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    Tekken 3 Manual: Act 1 by tragic

    Version: r.06 | Updated: 01/01/70 | Printable Version | Search Guide | Bookmark Guide

    ==============================================================================
    = :::::: The Tekken 3 Manual ::::::::: ACT.1 :::::::::: Revision r.06 :::::: =
    ==============================================================================
        _________________________  __.____  __._________________    ________
        \__    ___|_   _____/    |/ _|    |/ _\_   _____/\      \   \_____  \ 
      The |    |   |    __)_|      < |      <  |    __)_ /   |   \    _(__  <
          |    |   |        \    |  \|    |  \ |        Y    |    \  /       \
          |____|  /_______  /____|__ \____|__ Y_______  |____|__  / /______Manual
                          \/        \/       \/       \/        \/         \/
                                  __    ___  ____   __
                                 /__\  / __)(_  _) /  )
                                /(__)\( (__   )(    )(
                               (__)(__)\___) (__)()(__)
    
    ==============================================================================
    = :::::::::::::: By Ben Cureton ::::::::: (tragic@tekken.net) :::::::::::::: =
    ==============================================================================
    
     |     ..........    This file MUST be viewed in a monospace typeface.    |
     |     1234567890       Please remember this before emailing me =P.       |
    
    This document looks super awesome when printed from an MS-DOS prompt using the
    generic text editor, edit.com. It can be viewed with Notepad and also Wordpad
    and still look great. Make sure "word-wrap" is off, and you are using a mono-
    spaced typeface... like "courier new". Print from edit.com for best results!!
    
    ==============================================================================
    = ::::::::::::::::::::::::::::::::: LEGAL :::::::::::::::::::::::::::::::::: =
    ==============================================================================
    
    This guide is for the Tekken 3 community. It is also meant to be free. You may
    distribute this guide at your leisure, so long as you leave the content intact
    and receive no monetary compensation for it. All text, strategies, and other
    non-official information contained in this guide regarding Tekken 3 and/or any
    of the Tekken 3 characters is (C)1997, 1998 Ben Cureton. Reproduction in whole
    or part without the express written permission of Ben Cureton is prohibited.
    
    Basically, you suck if this information ends up in your Faq/Guide/Magazine/Web
    Page. You know you didn't work for it. Just ask... you might get lucky... =P
    
    
     Tekken 3 and all characters are (C)1994 1995 1996 1997, 1998 Namco (R) Ltd.
                                 All rights reserved.
    
    ==============================================================================
    = ::::::::::::::::::::::::::: TABLE OF CONTENTS :::::::::::::::::::::::::::: =
    ==============================================================================
    
    LEGAL ----------------------------------------------------------------- LEGAL
    -
    TABLE OF CONTENTS ---------------------------------------------------- T.O.C.
    -
    BASE STORY OF TEKKEN 3 ------------------------------------------------ STORY
    -
    INTRODUCTION --------------------------------------------------------- INTRO.
    -
    CONVENTIONS ----------------------------------------------------- CONVENTIONS
     |
     `- Command
     `- Notation
     `- Comments
     `- Position
     `- Levels
    -
    SYSTEM --------------------------------------------------------------- SYSTEM
     |
     `- Movement --------------------------------------------------------- SYSTEM
     |   `- Walking
     |   `- Dashing
     |   `- Running
     |   `- Crouch Walking
     |   `- Crouch Dashing
     |   `- Rolling Dashing
     |   `- Swaying
     |   `- Side Stepping
     |   `- Jumping
     |   `- Backflip Evades
     |
     `- Gameplay Elements ------------------------------------------------ SYSTEM
     |   `- Damage
     |   `- Guarding
     |   `- Guard Damage
     |   `- Attack Ranges
     |   `- Throws
     |   `- Multi-Part Throws
     |   `- Escapes
     |   `- Reversals
     |   `- Parries
     |   `- Special Reversal/Parry Information
     |   `- Chickens
     |   `- Stuns
     |   `- Staggers
     |   `- Combos
     |   `- Buffering
     |   `- Counters
     |   `- Supercharger
     |
     `- Getting Up From The Ground --------------------------------------- SYSTEM
         `- Rise/Roll-Block
         `- Attack
         `- Roll/Attack
         `- Rising Information
         `- Special Rising Attacks
         `- Tech Rolls
         `- Lightning Kick
    -
    MOVES ----------------------------------------------------------------- MOVES
     |
     `- Jin Kazama
     `- Paul Phoenix
     `- Forest Law
     `- Lei Wulong
     `- King
     `- Nina Williams
     `- Yoshimitsu
     `- Ling Xiaoyu
     `- Hwoarang
     `- Eddy Gordo
     `- Kuma
     `- Julia Chang
     `- Gun Jack
     `- Mokujin
     `- Bryan Fury
     `- Heihachi Mishima
     `- Ogre & Ogre 2
     `- Anna Williams (PSX ONLY)
     `- Gon (PSX ONLY)
     `- Dr. Boskonovitch (PSX ONLY)
    -
    EXTRA STUFF ----------------------------------------------------- EXTRA STUFF
     `- Different Costumes
     `- ARCADE Secret Characters
     `- PSX Secret Characters
     `- PSX Secret Modes
     `- PSX Extra Secrets
    -
    PROFILES ----------------------------------------------------------- PROFILES
    -
    CREDITS ------------------------------------------------------------- CREDITS
    
    
    ==============================================================================
    = ::::::::::::::::::::::::: BASE STORY OF TEKKEN 3 ::::::::::::::::::::::::: =
    ==============================================================================
    
    The King of Iron Fist Tournament 2 draws to a close. Jun Kazama comes to the
    stunning realization that Kazuya's supernatural strength stems from Devil. But
    she cannot help being drawn to him, propelled by a mystic force beyond her
    control.
    
    Several days later, the final challenger arrives to face Kazuya, the organizer
    of the King of Iron Fist Tournament 2. In a reprise of the first Tekken
    Tournament, the father and son clash in a cursed blood battle.
    
    Eventually, Heihachi emerges scarred but victorious to regain control of the
    immense Mishima Conglomerate. Unaware of Devil's presence, Heihachi casts the
    lifeless Kazuya into a fiery volcano.
    
    As Kazuya's body burns, Devil appears before the pregnant Jun Kazama in a bid
    to enter the soul of the new life beating within her. But in a desperate
    struggle for the future of her child, Jun defeats Devil and retires to
    desolate Yakushima so as to raise Kazuya's son, Jin, alone.
    
    Having regained control of the Mishima Conglomerate, Heihachi sets about to
    further increase his powers. He embarks on a crusade to win the trust of world
    leaders by putting wars and conflicts to rest.  Using his immeasurable wealth,
    he forms Tekkenshu, a mercenary group employed to quell conflicts efficiently.
    He also takes strong interest in the well-being of developing nations by
    helping them build agricultural systems that will sustain them.
    
    Through Heihachi's efforts, the world appears to be regaining peace.
    
    Around fifteen years have passed, Jin Kazama is 15 years old now.
    
    Under Heihachi's orders, the Tekkenshu are excavating a Central American
    archeological site when they discover a mysterious life form.
    
    Heihachi orders the creature's capture, but loses contact with the Tekkenshu
    after a garbled radio message, "... they are all dead... Toshin
    (Fighting God)?!..."
    
    Upon arriving at the dig, Heihachi finds a field of corpses. Heihachi is
    wracked by sorrow, but also realizes "the power of the mysterious life form
    could be the key to my long dormant dream of world domination." To obtain
    Toshin, and moreover, the world, Heihachi tempts the fates once again...
    
    Within weeks, strange disappearances occur throughout the world. Persons of
    strong soul, masters of martial arts and other derivative fighting disciplines
    are reported missing... with no knowledge of their whereabouts.
    
    Jun Kazama instinctively picks up on the dark power encroaching on her life.
    
    She has no understanding of what it is, but senses that she has become a
    target. Accepting her destiny, she tells Jin everything she knows of their
    haunted past to prepare him for the fateful day she now feels is imminent.
    Among her instructions, one is for Jin to go to his grandfather Heihachi if
    anything happens to her.
    
    Her intuition proves right on a cold, stormy night. Toshin comes to the
    mountains bringing a chilling, swirling wind. "Run away!" cries Jun, Jin opts
    to face Toshin against his mother's pleas and is knocked unconscious.
    
    When Jin awakens, the house and everything around it is burned to the ground.
    Searching frantically for his mother she is nowhere to be found.
    
    Jun dies at Toshin's hands. Honoring her instructions, Jin goes to Heihachi
    and begs to be trained to exact revenge.
    
    Heihachi, hearing Jin's tale, is convinced that Toshin is after the souls of
    powerful fighters. To attract Toshin, Heihachi decides to host the King of
    Iron Fist Tournament 3.
    
    Four years later, on Jin Kazama's 19th birthday, the curtains rise for the
                            King of Iron Fist Tournament 3...
    
    
    ==============================================================================
    = :::::::::::::::::::::::::::::: INTRODUCTION :::::::::::::::::::::::::::::: =
    ==============================================================================
    
    Well, after months of hard work, The Tekken 3 Manual: ACT.1 is finally a
    reality. This is the first in a series of three guides created to make you a
    better player, no matter what your skill level. The idea for this series was
    sparked from reading the wonderful Japanese Gamest Mook books, and wishing
    there were something similar for American players. After looking around, I
    realized there was nothing, so I decided to go for it. What follows is the
    result of many months of hard work and research by not only myself, but a
    great team of Tekken 3 players and friends. Well, that's about it. Start
    reading, and remember this is new... and I am sure there are many corrections
    to be made. Feel free to send them to me via, e-mail. Have fun!!!
    
    The Tekken 3 Manual: Act.1 now includes Playstation information, covering all
    new characters, and secrets. Be sure to check out www.tekken.net too!!!
    
    
    ==============================================================================
    = :::::::::::::::::::::::::::::: CONVENTIONS ::::::::::::::::::::::::::::::: =
    ==============================================================================
    
    -Command-
    
    f -  tap forward        F -  hold forward
    b -  tap back           B -  hold back
    u -  tap up             U -  hold up
    d -  tap down           D -  hold down
    
    d/f - tap down+forward  D/F - hold down+forward
    d/b - tap down+back     D/B - hold down+back
    u/f - tap up+forward    U/F - hold up+forward
    u/b - tap up+back       U/B - hold up+back
    
    QCF - quarter circle forward (d,d/f,f)
    QCB - quarter circle back    (d,d/b,b)
    HCF - half circle forward    (b,d/b,d,d/f,f)
    HCB - half circle back       (f,d/f,d,d/b,b)
    
     left punch = 1  (O) (O)  2 = right punch
    
      left kick = 3  (O) (O)  4 = right kick
    
    
    -Notation-
    
    FC    - full crouch (must be in full crouching animation)
    N     - neutral (no direction pressed on the joystick)
    WS    - while rising from a crouch
    SS    - side step
    +     - do moves on either side of + together
    ~     - immediately followed by...
    [ _ ] - you have a choice of which way to continue the move
    =     - next part of sequence
    -     - N/A
    BK    - back towards opponent
    ANY   - any button
    ALL   - 1+2+3+4
    @     - guard point in string, hit can be blocked if previous hit connected
    ( )   - F on joystick results in damage contained in parentheses
    ( *)  - damage next to * signifies "on clean hit" (deep hit)
    <     - moves on either side of < can be slightly delayed
    
    
    -Comments-
    
    BK  - this move recovers with back towards opponent
    JG  - this move, or one of the moves in the string, juggles opponent
    RC  - recovers crouching (you may go into any WS after indicated move)
    BN  - this move bounce juggles your opponent off the ground
    OB  - if unguarded against, this move forces opponents back towards you
    OS  - if unguarded against, this move forces opponents side towards you
    DY  - this move damages your character
    DS  - Double Over Stun (opponent clutches stomach and falls over)
    KS  - Drop Knee Stun (if opponent is hit with move, they drop to one knee)
           (if opponent is counterhit with move, they fall into SLD)
           (move creates guard stun (GS) if guarded correctly)
    GS  - Guard Stun (opponents guard is broken for a short time)
    CS  - Crumple Stun (opponent crumples over when hit)
    SG  - Stagger (opponent is staggered backwards)
    TS  - Turn Stun (move turns opponent sideways if guarded correctly) 
    CH  - move must be a counter hit
    
    # - "see note # below"
    c - modifies a Comment, means "on counterhit", ex. JGc "juggles on counterhit"
    
    
    -Position-
    
    PLD  - Play Dead (on ground, face up, feet away from opponent)
    SLD  - Slide (on ground, face down, feet away opponent)
    FCD  - Face Down (on ground, face down, feet towards from opponent)
    KND  - Knockdown (on ground, face up, feet towards from opponent)
    
    
    -Levels-
    
    l  - move hits low range                       (D/B to block)
    m  - move hits mid range                       (B to block)
    h  - move hits high range                      (B to block / D/B crouch under)
    L  - move hits low range and downed opponents  (D/B to block)
    M  - move hits mid range and downed opponents  (B to block)
    H  - move hits high range and downed opponents (B to block / D/B crouch under)
    Sm - move hits special mid range               (B or D/B to block)
    ! - move is unblockable
    {!} - move is unblockable and hits downed opponents
    
    
    ==============================================================================
    = ::::::::::::::::::::::::::::::::: SYSTEM ::::::::::::::::::::::::::::::::: =
    ==============================================================================
               _____________.___. _____________________________  _____
              /   _____|__  |   |/   _____|__    ___|_   _____/ /     \
              \_____  \ /   |   |\_____  \  |    |   |    __)_ /  \ /  \
              /        \\____   |/        \ |    |   |        Y    Y    \
             /_______  // ______/_______  / |____|  /_______  |____|__  /
                     \/ \/              \/                  \/        \/
    
    ==============================================================================
    = ::::::::::::::::::::::::::::::::: SYSTEM ::::::::::::::::::::::::::::::::: =
    ==============================================================================
    
    The System section is basically designed to teach players how the Tekken 3
    engine (system) works. Whether you are an advanced player, or just starting
    out, I'm sure there is something in here for you. Take your time getting
    accustomed to each of the various gameplay options, in the long run it will
    surely pay off.
    
    Many times during this guide you will see the term "frames". The word "frames"
    refers to frames of animation. Tekken 3 runs at a smooth 60 frames per second
    (fps) and all references to "frames" refers to the number of frames it takes
    for a particular move to execute/recover.
    
    ==============================================================================
    = :: Movement :::::::::::::::::::::::::::::::::::::::::::::::::::: SYSTEM :: =
    ==============================================================================
    
    In order to be able to successfully attack and defend against your opponent,
    you need to know how to move around in order to gain the initiative. Moving
    around in Tekken 3 is used to position yourself to attack and/or defend. Each
    of the different movement options has its own special uses and you should
    definitely be familiar with each of them before you try anything tricky.
    
    
    -Walking-
    
    This is the most basic of all movement options. Walking is also the least
    effective. Walking can be useful to move slight distances when it's important
    to move only a small amount, such as in combos.
    
    
    -Dashing-
    
    Dashing is definitely the most common way to get around in Tekken 3. Dashing
    can be performed either forwards or backwards, and is done by quickly tapping
    the controller twice in the direction you wish to travel. Since dashing is
    faster than walking, covering 4.5 steps at once, it's the obvious choice to
    get around. Often players find themselves being struck during or after a
    backdash is fully complete. This is because you are unable to block during the
    backdash, and for 60 frames after it has been fully completed. However, during
    a backdash, you can attack or sidestep cancel.
    
    
    -Running-
    
    Running is one of the most misunderstood aspects of Tekken 3 movement. First
    of all, running is the quickest way to cover large distances. Depending on how
    long your character runs for, different options are available to them. After
    running for between 11 and 18 steps, every character will tackle their
    opponent to the ground. From the 12th step on, characters with slides and
    cross chops will be able to perform them. From the 18th until the run ends,
    all characters will perform the unblockable shoulder ram. The entire run
    animation ends at the 22nd step. The numbers in the grid below represent steps
    traveled.
                                      .
     _________________________________|\
    |   |    |  |    |           |      \
    | 6 | 11 |12| 18 |   18-22   |       ' Run ends at 22nd step
    |___|____|__|____|___________|____  /
      |    |   |   |       |          |/
      |    |    \  |       |          `
      |    |     \/        `- (between 18-22 steps) will perform shoulder ram
      |    |_____/\  
      |    |       `- (12 steps on) can perform slide/cross chop
      |    |
      |    `- (between 11-18 steps) will perform tackle
      |
      `- (6 steps) begin running
    
    Slides are performed by running for at least 12 steps, then pressing right
    kick (4). Slides hit low and connect with downed opponents. The characters
    that cannot perform slides are: King/Yoshimitsu/Gon.
    
    Flying Cross Chops are performed by running for as least 12 steps, then
    pressing both punches (1+2). Flying cross chops hit mid and cause guard stun.
    
    
    -Crouch Walking-
    
    Crouch walking is a universal feature and is great for getting right up in an
    opponent's face when you expect a standing throw or high attack attempt.
    Crouch walking is performed by holding down/forward (D/F) on the controller.
    
    
    -Crouch Dashing-
    
    Crouch dashing is an alternate form of dashing which can actually avoid many
    high attacks. A crouch dash is a special advancement maneuver which begins
    high, moves you towards your opponent, and recovers in a crouch. Characters
    which can perform a crouch dash are: Jin/King/Hwoarang/Heihachi. To perform a
    crouch dash, tap forward on the controller, return the joystick to neutral,
    then roll the controller from down to down/forward: f,N,d,D/F. Holding back on
    the controller will cancel the crouch dash.
    
    Law has his own unique way to crouch dash. First he must be in a full crouch,
    then you must roll the controller to down/forward, back to down, then back to
    down/forward, which you must hold for a split second. I'm sure this sounds
    tricky. This is how it looks in standard conventions: FC,d/f,d,D/F.
    
    
    -Rolling Dashing-
    
    Rolling dashing is very much like crouch dashing, except that rolling dashes
    recover high. Characters will a rolling dash are: Paul/Nina/Bryan/Heihachi/
    and Anna. To perform a rolling dash, roll the controller from down to forward:
    QCF, or d,d/f,f.
    
    
    -Swaying-
    
    Swaying is basically a backwards crouch dash, and can only be performed by:
    Paul/Nina/Bryan. To perform a sway, roll the controller from down to back:
    QCB, or d,d/b,b. A special bonus of Nina's sway is the fact that it
    auto-blocks low for you.
    
    
    -Side Stepping-
    
    Sidestepping is basically a new feature for Tekken 3, since not everyone had a
    sidestep in Tekken 2. Sidestepping is used to avoid attacks, as well as for
    confusing opponents. To perform a sidestep, tap up or down on the controller
    and return the stick to neutral. Sidesteps are best used when in close as you
    will have a better chance of getting to your opponent's side for a side throw.
    The distance characters travel during their sidestep differs. About halfway
    through a sidestep, you can cut it short by pressing any button or joystick
    motion. By doing this, you will immediately perform the attack or direction
    you input. Every character can also sidestep while their back is turned (BK).
    This is performed the same way as a normal sidestep. The back-turned sidestep
    is quick and doesn't cover as much distance as a normal sidestep. It will also
    turn your character back around to face your opponent, except Ling who remains
    standing with her back turned. The particular sidestep frame information is
    listed below.
    
    Normal Sidestep Information
                                        .
     ___________________________________|\
    | |      |        |            |      \
    |1|  11  |   17   |    25-40   |       ' 40 frames for a full Sidestep
    |_|______|________|____________|____  /
     |    |       |          |          |/
     |    |       |          |          `
     |    |       |          `- advantage point of SS
     |    |       |
     |    |       `- SS can be canceled from this point on
     |    |
     |    `- frames in which you cannot block
     |
     `- frames to initiate
    
    
    Back Turned (BK) Sidestep Information
                                    .
     _______________________________|\
    | |     |        |         |      \
    |1|  9  |  9-16  |  16-22  |       ' 22 frames for a full BK Sidestep
    |_|_____|________|_________|____  /
     |   |       |        |         |/
     |   |       |        |         `
     |   |       |        `- can input moves
     |   |       |
     |   |       `- considered turning around (no longer BK)
     |   |
     |   `- considered back turned to this point
     |
     `- frames to initiate
    
    
    -Jumping-
    
    There are two types of jumping in Tekken 3: Hopping and Leaping. A hop is a
    short jump which is performed by tapping the controller up/back, up, or
    up/forward and holding for a split second. Hops are great for jumping over low
    attacks and jumping over downed opponents. A leap is a larger jump which is
    performed by holding up/back, up, or up/forward. While in a leap, each
    character can perform a jump-stun by pressing left kick (3) as they begin to
    descend from their leap. If the kick is unguarded, your opponent will become
    double over stunned (DS). After landing from a Leap, characters can perform
    any WS attack.
    
    
    -Backflip Evades-
    
    A backflip evade is a character-specific maneuver which allows a character to
    handspring backwards away from an opponent. The characters that can perform a
    backflip evade are: Nina/Yoshimitsu/Ling/Eddy/Anna. A backflip evade is
    executed by rolling the stick from up to up/back: u,u/b. The advantages of a
    backflip evade are very decent. First of all, you cannot be thrown out of a
    backflip evade. They also cover more distance than a basic backdash. The main
    problem of backflip evades is that you are vulnerable during the entire
    execution time.
    
    
    ==============================================================================
    = :: Gameplay Elements ::::::::::::::::::::::::::::::::::::::::::: SYSTEM :: =
    ==============================================================================
    
    -Damage-
    
    Damage in Tekken 3 is based on a points system. Throughout this guide you will
    see numbers referring to "damage". This simply refers to the amount of energy
    a particular move will take from your opponent's energy bar. Typical settings
    in the arcade give a 110-point energy bar during 1player mode and a 140-point
    energy bar in 2player mode. These numbers might be different in your arcade if
    the settings have been adjusted. Even if the settings have been changed in
    your arcade, the points inflicted by a move will always remain constant. The
    only exception to this is if the move hits on a counter hit of any kind. This
    will actually make the move do more damage than is actually listed in this
    guide.
    
    
    -Guarding-
    
    Guarding is the single most important element of Tekken 3. Without being able
    to successfully defend against your opponent's attacks, you have no chance of
    surviving long enough to damage them. The two basic forms of guarding are:
    Neutral/Active guarding. They are as follows:
    
    Neutral guarding is a relatively straightforward procedure. To defend against
    high and mid attacks, leave the joystick neutral. To defend against low
    attacks, hold down. The problem with neutral guarding is that is it is not a
    certainty. After many guard-breaking attacks and/or hits chained onto moves
    which have already connected, leaving the joystick neutral will not guard. The
    way around this is active guarding. It is important to know that this is a dip
    switch setting within the Tekken 3 options menu, and in some arcades it might
    be turned off.
    
    Active guarding is most used by the majority of top level players. To defend
    against high and mid attacks, hold back on the joystick. To defend against low
    attacks, hold back/down simultaneously. This technique is much more effective
    against strings of attacks, and is highly recommended by top level players.
    
    
    -Guard Damage-
    
    Guard damage is a term which refers to damage which is actually inflicted when
    an opponent guards certain attacks. It is important to know that this is a dip
    switch setting within the Tekken 3 options menu, and in some arcades it might
    be turned on. This means that every attack that is guarded against will do a
    small amount of damage. By default, guard damage is turned off.
    
    
    -Attack Ranges-
    
    Knowing when and where to strike is a major aspect of Tekken 3 success. There
    are 4 basic hit ranges: High (h); Mid (m); Low (l); and Special Mid (Sm). To
    guard against high/mid attacks, hold back on the joystick (unless you prefer
    to use neutral guard). To guard against low attacks, hold down/back on the
    joystick (unless you prefer to use neutral guard, in which case you just hold
    down). To guard against special mid attacks, you may hold either back or
    down/back on the joystick (unless you prefer to use neutral guard, in which
    case you would do nothing).
    
    There are 4 advanced hit ranges: High Throw; Crouch Throw; Ground Attack; and
    Unblockable. High throws only connect with standing opponents. Crouch throws
    only connect with crouching opponents. A very select few throws in Tekken 3
    are actually catch throws. This means, besides being throws, they actually
    have hit ranges as well. The advantage to this is, if you guard a catch throw
    wrong, but the actual throw doesn't grab you, it still can do damage to you
    like a special attack would. Ground attacks hit opponents on the ground and
    are signified throughout this guide by way of capital letters (ex. H,M,L). A
    capitol letter as a hit range signifies that the indicated attack will hit a
    downed opponent. Unblockable attacks cannot be guarded against by simply
    holding back or down/back on the joystick (unless otherwise noted). To guard
    against unblockable attacks, either get out of range, sidestep the attack,
    stop the attack before it executes completely, or you can choose to use an
    attack reversal/parry. 
    
    
    -Throws-
    
    Throws are moves which, after intiated, do a considerable amount of damage to
    your opponent. The best thing about throws is the that they are very quick
    ways do deal damage. Also, most throws are easier to execute than combos. To
    perform a basic throw with any character, simultaneously press either left
    punch and left kick or right punch and right kick (1+3 or 2+4). Even though
    the motion to perform basic throws is the same for each character, the actual
    throw performed, as well as the damage, differs depending on which character
    you are using.
    
    Special throws are similar to basic throws except they require specific
    joystick and button combinations to perform. On the whole, special throws
    inflict more damage that basic throws. This is not always the case, but
    generally, special throws are more rewarding than basic throws.
    
    Side throws are performed exactly like basic throws (1+3 or 2+4) except they
    only take effect when you grab an opponent from the side. Most sidethrows also
    inflict more damage than basic throws, and they also have great animations.
    
    Back throws are performed exactly like basic and side throws (1+3 or 2+4)
    except they only take effect when you grab an opponent from behind. Back
    throws generally do more damage than any other form of throw, and once
    initiated, they cannot be escaped.
    
    Every character can perform a throw while in back-turned (BK) position by
    simultaneously pressing either left punch and left kick or right punch and
    right kick (1+3 or 2+4). For a back-turned throw, characters will turn around
    and attempt to grab their opponent. If they whiff the throw-attempt, they
    remain facing forward. Lei/Ling will turn back around into back-turned
    position after a whiffed back turned throw attempt.
    
    
    -Multi-Part Throws-
    
    Multi-Part throws, also known as link throws, are throws which have an initial
    grab, followed by one or more continuations. Multi-part throws take special
    timing to perform and often take a lot of practice. Most of the major damage
    multi-part throws can be escaped to avoid excess damage.
    
    
    -Escapes-
    
    Escapes are maneuvers which can evade taking damage, even after certain
    attacks have been initiated. Every throw/multi-throw can be escaped except the
    Ogres' Waning Moon (d/f,d/f+2+4) and certain links within multi-throws. All
    throw escapes will be listed in the character's throw section.
    
    Tackle escapes are the most complex of all escapes. Depending on whether your
    opponent uses a punch series, an arm bar/leg hold, or both, you must use the
    correct escape. You also have escape options as you are being tackled. All
    tackle escape information is listed below. Yoshi's Sword cut and Gun Jack's
    Face Bash cannot be escaped after a tackle.
    
     ________       __________________________      ______________________
    | During |     |  Punch Series  | Escapes |    |    Armbar Escapes    |
    |_Tackle_|     |________________|1st_|_4th|    |______________________|
    |   2+4  |     | if: 1,2,1,2,1  |  2 |  1 |    |Everyone|  1+2,2,2,2  |
    |____*1__|     |________________|____|____|    |________|_____________|
                   | if: 1,2,1,1,2  |  2 |  2 |    | J/P/N/K| 1+2,2,2,2,2 |
     ________      |________________|____|____|    |________|______*3_____|
    | During |     | if: 2,1,2,1,2  |  1 |  2 |     ______________________
    |Takedown|     |________________|____|____|    |   Leg Hold Escapes   |
    |  b+1+2 |     | if: 2,1,2,2,1  |  1 |  1 |    |______________________|
    |____*2__|     |________________|____|____|    |Everyone| 1+2,1,1,1,1 |
                                                   |________|_____________|
    (*1: must be input during tackle animation)    |   N/K  |1+2,1,1,1,1,1|
    (*2: must be input as character hits ground)   |________|______*4_____|
    (*3: will damage character after escape)
    (*4: will damage character after escape)
    J=Jin P=Paul N=Nina K=King
    
    
    -Reversals-
    
    Attack reversals are character-specific maneuvers which grab an opponent's
    outstretched limbs, then do damage depending on which move was reversed. The
    characters with attack reversals are: Nina/Jin/Paul/King/Law/Anna. Out of
    these characters, only Nina/Jin/Paul/Anna can reverse both high/mid kicks and
    high/mid punches. King can only reverse high/mid kicks and the special
    Lightning Kick. Law can only reverse high/mid punches.
    
    Heihachi has a special right-kick-only reversal which will automatically
    reverse any right kick that hits Heihachi on major counter (MC).
    
    Ogre's God Reversal high attack reversal has no whiff animation. You must
    perform the reversal motion right as an attack is about to make contact with
    your character.
    
    Ogre 2's Deadly Revenge mid/low punch reversal has no whiff animation. You
    must first be in a full crouch, then as a mid/low punch is about to hit you,
    roll the stick from the full crouch to down/forward.
    
    Reversal specific damage/input time/recovery information is listed below.
    
    Jin/Paul/Nina/Anna: High/Mid Reversal
    (b+1+3 or b+2+4)
    Active between the 2nd-10th frames
    26 frames of recovery (if whiffed)
    38 frames of execution (if whiffed)
    
    King: High/Mid Kick Reversal
    (b+1+3 or b+2+4)
    Active between the 2nd-14th frames
    22 frames of recovery (if whiffed)
    36 frames of execution (if whiffed)
    
    Law: Tricky Step High/Mid Punch Reversal
    (b+1+2)
    Active between the 5th-20th frames
    Recovers in the Tricky Step (if whiffed)
    
    
    -Parries-
    
    Parries are character-specific maneuvers which knock/push an opponent's attack
    to the side, giving the character performing the parry an advantage. There are
    two different types of parries: High/Mid Parries; and low parries. Characters
    with the High/Mid Parry are: Law/Ling/Lei. Characters with the Low Parry are:
    Nina/King/Yoshimitsu/Bryan/Julia/Lei/Law/Ling/Hwoarang. A high/mid parry gives
    a 7-frame advantage. A low parry against a low punch gives a 14-frame
    advantage. A low parry against a low kick is the best possible parry situation
    as it gives a 26-frame advantage.
    
    Law/Ling: High Parry
    (Law: b+1+3 or b+2+4, Ling: 1+4)
    Active between the 2nd-11th frames
    24 frames of recovery (if whiffed)
    35 frames of execution (if whiffed)
    
    Law/Nina/Lei/King/Yoshi/Ling/Hwoarang/Julia/Bryan: Low Parry
    (Law/Nina/Lei/Yoshi/Hwoarang/Julia/Bryan: d+1+3 or d+2+4)
    (King: d+1+4 or d+2+3)
    (Ling: d+1+4)
    Active between the 2nd-14th frames
    2 frames of recovery (if whiffed)
    16 frames of execution (if whiffed)
    
    Lei: Drunken Stance High/Mid Punch Parry
    (f+3+4)
    Active between the 5th-25th frames*
    Recovers in Drunken Stance (DRN)
    (*: the active time becomes reactive again during the Drunken Stance. also
        permanently active against high punches)(need to confirm)
    
    
    -Special Reversal/Parry Information-
    
    Within Tekken 3, there are numerous reversal and parry tricks that you should
    be aware of. There are also special options available to specific characters
    during certain matches. Each of them are listed below:
    
    As a special High/Mid punch reversal and High/Mid punch parry option, the
    characters with high/mid punch reversals and high/mid punch parries can
    actually reverse/parry a tackle attempt. This works for either running tackles
    or character specific tackles.
    
    As a bonus, maybe even a bug/glitch, King's kick reversal can actually grab
    lightning kicks.
    
    Law and Lei have a special Reversal/Parry option available against Nina/Anna
    only. If Nina/Anna attempts her Neck Throw (u/f+1+2), Law can Tricky Step
    Reversal, and Lei can Drunken Stance Parry.
    
    As a special low parry option, the characters with low parries can actually
    parry low rising kicks and lightning kicks. The characters with this ability
    are: Law/Nina/Lei/King/Yoshi/Ling/Hwoarang/Julia/Bryan.
    
    Heihachi's Headbutt Carnival can only be performed on certain characters, but
    as a bonus, those characters, Jin/Paul/Lei/Kuma/Heihachi, can actually reverse
    the throw with both punches (1+2) and headbutt Heihachi back. This can be
    continued until one character loses all their energy.
    
    If Nina performs her Single Slap (b+2) or Double Slap (b+2,2) and the first
    slap connects, any female character can slap her back by simply pressing right
    punch (2). This can continue until one character loses all their energy. This
    slap reversal also works with Mokujin, and have a female character's moves.
    
    
    Certain attacks or certain hits within attacks cannot be reversed or parried.
    A complete listing of irreversable/unparriable moves is below:
    
    X = character cannot reverse move
    O = character can reverse move
    - = non applicable
    1st / 2nd / 3rd = moves in series which cannot be reversed
    If no move is indicated, all hits of move cannot be reversed
    
    Jin Kazama
    | Move Name:            | Command:        | Jin | Paul |Nin/An| King |Comment|
    | Three Ring Circus-High| 1+4,2,4         |  X  |   X  |   X  |   X  |  1st  |
    | Three Ring Circus-Low | 1+4,2,d+4       |  X  |   X  |   X  |   X  |  1st  |
    | Laser Cannon          | b,f+2<1<2       |  X  |   X  |   X  |   -  |  2nd  |
    | Laser Scraper         | b,f+2<1<d+2     |  X  |   X  |   X  |   -  |  2nd  |
    | Knee                  | f+4             |  X  |   X  |   X  |   X  |       |
    | Slash Kick            | f,f,f+3         |  X  |   X  |   X  |   X  |       |
    | Demon Scissors        | 4~3             |  O  |   O  |   O  |   X  |       |
    | Force Block           | b+1+2           |  X  |   X  |   X  |   -  |       |
    
    Paul Phoenix
    | Move Name:            | Command:        | Jin | Paul |Nin/An| King |Comment|
    | Flash Elbow           | f,f+2           |  X  |   X  |   X  |   -  |       |
    | Thruster              | QCF+1           |  X  |   X  |   X  |   -  |       |
    | Falling Leaf          | d+4,2           |  X  |   X  |   X  |   -  |  2nd  |
    | Hammer-Falling Leaf   | d+1,4,2         |  X  |   X  |   X  |   -  |  3rd  |
    | Jaw Breaker           | FC,d/f+2        |  X  |   X  |   X  |   -  |       |
    | Gut Buster            | FC,d/f+2<1      |  X  |   X  |   X  |   -  |  1st  |
    | Stone Breaker         | FC,d/f+2<2      |  X  |   X  |   X  |   -  |  1st  |
    | Rolling Kick          | f,f+4           |  O  |   O  |   O  |   X  |       |
    | Shoulder Ram          | f+1+4           |  X  |   X  |   X  |   X  |       |
    | Sway-Phoenix Rush     | QCB,N+3,2<1     |  X  |   X  |   X  |   -  |  2nd  |
    | Sway-Stone Break Rush | QCB,N+3,2<2     |  X  |   X  |   X  |   -  |  2nd  |
    
    Forest Law
    | Move Name:            | Command:        | Jin | Paul |Nin/An| King |Comment|
    | Rave War Attack       | f+2<2<2         |  X  |   X  |   X  |   -  |  2nd  |
    | Dragon Whip           | d/b+2           |  X  |   X  |   X  |   -  |       |
    | Elbow Spring Kick     | d/b+2,4         |  X  |   X  |   X  |   X  |       |
    | Frogman               | d+3+4           |  X  |   X  |   X  |   X  |  1st  |
    | Rainbow Kick          | FC,U/F+3+4      |  X  |   X  |   X  |   X  |       |
    
    Lei Wulong
    | Move Name:            | Command:        | Jin | Paul |Nin/An| King |Comment|
    | Cannonball            | b+1+2           |  X  |   X  |   X  |   -  |       |
    | Spiral Upper          | 1+2,2           |  X  |   X  |   X  |   -  |  2nd  |
    | Tornado Kick          | 3~4             |  X  |   X  |   X  |   X  |       |
    | Tornado Kick Evade    | F+3~4           |  X  |   X  |   X  |   X  |       |
    | Slash Kick            | f,f,f+3         |  X  |   X  |   X  |   X  |       |
    | Spinning Back Blow    | BK 1            |  X  |   X  |   X  |   -  |       |
    | Back Flip Flop        | BK 3+4,3+4,3+4  |  X  |   X  |   X  |   X  |       |
    | Phoenix Strike        | PHS,4           |  X  |   X  |   X  |   X  |       |
    
    King
    | Move Name:            | Command:        | Jin | Paul |Nin/An| King |Comment|
    | Exploder              | [3+4_f,f+3+4]   |  X  |   X  |   X  |   X  |       |
    | Running Exploder      | f,f,f+3+4       |  X  |   X  |   X  |   X  |       |
    | Elbow Drop            | [u/b_u_u/f]+2+4 |  X  |   X  |   X  |   -  |       |
    | Lay Off               | f,f+1+2         |  X  |   X  |   X  |   -  |       |
    | Moonsault             | 1+4             |  X  |   X  |   X  |   X  |       |
    | Jaguar Lariat         | f+1+2           |  O  |   X  |   O  |   -  |       |
    | Mini Elbow Drop       | d+1+2           |  X  |   X  |   X  |   -  |       |
    | Frankensteiner        | d/f+3+4         |  O  |   O  |   O  |   X  |       |
    | Axel Twist            | 1+2             |  X  |   X  |   X  |   -  |       |
    | Axel Spinner          | 1+2<1           |  X  |   X  |   X  |   -  |       |
    | Push Block            | f,f,N+1+2       |  X  |   X  |   X  |   -  |       |
    | Shoulder Ram          | f+2+3           |  X  |   X  |   X  |   X  |       |
    | Boomerang             | SS+3+4          |  X  |   X  |   X  |   X  |       |
    | Low Punch-Quick Upper | d+1,N+2         |  X  |   X  |   X  |   -  |  1st  |
    
    Nina Williams
    | Move Name:            | Command:        | Jin | Paul |Nin/An| King |Comment|
    | Left B-hand Body Blow | b+1             |  X  |   X  |   X  |   -  |       |
    | Running Jump Kick     | f,f,f+3         |  O  |   O  |   O  |   X  |       |
    | Evil Mist             | QCF,D/B+2+3     |  X  |   X  |   X  |   -  |       |
    
    Yoshimitsu
    | Move Name:            | Command:        | Jin | Paul |Nin/An| King |Comment|
    | Dive Bomb             | f,f+1+2         |  X  |   X  |   X  |   -  |       |
    | Shark Attack Starter  | f,f+3+4         |  X  |   X  |   X  |   X  |       |
    | Shark Attack Follow-Up|   = 1+2         |  X  |   X  |   X  |   -  |       |
    | Knee Bash             | f,f+4           |  X  |   X  |   X  |   X  |       |
    | Ninja Blade Rush      | f,f+2           |  X  |   X  |   X  |   -  |       |
    | Poison Wind           | u/f+3+4         |  X  |   X  |   X  |   X  |       |
    | Backhand Followup     |   = b+1         |  X  |   X  |   X  |   -  |       |
    | Poison Typhoon        |     = 3+4       |  X  |   X  |   X  |   X  |       |
    | Poison Hurricane      |     = 4         |  X  |   X  |   X  |   X  |       |
    | Sword Slice Extension |     = d/b       |  O  |   X  |   O  |   -  |       |
    | Reverse Helicopter    | U/F+1+2,B       |  X  |   X  |   X  |   -  |       |
    | Sword Slice           | d/b+1           |  O  |   X  |   O  |   -  |       |
    | Delay Sword Slice     | d/b+1,N,D/B     |  O  |   X  |   O  |   -  |       |
    | Sword Sweep           | FC,d/b,b+1      |  X  |   X  |   X  |   -  |       |
    | Wood Chopper          | f,f+3,1         |  X  |   X  |   X  |   -  |  2nd  |
    | Sword Pogo            | u+1+2           |  X  |   X  |   X  |   -  |       |
    |   = Pogo Rush         | [b,b_f,f]       |  X  |   X  |   X  |   -  |       |
    |   = Pogo Hop          | [u/b_u_u/f]     |  X  |   X  |   X  |   -  |       |
    | Dive Bomb             | f,f+1+2         |  X  |   X  |   X  |   -  |       |
    | Sword Counter         | B+1+4           |  X  |   X  |   X  |   X  |       |
    | Sword Impale          | b,b+1           |  O  |   X  |   O  |   -  |       |
    | Spinning Sword        | b,b+1~1         |  X  |   X  |   X  |   -  |       |
    | Turning Suicide       | f,F+1+4         |  X  |   X  |   X  |   -  |       |
    | Second Stab Extension |   = f,f         |  X  |   X  |   X  |   -  |       |
    | Standing Suicide      | d+1+4           |  X  |   X  |   X  |   -  |       |
    |   = Spinning Suicide  |   = B+1,1,1...  |  X  |   X  |   X  |   -  |       |
    
    Ling Xiaoyu
    | Move Name:            | Command:        | Jin | Paul |Nin/An| King |Comment|
    | Shady Lotus           | FC,d/f+2        |  X  |   X  |   X  |   -  |       |
    | Lotus Twist           | FC,d/f+2,1      |  X  |   X  |   X  |   -  |       |
    | Quick Shady Lotus     | FC,d/f+2,D/F    |  X  |   X  |   X  |   -  |       |
    | Knee Cracker          | d/b+3           |  X  |   X  |   X  |   X  |       |
    | Back Layout           | BK f,f+3+4      |  X  |   X  |   X  |   X  |       |
    
    Hwoarang
    | Move Name:            | Command:        | Jin | Paul |Nin/An| King |Comment|
    | Misdemeanor           | LFL,b+4         |  X  |   X  |   X  |   X  |       |
    | Misdemeanor           | RFF,b+4         |  X  |   X  |   X  |   X  |       |
    
    Eddy Gordo
    | Move Name:            | Command:        | Jin | Paul |Nin/An| King |Comment|
    | Brush Fire            | f+3             |  X  |   X  |   X  |   X  |       |
    | Any Crying Needle     | ...1+2          |  X  |   X  |   X  |   -  |       |
    | Any Hammerhead        | ...1+2,1+2      |  X  |   X  |   X  |   -  |       |
    | Front Stinger         | [FC_WS+]3+4     |  X  |   O  |   X  |   X  |       |
    | Back Handspring Kick  | 3+4             |  X  |   X  |   X  |   X  |       |
    | Knee Thruster         | b+3             |  X  |   X  |   X  |   X  |       |
    | Perch-Flop Kick       | HSP,d+3+4       |  X  |   X  |   X  |   X  |       |
    | Helicopter            | 4               |  X  |   X  |   X  |   X  |       |
    | Circle Sit            | 4,3+4           |  X  |   X  |   X  |   X  |1st-2nd|
    
    Kuma & Panda
    | Move Name:            | Command:        | Jin | Paul |Nin/An| King |Comment|
    | Slash Kick            | f,f,f+3         |  X  |   X  |   X  |   X  |       |
    | Wakeup Hammer         | KND,D+1+2       |  X  |   X  |   X  |   -  |       |
    | Jab-Elbow-Hammer      | 2,1,2           |  X  |   X  |   X  |   -  |  2nd  |
    | Pancake Press         | u/f+3+4         |  X  |   X  |   X  |   X  |       |
    | Rolling Bear          | b+1+2,360,U/F   |  X  |   X  |   X  |   -  |       |
    | Fatal Wind            | b,b+2+3+4       |  X  |   X  |   X  |   X  |       |
    
    Julia Chang
    | Move Name:            | Command:        | Jin | Paul |Nin/An| King |Comment|
    | Uppercut-Elbow        | [WS+2_3~2]2     |  X  |   X  |   X  |   -  |  2nd  |
    | Elbow                 | f,f+1           |  X  |   X  |   X  |   -  |       |
    | Lightning Bolt        | d,D/F+1,2       |  X  |   X  |   X  |   -  |  2nd  |
    | Body Elbow            | FC,d/f+2        |  X  |   X  |   X  |   -  |       |
    | Foot Stomp            | u/f+3+4         |  X  |   X  |   X  |   X  |       |
    
    Gun Jack
    | Move Name:            | Command:        | Jin | Paul |Nin/An| King |Comment|
    | Sit-Pancake Press     | d+3+4,3+4       |  X  |   X  |   X  |   X  |       |
    | Sliding Attack        | [F_f]+3+4       |  X  |   X  |   X  |   X  |       |
    | Giant Foot Stomp      | 3+4(3+4,3+4)    |  X  |   X  |   X  |   X  |       |
    | Whiff Body Press      | d/f+1+3         |  X  |   X  |   X  |   X  |       |
    | Wakeup Hammer         | KND,D+1+2       |  X  |   X  |   X  |   -  |       |
    | Jab-Elbow-Hammer      | 2,1,2           |  X  |   X  |   X  |   -  |  2nd  |
    | Pancake Press         | u/f+3+4         |  X  |   X  |   X  |   X  |       |
    | Windup Punch          | HCF[3+ times]1  |  X  |   X  |   X  |   -  |       |
    
    Bryan Fury
    | Move Name:            | Command:        | Jin | Paul |Nin/An| King |Comment|
    | Side Step Elbow       | f+1+2           |  X  |   X  |   X  |   -  |       |
    | Flying Knee Kick      | b,b+4           |  X  |   X  |   X  |   X  |       |
    | Front Knee            | b+4             |  X  |   X  |   X  |   X  |       |
    | Gravity Blow          | f+1+4           |  X  |   X  |   X  |   X  |       |
    | Meteor Smash          | b+1+4           |  X  |   X  |   X  |   X  |       |
    | Front Kick-Knee       | b+3,4           |  X  |   X  |   X  |   X  |  2nd  |
    | Slash Kick            | f,f,f+3         |  X  |   X  |   X  |   X  |       |
    
    Heihachi Mishima
    | Move Name:            | Command:        | Jin | Paul |Nin/An| King |Comment|
    | Demon's Boar          | b+2             |  X  |   X  |   X  |   -  |       |
    | Demon Massacre        | f+1,b+2,1       |  X  |   X  |   X  |   -  |  2nd  |
    | Demon Lair            | f+1,b+2,4       |  X  |   X  |   X  |   -  |  2nd  |
    | Slash Kick            | f,f,f+3         |  X  |   X  |   X  |   X  |       |
    | Demon Scissors        | 4~3             |  O  |   O  |   O  |   X  |       |
    
    Ogre & Ogre 2
    | Move Name:            | Command:        | Jin | Paul |Nin/An| King |Comment|
    | Double Elbow          | d/f+1,2         |  X  |   X  |   X  |   -  |       |
    | Power Slap            | FC,f+2          |  X  |   X  |   X  |   -  |       |
    | Shoulder Ram          | f+1+4           |  X  |   X  |   X  |   X  |       |
    | Double Knuckle        | [u_u/f]+1+2     |  X  |   X  |   X  |   -  |       |
    | Delay Double Knuckle  | [u_u/f]N+1+2    |  X  |   X  |   X  |   -  |       |
    | Burning Knuckle       | [u_u/f]d+1+2    |  X  |   X  |   X  |   -  |       |
    | Delay Burning Knuckle | [u_u/f]N,D+1+2  |  X  |   X  |   X  |   -  |       |
    | Deadly Slice          | b+2             |  X  |   X  |   X  |   -  |       |
    | Deadly Slash          | f,f,N+2         |  X  |   X  |   X  |   -  |       |
    | Heavy Body Blow       | WS+2            |  O  |   X  |   X  |   -  |       |
    | Demon Scissors        | 4~3             |  O  |   O  |   O  |   X  |       |
    
    Ogre 2 Only
    | Move Name:            | Command:        | Jin | Paul |Nin/An| King |Comment|
    | Hell Flame            | 1+2             |  X  |   X  |   X  |   -  |       |
    | Blazing Inferno       | d+1+2           |  X  |   X  |   X  |   -  |       |
    | Buffalo Horn          | d/f+1+2         |  X  |   X  |   X  |   -  |       |
    | Mid Tail Spinner      | d/f+3+4         |  X  |   X  |   X  |   X  |       |
    | Dble Mid Tail Spinner | d/f+3+4,3+4     |  X  |   X  |   X  |   X  |       |
    | Evil Wheel            | u+3+4           |  X  |   X  |   X  |   X  |       |
    | Owl's Hunt            | [KND_PLD]3+4    |  X  |   X  |   X  |   X  |       |
    
    Anna Williams
    | Move Name:            | Command:        | Jin | Paul |Nin/An| King |Comment|
    | Running Jump Kick     | f,f,f+3         |  O  |   O  |   O  |   X  |       |
    
    Gon
    | Move Name:            | Command:        | Jin | Paul |Nin/An| King |Comment|
    
    Dr. B.
    | Move Name:            | Command:        | Jin | Paul |Nin/An| King |Comment|
    
    
    -Chickens-
    
    If you know that your opponent is going to reverse one of your attacks, you
    can use an attack-reversal reversal, also known as a "chicken". To perform a
    chicken, you must be aware of the limb you are using to attack. If you attack
    with a left limb (left punch, left kick, or most moves in which a left limb is
    being used to attack) you must chicken with f+1+3. If you attack with a right
    limb (right punch, right kick, or most moves in which a right limb is being
    used to attack) you must chicken with f+2+4. To explain it better, here is a
    scenario: Nina performed her Bad Habit (f,f+3), and Jin reverses (b+2+4), Nina
    must chicken with f+1+3 because the Bad Habit is a left kick. It is probably
    near impossible to perform chickens on reaction, so it is best just to perform
    them immediately after you perform any move you think might be reversed. Law's
    and King's reversal cannot be chickened. Special chicken frame information is
    listed below.
    
    VS Jin:
    Left Punch is reversed:  10 frames to input a chicken
    Right Punch is reversed: 10 frames to input a chicken
    Left Kick is reversed:   8 frames to input a chicken
    Right Kick is reversed:  7 frames to input a chicken
    
    VS Nina/Anna:
    Left Punch is reversed:  8 frames to input a chicken
    Right Punch is reversed: 7 frames to input a chicken
    Left Kick is reversed:   8 frames to input a chicken
    Right Kick is reversed:  8 frames to input a chicken
    
    VS Paul:
    Left Punch is reversed:  10 frames to input a chicken
    Right Punch is reversed: 10 frames to input a chicken
    Left Kick is reversed:   8 frames to input a chicken
    Right Kick is reversed:  8 frames to input a chicken
    
    Against a Deathfist (Paul/Heihachi)
    Must be chickened with u/f+2+4 against Paul/Jin within 7 frames.
    Must be chickened with f+2+4 against Nina/Anna within 8 frames.
    
    Against a Thunder Godfist (Jin/Heihachi)
    Must be chickened with f+2+4 against Nina/Anna within 6 frames.
    
    Against a Nina right kick
    Must be chickened with f+2+4 against Nina/Anna within 5 frames.
    
    Against a Nina/Anna right punch
    Must be chickened with f+2+4 against within 7 frames.
    
    
    Chickens do different damage and give different advantage times depending on
    who is chickening who. The specifics are below.
    
    A chickened Left Punch/Right Punch/Left Kick with everyone except Jin/Heihachi
    results in 0 frames of advantage and 11 damage.
    
    A chickened Right Kick with everyone except Jin/Heihachi results in 14 frames
    of advantage and 12 damage.
    
    A chickened Left Punch/Right Punch/Left Kick with Jin/Heihachi results in 7
    frames of advantage and 12 damage.
    
    A chickened Right Kick with Jin/Heihachi results in 8 frames of advantage and
    13 damage.
    
    
    Certain special attacks can be confusing to chicken. This is either because of
    a double button input to actually perform the move (ex. Jin's d+3+4), or the
    character attacks with two limbs at once (ex. Nina's f+1+2). Below is a list
    to clarify which side an attack must be chickened from:
    
    Jin Kazama
    | Move Name:          |   Command:      |   Chicken Side:  |
    | Lightning Uppercut  |   b+1+4         |   right          |
    | Can Can Kicks       |   d+3+4         |   left / left    |
    | Ultimate Tackle     |   d/b+1+2       |   left           |
    
    Paul Phoenix
    | Move Name:          |   Command:      |   Chicken Side:  |
    | God Hand            |   f+1+2         |   left           |
    | Burning Fist        |   b+1+2         |   right *        |
    | Whiff Somersault    |   FC,u+2+3+4    |   right          |
    
    Forest Law
    | Move Name:          |   Command:      |   Chicken Side:  |
    | Dragon Fang         |   d/b+1+2       |   right *        |
    | Frogman             |   d+3+4         |   right          |
    | Quick Somersault    |   3+4           |   right          |
    | Double Dragon       |   SS+3+4        |   right          |
    
    Lei Wulong
    | Move Name:          |   Command:      |   Chicken Side:  |
    | Hook Punch          |   1+2           |   right          |
    | Spring Kick         |   PLD,3+4       |   left           |
    | Hop Up              |   KND,3+4       |   right          |
    | Dragon Spark        |   DRG,1+2       |   right          |
    
    King
    | Move Name:          |   Command:      |   Chicken Side:  |
    | Black Bomb          |   f,d,d/f,N+1+2 |   right          |
    | Double Fist Leap    |   u/f+1+2       |   left           |
    | Atomic Blaster      |   BK 1+2        |   right          |
    
    Nina Williams
    | Move Name:          |   Command:      |   Chicken Side:  |
    | Blonde Bomb         |   [f_WS]+1+2    |   right          |
    | Power Blonde Bomb   |   f,f+1+2       |   right          |
    | Hunting Swan        |   d/b+1+2       |   right          |
    
    Yoshimitsu
    | Move Name:          |   Command:      |   Chicken Side:  |
    | Kangaroo Kick       |   4~3           |   right          |
    | Shark Attack Finish |   ...3+4        |   right          |
    
    Ling Xiaoyu
    | Move Name:          |   Command:      |   Chicken Side:  |
    | Double Fan          |   u+1+2         |   left           |
    | Thunder Strike      |   HYP,1+2       |   right          |
    | Phoenix Wings       |   f,f+1+2,1+2   |   right / right  |
    | Front Layout        |   f,f+3+4       |   right          |
    | Cyclone             |   BK,f+3+4~3+4  |   right          |
    | Greetings (taunt)   |   2+3+4         |   right          |
    | Any Crest           |   AOP,d+1+2     |   right          |
    
    Hwoarang
    | Move Name:          |   Command:      |   Chicken Side:  |
    | Body Blow           |   d/f+1+2       |   left           |
    | Dynamite Heel       |   d/b+3+4       |   left           |
    | Power Blast         |   1+4           |   right          |
    
    Eddy Gordo
    | Move Name:          |   Command:      |   Chicken Side:  |
    | Boomerang           |   f,f+3+4       |   right          |
    | Fire Kick           |   [u_u/f]+3+4   |   right          |
    | Fruit Picker        |   d/b+3+4       |   left           |
    | Freak Show          |   d/f+3+4       |   left           |
    | Hand Slaps          |   SS,1+2        |   right          |
    | Wheel               |   3+4           |   left / right   |
    
    Kuma & Panda
    | Move Name:          |   Command:      |   Chicken Side:  |
    | Double Hammer       |   1+2,1+2       |   left / right   |
    | Batter Up-Smash     |   WS+1+2,1+2    |   right / left   |
    | Double Claw         |   [F_f,f]+1+2   |   right          |
    | Deadly Claw         |   b+1+2         |   left           |
    
    Julia Chang
    | Move Name:          |   Command:      |   Chicken Side:  |
    | Twin Arrow          |   1+2           |   right          |
    | Heaven Cannon       |   f+1+4         |   right          |
    
    Gun Jack
    | Move Name:          |   Command:      |   Chicken Side:  |
    | Double Hammer       |   1+2,1+2       |   left / right   |
    | Batter Up-Smash     |   WS+1+2,1+2    |   right / left   |
    | Cross Cut           |   [F_f]+1+2     |   right          |
    | Double Axe          |   d+1+2         |   right          |
    
    Bryan Fury
    | Move Name:          |   Command:      |   Chicken Side:  |
    | Hammer Driver       |   [d+_FC_b+]1+2 |   right / left   |
    | Short Uppercut      |   WS+1+2        |   left           |
    | Rising Kick         |   WS+3+4        |   left           |
    | Taunt               |   1+3+4         |   left           |
    
    Heihachi Mishima
    | Move Name:          |   Command:      |   Chicken Side:  |
    | Demon Palm          |   1+2           |   right          |
    | Lightning Hammer    |   d+1+4         |   left           |
    
    Ogre
    | Move Name:          |   Command:      |   Chicken Side:  |
    | Hammer Fist         |   f,f+1+2       |   right          |
    | Dragon Power Punch  |   b,b+1+2       |   right *        |
    | Killing Blow        |   b+2+3         |   right          |
    | Bloody Scissors     |   d/b+1+2       |   right          |
    | Rising Kick         |   WS+3+4        |   left           |
    
    Anna Williams
    | Move Name:          |   Command:      |   Chicken Side:  |
    | Anna Bomb           |   WS+1+2        |   right          |
    | Power Anna  Bomb    |   f,f+1+2       |   right          |
    | Hunting Swan        |   d/b+1+2       |   right          |
    
    Gon
    | Move Name:          |   Command:      |   Chicken Side:  |
    
    Dr. B.
    | Move Name:          |   Command:      |   Chicken Side:  |
    
    
    (*: Special Deathfist Properties to chicken:
        Must be chickened with u/f+2+4 against Paul/Jin within 7 frames.
        Must be chickened with f+2+4 against Nina within 8 frames.)
    
    
    -Stuns-
    
    A stun is a move which renders an opponent helpless for a short period of
    time. Certain stuns knock opponents over such as: double-over stuns/crumple
    stuns. Other stuns just stop an opponent from being able to control their
    character for a short time such as: drop-knee stun/guard stun/turn stun. 
    
    A double-over stunned (DS) opponent grabs his/her stomach and slowly falls to
    the ground. During this time, opponents can be thrown, you are guaranteed at
    least one quick strike, and quick combos can be initiated. Double-over stuns
    are probably the deadliest of all stuns. Certain double-over stuns can be
    escaped by holding forward on the joystick as soon as you are stunned. Those
    that can be escaped are: Second hit of Jin's Laser Cannon/Scraper; Bryan's
    Cheap Trick and his High Knee Kick; Julia's Palm Explosion; Heihachi's Left
    Splits Kick; and the first hit of Lei's Snakebite.
    
    A crumple stun (CS) is a faster version of a double-over stun. When characters
    are hit with a crumple stun they will immediately fall to the ground. Even
    though characters fall to the ground, some combos can be initiated from a
    crumple stun.
    
    A drop-knee stun (KS) happens when your opponent fails to guard a drop stun
    move correctly. If they are hit with a drop-knee stun maneuver while guarding
    the incorrect way, they will be forced down to their knee. This gives the
    stunning character a small advantage. Characters caught guarding the incorrect
    way against a drop-knee stun will recover crouching (RC).
    
    A guard stun (GS)is any move which strips your opponents ability to guard for
    a short period of time. Any character hit with a guard stun will be unable to
    control their character, thus giving the character initiating the guard stun a
    small advantage.
    
    A turn stun (TS) is any move which knocks your opponents position out of
    alignment. These stuns have basically the same property as a guard stun, with
    the added ability to force your opponent to turn slightly away from you.
    
    
    -Staggers-
    
    A stagger is another style move which renders your opponent helpless for a
    short period of time, except they do have an option. A stagger knocks your
    opponent backwards, giving you a short advantage time. If you are staggered
    you can hold down and your character will fall to the ground. This is very
    useful for avoiding guaranteed stagger follow-ups.
    
    
    -Combos-
    
    Combos (or combinations) are a very important part of attacking, especially in
    high level play. By definition in "fighting game terms", a "combo" is a string
    of moves which are unblockable after the first hit. This basically means that
    once you have initiated a combo, all following hits cannot be guarded against.
    It is very important to have a good repertoire of combos at your disposal for
    different situations that arise. By being able to damage your opponent as much
    and as fast as possible, you can definitely increase your odds of victory.
    
    To try to keep combo damage within reason, Namco made it so that consecutive
    hits within a "true" combo do less damage than if the move(s) had actually hit
    outside of the combo. The damage modifiers for a combo basically follow the
    rule of: 1st = 100%(+); 2nd = 80%; 3rd-Final = 50%. This means that the first
    hit within a combo always inflicts full damage. The second hit within a combo
    inflicts 80% of its normal damage. Any hit after the second hit in a combo
    will inflict 50% damage. I'm not sure if this is 100% accurate, but that's
    what the Gamest Mook has listed, so until it's proved otherwise, that's it. =)
    
    
    -Buffering-
    
    Buffering is an advanced technique used by top level players to make their
    command inputs more efficient. By buffering, you can actually speed up the
    input time for executing moves. Another great use for buffering is to keep
    your opponent from catching you with a surprise attack reversal. This
    technique is called "buffering a chicken". Yes, I know it sounds funny, but it
    is one technique you should have down. To buffer a chicken, execute your
    desired attack and immediately follow the command with the appropriate chicken
    motion. To help you understand what I mean, take a look at this scenario: You
    are playing as Nina against Jin. You want to use her Bad Habit (f,f+3) but you
    are worried about Jin reversing it. To be on the safe side, you decide to
    buffer a chicken. This is how the whole sequence would look: f,f+3,f+1+3. This
    way, you perform the bad habit, and you have a chicken buffered in the game's
    short term memory. If the Jin player reversed your Bad Habit, Nina would
    immediately chicken the reversal. The buffered chicken will only remain in
    memory for a very short time, and it does not carry over to other moves. If
    Jin blocks the Bad Habit and decides not to reverse, the buffered chicken will
    no longer be in memory.
    
    
    -Counters-
    
    Countering is a loosely used term in many fighting games, and the meaning can
    differ from situation to situation. In Tekken 3, there is a very complex
    countering system, which needs to be explained. There are 2 different types of
    counters, both with their own properties. These are: Minor Counter; Major
    Counter. Damage changes between a regular hit, a minor counter, and a major
    counter.
    
    A minor counter (mC) is basically any move which hits your opponent during the
    recovery time of one of their moves. An example of this would be: Heihachi
    performs his Twin Pistons (d/f+1,2) and King blocks it. While Heihachi is
    recovering from the blocked Twin Pistons, King performs his Prison Break
    (b+4). The Prison Break hits on a minor counter, and the damage is adjusted
    accordingly. If any move connects on a minor counter, the damage it inflicts
    normally is modified by 1.25. So, for example, if a move normally inflicts
    50 damage, if it connects on a minor counter, it will inflict about 62-63
    damage.
    
    A major counter (MC) is basically any move which hits your opponent during the
    execution time of one of their moves. An example of this would be: Paul
    performs his Burning Fist (b+1+2). Before the Burning Fist actually attacks,
    Julia performs her Twin Arrow. The Twin Arrow hits on a major counter, and the
    damage is adjusted accordingly. If any move connects on a major counter, the
    damage it inflicts normally is modified by 1.50. So, for example, if a move
    normally inflicts 50 damage, if it connects on a major counter, it will
    inflict 75 damage.
    
    Throughout this guide, any CH or c modifier comment will refer to a Major
    Counter.
    
    
    -Supercharger-
    
    The supercharger is a new Tekken 3 feature, which has some very interesting
    side effects. Each character can perform a supercharger by pressing ALL four
    buttons together (ALL or 1+2+3+4). The specific effects after a supercharger
    it performed are:
    
    When charged/charging, your character is unable to guard. If you are struck
    with any attack, it will be treated as a counter hit (CH) and the charge will
    instantly wear off.
    
    When charged, the first hit that your opponent fails to block will be treated
    as a counter hit (CH) and the charge will wear off instantly.
    
    When charged, any attacks your opponent guards will incur guard damage.
    
    Charging wears off by itself after about 5 seconds. You can be thrown while
    charged and you will still remained charged.
    
    
    ==============================================================================
    = :: Getting Up From The Ground :::::::::::::::::::::::::::::::::: SYSTEM :: =
    ==============================================================================
    
    Getting up from the ground is a tactic that you must really have a handle on
    to survive at high level play. Even though you are lying on the ground, it
    does not mean you are safe from attacks. Also, if you try to get up the wrong
    way, your opponent can pummel you right back down to the ground. There are
    many different ways to get off the floor, each with their own advantages and
    disadvantages.
    
    
    -Rise/Roll-Block-
    
    The most basic form of getting off the ground is simply standing and guarding,
    or rolling once, then guarding. To stand up, hold up on the joystick and your
    character will stand right up. To roll first, press forwards or backwards on
    the joystick and your character will roll, then stand up. When your character
    is lying on his/her back, holding down and pressing left punch (1) will roll
    them over to their face and they will remain grounded, then you have the other
    options of either standing up or rolling a direction first. From each
    different downed position, the execution time and attack recovery varies, each
    will be explained in the grid below.
    
    
    -Attack-
    
    Once knocked down, any character can attack with either a mid or low kick by
    pressing left kick (3) for a low kick, or right kick (4) for a mid kick. From
    each different downed position, the execution time and attack recovery varies,
    each will be explained in the grid below.
    
    
    -Roll/Attack-
    
    Rolling then attacking is useful to avoid an opponents ground attack, then
    striking them before they can recover. A rolling attack is done by first
    tapping the joystick forward or backwards to roll in the desired direction,
    then pressing left kick (3) for a low kick, or right kick (4) for a mid kick.
    From each different downed position, the execution time and attack recovery
    varies, each will be explained in the grid below.
    
    
    -Rising Information-
    
    Guard:    indicates the number of frames it takes to stand/roll forward/roll
              backward and guard.
    
    Attack:   indicates the number of frames it takes to stand/roll forward/roll
              backward and attack, and the recovery of that action.
    
    Input:    indicates the number of frames you have to input the desired attack
              after beginning to stand/roll.
    
    Recovery: indicates the position that your character will recover in after
              performing the desired action.
    
    h/m/l represent attack ranges. The first number represents frames of execution
    before the attack makes contact. The number in parentheses (if applicable)
    shows the recovery time for the indicated attack.
    
    From KND position:
              | Stand H/L:         | Roll Forward H/L:   | Roll Backward H/L:
    Guard:    | h-19     l-19      | h-48     l-49       | h-49     l-49
    Attack:   | m-24(14) l-24(17)  | m-47(15) l-50(8)    | m-55(14) l-59(18)
    Input:    | 0-15               | 1-39                | 1-44
    Recovery: | crouching          | crouching           | crouching
    
    
    From PLD position:
              | Stand H/L:         | Roll Forward H/L:   | Roll Backward H/L:
    Guard:    | h-16     l-16      | h-40     l-50       | h-38     l-39
    Attack:   | m-26(19) l-26(19)  | m-53(14) l-55(17)   | m-49(16) l-49(19)
    Input:    | 0-10               | 1-39                | 1-38
    Recovery: | crouching          | crouching           | crouching
    
    
    From FCD position:
              | Stand H/L:         | Roll Forward H/L:   | Roll Backward H/L:
    Guard:    | h-11     l-11      | h-35     l-45       | h-35     l-35
    Attack:   | m-22(18) l-22(18)  | m-47(14) l-49(17)   | m-44(16) l-44(19)
    Input:    | 0-15               | 0-34                | 0-33
    Recovery: | standing           | crouching           | crouching
    
    
    From SLD position:*
              | Stand H/L:         | Roll Forward H/L:   | Roll Backward H/L:
    Guard:    | h-16     l-20      | h-43     l-44       | h-43     l-45
    Attack:   | m-18(14) l-20(15)  | m-42(15) l-45(8)    | m-50(14) l-54(18)
    Input:    | 0-14               | 0-34                | 0-39
    Recovery: | standing           | crouching           | crouching
    (*: Lei has no rising mid kick from Slide Position (SLD).)
    
    -Special Rising Attacks-
    
    When knocked down, certain characters can perform special rising attacks which
    yield different result. Cross Chops are performed by rolling forward or
    backward then immediately pressing forward and both punches (f+1+2). Depending
    on how close your opponent is, you will create a different amount of stun,
    giving you the advantage. Lei/Ling/Hwoarang cannot perform the cross chop. A
    double pop kick can only be performed while in knockdown position (KND) which
    is done by pressing back twice on the joystick and both kicks (b,b+3+4).
    King/Eddy/Paul/Yoshi/Ling/Gun Jack/Ogres cannot perform the double pop kick. A
    reverse double pop kick is performed exactly the same way as the reverse pop
    kick, only King/Eddy have this attack. Each special rising attack has
    different recovery and execution time, and is listed below. The backflip to
    front dive is a fake roll back into a cross chop. It is performed exactly like
    the double pop kick. Only Yoshi/Paul can perform the backflip to front cross
    chop. (need to confirm list)
    
    Type:                 | Execution Frms: | Recovery Frms: | Advantage Frms:
    For. Rll-Cross Chop:  | 50              | 11             | 4 to 31
    Back. Rll-Cross Chop: | 42              | 4              | 4 to 30
    Backflip-Cross Chop:  | 62              | 10             | 4 to 14
    Double Pop Kick:      | 30              | 22             | 4 to 14
    Reverse Dbl Pop Kick: | 30              | +38 (BK)       | 4 to 14
    
    
    -Tech Rolls-
    
    A tech roll, also known as a quick rise (QR), is a move which breaks your
    fall and rolls you to the side immediately after being knocked down. A tech
    roll can only be performed if you are knocked down and you land on your back.
    Landing any other way (on your head, side, face, knees...) will strip you of
    the ability to tech roll. To perform a tech roll, you must press any button
    within 3 frames of hitting the ground. By pressing either punch (1 or 2), your
    character will land and roll towards the background. By pressing either kick
    button (3 or 4), the character will land and roll towards the foreground.
    
                             .
     ________________________|\
    |      |  |  |       |     \
    | 0-19 |20|21| 22-32 |      ' 32 frames total (recovers crouching)
    |______|__|__|_______|___  /
        |    |  |    |       |/
        |    |  |    |       `
        |    |  |    `- (between 22nd-32nd frames) can guard low. cannot guard mid
        |    |  |
        |    |  `- (21st frame) can be hit in any range
        |    |
        |    `- (20th frame) cannot guard low. high/mid attacks will whiff
        |
        `- (between 0-19 frames) character is invulnerable
    
    
    There are a few other special tech roll options. If your character is thrown
    by Jin's Stonehead, Law's Knee Lift, King's Giant Swing, Kuma & Panda's
    Stonehead, Gun Jack's Lift Up-Megaton Hit, and Heihachi's Stonehead, you can
    tech roll as you hit the ground. This is especially important in the case of
    King's Giant Swing, as you will considerably reduce the damage inflicted. The
    last special tech roll option is available only to Paul. If Nina reverses one
    of Paul's high punches, he can tech roll as he lands.
    
    
    -Lightning Kick-
    
    A lightning kick, also known as ankle kick, is a very high priority maneuver
    which can only be performed while your character in knockdown position (KND).
    A lightning kick is performed by holding down on the joystick and pressing
    either left kick or right kick (D+3 or D+4). Character which do not have a
    lightning kick are: Heihachi/Bryan/Ogre/Ogre 2/Gun Jack/Kuma/Dr. B. If a
    lightning kick makes contact with an opponent, you can usually rise safely.
    
    
    ==============================================================================
    = ::::::::::::::::::::::::::::::::: MOVES :::::::::::::::::::::::::::::::::: =
    ==============================================================================
                      _____  ____________   ______________ _________
                     /     \ \_____  \   \ /   |_   _____//   _____/
                    /  \ /  \ /   |   \   Y   / |    __)_ \_____  \
                   /    Y    Y    |    \     /  |        \/        \
                   \____|__  |_______  /\___/  /_______  /_______  /
                           \/        \/                \/        \/
    
    ==============================================================================
    = :: Jin Kazama ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
               ____.__
              |    |__| ____
              |    |  |/    \
          /\__|    |  |   |  \____  __.
          \________|__|___|  /    |/ _|____  ____________    _____ _____
                           \/|      < \__  \ \___   |__  \  /     \\__  \
                             |    |  \ / __ \_/    / / __ \|  Y Y  \/ __ \_
                             \____|__ (____  /_____ (____  /__|_|  (____  /
                                     \/    \/      \/    \/      \/     \/
    
    ==============================================================================
    = :: Jin Kazama ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
    
    -Special Arts-
    
    Move Name              Command            Lev.    Damage             Com.
    
    One-Two Punches        1,2                hh      6,10               #1
    Shining Fists          1,1<2              hhm     6,8,18
    Devil Fists            1,2<2              hhh     6,10,18
    Shoot The Works-High   1,2,3,4            hhmm    6,10,25,30         GS
    Shoot The Works-Upper  1,2,3,f+4          hhmm    6,10,25,10         GS
    1-2-Knee               1,2,4              hhm     6,10,12
    Three Ring Circus-High 1+4,2,4            Smhhm   5,10,10,21
    Three Ring Circus-Low  1+4,2,d+4          SmhhL   5,10,10,14
    Back Spin Kick         4                  h       30
    Demon Scissors         4~3                M       25                 KND
    Power Overhead         f+2                m       18                 KS
    Spinning High Kick     f+3                h       35
    Knee                   f+4                m       12
    Rush Punch             f,f+2              m       27
    Foot Jam               f,f+3              m       23                 GS
    Slash Kick             f,f,f+3            m       30                 GS
    Twin Lancers           d/f+1,2            mm      10,16              KS
    Double Axe             d/f+4,4            mm      10,16
    Can Can Kicks          d+3+4              Smh     5,20
    Twin Pistons           WS+1,2             mm      10,15              JGc
    Rising Upper           WS+2               m       18                 JG
    Rising Double Axe      WS+4,4             mm      13,21
    Tooth Fairy            SS+2               m       16                 JG
    Laser Cannon           b,f+2<1<2          mmm     18,14,24           DSc #2
    Laser Scraper          b,f+2<1<d+2        mmm     18,14,15           DSc JG #2
    Thunder Godfist-M/Kick f,N,d,d/f+1,3      mm      35,20(49*,12)
    Thunder Godfist-Sweep  f,N,d,d/f+1,4      mL      35,12(49*,12)
    Wind Godfist           f,N,d,d/f+2        h       25                 JG
    Electric Godfist       f,N,d,D/F+2        m       30                 JG GS
    Hell Sweeps            f,N,d,d/f+4,4      Lm      15,15
    Corpse Splitter        U/F+2+4            M       ?
    Leaping Spin Kicks     u/f+4,4,4,4        hLLm    25,15,12,25
    Force Block            b+1+2              -       -                  #3
    High/Mid Reversal      [b+1+3_b+2+4]      -       *
    Lightning Uppercut     b+1+4              !       40
    Super Twist Uppercut   B+1+4              !       80
    
    #1: with precise timing, One-Two Punches can chain directly into either Three
        Ring Circus string.
    #2: on counter hit (CH), the stun created by the first hit is inescapable. if
        both hits are used to stun on counter hit (CH), opponent can escape by
        tapping F.
    #3: Jin is invincible for a short time. if opponent attacks while Force Block
        is activated, they will be pushed away.
    
    
    -Throws-
    
    Throw Name           Command             Position   Damage     Escape     Com.
    
    Bitch Kicks          1+3                 f-throw    10,20      1
    Shoulder Reverse     2+4                 f-throw    5,8,17     2
    Trip Wire            QCB+1+3             f-throw    35         1
    Elbow Slam           d/f+2+3             f-throw    38         2
    Stonehead            f,f+1+2             f-throw    33         1+2
    Shoulder Flip        [1+3 or 2+4]        ls-throw   12,19      1
    Limit Break          [1+3 or 2+4]        rs-throw   40         2
    Spinning Butcher     [1+3 or 2+4]        b-throw    60         -
    
    Ultimate Tackle      [d_D/B]+1+2         f-throw    5          1+2
      = Arm Bar          1+2                 link       25         1+2,2,2,2,2 #1b
      = Ultimate Punches 2,1,2,1,2           link       5,5,5,5,5  [1_2]
        = Arm Bar        1+2                 link       25         1+2,2,2,2,2 #1b
    
    #1b: follow up from third hit of Ultimate Punches. Paul, Nina, King, Jin can
         reverse with 1+2,2,2,2,2 and deal 10 damage to Jin.
    
    
    -Strings-
    
              ::Command Flowchart::                          ::Statistics::
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
     _______________________________________
    |   |   |   |   |   |   |   |   |   |   |  
    | 3 | 2 @ 4 | 3 |1+4| - | 2 @ 2 | 1 | 2 |  Lev:  h  h  m  h  l  h  h  m  m  m
    |___|___|___|___|___|___|___|___|___|___|  Dam: 15  6 10 10  7  5  7 10 15 30
                              |___
                                 _|_           -----------------------------------
                                |   |
                                @ 1 |          Lev:                       m
                                |_*1|          Dam:                      21
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
                                 ___________
                                |   |   |   |
                                | 3 @ 2 | 1 |  Lev:                       L  m  !
                                |___|___|___|  Dam:                       5 25 30
                               ___|
     _________________________|_____________   -----------------------------------
    |f,f|   |   |   |   |   |   |   |   |   |  
    | + | 1 | 2 | 2 @ 3 | 4 @ 4 | 1 | 2 | 1 |  Lev:  h  h  h  h  m  m  L  h  m  m
    |_2_|___|___|___|___|___|___|___|___|___|  Dam:  7  8  6  7  6 11  5  5  8 30
          |___
             _|_________________________       -----------------------------------
            |   |   |   |   |   |   |   |
            @ 4 | 4 @ 2 | 4 | 3 @ 2 | 1 |      Lev:        m  m Sm  m  L  m  !
            |___|___|___|___|___|___|___|      Dam:        7 10  5  7  5 25 30
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
                                         ___
                                        |   |
                                        |3+4|  Lev:                          Sm-h
                                        |___|  Dam:                          21-21
                                       ___|
     _________________________________|_____   -----------------------------------
    |   |   |   |   |   |   |   |   |   |   |  
    |b+2| 4 @ 4 | 4 @ 4 | 2 |1+4| - | 2 @ 1 |  Lev:  h  h  h  L  m  m  l  h  h  m
    |___|___|___|___|___|___|___|___|___|_*1|  Dam: 12 10 10  8  6  6  5  5  5 21
          |___
             _|_________                       -----------------------------------
            |   |   |   |
            @ 2<| 1<| 2 |                      Lev:        m  m  m
            |___|___|___|                      Dam:       18 14 24
                  |___
                     _|_                       -----------------------------------
                    |   |
                    |d+2|                      Lev:              m
                    |___|                      Dam:             15
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
    
    *1 side kick (3) or low sweep (4) can be linked after uppercut finish.
    
    
    -Basic Move Frame Info-
    
    Ex = Execution / Grd = Advantage if opponent guards
    Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
    + = your advantage / - = opponents advantage
    D = knocks opponent down / s = staggers opponent for # of frames
     __________________________________________________________________________
    |      1       |      F+1     |      2       |      F+2     |      3       |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |10| +1| +9|+10|10| +1| +9|+10|10| 0 |  +9   |17| +3|  +8   |14|-14|  -3   |
    |__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |14|-14|  -3   |19|-10|   D   |19|-10|   D   | 8| -2|  +9   | 8| -2|  +9   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |10| -2|  +9   |10| -2|  +9   |16|-17|  -3   |18|-14| -3| +5|12| -8|  +3   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|___|___|__|___|_______|
    
     __________________________________________________________________________
    |      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |12| -8|  +3   |13| -6|  +5   |14|-12|   D   |16|-16|   D   |11| -3|  +8   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |13| -2|  +9   |15| -2|s30| D |16| -9|  +2   |13| -9|  +2   | ?|  ?|   D   |
    |__|___|_______|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|
    
    
    ==============================================================================
    = :: Paul Phoenix ::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
         __________             .__
         \______   \____   __ __|  |
          |     ___|__  \ |  |  \  |
          |    |    / __ \|  |  /  |__
          |____|   (____  /____/|____/__                         .__
                        \/ \______   \  |__   ____   ____   ____ |__|__  ___
                            |     ___/  |  \ /  _ \_/ __ \ /    \|  \  \/  /
                            |    |   |   Y  (  <_> )  ___/|   |  \  |>    <
                            \____|   |___|  /\____/ \___  >___|  /__/__/\_ \
                                          \/            \/     \/         \/
    
    ==============================================================================
    = :: Paul Phoenix ::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
    
    -Special Arts-
    
    Move Name              Command            Lev.    Damage             Com.
    
    One-Two Punches        1,2                hh      5,15(6,15)
    PDK Combo              1,4                hL      5,8                RC
    PK Combo               2,3                hh      12,21
    Reverse PDK Combo      2,d+3              hL      12,8               RC
    Shoulder Ram           f+1+4              m       20
    Quick PK Combo         f+2,3              hh      12,20
    God Hand               f+1+2              m       32                 KS
    Flash Elbow            f,f+2              m       15
    Double Hop Kick-High   f,f+3,4,4          mmh     20,15,25
    Triple Hop Kick Combo  f,f+3,4,[f_d/f]+4  mmm     20,15,15
    Double Hop Kick-Low    f,f+3,4,[d/b_d]+4  mmL     20,15,15
    Rolling Kick           f,f+4              M       20                 GS RC
    Hammer Punch           d+1                m       15
    Hammer-Power Punch     d+1,2              mm      15,26
    Hammer-Falling Leaf    d+1,4,2            mlm     15,15,21
    Down Strike            d+2                M       16                 #1
    Falling Leaf           d+4,2              lm      15,20              CHP =P
    Shredder               u/f+3,4            mm      17,28
    Thruster               QCF+1              h       20                 JG DSc
    Deathfist              QCF+2              m       33(49*)            CHP
    Sway                   QCB,N              -       -
    Sway-God Hammer        QCB,N+1            m       15                 BNc
    Sway-Power Fist        QCB,N+2            m       18                 GS
    Sway-Phoenix Rush      QCB,N+3,2<1        Lmm     12,21,25           #2
    Sway-Stone Break Rush  QCB,N+3,2<2        LmL     12,21,21
    Jaw Breaker            FC,d/f+2           m       21
    Gut Buster             FC,d/f+2<1         mm      21,25
    Stone Breaker          FC,d/f+2<2         mL      21,21
    Taunt                  FC (for 1 sec)     -       -
      = Whiff Somersault     = u+2+3+4        m       25(-15 to you)     DY
    Burning Fist           b+1+2              !       100
    
    #1: can only be performed when opponent is downed.
    #2: final hit does 19 damage if delayed.
    
    
    -Throws-
    
    Throw Name           Command             Position   Damage     Escape
    
    Shoulder Flip        1+3                 f-throw    30         1
    Arm Bar Rollover     2+4                 f-throw    30         2
    Foot Launch          b+2+3               f-throw    35         2
    Death Push Away      f,f+1+2             f-throw    35         1+2
    Face Smash           d/f+1+2             f-throw    40         1+2
    Phoenix Screw        [1+3 or 2+4]        ls-throw   45         1
    Trip Push Down       [1+3 or 2+4]        rs-throw   40         2
    Reverse Neck Throw   [1+3 or 2+4]        b-throw    50         -
    Ultimate Tackle      d/b+1+2             f-throw    5          b+1+2
      = Arm Bar          1+2                 link       25         1+2,2,2,2,2 #1b
      = Ultimate Punches 2,1,2,1,2           link       5,5,5,5,5  [1_2]
        = Arm Bar        1+2                 link       25         1+2,2,2,2,2 #1b
      = Ultimate Choke   2,d+1,1,N,4,1,1+2   link       5,8,8,35   1
    
    #1b: follow up from third hit of Ultimate Punches. Paul, Nina, King, Jin can
         reverse with 1+2,2,2,2,2 and deal 10 damage to Paul.
    
    
    -Strings-
    
              ::Command Flowchart::                          ::Statistics::
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
                     ___
                    |   |
                    @ 2 |                      Lev:              m
                    |___|                      Dam:             30
                   ___|
     _____________|_________________________   -----------------------------------
    |   |   |   |   |   |   |   |   |   |   |
    | 1 | 2 | 3 @ 1 @ 4 | 2 | 1 @ 4 | 2 | 1 |  Lev:  h  h  m  m  l  m  h  m  L  m
    |___|___|___|___|___|___|___|___|___|___|  Dam:  5 15  7  6  7  8  5  8 10 30
              |___
                 _|_________________________   -----------------------------------
                |   |   |   |   |   |   |   |
                @ 2 | 1 | 2 | 1 @ 4 | 2 | 1 |  Lev:           h  m  h  h  l  m  m
                |___|___|___|___|___|___|___|  Dam:           5  7  4  5  7  8 30
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
    
    
    -Basic Move Frame Info-
    
    Ex = Execution / Grd = Advantage if opponent guards
    Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
    + = your advantage /- = opponents advantage
    D = knocks opponent down
     __________________________________________________________________________
    |      1       |      F+1     |      2       |      F+2     |      3       |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    | 8| +2| +7|+11|10| +3| +7|+12|10| 0 |  +6   |12| 0 | +7|+11|16|-14|   D   |
    |__|___|___|___|__|___|___|___|__|___|_______|__|___|___|___|__|___|_______|
    
     __________________________________________________________________________
    |      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |16|-16|   D   |12| -4| +5| D |12| -4| +5| D | 8| -2|  +9   |14| -8| -8| +4|
    |__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|___|___|
    
     __________________________________________________________________________
    |     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |10| -2|  +9   |10| -2|  +9   |16|-17|  -3   |16|-17|  -3   |12| -8|  +3   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |14|-34|   D   |10| -4|  +7   |15| -7|   D   |16|-16|   D   |11| -6|  +6   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |13| 0 |  +6   |14| -8|   D   |16| -9|  +2   |12| -4|  +7   | ?|  ?|   D   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
    
    ==============================================================================
    = :: Forest Law ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
                 ___________                          __
                 \_   _____/__________  ____   ______/  |_
                  |    __)/  _ \_  __ \/ __ \ /  ___|   __\
                  |     \(  <_> )  | \|  ___/ \___ \ |  |
                  \___  / \____/|__|   \___  >____  >|__|
                      \/                   \/|    \/  _____ __  _  __
                                             |    |   \__  \\ \/ \/ /
                                             |    |___ / __ \\     /
                                             |_______ (____  /\/\_/
                                                     \/    \/
    
    ==============================================================================
    = :: Forest Law ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
    
    -Special Arts-
    
    Move Name              Command            Lev.    Damage             Com.
    
    One-Two Punches        1,2                hh      5,12(6,12)
    Machine Gun Arrow      1,1,1,1,1          hhhhh   10,5,5,5,5         #3
    Mini Rave War Attack   2,2                hh      10,10
    H/Kick-Somersault Kick 3,4                hm      18,21              JG
    Triple Head Kick       3,3,3              hhh     18,10,10
    Dbl Head Kick-Smrsault 3,3,4              hhm     18,10,25           JG RC
    Dbl Head Kick-M/Kick   3,3,f+3            hhm     18,10,15
    Trpl Head Kick-M/Kick  3,3,3,f+3          hhhm    18,10,15
    Trpl Head Kick-Smrsault3,3,3,4            hhhm    18,10,10,25        JG RC
    Shaolin Spin Kicks     4,3,4              hhh     16,12,12
    Crescent Kick          4,u+3              hm      16,30              JG
    Quick Somersault       3+4                m       25                 JG RC
    Back Flipper           [3+4,4_u+4,3]      mm      [25,21_25,25]      JG RC
    Poison Arrow           f+2~1              m       40
    Rave War Attack        f+2<2<2            hmh     12,6,6
    Running Side Kick      f,f,f+3            m       30                 GS
    Junkyard Attack        b+2,3,4            mlm     12,8,22            JG
    Dragon Storm           b+1<2<1            mmm     12,12,15           JG
    Dragon Low Kick        d+3                l       8
    Trcky Kicks-M/Kick     d+3,3,f+3          lhm     8,10,21
    Trcky Kcks-Somersault  d+3,3,4            lhm     8,10,21            JG
    Trcky Kcks-Somersault  d+3,3,3,4          lhhm    8,10,10,21         JG
    Trcky Kcks-Somersault  d+3,3,3,3,4        lhhhm   8,10,10,10,21      JG RC
    Frogman                d+3+4              m       25,27
    Frogman Feint          d+3+4~D            m       25                 KND
    Mid Kick               d/f+3              m       21
    Front Kick-Somersault  d/f+4,3            mm      12,21              JG RC
    Dragon Whip            d/b+2              m       15                 BK
    Elbow Spring Kick      d/b+2,4            mM      15,25
    Elbow Spring Feint     d/b+2,4~D          mM      15,25              PLD
    Dragon Tail            d/b+4              l       25                 RC
    Jump Kick-Somersault   [u/b_u_u/f]3,4     hm      25,25              JG
    Double Dragon          SS+3+4             Smh     16,22
    Side Kick-Somersault   WS+3,4             hm      28,25              JG RC
    Front Kick-Somersault  WS,4,3             mm      12,21              JG RC
    Double Impact          FC,3,4             Lm      12,21              JG RC
    Body Blow-Somersault   [d+_FC]2,3         Smm     [8_10,21]          JG
    Low Kick-Somersault    [d+_FC]4,3         lm      7,21               JG RC
    Somersault Fake        FC,[u/b_u_u/f],4   m       24                 JG
    Catapult Kick Low      FC,[U/B_U_U/F]+4   m       [22_15_25]         JG RC
    Catapult Kick High     FC,[u/b_u_u/f]+4   m       [28_25_35]
    Rainbow Kick           FC,[U/B_U_U/F]+3+4 M       30                 KND #1
    Dragon Slide           FC,d/f,d,d/f+3     L       17                 #2
    Fatal Backhand         BK [1_2]           m       12                 OB
    Blackout               ALL, 1             h       10
    Mugging                ALL, 1,3           hl      10,7              
    Trick Step             b+1+2              -       -
      = Dragon Blow        1                  m       43
      = Dragon Fist        2                  h       12
    Punch Reversal         b+1+2 (as counter) -       -
      = Fatal Backhand     1                  !       12                 OB
      = Stagger Fist       2                  !       12                 SG
      = Dragon Mid Kick    3                  m       22
      = Dragon Low Kick    4                  l       15
    High/Mid Parry         b+[1+3_2+4]        -       -
    Low Parry              [d_d/b]+[1+3_2+4]  -       -
    Dragon Fang            d/b+1+2            !       100
      = Dragon Cancel      u,u                -       -
    
    #1: Rainbow Kick does 20 damage to downed opponents.
    #2: if Slide Kick is blocked, or hits a downed opponent. Law recovers in KND.
        if Slide Kick connects, Law recovers in PLD.
    #3: can be chained directly into Mini Rave War Attack or Rave War Attack
        between 1-4 jabs.
    
    
    -Throws-
    
    Throw Name           Command             Position   Damage     Escape     Com.
    
    Dragon's Fire        1+3                 f-throw    7-23       1
    Hopping Frog         2+4                 f-throw    30         2
    Atomic Drop          f+2+3               f-throw    30         1
    Chastisement Punch   d/f+1+2             f-throw    30         1+2
    Bulldog              d/f+1+2,1,2,1+2     f-throw    35         -           #1b
    Knee Lift            f,f+3+4             f-throw    28         1+2
    Headlock Kick        [1+3 or 2+4]        ls-throw   40         1
    Dragon Ballbreaker   [1+3 or 2+4]        rs-throw   42         2
    Ultimate Dragon      [1+3 or 2+4]        b-throw    50         -
    
    #1b: can be escaped during initial grab only with 1+2. once Bulldog extention
         has been initiated, the throw is inescapable.
    
    
    -Strings-
    
              ::Command Flowchart::                          ::Statistics::
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
                                 ___
                                |   |
                                @ 3 |          Lev:                       l
                                |___|          Dam:                       7
                               ___|
         _____________________|______________  -----------------------------------
        |   |   |   |   |   |   |   |   |   |
        | 3 | 2 @ 2 | 3 |d+3| 3 @ 4 | 4 | 4 |  Lev:     l  m  h  m  l  m  h  l  m
        |___|___|___|___|___|___|___|___|___|  Dam:     6  6  8  6  6  6  8  7 38
       ___|               \___/
     _|___________________/___\_____________   -----------------------------------
    |d/f|   |   |   |   |   |   |   |   |   |  
    | + | 2 | 2 @ 1 | 3 @ 3 | 3 | 4 | 3 | 4 |  Lev:  m  h  h  h  h  l  h  h  h  m
    |_1_|___|___|___|___|___|___|___|___|___|  Dam: 10  5  6  5  7  6  7  7 10 25
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
    
    
    -Basic Move Frame Info-
    
    Ex = Execution / Grd = Advantage if opponent guards
    Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
    + = your advantage / - = opponents advantage
    D = knocks opponent down
     __________________________________________________________________________
    |      1       |      F+1     |      2       |      F+2     |      3       |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    | 8| +1| +7|+10|10| +1| +7|+10|10| +1|  +7   |12| +1| +7|+10|14|-14|  -3   |
    |__|___|___|___|__|___|___|___|__|___|_______|__|___|___|___|__|___|_______|
    
     __________________________________________________________________________
    |      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |14|-14|  -3   |11| -4| +5| D |13| -4| +5| D | 8| -2|  +9   | 8| -2|  +9   |
    |__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |10| -2|  +9   |10| -2|  +9   |16|-14|  -3   |16|-14|  -3   |12| -8|  +3   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |12| -8|  -3   |10| -4|  +7   |15| -7|   D   |16|-16|   D   |11| -3|  +8   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |13| +1|  +8   |14| -8|   D   |18|-14|  -3   |12| -4|  +7   | ?|  ?|   D   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
    
    ==============================================================================
    = :: Lei Wulong ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
             .____          .__
             |    |    ____ |__|
             |    |  _/ __ \|  |
             |    |__\  ___/|  |
             |_______ \___  >__|     __      .__
                     \/   \//  \    /  \__ __|  |   ____   ____   ____
                            \   \/\/   /  |  \  |  /  _ \ /    \ / ___\
                             \        /|  |  /  |_(  <_> )   |  Y /_/  >
                              \__/\  / |____/|____/\____/|___|  |___  /
                                   \/                         \/_____/
    
    ==============================================================================
    = :: Lei Wulong ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
    
    ::Special Conventions::
    
    CRS  - Crane Stance
    TGS  - Tiger Stance
    PNS  - Panther Stance
    DRG  - Dragon Stance
    SNS  - Snake Stance
    DRS  - Drunken Stance
    PHS  - Phoenix Stance
    
    SSL  - Side Step Left
    SSR  - Side Step Right
    
    -Special Arts-
    
    Move Name              Command            Lev.    Damage             Com.
    
    Hook Punch             1+2                h       18                 BK
    Hook-Spin Back Blow    1+2,1              hh      18,18              BK
    Spiral Upper           1+2,2              hm      18,20              JG
    High-Low Kick          3,3                hL      28,20              BK
    Tornado Kick           3~4                m       30                 BK GS
      = KND                  = d              -       -                  KND
    Triple Tornado Kick    3~4,U              mmm     30,30,30           BK
      = KND                  = d              -       -                  KND
    Rolling Kick           4~4                L       7                  KND
    Rolling Kicks          4~4,3              LL      7,7                KND
    Lift Up Cannon         4~4,3,3            LLm     7,7,35             FCD
    Clean Sweep            4~3                m       25                 FCD
    Art Of Snake           SS+[1+4_2+3]       -       -                  SNS
    Art Of Snake           f+2+3              -       -                  SNS
    Tornado Kick Evade     F+3~4              m       30                 BK GS
      = KND                  = d              -       -                  KND
    Trple Trndo Kck Evade  F+3~4,U            mmm     30,30,30           BK
      = KND                  = d              -       -                  KND
    Razor Rush-SNS         f,N+1[u_d]         m       10                 [SNS]
    Razor Rush-DRG         f,N+1<2[u_d]       mm      10,8               [DRG]
    Razor Rush-PNS         f,N+1<2<1[u_d]     mmm     10,8,8             [PNS]
    Razor Rush-TGS         f,N+1<2<1<2[u_d]   mmmm    10,8,8,8           [TGS]
    Razor Rush-Low         f,N+1<2<1<2,3      mmmml   10,8,8,8,15
    Razor Rush-CRS         f,N+1<2<1<2<4[u_d] mmmmm   10,8,8,8,15        [CRS]
    Defense Breaker        f,N+2,1,2,1        hmmm    -,-,25,30          GS #1
    One-Two Kick           f,N+3,4            hm      35,20
    One-Two Kick & Low     f,N+3,d+4          hL      35,10
    Rush Combo & Mid Kick  f,N+4,1,2,3,4      hmmhm   15,12,5,17,20
    Rush Combo & Low Kick  f,N+4,1,2,3,d+4    hmmhL   15,12,5,17,10
    Beating Low Kick       f+4,2,1<2,3        hmmml   35,12,12,8,15
    Beating Middle Kick    f+4,2,1<2<4[u_d]   hmmmm   35,12,12,8,15      [CRS]
    Jumping Kick           f,f,f+3            m       30                 GS
    Falling Tree           [u/f_u/b]+2        M       15                 PLD
    Reverse Falling Tree   BK[u/f_u/b]+2      M       15                 PLD
    Cannonball             b+1+2              m       30
    Phoenix Illusion       b+1+4              -       -                  PHS
    Turn Around            b+3+4              -       -                  BK
    Rave Spin              d/b+4,4            Lh      10,25              #2 #3
    Sidewind               d+1+2              -       -                  SLD
    Play Dead              d+3+4              -       -                  PLD
    Spinning Back Blow     BK 1               h       12                 BK
    Low Back Spin          BK[d+_FC]1         l       8                  BK
    Reverse Uppercut       BK 2               m       20                 JG
    Back Flip Flop         BK 3+4,3+4,3+4     MMM     15,15,15           BK
    Reverse Double Slicer  BK[d+_FC]4,4       Lh      10,35              #2 #3
    Drunk Master           f+3+4              -       -                  DRS
    Drunk H/M Punch Parry  f+3+4              -       -
    Low Parry              [d_d/b]+[1+3_2+4]  -       -
    
    Moves From Play Dead Position (PLD)
    
    Move Name              Command            Lev.    Damage             Com.
    
    Stand Up               u                  -       -
    Lei On Stomach         D+1                -       -                  KND
    Rave Spin              3,4                Lh      7,21               #3
    Spring Kick            3+4                m       20                 JG
    
    Moves From Slide Position (SLD)
    
    Move Name              Command            Lev.    Damage             Com.
    
    Stand Up               u                  -       -
    Lei On Back            1                  -       -                  PLD
    Sliding Kick           4~3                L       15                 #4
    
    Moves From Face Down Position (FCD)
    
    Move Name              Command            Lev.    Damage             Com.
    
    Stand Up               u                  -       -
    Lei on Back            1                  -       -                  KND
    Deep Sleep             3~4                L       10                 PLD
      = Rave Spin            = 4              h       21
    Go To Sleep            4~3                m       18                 FCD
    
    Moves From Knockdown Position (KND)
    
    Move Name              Command            Lev.    Damage             Com.
    
    Stand Up               u                  -       -
    Lei On Stomach         D+1                -       -                  FCD
    Hop Up                 3+4                m       20
    
    Moves From Crane Stance (CRS)
    
    Move Name              Command            Lev.    Damage             Com.
    
    Crane's Bill           1                  m       27                 GS #5
    Wing Of Crane          2                  h       30                 OB BK
    Crane Dance            3<4<2<3            mLmM    21,10,10,15        JG
    Crane Kick             4                  L       20
    
    Moves From Tiger Stance (TGS)
    
    Move Name              Command            Lev.    Damage             Com.
    
    Tiger Strike           1                  m       25                 BN GS
    Tiger Claw             2                  m       26                 KS
    Tiger Kick             3                  h       32
    Razor Rush-SNS         3,1[u_d]           hm      32,10              [SNS]
    Razor Rush-DRG         3,1<2[u_d]         hmm     32,10,8            [DRG]
    Razor Rush-PNS         3,1<2<1[u_d]       hmmm    32,10,8,8          [PNS]
    Razor Rush-TGS         3,1<2<1<2[u_d]     hmmmm   32,10,8,8,8        [TGS]
    Razor Rush-CRS         3,1<2<1<2<4[u_d]   hmmmmm  32,10,8,8,8,15     [CRS]
    Tiger Kick-Razor Low   3,1<2<1<2,3        hmmmml  32,10,8,8,8,15
    Tiger Tail             4                  L       20                 RC
    High/Mid Parry         F                  -       -
    Snake Stance           SSL                -       -                  SNS
    Dragon Stance          SSR                -       -                  DRG
    
    Moves From Panther Stance (PNS)
    
    Move Name              Command            Lev.    Damage             Com.
    
    Panther Scratch        1,2                lh      16,20
    Panther Paw            2                  M       25                 JG #6
    Panther Tail           3                  L       18                 #7
    Beating Low Kick       4,2,1<2,3          hmmml   26,12,12,8,15
    Beating Middle Kick    4,2,1<2<4[u_d]     hmmmm   26,12,12,8,15      [CRS]
    Low Parry              F                  -       -
    Snake Stance           SSL                -       -                  SNS
    Crane Stance           SSR                -       -                  CRS
    
    Moves From Dragon Stance (DRG)
    
    Move Name              Command            Lev.    Damage             Com.
    
    Spin To Grab           1                  (see throw section for information)
    Dragon Roar            2[F]               M       20              JGc GS [TGS]
    Dragon Spark           1+2[F]             m       25                 [TGS]
    Dragon Blast           3                  h       28
    Rush Combo             4,1,2,3,4          mmmhm   15,12,5,17,20
    Rush Combo & Low Kick  4,1,2,3,d+4        mmmhL   15,12,5,17,10
    Tiger Stance           SSL                -       -                  TGS
    Snake Stance           SSR                -       -                  SNS
    
    Moves From Snake Stance (SNS)
    
    Move Name              Command            Lev.    Damage             Com.
    
    Spin To Grab           1+3                (see throw section for information)
    Rushing Snake          1,1,1,1,1,1[F]     hhhhhh  13,10,8,6,5,5      [SNS]
    Snake Fang             2                  m       15                 DSc
    Snakebite              2,2<2              mml     15,10,15           DSc #8
    Rattlesnake            3                  m       21                 FCD
    Low Kick               4                  l       11                 SNS
    Dragon Stance          SSL                -       -                  DRG
    Panther Stance         SSR                -       -                  PNS
    
    Moves From Drunken Stance (DRS)
    
    Move Name              Command            Lev.    Damage             Com.
    
    Kiss My Fist           1                  m       25
    Staggering Slide       3+4                L       15                 FCD
    
    Moves From Phoenix Stance (PHS)
    
    Move Name              Command            Lev.    Damage             Com.
    
    Hopping Phoenix        3,3,3,3            mmmm    15,15,15,15        #9
    Phoenix Strike         4                  !       90
    
    #1: can only be started on a blocking opponent. is final hit is blocked, Lei
        recovers BK.
    #2: holding U or D immediately after first hit will result in SNS.
    #3: first hit recovers crouching (RC).
    #4: if Slide Kick is blocked, Lei recovers in KND. if Slide Kick connects, Lei
        recovers in PLD.
    #5: if Crane's Bill is blocked, Lei recovers BK.
    #6: if Panther Paw is blocked, can link directly into Defense Breaker.
    #7: holding back after Panther Tail results in Phoenix Illusion.
    #8: holding forward after the first or second hit results in Dragon Stance,
        holding forward after third hit results in Panther Stance.
    #9: can link directly into Phoenix Strike.
    
    
    -Throws-
    
    Throw Name           Command             Position   Damage     Escape     Com.
    
    Double Foot Stomp    1+3                 f-throw    30         1
    Sleeper Hold         2+4                 f-throw    30         2
    Tripping             f,f+1+2             f-throw    33         1+2
    Dragon Falls         u/f+1+2             f-throw    35         1+2         SLD
    Out Of Control       [DRG,1 or SNS,1+3]  f-throw    33         1
      = Life Gain        1+2                 link       +11        -       DRS #1b
    Booby Trap           [1+3 or 2+4]        b-throw    50         -
    Sailboat Stretch     [1+3 or 2+4]        ls-throw   40         1
    Closing Fan          [1+3 or 2+4]        rs-throw   5,10,25    2
    
    #1b: if Life Gain is initiated, amount of life added to Lei's energy bar is
         subtracted from the damage of throw.
    
    -Strings-
    
              ::Command Flowchart::                          ::Statistics::
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
                     ___________________
                    |   |   |   |   |   |
                    |3+4@3+4| 1 | 1 @ 2 |      Lev:              M  M  L  L  m
                    |___|___|___|___|___|      Dam:              9 10 11 12 21
                   ___|
     _____________|_________________________   -----------------------------------
    |   |   |   |   |   |   |   |   |   |   |
    | 1 | 2 @ 1 |3+4@ 2 @ 1 | 4 | 1 @ 2 | 3 |  Lev:  h  h  L  M  m  m  h  m  m  h
    |___|___|___|___|___|___|___|___|___|___|  Dam:  5  8  7  8  6  6 10  6  6 30
                                  |___
                                     _|_____   -----------------------------------
                                    |   |   |
                                    @ 4 | 3 |  Lev:                          L  h
                                    |___|___|  Dam:                          7 35
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
    
    
    -Basic Move Frame Info-
    
    Ex = Execution / Grd = Advantage if opponent guards
    Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
    + = your advantage / - = opponents advantage
    D = knocks opponent down
     __________________________________________________________________________
    |      1       |      F+1     |      2       |      F+2     |      3       |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    | 8| +1| +7|+10|10| +1| +7|+10|10| +1|  +7   |12| +1| +7|+10|14|-14| -4| -2|
    |__|___|___|___|__|___|___|___|__|___|_______|__|___|___|___|__|___|___|___|
    
     __________________________________________________________________________
    |      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |14|-14| -4| -3|11| -4| +5| D |13| -4|   D   | 8| -2|  +9   | 8| -2|  +9   |
    |__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |10| -2|  +9   |10| -2|  +9   |15|-18|  -4   |16|-14|  -3   |12| -8|  +3   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |12|-11|-12| 0 |10| -4|  +7   |15| -7|   D   |10|-21|  -10  |11| -6|  +5   |
    |__|___|___|___|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |13| +1|  +7   |14| -8|   D   |18|-14|  -3   |12| -4|  +7   | ?|  ?|   D   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
    
    ==============================================================================
    = :: King ::::::::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
                               ____  __.__
                              |    |/ _|__| ____   ____
                              |      < |  |/    \ / ___\
                              |    |  \|  |   |  Y /_/  >
                              |____|__ \__|___|  |___  /
                                      \/       \/_____/
    
    ==============================================================================
    = :: King ::::::::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
    
    -Special Arts-
    
    Move Name              Command            Lev.    Damage             Com.
    
    One-Two Punches        1,2                hh      6,15(7,15)
    One-Two Punches-Upper  1,2,1              hhm     6,15,10(7,15,10)
    Cross-Uppercut         2,1                hm      10,12(12,10)
    Axel Twist             1+2                m       15                 BK
    Axel Spinner           1+2<1              mm      15,21
    Strike Elbow           d/f+1              m       6                  KS
    Forearm Bust           d/f+2              m       6
    Smash-Frankensteiner   d/f+3+4            M       15                 KND
    Low Punch-Quick Upper  d+1,N+2            Smm     5,15
    King Flicker           f,f+2              m       20                 JGc
    Stomach Smash          f,f,N+2            L       6                  DSc
    Black Bomb             f,d,d/f,N+1+2      M       28                 BNc
    Leg Breaker            FC,d/f+1           L       21                 RC
    Crouching Upper        FC,d/f+2           m       20                 JG
    Double Fist Leap       u/f+1+2            m       35
    Elbow Drop             [u/b_u_u/f]+2+4    M       35                 PLD GS
    Mini Elbow Drop        d+1+2              M       15                 PLD GS
    Shoulder Tackle        f+2+3              m       40
    Ali Kick               [d+3+4_FC,d/f+4]   L       13                 RC
      = Upper                = 2              m       10
      = Ali Kicks            = 4,4            LL      7,7                RC
      = Ali Kicks-Upper      = 4,2            Lm      7,10               CH
      = Ali Kicks-Upper      = 4,4,2          LLm     7,7,10             CH
      = Steady Ali Kicks     = 4,4,4,4        LLLL    7,5,4,3            RC #1
    Exploder               [3+4_f,f+3+4]      m       25                 KND GS
    Running Exploder       f,f,f+3+4          h       40                 KND GS
    Konvict Kick           f,f+4              m       30
    Prison Break           b+4                h       20(30*)            BK
    Boomerang              SS+3+4             h       60                 GS
    Knockout Punch         SS+2               h       30                 DSc
    High/Mid Kick Reversal b+[1+3_2+4]        -       *                  #2
    Low Parry              [d_d/b]+[1+3_2+4]  -       -
    Jaguar Lariat          f+1+2              !       50                 #3
    Push Block             f,f,N+1+2          !       -                  GS
    Moonsault              1+4                {!}     25                 FCD
    Reverse Moonsault      BK 1+4             {!}     25                 FCD
    Atomic Blaster         BK 1+2             !       50                 #3
    Lay Off                f,f+1+2            [!_{!}] 15                 GS #4
    
    #1: first hit must counterhit (CH) in order to perform 4-5 Ali Kicks. first
        hit does 17 on counterhit (CH).
    #2: cannot be chickened.
    #3: unblockable, but can be crouched under.
    #4: hits h up close, hits L from a distance.
    
    
    -Throws-
    
    Throw Name           Command             Position   Damage     Escape     Com.
    
    Winding Nut          1+3                 f-throw    35         1
    Suplex               2+4                 f-throw    35         2
    Falling Headlock     d/b,d/b+1+2         f-throw    55         1+2
    Tombstone Piledriver d/b,f+2             f-throw    58         2
    Spinning Swing       f,HCF+1             f-throw    70         1
    Frankensteiner       d/f+3+4             f-throw    (15)+45    -          BK
    Figure Four Leg Lock d/b+1+2             f-throw    32         1+2 (3+4)
    Muscle Buster        d,d/b,b+1+2         f-throw    50         1+2
    Knee Bash            d/f+2+3             f-throw    30         2
    Power Backbreaker    [1+3 or 2+4]        ls-throw   20,20      1
    Atomic Drop          [1+3 or 2+4]        rs-throw   42         2
    Powerbomb            d+[1+3 or 2+4]      d-throw    45         1+2
    Half Boston Crab     1+3                 b-throw    60         -
    Cobra Twist          2+4                 b-throw    60         -
    Octopus Slam         b,f+1+2             b-throw    75         -
    
    Ultimate Tackle      [D/B+_FC]1+2        f-throw    5          2
      = Cross Arm Lock   1+2                 link       25         1+2,2,2,2,2 #1b
        = Arm Twist      1+2                 link       10         -
      = Leg Cross Hold   3+4                 link       20         1+2,1,1,1,1 #2b
        = Bar Series     1+2                 link       20,20      -           #3b
      = Ultimate Punches 2,1,2,1,2           link       5,5,5,5,5  [1_2]
        = Cross Arm Lock 1+2                 link       25         1+2,2,2,2,2 #1b
          = Arm Twist    1+2                 link       10         -
        = Leg Cross Hold 3+4                 link       20         1+2,1,1,1,1 #2b
          = Bar Series   1+2                 link       20,20      -           #3b
    
    Irish Whip           b+1+2               f-throw    -          -
      = Spin Feint       1+3                 link       -          1
      = Quick Slam       2+4                 link       8          2
      = Turn Around      1+2                 link       -          1+2
      = Destruction      3+4                 link       10         3+4
    
    Hi-Jack Backbreaker  1+2                 link       30         1+2         #5b
    Jaguar Driver        1+2,u,d+3+4         link       60         3+4         #5b
    
    Jaguar Driver        QCF+1               f-throw    25         1
      = Face Buster      1+2                 link       30         -
      = Boston Crab      1+2,3,4,1+2         link       25         -
    
    Arm Breaker          f,N,d,d/f+1+4       f-throw    20         1
      = Triple Buster    1+2,1+2             link       10,15      1
      = Head Jammer      1+2,4,2+4           link       20         2
        = Struggle Combo 4,3,4,3+4,1+2       link       25         -
      = Chicken Wing     2,1,1+2+3           link       25         1+2
        = Dragon Sleeper 2,1,3,1+2+4,1+2+4   link       30         1
        = R.D.C.       1+3,3+4,2+4,1+2,1+2+3 link       70         2
    
    Reverse Full Nelson  d/f,d/f+2+4         d-throw    28         2
    Reverse Full Nelson  d/f+1+2             f-throw    28         1+2
    Reverse Full Nelson  SS+2+4              f-throw    28_18*     [1_2] #4b#6b#7b
      = Cannonball       2,2,1+2             link       18         -
        = Powerbomb      1,2,3+4             link       22         1
          = Big Swing    2,1,3,4             link       27         1
          = T-Bone       3,2,1,3+4,ALL       link       32         2
        = Manhattan Drop 3+4,1+2,1+2+4       link       17         2
          = Super Freak  1,2,3+4,1+2         link       20         -
            = Big Swing  2,1,3,4             link       27         1
            = T-Bone     3,2,1,3+4,ALL       link       32         2
    (* depends on throw initiated from SS+2+4. 28 if R.F.N. 18 if Cannonball.)
    
    Reverse Arm Clutch   f,D/F+1+3 (A)       f-throw    25         1
    Reverse Arm Clutch   f,D/F+2+4 (B)       f-throw    25         2
      = Backdrop         2,1,1+2             link       18         [1_2]       #8b
        = German Suplex  3+4,1+2             link       18         1           #8b
          = Powerbomb    1,2,3+4             link       22         -
            = Big Swing  2,1,3,4             link       27         1
            = T-Bone     3,2,1,3+4,ALL       link       32         2
        = Cannonball     2,2,1+2             link       18         2
          = Powerbomb    1,2,3+4             link       22         1
            = Big Swing  2,1,3,4             link       27         1
            = T-Bone     3,2,1,3+4,ALL       link       32         2
          = Mnhttan Drp  3+4,1+2,1+2+4       link       17         2
            = Spr Freak  1,2,3+4,1+2         link       20         -
              = Big Swng 2,1,3,4             link       27         1
              = T-Bone   3,2,1,3+4,ALL       link       32         2
    
    Standing Achilles    f,N,d,d/f+2+3       f-throw    30         2
      = Scorpion Lock    1+2,3,1,1+3         link       35         1
      = S.T.F.           1,2,3,1+2           link       40         2
      = Indian Lock      1+2,1,3,1+2         link       30         1+2
        = Romero Special 1,3,4,1+2,3+4       link       50         -
    
    
    -Ground Throws-
    
    Opponent Face Up/Feet Towards:
    Mini Giant Swing     d/b+1+3             g-throw    30         1
    Head Bomber          d/b+2+4             g-throw    33         2
    Figure Four Leg Lock D/B+2+4             g-throw    33         1+2
    
    Opponent Face Up/Feet Away:
    Shoulder Cracker     d/b+[1+3 or 2+4]    g-throw    28         1+2
    
    Opponent Face Down/Feet Towards:
    Half Boston Crab     d/b+[1+3 or 2+4]    g-throw    30         3+4
    
    Opponent Face Down/Feet Away:
    Chicken Wing         d/b+[1+3 or 2+4]    g-throw    32         1+2
    
    Opponent Face Down/Left Side:
    Camel Clutch         d/b+[1+3 or 2+4]    g-throw    35         1
    
    Opponent Face Down/Right Side:
    Mini Romero          d/b+[1+3 or 2+4]    g-throw    37         2
    
    Opponent Face Up/Side
    Roll Over            d/b+[1+3 or 2+4]    g-throw    -          [1_2]       #4b
    
    #1b: follow up from third hit of Ultimate Punches. Paul, Nina, King, Jin can
         reverse with 1+2,2,2,2,2 and deal 10 damage to King.
    #2b: follow up from third hit of Ultimate Punches. Nina and King can reverse
         with 1+2,1,1,1,1 and deal 10 damage to King.
    #3b: requires perfect timing.
    #4b: 1 escapes if grabbed from left side, 2 escapes if grabbed from right
          side.
    #5b: can be done only when opponent is stunned.
    #6b: inescapable if grabbed from behind.
    #7b: if throw connects from side, Cannonball will be the first throw)
    #8b: escape with 1 if thrown with (A), escape with 2 if thrown with (B).
    
    
    -Strings-
    
              ::Command Flowchart::                          ::Statistics::
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
                     _______________________
                    |   |   |   |   |   |   |
                    | 3 @ 3 | 4 | 3 @ 2 |1+2|  Lev:              h  m  L  L  L  -
                    |___|___|___|___|___|_*2|  Dam:              8 10  5  5  6 30
                   ___|       |___
     _____________|_______________|_________   -----------------------------------
    |   |   |   |   |   |   |   |   |   |   |
    | 1 | 2 | 1 @ 1 @ 2 @ 4 | 4 | 4 @ 1 | 3 |  Lev:  h  h  m  m  m  L  L  L  m  m
    |_*1|___|___|___|___|___|___|___|___|___|  Dam:  6 15 10  6  6  5  5  5  7 30
                                      |___
                                         _|_   -----------------------------------
                                        |   |
                                        | 1 |  Lev:                             M
                                        |___|  Dam:                            23
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
    
    *1 all strings can be started with the second hit by holding f (ie. f+2,1,1..)
    *2 can be broken like a regular powerbomb
    
    
    -Basic Move Frame Info-
    
    Ex = Execution / Grd = Advantage if opponent guards
    Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
    + = your advantage / - = opponents advantage
    D = knocks opponent down
     __________________________________________________________________________
    |      1       |      F+1     |      2       |      F+2     |      3       |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |10| +1| +9|+10|10| -2|  +7   |10| +1|  +9   |10| -1|  +5   |17|-14|   D   |
    |__|___|___|___|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |19|-14|   D   |13| -5| +4| D |14| -4| +5| D | 8| -2|  +9   | 8| -2|  +9   |
    |__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |10| -2|  +9   |10| -2|  +9   |18|-16|  -2   |18|-16|  -2   |14| -7|  +4   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |14| -7|  +4   |10| -4|  +7   |15|-13|   D   |16|-16|   D   |11| -6|  +5   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |14| -1| +1| D |14|-10|  +1   |14| -6|  +5   |14| -6|  +5   | ?|  ?|   D   |
    |__|___|___|___|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
    
    ==============================================================================
    = :: Nina Williams :::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
     _______  .__                __      __.__.__  .__  .__
     \      \ |__| ____ _____   /  \    /  \__|  | |  | |__|____    _____   ______
     /   |   \|  |/    \\__  \  \   \/\/   /  |  | |  | |  \__  \  /     \ /  ___/
    /    |    \  |   |  \/ __ \_ \        /|  |  |_|  |_|  |/ __ \|  Y Y  \\___ \
    \____|__  /__|___|  (____  /  \__/\  / |__|____/____/__(____  /__|_|  /____  >
            \/        \/     \/         \/                       \/      \/     \/
    
    ==============================================================================
    = :: Nina Williams :::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
    
    -Special Arts-
    
    Move Name              Command            Lev.    Damage             Com.
    
    One-Two Punches        1,2                hh      4,10(5,10)
    Uppercut-Punch         d/f+1,2            mh      10,15
    Bermuda Triangle       1,2,4              hhh     4,10,15            #1
    Jail Crusher           1,2,d+3,4          hhLh    4,10,10,15         #1
    Jail Crusher-Uppercut  1,2,d+3,2          hhLm    4,10,10,10         JG #1
    Biting Snake           1,2,1,4            hhhL    4,10,6,8           #1
    Double Explosion 1     1,2,f+1+2          hhm     4,10,20            #1
    Double Explosion 2     1,2,1,2,f+1+2      hhhhm   4,10,6,6,20        #1
    PK Combo               2,3                hh      10,20
    PDK Uppercut Combo     2,d+3,2            hLm     10,10,10           JG
    PDK Roundhouse Combo   2,d+3,4            hLh     10,10,15
    Cross-Roundhouse       2,4                hh      10,15
    Spike Combo-Uppercut   3,3,2              hLm     25,10,10           JG
    Spike Combo-Right HK   3,3,4              hLh     25,10,15
    Spike Combo-Right LK   3,3,d+4            hLl     25,10,7
    Left-Right HK          3,4                hh      25,15
    Blonde Attack-Uppercut 4,3,2              hLm     15,15,10(16,15,10) JG
    Blonde Attack-Right HK 4,3,4              hLh     15,15,15(16,15,15)
    Blonde Attack-Right LK 4,3,d+4            hLl     15,15,7(16,15,7)
    Low Jab-Rising Kick    d+1,N+4            Smm     5,10
    Toe Kick               [d+_FC]2,4         Smm     10(8),15
    Left LK-Right HK       [d+_FC]3,N+4       Lh      12,15
    Left LK-Right LK       [d+_FC]3,d+4       Ll      12,7
    Right LK-Backhand Chop [d+_FC]4,1         lh      7(10),10           #3
    Blonde Bomb            [f_WS]+1+2         m       20(30*)
    Power Blonde Bomb      f,f+1+2            m       30(45*)
    Bad Habit              [f,f_QCF]+3        m       20                 DSc
    Forward Flip Kick      [f,f_QCF]+4        M       20(30*)            DY (miss)
    Assassin Dagger        f,f+1              h       20                 #2
    Panther Claw           f,f+2              h       21
    Shut Up                b,d/b,d,D/F+2      m       24                 JG
    Creeping Snake         d/f+3,2,1,4        mhhL    10,12,6,8          #3
    Creeping Snake-Upper   d/f+3,2,d+3,2      mhLm    10,12,10           #3
    Creeping Snake-L HK    d/f+3,2,3          mhm     10,12,20           #3
    Creeping Snake-L LK    d/f+3,2,d+3        mhL     10,12,10           #3
    Creeping Snake-R HK    d/f+3,2,4          mhh     10,12,15           #3
    Assault Bomb           d/f+3,1,2,f+1+2    mhhm    10,10,6,20
    Flash Kick-Left LK     d/f+3,3,3,3        mhhL    10,6,8,10
    Flash Kick-Right HK    d/f+3,3,3,4        mhhh    10,6,8,15
    Flash Kick-Blonde Bomb d/f+3,3,3,1,2,f+1+2mhhhhm  10,6,8,10,6,20
    Left Mid-Right HK      d/f+3,4            mh      10,15
    Left B-hand Body Blow  b+1                h       15
    Single Slap            b+2                h       15
    Double Slap            b+2,2              hh      15,18              #4
    Helping Hand           d/b+1              m       10
    Right B-hand Body Blow d/b+2              m       20(30*)            DSc
    Slicer                 d/b+4              L       10                 FCD
    Geyser Cannon Combo    d/b+4,3            Lm      10,25              JG
    Divine Cannon          d,D/B+3            m       25                 JG
    Modified Divine Cannon d/b+3+4            m       25                 JG
    Nicolella              u/f+3              m       20
    Can Opener             u/f+4,3,4          hLh     20,10,14
    Hopping LK-Uppercut    u/f,N,d+3,2        Lm      25,10              JG
    Hopping LK-Side Kick   u/f,N,d+3,3        Lm      25,15
    Hopping LK-Right HK    u/f,N,d+3,4        Lh      25,15
    Wipe The Floor         FC,d/f+4           L       18
    Running Jump Kick      f,f,f+3            m       20                 #5
    Heel Stomp             [d_d/f]+3+4        L       20
    Snakeshot              SS+1               m       15                 #6
    Liftshot               SS+2               m       15                 JGc #6
    Low Whip               SS+4               L       10                 #6
    Spiral Explosion       SS+1+2             m       20(30*)
    High/Mid Reversal      b+[1+3_2+4]        -       *
    Low Parry              [d_d/b]+[1+3_2+4]  -       -
    Evil Mist              QCF,D/B+2+3        !       0                  SG
    Hunting Swan           d/b+1+2            !       95                 CS
      = Swan Cancel        u,u                -       -
    
    #1: d/f+1 can be substituted as the first move of string, and when used, the
        second hit (2) will take 15 damage.
    #2: if Assassin Dagger connects, opponent is turned sideways.
    #3: holding U or D immediately after second move will result in a sidestep.
    #4: if only the second hit connects, opponent is turned sideways.
    #5: if Running Jump Kick connects on counter hit (CH), it becomes Bone Cutter.
    #6: cannot be performed after #3.
    
    
    -Throws-
    
    Throw Name           Command             Position   Damage     Escape
    
    Arm Turn             1+3                 f-throw    30         1
    Lifting Toss         2+4                 f-throw    30         2
    Neck Throw           u/f+1+2             f-throw    40         1+2
    Embracing Elbow      d/f,d/f+1           f-throw    50         1+2
    Triple Break         [1+3 or 2+4]        b-throw    60         -
    Rolling Lock         [1+3 or 2+4]        ls-throw   40         1
    Swinging Toss        [1+3 or 2+4]        rs-throw   38         2
    
    Falling Elbow        2+4,1,2,1           f-throw    35         2
      = Arm Lock         2,1,3               link       10         -
    
    Palm Grab            QCF+1+2             f-throw    15         2
      = Arm Bar          3,4,3,1+2           link       30         1+2
      = S.R.A.L          1,3,2,1             link       20         1
        = Rear G-Tech    3,1,4,1+2,1+2       link       25         1+2
        = Falling R.A.L. 2,1,3,4,1+2         link       25         2
      = Double Attack    2,3,4,2,2           link       15,15      2
        = Neck Crusher   1,3+4,1,2,1+2       link       35         1
        = G-Tech Stretch 1,2,4,3,1+2+3       link       45         1+2
      = Octopus Grab     2,1,1+2,1+2+3       link       28         1+2
        = Neck Crusher   1,3+4,1,2,1+2       link       35         1
        = G-Tech Stretch 1,2,4,3,1+2+3       link       45         1+2
    
    Crab Claw            QCF+3+4             f-throw    15         1
      = Arm Bar          3+4,3,4,1+2         link       35         1
      = Heel Hold        3+4,4,2,1+2         link       20         2
        = Leg Cross Hold 3,1,4,2+4           link       35         1
        = Tendon Lock    1,3,2+4,3+4,1+2     link       45         2
    
    Bone Cutter          f,f,f+3 (CH)        f-throw    20,20      2
        = Leg Cross Hold 3,1,4,2+4           link       35         1
        = Tendon Lock    1,3,2+4,3+4,1+2     link       45         2
    
    Betrayer             QCB+1+4             f-throw    15         -
      = S.R.A.L.         1,3,2,1             link       20         1
        = Rear G-Tech    3,1,4,1+2,1+2       link       25         1+2
        = Falling R.A.L. 2,1,3,4,1+2         link       25         2
      = Octopus Grab     2,1,1+2,1+2+3       link       28         1+2
        = Neck Crusher   1,3+4,1,2,1+2       link       35         1
        = G-Tech Stretch 1,2,4,3,1+2+3       link       45         1+2
    
    
    -Strings-
    
              ::Command Flowchart::                          ::Statistics::
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
                                     _______
                                    |   |   |
                                    | 4 | 3 |  Lev:                          L  m
                                    |___|___|  Dam:                          5 25 
                                   ___|
     _____________________________|_________   -----------------------------------
    |   |   |   |   |   |   |   |   |   |   |
    | 1 | 2 @ 1 @ 2 @ 3 @ 3 | 2 | 1 | 2 | 4 |  Lev:  h  h  h  h  h  L  m  h  h  h
    |___|___|___|___|___|___|___|___|___|___|  Dam:  4 10  6  6  7  9  6  6  6 30
           ___|   |___
     _____|_         _|_____________________   -----------------------------------
    |d/f|   |       |   |   |   |   |   |   |
    | + | 2 |       @ 4 @ 3 | 4 | 2 @ 4 | 3 |  Lev:  m  h        h  L  L  m  L  m
    |_1_|___|       |___|___|___|___|___|___|  Dam: 10 15        9  9  5  6  5 25
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
    
    
    -Basic Move Frame Info-
    
    Ex = Execution / Grd = Advantage if opponent guards
    Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
    + = your advantage / - = opponents advantage
    D = knocks opponent down / s = staggers opponent for # of frames
     __________________________________________________________________________
    |      1       |      F+1     |      2       |      F+2     |      3       |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    | 8| +1| +7|+10|10| +1| +7|+10|10| +1|  +7   |10| +1|+12|+10|14|-16|   D   |
    |__|___|___|___|__|___|___|___|__|___|_______|__|___|___|___|__|___|_______|
    
     __________________________________________________________________________
    |      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |16|-16|   D   |10| -4| +7|s28|12| -4| +7| D | 8| -2|  +9   | 8| -2|  +9   |
    |__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |10| -2|  +9   |10| -2|  +9   |16|-14|  -3   |16|-14|  -3   |12| -8|  +3   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |12| -8|  +3   |12| -2|  +9   |14| -8|   D   |16|-16|   D   |11| -3|  +8   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |13| +1|  +10  |14| -8|   D   |14|-14|  -3   |12| -4|  +7   | ?|  ?|   D   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
    
    ==============================================================================
    = :: Yoshimitsu ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
            _____.___.            .__    .__        .__  __
            \__  |   | ____  _____|  |__ |__| _____ |__|/  |_ ________ __
             /   |   |/  _ \/  ___/  |  \|  |/     \|  \   __Y  ___/  |  \
             \____   (  <_> )___ \|   Y  \  |  Y Y  \  ||  | \___ \|  |  /
             / ______|\____/____  >___|  /__|__|_|  /__||__|/____  >____/
             \/                 \/     \/         \/             \/
    
    ==============================================================================
    = :: Yoshimitsu ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
    
    ::Special Conventions::
    
    SDP - Sword Debate Position
    
    -Special Arts-
    
    Move Name              Command            Lev.    Damage             Com.
    
    Punch-Uppercut         1,2                hm      5,8
    Punch-Double Uppercut  1,2,1              hmm     5,8,6
    PK Combo               2,3                hh      12,21
    PDK Combo              2,d+3              hL      12,8               RC
    Zig-Zag                3,4                hm      30,30
    Kangaroo Kick          4~3                m       30                 JG
    Triple Roundhouses     4,4,4              hhh     20,20,21           TS
    Backhand               f+2                h       12                 OB #1
    Ninja Blade Rush       f,f+2              m       18
    Ninja Blade Slice      f,f+2              m       18                 CH
      = Sit                  = d+3+4          -       -
    Knee Bash              f,f+4              m       20
    Dive Bomb              f,f+1+2            m       40                 BK
    Shark Attack Combo     f,f+3+4,1+2,3+4    Mmm     40,40,30           JG
    Stone Fists            B+1,1,1,1,1,1      hhhhhh  10,10,10,10,10,10  #2 #3
    Uppercut-Backhand      d/f+1,2            mh      15-12              OB #1
    Door Knocker           d/f+1<1<1<1        mhhm    15,12,12,18        GS
    Basic Uppercut         d/f+2              m       13                 JG
    Side Kick              d/f+4              m       19
    Stone Backhands        D/B+2,2,2,2,2,2    mmmmmm  10,10,12,12,14,15  RC #3
    Spinning Low Kicks     D/B+3,3,3,3,3      lllll   12,7,7,5,5         RC #3
      = Front Kick           = f+4            m       12                 #4
    Sword Debate Position  SS+3+4             -       -                  SDP
    Jumping Twist Foot     [u/b_u_u/f]+4      m       25
    Lunging Sweep          FC,d/f+3           L       12                 RC
    Sit                    d+3+4              -       -
    Gain Life              d+3+4,N            -       +5(each bounce)
    Teleport               d+3+4[b_f]         -       -                  #5
    Meditate               d+3+4,D            -       -
    Feint Stone Backhands  d+3+4,2,2,2,2,2    mmmmm   10,12,12,14,15     RC #3
    Feint Kangaroo Kick    d+3+4,4            m       30                 JG
    Sit-Stand Up           d+3+4,U            -       -
    Spinning Evade         b+3+4 (up to 6x)   -       -8 each spin       DY
    Low Parry              [d_d/b]+[1+3_2+4]  -       -
    Poison Wind            u/f+3+4            M       10
    Poison Rush            u/f+3+4,b+1        Mh      10,2
    Poison Typhoon         u/f+3+4,b+1,3+4    MhM     10,2,20
    Poison Hurricane       u/f+3+4,b+1,4      MhM     10,2,15
      = Delay Sword          = D/B            -       -
        = Sword Slice        = N              {!}     (varies)           #6
    Sword Slice            d/b+1              {!}     10
      = Delay Sword          = ~N,D/B         -       -
        = Sword Slice          = N            {!}     (varies)           #6
    Sword Impale           b,b+1              !       90
    Spinning Sword         b,b+1~1            !       30
      = Spin Cancel          = b,b            -       -
    Sword Sweep            FC,d/b,b+1         !       20
    Helicopter Leap        U/F+1+2            {!}     25/30/40
    Heli Quick Down Slash  U/F+1+2~d          {!}     25/25/40
    Reverse Helicopter     U/F+1+2,B          {!}     35
    Standing Suicide       d+1+4              !       60(-60 to you)     DY
      = Spinning Suicide   B+1,1,1...         !       3(-3 to you)       DY
    Fake Turning Suicide   f,f+1+4,N          -       -                  BK
    Turning Suicide        f,F+1+4            !       100(-100 to you)   DY
      = Second Stab          = f,f            !       100(-100 to you)   DY
    Sword Pogo             u+1+2              {!}     30
      = Pogo Rush          [b,b_f,f]          {!}     25
      = Pogo Hop           [u/b_u_u/f]        {!}     15/15/15
      = Kangaroo Kick      3+4                m       30                 JG
    Death Pose             B+1+2              -       -
      = Bad Breath         ANY                !       30                 CS
    Wood Chopper           f,f+3,1            m{!}    20,18
    Double Front Slice     QCF+1              !{!}    15,28
    Sword Counter          B+1+4              !       35                 CS
    Backflip               u/b                -       -
    
    #1: can link directly into the Stone Backhands
    #2: can chain into Spinning Low Kicks after one or more Spinning Stone Fists.
    #3: after any spin series ending with a backhand after 6 consecutive spins,
        Yoshi will become dizzy and fall over. after any spin series ending with
        a low spinning sweep after 5 consecutive spins, Yoshi will become dizzy
        and fall over.
    #4: can only go into Front Kick after two or more Spinning Low Kicks.
    #5: if opponent is close when Yoshimitsu teleports, he will appear behind
        directly behind them. if Yoshi was more than 3 character lengths away,
        he will teleport to the same location he was sitting in, but face his
        back towards opponent.
    #6: after 6 1/2 hops, Delayed Sword Slice will do 100% damage.
    
    
    -Throws-
    
    Throw Name           Command             Position   Damage     Escape
    
    Jumping Body Slam    1+3                 f-throw     30        1
    Jaw Smash            2+4                 f-throw     30        2
    Rainbow Drop         QCB+1+2             f-throw     50        1+2
    Life Siphon          SDP [1+4_2+3]       f-throw     varies    -
    Live Give            SDP [F+1+4_F+2+3]   f-throw     varies    -
    Tornado Drop         [1+3 or 2+4]        b-throw     70        -
    Flying Cartwheel     [1+3 or 2+4]        ls-throw    15-25     1
    Clonimitsu (heh)     [1+3 or 2+4]        rs-throw    15-25     2
    
    
    -Strings-
    
              ::Command Flowchart::                          ::Statistics::
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
                     _______________________
                    |   |   |   |   |   |   |
                    | 2 | 2 | 2 | 4 @ 1 | 1 |  Lev:              m  m  m  m {!}{!}
                    |___|___|___|___|___|___|  Dam:              3  3  3  7  8 30
                   ___|
     _____________|_________________________   -----------------------------------
    |   |   |   |   |   |   |   |   |   |   |
    | 1 | 2 | 1 @ 4 @ 4 @ 4 | 1 | 1 | 1 | 1 |  Lev:  h  m  m  h  h  L  m {!}{!} !
    |___|___|___|___|___|___|___|___|___|___|  Dam:  5  8  6  9  9  5  5  8  8 30
                   ___|       |___
     _____________|_____         _|_           -----------------------------------
    |   |   |   |   |   |       |   |
    | 4 @ 4 | 2 | 2 | 1 |       @ 4 |          Lev:  h  h  m  h  !        M
    |___|___|___|___|___|       |___|          Dam: 20 20  5  6 30       25
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
    
    
    -Basic Move Frame Info-
    
    Ex = Execution / Grd = Advantage if opponent guards
    Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
    + = your advantage / - = opponents advantage
    D = knocks opponent down
     __________________________________________________________________________
    |      1       |      F+1     |      2       |      F+2     |      3       |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    | 8| +2| +7|+11|10| +3| +7|+12|10| 0 |  +6   |17|-13|  +17  |16|-17|   D   |
    |__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |16|-19|   D   |14|-14|  -3   |14|-14| -5| D | 8| -2|  +9   | 8| -2|  +9   |
    |__|___|_______|__|___|_______|__|___|___|___|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |10| -2|  +9   |10| -2|  +9   |16|-17|  -3   |16|-17|  -3   |12| -8|  +3   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |12| -8|  +3   |12| -2|  +9   |15| -7|   D   |16|-16|   D   |11| -6|  +5   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |14|-10|  +1   |16| -1|   D   |16| -9|  +2   |12| -7|  +4   | ?|  ?|   D   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
    
    ==============================================================================
    = :: Ling Xiaoyu :::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
           .____    .__
           |    |   |__| ____   ____
           |    |   |  |/    \ / ___\
           |    |___|  |   |  Y /_/  >
           |_______ \__|___|  |___  /___  _____
                   \/       \/_____/\   \/  /__|____    ____ ___.__.__ __
                                     \     /|  \__  \  /  _ <   |  |  |  \
                                     /     \|  |/ __ \(  <_> )___  |  |  /
                                    /___/\  \__(____  /\____// ____|____/
                                          \_/       \/       \/
    
    ==============================================================================
    = :: Ling Xiaoyu :::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
    
    ::Special Conventions::
    
    AOP - Art Of Phoenix Stance
    HYP - Hypnotist Stance
    
    -Special Arts-
    
    Move Name              Command            Lev.    Damage             Com.
    
    Bayonet                1,2                hh      4,7(5,7)
    Bayonet McTwist        1,d+2              hm      4,10(5,10)
    April Showers          2,1                hm      8,10               BK
    May Flowers            2,d/f+1            hm      8,10
    Spinner Away           3+4                -       -
    Spinner Near           d+3+4              -       -
    Cloud Kick             f+3                h       25
    Cartwheel Right        f+1+2              -       -
    Cartwheel Left         f+3+4              -       -
    Phoenix Wings          f,f+1+2,1+2        mm      12,27              BNc KS
    Raccoon Swing          f,f+3              M       13                 OS BK
    Step Kick              f,f+4              m       25                 GS
    Front Layout           f,f+3+4            M       25
    Belly Chop-Backward    d/f+1              m       10                 BK
    Belly Chop-Forward     D/F+1              m       10
    Butter The Bread       d/f+2              m       15                 SG
    Great Wall-Left        b+1                Sm      10
    Great Wall-Right       b+2                Sm      10
    Hypnotist Stance       b+1+2              -       -                  HYP
    Raindance              b+3+4              -       -                  BK
    Storming Flower        d/b+1              m       25(35*)            #1
    Knee Cracker           d/b+3              !       -                  GS
    Nutcracker             d/b+4              L       10                 KS
    Back Palm-Backward     u+1                m       5                  BK
    Back Palm-Forward      U+1                m       5
    Double Fan             u+1+2              mm      5,8
    Hydrangea              u+1+2<2            mmm     5,8,12
    Fortune Cookie         u+1+2<2<1          mmmm    5,8,12,25
    Ginger Snap            u+1+2~3+4          mm      5,8
    Cyanide                [u_u/f]+4          m       25                 BNc
    Sunset Fan             d+1                mmM     7,7,7              RC
    Flapping Wings         D+1                mmM     7,7,7              AOP
    Art Of Phoenix         d+1+2              -       -                  AOP
    Sunflower              WS+2               m       12                 JG BK
    Wake Up Call           WS+2~F             m       12                 JG
    Skyscraper Kick        WS+4               m       14
    Lotus Twist            FC,d/f+2,1         SmSm    10,15              RC
    Shady Lotus            FC,d/f+2           Sm      10                 BK RC
    Quick Shady Lotus      FC,d/f+2,D/F       Sm      10                 RC
    Fire Dancer            FC,3,2,1,4         Lhhm    8,6,6,12           JG
    Flower Garden          FC,d/f+4           L       6                  AOP
    Double Map Sweep       FC,d/f+4,4         LL      6,10               RC
    Low Back Turn          FC,d/b+3+4         -       -                  BK RC
    False Salute (taunt)   1+3+4              -       -
    Greetings (taunt)      2+3+4              m       0
    High/Mid Parry         1+4                -       -
    Low Parry              [d_d/b]+1+4        -       -
    
    Moves From Art Of Phoenix Stance (AOP)
    
    Move Name              Command            Lev.    Damage             Com.
    
    Butterfly              d                  -       -                  AOP
    Stand                  u                  -       -
    Jump                   U                  -       -
    Roll-Throw             [1+3 or 2+4]       (see throw section for information)
    Sideroll               [1+3 or 2+4]~D     -       -                  RC
    Left Handful           1                  m       7
    Right Handful          2                  m       12
    Wave Crest-Power       1+2                m       16                 JG
    Wave Crest-Quick       d+1+2              m       14                 JG #2
    Wave Crest-Heavy       d+1+2              m       25                 JG
    Knee Stabber           3                  l       15                 AOP
    Back Kick              4                  m       32
    Flower Scissors        4~b                m       32                 BK
    Firecracker            4~3                L       15                 KND
    Firecracker-Roll Up    4~3,u              L       15                 RC
    Firecracker-Roll Down  4~3,d              L       15                 RC
    Back Turn              f+1+2              -       -                  BK
    Roll Ball              f+3+4              -       -                  RC
    Flower Garden          f+4                L       7                  AOP
    Double Map Sweep       f+4,4              LL      7,10               RC
    Double Barrel Shotgun  [u/b_u_u/f]+3,3    mh      15,23              JG
    Double Scissor Kick    [u/b_u_u/f]+3,4    mm      15,25
    Sky Kick               [u/b_u_u/f],3      L       19                 RC #3
    Pirouette Kick         [u/b_u_u/f]N+3     m       30                 OB
    Crane Kick             [u/b_u_u/f]N+4     m       25
    Flower Power           u+4,4              mm      8,12               RC
    Trick Flower           U+4                m       8                  BK
    
    Moves From Raindance Position (BK)
    
    Reverse Slap           2                  h       10                 BK
    Dark & Stormy          2,1,4              hhm     10,10,15           JG
    Mistrust               4                  m       16                 JG
    Spin Tornado-Up        3+4                -       -
    Spin Tornado-Down      d+3+4              -       -
    Spin Tornado-Away      u+3+4              -       -                  BK
    California Roll        f+3+4              -       -                  BK
    Cyclone                f+3+4~3+4          m       25                 BK JG
    Peg Leg                f,f+3              m       20                 BK
    Back Layout            f,f+3+4            M       25                 BK
    Ultra Phoenix          d+1+2              -       -                  AOP
    Back Circle Breaker    d+3                L       15                 BK
    Switch Circle Breaker  D+3                L       15
    
    Moves From Hypnotist Stance (HYP)
    
    Move Name              Command            Lev.    Damage             Com.
    
    Spin Sticker           2                  m       25/30/35           #4
    Thunder Strike         1+2                !       40/50/80           #4
    
    #1: goes automatically into False Salute on counter hit (CH).
    #2: must be preformed immediately as Ling gets into AOP.
    #3: button 3 must be pressed as Ling lands.
    #4: varies on walking distance.
    
    
    -Throws-
    
    Throw Name           Command             Position   Damage     Escape
    
    Jade                 1+3                 f-throw    10,20      1
    Ruby                 2+4                 f-throw    30         2
    So Shoe Me           f+2~1               f-throw    4          1+2
    Dislocator           QCB+2               f-throw    35         2
    Back Layout          BK f,f+3+4          f-throw    17,30      -
    Jump Reverse Clutch  BK f,f+[1+3 or 2+4] f-throw    (varies)   (varies)
    Crank Up             [1+3 or 2+4]        b-throw    50         -
    Arm Flip             [1+3 or 2+4]        ls-throw   45         1
    Dump The Bucket      [1+3 or 2+4]        rs-throw   38         2
    
    
    -Strings-
    
              ::Command Flowchart::                          ::Statistics::
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
     _______________________________________
    |u/f|   |   |   |   |   |   |   |   |   |
    | + @ 1 | 2 @1+2| 1 | 3 @ 4 | 4 @ 4 | 1 |  Lev:  m  h  h  m  m  h  L  L  m  m
    |_4_|___|___|___|___|___|___|___|___|___|  Dam: 20  4  7 12 10 15  6 10 14 20
              |___    
                 _|_________________________   -----------------------------------
                |   |   |   |   |   |   |   |
                @ 4 | 4 @ 2 |1+2@ 1 @ 4 | 2 |  Lev:           L  L  m  m  l  m  m
                |___|___|___|___|___|___|___|  Dam:           6 10 12 12 10 16 21
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
    
    
    -Basic Move Frame Info-
    
    Ex = Execution / Grd = Advantage if opponent guards
    Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
    + = your advantage / - = opponents advantage
    s = staggers opponent for # of frames
    D = knocks opponent down
     __________________________________________________________________________
    |      1       |      F+1     |      2       |      F+2     |      3       |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    | 8| +1| +7|+10| 9| 0 |  +7   |10| -2| +9| +7|12| -2| +9| +7|14|-16|   D   |
    |__|___|___|___|__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|
    
     __________________________________________________________________________
    |      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |15|-15|   D   |10| -4| +7| D |10| -7| -7| D | 8| -2|  +9   |17| -7|  +4   |
    |__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |10| -2|  +9   |10| -2|  +9   |15|-15|  -4   |16|-16|  -5   |12| -8|  +3   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |12| -8|  +3   |10| -4|  +7   |14| -3|   D   |16|-16|   D   |11|-11|   D   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |14| -1| +10   |14| -8|  s24  |14|-10|  +6   |12| -4|  +7   | ?|  ?|   D   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
    
    ==============================================================================
    = :: Hwoarang (Bob) ::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
                ___ ___
               /   |   \__  _  ___________ ____________    ____   ____
              /    ~    \ \/ \/ /  _ \__  \\_  __ \__  \  /    \ / ___\
              \    Y    /\     (  <_> ) __ \|  | \// __ \|   |  Y /_/  >
               \___|_  /  \/\_/ \____(____  /__|  (____  /___|  |___  /
                     \/                   \/           \/     \/_____/
    
    ==============================================================================
    = :: Hwoarang (Bob) ::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
    
    ::Special Conventions::
    
    LFF - Left Foot Forward (Basic Stance)
    RFF - Right Foot Forward
    LFL - Left Flamingo (Left Foot In Air)
    RLF - Right Flamingo (Right Foot In Air)
    
    -Special Arts-
    
    Moves From Left Foot Forward Stance (LFF)
    
    Move Name              Command            Lev.    Damage             Com.
    
    Disrespect             1+2                -       -                  BK
    Stance Change          3+4                -       -                  RFF
    
    Migraine               1,1                hh      5,8(6,9)
    Slice And Dice         1,1,3              hhl     5,8,10(6,8,10)
    Home Surgery           1,1,3,3            hhlh    5,8,18(6,8,10,18)
    Left-Right             1,2                hh      5,10(6,10)
    Rejected               1,2,3              hhm     5,10,16(6,10,16)
    Rejection              1,2,4              hhh     5,10,25(6,10,37*)
    Machine Gun Kicks High 3,3,3,3            hmmh    15,12,10,25        GS JG
    Disorderly Conduct     3,3,4[F]           hmh     15,12,20           RFL[LFF]
    Party Hearty           3,3,3,4[F]         hmmh    15,12,20,15        RFL[LFF]
    Rock Your World        3,3,4,4            hmhm    15,12,10,20        RFF
    Total Outrage          3,3,3,4,4          hmmhm   15,12,10,20,15     RFF
    Menace                 3,3,d+3            hml     15,12,7
    Menace To Society      3,3,d+3,4[F]       hmlh    15,12,7,13         RFL[LFF]
    Menace To Society Dbl  3,3,d+3,4,4        hmlhm   15,12,7,13,15      RFF
    Flying Eagle           3~4                mh      15,28
    Ax Murderer            4,3                hm      14,20
    Hot Feet               4,4,4,4            hhhm    14,10,10,20        TS
    Toe Jam                4,4                hh      14,10
    Rude Boy               4,f+3              hm      14,17
    Hard Rocker            4,f+4              hh      14,20
    Kitchen Sink           4,4,b+4            hhh     14,10,10
    Da Bomb                4,4,f+4            hhh     14,10,25
    Blizzard Kicks         4,4,4,3            hhhL    14,10,10,10
    Rusty Knife            f+2                m       15                 RFF
    Tetanous               F+2                m       15
    Left Flamingo Feint    f+3,N              -       -                  LFL
    Ecoli                  [f+_f,N,d,d/f]+3~3 m       22
    Doggie Lift            f+4                h       20                 RFL
    Grand Theft            f+4,4              hm      20,15              RFF
    Spiral Tap             f,f+3              m       30                 RFF
    Torpedo Kick           f,f+4              h       30                 OB #1
    Body Blow              d/f+1+2            m       10
    Public Enemy           d/f+3,4            mm      17,21
    Reverse Shot           b+2                h       12
    Nose Bleeder-Right     b+4                h       28                 OS RFF
    Firecracker            d+4,4              lh      7,22               JG
    Crippler               d/b+4              L       10                 OSc
    Repeater               d/b+4~4            m       30                 #2
    Sky Rocket             f,N,d,d/f+4        m       23                 JG
    Jump Kick              u+3                h       20                 LFL
    Hunting Hawk           u/f+3,4,3          mmh     15,14,25           GS
    Tsunami Kick           WS+4,4             mM      13,15              RFF
    Low Parry              [d_d/b]+[1+3_2+4]  -       -
    Dynamite Heel          d/b+3+4            {!}     40
      = Dynamite Cancel      = b,b            -       -                  LFL
    
    Moves From Right Foot Forward Stance (RFF)
    
    Move Name              Command            Lev.    Damage             Com.
    
    Disrespect             1+2                -       -                  BK
    Stance Change          3+4                -       -                  LFF
    
    Migrane                1,1                hm      10,12              LFF
    Big Fists              2,1,1              hhm     6,10,12            LFF
    Ecoli                  3,3                lh      15,40              TS LFF
    Backlash               3~4                h       36(54*)            TS LFF
    Chainsaw Kick          4,3                hM      15,20
    Cheap Shot             f+3                h       25                 LFL
    Cheap Shot-R-Treat     f+3,B              h       25
    Bad Dancer             f+3,3              hm      15,20
    Grand Theft            f+4~4              m       20                 JG
    Rip-off                f,f+3              h       25                 GS
    Screw Kick             f,f+4~3            mh      18,20              GS
    Nose Bleeder-Left      b+3                h       28                 OS LFF
    Misdemeanor            b+4                m       32                 TS
    
    Moves From Left Flamingo Stance (LFL)
    
    Move Name              Command            Lev.    Damage             Com.
    
    Flamingo Sidestep      [u_d]              -       -
    Flamingo Steppin'      f                  -       -
    Flamingo Back Dash     b                  -       -
    Left Punch             1                  h       12
    Right Backhand         2                  m       12
    Rocket Launcher        3,3,3              mmh     22,10,25           GS JG
    Cannon Kicks           3,3,4[F]           mmh     22,10,20           RFL[LFF]
    Kick Combo             3,3,4,4            mmhm    22,10,20,15
    Jump Kick              4                  h       28                 RFL
    Left Snap Kick         f+3                m       18
    Snap Spin Kick         b+3                m       32                 GS
    Left Cutter            d/b+3              l       12
    Right Cutter           d/b+4              l       15
    Power Blast            1+4                !       80
      = Blast Cancel       b,b                -       -                  LFF
    
    Moves From Right Flamingo Stance (RFL)
    
    Move Name              Command            Lev.    Damage             Com.
    
    Flamingo Sidestep      [u_d]              -       -
    Flamingo Steppin'      f                  -       -
    Flamingo Back Dash     b                  -       -
    Left Backhand          1                  m       12
    Right Punch            2                  h       12
    Jump Kick              3                  h       25                 LFL
    Super Right            4                  m       20                 DSc RFF
    Right Snap Kick        f+4                m       18
    Snap Spin Kick         b+4                m       32                 GS
    Left Cutter            d/b+3              l       15
    Right Cutter           d/b+4              l       13
    
    #1: hwoarang recovers BK if Torpedo Kick is guarded against.
    #2: if unguarded, opponent recovers in Slide Position (SLD).
    
    -Throws-
    
    Throw Name           Command             Position   Damage     Escape
    
    Pick Pocket          1+3                 f-throw    20,10      1
    Human Cannonball     2+4                 f-throw    18,20      2
    Door Mat             QCB+3               f-throw    40         1
    Leg Hook             d,D/B+1+3           f-throw    30         1+2
    Roll and Choke       f,f+2               f-throw    30         2
    Slaughterhouse       [1+3 or 2+4]        b-throw    55         -
    Bring It On          [1+3 or 2+4]        ls-throw   38         1
    Dead-end             [1+3 or 2+4]        rs-throw   22,22      2
    
    
    -Strings-
    
              ::Command Flowchart::                          ::Statistics::
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
     _______________________________________
    |LFL|   |   |   |   |   |   |   |   |   |
    | 2 | 2 | 3 | 4 @ 3 | 4 @ 4 | 4 | 4 | 3 |  Lev:  m  h  h  l  m  m  l  h  m  h
    |___|___|___|___|___|___|___|___|___|___|  Dam: 12  7 10  7  7  8  7 10 21 42
       ___|
     _|_                                       -----------------------------------
    |RFL|
    | 1 |                                      Lev:  m
    |___|                                      Dam: 12
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
    
    
    -Basic Move Frame Info-
    
    Ex = Execution / Grd = Advantage if opponent guards
    Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
    + = your advantage / - = opponents advantage
    D = knocks opponent down / s = staggers opponent for # of frames
     __________________________________________________________________________
    |      1       |      F+1     |      2       |      F+2     |      3       |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |10| +1| +9|+10|10| 0 | +6| +9|10| 0 |+11| +9|15| -6|  +5   |14| -7|  +4   |
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |     N/A      |11| -4| +7|s28|17|    N/A    | 8| -2|  +9   | 8| -2|  +9   |
    |______________|__|___|___|___|__|___________|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |10| -2|  +9   |10| -2|  +9   |16|-14|  -3   |17|-16|  -2   |12| -8|  +3   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |19|-17|  -6   |10| -4|  +7   |15| -7|   D   |14|-18|   D   |11| -3|  +8   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |13| +1|  +8   |14| -8|s24| D |14|-14|  -3   |12| -4|  +7   | ?|  ?|   D   |
    |__|___|_______|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|
    
    
    ==============================================================================
    = :: Eddy Gordo (Tiger Jackson) ::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
         ___________   .___  .___         ________                 .___
         \_   _____/ __| _/__| _/__.__.  /  _____/  ___________  __| _/____
          |    __)_ / __ |/ __ <   |  | /   \  ___ /  _ \_  __ \/ __ |/  _ \
          |        Y /_/ / /_/ |\___  | \    \_\  (  <_> )  | \/ /_/ (  <_> )
         /_______  |____ \____ |/ ____|  \______  /\____/|__|  \____ |\____/
                 \/     \/    \/\/              \/                  \/
                   _____ _                  _         _
                  |_   _(_)__ _ ___ _ _  _ | |__ _ __| |________ _ _
                    | | | / _` / -_) '_|| || / _` / _| / (_-< _ \ ' \
                    |_| |_\__, \___|_|   \__/\__,_\__|_\_Y__|___/_||_|
                          |___/
    
    ==============================================================================
    = :: Eddy Gordo (Tiger Jackson) ::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
    
    ::Special Conventions::
    
    HSP - Handstand Position
    RLX - Relaxed Position
    
    -Special Arts-
    
    Move Name              Command            Lev.    Damage             Com.
    
    One-Two Punches        1,2                hh      6,15
    Rewinder Away          1+2                -       -
    Rewinder Near          d+1+2              -       -
    Slippery Kick          3~4                LL      10,10              RLX #1
      = Slider               = 4              l       15                 #1
      = Side Flop            = 4,4            ll      15,15              #1
      = Slider-Needle        = 4,1+2          lm      15,25
      = Slider-Hammerhead    = 4,1+2,1+2      lm      15,30
    Satellite Moon         4~3                m       25
      = Hot Plate Special    = 3              m       15                 RLX #1
      = Roundhouse           = 4              m 
    Back Handspring Kick   3+4                M       25
    Fakie Handspring       3+4~b              -       -                  HSP
    Crying Needle          FC,1+2             m       25
    Hammerhead             FC,1+2,1+2         m       30
    Front Stinger          [FC_WS+]3+4        M       20                 #1 #2
    Face Jammer            WS+3               h       25
    Circle Kick            WS+4               m       20
    Shin Cutter Combo      f+2,1,4            hhm     8,10,20
    Brush Fire             f+3                m       25                 HSP
    Samba                  f+4                m       20                 #1 #3
    Handstand (HSP)        f+1+2              -       -                  HSP
    Lunging Brush Fire     f,f+3              m       30                 #1 #2
    Back Summy             f,f+4              -       -
    Back Summy-Fire Kick   f,f+4,3            L       20                 RLX
    Back Summy-High Thrust f,f+4,4            m       35                 RLX
    Boomerang              f,f+3+4            M       16                 BNc
    Elbow Sting            d/f+1              m       10
    Elbow Uppercut         d/f+2              m       15
    Toe Tap                d/f+3              m       15                 HSP
    Kneecap Crusher        d/f+4              l       12
    Freak Show             d/f+3+4            m       20                 JG
    Knee Thruster          b+3                m       20
    Leg Whip               b+4                h       15                 DS #1
    Leg Whip-Thing Bikini  b+4,3,3            hLm     15,12,25
    Leg Whip-Low Kick      b+4,3,4            hLl     15,12,15           #1
    Leg Whip-Needle        b+4,3,4,1+2        hLlm    15,12,15,15
    Leg Whip-Hammerhead    b+4,3,4,1+2,1+2    hLlm    15,12,15,30
    Leg Whip-Low Kicks     b+4,3,4,4          hLll    15,12,15,15        #1
    Leg Whip-Mars Attack   b+4,4              hM      15,12              #2
    Leg Whip-Mars Attack   b+4,4,3+4          hMM     15,12,25,20
    Weed Whacker           d/b+3              L       12                 #1
    Bushwhacker            d/b+3,3            LM      12,25
    Shin Cutter            d/b+3,4            Ll      12,15              #1
    Cross Cutter           d/b+3,4,4          Lll     12,15,15           #1
    Cut Cross Needle       d/b+3,4,1+2        Llm     12,12,15
    Cut Cross Hammerhead   d/b+3,4,1+2,1+2    Llm     12,12,30
    Bushwacker-Hot Plate   d/b+3,N+3          Lm      12,13              #1
    Cutting Leg Whipper    d/b+3,N+4          Lh      12,15              #4
    Barbed Wire            d/b+4(4...)        h(h)    15(30...)
    Barbed Wire-Handstand  d/b+4(4...)b+4     h(h)m   15(30...)12        HSP
    Roundhouse             [u_u/f]+4          m       28
    Fire Kick              [u_u/f]+3+4        m       20                 #2
    Backflip               u,u/b,b            -       -
      = Handstand          ~f                 -       -                  HSP
    Fruit Picker           d/b+3+4            !!      40,40
      = Picker Cancel      b,b                -       -
    
    Moves From Handstand Position (HSP)
    
    Handstand Walking      F                  -       -
    Regular Stance         b                  -       -
    Handstand Tilt Away    u                  -       -
    Handstand Tilt Near    d                  -       -
    Rotator                [u_d][3_4]         m       25
    Perch                  D                  -       -                  JG
      = Flop Kick            = 3+4            m       25                 HSP
    Flop Right             1                  m       10
    Calypso                1,3,3              mlm     10,15,25
    Flop Left              2                  m       10
    Circus                 2,4                ml      10,12              #1
    Carnival               2,4,3              mll     10,12,25
    Giant Step             3                  l       15                 RLX
    Psyche Out             3~b                -       -                  HSP
    Slippery Kick          3~4                ll      10,13              RLX #1 #3
    Helicopter             4                  Smm     12,12              HSP
    Circle Sit             4,3+4              Smmll   12,12,10,10        RLX #1 #3
    Slice Kick             u+[3_4]            M       10                 HSP #2
    Hot Plate Special      b+3                m       15                 RLX #1
    
    Moves During Rewinder (During Rewinder or Side Step)
    
    Hand Slaps             1+2                h       12,15
    Mirage                 1+2~3              hm      12,20              JG
    Island Mirage          1+2,3              hhm     12,15,13           HSP
    Cruncher               2                  m       18                 JGc
    Hot Plate Special      3                  m       15                 RLX #1
    Swirl Kick             4                  l       15                 #1
      = Spinner            3                  L
      = handspring         3+4                M                          #1 #2
    Wheel                  3+4                hM      6,6
    Sau Paulo Special      3+4(x3),u/f+3+4    hMMMm   6,6,30,18,20
    Chop Down              u+3                M       ?
    Chop Down-Freak Show   u+3,3              Mm      ?                  JG
    Chop Down-Take Down    u+3,d+3            ML      ?
    Chop Down-Kick Out     u+3,3+4            Ml      ?                  RLX
    
    Moves From Relaxed Position (RLX)
    
    Low Header             1+2                m       20
    Hammerhead             1+2,1+2            m       30
    Rio Delight            3,4                mm      7,28
    Scoop Up Kick          3~4                m       20                 JG
    Back Handspring Kick   3+4                M       25
    Fakie Handspring       3+4~b              -       -                  HSP
    Low Stinger Combo      4,3+4              mm      10,25              #1
    Twister-Handstand      4~3                LL      12                 HSP
    Twister-Slippery Kick  4~3,3+4            LLL     12,10,10           RLX #1 #3
    
    #1: holding back puts Eddy into HSP.
    #2: holding down puts Eddy into RLX.
    #3: can link directly into Slippery Kick series.
    #4: can link directly into any of the Leg Whip series.
    
    
    -Throws-
    
    Throw Name           Command             Position   Damage     Escape
    
    Rio Deal             1+3                 f-throw    30         1
    Rio Special          2+4                 f-throw    30         2
    Rodeo Spin           HCF+1+2             f-throw    55         1+2
    Air Mail             [1+3 or 2+4]        b-throw    60         -
    Missile Launcher     [1+3 or 2+4]        ls-throw   40         1
    Shadow Dancer        [1+3 or 2+4]        rs-throw   42         2
    
    
    -Strings-
    
              ::Command Flowchart::                          ::Statistics::
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
     _______________________________________
    |   |   |   |   |   |   |   |   |d/b|u/f|
    |4~3@ 4 | 2 | 4 | 4 |3+4|3+4|3+4| + | + |  Lev:  m  m  h  h mm  m hm  m  m  m
    |___|___|___|___|___|___|___|___|3+4|3+4|  Dam: 20 28  7  8 22 10 12 21 15 20
                  |___
                     _|_                       -----------------------------------
                    |   |
                    | 3 |                      Lev:              L
                    |___|                      Dam:             12
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
    
    
    -Basic Move Frame Info-
    
    Ex = Execution / Grd = Advantage if opponent guards
    Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
    + = your advantage / - = opponents advantage
    D = knocks opponent down / s = staggers opponent for # of frames
     __________________________________________________________________________
    |      1       |      F+1     |      2       |      F+2     |      3       |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |10| -1| +7| +8|10| -1| +7| +8|10| 0 |  +8   |12|-10|  +1   |15|-18|  -7   |
    |__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |18|    N/A    |12| -5| +4| D |23|-18|  -7   | 8| -4|  +7   | 8| -4|  +7   |
    |__|___________|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |10| -2|  +9   |10| -2|  +9   |16|-17|  -3   |16|-17|  -3   |13| -7|  +4   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |13| -7|  +4   |10| -3|  +7   |15| -7|   D   |18| -6|   D   |14| -4|  +7   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |13| -5|  +3   |14|-10|   D   |15|    N/A    |16|-13|  -2   | ?|  ?|   D   |
    |__|___|_______|__|___|_______|__|___________|__|___|_______|__|___|_______|
    
    
    ==============================================================================
    = :: Kuma (Panda) ::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
         ____  __.
        |    |/ _|__ __  _____ _____
        |      < |  |  \/     \\__  \
        |    |  \|  |  /  Y Y  \/ __ \_
        |____|__ \____/|__|_|  (____  /
                \/           \//  _ \/ __________                  .___
                               >  _ </\\______   \____    ____   __| _/____
                              /  <_\ \/ |     ___|__  \  /    \ / __ |\__  \
                              \_____\ \ |    |    / __ \|   |  Y /_/ | / __ \_
                                     \/ \____|   (____  /___|  |____ |(____  /
                                                      \/     \/     \/     \/
    
    ==============================================================================
    = :: Kuma (Panda) ::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
    
    
    -Special Arts-
    
    Move Name              Command            Lev.    Damage             Com.
    
    Bear Hammer            1,1,1              hhm     18,15,18
    Jab-Elbow-Hammer       2,1,2              hmm     12,21,20           JG RC
    Overhead Smash         1+2                M       21
    Double Hammer          1+2,1+2            Mm      21,21
    Sit                    3+4                -       -
      = Sit Punches-Left   1,2,1,2            llll    10,10,10,10
      = Sit Punches-Right  2,1,2,1            llll    10,10,10,10
    G-Clef Cannon          f+1,1,1            hMm     10,8,14            JG
    Demon Uppercut         f,f+2              m       22                 JG
    Double Claw            [F_f,f]+1+2        m       25                 CS
    Leaping Side Kicks     f,f,f+3            m       30                 GS
    Rushing Uppercut-Left  D/F+1,2,1,2        mmmm    10,15,10,15        JG
    Rushing Uppercut-Right D/F+2,1,2,1        mmmm    10,15,12,15        JG
    Salmon Hunter          b,f+1+4            L       60
    Grizzly Claw           b,d/b,d,D/F+2      m       40
    Pancake Press          u/f+3+4            M       26
    Killing Uppercut       WS+1               m       12                 JG
    Uppercut-Grizzly Claw  WS+1,2             mm      12,27              JG
    Batter Up              WS+1+2             m       21                 JG
    Batter Up-Smash        WS+1+2,1+2         mM      21,17
    Windmill Punches       FC,d/f+1,2,1,1     mmmh    12,15,15,30        GS CS
    Rushing Uppercut       FC,D/F+2,1,2       mmm     10,10,15
    Hammer Rush-High       FC,D/F+2,f+1       mh      10,8
    Hammer Rush-Mid        FC,D/F+2,d/f+1     mm      15,10
    Hammer Rush-Low        FC,D/F+2,d+1       mL      10,8
    Hammer Rush-High       FC,D/F+1,2,f+1     mmh     15,12,12
    Hammer Rush-Mid        FC,D/F+1,2,d/f+1   mmm     15,12,15
    Hammer Rush-Low        FC,D/F+1,2,d+1     mmL     15,12,8
    Sweep Rush-High        FC,1,1,1,2,f+1     LLmmh   12,8,12,12,12
    Sweep Rush-Mid         FC,1,1,1,2,d/f+1   LLmmm   12,8,12,12,15
    Sweep Rush-Low         FC,1,1,1,2,d+1     LLmmL   12,8,12,12,8
    Wakeup Hammer          KND,D+1+2          m       12
      = Sit Punches-Left   1,2,1,2            llll    10,10,10,10
      = Sit Punches-Right  2,1,2,1            llll    10,10,10,10
    No Problem             1+2+3              -       -
    Dance                  d+4                M       20,60              #1
    Deadly Claw            b+1+2              !       35                 CS
    Rolling Bear           b+1+2,360          M       40                 #2
    Fatal Wind             b,b+2+3+4          !       200
    
    #1: only works if initiated when opponent is downed.
    #2: 360 in this case, means f,d/f,d,d/b,b,u/b,u,U/F.
    
    
    -Throws-
    
    Throw Name           Command             Position   Damage     Escape
    
    Bear Bite            1+3                 f-throw    40         1
    Bear Hug             2+4                 f-throw    10,25      2
    Stonehead            f,f+1+4             f-throw    35         1+2
    Circus Roll          HCB,f+1+2           f-throw    60         1+2
    Choke Slam           [1+3 or 2+4]        ls-throw   10,15,25   1
    Bear Slam            [1+3 or 2+4]        rs-throw   40         2
    Swing Swung          [1+3 or 2+4]        b-throw    70         -
    
    
    -Strings-
    
    Kuma has no known Strings.
    
    
    -Basic Move Frame Info-
    
    Ex = Execution / Grd = Advantage if opponent guards
    Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
    + = your advantage - = opponents advantage
    D = knocks opponent down
     __________________________________________________________________________
    |      1       |      F+1     |      2       |      F+2     |      3       |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |20| -7|  +4   | 8| +1|  +8   |10| 0 |  +7   |12| -0|  +11  |18|-10|   D   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |20|-10|   D   |16| -4| +5| D |17| -4| -5| D |19| -8|  +2   |10| -9|  +2   |
    |__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |10| -2|  +9   |10| -2|  +9   |20|-15|  -1   |20|-15|  -1   |16| -6|  +5   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |16| -6|  +5   |13|-15|   D   |15| -7|   D   |16|-16|   D   |11| -6|  +5   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |15|-11|   0   |14|-12|   D   |16| -9|  +2   |12| -4|  +7   | ?|  ?|   D   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
    
    ==============================================================================
    = :: Julia Chang :::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
              ____.     .__  .__
             |    |__ __|  | |__|____
             |    |  |  \  | |  \__  \
         /\__|    |  |  /  |_|  |/ __ \_
         \________|____/|____/__(____  /________ .__
                                     \/\_   ___ \|  |__ _____    ____   ____
                                       /    \  \/|  |  \\__  \  /    \ / ___\
                                       \     \___|   Y  \/ __ \|   |  Y /_/  >
                                        \______  /___|  (____  /___|  |___  /
                                               \/     \/     \/     \/_____/
    
    ==============================================================================
    = :: Julia Chang :::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
    
    -Special Arts-
    
    Move Name              Command            Lev.    Damage             Com.
    
    G-Clef Cannon          1,1,1              hmm     10,5,21            JG
    Rush-Mini Bow          1,1,4              hmL     10,5,12            RC
    Rush-Bow Leg Kicks     1,1,4,3            hmLm    10,5,12,15
    Machine Gun Cannon     1~2,1              hm-     10,15,21           JGc #1
    Machine Gun-Low        1~2,3              hmL     10,8,10
    Machine Gun-High       1~2,4              hmh     10,8,20
    Spin Behind            2~b                h       12                 #2
    Twin Arrow             1+2                m       25                 GS
    Ultimate Cannon        2+3,1              SmmM    8,9,25             JG
    Spin Sideways          3+4                -       -
    Spin-Roundhouse        3+4,4              h       20
    High Kick-Razor's Edge 4,4,1              hLm     20,12,21           JG
    Triple Spinning Kick   4,4,4              hLh     20,12,23
    Double Spin-Low Kick   4,4,d+4            hLL     20,12,23
    Flash Uppercut         f+1                m       15                 JG
    Palm Explosion         f+1~2              m       21                 DSc
    Elbow                  f,f+1              m       10
    Elbow-Skyscraper Kick  f,f+1,4            mm      10,15
    Foot Stomp             u/f+3+4            M       35
    Thunder Palm           d,D/F+1            m       14
    Lightning Bolt         d,D/F+1,2          mm      14,21              DSc
    Axe Cannon             d/f+1,1            mm      8,21               JG
    Axe-Mini Bow           [1+4_d/f+1,4]      mL      [12_8]12           RC
    Axe-Bow Leg Kicks      [1+4_d/f+1,4]3     mLm     [12_8]12,15
    Front Snap Kick        d/f+3              m       17
    Mid-Ultimate Cannon    d+2,3,1            SmmM    8,9,25             JG
    Low Razor              d+4                L       10                 RC
    Razor's Edge           d+4,1              Lm      10,21              JG
    Sweep-Headkick         d+4,4              Lh      10,23
    Sweep-Low Kick         d+4,d+4            LL      10,10
    Mini G-Clef Cannon     d/f+2,1            m-      10,21              JG #3
    Uppercut-Elbow         [WS+2_3~2]2        mm      15,22
    Uppercut-G-Glef Cannon [WS+2_3~2]1,1      mmm     18,5,21            JG
    Uppercut-Low Razor     [WS+2_3~2]4        mL      15,12              JG RC
    Uppercut-Razor's Edge  [WS+2_3~2]4,1      mLm     15,12,21           JG
    Uppercut-Sweep-Headkick[WS+2_3~2]4,4      mLh     15,12,23
    Uppercut-Sweep-Low Kick[WS+2_3~2]4,d+4    mLL     15,12,10
    Skyscraper Kick        WS+4               m       15
    Body Elbow             FC,d/f+2           m       20                 DSc
    Bow Leg Kicks          FC,d/f+4,3         Lm      12,15
    Taunt                  2+3+4              -       -
    Low Parry              [d_d/b]+[1+3_2+4]  -       -
    Heaven Cannon          f+1+4              !       50                 JG
    
    #1: basic left punch must counter hit.
    #2: can only be performed if right punch connects.
    #3: Low Power Punch must connect to work.
    
    -Throws-
    
    Throw Name           Command             Position   Damage     Escape
    
    Death Valley Bomb    1+3                 f-throw    35         1
    Knee Suplex          2+4                 f-throw    30         2
    Waist Suplex         d,d/b+1+3           f-throw    35         1
    Arm Lock Suplex      d/f+1+2             f-throw    37         2
    Mad Axes             d,d/b,b,f+2         f-throw    14,14,14   1+2
    Cross Arm Suplex     FC,d/b,d,d/b+1+2    f-throw    45         1+2
    Running Bulldog      [1+3 or 2+4]        ls-throw   40         1
    Twisted Sister       [1+3 or 2+4]        rs-throw   45         2
    Branded              [1+3 or 2+4]        b-throw    50         -
    
    
    -Strings-
    
              ::Command Flowchart::                          ::Statistics::
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
     _______________________________________
    |   |   |   |   |   |   |   |   |   |   |
    | 2 | 1 | 1 @ 2 | 3 | 3 @ 3 | 4 @ 4 | 1 |  Lev:  h  m  m  h  L  m  h  h  L  m
    |___|___|___|___|___|___|___|___|___|___|  Dam:  8  6  6  6  6  6  6  7  8 25
                          |___
                             _|_____________   -----------------------------------
                            |   |   |   |   |
                            @ 2 | 3 @ 2 | 1 |  Lev:                    m  L  m  !
                            |___|___|___|_*1|  Dam:                    7  5  5 30
                              |___
                                 _|_________   -----------------------------------
                                |   |   |   |
                                | 1 @ 4 | 3 |  Lev:                       m  L  m
                                |___|___|___|  Dam:                       7 10 25
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
    
    *1 can only be performed if previous hit is unguarded.
    
    
    -Basic Move Frame Info-
    
    Ex = Execution / Grd = Advantage if opponent guards
    Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
    + = your advantage / - = opponents advantage
    D = knocks opponent down
     __________________________________________________________________________
    |      1       |      F+1     |      2       |      F+2     |      3       |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    | 8| 0 | +6| +9| 8| +1|  +12  |10| -2| +9| +7|10| -2| +9| +7|14|-16|   D   |
    |__|___|___|___|__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|
    
     __________________________________________________________________________
    |      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |16|-16|   D   |10| -7| -7| D |10| -7| -7| D | 8| -2|  +9   |10| -2|  +9   |
    |__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |10| -2|  +9   |10| -2|  +9   |16|-17|  -3   |16|-17|  -3   |12| -8|  +3   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |20| -9|  -10  |10| -4|  +7   |18|-11| 0 | -5|16|-16|   D   |11|-17|   D   |
    |__|___|_______|__|___|_______|__|___|___|___|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |20|-15|  -4   |16| -6|  +5   |14|-10|  +1   |12| -4|  +7   | ?|  ?|   D   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
    
    ==============================================================================
    = :: Gun Jack ::::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
                    ________
                   /  _____/ __ __  ____
                  /   \  ___|  |  \/    \
                  \    \_\  \  |  /   |  \____.              __
                   \______  /____/|___|  /    |____    ____ |  | __
                          \/           \/|    \__  \ _/ ___\|  |/ /
                                     /\__|    |/ __ \\  \___|    <
                                     \________(____  /\___  >__|_ \
                                                   \/     \/     \/
    
    ==============================================================================
    = :: Gun Jack ::::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
    
    -Special Arts-
    
    Move Name              Command            Lev.    Damage             Com.
    
    Jack Hammer            1,1,1              hhm     18,15,18
    Jab-Elbow-Hammer       2,1,2              hmm     12,21,20           JG
    Overhead Smash         1+2                m       21
    Double Hammer          1+2,1+2            mm      21,22
    High-Low Cross Cut Saw [F_f]+1+2,1+2      ml      22,15
    Cross Cut-Saw Blast    [F_f]+1+2,d/f+2    mm      22,25
    Sliding Attack         [F_f]+3+4          [M_L]   25                 GS #1
    Double Axe             d+1+2              m       45                 JG
    Sit                    d+3+4              -       -
      = Sit Punches-Left   1,2,1,2            llll    10,10,10,10
      = Sit Punches-Right  2,1,2,1            llll    10,10,10,10
    Sit-Pancake Press      d+3+4,3+4          M       35
      = Sit Punches-Left   1,2,1,2            llll    10,10,10,10
      = Sit Punches-Right  2,1,2,1            llll    10,10,10,10
    Whiff Body Press       d/f+1+3            M       20                 GS SLD
    Thunder Slap           d/f+2+3            L       12
    Rushing Uppercut-Left  D/F+1,2,1,2        mmmm    10,15,10,15        JG
    Rushing Uppercut-Right D/F+2,1,2,1        mmmm    10,15,12,15        JG
    Debugger               b,d/b,d,D/F+1      L       29
    Megaton Blast          b,d/b,d,D/F+2      m       40
    Machine Gun Blast      d/b+1,1,1,1,1,2    lllllm  15,15,15,15,15,40
    Cossack Dance          d/b+3,4,3,4,3,4    LLLLLL  18,12,10,12,12,12
    Pancake Press          u/f+3+4            M       26
      = Press Punches-Left 1,2,1,2            llll    10,10,10,10
      = Press Punches-Right2,1,2,1            llll    10,10,10,10
    Killing Uppercut       WS+1               m       12                 JG
    Batter Up              WS+1+2             m       21                 JG
    Batter Up-Smash        WS+1+2,1+2         mm      21,17
    One-Two Blast          FC,1,2             Lm      10,25
    Takedown               FC,1+2             L       21
    Windmill Punches       FC,d/f+1,2,1,1     mmmh    12,15,15,30        GS
    Rushing Uppercut       FC,D/F+2,1,2       mmm     10,10,15
    Hammer Rush-High       FC,D/F+2,f+1       mh      10,8
    Hammer Rush-Mid        FC,D/F+2,d/f+1     mm      15,10
    Hammer Rush-Low        FC,D/F+2,d+1       mL      10,8
    Hammer Rush-High       FC,D/F+1,2,f+1     mmh     15,12,12
    Hammer Rush-Mid        FC,D/F+1,2,d/f+1   mmm     15,12,15
    Hammer Rush-Low        FC,D/F+1,2,d+1     mmL     15,12,8
    Sweep Rush-High        FC,1,1,1,2,f+1     LLmmh   12,8,12,12,12
    Sweep Rush-Mid         FC,1,1,1,2,d/f+1   LLmmm   12,8,12,12,15
    Sweep Rush-Low         FC,1,1,1,2,d+1     LLmmL   12,8,12,12,8
    Low Cross Cut Saw      FC,D/F+1+2         l       21
    Wakeup Hammer          KND,D+1+2          m       12
      = Sit Punches-Left   1,2,1,2            llll    10,10,10,10
      = Sit Punches-Right  2,1,2,1            llll    10,10,10,10
    Megaton Upper          HCF,D/F+2          m       22                    JG
    Dark Greeting          f+4~1              !       101                   #2
    Giant Foot Stomp       3+4(3+4,3+4)       {!}     60                    #3
    Windup Punch           HCF(HCF up to 5)1  m[!]    20,40,60,80,199    GS #4
    
    #1: hits M up close, hits L from a distance.
    #2: can be crouched under.
    #3: pressing 3+4 or 3+4,3+4 after initial Giant Foot Stomp extends air time.
    #4: after initial HCT, up to 4 more HCT can be performed before pressing 1 to
        punch; after 3 windups, punch in unblockable.
    
    
    -Throws-
    
    Throw Name           Command             Position   Damage     Escape     Com.
    
    Body Slam            1+3                 f-throw    35         1
    Lift Slam            2+4                 f-throw    30         2
    Pyramid Driver       QCF+1               f-throw    40         1
    Ground Zero          u/f+1+2             f-throw    33         1
    Lift Up-Megaton Hit  u/f+1+2,d,d/f+2     f-throw    60         -           #1b
    Backbreaker          QCB+2               f-throw    45         2
    Volcano              d/f+2+4             f-throw    30         2
    Volcano Blaster      d/f,d/f+2+4         f-throw    30         2           JG
    Body Smash           d/b+2+3             f-throw    32         2
    Choke Slam           f,f+2+3             f-throw    35         2
    Pile Driver          d/b,f+1+2           f-throw    58         1+2
    Long Bomb            [1+3 or 2+4]        ls-throw   40         1
    Hanging Neck Throw   [1+3 or 2+4]        rs-throw   40         2
    Spinal Crush         1+3                 b-throw    30,40      -
    Throw Away           2+4                 b-throw    70         -
    
    Body Press           d/f+1+3             f-throw    25         -
      = Hammer           1+2                 link       10         -
    
    #1b: can be escaped during initial grab only with 1. once Megaton Hit
         extention has been initiated, the throw is inescapable.
    
    
    -Strings-
    
              ::Command Flowchart::                          ::Statistics::
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
     _______________________________________
    |   |   |   |   |   |   |   |   |   |   |
    |d+2| 1 | 1 @ 1 | 2 | 1 | 2 | 1 |1+2|1+2|  Lev: Sm  L  L  m  m  m  m  m  m  m
    |___|___|___|___|___|___|___|___|___|___|  Dam: 10  6  5  7  7  6  6  8 21 25
                           ___|   |___
     _____________________|_         _|_____   -----------------------------------
    |u/f|   |   |   |   |   |       | d |   |
    | + | 1 @ 4 | 3 | 4 @ 1 |       @ + |1+2|  Lev:  h  m  L  L  L  m        l  m
    |_1_|___|___|___|___|___|       |1+2|___|  Dam: 15  8  5  5  5  8       12 35
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
    
    
    -Basic Move Frame Info-
    
    Ex = Execution / Grd = Advantage if opponent guards
    Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
    + = your advantage / - = opponents advantage
    D = knocks opponents down
     __________________________________________________________________________
    |      1       |      F+1     |      2       |      F+2     |      3       |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |20| -7|  +4   |20| -7|  +4   |10| 0 |  +7   |12| 0 |  +11  |18|-10|   D   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |20|-10|   D   |16| -4| +5| D |17| -4| +5| D |19| -8|  +2   | 8| -2|  +9   |
    |__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |10| -2|  +9   |10| -2|  +9   |20|-15|  -1   |20|-15|  -1   |16| -6|  +5   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |53|-38|   D   |15|-13|   D   |15| -7|   D   |16|-16|   D   |11| -6|  +5   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |15|-11|   0   |14|-12|   D   |16| -9|  +2   |12| -4|  +7   | ?|  ?|   D   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
    
    ==============================================================================
    = :: Mokujin :::::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
                       _____          __             __.__
                      /     \   ____ |  | ____ __   |__|__| ____
                     /  \ /  \ /  _ \|  |/ /  |  \  |  |  |/    \
                    /    Y    (  <_> )    <|  |  /  |  |  |   |  \
                    \____|__  /\____/|__|_ \____/\__|  |__|___|  /
                            \/            \/    \______|       \/
    
    ==============================================================================
    = :: Mokujin :::::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
    
    At the beginning of each round, Mokujin will randomly gain the Special Arts,
    Throws, and Strings of another character. Mokujin has no character specific
    moves of his/her own.
    
    
    ==============================================================================
    = :: Bryan Fury ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
         __________
         \______   \______ ___.__.____    ____
          |    |  _|_  __ <   |  \__  \  /    \
          |    |   \|  | \/\___  |/ __ \|   |  \
          |______  /|__|   / ____(____  /___|  /__________
                 \/        \/         \/     \/\_   _____/_ _________ ___.__.
                                                |    __)|  |  \_  __ <   |  |
                                                |     \ |  |  /|  | \/\___  |
                                                \___  / |____/ |__|   / ____|
                                                    \/                \/
    
    ==============================================================================
    = :: Bryan Fury ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
    
    -Special Arts-
    
    Move Name              Command            Lev.    Damage             Com.
    
    One-Two Punches        1,2                hh      6,8
    Bruce Rush             1,2,1,2            hhmm    6,8,11,14(8,8,11,14)
    Rush-Low Kick          1,2,1,4            hhml    6,8,11,12
    One-Two Punch-Low Kick 1,2,3              hhl     6,8,15
    Hammer Driver          [d+_FC_b+]1+2      mm      14,21
    Punch-Double Spin Kick 1~4,3              hhm     6,15,17
    Running Blind          1~4,3,3            hhmh    6,15,17,16
    Dash Changeup          1~4,2,4            hhhm    6,15,21,26         GS #1
    Lair's Dance           1~4,2,1,2          hhhhh   6,15,21,21,21      #1 #2
    Dance Of Doom          1~4,2,1,4          hhhhm   6,15,21,21,26      GS #1 #2
    Quick Spin Kick        3,3                mh      16,16
    Bruce Special-Elbow    3,2,1,2            mmmm    18,11,10,14
    Bruce Special-Low Kick 3,2,1,4            mmml    18,11,10,12
    Triple Roundhouses     f+4,3,4            hmh     18,14,18
    Mach Breaker           f,f+2              h       30
    Spinning Roundhouse    f,f+3              m       36
    Side Step Elbow        f+1+2              h       26
    Slash Kick             f,f,f+3            m       36                 GS
    Light Back Knuckle     b+2                h       21                 DSc
    Double Back Knuckle    b+2,1              hh      21,21              DSc #1
    Hands Of Doom          b+2,1,2            hhh     21,21,21           #1 #2
    Rush Of Doom           b+2,1,4            hhm     21,21,26           GS #1 #2
    Backhand-Side Stunner  b+2,4              hm      21,26              GS #1
    Front Kick             b+3                h       20
    Front Kick-Rush Elbow  b+3,2,1,2          hhmm    20,12,11,14
    Front Kick-Rush L/Kick b+3,2,1,4          hhml    20,12,11,12
    Front Kick-Knee        b+3,4              hm      20,12
    Flying Knee Kick       b,b+4              h       25                 KND
    Thin Low Kick          d+3+4              l       15
    Left Body Blow         d/f+1              m       10
    One Two-Body Blow      D/F+1,2            mm      10,16              GS
    Vulcan Body Blow       D/F+1,1,1,1,2      mmmm    10,15,12,11,16     GS
    Rolling Driver         [u_u/f]+3          m       25
    Orbital Heel Kick      [u_u/f]+4          m       21                 BN
    Right Body Blow        d/f+2              m       16
    Snake Edge             d/f+3              L       17                 RC
    Power Axe              d/f+4              m       26                 GS
    Sway                   QCB,N              -       -
    Sway-Slash Elbow       QCB,N+2            h       21                 JG
    Left Upper             WS+1               m       18                 JG
    Right Upper            WS+2               m       18
    Fisherman's Slam       WS+2[f_b]+2        m       18,21              BN
    Power Knee             WS+3               m       22                 DSc
    Double Power Knee      WS+3,4             mm      22,16
    Short Uppercut         WS+1+2             m       12
    Rising Kick            WS+3+4             h       28
    Headhunter             SS+1               h       33
    Cheap Trick            SS+1,2             m       28
    Shell Shock            SS+2               h       26                 OS
    Taunt                  1+3+4              !       0
    Low Parry              [d_d/b]+[1+3_2+4]  -       -
    Gravity Blow           f+1+4              !       21
    Meteor Smash           b+1+4              !       60
    
    #1: can be cancelled with f+1 before initial elbow is performed.
    #2: can be cancelled in between first and second elbows with a SS which will
        initiate a side crouch dash. side crouch dash recovers crouching (RC).
    
    -Throws-
    
    Throw Name           Command             Position   Damage     Escape
    
    Swing DDT            1+3                 f-throw    30         1
    Gravity Suplex       2+4                 f-throw    30         2
    Chains Of Misery     FC,d/f,d,d/f+1+2    f-throw    10,8,27    1+2
    Gravity Elbow        [1+3 or 2+4]        ls-throw   40         1
    Knee Blast           [1+3 or 2+4]        rs-throw   40         2
    Neck Wringer         [1+3 or 2+4]        b-throw    60         -
    
    
    -Strings-
    
              ::Command Flowchart::                          ::Statistics::
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
                                 ___
                                |   |
                                @ 4 |          Lev:                       m
                                |___|          Dam:                       7
                               ___|
     _________________________|_____________   -----------------------------------
    |   |   |   |   |   |   |   |   |   |   |
    |b+3@ 4 @ 1 | 2 | 1 | 4 @ 2 | 1 | 4 | 2 |  Lev:  h  m  m  m  h  h  h  h  m  h
    |___|___|___|___|___|___|___|___|___|___|  Dam:  8  6  6  6  6  6  6  7  8 25
                          |___
                             _|_____           -----------------------------------
                            |   |   |
                            @ 3 @ 3 |          Lev:                    m  h
                            |___|___|          Dam:                    7 10
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
    
    
    -Basic Move Frame Info-
    
    Ex = Execution / Grd = Advantage if opponent guards
    Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
    + = your advantage / - = opponents advantage
    D = knocks opponent down
     __________________________________________________________________________
    |      1       |      F+1     |      2       |      F+2     |      3       |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    | 8| +1| +7|+10|10| -6|  +5   |10| +1|  +7   |12| +1| +7|+10|16| -4|  +7   |
    |__|___|___|___|__|___|_______|__|___|_______|__|___|___|___|__|___|_______|
    
     __________________________________________________________________________
    |      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |18| -7|   D   |12|-14| -5| D |13| -4| +7| D | 8| -2|  +9   | 8| -2|  +9   |
    |__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |10| -2|  +9   |10| -2|  +9   |16|-17|  -3   |16|-10|  +1   |12| -8|  +3   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |15|-13|  +3   |15|-16|   D   |19| -8| +3| +1|12| -7| +4| +7|11| -6|  +5   |
    |__|___|_______|__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|
    
     __________________________________________________________________________
    |     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |15| -2|  +4   |15| -1|  +4   |28|-21|   D   |22| -1|   D   | ?|  ?|   D   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
    
    ==============================================================================
    = :: Heihachi Mishima ::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
       ___ ___        .__.__                  .__    .__
      /   |   \  ____ |__|  |__ _____    ____ |  |__ |__|
     /    ~    \/ __ \|  |  |  \\__  \ _/ ___\|  |  \|  |
     \    Y    |  ___/|  |   Y  \/ __ \\  \___|   Y  \  |
      \___|_  / \___  >__|___|  (____  /\___  >___|  /__|__    .__
            \/      \/        \/     \/     \/|__| \/___|  |__ |__| _____ _____
                                     /  \ /  \|  |/  ___/  |  \|  |/     \\__  \
                                    /    Y    \  |\___ \|   Y  \  |  Y Y  \/ __ \_
                                    \____|__  /__/____  >___|  /__|__|_|  (____  /
                                            \/        \/     \/         \/     \/
    
    ==============================================================================
    = :: Heihachi Mishima ::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
    
    -Special Arts-
    
    Move Name              Command            Lev.    Damage             Com.
    
    One-Two Punches        1,2                hh      8,8(6,8)
    Shining Fists          1,1<2              hhm     5,8,18(6,8,18)
    Devil Fists            1,2<2              hhh     6,10,18(6,8,18)
    Demon Executer         1,2<2~1+2          hhm     5,8,22(6,8,22)
    Demon Scissors         4~3                M       25                 KND DY #1
    Demon Palm             1+2                m       22
    Demon Massacre         f+1,b+2,1          hmm     6,21,35            GS
    Demon Lair             f+1,b+2,4          hmm     6,21,30            GS
    Backhand               [f_F]+2            h       18
    Demon Shout            [f_F]+2~1+2        m       22
    Right Splits Kick      f+4                m       27
    Demon Uppercut         f,f+2              m       30                 JG
    Left Splits Kick       f,f+3              m       24                 GS DSc
    Slash Kick             f,f,f+3            m       30                 GS
    Demon's Boar           b+2                m       25                 GS
    Shadow Step            b,b,N+3+4          -       -
    Hammer Punch           d+1                m       15
    Hammer-Power Punch     d+1,2              mm      15,26
    Geta Stomp             d+4                M       25                 #2
    Twin Pistons           d/f+1,2            mm      8,21               JG
    Hell Axle              u/f+3,4            mm      17,22              GS
    Rising Sun             u/f+4,4            hL      25,15
    Deathfist              QCF+2              m       30(*40)
    Thunder Godfist        f,N,d,d/f+1        m       35(*52)
    Wind Godfist           f,N,d,d/f+2        m       25                 JG
    Jumping Mid Kick       f,N,d,d/f+3        m       35
    Jumping Low Kick       f,N,d,D/F+3        L       21
    Hell Sweeps            f,N,d,D/F+4(4,4)   LLL     17(14,14)          #3 RC
      = Thunder Godfist    1                  m       35(*52)
      = Demon Godfist      2                  m       25
      = Tsunami Kick       N+4,4              mm      12,21
    Tsunami Kick           WS+4,4             mm      12,21
    Auger (Taunt)          2+3+4              -       -
    Lightning Hammer       d+1+4              !       70
    
    #1: will only damage your character if whiffed.
    #2: can only be performed when opponent is downed.
    #3: if any of the Hell Sweeps is guarded high as the initial hit, opponent
        will take slight guard damage.
    
    
    -Throws-
    
    Throw Name           Command             Position   Damage     Escape     Com.
    
    Neck Breaker         1+3                 f-throw    30         1
    Powerbomb            2+4                 f-throw    30         2
    Stonehead            f,f+1+2             f-throw    33         1+2
    Headbutt Carnival    f,f+1+4             f-throw    29         1+2         #1b
    Neck Chopper         [1+3 or 2+4]        ls-throw   40         1
    Freefall             [1+3 or 2+4]        rs-throw   46         2
    Atomic Drop          [1+3 or 2+4]        b-throw    60         1
    
    #1b: can only be performed on Jin/Paul/Lei/Kuma/Heihachi.
    
    
    -Strings-
    
              ::Command Flowchart::                          ::Statistics::
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
                                         ___
                                        |   |
                                        | 1 |  Lev:                             m
                                        |___|  Dam:                            30
                                       ___|
     _________________________________|_____   -----------------------------------
    |d/f|   |   |   |   |   |   |   |   |   |
    | + | 2 @ 2 | 4 | 4 @ 1 | 4 | 1 @ 2 | 4 |  Lev:  m  h  h  L  L  m  h  h  m  m
    |_3_|___|___|___|___|___|___|___|___|___|  Dam: 17  5  6  8  8  5 10  5  6 35
                          |___
                             _|_____________   -----------------------------------
                            |   |   |   |   |
                            | 2 | 1 | 2 | 1 |  Lev:                    h  m  m  m
                            |___|___|___|___|  Dam:                    5  8 21 25
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
     _______________________________________
    |f,f|   |   |   |   |   |   |   |   |   |
    | N+| 1 | 2 | 2 @ 3 | 4 @ 4 | 1 | 2 | 1 |  Lev:  h  h  h  h  m  m  L  h  m  m
    |_2_|___|___|___|___|___|___|___|___|___|  Dam:  7  8  6  7  6 11  5  5  8 30
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
    
    
    -Basic Move Frame Info-
    
    Ex = Execution / Grd = Advantage if opponent guards
    Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
    + = your advantage / - = opponents advantage
    D = knocks opponent down / s = staggers opponent for # of frames
     __________________________________________________________________________
    |      1       |      F+1     |      2       |      F+2     |      3       |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |10| +1| +9|+10|10| +3|  +10  |10| 0 |  +9   |17|-13|  -2   |14|-14|  -3   |
    |__|___|___|___|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |14|-14|  -3   |16|-14|   D   |16|-14|   D   | 8| -2|  +9   |14| -8| -8| +4|
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|___|___|
    
     __________________________________________________________________________
    |     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |10| -2|  +9   |10| -2|  +9   |16|-17|  -3   |16|-17|  -3   |12| -8|  +3   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |12| -8|  +3   |10| -4|  +7   |15| -7|   D   |16|-16|   D   |11| -5|  +6   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |13| -1|  +9   |15| -2|s30| D |16| -9|  +2   |12| -4|  +7   | ?|  ?|   D   |
    |__|___|_______|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|
    
    
    ==============================================================================
    = :: Ogre & Ogre 2 :::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
       ________
       \_____  \   ___________  ____
        /   |   \ / ___\_  __ \/ __ \
       /    |    Y /_/  >  | \|  ___/
       \_______  |___  /|__|  _\___  >
               \/_____/      /  _ \\/________                        ________
                             >  _ </\\_____  \   ___________  ____   \_____  \
                            /  <_\ \/ /   |   \ / ___\_  __ \/ __ \   /  ____/
                            \_____\ \/    |    Y /_/  >  | \|  ___/  /       \
                                  \/ \_______  |___  /|__|   \___  > \_______ \
                                             \/_____/            \/          \/
    
    ==============================================================================
    = :: Ogre & Ogre 2 :::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
    
    -Special Arts-
    
    Move Name              Command            Lev.    Damage             Com.
    
    One-Two Punches        1,2                hh      5,8(6,8)
    Shining Fists          1,1<2              hhm     5,8,15
    Devil Fists            1,2<2              hhh     5,8,18
    Cross-Backhand         2,2                hh      12,21
    Demon Scissors         4~3                M       25                 KND
    Power Punch            f+2                m       28
    Right Splits Kick      f+4                m       27
    Shoulder Ram           f+1+4              m       30
    Hammer Fist            f,f+1+2            M       40
    Left Splits Kick       f,f+3              m       23                 GS
    Bazooka Kick           f,f+4              h       35
    Hammer Heel            f,f,N+4            M       20
    Exploder               f,f+3+4            h       40                 FCD
    Dragon Dive            f,f,N+3+4          L       15                 #1
    Slash Kick             f,f,f+3            m       30                 GS
    Shin Kick-Head Kick    d+4,N+4            lh      7,20
    Double Elbow           d/f+1,2            mm      16,10
    Blazing Kick           d,d/b+4            m       30                 JGc
    Double Knuckle         [u_u/f]+1+2        M       35
    Delay Double Knuckle   [u_u/f]N+1+2       M       35
    Hunting Hawk           u/f+3,4,3          mmh     15,14,25           GS
    Windmill Kick          u/b+3              M       20
    Windmill-Tooth Fairy   u/b+3,2            Mm      20,25              JG
    Heavy Body Blow        WS+2               m       25                 DSc
    Infinity Kick Combo    WS+3,3,d+3,3...    mmlm    10,25,15,10...
      = Infinity Extension u+3...             h       15...              #2
      = Infinity Extension d/f+3...           m       15...              #2
      = Infinity Extension d+3...             l       10...              #2
    Tsunami Kick           WS+4,4             mm      13,21
    Rising Kick            WS+3+4             h       28
    Groin Punch            FC,f+1             m       30                 CS
    Power Slap             FC,f+2             M       40
    Low Backhand Sweep     FC,d/f+2           L       25
    Snake Creeper          FC,3,3,3           LLm     12,19,25           JG
    Snake Dimension        FC,3,3,d+3         LLL     12,19,7
    Deadly Slice           b+2                !       22
    God Reverse            b+1+2              !       25                 #3
    Killing Blow           b+2+3              !       60
    Serpent's Venom        f,f+2              m!      15,20              #4
    Deadly Slash           f,f,N+2            !       25
    Dragon Power Punch     b,b+1+2            !       100
    Bloody Scissors        d/b+1+2            !       60
    Burning Knuckle        [u_u/f]d+1+2       {!}     45
    Delay Burning Knuckle  [u_u/f]N,D+1+2     {!}     45
    
    #1: if Dragon Dive is blocked, Ogre/Ogre 2 recovers in KND. if Dragon Dive
        connects, Ogre/Ogre 2 recovers in PLD.
    #2: Infinity Kick Combo can be immediately re-chained onto any Infinity
        Extension without having to use WS+3,3...
    #3: against opponents high punches. Only Ogre has this move.
    #4: if the first hit is guarded against, dashing back (b,b) or sidestepping
        will escape the second unblockable hit.
    
    -Special Arts (Ogre 2 Only)
    
    Move Name              Command            Lev.    Damage             Com.
    
    Evil Wheel             u+3+4              m       25
    Buffalo Horn           d/f+1+2            m       25                 JG
    Low Tail Spinner       d+3+4              L       25
    Mid Tail Spinner       d/f+3+4            m       25
    Dble Mid Tail Spinner  d/f+3+4,3+4        mm      25,25
    Deadly Revenge         FC,d/f             -       -                  #1b
    Hell Flame             1+2                (!)     30
    Blazing Inferno        d+1+2              !       40                 #2b
    Owl's Hunt             [KND_PLD]3+4       !       40                 #2b
    
    #1b: perform after being hit with a mid punch.
    #3b: can be crouched under.
    
    
    -Throws-
    
    Throw Name           Command             Position   Damage     Escape     Com.
    
    Body Slam            1+3                 f-throw    30         1
    Bear Hug             2+4                 f-throw    10,25      2
    Waning Moon          d/f,d/f+2+4         f-throw    30         -          OB
    Choke Slam           [1+3 or 2+4]        ls-throw   10,15,25   1
    Power Wringer        [1+3 or 2+4]        rs-throw   40         2
    Swing Swung          [1+3 or 2+4]        b-throw    70         -
    
    
    -Strings-
    
    Ogre & Ogre 2 have no known Strings.
    
    
    -Basic Move Frame Info-
    
    Ex = Execution / Grd = Advantage if opponent guards
    Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH)
    + = your advantage / - = opponents advantage
    D = knocks opponent down / s = staggers opponent for # of frames
     __________________________________________________________________________
    |      1       |      F+1     |      2       |      F+2     |      3       |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |10| -5| +3| +6|10| -5| +3| +6|10| -2|  +7   |18|-17|   D   |14|-14|  -3   |
    |__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      F+3     |      4       |      F+4     |     FC 1     |      d+1     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |14|-14|  -3   |16|-14|   D   |16|-14|   D   | 8| -7|  +4   | 8| -2|  +9   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     FC 2     |      d+2     |     FC 3     |      d+3     |     FC 4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |10| -5|  +6   |10| -2|  +9   |16|-14|  -3   |16|-17|  -3   |12| -8|  +3   |
    |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |      d+4     |     WS+1     |     WS+2     |     WS+3     |     WS+4     |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |12|-11|-12| 0 |10| -4|  +7   |16| -4|  -2   |10|-21|  -10  |11| -3|  +8   |
    |__|___|___|___|__|___|_______|__|___|_______|__|___|_______|__|___|_______|
    
     __________________________________________________________________________
    |     d/f+1    |     d/f+2    |     d/f+3    |     d/f+4    |     u/f+4    |
    |______________|______________|______________|______________|______________|
    |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |  |   |   |   |
    |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|
    |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|
    |14| -3|  +8   |15| -8|s24| D |16| -9|  +2   |12| -4|  +7   | ?|  ?|   D   |
    |__|___|_______|__|___|___|___|__|___|_______|__|___|_______|__|___|_______|
    
    
    ==============================================================================
    = :: Anna Williams :::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
        _____
       /  _  \   ____   ____ _____
      /  /_\  \ /    \ /    \\__  \
     /    |    \   |  \   |  \/ __ \_
     \____|__  /___|  /___|  (____  /  __.__.__  .__  .__
             \/     \/     \/ /  \\/  /  \__|  | |  | |__|____    _____   ______
                              \   \/\/   /  |  | |  | |  \__  \  /     \ /  ___/
                               \        /|  |  |_|  |_|  |/ __ \|  Y Y  \\___ \
                                \__/\  / |__|____/____/__(____  /__|_|  /____  >
                                     \/                       \/      \/     \/
    
    ==============================================================================
    = :: Anna Williams :::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
    
    -Special Arts-
    
    Move Name              Command            Lev.    Damage             Com.
    
    One-Two Punches        1,2                hh      4,10(5,10)
    Uppercut-Punch         d/f+1,2            mh      10,15
    Bermuda Triangle       1,2,4              hhh     4,10,15            GS #1
    Mini Snake-Feint SS    1,2,1,4,2[U_D]     hhhhh   4,10,6,15,12       GS #1
    Quick Snake Mid        1,2,1,4,2,3        hhhhhm  4,10,6,15,12,17    GS #1
    Quick Snake Low        1,2,1,4,2,4        hhhhhl  4,10,6,15,12,21    GS #1
    Quick Snake Grabber    1,2,1,4,2,u/f+3    hhhhhh  1,10,6,15,12,12,10 GS #1
    PDK Quick Combo        1,4                hL      4,8
    Double Punch-DK Combo  2,1,4              hhl     10,6,8
    Punch-Anna Bomb        2,f+1+2            hm      10,20
    PK Combo               2,3                hh      10,20
    PDK Combo              2,d+3              hL      10,10
    Cross-Roundhouse       2,4                hh      10,15
    Left-Right HK          3,4                hh      25,15
    High Kick-Low Kick     4,3                hL      15,15(16,15,)
    Toe Kick Quick         [d+_FC]1,N+4       Smm     5,10
    Toe Kick               [d+_FC]2,4         Smm     10(8),15
    Low Kick-Upper         [d+_FC]3,2         Lm      12,10              JG
    Left LK-Right HK       [d+_FC]3,N+4       Lh      12,15
    Right LK-Backhand Chop [d+_FC]4,1         Sm(l)h  7(10),10           #2
    Arm Stab               FC,f+1             m       27                 CS
    Overhead Windmill      FC,f+2             m       22
    Arm Sweep              FC,d/f+2           l       18
    Guard Break            1+2                m       0
    Delay Guard Break      f+1+2              m       0
    Super Riser            [WS_QCF]+2         m       15                 JGc
    Anna Bomb              WS+1+2             m       20(30*)
    Power Anna Bomb        f,f+1+2            m       25(37*)
    Head Banger            f,f+2              h       21
    Rolling Kick           f,f+4              M       20(30*)            KND
    Super Creeper-Feint SS d/f+3,1,4,2[U_D]   mhhh    10,10,15,12        GS
    Super Creeper Mid      d/f+3,1,4,2,3      mhhhm   10,10,15,12,17     GS
    Super Creeper Low      d/f+3,1,4,2,4      mhhhl   10,10,15,12,21     GS
    Super Creeper Grabber  d/f+3,1,4,2,u/f+3  mhhhh   10,10,15,12,12,10  GS
    Creeping Snake         d/f+3,2,1,4        mhhL    10,12,6,8
    Creeping Snake-L HK    d/f+3,2,3          mhm     10,12,20
    Creeping Snake-L LK    d/f+3,2,d+3        mhL     10,12,10
    Creeping Snake-R HK    d/f+3,2,4          mhh     10,12,15
    Assault Bomb           d/f+3,1,2          mhh     10,10,6
    Flash Kick-Left LK     d/f+3,3,3          mhh     10,6,8
    Flash Kick-Right HK    d/f+3,3,3,4        mhhh    10,6,8,15
    Flash Kick-Punches     d/f+3,3,3,1,2      mhhhh   10,6,8,10,6
    Left Mid-Right HK      d/f+3,4            mh      10,15
    Triple Slaps           b+1,1,1            h       12,8,10
    Double Slaps           b+2,2              hh      15,18              GS #3
    Leg Grabber            u/f+3              h       12,10
    Nicolella              [u/b_u]+3          m       20
    Can Opener             [u_u/f]+4,3,4      hLh     20,10,14
    Can Opener-Feint SS    [u_u/f]+4,3,4[U_D] hLh     20,10,14
    Hopping LK-Uppercut    u/f,N,d+3,2        Lm      25,10              JG
    Hopping LK-Right HK    u/f,N,d+3,4        Lh      25,15
    Jump Kick Left         f,f,f+3            m       20
    Heel Stomp             [d_d/f]+3+4        L       20
    Arm Sweep              SS+2               l       16                 KS
    Double Lift            SS+1+2             mm      8,21               JG
    Mystic Booty           1+2+3              -       0                  DS
    High/Mid Reversal      b+[1+3_2+4]        -       *
    Cat Stance             b+4 (auto parries low)     -
    Cat Stance Kick        b+4,4              m       21
    Bloody Scissors        d+1+2              !       50
    Hunting Swan           d/b+1+2            !       95
      = Swan Cancel        u,u                -       -
    
    #1: d/f+1 can be substituted as the first move of string, and when used, the
        second hit (2) will take 15 damage.
    #2: holding U or D immediately after second move will result in a sidestep.
    #3: if only the second hit connects, opponent is turned sideways.
    
    
    -Throws-
    
    Throw Name           Command             Position   Damage     Escape
    
    Arm Turn             1+3                 f-throw    30         1
    Lifting Toss         2+4                 f-throw    30         2
    Neck Throw           u/f+1+2             f-throw    40         1+2
    Embracing Elbow      d/f,d/f+1           f-throw    50         1+2
    Triple Break         [1+3 or 2+4]        b-throw    60         -
    Side Elbow Smash     [1+3 or 2+4]        ls-throw   40         1
    Legover Takedown     [1+3 or 2+4]        rs-throw   38         2
    
    Palm Grab            QCF+1+2             f-throw    15         2
      = Arm Bar          3,4,3,1+2           link       30         1+2
      = S.R.A.L          1,3,2,1             link       20         1
        = Rear G-Tech    3,1,4,1+2,1+2       link       25         1+2
        = Falling R.A.L. 2,1,3,4,1+2         link       25         2
        = Galetech Toss  2,3,1+2,3+4,1+2     link       40         1
      = Arm Sprain       1+3,4,1+2           link       30         2
        = Inverted Crux. 4,3,4,3+4,1+2,3+4   link       32         1+2
        = Rear Cross     1+2,4,3,1+2,1+2,1+2 link       32         1
    
    
    -Strings-
    
              ::Command Flowchart::                          ::Statistics::
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
     _______________________________________   
    |   |   |   |   |   |   |   |   |   |   |
    | 1 | 2 @ 1 @ 2 @ 3 @ 3 | 2 | 1 | 2 | 4 |  Lev:  h  h  h  h  h  L  m  h  h  h
    |___|___|___|___|___|___|___|___|___|___|  Dam:  4 10  6  6  7  9  6  6  6 30
     _______________________________________        _____________________________
    |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10|      |_1|_2|_3|_4|_5|_6|_7|_8|_9|10|
    
    
    ==============================================================================
    = :: Gon :::::::::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
                                 ________
                                /  _____/  ____   ____
                               /   \  ___ /  _ \ /    \
                               \    \_\  (  <_> )   |  \
                                \______  /\____/|___|  /
                                       \/            \/
    
    ==============================================================================
    = :: Gon :::::::::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
    
    -Special Arts-
    
    Move Name              Command            Lev.    Damage             Com.
    
    Advancing Punches      1,1,1...           hmm...  5,8,6...
    Mid Headbutt           3+4                M       25                 CS
    Tailspins              4,4,4,4,4,3+4      MLLLLM  10,10,10,10,10,25
    Helicopter             f+2+3              m       40
    Double Sweeps          f+3,3              LL      12,17
    Mini Exploder          f+3+4              m       40                 GS
    Rushing Headbutts      F+1+2,1+2,1+2      MMM     7,14,21
    Rolling Sawblade       f,f+1+2            M(M)    21(21)             GS
    Roll Sawblade-Upper    f,f+1+2,1+2        MM      21,21              GS
    Dino Shoulder          f,N,d,d/f+1+2      M       20                 JG
    Roger Punch            b+1                m       30                 GS
    Norweigian Step        b+3+4[B]           -       -
    Tail Smack             d+4                M       22                 GS
    Whiff Frankensteiner   d/f+3+4            M       15                 KND
    Lay Down               [d_d/b+1+2]        -       -                  PLD
    Sit                    d/b+3+4            -       -
      = Roll Forward-Boot  f,[3_4]            m       15
      = Roll Back-Roo Kick b,[3_4]            m       22
    Buttflop               u+4                M       15
    Quick Helicopter Spin  u+3+4              mhmL    10,10,10,10        KS
    Dino Gonfist           [u/f_u_u/b]+1      m       21                 JG
    Backdrop               [u/f_u_u/b]+1+2    M       35
    Belly Flop             [U/F_U,U/B]+1+2    M       15                 GS
    Mini Buttflop          [u/f_u_u/b],[3_4]  M       15
    Hop Kick Left          [u/f_u_u/b]+3      m       15                 JG
    Hop Kick Right         [u/f_u/b]+4        m       15                 JG
    Flipstomp-Buttflip     [u/f_u/b]+3+4      MM      10,26
    Buttflop               [U/F_U_U/B]+[3_4]  M       15
    Helicopter Spin        [U/F_U/B]+3+4      mhmL    10,10,10,10        KS
    Mini Upper             WS+[1_2]           m       15                 JG
    Low Shin Charge        FC,d/f+3+4         L       21
    Roll Back Roo Kick     FC,d/b+3+4         m       20
    Headdive               RN,f+3+4           m       25
    Kickup                 KND,[3_4]          m       20
    Scoot Kick             FCD,[3_4]          L       15
    Lying Tailsmack        PLD,[3_4]          M       20                 GS
    Lying Kickout          SLD,[3_4]          L       15
    Roll Forward-Boot      SLD,f,[3_4]        m       15
    Roll Back-Roo Kick     SLD,b,[3_4]        m       22
    Fire Breath            1+2                !       20
    Dino Charge            1+2~[1_2]          !       15
      = Fall Down          ~2                 !       15
    Super Sino Rush        f+1+4              !!      100,1
    Dino Fart              b+4                !       10                 CS
    Guard Break            d/f+1+2            !       0                  GS
    
    
    -Throws-
    
    Throw Name           Command             Position   Damage
    
    Kickup-Bite Grab     [1+3 or 2+4]        f-throw    35
    Dino Swing           [1+3 or 2+4]        ls-throw   42
    Multi Slam           [1+3 or 2+4]        rs-throw   10,15,25
    Dino Pounce          [1+3 or 2+4]        b-throw    42
    Tail Tossover        b+1+2               *-throw    17
    
    (*Note: works from any side)
    
    
    -Strings-
    
    Gon has no known strings.
    
    
    ==============================================================================
    = :: Dr. Boskonovitch ::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
       ________
       \______ \_______
        |    |  \_  __ \
        |    `   \  | \/
    ___/_______  /__|   /\  __                            .__  __         .__
    \______   \\/___  __\/_|  | ______   ____   _______  _|__|/  |_  ____ |  |__
     |    |  _//  _ \/  ___/  |/ /  _ \ /    \ /  _ \  \/ /  \   __\/ ___\|  |  \
     |    |   (  <_> )___ \|    <  <_> )   |  (  <_> )   /|  ||  | \  \___|   Y  \
     |______  /\____/____  >__|_ \____/|___|  /\____/ \_/ |__||__|  \___  >___|  /
            \/           \/     \/          \/                          \/     \/
    
    ==============================================================================
    = :: Dr. Boskonovitch ::::::::::::::::::::::::::::::::::::::::::::: MOVES :: =
    ==============================================================================
    
    :Special Conventions:
    
    
    FB:  Fall Back (Doctor B. will fall back after this move)
    EFB: Electric Fall Back (Doctor B. will spark, then fall back after this move)
    
    During FB, press 2 to speed up falling animation. Press 1 during accellerated
    fall down to go directly into Panic Doctor.
    
    At any time during FB, press 3+4 to perform Flip Flop.
    
    During initial animation of FB or EFB, tap forward to recover.
    
    At any time during FB or EFB press U for Doctor Bounce.
    
    -Special Arts-
    
    Move Name              Command            Lev.    Damage             Com.
    
    One-Two Punches        1,2                mm      4,10
    Bad Stomach            1+4                -       -                  #3
    Panic Doctor           2~1                -       -                  FB
    Left Lk-Right LK       3,4                ll      12,7
    Thunder Oldfist        u/f+1              m       25                 EFB
    Wind Oldfist           u/f+2              h       15                 FB
    Trip Slide             f+3+4              M       17 (7 guard damage)
    Crouch Dash            f,f                -       -
    Jam Combo              f,f+1<4<3<2<1      mLLmm   13,8,10,12,13      EFB
    Jam Combo Extention    f,f+1<4<3,3,3,2<1  mLLLLmm 13,8,10,10,7,12,13 EFB
    Jack Tamer             f,f+2              m       20                 DSc GS
    Slash Kick             f,f+3              m       30                 GS
    Whiff Frankensteiner   f,f+4              M       21
    Steel Dive             f,f+1+2            M       27
    Head Dive              f,f+3+4            M       30
    Elbow Rush             f,f,N+2            m       8                  FB
    Elbow Warp             f,f,N+2 (CH)       m       12,5
     = Laughing Doctor      = f,f             -       -
       = Mind Warp            = 1+2           M       25                 PLD
       = Hopping Back Kick    = 3             M       20                 FB
    Panicsmoka             f,f,N+3            M       25
    Twin Pistons           d/f+1,2            mm      8,21               FB
    Slicer                 d+4                L       10                 FCD
    Dr. Kossak Kicks       D/B+3,4,3,4,3,4    LLLLLL  15,12,10,12,12,12  FB
    Guard Break            b+1+4              m       -                  KND
     = Shadow Legs Front    = ~B              -       -
       = Overhead Crescent    = 3             h       28                 FB
       = Prison Break         = 4             m       21                 FB GS
    Panik Reverse Charge    b+3+4             -       -
     = Super Doctor         U                 !       48
     = Shadow Legs Back     = ~B or ~F        -       -
       = Summer Kick          = 3             m       25                 FB
       = Winter Kick          = 4             m       21                 FB
    Gut Stun               SS+2               m       18                 FB DSc
     = Thunder Oldfist      = 1               m       25                 FB
    Doctor Scoot           KND[f_b]           -       -
    Doctor Roll            KND[f,f_b,b]       -       -                  FB
     = Rolling Kick         = 4               M       16                 GS
     = Flying Cross Chop    = f+1+2           M       15                 GS
     = Flip Flop            = 3+4             M       25                 KND
    Doctor Breath          KND[1_2]           !       3
    Hop Up                 KND 3+4            m       20
    Rolling Kicks          KND 3<3            lm      7,30
    Roger Kicks            KND 4,3,4,3,4      !mmmmm  -,10,10,10,17      #3
    Trick Roger Kicks      KND 4,4,3,4,3,4    !!mmmmm -,-,10,10,10,10,17 #3
    Chi Charge             KND ALL            -       -
    Doctor Scoot Away      PLD[f_b]           -       -
    Doctor Roll            PLD[f,f_b,b]       -       -                  FB
     = Flying Cross Chop    = f+1+2           M       15                 GS
     = Flip Flop            = 3+4             M       25                 PLD
    Roo Kick               PLD 3+4            m       21                 EFB
    Chi Charge             PLD ALL            -       -
    Lying Trip Slide       SLD 3+4            L       15
    Spinnng Crescent Lunge FCD 4              m       18                 FCD
    Doctor Roll            FCD b,b            -       -                  FB
     = Rolling Roo Kick     = ~3+4            m       25                 EFB
    Mind Blast             BK 1+2             M       25
    Mind Blast Away        BK b+1+2           M       25
    Panic Charge Reverse   BK 3+4             -       -
     = Shadow Legs Back     = ~B or ~F        -       -
       = Summer Kick          = 3             m       25                 FB
       = Winter Kick          = 4             m       21                 FB
    High/Mid Punch Parry   1+2                -       -                  #1
    Low Parry              d+1+2              -       -
    Bio Reactor            b+1+2              !       10(10,10,10...)    #2
    Resting Doctor         d+3+4              -       -
     = Skidding Doctor      = 3_4...          -       -
    Diagnosis (RK parry)   f (during RK)      -       40                 #4
    
    #1: can chain directly into Irish Whip
    #2: escaped with 3+4, will contuniously do damage until escaped.
    #3: after any 4 in the string, holding B will make Dr. B. roll backwards.
    #4: will automatically parry if opponent's right kick hits on CH.
    
    
    -Throws-
    
    BDS (must perform Bad Stomach first 1+4)
    
    Throw Name           Command             Position   Damage     Escape     Com.
    
    Irish Whip           BDS,1+2             f-throw    10         1+2
     = Elbow Drop         = 2,2,1+2          link       21         ?
       = Kingstep           = 1+4            link       -          -
         = Running Bulldog    = 2,1,3,4      link       38         ?
       = Cartwheel          = 1+2            link       -          -
         = Taunting Doctor    = 3+4          link       -          -
         = Shoulder Ram         = 1+2        link       50         ?
       = Flying Cross Chop  = 3+4            link       10         ?
    Arm Takedown         BDS,1+2             ls-throw   45         ?
    Trip Up              BDS,1+2             rs-throw   40         ?
    Atomic Drop          BDS,1+2             b-throw    60         -
    Rolling Powerbomb    1+2 (Parry), 3+4    l-throw    37         -
    Dr. Frankensteiner   f,f+4               f-throw    15,18      -
    Stone Head           KND[f,f_b,b] b+1+2  f-throw    33         ?
    
    
    -Strings-
    
    Banik Charge           3+4                -       -
     = Banik Oldfist Chain  = u/f+1,3,3,3,3   mmmmmm  25,20,10,10,10     FB
     = Super Panic Chain... = u/f+1,3,3,...   mmm...  25,20,10...
     ...Super Panic Chain   ...F+3,3,3,3,3,3, mmhmmm  10,10,15,10,10,10...
     ...Super Panic Chain   ...3,4,4,4,3,3,   lhhhLL  10,10,10,10,10,10
     ...Super Panic Chain   ...3,3,3,2,1      LLLmm   10,10,7,12,13
    
    
    ==============================================================================
    = :::::::::::::::::::::::::::::::: PROFILES :::::::::::::::::::::::::::::::: =
    ==============================================================================
       ____________________________ ______________.____    ___________ _________
       \______   \______   \_____  \\_   _____/   |    |   \_   _____//   _____/
        |     ___/|       _//   |   \|    __) |   |    |    |    __)_ \_____  \
        |    |    |    |   Y    |    \     \  |   |    |___ |        \/        \
        |____|    |____|_  |_______  |___  /  |___|_______ Y_______  /_______  /
                         \/        \/    \/               \/       \/        \/
    
    ==============================================================================
    = :: Jin Kazama :::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
    ==============================================================================
    
    -Catch Copy-
    
    Jin Kazama:       Fatal Lightning
    Nationality:      Japanese
    Fighting Style:   Advanced Mishima Fighting style Karate,
                      Kazama style of self-defense
    Age:              19
    Height:           180cm
    Weight:           75kg
    Blood Type:       AB
    Occupation:       Martial Artist
    Hobby:            Bathing in forest
    Likes:            Mother's precepts
    Dislikes:         Deceiving others 
    
    -Story-
    
    MEETING WITH DESTINY
    
    At the age of 15, Jin found out that he was Kazuya Mishima' son. At the same
    time, he lost his mother, Jun Kazama. Jin trained himself under the
    supervision of Heihachi with the intention of defeating the "God of Fight",
    who is supposed to have killed his mother. Heihachi was not only his
    grandfather, but a reliable teacher.
    
    Four years have passed. Having mastered the Kazama style of Judo and Mishima
    style fighting karate, Jin starts to take action as a martial artist.
    
    
    ==============================================================================
    = :: Paul Phoenix :::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
    ==============================================================================
    
    -Catch Copy-
    
    Paul Phoenix:     Hot-Blooded Martial Artist
    Nationality:      American
    Fighting Style:   Combined martial arts based on Judo
    Age:              46
    Height:           187cm
    Weight:           81kg
    Blood Type:       O
    Occupation:       None. Still trains with intention
                      of being #1
    Hobby:            Motorcycles
    Likes:            Pizza, smell of gasoline
    Dislikes:         Japanese freeways
    
    -Story-
    
    WAITING FOR THE BIG ONE
    
    In the last tournament Paul earned the right to fight Kazuya, but a multi-car
    accident on the expressway prevented Paul from getting to the match on time.
    He was forced to forfeit.
    
    Through Paul enviable career, he has yet to win the one tournament that would
    mark him as being one of the true greats.
    
    Last spring he received an unexpected invitation to the '3rd King of the Iron
    Fist Tournament'. With training still a part of his daily regiment, he is
    still in peak condition and feels he still has what it takes to win the big
    one. Thought now 46, he still has the eyes of an eagle with the strength and
    reflexes of a tiger!
    
    
    ==============================================================================
    = :: Forest Law :::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
    ==============================================================================
    
    -Catch Copy-
    
    Forest Law:       Return of the Flaming Dragon
    Nationality:      American
    Fighting Style:   Martial Arts
    Age:              25
    Height:           177cm
    Weight:           66kg
    Blood Type:       B
    Occupation:       Second Dojo Master
    Hobby:            Shopping
    Likes:            Credit Cards... Paul got Forest to pay his
                      tournament fee as well
    Dislikes:         Riding on the back of Paul's motorcycle 
    
    -Story-
    
    LIVING IN HIS FATHER'S SHADOW
    
    The proud son of Marshall Law, Forest trains at his father's dojo to achieve
    Law's success and greatness. As a protective father, Marshall has forbidden
    his son from entering any contests outside the dojo. Marshall's long-time
    friend and competitor Paul Phoenix visits once every few months to spar with
    Marshall. One day when Paul arrived, Marshall was away supervising the
    building of a new dojo. Paul insisted that Forest join him in some training
    exercises. Forest declined knowing that his father would disapprove. But Paul
    wouldn't take no for an answer.
    
    Unaware of Marshall's restrictions on fighting, Paul suggested to Forest that
    he join 'The King of Iron Fist Tournament 3'. Paul sold Forest on the idea by
    telling him he's a better fighter than his father. Forest knew his father
    would be angry, but he had to prove that he was worthy of one day inheriting
    the dojo. Marshall was enraged when he found out what happened. To him, it was
    as if his son had been kidnapped.
    
    
    ==============================================================================
    = :: King :::::::::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
    ==============================================================================
    
    -Catch Copy-
    
    King:             Anger of Beast
    Nationality:      Mexican
    Fighting Style:   Wrestling
    Age:              28
    Height:           200cm
    Weight:           90kg
    Blood Type:       A
    Occupation:       Professional wrestler, orphanage manager
    Hobby:            Pleasing children
    Likes:            Drinking beer in victory with Armor King
    Dislikes:         Tears of children
    
    -Story-
    
    HEIR TO THE THRONE
    
    He's really King the second. Raised in King's orphanage, he was 24 years old
    when the original King was killed. He put on the mask and assumed the role of
    King's successor, in order to honor his mentor and save the orphanage.
    
    The new King had only watched his mentor and really was incapable of
    fulfilling the legend. Armor King, knowing who killed King, felt an obligation
    to prepare King the Second for a rightful revenge.
    
    Four years have passed and King the Second is now a skillful wrestler. Feeling
    the time is right, Armor King tells his student that the God of Fighting was
    responsible for King's death. Armor King breaks down in tears as he tells the
    gruesome story. King the Second now knows his purpose in life.
    
    ==============================================================================
    = :: Lei Wulong :::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
    ==============================================================================
    
    -Catch Copy-
    
    Lei Wulong:       Super Police
    Nationality:      Chinese
    Fighting Style:   Combination of 5 Chinese martial arts
    Age:              45
    Height:           175cm
    Weight:           65kg
    Blood Type:       A
    Occupation:       Policeman
    Hobby:            Movies, naps
    Likes:            Sony products
    Dislikes:         Crime, villians
    
    -Story-
    
    SUPERCOP
    
    He drove Bruce to the brink of total defeat at the previous tournament, but
    unfortunately he managed to escape. After the tournament, Bruce's homeward
    bound plane crashed against the ground. There once was a rumour that Kazuya's
    corp made it happen in order to silence him, but Lei thinks it might be a
    disguised accident and doubts if Bruce is dead.
    
    For 18 years since then, Lei has solved a lot of international crimes. He is
    such an agile person that doesn't look 45 years old, therefore he is liked by
    everybody called by the name of "Super Police", and the crime organizations
    all over the world were afraid of that name most.
    
    In the meantime, the cases that the prominent martial artists are missing
    frequently happen within the jurisdiction of his station. Lei, who was
    investigating the cases, was visited by Heihachi Mishima, the head of Mishima
    financial group, who asked Lei to participate in "The King of Iron Fist
    Tournament 3". Lei couldn't understand the reasons why Heihachi asked him to
    participate, but he made up his mind to participate hearing him saying
    "You'll see if you participate"
    
    
    ==============================================================================
    = :: Nina Williams ::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
    ==============================================================================
    
    -Catch Copy-
    
    Nina Williams:    Silent Assassin
    Nationality:      Irish
    Fighting Style:   Assassination techniques based on bone
                      martial arts and Akido
    Age:              22
    Height:           161cm
    Weight:           49kg
    Blood Type:       A
    Occupation:       To assassinate Jin Kazama (under the
                      control of the God of Fighting)
    Hobby:            Retracing faint memories
    Likes:            Doesn't remember
    Dislikes:         Doesn't remember
    
    -Story-
    
    SLEEPING BEAUTY
    
    In the last tournament she was ordered to assassinate Kazuya, but an untimely
    quarrel with her sister Anna prevented it. Shortly thereafter both sisters
    were captured by Kazuya's corps and were used as guinea pigs in Boskonovitch's
    Cold Sleep No. 2 experiment.
    
    They did not wake up for 15 years. Heihachi's private corps, the Tekken Forces
    went to the burial site and excavated the God of Fighting. This unearthing
    unleashed its spirit which awakened Nina's resting soul. Now controlled by
    the God of Fighting Nina acts robotically with the command to assassinate Jin
    Kazama.
    
    
    ==============================================================================
    = :: Yoshimitsu :::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
    ==============================================================================
    
    -Catch Copy-
    
    Yoshimitsu:       Cyborg Ninja
    Nationality:      None
    Fighting Style:   Manji Martial Arts
    Age:              Unknown
    Height:           178cm
    Weight:           63kg
    Blood Type:       0
    Occupation:       Leader of Manji Clan
    Hobby:            Sumo wrestling, net surfing
    Likes:            Arcades, especially those in Shinjuku Japan
    Dislikes:         Villains, poor losers
    
    -Story-
    
    LENDING A HELPING HAND
    
    Boskonovitch created the Cold Sleep machine during experiments in his search
    for eternal life. The technology, still unproven, was used to preserve his
    young daughter who suddenly passed away.
    
    Yoshimitsu raises research funds and as the leader of the "Manji" party he
    helps the poor and disadvantaged. Yoshimitsu visited Boskonovitch when he
    learned of the many martial artist disappearances. The "Yo-man" was surprised
    to find Boskonovitch suffering from a mysterious pathological organism. It's
    believed to have been contracted during lab experiments while making the Cold
    Sleep machine. Like some weird sci-fi story, Boskonovich claims he needs
    blood from the God of Fighting to complete his research and bring his
    daughter back to life. Indebted to Boskonovitch for saving his life,
    Yoshimitsu enters the tournament to help an old friend.
    
    
    ==============================================================================
    = :: Ling Xiaoyu ::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
    ==============================================================================
    
    -Catch Copy-
    
    Ling Xiaoyu:      High-Spirited Girl
    Nationality:      Chinese
    Fighting Style:   Hakke Ken, Hike Ken, and various
                      Chinese martial arts
    Age:              16
    Height:           157cm
    Weight:           42kg
    Blood Type:       A
    Occupation:       Student, panda caretaker
    Hobby:            Traveling, visiting amusement parks
                      across the world
    Likes:            Chinese steamed buns and shrimp dumplings,
                      Peking duck
    Dislikes:         Math teachers
    
    -Story-
    
    CUTE, SPIRITED, HAS PANDA... WILL TRAVEL
    
    This young girl loves amusement and theme parks. Her dream is to build the
    perfect amusement park in China when she grows up.
    
    She is both young and small in stature but Ling is a skilled martial arts
    expert. Many believe if she was more serious she could achieve real greatness.
    Having learned that the Mishima Financial Empire is rich and powerful she
    seeks out Heihachi (president and CEO) to make her dream a reality.
    
    While vacationing in Hong Kong with her family, Ling stowed away on a yacht
    bearing the name, Mishima Financial Empire. Heihachi was not on board but
    Mishima's men discovered her soon after the ship left port and Heihachi was
    informed immediately.
    
    Upon his arrival, Heihachi found his men beaten and strewn around the ship as
    if it was hit by a hurricane. She threatened that she would go berzerk again
    if he did not accept her challenge. Roaring with laughter, he promises to
    build the amusement park of her dreams if she wins the tournament.
    
    
    ==============================================================================
    = :: Hwoarang :::::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
    ==============================================================================
    
    -Catch Copy-
    
    Hwoarang:         Blood Talon
    Nationality:      Korean
    Fighting Style:   Tae Kwon Do
    Age:              19
    Height:           181cm
    Weight:           68kg
    Blood Type:       0
    Occupation:       Street punk
    Hobby:            Yachting
    Likes:            Rock 'n roll, street fighting
    Dislikes:         Mishima Style fighting Karate,
                      Jin Kazama
    
    -Story-
    
    KILLING TWO BIRDS WITH ONE STONE
    
    A student of Tae Kwan Do who works out at Baek Doo San's dojo, Hwoarang makes
    a lot of money through dishonest gambling wagers. As part of what's called a
    fraud team, he and other members pick fights for money. They manipulate the
    odds by concealing their true strength. He escalates the odds against him and
    makes what appears to be a foolish wager. His opponents soon realize they're
    the real fools when Hwoarang soundly beats each and every one of them.
    
    One day, members of the Mishima Group came to town, including among them Jin
    Kazama. Hwoarang talks them into his game and is matched against Jin. Hwoarang
    embarrassingly can only manage a draw. He hangs his head in disbelief at the
    first blemish in his perfect career. Sickened at the thought of having to tell
    his teacher Baek the bad news, Hwoarang vows to practice every day to
    guarantee that it would never happen again. Then: terrible news. The God of
    Fighting claims Baek as yet another victim.
    
    Hwoarang now has a purpose in life. He will participate in the tournament,
    beat Jin Kazama and seek revenge against the God of Fighting.
    
    ==============================================================================
    = :: Eddy Gordo :::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
    ==============================================================================
    
    -Catch Copy-
    
    Eddy Gordo:       Avenger
    Nationality:      Brazilian
    Fighting Style:   Capoeira
    Age:              27
    Height:           188cm
    Weight:           75kg
    Blood Type:       B
    Occupation:       None
    Hobby:            Leadership training
    Likes:            Power
    Dislikes:         Weaknesses
    
    -Story-
    
    FROM RAGS TO RICHES
    
    Eddy was born into one of the richest families in Brazil. Since he was a small
    boy he knew he would one day take over the family business. He was well-liked
    in his home town because he was a hard worker who treated others as his
    equals.
    
    One day, when he was 19, Eddy came home from school to find his father shot
    and dying. He recalled that his father had been unusually nervous and fearful
    in recent weeks.
    
    Eddy's father working to destroy the drug cartel in Brazil. His untimely death
    occurred just when he had obtained enough evidence to put the kingpins away
    for good. In his last breaths, Eddy's father told him, "Now is not the right
    time to fight. Falsely admit to the crime and hide in prison. Only there will
    you be safe". Eddy went along with his father's last wish and the model
    student went from a life of luxury to incarceration as a murderer.
    
    Prison life was hell and not a day went by that Eddy didn't vow to get even
    with his father's killers. One day during a prison riot he watched an old man
    with great power fighting using a technique he called Capoeira. For 8 years
    Eddy practiced until he became a master and could be considered a lethal
    weapon.
    
    Upon his release from prison, Eddy heard about the 'King of Iron Fist
    Tournament 3' and the MFE. He decided to enter the tournament, believing he
    could persuade the MFE to help him seek his long-awaited revenge.
    
    ==============================================================================
    = :: Kuma :::::::::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
    ==============================================================================
    
    -Catch Copy-
    
    Kuma:             Raging Bear
    Nationality:      Heihachi's pet
    Fighting Style:   Advanced bear fighting
    Age:              8 (20 bear years)
    Height:           280cm
    Weight:           210kg
    Blood Type:       ?
    Occupation:       Bodyguard to Heihachi and Xiaoyu
    Hobby:            Training, cooking salmon
    Likes:            TV, Heihachi, Panda
    Dislikes:         14 inch black and white TV
                      (because it's hard to see)
    
    -Story-
    
    BEAR SMASH PAUL!
    
    The first Kuma died of old age during its travels with Heihachi. Its child,
    also named Kuma, became Heihachi's second pet.
    
    This Kuma is smarter than its father, and a good bodyguard for Heihachi. One
    day, when it was absorbed in watching TV, it suddenly went wild at the sight
    of a martial artist with a scarlet go-gi. It was Paul Phoenix!
    
    Kuma has trained since that day to defeat Paul in battle. It doesn't think
    anything of the God of Fighting, only of defeating Paul.
    
    By the way, Kuma is secretly in love with Xiaoyu's Panda.
    
    ==============================================================================
    = :: Panda ::::::::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
    ==============================================================================
    
    -Catch Copy-
    
    Panda:            Red Data Animal
    Nationality:      Chinese
    Fighting Style:   Advanced bear fighting
    Age:              16-17 (if it were human)
    Height:           277cm
    Weight:           200kg
    Blood Type:       ?
    Occupation:       Xiaoyu's pet
    Hobby:            Taking care of flower garden
    Likes:            Ling Xiaoyu
    Dislikes:         Kuma
    
    -Story-
    
    PROTECTOR OF XIAOYU
    
    She is cared for at Ling Xiaoyu's high school. To participate in the
    tournament, Ling moved to the Mishima Industrial College in Japan. Heihachi
    taught Panda advanced bear fighting so that she could act as a bodyguard for
    Xiaoyu during the tournament. Although Kuma is fond of Panda, she dislikes him
    and keeps her distance.
    
    
    ==============================================================================
    = :: Julia Chang ::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
    ==============================================================================
    
    -Catch Copy-
    
    Julia Chang:      Wandering Fighter
    Nationality:      American
    Fighting Style:   Various Chinese martial arts
    Age:              18
    Height:           165cm
    Weight:           54kg
    Blood Type:       B
    Occupation:       Archeology student
    Hobby:            Hunting
    Likes:            Buffalo
    Dislikes:         Mishima Financial Empire
    
    -Story-
    
    SEARCHING FOR MICHELLE
    
    Julia studies archeology in Michelle Chang's tribal lands. As a baby, Julia
    was deserted in the ruins of ancient Native American settlements, where
    Michelle found her. Michelle rescued Julia and brought her up with love.
    Julia loved Michelle and her adopted tribe and trained with Michelle to
    protect her beloved homeland.
    
    When Julia was 18, stories of sudden disappearances of famous martial artists
    all over the world began to reach the tribe. The tribe knew the cause, which
    was contained in the tribal legends...the legend of the God of Fighting.
    People in the tribe feared that Michelle's pendant, the key to Native American
    sacred treasure, had something to do with the disappearances.
    
    With apprehension spreading through the tribe, Michelle left for Japan to ask
    Heihachi why he had sought to take the pendant during the second tournament.
    Michelle hoped to learn about the origin of the God of Fighting's power.
    Michelle did not return. Julia suspected Heihachi and now seeks him out to
    discover the truth.
    
    
    ==============================================================================
    = :: Gun Jack :::::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
    ==============================================================================
    
    -Catch Copy-
    
    Gun Jack:         Disordered Killing Machine
    Nationality:      Unknown
    Fighting Style:   Power fighting, guns are installed in
                      both arms (though defected)
    Age:              7
    Height:           220cm
    Weight:           170kg
    Blood Type:       Plutonium
    Occupation:       Purpose unknown
    Hobby:            Weapon training
    Likes:            Self-analysis
    Dislikes:         Scrap factories
    
    -Story-
    
    JACK-2 IS REBORN
    
    When Jane, now a physicist, was eight years old, she was rescued from a
    bacteriological war by the Russian military robot Jack-2. However, Jack-2 was
    later destroyed by a satellite weapon as Jane, still a young girl, watched in
    horror.
    
    Jane, now 27, could not forget the nightmare of Jack-2's having collapsed
    beside her. She spent ten years restoring Jack-2 to 90% functionality, but it
    seemed to have lost the humane characteristics that set it apart from Jack-1.
    
    Jane worked hard analyzing the program in order to return to Jack2 the gentle
    soul which had saved her life. Through detailed analysis, she found that most
    of Jack-2's programming was created by Mishima Heavy Industry, one of the
    subsidiaries of the Mishima Financial Empire. Moreover, she discovered a
    hidden program... 'Project Gun Jack'. It laid the groundwork for a new weapon,
    a pivot gun.
    
    In order to restore Jack-2 completely, Jane had to approach Mishima Financial
    Empire and solve the mystery of the project. She quickly installed the hidden
    program and brought to Mishima Financial Empire the newly dubbed Gun Jack.
    
    
    ==============================================================================
    = :: Mokujin ::::::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
    ==============================================================================
    
    -Catch Copy-
    
    Mokujin:          Wooden Person
    Nationality:      Unknown
    Fighting Style:   Mimicry
    Age:              Unknown
    Height:           178cm
    Weight:           95kg
    Blood Type:       Sap
    Occupation:       Training dummy
    Hobby:            Mimicry
    Likes:            Mimicry
    Dislikes:         Mimicry
    
    -Story-
    
    I KNOW YOU ARE BUT WHAT AM I?
    
    Mokujin is a training dummy made from a 2000 year old oak tree.
    
    Mokujin has been kept in a museum for a long time, but when the God of
    Fighting awoke, it gained self-identity and started to act on its own. Some
    people say it is motivated by the desire to help martial artists and only God
    and Mokujin know for sure.
    
    
    ==============================================================================
    = :: Bryan Fury :::::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
    ==============================================================================
    
    -Catch Copy-
    
    Bryan Fury:       Snake Eye
    Nationality:      American
    Fighting Style:   Kickboxing
    Age:              29
    Height:           186cm
    Weight:           80kg
    Blood Type:       AB
    Occupation:       Collecting brain data
    Hobby:            Collecting cigarette
    Likes:            Haircuts, solitude
    Dislikes:         Bright sunlight
    
    -Story-
    
    PART MAN, PART COP, ALL ZOMBIE
    
    Bryan Fury, an officer in the International Police Organization was killed
    in a shoot-out in Hong Kong.
    
    Bryan's corpse was transported to the laboratory of a man named Dr. Abel. This
    88-year-old scientist was fairly famous in the underground society, but his
    findings were often preceded by Dr. Boskonovitch's. However, at last, he came
    to the last step of completing his master project... the Cyborg Army. Dr Abel
    thought that a perfect cyborg must have the mechanics built by his rival, Dr.
    Boskonovitch and reanimated Fury's body and sent him off to collect this data.
    
    In his former life, Bryan was known as a skillful detective, but on the other
    side, he was always followed by dark rumors. Investigating the Hong Kong drug
    trade, Lei Wulong discovered that Fury had connections with drug dealers.
    
    Bryan sneaks into the 'King of Iron Fist Tournament', targeting Yoshimitsu who
    has strong ties with Boskonovitch.
    
    
    ==============================================================================
    = :: Heihachi Mishima :::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
    ==============================================================================
    
    -Catch Copy-
    
    Heihachi Mishima: King of the Iron Fist
    Nationality:      Japanese (although Japanese government
                      denies it)
    Fighting Style:   Mishima style Fighting Karate
    Age:              73
    Height:           179cm
    Weight:           80kg
    Blood Type:       B
    Occupation:       Leader of Mishima Financial Empire
    Hobby:            Meditation, bathing
    Likes:            Ruling the world
    Dislikes:         Nothing
    
    -Story-
    
    FAMILY MATTERS
    
    Heihachi retrieved the Mishima Financial Empire by defeating his son.
    
    Scheming to further develop the MFE, Heihachi organized "Tekken Force", the
    MFE's private corps and dispatched them to settle disputes and brought waste
    land under cultivation to feed the poor countries of the world to gain support
    of leaders worldwide.
    
    Fifteen years later, a secret excavation by the Tekken Forces in Central
    American ruins unearths an unusual find. They were annihilated by a mysterious
    being.
    
    Heihachi realized that the mysterious being could be the legendary God of
    Fighting, and took action to realize his life's goal, to capture the God of
    Fighting and therefore rule the world.
    
    One day, Heihachi was visited by a 15-year-old boy named Jin Kazama. Being
    informed that Jin was his grandson and hearing what had happened to his mother
    Jun, Heihachi reasoned that the God of Fighting thrives on the "strong souls"
    of others. Heihachi trained Jin to use him as a decoy to lure the God of
    Fighting.
    
    In Jin's nineteenth year Heihachi declared to the world that the third 'King
    of the Iron Fist Tournament' was forthcoming. At the same time he noticed that
    Jin, the youngest of Mishima bloodline, began to show the same "dangerous
    power" as Kazuya had. Heihachi decided to dispose of Jin after he lured the
    God of Fighting in order to end the doomed destiny of the MFE.
    
    
    ==============================================================================
    = :: Ogre & Ogre 2 ::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
    ==============================================================================
    
    -Catch Copy-
    
    Ogre & Ogre 2:    God of Fighting
    Nationality:      None
    Fighting Style:   Unknown, legend says it absorbs one's soul
    Age:              Unknown, perhaps timeless
    Height:           Unknown, varying reports
    Weight:           Unknown, varying reports
    Blood Type:       Unknown
    Occupation:       None
    Hobby:            None
    Likes:            None
    Dislikes:         None
    
    -Story-
    
    THE GOD OF FIGHTING
    
    The legend of Native Americans says the Ogre was the war weapon which
    creatures from outerspace left on earth in ancient time. It understands entire
    structures of all living and artificial beings, and absorbed them.
    
    It wanders the earth in search of strong souls.
    
    
    ==============================================================================
    = :: Anna Williams ::::::::::::::::::::::::::::::::::::::::::::: PROFILES :: =
    ==============================================================================
    
    -Catch Copy-
    
    Anna Williams:    Lightning Scarlet
    Nationality:      Irish
    Fighting Style:   Assassination techniques based on bone
                      martial arts and Akido
    Age:              20
    Height:           163cm
    Weight:           49kg
    Blood Type:       A
    Occupation:       Student (retired)
    Hobby:            Planting false memories in Nina
    Likes:            Espresso Coffee, Jerry (from "Tom & Jerry")
    Dislikes:         Nina, because she is no longer interested
                      in her
    
    -Story-
    
    SCARLET DREAMS
    
    19 years ago Kazuya confided some alarming news to Anna. Her sister Nina was
    planning to become a guinea pig of Dr. Boskonovitch's "Cold Sleep". As much as
    they quarreled, Anna would miss her sleeping sister. Worse yet, she would
    continue to age while her sister was frozen in time! She too went to
    Boskonovitch, subjected her to the Cold Sleep, and asked to be awakened along
    with Nina.
    
    Sensing the God of Fight's evil presence, both Nina and Anna awoke 19 years
    later. Making an effort to continue their sibling rivalry, Anna was saddened
    to find that her sister had somehow lost all memeory of her. Now, rather than
    fighting, Anna felt the need to help Nina and prevent her from again becoming
    an assassin.
    
    
    ==============================================================================
    = ::::::::::::::::::::::::::::::: EXTRA STUFF :::::::::::::::::::::::::::::: =
    ==============================================================================
    
    -Different Costumes-
    
    Each character has at least 2 different costumes from which to choose. Certain
    characters have 3. Those characters with 3 selectable costumes are: Jin, Law,
    Ling. Below is a description of each characters different costume selections.
    
    Jin Kazama
    Punch Button:  No shirt, black pants with flames.
    Kick Button:   Orange/Black shirt, black pants with red design
    Start Button:  School uniform, blue sweater, pinstriped pants
      On the PSX version, Jin's third outfit is only available after he has been
      selected 50 times in ARCADE, VERSUS, FORCE, or TEKKEN BALL MODE. It can also
      be selected with right punch.
    
    Paul Phoenix
    Punch Button:  Red Karate Gi
    Kick Button:   Black motorcycle riding suit
    
    Forest Law
    Punch Button:  White shirt, blue pants
    Kick Button:   White tank-top, maroon pants
    Start Button:  Yellow jump-suit
    
    Lei Wulong
    Punch Button:  Green Kung-Fu shirt, red pants
    Kick Button:   White button-up shirt, brown pants
    
    King
    Punch Button:  Blue pants, yellow elbow and knee pads
    Kick Button:   Blue shirt, gray sweat pants
    
    Nina Williams
    Punch Button:  Purple bodysuit
    Kick Button:   Black hotpants, dark maroon plush top
    Start Button:  (Anna Williams - ARCADE ONLY)
    
    Yoshimitsu
    Punch Button:  Black pants, metal shin guards, silver body-armor
    Kick Button:   Full siver body-armor
    
    Ling Xiaoyu
    Punch Button:  Orange warm-up suit, yellow sash
    Kick Button:   Blue top, tight black shorts
    Start Button:  School uniform, blue/white top, pinstriped dress
      On the PSX version, Ling's third outfit is only available after she has been
      selected 50 times in ARCADE, VERSUS, FORCE, or TEKKEN BALL MODE. It can also
      be selected with right punch.
    
    Hwoarang
    Punch Button:  White Karate Gi
    Kick Button:   Jeans, black chaps, blue tank-top
    
    Eddy Gordo
    Punch Button:  Matching yellow and green pants
    Kick Button:   Black shorts, purple and red tank-top
    Start Button:  (Tiger Jackson)
      On the PSX version, Eddy's third outfit (Tiger) is only available after you
      have beaten ARCADE MODE with 16 different characters. Tiger can also be
      selected with right punch.
    
    Kuma
    Punch Button:  Kuma, brown bear, red hankerchief around neck
    Kick Button:   Panda, white/black panda, happy face =)
    
    Julia Chang
    Punch Button:  Jean skirt, leather boots, tan leather top
    Kick Button:   Brown shirt, bell-bottom jeans
    
    Gun Jack
    Punch Button:  Dark grey body-armor
    Kick Button:   Dark green body-armor
    Start Button:  Original Jack-2 (ARCADE ONLY)
      On the PSX version, Gun Jack's third outfit (Original Jack-2) is only
      available after he has been selected 10 times in ARCADE, VERSUS, FORCE, or
      TEKKEN BALL MODE. It can also be selected with right punch.
    
    Mokujun
    Punch Button:  Male Mokujun
    Kick Button:   Female Mokujin
    
    Bryan Fury
    Punch Button:  Leather vest, black and white pants
    Kick Button:   Tan Snake-skin pants
    
    Heihachi Mishima
    Punch Button:  Dark blue Samurai pants
    Kick Button:   Purple pimp jacket, white pants
    
    Ogre
    Punch Button:  Green Ogre
    Kick Button:   Pink Ogre
    
    Ogre 2
    Punch Button:  Brown Ogre 2
    Kick Button:   Green Ogre 2
    
    Anna Williams (Special PSX ONLY)
    Punch Button:  Red Chinese-style dress
    Kick Button:   Blue Chinese-style dress
    Start Button:  Zebra Stripped Suit
      Anna's's third outfit is only available after she has been selected 25 times
      in ARCADE, VERSUS, FORCE, or TEKKEN BALL MODE. It can also be selected with
      right punch.
    
    Gon (Special PSX ONLY)
    Punch Button:  Naked Dinosaur
    Kick Button:   Koopa Shell Dinosaur
    
    Dr. Boskonovitch (Special PSX ONLY)
    Punch Button:  Lab Coat, Brown Slacks
    Kick Button:   Modified Yoshimitsu Armor
    
    
    -ARCADE Secret Characters-
    
    Anna Williams
    To play as Anna Williams, highlight Nina Williams, and press the Start button.
    Anna Williams plays identical to Nina Williams. This option is only available
    after Bryan Fury is play-againstable from Time Release.
    
    Tiger Jackson
    To play as Tiger Jackson, highlight Eddy Gordo, and press the Start button.
    Tiger Jackson plays identical to Eddy Gordo. This option is only available
    after Ogre 2 is play-asable from Time Release.
    
    
    -PSX Secret Characters-
    
    Releasing Kuma:     To release Kuma you must beat ARCADE MODE with any
                        character.
    
    Releasing Julia:    To release Julia you must beat arcade mode with any two
                        different characters.
    
    Releasing Gun Jack: To release Gun Jack you must beat ARCADE MODE with any
                        three different characters.
    
    Releasing Mokujin:  To release Mokujin you must beat ARCADE MODE with any
                        four different characters.
    
    Releasing Anna:     To release Anna you must beat ARCADE MODE with any five
                        different characters.
    
    Releasing Bryan:    To release Bryan you must beat ARCADE MODE with any six
                        different characters.
    
    Releasing Heihachi: To release Heihachi you must beat ARCADE MODE with any
                        seven different characters.
    
    Releasing Ogre:     To release Ogre you must beat ARCADE MODE with any eight
                        different characters.
    
    Releasing Ogre 2:   To release True Ogre beat ARCADE MODE with any nine
                        different characters
    
    Releasing Gon:      To release Gon you must first beat ARCADE MODE with the
                        ten default characters. Gon will then be playable as the
                        first opponent in TEKKEN BALL MODE and as a random
                        opponent in ARCADE MODE. One you defeate Gon in either
                        mode, he will be selectable. (Note: If you fail to defeat
                        Gon in Tekken Ball, he will not appear again, so you must
                        defeat him in ARCADE MODE.)
    
    Releasing Dr. B.   To release Dr. Boskonovitch you must beat FORCE MODE with
                       any character four times.
    
    
    -PSX Secret Modes-
    
    TEKKEN BALL MODE:  To gain access to TEKKEN BALL MODE you must beat ARCADE
                       MODE with any ten different characters.
    
    THEATER MODE:      To gain access to THEATER MODE you bust beat ARCADE MODE
                       with the ten default characters.
    
    
    -PSX Extra Secrets-
    
    Gun Jack Ending:   Gun Jack's extended ending will appear when you beat ARCADE
                       MODE with Gun Jack after his Jack-2 suit is released.
    
    2p Costume EMBU:   The 2p Costume EMBU appears after you have defeated ARCADE
                       MODE with the ten default characters. (Note: The original
                       EMBU will still also appear. Every other EMBU will be the
                       2p Costume EMBU.)
    
    Alternate EMBU:    The Switch Character EMBU appears after you have defeated
                       ARCADE MODE with every character. (Note: The original and
                       2p Costume EMBUs will still also appear. Every third EMBU
                       will be the Switch Character EMBU.)
    
    Motion Record:     To access the secret Motion Record, go into PRACTICE MODE
                       and select FREE. In the FREE settings, hold L1+L2+R1+R2 and
                       press circle.
    
    
    ==============================================================================
    = :::::::::::::::::::::::::::::::: CREDITS ::::::::::::::::::::::::::::::::: =
    ==============================================================================
            _____________________________________  ._______________________
            \_   ___ \______   \_   _____|______ \ |   \__    ___/   _____/
            /    \  \/|       _/|    __)_ |    |  \|   | |    |  \_____  \
            \     \___|    |   \|        \|    `   \   | |    |  /        \
             \______  /____|_  /_______  /_______  /___| |____| /_______  /
                    \/       \/        \/        \/                     \/
    
    ==============================================================================
    = :::::::::::::::::::::::::::::::: CREDITS ::::::::::::::::::::::::::::::::: =
    ==============================================================================
    
    The Tekken 3 Manual: Act.1 is the result of long hard work by not only myself,
    but numerous people from the Tekken 3 community. I would like to thank every
    one of the "online" Tekken 3 players who have contributed even the smallest
    amount of information. I would also like to thank all of the people I have had
    the privilege of playing against from across the U.S. Thanks to everyone...
    
    Ben Cureton (tragic) author/layout ------------------------  tragic@tekken.net
    Matthew Gosling (-MG-) head proofreader/research -------- MATTHEW@bitscorp.com
    Dee Zheng (Dee) assistant proofreader/research -------------- dz21@cornell.edu
    Vik Steyaert (Castel) proofreading/research ------------ steyaert@deltanet.com
    Shiang Liu (Chimmy) proofreading/research --------------- lilelephant@juno.com
    Dan Benedict (PPhoenix) ---------------------------------- pphoenix@sssnet.com
    Jason Arney (jarney) translating ---------------------------- jarney@namco.com
    Jin Hei Kang (psylocke) just for being you ----------------- jk207@is5.nyu.edu
    
    
                       Thanks to everyone - It's finally out!!!
    
       Please e-mail any additions/correction to Ben Cureton tragic@tekken.net.
    
                         TEKKEN.NET - http://www.tekken.net
    
     Be sure to pick up The Brady Games Unauthorized Tekken 3 Fighting Guide By
                                     Ben Cureton!
    
    ==============================================================================
    = :: The Tekken 3 Manual :::::::::: ACT.1 ::::::::::::::::::: END OF FILE :: =
    ==============================================================================