[6]
 Run Cancel                         4_2 while running
 Backstep                           44
 High Jump                          2,7~9
 Mugurikomi (evasion roll)          2Ac

 Nage (throw)                       P + Ac (misses afar)
 Exchange Throw (switches sides)    K + Ac (misses afar)
 Assault Blow                       [Ac] for 3 seconds, release (uses 1 Gauge)
                                    ("As" will appear over the Gauge stocks to
                                    show the Assault Blow is enabled. It only
                                    lasts 3 seconds, during that time you must
                                    release the Action button to perform the
                                    Assault Blow.)

 Ground Recovery                    Normally stand after knockdown


  //////////////////
 //  CRITICAL 5  //                                         CHARACTER SPECIFICS
///////////////////////////////////////////////////////////////////////////////

-------------------------------------------------------------------------------
  BERSERKER                                                            ( 5.01 )
-------------------------------------------------------------------------------

  When Marry was a child, this home helper robot was built to be her mediator.
After the Phillips Konzern was taken over by Merkuar, it worked as a maid robot
for the livelihood of Marry. It participates in order to help Marry in this
latest survival game. Its pet name is "Lancelot".

< Basic Attack Techniques >  --------------------------------------------------

 Press P (5P)                 h
 1_2P                         l
 3P                           h             KD,FS
 4P                           h,h
 6P                           h
 [6]P                         m,m,m,m,m,m
 7~9P                         m             KD
 Jump P                       m
 Jump 6P                      m

 Press K (5K)                 h,h,h
 1_2_3K                       l,l,l,l,l     KD
 4K                           m,m           KD,FS
 6K                           h,h,h,h,h     ML,KD
 [6]K                         m             KS,ST
 7~9K                         m             KD
 Jump K                       m
 Jump 6K                      m,m

< Combination Techniques >  ---------------------------------------------------

 P,K                          h.h           KD         PK Combination

< Certain Kill Techniques >  --------------------------------------------------

 P + Ac (misses afar)         (drill arm punch)                               1
 66 + P + K                   Rotor Windmill                                  2
 236 + P                      Monoeye Beam                                    3
 623 + K                      Face Masher                                     4
 63214 + P                    Electric Vacuum                                 5
 63214 + K                    Rotor Hook                                      6
 In air, press P + K          Spinning Body Attack                            7

 236236 + P               SB^ Monoeye Blaster                                 8
 463214 + P               CB^ Death Vacuum                                    9

 1  Unblockable. Knockdown attack.
 2  --
 3  Knockdown attack.
 4  Knockdown attack.
    Must be guarded high.
 5  Knockdown attack.
    Sends opponent across screen.
    Can be used as an (otg).
    A throw-type attack that can be guarded.
    Berserker is able to draw opponent in from full screen distance, even if
    they are lying on the ground. The opponent will not get pulled forward if
    they are jumping in the air.
    The catch from Berserker`s extended arm will usually beat out any form of
    physical counterattack an opponent may do. Projectiles will interrupt the
    vacuum however.
 6  Knockdown attack.
    Sends opponent across screen.
    Can be used as an (otg). (This becomes very hard in the open. After most
    corner knockdowns and juggles the Rotor Hook can be used to catch for an
    incredible amount of additional damage.)
    Berserker spins five times during this attack while he advances. Any of the
    spins are able to catch. However if a spin is blocked, the other spins will
    not be able to grab.
 7  Knockdown attack.
    Must be guarded high.
 8  Knockdown attack.
 9  Can be used as an (otg).
    A throw-type attack that can be guarded.
    Berserker is able to draw opponent in from full screen distance, even if
    they are lying on the ground. The opponent will not get pulled forward if
    they are jumping in the air.
    The catch from Berserker`s extended arm will usually beat out any form of
    physical counterattack an opponent may do. Projectiles will interrupt the
    vacuum however.


-------------------------------------------------------------------------------
  BOBBY LOGGINS                                                        ( 5.02 )
-------------------------------------------------------------------------------

  A rough fighter who learned his own style of hand-to-hand fighting arts in
order to survive in the slum. In order to earn income for the operation expense
of his younger sister Clara who is hospitalized, he had to spend all his time
street fighting every day. He participates in a survival game with his aim on
the ten million dollar prize. The coldhearted man who will be branded as
unfairness, but will do anything to win.

< Basic Attack Techniques >  --------------------------------------------------

 Press P (5P)                 h
 1P                           h             KD
 2P                           l
 3P                           l
 4P                           h             KD,FS
 6P                           h
 [6]P                         m             OTG
 7~9P                         m
 Jump P                       m
 Jump 6P                      m

 Press K (5K)                 h
 1_[2]K                       l             OTG
 2K                           l             OTG
 3K                           l             KD,OTG
 4K                           h             LN,KD
 6K                           h
 [6]K                         m
 7~9K                         m             KD
 Jump K                       m
 Jump 6K                      m

< Combination Techniques >  ---------------------------------------------------

 P,K                          h.h                      PK Combination
 6P,P,P                       h.h,m         KD         Circle Slash
 6P,4P,P,P                    h,h,h,h                  Hurricane Slash
 6P,4P,P,2P                   h,h,h,l       KD         Hurricane Slash Low
 K,K                          h,h           KD         Spiral Kick Combo
 K,2K                         h,l           KD         Sudden Low Combo
 K,P,K                        h,m,m         KD         Jack-knife Combo

< Certain Kill Techniques >  --------------------------------------------------

 P + Ac (misses afar)         (quadruple slash)                               1
 66 + P + K                   Sliding Kick                                    2
 236 + P (air)                Keen Slash                                      3
 214 + K                      Deadly (D) Vice                                 4
 623 + K                      Bloody Axis                                     5
 41236 + K                    Hell Scissors                                   6
 In air, press P + K          Wheel Kick                                      7

 236236 + P               SB^ Thousand Slash                                  8
 2141236 + P              CB^ Southern Cross End                              9

 1  Unblockable. Knockdown attack. Can (otg) after.
 2  Knockdown attack. Can (otg) after.
    Must be guarded low.
    Can be used as an (otg).
 3  The aerial version can be used as an (otg).
 4  Knockdown attack. Can (otg) after.
    Must be guarded high.
    Can be used as an (otg).
 5  Knockdown attack.
    The instruction book has this listed as 623 + P, which is incorrect.
 6  Knockdown attack. Can (otg) after (if opponent`s in corner).
    Must be guarded low.
 7  Knockdown attack. Can (otg) after.
    Must be guarded high.
 8  --
 9  Can be used as an (otg).


-------------------------------------------------------------------------------
  CHIAKI ICHINOMIYA                                                    ( 5.03 )
-------------------------------------------------------------------------------

  A fighting female college student who has a martial artist father. She
received special training from her father Hagane Ichinomiya since she was a
child, and by the time she had reached the age of descretion had become as
tough as she is terrifying. After she began to attend junior college, training
did not seem like training, and she enjoyed campus life. She participates in
this survival game to earn income for pocket money because one way or another
spending money is rough. Her father`s pupil Kei Iwase is a childhood friend.

< Basic Attack Techniques >  --------------------------------------------------

 Press P (5P)                 h
 1_2P                         l
 3P                           h             LN,KD
 4P                           h             KD,FS
 6P                           h
 [6]P                         m
 7~9P                         --            [#1]
 Jump P                       m
 Jump 6P                      m

 Press K (5K)                 h,h
 1_2K                         l             ML,KD,OTG,[#2]
 [1]_[2]K                     l             OTG
 3K                           l             KD,OTG
 4K                           h
 [4]K                         h             KD,[#3]
 6K                           h
 [6]K                         m             KD,[#4]
 7~9K                         h             ML,KD
 Jump K                       m
 Jump 6K                      m

 1  Chiaki doesn`t attack with her 7~9P. It`s more of a quick jump to get over
    attacks or the opponent. She will only jump forward.
 2  Launches, but Chiaki doesn`t recover fast enough to hit with anything
    except an (otg).
 3  Chiaki recovers fast enough to catch an opponent during their knockback.
    This is easier if the opponent is in the corner, and Chiaki will be close
    enough to wall juggle.
 4  During this attack, Chiaki flips forward while curled in a ball. If it
    misses or is guarded, Chiaki falls to the ground on her back, leaving her
    vulnerable. However if you press 7~9P_K the instant Chiaki touches the
    ground, she will not fall and instead quick recover with the jumping move.
    During her flip, Chiaki can do her Banzai Double Punch: Hakane Mikounin by
    pressing P + K.
    If Chiaki hits with the attack, she rebounds off the opponent into the air.
    At her apex she flips and lands to her feet. Depending on how you hit the
    opponent, there will be a few frames of animation before she reaches the
    apex that you are able to input the command for her Kuuten Hou or Banzai
    Double Punch. Once she reaches her apex and starts to land, you can`t input
    any commands.

< Combination Techniques >  ---------------------------------------------------

 P,K                          h,h,h         KD         PK Combination
 P,P,K                        h,h,h                    Renda: Ten
 P,P,2K                       h,h,l                    Renda: Chi
 6P,P,P                       h,h,h         KD         Ren Kou
 6P,P,6P                      h,h,h         ML,KD      Ren Bu
 6P,K,K,2K                    h,h,h.l       KD         Ren Ka: Chi
 6P,K,K,K,6K                  h,h,h,h.m     KD,FS      Ren Ka: Ten
 [6]P,P                       m,h           ML,KD      Ren Yoku

< Certain Kill Techniques >  --------------------------------------------------

 P + Ac (misses afar)         (flipping knee strike)                          1
 66 + P + K                   Sou                                             2
 236 + P                      Tenshin Tou Shou                                3
 214 + K                      Renkan Fuu Dan Kyaku                            4
 623 + K                      Renkan Ten Retsu Kyaku                          5
 In air, press P + K          Banzai Double Punch: Hagane Mikounin            6
 In air, 214 + P              Kuuten Hou                                      7

 236236 + P               SB^ Ichinomiya-ryuu Ougi - Kou Ki Hou: Tsurane      8
 2141236 + P              CB^ Ichinomiya-ryuu Hi Ougi - Kou Ki Hou: Zetsu     9

 1  Unblockable. Knockdown attack. Throws opponent on opposite side they were
    on prior.
 2  Knockdown attack. Can (otg) after (if opponent`s in corner).
 3  Knockdown attack. Can (otg) after.
    Stuns opponent for two seconds; the hit will cause the opponent to fall to
    their knees then face down on the ground. They will not be able to manually
    break stun. Opponent can be launched, but not thrown.
    Any attack Chiaki hits the stunned opponent with will knock them down, even
    if the attack doesn`t knockdown normally.
    Chiaki can hit the stunned opponent with another Tenshin Tou Shou, but it
    will only knock them down.
 4  Knockdown attack. Can (otg) after.
 5  Knockdown attack. Can (otg) after.
 6  Knockdown attack. Can (otg) after.
    Must be guarded high.
 7  Must be guarded high.
 8  --
 9  --


-------------------------------------------------------------------------------
  HAGANE ICHINOMIYA                                                    ( 5.04 )
-------------------------------------------------------------------------------

  Instructor of the "Ichinomiya-ryuu" school of hand-to-hand fighting art from
a self-taught manner. Fifteen years ago, during an errant fight with Merkuar,
he bore a mortal wound after being defeated. (Taken as a wound to his chest.)
After that, his repeated asceticism began to freely manipulate his "spirit". He
participates for the sake of striking Merkuar with the results of his training
in this latest survival game.

< Basic Attack Techniques >  --------------------------------------------------

 Press P (5P)                 h
 1P                           h             LN,KD
 2P                           l
 3P                           l
 4P                           h
 6P                           h
 [6]P                         m             KD
 7~9P                         m
 Jump P                       m
 Jump 6P                      m

 Press K (5K)                 h
 1_[2]K                       l             OTG
 2K                           l
 3K                           l             KD,OTG
 4K                           h             KD
 6K                           h
 [6]K                         m
 7~9K                         h             KD
 Jump K                       m
 Jump 6K                      m

< Combination Techniques >  ---------------------------------------------------

 P,P                          h,h                      Renda
 P,K                          h,h                      PK Combination
 6P,P                         h.m           KD         Ren Tsui
 6P,K,P                       h,h,h         KD         Rensa
 6P,6P                        h,h           LN,KD      Ren Mu
 3P,P                         l,h           KD         Ren Byou
 7~9K,K                       h,m           KD         Ren Tei
 [6]K,P                       m,h           KD         Ren Fu

< Certain Kill Techniques >  --------------------------------------------------

 P + Ac (misses afar)         (shoulder throw)                                1
 66 + P + K                   Kou                                             2
 236 + P                      Kou Ki Hou                                      3
 214 + K                      Kasumi                                          4
 623 + P                      Zero                                            5
 63214 + P                    Kai                                             6
 In air, press P + K          Kusabi                                          7

 236236 + P               SB^ Ichinomiya-ryuu Ougi - Kou Ki Hou: Agito        8
 2141236 + P              CB^ Ichinomiya-ryuu Hi Ougi - Kou Ki Hou: Kiwame    9

 1  Unblockable. Knockdown attack. Can (otg) after. Throws opponent on opposite
    side they were on prior.
 2  --
 3  --
 4  Knockdown attack. Can (otg) after.
 5  Knockdown attack. Can (otg) after.
 6  Knockdown attack. Can (otg) after.
    Sends opponent across screen.
    Can be used as an (otg).
    The entire time Hagane is posed in horse stance, the Kai will hit. This is
    seen a little clearer if you hit an opponent with Hagane`s 1P launcher and
    cancel into the Kai. The opponent will fall atop of Hagane and still be hit
    while he is in attack stance.
 7  Knockdown attack. Can (otg) after.
    Must be guarded high.
 8  --
 9  Can be used as an (otg).


-------------------------------------------------------------------------------
  KEI IWASE                                                            ( 5.05 )
-------------------------------------------------------------------------------

  A spontaneous disciple of the Ichinomiya style who seldom is a student, but
holds an outstanding hand-to-hand fighting sense and innate talent. In the
grappling tournament called P.O.S. (Power Of Solid) which was carried out two
years ago, Kei fully realized the inexperience of the amount of his own
strength, and has been devoted to day and night training. To test out the
results of his training, and that his master`s desires are carried out, Kei
participates in the latest survival game. Chiaki who is the daughter of master
Hagane Ichinomiya is a childhood friend.

< Basic Attack Techniques >  --------------------------------------------------

 Press P (5P)                 h
 1P                           h             LN,KD
 2P                           l
 3P                           l             OTG
 4P                           h
 6P                           h
 [6]P                         m
 7~9P                         m
 Jump P                       m
 Jump 6P                      m

 Press K (5K)                 h
 1_[2]K                       l             OTG
 2K                           l             OTG
 3K                           l             KD,OTG
 4K                           h             KD
 6K                           h
 [6]K                         m
 7~9K                         h             KD
 Jump K                       m
 Jump 6K                      m

< Combination Techniques >  ---------------------------------------------------

 P,P                          h,h                      Renda
 P,K                          h,h                      PK Combination
 6P,P                         h,m           KD         Ren Tsui
 6P,K,P                       h,h,h         KD         Rensa
 6P,6P                        h,h           LN,KD      Ren Mu
 3P,P                         l,h           KD         Ren Byou
 7~9K,K                       h,m           KD         Ren Tei
 [6]K,P                       m,h           KD         Ren Fu

< Certain Kill Techniques >  --------------------------------------------------

 P + Ac (misses afar)         (shoulder throw)                                1
 66 + P + K                   Kou                                             2
 236 + P                      Oboro                                           3
 214 + K                      Kasumi                                          4
 623 + P                      Zero                                            5
 63214 + P                    Shin                                            6
 In air, press P + K          Kusabi                                          7

 236236 + P               SB^ Ichinomiya-ryuu Ougi - Zero: Kiwame             8
 2141236 + P              CB^ Ichinomiya-ryuu Hi Ougi - Homura                9

 1  Unblockable. Knockdown attack. Can (otg) after. Throws opponent on opposite
    side they were on prior.
 2  --
 3  Knockdown attack. Can (otg) after.
    Sends opponent across screen.
 4  Knockdown attack. Can (otg) after.
 5  Knockdown attack.
 6  Knockdown attack. Can (otg) after.
    If Kai`s advancing elbow attack is blocked, he will not execute the follow-
    up attacks.
 7  Knockdown attack. Can (otg) after.
    Must be guarded high.
 8  Knockdown attack.
 9  Can be used as an (otg).


-------------------------------------------------------------------------------
  MAO CHILLING                                                         ( 5.06 )
-------------------------------------------------------------------------------

  An android housekeeper-type who participates in the survival game. She comes
across Rickey who is participating in the same game, and since then both have
acted together. While continuing with Rickey and traveling, will feelings
probably sprout within the body of the machine? And what are those sad looking
eyes seeking from Rickey?

< Basic Attack Techniques >  --------------------------------------------------

 Press P (5P)                 h
 1P                           l             OTG
 2P                           l
 3P                           l,l           KD,OTG
 4P                           h
 6P                           h,h           KD
 [6]P                         m             KD,FS
 7~9P                         m
 Jump P                       m
 Jump 6P                      m

 Press K (5K)                 h
 1K                           h             LN,KD
 2K                           l             OTG
 [2]K                         l             OTG
 3K                           l             KD,OTG
 4K                           h
 6K                           h
 [6]K                         m             KD,FS
 7~9K                         m             KD
 Jump K                       m
 Jump 6K                      m

< Combination Techniques >  ---------------------------------------------------

 P,K                          h,h                      PK Combination

< Certain Kill Techniques >  --------------------------------------------------

 P + Ac (misses afar)         (overhead bodyslam)                             1
 66 + P + K                   Step Thrust Kick                                2
 236 + P (air)                Icefall                                         3
 214 + P                      Frozen Fan                                      4
 623 + P                      Vertical Fan                                    5
 63214 + K (misses afar)      Solid Heart                                     6
 In air, press P + K          Rolling Hammer                                  7

 236236 + P               SB^ Frozen Splash                                   8
 463214 + K (misses afar) CB^ Solid Flower                                    9

 1  Unblockable. Knockdown attack. Throws opponent on opposite side they were
    on prior.
 2  Knockdown attack. Can (otg) after (if opponent`s in corner).
 3  Knockdown attack.
 4  Knockdown attack. Can (otg) after.
 5  Knockdown attack. Can (otg) after (if opponent`s in corner).
 6  Unblockable. Knockdown attack. Can (otg) after. Throws opponent on opposite
    side they were on prior.
    Stuns opponent for two seconds; the throw will encase opponent in ice. They
    will not be able to manually break stun. Opponent can be launched, but not
    thrown.
    Any attack Mao hits the stunned opponent with will knock them down, even if
    the attack doesn`t knockdown normally.
 7  Knockdown attack. Can (otg) after.
    Must be guarded high.
 8  Knockdown attack. Can (otg) after.
 9  Unblockable.
    Since Mao`s Critical Blow is a command throw, missing the grab will not
    diminish her Gauge Levels.


-------------------------------------------------------------------------------
  MARK STANFORD                                                        ( 5.07 )
-------------------------------------------------------------------------------

  Noble son of the Stanford Zaibatsu which lines up with the Phillips Zaibatsu.
Cultivated with a special education of a genuine hand-to-hand fighting art, as
well as a self-taught arrangement added now into its model. He has no interest
in the prize, but has a weakness held for Marry, and ends up being threatened
against his will to participate in this latest survival game. It appears that
Marry and him have had an undesireable but inseperable relationship since
childhood.

< Basic Attack Techniques >  --------------------------------------------------

 Press P (5P)                 h
 1P                           h             LN,KD
 2P                           l
 3P                           l             OTG
 4P                           h
 6P                           h
 [6]P                         h             KD,FS
 7~9P                         m
 Jump P                       m
 Jump 6P                      m

 Press K (5K)                 h
 1K                           l             OTG
 2K                           l             OTG
 3K                           l             KD,OTG
 4K                           h,h
 6K                           h
 [6]K                         m             KD
 7~9K                         h             KD,FS
 Jump K                       m
 Jump 6K                      m

< Combination Techniques >  ---------------------------------------------------

 P,K                          h,h                      PK Combination
 P,P,P                        h,h,h         ML,KD      Knuckle Happy
 6P,P,P,K                     h,h,h,m       KD         Wonderful Rush

< Certain Kill Techniques >  --------------------------------------------------

 P + Ac (misses afar)         (handstand dropkick)                            1
 66 + P + K                   Oh My Honey                                     2
 22 + K                       Saturday Night                                  3
 236 + P                      Finger Snap                                     4
 236 + K                      Elegant Step                                    5
 623 + K                      Gale Edge                                       6
 In air, press P + K          Screw Emperor                                   7

 463214 + P (misses afar) SB^ Dance With Me                                   8
 463214 + K (missed afar) CB^ Dancing Hero                                    9

 1  Unblockable. Knockdown attack. Can (otg) after (if opponent`s in corner).
 2  Knockdown attack.
    Sends opponent across screen.
 3  Knockdown attack.
    Must be guarded high.
    The arc of Mark`s leap changes depending on where the opponent is. The
    further away they are, the further Mark jumps. If both players are on
    opposite sides of the stage, Mark will only reach about 3/4 the distance.
    Mark attempts to attack toward the opponent`s legs as he descends. However,
    sometimes he won`t quite reach (for some reason) and land just in front of
    them.
    If Mark hits with the attack, he rebounds off the opponent into the air. If
    it`s guarded, he will land in front of the opponent.
 4  --
 5  Knockdown attack. Can (otg) after.
 6  Knockdown attack.
    If the attack misses or is guarded, Mark falls to the ground on his back,
    leaving him vulnerable.
 7  Must be guarded high.
    Can hit a different amount of times depending on how large the opponent is.
 8  Unblockable. Knockdown attack. Can (otg) after. Throws opponent on opposite
    side they were on prior.
    Since Mark`s Super Blow is a command throw, missing the grab will not
    diminish his Gauge Level.
 9  Unblockable.
    Since Mark`s Critical Blow is a command throw, missing the grab will not
    diminish his Gauge Levels.


-------------------------------------------------------------------------------
  MARRY PHILLIPS                                                       ( 5.08 )
-------------------------------------------------------------------------------

  The world leading financial group, the Phillips Family daughter who single-
handedly managed the Phillips Konzern. ("Konzern" is a German term for a group
of companies.) She was the sponsor of the hand-to-hand fighting tournament
called P.O.S. (Power Of Solid) which was held two years ago, but a curse would
take huge investments and received a hijacking by Merkuar. Since then, she has
hidden herself from the world while living her life everyday as a laborer in a
mining facility to temper her body. Now she participates for the sake of taking
back the Phillips Konzern in the latest survival game.

< Basic Attack Techniques >  --------------------------------------------------

 Press P (5P)                 h / h         [#1]
 1P                           h,h
 2P                           l
 3P                           h             LN,KD
 4P                           h
 6P                           h
 [6]P                         m
 7~9P                         m
 Jump P                       m
 Jump 6P                      m

 Press K (5K)                 h
 1_[2]K                       l             OTG
 2K                           l             OTG
 3K                           l             KD,OTG
 4K                           h             ML,KD,FS,[#2]
 6K                           h
 [6]K                         m
 7~9K                         h             ML,KD
 Jump K                       m
 Jump 6K                      m

 1  Marry _seemingly_ has two different standing punches for her 5P. The normal
    attack is her quick punch with her left hand. The alternate 5P is a step in
    extended punch, which is the same as her second punch attack in her P,P,P,K
    Combination Technique. I had believed I might have somehow accidentally hit
    Punch twice in a row to get it. But out of some trial and error, Marry does
    attack with it in a weird and random rotation. Even if you wait a while in
    between attacks, she will sometimes do the extended punch. It`s as if it`s
    a delayed continuation from a previous attack. A glitch maybe? The extended
    punch also does slightly more damage than the normal version, maybe 1-2%
    more depending on the character. As stated above, the extended punch is
    from her P,P,P,K chain. If you get it, you can press P,K after and Marry
    will finish off the chain as normal. Both versions of her 5P is high.
 2  Marry recovers fast enough to catch an opponent during their knockback, but
    will only be able to juggle them against the corner.

< Combination Techniques >  ---------------------------------------------------

 P,K                          h.h                      PK Combination
 P,P,P,K                      h,h.h,h       KD         Flashing Knee Combo
 6P,K                         h,h           KD         Step Knee Combo
 6P,6K,4K                     h,h,h         KD         Surprise Somersault
 4K,K,K                       l.h,h         KD         Tricky Knee Combo
 [6]K,K,K                     m.m,m         KD         Half Moon Slash
 [6]K,4K                      m.h           KD         Double Moon Combo
 [6]K,2P,4K                   m.l,h         KD         Extra Double Moon Combo

< Certain Kill Techniques >  --------------------------------------------------

 P + Ac (misses afar)         (flipping knee bash)                            1
 66 + P + K                   Dash Thrust                                     2
 236 + K (x3) ..              Luna Eclipse                                    3
  .. 214 + K                   > Luna Fall                                    4
 63214 + P ..                 Noble Shade                                     5
  .. 6 + K                     > Noble Fall                                   6
  .. 4 + K                     > Noble Turn                                   7
 In air, press P + K          Rolling Heel                                    8
 In air, 236 + K              (Kuuchuu) Luna Eclipse                          9
 In air, 214 + K              (Kuuchuu) Luna Fall                            10

 236236 + K               SB^ Luna Blade Slicer                              11
 2141236 + K              CB^ Full Moon Raid                                 12

 1  Unblockable. Knockdown attack.
 2  Knockdown attack. Can (otg) after.
 3  Knockdown attack. Can (otg) after.
    Can follow with Luna Fall only after first Luna Eclipse attack.
    Whether you are doing the three Luna Eclipses or Luna Fall, you can only
    input the command at the apex of Marry`s flip.
 4  Knockdown attack. Can (otg) after.
    Must be guarded high.
    Launches opponent, setting them up for a juggle.
    The Luna Fall can relaunch an opponent, even if used after Marry`s 3P
    attack.
 5  Can follow with Noble Turn or Noble Fall. The commands can be input at
    any time during Marry`s glide.
    Marry doesn`t attack with the Noble Shade, it is only a forward glide.
    Marry slides low enough to the ground to go underneath most projectiles.
 6  Knockdown attack. Can (otg) after.
    Must be guarded high.
 7  Knockdown attack. Can (otg) after (if opponent`s in corner).
 8  Knockdown attack. Can (otg) after.
    Must be guarded high.
 9  Knockdown attack. Can (otg) after.
    Must be guarded high.
 10 Knockdown attack. Can (otg) after (if opponent`s in corner).
    Sends opponent across screen.
    Must be guarded high.
 11 Once the Luna Blade Slicer is released, Marry is able to move and attack
    while the energy ring is flying. She can`t do another Luna Blade Slicer
    until the first dissipates.
 12 Must be guarded high.


-------------------------------------------------------------------------------
  MERKUAR                                                              ( 5.09 )
-------------------------------------------------------------------------------

  Head of the largest conglomerate in the world today, "Merkuar Conglomerate".
But on the opposite side of the face is an arms dealer who controls the defense
industry. Has admired the emperor of the Qing Dynasty period, and to have a
famous lifestyle of luxury regardless of expense. For several years he has not
shown his appearance in public, and had been rumored of gone missing, but has
appeared again in center stage as the sponsor of this latest survival game. Is
that really his true motive? And, what is his real purpose ..?

< Basic Attack Techniques >  --------------------------------------------------

 Press P (5P)                 h
 1P                           l
 2P                           h             LN,KD
 3P                           l             KD,OTG
 4P                           h             LN,KD
 6P                           m
 [6]P                         h             KD
 7~9P                         m             KD
 Jump P                       m
 Jump 6P                      m

 Press K (5K)                 h
 1_[2]K                       l             OTG
 2K                           l
 3K                           l             OTG
 4K                           h             LN,KD
 6K                           h
 [6]K                         m             KD
 7~9K                         m
 Jump K                       m
 Jump 6K                      m

< Certain Kill Techniques >  --------------------------------------------------

 P + Ac (misses afar)         (one-arm overhead slam)                         1
 66 + P + K                   Gigaton Tackle                                  2
 22 + P                       Revolve Sphere                                  3
 236 + P                      Scratch Wheel                                   4
 236 + K                      Beast Charge                                    5
 63214 + P                    Giganto Arm                                     6
 63214 + K (misses afar)      Grandpre Shoot                                  7
 In air, press P + K          Megaton Palm                                    8

 236236 + P               SB^ Meteor Bomb                                     9
 2141236 + P              CB^ Gravity Bind                                   10

 1  Unblockable. Knockdown attack. Throws opponent on opposite side they were
    on prior.
 2  Knockdown attack. Can (otg) after.
 3  The main purpose of the Revolve Sphere seems to be to use it as part of a
    juggle (since it keeps them in the air) or for wake-up games.
 4  Knockdown attack. Can (otg) after.
    Can negate projectiles.
    The Scratch Wheel won`t hit until Merkuar starts to throw the ring. During
    the spin of his arm to create it, it won`t do damage.
 5  Knockdown attack. Can (otg) after (if opponent`s in corner).
    Sends opponent across screen.
    Can be used as an (otg).
 6  Knockdown attack. Can (otg) after (if opponent`s in corner).
    Sends opponent across screen.
 7  Unblockable. Knockdown attack.
 8  Knockdown attack. Can (otg) after.
    Must be guarded high.
 9  Knockdown attack. Can (otg) after.
    Tracks the position of the opponent, even if they are on the ground.
 10 --
 ** Merkuar has no Combination Techniques.
 ** Merkuar has a permanent Super Shield which activates whenever he attacks.
    This includes basic attacks and specials. This more or less means that he
    can`t be knocked out attack animation whenever he attacks. Not even Super
    Blows will stun him>


-------------------------------------------------------------------------------
  NEIL MCDANIEL                                                        ( 5.10 )
-------------------------------------------------------------------------------

  A heavy drinker who calls himself a "karate practitioner." He usually thinks
about rebuilding his dojo, but with his naturally wasteful habits and being a
bad drunk, funds do not accumulate easily. The fighting spirit money he
obtained from the P.O.S. (Power Of Solid) held two years ago is now gone
without a trace. He participates in this latest survival game naturally with
his aim on the prize. Will the dream of dojo reconstruction this time be
actualization?

< Basic Attack Techniques >  --------------------------------------------------

 Press P (5P)                 h
 1P                           h             KD
 2P                           l
 3P                           l             KD
 4P                           h
 6P                           h
 [6]P                         m             KD,FS
 7~9P                         h             LN,KD
 Jump P                       m
 Jump 6P                      m

 Press K (5K)                 h
 1_[2]K                       l             OTG
 2K                           l
 3K                           l             OTG
 4K                           h
 6K                           h             KD
 [6]K                         m             KD
 7~9K                         m             KD,FS
 Jump K                       m
 Jump 6K                      m

< Combination Techniques >  ---------------------------------------------------

 P,K                          h,h                      PK Combination

< Certain Kill Techniques >  --------------------------------------------------

 P + Ac (misses afar)         (triple face smash)                             1
 66 + P + K                   Dynamic Tackle                                  2
 63214 + P                    Counter Smash                                   3
 63214 + K (misses afar)      Counter Launcher                                4
 [4] 2 seconds,6 + P          Nuts Crack                                      5
 [4] 2 seconds,6 + K          Nuts Grind                                      6
 [2] 2 seconds,8 + P          Head Bash                                       7
 In air, press P + K          Heavy Sledgehammer                              8

 236236 + P               SB^ Nuts Destroy                                    9
 2141236 + P              CB^ Violent Ogre                                   10

 1  Unblockable. Knockdown attack. Can (otg) after (if opponent`s in corner).
    Throws opponent on opposite side they were on prior.
 2  Knockdown attack. Can (otg) after (if opponent`s in corner).
 3  Knockdown attack. Can (otg) after (if opponent`s in corner).
    Sends opponent across screen.
    Neil winds up for two seconds before he punches, but the punch will do 33%
    damage if it hits. If guarded, Neil still sends the opponent over halfway
    across the screen.
 4  Unblockable. Knockdown attack. Can (otg) after.
    Launches opponent, setting them up for a juggle.
 5  Knockdown attack. Can (otg) after.
 6  Knockdown attack. Can (otg) after.
    Must be guarded low.
    Launches opponent, setting them up for a juggle.
    Neil glides the full distance of his attack regardless on when he hits the
    opponent. If close, Neil will end up behind the launched opponent, and will
    recover fast enough to still juggle them.
 7  Knockdown attack.
 8  Knockdown attack. Can (otg) after.
    Must be guarded high.
 9  Knockdown attack.
    Sends opponent across screen.
    The Nuts Destroy can only be avoided by a High Jump.
    Regardless on if the Nuts Destroy hits or is guarded, Neil rebounds off the
    opponent across the screen. If it hits, each character will be knocked to
    opposite ends of the stage. If guarded, Neil will end up landing on the
    ground vulnerable to an (otg).
 10 --


-------------------------------------------------------------------------------
  REYMOND NORMAN                                                       ( 5.11 )
-------------------------------------------------------------------------------

  A secret covert operative who is proud of his strength and being No.1 in a
certain country national military section. He infiltrated the Merkuar
Conglomerate headquarters on an absolute secret investigation, but the mission
failed due to him bearing a serious injury and was on the verge of death.
However, with the latest technology which the military is proud of he revives
as a "cyborg soldier," and faces the "battlefield" a second time for the sake
of accomplishing the mission.

< Basic Attack Techniques >  --------------------------------------------------

 Press P (5P)                 h
 1_[2]P                       l
 2P                           l             KD,OTG
 3P                           l             KD,FS
 4P                           h             KD,FS
 6P                           h
 [6]P                         m             KD,ST
 7~9P                         m
 Jump P                       m
 Jump 6P                      m

 Press K (5K)                 h
 1_2K                         l             OTG
 3K                           l             OTG
 4K                           h
 6K                           h
 [6]K                         m             KD,FS
 7~9K                         m             KD,OTG
 Jump K                       m
 Jump 6K                      m

< Combination Techniques >  ---------------------------------------------------

 P,K                          h.h                      PK Combination
 [6]P,P                       m,h           LN,KD      Giant Bazooka

< Certain Kill Techniques >  --------------------------------------------------

 P + Ac (misses afar)         (floor slide)                                   1
 66 + P + K                   Head Sliding                                    2
 22 + P                       Earth Breaker                                   3
 236 + P (misses afar)        Brain Buster                                    4
 214 + P when opponent is     Air Catch                                       5
   near in the air
 214 + P when opponent is     Down Throw                                      6
   lying on the ground
 623 + P                      Round Knuckle                                   7
 63214 + P (misses afar)      Backbone Break                                  8
 63214 + K (misses afar)      Air Throw                                       9
 In air, press P + K          Flying Body Press                              10

 236236 + P               SB^ Boosted Knuckle                                11
 463214 + K (misses afar) CB^ Typhoon Slam                                   12

 1  Unblockable. Knockdown attack.
 2  Knockdown attack.
    Must be guarded low.
    Can be used as an (otg).
 3  Knockdown attack. Can (otg) after (if opponent`s in corner).
    Sends opponent across screen.
    Must be guarded low.
    Can be used as an (otg).
    The range of the Earth Breaker is the white impact circle it creates on the
    ground.
 4  Unblockable. Knockdown attack. Throws opponent on opposite side they were
    on prior.
 5  Unblockable. Knockdown attack. Can (otg) after.
    The Air Catch can grab opponents that are jumping, or those that have been
    thrown into the air by Reymond himself (ie - Air Throw, Giant Bazooka).
    They have to be about Reymond`s head-level to be grabbed.
    Command input for the Air Catch must be perfect. Keep in mind that he also
    has a 63214 + P throw. If you put in the half-circle motion instead of a
    quarter-circle, he will do a missed Backbone Break instead.
 6  Unblockable. Knockdown attack. Can (otg) after.
    Opposite of the Air Catch, the Down Throw grabs opponents who have been
    knocked to the ground. The instruction book suggests that the Down Throw
    can only be done when the opponent`s legs are facing Reymond. I have found
    this to not be correct. For instance, if you hit an opponent with Reymond`s
    3P in the corner, their head will be facing Reymond and he can still grab
    them with the Down Throw.
    Like the Air Catch, command input for the Down Throw must be perfect too
    because of Reymond`s 63214 + P throw. If you put in the half-circle motion
    instead of a quarter-circle, he will do a missed Backbone Break instead.
 7  Knockdown attack.
 8  Unblockable. Knockdown attack. Can (otg) after. Throws opponent on opposite
    side they were on prior.
 9  Unblockable. Knockdown attack. Can (otg) after.
    Launches opponent, setting them up for a juggle.
 10 Knockdown attack. Can (otg) after.
    Must be guarded high.
 11 Knockdown attack. Can (otg) after.
 12 Unblockable.
    Since Reymond`s Critical Blow is a command throw, missing the grab will not
    diminish his Gauge Levels.


-------------------------------------------------------------------------------
  RICKEY LEON                                                          ( 5.12 )
-------------------------------------------------------------------------------

  A boy that lives with his grandmother in Hong Kong. He received influence
from his martial artist father Fei Leon, and continued to win with his self-
taught hand-to-hand fighting technique in a Hong Kong martial arts tournament
without belonging to a school. One day, a mysterious person named Merkuar
delivered a scarab brooch with an opportunity, that his battle contest was
about to begin .. Will his hidden "unknown power" probably awaken?

< Basic Attack Techniques >  --------------------------------------------------

 Press P (5P)                 h
 1P                           h             LN,KD
 2P                           l
 3P                           l             KD,OTG
 4P                           h
 6P                           h
 [6]P                         m             KD
 7~9P                         m
 Jump P                       m
 Jump 6P                      m

 Press K (5K)                 h
 1K                           h             LN,KD,[#1]
 2K                           l             OTG
 [2]K                         l             OTG
 3K                           l             KD,OTG
 4K                           h             KD
 6K                           h
 [6]K                         m             KD
 7~9K                         m             KD
 Jump K                       m
 Jump 6K                      m

 1  Launches, but Rickey doesn`t recover fast enough to hit with anything
    except an (otg).

< Combination Techniques >  ---------------------------------------------------

 P,K                          h.h                      PK Combination
 P,P,P                        h,h.h         KD,FS      Machine Gun Pile
 P,P,K                        h,h.m         KD         Machine Gun Blade
 6P,6P                        h.m           KD         Lightning Hammer
 6P,4P                        h,h           KD         Lightning Pile
 6P,P,P,K                     h,h,h,h       KD,FS      Lightning Rush
 6K,K                         h.h           KD         Double Spin Axle
 6K,2K,K                      h.l.m         KD         Rumble Blade

< Certain Kill Techniques >  --------------------------------------------------

 P + Ac (misses afar)         (lightning ball slam)                           1
 66 + P + K                   Sliding Kick                                    2
 236 + P (x3) ..              Continual Spark                                 3
  .. 214 + P                   > Rising Spark                                 4
 236 + K                      Lightning Charge                                5
 214 + P ([P] to charge)      Lightning Volt                                  6
 In air, press P + K          Lighting Strike                                 7

 236236 + P               SB^ Lightning Wave                                  8
 2141236 + K              CB^ Judgement Thunderbolt                           9

 1  Unblockable. Knockdown attack. Throws opponent on opposite side they were
    on prior.
 2  Knockdown attack. Can (otg) after.
    Must be guarded low.
    Can be used as an (otg).
 3  Knockdown attack after 3rd punch. Can (otg) after (if opponent`s in
    corner).
    Can follow with Rising Spark only after first Continual Spark attack.
    Sends opponent across screen.
 4  Knockdown attack. Can (otg) after.
    Launches opponent, setting them up for a juggle.
    The Rising Spark can relaunch an opponent, even if used after Rickey`s 1P
    attack.
 5  Knockdown attack.
 6  Holding the Punch button will charge up the Lightning Volt, changing many
    of its properties. Getting the full blast requires charging for 2 seconds,
    in which after Rickey will fire the Lightning Volt automatically:

     * The longer you hold the Punch button increases the distance the
       Lightning Volt will travel. At full power, it reaches full screen.
     * Will do about 10x more damage at full power than what it does normally.
     * Becomes a knockdown attack, and Rickey can (otg) after if the opponent
       is in the corner. The Lightning Volt must be charged at least 1 second
       to become a knockdown attack.
     * At full power, the Lightning Volt sends opponent across the screen.

 7  Knockdown attack. Can (otg) after.
    Must be guarded high.
 8  Knockdown attack. Can (otg) after (if opponent`s in corner).
    Can be used as an (otg).
    Tracks the position of the opponent, even if they are lying on the ground.
 9  --


-------------------------------------------------------------------------------
  EX RICKEY                                                            ( 5.13 )
-------------------------------------------------------------------------------

  EX Rickey is a secret character that is a powered-up version of Rickey Leon.
  There are a few noticable differences between the two versions of Rickey that
  I have listed below about the characters as a whole. Specific move or attack
  mechanics are listed in the sections as normal:

   * Normal Rickey (N-Rickey) and EX Rickey can be thought of as Ryuu and Gouki
     from the "Street Fighter" series, respectively. EX Rickey does ~7-10% more
     damage than N-Rickey with his basic attacks and throw. The damage varies
     between their special attacks. However EX Rickey also takes ~40-50% more
     damage than N-Rickey on each hit done to him. One Hagane combo I used to
     test will do exactly 50% damage to N-Rickey, but 75% to EX Rickey.
   * EX Rickey is _very_ slightly slower than N-Rickey in walking. You won`t
     ever notice it unless you have the two walk forward against each other,
     then you`ll see N-Rickey edge EX Rickey barely.
   * EX Rickey`s 1K launches the opponent higher than N-Rickey`s version. So
     much in fact EX Rickey can recover and juggle with it, unlike N-Rickey.
     (EX Rickey can easily juggle with his Machine Gun Pile after 1K.)
   * Juggling an opponent with EX Rickey`s Machine Gun Pile (P,P,P) causes the
     opponent to fly across the stage and hit the far back corner when they are
     hit with the final lightning punch, as opposed to N-Rickey that knocks
     them back to roll against the ground. (This same lightning punch is also
     in his Lightning Pile (6P,4P) but will not cause the same knockback.) This
     allows EX-Rickey to combo in his Lightning Wave since they are knocked so
     high into the air.
   * EX Rickey`s Lightning Charge is a flying kick, as opposed to N-Rickey`s
     cannonball-type air roll. EX Rickey`s version will only hit after he
     reaches the apex of his arc, when he starts to kick his legs. (While he
     kicks several times, the attack only hits once.) However EX Rickey`s
     Lightning Charge has no startup, while N-Rickey`s charges a moment.
   * EX-Rickey`s Lightning Volt is basically N-Rickey`s fully charged up
     version, and has all of its properties. It can`t be charged up more.
   * EX-Rickey`s Lightning Wave does less damage and doesn`t hit as many times
     as N-Rickey`s version, but comes out slighty faster.
   * EX Rickey advances first before attacking for his Judgement Thunderbolt.

< Basic Attack Techniques >  --------------------------------------------------

 Press P (5P)                 h
 1P                           h             LN,KD
 2P                           l
 3P                           l             KD,OTG
 4P                           h
 6P                           h
 [6]P                         m             KD
 7~9P                         m
 Jump P                       m
 Jump 6P                      m

 Press K (5K)                 h
 1K                           h             LN,KD
 2K                           l             OTG
 [2]K                         l             OTG
 3K                           l             KD,OTG
 4K                           h             KD
 6K                           h
 [6]K                         m             KD
 7~9K                         m             KD
 Jump K                       m
 Jump 6K                      m

< Combination Techniques >  ---------------------------------------------------

 P,K                          h.h                      PK Combination
 P,P,P                        h,h.h         KD,FS      Machine Gun Pile
 P,P,K                        h,h.m         KD         Machine Gun Blade
 6P,6P                        h.m           KD         Lightning Hammer
 6P,4P                        h,h           KD         Lightning Pile
 6P,P,P,K                     h,h,h,h       KD,FS      Lightning Rush
 6K,K                         h.h           KD         Double Spin Axle
 6K,2K,K                      h.l.m         KD         Rumble Blade

< Certain Kill Techniques >  --------------------------------------------------

 P + Ac (misses afar)         (lightning ball slam)                           1
 66 + P + K                   Sliding Kick                                    2
 236 + P (x3) ..              Continual Spark                                 3
  .. 214 + P                   > Rising Spark                                 4
 236 + K                      Lightning Charge                                5
 214 + P                      Lightning Volt                                  6
 In air, press P + K          Lighting Strike                                 7

 236236 + P               SB^ Lightning Wave                                  8
 2141236 + K              CB^ Judgement Thunderbolt                           9

 1  Unblockable. Knockdown attack. Throws opponent on opposite side they were
    on prior.
 2  Knockdown attack. Can (otg) after.
    Must be guarded low.
    Can be used as an (otg).
 3  Knockdown attack after 3rd punch. Can (otg) after (if opponent`s in
    corner).
    Can follow with Rising Spark only after first Continual Spark attack.
    Sends opponent across screen.
 4  Knockdown attack. Can (otg) after.
    Launches opponent, setting them up for a juggle.
    The Rising Spark can relaunch an opponent, even if used after Rickey`s 1P
    attack.
 5  Knockdown attack. Can (otg) after (if opponent`s in corner).
 6  Knockdown attack.
    Sends opponent across screen.
 7  Knockdown attack. Can (otg) after.
    Must be guarded high.
 8  Knockdown attack.
    Tracks the position of the opponent, even if they are lying on the ground.
 9  --


-------------------------------------------------------------------------------
  SIEGUEI                                                              ( 5.14 )
-------------------------------------------------------------------------------

  An android which was build with motif of a Japanese spy "NINJA". Merkuar`s
personal bodyguard as well as emissary, subversive activities, and
assassination are its main activity contents. Characterized by attacks which
make use of kunai (throwing knives) and a wire, and quick movements with its
arms. It has no display of emotion, and talks very little.

< Basic Attack Techniques >  --------------------------------------------------

 Press P (5P)                 h
 1P                           h             LN,KD
 2P                           l             OTG
 3P                           l
 4P                           h,h,h
 6P                           h
 [6]P                         m
 7~9P                         m
 Jump P                       m
 Jump 6P                      m

 Press K (5K)                 h
 1_[2]K                       l             OTG
 2K                           l             OTG
 3K                           l             OTG
 4K                           h
 6K                           h
 [6]K                         h             KD,FS
 7~9K                         m             KD
 Jump K                       m
 Jump 6K                      m

< Combination Techniques >  ---------------------------------------------------

 P,P                          h.h                      Nagi Otoshi
 P,K                          h,h                      PK Combination
 6P,P,P,K                     h,h,h,h                  Tsukikuzushi
 6K,K,K,K,K                   h,h,h,h,h                Zan Rin

< Certain Kill Techniques >  --------------------------------------------------

 P + Ac (misses afar)         (backflip suplex)                               1
 66 + P + K                   Kaze Saki                                       2
 22 + P                       Kaze Bashiri                                    3
 236 + P ..                   Kugutsu                                         4
  .. 6 + P                     > Kugutsu Tsuriage                             5
  .. 4 + P                     > Kugutsu Sune Gari                            6
 236 + K                      Kage Nui                                        7
 In air, press P + K          Asuka Giri                                      8

 463214 + P (misses afar) SB^ Saka Fuusha                                     9
 2141236 + P              CB^ Kugutsu Tenbu                                  10

 1  Unblockable. Knockdown attack. Can (otg) after. Throws opponent on opposite
    side they were on prior.
 2  Knockdown attack. Can (otg) after.
 3  A teleport move. Sieguei sinks into the ground and advances forward about
    1/3 the full stage distance. He will only advance forward, and can`t be
    controlled when he appears again. Sieguei is invincible when he emerges,
    and can guard and attack the moment he is back in stance. If he is close
    enough to the opponent, he will teleport to the opposite side of them.
 4  Can follow with Kugutsu Tsuriage or Kugutsu Sune Gari.
    Stuns opponent for two seconds; the hit will catch the opponent`s leg. They
    will not be able to manually break stun.
    The catch from the wire does no damage.
    Even though Sieguei throws the wire along the ground, the attack is high.
    This is a somewhat odd mechanic: The wire can sometimes hit an opponent for
    an (otg), but will not stun or catch them. However if Sieguei hits the
    opponent first with another (otg) attack, like his 2K, then 2-in-1 into the
    Kugutsu, it will catch but will not stun. The opponent will stand up off
    the ground like normal and then the wire breaks. Until that point since the
    wire is technically attached to them, you can input one of the follow-up
    attacks to add.
 5  Knockdown attack. Throws opponent on opposite side they were on prior.
 6  Knockdown attack. Can (otg) after (if opponent`s in corner).
    Sends opponent across screen.
 7  Must be guarded low.
    Can be used as an (otg), but will not stun the opponent.
    Tracks the position of the opponent.
    Stuns opponent for two seconds; the hit will catch the opponent`s foot.
    They will not be able to manually break stun. Opponent can be launched, but
    not thrown. If the kunai hits a crouching opponent, they will not be
    stunned.
 8  Knockdown attack. Can (otg) after.
    Must be guarded high.
 9  Unblockable. Knockdown attack. Can (otg) after. Throws opponent on opposite
    side they were on prior.
    Since Sieguei`s Super Blow is a command throw, missing the grab will not
    diminish its Gauge Levels.
 10 --


  //////////////////
 //  CRITICAL 6  //                                          MISCELLANEOUS INFO
///////////////////////////////////////////////////////////////////////////////

-------------------------------------------------------------------------------
  SPECIAL THANKS                                                       ( 6.01 )
-------------------------------------------------------------------------------

 - Banpresto                                               ( banpresto.co.jp/ )
   The popular plushie and model creators have dipped their hands into making
   video games a couple of times before. I enjoyed the Tekken-ish feel to the
   game, and its smooth juggle and combo engine was very fun. Overall, not bad.

 - Jeff "CJayC" Veasey + GameFAQs                             ( gamefaqs.com/ )
   The man and his FAQ-emporium lives on as the best site out there for all-
   game information.
   (GameFAQs : http://www.gamefaqs.com/features/recognition/300.html)

 - Anime Palace                                             ( animepalace.com )
   Managed to pick this up from their booth at Anime Central for only 25$.


-------------------------------------------------------------------------------
  SECRETS / CODES                                                      ( 6.02 )
-------------------------------------------------------------------------------

 - Unlock EX Rickey
   Beat the game in Tournament Mode on Hard difficulty. EX Rickey will be off
   the edge of the screen to the left of Berserker. (If you have a Card
   character, EX Rickey will instead be to the left of that.)

 - Unlock Hagane Ichinomiya
   Beat the game in Theater Mode with any character. Hagane will be off the
   edge of the screen to the right of Bobby Loggins.

 - Unlock Merkuar
   Beat the game in Tournament Mode on Normal difficulty. Merkuar will be off
   the edge of the screen two places to the left of Berserker.

 - Unlock Sieguei
   Beat the game in Tournament Mode on Easy difficulty. Sieguei will be off the
   edge of the screen two places to the right Bobby Loggins.

 - Game Shark Codes
   Unlock All Secret Characters     80068C54 FFFF

    Infinite Life (P1)              8011A0C8 008C
    Infinite Life (P2)              8011B420 008C

    1 Hit Kill (P1)                 8011A0C8 0000
    1 Hit Kill (P2)                 8011B420 0000

    Infinite Super Blow (P1)        3010FBC0 0004
    Infinite Super Blow (P2)        3010FBC1 0004

    No Super/Critical Blow (P1)     3010FBC0 0000
    No Super/Critical Blow (P2)     3010FBC1 0000


-------------------------------------------------------------------------------
  TRANSLATIONS                                                         ( 6.03 )
-------------------------------------------------------------------------------

 - [ CHIAKI ICHINOMIYA ]
 Banzai Double Punch: Hagane        Banzai Double Punch: Hagane Unofficial
   Mikounin                         ("banzai" is an exclamation for "cheers!"
                                    or "long life!")
 Ichinomiya-ryuu Hi Ougi - Kou Ki   Ichinomiya Style Secret Special Technique -
   Hou: Zetsu                         Howling Spirit Cannon: Sever
 Ichinomiya-ryuu Ougi - Kou Ki      Ichinomiya Style Special Technique -
   Hou: Tsurane                       Howling Spirit Cannon: Party
 Kuuten Hou                         Racing Demolish
 Ren Bu                             Connected Dance
 Ren Ka: Chi                        Connected Whirlpool: Earth
 Ren Ka: Ten                        Connected Whirlpool: Heaven
 Ren Kou                            Connected Bite
 Ren Yoku                           Connected Wing
 Renda: Chi                         Barrage: Earth
 Renda: Ten                         Barrage: Heaven
 Renkan Fuu Dan Kyaku               Linking Wind Cutting Leg
 Renkan Ten Retsu Kyaku             Linking Heaven Violent Leg
 Sou                                Spear
 Tenshin Tou Shou                   Turnover Falling Palm

 - [ HAGANE ICHINOMIYA ]
 Ichinomiya-ryuu Hi Ougi - Kou Ki   Ichinomiya Style Secret Special Technique -
   Hou: Kiwame                        Howling Spirit Cannon: End
 Ichinomiya-ryuu Ougi - Kou Ki      Ichinomiya Style Special Technique -
   Hou: Agito                         Howling Spirit Cannon: Jaw
 Kai                                Commandment
 Kasumi                             Mist
 Kou                                Shell
 Kou Ki Hou                         Howling Spirit Cannon
 Kusabi                             Arrowhead
 Oboro                              Gloom
 Renda                              Barrage
 Rensa                              Chain
 Ren Byou                           Connected Rivet
 Ren Fu                             Connected Axe
 Ren Mu                             Connected Halbred
 Ren Tei                            Connected Lever
 Ren Tsui                           Connected Hammer
 Zero                               Zero

 - [ KEI IWASE ]
 Ichinomiya-ryuu Hi Ougi - Homura   Ichinomiya Style Secret Special Technique -
                                      Blaze
 Ichinomiya-ryuu Ougi - Zero:       Ichinomiya Style Special Technique - Zero:
   Kiwame                             End
 Kasumi                             Mist
 Kou                                Shell
 Kusabi                             Arrowhead
 Oboro                              Gloom
 Ren Byou                           Connected Rivet
 Ren Fu                             Connected Axe
 Ren Mu                             Connected Halbred
 Ren Tei                            Connected Lever
 Ren Tsui                           Connected Hammer
 Renda                              Barrage
 Rensa                              Chain
 Shin                               Quake
 Zero                               Zero

 - [ SIEGUEI ]
 Asuka Giri                         Flying Bird Cut
 Kage Bashiri                       Shadow Running
 Kage Nui                           Shadow Sewing
 Kaze Saki                          Wind Cutting
 Kugutsu                            Puppet
 Kugutsu Sune Gari                  Puppet Shin Reaping
 Kugutsu Tenbu                      Puppet Heavenly Dance
 Kugutsu Tsuriage                   Puppet Raising
 Nagi Otoshi                        Mow Down Drop
 Saka Fuusha                        Reverse Windmill
 Tsukikuzushi                       Crushing
 Zan Rin                            Kill Wheel


-------------------------------------------------------------------------------
  REVISION HISTORY                                                     ( 6.04 )
-------------------------------------------------------------------------------

 v. 1.oo / o4 - 22 - 2011
 - Once again I am going through the gauntlet of a lot of my old FAQs to redo
   them into a much more professional format. Critical Blow is a game I had
   some fun with and threw a FAQ together fast when I was a newbie at this type
   of thing. I`ve far since gotten better at writing FAQs, so now I`m coming
   back to relaunch this properly. Trust me, the old FAQ was _horrible_. No one
   will read this FAQ though, because I highly doubt people even know this is
   even a game. Still it makes me feel better that I did this anyway after
   almost 13 years. I`m weird that way. FAQ is missing some information that
   I`ll add in the next version.

 v. o.oo / o6 - 23 - 1998
 - FAQ initial launch.


-------------------------------------------------------------------------------
  FINAL WORD                                                           ( 6.05 )
-------------------------------------------------------------------------------

 Oss`!
 I`ve made a lot random purchases for games over the years without doing any
 type of research on them. Some have been very bad, but others have surprised
 me in how great they were and just managed to fall underneath the radar.
 Sadly, Critical Blow is not one of those games, but it is entertaining. I got
 most of my fun out of performing crazy juggles, and the Card system was a nice
 touch even though I wasn`t able to read a lot of the kanji back when I first
 picked it up. Now that I`m replaying it again, it is still entertaining to do
 75% corner juggles with ease.

   Have something to say about the game or this FAQ you want me or others to
   know? Find any of the above information wrong or misleading? Or maybe you
   have info or extras to add onto what`s posted. Whatever the case is, feel
   free to send it! Anything that is posted within the FAQ, you not only get
   full credit. Oh no no! You also receive unauthorized bragging rights that
   give you the Almighty-given gift of annoying the hell out of people with.
                                          .. By the way, thanks for reading!

   Sayounara, adios, ciao, xie xie, au revoir, and all that other crap.  ^_^
                                            - `shouji´ <oodzume@hotmail.com>
   -------------------------------------------------------------------------
  | `I`m really creative. Sometimes I wear an eyepatch because I`m so       |
  | creative.´   - Space Ghost, to Tyra Banks; `Space Ghost: Coast 2 Coast´ |
   -------------------------------------------------------------------------