_______                            \        \                      _______
|       \                           |\       |\                    /       |
|_____   \__________    ______      | \      | \   ______       __/   _____|
      \             |  /     / _   /  | _   /  |  /     / ___  |     /
       \____     ___| /_____/ | \_/  / | \_/  /  /_____/ |   \ |    /
            |   |     ____    |     /  |     /   ____    |    \|   |
            |   |    |    \   |     \  |     \  |    \   |         |
            |   |    |   __\  |  |\  \ |  |\  \ |   __\  |         |
            |   |    |  |___  |  | \  \\  | \  \|  |___  |   |\    |
            |   |    |      \ |  |  \  \\ |  \  \\     \ |   | \   |
            |   |     \______\|__|   \__\\|   \__\\_____\|   |  \__|
            |   |  __________  ____________  __________  |   |
            |   | /         / /            \ \         \ |   |
            \   |/  _______/ /              \ \_______  \|   /
             \     /        /      ____      \        \     /
              \   /        |______/    |      |        \   /
               \_/                 ____|      |         \_/
                                  |          /
   _______   _   _   _____        |____      \    _____    __      ____
  |__   __| | | | | |  ___| ______     |      |  |  ___|  /  \    /    \
     | |    | |_| | | |__  |      \____|      |  | |__   / /\ \  |  /\  |
     | |    |  _  | |  __|  \                /   |  __| |  __  | | |  | |
     | |    | | | | | |___   \              /    | |    | |  | | |  \/ _|
     |_|    |_| |_| |_____|   \____________/     |_|    |_|  |_|  \____\\


                           version: beta (0.65)
                       last update: 12/12/98
                            author: Barry Wright Moretz(BMW)


  MAD PROPS(this section lists major contributors to this FAQ)

    ANDY TATMAN let me borrow his psx as a reference guide, and without 
      it I would never have been able to make this FAQ as accurate or 
      technical as it is. Thanx Andy =)

      I would also like to note the following people for being either the 
    best I've played, great friends, or both(alphabetical order)...note 
    that if the following people are Tekken 3 players, then I most 
    certainly picked up some combo, strat, or portion thereof from them, 
    and that information probably found its way into THE FAQ:

  Brett 'playa' Bataglia(Lafayette, La), Dan 'PPhoenix' Benedict(?), Ben 
  'tragic' Cureton(San Francisco, CA), David DeWitte(Lewisville, NC), Bryan 
  'BFan' Fan(San Francisco, CA), Robert 'RawbDog' Grimes(Seattle, WA), 
  Claude 'CHaith' Haith(Charlotte, NC), Marty '1TruKing' Hector(Portland, 
  OR), Timothy Hoarsely(Lexington, NC), Jeff 'Chinaman' Hsu(San Francisco, 
  CA), Zach 'NICE!' Janson(Chicago, IL), Derek 'Acidbath' Jones(Lafayette, 
  La), Gerald 'Yagyu' Joubert(Lafayette, La), Markus 'Saeur Kraut' Kaufman
  (Chicago, IL), Victor 'Spitting Ninja' Lin(NC), Chris 'stardust' McNabb
  (Lafayette, La), David Pickle(Lexington, NC), Karl 'Dolemite' Simms
  (Portland, OR), Andy 'Chojin' Tatman(Lafayette, La), Peter 'Gordola' 
  Tsang(Rhode Island), Alex 'CaliPower' Valle(Las Angeles, CA), Mike Yang
  (NC), Mike 'MIC'(Las Angeles, CA), Damian 'flower child'(Lafayette, La), 
  Mark 'Flipmeign'(Las Angeles, CA), and "Kaiser"(Panama)


  DISCLAIMER
        THE FAQ was made by Tekken 3 players, for Tekken 3 players. No 
  part of this document may be reproduced and sold for profit. The 
  information herein is intended for recreational use only and may only 
  be redistributed in its entirety by electronic or printed format, or 
  with the expressed written consent of Barry Wright Moretz(my preferred 
  net-name is BMW, and you may contact me for whatever reason via email 
  at dncbmw@hotmail.com). The only modification you may make to THE FAQ 
  is to cut [edit] [cut] the condensed KEY at the very bottom and then 
  paste it into a new text document so that you may open both text files 
  and use the new document to reference the notations I use in THE FAQ. 
  If you are reading this document in printed format, you may 'cut along 
  the dotted line' to achieve the same effect. Also note that the author 
  is at this time removing himself from ANY acts of ANY wrong doing by 
  telling you at this time to read on at your own risk. By continuing to 
  read this document from this sentence on, you are accepting that any 
  beat-downs, ass-stompings, glitches with your computer(while trying to 
  make THE FAQ look as good as possible), and any other problems you may 
  encounter while reading THE FAQ are purely YOUR fault and YOUR fault 
  only heheh. The newest version of THE FAQ may be found at:
    http://tekkenstuff.hypermart.net/documentz/THE_FAQ.txt

  ~The Legal Implications of the Disclaimer
        Something that a lot of FAQs fail to mention is the FACT that you 
  cannot copyright protect a FACT. Bryan Fury has a move which is 
  performed by tapping the controller on a Tekken 3 machine towards your 
  opponent twice and hitting the right punch button at the same time as 
  you tap the controller toward your opponent the second time, this is a 
  fact. This move causes 30 points of damage and leaves your opponent 
  laying down on the ground facing up with his head away from you, this 
  is a fact. Water is wet, and this is also a fact. Neither I nor anyway 
  else can say that water is wet and then proceed to copyright protect 
  that statement. The same holds true for any factual information that 
  can be found within this document: it cannot be protected by copyright 
  laws. What CAN BE and IS protected by international copyright laws is 
  the format in which these facts are presented, and any 'arguable' 
  items, such as strategy or which moves are better than others, as these 
  items are not factual data. In other words, you can 'rob' the factual 
  data from THE FAQ and get away with it as long as you are very careful 
  not to emulate(plagiarize) the format, which is much easier said than 
  done. If you do rob THE FAQ, and if you fail to refrain from emulating 
  its format while robbing it, you will probably be sued by yours truly, 
  and if you make money in the process of completing the aforementioned 
  acts, you most definitely WILL be sued by yours truly ;)


  OPTIMAL VIEWING SETTINGS
............................................................................
1234567890123456789012345678901234567890123456789012345678901234567890123456

<----------------------------- 76 spaces wide ----------------------------->

  ~MS WordPad...
   ...is a text file editor that displays *.txt files in a "mono-space" 
  format, meaning that every character displayed takes an equal amount of 
  space as every other character. If the row of periods below 'OPTIMAL 
  VIEWING SETTINGS' lines up with the row of numbers, then you are viewing 
  in mono-space format. While making THE FAQ, I had only the 'Status Bar' 
  checked in the [View] menu of MS WordPad, and THE FAQ will look best if 
  you view it with this option only. I chose MS WordPad because it was
  (and still is) the only *.txt file editor available to me, but it also 
  happens to be the most widely used *.txt file editor on the most widely 
  used operating system, so it's all good =)

  ~640x480...
   ...is a display setting which affects the number(size) of pixels on 
  your monitor, and will therefore affect the viewable size of this 
  document. If you are using Windows 95 or 98, you may right-click on the 
  desktop area(the background upon which your various icons such as 'My 
  Computer' and 'Recycle Bin' lie), select 'Properties' on the small menu 
  that appears, then select the 'Settings' tab on the 'Properties' menu, 
  then drag the bar under 'Desktop area' over to '640 by 480 pixels', and 
  then click 'Apply'. You'll have to restart your computer before the new 
  settings will be implemented. I chose a pixel setting of 640x480 
  because that's the maximum for my shitty little notebook, but 
  approximately 50% of all computer owners are using this setting 
  already, so it's still all good =)




      WHAT'S NEW/FAQ HISTORY

     ~version 0.60 released 12/8/98(first version)
      - This FAQ(the following are major differences between THE FAQ and 
        it's predecessor, BMW's Tekken 3 FAQ Supplement)
      - revamped the setup for this entire FAQ: split the FAQ into two 
        main sections(General and Specific); the General section 
        comprising of general moves and strategy, including any 
        information which is applicable to multiple characters; and the 
        Specific section comprising of all character-specific 
        information
      - added movelists for general and specific sections
      - edited and/or rewrote and/or added to all strategy
      - switched from alpha standard(lp, rp, lk, rk) to numeric 
        standard(1, 2, 3, 4)

      ~~ there are dozens of other significant changes, but the 
         aforementioned are the most prominent

     ~version 0.65 released 12/12/98
      - completed Jin Kazama
      - denoted the delayable special throws
      - added to Eddy Gordo's "~Attacking" section because of new-found 
        uses for his delayable throw, and made other corrections and 
        additions to said section
      - added the alternate input required for normal throws(ie DF{1+3_
        DF{2+4), and corrected the lprys which had stated that df+1+3_2+4 
        could be used
      - corrected errors within Hwoarang's throw section
      - revemped some sections for increased uniformity
      - completed King's "General" attack section


  ~~~~~~CONTENTS~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  {Content Name}          {Description}

  Title                    ~title

   i.   Disclaimer          ~ethical/non-ethical shit and the legality 
                             of those items

   ii.  What's New          ~summary of new additions/fixes for this FAQ

   iii. Contents            ~summary of the information within this FAQ

   iv.  Introduction        ~introduction

   v.   Key                 ~the abreviations I will be using in this FAQ
    a.   Interface           ~user interface
     1.   Controller          ~the movey-movey
     2.   Buttons             ~the pushy-pushy
    b.   Term Notations      ~well, you asked wtf I was talking about ;)
     1.   Movement            ~move your char
     2.   Positioning         ~where you are
     3.   Attack Types        ~types of ass-kicking
      a.   Normal Attacks      ~cool pimping
      b.   Counterattacks      ~cooler pimping
     4.   Juggle Types        ~coolest pimping
     5.   Special Stances     ~abnormal pimping
      a.   Eddy Gordo
      b.   Gun-Jack
      c.   Hwoarang
      d.   Kuma
      e.   Lei Wulong
      f.   Ling Xiaoyu
      g.   Yoshimitsu
     6.   Other               ~I don't know wth this shit is
    c.   Important Terms     ~I know what this shit is
     1.   General             ~general shit I know
     2.   Skill-Levels        ~general shit I know about scrubs
     3.   Tactics             ~general shit I know about scrub tactics
    d.   Outlines            ~how I threw it all together
     1.   Character           ~character info setup
            Information
      a.   Multi-Throw         ~multi-throw info setup
     2.   Difficult           ~not-so-easy moves info setup
            Joystick Motions
     3.   Techable Throws     ~tech-throw setup

  I.   General              ~whites, blacks, crackheads, its all good =)
   A.   Controlling Your     ~controlling whites, blacks, and crackheads
          Character
    1.   Basic Movement       ~moving the lazy bastards
     a.   Maneuvering          ~on or around the screen
     b.   Attacking            ~on or around the other guy
     c.   Cancelling Moves     ~heh
    2.   Techable Throws      ~if you can't break, then tech
    3.   Difficult Moves      ~if you can do all of these then u da man ;)
    4.   Timing Moves         ~move timing with the glorious dancing moose
     a.   Strings              ~moose string timing
     b.   Reversals/Counters   ~moose reversal timing
     c.   Sidesteps            ~sidestepping with your moose
     d.   Multi-Throws         ~crushing others with your moose
    5.   Technical            ~Specifics on some items
     a.   Damage Modifiers     ~damage altering conditions
     b.   Glitches             ~unintended phenomenon(or maybe not?)
   B.   Strategy             ~strategy for all peoples
    1.   Introduction         ~wtf am I supposed to say?
    2.   The Stick Factor     ~I'm bitching about shitty controls here
    3.   Attacking            ~putting the smack-down
     a.   Introduction         ~uuuuh...heheh
     b.   When You Should      ~when you should smack
             Attack
      1.   While Your Opponent Is Attacking
      2.   "     "    " Is Recovering
      3.   "     "    " Isn't Sure About How You Are Going To Attack
      4.   "     "    " Is Attempting To Get Up(okizeme)
      5.   "     "    Opponent's Back Is Turned
      6.   "     "    Opponent Is Stunned
      7.   A Note On Unblockables
     c.   Poking Tactics       ~damn jabbers
      1.   Pit-Bull Tactics     ~damn stupid jabbers
     d.   Turtle Tactics       ~damn turtlers
     e.   My Shit              ~damn BMWs
    4.   Defending            ~eliminating smackings
     a.   Introduction         ~heh
     b.   How To Defend        ~detailed elimination of smackings
            Against Attacks 
            That Are Difficult To Defend Against
      1.   Attacks That Are Made While You Are Attacking/Recovering
      2.   Okizeme Attacks
      3.   Attacks Coming While You Are Stunned
      4.   "       "  From Behind You
      5.   Running Attacks
      6.   Unblockable Attacks
     c.   Anti-Poking/         ~kill those damn jabbers
            Pit-Bull Tactics
     d.   Anti-Turtle Tactics  ~stomp those damn turtles
     e.   Anti-My Shit Tactics ~beat me down

  II.  Specific            ~divided by race, sex, and social class
   A.   Bryan Fury          ~pimps, bitches and bears(characters are 
   B.   Eddy Gordo/Tiger     listed in alphabetical order based on their 
   C.   Forrest Law          first name)
   D.   Gun-Jack
   E.   Heihachi Mishima
   F.   Hwoarang
   G.   Jin Kazama          ~all character guides(after Hwoarang) are 
   H.   Julia Chang          incomplete at this time
   I.   King
   J.   Kuma/Panda
   K.   Lei Wulong
   L.   Ling Xiaoyu
   M.   Mokujin
   N.   Nina/Anna Williams
   O.   Ogre I
   P.   Ogre II
   Q.   Paul Phoenix
   R.   Yoshimitsu

   vii. Thanks             ~giving credit to some of the coolest peepz in
                            the whole wide world 8)

   ~~Oh, and btw, yes I am very fucked up in the head



  ~~~~~~INTRODUCTION~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        Before I began to compile the information that is contained 
  within THE FAQ, I asked myself "Of all the things I have learned about 
  Tekken 3, which of those have had the most profound impact upon my 
  improvement as a player?" Now there are a lot of answers to that 
  question, and some(combinations) are obvious while others(d+1 against 
  an opponent who is grua and attempting to attack) are not so obvious, 
  but I have compiled virtually everything that I feel has had a 
  significant positive effect on my improvement as a player into this one 
  FAQ for you, the gamer. The movelist(by far the most significant 
  difference between THE FAQ and 'BMW's Tekken 3 FAQ Supplement') is more 
  complete and presents more useful information than any other, and 
  includes a number of moves that are either skimmed over or completely 
  ignored by other FAQs. I will discuss some items, such as okizeme and 
  positioning, in explicit detail, while skimming over many others. This 
  all draws back to the initial question, as a diverse use of moves, the 
  attacking and defending characteristics of okizeme and your positioning 
  before and after any attack are some of the most important things in 
  Tekken 3 game mechanics, and as a result you MUST learn a lot about 
  them if you ever want to be a master of the game. THE FAQ is quite 
  large, and its size has much to do with the format in which the 
  information is presented. I've opted for a somewhat less efficient 
  format because I've seen many FAQs that contained an impressive archive 
  of information, but presented it in a fashion that is so cryptic even 
  I, after playing the game since it came to my local arcade, and after 
  playing it from coast to coast all over the country, have a very 
  difficult time understanding what is intended by the author(s). I 
  believe I have spent adequate time explaining the format and other, 
  more cryptic information so that you, the reader, will understand 
  everything I have to say. I feel that THE FAQ is a vast improvement 
  over any strategy guide, online or published, and that all gamers, 
  whether they have just started playing the game, or have mastered it, 
  have something useful to find within THE FAQ. To sum up everything I've 
  stated, I'd like to quote Gabocorp(www.gabocorp.com) when I say that 
  "This is the new standard for all things to come." Now, with all those 
  wonderful things about myself and THE FAQ said, please be aware of the 
  fact that I did not do this alone. All of the masters of Tekken 3 I 
  have had the honor of playing and all of the devoted gamers who have 
  spent the time to share knowledge with the online Tekken 3 community 
  have made me the player that I am today, and THE FAQ is my way of 
  thanking these people. THE FAQ is the sum of my knowledge of Tekken 3, 
  and that knowledge would not even exist if it were not for these good 
  friends of mine. I say this because most, if not all other faqs I've 
  seen leave out this important point: I am, and THE FAQ is, the sum of my 
  experiences. I hope you enjoy THE FAQ =)


  PS I was pretty fucked up while writing the vast majority of THE FAQ, so 
     I'm(hold on I gotta go pee) pretty sure that there are plenty of 
     errors N stuff...lemme know if ya find any K? btw I find TK3 most 
     enjoyable when I play fuktup...if you've never tried that you should:
     go to Bennigan's and buy a few rounds of Samuel Adam's Cherry Wheat
     (I prefer draft), and then run over to your local arcade. When you're 
     sober the shitty controls you'll find there will just piss you off; 
     when you're half drunk you just don't give a fuuuck, so it's MUCH 
     less frustrating ;)

  PPS The current version of THE FAQ presents approximately 65% of the 
     total information I plan on having in it...it's current file size is 
     a bit over 590k(or so my MS-DOS prompt tells me ;), and I expect the 
     size of the completed document to be well over 850k.
    


  ~~~~~~KEY~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        There is a condensed version of this key at the bottom of THE 
  FAQ...you may wish to cut and paste this condensed version into a new 
  text document and then open both files so you can figure out wth I'm 
  talking about without having to go all the way back to the key. If you 
  are reading this FAQ for the first time, or if this FAQ has been 
  updated since you last read it, please review the following:


  INTERFACE

  ~Controller

  ~~Standard Position(1st player side)
                                   
                                     Up
                                     ||    
                          Up-Back    ||   Up-Forward
                              \\     ||     //
                                \\  OOOO  //
                                  OOOOOOOO
   Back(away from opponent) ==== CONTROLLER ==== Forward(towards opponent)
                                  OOOOOOOO
                                //  OOOO  \\
                              //     ||     \\
                        Down-Back    ||    Down-Forward
                                     ||
                                    Down

  ~~Controller Notations
     f  - Forward        b  - Back
     uf - Up-Forward     db - Down-Back
     u  - Up             d  - Down 
     ub - Up-Back        df - Down-Forward

     n  - neutral(centered position)

     The capitol or lower case in joystick directions signifies the 
     difference between a tap in the given direction and a press and hold 
     in the given direction(ie u = tap Up while U = press and hold Up).


  ~Buttons

  ~~Standard Position
                        left punch      right punch
                                 \      /
                                  O    O

                                  O    O
                                 /      \
                         left kick      right kick

  ~~Button Notations
                    1 - left punch      2 - right punch
                                 \      /
                                  1    2
  
                                  3    4
                                 /      \
                     3 - left kick      4 - right kick


  TERM NOTATIONS(see 'Important Terms' for definitions of terms):

  ~Movement
    ss      - Side Step
    ssr     - Side Step to Right side(of your character)
    ssl     - Side Step to Left side
    wlkf    - WaLK Forward
    wlkb    - WaLK Backward
    dshf    - DaSH Forward
    dshb    - DaSH Backward
    crwlkf  - CRouching WaLK Forward
    crwlkb  - CRouching WaLK Backward
    crdshf  - CRouching DaSH Forward
    crdshb  - CRouching DaSH Backward
    run     - RUN towards
    ws      - as you begin to stand up(While Standing)
    wc      - as you begin to crouch down(While Crouching)

  ~Positioning(unless otherwise noted, character is considered to be 
    standing and facing his opponent)
    rng-1   - RaNGe -1(opponent is against you and moving forward)
    rng0    - RaNGe 0(directly against opponent)
    rng1    - RaNGe 1(within short throw(Nina 1+3) and jab(Nina 1) range)
    rng2    - RaNGe 2(kick(Nina 4) and long throw(Nina uf+1+2) range)
    rng3    - RaNGe 3(long attack(Nina df+3) range)
    rng4    - RaNGe 4(longest standing attack(Nina f~f{1+2) range)
    rng5    - RaNGe 5(short run attack(Law f~f~F+3)range)
    rng6    - RaNGe 6(run range(any character f~F))
    bt      - character is showing his Back To(Towards) his opponent
    rst     - character is showing his Right Side To(Towards) his opponent
    lst     - character is showing his Left Side To(Towards) his opponent
    grut    - GRounded, face Up   feet Towards       opponent
    grua    - GRounded, face Up   feet Away from     opponent
    grdt    - GRounded, face Down feet Towards       opponent
    grda    - GRounded, face Down feet Away from     opponent
    grurs   - GRounded, face Up   Right Side towards opponent
    gruls   - GRounded, face Up   Left Side towards  opponent
    grdrs   - GRounded, face Down Right Side towards opponent
    grdls   - GRounded, face Down Left Side towards  opponent

  ~Attack Types

  ~~Normal Attacks
    h       - High attack
    m       - Mid attack
    l       - Low attack
    s       - Special mid
    uh      - Unblockable High
    um      - Unblockable Mid
    ul      - Unblockable Low
    stgh    - STaGgering High
    stgm    - STaGgering Mid
    stgl    - STaGgering Low
    stnh    - STuNning High
    stnm    - STuNning Mid
    stnl    - STuNning Low
    t       - normal Throw(all normal throws are uh attacks)

    capitol letter(s) in the above attack types signify a combo starter 
    and if the attack is a juggle starter it will be followed by a juggle 
    type(example: M would signify a mid-level combo starter such as 
    Kuma's F{1+2 which can be followed with 1+2 for a combo while M(hi)
    signifies a mid-level, high juggle starter such as Kuma's f~F{2)

  ~~Counterattacks
    mjrc    - MaJoR Counter
    mnrc    - MiNoR Counter      
    rev     - REVersal that will catch both h or m punches or kicks
    prev    - Punch-only REVersal(h or m)
    krev    - Kick-only REVersal(h or m)
    lpry    - Low PaRrY
    lppry   - Low Punch PaRrY
    lkpry   - Low Kick PaRrY 
    hpry    - High PaRrY(h or m)
    hppry   - High Punch PaRrY(h or m)
    hkpry   - High Kick PaRrY(h or m)

  ~Juggle Types
    nrml    - normal juggle
    hi      - high juggle
    flt     - float juggle
    bnc     - bounce juggle

  ~Okizeme Attacks
        The difference between okizeme attacks and normal attacks lies 
  within the different sizes of characters: some attacks will only 
  connect against the smaller characters under special circumstances
  (the average fc3 will connect at rng2 on Nina if she is grua, but if 
  she is grdt, it can only connect at rng0, if at all), while other 
  attacks will only connect against the largest of characters
  (Yoshimitsu's b~B{1 will only connect on the very largest grounded 
  characters). It is for this reason that I have divided the characters 
  into five major types based upon their susceptibility to okizeme 
  attacks, explained below:

  type1   - smallest characters(Ling Xiaoyu and Nina Williams)
  type2   - average size(Bryan Fury, Eddy Gordo fully grounded, Forrest 
            Law, Hwoarang, Jin Kazama, Julia Chang, Lei Wulong, Mokujin 
            and Yoshimitsu)
  type3   - large characters(Heihachi Mishima, King, Paul Phoenix and 
            Ogre I)
  type4   - larger characters(Gun-Jack, Kuma and Eddy Gordo in his 
            special grounded attack position)
  type5   - gargantuan(Ogre II)

  ~Special Stances
  ~~Eddy Gordo
    gp      - Grounded Position
    hp      - Handstand Position
  ~~Gun-Jack
    sdp     - SitDown Position
  ~~Hwoarang
    rff     - Right Foot Forward
    lff     - Left Foot Forward
    rfl     - Right FLamingo
    lfl     - Left Flamingo
  ~~Kuma
    sdp     - SitDown Position
  ~~Lei Wulong
    aop     - Art Of Phoenix
    drgn    - DGaGoN
    drkn    - DRunKeN
    snk     - SNaKe
    tgr     - TiGeR
    pnr     - PaNtheR
    crn     - CRaNe
  ~~Ling Xiaoyu
    aop     - Art Of Phoenix
  ~~Yoshimitsu
    is      - Indian Style
    ps      - Pogo Stick
    sbt     - Special Back Towards

  ~Other
    1p      - 1st player(attacker)
    2p      - 2nd player(defender)
    _       - 'or'
    +       - at same time
    ~       - immediately after(0+ to 9 frames)*
    ~~      - slight delay(10 to 29 frames)*
    ~~~     - long delay(30 to 60 frames)*
    {       - signifies that the next input is delayable: it may be +, ~, 
              ~~ or ~~~
    ->      - signifies combos within strings(if prior, then next)
    [...]   - input needed to escape the move it is paired with

    * Tekken 3 flashes 60 images(frames) every second


  IMPORTANT TERMS

  ~General

  ~~animation - aka "move animation": animation is the video output, 
        measured in frames, that you see while playing Tekken 3. When I 
        refer to the animation of maneuvers, I am noting the moves 
        'startup', 'execution' and 'recovery' animation, each of which is 
        very important. These animations can be measured in frames, or 
        1/60th fractions of a second. Startup, execution and recovery are 
        described below.
  ~~~execution - the animation(time) during which the most active 
        properties of an attack or maneuver take place. The execution of 
        Paul Phoenix's b+1+2 would be the time during which his fist may 
        connect against an opponent.
  ~~~recovery - the animation(time) during which the after-effects of a 
        maneuver take place. The recovery of Paul's b+1+2 would be the 
        time after the punch might have connected, but before he may 
        perform any other maneuver or block.
  ~~~startup - the animation(time) during which a character prepares to 
        execute his maneuver. The startup of Paul's b+1+2 would be the 
        time when b+1+2 is input during which he 'charges up' in 
        preparation for his unblockable attack.

    Animation Diagram(a mediocre attempt to describe Paul Phoenix's 
      b+1+2 animation ;)

                startup                   execution        recovery
   |#---------------------------------|$------------|%-----------------|*

    # b+1+2 is input                     % the punch becomes inactive
    $ the instant the punch may connect  * Paul may block
      
  ~~axis shift - this is the long sought after control over the 3rd 
        dimension(the ability to move a character towards his right or 
        left side). In Tekken 3, you may complete an axis shift by 
        performing a sidestep(which is basically a quick dash to the 
        side). If you tap up on the controller, your character will move 
        towards the background of the arena(away from you), if you tap 
        down, he will move towards the foreground of the arena(closer to 
        you).

  ~~bounce juggle - see 'juggle' section

  ~~buffering - an aspect of Tekken game mechanics that allows you to 
        enter in button sequences more efficiently. This is how it works: 
        you want to enter in a sequence consisting of button one and then 
        button one and button two together. Normally, you would have to 
        tap button one, release it, and then tap button one and button 
        two at the same time. Buffering is the ability to PRESS AND HOLD 
        button one(this is the key), and then tap button two to register 
        an input of both buttons. In this way, you can get the same 
        result as before while being much more accurate in the process. 
        NOTE: To complete any, and I do mean ANY, individual move that 
        requires you to press more than one button, you may press and 
        hold all but one of those buttons and then tap the last one when 
        you are ready to complete the move. You can also use buffering to 
        smoothly cancel one move with another using a modified input 
        sequence(example: Yoshimitsu's dshf may be canceled by 
        f~F{2_f~F{4 by buffering the moves into the dash like so 
        f~f~F{2_f~f~F{4)

  ~~chicken - see 'counter' section

  ~~combination - aka "combo": a series of moves that are unblockable and 
        inescapable, given that the first move(in the series) connects.

  ~~connect - aka "unguarded": the result of an attack that is improperly 
        guarded against...the most basic way an attack may hit an 
        opponent.

  ~~counter - aka "countermove": a move that negates an opponent's move 
        or his recovery from a move. Specific counter types are explained 
        below:
  ~~~chicken - aka "chickening", "chickened": a reversal reversal 
        performed by inputing f+1+3 if a left limb is reversed or f+2+4 
        if a right limb is reversed.
  ~~~counterhit - aka "interrupt": an attack that connects either while 
        your opponent is attacking(major counter), or immediately after 
        his attack while he is still recovering from it(minor counter), 
        therebye negating his attack or recovery.
  ~~~parry - a sort of thrust-block that throws your opponents attack to 
        the side, and staggers him for a brief period of time. In some 
        situations a parry allows for a combo by the parrier because of 
        this staggering effect.
  ~~~tech - aka "techable": a special type of counter that can only be 
        used in special situations: a tech does not negate an attack as 
        other counters do, but instead it alters the outcome of the 
        attack to the benefit of the player completing the tech.
  ~~~tech-roll - a tech roll is a quick-recover roll you may perform 
        after many maneuvers(explained further in the 'Specific' portion 
        of this FAQ), and it may be used to better your positioning. Any 
        character may tech-roll after landing face up from a juggle 
        combination by tapping 1_2 to roll towards the background of the 
        arena, or 3_4 to roll towards the foreground of the arena.
  ~~~reversal - a special type of counterhit that attacks your opponent 
        while he is attempting to attack you.

  ~~counterhit- see 'counter' section

  ~~custom string - a series of individual moves or portions of strings 
        used to create a move sequence that blends together so well it is 
        difficult to defend against or counter.

  ~~execution - see 'animation' section

  ~~float juggle - see 'juggle' section

  ~~frames - aka "frame rate": the images that are shown to the viewer 
        which make up the video output(animation) of a video game. Tekken 
        3 flashes 60 of these images(frames) every second. Note that fps 
        stands for Frames Per Second.

  ~~high juggle - see 'juggle' section

  ~~juggle - aka "juggling", "juggle combo", "juggles": a juggle is a 
        series of moves used to hit an airborne opponent. Attacks that 
        are made upon an airborne opponent are effectively unblockable.
        Specific juggle types are explained below:
  ~~~bounce juggle - a type of juggle in which the juggled character 
        bounces off of the ground(example: Bryan's uf+4).
  ~~~float juggle - aka "float": a type of juggle in which the juggled
        character immediately falls towards the ground after the juggle 
        starter(example: any characters grdt3).
  ~~~high juggle - a type of juggle in which the juggled character is 
        launched significantly higher than in a normal juggle(example: 
        Nina's db+3+4).
  ~~~normal juggle - the most common type of juggle in which the juggled 
        character is launched upward(example: Nina's df+2).

  ~~multi-throw - a grappling move that may have an alternate outcome via 
        input from the user.

  ~~normal juggle - see 'juggle' section

  ~~parry - see 'counter' section

  ~~poking pattern - a continuous, repeated series of fast attacks that 
        forces your opponent into a defensive state(similar to, but not 
        the same as a custom string).

  ~~recovery - see 'animation' section

  ~~reversal - see 'counter' section

  ~~sidestep - see 'axis shift'

  ~~stagger - aka "staggering attack": many attacks(most notably parries) 
        stagger your opponent. The recovering positions after a 
        staggering attack vary, but all staggers make it impossible for 
        a staggered character to block attacks for a brief period of 
        time. The are few differences between the technical aspects of a 
        staggering attack and a stunning attack(see 'stun'): I judge the 
        difference by the animation resulting from the attacks.

  ~~startup - see 'animation' section

  ~~string or move-string - a preselected set of moves that may be 
        chained together to create a single move sequence(not to be 
        confused with a "combo").

  ~~stun - aka "stunning attack": all attacks cause stun whether it is 
        guard stun(which sometimes makes it impossible to reverse or 
        parry during attack strings) or connect stun(aka recovery). When 
        I talk about the stunning characteristics of a move I mean to say 
        that this move causes either a significantly longer stun or that 
        it has special stun properties such as Jin's b~f{2 on mjrc. This 
        move causes a stun in which your opponent doubles over and slowly 
        falls face-first onto the ground, allowing for combinations.

  ~~tech or tech-roll - see 'counter' section

  ~~unguarded - see 'connect'


  ~Skill-levels

  ~~masher - someone who doesn't really know how to play Tekken 3. They 
        get on the game, pick Eddy, and then they attempt to win by hitting 
        the buttons and yanking on the joystick as fast as possible.

  ~~novice/newbie - someone who is familiar with basic Tekken tactics, 
        but simply lacks the knowledge to be proficient in it.

  ~~scrub - someone who is good at doing one thing with one character

  ~~intermediate - a WIDE range of players(basically anyone who doesn't 
        fit into the other categories).

  ~~expert - expert level players demand control of everything: their 
        player, their opponent's player, EVERYTHING: they achieve control 
        over their own character by practicing until they have him down 
        to a science; and they achieve control over their opponent's 
        character by forcing him into situations in which he has very 
        limited choices, and then they make an assumption as to which 
        choice their opponent will make. Note that an expert level player 
        in one location may or may not be an expert level player in 
        another locale because the skill levels of the two locations may 
        be very different.


  ~Tactics

  ~~poking - aka "pokers", "poking tactics": the process of using very 
        fast, usually low-damage attacks to knock an opponent out of his 
        attack(very effective when used in conjunction with "turtle" 
        tactics). In high-level play, poking becomes a series of fast 
        moves that entices an opponent to make a mistake, therebye 
        allowing for a high-damage counterattack(like df+2, for example).

  ~~~pit bull - aka "pit bull tactics": a "pit bull" is a player who gets 
        right up in your face and attacks, and attacks, and attacks
        (basically a poker who doesn't ever let up).

  ~~turtle - aka "turtle tactics", "turtler": a strategy that involves 
        waiting for the best time to attack by avoiding your opponent's 
        attacks until he leaves himself open to your attack.



  OUTLINES
 __________________________________________________________________________
|                                                                          |
| ~CHARACTER INFORMATION OUTLINE                                           |
|                                                                          |
| {character's name(s)}                                                    |
|                                                                          |
|                                                                          |
| Movelist:{from single attacks to longest strings*...includes 'special    |
| position attacks' such as 1p bt, rst_lst, grounded, and special stances} |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| {how to perform move} @ {#attack type on guarded|connect|mnrc|mjrc) @    |
|  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
|   {range type} @ {damage normal, clean} @ {effects on 1p <> 2p if any}   |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
|                                                                          |
|   # if an attack does not have special properties depending upon the     |
|     type of connect, then I will list its attack type only one time      |
|     (no m|m|m|m crapola ;)                                               |
|                                                                          |
|   * Note that any string may be ended early by simply ending the input   |
|     sequence. If ending a given string early has special properties,     |
|     such as leaving the character in a different position or allowing    |
|     for combinations, it will be noted within the section reserved for   |
|     that move or sequence thereof.                                       |
|__________________________________________________________________________|
|                                                                          |
| Multi-Choice String Diagrams:                                            |
|                                                                          |
|                         --->{string continuer}--->{string ender}         |
|                        /                                                 |
|       [{string starter}]--->{string ender}      --->{string ender}       |
|                        \                       /                         |
|                         --->[{string continuer}]                         |
|                                                \                         |
|                                                 --->{string ender}       |
|                                                                          |
|   * moves with more than one possible followup are denoted by the        |
|     brackets '[]'                                                        |
|__________________________________________________________________________|
|                                                                          |
| Throws:                                                                  |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| {throw}[{escape}] @ {attack type} @ {range} @ {damage} @ {positioning*}  |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
|                                                                          |
| * All throwers recover standing, and throwees recover standing if the    |
|   throw misses or is broken: this lists 2p positioning if the throw      |
|   connects                                                               |
|__________________________________________________________________________|
|                                                                          |
| Counterattacks                                                           |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| {counterattack} @ {attack type} @ {positioning after counter}            |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
|__________________________________________________________________________|
|                                                                          |
| MULTI-THROW(S) (if applicable)                                           |
|                                                                          |
| Multi-Throws                                                             |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| {multi-throw starter} @ {type} @ {damage}@ {positioning if discontinued} |
| | [{escape sequence if escapable}]       @ {positioning if escaped}      |
| |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
| |--->[1a]{1st possible choice(after MTS)}@{type}@{damage}@ {positioning} |
| |    | [{escape sequence if escapable}]  @ {positioning}                 |
| |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~ |
| |    |--->2a{1st choice(after '1a')}     @{type}@{damage}@ {positioning} |
| |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~ |
| |     --->2b{2nd choice(after '1a')}     @{type}@{damage}@ {positioning} |
| |         ...and so on                                                   |
| \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
|  --->1b{2nd choice(after MTS)}           @{type}@{damage}@ {positioning} |
|      ...and so on                                                        |
|  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
|   Timing:                                                                |
|   (1a) {How to properly time the 1st choice(after the MTS)}              |
|   ...and so on                                                           |
|  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
|   Buffering:(if applicable)                                              |
|   {how to complete the move}: {how to buffer the move}                   |
|   ...and so on                                                           |
|  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
|   Note that...(if applicable)                                            |
|   ...{important things to note about the multi-throw}                    |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
|__________________________________________________________________________|
|                                                                          |
| COMBINATIONS(includes juggles, which are denoted by a juggle type)       |
|                                                                          |
| ~Starters                                                     Followups~ |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| combo starter 'a'                                     combo followup 'A' |
|  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
| starter 'c'                                                              |
|  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~                        followup 'C' |
| starter 'd'                                                              |
|  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
| starter 'e'                                                 followup 'E' |
|  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~             ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
| starter 'f'                                                 followup 'F' |
|  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
|                                                             followup 'G' |
| starter 'g'                          ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
|                                                             followup 'H' |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
|                                                                          |
|  Possible combinations are a->A, c->C, d->C, e->E, e->F, f->E, f->F,     |
|    g->G and g->H                                                         |
|                                                                          |
|  In combo descriptions I use periods '.' to separate attacks ie 1~2 is   |
|    a two-string while 1.2 is a left punch followed by a right            |
|    punch                                                                 |
|__________________________________________________________________________|
|                                                                          |
| STRATEGY                                                                 |
|                                                                          |
|       {Strategy for "~Attacking" and "~Defending" with the character.    |
| Also includes strategy for playing against the character("~Versus        |
| {character's name}")}                                                    |
|__________________________________________________________________________|
 __________________________________________________________________________
|                                                                          |
| TECHABLE THROWS OUTLINE                                                  |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| {Character} @ {Throw} @ {Result of tech*}                                |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
|                                                                          |
|   * A teched throw always results in a quick-recover roll to your        |
|     character's left side: this lists other effects.                     |
|__________________________________________________________________________|
 __________________________________________________________________________
|                                                                          |
| DIFFICULT JOYSTICK MOTIONS OUTLINE                                       |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| {Motion} @ {moves it is used in} @ {explanation of how to complete it}   |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
|__________________________________________________________________________|



GENERAL~~~~~~~~~~~~~~~~~~~~~~~~~~~GENERAL~~~~~~~~~~~~~~~~~~~~~~~~~~~~GENERAL
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@\\\\\@@@@\\\\\\@@@@\@@@@\@@@@@\\\\\\@@@@\\\\\@@@@@@\\\@@@@@@\@@@@@@@@@
@@@@@\\@@@\@@@\\\@@@\@@@\\\@@@\\@@@\\\@@@\@@@\\@@@\\@@@@\\@\\@@@@\\@@@@@@@@@
@@@@\\@@@@@@@@\\@@@@@@@@\\\\@@\\@@@\\@@@@@@@@\\@@@\\@@@\\@@@\\@@@\\@@@@@@@@@
@@@@\\@@@@@@@@\\\\@@@@@@\\\\\@\\@@@\\\\\@@@@@\\@@\\@@@@\\@@@\\@@@\\@@@@@@@@@
@@@@\\@@@@@@@@\\\\@@@@@@\\@\\\\\@@@\\\\\@@@@@\\\\\\@@@@\\\\\\\@@@\\@@@@@@@@@
@@@@\\@@\\@@@@\\@@@@@@@@\\@@\\\\@@@\\@@@@@@@@\\@@\\@@@@\\@@@\\@@@\\@@@@@@@@@
@@@@@\\\\\\@@@\\\@@@\@@@\\@@@\\\@@@\\\@@@\@@@\\@@@\\@@@\\@@@\\@@@\\@@@@\@@@@
@@@@@@\\@@\\@@@\\\\\\@@@@\@@@@\@@@@@\\\\\\@@@\\@@@\\@@@@\@@@\@@@@@\\\\\\@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
GENERAL~~~~~~~~~~~~~~~~~~~~~~~~~~~GENERAL~~~~~~~~~~~~~~~~~~~~~~~~~~~~GENERAL



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      __    _          ___  ___    _             _ _          __
     /  \  / \  |\   |  |  |   \  / \  |    |     |  |\   |  /  \
    |     |   | | \  |  |  |___/ |   | |    |     |  | \  | |
    |     |   | |  \ |  |  |  \  |   | |    |     |  |  \ | |   _
     \__/  \_/  |   \|  |  |   \  \_/  |___ |___ _|_ |   \|  \__/|

         _          __      __             __         __  ___  ___  __
  \   / / \  |   | |  \    /  \ |  |  /\  |  \  /\   /  \  |  |    |  \
   \ / |   | |   | |__/   |     |__| |__| |__/ |__| |      |  |__  |__/
    |  |   | |   | | \    |     |  | |  | | \  |  | |      |  |    | \
    |   \_/   \_/  |  \    \__/ |  | |  | |  \ |  |  \__/  |  |___ |  \

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


                         \\\                    ///
                          >>>> Basic Movement <<<<
                         ///                    \\\


  ~MANEUVERING:


  ~~Standing
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
  f          @ wlkf(briefly)                                               O
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
  F          @ wlkf(continuously)                                          T
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
  f~f        @ dshf                                                        O
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
  f~F        @ run(must be rng5+ to run)                                   L
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
  b          @ wlkb(briefly)/block h,m,s                                   N 
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
  B          @ wlkb(continuously)/block h,m,s
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b,b        @ dshb
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  u          @ ss(into background)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d          @ ss(into foreground)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  U          @ leap up
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  D          @ crouch
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf         @ hop forward
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF         @ leap forward
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UB         @ leap backward
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df         @ crwlkf(briefly)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  DF         @ crwlkf(continuously)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db         @ crwlkb(briefly) _ block s,l
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  DB         @ crwlkb(continuously) _ block s,l
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d~df~f     @ crdshf#
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d~db~b     @ crdshb$
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~n~d~df   @ crdshf%
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc~df~d~df @ crdshf&
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ub         @ backflip*
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # Bryan Fury, Heihachi Mishima, Nina Williams and Paul Phoenix
    $ Bryan Fury, Nina Williams and Paul Phoenix
    % Heihachi Mishima, Hwoarang, Jin Kazama and King
    & Forrest Law
    * Eddy Gordo, Ling Xiaoyu, Nina Williams and Yoshimitsu
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
    Note that a crdshf_crdshb can be lengthened by holding the last        O
      controller direction ie f~n~d~DF covers more distance than f~n~d~df  N
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ T
                                                                           R
  ~~Right Side Towards(rst)_Left Side Towards(lst)                         O
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
  f      @ turn towards                                                    L
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
  b      @ turn towards                                                    N
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
  d      @ crouch
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  u      @ ss into background and turn towards
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d      @ ss into foreground and turn towards
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~Back Towards(bt)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f      @ turn around
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b      @ turn around
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b~b    @ dshb(away from opponent) and turn around
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d      @ crouch(remain bt)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  u      @ ss into background and turn around
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d      @ ss into foreground and turn around
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~Grounded
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1      @ flip towards background and get up*
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+1    @ flip towards foreground and get up*
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~D    @ flip towards background and remain grounded*
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+1~D  @ flip towards foreground and remain grounded*
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2      @ when used in conjunction with joystick, 2 causes faster rises
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f      @ roll towards opponent
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b      @ roll away from opponent
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~1_2#  @ tech roll into background 
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
  ~3_4#  @ tech roll into foreground                                       O
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
    * all characters except Lei Wulong may only flip one time after being  T
      knocked onto the ground or after being attacked while they are       R
      grounded                                                             O
    # you must tap the button immediately as you land in a face up         L
      position from an opponents attack(not all attacks from which you     L
      recover grounded with your face up allow for a tech-roll: these are  I
      noted in the 'Specific' portion of THE FAQ), and some character      N
      maneuvers allow for a tech-roll(also noted in the 'Specific'         G
      portion).
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  ~ATTACKING:


  ~~Standing
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+1     @ s     || ws1      @ m    || 1       @ h     || df+1    @ m
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  uf+1    @ m     || uf~~1    @ h    || UF~1    @ h     || d+2     @ s
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  ws2     @ m_M   || 2        @ h    || df+2    @ m_M   || uf+2    @ m
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  uf~~2   @ h     || UF~2     @ h    || fc3     @ l     || d+3     @ l
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  ws3     @ m     || 3        @ h    || df+3    @ m     || uf+3    @ m_M
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  uf~~3   @ m_M   || UF~3     @ m    || d+4     @ l     || ws4     @ m
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  4       @ h     || df+4     @ m_l  || uf+4    @ M     || uf~~4   @ M
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  UF~4    @ m     || 1+3      @ t    || 2+4     @ t
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~Right Side Towards(rst)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (any basic attack)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~Left Side Towards(lst)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (any basic attack)  
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Note that most rst_lst moves track VERY poorly: it is recommended 
      that you reorient yourself with maneuvering as opposed to 
      attacks...also note that you may perform any of your basic 
      'Standing' attacks with rst_lst
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                           C
                                                                           O
  ~~Back Towards(bt)                                                       N
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ T
  fc_d+1  @ l    || 1       @ h#$  || fc_d+2  @ l$   || 2       @ h#$      R
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
  fc_d+3  @ l#$  || fc_d+4  @ l$   || 4       @ h$   || uf+4    @ H(nrml)  L
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
    $ lei Wulong has different attacks with corresponding input(see        I
      'Specific Strategy' for details)                                     N
    # Ling Xiaoyu has different attacks with corresponding input(see       G
      'Specific Strategy')
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Okizeme Attacks
        Before I describe some of the most basic okizeme attacks, there 
  are a few technicalities involved with okizeme that must be explained.

    - attacks that connect during the startup of grounded maneuvers cause
      a flt juggle opportunity, while attacks that connect during the 
      execution of grounded maneuvers cause an immediate rise
    - characters who are in the grua_grdt positions perform bt maneuvers 
      which are explained below:
      - if the characters perform a roll(f_b) from grua_grdt they face 
        away from their opponent during the roll. Said characters are 
        considered to be bt(during the roll) and cannot block attacks 
        until the very end of the roll.
      - if the characters attempt a rise or rising attack, they are 
        considered to be bt until the recovery of the rise or rising 
        attack and cannot block attacks during the execution of these 
        maneuvers.
    - characters who are in the grut_grda positions perform facing 
      maneuvers which are explained below:
      - if the characters perform a roll(f_b) from grut_grda they face 
        towards their opponent during the roll. Said characters are 
        considered to be in normal(standing and facing) position(during 
        the roll) and may block attacks that come while they are rolling.
      - if the characters attempt a rise or rising attack, they are 
        considered to be facing their opponent until after the rise or 
        rising attack and may block attacks during the rise(as with any 
        attack they cannot block during rising attacks).

 ~~The following charts list the most likely results while attacking a 
   grounded opponent with some of the more commonly used okizeme attacks

  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc_d+1     @ rng1
  -----------------------------------------------------------------------
 |interrupted|                  2p initial positioning
 |move       |     grut     |     grua     |     grdt     |     grda     |
 |  ---------|--------------|--------------|--------------|--------------|
 |remain     |  -|-|-|-|-   |  -|-|-|-|s   |  -|-|-|-|s   |  -|-|-|-|s   | C
 |  grounded |  fc <> grut  |  fc <> grua  |  fc <> grdt  |  fc <> grda  | O
 |  ---------|--------------|--------------|--------------|--------------| N
 |1_d+1      |  -|-|-|-|-   |  -|-|-|-|s   |  -|-|-|-|s   |  -|-|-|-|s   | T
 |  (flip)   |  fc <>       |  fc <> grua  |  fc <> grdt  |  fc <> grda  | R
 |  ---------|--------------|--------------|--------------|--------------| O
 |f_b*(roll) |  S|S|S|S|S   |  S|S|S|S|S   |  S|S|S|S|S   |  s|s|s|s|s   | L
 |           |  (all flt)   |  (all flt)   |  (all flt)   |              | L
 |           |  fc <> grut  |  fc <> grua  |  fc <> grua  |   fc <>      | I
 |  ---------|--------------|--------------|--------------|--------------| N
 |rise#      |  s|s|s|s|s   |  S|S|S|S|S   |  S|S|S|S|S   |  s|s|s|s|s   | G
 |           |   fc <>      |   fc <> bt   |   fc <> bt   |   fc <>      |
 |  ---------|--------------|--------------|--------------|--------------|
 |3_4#%      |  s|s|s|s|s   |  S|S|S|S|S   |  S|S|S|S|S   |  s|s|s|s|s   |
 |           |   fc <>      |   fc <> bt   |   fc <> bt   |   fc <>      |
  ----------------------------------------------------------------------- 
    * if you delay the d+1 until the very end of your opponent's roll,
      it will connect as he 'rises' and will have the same properties as 
      rising from his initial position
    # from grounded position or after roll
    % all connects are on mjrc and attacks that have special properties
      will keep those properties with this condition: grut_grda are 
      treated as if the attack connected on mjrc with 2p facing his 
      opponent while grua_grdt are treated as if the attack connected 
      on mjrc with 2p bt
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws4        @ rng1
  -----------------------------------------------------------------------
 |interrupted|                  2p initial positioning
 |move       |     grut     |     grua     |     grdt     |     grda     |
 |  ---------|--------------|--------------|--------------|--------------|
 |remains    |  -|-|-|-|-   |  -|-|-|-|m   |  -|-|-|-|m   |  -|-|-|-|m   |
 |  grounded |  fc <> grut  |  fc <> grua  |  fc <> grdt  |  fc <> grda  |
 |  ---------|--------------|--------------|--------------|--------------|
 |d+1(flip)  |  -|-|-|-|-   |  -|-|-|-|m   |  -|-|-|-|m   |  -|-|-|-|m   |
 |           |  fc <>       |  fc <> grua  |  fc <> grdt  |  fc <> grda  |
 |  ---------|--------------|--------------|--------------|--------------|
 |F_B*(roll) |  m|m|m|m|m   |  m|m|m|m|m   |  m|m|m|m|m   |  m|m|m|m|m   |
 |           |  (all flt)   |  (all flt)   |  (all flt)   |              |
 |           |  fc <> grut  |  fc <> grua  |  fc <> grua  | fc <> standup|
 |  ---------|--------------|--------------|--------------|--------------|
 |rises#     |  m|m|m|m|m   |  m|m|m|m|m   |  m|m|m|m|m   |  m|m|m|m|m   |
 |           |   fc <>      |   fc <> bt   |   fc <> bt   |   fc <>      |
 |  ---------|--------------|--------------|--------------|--------------|
 |3_4#%      |  m|m|m|m|m   |  m|m|m|m|m   |  m|m|m|m|m   |  m|m|m|m|m   |
 |           |   fc <>      |   fc <> bt   |   fc <> bt   |   fc <>      |
  -----------------------------------------------------------------------
    * if you delay the ws4 until the very end of your opponent's roll,
      it will connect as he 'rises' and will have the same properties as 
      rising from his initial position, and only the characters who have   C
      a ws4 string starter may combo if the ws4 causes a flt               O
    # from grounded position or after roll and Julia Chang's ws4 always    N
      causes knockdown(see 'Specific' for more information)                T
    % all connects are on mjrc and attacks that have special properties    R
      will keep those properties with this condition: grut_grda are        O
      treated as if the attack connected on mjrc with 2p facing his        L
      opponent while grua_grdt are treated as if the attack connected      L
      on mjrc with 2p bt                                                   I
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
                                                                           G

  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+3_4      @ rng1
  -----------------------------------------------------------------------
 |interrupted|                  2p initial positioning
 |move       |     grut     |     grua     |     grdt     |     grda     |
 |  ---------|--------------|--------------|--------------|--------------|
 |remains    |  -|-|-|-|-   |  -|-|-|-|l   |  -|-|-|-|l   |  -|-|-|-|l   |
 |  grounded |  fc <> grut  |  fc <> grua  |  fc <> grdt  |  fc <> grda  |
 |  ---------|--------------|--------------|--------------|--------------|
 |d+1(flip)  |  -|-|-|-|-   |  -|-|-|-|l   |  -|-|-|-|l   |  -|-|-|-|l   |
 |           |  fc <>       |  fc <> grua  |  fc <> grdt  |  fc <> grda  |
 |  ---------|--------------|--------------|--------------|--------------|
 |F_B*(roll) |  l|l|l|l|l   |  l|l|l|l|l   |  l|l|l|l|l   |  l|l|l|l|l   |
 |           |  (all flt)   |  (all flt)   |  (all flt)   |              |
 |           |  fc <> grut  |  fc <> grua  |  fc <> grua  | fc <> standup|
 |  ---------|--------------|--------------|--------------|--------------|
 |rises#     |  l|l|l|l|l   |  l|l|l|l|l   |  l|l|l|l|l   |  l|l|l|l|l   |
 |           |   fc <>      |   fc <> bt   |   fc <> bt   |   fc <>      |
 |  ---------|--------------|--------------|--------------|--------------|
 |3_4#%      |  l|l|l|l|l   |  l|l|l|l|l   |  l|l|l|l|l   |  l|l|l|l|l   |
 |           |   fc <>      |   fc <> bt   |   fc <> bt   |   fc <>      |
  -----------------------------------------------------------------------
    * if you delay the d+1 until the very end of your opponent's roll,
      it will connect as he 'rises' and will have the same properties as 
      rising from his initial position
    # from grounded position or after roll
    % all connects are on mjrc and attacks that have special properties
      will keep those properties with this condition: grut_grda are 
      treated as if the attack connected on mjrc with 2p facing his 
      opponent while grua_grdt are treated as if the attack connected 
      on mjrc with 2p bt
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~




  ~Grounded Attacks
  ~~~~grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3         @ l         ||        3         @ l
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  d+4       @ l#        ||        4         @ m                            C
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
  4         @ m         ||                                                 N
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ T
  b~b~3+4   @ m$_STGM%  ||                                                 R
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
  f_b~~f+1+2 @ STGM*    ||                                                 L
  ~~~~grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
  3         @ l|l|L|L   ||        3         @ l                            I
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
  4         @ m         ||        4         @ m                            G
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # Eddy Gordo, Forrest Law, Hwoarang, Jin Kazama, Julia Chang, King, 
      Lei Wulong, Ling Xiaoyu, Nina Williams, Paul Phoenix, Yoshimitsu
    $ Bryan Fury, Eddy Gordo, Forrest Law, Gun-Jack, Heihachi Mishima, 
      Jin Kazama, Julia Chang, King, Kuma, Nina Williams
    % Paul Phoenix, Yoshimitsu
    * Bryan Fury, Eddy Gordo, Forrest Law, Gun-Jack, Heihachi Mishima, 
      Julia Chang, King, Kuma, Nina Williams, Paul Phoenix, Yoshimitsu
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~Running
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3     @ stgm          || 4     @ l             || 1+2   @ STGM#
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    # Bryan Fury, Eddy Gordo, Gun-Jack, Heihachi Mishima, Jin Kazama, 
      Julia Chang, Kuma, Paul Phoenix, Yoshimitsu
  ~~~(while running press nothing)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Ultimate Tackle_Shoulder Ram    @ um
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    The Ultimate Tackle is a multi-throw, and is explained below
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  ~~~~Ultimate Tackle series:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (run)     @ UM      @ rng5_6  @ 5       @         <> grut
  | [prev] (reversable)                   @ (see 'Specific Strategy')
  | [2~1] (escapable)                     @      fc <> fc
  | [1+2] (alternate reversal)            @    grut <>
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->[1a](~1~~2~~1)      @ T @ 5+5+5=15 @         <> grut
  |    | [2]                              @    grut <>
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2a(~~1~~2)     @ t @ 5+5=10   @         <> grut
  |    |      [2, 1]                      @    grut <>
  |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |     --->2b(~~2~~1)     @ t @ 5+5=10   @         <> grut
  |           [1, 2]                      @    grut <>
  \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   --->[1b](~2~~1~~2)      @ T @ 5+5+5=15 @         <> grut
       | [1]                              @    grut <>
       |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~ C
       |--->2a(~~2~~1)     @ t @ 5+5=10   @         <> grut                O
       |      [1, 2]                      @    grut <>                     N
       \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~ T
        --->2b(~~1~~2)     @ t @ 5+5=10   @         <> grut                R
              [2, 1]                      @    grut <>                     O
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ L
    Note that you may break either of the last two possible punches        L
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
    Timing:                                                                N
    (from MTS): tap 1_2 as opponent's back hits the ground, then 2_1 as    G
    the first punch connects, then 1_2 as the second connects, and so on
    until the fifth punch is input
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  ~CANCELLING MOVES:

    Tekken 3 allows the cancelling of many moves with others...the 
    following diagram illustrates Tekken 3 cancelling mechanics:


  ~~Basic Canceling Diagram:



                               ---> #wlkb
                              /
               #wlkf <---    /  ---> #dshb
                         \  |  /
                          | | |  ---> #crdshf
                          | | | /
          any attack <---[~dshf~]---> #crdshb
                          | | | \
                          | | |  ---> run ---> running attack
                         /  |  \
                #ssl <---    \  ---> hop_leap
                              \
                               ---> #ssr


    # These moves may be switched with dshf

`
  ~~Notes On Cancelling:

    - sidesteps may be canceled with dashes, and vice versa, therebye 
      allowing for a spastic looking form of 3-d movement

    - some attack strings may be canceled with sidesteps(see the 
      'Specific' portion)
                                                                           C
                                                                           O
                                                                           N
  ~TECHABLE THROWS:                                                        T
                                                                           R
        Teching a throw is the process of using the tech-roll technique    O
  (tap any button as you land) to lessen the damage or to eliminate        L
  okizeme after some throws as explained below...note that 'teching' a     L
  throw always results in a roll to your left side, no matter which        I
  button you use to complete the tech-roll.                                N
                                                                           G
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Gun-Jack @ uf+1+2.b~db~d~DF+2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    damage is not lessened, but it can be increased if you input button
    taps during the punch because the cpu recognizes those button taps as 
    attacks, and because of this the punch can connect on mjrc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Heihachi Mishima @ f~f+1+2                      @ no effect
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Jin Kazama       @ f~f+1+2                      @ no effect
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  King             @ f~n~b~db~d~df+1              @ damage is 35 less(1/2)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  King             @ (2p grut)db+1+3              @ damage is 15 less(1/2)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Kuma & Panda     @ f~f+1+4                      @ no effect
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Forrest Law      @ f~f+3+4                      @ no effect 
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~DIFFICULT JOYSTICK MOTIONS:

        Basically this is anything I have found to be significantly more 
  difficult than the vast majority of other input

  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc~df_fc~db         @ used in numerous moves
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    hold D, roll to df and tap button(s) simultaneously...if your 
    character starts to stand up when you roll to the df position, you 
    went past df_db to f_b(see fc~df~d~df_fc~db~d~db for more information)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc~df~d~df_fc~db~d~db @ Bryan's fc~df~d~df+1+2, Law's fc~df~d~df+3, 
                          and King's and Julia's fc~db~d~db+1+2 
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    First you need to familiarize yourself with the diagonals on the game 
    you are using...F causes your character to stand and wlkf, D causes 
    your character to go into an unmoving crouch, B causes your character
    to stand and wlkb, DF causes your character to crouch and wlkf, and
    DB causes your character to crouch and walk backward. When completing
    these moves, your character should remain in a crouching position      C
    during the motion...if he stands up in any way(during the motion, not  O
    during the result of the completed sequence), you have allowed the     N
    joystick to go into the F or B position and have inputted incorrect    T
    data. Try to complete the motion as fast as possible, and pay close    R
    attention to your character to make sure you are completing the        O
    motion correctly. With a little practice, you should be able to get    L
    these devastating moves off in the blink of an eye.                    L
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
  b(yes, I'm serious) @ used to escape Gun-Jack's multi-throw              N
                        uf+1+2.b~db~d~DF+2                                 G
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    This escape is the most difficult in the game by far...if you tap b
    at exactly the right time, you will block the punch, but that is much
    easier said than done. The tap b is a VERY late input...in fact, my 
    best advice is to imagine the punch connecting, and then tap back 
    IMMEDIATELY after you thought the punch would have connected. heh I 
    know that sounds crazy, but it works ;) Note that it seems impossible 
    to get the escape by tapping b repeatedly: I've only been able to get 
    the escape with a SINGLE TAP 80 
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



                         \\\                  ///
                          >>>> Timing Moves <<<<
                         ///                  \\\

  ~Introduction:
        In Tekken 3, timing really is everything. You might know the
  button sequence for every move in the game, but if you don't know when
  you should complete the sequence, then you don't really know how to
  complete the move. There's a big difference between knowing how to do
  King's Rolling Death Cradle and actually doing it every time you want
  to. That is what this section is all about: I'm simply trying to help
  you become better at Tekken 3 by telling you when the machine expects
  the move input from you.

  *The following is a basic timing guide for a generalized set of some of
  the most popular moves:

  ~Strings
        All standard move-strings, that is, any move that can be
  chained together with others, are fairly simple. You just complete the
  next move while your character is performing the move before it
  (example: You complete the Ultimate Tackle with your character and you
  want to punch your opponent three times and then do the armbreaker move.
  One possible button sequence is this: <Ultimate Tackle>.1~~2~~1~~1+2. 
  You should tap 1 as your opponent's back hits the ground during the 
  tackle, then you tap 2 while your character's left arm is coming down, 
  1 again as the right arm comes down, and, finally, 1+2 as his left arm 
  comes down for the second time. All attack-strings follow the above 
  rule.                                                                    C
                                                                           O
  ~Reversals/Parries                                                       N
        Reversals or parries must be timed very accurately. If you've      T
  never noticed, performing one of these moves causes your character to    R
  do a quick shuffle(for lack of a better term). This "shuffle" is the     O
  precise amount of time during which your character may counter or        L
  reverse a move. Watch out, though: most reversals/parries will only      L
  work on certain types of  attacks, so choose which one you use very      I
  carefully.                                                               N
                                                                           G
  ~Sidesteps
        Sidestepping is a move that changes a characters position. It 
  is very difficult to master sidestepping because the point at which you 
  must complete the sidestep varies widely from situation to situation.
  To have a better chance of sidestepping an opponent, note the following 
  mechanics of an axis shift:
        1. You may keep facing your opponent only by actively trying 
  to: you can "square off" with him by either completing some move or 
  move sequence while he is sidestepping(the attack automatically tracks 
  to your opponent's new position if your opponent is within 90 degrees 
  of the direction your character is facing), by attempting a throw(this 
  always causes you to face your opponent, whether you are close enough 
  to grab them or not), by making your character walk, dash, or run
  (characters automatically face-off with their opponent while they are 
  moving, but again yout opponent must be within 90 degrees of the 
  direction you are facing for this to work properly: if your opponent is 
  outside that range, alternate animation is performed ie a dshf turns 
  into a dshf and turn around; ss turns into ss and turn around; attacks 
  are side-towards or bt attacks; and wlkf_wlkb simply turns your 
  around), or by sidestepping in the same direction(example: your 
  opponent sidesteps to his right side. If you sidestep to YOUR right, 
  you will negate his axis shift.)     
        2. The slower the move, the better it tracks to your new 
  position(generally speaking): it is much easier to sidestep fast moves. 
  Also note that you may sidestep slow moves by sidestepping more than 
  once: no move, other than sidestepping, changes a characters position
  (axis-wise) as fast as a series of sidesteps, so if you just keep 
  sidestepping in the same direction while your opponent completes a 
  string or move, you will eventually get out of the area of effect(given 
  that you have enough time). Note that the motion for the sidestep will 
  change(from u to d or from d to u, depending on which side you sidestep 
  towards) as you circle your opponent.
        3. Sweeps, or any other move that has a sweeping motion, will
  connect even if you sidestep(doesn't that make sense), unless you are
  out of the range of the sweeping move. A good example of this would be
  Paul's Falling Leaf Combo(d+4~2): if you sidestep this move while Paul 
  is within sweeping range, the sweep will knock you down, but the elbow 
  won't connect(as it would if the sweep had hit you while you were 
  facing him); if you sidestep while you are just outside the range of
  the sweep, neither the sweep nor the elbow will connect. Also, some
  sweeps don't make a complete circle(they are only effective on one side
  of the character), so if you sidestep towards the side of your opponent  C
  which isn't affected by the sweep, you will avoid the attack.            O
                                                                           N
  ~Multi-throws                                                            T
        Multiple throw moves require special attention(they are            R
  specific to individual characters). These moves, and exactly how to      O
  perform them, are found within the character sections of those           L
  characters who may perform multi-throws.                                 L
                                                                           I
                                                                           N
                                                                           G
                     \\\               ///
                      >>>> Technical <<<<
                     ///               \\\

  DAMAGE MODIFIERS:
        normal connect(unguarded hit) = 100% damage
        mnrc                          = 120% normal damage
        mjrc                          = 150% normal damage
        clean connect                 = 150% normal damage
    note that if the modified damage incurs a remainder, then the
      remainder is dropped(example: 150% of 7 is 10.5 but the .5 would be 
      dropped so 150% of 7 would register as 10)

  ~Juggle Damage
        first hit(juggle starter)     = 100% normal damage
        second hit                    = 80% normal damage
        third and following hits      = 50% normal damage

  GLITCHES:
        a chickened right kick reversal gives the chickening character 
  several frames of advantage(he recovers faster than his opponent) and 
  if some characters perform specific moves after chickening a right kick 
  reversal, this causes a glitch which is described below:

  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  {chickening char} @ {move performed}              @ {effect on 2p}
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Hwoarang          @ df+4              | d~db+1+3  @       bt | bt throw
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  King              @ f~n~b~db~d~df~f+1 | b~f+1+2   @ bt throw | bt throw
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Forrest Law       @ df+4              | f~f+3+4   @       bt | bt throw
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Julia Chang       @ 2                             @       bt
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Lei Wulong        @ df+4              | uf+1+2    @       bt | bt throw
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Nina Williams     @ df+4                          @       bt
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Ogre I            @ d+4                           @       bt
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Ogre II           @ 1                 | df~df+2+4 @       bt | bt throw
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Paul Phoenix      @ df+4              | F~df+1+2  @       bt | bt throw
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
             ____ _____  ___    _   _____  ____   __
            /       |   |   \  / \    |   |      /  \  \   /
            \___    |   |___/ |___|   |   |___  |       \ /
                \   |   |  \  |   |   |   |     |   _    |
            ____/   |   |   \ |   |   |   |____  \__/|   |

  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Introduction:                                                           S
        Tekken 3 opens the door for new ways to attack and defend. The     T
  sidestep and the general amount of control you have over your character  R
  are outstanding additions to a game that was good to begin with, and     A
  the defending characteristics are the most complex I have ever known.    T
  However, many of the greatest additions have been overlooked by most     E
  new players.                                                             G
                                                                           Y

  ~The Stick Factor
        Tekken 3 also opens the door for new ways to discover shitty 
  controls. Ever tried playing Hwoarang against anyone good on a bad
  controller? Ever tried special throws when one button has a longer 
  delay than the other? Then you've probably experienced the single most 
  frustrating thing about Tekken 3: high-level play REQUIRES excellent 
  controls. If you are as unfortunate as I to be playing TK3 with 
  controls that are not up to par...I feel your pain man. The setup and 
  execution of moves is hard enough without worrying about the fact that 
  you can now only low parry on reaction less than 1/4 of the time, when 
  you KNOW you can snag the same move over 95% of the time on semi-decent 
  controls. In closing I will state these two facts: 1 If you're not 
  playing on good stix, then you are playing sub-standard TK3 and will 
  never experience true high-level play; 2 In all my travels I've never 
  played on stix that I felt were adequate for high-level play. Are you 
  depressed yet? BTW all the strat in this FAQ is intended for high-level 
  play, just in case one of you peepz frequents an arcade that actually 
  gives a fuck about their controllers. Namco of America must die >=\

  ~~Horrible Controls(there are worse controllers than the 'horrible' 
      ones, but if you're playing on em, then you don't really have 
      'control' over your character, so I don't even classify them as 
      'control'ers):
  Characteristics:
    - delays on switches or buttons that do not always register 
      depressions
    - some diagonals may be different than others(in positioning or size)
    - too loose or too tight a spring on the controller
  Results:
    - no low parries on reaction, few reversals
    - normal throws become jabs while throws with motions can become 
      hopping attacks
    - ws moves and many other maneuvers can become hops or hopping attacks
    - Paul Phoenix is overpowered

  ~~Semi-Decent Controls(scrub's paradise, expert's nightmare):
  Characteristics:
    - some minor delays on switches or buttons that will register 
      depressions the vast majority of the time
    - diagonals are somewhat equal in positioning and size
    - controller tension is somewhat effective
  Results:
    - few low parries on reaction, most reversals come out
    - throws and other more complicated input have a decent chance of      S
      coming out                                                           T
    - poking patterns can be used to some effectiveness                    R
    - Paul is still overpowered and Heihachi Mishima's sweep strings are   A
      pretty nasty too =(                                                  T
                                                                           E
  ~~Good Controls(intermediate level play):                                G
  Characteristics:                                                         Y
    - imperceptible delays
    - all diagonals are virtually identical
    - controller tension is adequate
  Results:
    - very few moves do not come out
    - low parries *can* come out on reaction
    - Law is overpowered

  ~~Very Good Controls(experts finally get some respect):
  Characteristics:
    - controls not only work every time, but they are also easily adapted 
      to by the player
    - diagonals are flawless
    - tension is flawless
  Results:
    - player is denied nothing
    - total mind game...the player who has a better mental game can beat 
      his opponent with any character


  ~Level of Play
        The following is a basic reference guide to the different levels 
  of expertise you will encounter if you start as a masher and end up 
  being as good or better than the best I've played...This will also give 
  you a reference point by which you can measure your style to that which 
  I know to be used:

  ~~Level 1: Masher(may be played on horrible controls)
        Predominent choosing of Eddy Gordo, Forrest Law, and sometimes 
  Lei Wulong. Involves yanking on the joystick and hitting as many 
  buttons as fast as possible. I have had the honor of playing mashers 
  who actually knew when and how to block(sometimes), but it is highly 
  unlikely that you will ever encounter one of these(mashers are, as a 
  rule, stupid).

  ~~Level 2: Scrub(may be played on horrible controls)
        Predominant choosing of Paul or Jin. Involves using the very 
  simplest of move-strings and other attacks(Paul's d+4~2 or Jin's 
  b~f+2{1{d+2), and usually some use of simple(easy) juggles with no use 
  of float juggles or other unconventional juggle opportunities. A match 
  between scrubs is usually determined by which scrub gets to do his ten- 
  string first.

  ~~Level 3: Pokers/Pit-Bulls and Turtles(requires semi-decent controls)
        Wider range of characters, but rarely is Kuma, Gun-Jack, or        S
  Mokujin chosen. Involves a knowledge of most if not all ten-strings and  T
  their blocking patterns. Parries, reversals and chickens are used,       R
  although rarely are parries used to their full potential. More complex   A
  juggles used with unconventional juggle starters, such as grdt3. Some    T
  knowledge of the more complex methods of defending is used by turtlers   E
  (low parries are used with some effectiveness), while Pokers/Pit-Bulls   G
  offer more advanced custom strings. A Poker/Pit-Bull is more likely to   Y
  win at this level.

  ~~Level 4: High-Level play(requires good controls)
        Any character may be chosen. Low Parries are devastating(and as a 
  result Pit-Bulls die out), and fewer normal juggles are used because 
  both opponents are at least aware of and avoid virtually every juggle 
  opportunity. The juggles that are used are usually some float or other 
  unconventional form of juggling(such as the juggle opportunity after 
  blocking Law's fc~df~d~df+3 or Lei's grda4~3). Only the very fastest of 
  moves are used, as the longer recovery time of other moves allows for 
  vicious counterattacks. High-low mixups are used, but low kicks are 
  used sparingly and are difficult to predict. Reversals are also used 
  very sparingly. Pokers who know how to goad their opponent into a 
  punishable attack win, and the most effective character for this is 
  Forrest Law.

  ~~Level 5: Highest Level(I have played)(requires very good controls)
        Involves a slight lean towards turtling by both players. Only the 
  simplest and safest custom strings are used, and they are used both for 
  offensive and defensive purposes. No low kicks are used unless they are 
  100% guaranteed not to be caught by a low parry, and low punches are 
  used only as interrupts or when a low parry is highly unlikely. Juggle 
  combinations are used in very unorthodox situations. The game becomes a 
  guessing game between mid-level attacks and throws, but these moves are 
  initiated within simple custom strings. With both opponents watching 
  and waiting for some stagger opportunity, custom strings are never 
  repeated again and again(as they then become poking patterns), and they
  are almost exclusively made up of mid-level attacks(both high and low 
  attacks are punishable). The standard match involves one player 
  starting a simple(and safe) custom string that ends with either a 
  throw or a very fast mid-level juggle starter. If that player fails in 
  his attempt to inflict damage, he immediately ceases attacking with the 
  intent of damaging his opponent(he attacks only to interrupt the other 
  player if the other player initiates an attack after his guessing game 
  fails). Both players reset themselves at rng3(usually), and then one 
  player will again initiate an attack sequence. Sometimes unorthodox 
  moves are used to win the match: these moves are usually not an 
  effective attack tactic, but when used one time only they can make the 
  difference between winning and losing. The player with the better 
  mental game wins these matches.



                         \\\               ///
                          >>>> Attacking <<<<                              S
                         ///               \\\                             T
                                                                           R
                                                                           A
  ~Introduction:                                                           T
        Now that there are so many ways to attack another player, it is    E
  easier for you confuse your opponent. The standard grabs and punches     G
  are numerous and intricate in and of themselves, but when you add the    Y
  moves that can be completed with a sidestep, and the intricacies of 
  recovering positions(from numerous punches, kicks, and throws) you end 
  up with an impressive arsenal at your disposal. Be sure to use every 
  attack method that is wise, and be absolutely sure to use them in 
  conjunction with each other. After all, confusing your opponent is the
  best, fastest, and easiest way to win.


  ~When you should attack
        The best times to attack are (A)while your opponent is attacking, 
  (B)while your opponent is recovering from one of his attacks, (C)when 
  your opponent isn't sure about how you are going to attack, (D)while 
  your opponent is attempting to get up after you have knocked him down 
  with a previous attack(okizeme), (E)while your opponent's back is 
  turned, or (F)while your opponent is stunned.

  ~~(A)While your opponent is attacking...
        If you are attacking while your opponent is attacking, you should 
  sidestep before your attack in almost all cases. In this situation, the 
  other player's character has the added difficulty of having to track 
  his attack towards your new position. An exception to this rule would 
  be when you are attacking your opponent while he is performing a fast 
  move that tracks very well. In this case, attacking faster is more 
  important than taking the time to sidestep before you attack. Note that 
  one of the best ways to get your opponent to leave himself open for an 
  attack is to knowingly allow him to get behind you. He will usually 
  think that you made a mistake and he will try to attack you before you 
  can react. If he goes for a grab, you may duck his grab and then stand 
  up to grab him, kick him(1p bt4), or hop kick(bt u_uf+4) for a juggle 
  opportunity. If he goes for a punch/kick attack or if he is running up 
  to hit you, you can just kick him or you can sidestep his attack and 
  then attack him(it's riskier but more rewarding to sidestep his 
  attack). Some characters even have special moves that can only be used 
  while their back is turned(these moves and their applications are 
  discussed in "Specific Strategy"), so be sure to use them to there full 
  potential. Many characters may also reverse or counter various attacks
  (also discussed in "Specific Strategy").

  ~~(B)While your opponent is recovering...
        If you are attacking while your opponent is recovering, the 
  absolute worst thing you can do is misjudge your opponent's recovery 
  time. If you attack too late, you will yourself be open to attack while 
  YOU recover. One of the best ways to attack a recovering player is with 
  a juggling uppercut(df+2) or hopkick(u_uf+3_4) if the character has a 
  juggling uppercut or hopkick. The moves are fast, effective, they set    S
  you up for a juggle(which in turn sets you up for okizeme), and every    T
  character in the game has several juggle starters.                       R
                                                                           A
  ~~(C)While your opponent isn't sure about how you are going to attack... T
        The best way to confuse your opponent is to attack him with a      E
  series of strings that look identical, but hit at different levels       G
  (Nina's strings are a good example). If possible, use one string a few   Y
  times, and then follow that with a similar-looking string that hits at 
  different positions and juggles when it connects. An alternate version 
  of this is called 'custom stringing'. Custom stringing is simply a 
  piecing together of several fast attacks or portions of strings that 
  you may mix together to achieve the same effect as a standard string. 
  These custom strings are much more effective than any standard 
  stringing because they leave much more for your opponent to guess on 
  than standard strings. Also included is the infamous high-low guessing 
  game, or the mixup of two simple attacks in which if your opponent 
  guards for one of the two, he leaves himself open to the other, 
  therebye turning the game into a mental one in which each opponent is 
  attempting to out-guess the other.

  ~~(D)While your opponent is attempting to get up...
        Attacking your opponent while he is attempting to get up is known 
  as Okizeme. When used in good taste, these moves can take a fair amount 
  of damage without leaving you open for reprisal; when used in excess, 
  these moves take small amounts of damage while leaving you wide open 
  for attack(I will discuss this in full under "Defending"). Many 
  characters have moves that are specifically for grounded opponents, and 
  you can usually complete these at least one time before your opponent 
  has a chance to get up(especially after throws or juggles). But after 
  that initial ground attack, you are reduced to hitting a grounded 
  character with petty, d+3 or d+4 moves(the d+4 will only work on 
  players who are actually trying to get up). These moves are effective 
  against newbies who aren't familiar with Tekken 3 game mechanics, but 
  an experienced player will simply lay on the ground, allowing you to do 
  one move before getting up: he knows that any move that isn't 
  specifically for grounded opponents only pushes the grounded character 
  further away from the attacker. In short, do one ground attack move and 
  then try following that with one other move, and then stay away from 
  him, 'cause after that, he can hurt you, and he can hurt you bad. 
  Other, more effective okizeme attacks involve either a high-low type 
  guessing game, or hopover attacks. I call the high-low type okizeme that 
  because the properties are very similar: if your opponent attempts to 
  escape one attack, he may be hit with another. An example of this would 
  be Gun-Jack's uf+1+2(no followup) or his 2+4 throws...both throws leave 
  your opponent in the grua position. Now, if they attack or roll away 
  from this position immediately after the throw(they will most likely 
  roll away), you may connect with fc1~n~2(the fc1 causes them to stand 
  up backwards and stunned, allowing for the 2 which knocks them back 
  down in the grdt position). After the fc1~n~2, they are again most 
  likely to roll away, in which case you may connect with b~f+3+4(I 
  strongly urge you to use this slide only when a KO is guaranteed, as 
  the recovery allows most characters to stand after being knocked down    S
  and complete their unblockable before jack can recover). Now if they     T
  remain in the grounded position after the throw, you may connect with    R
  uf+3+4, which is also very damaging. This okizeme tactic works well      A
  even in high-level play. The other okizeme tactic involves positioning   T
  yourself so that your opponent is in either the grdt or grua positions   E
  through sidesteps or hopping over your opponent. If your opponent        G
  attacks you may both out-prioritize their attack with d+1_2(or 1p bt     Y
  d+1_2) and cause them to stand up backwards and stunned, allowing for 
  vicious followups or high-low guessing games with most characters. Any 
  character may follow a connected d+1 against a rising character from 
  those positions with a ws4(given that they did stand up bt), and then 
  follow with various attacks depending upon the character(discussed in 
  'Specific Strategy').

  ~~(E)While your opponent's back is turned...
        When attacking your opponent while his back is turned, you can 
  grab, juggle him, or start up a string. Watch out for counterattacks 
  because he still has plenty of them, and, if you use a ten-string, make 
  sure it's fast and that there are as many mid-level and low-level 
  attacks as possible, or your opponent will duck and punch or kick you. 
  If your opponent has a slight initiative on the attack, he only has two 
  choices that may out-prioritize your attacks(bt 3_4 or bt d+1_2). The 
  bt 3_4 is a high attack which may be ducked and followed with any ws 
  attack or throw(a ws juggle starter is prefered if one is availabe to 
  you, if not then choose an attack that either does the most damage or 
  sets up for continuing strategy). If your opponent attempts the d+1_2
  (most likely), you may lppry(if your character has a lpry) for a 
  possible juggle opportunity(I say possible because not all characters 
  have a juggle starter fast enough to be guaranteed after a lppry), or 
  attempt a hopkick(uf+3_4) in which case a juggling hopkick would be 
  prefered.

  ~~(F)While your opponent is stunned...
        If your opponent is stunned, you can basically do anything. 
  Juggle combos are almost always the best way to go because no character 
  can stop a juggle after it has started(with the exception of Ogre II). 
  However, many stunning moves can be negated(discussed in section (C) of 
  "Defending"), so be sure that the juggle starter you use is very fast. 
  As an alternative you may force a high-low guessing game if you believe 
  your opponent will stun recover. An example of this would be using 
  Jin's b~f{2{1(mjrc) and then following with either f,n,d,df{4(flt) or a 
  throw. You could also delay the d+2 on the b~f{2{1{d+2 in the hopes of 
  your opponent walking into the juggling uppercut(while holding F to 
  stun recover), but if he's smart enough to stun recover, he's probably 
  smart enough to expect that, and so you should force the high-low guess 
  while he's guarding for the d+2.

  ~~A NOTE ON UNBLOCKABLE MOVES:
        Unblockable attacks leave you wide open to attack before, during, 
  and after the unblockable move, but some unblockables may actually be 
  used in play(Bryan comes to mind =). If your character has a fast 
  unblockable, you may be able to work that into a custom string mixup     S
  (Bryan's 1~2~~3 mixed with 1~2.f+1+4 works fairly well when used         T
  moderately). The only other time I would recommend an unblockable would  R
  be after the few moves which(due to their characteristics) actually      A
  allow for them. Examples would be after Gun-Jack's b~f+3+4(LONG          T
  recovery) or when an opponent tries to use their unblockable: get out of E
  the unblockables' range and then start yours. Be sure to time your       G
  unblockable so that it will connect while they are still recovering from Y
  their's.


  ~Poking Tactics
        Poking involves a series of fast attacks(usually standing jabs, 
  crouching jabs, ws moves, and df moves) used to force your opponent 
  into a completely defensive state. This frustrates your opponent, 
  therebye making him more likely to make a mistake(ie whiff an 
  interrupt, or missblock a high-low mixup), therebye increasing your 
  chances for a high-damage counter(like df+2). To poke, you must know 
  your character very well...you must know which moves draw you into your 
  opponent, and which push you away, so that you may use a combination of 
  the two to continue the poke. You must also be very adept at 
  substituting alternative moves within the attack to mix up your poking 
  pattern, or your opponent will likely find 'holes', or points at which 
  he may counter your pattern. I personally recommend keeping your poking 
  patterns very short(no more than five or six seperate attacks within 
  the entire poke) because it is very risky to continue any poke against 
  a good player: he'll find and exploit any holes or patterns in your 
  poke very quickly, always to your detriment. However, when used wisely 
  a poke or custom string(I prefer the custom string to a poking pattern) 
  can be very effective. A simple but effective custom string with Paul 
  Phoenix is df+1.1.(d+4~2 or df+2). This basically gives your opponent a 
  choice between a juggling uppercut or a Falling Leaf Combo(not 
  surprisingly, most choose the Falling Leaf). Unless your opponent is 
  reading your mind(in which case you are going to lose that round very 
  badly), you should be able to connect with one of the two about half 
  the time. You may also drop either the df+1 or the standing jab or add 
  more of them, just to keep your opponent guessing. There are many other 
  examples of poke patterns/custom strings(easily hundreds), but this 
  should give you an idea of the basic point of a poking pattern or 
  custom string: you're setting your opponent up to eat an attack. The 
  most common characters used by pokers are Jin Kazama, Nina Williams, 
  Hwoarang, Ling Xiaoyu and Bryan Fury.

  ~~Pit-Bull Tactics
        Pit Bull Tactics are basically a somewhat simpler(usually) and 
  riskier version of Poking Tactics, which is why I have placed it as a 
  branch off of 'Poking Tactics'. A pit-bull is a more aggressive version 
  of a poker who takes significant risks while trying to goad his 
  opponent into throwing out an interruptible attack or an attack that 
  will whiff. In my experience pit-bulls rely very heavily on low 
  attacks, sidesteps, reversals and interrupts to win. The weakest 
  portion of this strategy is the excessive use of low attacks, which are 
  the most punishable moves in the game. The reversals are another weak    S
  point because of chickens and, more specifically, chicken glitches. The  T
  most common characters used by pit-bulls are Jin Kazama and Paul         R
  Phoenix.                                                                 A
                                                                           T
                                                                           E
  ~Turtle Tactics                                                          G
        Turtle involves blocking or sidestepping virtually all attacks     Y
  and then countering with some ungodly combination. In most cases a 
  turtler must rely heavily upon low parries to be successful, with the 
  exceptions of Paul(who can rely on the d~df~F{2 and d+4~2) and Jin(who 
  can rely on b~F{2 mjrc and ws2 after blocking most powerful low 
  attacks or after ducking a high attack). On decent controls, a high-
  level turtler will beat a high-level poker, but not by much. This has 
  to do with the high-low mixup a poker must use, which is rarely as 
  powerful as a low parry(ask yourself how many d+4s it takes to equal 
  the damage potential of a single lkpry). The most common characters 
  used by turtlers are Paul Phoenix, Bryan Fury, Forest Law, Nina 
  Williams, and Heihachi Mishima.


  ~My Shit
        My shit is weird. Characteristics of both pokers and turtlers, 
  but neither. I use some simple custom strings to avoid pressure 
  tactics, with virtually no emphasis whatsoever upon low kicks. I force 
  two- or three-choice guessing games as much as possible, and I guess 
  right most of the time. The most commmon guessing game I'll use is a 
  simple mixup between a throw and a juggle starter or some other attack 
  that is preferred for whatever reason(probably a move with a faster 
  recovery than the relatively slow-recovering hopkicks). I keep my game 
  very simple and efficient: I always use the same juggle(usually very 
  damaging but also usually not the most damaging juggle possible...I do 
  only the juggles I can do with my eyes closed) in as many different 
  applications as possible(ie with as many different juggle starters as 
  possible), and I always go for the most damaging attack guaranteed 
  given the situation. I've been told that I'm predictable and certainly 
  in this way I am very predictable: if you give me enough time for a 
  df+2, I'm gonna do the df+2(unless there is some other, more damaging 
  move or combo that is guaranteed =).



                         \\\               ///
                          >>>> Defending <<<<
                         ///               \\\


  ~Introduction:
        In Tekken 3, there are many ways to defend yourself. You can 
  block, reverse, counter, break, or interrupt moves or strings, escape 
  or reverse throws, and you can also sidestep almost any move in the 
  game. Exactly how you defend yourself is directly related to your 
  familiarity and knowledge of the game: if you ALWAYS block, then you     S
  are either new to Tekken, or you simply haven't taken the time to learn  T
  other methods of defense. On the other hand, if you are utilizing all    R
  of the above, then you have an excellent platform upon which you may     A
  begin to master the game. Unless you have a LOT of competition at your   T
  arcade, you probably don't know the best ways to defend yourself         E
  against every single character. There are plenty of moves and move-      G
  strings I rarely see or never see at all, and these moves are the ones   Y
  that my opponent has a much greater chance of connecting with. You 
  should at least familiarize yourself with all of the moves in the game. 
  Also, always remember that attacks come in three basic levels: high, 
  medium, and low. High attacks can be blocked or ducked, medium attacks 
  can be blocked(but not ducked), and low attacks can be blocked or 
  hopped over(although hopping over a low attack is a very risky 
  maneuver). On top of these basic levels there is also a fourth special 
  type of attack that has similar characteristics of both mid and low 
  level attacks, and is called a special mid-level attack. You may not 
  duck a special mid attack, but you may block it while standing or while 
  crouching. Examples of special mid attacks are Eddy Gordo's Handstand 
  Position 4(it's a flurry of spinning kicks) or any characters crouching 
  jab.


  ~How to defend against attacks that are difficult to defend against
        The hardest attacks to defend yourself against are (A)attacks 
  that are made while you are attacking or recovering, (B)okizeme 
  attacks, (C)attacks coming while you are stunned, (D)attacks coming 
  from behind you, (E)running attacks, (F)unblockable attacks, and move-
  strings(move-string blocking patterns are specific to each character, 
  and are covered under "Specific Strategy").

  ~~(A)Attacks that are made while you are attacking or recovering...
        The best way to avoid these attacks is to not leave yourself open 
  to them. Never start up a string that an opponent may back away from to 
  get out of your range or to sidestep around your attack. Be very 
  careful while using any unblockable: never use the slower unblockables 
  unless they are guaranteed(they rarely are), and always mix up your 
  attacks so that your opponent won't be expecting any given attack. You 
  should also limit your use of any moves that have long startup or 
  recovery times unless these moves are performed while your opponent 
  must recover from one of his moves long enough to guarantee the attack.

  ~~(B)Okizeme attacks...
        Okizeme attacks can be dealt with in many ways. If it's 
  possible, my favorite way to stop Okizeme tactics is get into grdt. 
  Then I just tap 3 while my opponent is recovering from an attack 
  intended to connect while I was attempting to rise(this will ONLY work 
  against an opponent who is foolish enough to press on with ineffective 
  okizeme attacks). This sweep juggles on counterhit or clean connect, 
  and any character can do it(Note: you must use a low attack to continue 
  the flt juggle after the initial sweep). There are other good ways to 
  stop Okizeme(like using the Ankle Kick(d+4), any other standard kick, 
  or simply by rolling away from the attack), but the only other really    S
  good way to negate it is to just stand up without attacking(preferably   T
  while your opponent is recovering from a missed attack, such as d+4).    R
  There are, however, exceptions to this rule: if your opponent is         A
  attempting to interrupt your rising attack or roll with d+1_2(as         T
  discussed in "Attacking"), then the most effective means of defense is   E
  flipping over and then immediately rolling away(if you do not            G
  immediately roll away then your opponent may simply reposition himself   Y
  to your detriment, and after that you cannot flip over again, unless 
  he hits you with an attack, which is actually the best thing for you to 
  allow happen if you are in that situation: let him hit you with say, 
  d+3, then flip over again and immediately roll away). You may also 
  attempt to rise from grut or grda and block the attack(usually a low 
  attack) while you are rising, and you will be surprised at how fast you 
  can block okizeme attacks from these positions. Rising with a 3 that 
  is not absolutely guaranteed is also a no-no, because any character may 
  counter a blocked rising 3 with ws attacks, and there are quite a few 
  ws attacks that juggle(Jin's ws2). If your opponent is running towards 
  you while you are grounded, usually the best thing to do is flip over
  (1_d+1) out of the way(wait until he is only a few strides away from you 
  before you flip or the stomp or slide will track and hit you anyways). 
  After you've tried to flip out of the way of the slide a few times, 
  you'll notice something: it's hard to do. You can interrupt a slide 
  with grut d+4 if your timing is right. In fact this situation is 
  actually one of the best times to use the d+4 because your opponent has 
  no opportunity to counter the kick with d+4, as he does in almost all 
  other situations(grut d+4 may be countered by d+4 even if it connects). 
  Of course, you really have to be expecting the slide for this to work, 
  or you'll usually stand up just in time for the Shoulder Ram. If you 
  are in the grda position you may interrupt a runner with a rising 3_4, 
  but if your opponent expects that he can punish you for using it.

  ~~~Note that...
        ...the sweep(grdt 4) will also juggle after you have rolled 
  towards your opponent from the aforementioned position. 

  ~~(C)Attacks coming while you are stunned...
        You may recover from a stunning attack much more speedily by 
  holding F and then going back to the blocking level. One example would 
  be Jin's b~f{2{1{2_d+2(mjrc): if Jin connects the first or second 
  punch in this sequence on mjrc, it causes a double-over stun so that 
  the final punch will connect. However, you may recover from the second 
  punch by holding F. In fact, if you continue holding forward during the 
  sequence, you will still block the last punch, even though you're 
  holding F. This is not the case with other stuns: you must recover 
  from the stun and then block whatever attack your opponent intended to 
  follow the stunning hit with, and if Jin delays the final punch, you 
  will walk into it: holding F only works if there is no delay.

  ~~(D)Attacks coming from behind you...
        Even with your back turned, you still have a wide range of moves 
  to choose from. You can still sidestep(although you don't sidestep as 
  far as you would if you were facing your opponent), you can still punch  S
  and kick, and you can still throw. If you end up with your back turned,  T
  do not panic. Just do the same things I discussed in section 'A' of      R
  "Attacking".                                                             A
                                                                           T
  ~~(E)Running attacks...                                                  E
        Running attacks are best negated by sidestepping because they are  G
  fast, they hit at different levels of attack, two of them cannot be      Y
  blocked(the Shoulder Ram and the Ultimate Tackle), and it's difficult 
  to hit a running opponent before he hits you. Be sure to wait until 
  your opponent is within a few strides of you before you sidestep or the 
  move will track. Also, if your opponent does the Flying Side Kick
  (a favorite among scrubs) and you sidestep around it, you may be able 
  to attack him from behind. If your character has a backflip(uf~u~ub), 
  then you may also use this to escape some running attacks, although 
  that is dificult and not recommended. Heihachi's backwards run
  (b~b~n~3+4) is a more effective alternative to the backflip. If you are 
  convinced that your opponent will attempt the Shoulder Ram you may be 
  able to throw your opponent before he can ram you. You must dshf and 
  throw(preferably any throw with a forward motion, long range, or both, 
  such as Nina's uf+1+2 or Paul's f~f+1+2) because your opponent becomes 
  immune to throws shortly after he begins to lean his shoulder forward 
  in preparation for the ram. If you dash forward and throw, you will be 
  able to catch him at the beginning of his Shoulder Ram animation, when 
  he is vulnerable to throws. But, once again, this is a counter that only 
  works on very predictable opponents.

  ~~(F)Unblockable attacks...
        Unblockables cannot be blocked(thus the name), they are 
  difficult to sidestep, and(if your opponent is using them 
  intelligently) they usually catch you off-guard. When sidestepping an 
  unblockable, you should sidestep at least two times(try your best to 
  get completely behind your opponent) because unblockable moves tend to 
  track very well. If you are caught off-guard, your reaction time is 
  going to be very slow, and so you should use a fast attack such as a 
  jab or a quick kick to knock your opponent out of the unblockable(I 
  prefer a d+1 because many characters crouch down during their 
  unblockable moves, making them somewhat immune to high attacks). It all 
  really depends on how far away you are from your opponent, how long the 
  range for their unblockable is, and, most importantly, how long it 
  takes them to do their unblockable. Oh, and btw, it is not recommended 
  to reverse an unblockable if you're playing to win ;)


  ~Anti-Poking/Pit-Bull Tactics
        A little poking of your own works well against pressure tactics 
  such as poking or pit-bull. d+1.ws4 works very well with any character 
  when used to interrupt a poking or custom-string pattern. The d+1 has 
  very high priority and can be used in between your opponent's strings 
  or single attacks to interrupt virtually any series of follow-up 
  attacks he may have in store for you unless you are stunned or have 
  some other condition which allows your opponent to out-prioritize it. 
  The following ws4 is another high-priority attack which serves to        S
  distance your character from your attacker, and the ws4 may be followed  T
  with a df+4 with little or no risk in order to interrupt an opponent     R
  attempting to rush in and restart his poke, and it also serves to        A
  distance yourself from your opponent. After the final kick you           T
  use(whichever it may be), you may dshb to further distance yourself      E
  from your attacker, therebye allowing yourself time to set up for an     G
  attack of your own. In a worst-case scenario, your attacker may lppry    Y
  the d+1 and combo off of it, but this is very unlikely(as long as you 
  use the d+1 somewhat sparingly), and there are very few characters who 
  may combo off of a lppry. You may buffer a chicken into the kicks if 
  you feel your opponent is apt to reverse. King is the only character 
  who can really punish this sequence with his un-chickenable kick 
  reversal, but even a reversal from King is unlikely if the kicks 
  following the d+1 are used only as interrupts. The only character I 
  recall as having a significantly different ws4 from the others is 
  Julia, in which case I'd recommend following the ws4 with 2~B against 
  an opponent who is rushing in to restart his poke, or a simple dshb 
  against an opponent who has been poked motionless.


  ~Anti-Turtle Tactics
        Turtles can be a very frustrating opponent. Use his own 
  willingness to block most attacks against him by forcing guessing games 
  between juggling moves(very fast juggle starters with very fast 
  recovery, such as df+2 are preferred) and throws(high-damage throws 
  with two-button escapes are preferred). If you feel the ends to a 
  powerful low attack justify the means(risking a lpry or counterattack 
  while you recover if it is blocked), then go for it, but do your best 
  to make the attack as difficult to see coming as possible.


  ~My Shit
        Do it back =)




SPECIFIC~~~~~~~~~~~~~~~~~~~~~~~~~~SPECIFIC~~~~~~~~~~~~~~~~~~~~~~~~~~SPECIFIC
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SPECIFIC~~~~~~~~~~~~~~~~~~~~~~~~~~SPECIFIC~~~~~~~~~~~~~~~~~~~~~~~~~~SPECIFIC



     ___   ___          _               ____        ___
    |   \ |   \ \   /  / \  |\   |     |     |   | |   \ \   /
    |___/ |___/  \ /  |___| | \  |     |___  |   | |___/  \ /
    |   \ |  \    |   |   | |  \ |     |     |   | |  \    |
    |___/ |   \   |   |   | |   \|     |      \_/  |   \   |


  MANEUVERS

  ~Special Dashes
  d~df~f              - short crdshf(may be canceled with ws attacks, 
                        recovers in fc if canceled by D_DF)
  d~db~b              - short crdshb

  ~Taunts
  1+3+4               - flt juggle starter if 2p airborne or stunned


  ATTACKS

  ~Single Attacks

  ~~General
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B
  {move}              @ attack level(grd|ungrd|mnrc|mjrc} @ {range}        R
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
    {damage(unclean,clean)} @ {1p positioning} <> {2p positioning}         A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
  fc1                 @ all s                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ F
    3                 @                     fc <>                          U
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
  d+1                 @ all s                       @ rng1                 Y
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    5                 @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws1                 @ m|M(nrml)|M(nrml)|M(nrml)   @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+1(string starter) @ all h                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    8                 @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+1(string starter)@ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1(string starter)   @ all h                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    6                 @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+1           @ all m                       @ rng2_rng1_rng0
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~1                @ all h                       @ rng2_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~~1               @ all h                       @ rng2_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~1           @ all h                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~1          @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc2                 @ all s                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    8                 @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B
  d+2                 @ all s                       @ rng1                 R
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
    10                @                     fc <>                          A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
  ws2                 @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ F
    18                @                        <>                          U
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
  df+2                @ all m                       @ rng2                 Y
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+2(string starter) @ h|h|h|STNH                  @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    21                @                        <>     |    |    |grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2                   @ all h                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+2           @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~2          @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc3                 @ all l                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+3                 @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws3(string starter) @ m|m|m|STNM                  @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    22                @                        <>     |    |    |grda
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    note: 2p may recover the STNM by holding F
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+3                 @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    22                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+3                @ l|l|L(flt)|L(flt)           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    17,25             @                        <>     |    |gruls|gruls
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    if this move connects clean it will always cause a flt
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B
  b+3(string starter) @ all h                       @ rng2                 R
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
    20                @                        <>                          A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
  3(string starter)   @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ F
    18                @                        <>                          U
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
  uf_u_ub+3           @ all m                       @ rng3_rng2_rng-1      Y
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~3                @ all m                       @ rng3_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~~3               @ all m                       @ rng3_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~3           @ all m                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move is too high to connect against a standing opponent: 2p must 
  be airborne
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~3          @ m|STNM|STNM|m               @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~~3         @ all l                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+4                 @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    9                 @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws4                 @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+4(string starter) @ h|h|h|H(flt)                @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |    |    |grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+4                @ all M                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    26                @                        <> rst|grua|grua|grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4                   @ h|h|h|H(flt)                @ rng2                 B
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
    18                @                        <>     |    |    |grut      Y
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  uf_u_ub+4           @ m|M(bnc)|M(bnc)|M(bnc)      @ rng3_rng2            N
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    21                @                        <>     |grut|grut|grut      F
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
  ub+4                @ all m                       @rng0                  R
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
    11                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~4                @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~~4               @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~_~~4        @ all m                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |    |    |grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~~4         @ all m                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>     |    |    |grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~Special
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~F{2               @ h|H|H|H                     @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    30                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~F{3               @ stgm|m|m|m                  @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    36                @                        <>     |grua|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b~B{4               @ all h                       @ rng5
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |gruls|gruls|gruls
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+2                 @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |    |fc|grda
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move hits two times if connected at rng1
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+1+2               @ all h                       @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    26                @                        <>     |grdls|grdls|grdls   B
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
  f+1+4               @ all um                      @ rng3                 Y
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
    21                @                        <>                          N
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+1+4               @ all um                      @ rng3                 F
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ U
    60                @                        <> grut|grut|grut|grut      R
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Y
  ss{1                @ all h                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    33                @                        <>     |grurs|grurs|grurs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ss{2                @ all h                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    26                @                        <> rst
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ss{1~2              @ m|m|STNM|STNM               @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    28                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d~db~b+2            @ m|M(nrml)|M(nrml)|M(nrml)   @ rng0
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    21                @                        <>     |grdls|grdls|grdls
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    note: attack flips opponent unless followed with juggle combo
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Two-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+2                 @ stnm|m|m|m                  @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15 + 21 = 36      @                        <>     |    |fc|grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+2~~4              @ h,m|h,m|h,m|stnh->m         @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    21 + 26 = 47      @                        <>  rst|grua|grua|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3~3                 @ m,h                         @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18 + 16 = 34      @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws3~~4              @ m,m|m,m|m,m|stnm->m         @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    22 + 16 = 38      @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Three-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~2~~3              @ h,m,l|h->m,l|h->m,l|h->m,l               @ rng1    B
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
    6 + 8 + 15 = 29   @                        <>                          Y
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  b+2{1~~2*           @ h,m,h|h,STNH->h|h,STNH->h|STNH->STNH->h  @ rng1    N
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    21 + 21 + 21 = 63 @                        <>     |grut|grut|grut      F
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
  b+2{1~~4*           @ h,m,m|h,STNM->m|h,STNM->m|stnh->M->m     @ rng1    R
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
    21 + 21 + 26 = 68 @                        <> rst|grurs|grurs|grurs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+4~~3~~4           @ h,m,h|h,m,h|h,m,h|H(flt)->m->h           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18 + 14 + 18 = 50 @                        <>     |    |    |grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    * you may cancel the b+2~~1~~2_4 by holding u_d immediately after the 
      b+2: this will cause Bryan to cancel the 1 with a ssr_ssl which is 
      determined by the u_d 
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Four-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~4~~2~~4               @ h,h,h,m|h,h,h,m|h,h,h,m|h,h,stnh->m   @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    6 + 15 + 21 + 26 = 68 @                     <>     |grurs|grurs|grurs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~4~~3~~3               @ h,h,m,h|h,h,m->h|h,h,m->h|h->h,m->h   @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    6 + 15 + 17 + 16 = 54 @                     <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~2~~1~~2               @ h,h,m,m|h,h,m->m|h,h,m->m|h->h->m->m  @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    6 + 8 + 11 + 14 = 39  @                     <>     |grurs|grurs|grurs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~2~~1~~4               @ h,h,m,l|h,h,m,l|h,h,m,l|h->h->m,l     @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    6 + 8 + 11 + 12 = 37  @                     <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3~2~~1~~2               @ m,h,m,m|m,h,m->m|m,h,m->m|m,h->m->m   @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18 + 11 + 10 + 14 = 53 @                    <>     |grurs|grurs|grurs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3~2~~1~~4           @ m,h,m,l|m,h,m,l|m,h,m,l|m,h->m,l      @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18 + 11 + 10 + 12 = 51 @                    <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+3~2~~1~~2              @ m,h,m,m|m,h,m,m|m,h,m,m|m,h,M->m      @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20 + 12 + 11 + 14 = 57 @                    <>     |grurs|grurs|grurs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+3~2~~1~~4              @ m,h,m,l|m,h,m,l|m,h,m,l|m,h->m,l      @ rng2  B
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
    20 + 12 + 11 + 12 = 55 @                    <>                         Y
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
                                                                           N

  ~Five-Strings                                                            F
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
  1~4~~2{1~~2    @ h,h,h,m,h|h,h,h,STNM->h|h,h,h,STNM->h|h,h,STNM->M->h    R
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
    rng1  @ 6 + 15 + 21 + 21 + 21 = 84 @           <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~4~~2{1~~4    @ h,h,h,m,m|h,h,h,STNM->m|h,h,h,STNM->m|h,h,H->STNM->m
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    rng1  @ 6 + 15 + 21 + 21 + 26 = 89 @          <> rst|grurs|grurs|grurs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Eight-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+3~4~~1~~2~~1~4~3~3         @ h,m,m,m,h,h,m,h              @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20+12+5+7+3+8+17+16 = 88   @                   <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+3~4~~1~~2~~1~~4~~2~~4      @ h,m,m,m,h,h,h,m              @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20+12+5+7+3+8+5+26 = 86    @                   <>     |grua|grua|grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Ten-String
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+3~4~~1~~2~~1~4~~2~~1~~4~~1   @ m,m,m,m,h,h,h,h,m,h      @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20+12+5+7+3+8+5+5+10+21 = 96 @                 <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Variable String
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  DF+(1_1~1_1~1~1_1~1~1~1)~2  @ (all m) @ rng1 @   <> lst|    |    |
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    DF+1~2, DF+1~1~2 are combos on any connect, and the reason why
    DF+1~1~1~2 and DF+1~1~1~1~2 are not guaranteed is because the first 
    two '1's push your opponent outside the range of any following '1's.
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Multiple-Choice String Diagrams

                  --->3
                 /
           --->[2]       --->2                                             B
          /      \      /                                                  R
         |        --->[1]                    --->2                         Y
         |              \                   /                              A
       [%1%]             --->4        --->[1]                              N
         |                           /      \
         |        ---------------->[2]       --->4                         F
          \      /                   \                                     U
           --->[4]                    --->4                                R
                 \                                                         Y
                  --->3--->3

               --->[1]--->[1]--->1--->2
              /      \      \
       [%DF+1%]       \      --->2
              \        --->2
               --->2

                   --->2               --->3
                  /                   /
            --->[1]               [%3%]            --->2
           /      \                   \           /
       [%b+2%]      --->4              --->2--->[1]
           \                                      \
            --->4                                  --->4
                        --->2
                       /
            --->2--->[1]                     --->4
           /           \                    /
       [%b+3%]          --->4         --->[2]
           \                         /      \
            --->4-->1--->2--->1--->[4]       --->1--->4--->2--->1
                                     \
                                      --->3--->3


  ~Special Position Attacks

  ~~Standing
  ~~1p bt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc_d+1_2            @ all l(not s)                @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1_2                 @ all h                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+1           @ all m                       @ rng-1_rng1_rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc_d+3_4            @ all l                       @ rng2                 B
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
    12                @                        <>                          Y
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  3_4                 @ all h                       @ rng3                 N
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut      F
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
  uf_u_ub+3           @ all m                       @ rng3_rng2_rng1       R
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u+4              @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    21                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ub+4                @ all m                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~Grounded
  ~~1p grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3*                  @ all l                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7,10              @                        <>     | ,grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4*                  @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12,18             @                        <>     | ,grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (F_B)~~f+1+2        @ STNM|m|m|m                  @ rng5
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~1p grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3                   @ all l                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7                 @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4                   @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~1p grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3*                  @ l|L(flt)|L(flt)|L(flt)      @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7,10              @                        <>     | ,grua|grua|grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4*                  @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10,15             @                        <>     | ,grut|grut|grut    B
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
  ~~1p grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Y
  3*                  @ all l                       @ rng2                 A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
    7                 @                        <>     | ,grua|grua|grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ F
  4*                  @ all m                       @ rng2                 U
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
    10                @                        <>     | ,grut|grut|grut    Y
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    * These moves cause knockdown if they connect either clean or on 
      counter: if they are both unclean and not a counter, then no 
      knockdown
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~




  ~Throws
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+3_DF{1+3 [1]        @ T       @ rng1    @ 30      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2+4_DF{2+4 [2]        @ T       @ rng1    @ 30      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc{df{d{df+1+2 [1+2]  @ T       @ rng1    @ 10+8+27=45 @     <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p rst)any# [2]      @ t       @ rng1    @ 40      @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p lst)any# [1]      @ T       @ rng1    @ 40      @        <> gruls
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p bt)any#           @ t       @ rng1    @ 60      @        <> grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # any throw, special or otherwise
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Multi-Throw
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws2                 @ T @    @      <>
  \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   --->1(b+2)         @ T @    @      <> grua
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Timing:
    (1) Complete the Double Punishment immediately after the Gutpunch
        connects.
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Note that...
    ...this is a bnc juggling multi that should be followed with the 
       b+2,1,4
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                           B
                                                                           R
  ~Counterattacks                                                          Y
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  df_d_db+1+3         @ lpry(may combo if lkpry)                           N
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df_d_db+2+4         @ lpry(may combo if lkpry)                           F
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
                                                                           R
                                                                           Y

  COMBINATIONS

  ~~Starters                                                   Followups~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws1 - hi
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  uf_u_ub+4 - bnc
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~                          1.f+4~3~~4
  uf_u_ub~_~~_~~~4 - nrml
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (grut)F_B(roll).f+1+2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  ws2~b+2(multi-throw) - bnc                                      b+2~1~~4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  df+3 - flt                                                   ws3.1.f~F{2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  ws3(mjrc) - stnm                                          f~F{2.(run)d+4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  f~f+2 - H                                                       (run)d+4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  any T                                                               df+3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  b+2(mjrc)~1                                               1+3+4.b+2~1~~4
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 
  STRATEGY

  ~Attacking
        Bryan can put a lot of pressure on his opponent: he has some of 
  the best custom string starters in the game with the df+1~2 and the 
  1~2. The df+1~2 may be followed with d+1 with virtually no risk of 
  counters, as the df+1~2 turns your opponent to the side and keeps him 
  recovering long enough so that the only thing he may hope to do to 
  interrupt the poke is d+1, in which case there will be a double-connect 
  because the two crouching jabs come out at almost exactly the same 
  time. After the d+1 Bryan recovers in fc which allows for any of his ws 
  moves or you may instead whip out a very fast fc~df~d~df+1+2. There 
  will be a slight pause as the throw is inputed and starts to come out, 
  which allows an experienced opponent to see it coming, and after 
  df+1~2.d+1 you will find yourself at the very end of the throws range, 
  but you should still be able to connect with it if you spend a little 
  extra time on the first df of the throw input, which will cause you to 
  crouch and walk forward a bit before the throw. If they see it coming 
  and start to interrupt you, throw out the ws3 and you might get lucky.
  If you put a slight delay on the ws3(after the d+1), you may even be 
  able to con your opponent into believing you are attempting the throw, 
  in which case he will either duck or attempt to poke you out of the 
  throw. If he ducks the knee will connect for decent damage, but if he 
  attempts to interrupt the throw he thought was coming, he may himself 
  be interrupted by the ws3. Even though ws3 mjrc causes a recoverable 
  stun, it may be followed with f~f+2 for an almost guaranteed combo, and 
  the f~f+2 can in turn be followed with (run)d+4 guaranteed. The 1~2 is 
  an excellent interrupt(with any character but even more so with Bryan) 
  because it can be mixed with the alternate string endings(high_low) or 
  any one of his attacks. You may follow an interrupting 1~2 with f+1+4 
  for yet another 'almost guaranteed' attack. The df+3 can be used with 
  great effectiveness against recovering characters or surprised players 
  (I've lost count of how many people who have dshf and cancelled as they 
  see me start an attack just to stand straight up and watch me connect 
  with a df+3). This move will work to some extent against most of the 
  best players I've played, but I only use it if they are going to be 
  recovering for awhile. It rarely works when your opponent has his 
  senses about him: only when he's scared motionless does it pose a 
  serious threat. The df+3 is also a VERY punishable move(another one of 
  those slow-recovery low attacks), so if you can't use it at the right 
  times, and sparingly even then, then don't use it at all. His ss moves 
  can be delayed for quite some time(as can most ss moves), and this can 
  be used with some effectiveness to trick an opponent into walking into 
  a ss1 or ss1~2 by delaying the ss so long that your opponent thinks you 
  have decided against a ss attack. I wouldn't suggest using the delayed 
  ss moves very often though, as it is an easy tactic to catch on to and 
  the ss moves can be punished(more by some characters than others).


  ~Defending
        If you catch a lkpry Bryan has enough time for his uf+4 bnc 
  juggle starter. If however you get a lppry instead, he is guaranteed 
  nothing special. Even so, you may hold down to go into fc and then 
  attempt the fc~df~d~df+1+2 throw because your opponent will almost 
  certainly expect the hopkick and they will be struggling to get standing 
  and blocking for the kick. The 1+2 and f+1+4 can be used with some 
  effectiveness against pressure tactics(and the 1+2 sets up for okizeme 
  on mjrc), and those along with the f~f+2 should serve to stave off 
  pokers and pit-bulls unless you simply aren't using them right or have 
  allowed yourself to get into a very bad position. Never perform the 
  f~f+2 unless it is a guaranteed hit against some recovering character(it 
  is high and can be countered with ws attacks), and never come to rely on 
  it as an attack to be used to pressure a defending character(for the 
  same reason). The b~b+4 can be used when you are just outside of your 
  opponents poking range when he starts up his poke, and you might even 
  be able to get your opponent to block the Flying Cross Chop(grut roll 
  away_towards f+1+2) after.


  ~Versus Bryan
        Punish those using his four-strings(whatever~2~~1~~2_4) with the 
  lkpry. Don't use attacks with a slow startup/recovery against him(he
  has many fast attacks which he may use to counter these with). Also use
  extreme caution with any poke patterns or custom strings you use 
  against him(same reason). Note that most of Bryan's attacks are high or 
  mid-level(they are reversable or counterable), and that many of his 
  attacks may be sidestepped quite easily(they're fast, but they don't 
  track very well). Use this to your advantage whenever possible but 
  don't be too consistent in your use of reversals or sidesteps or Bryan 
  can counter with high-damage moves in response to your predictability.
  The reversal in particular should be used very sparingly because many 
  of Bryan's moves can be chickened quite easily. Low kicks are a bad 
  idea against any character, but you should be able to get away with a 
  few crouching jabs here and there.




     ____  __    __               __     __    ___   __     __
    |     |  \  |  \  \   /      /  \   /  \  |   \ |  \   /  \
    |___  |   | |   |  \ /      |      |    | |___/ |   | |    |
    |     |   | |   |   |       |   _  |    | |  \  |   | |    |
    |____ |__/  |__/    |        \__/|  \__/  |   \ |__/   \__/

      &
  _____ _ _   __    ____  ___    _____   _     __        ___   __
    |    |   /  \  |     |   \     |    / \   /  \ |  / /     /  \  |\   |
    |    |  |      |___  |___/     |   |___| |     |_/  \__  |    | | \  |
    |    |  |   _  |     |  \      |   |   | |     | \     \ |    | |  \ |
    |   _|_  \__/| |____ |   \   \_/   |   |  \__/ |  \ ___/  \__/  |   \|


  SPECIAL NOTATIONS
  hp - Handstand Position
  gp - Grounded attack Position(not the conventional grounded position)


  MANEUVERS
  1+2       - ss(same as u)
  d+1+2     - ss(same as d)
  f~f+4     - flip
  ub~b      - backflip
  f+1+2     - forward roll into hp



  ATTACKS

  ~Single Attacks

  ~~General
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
  {move}              @ attack level(grd|ungrd|mnrc|mjrc} @ {range}        D
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
    {damage(unclean,clean} @  {1p positioning} <> {2p positioning}         Y
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc1                 @ all s                       @ rng1                 G
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
    3                 @                     fc <>                          R
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D
  d+1                 @ all s                       @ rng1                 O
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    5                 @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws1                 @ all m                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+1                @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1(string starter)   @ all h                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    6                 @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+1           @ all m                       @ rng2_rng1_rng0
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~1                @ all m                       @ rng2_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~~1               @ all m                       @ rng2_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~1           @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~~1         @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc2                 @ all s                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    8                 @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+2                 @ all s                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
  ws2                 @ m|M(nrml)|M(nrml)|M(nrml)   @ rng2                 D
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
    15                @                        <>     |grut|grut|grut      Y
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+2                @ m|stgm|stgm|stgm            @ rng2                 G
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
    15                @                        <>     |grut|grut|grut      R
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D
  2                   @ all h                       @ rng1                 O
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+2           @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~_~~2             @ all m                       @ rng2_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~_~~2        @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc_d+3              @ all l                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws3                 @ all h                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+3                @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                     hp <>     |fc|fc|fc
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    may recover in gp by cancelling recovery with ~D
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db+3(string starter)@ all l                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    may recover in hp by cancelling recovery with ~B
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3                   @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+3           @ all m                       @ rng3_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
  uf~_~~3             @ all m                       @ rng3                 D
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
    25                @                        <>     |grut|grut|grut      Y
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~3           @ all m                       @ rng4_rng2_rng-1      G
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
    25                @                        <>                          R
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
    this move is too high to connect against a standing opponent: 2p must  O
  be airborne
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~3          @ m|STNM|STNM|m               @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF~~~3              @ all l                       @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  U_UB~~~3            @ all l                       @ rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc4                 @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    5                 @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+4                 @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7                 @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws4                 @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+4                @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4                   @ all h                     @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    16                @                        <>     |    |    |grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+4           @ all m                     @ rng3_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    28                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~_~~_~~~4         @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~_~~4        @ all m                     @ rng4_rng2_rng-1        E
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
    25                @                        <>     |    |    |grut      D
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Y
  UF_U_UB~~~4         @ all m                     @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
    15                @                        <>     |    |    |grut      O
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
                                                                           D
                                                                           O
  ~~Special
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+2(string starter) @ all h                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    8                 @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+3                 @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                     hp <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3~4(string starter) @ l|L|L|L                     @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                     gp <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move hits two times if connected at rng2 or less(see Two-Strings)
    Eddy recovers in hp if 3~4~B
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db+3(string starter)@ all l                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    you may recover in hp by inputing db+3~B
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+3                 @ all m                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~F{3               @ all m                       @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    30                @                        <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    gp if f~F{3~D or hp if f~F{3~B
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4~3(string starter) @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    16                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+4                 @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                        <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    may recover in hp by inputing f+4~B
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
  db+4(string starter)@ all h                       @ rng2                 D
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
    15                @                        <>     |grut|grut|grut      Y
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+4(string starter) @ m|STNM|STNM|STNM            @ rng2                 G
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
    15                @                        <>     |    |    |grda      R
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D
  f~f+4~3             @ all l                       @ rng3                 O
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                     gp <>     |grda|grda|grda
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this is the flip(f~f+4) canceled by 3
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~f+4~4             @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    35                @                     gp <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this is the flip(f~f+4) canceled by 4
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc1+2(string starter)@ all m                      @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc1+2~1+2           @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    30                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc3+4               @ all m                       @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                        <>     |fc|fc|grda
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    you may input fc3+4~B to recover in hp or fc3+4~D to recover in gp
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3+4                 @ all m                       @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    you may input 3+4~B to cancel the kick and recover in hp
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+3+4              @ m|M(hi)|M(hi)|M(hi)         @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db+3+4              @ all um                      @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    40                @                        <> grut|grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move hits two times if connected at rng2 or less(see Two-Strings)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u+3+4            @ all m                       @ rng2_rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
    20                @                        <>     |grut|grut|grut      D
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D
  ss{2                @ m|m|M(bnc)|M(bnc)           @ rng2                 Y
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |fc|grut|grut        G
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
  ss{1+2              @ all m                       @ rng2                 R
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
    15                @                        <>     |grut|grut|grut      O
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move hits two times if connected at rng1 or less(see Two-Strings)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ss{3                @ all l                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                     gp <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    you may input ss{3~B to cancel the kick and recover in hp, or ss{3~~B
      to recover(after the kick) in hp crouching(same as (hp)D), which
      allows for the (hp)D{3+4
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ss{4(string starter)@ all l                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    you may input ss{4~B to recover in hp
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ss{u+3(string starter)@ all m                     @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                  @                        <>     |fc|fc|fc
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    you may input ss{u+3~D to recover in gp
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ss{3+4(string starter)@ m|M|M|M                   @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    6                 @                        <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move hits two times if connected at rng2 or less(see Two-Strings)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Two-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~2                 @ h,h|H->h|H->h|H->h                         @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    6 + 15 = 21       @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4~3~~3              @ m,l|m,l|m,l|m,l                            @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    16 + 15 = 31      @                     gp <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    the second 3 has the same properties as Eddy's ss{3
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
  3~4                 @ l,l|L->L(flt)|L->L(flt)|L->L(flt)          @ rng1  D
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
    10 + 10 = 20      @                     gp <>     |grut|grut|grut      Y
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    you may recover in hp by inputing 3~4~B                                G
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
  ss{4~3              @ l,l                                        @ rng3  R
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
    12 + 25 = 37      @                        <>     |grut|grut|grut      O
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ss{4~3+4            @ l,m                                        @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12 + 20 = 32      @                        <>     |fc|grda|grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ss{u+3~~3           @ m,m|m,M(hi)|m,M(hi)|m,M(hi)                @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25 + 20 = 45      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ss{u+3~~3+4         @ m,l                                        @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25 + 15 = 40      @                     gp <>     |grda|grda|grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ss{u+3~D~~3         @ m,l                                        @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25 + 25 = 50      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Three-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+2~1~~4            @ h,h,m|h,h,m|h,h,m|H->H->m   @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    8 + 10 + 12 = 30  @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Four-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3~4~~4~~4_3~4~~4~~1+2_3~4~~4~~1+2~1+2  @ the 3~4 is l,l|l->l|l->l|l->l
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    and guarantees all followups(on connect) except 3~4~~4~~1+2~1+2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    3~4 does 10+10 = 20 damage  @         <>     |grut|grut|grut  (always)
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    the followups to 3~4 and their properties are the same as the 
      corresponding followups to db+3 ie the last two hits in 3~4~~4~~4 
      have the same properties as the last two hits in db+3~4~~4(see 
      'Variable Strings' for stats on the followups
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Five-String                                                             E
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D
  ss{3+4~~3+4~~3+4~~uf+3+4  @ h,m,m,m,m|h->m->m->m,m|h->m->m->m,m|         D
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
    h->m->m->m,m  @ 6+6+25+18+20 = 75  @       <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
    you may recover in hp by inputing ss{3+4~~3+4~~3+4~B                   O
    opponent recovers grdt if ss{3+4 connects...the following attacks      R
      cause the flipover                                                   D
    if the third 3+4 connects(without the first two connecting), it will   O
      guarantee the last 3+4
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Twelve-String
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3~4~~4~~2~~4~~4~~3+4~~3+4~~3+4~~db+3+4~~uf+3+4 @ m,m,h,h,m,m,m,h,m,m,m,m
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    |m,m,STNH->STNH->m->m,m,h->m->m->m,m|m,m,STNH->STNH->m->m,m,h->m->m->
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    m,m|m,m,STNH->STNH->m->m,m,h->m->m->m,m @ 16+28+7+8+9+13+10+6+6+21+15+
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20=159
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    note that the third 4 is the same as the b+4(see 'variable strings'
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Variable-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db+3_b+4 may be used to enter this string series, and these starters 
    may be followed with alternate moves or each other ie db+3~~4(same as 
    b+4)_b+4~3(same as db+3) so you can make an infinite-string by 
    inputing db+3~~4~~3~~~4~~3~~~4... or b+4~3~~~4~~3~~~4~~3... ; the 
    4~3~~4~~2~~4(same as b+4)_(hp)1~3(same as db+3) may also be used to 
    enter this unique string series; db+3(or 3 while performing the 
    infinite string or the other strings) may be followed with ~~3, 
    ~4~~4, ~4~~1+2 or ~4~~1+2~1+2 as opposed to 4 and b+4(or 4 while 
    performing strings) may be followed with ~4~~3+4 as opposed to 3

  The following is a list of the properties of these moves:
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db+3      @ all l        @ rng2    @ 12      @ hp if db+3~B
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+4       @ h|h|h|STNH   @ rng2    @ 15      @  <>     |    |    |grda
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4~3~~4~~2~~4(same as b+4)@ m,m,h,h|m,m,STNH->STNH|m,m,STNH->STNH|
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    m,m,STNH->STNH @ 16+28+7+8 = 59  @ normal <>     |grda|grda|grda
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db+3~~4   @ l,h|l->h|l->h|l->STNH  @ rng2    @ 12+15 = 27 @ <> | | |grda
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db+3~~3   @ l,m          @ rng2    @ 12+25 = 37 @                        E
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D
  db+3~4~~4 @ l,l,l|l,l->stnl|l,l->stnl|l,l->stnl @ rng2 @ 12+15+15 = 42   D
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
    recover in hp if db+3~4~B or db+3~4~~4~B
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
  db+3~4~~1+2 @ l,l,m|l,l,m|l,l,m|l,l->m @ rng2   @ 12+15+20 = 47          O
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
    recover in hp if db+3~4~B                                              D
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
  db+3~4~~1+2~1+2 @ l,l,m  @ rng2    @ 12+15+30 = 57 
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    recover in hp if db+3~4~~1+2~1+2
   ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+4~4~~3+4  @ h,m,m,m|h,m->m,m|h,m->m,m|STNH->m->m,m
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    rng2      @ 15+12+25+20 = 72
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    if the second kick connects(2 hits) it will knock your opponent too
      far away for the last to connect...if the last kick does connect
      (for whatever reason) 2p will recover in fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db+4~~4~~4...   @ 4 is high, b+4 is mid                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    4 = 15, b+4 = 12    @ hp if ended with b+4, normal if ended with 4 <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    grut on any connect if 4, no special positioning if b+4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    after the initial db+4, this string can either be continued with 
      additional 4s, or ended with b+4; this is another infinite string 
      if db+4~~4~~4~~4... is input
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Multiple-Choice String Diagram

                                 --->1+2
                                /
  (normal stance or hp)3~4--->[4]--->1+2~1+2
                                \
                                 --->4

                       --->1+2
                      /
        --->3        / --->1+2~1+2
       /            / /
  [db+3]--->[4(db+3~4)]--->4
       \
        --->[4(db+3~~4...same as b+4)]

       --->3(same as db+3)
      /
  [b+4]                                                                    E
      \                                                                    D
       --->4--->3+4                                                        D
                                                                           Y
  4~3-->4-->2-->[4(same as b+4*)]-->4-->3+4-->3+4-->3+4-->db+3+4-->uf+3+$
                                                                           G
  * this string cannot be chained from a b+4 or db+3~~4: it may only be    O
    done if it is completed exactly as stated                              R
                                                                           D
                                                                           O
  ~Special Position Attacks

  ~~Standing
  ~~1p bt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc_d+1_2            @ all l(not s)                @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1_2                 @ all h                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+1           @ all m                       @ rng2_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc_d+3_4            @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3_4                 @ all l                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+3           @ all m                       @ rng3_rng2_rng0
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u+4              @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    21_20             @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ub+4                @ all m                       @ rng0
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  ~~Fully Grounded
  ~~1p grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3*                  @ all l                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7,10              @                        <>     | ,grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
  4*                  @ all m                       @ rng3                 D
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
    12,18             @                        <>     | ,grut|grut|grut    Y
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (F_B)~~f+1+2        @ STNM|m|m|m                  @ rng5                 G
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
    15                @                        <>     |grut|grut|grut      R
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D
  ~~1p grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
  3                   @ all l                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7                 @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4                   @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~1p grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3*                  @ l|L(flt)|L(flt)|L(flt)      @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7,10              @                        <>     | ,grua|grua|grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4*                  @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10,15             @                        <>     | ,grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~1p grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3*                  @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7                 @                        <>     | ,grua|grua|grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4*                  @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                        <>     | ,grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    * These moves cause knockdown if they connect either clean or on 
      counter: if they are both unclean and not a counter, then no 
      knockdown
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~Handstand Position(hp)

  HP MANEUVERS
  u         - dodge into background
  d         - dodge into foreground
  D         - crouch
  f_F       - walk forward(briefly_continuously)
  f_F~n~~   - return to normal(standing) stance
  b         - return to normal stance
  df        - forward roll into gp                                         E
  DF        - forward roll into normal stance(see note at bottom)          D
  f+1+2     - handstand roll                                               D
  ~~        - gp(after any maneuver besides f or F)                        Y

    note that you may cancel Eddy's recovery into gp(after any attack,     G
      maneuver, or the f+1+2) with u_uf_f_df_d to recover in normal        O
      stance, and that you may also cancel the recovery into gp with 1+2   R
      to cause a forward roll into hp(same as f+1+2)                       D
                                                                           O


  HP ATTACKS
  ~~~Single
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1(string starter)   @ all s                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                 normal <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2(string starter)   @ all s                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                 normal <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3                   @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                     gp <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+3_4               @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                     hp <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Eddy recovers in gp if d+3_4~D
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3~4(same as the normal stance 3~4: see 'ATTACKS:Single Attacks:Special')
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4                   @ all h                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12(either attack) @                     hp <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move hits two times if connected at rng2(see 'Two-Strings')
    if the s connects, then no knockdown(the positioning listed is 
      assuming the h attack hits)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df_any maneuver or attack except f_F)~~f+1+2 @ STNM|m|m|m         @ rng5
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                 normal <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this is the roll into gp canceled by the dive grut f~~f+1+2
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ss3_4               @ all l                       @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                 normal <>     |grua|grua|grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
  D~~3+4              @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3                 D
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
    25                @                     hp <>     |grut|grut|grut      Y
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    note that this is the hp crouch(D) canceled by 3+4                     G
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
                                                                           R
                                                                           D
                                                                           O
  ~~~Two-String
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4                   @ s,h|s->h|s->h|s->h                          @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12+12 = 24        @                     hp <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  ~~~Three-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~3~~~3             @ m,l,m|m->l,m|m->l,m|m->l,m                  @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10+15+13 = 38     @                     gp <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this is the recovery of 1~3 canceled by 3...the 3 is the same as 
      Eddy's normal stance ss{3 except that it does 13 damage(ss{3 does 
      15 damage) and you are not allowed the 3+4(ss{3~B{3+4)
    you may recover in hp by inputing 1~3~B
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2~4~~3              @ m,l,l|m->l,l|m->l,l|m->l,l                  @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10+12+25 = 47     @                 normal <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    you may recover in hp by inputing 2~4~B
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  ~~Variable-String
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~3...the 3 is the same as db+3 in the 'variable string' section and 
    all it's properties(including possible followup strings) are the same 
    as db+3...the 1 does 10 damage and hit characteristics for 1~3 are:
    m,l|m->l|m->l|m->l
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  ~~Grounded Attack Position(gp)

  GP MANEUVERS
  ~U*       - tech roll into background                                    E
  ~D*       - tech roll into foreground                                    D
  f         - roll forward(same as grut f)                                 D
  b         - roll backward(same as grut b)                                Y

    * you must hold U or D immediately after going into gp                 G
                                                                           O
                                                                           R
  GP ATTACKS                                                               D
                                                                           O
  ~~~Single
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+2                 @ m|m|stnm|stnm               @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                 normal <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+2~1+2             @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    30                @                 normal <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3(string starter)   @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7                 @                 normal <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4(string starter)   @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                 normal <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3+4                 @ all m                       @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                 normal <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move causes a bounce when connected against a crouching opponent
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3~4                 @ m|M(hi)|M(hi)|M(hi)         @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                 normal <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4~3                 @ all l                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                     hp <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move hits two times if connected at rng2(see 'Two-Strings')
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~~Two-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3~~4                @ l,m                         @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7+28 = 35         @                 normal <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4~3                 @ l,l|l->stnl|l->stnl|l->stnl @ rng2                 E
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
    20+12 = 32        @                     hp <>                          D
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Y
  4~~3+4              @ m,m                         @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
    10+25 = 35        @                 normal <>     |grut|grut|grut      O
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
    you may recover in hp by inputing 4~~3+4~B                             D
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
  4~~3+4~3            @ m,m                         @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10+15 = 25        @                     hp <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    you may recover in hp by inputing 4~~3+4~B
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~




  ~Throws
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+3_DF{1+3 [1]        @ t       @ rng1    @ 30      @        <> grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2+4_DF{2+4 [2]        @ t       @ rng1    @ 30      @        <> grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b~db~d~df~f+1+2 [1+2] @ t       @ rng1    @ 55      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p rst)any# [2]      @ t       @ rng1    @ 42      @        <> grdls
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p lst)any# [1]      @ t       @ rng1    @ 40      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p bt)any#           @ t       @ rng1    @ 60      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # any throw, special or otherwise
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  COMBINATIONS

  ~~Starters                                                   Followups~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3~4~B                                                (hp)4.d+3~D.(gp)3+4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  ws2 - nrml
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  df+3+4 - nrml
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (gp)3~4 - nrml                                                   1~2.b+4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (hp)DF~~F+1+2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~                                     E
  (grut)F_B~~F+1+2                                                         D
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
  b+4(mjrc)                                                    *b+4~4~~3+4 Y
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    * your opponent may be able to tech-roll this combo finisher at times  G
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
                                                                           R
                                                                           D
                                                                           O
  STRATEGY

  ~Attacking
        Eddy's basic moves from his normal(standing) position can be used 
  to great effectiveness in many situations, but to use him to his 
  greatest potential, moves from his gp and hp are required. First off, 
  you should never remain in either of these positions for more than an 
  instant if your opponent is anywhere near you, as Eddy can be punished 
  fairly severely while in these special positions. However, he has many 
  fast attacks from these positions, and although they may be relatively 
  weak, many of them allow for the setup of much more damaging moves. For 
  example, while in hp you may tap 1_2 to begin his rollout punch 
  strings, and then follow this with a ws2_ws4 instead of the punishable 
  strings themselves(when following with ws4, it is better to use the hp 
  2.ws4 because the hp 1 tends to leave you too far to the left of your 
  opponent to connect with the ws4). After your opponent begins to guard 
  for the ws2_ws4, you may then mix the throws 1+3_2+4 with these moves 
  for an effective custom string. The moves(the ws2_ws4 and the throws) 
  come out very quickly and are difficult to counter. An even better 
  mixup(although it requires some technical expertise), would be to mix 
  the ws2_ws4 with b~db~d~df~f+1+2, which is a much more powerful throw 
  with a more difficult two-button escape. To perform this mixup 
  effectively, you should press and hold 2(for the rollout punch), then 
  buffer the b~db~d~df~f into the animation of the 2, and then tap 1 as 
  Eddy stands. With a little practice, you'll have the special throw 
  executing just as fast as the normal throws. The (hp)d+3_4 and the 
  (hp)4 are good counters against attacking opponents and can be used to 
  encourage your opponent to stand and block, but you can be punished if 
  your opponent blocks the 4. While in gp you may mix the 3~4(which 
  juggles) with the 4~3 which puts you back into hp from which you may 
  attempt the previously mentioned custom string. Another excellent move 
  from hp is the dive (hp)DF~~f+1+2, which allows for guaranteed 
  followups even if your opponent blocks. This move is somewhat difficult 
  to time properly at first and is also counterable because of its fairly 
  long startup time, but it is still an effective tactic when mixed with 
  the hp custom strings. While in normal(standing) position you have one 
  of the best moves that can be used to punish an low attack in the 
  u_uf+4. This move is evil because it causes knockdown on any connect, it 
  is fairly damaging for a hopkick, and you might get lucky and follow 
  with some vicious okizeme. If your opponent gets hit by the u_uf+4 he 
  will most likely attempt to roll away from you in the hopes of avoiding 
  okizeme, and if he does you may punish him by following the hopkick with 
  a quick dshf.D.(fc)3+4. This is a flipkick that is very damaging and 
  causes another knockdown. If you hold D to go into gp and your opponent 
  attempts a second roll away(which they are likely to do), you may 
  connect with the (gp)3+4. That okizeme sequence is one of the most 
  damaging in the game and should be effective against any opponent who is 
  not aware of it, and most who are. This flipkick series may also be used 
  after an unguarded df+2, which causes a similar knockdown and stun. If 
  your opponent catches on to the sequence and begins to stand and block 
  the first flipkick (fc)3+4, then you may complete the flipkick without 
  going into gp and then throw or you may cancel the flipkick and go into 
  hp(fc~3+4~B) to mix up attacks from there(it is not recommended that 
  you go into gp if your opponent begins to block this sequence because he 
  will expect that, but even if he does expect it he will have a difficult 
  time countering many of the moves you may use from gp).


  ~Defending
        Eddy is most effective when you allow yourself to get into a 
  dangerous situation(leave yourself open to attack), and then counter 
  the attack. My advice to you on defending is: it's OK to let yourself 
  get into bad situations as long as the ends(connecting with high-damage 
  combos) justifies the means(putting yourself at risk). In other words, 
  if you think you can connect with a 50% combo if you put yourself at a 
  risk of a 20% counterattack, then it's worth the risk; if you think you 
  can connect with a 20% combo, but you'll have to risk taking a 50% 
  counterattack, then don't do it. The 3~4 from normal position allows 
  for some nasty combos and followup okizeme, but you should refrain from 
  using it when it isn't guaranteed during the recovery of some move your 
  opponent just performed. As I said before, the u_uf+4 is an excellent 
  counter to low attacks, and the ws2 juggles and therefore is a very 
  effective counter to high attacks or any blocked low attack that 
  requires enough recovery time to guarantee a connect. Eddy is also one 
  of the more '3-dimensional' characters because of his dancing. If you 
  simply keep yourself aware of which side he is dancing towards at all 
  times, you will be able to ss many attacks by canceling his dancing 
  with a ss in the same direction as he was dancing.


  ~Versus Eddy
        Low and mid-level attacks work very well against Eddy if he is in 
  the gp or hp, or if he is performing one of his long, drawn-out 
  strings(they're slow, too). Just remember that he can ss or interrupt 
  many attacks while he is in the hp(don't extend yourself with an 
  attack: he has high-damage counterattacks). Note that Eddy sways from 
  side to side while he is standing up(an automatic ss, if you will): he 
  dances from face to face with you(center), then a little to your 
  character's right, then back to center, then a little to your 
  character's left, then back to center again, and so on. If you don't 
  attack him while he's centered, you're attack will probably miss and 
  he can attack you while you are recovering(thus the frustration every 
  intermediate-level player experiences while fighting newbies who love 
  to mash buttons with Eddy). If you simply keep that auto-ss in the back 
  of your mind while you're dealing with him, you should destroy every 
  masher who challenges you. Expert players, on the other hand, will use 
  your own attack against you by getting you to attack them when they 
  know they can counter your attack, thus causing serious damage to your 
  character. They will let Eddy get into a bad position, knowing that 
  you'll try to attack while he's in it, and then dodge your attack at 
  the last possible second so they can counterattack. This type of an 
  Eddy player is very dangerous(duh). The best way to deal with them is 
  to run up and complete a fast attack to knock Eddy out of the handstand 
  and grounded positions(Note that characters with a fast low -> mid 
  string, like Nina's d+4~1 or Jin's 1+4, can use those moves to flt 
  juggle Eddy while he is in the gp or hp) or while he is performing one 
  of his slower moves or move-strings. The point of your attack is to 
  keep Eddy from setting up for one of his vicious counters or custom 
  strings, and not(necessarily) to cause large amounts of damage to him. 
  Don't use high-low mixups against him, because even though he has no 
  lpry, he does have the u_uf+4, which can be used with a little okizeme 
  after to eat away a whole lot of your life bar.



 
     ____   __    ___   ____  ____ _____             _
    |      /  \  |   \ |     /       |       |      / \  |    |
    |___  |    | |___/ |___  \___    |       |     |___| |    |
    |     |    | |  \  |         \   |       |     |   | | /\ |
    |      \__/  |   \ |____ ____/   |       |____ |   | |/  \|


  MANEUVERS
  fc{df{d{df     - crdshf
  fc~uf_u_ub     - backflip (forward_straight up_backward)
  b+1+2          - dance(this resluts if the hppry(b+1+2) doesn't connect)


  ATTACKS

  ~~General
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ F
  {move}              @ attack level(grd|ungrd|mnrc|mjrc} @ {range}        O
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
    {damage(unclean,clean} @  {1p positioning} <> {2p positioning}         E
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ S
  fc1                 @ s                           @ rng1                 T
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    3                 @                     fc <>                          L
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  d+1                 @ s                           @ rng1                 W
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    5                 @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws1                 @ m                           @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+1(string starter)@ m                           @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1(string starter)   @ h                           @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    5                 @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_ub+1             @ m                           @ rng2_rng0
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_ub~1             @ h                           @ rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_ub~~1            @ h                           @ rng2rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~1           @ m                           @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~1          @ m                           @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~~1         @ m                           @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc2(string starter) @ s                           @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    8                 @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ F
  d+2(string starter) @ s                           @ rng1                 O
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
    10                @                     fc <>                          R
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
  ws2                 @ m|M(nrml)|M(nrml)|M(nrml)   @ rng1                 S
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ T
    15                @                        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
  df+2                @ m|M(nrml)|M(nrml)|M(nrml)   @ rng1                 A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W
    12                @                        <> brut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2(string starter)   @ h                           @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+2           @ m                           @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <> fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub~_~~2        @ m                           @ rng2_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <> fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB{2           @ m                           @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <> fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc3                 @ l                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+3(string starter) @ l                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    8                 @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws3                 @ h                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    28                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+3                @ m                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    21                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3(string starter)   @ m                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+3(string starter)@ m                           @ rng3_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ F
  uf_ub~_~~3          @ m                           @ rng3_rng-1           O
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
    25                @                        <>     |    |grut|grut      E
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ S
  UF_U_UB~3           @ all m                       @ rng4_rng2_rng-1      T
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>                          L
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
    this move is too high to connect against a standing opponent: 2p must  W
  be airborne
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~3          @ m|STNM|STNM|m                    @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~~3         @ all l                            @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc_d+4(string starter)@ l                         @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7                 @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws4                 @ m                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+4                @ m                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4(string starter)   @ h|h|h|H(flt)                @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    16                @                        <>     |    |    |grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+4           @ m|M(nrml)|M(nrml)|M(nrml)      @ rng3_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    14                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_ub~_~~4          @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~_~~4        @ all m                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~~4         @ all m                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                           F
                                                                           O
  ~~Special                                                                R
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
  b+1(string starter) @ m|m|M|M                     @ rng4                 S
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ T
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
  b+2(string starter) @ m                           @ rng4                 A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db+2(string starter)@ m                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                     bt <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+4(string starter) @ h|h|h|H(flt)                @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    17                @                        <>     |    |    |grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db+4                @ l|L|L|L                     @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grua|grua|grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc{df{d{df+3        @ l|L|L|L                     @ rng5
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    17                @    grut|grua|grua|grua <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc~uf_u_ub{4        @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    note that this move is the backflip(fc~uf_u_ub) cancelled by 4
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc~uf_u+4 _ UF_U+4(string starters)  @ m|M(nrml)|M(nrml)|M(nrml) 
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    rng1 if u, rng3 if uf  @ 22 if u, 25 if uf @ fc <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc~ub+4_UB+4(string starters)  @ all m            @ rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                     fc <>     |    |    |grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+2~1               @ m|m|m|m                     @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    40                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db+1+2              @ all UM(flt)                 @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    100               @                        <> grut|grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+3+4_3+4_f+3+4(string starter)@ m|M(nrml)|M(nrml)|M(nrml)@ rng0_rng1_
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    rng3  @ 25 if 3+4, 30 if f_b+3+4  @         fc <>     |grut|grut|grut  F
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
  d+3+4               @ all m                       @ rng0                 R
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
    25                @                        <>     |grut|grut|grut      S
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ T
    Law recovers grut if d+3+4~D
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
                                                                           A
                                                                           W
  ~Two-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db+2~4              @ m,m|m->m|m->m|m->m                          @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15+25=40          @                        <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Law recovers grua if db+2~4~D
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc_d+2~3            @ s,m|s,M(nrml)|s,M(nrml)|s->M(nrml)          @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    8_10+21 = 29_31   @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+3~4         @ m,m|m,M(nrml)|m,M(nrml)|m->m*    @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25+25 = 50        @                     fc <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    * the uf+3~4 combos against type4_5 characters on any connect and
      will combo on type1_2_3 characters on mjrc...if the 4 alone
      connects on any character, it is a M(nrml) attack
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc3~4               @ l,m|l,M(nrml)|l,M(nrml)|l->M(nrml)          @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12+21 = 33        @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc_d+4~3            @ l,m|l,M(nrml)|l,M(nrml)|l->M(nrml)          @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7+21 = 28         @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws4~3               @ m,m|m,m|m,m|m->m                            @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12+21 = 33        @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4_f+4~u+3           @ h,m|h,m|h,m|h->m                            @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    16_17+30 = 46_47  @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+4~3              @ m,m|m,M(nrml)|m,M(nrml)|m->M(nrml)          @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15+25 = 40        @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc~uf_u+4~3 _ UF_U+4~3  @ m,m|M(nrml)->M(nrml)|M(nrml)->M(nrml)|M(nrml)
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    ->M(nrml)  @ rng3 if uf, rng2 if u  @ 25+25=50 if uf, 22+25=47 if u    F
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
         <>     |grut|grut|grut                                            R
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
    the 3 is a M(nrml) combo starter which guarantees the following 4...   S
    if the 3 connects then the 4 will not be a M(nrml) combo starter: it   T
    is only a M(nrml) starter if it is the only connect
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
  fc~ub+4~3 _ UB+4~3  @ m,m|m,M(nrml)|m,M(nrml)|m,M(nrml)          @ rng-1 A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W
    15+25 = 40        @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+3+4~3_3+4~3_f+3+4~3  @ m,m|M(nrml)->M(nrml)|M(nrml)->M(nrml)|M(nrml)->
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    M(nrml)  @ rng-1_rng2_rng3  @ 30+21=51 if b+3+4_f+3+4, 25+21=46 if 3+4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
      fc <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    the 3+4 is a M(nrml) combo starter which guarantees the 3...if the 
    3+4 connects then the 3 will not be a M(nrml) combo starter: it is 
    only a M(nrml) starter if it is the only connect...the b+3+4 does not 
    guarantee the 3 unless your opponent is very close when it connects 
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Three-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  B+1{2{1         @ m,m,m|m->m,M(nrml)|m->m,M(nrml)|m->m->M(nrml)  @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12+12+15 = 39 @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  B+2{3{4         @ m,l,m|m,l,M(nrml)|m,l,M(nrml)|m,l->M(nrml)     @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12+8+22 = 42  @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4_f+4~3~~4      @ h,h,h|h->h,h|h->h,h|h->h,h                     @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    16_17+12+12 = 40_41 @                  <>     |     |     |grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Ten-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+1~2~~2~~1~3~~3~~d+3~~3~~4~~4  @ m,h,m,h,h,l,m,l,l,m|m->h->m,h->h,
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    l->m,l->l->m|m->h->m,h->h,l->m,l->l->m|m->h->m,h->h,l->m,l->l->m
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    rng1  @ 10+5+6+5+7+6+6+7+7+38 = 97  @      <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+1~2~~2~~1~3~~3~~d+3~~4~~4~~4  @ m,h,m,h,h,l,m,h,l,m|m->h->m,h->h,
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    l->m,stnh->l->m|m->h->m,h->h,l->m,stnh->l->m|m->h->m,h->h,l->m,
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ F
    stnh->l->m  @ rng1  @ 10+5+6+5+7+6+6+8+15+38 = 106                     O
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
                         <>     |grut|grut|grut                            E
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ S
  df+1~2~~2~~1~3~~3~~3~4~~3~~4  @ m,h,m,h,h,l,h,h,h,m|m->h->m,h->h,        T
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    l->h->h->stnh->m|m->h->m,h->h,l->h->h->h->m|m->h->m,h->h,l->h->h->h->m L
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
    rng1  @ 10+5+6+5+7+6+7+7+10+25 = 88  @      <>     |grut|grut|grut     W
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+1~3~~2~2~3~~3~~d+3~~3~~4~~4  @ m,l,m,h,m,l,m,l,l,m|m->l->m,
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    h->m->l->m,l->l->m|m->l->m,h->m->l->m,l->l->m|m->l->m,h->m->l->m,
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    l->l->m  @ rng1  @ 10+6+6+8+6+6+6+7+7+38 = 100  @  <>  |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+1~3~~2~2~3~~3~~d+3~~4~~4~~4  @ m,l,m,h,m,l,m,stnh,l,m|m->l->m,h->m->
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    l->m,stnh->l->m|m->l->m,h->m->l->m,stnh->l->m|m->l->m,h->m->l->m,
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    stnh->l->m @ rng1 @ 10+6+6+8+6+6+6+8+15+38 = 109 @ <>  |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+1~3~~2~2~3~~3~~3~4~~3~~4  @ m,l,m,h,m,l,h,h,h,m|m->l->m,h->m->l->h->
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    h->h->m|m->l->m,h->m->l->h->h->h->m|m->l->m,h->m->l->h->h->h->m @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10+6+6+8+6+6+7+7+10+25 = 91  @     <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Variable-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The following moves can be linked together to create a variable-
  string...these moves, their properties, and their relationship to one 
  another are described below
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  F+2{2{2   @ h,m,h|h->m->h|h->m->h|h->m->h                  @ rng1
    ~~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12+6+6=24  @                           <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  2~2       @ h,h|h->h|h->h|h->h  @ rng1  @ 12+10=22  @ <> |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  1_f+1_f+1~1_f+1~1~~1_f+1~1~~1~~1_f+1~1~~1~~1~~1  @ all h, if connect_
    ~~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    mnrc then the first 1 will guarantee the second; if mjrc then all are 
    ~~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    guaranteed  @ 1 does 5 damage, f+1 does 6, all others do 5: = 5_6_11_
    ~~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    16_21_26  @ 5th punch will leave opponent grut, others cause no effect
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    1_f+1_f+1~1_f+1~1~~1_f+1~1~~1~~1 may be followed by either ~2~f+2{2
  (this sequence has the same properties as F+2{2{2 excepting that the     F
  second 2 cannot be delayed) or ~2~2(same as 2~2)                         O
    The f+1~1~~1~~1~~1 cannot be followed by 2~2 or 2~f+2{2                R
    1_f+1_f+1~1 will guarantee a following 2 on connect or mnrc, so that   E
  f+1~1~2~2_f+1~1~2~f+2{2 are combinations; and f+1~1~~1_f+1~1~~1~~1 will  S
  guarantee a following 2 if the f+1 connects on mjrc                      T
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3~~4_3~3~~4_3~3~~3~~4  @ h,m_h,h,m_h,h,h,m|h->M_h->h->M_h->h->h,M(on     L
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
    connect, mnrc or mjrc...all M are nrml juggle starters)  @ rng2        W
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18+21 = 39 _ 18+10+21 = 49 _ 18+10+10+21 = 59 @   <>   |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+3~3~~4_d+3~3~~3~~4_d+3~3~~3~~3~~4  @ l,h,m_l,h,h,m_l,h,h,h,m|l->h->M_
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    l->h->h->M_l->h->h->h->M(on connect, mnrc or mjrc...all M are nrml)
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    rng1  @ 8+10+25 = 43 _ 8+10+10+25 = 53 _ 8+10+10+10+25 = 63
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
         <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Multiple-Choice String Diagram

          --->2
         /
  1--->[2]
         \
          --->f+2--->2

                       --->f+2-->2       --->f+2--->2
                      /                 /
                --->[2]-->2       --->[2]--->2
               /                 /
  [f+1]----->[1]----->[1]----->[1]--->1
      \                 \
       --->[2]-->2       --->[2]--->2
             \                 \
              --->f+2-->2       --->f+2-->2

                                             -->3-->4-->3-->4
                                            /
        ----->2----->2----->1----->3----->[3]----->[d+3]-->3-->4-->4
       /                                               \
  [df+1]                      -->3-->4-->3-->4          -->4-->4-->4
       \                     /
        -->3-->2-->2-->3-->[3]-->[d+3]-->3-->4-->4
                                     \
                                      -->4-->4-->4

             --->4
            /                                                              F
  [3*]--->[3]--->3--->4        d+3--->3(same as "[3*]")                    O
    \                                                                      R
     --->4                                                                 E
                                                                           S
    * this multi-choice string may be started with either the 3(as shown)  T
      or a d+3 followed by the 3
                                                                           L
                                                                           A
                                                                           W

  ~Special Position Attacks

  ~~Standing:
  ~~1p bt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc_d+1_2            @ l(not s)                    @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1_2                 @ h|H|H|H                     @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <> bt
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+1           @ all m                       @ rng2_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc_d+3_4            @ l                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3_4                 @ h                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+3           @ all m                       @ rng3_rng2_rng0
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u+4              @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    21_20             @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ub+4                @ all m                       @ rng0
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  ~~Grounded:
  ~~1p grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3*                  @ l                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7,10              @                        <>     | ,grut|grut|grut    F
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
  4*                  @ m                           @ rng3                 R
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
    12,18             @                        <>     | ,grut|grut|grut    S
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ T
  (f_b)~~f+1+2        @ STNM|m|m|m                  @ rng5
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ L
    15                @                        <>     |grut|grut|grut      A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ W
  ~~1p grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3                   @ l                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7                 @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4*                  @ m                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10,15             @                        <>     | ,grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~1p grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3*                  @ l|L(flt)|L(flt)|L(flt)      @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7,10              @                        <>     | ,grua|grua|grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4*                  @ m                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10,15             @                        <>     | ,grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~1p grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3*                  @ l                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7,10              @                        <>     | ,grua|grua|grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4*                  @ m                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10,15             @                        <>     | ,grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    * These moves cause knockdown if they connect either clean or on 
      counter: if they are both unclean and not a counter, then no 
      knockdown
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  ~Throws
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+3_DF{1+3 [1]        @ t       @ rng1    @ 7+23=30 @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2+4_DF{2+4 [2]        @ t       @ rng1    @ 30      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+2+3 [1]             @ t       @ rng1    @ 30      @        <> grurs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ F
  f~f+3+4 [1+2]         @ t       @ rng1    @ 28      @        <> grua     O
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
  (2p rst)(any#) [2]    @ t       @ rng1    @ 42      @        <> grut     E
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ S
  (2p lst)(any#) [1]    @ t       @ rng1    @ 40      @        <> gruls    T
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p bt)(any#)         @ t       @ rng1    @ 50      @        <> grda     L
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
    # any throw, special or otherwise                                      W
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~Multi-Throw
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (df+1+2)              @ T      @ 30      @         <> grut
  | [1+2]                                  @         <>
  \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   --->1a(1~2~1+2)      @ t      @ 35      @         <> grda
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Timing:
    (1a) Complete the 1~2~1+2 immediately after the df+1+2 connects
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Buffering:
    (1,2,1+2) tap 1, press and hold 2, tap 1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Note that...
    ...pressing nothing after the initial grab(df+1+2) will result in the 
  punch to the head, while pressing the optional input(1~2~1+2) will 
  cancel the punch to the head and instead cause the bulldog(no 
  cumulative damage).
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  ~Counterattacks
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d_db+1+3            @ LPRY
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d_db+2+4            @ LPRY
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+1+2               @ hppry
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+1+2~1             @ PREV(2p bt)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+1+2~2             @ PREV(2p stunned)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  COMBINATIONS

  ~~Starters                                                   Followups~~ F
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
  d+2~3(mjrc) - nrml                                            4.b+2~3~~4 R
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
  3~4 - nrml                                                               S
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~                        ws4.b+2~3~~4 T
  UF+4 - nrml
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ L
  uf+4 - nrml                                                              A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~                  df+1.df+1.b+2~3~~4 W
  b+1{2{1(mjrc) - nrml
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  df+2 - nrml                                              1.df+1.b+2~3~~4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (grdt)3 - flt                                          ws4.df+1.b+2~3~~4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  fc{df{d{df+3                                                           3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  db+4                                                                 fc3
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  STRATEGY

  ~Attacking
        Law has one of the fastest, most damaging attacks in the game 
  with the 3~4, so be sure to use it to it's full potential. You may be 
  able to goad your opponent into performing some move that has a long 
  enough recovery to guarantee the 3~4, but as always most of his poking 
  strings are punishable to the extreme, so be very cautious when 
  attempting this. The 3~4 is also a punishable move if it is blocked, so 
  you should never attempt it unless it is guaranteed. The db+4 is a 
  decent low attack because it guarantees a fc3 after, but it's a low 
  kick and it recovers slow, so never use it unless it is absolutely 
  guaranteed.


  ~Defending
        The hppry into staggering backfist(b+1+2~2) is the most damaging 
  counter in the game because it allows for the 3~4(you must dshf to get 
  into range). You can be punished for missing the b+1+2, but if you use 
  it sparingly, it becomes a game winning move. Law is one of the few 
  characters who is guaranteed a followup(uf+4) after any lpry, so you 
  should keep yourself looking for the opportunity to use it. His hpry 
  can be used to counter virtually any custom string, and although it 
  doesn't guarantee anything, it does give you a chance to change the 
  momentum of the match and in this way you can get out of some very 
  sticky situations with it.


  ~Versus Law
        Be very cautious with your attacks against Law, as he is the most 
  punishing character in the game when it comes to counterattacks. Make 
  sure that every attack you make doesn't allow for a counterattack even 
  if it misses. You can punish him for performing many of his strings as 
  a poke, as it is relatively easy to see them coming and counter.




      __                   _____   _     __
     /  \  |   | |\   |      |    / \   /  \ |  /
    |      |   | | \  | __   |   |___| |     |_/
    |   _  |   | |  \ |      |   |   | |     | \
     \__/|  \_/  |   \|    \_/   |   |  \__/ |  \


  MANEUVERS

  wlkf~wlkb~_~~3+4  - sitdown
  df_d_db+3+4       - sitdown(rng1_0_-1)

  ATTACKS

  ~Single

  ~~General
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
  {move}              @ attack level(grd|ungrd|mnrc|mjrc} @ {range}        U
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
    {damage(unclean,clean} @  {1p positioning} <> {2p positioning}
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J
  fc1(string starter) @ all l                       @ rng2                 A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ C
    10                @                     fc <>     |fc|fc|fc            K
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+1                 @ all s                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    5                 @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws1                 @ m|M(nrml)|M(nrml|M(nrml)    @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+1(string starter)@ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1(string starter)   @ all h                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+1 _ uf~_~~1 @ all m                 @ rng3_rng2_rng1 _ rng3_rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    uf+1 is a string starter
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~_~~1        @ all m                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |    |    |grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+2                 @ all s                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws2                 @ m|M(nrml)|M(nrml)|M(nrml)   @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+2(string starter)@ m|M(nrml)|M(nrml)|M(nrml)   @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2(string starter)   @ all h                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+2           @ all m                       @ rng4_rng4_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
    18                @                        <>     |fc|fc|fc            U
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
  uf~_~~2             @ all m                       @ rng2_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ J
    15                @                        <>     |grut|grut|grut      A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
  UF_U_UB~_~~2        @ all m                       @ rng4_rng2_rng-1      K
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc3_d+3             @ all l                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws3                 @ all h                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    28                @                        <>     |    |    |grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+3                @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    17                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3                   @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+3 _ uf~_~~3 @ all m                @ rng3_rng2_rng-1 _ rng3_rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~3           @ all m                       @ rng3_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <> n/a
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move soars over 2p's head: it will only connect against an 
    airborne opponent
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~3          @ m|STNM|STNM|m               @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~~3         @ all l                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc4                 @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+4                 @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    50                @                        <>     |grut|grut|grut      G
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
  ws4                 @ all m                       @ rng3                 N
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                        <>                          J
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  df+4                @ all m                       @ rng3                 C
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
    15                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4                   @ h|h|h|H(flt)                @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                        <>     |    |    |grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u+4 _ uf~_~~4    @ all m                       @ rng3_rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ub+4                @ all m                       @ rng0
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    11                @                        <>     |    |    |grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~_~~4        @ all m                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~~4         @ all m                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  ~~Special
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b~db~d~DF+1         @ all l                       @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    29                @                     fc <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b~db~d~df~f~~1      @ STGM|m|m|m                  @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                        <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Jack says "One" just before completing the punch
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b~db~d~df~f~(continue circular motion until f)~~1   @ um|um|um|um @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    40                @                        <> grut|grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Jack says "Two" just before completing the punch
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b~db~d~df~f~(continue circular motion until fx2)~~1 @ um|um|um|um @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
    60                @                        <> grut|grut|grut|grut      U
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
    Jack says "Three" just before completing the punch
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J
  b~db~d~df~f~(continue circular motion until fx3)~~1 @ um|um|um|um @ rng4 A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ C
    80                @                        <> grut|grut|grut|grut      K
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Jack says "Four" just before completing the punch
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b~db~d~df~f~(continue circular motion until fx4)~~1 @ um|um|um|um @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    200               @                        <> grut|grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Jack says "Five" just before completing the punch
    continuing the circular motion until fx5 results in three more spins 
  that cannot be canceled...Jack says nothing after "five"
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b~db~d~df~f~_~~df+1 @ m|M(hi)|M(hi)|M(hi)         @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    22                @                        <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Jack says "One" just before completing this uppercut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b~db~d~DF+2         @ all m                       @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    40,60             @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+3                 @ all h                       @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    35                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+4                 @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    50                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+4~1               @ all UM                      @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    101               @                        <> all grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+2(string starter) @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    21                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc1+2               @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    21                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  DF_DB+1+2           @ all l                       @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    21                @                        <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
    this move is performed while crwlkf_b                                  U
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
  ws1+2(string starter) @ m|M(nrml)|M(nrml)|M(nrml) @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ J
    21                @                        <>     |grut|grut|grut      A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
  d+1+2               @ m|M(nrml)|M(nrml)|M(nrml)   @ rng2                 K
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    45                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+1+2(string starter)@ m|M|M|M                    @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    22                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3+4                 @ all um                      @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    60                @                        <> all grut#
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3+4~~3+4            @ all um                      @ rng5
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    70                @                        <> all grut#
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3+4~~3+4~~3+4       @ all um                      @ rng6
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    80                @                        <> all grut#
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    # if these moves connect against an opponent's back, then the 
  opponent recovers bt in fc while Jack recovers bt
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+3+4               @ all m                       @ rng5
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grda|grda|grda
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    if this move connects at the very edge of its range, it will connect 
  as a l attack and 2p will recover grua on any connect
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf+3+4              @ all m                       @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    26                @                    sdp <>     |fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+2+3              @ l|L(flt)|L(flt)|L(flt)      @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grua|grua|grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Two-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc1~2               @ all l,m                     @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10+25 = 35        @                     fc <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
    if only the fc1 connects, then 2p recovers in fc                       U
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
  1+2~1+2             @ m,m|m->m|m->m|m->m          @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ J
    21+22 = 43        @                        <>     |grut|grut|grut      A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
  f+1+2~df+2         @ m,m|M->m|M->m|M->m          @ rng3                  K
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    22+15 = 37        @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+1+2~1+2          @ m,l|M->l|M->l|M->l          @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    22+25 = 47        @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws1+2~1+2           @ m,m|M(nrml)->m|M(nrml)->m|M(nrml)->m        @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    21+17 = 38        @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Three-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~1~~1              @ h,h,m|h,h->m|h,h->m|h->h->m                 @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18+15+18 = 51     @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2~1~~2              @ h,m,m|h->m,M(nrml)|h->m,M(nrml)|h->m,M(nrml)@ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12+21+20 = 53     @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  #DF+1~2~~1          @ m,m,m|m->m,m|m->m,m|m->m->M(nrml)           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15+12+15 = 42     @                        <>     |    |    |grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  #DF+2~1~~2          @ m,m,m|m->m,m|m->m,m|m->m->M(nrml)           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15+10+15 = 40     @                        <>     |    |    |grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    # these moves are a crwlkf cancelled by 1_2 respectively
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Four-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  DF+1~2~~1~~2  @ m,m,m,m|m->m,m,m|m->m,m,m|m->m->m->M(nrml)        @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10+15+10+15 = 50  @                     fc <>     |    |    |grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc~df+1~2~1~~1 @ m,h,m,stgh|m->h->m,h|m->h->m,h|m->h->m,h         @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12+15+15+30 = 72  @                        <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
    if the first punch misses(for whatever reason), the second punch will  U
  connect as a m attack(this is the only instance I know of where an       N
  attack has a variable level of connect ie h_m due to a prior attack's 
  connect or lack thereof)                                                 J
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  fc~db+1~1~~1~~2  @ l,l,l,m|l,l,l->m*                              @ rng2 C
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
    18+25+25+40 = 108  @                       <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    * the first punch will knock an opponent out of the second punches 
  range, and the second punch will knock an opponent out of the third 
  punches range("what's the point of that shit?" I ask).
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  DF+2~1~~2~~1  @ m,m,m,m|M(nrml)->m->m->m|M(nrml)->m->m->m|M(nrml)->m->m
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    ->m  @ rng2  @ 10+15+12+15 = 52  @      fc <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    if the first uppercut does not connect, then none of the other 
  punches are guaranteed
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  DF+2~1~~2~f+1 @ m,m,m,h|M(nrml)->m->m->h|M(nrml)->m->m->h|M(nrml)->m->m
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    ->h  @ rng2  @ 10+15+12+12 = 49  @      fc <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    if the first uppercut does not connect, then none of the other 
  punches are guaranteed
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  DF+2~1~~2~d+1 @ m,m,m,l|M(nrml)->m->m,l|M(nrml)->m->m,l|M(nrml)->m->m,l
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    rng2  @ 10+15+12+8 = 45  @              fc <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    if the first uppercut does not connect, then none of the other 
  punches are guaranteed
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Five-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc1~1~~1~~2~f+2  @ l,l,m,m,h|l,l,m,m,h|l,l,m,m,h|l,l->m,m,h#     @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10+8+12+12+12 = 54  @                      <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc1~1~~1~~2~df+2 @ l,l,m,m,m|l,l,m,m,m|l,l,m,m,m|l,l->m,m,m#     @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10+8+12+12+15 = 57  @                   fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc1~1~~1~~2~d+2  @ l,l,m,m,l|l,l,m,m,l|l,l,m,m,l|l,l->m,m,l#     @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10+8+12+12+8 = 50   @                   fc <>     |fc|fc|fc
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    # the third punch will guarantee the fourth(on mjrc) if the second 
  does not connect                                                         G
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
                                                                           N

  ~Six-Strings                                                             J
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  fc2~1~~1~~1~~2~f+2  @ s,l,l,m,m,h|s,l,l,m,m,h|s,l,l,m,m,h|s->l,l->m,m,h# C
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
    8+6+8+12+12+12 = 58  @                     <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc2~1~~1~~1~~2~df+2 @ s,l,l,m,m,m|s,l,l,m,m,h|s,l,l,m,m,h|s->l,l->m,m,h#
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    8+6+8+12+12+15 = 61  @                  fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc2~1~~1~~1~~2~d+2  @ s,l,l,m,m,l|s,l,l,m,m,h|s,l,l,m,m,h|s->l,l->m,m,h#
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    8+6+8+12+12+8 = 54   @                  fc <> fc
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    # the fourth punch will guarantee the fifth(on mjrc) if the third 
  does not connect
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Ten-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf+1~1~~4~~3~~4~~1~~2~1~1+2~1+2    @ m,m,l,l,l,m,m,m,m,m          @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15+8+5+5+5+8+6+8+21+25 = 106  @                 <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf+1~1~~4~~3~~4~~1~~2~1~d+1+2~~1+2 @ m,m,l,l,l,m,m,m,l,m          @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15+8+5+5+5+8+6+8+12+35 = 107  @                 <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+2~1~~1~~1~~2~~1~2~1~1+2~1+2      @ s,l,l,m,m,h,m,m,m,m          @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10+6+5+7+7+6+6+8+21+25 = 101  @                 <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+2~1~~1~~1~~2~~1~2~1~d+1+2~1+2    @ s,l,l,m,m,h,m,m,l,m          @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10+6+5+7+7+6+6+8+12+35 = 102  @                 <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Variable-String
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db+1~1~~1~~2_db+1~1~~1~~1~~2_db+1~1~~1~~1~~1~~2  @ all 1s are l, all 2s 
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    are m, last 1 guarantees the 2 while all other 1s knock your opponent 
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    out of the following 1s range @ all 1s do 15 damage, 2 does 40(85_100
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    _115  @                       <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
                                                                           U
                                                                           N
  ~Multiple-Choice String Diagrams
                                                                           J
                               --->f+2                                     A
                              /                                            C
  fc1------>1------>1------>[2]--->df+2                                    K
                              \
                  --->2        --->d+2
                 /
  db+1--->1--->[1]--->[1]--->1--->2
                        \
                         --->2
                                           --->1+2--->1+2
                                          /
  uf+1--->1--->4--->3--->4--->1--->2--->[1]
                                          \
                           --->f+2         --->d+1+2--->1+2
                          /
  fc2--->1--->1--->1--->[2]--->df+2
                          \
                           --->d+2        --->1+2--->1+2
                                         /
  d+2--->1--->1--->1--->2--->1--->2--->[1]
                                         \
                                          --->d+1+2--->1+2
                  --->1
                 /                         --->df+2
  DF+2--->1--->[2]--->f+1                 /
                 \                  [f+1+2]--->1+2
                  --->d+1



  ~Special Position Attacks

  ~~Standing
  ~~1p bt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc_d+1_2            @ all l(not s)                @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1_2                 @ all h                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+1           @ all m                       @ rng2_rng1_rng0
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc_d+3_4            @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
    12                @                        <>                          U
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
  3_4                 @ all h                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ J
    25                @                        <>     |grut|grut|grut      A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
  uf_u_ub+3           @ all m                       @ rng3_2_0             K
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u+4              @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    21_20             @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ub+4                @ all m                       @ rng0
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    (bt)uf_u_ub+_{2 has the same properties as uf_u_ub+_{2 (from normal 
  stance), as do UF attacks
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  ~~Grounded
  ~~1p grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3*                  @ l                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7,10              @                        <>     | ,grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4*                  @ m                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12,18             @                        <>     | ,grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (F_B)~~f+1+2        @ STNM|m|m|m                  @ rng5
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~1p grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3                   @ l                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7                 @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4                   @ m                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~1p grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3*                  @ l|L(flt)|L(flt)|L(flt)      @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7,10              @                        <>     | ,grua|grua|grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4*                  @ m                           @
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
    10,15             @                        <>     | ,grut|grut|grut    U
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
  ~~1p grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3*                  @ l                           @ rng2                 J
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
    7,10              @                        <>     | ,grua|grua|grua    C
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ K
  4*                  @ m                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10,15             @                        <>     | ,grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    * These moves cause knockdown if they connect either clean or on 
      counter: if they are both unclean and not a counter, then no 
      knockdown
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~SitDown Position(sdp)

  SDP MANEUVERS
    f     - forward roll
    b     - backward roll
    ~3+4# - hop forward(Jack recovers in sdp)

      # this maneuver is only available after entering sdp with 
        df_d_db+3+4...this registers as an attack if it connects(see 
        'ATTACKS') and cannot be followed with any other maneuvers or 
        attacks ; if it is blocked or if it misses, then you may complete 
        the Four-Strings from sdp(see 'Four-Strings')

  SDP ATTACKS

  ~Single
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~3+4$               @ all m                       @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    35               @ sdp%|roll backwards on any connect <>     |fc|fc|fc
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    $ must be input immediately after entering sdp after df_d_db+3+4
    % you may only follow this move with the sdp Four-Strings or f_b(the 
      sdp maneuvers), and you may only follow this move with those 
      attacks or maneuvers if the ~3+4 misses or is blocked
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Four-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~2~~1~~2  @ l,l,l,l|l->l->l->l|l->l->l->l|l->l->l->l&            @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10+10+10+10 = 40  @                normal* <>     |fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
  2~1~~2~~1  @ l,l,l,l|l->l->l->l|l->l->l->l|l->l->l->l&            @ rng2 U
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
    10+10+10+10 = 40  @                normal* <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ J
    & the third punch will knock an opponent out of the fourth punches     A
      range unless the first two do not connect                            C
    * you may cancel this recovery into normal position with f_b to roll   K
      towards_away instead of standing straight up
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  ~Throws
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+3_DF{1+3 [1]        @ T       @ rng1    @ 35      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2+4_DF{2+4 [2]        @ T       @ rng1    @ 30      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d~df~f+1 [1]          @ T       @ rng2    @ 40      @        <> grurs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d~db~b+2 [2]          @ T       @ rng2    @ 45      @        <> gruls
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db~n~f+1+2 [1+2]      @ T       @ rng2    @ 58      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~f{2+3 [2]           @ t       @ rng2    @ 35      @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df{df+2+4 [2]         @ T       @ rng2    @ 30      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df{DF+2+4 [2]         @ T       @ rng2    @ 30      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db+2+3 [2]            @ t       @ rng1    @ 32      @        <> fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p rst)any# [2]      @ t       @ rng1    @ 40      @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p lst)any# [1]      @ t       @ rng1    @ 40      @        <> gruls
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p bt)1+3$           @ T       @ rng1    @ 30+40=70@        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p bt)2+4%           @ t       @ rng2    @ 70      @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # any throw, special or otherwise
    $ or d~df~f+1 or db~n~f+1+2
    % or d~db~b+2, f~f+2+3, df~df+2+4, df~DF+2+4, or db+2+3
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~Multi-Throws

  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (df+1+3)*             @ T      @ 25      @         <> grut
  \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   --->1a(1+2)          @ t      @ 10      @         <> grut               G
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ U
    Timing:                                                                N
    (1a) Complete the Super Hammer Strike immediately after Jack flattens 
        his opponent.                                                      J
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
    although this throw is unbreakable, you may avoid it by ducking, in    C
  which case the df+1+3 will take 20 damage                                K
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (uf+1+2)              @ T      @ 33      @         <> grua
  | [1]                                    @         <>
  \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 
   --->1a(b,db,d,DF+2)  @ t      @ 60*     @         <> grut
         [b]                               @         <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Timing:
    (1a) Complete the Megaton Punch immediately after Jack's opponent 
        stops ascending.
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Note that...
    ...pressing nothing after the initial uf+1+2 will result in the lift 
  and slam while inputing b~db~d~DF+2 cancels this for a lift and punch
  (no cumulative damage)
    ...the Megaton Punch escape must be input immediately after the 
  Megaton Punch(see 'Difficult Joystick Motions' in the 'General' section 
  for more details
    * even though the punch does 40 points of damage, it always connects 
  as a 'clean' hit within this multi-throw, which equals 60 points
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  COMBINATIONS

  ~~Starters                                                   Followups~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                     d+1+2
  b~db~d~df~f~df+1                     ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                   dshf.(bt)4.2.F{1+2~1+2#
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  f+4~1                                                      db+1~1~~1~~2$
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                            b~db~d~DF~_~~1
  F{1+2                                ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                            db+1~1~~1~~2#$
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  d+1+2 - hi                                                     d+2.fc1~2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                                dshf.d+1+2
  df~DF+2+4                            ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                               b~db~d~DF+2 G
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ U
  any T                                                               db+3 N
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  b~db~d~df~f~~1(STGM if blocked)                            throw attempt J
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
    # type4_5 sized characters only                                        C
    $ the third punch does not connect                                     K
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  STRATEGY

  ~Attacking
        It is possible to get the uppercut(b~db~d~df~f{df+1) VERY swiftly 
  (almost as fast as Heihachi's f~n~d~df+2), and it has a very high 
  damage potential, so use it whenever it is guaranteed(you'd be 
  surprised...). The punch(b~db~d~DF~_~~2) is very close to Paul's 
  d~df~f~2 when it comes to speed, range, damage, and recovery, and if 
  that isn't a good enough reason for you to use it, then fuck ya ;) The 
  b~db~d~df~f~~1 staggers your opponent if he blocks(this works best when 
  used in conjunction with okizeme because of the long startup time ie 
  opponent finally stands up just in time to block this punch), and if 
  you are close enough when you complete it, you are guaranteed a throw 
  attempt. If you get this chance to throw, go for either the 
  uf+1+2.b~db~d~DF+2 or the df~DF+2+4, as the former is difficult to 
  escape, and the latter guarantees lotsa damage. The df+2+3 is a decent 
  flt starter because even though it doesn't guarantee a whole lot of 
  damage, it is a fairly fast move. Many of Jack's throws leave your 
  opponent in the grua position, and he some viscious okizeme with this 
  setup: you can either do uf+3+4 for a healthy chunk of life if your 
  opponent remains grounded, or you can go for the fc1~2 if they attempt 
  to roll away, rise, or attack. If the fc1~2 connects they end up grdt, 
  and if they attempt to roll away from this position you can get the 
  b~f+3+4 which takes a lot of damage. However, the b~f+3+4 is a very 
  punishable move because of its long recovery(most characters can stand 
  up after being hit by it and still have time to complete their 
  unblockable before Jack recovers), so you should only use it if it will 
  KO your opponent. Jack can also use his fc~DF+1~2~1 as okizeme against 
  grounded opponents attempting to roll or attack, and that takes a lot 
  of damage and sets up for more okizeme against attackers(if they 
  attempt a roll and you connect with this string, they may interrupt 
  your recovery with a rising attack).


  ~Defending
        Jack has no counters or reversals, but the d+1+2(hi) is an 
  excellent move to use against an opponent who is rushing in with a lot 
  of high-level attacks(it takes a lot of damage, and it sets you up for 
  a juggle, which means your opponent might lose over half his life 
  because of one mistake). d+2 is one of his fastest moves, and it has 
  quite a bit of range, so it can be used to counter pressure tactics.


  ~Versus Gun-Jack
        Be very careful while fighting Gun-Jack. Although his moves are 
  slow and require a LOT of recovery time when they miss, he only has to 
  connect with one or two decent attacks and your life bar is empty. When 
  blocking the f~f+1+2 strings, be prepared to block the f~f+1+2~df+2
  (it's much faster and, therefore, much harder to see coming). If your 
  opponent follows the f~f+1+2 with the ~df+2, you'll already be in the 
  proper blocking position; if he follows it with the ~1+2, a much slower 
  move, you'll be able to see it coming and block it. Jack is one of the 
  few characters you can use poking strings on with virtually no risk of 
  high-damage counterattacks(he only has one, and it's slow), so as long 
  as you only use moves that recover quickly, you should be able to 
  literally poke him to death. High-low mixups are never recommended, but 
  against Jack you should be able to get away as long as you use the 
  faster low attacks(he can ws1+2~1+2 after many slow-recovering low 
  attacks).




           ____ _ _         _     __        _ _
    |   | |      |  |   |  / \   /  \ |   |  |
    |___| |___   |  |___| |___| |     |___|  |
    |   | |      |  |   | |   | |     |   |  |
    |   | |____ _|_ |   | |   |  \__/ |   | _|_

                       _ _  ___       _ _          _
                |\  /|  |  /    |   |  |  |\  /|  / \
                | \/ |  |  \__  |___|  |  | \/ | |___|
                |    |  |     \ |   |  |  |    | |   |
                |    | _|_ ___/ |   | _|_ |    | |   |


  MANEUVERS
  b~b~n{3+4      - backwards run
  d~df~f         - crdshf
  f~n~d~df       - crdshf


  ATTACKS

  ~Single

  ~~General
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
  {move}              @ attack level(grd|ungrd|mnrc|mjrc} @ {range}        E
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
    {damage(unclean,clean} @  {1p positioning} <> {2p positioning}         H
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  fc1                 @ all s                       @ rng1                 C
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
    3                 @                     fc <>                          I
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+1(string starter) @ all m                       @ rng3                 M
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
    15                @                        <>     |fc|fc|fc            S
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
  ws1                 @ all m                       @ rng1                 I
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ M
    12                @                        <>                          A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+1(string starter)@ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    8                 @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1(string starter)   @ all h                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    5                 @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+1           @ all m                       @ rng2_rng1_rng0
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~1                @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~~1               @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~1           @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~1          @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc2                 @ all s                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    8                 @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+2                 @ all s                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
  ws2                 @ m|M(nrml)|M(nrml)|M(nrml)   @ rng2                 E
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
    15                @                        <>     |grut|grut|grut      H
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  df+2                @ m|stgm|stgm|M(nrml)         @ rng2                 C
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
    15                @                        <>     |    |    |grut      I
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    2p may opt to recover grut by holding D during the srgm animation      M
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
  2(string starter)   @ all h                       @ rng1                 S
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
    12                @                        <>                          I
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M
  uf_u_ub+2           @ all m                       @ rng3_rng1_rng-1      A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~_~~2             @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~_~~2        @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc_d+3              @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws3                 @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    28                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+3                @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    17                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3                   @ all h                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+3           @ all m                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    uf+3 is a string starter and it is a stgm attack if blocked
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~_~~3             @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
  UF_U_UB~3           @ all m                       @ rng4_rng2_rng-1      E
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
    25                @                        <>                          H
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
    this move is too high to connect against a standing opponent: 2p must  C
  be airborne                                                              H
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
  UF_U_UB~~3          @ m|STNM|m|m                  @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ M
    25                @                        <>     |grut|grut|grut      I
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ S
  UF_U_UB~~~3         @ all l                       @ rng4_rng2_rng-1      H
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
    15                @                     fc <>                          M
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  fc4                 @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+4                 @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7_25#             @                     fc <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    # if 2p is grounded, then d+4 becomes a stomp(l) that does 25 damage 
  on connect(at rng1) from which both characters recover in there initial
  positions:  normal <> grounded
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws4(string starter) @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+4                @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4                   @ all h                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    30                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf+4(string starter)@ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  u+4                 @ m|M(nrml)|M(nrml)|M(nrml)   @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ub+4                @ all m                       @ rng0
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    11                @                        <>     |    |    |grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~_~~4             @ all m                       @ rng3                 H
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
    25                @                        <>     |grut|grut|grut      I
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
  UF_U_UB~_~~4        @ all m                     @ rng3_rng-1_rng-1       A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ C
    25                @                        <>     |    |grut|grut      H
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
  UF_U_UB~~~4         @ all m                     @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ M
    15                @                        <>                          I
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ S
                                                                           H
                                                                           I
                                                                           M
  ~~Special                                                                A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~n~d~DF{1          @ m|M(nrml)|M(nrml)|M(nrml)   @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 
  f+1(string starter) @ all h                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    6                 @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+2                 @ all h                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    21                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+2~1+2             @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    22                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+2                 @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |fc|fc|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~F{2               @ m|M(hi)|M(hi)|M(hi)         @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    30                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~f~n~~2(string starter)  @ all h                 @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7                 @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d~df~F{2            @ all m                       @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    30,45             @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~n~d~DF{2          @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
  f~F{3               @ m|m|m|STNM                  @ rng2                 E
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
    24                @                        <>     |fc|fc|grut          H
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  f~n~d~df~N{3        @ all m                       @ rng5                 C
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
    35                @                        <>   fc|grut|grut|grut      I
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~n~d~DF{3          @ all l                       @ rng5                 M
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
    21                @                        <>     |grut|grut|grut      S
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
  f~n~d~DF{4(string starter)@ l|*stnl|L|L           @ rng3                 I
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ M
    17                @                        <>     |    |grua|grua      A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    * see "Variable-String" for more information on this stnl attack
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4~3                 @ all m                       @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                   grut <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    if this move misses, 1p suffers 5 damage and is stunned for a brief 
  period of time
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+2                 @ m|m|m|M                     @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    22                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~F{1+2(string starter)@ m|M|M|M                  @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    22                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+4+1               @ all um                      @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  
  
  ~Two-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+1~2               @ m,m|m,m|m,m|m->m                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15+26 = 41        @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+1~2              @ m,m|m->M(nrml)|m->M(nrml)|m->M(nrml)       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    8+21 = 29         @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2~2                 @ h,h|h->h|h->h|h->h                         @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12+21 = 33        @                        <>                          H
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
  uf+3~4              @ stgm,stgm|m->m|m->m|m->m    @ rng4                 I
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
    17+22 = 39        @                        <>     |grut|grut|grut      A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
  ws4~4               @ m,m|m->m|m->m|m->m                         @ rng2  H
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
    12+21 = 33        @                        <> fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M
  uf+4~4              @ all m,l                                    @ rng3  I
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ S
    25+15 = 40        @                        <>     |grut|grut|grut      H
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
    the first kick will knock 2p out of the range of the second on any     M
  connect                                                                  A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Three-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~1{2               @ h,h,m|h->h->m|h->h->m|h->h->m              @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    5+8+18            @                        <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    unlike other delayable strings, 1~1{2 will retain its comboing 
  properties even with a delay, therebye making it quite useful
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~2~~2              @ h,h,h|h->h->h|h->h->h|h->h->h              @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    5+8+18 = 31       @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+1{b+2~1           @ all h,m,m                                  @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    6+21+25 = 52      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+1{b+2~4           @ all h,m,m                                  @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    6+21+30 = 57      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Ten-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~f~n~~2~1~2~~2~~3~~4~~4~~1~~2~~1  @ h,h,h,h,m,m,l,h,m,m         @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7+8+6+7+6+11+5+5+8+30 = 93    @              <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+3~2~~2~~4~~4~~1~~2~~1~~2~~1     @ m,h,h,l,l,m,h,m,m,m         @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    17+5+6+8+8+5+5+8+21+25 = 108  @              <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+3~2~~2~~4~~4~~1~~4~~1~~2~~1     @ m,h,h,l,l,m,h,h,m,m         @ rng3  H
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
    17+5+6+8+8+5+10+5+6+30 = 100  @              <>     |grut|grut|grut    I
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
  df+3~2~~2~~4~~4~~1~~4~~1~~2~~4     @ m,h,h,l,l,m,h,h,m,m         @ rng3  A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ C
    17+5+6+8+8+5+10+5+6+35 = 105  @              <>     |grut|grut|grut    H
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I

                                                                           M
  ~Variable-String                                                         I
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ S
    This string is initiated by the f~n~d~DF+4 sweep which can then be     H
  followed by additional sweeps or other attacks, explained below:         I
   ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ M
  f~n~d~DF+4~n~1         @ #  @ rng3  @ 17+37 = 54            @ #          A
   ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
  f~n~d~DF+4~n~2         @ #  @ rng3  @ 17+22 = 39            @ #
   ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
  f~n~d~DF+4~n~4~4       @ #  @ rng3  @ 17+18+21 = 56         @ #
   ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
  f~n~d~DF+4~~4~n~1      @ #  @ rng3  @ 17+14+28 = 59         @ #
   ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
  f~n~d~DF+4~~4~n~2      @ #  @ rng3  @ 17+14+(22,33) = 53    @ #
   ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
  f~n~d~DF+4~~4~n~4~4    @ #  @ rng3  @ 17+14+18+21 = 70      @ #
   ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
  f~n~d~DF+4~~4~~4~n~1   @ #  @ rng3  @ 17+14+14+35 = 80      @ #
   ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
  f~n~d~DF+4~~4~~4~n~2   @ #  @ rng3  @ 17+14+14+22 = 67      @ #
   ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
  f~n~d~DF+4~~4~~4~n~4~4 @ #  @ rng3  @ 17+14+14+18+21 = 84   @ #
   ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
    the sweeps(all 4s before '~n~') are stnl attacks that must be 
  recovered from in order to block any following sweeps: to recover from 
  this stun, you may either press and hold DB immediately after the first 
  sweep connects or you may hold F to recover and then move the 
  controller to db to block the next sweep...the first sweep to connect 
  will cause knockdown any time 2p is not standing and blocking, which 
  means any maneuver that 2p attempts will result in a knockdown if the 
  sweep interupts said maneuver, and this knockdown will guarantee all 
  following attacks...2p recovers grut in any circumstances, but he may 
  not tech-roll after a sweep is used as a knockdown attack: only if 
  followup attacks(after the first sweep to cause knockdown) are used can 
  2p attempt a tech-roll.
    some of these string choices allow for combinations
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Multiple-Choice String Diagram

     --->1--->2                      --->1
    /                               /                                      H
  [1]                    f+1--->[b+2]                                      E
    \                               \                                      I
     --->2--->2                      --->4                                 H
                                                                           A
              --->1            --->1            --->1                      C
             /                /                /                           H
  f~n~d~DF+[4]------------->[4]------------->[4]--->2                      I
           \ \              \ \                \
            \ --->2          \ --->2            --->~n~4--->4              M
             \                \                                            I
              --->~n~4--->4    --->~n~4--->4                               S
                                                                           H
                      --->2--->1--->2--->1                                 I
                     /                                                     M
  df+3~2~~2~~4~~4~~[1]                 --->1                               A
                     \                /
                      --->4--->1--->[2]--->4


  ~Special Position Attacks

  ~~Standing:
  ~~1p bt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc_d+1_2            @ all l(not s)                @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1_2                 @ all h                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+1           @ all m                       @ rng2_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc_d+3_4            @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3_4                 @ all h                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+3           @ all m                       @ rng3_rng2_rng0
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u+4              @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    21_20             @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ub+4                @ all m                       @ rng0                 H
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
    18                @                        <>     |    |grut|grut      I
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
                                                                           A
  ~~Grounded:                                                              C
  ~~1p grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
  3*                  @ all l                       @ rng3                 I
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7,10              @                        <>     | ,grut|grut|grut    M
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
  4*                  @ all m                       @ rng3                 S
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
    12,18             @                        <>     | ,grut|grut|grut    I
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M
  (F_B)~~f+1+2        @ STNM|m|m|m                  @ rng5                 A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b~b+3+4             @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~1p grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3                   @ all l                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7                 @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4                   @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~1p grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3*                  @ l|L(flt)|L(flt)|L(flt)      @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7,10              @                        <>     | ,grua|grua|grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4*                  @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10,15             @                        <>     | ,grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~1p grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3*                  @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7,10              @                        <>     | ,grua|grua|grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4*                  @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10,15             @                        <>     | ,grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    * These moves cause knockdown if they connect either clean or on 
      counter: if they are both unclean and not a counter, then no         H
      knockdown                                                            E
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
                                                                           H
                                                                           A
  ~Throws:                                                                 C
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
  1+3_DF{1+3 [1]        @ t       @ rng1    @ 30      @        <> grua     I
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2+4_DF{2+4 [2]        @ t       @ rng1    @ 30      @        <> grua     M
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
  f~f+1+2* [1+2]        @ t       @ rng1    @ 33      @        <> grua     S
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
  f~f{1+4 [1+2$]        @ t       @ rng1    @ 29 >8   @        <> grut     I
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M
  (2p rst)any# [2]      @ t       @ rng1    @ 46      @        <> grut     A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p lst)any# [1]      @ t       @ rng1    @ 40      @        <> gruls
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p bt)any#           @ t       @ rng1    @ 60      @        <> grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    * this throw is techable
    # any throw, special or otherwise
    $ this throw is retarded...note that you may only perform this throw 
      against Heihachi Mishima, Jin Kazama, Kuma, Lei Wulong, and Paul 
      Phoenix...I'll have more info on it at a later date
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Counterattacks:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (while doing any move)   @ krev(reverses 4 only)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  COMBINATIONS

  ~~Starters                                                   Followups~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+2 - nrml(mjrc)                                           1.f+1~b+2~~1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  df+1~2 - nrml
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  f~n~d~df+2 - nrml                                        df+1.f+1~b+2~~1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  f~F{2 - hi
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  f~F{3(mjrc)                                         f~n~d~DF{4~~4~n~~4~4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  1+2(mjrc)
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~                            (run)d+4
  f+2~1+2                                                                  H
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
  f~n~d~DF+4~4~2(mjrc)                                                 1+2 I
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
  f~n~d~df+4~4~n~4(mjrc)                                          d~df~f+2 A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
                                                                           H
                                                                           I

  STRATEGY                                                                 M
                                                                           I
  ~Attacking                                                               S
        Go for the juggles while an opponent is recovering from an         H
  attack(the df+1~2 is exceptionally good for this, as is the              I
  f~n~d~DF{2). Try using the f~f{2 if your opponent is attacking with a    M
  move or string that involves a lot of high attacks, but make sure you    A
  are not too close because the move requires a f~f motion which might 
  draw you into the attack. The d+1 and the d~df~F{2 are two moves that 
  work well against an opponent who is running, jumping, or one who has 
  decided to start up a string while he is too far away for the first few 
  hits to connect. Don't use the d+1~2 if your opponent is airborne: the 
  d+1 will knock him into the ground, and he can get up and attack you 
  while you are still recovering from the ~2. You can use the f~n~d~DF{4 
  mixed with f~n~d~DF{2 or the f~n~d~DF{n~3_d+3 as effective mixups as 
  long as you are very careful with the sweeps(use the f~n~d~DF{n~3 and 
  the f~n~d~DF{2 as your primary attacks when using these mixups). 
  Heihachi hops during f~n~d~DF{3_n~3 which makes him immune to many low 
  attacks during this move, but you really have to *know* your opponent 
  is going to go for a low attack to be able to use this characteristic 
  of the move...I usually reserve this attack as okizeme against 
  opponents who are rolling away after being grounded. The f~n~d~DF{4 
  sweeps are most effective when used as a mnrc attack against opponents 
  and should therefore never be blocked, but if your opponent somehow 
  manages to block the sweeps, then you should finish the f~n~d~DF{4 
  strings with n~4(the first kick in the n~4~4 ending) because the kick 
  recovers swiftly and is difficult to counter, while the other endings 
  allow for severe counterattacks. If you connect with the f~F{3 on mjrc 
  it stuns your opponent and you may follow it with f~n~d~DF{4~~4~n~~4~4 
  for a solid(damaging) combination.


  ~Defending
        The 1+2 and the df+1~2 are excellent ways to knock an opponent 
  out of a slow string. The 1+2 will set you up for the d+4(opponent 
  grounded), and the df+1~2 will set you up for a juggle. Heihachi is the 
  only character in the game who is somewhat protected from the standing 
  4 mjrc flt juggles because of his automatic right kick reversal, but 
  you'll notice that it doesn't work properly all of the time, and so you 
  still have to keep 4 flt juggles in mind while playing as Heihachi. 
  Another problem with Heihachi's auto-reversal is that it takes quite a 
  bit of damage from both characters, and Heihachi loses his life first
  (no double-KO with this move), so you can still lose matches against an 
  opponent who had less life than you before the reversal KO'd you. In 
  short, be very wary of the mjrc4 auto-reversal. His side grabs and his 
  grab from behind an opponent are more powerful than most, so try 
  sidestepping around attacks and go for one of these grabs whenever 
  possible.


  ~Versus Heihachi
        Many of Heihachi's best moves can be sidestepped(Thrust Kick, Low 
  Thrust Kick, Death Fist, etc). The Tile Splitter >> Death Fist is so 
  slow that you can sidestep the Death Fist after being hit by the Tile 
  Splitter(unless it is a counterhit), and it's even easier to sidestep 
  the Death Fist if you have blocked the Tile Splitter. Beware of the 
  Hell Sweeps and always ss the Thrust Kicks(they hit at either mid or 
  low level: DON'T GUESS WHICH). Don't use a slow move-string or he'll 
  hit you with the Chi Fists, and don't use a high or mid-level rk 
  against him while he's completing any string or special move(he'll 
  reverse the kick). Also note that the Headbutt throw(f,f+lp+rp) is 
  techable.




                   __    ___    _            __
    |   | |    |  /  \  |   \  / \  |\   |  /  \
    |___| |    | |    | |___/ |___| | \  | |
    |   | | /\ | |    | |  \  |   | |  \ | |   _
    |   | |/  \|  \__/  |   \ |   | |   \|  \__/|


  Special Notations:
  rff       - Right Foot Forward
  lff       - Left Foot Forward(normal stance)
  rfl       - Right FLamingo stance(right leg raised)
  lfl       - Left FLamingo stance(left leg raised)


  MANEUVERS
  f~n~d~df   - crdshf
  f~n~d~df+3 - lfl
  1+2        - bt
  3+4        - stance switch(rff to lff or vice versa)
  f+3        - lfl


  ATTACKS

  ~~General
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
  {move}              @ attack level(grd|ungrd|mnrc|mjrc} @ {range}        W
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
    {damage(unclean,clean} @  {1p positioning} <> {2p positioning}         A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
  fc1                 @ all s                       @ rng1                 A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
    3                 @                     fc <>                          G
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+1                 @ all s                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    5                 @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws1                 @ all m                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+1                @ all m                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1(string starter)   @ all h                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    5                 @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u+1              @ all m                       @ rng2_rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ub+1                @ all m                       @ rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~1                @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~~1               @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~1           @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~1          @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~~1         @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
  fc2                 @ all s                       @ rng1                 W
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
    8                 @                     fc <>                          A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
  d+2                 @ all s                       @ rng1                 A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
    10                @                     fc <>                          G
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws2                 @ m|M(nrml)|M(nrml)|M(nrml)   @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+2                @ m|stgm|M(nrml)|M(nrml)      @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>     |    |grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    2p may recover grut if this move connects as a stgm by holding D
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2(string starter)   @ all h                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+2           @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~_~~2             @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~_~~2        @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc3                 @ all l                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+3                 @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws3                 @ all h                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    22                @                        <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    note: 2p may recover the STNM by holding F
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+3                @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    17                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
  3(string starter)   @ all h                       @ rng2                 W
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
    15                @                        <>                          A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
  uf+3(string starter)@ stgm|m|m|m                  @ rng4                 A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
    15                @                        <>     |grut|grut|grut      G
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  u_ub+3              @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                    lfl <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~_~~3             @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~3           @ all m                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move is too high to connect against a standing opponent: 2p must 
  be airborne
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~3          @ m|STNM|m|m                  @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~~3         @ all l                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc4                 @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+4(string starter) @ all l                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7                 @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws4(string starter) @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    13                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+4                @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4(string starter)   @ h|h|h|stgh                  @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    14                @                        <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    2p may recover grut(if this kick connects on mjrc) by holding D        H
  immediately after the connect                                            W
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
  uf_u_ub+4           @ all h                       @ rng3                 A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
    25,37             @                        <>     |grut|grut|grut      A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
  uf~_~~4             @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3                 G
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~_~~4        @ all m                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~~4         @ all m                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~Special
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+2                 @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                    rff <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    you may recover lff by inputing f+2~F
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~F{3               @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    30                @                    rff <>     |fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+4                 @ all h                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    28                @                    rff <>     |    |    |rst
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+4                 @ all h                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                    rfl <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db+4                @ l|stnl|stnl|stnl            @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db+4~4              @ m|M|M|M                     @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    30                @                        <>     |grda|grda|grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~F{4               @ all h                       @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    30                @      bt|    |    |     <>     |bt|bt|bt
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
    you may perform this move after recovering from lfl by inputting       W
  lfl~~f+4                                                                 O
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  f~n~d~df+4          @ m|M(hi)|M(hi)|M(hi)         @ rng4                 R
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
    23                @                        <>     |grut|grut|grut      N
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
  db+3+4              @ all um                      @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    40                @                        <> grut|grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    you may cancel this unblockable attack and recover in lfl by inputing 
  db+3+4~b~b
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db+3+4~b~b~1+4      @ all um                      @ rng5
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    80                @                        <> grut|grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    note that this move begins as the db+3+4 unblockable attack which is 
  cancelled by b~b, the recovery of which is in turn cancelled by 1+4, 
  which causes this attack
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Two-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~2 _ f+1~2         @ h,h|h->h|h->h|h->h                         @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    5_6+10 = 15_16    @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2~4                 @ h,h|h,h|h,h|h->h                           @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12+(25,37)=27_49  @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3~4                 @ m,m|m->m|m->m|m->m                         @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15+28 = 43        @                        <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move can connect at rng4, but only the last kick will hit at 
  that range
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+4~4               @ l,h|l,H(hi)|l,H(hi)|l->H(hi)               @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7+22 = 29         @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4~3                 @ h,m|h,m|h,m|stgh->m                        @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    14+20 = 34        @                        <>     |    |    |grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+4~4               @ h,m|h,m|h,m|h->m                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20+15 = 35        @                    rff <>                          H
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W
    this is f+4(which recovers in rfl) followed immediately by a rfl 4...  O
  I've opted to list this and other attacks -> stance change -> stance     A
  attacks because some of them are combinations(note mjrc connect above)   R
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
                                                                           N
                                                                           G
  ~Three-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~2~~4              @ h,h,h|h->h,h|h->h,h|h->h,h                 @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    5+10+(25,37) = 40_52  @                    <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Four-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~1~~3~~3           @ h,h,l,h|h->h,l->h|h->h,l->h|h->h,l->h      @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    5+8+10+18 = 41    @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3~3~~3~~3           @ h,m,m,h|h,m,m,H(nrml)|h,m,m,H(nrml)|h->m,m->
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    H(nrml)  @ rng3  @ 15+12+10+25 = 62  @          <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    if the first kick misses(for whatever reason) then a mjrc connect
  looks like this h(misses),m->m,H(nrml)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3~3~~4~~4           @ h,m,h,m|h,m,h->m|h,m,h->m|h->m,h->m        @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15+12+20+15 = 62  @                     rff <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    you may recover in lff by ending the string after the 1st or second 
  kick, or rfl by ending the string after the 3rd kick
    if the first kick misses(for whatever reason) then a mjrc connect
  looks like this h(misses),m->h->m
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4~4~~4~~3#          @ h,h,h,l|h,h,h,l|h,h,h,l|stgh->h,h->l
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    14+10+10+10 = 44  @                      fc <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    if the first kick misses(for whatever reason) then a mjrc connect
  looks like this stgh(misses),h->h,l
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4~4~~4~~4#          @ h,h,h,m|h,h,h,m|h,h,h,m|stgh->h,h->m$
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    14+10+10+20 = 54  @                     rff <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    if the first kick misses(for whatever reason) then a mjrc connect
  looks like this stgh(misses),h->h,m
    the last kick does not allow for a tech-roll by 2p on any connect
    #  you may end these strings with the third kick to recover in rfl,    H
  and you may cancel the recovery into rfl by inputting 4~4~~4~B to        W
  recover in normal stance                                                 O
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
                                                                           R
                                                                           A
  ~Five-Strings                                                            N
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
  3~3~~3~~4~~4        @ h,m,m,h,m|h,m,m,h->m|h,m,m,h->m|h->m,m,h->m @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15+12+10+20+15 = 72  @                  rff <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    you may recover lff if you end this string after the 1st, 2nd or 3rd 
  kick; or lfl by ending it after the fourth kick
    if the first kick misses(for whatever reason) then a mjrc connect
  looks like this h(misses),m->m,h,m ; if the first and second kick miss 
  then a mjrc connect looks like this h(misses),m(misses),m->h->m
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3~3~~d+3~~4~4       @ h,m,l,h,m|h,m,l,h->m|h,m,l,h->m|h->m,l,h->m @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15+12+7+13+15 = 62   @                  rff <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    you may recover lff if you end this string after the 1st, 2nd or 3rd 
  kick; or lfl by ending it after the fourth kick
    if the first kick misses(for whatever reason) then a mjrc connect
  looks like this h(misses),m->l,h,m ; if the first and second kick miss 
  then a mjrc connect looks like this h(misses),m(misses),l->h->m
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Multiple-Choice String Diagrams

     --->[3]--->[3]--->3
    /      \      \
  [3]       \      --->4--->4
    \        \
     --->4    --->4--->4

     --->3       --->3
    /           /
  [4]--->4--->[4]--->4



  ~Special Position Attacks

  ~~Standing:
  ~~1p bt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc_d+1_2            @ all l(not s)                @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1_2                 @ all h                       @ rng1                 H
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W
    15                @                        <>                          O
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  uf_u_ub+1           @ all m                       @ rng2_rng1_rng-1      R
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
    12                @                        <>     |grut|grut|grut      N
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
  fc_d+3_4            @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3_4                 @ all h                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+3           @ all m                       @ rng3_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u+4              @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ub+4                @ all m                       @ rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~~Right Foot Forward(rff)

  RFF MANEUVERS

  f             - wlkf(briefly)
  f~f           - dshf
  b             - wlkb(briefly)
  b~b           - dshb
  F             - stance switch into lff
  B             - stance switch into lff
  u             - stance switch into lff and then ss(into background)
  d             - stance switch into lff and then ss(into foreground)
  D             - stance switch into lff and then crouch
  any hop_leap  - Hwoarang stance switches into lff and then performs the 
                  hop_leap(he will stance switch into lff before any hop_
                  leap attack as well)
  f~n~d~df      - stance switch into lff and then crdshf
  f+4           - stance switch into rfl


  RFF ATTACKS

  ~~~~Single                                                               H
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ W
  1                   @ all h                       @ rng1                 O
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
    10                @                        <>                          R
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  2(string starter)   @ all h                       @ rng1                 N
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
    6                 @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3                   @ all l                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+3(string starter) @ all h                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                    lfl <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    you may recover bt by inputting f+3~B
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~F{3               @ all h                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4                   @ h|h|h|h                     @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>     |    |    |grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    you may recover in rfl by inputting 4~F
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+4~4               @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~F{4(string starter) @ all m                     @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                    lff <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~~~Two-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3~~3                @ l,stnh|l,h|l,h|l,h          @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15+40 = 55        @                    lff <> lst|grut#|grut#|grut#
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    you cannot tech-roll after this attack
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4~3                 @ h,m|h,m|h,m|h->m            @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15+20 = 35        @                        <>     |grda|grda|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4~4                 @ h,h|h,h|h,h|h->h            @ rng3                 H
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W
    15+27 = 42        @                    lff <>     |grut|grut|grut      O
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  f~F{4~3             @ m,stgh|m,h|m,h|m,h          @ rng3                 R
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
    18+20 = 38        @                        <>     |grut|grut|grut      N
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G


  ~~~~Three-String
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2~1~~1              @ h,h,m|h,h,m|h,h,m|h->h,m    @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    6+10+12 = 28      @                    lff <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    you may recover in rff by ending this string early ie 2~1
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~~~RFF Multiple-Choice String Diagram

     --->3
    /
  [4]
    \
     --->4



  ~~~Left Flamingo Stance(lfl)

  LFL MANEUVERS

  ~~     - lff
  f      - move forward(kind of a one-legged hop forward that covers more 
           distance than a standard f but not as much as a dshf my god 
           shit will NOT stop moving on me I hope you understand wtf I'm 
           trying to say here)
  b      - same as f cept you move backwards
  u      - ss(into background)
  d      - ss(into foreground)


  LFL ATTACKS

    note that hop_leap and df_d_db attacks are not available while in a 
  flamingo stance

  ~~~~Single
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1                  @ all h                        @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
    12               @                     lff <>                          W
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
  2(string starter)  @ all m                        @ rng1                 A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
    12               @                     rff <>                          A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
  d+3                @ all l                        @ rng2                 G
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12               @                     lff <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3                  @ all m                        @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    22               @                     lff <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+3                @ all m                        @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18               @                     lff <>     |fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+4                @ l|L|L|L                      @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15               @                     lff <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4                  @ all h                        @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    28               @                     rfl <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  lfl~~{f+4...this move is exactly the same as f~F{4 from lff(normal 
  stance)...it is performed by tapping f+4 after you recover from lfl 
  into lff
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~~~Three-String
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3~3~~3             @ m,m,h|m,m,H(nrml)|m,m,H(nrml)|m->m,H(nrml)  @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    22+10+25 = 57    @                     lff <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~~~Four-String
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3~3~~4~~4          @ m,m,h,m|m,m,h->m|m,m,h->m|m,m,h->m          @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    22+10+20+15 = 67 @                     rff <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    ending this string after the second 3 causes you to recover in lff, 
  while ending it after the first 4 causes you to recover in rfl
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~~~Ten-String                                                           H
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ W
  2~2~~3~~4~~3~~4~~4~4~~4~3  @ m,h,h,l,m,m,l,h,m,h                 @ rng2  O
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
    12+7+10+7+7+8+7+10+21+42 = 131  @      rff <>     |grut|grut|grut      R
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
    ending this string early allows for alternate stances, explained       N
  below:                                                                   G
    1st_2nd punch = rff
    1st kick      = bt(lff)
    any other     = lff
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~~~LFL Multiple-Choice String Diagram

          --->3
         /
  3--->[3]
         \
          --->4--->4



  Right Flamingo Stance(rfl)

  RFL MANEUVERS

  ~~     - rff
  f      - move forward(kind of a one-legged hop forward that covers more 
           distance than a standard f but not as much as a dshf)
           trying to say here)
  b      - same as f cept you move backwards
  u      - ss(into background)
  d      - ss(into foreground)


  RFL ATTACKS

  ~~~~Single
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1                  @ all m                        @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12               @                     lff <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2                  @ all h                        @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12               @                     rff <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+3                @ l|L|L|L                      @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15               @                     lff <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
  3                  @ all h                        @ rng3                 W
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
    25               @                     lfl <>     |grut|grut|grut      A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
  4                  @ m|m|m|STNM                   @ rng3                 A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
    20               @                     rff <>     |    |    |grda      G
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    if you perform this move immediately after a (lff)f+4, then a mjrc 
  connect will result in a flt knockdown from which you are guaranteed 
  nothing
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+4                @ all m                        @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18               @                     lff <>     |fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~~~Ten-String
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~2~~3~~4~~3~~4~~4~4~~4~3  @ m,h,h,l,m,m,l,h,m,h                 @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12+7+10+7+7+8+7+10+21+42 = 131  @      rff <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    ending this string early allows for alternate stances, explained 
  below:
    2nd punch     = rff
    1st kick      = bt(lff)
    any other     = lff
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  ~~Grounded:
  ~~1p grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3*                  @ l                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7,10              @                        <>     | ,grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4*                  @ m                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12,18             @                        <>     | ,grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (F_B)~~f+1+2        @ STNM|m|m|m                  @ rng5
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~1p grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3                   @ l                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7                 @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
  4                   @ m                           @ rng3                 W
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
    10                @                        <>     |grut|grut|grut      A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
  ~~1p grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  3*                  @ L(flt)                      @ rng2                 N
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
    7,10              @                        <>     | ,grua|grua|grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4*                  @ m                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10,15             @                        <>     | ,grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~1p grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3*                  @ l                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7                 @                        <>     | ,grua|grua|grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4*                  @ m                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                        <>     | ,grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    * These moves cause knockdown if they connect either clean or on 
      counter: if they are both unclean and not a counter, then no 
      knockdown
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Throws:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+3_DF{1+3 [1]        @ t       @ rng1    @ 20+10=30 @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2+4_DF{1+3 [2]        @ t       @ rng1    @ 18+12=30 @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~f{2 [2]             @ t       @ rng2    @ 30       @     bt <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d~db~b{3 [1]          @ T       @ rng1    @ 40       @        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d~db+1+3 [1+2]        @ t       @ rng2    @ 30       @        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p rst)any# [2]      @ T       @ rng1    @ 22+22=44 @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p lst)any# [1]      @ T       @ rng1    @ 5+7+10+6+10+7=45 @ <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p bt)any#           @ T       @ rng1    @ 55       @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # any throw, normal or otherwise
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Counterattacks:                                                         H
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ W
  d_db+1+3            @ lpry(may combo if lkpry)                           O
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  d_db+2+4            @ lpry(may combo if lkpry)                           R
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
                                                                           N
                                                                           G

  COMBINATIONS

  ~~Starters                                                   Followups~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws2 - nrml                                                       1.1~2~4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  d+4~4(mjrc) - hi
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~                        3~3~4.(rfl)3
  f~n~d~df+4 - hi
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (rfl)4(mjrc)                                                      db+3+4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (rff)F+4~4 - hi                                                  2~1.4~3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (grdt)3                                                   ws4.df+1.d+4~4
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  STRATEGY

  ~Attacking
        Hwoarang requires a significant amount of finesse to achieve his 
  fullest attacking potential. Sidesteps(especially while in a Flamingo 
  stance), dashes and general maneuvering are key elements to his overall
  style. He has few usable custom strings because most, if not all of his 
  customs involve portions of his kick strings, and many of these kick 
  strings involve high attacks which can be punished by any good player. 
  As a result, you must be very careful to remain unpredictable while 
  performing any custom string with Hwoarang(this is true with any 
  character but even more so with Bob because a predictable Hwoarang 
  stands to lose much more than, say, a predictable Law). Hwoarang has the 
  best ss in the game while in a Flamingo stance, and this can be used to 
  great effectiveness upon an unwary opponent. Try a f~n~d~df+3(lfl) 
  followed immediately by a ssr...you may be surprised at just how quickly  
  that simple, fast, and easy maneuver can get you out of harms way, and 
  into a position from which you can deal out a lot of pain. His standing 
  jabs can be used to pressure an opponent, and if you're lucky you may be 
  able to con him into eating a df+2 on mjrc. The low sweeps(lfl d+4_rfl 
  d+3) which cause knockdown can be followed immediately after any attack 
  that puts you into a Flamingo stance(ie (lff)f+4(rfl)~d+3), and those 
  sweeps allow for followup okizeme(ws4~4.4~3 works well against any 
  opponent who is unfamiliar with it). At first glimpse Hwoarang has no 
  easily performed throw/M(nrml) mixup. However, because he can go into bt 
  at will(1+2), and because he recovers from 1+2 quite swiftly, you may be 
  able to force a guessing game between a (bt)uf_u+4(both of which are 
  M(nrml) combo starters) or a 1+3_2+4 throw attempt. If an opponent 
  begins to interrupt this mixup off of the 1+2, you may perform a 
  (bt)d+1_2, which are not only l attacks(as opposed to s), but are also 
  two of the very fastest moves available to a character.


  ~Defending
        The low parry is a benefit, although Bob is only guaranteed 
  decent damage after a lkpry(he may follow a lkpry with a swift 
  f~n~d~df+4). (lff)b+4 and (rff)b+3 are good moves to use against anyone 
  who is attacking a little too much, and they can set you up for a large 
  chunk of life given that they connect on mjrc, and given that if they do 
  connect on mjrc you can out-guess your opponent. Following these mjrc 
  kicks with d+4~4 is a bit risky(I have been able to bt ss this maneuver, 
  and because of the somewhat long recovery of the d+4~4 a throw from 
  behind may be achieved by the sidestepper). A preferred attack would be 
  (rff)4~3(if it is available to you) because the 4 will connect against 
  any opponent who isn't ducking, and the 3 will cause knockdown on a 
  crouching opponent(which allows for followup okizeme).


  ~Versus Hwoarang
        Beware of the (lff)b+4_(rff)b+3 while attacking Hwoarang, as these 
  moves can drastically change the momemtum of the round in the blink of 
  an eye. Punish those using portions of his kick strings within their 
  custom strings and those using (lfl)d+4_(rfl)d+3 with ws attacks. Don't 
  get yourself low-parried and don't allow yourself to be goaded into 
  eating any of his mjrc attacks, as many of these attacks have a high 
  damage potential.




     ___  _ _                   _   ____   _            _
    | | |  |  |\   |     |  /  / \     /  / \  |\  /|  / \
      |    |  | \  |     |_/  |___|   /  |___| | \/ | |___|
      |    |  |  \ |     | \  |   |  /   |   | |    | |   |
    \_/   _|_ |   \|     |  \ |   | /___ |   | |    | |   |



  MANEUVERS
  f~n~d~df  - crdshf


  ATTACKS

  ~Single

  ~~General
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J
  {move}              @ attack level(grd|ungrd|mnrc|mjrc} @ {range}        I
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
    {damage(unclean,clean} @  {1p positioning} <> {2p positioning}
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ K
  fc1                 @ all s                       @ rng1                 A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Z
    3                 @                     fc <>                          A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M
  d+1                 @ all s                       @ rng1                 A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    5                 @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws1(string starter) @ all m                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+1(string starter)@ all m                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1(string starter)   @ all h                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    6                 @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u+1              @ all m                       @ rng2_rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ub+1                @ all m                       @ rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~1                @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~~1               @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~1           @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~1          @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~~1         @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J
  fc2                 @ all s                       @ rng1                 I
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
    8                 @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ K
  d+2                 @ all s                       @ rng1                 A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Z
    10                @                     fc <>                          A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M
  ws2                 @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3                 A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+2                @ m|stgm|stgm|M(nrml)      @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>     |    |grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    2p may recover grut if this move connects as a stgm by holding D
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2(string starter)   @ all h                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+2           @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~_~~2             @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~_~~2        @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc3                 @ all l                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+3                 @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    5                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws3                 @ all h                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    28                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+3                @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    17                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3                   @ all h                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ J
    25                @                        <>                          I
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
  uf_u_ub+3           @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
    25                @                        <>     |grut|grut|grut      A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Z
  uf~_~~3             @ all m                       @ rng3                 A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ M
    25                @                        <>     |grut|grut|grut      A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~3           @ all m                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move is too high to connect against a standing opponent: 2p must 
  be airborne
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~3          @ m|STNM|STNM|m               @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~~3         @ all l                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc4                 @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+4                 @ all l                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7                 @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws4(string starter) @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    13                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+4(string starter)@ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4                   @ all h                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    30                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u+4(string starter)@ all h                     @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ub+4                @ m                           @ rng0
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    11                @                        <>     |    |    |grut      J
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
  uf~_~~4             @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3                 N
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut      K
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  UF_U_UB~_~~4        @ all m                       @ rng4_rng2_rng-1      Z
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
    25                @                        <>     |    |grut|grut      M
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  UF_U_UB~~~4         @ all m                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  ~~Special
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  B{1                 @ all h                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~n~d~DF{1(string starter)@ all m                 @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    35,52             @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  F{2                 @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  B{2                 @ all h                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~F{2               @ all m                       @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    27                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b~F{2(string starter)@ m|m|m|STNM                 @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |    |    |grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~n~d~DF{2          @ h|H(nrml)|H(nrml)|h         @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~n~d~df+2          @ stgh|H(nrml)|H(nrml)|H(nrml)@ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    30                @                        <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move is the result of a VERY fast f~n~d~DF{2...you're performing 
  it when you see electricity surround Jin when the move misses            J
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
  ss{2                @ m|M(nrml)|M(nrml)|M(nrml*)  @ rng3                 N
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    16                @                        <>     |grut|grut|grut      K
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
    * this move will knock 2p slightly higher than a unguarded or mnrc     Z
  connect then it connects on mjrc, therebye allowing for different        A
  juggle followups                                                         M
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  F{3                 @ all h                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    35                @                        <>     |grut|grut|grut*
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    * this move does not allow for a tech-roll on any connect
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~F{3               @ m|M(bnc)|M(bnc)|M(bnc)      @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    23                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  F{4                 @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4~3                 @ all m                       @ rng5(barely)
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                   grut <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+1+4               @ all um                      @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    40                @                        <> grut|grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  B+1+4               @ all um                      @ rng5
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    80                @                        <> grut|grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+2+4         @ all m                       @ rng5_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    30_28_20          @                        <>     |grut|grut|grut*
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    * this move does not allow for a tech-roll by 2p on any connect
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  ~Two-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws1~2               @ m,m|m,M(nrml)|m,M(nrml)|m->M(nrml)         @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10+15 = 25        @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~n~d~DF{1~~3       @ all m,m                                    @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ J
    35,52+20 = 55_72  @                        <>     |grut|grut|grut      I
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
  f~n~d~DF{1~~4       @ m,l|m,L(flt)|m,L(flt)|m,L(flt)             @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
    35,52+12 = 47_64  @                        <>     |grut|grut|grut      A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Z
  2~2                 @ h,h|h->h|h->h|h->h                         @ rng1  A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ M
    12+21 = 33        @                        <>                          A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~    
  ws4~4               @ m,m|m->m|m->m|m->m                         @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    13+21 = 34        @                        <>     |fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+4~4              @ m,m|m->m|m->m|m->m                         @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10+16 = 26        @                        <>     |fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+3+4               @ m,h|m->H(nrml)|m->H(nrml)|m->H(nrml)       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    5+20 = 25         @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Three-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~1{2               @ h,h,m|h->h->m|h->h->m|h->h->m              @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    6+8+18 = 32       @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~2{2               @ h,h,h|h->h->h|h->h->h|h->h->h              @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    6+10+18 = 34      @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~2~~4              @ h,h,m|h->h->m|h->h->m|h->h->m              @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    6+10+12 = 28      @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  B{F{2{1{2           @ m,m,m|m->m,m|m->m,m|STNM->stnm*,m          @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18+14+24 = 56     @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  B{F{2{1{d+2        @ m,m,m|m->m,M(nrml)|m->m,M(nrml)|STNM->stnm*,M(nrml)
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    rng2  @ 18+14+15 = 47  @                   <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    * 2p may recover from the second stnm punch by holding F...if 2p 
  continues to hold F then he will automatically block the last punch, 
  unless it is delayed, in which case 2p must actively block the punch(B)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                                                           J
  ~Four-Strings                                                            I
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
  1~2~~3~~4     @ h,h,stgm,m|h->h,M(bnc)->m|h->h,M(bnc)->m|h->h,M(bnc)->m
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
    rng1  @ 6+10+25+30 = 71  @                 <>     |grut|grut|grut      A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Z
    if only the last kick connects, then 2p recovers fc                    A
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M
  1~2~~3~~f+4   @ h,h,stgh,m|h->h,M(bnc)->m|h->h,M(bnc)->m|h->h,M(bnc)->m* A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    rng1  @ 6+10+25+10 = 51  @                 <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+4~2~~4      @ s,h,h,m|s,h->h,m|s,h->h,m|s->h->h,m              @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    5+10+10+21 = 46  @                         <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+4~2~~d+4    @ s,h,h,l|s,h->h,l|s,h->h,l|s->h->h,l              @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    5+10+10+14 = 39  @                         <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf+4~4~~4~~4  @ all h,l,l,m                                      @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25+15+12+25 = 77 @                         <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    if the first kick connects, it guarantees nothing(as shown); if the 
  first kick misses, then any connect looks like this: h(misses),l->l->m
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Five-String
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  B{2~4~~2~~1~~2     @ h,h,m,m,m|*|*|h->h->->m,m                   @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12+10+10+10+24 = 66  @                     <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    * the first punch guarantees the following kick, and depending upon 
  the exact angle 1p is facing 2p when he starts the string these two 
  moves may or may not guarantee the remaining attacks because the first 
  two moves cause 2p to turn so that he is rst/bt, and if he ends up bt 
  he cannot block the remaining attacks
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Ninestrings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~f~n{2~1~4~4~~2~~4~~3~~2~~1  @ h,h,m,m,l,m,l,m,um
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7+8+7+10+5+7+5+25+30 = 104  @              <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3~2~4~3~~1+4~~2~~1~~3         @ h,h,m,h,l,h,h,m,m
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15+6+10+10+7+5+7+(21,31)+20 = 101_111 @    <>     |grut|grut|grut      J
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
  3~2~4~3~~1+4~~2~~1~~4         @ h,h,m,h,l,h,h,m,l                        N
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15+6+10+10+7+5+7+(21,31)+12 = 93_103  @    <>     |grut|grut|grut      K
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
                                                                           Z
                                                                           A
  ~Ten-Strings                                                             M
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  f~f~n{2~1~2~2~~3~~4~~4~1~~2~~1  @ h,h,h,h,m,m,l,h,m,m
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7+8+6+7+6+11+5+5+8+30 = 93    @            <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~f~n{2~1~2~2~~3~~4~~4~~3~~2~~1 @ h,h,h,h,m,m,l,l,m,um
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7+8+6+7+6+11+5+5+25+30 = 110  @            <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Eleven-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  B{2~4~~4~~4~~4~~2~~1+4~~2~~1~~3  @ h,h,m,l,m,m,l,h,h,m,m
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12+10+10+8+6+6+5+5+5+(21,31)+20 = 108_118  @     <>    |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  B{2~4~~4~~4~~4~~2~~1+4~~2~~1~~4  @ h,h,m,l,m,m,l,h,h,m,l
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12+10+10+8+6+6+5+5+5+(21,31)+12 = 100_110  @     <>    |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  B{2~4~~4~~4~~4~~2~~1+4~~2~~3+4   @ h,h,m,l,m,m,l,h,h,l,h
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12+10+10+8+6+6+5+5+5+21+21 = 109           @     <>    |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Multiple-Choice String Diagram

     --->1--->2           [f~n~d~DF{1]--->3
    /                                \
  [1]       --->2                     --->4             --->4
    \      /                                           /
     --->[2]-------->[3]--->4                 1+4--->[2]--->d+4
           \           \
            --->4       --->f+4            --->1--->2--->1
                                          /
  f~f~n{2--->[1]--->2--->2--->3--->4--->[4]--->3--->2--->1
               \
                --->4--->4--->2--->4--->3--->2--->1       --->3
                                                         /
  B{2--->[4]--->2--->1--->2                   -------->[1]--->4
           \                                 /
            --->4--->4--->4--->2--->1+4--->[2]--->3+4      --->3
                                                          /
  3------>2------>4------>3------>1+4-------->2-------->[1]--->4



  ~Throws:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+3_DF{1+3 [1]        @ T       @ rng1    @ 10+20=30  @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2+4_DF{2+4 [2]        @ T       @ rng1    @ 5+8+17=30 @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~f+1+2* [1+2]        @ t       @ rng1    @ 33        @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d~db~b{1+3 [1]        @ t       @ rng1    @ 35        @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+2+3 [2]            @ T       @ rng1    @ 38        @        <> grurs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p rst)any# [2]      @ t       @ rng1    @ 40        @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p lst)any# [1]      @ T       @ rng1    @ 12+12+19=43 @      <> gruls
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p bt)any#           @ t       @ rng1    @ 60        @        <> grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    * this throw is techable
    # any throw, normal or otherwise
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Multi-Throw:
  ~~Ultimate Tackle:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (d+1+2_(run)press nothing) @ UM @ 5      @         <> grut
  | [rev]                                  @ (see specifics on char's rev)
  | [2~1](escape)                          @      fc <> fc
  | [1+2](alternate rev)                   @    grut <>
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->[1a](~~1~~2~~1     @ n/a @ 5+5+5=15 @         <> grut
  |    | [2]                               @         <> grut
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2a(~~1~~2)    @ n/a @ 5+5=10   @         <> grut
  |    |      [2(first punch), 1(last punch)]@       <> grut
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2b(~~2~~1)    @ n/a @ 5+5=10   @         <> grut
  |    |      [1,2]                        @         <> grut
  |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |     --->2c(1+2)        @ t    @ 25     @         <> grurs
  |           [1+2~2~2~2~2](escape_rev*)   @   grurs <>
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->[1b](~~2~~1~~2     @ n/a @ 5+5+5=15 @         <> grut
  |    | [1]                               @         <> grut
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2a(~~1~~2)     @ n/a  @ 5+5=10 @         <> grut
  |    |      [2,1]                        @         <> grut
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2b(~~2~~1)     @ n/a  @ 5+5=10 @         <> grut
  |    |      [1,2]                        @         <> grut
  |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |     --->2c(1+2)        @ t    @ 25     @         <> grurs
  |           [1+2~2~2~2~2](escape_rev*)   @   grurs <>
  \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   --->1c(1+2)             @ t    @ 25     @         <> grurs
         [1+2~2~2~2~2](escape_rev)         @   grurs <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Timing:
    (explained in the 'General' section...the armbreaker(1+2) utilizes 
    the same timing as the punches)
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    *Jin Kazama, King, Nina Williams and Paul Phoenix may reverse with 
     that input...other characters simply escape
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Counterattacks:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+1+2               @ force block(special*)
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    * this counter is a special 'area of effect' countermove that will 
  knock an opponent out of any attack or maneuver(given that they collide 
  with Jin)...opponent is also knocked backwards if this move connects
    note that although Ogre II does not collide with Jin while performing
  his flame attacks, the b+1+2 does provide brief protection from these 
  attacks
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+1+3               @ rev
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+2+4               @ rev
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  COMBINATIONS

  ~~Starters                                                   Followups~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws2 - nrml
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~                   b~f+2{1{d+2.f~F{2
  ss{2(mjrc) - hi
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  f~n~d~DF{2(mjrc) - nrml
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  f~n~d~df+2(lightning) - nrml                                 1.b~f+2{1{2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  ss{2(not mjrc) - nrml
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  1+4~2~d+4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  f~n~d~DF{4 - flt                                      1+4~2.(dshf)df+4~4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (grdt)3 - flt
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  STRATEGY

  ~Attacking
        Jin has a wide arsenal of attacks that have a high damage 
  potential. B{F{2 mjrc causes an unrecoverable stun that can be followed 
  with any number of nasty combinations, and it is a fairly low-risk 
  maneuver(considering how much life you can eat away with it). f~F{2 is 
  a powerful move that allows for okizeme on any connect, but it can get 
  you into trouble if you don't use it sparingly or when it's guaranteed. 
  The f~n~d~DF{2 is another excellent move to use against recovering 
  opponents, and the faster version of this move(f~n~d~df+2) allows for a 
  M(nrml) combo opportunity on any connect, and it dissallows any 
  countermove if it is blocked. The df+2+3 throw will allow for an almost 
  guaranteed 4~3, unless your opponent is aware of this sequence. Jin has 
  a decent M/throw mixup with the df+4~4/any throw. Jin's ss{2 may be 
  delayed for quite some time, which can be used to con an opponent into 
  believing you had opted not to ss{2 when you can still use it(2p attacks 
  into a ss{2, which gives you a better juggle opportunity: ss{2 on mjrc 
  knocks 2p just high enough for nastier combinations). df+1~2 is an 
  effective custom string starter and can be followed with d+1 to 
  interrupt an opponent who had intended to interrupt your custom string.


  ~Defending
        d+1.ws4.df+4 works very well against any pressure tactics(this is 
  true with any character but even more so with Jin) because both the ws4 
  and the df+4 are string starters, and both of these strings combo on any 
  connect. ws2 is probably the single most vicious counter to low attacks 
  in the game(excepting a lpry) because of its range, swift startup and 
  executon, and the fact that it allows for some of his most damaging 
  combinations. The ws2 is guaranteed after blocking any characters 
  grounded 3, and many other slow-recovering low attacks. He has a 
  reversal, but as with all reversals(excepting king's) it must be used 
  sparingly to be as effective as possible.


  ~Versus Jin
        Jin is one of the, if not the best character in the game when it 
  comes to a balance of speed and power, and Pit-Bulls who play Jin can be 
  very frustrating opponents because of how easily a decent Jin player can 
  control the momemtum of a round. He has some very easy and damaging 
  okizeme tactics that you must punish to your fullest ability or your 
  opponent will easily win. Although he has no lpry, you may only use the 
  very fastest of low attacks against him because of the ws2. Most Jin 
  players will have a more difficult time chickening reversals because of 
  the input required for his more popular moves, and although this does 
  not mean that Jin cannot severely punish a reversal-happy opponent, it 
  does mean that he is even less likely to chicken a sparingly used 
  reversal.




     ___             _ _   _         __          _            __
    | | | |   | |     |   / \       /  \ |   |  / \  |\   |  /  \
      |   |   | |     |  |___|     |     |___| |___| | \  | |
      |   |   | |     |  |   |     |     |   | |   | |  \ | |   _
    \_/    \_/  |___ _|_ |   |      \__/ |   | |   | |   \|  \__/|



  MANEUVERS

  3+4       - spin to right(may use this to cancel normal maneuvers ie 
              this move would be denoted with '#' in the cancelling 
              diagram)


  ATTACKS

  ~Single

  ~~General
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J
  {move}              @ attack level(grd|ungrd|mnrc|mjrc} @ {range}        U
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ L
    {damage(unclean,clean} @  {1p positioning} <> {2p positioning}         I
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  fc1                 @ all s                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ C
    3                 @                     fc <>                          H
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  d+1                 @ all s                       @ rng1                 N
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
    5                 @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws1                 @ all m                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+1(string starter)@ all m                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    8                 @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1(string starter)   @ all h                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    5                 @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u+1              @ all m                       @ rng2_rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ub+1                @ all m                       @ rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~1                @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~~1               @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~1           @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~1          @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~~1         @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J
  fc2                 @ all s                       @ rng1                 U
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ L
    8                 @                     fc <>                          I
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  d+2                 @ all s                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ C
    10                @                     fc <>                          H
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  ws2(string starter) @ all m                       @ rng2                 N
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
    15                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+2(string starter)@ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2(string starter)   @ all h                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    8                 @                        <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    you may spin around your opponent so that he recovers bt by inputing
  2~B(this occurs on any connect, and changes the attack class from h 
  to stnh)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+2           @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~_~~2             @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~_~~2        @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc3                 @ all l                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+3                 @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws3                 @ all h                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    26                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+3                @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    17                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J
  3                   @ all h                       @ rng2                 U
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ L
    25                @                        <>     |grut|grut|grut      I
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  uf_u_ub+3           @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ C
    20                @                        <>     |grut|grut|grut      H
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  uf~_~~3             @ all m                       @ rng3                 N
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
    20                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~3           @ all m                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move is too high to connect against a standing opponent: 2p must 
  be airborne
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~3          @ m|STNM|m|m                  @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~~3         @ all l                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc4                 @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+4(string starter) @ all l                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws4                 @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>     |grut|grut|grut*
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    * 2p may not tech-roll
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+4                @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4(string starter)   @ h|h|h|H(flt)                @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                        <>     |    |    |grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+4           @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_rng2_rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut      J
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
  uf~_~~4             @ all m                       @ rng3                 L
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
    25                @                        <>     |grut|grut|grut      A
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move would be classified as a M(nrml) combo starter on any        C
  connect, but its recovery is too long to followup with other attacks     H
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
  UF_U_UB~_~~4        @ all m                       @ rng4_rng2_rng-1      N
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
    25                @                        <>     |    |    |grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~~4         @ all m                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>     |    |    |grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Throws:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+3_DF{1+3 [1]        @ T       @ rng1    @ 35      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2+4_DF{2+4 [2]        @ T       @ rng1    @ 30      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+1+2                @ t       @ rng1    @ 37      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d~db+1+3              @ t       @ rng1    @ 35      @        <> gruls
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~df~d~db~b~f+2       @ t       @ rng2    @ 14+14+14=42 @    <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc~db~d~db+1+2 [1+2]  @ T       @ rng1    @ 45      @        <> gruls
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p rst)any# [2]      @ t       @ rng1    @ 45      @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p lst)any# [1]      @ T       @ rng1    @ 40      @        <> grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p bt)any#           @ t       @ rng1    @ 50      @        <> grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Counterattacks:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df_d_db+1+3         @ LPRY
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df_d_db+2+4         @ LPRY
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  COMBINATIONS

  ~~Starters                                                   Followups~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+2~1 - hi                                   (run).n.1.d~df+1~2.f~F{1~4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  fc{df+2(mjrc)                                         1.d~df+1~2.f~F{1{4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~             ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  d~df+1{2(mjrc)                                *d+1.fc~df+4~3.d+1.fc{df+2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  uf+4 - nrml                                           1.d~df+1~2.f~F{1{4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~             ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  f+1 - nrml                                    *d+1.fc~df+4~3.d+1.fc{df+2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                                       d+4
  ws4                                  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                                   fc~df+4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (any T)                                                              d+4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    * 3_4 costume select or Mokujin-Julia
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  STRATEGY

  ~Attacking

  ~Defending

  ~Versus Julia



         _ _          __
    |  /  |  |\   |  /  \
    |_/   |  | \  | |
    | \   |  |  \ | |   _
    |  \ _|_ |   \|  \__/|



  MANEUVERS

  f~n~d~df  - crdshf


  ATTACKS

  ~Single

  ~~General
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ K
  {move}              @ attack level(grd|ungrd|mnrc|mjrc} @ {range}        I
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
    {damage(unclean,clean} @  {1p positioning} <> {2p positioning}         G
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc_d+1              @ all s                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    5                 @                     fc <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    d+1 is a string starter
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws1                 @ all m                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+1                @ m|stnm|stnm|stnm            @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <> fc|fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1(string starter)   @ all h                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    6                 @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u+1              @ all m                       @ rng2_rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ub+1                @ all m                       @ rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~1                @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~~1               @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~1           @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~1          @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~~1         @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc2                 @ all s                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
    8                 @                     fc <>                          I
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
  d+2                 @ all s                       @ rng1                 G
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws2                 @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+2                @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2(string starter)   @ all h                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+2           @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~_~~2             @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~_~~2        @ all m                       @ rng3_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    18                @                        <>     |fc|fc|fc
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc_d+3              @ all l                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws3                 @ all h                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    28                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+3                @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    17                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3                   @ all h                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+3           @ all m                       @ rng2_rng1_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~_~~3             @ all m                       @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
    25                @                        <>     |grut|grut|grut      I
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
  UF_U_UB~3           @ all m                       @ rng4_rng2_rng-1      G
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move is too high to connect against a standing opponent: 2p must 
  be airborne
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~3          @ m|STNM|m|m                  @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~~~3         @ all l                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc4                 @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+4                 @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7                 @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws4                 @ all m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+4                @ all l                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4                   @ h|h|h|H(flt)                @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    20                @                        <>     |    |    |grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u+4              @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    13_15             @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ub+4                @ all m                       @ rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    11                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf~_~~4             @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  UF_U_UB~_~~4        @ all m                       @ rng4_rng2_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    25                @                        <>     |    |grut|grut      K
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
  UF_U_UB~~~4         @ all m                       @ rng4_rng2_rng-1      N
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
    15                @                        <>     |    |grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  ~Throws:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+3_DF{1+3 [1]        @ T       @ rng1    @ 35       @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2+4_DF{2+4 [2]        @ T       @ rng1    @ 35       @   grua <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  *f~n~b~db~d~df~f+1 [1]@ t       @ rng1    @ 35+35=70 @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db~n~f+2 [2]          @ T       @ rng1    @ 58       @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db+1+2 [1+2][3+4(rev)]@ T       @ rng1    @ 32       @        <> grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    if reversal then grdt <> grdt; 1p takes 26 damage after 2p takes 32
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d~db~b+1+2 [1+2]      @ t       @ rng1    @ 50       @     bt <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc~db~d~db+1+2 [1+2]  @ T       @ rng1    @ 55       @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+2+3 [2]            @ T       @ rng1    @ 30       @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p rst)(any#) [2]    @ t       @ rng1    @ 42       @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p lst)(any#) [1]    @ T       @ rng1    @ 20+20=40 @        <> grurs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p bt)1+3$           @ t       @ rng1    @ 60       @        <> grdrs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p bt)2+4%           @ t       @ rng1    @ 60       @        <> grdrs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p bt)b~f+1+2        @ T       @ rng1    @ 75       @        <> grurs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p crouching)d+1+3_d+2+4 @ T   @ rng1    @ 45       @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  *(2p grut)db+1+3[1]   @ t       @ rng1    @ 15+15=30 @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p grut)db+2+4[2]    @ t       @ rng1    @ 33       @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p grut)DB+2+4[1+2]  @ t       @ rng1    @ 33       @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p gruls)db+1+3_db+2+4 [1] @ t @ rng1    @ none     @        <> grdrs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p grurs)db+1+3_db+2+4 [2] @ t @ rng1    @ none     @        <> grdls
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p grua)db+1+3_db+2+4 [1+2]@ t @ rng1    @ 28       @        <> grurs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p grdt)db+1+3_db+2+4 [3+4]@ t @ rng1    @ 30       @        <> grdrs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p grdrs)db+1+3_db+2+4 [2] @ t @ rng1    @ 37       @        <> grdrs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p grdls)db+1+3_db+2+4 [1] @ t @ rng1    @ 35       @        <> grdrs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p grda)db+1+3_db+2+4 [1+2]@ t @ rng1    @ 32       @        <> grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    * these throws are techable, and the second damage will be inflicted 
      if 2p fails to tech
    # any standing throw, special or otherwise
    $ or f~n~b~db~d~df~f+1, d~df~f+1, db+1+2, d~db~b+1+2, fc~db~d~db+1+2, 
      F~df+1+3, F~df+2+4, f~n~d~df+1+4 or f~n~d~df+2+4
    % or db~n~f+2, df+2+3 or b+1+2
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  ~~Multi-Throws:

  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (b+1+2)               @ t      @ 0       @         <> bt(rng4)
  | [1+2*]                                 @         <>
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->1a(db+1+2)       @ t      @ 0       @         <> bt(rng1)
  |      [1+2*]                            @         <>
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->1b(3+4)          @ T#     @ 10      @         <> grua(rng2)
  |      [3+4*]                            @      bt <>
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->1c(1+3)          @ t      @ 0       @         <>
  |      [1*]                              @     rst <>
  \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   --->1d(2+4)          @ t      @ 8       @         <> grdt(rng3)
         [2*]                              @     rst <> bt
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Timing:
    (1a) tap db+1+2 as King pushes his opponent(just before he lets go)
    (1b, 1c, & 1d) Complete these moves just after King grabs his 
      opponent.
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    * unconventional escapes
    Note that...
    ...you can achieve two and three ground grabs(db+2+4_db+1+3) after 
    the 3+4 and the 2+4 Ground Smash. You have to be fast, but it is 
    possible because the ground grabs that these moves set you up for 
    stun your opponent, giving you just enough time for another grab. 
    After the 3+4, walk forward ever so slightly before you go for the 
    grab or you will be out of range. Do a second grab to flip your 
    opponent over for the third(you'll have to move forward a bit just as 
    before to get the third grab). It is harder to get the ground grab 
    after the 2+4: you have to run towards your opponent as soon as you 
    complete the 2+4, and then you must stop at the right place to 
    complete the first ground grab(difficult, but not impossible). The 
    second grab should be completed right after King stands up beside 
    your opponent. If you are fighting an opponent who is slow to get on 
    his feet, these moves will be a breeze; if he gets up very quickly, 
    these moves will be extremely difficult(duh). As an alternate, you 
    may complete complete the Elbow Drop(d+1+2) instead of the last throw 
    for a guaranteed hit(the ground throws are only possible against 
    opponents who are slow to rise).
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (d~df~f+1)            @ T      @ 25       @        <> gruls
  | [1] (escape)                            @        <>
  | [3+4] (alternate escape)                @        <>
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->1a(1+2)          @ t      @ 30       @        <> grut
  \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   --->1b(1+2~3~4~1+2)  @ T      @ 25+25=50 @        <> grdls
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Timing:
    (1a) Press and hold 1+2 right after the d~df~f+1 connects
    (1b) Complete the 1+2~3~4~1+2 after the apex of the d~df~f+1.
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (F~df+1+3_F~df+2+4*)                           @ T  @ 25 @      <> grua
  | [1]       [2]                                          @      <>
  \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   --->1a(2~1~1+2)                               @ T  @ 18 @      <> grut
       | [1 if F~df+1+3, 2 if F~df+2+4]                    @      <>
       |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
       |--->2a(2~2~1+2)                          @ T  @ 18 @      <> grut
       |    | [2 if 1~2~1+2, inescapable if chained from ss{2+4(2p
       |    |   facing King)_F~df+1+2_(2p crouching)df~df+2+4] @  <>
       |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
       |    |--->3a(3+4~1+2~1+2+4)               @ T  @ 17 @      <> grda
       |    |    | [2]                                     @      <>
       |    |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
       |    |     --->4a(1~2~3+4~1+2)            @ T  @ 20 @      <> grut
       |    |         |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
       |    |         |--->5a(2~1~3~4)           @ t  @ 27 @      <> grut
       |    |         |      [2]                           @      <>
       |    |         \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
       |    |          --->5b(3~1~2~3+4~1+2+3+4) @ t  @ 32 @   bt <> grua
       |    |                [1]                           @      <>
       |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
       |     --->3b(1~2~3+4)                     @ T  @ 22 @      <>
       |         | [1 if chained from ss{2+4, otherwise this is 
       |         |   inescapable]                          @      <>
       |         |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
       |         |--->4b(2~1~3~4)                @ t  @ 27 @      <> grut
       |         |      [1]                                @      <>
       |         \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
       |          --->4c(3~2~1~3+4~1+2+3+4)      @ t  @ 32 @   bt <> grua
       |                [2]                                @      <>
       \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
        --->2b(3+4~1+2)                          @ T  @ 18 @      <> grut
            | [1]                                          @      <>
            \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
             --->3c(1~2~3+4)                     @ T  @ 22 @      <> grut
                 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
                 |--->4d(2~1~3~4)                @ t  @ 27 @      <> grut
                 |      [1]                                @      <>
                 \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
                  --->4e(3~1~2~3+4~1+2+3+4)      @ t  @ 32 @   bt <> grua
                        [2]                                @      <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (ss{2+4 connects on 2p facing King*)           @ T  @ 28 @      <> grut
    [1+2]                                                  @      <>
    [prev] the throw attempt is reversable
  _(F~df+1+2)                                    @ T  @ 28 @      <> grut
    [1+2]                                                  @      <>
  _(2p crouching df~df+2+4)                      @ T  @ 28 @      <> grut
  | [1+2]                                                  @      <>
  \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   --->(2~2~1+2)  this move and its properties(with the exception of the 
         escapes)are the same as '2a'
  ~(special circumstances) ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (ss{2+4 connects on 2p lst_rst_bt*) this move and its properties(with 
  | the exception of the escapes*) are the same as '2a'
  |  (the moves following this and their characteristics are the same as 
  |  those following the '2a')
  \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   --->(3a or 3b from RAC)
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Timing:
    (1a) Complete the 2~1~1+2 immediately after King grabs his opponent
    (2a & 2b) Complete the 2~2~1+2 or the 3+4~1+2 as King brings his 
         opponent to a semi-standing position
    (3a & 3b) Complete the 3+4~1+2~1+2+4 or the 1~2~3+4 immediately 
         after King's feet hit the ground during the 2~2~1+2.
    (4a) Complete the 1~2~3+4~1+2 as King moves his hands from his 
         victim's shoulders to their waist(after pushing them into an 
         upright position) during the 3+4~1+2~1+2+4.
    (5a & 5b) Complete the 2~1~3~4 or the 3~1~2~3+4~1+2+3+4 as King wraps 
         his arms around his opponent's waist.
    (4b & 4c & 4d & 4e) Complete the 2~1~3~4 or the 3~1~2~3+4~1+2+3+4 
         immediately after King picks his opponent up.
    (3c) Complete the 1~2~3+4 immediately after King picks up his 
         opponent.
    (1b) Complete the 2~2~1+2 after King turns face down, but before he
         picks his opponent up.
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Buffering:
    (1~2~1+2): Tap 1, press and hold 2, tap 1
    (2~2~1+2): Tap 2, press and hold 2, tap 1
    (3+4~1+2~1+2+4): Tap 3+4, press and hold 2+3, tap 4
    (3~1~2~3+4~1+2+3+4): Tap 3, tap 1, tap 2, press and 
      hold 3+4, tap 1+2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    * if the ss{2+4 connects on 2p's front, then the escape is 1+2; if it 
  connects on 2p rst, then the escape is 2; if it connects on 2p lst, 
  then the escape is 1; and if it connects on 2p bt, then it is 
  inescapable
    Note that...
    ...the ss{2+4 version will automatically result in the 2~2~1+2 if the 
  grab connects against 2p lst_rst_bt: simply complete the 1~2~3+4 or the 
  3+4~1+2~1+2+4 immediately after the grab connects if this occurs.
    ...you may cancel the ss{2+4 throw attempt and recover in fc by 
  inputing ss{2+4~B
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (f~n~d~df+1+4)           @ T   @ 20       @         <> grut
  | [1]                                     @         <>
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->1a(1+2~1+2)         @ T   @ 10+15=25 @         <> grut
  |      [1]                                @         <>
  |         ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |--->1b(1+2~4~2+4)       @ T   @ 20       @         <> gruls
  |    |      [2]                           @         <>
  |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |     --->2a(4~3~4~3+4~1+2)@ T @ 25       @         <> grurs
  \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   --->[1c](2~1~1+2+3)     @ T   @ 25       @         <> grdt
       | [1+2]                              @         <>
       |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
       |--->2b(2~1~3~1+2+4~1+2+4)@ T @ 30   @         <> grua
       |      [1]                           @         <>
       \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
        --->2c(1+3~3+4~2+4~1+2~1+2+3) @ T @ 1+1+2+3+4+4+4+4+4+4+4+4+4+4+4
              +4+4+4+4+4+4 = 75             @         <> gruls
              [2]                           @    grut <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Timing:
    (1a,1b, &1c) Complete these throws immediately after King grabs his 
      opponent.
    (2a) Complete the 3~4~3~3+4~1+2 after King places his right arm 
      across his opponent.
    (2b & 2c)) Complete these throws immediately after King wraps his 
      right arm around his opponent's head.
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ 
    Buffering:
    (2~1~1+2+3) Press and hold 2, press and hold 1, tap 3
    (1+2~1+2) Press and hold 1+2, release one button, then tap the button 
      you released
    (1+3,3+4,2+4,1+2,1+2+3) This is a difficult move because it must be 
      done very quickly. Tap 1+3, tap 3+4, tap 2+4, press and hold 1+2, 
      tap 3
    (1+2,4,2+4) Tap 1+2, press and hold 4, tap 2
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (f~n~d~df+2+3)           @ T   @ 30     @         <> grdls
  | [2]                                   @         <>
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->1a(1~2~3~1+2)       @ T   @ 35     @         <> grdls
  |      [1]                              @         <>
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->1b(1+2~3~1~1+3)     @ T   @ 40     @         <> grdls
  |      [2]                              @         <>
  \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   --->1c(1+2~1~3~1+2)     @ T   @ 30     @         <> grdrs
       | [1+2]                            @         <>
       \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
        --->2a(1~3~4~1+2~3+4)@ T @ 50     @         <> grdt
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Timing:
    (1a,1b, & 1c) Complete these throws after Kings opponent falls onto 
      his back. 
    (2a) Complete the 1~3~4~1+2~3+4 after King reaches down with his left 
      hand to complete the leglock. 
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Buffering:
      (1+2~3~1~1+3): Tap 1+2, tap 3, press and hold 1, tap 3
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (RUN and press nothing_fc~1+2) @ UM  @ 5  @         <> grut
  | [REV] (reversable)                      @ (see 'Specific Strategy')
  | [2~1] (escapable)                       @      fc <> fc
  | [1+2] (alternate reversal)              @    grut <>
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->[1a](~1~~2~~1)      @ n/a @ 5+5+5=15 @         <> grut
  |    | [2]                                @         <> grut
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2a(~~1~~2)     @ n/a @ 5+5=10   @         <> grut
  |    |      [2]                           @         <> grut
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2b(~~2~~1)     @ n/a @ 5+5=10   @         <> grut
  |    |      [1]                           @         <> grut
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2c(1+2)        @ T   @ 25       @         <> grua
  |    |    | [1+2~2~2~2~2](escape_rev*)    @ grut_grurs <>
  |    |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |    |     --->3a(1+2)   @ T   @ 10       @         <> grua
  |    \         ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |     --->2d(3+4)        @ T   @ 20       @         <> grurs
  |         | [1+2~1~1~1~1](escape_rev*)    @   grurs <>
  |         \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |          --->3b(1+2~1+2)@ T  @ 20+20=40 @         <> grdls
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->[1b](~2~~1~~2)      @ n/a @ 5+5+5=15 @         <> grut
  |    | [1]                                @         <> grut
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2e(~~2~~1)     @ n/a @ 5+5=10   @         <> grut
  |    |      [1, 2]                        @         <> grut
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2f(~~1~~2)     @ n/a @ 5+5=10   @         <> grut
  |    |      [2, 1]                        @         <> grut
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2g(1+2)(this move and its following moves are same as '2c')
  |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |     --->2h(3+4)(this move and its following moves are same as '2d')
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->1c(1+2)(this move and its following moves are same as '2c')
  \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   --->1d(3+4)(this move and its following moves are same as '2d')
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    * Jin Kazama, King, Nina Williams and Paul Phoenix may rev 1+2; King 
      and Nina Williams may rev 3+4...both the 1+2 reversal and the 3+4 
      reversal do 10 damage to 1p
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Timing:
    (punches): tap 1_2 as opponent's back hits the ground, then 2/1 as 
      the first punch connects, then 1/2 as the second connects, and so 
      on until the fifth punch is input
    (1c and 1d): tap 1+2_3+4 as your opponent's back hits the ground
    (2c, 2d, 2g and 2h): tap 1+2_3+4 as King's arm comes down for the 
      third punch
    (3a) tap 1+2 as King moves to his opponent's side in preparation for 
      the armbreaker
    (3b) tap 1+2 as King's back hits the ground during the legbreaker
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Buffering:
    fc1+2 >> 1+2: while in fc, press and hold 1+2, release one of the 
      buttons, tap the button you released
    1~2~~1_2~1~~2 ~~1+2: tap 1/2, tap 2/1, press and hold 1/2, tap 2/1
    1+2 1+2  press and hold 1+2, release one button, tap the button you 
      released
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Note that...
    ...you may break either of the punches in 2a, 2b, 2e and 2f
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Counterattacks:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+1+3               @ krev
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+2+4               @ krev
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  COMBINATIONS

  ~~Starters                                                   Followups~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws2(mjrc) - nrml
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~                           2~1.1+2~1
  uf+4 - nrml
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                                  2~1.df+4
  2~1                                  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                                      df+4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                              2~1(see 2~1)
  f~f~n~2(mjrc)                        ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                             throw attempt
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  4(mjrc) - flt                                           dshf.d+1.fc3+4~2
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  STRATEGY

  ~Attacking

  ~Defending

  ~Versus King



                      _        ___    _           __     _
  |  / |   | |\  /|  / \      |   \  / \  |\   | |  \   / \
  |_/  |   | | \/ | |___|  &  |___/ |___| | \  | |   | |___|
  | \  |   | |    | |   |     |     |   | |  \ | |   | |   |
  |  \  \_/  |    | |   |     |     |   | |   \| |__/  |   |



  MANEUVERS

  df_d_db+3+4   - sdp


  ATTACKS



  ~Throws:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+3_DF{1+3 [1]        @ T       @ rng1    @ 8+8+8+8=32 @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2+4_DF{2+4 [2]        @ T       @ rng1    @ 10+25=35   @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~f+1+4               @ t       @ rng1    @ 35         @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~df~d~db~b~n~f+1+2   @ t       @ rng1    @ 60         @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p rst)any# [2]      @ t       @ rng1    @ 40         @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p lst)any# [1]      @ T       @ rng1    @ 10+15+25=50 @       <> gruls
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p bt)any#           @ t       @ rng1    @ heh...70   @        <> grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # any throw, special or otherwise
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  COMBINATIONS

  ~~Starters                                                   Followups~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf+4 - nrml
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  ws1 - nrml                                                     2.2.f+1+2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  DF+1~2~1~2(mjrc) - nrml
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  f~F{2 - hi                                                 UF~~4.2.f+1+2
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  STRATEGY

  ~Attacking

  ~Defennding

  ~Versus Kuma



          ____ _ _                         __            __
    |    |      |      |    | |   | |     /  \  |\   |  /  \
    |    |___   |      |    | |   | |    |    | | \  | |
    |    |      |      | /\ | |   | |    |    | |  \ | |   _
    |___ |____ _|_     |/  \|  \_/  |___  \__/  |   \|  \__/|



  Special Notations

  aop       - Art Of Phoenix stance
  crn       - CRaNe stance
  drgn      - DRaGoN stance
  drkn      - DRunKeN stance
  pnr       - PaNtheR stance
  snk       - SNaKe stance
  tgr       - TiGeR stance


  MANEUVERS

  f+2+3     - snk
  f+3+4     - drkn
  b+1+4     - aop

  ~Stance Switches:
    While in most of his stances, Lei may 'stance switch' into his other 
  stances by sidestepping, and this is explained below:

  --> = ssr
  <-- = ssl
       _____    _____    ______    _____    _____    _____    _____
      |     |  |     -->|      -->|     -->|     -->|     |  |     |
      |*snk*|<-- tgr |  | drgn |  | snk |  | pnr |  | crn -->|*snk*|
      |_____|  |_____|<--______|<--_____|<--_____|<--_____|  |_____|

    * back to center


  ATTACKS


  ~~Art Of Phoenix(aop)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3...                @ m                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                    aop <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4                   @ um                          @ rng5
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                 normal <> grut|grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~Crane(crn)

  CRANE MANEUVERS
  f         - wlkf(briefly)
  F         - wlkf(continuously)
  b         - wlkb(briefly)
  B         - wlkb(continuously)
  D         - stance cancel into normal position
  u*        - sidestep into background(stance switch)
  d*        - sidestep into foreground(stance switch)

    * if ssr then snk, if ssl then pnr

  CRANE ATTACKS
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1                   @ m                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2                   @ m                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3                   @ m                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4                   @ l                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grda|grda|grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  Four-String~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3~4~~2~~3           @ m,l->m,M(nrml)              @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~Dragon(drgn)

  DRAGON MANEUVERS

  f         - wlkf(briefly)
  F         - wlkf(continuously)
  b         - wlkb(briefly)
  B         - wlkb(continuously)
  D         - stance cancel into normal position
  u*        - sidestep into background(stance switch)
  d*        - sidestep into foreground(stance switch)

    * if ssr then snk, if ssl then tgr

  DRAGON ATTACKS
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1(see 'Throws' section)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2                   @                             @
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3                   @                             @
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4(string starter)   @                             @
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  Drunken(drkn)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1                   @ m                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3+4                 @ l                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grda|grda|grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  Panther(pnr)

  PANTHER MANEUVERS

  f         - wlkf(briefly), automatic lpry
  F         - wlkf(continuously), automatic lpry
  b         - wlkb(briefly)
  B         - wlkb(continuously)
  D         - stance cancel into normal position
  u*        - sidestep into background(stance switch)
  d*        - sidestep into foreground(stance switch)

    * if ssr then crn, if ssl then snk

  PANTHER ATTACKS
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1(string starter)   @ l|L|L|L                     @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                 normal <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2(string starter)   @ m|M(nrml)|M(nrml)|M(nrml)   @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                 normal <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3                   @ l                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                 normal <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Lei recovers in aop if 3~B
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4(string starter)   @ m                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                 normal <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  Snake(snk)

  SNAKE MANEUVERS

  f         - wlkf(briefly)
  F         - wlkf(continuously)
  b         - wlkb(briefly)
  B         - wlkb(continuously)
  D         - stance cancel into normal position
  u*        - sidestep into background(stance switch)
  d*        - sidestep into foreground(stance switch)

    * if ssr then pnr, is ssl then drgn

  SNAKE ATTACKS
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1(string starter)   @ h                           @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                 normal <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Lei recovers with a ssl and returns to snk if 1~F
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2(string starter)   @ m                           @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                 normal <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Lei recovers in drgn if 2~F
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4                   @ l                           @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                    snk <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  Tiger(tgr)

  TIGER MANEUVERS

  f         - wlkf(briefly), automatic hpry
  F         - wlkf(continuously), automatic hpry
  b         - wlkb(briefly)
  B         - wlkb(continuously)
  D         - stance cancel into normal position
  u*        - sidestep into background(stance switch)
  d*        - sidestep into foreground(stance switch)

    * if ssr then drgn, if ssl then snk

  TIGER ATTACKS
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1                   @ m|m|m|M(bnc)                @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                 normal <>     |    |    |grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2                   @ m|m|m|m                     @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                 normal <>     |fc|fc|grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4                   @ l|L(flt)|L(flt)|L(flt)      @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                 normal <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  ~Throws:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+3_DF{1+3 [1]        @ T       @ rng1    @ 30      @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2+4_DF{2+4 [2]        @ T       @ rng1    @ 30      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf+1+2 [1+2]          @ t       @ rng1    @ 35      @  grdrs <> grurs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~f+1+2               @ t       @ rng1    @ 33      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (drgn)1*              @ t       @ rng3    @ 33_23   @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p rst)any# [2]      @ t       @ rng1    @ 5+10+25=40 @     <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p lst)any# [1]      @ T       @ rng1    @ 40      @        <> gruls
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p bt)any#           @ t       @ rng1    @ 50      @        <> grdt
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    * if 1+2 is input during this throw, then the throw takes less 
      energy and Lei regains energy(the difference between the modified 
      throw and the normal one = 10), and he recovers in drkn
    # any throw, special or otherwise
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Counterattacks:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df_d_db+1+3         @ LPRY
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df_d_db+2+4         @ LPRY
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+3+4(drkn)         @ hppry
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (tgr)F              @ auto-hpry
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (pnr)F              @ auto-lpry
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  COMBINATIONS

  ~~Starters                                                   Followups~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  grua3+4 - hi
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~               df+1.df+1.f~n{1{2{1{2
  uf+4 - nrml
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (pnr)2 - nrml                                         1.df+1.f~n{1{2{1{2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (tgr)4 - flt                                                    4~4~3~~3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~             ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  db+4 - flt                                           *df+1.f~n{1{2{1{2{4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (grdt)3_(grdt)F~~3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~                                  4~4~3~~3
  (grua)3_(grdt)F~~3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    * this followup will only work on type4_5 chars when (tgr)4 is used
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  STRATEGY

  ~Attacking

  ~Defending

  ~Versus Lei



         _ _          __            _ _   _     __   
    |     |  |\   |  /  \      \  /  |   / \   /  \  \   / |   |
    |     |  | \  | |           \/   |  |___| |    |  \ /  |   |
    |     |  |  \ | |   _       /\   |  |   | |    |   |   |   |
    |___ _|_ |   \|  \__/|     /  \ _|_ |   |  \__/    |    \_/



  Special Notations

  aop       - Art Of Phoenix


  MANEUVERS

  ub~b      - backflip
  d+1+2     - aop
  b+3+4     - bt
  f+1+2     - cartwheel left
  f+3+4     - dive right
  3+4       - spin(into background)
  d+3+4     - spin(into foreground)


  ATTACKS



  ~Special Positions

  ~~Standing:

  ~~~Back Turned(bt)

  BT MANEUVERS

  ss        - bt ss(1p remains bt)
  3+4*      - spin(into background)
  d+3+4*    - spin(into foreground)
  f+3+4     - backwards roll towards opponent
  d+1+2     - aop

    * Ling recovers in normal position

  BT ATTACKS
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc_d+1_2            @ l(not s)                    @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @             fc(normal) <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1                   @ h                           @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                 normal <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+1           @                             @
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2(string starter)   @ h                           @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                     bt <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3                   @ h                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                 normal <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+3                 @ l                           @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                     bt <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub+3           @                             @
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc_d+4              @ l                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                 normal <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4                   @ m|M(hi)|M(hi)|M(hi)         @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                 normal <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~f+4               @ m                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                     bt <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u+4              @                             @
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ub+4                @                             @
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+3+4~3+4           @ m|M(hi)|M(hi)|M(hi)         @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                     bt <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this is the bt roll towards opponent(bt f+3+4) canceled by 3+4
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Note that Ling's bt throws(1+3_2+4) recover in bt if the throw 
  misses, while her (bt)f~f+1+3_2+4 recovers in normal if they miss
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~Grounded:
  ~~1p grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3*                  @ l                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7,10              @                        <>     | ,grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4*                  @ m                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    12,18             @                        <>     | ,grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (F_B)~~f+1+2        @ STNM|m|m|m                  @ rng5
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    15                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~1p grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3                   @ l                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7                 @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4                   @ m                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~1p grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3*                  @ L(flt)                      @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7,10              @                        <>     | ,grua|grua|grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4*                  @ m                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10,15             @                        <>     | ,grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~1p grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3*                  @ l                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    7                 @                        <>     | ,grua|grua|grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4*                  @ m                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    10                @                        <>     | ,grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    * These moves cause knockdown if they connect either clean or on 
      counter: if they are both unclean and not a counter, then no 
      knockdown
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  ~~Art Of Phoenix(aop)

  AOP MANEUVERS

  f         - wlkf(briefly)
  F         - wlkf(continuously)
  b         - wlkb(briefly)
  B         - wlkb(continuously)
  D         - crouch
  u         - stand up(normal position)
  f+3+4     - forward roll(normal position)


  AOP ATTACKS

  ~~~Single
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1                   @ m                           @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                     fc <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2                   @ m                           @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                 normal <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  3                   @ l                           @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                    aop <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4                   @ m                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                 normal <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Ling recovers bt if 4~B
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+2                 @ m|M(nrml)|M(nrml)|M(nrml)   @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                 normal <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  D~~1+2              @ m|M(hi)|M(hi)|M(hi)         @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                 normal <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Throws:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+3_DF{1+3 [1]        @ T       @ rng1    @ 10+20=30 @        <> grurs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2+4_DF{2+4 [2]        @ T       @ rng1    @ 30       @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+2~1 [1+2]           @ t       @ rng1    @ 4        @     bt <> bt$
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p rst)any# [2]      @ t       @ rng1    @ 38       @        <> grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p lst)any# [1]      @ T       @ rng1    @ 45       @        <> grurs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p bt)any#           @ T       @ rng1    @ 50       @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (aop)2+4*             @ T       @ rng3    @ 10+20=30 @        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (1p bt)f~f+1+3_2+4%
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    $ 2p may recover grdt by inputting D after the throw
    # any throw, special or otherwise
    * you may cancel this throw by inputting (aop)2+4~F_~B and recover in 
      fc...this throw is the same as 1+3
    % Ling hops towards her opponent and then attempts the throw(rng3 
      attempt), but all other properties of the throw are the same as the 
      normal 1+3_2+4, and connect on 2p rst_lst_bt are as if the same 
      throw had connected at those positions
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Counterattacks:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df_d_db+1+4         @ lpry(may combo if lkpry)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+1                 @ rev
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+2                 @ rev
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  COMBINATIONS

  ~~Starters                                                   Followups~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  ws2 - nrml                                       (bt)2.2.2~1.f~F{1+2~1+2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  ws2~F - nrml
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (bt)4 - hi
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~              df+1.2.2~1.f~F{1+2~1+2
  (aop)D~~1+2 - nrml
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (aop)1+2 - nrml
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (grut_grdt)3 - flt
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~               fc3~2.2~1.f~F{1+2~1+2
  (aop)uf~~~3 - flt
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  STRATEGY

  ~Attacking

  ~Defending

  ~Versus Ling



             __               ___  _ _
    |\  /|  /  \  |  / |   | | | |  |  |\   |
    | \/ | |    | |_/  |   |   |    |  | \  |
    |    | |    | | \  |   |   |    |  |  \ |
    |    |  \__/  |  \  \_/  \_/   _|_ |   \|



        Mokujin is Tekken 3's random-select character: he randomly 
  imitates a characters fighting style each round. To be an effective 
  Mokujin player you must not only know how to play every character 
  except Ogre I or Ogre II, but you must also be able to tell the 
  difference between the characters simply by watching Mokujin before the 
  round begins(during the 'startup' animation). What follows is a list of 
  the characters and hints that will help you figure out who Mokujin is 
  mimicking.

  Bryan Fury - ALWAYS repositions his arms in a unique way

  Eddy Gordo/Tiger - dances around(very unique)

  Forrest Law - bounces while swinging arms back and forth

  Gun-Jack - ALWAYS looks at his opponents feet at the beginning of the 
    round

  Heihachi Mishima - semi-squatting, back straight, arms extended

  Hwoarang - bounces with his arms close to his chest

  Jin Kazama - knees slightly bent, arms semi-extended

  Julia Chang - semi-squatting, back bent, arms extended

  King - bounces(slower than the other bouncers)

  Kuma/Panda - hunched over, arms pointing towards ground

  Lei Wulong - constantly sidesteps

  Ling Xiaoyu - one leg in front of other, one arm significantly higher 
    than the other(very unique)

  Nina/Anna Williams - swivels her hands(unique)

  Paul Phoenix - knees slightly bent, arms semi-extended(farther than Jin)

  Yoshimitsu - has a sword ;)

        It is difficult to tell the difference between Paul Phoenix_Jin 
  Kazama and Heihachi Mishima_Julia Chang. You may perform Paul's crdshf
  (d~df~f) and if Mokujin does a crdshf then you know he is Paul; if he 
  does not do it then you know he is Jin. You may use either of 
  Heihachi's crdshf to determine whether Mokujin is Julia or Heihachi. 
  You may wish to use an actual attack to determine who you are, but 
  using a crdshf makes it very difficult for your opponent to figure out 
  who Mokujin is imitating, especially with Paul_Jin, as both of them 
  have a crdshf.

        You may 'turn' the wooden hit sound effect on by holding U_D as 
  the match begins




           _ _        _ _       _                   _
    |\   |  |  |\   |  |       / \  |\   | |\   |  / \
    | \  |  |  | \  |  |   &  |___| | \  | | \  | |___|
    |  \ |  |  |  \ |  |      |   | |  \ | |  \ | |   |
    |   \| _|_ |   \| _|_     |   | |   \| |   \| |   |

             _ _           _ _   _           ____
      |    |  |  |    |     |   / \  |\  /| /
      |    |  |  |    |     |  |___| | \/ | \___
      | /\ |  |  |    |     |  |   | |    |     \
      |/  \| _|_ |___ |___ _|_ |   | |    | ____/



  MANEUVERS

  d~df~f    - crdshf
  d~db~b    - crdshb
  ub~b      - backflip


  ATTACKS



  ~Two-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2{f+1+2             @ h,m|h,m|h,m|H->m            @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+4{1               @ l,h                         @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    you may cancel the 1 with a sidestep by inputting d+4{1~U_D 
    U = ss into background while D = ss into foreground
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db+4~3              @ l,m|l,M(hi)|l,M(hi)|L->M(hi)@ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Three-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~2{f+1+2           @ h,h,m|h,h,m|h,h,m|H->H->m                   @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  *df+3~2~3           @ m,h,m|M->h,m|M->h,m|M->h,m                  @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  *df+3~2{4           @ m,h,m|M->H->m|M->H->m|M->H->m               @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Four-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~2~1{f+1+2         @ h,h,h,m|h,h,h,m|h,h,h,m|H->H->H->m          @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+3~1~~2{f+1+2     @ m,h,h,m|m,h,h,m|m,h,h,m|m,H->H->m           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  *df+3~2{d+3~2       @ m,h,l,m|m,h,l,m|m,h,l,m|m,h,L->M(nrml)      @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Five-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~2~1~2{f+1+2       @ h,h,h,h,m|h,h,h,h,m|h,h,h,h,m|H->H->H->H->m @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Ten-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~2~1~2~~3~~3~~2~1~2~4 @ h,h,h,h,m,l,h,h,h,m                      @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                         @                     <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~2~1~2~~3~~3~~2~1~4~3 @ h,h,h,h,m,l,h,h,l,M(hi)                  @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                         @                     <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~2~1~2~~4~3~4~~2~4~3  @ h,h,h,h,m,l,m,h,l,M(hi)                  @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                         @                     <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Special Note
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    * you may cancel any moves following the df+3~2 with a sidestep by 
      inputting df+3~2~U_D (U = ss into background while D = ss into 
      foreground)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~




  ~Throws:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+3_DF{1+3 [1]        @ T       @ rng1    @ 30      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf+1+2 [2]            @ t       @ rng2    @ 40      @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df~df+1               @ T       @ rng1    @ 50      @        <> gruls
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p rst)any# [2]      @ t       @ rng1    @ 38      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p lst)any# [1]      @ T       @ rng1    @ 40      @        <> gruls
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p bt)any#           @ T       @ rng1    @ 60      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Multi-Throws:

  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (d~df~f{1+2)                  @ T  @ 15       @         <>
  | [2]                                         @         <>
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->1a(3~4~3~1+2)            @ T  @ 30       @         <> gruls
  |      [1+2]                       @ 5        @         <>
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->1b(2~3~4~2~2)            @ T  @ 15+15=30 @         <> grdls
  |    | [2]                         @ 5        @         <>
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2a(1~3+4~1~2~1+2)   @ T  @ 35       @         <> grdls
  |    |      [1]                    @ 5        @         <>
  |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |     --->2b(1~2~4~3~1+2+3)   @ T  @ 45       @         <> grurs
  |           [1+2]                  @ 5        @         <>
  \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   --->1c(1~3~2~1)              @ T  @ 20       @         <> grut
       | [1]                         @ 5        @         <>
       |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
       |--->2c(2~1~3~4~1+2)     @ T  @ 25       @         <> grdls
       |      [2]                    @ 20       @         <>
       \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
        --->2d(3~1~4~1+2~1+2)   @ T  @ 25       @         <> grut
              [1+2]                  @ 20       @         <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (d~db~b{1+4)                  @ T  @ 15       @         <>
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->1d(1~3~2~1)(this move is the same as '1c' above)
  \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   --->1e(2~1~1+2~1+2+3)        @ T  @ 28       @         <> grdls
       | [2]                                    @         <>
       |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
       |--->2e(1~3+4~1~2~1+2)(this move is the same as '2a', except that 
       |      the escape causes no damage)
       \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
        --->2f(1~2~4~3~1+2+3)(this move is the same as '2b', except that 
              the escape causes no damage)
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Timing:
    (1a,1b & 1c) Complete these throws after Nina has started to duck/
      move forward in the d~df~f+1+2(start the motion before Nina has
      grabbed her opponent).
    (2a & 2b) Complete the 1~3+4~1~2~1+2 or the 1~2~4~3~1+2+3 immediately 
      after Nina breaks her opponents arm.
    (2c & 2d) Complete the 2~1~3~4~1+2 or the 3~1~4~1+2~1+2 as Nina turns 
      so that she is facing away from her opponent.
    (1d & 1e) Complete the 1~3~2~1 or the 2~1~1+2~1+2+3 just after Nina 
      starts the d~db~b+1+4(just like you do after the d~df~f+1+2).
    (5a & 5b) Complete the 1~3+4~1~2~1+2 or the 1~2~4~3~1+2+3 as Nina 
      pulls her opponent into the kneeling position.
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Buffering:
    (1~3+4~1~2~1+2): Tap 1, tap 3+4, tap 1, press and hold 2, tap 1
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (d~df~f{3+4)                  @ T  @ 15      @         <> grurs
  | [1]                                        @         <>
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->1a(3+4~4~2~1+2)          @ T  @ 20      @         <> grurs
  |    | [2]                         @ 18      @    grut <>
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2a(3~1~4~2+4)       @ T  @ 35      @         <> grut
  |    |      [1]                              @         <>
  |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |     --->2b(1~3~2+4~3+4~1+2) @    @ 45      @         <> grdrs
  |           [1+2]                            @         <>
  \         ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
   --->1b(3+4~3~4~1+2)          @ T  @ 35      @         <> grua
         [1]                                   @    grut <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (f~f~F{3)(connects on mjrc)   @ T  @ 20+20=40 @        <> grurs
  | [2*]                             @ 18      @    grut <>
  \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   --->1c(same as 1a above)
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Timing:
    (1a, 1b & 1c) Complete the 3+4~4~2~1+2 or the 3+4~3~4~1+2 immediately 
      after Nina grabs her opponent(you have to do them FAST).
    (2a & 2b) Start these moves after Nina breaks her opponents arm.
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Buffering:
    (3+4~4~2~1+2): Tap 3+4, tap 4, press and hold 2, tap 1
    (3~1~4~2+4): Tap 3, tap 1, press and hold 4, tap 2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    * unlike the other multi-throw starters, this move connects twice
  (once for the hopkick, once for the following ankle breaker): the first 
  damage(20) will be inflicted even if 2p breaks the throw
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2+4_DF{2+4)                  @ t  @ 30      @         <> grua
  | [2]                                        @
  \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   --->1a(1~2~1)                @ T  @ 35      @         <> grua
       \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
        --->2a(2~1~3)           @ T  @ 10      @         <> gruls
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Timing:
    (1) Complete the 1~2~1 while the 2+4 is starting up(don't wait to see 
      if it connects unless your fingers have a turbo option).
    (2) Complete the 2~1~3 immediately after the 1~2~1.
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    note that the 2+4 throw is canceled by the 1~2~1(the throw damage 
      changes from 30 to 35 by inputing 1~2~1: the damage does not 
      accumulate ie 30+35+10 as in other multi-throws, so the maximum 
      damage from this throw is 45)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (RUN and press nothing)        @ UM  @ 5  @         <> grut
  | [REV] (reversable)                      @ (see 'Specific Strategy')
  | [2~1] (escapable)                       @      fc <> fc
  | [1+2] (alternate reversal)              @    grut <>
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->[1a](~1~~2~~1)      @ n/a @ 5+5+5=15 @         <> grut
  |    | [2]                                @         <> grut
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2a(~~1~~2)     @ n/a @ 5+5=10   @         <> grut
  |    |      [2]                           @         <> grut
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2b(~~2~~1)     @ n/a @ 5+5=10   @         <> grut
  |    |      [1]                           @         <> grut
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2c(1+2)        @ T   @ 25       @         <> grua
  |    |      [1+2~2~2~2~2](escape_rev*)    @ grut_grurs <>
  |    \         ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |     --->2d(3+4)        @ T   @ 20       @         <> grurs
  |           [1+2~1~1~1~1](escape_rev*)    @   grurs <>
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->[1b](~2~~1~~2)      @ n/a @ 5+5+5=15 @         <> grut
  |    | [1]                                @         <> grut
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2e(~~2~~1)     @ n/a @ 5+5=10   @         <> grut
  |    |      [1, 2]                        @         <> grut
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2f(~~1~~2)     @ n/a @ 5+5=10   @         <> grut
  |    |      [2, 1]                        @         <> grut
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2g(1+2)(this move is the same as '2c')
  |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |     --->2h(3+4)(this move is the same as '2d')
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->1c(1+2)(this move is the same as '2c')
  \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   --->1d(3+4)(this move is the same as '2d')
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    * Jin Kazama, King, Nina Williams and Paul Phoenix may rev 1+2; King 
      and Nina Williams may rev 3+4...both the 1+2 reversal and the 3+4 
      reversal do 10 damage to 1p
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Timing:
    (punches): tap 1_2 as opponent's back hits the ground, then 2/1 as 
      the first punch connects, then 1/2 as the second connects, and so 
      on until the fifth punch is input
    (1c and 1d): tap 1+2_3+4 as your opponent's back hits the ground
    (2c, 2d, 2g and 2h): tap 1+2_3+4 as King's arm comes down for the 
      third punch
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Buffering:
    1~2~~1_2~1~~2 ~~1+2: tap 1/2, tap 2/1, press and hold 1/2, tap 2/1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Note that...
    ...you may break either of the punches in 2a, 2b, 2e and 2f
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  ~Counterattacks:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df_d_db+1+3         @ lpry(may combo if lkpry)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df_d_db+2+4         @ lpry(may combo if lkpry)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+1+3               @ rev
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+2+4               @ rev
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  COMBINATIONS

  ~~Starters                                                   Followups~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db+3+4 - hi
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~          uf+3.d+4~1.df+3~1~~2{f+1+2
  db+3~4(mjrc) - hi
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  df+2 - nrml                                      1.d+4~1.df+3~1~~2{f+1+2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (grdt_grdt F)3 - flt                               d+4~1.df+3~1~~2{f+1+2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (grut)F_B~~f+1+2                                 1.d+4~1.df+3~1~~2{f+1+2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                                   df~df+2
  db+2(on STNM)                        ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                                 df+3~2~~4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (ant T)                                                      b~db~d~DF+2
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  STRATEGY

  ~Attacking

  ~Defending

  ~Versus Nina



      __     __    ___   ____     _ _
     /  \   /  \  |   \ |        | | |
    |    | |      |___/ |___       |
    |    | |   _  |  \  |          |
     \__/   \__/| |   \ |____    |_|_|



  ATTACKS


  ~Throws:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+3_DF{1+3 [1]        @ T       @ rng1    @ 30       @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2+4_DF{2+4 [2]        @ T       @ rng1    @ 10+25=35 @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df~df+2+4             @ t       @ rng1    @ 30       @        <> bt
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p rst)any# [2]      @ t       @ rng1    @ 40       @        <> grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p lst)any# [1]      @ t       @ rng1    @ 10+15+25=50 @     <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p bt)any#           @ t       @ rng1    @ heh...70 @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # any throw, special or otherwise
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  COMBINATIONS

  ~~Starters                                                   Followups~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf+4 - nrml                                                       df+1.4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  fc~df+2                                                          f~F{1+2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  *f~F{2 - flt                                              d+1.fc3~3~n~~3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    * this starter is escapable if 2p inputs b~b
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  STRATEGY

  ~Attacking

  ~Defending

  ~Versus Ogre I



      __     __    ___   ____      _ _   _ _
     /  \   /  \  |   \ |         | | | | | |
    |    | |      |___/ |___        |     |
    |    | |   _  |  \  |           |     |
     \__/   \__/| |   \ |____     |_|_| |_|_|



  ATTACKS


  ~Throws:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+3_DF{1+3 [1]        @ T       @ rng1    @ 30       @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2+4_DF{2+4 [2]        @ T       @ rng1    @ 10+25=35 @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df~df+2+4             @ t       @ rng1    @ 30       @        <> bt
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p rst)any# [2]      @ t       @ rng1    @ 40       @        <> grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p lst)any# [1]      @ T       @ rng1    @ 10+15+25=50 @     <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p bt)any#           @ t       @ rng1    @ heh...70 @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # any throw, special or otherwise
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  COMBINATIONS

  ~~Starters                                                   Followups~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf+4 - nrml                                                       df+1.4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  fc~df+2                                                          f~F{1+2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  f~F{2 - flt                                               d+1.fc3~3~n~~3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  *d+1+2                                                             d+1+2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    * the flame must connect either late in the execution animation or 
      upon type4_5 characters to guarantee a second flame
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  STRATEGY

  ~Attacking

  ~Defending

  ~Versus Ogre II



     ___    _
    |   \  / \  |   | |
    |___/ |___| |   | |
    |     |   | |   | |
    |     |   |  \_/  |___

       ___          __    ____        _ _
      |   \ |   |  /  \  |     |\   |  |  \  /
      |___/ |___| |    | |___  | \  |  |   \/
      |     |   | |    | |     |  \ |  |   /\
      |     |   |  \__/  |____ |   \| _|_ /  \



  MANEUVERS

  d~df~f    - crdshf
  d~db~b    - crdshb


  ATTACKS



  ~~Special

  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d~df~F{1            @ h|h|H(nrml)|STNH           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |    |grdt|grda
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move is Paul's crdshf canceled by 1
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d~db~b{1            @ m|m|m|M(bnc)                @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |fc|fc|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move is Paul's crdshb canceled by 1
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~F{2               @ m                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d~df~F{2            @ m|m|M|M                     @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grda|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move is Paul's crdshf canceled by 2
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d~db~b{2            @ m|stnm|stnm|stnm            @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |fc|fc|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move is Paul's crdshb canceled by 2
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~F{3(string starter)@ m|M(nrml)|M(nrml)|M(nrml)  @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d~db~b{3(string starter)@ l                       @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this is Paul's crdshb canceled by 3
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~F{4               @ m|M(bnc)|M(bnc)|M(bnc)      @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+1+2               @ m                           @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |fc|fc|grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+1+2               @ um                          @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <> grut|grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+2+3               @ m                           @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Two-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc~df+2{1           @ m,m|m,m|m,m|M->m                         @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc~df+2{2           @ m,l|m,L(nrml)|m,L(nrml)|m,L(nrml)        @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf+3~4              @ m,m|M->M(nrml)|M->M(nrml)|M->M(nrml)     @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d+4~2               @ l,m|L->m|L->m|L->m                       @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Three-Strings
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~F{3~4~~4          @ m,m,h|M->M->h|M->M->h|M->M->h               @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~F{3~4~~f+4        @ m,m,m|M->M->m|M->M->m|M->M->m               @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~F{3~4~~d+4        @ m,m,l|M->M->l|M->M->l|M->M->l               @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d~db~b{3~2{1        @ l,m,m|l,m,m|l,m,m|l,m,m                     @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d~db~b{3~2{2        @ l,m,l|l,m,L(nrml)|l,m,L(nrml)|l,m,L(nrml)   @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this 'nrml' launcher is unique in the fact that it is a low sweep 
    that launches and flips your opponent
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Five-String
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~2~3~~1~~2   @ h,h,m,m,m|H->H->m,m,m|H->H->m,m,m|H->H->m,M->m    @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Ten-String
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~2~3~~1~~4~~2~~1~~4~~2~~1   @ h,h,m,m,l,m,m,m,l,m|H->H->m,m,L->m,m,M->
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  L(nrml)->m|H->H->m,m,L->m,m,M->L(nrml)->m|H->H->m,m,L->m,m,M->L(nrml)->m
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                               @               <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Eleven-String
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~2~3~~2~~1~~2~~1~~4~~2~~1   @ h,h,m,h,h,h,h,h,l,m,m|H->H->m,h,h,h,h,h,
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  L->M->m|H->H->m,h,h,h,h,h,L->M->m|H->H->m,h,h,h,h,h,L->M->m
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                               @               <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  ~Throws:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+3_DF{1+3 [1]        @ T       @ rng1    @ 30      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2+4_DF{2+4 [2]        @ T       @ rng1    @ 30      @   grut <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~f+1+2 [1+2]         @ T       @ rng2    @ 35      @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  df+1+2                @ t       @ rng1    @ 40      @        <> grurs
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+2+3                 @ t       @ rng1    @ 35      @     bt <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p rst)any# [2]      @ t       @ rng1    @ 40      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p lst)any# [1]      @ T       @ rng1    @ 45      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p bt)any#           @ t       @ rng1    @ 50      @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # any throw, special or otherwise
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Multi-Throw:

  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (db+1+2_(run)press nothing) @ UM @ 5       @         <> grut
  | [rev]                                    @
  | [2~1](escape)                            @      fc <> fc
  | [1+2](alternate rev)                     @    grut <>
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->[1a](~~1~~2~~1      @ n/a  @ 5+5+5=15 @         <> grut
  |    | [2]                                 @         <> grut
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2a(~~1~~2)     @ n/a  @ 5+5=10   @         <> grut
  |    |      [2,1]                          @         <> grut
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2b(~~2~~1)     @ n/a  @ 5+5=10   @         <> grut
  |    |      [1,2]                          @         <> grut
  |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |     --->2c(1+2)        @ t    @ 25       @         <> grurs
  |           [1+2~2~2~2~2](escape_rev*)     @   grurs <>
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->[1b](~~2~~1~~2      @ n/a  @ 5+5+5=15 @         <> grut
  |    | [1]                                 @         <> grut
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2a(~~1~~2)     @ n/a  @ 5+5=10   @         <> grut
  |    |      [2,1]                          @         <> grut
  |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |    |--->2b(~~2~~1)     @ n/a  @ 5+5=10   @         <> grut
  |    |      [1,2]                          @         <> grut
  |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  |     --->2c(1+2)        @ t    @ 25       @         <> grurs
  |           [1+2~2~2~2~2](escape_rev*)     @   grurs <>
  |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  |--->1c(1+2)             @ t    @ 25       @         <> grurs
  |      [1+2~2~2~2~2](escape_rev)           @   grurs <>
  \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   --->1d(2~d+1~~1~4~1~1+2) @ t   @ 5+8+8+35=56 @      <> grdt
         [1]                                 @         <> grut
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Timing:
    (all except 1d) tap 1/2 during the tackle, then 2/1 as Paul's arm 
      comes down, then 1/2 as Paul's other arm comes down, and so on 
      until the input sequence is complete(1+2 utilizes the same timing 
      as the punches)
    (1d) press and hold D during the tackle, tap 2 as your opponent's 
      back hits the ground, then 1 as Paul's right arm comes down, then 1 
      again as Paul's left arm comes down, and then release D and tap 
      4~1~1+2 as Paul's left arm comes down for the second time
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    Buffering:
    (db+1+2.1+2) press db+1+2, release 2, tap 2 as your opponent's back 
      hits the ground
    (tackle.1~2~~1_2~1~~2 ~1+2) press and hold final punch(1_2), then tap 
      the other punch button
    (4~1~1+2) tap 4, press and hold 1, tap 2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    *Jin Kazama, King, Nina Williams and Paul Phoenix may reverse with 
     that input...other characters simply escape
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Counterattacks:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+1+3               @ rev
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+2+4               @ rev
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1~1~2~2             @ rev
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this is Paul's right punch reversal while tackled from TK2...tap 1 
  twice as your opponent tackles you, and then tap 2 twice as your 
  opponent draws his right arm back for the mounted punch
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  COMBINATIONS

  ~~Starters                                                   Followups~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc~df+2{2 - nrml                                                   d+4~2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~             ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  d~db~b{3~2{2 - nrml                                         d~db~b{3~2{2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  uf+4 - nrml                                               1.d~db~b+3~2{1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (grut)b~b+3+4.1 - flt
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~                        1.1.d~df~f+2
  (grut)f_b~~f+1+2.1 - flt
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  (grdt)3 - flt                                                 *ws4.d+4~2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    * you must dshf after the ws4 against type1_2_3 characters
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  STRATEGY

  ~Attacking
        One of the more powerful characters in the game, Paul has quite a 
  few moves that are very hard to see coming. Setting up for the d+4~2 is 
  quite easy and effective at lower-level play, but at the higher levels 
  it becomes a bit too risky. The d+4~2 is still an effective attack 
  against a recovering character, as is the d~df~f{2, but you'll get the 
  most use out of it when using it against opponents who are rolling 
  towards you, preferably from the grua_grdt positions. The d+1... 
  strings can be interrupted by standing jabs, but an effective custom 
  string is d+1~D.fc~df+2{1. This custom string is much safer than the 
  preselected strings, which should only be used when the d+1 is 
  guaranteed to connect on mjrc. The d+4~2 may be used to cancel his 
  crdshf(d~df~f) as a pretty mean mid-low guessing game between the d+4~2 
  and the d~df~F{2, but again it becomes too risky a move at higher-level 
  play(even within this effective mixup). The 1~2~3 portion of his 
  longest strings is a combo and is very effective because of the high 
  priority of the initial jab. His f+1+2 is a surprisingly useful move 
  when it comes to pressuring opponents because of its overall speed and 
  damage. The Japanese TK3 champions used a simple mixup between the 
  f+1+2 and the d+4~2 to beat the American competition. This strategy is, 
  in the author's opinion, a mediocre one, but when you consider the 
  mediocrity of the controllers(dual shock psx pads with the dual shock 
  turned on...shitty controls that shook, in other words), it was an 
  understandable strategy.
 
  ~Defending
        Paul's standing 4 is a flt combo starter if it connects on mjrc, 
  and is one of the better 4 flt starters in the game because of it high 
  priority and swift recovery, and can therefore be used with little risk 
  of reprisal. His standing 3 works quite well against opponents who are 
  jabbing you to death, as it has since TK2. He also has a reversal which 
  can be effective when used sparingly.

  ~Versus Paul
        Many Paul scrubs love to dish out the f~F{3~4~~3_f+3_d+3 and the 
  d+1~~2_4~2, and both of these preselected strings may be interrupted by 
  standing jabs(jab after the first two kicks in the former string, or 
  after the d+1 in the latter one). The d+4~2 is a very punishable move, 
  but you must make absolutely sure that you punish it to your fullest 
  ability each time you block it. Failing to punish the d+4~2 effectively 
  enough is more than enough reason for you to consistently lose to Paul 
  scrubs. The d~df~F{2 is another favorite among scrubs, and if you're 
  careful you'll be able to avoid it the vast majority of the time. When 
  you are hit by the d~df~F{2 and land in the grda position, you may 
  interrupt the attackers running attack(most Paul's choose to run after 
  landing the move) with a rising 3_4, or you may first stand up and then 
  attack with say a df+4 if you feel the Paul player will cancel the run 
  a little early in the hopes that you'll throw out that rising attack. 
  At higher-level play you can use the faster custom strings against Paul 
  with little to worry about in the way of reprisals. Just keep yourself 
  aware of his standing 4 and you should be able to poke Paul to death.



            __    ____       _ _        _ _ _____  ____
    \   /  /  \  /     |   |  |  |\  /|  |    |   /     |   |
     \ /  |    | \___  |___|  |  | \/ |  |    |   \___  |   |
      |   |    |     \ |   |  |  |    |  |    |       \ |   |
      |    \__/  ____/ |   | _|_ |    | _|_   |   ____/  \_/



  Special Notations

  ps        - Pogo Stick
  is        - Indian Style
  sbt       - Special Back Towards


  MANEUVERS

  ub        - backflip
  u+1+2     - ps
  d+3+4     - is(life regain)
  ss~3+4    - sbt


  ATTACKS



  ~~Special
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  fc~db~b+1           @ ul|ul|ul|ul                 @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  db+1                @ um|um|um|um                 @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d~df~f+1            @ um|um|um|um                 @ rng5
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <> fc
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move hits two times if 2p is airborne or standing at rng4(see 
      'Two-Strings')
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f+2                 @ m|M|M|M                     @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |bt|bt|bt
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~F{2               @ m|m|m|m                     @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |    |    |grdt
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (fc)df+3            @ l|L(flt)|L(flt)|L(flt)      @ rng3
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>     |grut|grut|grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f~F{4               @ m|m|m|m                     @ rng4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                        <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move causes a knockdown(2p grut) if it connects clean
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Special Position Attacks




  ~~Indian Style(is)

  MANEUVERS

  f     - spin and teleport behind opponent*
  b     - 
  ~~~   - life regain

    * 2p must be at rng1_2_3 for this to work: if 2p is out of range, then 
  you will just spin and rise


  ATTACKS
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4~3                @ m|M(hi)|M(hi)|M(hi)         @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                     bt <>     |grua|grua|grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  ~~Pogo Stick(ps)

  MANEUVERS

  f     - dshf
  F     - three dshf and return to normal stance
  d     - ps cancel into normal stance
  u     - hop up
  uf    - hop forward
  ub    - hop backward

    note that Yoshimitsu's maneuvers do not track while he is in ps, and 
  that his f and uf_u_ub maneuvers are 'area of effect' attacks

  ATTACKS

  ~Single
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4~3                 @ m|M(hi)|M(hi)|M(hi)         @ rng2
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                     bt <>     |grua|grua|grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  uf_u_ub             @ um                          @ rng4_rng0_rng-1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                     ps <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  f                   @ um                          @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                     ps <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Three-String
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  F                   @ um->um->um                  @ rng1
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                 normal <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  ~~Special Back Towards(sbt)

  MANEUVERS


  ATTACKS
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+4_2+3             @ uh(t)                       @ rng0
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                      @                 normal <>
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move takes life from your opponent and adds it to your life bar 
      unless 1+4~F_2+3~F is input, in which case the energy transfer is 
      reversed
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  ~Throws:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  1+3_DF{1+3 [1]        @ t       @ rng1    @ 30       @        <> grua
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2+4_DF{2+4 [2]        @ T       @ rng1    @ 30       @        <> gruls
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  d~db~b+1+2 [1+2]      @ T       @ rng1    @ 50       @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p rst)any# [2]      @ t       @ rng1    @ 15+25=40 @        <> grut
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p lst)any# [1]      @ T       @ rng1    @ 15+25=40 @        <> gruls
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  (2p bt)any#           @ t       @ rng1    @ 70       @        <> grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    # any throw, special or otherwise
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  ~Counterattacks:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  b+1+4                 @ REV(flt)
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    this move is a special 'area of effect' reversal that will connect if 
  your opponent is rushing in(run_dshf_crdshf) or if they attempt an 
  attack while at rng0
    if this move connects during the latter half of its animation, it 
  allows for a flt juggle
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  COMBINATIONS

  ~~Starters                                                   Followups~~
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                        B+1~1.B+1~1~1.uf+4
  df+2 - nrml                          ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                     1.B+1~1.B+1~1~1.f~F{4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  fc~df+3 - flt                                                  ws4.f~F{4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  *b+1+4 - flt                                               1.1.1.1.f~F{4
   ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    * must connect either late in the animation or against type4_5 
      characters to guarantee a followup
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



  STRATEGY

  ~Attacking


  ~Defending
        The b+1+4 is a very effective move when used at rng0 against an 
  opponent who is attempting virtually any attack or any other maneuver 
  that will move him into the area of effect. The df+2 is an effective 
  counter to standing jabs because Yoshimitsu ducks during this move and 
  is immune to may high attacks, including standing jabs. b+1+2.1_2_3_4 
  can also be used against jabbers, but the df+2 has a greater damage 
  potential across the board(it allows for the same juggles unless it 
  connects on mjrc, in which case it staggers your opponent) when used to 
  counter high attacks because the b+1+2.1_2_3_4 must connect late in its 
  animation to guarantee lotsa damage.


  ~Versus Yoshimitsu
        Be very careful when attacking Yoshimitsu with custom strings 
  because his df+2 and df+4 are two fast, easy and damaging moves which 
  he is likely to use quite a bit. Most of his unblockable attacks can be 
  countered quite easily(mainly with throws), and the others are fairly 
  difficult to set up for, so as long as you're keeping some pressure on 
  him, it is unlikely that you'll be sliced N diced to death.




  ~~~~~~HELP OUT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

        If anything is wrong, or if you have any insight(on any of the 
  information in THE FAQ), or have anything that you would like to see 
  added to this document, please e-mail me at dncbmw@hotmail.com(you will 
  be credited for any info used in the "Thanks" section, and I will 
  automatically e-mail newer versions of this FAQ to you). Without your 
  help, this document will never be complete, so be sure to inform me of 
  anything that you think might be beneficial.



          _______   _    _     ___     __    _   _   __   ____
         |__   __| | |  | |   / _ \   |  \  | | | | / /  / ___\
            | |    | |__| |  / /_\ \  | | \ | | | |/ /  | |___
            | |    |  __  | |  ___  | | |\ \| | |   /    \__  \
            | |    | |  | | | |   | | | | \ | | | |\ \  ____| |
            |_|    |_|  |_| |_|   |_| |_|  \__| |_| \_\ \____/


  ~~~~~~Thanks(from 'Tekken 3 FAQ supplement')~~~~~~~~~~~~~~~~~~~~~~~~~~~~

  Namco             for creating the Tekken series

  SurfBard          for making such a fine FAQ

  Chojin            for helping me get this FAQ on the web
                    for always reminding me of how great Tekken 3 is

  Yagyu             for his input on Lei Wulong(he contributed almost all 
                      of the Lei strategy)

  Kaiser            for pointing out erroneous moves in Law's 
                      "Counters/Reversals" section

  Sauer Kraut       for submitting delayable move-strings and other 
                      various techniques, and pointing out errors

  ShiangL           for submitting various juggle starters, juggle 
                      combos, fixes, and other miscellaneous input

  All the gamers    for offering me intelligent competition, and thus 
    at Acadiana       getting me where I am today
    Mall's arcade

  Visitors to the   for bringing various techniques to my attention
    rec.games.
    video.arcade
    newsgroup

  Visitors to the   for bringing various techniques to my attention
    late Tekken 
    Online Forum

  Visitors to the   for bringing various techniques to my attention
    Twisted Tekken 
    Message Board

  Visitors to the   yep, for bringing various techniques to my attention 
    Tekken 3 
    Message Board

  Visitors to the   guess
    late BMW's 
    Tekken 3 BBS

  The following     for making the following songs
    bands


  whispering things into my brain
  assuring me that I'm insane
                    - Metallica "Sanitarium"


  with time the child draws in
  this whipping boy done wrong
  deprived of all his thoughts
  the young man struggles on and on...
                    - Metallica "Thee Unforgiven"


  what have I become, my sweetest friend
  everyone I know
  goes away in the end
  you could have it all, my empire of dirt
  I will let you down
  I will make you hurt
                    - Nine Inch Nails "Hurt"


  I put my faith in God
  and my trust in you
  now there's nothing more f---ed up I could do
                    - Nine Inch Nails "Wish"


  step out the front door 
  like a ghost 
  into the fog 
  where no one notices the contrast of white on white
  and in between the moon and you 
  the angels get a better view
  of the crumbling difference between wrong and right
                    - Counting Crows "'Round Here"


  blast of silence explodes in my head
                    - White Zombie "Thunderkiss '65"


  good golly, miss molly
                    - (duh)


  ~~~~~~Thanks(THE FAQ)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


  Absolute0Cool     he was the first person to post Paul Phoenix's right 
                      punch reversal against a tackler

  Visitors to the  for bringing various techniques to my attention
    Tekken 3 Stuff 
    Message Index  url: tekkenstuff.hypermart.net/board/tk3bbs.pl

  Coors Brewery    for bringing recreational alcoholic consumption to us 
                     all, and therebye aiding me in the peaks and pitfalls 
                     of my life(making it better either way =)

  Tequila          my old buddy, how could I not list you in the THANKS 
                     section?

  THC              I smile every time I think of you(no shit ;)

  RJ Reynolds      for bringing the greatest cigarette(Camel Wides Lights) 
                     known by mankind to all Americans everywhere!!!


  The following    for making the following songs
    bands


  or are you unforgiven too
                    - Metalica "Unforgiven II"


  who do you pray to
                    - Sevendust "Prayer"


  I look in the mirror
  and I like what I see
                    - Sevendust "Black"


  bombs gonna fix it all soon
  bombs comin round to put it back the way it outta be
                    - Tool "damn can't rememba da name"


  du hast mich
                    - Rammstein "Du Hast"


  warem man sie nicht sehen kann
                    - Rammstein "Engel"


  WAAAAAAAAAHHH--SHOVE IT, SHOVE IT, SHOVE IT
                    - Deftones "My Own Summer"


  DEAD BODIES EVERYWHERE
                    - Korn "Dead Bodies Everywhere"


  and all the girlies say I'm pretty fly, for a white guy
                    - Offspring "Pretty Fly"


  how could one
  little street
  swallow so many lives
                    - Offspring "?"(Americana)



8<........................................................................>8
  cut along the dotted line heh

  INTERFACE:
  ~Controller:
   f  - Forward      b  - Back         u  - Up           d  - Down
   uf - Up-Forward   db - Down-Back    ub - Up-Back      df - Down-Forward
   n  - neutral(centered position)

   The capitol or lower case in joystick directions signifies the 
   difference between a tap in the given direction and a press and hold 
   in the given direction(ie u = tap Up while U = press and hold Up).

  ~Buttons:
   1 - left punch    2 - right punch   3 - left kick     4 - right kick

  TERM NOTATIONS(see 'Important Terms' for definitions of terms):
  ~Movement:
   ss      - Side Step           crwlkf  - CRouch WaLK Forward
   ssr     - Side Step Right     crwlkb  - CRouch WaLK Backward
   ssl     - Side Step Left      crdshf  - CRouch DaSH Forward
   wlkf    - WaLK Forward        crdshb  - CRouch DaSH Backward
   wlkb    - WaLK Backward       run     - RUN towards
   dshf    - DaSH Forward        ws      - While Standing
   dshb    - DaSH Backward       wc      - While Crouching

  ~Positioning(unless otherwise noted, character is considered to be 
    standing and facing his opponent):
    rng-1   - RaNGe -1(opponent must be rushing in)
    rng0    - RaNGe 0(directly against opponent)
    rng1    - RaNGe 1(within short throw(Nina 1+3) and jab(Nina 1) range)
    rng2    - RaNGe 2(kick(Nina 4) and long throw(Nina uf+1+2) range)
    rng3    - RaNGe 3(long attack(Nina: df+3) range)
    rng4    - RaNGe 4(longest standing attack(Nina: f~F{1+2) range)
    rng5    - RaNGe 5(short run attack(Law: f~f~F+3)range)
    rng6    - RaNGe 6(run range(f~f~F))
    bt      - character is showing his Back To(Towards) his opponent
    rst     - character is showing his Right Side To(Towards) his opponent
    lst     - character is showing his Left Side To(Towards) his opponent
    grut    - GRounded, face Up   feet Towards       opponent
    grua    - GRounded, face Up   feet Away from     opponent
    grdt    - GRounded, face Down feet Towards       opponent
    grda    - GRounded, face Down feet Away from     opponent
    grurs   - GRounded, face Up   Right Side towards opponent
    gruls   - GRounded, face Up   Left Side towards  opponent
    grdrs   - GRounded, face Down Right Side towards opponent
    grdls   - GRounded, face Down Left Side towards  opponent

  ~Attack Types:
  ~~Normal Attacks:
   h       - High attack         stgh    - STaGgering High
   m       - Mid attack          stgm    - STaGgering Mid
   l       - Low attack          stgl    - STaGgering Low
   s       - Special mid         stnh    - STuNning High
   uh      - Unblockable High    stnm    - STuNning Mid
   um      - Unblockable Mid     stnl    - STuNning Low
   ul      - Unblockable Low
   t       - normal Throw(all normal throws are uh attacks)

   capitol letter(s) in the above attack types signify a combo starter 
   and if the attack is a juggle starter it will be followed by a juggle 
   type(example: M would signify a mid-level combo starter such as 
   Kuma's F{1+2 which can be followed with 1+2 for a combo while M(hi)
   signifies a mid-level, high juggle starter such as Kuma's f~F{2)

  ~~Counterattacks:
   mjrc    - MaJoR Counter         mnrc    - MiNoR Counter
   rev     - REVersal              prev    - Punch-only REVersal
   krev    - Kick-only REVersal    lpry    - Low PaRrY
   lppry   - Low Punch PaRrY       lkpry   - Low Kick PaRrY
   hpry    - High PaRrY            hppry   - High Punch PaRrY
   hkpry   - High Kick PaRrY

  ~Juggle Types:
   nrml    - normal juggle       hi      - high juggle
   flt     - float juggle        bnc     - bounce juggle

  ~Okizeme Attacks:
        The difference between Okizeme attacks and normal attacks lies 
  within the different sizes of characters: some attacks will only 
  connect against the smaller characters under special circumstances
  (example: the average fc3 will connect at rng2 on Nina if she is grua, 
  but if she is grdt, it can only connect at rng0, if at all). It is for 
  this reason that I have divided the characters into four major types 
  based on their susceptibility to Okizeme attacks, explained below:

   type1   - smallest characters(Ling Xiaoyu and Nina Williams)
   type2   - average size(Bryan Fury, Eddy Gordo fully grounded, Forrest 
             Law, Hwoarang, Jin Kazama, Julia Chang, Lei Wulong, Mokujin 
             and Yoshimitsu)
   type3   - larger characters(Heihachi Mishima, King, Paul Phoenix and 
             Ogre I)
   type4   - larger characters(Gun-Jack, Kuma and Eddy Gordo in grounded 
             attack position)
   type5   - gargantuan(Ogre II)

  ~Special Stances:
  ~~Eddy Gordo                       ~~Kuma
    gp      - Grounded Position        sdp     - SitDown Position
    hp      - Handstand Position     ~~Lei Wulong  
  ~~Gun-Jack                           aop     - Art Of Phoenix
    sdp     - SitDown Position         drgn    - DRaGoN
  ~~Hwoarang                           drkn    - DRunKeN
    rff     - Right Foot Forward       snk     - SNaKe
    lff     - Left Foot Forward        tgr     - TiGeR
    rfl     - Right FLamingo           pnr     - PaNtheR
    lfl     - Left Flamingo            crn     - CRaNe
  ~~Yoshimitsu                       ~~Ling Xiaoyu
    is      - Indian Style             aop     - Art Of Phoenix stance
    ps      - Pogo Stick
    sbt     - Special Back Towards

  ~Other:
   1p      - 1st player(attacker)    ~       - immediately after
   2p      - 2nd player(defender)    ~~      - slight delay
   _       - 'or'                    ~~~     - long delay
   +       - at same time            {       - delayable(+_~_~~_~~~)
   ->      - signifies combos within strings(if prior, then next)
   [...]   - input needed to escape the move it is paired with