hide results

    Combo FAQ by m00nrun

    Version: 4.0a | Updated: 07/11/99 | Search Guide | Bookmark Guide

    
    
              T H E  K I N G  O F                                  ___
              ______ ___ _____ _   __  ______ ___ _  _____  _____ /  / _______ ______
             /  ___//  /  ___/  /_/  /__   __/  /==//  __ //  __/ /_//  ==   /  ==  /
            /  /__ /  /  /__/  __   /  /  / /  ___//  --_/ \  \     /____   /      /
           /  ___//  /  /\ /  / /  /  /  / /  /__ /  /| \  _|  |    ____/  /  ==  /
          /__/   /__/ \___/__/ /__/  /__/ /_____//__/ \__\/___/    /______/_____ /
    
                       D R E A M    M A T C H    N E V E R    E N D S
    
                                ( T H E     S L U G F E S T )
    
    ==============================================================================================
    
                         T H E  K I N G  O F  F I G H T E R S ' 1 9 9 8
    
                                 C O M B O  C O L L E C T I O N
        
                                         F A Q   v4.0a
    
                                By : mOOnrun (m00nrun@yahoo.com)
                                             
                                          Resurrection!
                                      (http://i.am/moonrun)
                                          ICQ# 5068215      
    
                              [ Best Viewed using Wordpad 800 x 600 ]
    
    ==============================================================================================
    Warning: This FAQ is copyright 1997-99 by mOOnrun. All information in this FAQ should not by 
    any means be used as a source of profit. Non-commercial products may use the information in 
    this FAQ for "FREE" but provided that credit is given to the author where credit is due.
    But please inform the author first before doing so.
    
    King Of Fighters 98 is Copyright (C) SNK USA (C) SNK Japan
    
    FAQ can be found at :
    
    www.gamefaqs.com
    i.am/moonrun
    
    ==============================================================================================
    T A B L E   O F   C O N T E N T S
    ==============================================================================================
    
    * Section I *
    
    - introduction to the FAQ.
    
    1.1 Introduction.
    1.2 Revision History.
    
    * Section II *
    
    - notations used in the game and in this FAQ.
    
    2.1 General Notations.
    2.2 Gameplay Notations.
    2.3 Combo Notations.
    
    * Section III *
    
    - information, moveslist and combos divided into skill levels
    
    3.1 Japan Team.
    3.2 Fatal Fury Team.
    3.3 Art of Fighting Team.
    3.4 New Ikari Team.
    3.5 Psycho Soldier Team.
    3.6 Neo Girls Team.
    3.7 Kim Team.
    3.8 New Face Team.
    3.9 97' Special Team.
    3.10 Assasins Team.
    3.11 Seniors Team.
    3.12 USA Team.
    3.13 Solo Entrees'.
    
    * Section IV *
    
    - interesting stuffs.
    
    5.1 Infinite Combos.
    5.2 Bug Reports.
    
    * Section V *
    
    - miscellanous info.
    
    6.1 Codes.
    6.2 Rumours & Unconfirmed Stuff.
    6.3 Crossup(Over-Lap) Table.
    6.4 Performance Chart.
    
    
    * Section VI *
    
    - closing stuff...
    
    7.1 Credits & Special Thanks.
    7.2 Links.
    7.3 Closing Words.
    
    ==============================================================================================
    S E C T I O N  I
    ==============================================================================================
    1.1  I N T R O D U C T I O N
    ==============================================================================================
    
    Ah, you must have read the old intro over and over for the past few months infront of 
    yer PC eh? I guess its been very long since i've really updated the FAQ fully, heh, now 
    its done with all the combos that may be possible in the game, including some really nice
    wierd bugs. So enjoy, ah also, look out for the KoF99 Combo Faq, should be out roughly a 
    month after the game reach Singapore.
    
    < old intro >
    Another year has passed. The time has come for the next installment in the KoF series...
    King of Fighters 98 : The Slugfest or Dream Match Never Ends. Being an avid fan of 
    this SNK game, since kof94, well, here it is, my combo faq for this series. Its the full 
    version now. KoF is always full of combos and other 'BUG' stuff that even now my kof'97
    faqs do have not been updated with some multihit bugs. I am slowly updating more stuff 
    into the FAQ. Enjoy this FAQ.. Oh yeah, now all combos are in one faq. Well, i did 
    receive some complains that the split-up FAQs in KoF'97 were bothersome...*)
    
    ==============================================================================================
    1.2  R E V I S I O N   H I S T O R Y
    ==============================================================================================
    
    v 0.10 (21/07/1998 Tuesday) Date of Creation of FAQ 
           first beta version inclusive of moveslists as well as basic combos.
           KoF'98 Not released in Singapore yet, so not much combos..some unconfirmed ones only.
    v 0.15 (22/07/1998 Wednesday) some changes done. Added more moveslists from Madman's Cafe
           Entree' section. Infinite for kyo added.
    v 0.30 (26/07/1998 Sunday) 3rd day since KoF'98 has arrived in Singapore. Added combos 
           seen and done while playing KoF'98. Not all combos in yet.
    v 0.40 (28/07/1998 Tuesday) Added Goro's BUG combo and damage quota for some character. More 
           combos for other characters. 60% more till version 1.0(complete)                 
    v 0.45 (30/07/1998 Thursday) Movelists updated with more command attacks.
    v 1.00 (01/08/1998 Saturday) Took the whole day, but finally finished the FAQ. All combos are
           added. But more to come soon.
    v 1.05 (02/08/1998 Sunday) Corrected some mix-ups. Added 1 combo for Kim, forgot to add it in.
    v 1.20 (05/08/1998 Wednesday) Corrected more movelists. Combos corrected and added for Goro,
           Andy RB2, Terry 97, Robert 97, Yuri 95, Ralf, Mai RB2/97, Chang, Choi, Shermie Orochi,
           Chris Orochi, Iori, Rugal, Shingo and also explaination on Kyo's infinite.
    v 1.25 (05/08/1998 Wednesday) Minor update. Added combos for Chizuru Kagura and Shermie Orochi.
    v 1.40 (09/08/1998 Sunday)Corrected some combos. Added more combos for Chizuru, Chris Orochi,
           Kyo, Andy RB2 as well as a Crossup(Over-Lap) table. BUGS section also updated.
    v 1.55 (13/08/1998 Thursday) Corrected FAQ for errors. Updated BUG section as well as crossup
           table. Added combos for Kim and Chizuru.
    v 1.65 (18/08/1998 Tuesday) Added combos for Athena.
    v 3.0b (10/11/1998 Wednesday) Major update for all characters. Added lotsa new sections,
           revamped the whole faq, trying to make it simpler. Performance charts for each character
           are added. Along with a lot of information of each character. Combos galore....
    v 4.0a (11/07/1999 Sunday) Finally got time to "finish" the so-called major update in v 3.0b.
           Uploaded to new updated site. Check out the FAQ slowly, there are quite ALOT of 
           new combos. Also renamed the FAQ cause there will be other versions for the other 
           SNK KOF series coming soon. Ah, still unfinished tho' cuz i've not included the
           damage percentage for every combo and the hits for each combo.
    
    ==============================================================================================
    S E C T I O N  II
    ==============================================================================================
    2.1  G E N E R A L   N O T A T I O N S
    ==============================================================================================
    
    K E Y
    
    [all notations are in 1st player's side]
    
     o  o  o         jump backwards     vertical jump     jump forward
      \ | /
    o-- n --o        block/go back         neutral          go forward
      / | \
     o  o  o         blocking crouch     normal crouch    forward crouch/crawl*
    
    * - for some characters
    
    A = light punch        B = light kick
    C = heavy punch        D = heavy kick
    
    dn/dwn = down joystick direction
    up  = up joystick motion
    bk  = hold joystick in blocking direction
    fw  = joystick forward motion
    s   = store for few seconds
    QCB = quarter cirlce back joystick motion
    QCF = quarter circle forward joystick motion
    HCB = half circle back joystick motion
    HCF = half circle forward joystick motion
    DP  = uppercut joystick motion
    RDP = reverse uppercut joystick motion
    HC  = chain hits
    j   = jump
    s   = stand
    cx  = crossup jump
    ->  = after this to do this
          i.e d B -> s C means crouching C, then standing C
    
    ==============================================================================================
    2.2  G A M E P L A Y   N O T A T I O N S
    ==============================================================================================
    
    2.2.1
    --------------
    MODE SELECTION
    --------------
    
    If you've never played King of Fighters' 97, here is the intro to the 2 modes of play 
    available where you can select after selecting your 3 characters. Each mode got their
    own advantages and have different ways of fighting and winning, so choose the best 
    suited for you style.
    
    There are basically only 2 types of mode. 1 from KoF'95 style of play [Extra], the other is 
    KoF'97 style of play [Advance]. But both are already given certain improvements.
    
    2.2.1a
    --------------
    A D V A N C E
    --------------
    This is KoF'97 style of play. Users of this mode can stock up their 'supers' in their gauge
    located at the bottom left(1st player) or bottom right(2nd player). This can be done by
    executing special moves or while blocking attacks from opponent. In KoF'98, advantage is
    given to the 2nd and 3rd character of your team. 1st character in your team is given 3 
    spaces to store their 'supers' stock, and when 1st character loses, 2nd character gets 
    4 spaces and 3rd character will get 5 spaces. Besides this, there are other moves
    available :
    
    +-------------------------------------------------------------------------------+
    |Motion              | Description                                              |
    +-------------------------------------------------------------------------------+
    |bk                  | block/move backward                                      |
    +-------------------------------------------------------------------------------+
    |fw                  | move forward                                             |
    +-------------------------------------------------------------------------------+
    |bk, bk              | hop backwards(can hop over ground fireballs with timing) |
    +-------------------------------------------------------------------------------+
    |fw, fw              | run/dash                                                 |
    +-------------------------------------------------------------------------------+
    |tap upbk/upfw       | short jump                                               |
    +-------------------------------------------------------------------------------+
    |press upbk/up/upfw  | normal jump                                              |
    +-------------------------------------------------------------------------------+
    |dwn, tap upbk/upfw  | short hyperjump                                          |
    |or dash, tap jump   |                                                          |
    +-------------------------------------------------------------------------------+
    |dwn, upbk/upfw      | hyperjump                                                |
    |or dash and jump    |                                                          |
    +-------------------------------------------------------------------------------+
    |A+B or bk A+B       | rolling(can roll through most moves)                     |
    +-------------------------------------------------------------------------------+
    |A+B as land         | recovery roll(not advisable when fighting grabbers       |
    +-------------------------------------------------------------------------------+
    |bk then fw/bk A+B   | counter roll( while blocking but takes 1 stock of super) |
    +-------------------------------------------------------------------------------+
    |C+D                 | body-toss attack(heavy attack - knocks opponent down     |
    +-------------------------------------------------------------------------------+
    |bk, C+D             | counter attack(pushes opponent away - knocks opponent )  |
    +-------------------------------------------------------------------------------+
    |tap A-D             | slam-escape (prevents getting thrown by normal slam)     |
    +-------------------------------------------------------------------------------+
    |A+B+C               | activate power gauge meter (to get MAXed out)            |
    +-------------------------------------------------------------------------------+
    |A+B+C+D             | when dizzy or being slammed with multi hit slam and this |
    |                    | is where you teamates come out and help to hit enemy     |
    +-------------------------------------------------------------------------------+
    |Start               | taunting (cancel by any joystick motion)                 |
    +-------------------------------------------------------------------------------+
    
    2.2.1b
    ----------
    E X T R A
    ----------
    Extra mode takes after KoF'95 style of play. Where users can MAX-up by press and holding 
    A+B+C together till power gauge is full. Users also can do infinite-times of DMs if the
    life is flashing red, and SDM id gauge is MAXed and life is flashing red.
    In KoF'98, this mode is given some improvements. Similiar to ADVANCE mode, EXTRA mode 
    also have advantage given to 2nd and 3rd character in your team, where the length of the
    power gauge is shorten every time a character loses.
    
    +-------------------------------------------------------------------------------+
    |Motion              | Description                                              |
    +-------------------------------------------------------------------------------+
    |bk                  | block/move backward                                      |
    +-------------------------------------------------------------------------------+
    |fw                  | move forward                                             |
    +-------------------------------------------------------------------------------+
    |bk, bk              | hop backwards(can hop over ground fireballs with timing) |
    +-------------------------------------------------------------------------------+
    |fw, fw              | hop forward(can execute air special moves)               |
    +-------------------------------------------------------------------------------+
    |tap upbk/upfw       | short jump                                               |
    +-------------------------------------------------------------------------------+
    |press upbk/up/upfw  | normal jump                                              |
    +-------------------------------------------------------------------------------+
    |dwn, tap upbk/upfw  | short hyperjump                                          |
    |or dash, tap jump   |                                                          |
    +-------------------------------------------------------------------------------+
    |dwn, upbk/upfw      | hyperjump                                                |
    |or dash and jump    |(hold down after hyperjump for short-hyperjump)           |
    +-------------------------------------------------------------------------------+
    |A+B                 | dodging (can evade most attacks)                         |
    +-------------------------------------------------------------------------------+
    |A+B then A~D        | dodge cancel/attack (can hit opponents while user in     |
    |                    | dodge animation)                                         |
    +-------------------------------------------------------------------------------+
    |A+B as land         | recovery roll(not advisable when fighting grabbers       |
    +-------------------------------------------------------------------------------+
    |bk then fw/bk A+B   | counter roll( while blocking but takes 1 stock of super) |
    +-------------------------------------------------------------------------------+
    |C+D                 | body-toss attack(heavy attack - knocks opponent down     |
    +-------------------------------------------------------------------------------+
    |bk, C+D             | counter attack(pushes opponent away - knocks opponent )  |
    +-------------------------------------------------------------------------------+
    |A+B+C               | increase power gauge meter (to get MAXed out)            |
    +-------------------------------------------------------------------------------+
    |A+B+C+D             | when dizzy or being slammed with multi hit slam and this |
    |                    | is where you teamates come out and help to hit enemy     |
    +-------------------------------------------------------------------------------+
    |Start               | taunting (cancel by any joystick motion)                 |
    +-------------------------------------------------------------------------------+
    
    EXTRA Notes : Now in KoF'98, another advantage that EXTRA mode has over ADVANCE mode is
                  that while in fw, fw (hop) animation, any character with aerial moves either
                  special or command attack move, can be executed. i.e Kyo, fw-fw dwn C or
                  Athena fw-fw QCB + B/D.
    
    2.2.2
    ------------
    MISC. Info
    ------------
    Besides the 2 types of modes, there are also other miscellanous stuff in the gameplay
    system. The stuff listed below appear on screen in battles.
    
    - Guard Crush
    when an opponent keep blocking an attacking challenger, there is a limit in which the
    opponent can block. after a certain time of blocking or number of hits, the opponent will 
    be unable to block and the sentence 'Guard Crush' will appear leaving the opponent for 
    further attacks.
    
    - Counter
    if an attacker hits an opponent who is about to execute a move and breaks that move, 
    'Counter' appears and the 2nd hit after will cause the opponent to take more damage.
    'Counter' allows for more juggling and leaves enemy to get hit more. i.e jump CD, 
    'Counter', jump CD again.
    
    - Critical Hit
    this appears at random, and only certain characters have this condition like Shingo Yabuki.
    when 'Critical Hit' appears, it allows the attacker to add in more moves in a split-second.
    
    ==============================================================================================
    2.3  C O M B O   N O T A T I O N S
    ==============================================================================================
    
    (C)  - corner combos, combos that only work in the corner.
    (nC) - combos done near a corner.
    (DM) - DM combos, combos that involve super moves or desperation moves.		
    (SDM)- SDM combos, combos that involve a MAXed up version of a DM.
    (INF)- infinite combos, combos that can be repeated and result in a continued combo.
    (MAX)- must be maxed out or POWered up for this combo to work.
    (MID)- opponent must be mid-air for this to work.
    (DIZ)- combos that dizzies.
    (BUG)- combos that are only work because of the bugs in the game.
    (CSP)- combos that are started off a crossup/overlap attack.
    (ADV)- combos only done in Advance mode.
    (EX) - combos only done in Extra mode.
    (CNT)- "COUNTER" must appear for it to work.
    (2nd)- combos that involve more than 3 stocks of super(Advance mode)
           i.e. 2nd Character onwards in advance mode.
    (1P) - combos that can only be done by first player CONTROLLER.
    (1Pc)- combos that can be done only at first player CORNER.
    (2P) - combos that can only be done by second player CONTROLLER.
    (2Pc)- combos that can be done only at second player CORNER.
    (t.C)- for tall characters
    (OPB)- combos that are started on opponents back (back stabbing?!)
    (OPD)- combos that startup while opponent are about to recover from a knockdown move.
    *    - new combos.
    +    - chain combos involved.
    ++   - uncombo-able chain combos or general combos(i.e can be cancelled but no RUSH hits)
    +++  - refer to explaination of combos.
    
    ==============================================================================================
    S E C T I O N   III
    ==============================================================================================
    3.1  J A P A N   T E A M
    ==============================================================================================
    
    3.1.1
    ------------
    Kyo Kusanagi
    ------------
    
    Moveslist
    ---------
    Foreign Style:                    : jump dwn + C (knockdown if hit in air)
    Mysterious Falling Drop
    Foreign Style:                    : fw + B (overheard if not chained, 2 hits)
    Thunder Axe Positive
    Style No. 88                      : dnfw + D (sweeps feet, 2 hits)
    +-------------------------------------------------------------------------------------------+
    Style No. 104: Wild Bite          : QCF + A
    Style No. 128: Nine Wounds        : QCF + A/C (after Wild Bite)
    Self (Taught) Style No. 127       : HCB + A/C (after Wild Bite)
    : Eight Tarnish
    Self (Taught) Style No. 125       : B/D (after Nine Wounds/Eight Wounds)
    : Seven Chance
    Foreign Style: Time Drill         : A/C (after Nine Wounds/Eight Wounds)
    Style No. 105: Poison Bite        : QCF + C
    Style No. 401: Guilt Compose      : HCB + C (after Poison Bite)
    Style No. 402: Punishment Compose : fw + C (after Guilt Compose)
    Style No. 100: Demon Scorcher     : DP + A/C (anti-air)
    Style No. 902: Clipping Chimera   : QCB + A/C (counter move)
    Style No. 202: Koto Moon Positive : HCB + B/D
    Style No. 75: Modified            : QCF + B x 2 or D x 2
    R.E.D. Kick                       : RDP + B/D (knockdown if hit in air/land)
    +-------------------------------------------------------------------------------------------+
    Reverse Style No. 180             : QCB, HCF + A/C (MAXed version anti-air)
    : Great Serpent Mow 
    Final Deciding Battle Secret      : QCF x 2 + A/C
    "No Style"
    
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
           (% is damage incurred)
    
    
    d A, d A  ( 2 hits 7% )
    d A, d B  ( 2 hits 7% )
    d A, s A  ( 2 hits 7% ) 
    d A, s B  ( 2 hits 7% )
    d B, d A  ( 2 hits 7% )
    d B, d B  ( 2 hits 7% )
    d B, s A  ( 2 hits 7% )
    d B, s B  ( 2 hits 7% )
    s A, d A  ( 2 hits 7% )
    s A, s A  ( 2 hits 7% )
    s A, d B  ( 2 hits 7% )
    s A, s B  ( 2 hits 7% )
    s B, d A  ( 2 hits 7% )
    s B, s A  ( 2 hits 7% )
    s B, d B  ( 2 hits 7% )
    s B, s B  ( 2 hits 7% )
    d A, d A, d A  ( 3 hits 10.5% )
    d A, d B, d A  ( 3 hits 10.5% )
    d A, d A, s A  ( 3 hits 10.5% )
    d A, d B, s A  ( 3 hits 10.5% )
    d A, s A, d A  ( 3 hits 10.5% )
    d A, s B, d A  ( 3 hits 10.5% )
    d A, s A, s A  ( 3 hits 10.5% )
    d A, s B, s A  ( 3 hits 10.5% )
    d B, d A, d A  ( 3 hits 10.5% )
    d B, d B, d A  ( 3 hits 10.5% )
    d B, d A, s A  ( 3 hits 10.5% )
    d B, d B, s A  ( 3 hits 10.5% )
    d B, s A, d A  ( 3 hits 10.5% )
    d B, s B, d A  ( 3 hits 10.5% )
    d B, s A, s A  ( 3 hits 10.5% )
    d B, s B, s A  ( 3 hits 10.5% )
    s A, d A, s A  ( 3 hits 10.5% )
    s A, s A, s A  ( 3 hits 10.5% )
    s A, d B, s A  ( 3 hits 10.5% )
    s A, s B, s A  ( 3 hits 10.5% )
    s A, d A, s B  ( 3 hits 10.5% )
    s A, s A, s B  ( 3 hits 10.5% )
    s A, d B, s B  ( 3 hits 10.5% )
    s A, s B, s B  ( 3 hits 10.5% )
    s B, d A, s A  ( 3 hits 10.5% )
    s B, s A, s A  ( 3 hits 10.5% )
    s B, d B, s A  ( 3 hits 10.5% )
    s B, s B, s A  ( 3 hits 10.5% )
    s B, d A, s B  ( 3 hits 10.5% )
    s B, s A, s B  ( 3 hits 10.5% )
    s B, d B, s B  ( 3 hits 10.5% )
    s B, s B, d B  ( 3 hits 10.5% )
    s B, s B, s B  ( 3 hits 10.5% )
    s B, s B, d B, s A  ( 4 hits 14% )
    s B, s B, s B, s A  ( 4 hits 14% )
    d A, d A, dwnfw + D ( 4 hits 21% )
    d A, s A, dwnfw + D ( 4 hits 21% )
    d A, s B, dwnfw + D ( 4 hits 21% )
    d B, d A, dwnfw + D ( 4 hits 21% )
    d B, s A, dwnfw + D ( 4 hits 21% )
    d B, s B, dwnfw + D ( 4 hits 21% )
    s A, d A, dwnfw + D ( 4 hits 21% )
    s A, s A, dwnfw + D ( 4 hits 21% )
    s A, d B, dwnfw + D ( 4 hits 21% )
    s A, s B, dwnfw + D ( 4 hits 21% )
    s B, d A, dwnfw + D ( 4 hits 21% )
    s B, s A, dwnfw + D ( 4 hits 21% )
    s B, d B, dwnfw + D ( 4 hits 21% )
    s B, s B, dwnfw + D ( 4 hits 21% )
    d A, d A, d A, dwnfw + D ( 5 hits 24.5% )
    d A, d B, d A, dwnfw + D ( 5 hits 24.5% )
    d A, d A, s A, dwnfw + D ( 5 hits 24.5% )
    d A, d B, s A, dwnfw + D ( 5 hits 24.5% )
    d A, s A, d A, dwnfw + D ( 5 hits 24.5% )
    d A, s B, d A, dwnfw + D ( 5 hits 24.5% )
    d A, s A, s A, dwnfw + D ( 5 hits 24.5% )
    d A, s B, s A, dwnfw + D ( 5 hits 24.5% )
    d B, d A, d A, dwnfw + D ( 5 hits 24.5% )
    d B, d B, d A, dwnfw + D ( 5 hits 24.5% )
    d B, d A, s A, dwnfw + D ( 5 hits 24.5% )
    d B, d B, s A, dwnfw + D ( 5 hits 24.5% )
    d B, s A, d A, dwnfw + D ( 5 hits 24.5% )
    d B, s B, d A, dwnfw + D ( 5 hits 24.5% )
    d B, s A, s A, dwnfw + D ( 5 hits 24.5% )
    d B, s B, s A, dwnfw + D ( 5 hits 24.5% )
    s A, d A, s A, dwnfw + D ( 5 hits 24.5% )
    s A, s A, s A, dwnfw + D ( 5 hits 24.5% )
    s A, d B, s A, dwnfw + D ( 5 hits 24.5% )
    s A, s B, s A, dwnfw + D ( 5 hits 24.5% )
    s A, s B, s B, dwnfw + D ( 5 hits 24.5% )
    s B, d A, s A, dwnfw + D ( 5 hits 24.5% )
    s B, s A, s A, dwnfw + D ( 5 hits 24.5% )
    s B, d B, s A, dwnfw + D ( 5 hits 24.5% )
    s B, s B, s A, dwnfw + D ( 5 hits 24.5% )
    s B, s B, s B, dwnfw + D ( 5 hits 24.5% )
    s B, s B, d B, s A, dwnfw + D  ( 28% )
    s B, s B, s B, s A, dwnfw + D  ( 28% )
    ++ d A, d A, fw + B  (no RUSH hits)
    ++ d A, s A, fw + B  (no RUSH hits)
    ++ d A, s B, fw + B  (no RUSH hits)
    ++ d B, d A, fw + B  (no RUSH hits)
    ++ d B, s A, fw + B  (no RUSH hits)
    ++ d B, s B, fw + B  (no RUSH hits)
    ++ s A, d A, fw + B  (no RUSH hits)
    ++ s A, s A, fw + B  (no RUSH hits)
    ++ s A, s B, fw + B  (no RUSH hits)
    ++ s B, d A, fw + B  (no RUSH hits)
    ++ s B, s A, fw + B  (no RUSH hits)
    ++ s B, s B, fw + B  (no RUSH hits)
    ++ d A, d A, d A, fw + B  (no RUSH hits)
    ++ d A, d B, d A, fw + B  (no RUSH hits)
    ++ d A, d A, s A, fw + B  (no RUSH hits)
    ++ d A, d B, s A, fw + B  (no RUSH hits)
    ++ d A, s A, d A, fw + B  (no RUSH hits)
    ++ d A, s B, d A, fw + B  (no RUSH hits)
    ++ d A, s A, s A, fw + B  (no RUSH hits)
    ++ d A, s B, s A, fw + B  (no RUSH hits)
    ++ d B, d A, d A, fw + B  (no RUSH hits)
    ++ d B, d B, d A, fw + B  (no RUSH hits)
    ++ d B, d A, s A, fw + B  (no RUSH hits)
    ++ d B, d B, s A, fw + B  (no RUSH hits)
    ++ d B, s A, d A, fw + B  (no RUSH hits)
    ++ d B, s B, d A, fw + B  (no RUSH hits)
    ++ d B, s A, s A, fw + B  (no RUSH hits)
    ++ d B, s B, s A, fw + B  (no RUSH hits)
    ++ s A, d A, s A, fw + B  (no RUSH hits)
    ++ s A, s A, s A, fw + B  (no RUSH hits)
    ++ s A, d B, s A, fw + B  (no RUSH hits)
    ++ s A, s B, s A, fw + B  (no RUSH hits)
    ++ s B, d A, s A, fw + B  (no RUSH hits)
    ++ s B, s A, s A, fw + B  (no RUSH hits)
    ++ s B, d B, s A, fw + B  (no RUSH hits)
    ++ s B, s B, s A, fw + B  (no RUSH hits)
    ++ s B, s B, d B, s A, fw + B  (no RUSH hits)
    ++ s B, s B, s B, s A, fw + B  (no RUSH hits)
    s A, s C ( 2 hits 10.5% )
    d A, s C ( 2 hits 10.5% )
    d B, s C ( 2 hits 10.5% )
    s A, s C, dnfw + D ( 24.5% )
    d A, s C, dnfw + D ( 24.5% )
    d B, s C, dnfw + D ( 24.5% )
    s C, fw + B     ( 3 hits 21% )
    s C, dnfw + D   ( 3 hits 21% )
    s D, fw + B     ( 3 hits 21% )
    s D, dnfw + D   ( 3 hits 21% )
    j A, dwnfw + D  ( 3 hits 17.5% )
    j B, dwnfw + D  ( 3 hits 17.5% )
    j C, dwnfw + D  ( 3 hits 21% )
    j D, dwnfw + D  ( 3 hits 21% )
    j d C, dwnfw + D ( 3 hits 21% )
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> j C
    j B -> j C
    j C -> j C
    j D -> j C
    j A -> j d C
    j B -> j d C
    j C -> j d C
    j D -> j d C
    +++ d B, tap C, dwnfw + D ( 3 hits 17.5% )
    +++ d B, d B, tap C, dwnfw + D ( 4 hits 21% )
    +++ d B, d B, d B, tap C, dwnfw + D ( 4 hits 24.5% )
    +++ s B, d B, d B, tap C, dwnfw + D ( varies )
    +++ s B, s B, d B, tap C, dwnfw + D ( varies )
    +++ s B, s B, s B, d B, tap C, dwnfw + D ( varies )
    
    fw, fw + d C x ??? ( 100% )
    * Note: its an infinite chain combo. To do it with more ease, tap forward, then turn
            HCB + C fast. )
    
    +++ Notes : The above chain combos denoted by +++ are 'special' chain combos       
                than involve cancelling a C into dwnfw + D even before the C animation         
                comes out. To make this possible, press dwn B then tap C as soon as dwn B      
                animation is about to finish, but remember, C animation cannot come out.       
                The timing is like dwn B, stand C chain combo, but slightly faster. Takes      
                some time to get the feel of the timing.                                       
    
              _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
             / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
            / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
           /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
           (Basic combos, for begineers)
    
    
    s C/D
    d C   -> QCF + A
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf + A.
    [2 hit]
    
    s C/D
    d C   -> QCF + C
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf + C.
    [2 hit]
    
    s C/D
    d C   -> DP + A/C
    standing/crouching heavy punch or standing heavy kick combo-ed into uppercut motion + A/C.
    [A - 2 hit] [C - 3 hit]
    
    s C/D
    d C   -> HCB + B/D
    standing/crouching heavy punch or standing heavy kick combo-ed into hcb + B or D.
    [B - 3 hit] [D - 3 hit]
    
    s C/D
    d C   -> QCB + A/C
    standing/crouching heavy punch or standing heavy kick combo-ed into qcb + A or C.
    [A - 2 hit] [C - 2 hit]
    
    s C/D
    d C   -> RDP + B
    standing/crouching heavy punch or standing heavy kick combo-ed into reverse uppercut
    motion + B.
    [2 hit ]
    
    (C)
    s C/D    QCF B, B
    d C   -> QCF D, D 
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, D or
    qcf + B, B.
    [3 hit]
    
    (DM)
    s C/D
    d C   -> QCB, HCF + A/C
    standing/crouching heavy punch or standing heavy kick combo-ed into qcb, hcf + A or C.
    [2 hit]
    
    (DM)
    s C/D
    d C   -> QCF, QCF + A/C
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf, qcf + A or C.
    [2 hit]
    
    j A~D    s C/D
      d C -> d C  -> QCF + A
    jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or
    standing heavy kick combo-ed into qcf + A.
    [3 hit]
    
    j A~D    s C/D
      d C -> d C  -> QCF + C
    jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or 
    standing heavy kick combo-ed into qcf + C.
    [3 hit]
    
    j A~D    s C/D
      d C -> d C  -> HCB + B/D
    jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or 
    standing heavy kick combo-ed into hcb + B or D.
    [4 hit]
    
    j A~D    s C/D
      d C -> d C  -> DP + A/C
    jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or 
    standing heavy kick combo-ed into uppercut motion + A or C.
    [4 hit]
    
    j A~D    s C/D
      d C -> d C  -> RDP + B
    jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or
     standing heavy kick combo-ed into reverse uppercut motion + B.
    [3 hit]
    
    (C)
    j A~D    s C/D    QCF B, B
      d C -> d C   -> QCF D, D
    jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or
    standing heavy kick combo-ed into qcf + D, D or qcf + B, B.
    [4 hit]
    
    (DM)
    j A~D    s C/D
      d C -> d C  -> QCB, HCF + A/C
    jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or 
    standing heavy kick combo-ed into qcb, hcf + A or C.
    [3 hit]
    Note : combo works with MAX version of DM as well.
    
    (DM)
    j A~D    s C/D
      d C -> d C  -> QCF, QCF + A/C
    jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or 
    standing heavy kick combo-ed into qcf, qcf + A or C
    [ hit]
    Note : combos work with MAX version of DM as well.
    
    
        _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
      /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
     /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
    /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    s C/D                            B/D
    d C   -> QCF + A -> QCF + A/C -> A/C
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf + A, qcf + A, then
    press B/D or A/C.
    [ hit]
    
    s C/D    
    d C   -> QCF + C -> HCB + C -> fw + C
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf + C, hcb + C, then
    press forward + C.
    [ hit]
    
    +
    s C/D    
    d C   ->  fw + B -> QCF + C -> HCB + C -> fw + C
    standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed
    into qcf + C, hcb + C, then press forward + C.
    [ hit]
    
    +
    s C/D    
    d C   ->  fw + B -> QCF + A
    standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed
    into qcf + A.
    [ hit]
    
    +
    s C/D    
    d C   ->  fw + B -> HCB + B/D
    standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed
    into hcb + B or D.
    [ hit]
    
    +
    s C/D    
    d C   ->  fw + B -> RDP + B
    standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed
    into reverse uppercut motion + B.
    [ hit]
    
    +(DM)
    s C/D    
    d C   ->  fw + B -> QCB, HCF + A/C
    standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed 
    into qcb, hcf + A/C.
    [ hit]
    
    +(DM)(C)
             s C/D
    j A~D -> d C   -> fw + B -> QCB, HCF + A/C
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick
    chained into forward B then combo-ed into qcb, hcf + A/C.
    [ hit]
    
    Some information from Olivier(thonglith@easynet.fr) about the combo above ;
    
    Here are the characters which allow Kyo to perform the
    combo in the corner I was talking about last time.
    The characters are listed as in the selection grid :
    
        _________      _________      __________
       [         ]    [         ]    [          ]
       [  Goro   ]    [  Terry  ]    [   Ryo    ]
       [         ]    [  Andy   ]    [          ]
       [         ]    [  Joe    ]    [          ]
       [_________]    [_________]    [__________]
    
        _________      _________      __________
       [         ]    [         ]    [          ]
       [         ]    [ Athena  ]    [  Chizuru ]
       [         ]    [         ]    [          ]
       [         ]    [         ]    [          ]
       [_________]    [_________]    [__________]
    
        _________      _________      __________ 
       [         ]    [         ]    [          ]         
       [   Kim   ]    [ Yashiro ]    [ Yamazaki ]      
       [  Chang* ]    [  Chris  ]    [ Mary     ]   
       [  Choi   ]    [         ]    [ Billy    ]     
       [_________]    [_________]    [__________]
       
        _________      _________      __________
       [         ]    [         ]    [          ]
       [  Iori   ]    [ Heidern ]    [ Heavy D* ]
       [ Mature  ]    [ Takuma  ]    [ Lucky*   ] 
       [  Vice   ]    [         ]    [ Brian*   ]
       [_________]    [_________]    [__________]
    
                 Rugal
    
    
    Olivier's Note : The characters with a star are the only one against
                     who Kyo can do the combo anywhere in the stage. Please
                     notice the combo takes off 50% if you finish with Orochinagi
                     and 40% if you do instead QCF+C, HC+C, Fd+C.
        
                     You can also use his QCF,QCF+A DM against the characters
                     with the star (but only in corner, needs timing). It will take
                     off 60-65% of the opponent life bar.
     
                     You can also use the Dwn+C instead of the simple Jump C, but
                     it needs more timing and takes off the same amount of damage
                     than the Jump C. I guess everyone has his preference...
    
                     To execute the combo, you have to hit as high as possible.
                     You have to hit as the height of the opponent's head.
                     Curiously, it's easier to perform against some characters.
    
    Author's Note : The combo explained above can also be combo-ed off with other moves
                    like HCB + K and etc. It depends on the characters, as shown in the grid.
    
    (C)
    s C/D                    
    d C   -> QCF + D, D -> fw B
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finished
    with forward + B.
    [ hit]
    
    (C)
    s C/D                    
    d C   -> QCF + D, D -> d D
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finished
    with low sweep heavy kick.
    [ hit]
    
    (C)
    s C/D
    d C   -> QCF + D, D -> DP + A/C
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle
    with uppercut + A or C.
    [ hit]
    
    (C)
    s C/D
    d C   -> QCF + D, D -> RDP + B
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle
    with reverse uppercut + B.
    [ hit]
    
    (C)
    s C/D
    d C   -> QCF + D, D -> HCB + B/D
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle
    with hcb + B or D.
    [ hit]
    
    (C)
    s C/D                             QCF + A/C 
    d C   -> QCF + D, D -> QCF + A -> HCB + A/C -> A/C
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle
    with qcf + A, qcf + A or finish with qcf + A, qcb + A or C, A or C.
    [ hit]
    
    (C)
    s C/D                             s C
    d C   -> QCF + D, D -> QCF + A -> d C or s D
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle
    with qcf + A, followed by stand heavy punch or kick or a crouching heavy punch.
    [ hit]
    
    (C)
    s C/D                  j A~D
    d C   -> QCF + D, D -> j CD  or j d C
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then continued
    with a jump A/B/C or D, or jump CD or jump down + C.
    [ hit]
    
    (C)
    s C/D
    d C   -> QCF + D, D -> QCF B, B -> DP + A/C
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle 
    with qcf B, B, then finished with uppercut + A or C.
    [ hit]
    
    (C)(DM)
    s C/D
    d C   -> QCF + D, D -> QCB, HCF A/C
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finish 
    with qcb, hcf + A/C.
    [ hit]
    
             s C/D                            B/D
    j A~D -> d C   -> QCF + A -> QCF + A/C -> A/C
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf + A, qcf + A, then press B/D or A/C.
    [ hit]
    
             s C/D    
    j A~D -> d C   -> QCF + C -> HCB + C -> fw + C
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf + C, hcb + C, then press forward + C.
    [ hit]
    
    (C)
    s C/D
    d C   -> QCF B, B -> RDP B
    stand heavy punch/kick or crouch heavy punch combo-ed into qcf B, B then juggled with 
    reverse uppercut + B.
    [ hit]
    
    (C)
    s C/D
    d C   -> QCF B, B -> DP + A/C
    stand heavy punch/kick or crouch heavy punch combo-ed into qcf B, B then juggled with 
    uppercut + A or C.
    [ hit]
    
    (C)
    s C/D                j d C 
    d C   -> QCF B, B -> j A~D
                           j CD
    stand heavy punch/kick or crouch heavy punch combo-ed into qcf B, B then do either a
    jumping  attack with down + C/CD or any other button.
    [ hit]
    
    (C)
             s C/D                    
    j A~D -> d C   -> QCF + D, D -> fw B
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick
    combo-ed into qcf d, d then finished with forward + B.
    [ hit]
    
    (C)
             s C/D                    
    j A~D -> d C   -> QCF + D, D -> d D
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf d, d then finished with low sweep heavy kick.
    [ hit]
    
    (C)
             s C/D
    j A~D -> d C   -> QCF + D, D -> DP + A/C
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf d, d then juggle with uppercut + A or C.
    [ hit]
    
    (C)
             s C/D
    j A~D -> d C   -> QCF + D, D -> RDP + B
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf d, d then juggle with reverse uppercut + B.
    [ hit]
    
    (C)
             s C/D
    j A~D -> d C   -> QCF + D, D -> HCB + B/D
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf d, d then juggle with hcb + B or D.
    [ hit]
    
    (C)
             s C/D                             QCF + A/C 
    j A~D -> d C   -> QCF + D, D -> QCF + A -> HCB + A/C -> A/C
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf d, d then juggle with qcf + A, qcf + A or finish with qcf + A,
    qcb + A or C, A or C.
    [ hit]
    
    (C)
              s C/D                                s C
    j A~D --> d C   --> QCF + D, D --> QCF + A --> d C or s D
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf d, d then juggle with qcf + A, followed by stand heavy punch or kick or 
    a crouching heavy punch.
    [ hit]
    
    (C)
              s C/D                    j A~D
    j A~D --> d C   --> QCF + D, D --> j CD  or j d C
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf d, d then continued with a jump A/B/C or D, or jump CD or jump down + C.
    [ hit]
    
    (C)
              s C/D
    j A~D --> d C   --> QCF + D, D --> QCF + B, B --> DP + A/C
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf d, d then juggle with qcf B, B, then finished with uppercut + A or C.
    [ hit]
    
    (C)(DM)
              s C/D
    j A~D --> d C   --> QCF + D, D --> QCB, HCF + A/C
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf d, d then finish with qcb, hcf + A/C.
    [ hit]
    
    (CSP)
    cx B~D     s C/D 
     d C   --> d C   --> QCB + P
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch
    combo-ed into qcb + A or C.
    [ hit]
    
    (CSP)
    cx B~D     s C/D 
     d C   --> d C   --> RDP + B
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch 
    combo-ed into reverse uppercut + B.
    [3 hits]
    
    (CSP)
    cx B~D     s C/D 
     d C   --> d C   --> HCB + K
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch 
    combo-ed into hcb + B or D.
    [4 hits]
    
    (CSP)
    cx B~D     s C/D 
     d C   --> d C   --> QCF + C --> HCB + P --> fw + P
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch 
    combo-ed into qcf + C, hcb + A or C, forward + A or C.
    [5 hits]
    
    (CSP)
    cx B~D     s C/D 
     d C   --> d C   --> QCF + A --> QCF + P --> K
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch 
    combo-ed into qcf + A, qcf + A or C, then press any kick button.
    [5 hits]
    
    (CSP)(nC)
    cx B~D     s C/D 
     d C   --> d C   --> QCF + A --> QCF + P --> P
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch 
    combo-ed into qcf + A, qcf + A or C, then press any punch button. 
    [5 hits]
    
    (CSP)(DM)
    cx B~D     s C/D 
     d C   --> d C   --> QCF, QCF + P
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch 
    combo-ed into qcf ,qcf + A or C. 
    [7 hits]
    
    (CSP)(DM)
    cx B~D     s C/D 
     d C   --> d C   --> QCB, HCF + A/C
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch 
    combo-ed into qcb, hcf + A or C. 
    [3 hits]
    
    +(CSP)
    cx B~D     s C/D 
     d C   --> d C   --> fw B --> QCF + A
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch 
    chain-ed into forward B then combo-ed into qcf + A.
    [5 hits]
    
    +(CSP)
    cx B~D     s C/D 
     d C   --> d C   --> fw B --> DP + P
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch 
    chain-ed into forward B then combo-ed into uppercut + A.
    [5 hits]
    
    +(CSP)
    cx B~D     s C/D 
     d C   --> d C   --> fw B --> RDP + B
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch 
    chain-ed into forward B then combo-ed into reverse uppercut + B.
    [5 hits]
    
    +(CSP)
    cx B~D     s C/D 
     d C   --> d C   --> fw B --> HCB + B/D
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch 
    chain-ed into forward B then combo-ed into hcb + B or D.
    [6 hits]
    
    +(CSP)
    cx B~D     s C/D 
     d C   --> d C   --> fw B --> QCF + C --> HCB + P --> fw + P
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch 
    chain-ed into forward B then combo-ed into qcf + C, hcb + A or C then followed by forward
    A or C.
    [7 hits]
    
    +(CSP)(DM)
    cx B~D     s C/D 
     d C   --> d C   --> fw B --> QCB, HCF + P
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch 
    chain-ed into forward B then combo-ed into qcb, hcf + A or C.
    [5 hits]
    
    (CSP)(DM)(nC)
    cx B~D     s C/D 
     d C   --> d C   --> QCF + D, D --> QCF, QCF + P
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch 
    combo-ed into qcf + D, D, then finished with qcf qcf A or C.
    [7 hits]
    
    (SDM)(DM)(nC)
    s C/D
    d C   --> QCF + D, D --> QCF, QCF + P
    standing heavy punch/kick or crouch heavy punch combo-ed into qcf D, D, combo-ed into
    qcf, qcf A or C.
    [ hits]
    Note: this will only combo if opponent is near the corner and Kyo SDM/DM is executed 
    as soon as Kyo lands.
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    +(DM)           
                 DP + A/C
    any 2 HC --> QCF, QCF + A/C
    any 2 hit light chain ending with a stand B or stand A combo-ed into either uppercut + 
    A/C or qcf qcf + A or C.
    [ hit]
    
    +(DM)           
                 DP + A/C
    any 3 HC --> QCF, QCF + A/C
    any 3 hit light chain ending with a stand B or stand A combo-ed into either uppercut + 
    A/C or qcf qcf + A or C.
    [ hit]
    
    +(DM)           
                 DP + A/C
    any 4 HC --> QCF, QCF + A/C
    any 4 hit light chain ending with a stand B or stand A combo-ed into either uppercut + 
    A/C or qcf qcf + A or C.
    [ hit]
    
    +(DM)(CSP)
    cx B~D              DP + A/C
     d C   --> 2 HC --> QCF, QCF + A/C
    crossup attack with B, C, D or down C, standing light kick, any 2 hit light chain ending 
    with a stand B or stand A combo-ed into either uppercut + A/C or qcf qcf + A or C.                        
    [ hit]
    
    +(DM)(CSP)
    cx B~D              DP + A/C
     d C   --> 3 HC --> QCF, QCF + A/C
    crossup attack with B, C, D or down C, standing light kick, any 3 hit light chain ending 
    with a stand B or stand A combo-ed into either uppercut + A/C or qcf qcf + A or C.
    [ hit]
    
    +(DM)(CSP)                        
    cx B~D              DP + A/C
     d C   --> 4 HC --> QCF, QCF + A/C
    crossup attack with B, C, D or down C, standing light kick, any 4 hit light chain ending 
    with a stand B or stand A combo-ed into either uppercut + A/C or qcf qcf + A or C.
    [ hit]
    
    +(DM)
                       DP + A/C
    j A~D --> 2 HC --> QCF, QCF + A/C
    jump in attack with A, B, C or D, then any 2 hit light chain ending with a stand B or 
    stand A combo-ed into uppercut + A/C or qcf, qcf + A or C
    [ hit]
    
                                   j CD     rdp + B
    QCF D, D --> dash QCF B, B --> j A~D or j d C
    qcf D, D, then dash and juggle with qcf B, B, finished with either, jumping down + C, CD,
    A/B/C/D or execute reverse uppercut + B.
    [ hit]
    
    (C)
              s C/D                               j A~C 
    j A~D --> d C   --> QCF + D,D --> QCF + A --> DP + A/C
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf D, D, juggle with an early qcf + A, then finish with uppercut + A/C or 
    jumping attack with either A, B or C.
    [ hit]
    
    (C)
              s C/D                                  j d C 
    j A~D --> d C   --> QCF + D,D --> QCF + B, B --> RDP + B
                                                     DP + P
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf D, D, juggle with qcf B, B, and finish off with jumping attack down + C
    or reverse uppercut + B or uppercut + A/C.
    Note : the first qcf + B will have to hit opponent as low as possible to the ground to be 
           able to connect with the other moves.
    [ hit]
    
    +
              s A
    j A~D --> d A or B --> s C --> QCF + A
    jump in attack with A, B, C or D, then  standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into qcf + A.
    [ hit]
    
    +
              s A
    j A~D --> d A or B --> s C --> DP + A/C
    jump in attack with A, B, C or D, then standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into uppercut + A or C.
    [ hit]
    
    +
              s A
    j A~D --> d A or B --> s C --> HCB + B/D
    jump in attack with A, B, C or D, then  standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into hcb + B or D.
    [ hit]
    
    +
              s A
    j A~D --> d A or B --> s C --> RDP + B
    jump in attack with A, B, C or D, then standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into reverse uppercut + B.
    [ hit]
    
    +
              s A
    j A~D --> d A or B --> s C --> QCF + C --> HCB + P --> fw + P
    jump in attack with A, B, C or D, then standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into qcf + C, hcb + A or C  
    followed by forward A or C.
    [ hit]
    
    +(DM)
              s A
    j A~D --> d A or B --> s C --> QCB, HCF + P
    jump in attack with A, B, C or D, then standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into qcb, hcf + A or C.
    [ hit]
    
    +(DM)
              s A
    j A~D --> d A or B --> s C --> QCF, QCF + P
    jump in attack with A, B, C or D, then standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(CSP)
    cx B~D     s A
     d C   --> d A or B --> s C --> QCF + A
    crossup attack with B, C, D or down C, standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into qcf + A.
    [ hit]
    
    +(CSP)
    cx B~D     s A                                
     d C   --> d A or B --> s C --> DP + P
    crossup attack with B, C, D or down C, then standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into uppercut + A or C.
    [ hit]
    
    +(CSP)
    cx B~D     s A                                
     d C   --> d A or B --> s C --> HCB + K
    crossup attack with B, C, D or down C, standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into hcb + B or D.
    [ hit]
    
    +(CSP)
    cx B~D     s A                                
     d C   --> d A or B --> s C --> RDP + B
    crossup attack with B, C, D or down C, then a standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into reverse uppercut + B.
    [ hit]
    
    +(CSP)
    cx B~D     s A                                
     d C   --> d A or B --> s C --> QCF + C --> HCB + P --> fw + P
    crossup attack with B, C, D or down C, then a standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into qcf + C, hcb + A or C then 
    followed by forward A or C.
    [ hit]
    
    +(CSP)(DM)
    cx B~D     s A                                
     d C   --> d A or B --> s C --> QCB, HCF + P
    crossup attack with B, C, D or down C, then a standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into qcb, hcf + A or C.
    [ hit]
    
    +(CSP)
    cx B~D     s A                               
     d C   --> d A or B --> s C --> QCF, QCF + P
    crossup attack with B, C, D or down C, then a standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CSP)
    cx B~D     s C/D 
     d C   --> d C   --> QCF + D, D --> RDP + B
    crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into
    qcf D, D, then juggled with reverse uppercut + B.
    [ hit]
    
    (CSP)
    cx B~D     s C/D 
     d C   --> d C   --> QCF + D, D --> QCF + A
    crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into
    qcf D, D, then juggled with qcf + A.
    [ hit]
    
    (CSP)
    cx B~D     s C/D 
     d C   --> d C   --> QCF + D, D --> QCF + C
    crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into
    qcf D, D, then juggled with qcf + C.
    [ hit]
    
    (CSP)
    cx B~D     s C/D 
     d C   --> d C   --> QCF + D, D --> dash in DP + P
    crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into
    qcf D, D, then juggled with a dash-in uppercut + A or C.
    [ hit]
    
    (CSP)
    cx B~D     s C/D 
     d C   --> d C   --> QCF + D, D --> dash in HCB + K
    crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into
    qcf D, D, then juggled with a dash-in hcb + B or D.
    [ hit]
    
    (CSP)
    cx B~D     s C/D 
     d C   --> d C   --> QCF + D, D --> dash in QCF + B, B
    crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into
    qcf D, D, then juggled with a dash-in qcf B, B.
    Note : only first qcf B will hit
    [ hit]
    
    (CSP)
    cx B~D     s C/D                       CD
     d C   --> d C   --> QCF + D, D --> j A~D
                                          d C 
    crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into
    qcf D, D, then do either a jumping attack with down + C/CD or any other button.
    [ hit]
    
    (CSP)
    cx B~D     s C/D 
     d C   --> d C   --> QCF + D, D --> HCB + K
    crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into
    qcf D, D, then juggled with hcb + B or D.
    Note : only first hit will hit opponent.
    [ hit]
    
    (CSP)
    cx B~D     s C/D 
     d C   --> d C   --> QCF + D, D --> walk fw + B
    crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into
    qcf D, D, then juggled with a walk-in forward + B.
    [ hit]
    
    (CSP)(DM)
    cx B~D     s C/D 
     d C   --> d C   --> QCF + D, D --> QCB, HCF + P
    crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into
    qcf D, D, then juggled with qcb, hcf + A or C.
    [ hit]
    
    (MAX)(C)
              s C/D                                
    j A~D --> d C   --> QCF + D,D --> QCF + A --> QCF + A --> HCB + P --> P
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick
    combo-ed into qcf D, D, juggle with early qcf + A(starter), qcf + A(starter), qcb + A or 
    C, then press A or C.
    Note : this combo involves 2 starters, an early qcf + A, then pause slightly and do 
           another qcf + A starter into the rest of the combination. 
    [ hit]
    
    (MAX)(CSP)(SDM)
    cx B~D     s C/D 
     d C   --> d C   --> QCB, HCF + A/C --> hold A/C
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch 
    combo-ed into SDM serpent wave, qcb, hcf + A or C and whole A or C for first 2 hits 
    and letgo to finish.
    [ hit]
    
    (MAX)(C)(SDM)
              s C/D 
    j A~D --> d C   --> QCF + D,D --> QCB, HCF + A/C --> DP + A/C
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C,
    finally finish off with an uppercut + A or C.
    Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent higher, 
           SDM is then done fast to get only 2 Hits to allow the uppercut + A or C to hit.
    [ hit]
    
    (MAX)(C)(SDM)
              s C/D 
    j A~D --> d C   --> QCF + D,D --> QCB, HCF + A/C --> fw + B
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick
    combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C,
    finally finish off with forward + B.
    Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent higher, 
           SDM is then done fast to get only 2 Hits to allow the forward + B to hit.
    [ hit]
    
    
    (MAX)(C)(SDM)
              s C/D                                                  d C
    j A~D --> d C   --> QCF + D,D --> QCB, HCF + A/C --> QCF + A --> s C
                                                                     s D
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick
    combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C,
    continue to juggle with qcf + A, then finish off with a standing/crouching heavy punch or
    kick.
    Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent 
           higher, SDM is then done fast to get only 2 Hits to allow the combination to hit.
    [ hit]
    
    (MAX)(C)(SDM)
              s C/D 
    j A~D --> d C   --> QCF + D,D --> QCB, HCF + A/C --> QCF + A --> QCF + A
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C,
    finally finish off with a combination of qcf + A, qcf + A.
    Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent
           higher, SDM is then done fast to get only 2 Hits to allow the combination to hit.
    [ hit]
    
    (MAX)(C)(SDM)
              s C/D                                                     RDP B
    j A~D --> d C   --> QCF + D,D --> QCB, HCF + A/C --> QCF + B, B --> DP C
                                                                        j d C
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy
    kick combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb,
    hcf + A or C, juggled with qcf B, B, and finishing off with either reverse
    uppercut + B or uppercut + C or a jumping attack with down + C.
    Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent
           higher, SDM is then done fast to get only 2 Hits to allow the combination to hit.
    [ hit]
    
    (MAX)(C)(SDM)
              s C/D 
    j A~D --> d C   --> QCF + D,D --> QCB, HCF + A/C --> QCF + A --> QCB + P --> P
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C,
    finally finish off with  qcf + A, qcb + A or C, A or C.
    Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent
           higher, SDM is then done fast to get only 2 Hits to allow the combination hit.
    [ hit]
    
    (DIZ)(EX)
                       d C
    fw, fw d C x 5 --> s C/D --> QCF + C --> HCB + P --> P
    hop forward with down + C to attack x 5, then standing heavy punch/kick or crouching heavy
    punch combo-ed into qcf + C, hcb + A or C, A or C.
    Note : this can be an infinite combos as well, but if done as stated above, opponent would
           be dizzy. besides the qcf + C combination, other combinations can also be added. this
           combo can be done in corner or at anywhere in the screen.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for Kyo, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
                        
          __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
        /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
       /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
      /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)(C)
    s CD --> s C or d C
    standing CD(body toss attack)("COUNTER"), then juggle with standing or crouching heavy
    punch.
    [ hit]
    
    (CNT)(C)
    s CD --> QCB + P
    standing CD(body toss attack)("COUNTER"), then juggle with qcb + A or C.
    [ hit]
    
    (CNT)
    s CD --> RDP + B
    standing CD(body toss attack)("COUNTER"), then combo-ed into reverse uppercut + B.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    s CD --> DP + P
    standing CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A or C.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)(C)         
    s CD --> QCF B, B --> DP + C
    standing CD(body toss attack)("COUNTER"), then combo-ed into qcf B, B, and finished with 
    uppercut + C.
    [ hit]
    
    (CNT)
    s CD --> QCF + C
    standing CD(body toss attack)("COUNTER"), then combo-ed into qcf + C.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)(C)
                                     B/D
    s CD --> QCF + A --> QCF + A --> A/C
    standing CD(body toss attack)("COUNTER"), then combo-ed into qcf + A, qcf + A or C , press
    A/C or B/D. 
    Note : first QCF + A will not combo.
    [ hit]
    
    (CNT)(DM)(SDM)(C)(nC)
    s CD --> QCB, HCF + A/C
    standing CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + A or C.
    Note : can be SDM or DM, but if SDM, hold A or C momentarily.
    [ hit]
    
    (CNT)(DM)(nC)
    s CD --> QCF, QCF + A/C
    standing CD(body toss attack)("COUNTER"), then combo-ed into qcf, qcf + A/C
    [ hit]
    
    (CNT)
    j CD --> j CD
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack
    with CD(body toss attack).
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
             d C   
    j CD --> j A~D
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack 
    with either down + C or any punch or kick.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    j CD --> s A~D
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into standing A, B, C or D.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)(C)
    j CD --> fw + B
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into forward + B.
    [ hit]
    
    (CNT)(C)
    j CD --> dwnfw + B
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into downforward + B.
    [ hit]
    
    (CNT)(C)
    j CD --> QCB + A
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb + A.
    [ hit]
    
    (CNT)
    j CD --> RDP + B
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into reverse uppercut + B.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    j CD --> HCB + B/D
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into hcb + B or D.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    j CD --> QCF + A
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + A.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    j CD --> QCF + C
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + C.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    j CD --> DP + P
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A or C.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)(C)
    j CD --> QCF B, B --> DP + C
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + B, B, then 
    juggle with uppercut + C.
    [ hit]
    
    (CNT)(C)(nC)
    j CD --> QCF + A --> DP + P
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + A, then juggle
    with uppercut + A or C.
    [ hit]
    
    (CNT)(MAX)(C)
    j CD --> QCF + A --> QCF + A --> QCF + P
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + A(starter),
    qcf + A(starter), qcf + A or C.
    Note : 2 qcf + A starters involved.
    [ hit]
    
    (CNT)(MAX)(C)
    j CD --> QCF + A --> QCF + A --> HCB + P --> A/C
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + A(starter),
     qcf + A(starter), hcb + A or C then finish with any punch attack.
    [ hit]
    
    (CNT)(DM)(SDM)
    j CD --> QCB, HCF + P
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + A or C.
    Note : can also be done in corner or near corner. if SDM, hold A or C mementarily.
    [ hit]
    
    (CNT)(DM)(SDM)(nC)
    j CD --> QCF, QCF + P
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CNT)
                  d C
    QCB + P --> j A~C
    qcb + A or C("COUNTER"), then juggle with jumping attack with A, B or C. near corner, do 
    down heavy punch. 
    Note : can also be done in corner or near corner.
    [ hit]
    
    j d C --> HCB + K
    jumping attack with down + C, then combo-ed into hcb + B or D.
    [ hit]
    
                                      B/D
    j d C --> QCF + A --> QCF + A --> A/C
    jumping attack with down + C, then combo-ed into qcf + A, qcf + A or C , press A/C or B/D.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (C)
                             j d C 
    j d C --> QCF + B, B --> RDP + B
                             DP + P
    jumping attack with down + C, then combo-ed into qcf + B, B, then finished with either 
    jumping down + C or reverse uppercut + B or uppercut + A/C.
    [ hit]
    
    (DM)(SDM)
    j d C --> QCF, QCF + P
    jumping attack with down + C, then combo-ed into qcf, qcf + A or C.
    Note : can also be done in corner or near corner. if SDM, hold A or C temporarily.
    [ hit]
           
    General Note : the combos that start from jumping down + C can also be started off from a 
                   crossup with down + C as well.
    
    (C)(MID)
                 RDP + B
    QCF B, B --> QCF B, B --> etc.
                 DP + P
                 j d C
    qcf B, B, then into any one listed above or if after qcf + B, B, do any move that would still
    juggle opponent.
    Note : the first qcf + B should not hit, only if second kick hit then the other set of 
           qcf + B, B will hit.
    [ hit]
    
    (2Pc)(OPB)        
    s A --> fw + B --> QCF + D, D --> etc.
                       or etc.
    standing A into forward + B then into qcf + D, D and juggle with any similar combos as shown 
    above or simply do any special moves after the forward + B.
    Note : standing A int oforward B will not combo, no RUSH hits. this is just classified as a 
           miscellanous combo, combos that are not really applicable in versus play mode.
           just something to try in Practice Mode.
    [ hit]
    
    (OPB)(C)
    - againts Chang only
    
    s C --> fw + B --> QCF + D, D --> etc.
    standing heavy punch chained into forward + B, combo-ed into qcf + D, D then into any juggle
    that can be done from qcf D, D.
    Note : if hit from Chang's back, stand C, forward + B can combo-ed into QCF + D, D.
    [ hit]
    
    Character Notes (based on my opinion, any suggestions? e-mail me)
    ----------------
    *     - sucks, takes eternal to recover or lotsa etc.
    **    - still ok but got long recovery time or etc.
    ***   - ok only but some etc.
    ****  - good, effective, and not much flaws at all
    ***** - very good, very effective but excessive usage is unadviced
    
    
    i)Normal attacks :
    - stand A (far/near)**
    far A hits with fist, near A hits with elbow
    not very good move. hits short, far A can be low priority anti-air. can be comboed into :
    a)uppercut + A/C
    b)dwnfw + D
    c)qcf x 2 + A/C
    
    - stand B(far)**
    hits with extended kick
    hits from quite a distance, can push grabbers who are trying to come near, away. But not as
    fast as Ryo's or Terry's standing B. recovery also quite slow.
    
    - stand B(near)**
    near standing low kick
    hits low, must be blocked crouching. can be combo-ed into :
    a)uppercut + A/C
    b)dwnfw + D
    c)qcf x 2 + A/C
    
    - down B*1/2
    low kick
    hits low, can be starter for biggers combos. refer to chain combos for more
    
    - down A*
    still same as stand A. hits short, but can combo-ed into :
    a)uppercut + A/C
    b)dwnfw + D
    c)qcf x 2 + A/C
    
    - stand C(far/near)***
    both hits with fist
    can be cancelled far or near but only qcf + C or rdp + B can be combo-ed to register RUSH hits
    if far C. anti air if opponents jump in with 'non-pointing down' attacks like Iori's jump C or
    Chris's jump CD or D. stand C(near) can be combo-ed into all of Kyo's moves.
    
    - stand D(far)*
    mid-length jump kick animation
    sucks! not much use except when opponent with really short sweeps try to sweep Kyo. got range
    but looooonng recovery time. uncombo-able
    
    - stand D(near)**
    mid-length kick
    can be comboable but must be real near to do so and most of times instead of the stand D (near)
    animation, stand D(far) animation comes out. combo-ed into everyone of Kyo's moves.
    
    - down C****
    uppercut fist
    good, effective, most 'turtle' players just wait and do down C as anti-air. Wins alot of jump 
    in attacks with this. but too bad, not much horizontal range. comboable into everone of Kyo's
    moves.
    
    - down D***
    sweeping low kick
    ok, got some range, can be cancelled to fireballs or firefists. can sweep jump-in opponents.
    cancellable into everyone of Kyo's moves, can go under aerial fireballs
    
    - stand CD*
    standing body-toss attack
    wow, this really sucks, slow to come out and got looonnng recovery time, only thing effective
    about this is to fake it or buffer into other Special moves like rdp + B or qcf + A
    
    - jump-in A**
    hits with elbow, points forward
    not advisable to do if trying to attack and jump in with this, although can win some other
    character's jump in attack as Kyo meets in air. it has a long 'hang-time' if pressed as you
    jump, because the animations lasts long.
    
    - jump-in B***
    hits with knee, points down
    ok, good, also got long 'hang-time', can overlap/crossup with this, win most air to air attacks
    but not always. can be pressed late or early while trying to jump-in attack
    
    - jump-in C****
    downward fist, points down
    this is far the best jump-in attack for Kyo, quite high priority if pressed early when jumping.
    but no long 'hang-time'. more effective if you jumpin with hyper jump and C. crossup/overlap is
    fairly easy with this.
    
    - jump-in D***
    extend kick, points forward
    second on the list as best jump-in  attack, same ranking as jump-in B. better in someways than
    jump-in B. effective as semi-antiair attack as you press D and jump, but average priority. can
    overlap/crossup on opponents, but quite difficult.
    
    - jump vertical D**
    extend kick points forward, further range
    good anti-air priority.
    
    - jump-CD*
    CD attack really sucks for Kyo either jump-in or standing, can uppercut easily by opponent. a
    small character can easily duck low and press down B into bigger combos as Kyo does jump-in CDs
    either late or early.
    
    - jump-in dwn + C****
    slamming 2-hand fist
    better than the '97 version, comes out faster. can be even combo-ed into infinite combo with 
    this in Extra mode(refer to infinite section). got priority if hyperjump-in. but not very good
    air-air attack if againts some character i.e Iori, Choi, Chris. can crossup using this
    
    - fw + B**1/2
    this is only ok when Kyo does a crossup/overlap then combo into stand C, fw + B. 2nd hit is 
    overhead attack. altough can be used as anti-air but VERY low priority.
    combo-able if chained into :
    a) qcf + A
    b) qcf + C
    c) hcb + B/D
    d) rdp + B
    
    - dwnfw + D***
    low sweep
    used commonly as a chain combo finisher. got range, non combo-able, hits 2 times. fast recovery
    as well
    
    ii)Special attacks
    - QCF + A****
    Kyo does a short firefist
    has autoguard. effective, good, can 'counter' lots of attacks. but quite fast recovery. 
    opponents with short sweeps cannot hit Kyo when qcf + A is executed
    
    - QCF + A/C(after first QCF + A)***
    Kyo does a upper firefist
    nothing special except that this move is second part of the whole combo. if hit, hits opponent
    up in air. i think this also has autoguard
    
    - C(after 2nd QCF + A/C or HCB + A/C)***
    Kyo does a low firefist
    one of the finisher of qcf + A combo. overhead attack, quite good recovery and hits low.
    if done after hcb + A/C, hits opponent while on the ground
    
    - B(after 2nd QCF + A/C)**
    Kyo does a flying kick
    not as good as the C finisher, just hits opponent high up spinning. slow recovery if block-ed
    
    - HCB + A/C(after 1st QCF + A)**
    Kyo does a low firefist
    same as the C finisher, an overhead, but slow to start and end
    
    - QCF + C***
    Kyo does a long firefist
    also has autoguard, quite fast recovery. got long range. one of 3 moves that can be combo-ed 
    from far stand C.
    
    - HCB + A/C(after 1st QCF + C)**
    Kyo does a upper firefist
    nothing special, part of whole combo, leaves opponent in flames for finisher
    
    - fw + A/C(after 2nd HCB + A/C from QCF + C)**
    Kyo does a body toss uppercut
    finisher for QCF + C combo, hits opponent up and spinning.
    
    - DP or uppercut + A/C****
    Kyo does a fire uppercut
    A or C version has autoguard. good and very effective as anti-air, but got slow recovery if
    blocked. has high priority for jump-in attacks from opponent. A version is knockdown if hit
    while opponent on land, but C version won't.
    
    - QCB + A/C (counter move)***
    Kyo does a counter firefist
    ok, good for normal moves, but leaves Kyo open for special attacks. counter almost every
    normal attack. can be used as a low priority anti-air. fast recovery
    
    - HCB + B/D**
    Kyo does a rushing attack
    effective only in combos. Kyo runs in and grab opponent, doesn't do much damage also. recovery
    is slow if missed or blocked.
    
    - QCF + B/D x 2***
    Kyo does a double hop-kick
    ok, effective in combos, can juggle into Desperation moves after second qcf + D. 2nd B version
    can only be juggled into uppercut + C in corners. got slow recovery if blocked in mid-screen,
    but can trap some begineer players in corner with this.
    
    - RDP + B/D**
    Kyo does a leaping reverse kick
    quite bad move, but fast recovery. can work as anti-air from far only.
    
    iii)Desperation Moves
    - QCB, HCF + A/C **(**** if MAXed)
    Kyo does a fireblast move and Kyo body burns up if maxed
    very lousy if non-maxed, altough damaging. MAXed version is good, effective, can be used as
    high-priority anti-air and opponents cannot roll through the MAXed one unlike the unMAXed one.
    very damaging if MAXed.
    
    - QCF x 2 + A/C***
    Kyo does a multi firefists attack
    ok, effective in combos, damaging even if not maxed. can hit opponents as they try to sweep 
    or slide. can also be anti-air, but i don't knoe abt the priority.
    
    
    3.1.1b
    -----------------
    Kyo Kusanagi '95
    -----------------
    Moveslist
    ---------
    Foreign Style:                    : jump dwn + C (knockdown if hit in air)
    Mysterious Falling Drop
    Foreign Style:                    : fw + B (overhead if not chained, 2 hits)
    Thunder Axe Positive
    Style No. 88                      : dnfw + D (sweeps feet, 2 hits)
    +---------------------------------------------------------------------------------------------+
    Style No. 180: Darkness Sweep     : QCF + A/C (ground projectile)
    Style No. 100: Demon Scorcher     : DP + A/C (anti-air)
    Style No 101: Indistinct Wheel    : RDP + B/D (B version anti-air)
    Style No. 75: Modified            : QCF + B x 2 or D x 2 (juggling kick)
    Style No. 202: Koto Moon Positive : HCB + B/D
    +---------------------------------------------------------------------------------------------+
    Reverse Style No. 180             : QCB, HCF + A/C (MAXed C version anti-air)
    : Great Serpent Mow 
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
           (% is damage incurred)
    
    
    d A, d A  ( 2 hits 7% )
    d A, d B  ( 2 hits 7% )
    d A, s A  ( 2 hits 7% ) 
    d A, s B  ( 2 hits 7% )
    d B, d A  ( 2 hits 7% )
    d B, d B  ( 2 hits 7% )
    d B, s A  ( 2 hits 7% )
    d B, s B  ( 2 hits 7% )
    s A, d A  ( 2 hits 7% )
    s A, s A  ( 2 hits 7% )
    s A, d B  ( 2 hits 7% )
    s A, s B  ( 2 hits 7% )
    s B, d A  ( 2 hits 7% )
    s B, s A  ( 2 hits 7% )
    s B, d B  ( 2 hits 7% )
    s B, s B  ( 2 hits 7% )
    d A, d A, d A  ( 3 hits 10.5% )
    d A, d B, d A  ( 3 hits 10.5% )
    d A, d A, s A  ( 3 hits 10.5% )
    d A, d B, s A  ( 3 hits 10.5% )
    d A, s A, d A  ( 3 hits 10.5% )
    d A, s B, d A  ( 3 hits 10.5% )
    d A, s A, s A  ( 3 hits 10.5% )
    d A, s B, s A  ( 3 hits 10.5% )
    d B, d A, d A  ( 3 hits 10.5% )
    d B, d B, d A  ( 3 hits 10.5% )
    d B, d A, s A  ( 3 hits 10.5% )
    d B, d B, s A  ( 3 hits 10.5% )
    d B, s A, d A  ( 3 hits 10.5% )
    d B, s B, d A  ( 3 hits 10.5% )
    d B, s A, s A  ( 3 hits 10.5% )
    d B, s B, s A  ( 3 hits 10.5% )
    s A, d A, s A  ( 3 hits 10.5% )
    s A, s A, s A  ( 3 hits 10.5% )
    s A, d B, s A  ( 3 hits 10.5% )
    s A, s B, s A  ( 3 hits 10.5% )
    s A, d A, s B  ( 3 hits 10.5% )
    s A, s A, s B  ( 3 hits 10.5% )
    s A, d B, s B  ( 3 hits 10.5% )
    s A, s B, s B  ( 3 hits 10.5% )
    s B, d A, s A  ( 3 hits 10.5% )
    s B, s A, s A  ( 3 hits 10.5% )
    s B, d B, s A  ( 3 hits 10.5% )
    s B, s B, s A  ( 3 hits 10.5% )
    s B, d A, s B  ( 3 hits 10.5% )
    s B, s A, s B  ( 3 hits 10.5% )
    s B, d B, s B  ( 3 hits 10.5% )
    s B, s B, d B  ( 3 hits 10.5% )
    s B, s B, s B  ( 3 hits 10.5% )
    s B, s B, d B, s A  ( 4 hits 14% )
    s B, s B, s B, s A  ( 4 hits 14% )
    d A, d A, dwnfw + D ( 4 hits 21% )
    d A, s A, dwnfw + D ( 4 hits 21% )
    d A, s B, dwnfw + D ( 4 hits 21% )
    d B, d A, dwnfw + D ( 4 hits 21% )
    d B, s A, dwnfw + D ( 4 hits 21% )
    d B, s B, dwnfw + D ( 4 hits 21% )
    s A, d A, dwnfw + D ( 4 hits 21% )
    s A, s A, dwnfw + D ( 4 hits 21% )
    s A, d B, dwnfw + D ( 4 hits 21% )
    s A, s B, dwnfw + D ( 4 hits 21% )
    s B, d A, dwnfw + D ( 4 hits 21% )
    s B, s A, dwnfw + D ( 4 hits 21% )
    s B, d B, dwnfw + D ( 4 hits 21% )
    s B, s B, dwnfw + D ( 4 hits 21% )
    d A, d A, d A, dwnfw + D ( 5 hits 24.5% )
    d A, d B, d A, dwnfw + D ( 5 hits 24.5% )
    d A, d A, s A, dwnfw + D ( 5 hits 24.5% )
    d A, d B, s A, dwnfw + D ( 5 hits 24.5% )
    d A, s A, d A, dwnfw + D ( 5 hits 24.5% )
    d A, s B, d A, dwnfw + D ( 5 hits 24.5% )
    d A, s A, s A, dwnfw + D ( 5 hits 24.5% )
    d A, s B, s A, dwnfw + D ( 5 hits 24.5% )
    d B, d A, d A, dwnfw + D ( 5 hits 24.5% )
    d B, d B, d A, dwnfw + D ( 5 hits 24.5% )
    d B, d A, s A, dwnfw + D ( 5 hits 24.5% )
    d B, d B, s A, dwnfw + D ( 5 hits 24.5% )
    d B, s A, d A, dwnfw + D ( 5 hits 24.5% )
    d B, s B, d A, dwnfw + D ( 5 hits 24.5% )
    d B, s A, s A, dwnfw + D ( 5 hits 24.5% )
    d B, s B, s A, dwnfw + D ( 5 hits 24.5% )
    s A, d A, s A, dwnfw + D ( 5 hits 24.5% )
    s A, s A, s A, dwnfw + D ( 5 hits 24.5% )
    s A, d B, s A, dwnfw + D ( 5 hits 24.5% )
    s A, s B, s A, dwnfw + D ( 5 hits 24.5% )
    s A, s B, s B, dwnfw + D ( 5 hits 24.5% )
    s B, d A, s A, dwnfw + D ( 5 hits 24.5% )
    s B, s A, s A, dwnfw + D ( 5 hits 24.5% )
    s B, d B, s A, dwnfw + D ( 5 hits 24.5% )
    s B, s B, s A, dwnfw + D ( 5 hits 24.5% )
    s B, s B, s B, dwnfw + D ( 5 hits 24.5% )
    s B, s B, d B, s A, dwnfw + D  ( 28% )
    s B, s B, s B, s A, dwnfw + D  ( 28% )
    ++ d A, d A, fw + B  (no RUSH hits)
    ++ d A, s A, fw + B  (no RUSH hits)
    ++ d A, s B, fw + B  (no RUSH hits)
    ++ d B, d A, fw + B  (no RUSH hits)
    ++ d B, s A, fw + B  (no RUSH hits)
    ++ d B, s B, fw + B  (no RUSH hits)
    ++ s A, d A, fw + B  (no RUSH hits)
    ++ s A, s A, fw + B  (no RUSH hits)
    ++ s A, s B, fw + B  (no RUSH hits)
    ++ s B, d A, fw + B  (no RUSH hits)
    ++ s B, s A, fw + B  (no RUSH hits)
    ++ s B, s B, fw + B  (no RUSH hits)
    ++ d A, d A, d A, fw + B  (no RUSH hits)
    ++ d A, d B, d A, fw + B  (no RUSH hits)
    ++ d A, d A, s A, fw + B  (no RUSH hits)
    ++ d A, d B, s A, fw + B  (no RUSH hits)
    ++ d A, s A, d A, fw + B  (no RUSH hits)
    ++ d A, s B, d A, fw + B  (no RUSH hits)
    ++ d A, s A, s A, fw + B  (no RUSH hits)
    ++ d A, s B, s A, fw + B  (no RUSH hits)
    ++ d B, d A, d A, fw + B  (no RUSH hits)
    ++ d B, d B, d A, fw + B  (no RUSH hits)
    ++ d B, d A, s A, fw + B  (no RUSH hits)
    ++ d B, d B, s A, fw + B  (no RUSH hits)
    ++ d B, s A, d A, fw + B  (no RUSH hits)
    ++ d B, s B, d A, fw + B  (no RUSH hits)
    ++ d B, s A, s A, fw + B  (no RUSH hits)
    ++ d B, s B, s A, fw + B  (no RUSH hits)
    ++ s A, d A, s A, fw + B  (no RUSH hits)
    ++ s A, s A, s A, fw + B  (no RUSH hits)
    ++ s A, d B, s A, fw + B  (no RUSH hits)
    ++ s A, s B, s A, fw + B  (no RUSH hits)
    ++ s B, d A, s A, fw + B  (no RUSH hits)
    ++ s B, s A, s A, fw + B  (no RUSH hits)
    ++ s B, d B, s A, fw + B  (no RUSH hits)
    ++ s B, s B, s A, fw + B  (no RUSH hits)
    ++ s B, s B, d B, s A, fw + B  (no RUSH hits)
    ++ s B, s B, s B, s A, fw + B  (no RUSH hits)
    s A, s C ( 2 hits 10.5% )
    d A, s C ( 2 hits 10.5% )
    d B, s C ( 2 hits 10.5% )
    s A, s C, dnfw + D ( 24.5% )
    d A, s C, dnfw + D ( 24.5% )
    d B, s C, dnfw + D ( 24.5% )
    s C, fw + B     ( 3 hits 21% )
    s C, dnfw + D   ( 3 hits 21% )
    s D, fw + B     ( 3 hits 21% )
    s D, dnfw + D   ( 3 hits 21% )
    j A, dwnfw + D  ( 3 hits 17.5% )
    j B, dwnfw + D  ( 3 hits 17.5% )
    j C, dwnfw + D  ( 3 hits 21% )
    j D, dwnfw + D  ( 3 hits 21% )
    j d C, dwnfw + D ( 3 hits 21% )
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> j C
    j B -> j C
    j C -> j C
    j D -> j C
    j A -> j d C
    j B -> j d C
    j C -> j d C
    j D -> j d C
    +++ d B, tap C, dwnfw + D ( 3 hits 17.5% )
    +++ d B, d B, tap C, dwnfw + D ( 4 hits 21% )
    +++ d B, d B, d B, tap C, dwnfw + D ( 4 hits 24.5% )
    +++ s B, d B, d B, tap C, dwnfw + D ( varies )
    +++ s B, s B, d B, tap C, dwnfw + D ( varies )
    +++ s B, s B, s B, d B, tap C, dwnfw + D ( varies )
    
    fw, fw + d C x ??? ( 100% )
    * Note: its an infinite chain combo. To do it with more ease, tap forward, then turn
            HCB + C fast. )
    
    +++ Notes : The above chain combos denoted by +++ are 'special' chain combos       
                than involve cancelling a C into dwnfw + D even before the C animation         
                comes out. To make this possible, press dwn B then tap C as soon as dwn B      
                animation is about to finish, but remember, C animation cannot come out.       
                The timing is like dwn B, stand C chain combo, but slightly faster. Takes      
                some time to get the feel of the timing.                                       
    
    
              _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
             / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
            / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
           /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
           (Basic combos, for begineers) 
    
    s C/D
    d C   -> QCF + P
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf + A or C.
    [ hit]
    
    s C/D
    d C   -> DP + A/C
    standing/crouching heavy punch or standing heavy kick combo-ed into uppercut motion + A/C.
    [ hit]
    
    s C/D
    d C   -> HCB + B/D
    standing/crouching heavy punch or standing heavy kick combo-ed into hcb + B or D.
    [ hit]
    
    s C/D
    d C   -> RDP + B/D
    standing/crouching heavy punch or standing heavy kick combo-ed into
    reverse uppercut motion + B or D.
    [ hit]
    
    (C)
    s C/D    QCF B, B
    d C   -> QCF D, D 
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf + D, D or qcf + B, B.
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCB, HCF + A/C
    standing/crouching heavy punch or standing heavy kick combo-ed into qcb, hcf + A or C.
    [ hit]
    
    j A~D    s C/D
      d C -> d C   -> QCF + P
    jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or
    standing heavy kick combo-ed into qcf + A or C.
    [ hit]
    
    j A~D    s C/D
      d C -> d C   -> HCB + B/D
    jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or 
    standing heavy kick combo-ed into hcb + B or D.
    [ hit]
    
    j A~D    s C/D
      d C -> d C   -> DP + A/C
    jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or 
    standing heavy kick combo-ed into uppercut motion + A or C.
    [ hit]
    
    j A~D    s C/D
      d C -> d C   -> RDP + B
    jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or
     standing heavy kick combo-ed into reverse uppercut motion + B.
    [ hit]
    
    (C)
    j A~D    s C/D    QCF B, B
      d C -> d C   -> QCF D, D
    jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or
    standing heavy kick combo-ed into qcf + D, D or qcf + B, B.
    [ hit]
    
    (DM)
    j A~D    s C/D
      d C -> d C   -> QCB, HCF + A/C
    jump-in attack with either A/B/C/D or down heavy punch, standing/crouching heavy punch or 
    standing heavy kick combo-ed into qcb, hcf + A or C.
    [A - 3 hit {KO)] [C - 3 hit (KO)]
    Note : combo works with MAX version of DM as well.
    [ hit]
    
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +
    s C/D    
    d C   ->  fw + B -> HCB + B/D
    standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed into
    hcb + B or D.
    [ hit]
    
    +(C)(nC)
    s C/D    
    d C   ->  fw + B -> RDP + B/D
    standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed into
    reverse uppercut motion + B or D.
    [ hit]
    
    +(DM)
    s C/D    
    d C   ->  fw + B -> QCB, HCF + A/C
    standing/crouching heavy punch or standing heavy kick chained into forward B then combo-ed into
    qcb, hcf + A/C.
    [ hit]
    
    +(DM)(C)
              s C/D
    j A~D -> d C   -> fw + B -> QCB, HCF + A/C
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick chained
    into forward B then combo-ed into qcb, hcf + A/C.
    [ hit]
    
    Some information from Olivier(thonglith@easynet.fr) about the combo above ;
    
    Here are the characters which allow Kyo to perform the
    combo in the corner I was talking about last time.
    The characters are listed as in the selection grid :
    
        _________      _________      __________
       [         ]    [         ]    [          ]
       [  Goro   ]    [  Terry  ]    [   Ryo    ]
       [         ]    [  Andy   ]    [          ]
       [         ]    [  Joe    ]    [          ]
       [_________]    [_________]    [__________]
    
        _________      _________      __________
       [         ]    [         ]    [          ]
       [         ]    [ Athena  ]    [  Chizuru ]
       [         ]    [         ]    [          ]
       [         ]    [         ]    [          ]
       [_________]    [_________]    [__________]
    
        _________      _________      __________ 
       [         ]    [         ]    [          ]         
       [   Kim   ]    [ Yashiro ]    [ Yamazaki ]      
       [  Chang* ]    [  Chris  ]    [ Mary     ]   
       [  Choi   ]    [         ]    [ Billy    ]     
       [_________]    [_________]    [__________]
       
        _________      _________      __________
       [         ]    [         ]    [          ]
       [  Iori   ]    [ Heidern ]    [ Heavy D* ]
       [ Mature  ]    [ Takuma  ]    [ Lucky*   ] 
       [  Vice   ]    [         ]    [ Brian*   ]
       [_________]    [_________]    [__________]
    
                 Rugal
    
    
    Olivier's Note : The characters with a star are the only one against
                     who Kyo can do the combo anywhere in the stage. Please
                     notice the combo takes off 50% if you finish with Orochinagi
                     and 40% if you do instead QCF+C, HC+C, Fd+C.
        
                     You can also use his QCF,QCF+A DM against the characters
                     with the star (but only in corner, needs timing). It will take
                     off 60-65% of the opponent life bar.
     
                     You can also use the Dwn+C instead of the simple Jump C, but
                     it needs more timing and takes off the same amount of damage
                     than the Jump C. I guess everyone has his preference...
    
                     To execute the combo, you have to hit as high as possible.
                     You have to hit as the height of the opponent's head.
                     Curiously, it's easier to perform against some characters.
    
    Author's Note : The combo explained above can also be combo-ed off with other moves
                    like HCB + K and etc for a variation of combinations. These combinations
                    consist of the standing combos which start of a heavy hit into forward B.
                    Just simply add in the jumping attack to any of the combo of such nature.
                    It depends on the characters, as shown in the grid.
    
    
    (C)
    s C/D                    
    d C   -> QCF + D, D -> fw B
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finished with
    forward + B.
    [4 hits]
    
    (C)
    s C/D                    
    d C   -> QCF + D, D -> d D
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finished with
    low sweep heavy kick.
    [4 hits]
    
    (C)
    s C/D
    d C   -> QCF + D, D -> QCF + A/C
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finished
    with qcf + A or C.
    [ hit]
    
    (C)
    s C/D
    d C   -> QCF + D, D -> DP + A/C
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with
    uppercut + A or C.
    [4 hits]
    
    (C)
    s C/D
    d C   -> QCF + D, D -> RDP + B/D
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with
    reverse uppercut + B or D.
    [4 hits]
    
    (C)
    s C/D
    d C   -> QCF + D, D -> HCB + B/D
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with
    hcb + B or D.
    [5 hits]
    
    (C)
    s C/D                  j A~D
    d C   -> QCF + D, D -> j CD  or j d C
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then continued
    with a jump A/B/C or D, or jump CD or jump down + C.
    [4 hits]
    
    (C)
    s C/D
    d C   -> QCF + D, D -> QCF B, B -> DP + A/C
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with
    qcf B, B, then finished with uppercut + A or C.
    [6 hits]
    
    (C)
    s C/D                             s A~D
    d C   -> QCF + D, D -> RDP + B -> DP + A/C
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then juggle with
    reverse uppercut + B followed by standing A/B/C/D or finish with uppercut + A or C.
    [ hit]
    
    (C)(DM)
    s C/D
    d C   -> QCF + D, D -> QCB, HCF A/C
    standing/crouching heavy punch or standing heavy kick combo-ed into qcf d, d then finish with
    qcb, hcf + A/C.
    [4 hits]
    
    (C)
    s C/D
    d C   -> QCF B, B -> DP + A/C
    stand heavy punch/kick or crouch heavy punch combo-ed into qcf B, B then juggled with 
    uppercut + A or C.
    [ hit]
    
    (C)
    s C/D                j d C 
    d C   -> QCF B, B -> j A~D
                         j CD
    stand heavy punch/kick or crouch heavy punch combo-ed into qcf B, B then do either a jumping 
    attack with down + C/CD or any other button.
    [ hit]
    
    (C)
             s C/D                    
    j A~D -> d C   -> QCF + D, D -> fw B
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick
    combo-ed into qcf d, d then finished with forward + B.
    [4 hits]
    
    (C)
             s C/D                    
    j A~D -> d C   -> QCF + D, D -> d D
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf d, d then finished with low sweep heavy kick.
    [4 hits]
    
    (C)
             s C/D
    j A~D -> d C   -> QCF + D, D -> DP + A/C
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf d, d then juggle with uppercut + A or C.
    [4 hits]
    
    (C)
             s C/D
    j A~D -> d C   -> QCF + D, D -> RDP + B
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf d, d then juggle with reverse uppercut + B.
    [4 hits]
    
    (C)
             s C/D
    j A~D -> d C   -> QCF + D, D -> HCB + B/D
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf d, d then juggle with hcb + B or D.
    [5 hits]
    
    (C)
             s C/D                  j A~D
    j A~D -> d C   -> QCF + D, D -> j CD  or j d C
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf d, d then continued with a jump A/B/C or D, or jump CD or jump down + C.
    [ hit]
    
    (C)
             s C/D
    j A~D -> d C   -> QCF + D, D -> QCF + B, B -> DP + A/C
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf d, d then juggle with qcf B, B, then finished with uppercut + A or C.
    [6 hits]
    
    (C)
             s C/D                             s A~D
    j A~D -> d C   -> QCF + D, D -> RDP + B -> DP + A/C
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf d, d then juggle with reverse uppercut + B followed by standing A/B/C/D 
    or finish it off with an uppercut + A or C.
    [ hit]
    
    (C)(DM)
             s C/D
    j A~D -> d C   -> QCF + D, D -> QCB, HCF + A/C
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf d, d then finish with qcb, hcf + A/C.
    [ hit]
    
    (CSP)
    cx B~D    s C/D 
     d C   -> d C   -> QCF + A/C
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed
    into qcf + A or C.
    [ hit]
    
    (CSP)
    cx B~D    s C/D 
     d C   -> d C   -> DP + A/C
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed
    into uppercut + A or C.
    [ hit]
    
    (CSP)
    cx B~D    s C/D 
     d C   -> d C   -> RDP + B
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed
    into reverse uppercut + B.
    [3 hits]
    
    (CSP)
    cx B~D    s C/D 
     d C   -> d C   -> HCB + K
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed
    into hcb + B or D.
    [4 hits]
    
    (CSP)(DM)
    cx B~D    s C/D 
     d C   -> d C   -> QCB, HCF + A/C
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed
    into qcb, hcf + A or C. 
    [3 hits]
    
    +(CSP)
    cx B~D    s C/D 
     d C   -> d C   -> fw B -> QCF + C
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch chain-ed
    into forward B then combo-ed into qcf + C.
    [5 hits]
    
    +(CSP)
    cx B~D    s C/D 
     d C   -> d C   -> fw B -> DP + P
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch chain-ed
    into forward B then combo-ed into uppercut + A or C.
    [5 hits]
    
    +(CSP)
    cx B~D    s C/D 
     d C   -> d C   -> fw B -> RDP + B
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch chain-ed
    into forward B then combo-ed into reverse uppercut + B.
    [5 hits]
    
    +(CSP)
    cx B~D    s C/D 
     d C   -> d C   -> fw B -> HCB + B/D
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch chain-ed
    into forward B then combo-ed into hcb + B or D.
    [6 hits]
    
    +(CSP)(DM)
    cx B~D    s C/D 
     d C   -> d C   -> fw B -> QCB, HCF + P
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch chain-ed
    into forward B then combo-ed into qcb, hcf + A or C.
    [5 hits]
    
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    (MID)
               DP + A/C
    RDP + B -> s A~D
    reverse upperuct + B to hit opponent in mid-air, then juggle with a standing A/B/C/D or finish
    with uppercut + A/C.
    [ hit]
    
    +
                 RDP + B/D
    any 2 HC ->  DP + A/C
    any 2 hit light chain ending with a stand B or stand A combo-ed into uppercut + A/C or
    reverse uppercut + B or D.
    Note : D version is only combo-able in corner or near corner.
    [ hit]
    
    +
                 RDP + B/D
    any 3 HC ->  DP + A/C
    any 3 hit light chain ending with a stand B or stand A combo-ed into uppercut + A/C or
    reverse uppercut + B or D.
    Note : D version is only combo-able in corner or near corner.
    [ hit]
    
    +
                 RDP + B
    any 4 HC ->  DP + A/C
    any 4 hit light chain ending with a stand B or stand A combo-ed into uppercut + A/C or
    reverse uppercut + B or D.
    Note : RDP + B only combo-able in corner or near corner.
    [ hit]
    
    +(CSP)
    cx B~D            RDP + B/D
     d C   -> 2 HC -> DP + A/C
    crossup attack with B, C, D or down C, standing light kick, any 2 hit light chain ending with 
    a stand B or stand A combo-ed into uppercut + A/C or reverse uppercut + B or D.
    Note : D version is only combo-able in corner or near corner.
    [ hit]
    
    +(CSP)
    cx B~D              
     d C   -> 3 HC -> DP + A/C
    crossup attack with B, C, D or down C, standing light kick, any 3 hit light chain ending with 
    a stand B or stand A combo-ed into uppercut + A/C.
    [ hit]
    
    +(CSP)
    cx B~D              
     d C   -> 4 HC -> DP + A/C
    crossup attack with B, C, D or down C, standing light kick, any 4 hit light chain ending with 
    a stand B or stand A combo-ed into uppercut + A/C.
    [ hit]
    
    +
                     RDP + B/D 
    j A~D -> 2 HC -> DP + A/C
    jump in attack with A, B, C or D, then any 2 hit light chain ending with a stand B or stand A 
    combo-ed into uppercut + A/C or reverse uppercut + B or D.
    Note : D version is only combo-able in corner or near corner.
    [ hit]
    
                                 j CD     rdp + B
    QCF D, D -> dash QCF B, B -> j A~D or j d C
    qcf D, D, then dash and juggle with qcf B, B, finished with either, jumping down + C, CD,
    A/B/C/D or execute reverse uppercut + B.
    [ hit]
    
    (C)
             s C/D                               j d C 
    j A~D -> d C   -> QCF + D,D -> QCF + B, B -> RDP + B
                                                 DP + P
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick
    combo-ed into qcf D, D, juggle with qcf B, B, and finish off with jumping attack down + C or 
    reverse uppercut + B or uppercut + A/C.
    Note : the first qcf + B will have to hit opponent as low as possible to the ground to be 
           able to connect with the other moves.
    [ hit]
    
    +
             s A
    j A~D -> d A or B -> s C -> QCF + A/C
    jump in attack with A, B, C or D, then  standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into qcf + A or C.
    [ hit]
    
    +
             s A
    j A~D -> d A or B -> s C -> DP + A/C
    jump in attack with A, B, C or D, then standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into uppercut + A or C.
    [ hit]
    
    +
             s A
    j A~D -> d A or B -> s C -> HCB + B/D
    jump in attack with A, B, C or D, then  standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into hcb + B or D.
    [ hit]
    
    +
             s A
    j A~D -> d A or B -> s C -> RDP + B/D
    jump in attack with A, B, C or D, then standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into reverse uppercut + B.
    Note : D version is only combo-able in corner or near corner.
    [ hit]
    
    +(DM)
             s A
    j A~D -> d A or B -> s C -> QCB, HCF + P
    jump in attack with A, B, C or D, then standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into qcb, hcf + A or C.
    [ hit]
    
    +(CSP)
    cx B~D    s A
     d C   -> d A or B -> s C -> QCF + A/C
    crossup attack with B, C, D or down C, standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into qcf + A/C.
    [ hit]
    
    +(CSP)
    cx B~D    s A                                
     d C   -> d A or B -> s C -> DP + P
    crossup attack with B, C, D or down C, standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into uppercut + A or C.
    [ hit]
    
    +(CSP)
    cx B~D    s A                                
     d C   -> d A or B -> s C -> HCB + K
    crossup attack with B, C, D or down C, standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into hcb + B or D.
    [ hit]
    
    +(CSP)
    cx B~D    s A                                
     d C   -> d A or B -> s C -> RDP + B/D
    crossup attack with B, C, D or down C, then a standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into reverse uppercut + B.
    [ hit]
    
    +(CSP)(DM)
    cx B~D    s A                                
     d C   -> d A or B -> s C -> QCB, HCF + P
    crossup attack with B, C, D or down C, then a standing light punch or crouching light
    punch/kick chained into standing heavy punch combo-ed into qcb, hcf + A or C.
    [ hit]
    
    (CSP)
    cx B~D    s C/D 
     d C   -> d C   -> QCF + D, D -> RDP + B/D
    crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into
    qcf D, D, then juggled with reverse uppercut + B or D.
    [ hit]
    
    (CSP)
    cx B~D    s C/D 
     d C   -> d C   -> QCF + D, D -> QCF + A/C
    crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into
    qcf D, D, then juggled with qcf + A.
    [ hit]
    
    (CSP)
    cx B~D    s C/D 
     d C   -> d C   -> QCF + D, D -> dash in DP + P
    crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into
    qcf D, D, then juggled with a dash-in uppercut + A or C.
    [ hit]
    
    (CSP)
    cx B~D    s C/D 
     d C   -> d C   -> QCF + D, D -> dash in HCB + K
    crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into
    qcf D, D, then juggled with a dash-in hcb + B or D.
    [ hit]
    
    (CSP)
    cx B~D    s C/D 
     d C   -> d C   -> QCF + D, D -> dash in QCF + B, B
    crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into
    qcf D, D, then juggled with a dash-in qcf B, B.
    Note : only first qcf B will hit.
    [ hit]
    
    (CSP)
    cx B~D    s C/D                     CD
     d C   -> d C   -> QCF + D, D -> j A~D
                                       d C 
    crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into
    qcf D, D, then do either a jumping attack with down + C/CD or any other button.
    [ hit]
    
    (CSP)
    cx B~D    s C/D 
     d C   -> d C   -> QCF + D, D -> HCB + K
    crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into
    qcf D, D, then juggled with hcb + B or D.
    Note : only first hit will hit opponent.
    [ hit]
    
    (CSP)
    cx B~D    s C/D 
     d C   -> d C   -> QCF + D, D -> walk fw + B
    crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into
    qcf D, D, then juggled with a walk-in forward + B.
    [ hit]
    
    (CSP)(DM)
    cx B~D    s C/D 
     d C   -> d C   -> QCF + D, D -> QCB, HCF + P
    crossup attack with B, C, D or down C, then a standing heavy punch combo-ed into
    qcf D, D, then juggled with qcb, hcf + A or C.
    [ hit]
    
    (MAX)(CSP)(SDM)
    cx B~D    s C/D 
     d C   -> d C   -> QCB, HCF + A/C -> hold A/C
    crossup attack with B, C, D or down C, stand heavy punch/kick or crouch heavy punch combo-ed
    into SDM serpent wave, qcb, hcf + A or C and whole A or C for first 2 hits and letgo to finish.
    [ hit]
    
    (MAX)(C)(SDM)
             s C/D 
    j A~D -> d C   -> QCF + D,D -> QCB, HCF + A/C -> DP + A/C
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick
    combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C,
    finally finish off with an uppercut + A or C.
    Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent higher, 
           SDM is then done fast to get only 2 Hits to allow the uppercut + A or C to hit.
    [ hit]
    
    (MAX)(C)(SDM)
             s C/D 
    j A~D -> d C   -> QCF + D,D -> QCB, HCF + A/C -> RDP + B -> DP + A/C 
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C, 
    juggle with reverse uppercut + B, then finally finish off with an uppercut + A or C.
    Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent higher, 
           SDM is then done fast to get only 2 Hits to allow the uppercut + A or C to hit.
    [ hit]
    
    (MAX)(C)(SDM)
             s C/D 
    j A~D -> d C   -> QCF + D,D -> QCB, HCF + A/C -> fw + B
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C, 
    finally finish off with forward + B.
    Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent higher, 
           SDM is then done fast to get only 2 Hits to allow the forward + B to hit.
    [ hit]
    
    (MAX)(C)(SDM)
             s C/D                                                 RDP B
    j A~D -> d C   -> QCF + D,D -> QCB, HCF + A/C -> QCF + B, B -> DP C
                                                                   j d C
    jump in attack with A, B, C or D, standing/crouching heavy punch or standing heavy kick 
    combo-ed into qcf + D, pause D, then execute the SDM serpent wave fast, qcb, hcf + A or C, 
    juggled with qcf B, B, and finishing off with either reverse uppercut + B or uppercut + C or 
    a jumping attack with down + C.
    Note : timing for the qcf D, D must be slow, second D is done slower to hit opponent higher, 
           SDM is then done fast to get only 2 Hits to allow the combination to hit.
    [ hit]
    
    (DIZ)(EX)
                      d C
    fw, fw d C x 5 -> s C/D -> HCB + K 
    hop forward with down + C to attack x 5, then standing heavy punch/kick or crouching heavy
    punch combo-ed into hcb + B or D.
    Note : this can be an infinite combos as well if fw fw + dwn C ir repeated over and over,
           but if done as stated above, opponent would be dizzy. besides executing hcb + K, 
           other combinations can also be added. this combo can be done in corner or at
           anywhere in the screen.
    [ hit]
    
    (EX)
    AB -> A~D -> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that 
    are available for Kyo, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will 
                       have the same characteristics as a standing CD that his opponent in mid air.
                       if "COUNTER" appears, the dodge hit can also combo just like a CD attack.
                       (Refer to Goro for some useful combos of such nature)
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)(C)
    s CD -> s C or d C
    standing CD(body toss attack)("COUNTER"), then juggle with standing or crouching heavy punch.
    [ hit]
    
    (CNT)(C)
    s CD -> QCF + A/C
    standing CD(body toss attack)("COUNTER"), then combo-ed into qcf + A or C.
    [ hit]
    
    (CNT)
    s CD -> RDP + B/D
    standing CD(body toss attack)("COUNTER"), then combo-ed into reverse uppercut + B or D.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    s CD -> DP + P
    standing CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A or C.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)(C)         
    s CD -> QCF B, B -> DP + C
    standing CD(body toss attack)("COUNTER"), then combo-ed into qcf B, B, and finished with
    uppercut + C.
    [ hit]
    
    (CNT)
    s CD -> QCF + C
    standing CD(body toss attack)("COUNTER"), then combo-ed into qcf + C.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)(DM)(SDM)(C)(nC)
    s CD -> QCB, HCF + A/C
    standing CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + A or C.
    Note : can be SDM or DM, but if SDM, hold A or C momentarily.
    [ hit]
    
    (CNT)
    j CD -> j CD
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack
    with CD(body toss attack).
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
            d C   
    j CD -> j A~D
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack 
    with either down + C or any punch or kick.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    j CD -> s A~D
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into standing A, B, 
    C or D.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)(C)
    j CD -> fw + B
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into forward + B.
    [ hit]
    
    (CNT)(C)
    j CD --> dwnfw + B
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into downforward + B.
    [ hit]
    
    (CNT)
    j CD -> RDP + B
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into reverse uppercut + B.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    j CD -> HCB + B/D
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into hcb + B or D.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    j CD -> QCF + A/C
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + A or C.
    [ hit]
    
    (CNT)
    j CD -> DP + P
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A or C.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)(C)
    j CD -> RDP + B -> s C/D
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into reverse uppercut + B
    and juggle with standing heavy punch or kick.
    [ hit]
    
    (CNT)(C)
    j CD -> QCF B, B -> DP + C
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + B, B, then juggle 
    with uppercut + C.
    [ hit]
    
    (CNT)(DM)(SDM)
    j CD -> QCB, HCF + P
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + A or C.
    Note : can also be done in corner or near corner. if SDM, hold A or C mementarily.
    [ hit]
    
    j d C -> HCB + K
    jumping attack with down + C, then combo-ed into hcb + B or D.
    [ hit]
    
    (C)
                           j d C 
    j d C -> QCF + B, B -> RDP + B
                           DP + P
    jumping attack with down + C, then combo-ed into qcf + B, B, then finished with either jumping
    down + C or reverse uppercut + B or uppercut + A/C.
    [ hit]
    
    General Note : the combos that start from jumping down + C can also be started off from a 
                   crossup with down + C as well.
    
    (C)(MID)
                RDP + B
    QCF B, B -> QCF B, B -> etc.
                DP + P
                j d C
    qcf B, B, then into any one listed above or if after qcf + B, B, do any move that would still
    juggle opponent.
    Note : the first qcf + B should not hit, only if second kick hit then the other set of 
           qcf + B, B will hit.
    [ hit]
    
    (C)
    QCF + A -> j D
    while opponent in corner, and Kyo from other corner, after qcf + A, hyper jump-in D.
    [ hit]
    
    (C)
    QCF + A -> dash into etc.
    while opponent running towards other corner, dash after Kyo's fireball, and combo into
    any combinations that is preferred.
    Note : this is just classified as a miscellanous combo, combos that are not really applicable
           in versus play mode, just something to try in Practice Mode.
    [ hit]
    
    (OPD)
    s A
    d A/B -> s D -> etc.
    standing light punch or crouching light punch/kick chained into standing D, then combo-ed into
    any combination preferred.
    Note : the first light punch or kick is hit early, meaning the last frame of the punch or kick
           hits the opponent then it can be chained into a standing heavy kick. Also works when 
           opponent about to land from a vertical jump.
    
    (2Pc)(OPB)        
    s A -> fw + B -> QCF + D, D -> etc.
                     or etc.
    standing A into forward + B then into qcf + D, D and juggle with any similar combos as shown 
    above or simply do any special moves after the forward + B.
    Note : standing A int oforward B will not combo, no RUSH hits. this is just classified as a 
           miscellanous combo, combos that are not really applicable in versus play mode.
           just something to try in Practice Mode.
    [ hit]
    
    (OPB)(C)
    - againts Chang only
    
    s C -> fw + B -> QCF + D, D -> etc.
    standing heavy punch chained into forward + B, combo-ed into qcf + D, D then into any juggle
    that can be done from qcf D, D.
    Note : if hit from Chang's back, stand C, forward + B can combo-ed into QCF + D, D.
    [ hit]
    
    Character Notes (based on my opinion, any suggestions? e-mail me)
    ----------------
    *     - sucks, take eternal to recover or lotsa etc.
    **    - still ok but got long recovery time or etc.
    ***   - ok only but some etc.
    ****  - good, effective, and not much flaws at all
    ***** - very good, very effective but excessive usage is unadviced
    
    i)Normal attacks :
    - stand A (far/near)**
    far A hits with fist, near A hits with elbow
    not very good move. hits short, far A can be low priority anti-air. can be comboed into :
    a)uppercut + A/C
    b)dwnfw + D
    c)rdp + B
    
    - stand B(far)**
    hits with extended kick
    hits from quite a distance, can push grabbers who are trying to come near, away. But not as 
    fast as Ryo's or Terry's standing B. recovery also quite slow.
    
    - stand B(near)**
    near standing low kick
    hits low, must be blocked crouching. can be combo-ed into :
    a)uppercut + A/C
    b)dwnfw + D
    c)rdp + B
    
    - down B*1/2
    low kick
    hits low, can be starter for biggers combos. refer to chain combos for more
    
    - down A*
    still same as stand A. hits short, but can combo-ed into :
    a)uppercut + A/C
    b)dwnfw + D
    c)rdp + B
    
    - stand C(far/near)***
    both hits with fist
    can be cancelled far or near but only qcf + C or rdp + B can be combo-ed to register RUSH hits
    if far C. anti air if opponents jump in with 'non-pointing down' attacks like Iori's jump C or
    Chris's jump CD or D. stand C(near) can be combo-ed into all of Kyo's moves.
    
    - stand D(far)*
    mid-length jump kick animation
    sucks! not much use except when opponent with really short sweeps try to sweep Kyo. got range
    but looooonng recovery time. uncombo-able
    
    - stand D(near)**
    mid-length kick
    can be comboable but must be real near to do so and most of times instead of the stand D (near)
    animation, stand D(far) animation comes out. combo-ed into everyone of Kyo's moves.
    
    - down C****
    uppercut fist
    good, effective, most 'turtle' players just wait and do down C as anti-air. Wins alot of jump 
    in attacks with this. but too bad, not much horizontal range. comboable into everone of Kyo's
    moves.
    
    - down D***
    sweeping low kick
    ok, got some range, can be cancelled to fireballs or firefists. can sweep jump-in opponents.
    cancellable into everyone of Kyo's moves
    
    - stand CD*
    standing body-toss attack
    wow, this really sucks, slow to come out and got looonnng recovery time, only thing effective
    about this is to fake it or buffer into other Special moves like rdp + B or qcf + A
    
    - jump-in A**
    hits with elbow, points forward
    not advisable to do if trying to attack and jump in with this, although can win some other
    character's jump in attack as Kyo meets in air. it has a long 'hang-time' if pressed as you
    jump, because the animations lasts long.
    
    - jump-in B***
    hits with knee, points down
    ok, good, also got long 'hang-time', can overlap/crossup with this, win most air to air attacks
    but not always. can be pressed late or early while trying to jump-in attack
    
    - jump-in C****
    downward fist, points down
    this is far the best jump-in attack for Kyo, quite high priority if pressed early when jumping.
    but no long 'hang-time'. more effective if you jumpin with hyper jump and C. crossup/overlap is
    fairly easy with this.
    
    - jump-in D***
    extend kick, points forward
    second on the list as best jump-in  attack, same ranking as jump-in B. better in someways than
    jump-in B. effective as semi-antiair attack as you press D and jump, but average priority. can
    overlap/crossup on big opponents.
    
    - jump vertical D**
    extend kick points forward, further range
    good anti-air priority.
    
    - jump-CD*
    CD attack really sucks for Kyo either jump-in or standing, can uppercut easily by opponent. a
    small character can easily duck low and press down B into bigger combos as Kyo does jump-in CDs
    either late or early.
    
    - jump-in dwn + C***
    slamming 2-hand fist
    better than the '97 version, comes out faster. can be even combo-ed into infinite combo with 
    this in Extra mode(refer to infinite section). got priority if hyperjump-in. but not very good
    air-air attack if againts some character i.e Iori, Choi, Chris
    
    - fw + B**1/2
    this is only ok when Kyo does a crossup/overlap then combo into stand C, fw + B. 2nd hit is 
    overhead attack. altough can be used as anti-air but VERY low priority.
    combo-able if chained into :
    a) qcf + A
    b) qcf + C
    c) hcb + B/D
    d) rdp + B
    
    - dwnfw + D***
    low sweep
    used commonly as a chain combo finisher. got range, non combo-able, hits 2 times. fast recovery
    as well
    
    ii)Special attacks:
    - QCF + A/C***
    Kyo does a ground fire-projectile
    good and effective only when from a distance. but has slow recovery as opponents can easily
    jump-in and attack
    
    - DP or uppercut + A/C****
    Kyo does a fire uppercut
    no autoguard like Kyo'97. good and very effective as anti-air, but got slow recovery if
    blocked. has high priority for jump-in attacks from opponent. A version is knockdown if hit
    while opponent on land, but C version won't.
    
    - HCB + B/D**
    Kyo does a rush in attack
    effective only in combos. Kyo runs in and grab opponent, doesn't do much damage also
    
    - QCF + B/D x 2***
    Kyo does a double hop-kick
    ok, effective in combos, can juggle into Desperation moves after second qcf + D. 2nd B version
    can only be juggled into uppercut + C in corners. got slow recovery if blocked in mid-screen,
    but can trap some begineer players in corner with this.
    
    - RDP + B/D **
    Kyo does a hop kick of B version, triple hop kick for D version
    B version can be low-priority anti-air. D hits 3 times.
    
    iii)Desperation Moves:
    - QCB, HCF + A/C **(**** if MAXed)
    Kyo does a fire blast move, Kyo body burns up if MAXed
    very lousy if non-maxed, altough damaging. MAXed version is good, effective, can be used as
    high-priority anti-air and opponents cannot roll through the MAXed one unlike the unMAXed one.
    very damaging if MAXed.
    
    3.1.2
    -----------------
    Benimaru Nikaido
    -----------------
    Moveslist
    ---------
    Flying Drill                  : jump dwn + D (drilling air kick, 2-5 hits)
    Jack-knife Kick               : fw + B (invincible againts some sweeps, 1 hit)
    +-------------------------------------------------------------------------------------------+
    Quivering Lightning Fist      : QCF + A/C (C is diagonal upwards)
    Air Quivering Lightning Fist  : jump, QCF + A/C
    Vacuum One-Hand Top           : QCB + A/C 
    Super Lightning Flash Kick    : DP + B/D (anti-air)
    Sword-Drawing Kick            : QCF + B/D 
    Reactionary Three Step Kick   : HCB + B/D
    Benimaru Coleda               : HCB, fw + A/C (close)
    +-------------------------------------------------------------------------------------------+
    Lightning Gleam Fist          : QCF x 2 + A/C (MAXed anti-air)
    Elec-Trigger                  : HCB x 2 + A/C (close)
    
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d B, d B
    d B, d A
    d B, s B
    d B, s A
    s B, s B
    s B, s A
    s B, d A
    s B, d B
    d B, d B, s B
    d B, d B, s A
    d B, d B, d B
    d B, d A, d B
    d B, s A, d B
    s B, d A, d B
    s B, d B, d B
    d A, s D
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    ++ d B, d A, fw + B     (no RUSH hits)
    ++ d B, d B, fw + B     (no RUSH hits)
    ++ s B, s B, fw + B     (no RUSH hits)
    ++ s C, fw + B          (no RUSH hits) 
    ++ s D, fw + B          (no RUSH hits)
    ++ j B, dwn + D (MID)   (no RUSH hits)
    ++ d A, stand D, fw + B (no RUSH hits)
    
              _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
             / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
            / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
           /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
           (Basic combos, for begineers)
    
    s C/D
    d C   -> QCF + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A or C.
    [ hit]
    
    s C/D
    d C   -> QCF + B/D
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf + B or D.
    [ hit]
    
    s C/D
    d C   -> DP + B/D
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D.
    [ hit]
    
    s C/D
    d C   -> HCB + B/D
    standing heavy punch/kick or crouching heavy punch combo-ed into hcb + B or D.
    [ hit]
    
    s C/D
    d C   -> HCB + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into hcb + A or C.
    [ hit]
    
    s C/D
    d C   -> HCB, fw + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into hcb, fw + A or C.
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCF, QCF + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (DM)
    s C/D
    d C   -> HCB x 2 + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into hcb, hcb + A or C.
    [ hit]
    
    fw + B -> QCF + A/C
    forward + B combo-ed into qcf + A or C.
    [ hit]
    
    fw + B -> QCF + B/D
    forward + B combo-ed into qcf + B or D.
    [ hit]
    
    fw + B -> DP + B/D
    forward + B combo-ed into uppercut + B or D.
    [ hit]
    
    fw + B -> HCB + B/D
    forward + B combo-ed into hcb + B or D.
    [ hit]
    
    fw + B -> HCB + A/C
    forward + B combo-ed into hcb + A or C.
    [ hit]
    
    fw + B -> HCB, fw + A/C
    forward + B combo-ed into hcb, fw + A or C.
    [ hit]
    
    (DM)
    fw + B -> QCF, QCF + A/C
    forward + B combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (DM)
    fw + B -> HCB x 2 + A/C
    forward + B combo-ed into hcb, hcb + A or C.
    [ hit]
    
             s C/D
    j A~D -> d C   -> QCF + A/C
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed 
    into qcf + A or C.
    [ hit]
    
             s C/D
    j A~D -> d C   -> QCF + B/D
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed 
    into qcf + B or D.
    [ hit]
    
             s C/D
    j A~D -> d C   -> DP + B/D
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed 
    into uppercut + B or D.
    [ hit]
    
             s C/D
    j A~D -> d C   -> HCB + B/D
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed
    into hcb + B or D.
    [ hit]
    
             s C/D
    j A~D -> d C   -> HCB + A/C
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed
    into hcb + A or C.
    [ hit]
    
    (DM)
             s C/D
    j A~D -> d C   -> QCF, QCF + A/C
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed 
    into qcf, qcf + A or C.
    [ hit]
    
    (DM)
             s C/D
    j A~D -> d C   -> HCB x 2 + A/C
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed 
    into hcb, hcb + A or C.
    [ hit]
    
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    +
    1 HC
    2 HC -> QCF + B/D
    3 HC
    any 1, 2 or 3 hit light chain combo-ed into qcf + B or D.
    [ hit]
    
    +
    1 HC
    2 HC -> QCF + A/C
    3 HC
    any 1, 2 or 3 hit light chain combo-ed into qcf + A or C.
    [ hit]
    
    +
    1 HC
    2 HC -> DP + B/D
    3 HC
    any 1, 2 or 3 hit light chain combo-ed into uppercut + B or D.
    [ hit]
    
    +
    1 HC
    2 HC -> HCF, fw + A/C
    any 1 or 2 hit light chain combo-ed into hcb, fw + A or C .
    [ hit]
    
    +
             1 HC
    j A~D -> 2 HC -> QCF + B/D
    crossup with light kick or heavy kick, then any 2 hit light chain combo-ed into qcf + B or D.
    [ hit]
    
    +
             1 HC
    j A~D -> 2 HC -> QCF + A/C
    crossup with light kick or heavy kick, then any 2 hit light chain combo-ed into qcf + A or C.
    [ hit]
    
    +
             1 HC
    j A~D -> 2 HC -> DP + B/D
    crossup with light kick or heavy kick, then any 2 hit light chain combo-ed into 
    uppercut + B or D.
    [ hit]
    
    +(CSP)
              1 HC
    cx B/D -> 2 HC -> QCF + B/D
    crossup with light kick or heavy kick, then any 2 hit light chain combo-ed into qcf + B or D.
    [ hit]
    
    +(CSP)
              1 HC
    cx B/D -> 2 HC -> QCF + A/C
    crossup with light kick or heavy kick, then any 2 hit light chain combo-ed into qcf + A or C.
    [ hit]            
    
    +(CSP)
              1 HC
    cx B/D -> 2 HC -> DP + B/D
    crossup with light kick or heavy kick, then any 2 hit light chain combo-ed into 
    uppercut + B or D.
    [ hit]
    
    +(CSP)
              1 HC
    cx B/D -> 2 HC -> HCB, fw + A/C
    crossup with light kick or heavy kick, then any 2 hit light chain combo-ed into hcb, fw 
    + A or C.
    [ hit]
    
    +(CSP)(DM)
              1 HC
    cx B/D -> 2 HC -> HCB x 2 + A/C
    crossup with light kick or heavy kick, then any 2 hit light chain combo-ed into
    hcb, hcb + A or C.
    [ hit]
          
    +(CSP)
              4 HC 
    cx B/D -> 3 HC -> QCF + B/D
    crossup with light kick or heavy kick, then any 3 or 4 hit light chain combo-ed into
    qcf + B or D.
    [ hit]
    
    +(CSP)
              4 HC 
    cx B/D -> 3 HC -> QCF + C
    crossup with light kick or heavy kick, then any 3 or 4 hit light chain combo-ed into 
    qcf + C.
    [ hit]
    
    +(CSP)
              4 HC 
    cx B/D -> 3 HC -> DP + B/D
    crossup with light kick or heavy kick, then any 3 or 4 hit light chain combo-ed into
    uppercut + B or D.
    [ hit]
     
    (CSP)(DM)
              s C/D
    cx B/D -> d C   -> QCF, QCF + A/C
    crossup with light kick or heavy kick, standing heavy punch/kick or crouching heavy punch
    combo-ed into qcf, qcf + A or C.
    [ hit] 
    
    (CSP)(DM)
              s C/D
    cx B/D -> d C   -> HCB x 2 + A/C
    crossup with light kick or heavy kick, standing heavy punch/kick or crouching heavy punch
    combo-ed into hcb, hcb + A or C.
    [ hit]
    
    +(CSP)(SDM)(MAX)
    1 HC
    2 HC -> QCF, QCF + A/C
    3 HC
    any 1, 2 or 3 hit light chain combo-ed into qcf, qcf + A or C.
    Note : 3 light hits can be done on larger opponents like Chang or Daimon.
    [ hit]
    
    +(CSP)(SDM)(MAX)
              1 HC
    cx B/D -> 2 HC -> QCF, QCF + A/C
              3 HC
    crossup with light kick or heavy kick, then any 1, 2 or 3 hit light chain combo-ed into
    qcf, qcf + A or C.
    Note : 3 light hits can be done on larger opponents like Chang or Daimon.
    [ hit]
    
    (C)(MAX)(MID)
    
             QCF + A/C    j CD
    j d D -> QCF + B/D or j A~D
             DP + B/D     s A~D
    while opponent in mid air, in corner, execute jump down + D to hit opponent at low mid-air and
    then juggle opponent with any of the combinations listed above.
    
    (C)(MAX)(MID)(SDM)
    j d D -> QCF, QCF + A/C
    while opponent in mid air, in corner, execute jump down + D to hit opponent at low mid-air and
    then juggle opponent with qcf, qcf + A or C.
    [ hit]
    
    (EX)
    AB -> A~D -> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are
    available for Benimaru, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    +
    d A -> s D -> QCF + A/C
    crouch light punch, stand heavy kick, combo-ed into qcf + A or C.
    [ hit]
    
    +
    d A -> s D -> QCF + B/D
    crouch light punch, stand heavy kick, combo-ed into qcf + B or D.
    [ hit]
    
    +
    d A -> s D -> DP + B/D
    crouch light punch, stand heavy kick, combo-ed into uppercut + B or D.
    [ hit]
    
    +
    d A -> s D -> HCB + B/D
    crouch light punch, stand heavy kick, combo-ed into hcb + B or D.
    [ hit]
    
    +
    d A -> s D -> HCB + A/C
    crouch light punch, stand heavy kick, combo-ed into hcb + A or C.
    [ hit]
    
    +
    d A -> s D -> QCF, QCF + A/C
    crouch light punch, stand heavy kick, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +
    cx B/D -> d A -> s D -> QCF + A/C
    crossup with light kick or heavy kick, crouch light punch, stand heavy kick, combo-ed into
    qcf + A or C .
    [ hit]
    
    +
    cx B/D -> d A -> s D -> QCF + B/D
    crossup with light kick or heavy kick, crouch light punch, stand heavy kick, combo-ed into 
    qcf + B or D.
    [ hit]
    
    +
    cx B/D -> d A -> s D -> DP + B/D
    crossup with light kick or heavy kick, crouch light punch, stand heavy kick, combo-ed into 
    uppercut + B or D.
    [ hit]
    
    +
    cx B/D -> d A -> s D -> HCB + B/D
    crossup with light kick or heavy kick, crouch light punch, stand heavy kick, combo-ed into 
    hcb + B or D.
    [ hit]
    
    +
    cx B/D -> d A -> s D -> HCB + A/C
    crossup with light kick or heavy kick, crouch light punch, stand heavy kick, combo-ed into 
    hcb + A or C.
    [ hit]
    
    +(DM)
    cx B/D -> d A -> s D -> QCF, QCF + A/C
    crossup with light kick or heavy kick, crouch light punch, stand heavy kick, combo-ed into 
    qcf, qcf + A or C.
    [ hit]
    
    (CNT)(MID)(SDM)(C)(MAX)
    j CD -> j d D -> QCF, QCF + A/C
    while opponent in mid air, in corner, jump CD(body toss attack), then execute jump down + D to
    hit opponent at low mid-air and then juggle opponent with qcf, qcf + A or C.
    [ hit]
    
    (EX)(CNT)(MID)(SDM)(C)(MAX)
    j CD -> fw fw + d D -> QCF, QCF + A/C
    while opponent in mid air, in corner, jump CD(body toss attack), then hop forward down + D to
    hit opponent at low mid-air and then juggle opponent with qcf, qcf + A or C.
    [ hit]
    
    (CNT)(MID)(C)
                     QCF + A/C    j CD
    j CD -> j d D -> QCF + B/D or j A~D
                     DP + B/D     s A~D
    while opponent in mid air, in corner, jump CD(body toss attack), then execute jump down + D to
    hit opponent at low mid-air and then juggle opponent with any of the combinations listed above.
    [ hit]
    
    (EX)(CNT)(MID)(C)
                           QCF + A/C    j CD
    j CD -> fw fw + d D -> QCF + B/D or j A~D
                           DP + B/D     s A~D
    while opponent in mid air, in corner, jump CD(body toss attack), then hop forward down + D to
    hit opponent at low mid-air and then juggle opponent with any of the combinations listed above.
    [ hit]
      
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    (CNT)
    s CD -> QCF + B/D
    standing CD(body toss attack)("COUNTER"), then combo-ed into qcf + A or C.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    s CD -> QCF + A/C
    standing CD(body toss attack("COUNTER")), then combo-ed into qcf + A or C.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    s CD -> DP + B/D
    standing CD(body toss attack("COUNTER")), then combo-ed into uppercut + B/D.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    s CD -> QCF, QCF + A/C
    standing CD(body toss attack)("COUNTER"), then combo-ed into qcf, qcf + A/C.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    j CD -> j CD
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack
    with CD(body toss attack).
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
            d C   
    j CD -> j A~D
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack 
    with either down + C or any punch or kick.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)(MID)
    j CD -> QCF + A/C
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + A or C.
    Note : can also be done in corner or near corner. qcf + A/C is also done whilst in mid air.
    [ hit]
    
    (CNT)
    j CD -> s A~D
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into standing A, B, C or D.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)(C)
    j CD -> fw + B
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into forward + B.
    [ hit]
    
    (CNT)
    j CD -> QCF + A/C
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + A or C.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    j CD -> QCF, QCF + P
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf, qcf + A or C.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (OPD)
    s A
    d A/B -> s C/D -> etc.
    standing light punch or crouching light punch/kick chained into standing C or D, 
    then combo-ed into any combination preferred.
    Note : the first light punch or kick is hit early, meaning the last frame of the punch or kick
           hits the opponent then it can be chained into a standing heavy punch/kick. Also works 
           when opponent about to land from a vertical jump.
    [ hit]
    
    
    Character Notes (based on my opinion, any suggestions? e-mail me)
    ----------------
    *     - sucks, take eternal to recover or lotsa etc.
    **    - still ok but got long recovery time or etc.
    ***   - ok only but some etc.
    ****  - good, effective, and not much flaws at all
    ***** - very good, very effective but excessive usage is unadviced
    
    i)Normal attacks:
    - stand A(near)**
    hits with elbow.
    short range but can combo into most special attacks except hcb + A/C and hcb + B/D.
    fast recovery.
    
    - stand A(far)**
    hits with fist.
    short range and combo-able in everyway like near stand A. recovery quite fast
    
    - stand B(far)***
    diagonal extended kick.
    good range, something like Kyo's stand B, but slightly faster. un-comboable. can be used as
    a low priority anti-air.
    
    - stand B(near)***
    high kick
    no need to be so near to get its animation. can even do 2 near stand B and still be comboed
    into :
    a)qcf + B/D
    b)hcb, fw + A/C
    c)dp + B/D
    d)qcf + A/C
    d)hcb x 2 + A/C
    
    - down B **
    low kick
    Benimaru goes really low, altough short range, its fast and recover fast. can be setup to big
    combos when opponent hyperjump in to attack. combo-able into :
    a)qcf + B/D
    b)hcb, fw + A/C
    c)dp + B/D
    d)qcf + A/C
    d)hcb x 2 + A/C
    
    - stand C(near)**
    hits with lunging fist/elbow
    very short range and must go really near to get comboable animation. recovery slower then 
    stand D. combos into every move.
    
    - stand C(far)****
    hits with extended fist
    very fast. fast recovery but too bad its uncombo-able. good move, has range. 
    
    - down C**
    low uppercut fist
    low range but combo-able and recovers quite fast.
    
    - stand D(near)**1/2
    high knee kick
    slightly better than stand C(near) but must execute special attacks fast to combo from stand D
    recovers fast but must also go really near to be effective. combos into everthing
    
    - stand D(far)*
    extended straight kick
    lousy, got range but recovery is slow and uncombo-able.
    
    - down D**
    low sweep
    ok, long range, quite slow but cancellable into everything
    
    - jump-in A*
    hits with elbow.
    long 'hang-time' same as B, but lousy air to air combat and cannot crossup with this.
    
    - jump-in B****
    hits with knee
    long 'hang-time', can overlap/crossup, cancellable with dwn + D command attack while in mid-air
    when hits opponent and has good high priority air to air combat.
    
    - jump-in C***
    lunging fist, points down
    can overlap/crossup with this. high priority if done while hyperjump.
    
    - jump-in D****
    forward extended kick, points straight forward
    best to jump-in to overlap/crossup easily. has high priority in air to air combat is pressed
    early upon jumping.
    
    - jump-in CD***
    double kick, points down
    quite good, points downwards and has relatively high priority in air to air combat.
    
    - jump-in dwn + D**
    drilling kick, hits a few times in air or land, but low prority, cannot crossup/overlap.
    only effective way to use is to fake or stop in mid-air to prevent from getting uppercut
    
    - Air Slam***
    quite high priority againts some jumping in characters.
    
    ii)Special attacks:
    - QCF + B/D**1/2
    Benimaru does a 'slapping' kick
    fast if combo-ed but recovery quite slow if done from a far. if combos with this move is used 
    often, opponentmay dizzy faster. setback is that opponent isn't knockdown.
    
    - QCF + A/C**
    Benimaru executes a lightning fist
    A is horizontal, C is diagonal and anti-air. recovery is quite slow and is prone to rushing
    desperation moves from opponents if move is blocked. C version is combo-able from dwn B
    but A version is not.
    
    - jump, QCF + A/C**
    Benimaru does a aerial lightning fist
    one of the lousiests moves. recovery is looooonnng if blocked and also leaves Benimaru suspended
    in air for a few secs. Only way effective to use is to execute while jumpin in to opponents
    that uses normal attacks like dwn + C as anti-airs and knocks them them down.
    
    - HCB + B/D**
    Benimaru does a triple kick auto-combo ending with uppercut
    i don't see much use in this move except in combos only. only ting besides combo-ing that makes
    it useful is to fake an opponent that rolls frequently and hit the opponent while trying to roll
    or from recovery from roll. altough it knocks opponent down if hit, but leaves Beimaru as target
    practice if blocked.
    
    - HCB + A/C***
    Benimaru does a multi-hit spinning kick.
    in '98 its only combo-able after heavy hits like C or D. if hits opponent fliew away spinning 
    but if blocked or missed, Benimaru is left open for grabbers and combos. but its effective to 
    fake opponents into dashing towards Benimaru and 'eat' an Electro-trigger.
    
    - DP or uppercut + B/D***
    Benimaru does a lightning uppercut kick
    anti-air, high priority. B version won't knockdown a standing opponent but D does. but recovery
    is slow if missed or blocked.
    
    - HCB, fw + A/C(close)***
    Benimaru does a command throw
    got better range than in '97.
    
    iii)Desperation moves:
    - QCF x 2 + A/C **(*** MAXed)
    Benimaru does a HUGE lightning fist
    slow recovery, no more invincibility like in '97. when unMAXed can only be combo-ed after
    heavy hits C or D, but MAXed version can be combo-ed from dwn B, dwn B. damaging when MAXed
    
    - HCB x 2 + A/C(close)****
    Benimaru executes a special command throw, grabbing the opponent and electrocute.
    good range, more damaging. very effective especially after a blocked hcb + A/C
    
    
    3.1.3
    ------------
    Goro Daimon
    ------------
    Moveslist
    ---------
    Treasure Smash           : dnfw + C (anti-air)
    Overhead Sweep           : fw + A (overhead)
    +-------------------------------------------------------------------------------------------+
    Mine Quake               : DP + A/C (C is fake move)
    Super Great Outside Cut  : DP + B/D (close)
    Cloud Grabbing Throw     : HCF + A (anti-air)
    Sliced Stump Return      : HCF + C 
    Heaven and Hell Return   : HCB, fw + A/C (close)
    Reverse Throw            : HCB, fw + B/D
    Root Smash               : QCF + B/D (counter move)
    Super Tumble             : QCB + B/D (evade roll)
    +-------------------------------------------------------------------------------------------+
    Hell Paradise Drop       : HCB x 2 + A/C(close)
    Root Puller              : HCF x 2 + B/D(close)
    Continued Sliced         : HCF + B/D (after Root Puller)
    Stump Return
    Root Puller              : DP + B/D (after Continued Sliced Stump Return)        
    Reverse Throw
    
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    s A, d A
    s A, d B
    s A, s A
    d B, d A
    d B, s A
    ++ d A, fw + A
    ++ s B, fw + A
    ++ s A, dwn A, fw + A 
    ++ s A, fw + A
    ++ s C, fw + A
    ++ s D, fw + A
    d A, dnfw + C
    s A, dnfw + C
    s B, dnfw + C
    s A, d A, dwnfw + C
    s A, s A, dwnfw + C
    s A, dnfw + C
    s C, dnfw + C
    s D, dnfw + C
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> j D
    j B -> j D
    j C -> j D
    j D -> j D
    (MID)(nC)
    dwnfw + C[slow], dwnfw + C[fast]
    
    
              _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
             / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
            / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
           /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
           (Basic combos, for begineers)
    
    
    s C/D -> HCF + C
    standing heavy punch or kick combo-ed into hcf + C.
    [ hit]
    
    (t.C)
    s C/D -> HCF + A
    standing heavy punch or kick combo-ed into hcf + A.
    Note : againts tall characters
    [ hit]
    
    (t.C)
    1 HC -> HCF + A
    any single hit light punch/kick combo-ed into hcf + A.
    Note : againts tall characters
    [ hit]
    
    s C/D -> HCB, fw + A/C
    standing heavy punch or kick combo-ed into hcb, fw + A or C.
    [ hit]
    
    1 HC -> DP + B/D
    any single hit light punch/kick combo-ed into uppercut + B or D.
    [ hit]
    
    1 HC -> HCB, fw + A/C
    any single hit light punch/kick combo-ed into hcb, fw + A or C.
    [ hit]
    
    (DM)
    1 HC -> HCB x 2 + A/C
    any single hit light punch/kick combo-ed into hcb, hcb + A or C.
    [ hit]
    
    (DM)
    s C/D -> HCB x 2 + A/C
    standing heavy punch or kick combo-ed into hcb, hcb + A or C.
    [ hit]
    
    j A~D -> s C/D -> HCF + C
    jumping with A/B/C/D, standing heavy punch or kick combo-ed into hcf + C.
    [ hit]
    
    (t.C)
    j A~D -> s C/D -> HCF + A
    jumping with A/B/C/D, standing heavy punch or kick combo-ed into hcf + A.
    Note : againts tall characters.
    [ hit]
    
    (t.C)
    j A~D -> 1 HC -> HCF + A
    jumping with A/B/C/D, any single hit light punch/kick combo-ed into hcf + A.
    Note : againts tall characters.
    [ hit]
    
    j A~D -> 1 HC -> HCB, fw + A/C
    jumping with A/B/C/D, any single hit light punch/kick combo-ed into hcb, fw + A or C.
    [ hit]
    
    j A~D -> s C/D -> HCF + C
    jumping with A/B/C/D, standing heavy punch or kick combo-ed into hcf + C.
    [ hit]
    
    j A~D -> s C/D -> HCB, fw + C
    jumping with A/B/C/D, standing heavy punch or kick combo-ed into hcf + C.
    [ hit]
    
    (DM)
    j A~D -> 1 HC -> HCB x 2 + A or C
    jumping with A/B/C/D, any single hit light punch/kick combo-ed into hcb, hcb + A or C.
    [ hit]
    
    (DM)
    j A~D -> s C/D -> HCB x 2 + A or C
    jumping with A/B/C/D, standing heavy punch or kick combo-ed into hcb, hcb + A or C.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    +
    2 HC -> HCB, fw + A/C
    any single hit light punch/kick combo-ed into hcb, fw + A or C.
    [ hit]
    
    dwnfw + C -> HCF + C
    downforward + C combo-ed into hcf + C.
    [ hit]
    
    (t.C)
    dwnfw + C -> HCF + A
    downforward + C combo-ed into hcf + A.
    [ hit]
    
    dwnfw + C -> HCB, fw + A/C
    downforward + C combo-ed into hcb, fw + A or C.
    [ hit]
    
    dwnfw + C -> HCB x 2 + A/C
    downforward + C combo-ed into hcb, hcb + A or C.
    [ hit]
    
    +(DM)
    2 HC -> HCB x 2 + A/C
    any near 2 hit light chain, combo-ed into hcb, hcb + A or C.
    [ hit]
    
    +
    s C/D -> dwnfw + C -> HCF + C
    standing heavy punch or kick, then downforward + C combo-ed into hcf + C.
    [ hit]
    
    +
    s C/D -> dwnfw + C -> HCB, fw + A/C
    standing heavy punch or kick, then downforward + C combo-ed into hcb, fw + A or C.
    [ hit]
    
    +
    1 HC -> dwnfw + C -> HCF + C
    any 1 hit light chain, followed by downforward + C, combo-ed into hcf + C.
    
    +
    1 HC -> dwnfw + C -> HCB, fw + A/C
    any 1 hit light chain, followed by downforward + C, combo-ed into hcb, fw + A or C.
    
    +(CSP)
    j A~D
    cx B/C -> s C/D -> dwnfw + C -> HCF + C
    jumping attack with A/B/C/D, standing heavy punch or kick, then downforward + C combo-ed 
    into hcf + C.
    [ hit]
    
    +(CSP)
    j A~D
    cx B/C -> s C/D -> dwnfw + C -> HCB, fw + A/C
    jumping attack with A/B/C/D or crossup attack with B or C, then standing heavy punch or 
    kick, then downforward + C combo-ed into hcb, fw + A or C.
    [ hit]
    
    +(CSP)
    j A~D
    cx B/C -> 1 HC -> dwnfw + C -> HCF + C
    jumping attack with A/B/C/D or crossup attack with B or C, then any 1 hit light chain, 
    followed by downforward + C, combo-ed into hcf + C.
    [ hit]
    
    +(CSP)
    j A~D
    cx B/C -> 1 HC -> dwnfw + C -> HCB, fw + A/C
    jumping attack with A/B/C/D or crossup attack with B or C, then any 1 hit light chain, 
    followed by downforward + C, combo-ed into hcb, fw + A or C.
    [ hit]
    
    +(CSP)(DM)
    cx B/C -> 2 HC -> HCB x 2 + A/C
    crossup attack with B or C, then any near 2 hit light chain, combo-ed into hcb, hcb + A or C.
    [ hit]
    
    s CD
    j CD -> pause HCF + C
    standing/jumping CD(body toss attack) then pause for a split second, then execute hcf + C to
    grab opponent from the ground.
    [ hit]
    
    d D -> pause HCF + C
    down heavy kick, then pause for a split second, then execute hcf + C to
    grab opponent from the ground.
    [ hit]
    
    fw + A -> pause HCF + C
    forward + A, then pause for a split second, then execute hcf + C to
    grab opponent from the ground.
    [ hit]
    
    (DM)
    1 HC -> HCF x 2 + K -> HCF + K -> pause HCF + C
    any 1 hit light chain, into hcf, hcf + B or D, then another hcf + B or D, pause for a split
    second, then execute hcf + C.
    [ hit]
    
    (BUG) 
    d D
    s CD -> any special move -> DP + A -> pause HCF + C
    down heavy kick or standing CD(body toss attack), cancelled into any special moves(won't
    combo), then execute uppercut + A(rush counter will increase), pause for split second,
    finally grab opponent with hcf + C.
    Note: This is a bug combo..works on all characters, VERY damaging. If there are any questions,
          e-mail me.
    [ hit]
    
    (BUG)(MID)
    dwnfw + C -> any special move -> DP + A -> pause HCF + C
    while opponent in mid air, hit with downforward + C, cancelled into any special moves
    (won't combo), then execute uppercut + A (rush counter will increase), pause for split second,
    finally grab opponent with hcf + C. 
    Note: This is a bug combo..works on all characters, VERY damaging. If there are any questions,
          e-mail me.
    [ hit]
    
    (BUG) 
    j A~D -> d D -> any special move -> DP + A -> pause HCF + C
    jumping attack with A/B/C/D, down heavy kick cancelled into any special moves(won't
    combo), then execute uppercut + A(rush counter will increase), pause for split second,
    finally grab opponent with hcf + C.
    Note: This is a bug combo..works on all characters, VERY damaging. If there are any questions,
          e-mail me.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are
    available for Goro, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    
    s A~D -> dwnfw + C -> HCB x 2 + A/C
    standing hit with A/B/C/D, downforward + C combo-ed into hcb, hcb + A or C.
    Note : to do with ease, do it this way, standing attack first, A/B/C/D then do dwnfw + C,
           qcb + P, hcb + P.
    [ hit]
    
    j A~D
    cx B/D -> s A~D -> dwnfw + C -> HCB x 2 + A/C
    jumping attack with A/B/C/D or crossup attack with B or C, standing hit with A/B/C/D, 
    downforward + C combo-ed into hcb, hcb + A or C.
    [ hit]
    
    (nC)(C)(BUG)(MID)
    dwnfw + C(low) -> dwnfw + C(fast) -> any special move -> DP + A -> pause HCF + C
    hit opponent in corner or near corner as low as possible with downforward + C, then jugg;e
    with another downforward + C fast, cancelled into any special moves(won't combo), then execute 
    uppercut + A(rush counter will increase), pause for split second, finally grab opponent 
    with hcf + C.
    Note: Apsrt from waiting for the first downforward + C to recover before executing the second 
          downfoward + C, cancelling the first downforward + C into any special move would also
          help to get the timing right. If there are any questions, email me.
    [ hit]
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    (OPD)
    s A
    d A/B -> s C/D -> etc.
    standing light punch or crouching light punch/kick chained into standing C or D, 
    then combo-ed into any combination preferred.
    Note : the first light punch or kick is hit early, meaning the last frame of the punch or kick
           hits the opponent then it can be chained into a standing heavy punch/kick. Also works 
           when opponent about to land from a vertical jump.
    [ hit]
    
    (OPD)
    s C/D -> s A/B etc.
    standing C or D chained into stand A or B.
    Note : the heavy punch or kick is hit early, meaning the last frame of the punch or kick
           hits the opponent then it can be chained into a light punch/kick. 
    [ hit]
    
    (CNT)
    s CD -> HCF + A
    standing CD(body toss attack)("COUNTER"), combo-ed into hcf + A.
    [ hit]
    
    (EX)(MID)(CNT)
    AB --> A~D -->  any special move -> DP + A -> pause HCF + C
    AB to dodge, then press A/B/C or D to hit opponent ("COUNTER") while in mid-air, then cancelled
    into any special moves(won't combo), then execute uppercut + A (rush counter will increase),
    pause for split second, finally grab opponent withhcf + C. 
    
    Note: This is a bug combo..works on all characters, VERY damaging. If there are any questions,
          e-mail me.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for , that may start from standing C/D.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have
                       the same characteristics as a standing CD that his opponent in mid air. if
                       "COUNTER" appears, the dodge hit can also combo just like a CD attack.
    
    (BUG)(CNT)(C)
    s CD -> dwnfw + C -> any special move -> DP + A -> pause HCF + C
    standing CD(body toss attack)("COUNTER"), then execute downforward + C as soon as possible, 
    then cancelled into any special moves(won't combo), then execute uppercut + A (rush counter 
    will increase), pause for split second, finally grab opponent with hcf + C. 
    
    Note: This is a bug combo..works on all characters, VERY damaging. If there are any questions,
          e-mail me.
    [ hit]
    
    (BUG)(CNT)(MID)
    s C/D -> dwnfw + C -> any special move -> DP + A -> pause HCF + C
    standing C or D ("COUNTER") chained into downforward + C, then cancelled into any special 
    moves(won't combo), then execute uppercut + A(rush counter will increase), pause for split 
    second, finally grab opponent with hcf + C.
    
    Note: Apsrt from waiting for the first downforward + C to recover before executing the second 
          downfoward + C, cancelling the first downforward + C into any special move would also
          help to get the timing right. If there are any questions, email me.
    [ hit]
     
    
    (BUG)(CNT)(C)
    s CD -> dwnfw + C(low) -> dwnfw + C(fast) -> any special move -> DP + A -> pause HCF + C
    standing CD(body toss attack)("COUNTER"), then execute downforward + C as soon as possible,
    then jugg;e with another downforward + C fast, cancelled into any special moves(won't combo),
    then execute uppercut + A(rush counter will increase), pause for split second, finally grab
    opponent with hcf + C.
    
    Note: Apsrt from waiting for the first downforward + C to recover before executing the second 
          downfoward + C, cancelling the first downforward + C into any special move would also
          help to get the timing right. If there are any questions, email me.
    [ hit]
    
    (CNT)(BUG)(MID)
    dwnfw + C -> any special move -> dwnfw + C -> any special move -> DP + A -> HCF + C
    execute anti-air command move dnfw + C("COUNTER"), cancelled into any special move(qcb + B
    preferred), then execute anti-air command move dnfw + C, cancelled into any special move
    (qcb + B preferred) then immediately execute uppercut + A, then grab opponent from the ground
    with hcf + C.
    
    Note: The BUG actually occurs after dnfw + C into any special move, where opponent cannot 
          block the uppercut + A even if they do a recovery roll. It hits opponent even in roll 
          animation. This combo works anywhere in the screen.
    [ hit]
    
    (C)(MID)(BUG)(CNT)
    dwnfw + C -> any special move -> dwnfw + C(low) -> dwnfw + C(fast) -> any special move 
    -> DP + A -> pause HCF + C
    execute anti-air command move dnfw + C("COUNTER"), cancelled into any special move(qcb + B
    preferred), then hit opponent in corner or near corner as low as possible with 2nd downforward
    + C, jugg;e with another downforward + C fast, cancelled into any special moves(won't combo),
    then execute  uppercut + A(rush counter will increase), pause for split second, finally grab
    opponent with hcf + C.
    
    Note: Apsrt from waiting for the first downforward + C to recover before executing the second 
          downfoward + C, cancelling the first downforward + C into any special move would also
          help to get the timing right. If there are any questions, email me.
          The BUG actually occurs after dnfw + C into any special move, where opponent cannot 
          block the uppercut + A even if they do a recovery roll. It hits opponent even in roll 
          animation. 
    [ hit]
    
    Character Notes (based on my opinion, any suggestions? e-mail me)
    ----------------
    *     - sucks, take eternal to recover or lotsa etc.
    **    - still ok but got long recovery time or etc.
    ***   - ok only but some etc.
    ****  - good, effective, and not much flaws at all
    ***** - very good, very effective but excessive usage is unadviced
    
    i)Normal attacks:
    - stand A(near)**
    hits with fist at mid-length, combo-able into most moves, short range, fast recovery.
    
    - stand A(far)**1/2
    hits with palm. combo-able just like near stand A in every way. altough further range.
    low priority anti-air
    
    - down A**
    hits with palm. same in everyway as stand A(near)
    
    - stand B(near)**
    looks rather weak, but combo-able in everyway same as stand A(near). fast recovery, can fake
    into command throws.
    
    - stand B(far)****
    high low-kick
    believe it or not, this is an overhead. must be blocked crouching. got range, recovers fast and
    very irritating from a distance.
    
    - down B*
    low kick
    sucks, cannot combo, altough quite fast.
    
    - stand C(near)***
    mid-length fist
    its ok, fast recovery, can combo into everything.
    
    - stand C(far)**1/2
    extended two-hand palm attack
    not very good, altough got long range, its also comboable for some moves.
    
    - down C**
    headbutt
    comes out fast, but not as effective as it was in '96. can be used as low priority anti-air
    
    - stand D(near)***
    extended high-kick
    also quite ok, comes out fast, combo-able into everything.
    
    - stand D(far)****
    diagonal extended kick
    this move is good and effective but seems cheap if abused. fast, damaging, high priority 
    anti-air but its uncombo-able. its a high heavy kick.
    
    - down D**
    low sweep
    low range, but comes out quite fast altough recovery is slow.
    
    - stand CD*1/2
    open palm attack
    this is really lousy, slow, loooong recovery but cancel-able
    
    - fw + A1/2
    overhead fist
    slow, un-comboable, recovery is also slow. no much use even if used as a fake move.
    
    - dwnfw + C*****
    diagonal punch
    the only move for Goro that is 5 stars. the best, comes out fast, combo-able. recovery fast
    can be starter for really big damaging combos. VERY high priority anti-air move, what more can
    you ask for?
    
    - jump-in A**
    short fist
    average 'hang-time', but cannot overlap/crossup. low priority in air to air
    
    - jump-in B***1/2
    knee kick
    ok, long 'hang-time' . can overlap/crossup with this when facing big opponents. air to air
    combat priority is quite good.
    
    - jump-in C**1/2
    body-attack
    can overlap/crossup, good air to air combat priority if pressed early upon jumping.
    
    - jump-in D***1/2
    downward kick
    2nd best to jump in, can overlap/crossup and also if a short jump back D is done to a crouch 
    blocking opponent, it will hit like an overhead attack
    
    - jump-in CD**
    open palm attack
    hits with open palm. not too good, altough average 'hang-time', but open for ground sweeps if
    CD is presses to early.
    
    ii)Special attacks:
    - DP or uppercut + A/C**
    Goro stomps the ground HARD
    A version is good from a distance and knocksdown opponent that are trying to execute projectile
    but recovery is looong.damaging if used as part of the 'bug' combo. C version is fake move, 
    recovers quite fast and allows Goro to grab approaching opponent.
    
    - DP or uppercut + B/D(close)****
    Goro does a judo-style tripping slam
    this move is good, its like Clark's uppercut + B/D, can grab opponent out of some DM animation.
    good damage but must be near. recovery is fast. high priority when on ground.
    
    - HCF + A***
    Goro grabs opponent from air.
    this move is as good as dwnfw + C but not as effective altough it has VERY high anti-air 
    priority and does considerable damage. bad point is that there is a range of high at which
    this move is effective. i.e 000 degrees to 045 degrees
    
    - HCF + C***
    Goro grabs from the feet and throws to other side
    if misses, recovery is loooong. quite damaging.
    
    - HCB, fw + A/C(close)***1/2
    Goro grabs opponent and throws in the air
    the range on this one is good and far, quite damaging and can be combo-ed from most normal 
    attacks, but when missed, recover is loong
    
    - HCB, fw + B/D*
    Goro runs, turns around behind opponent and grabs and do a suplex
    this move actually has no use at all, its slow and recovers slow if missed. opponents can 
    easily see it coming. altough it has some invicibility for some normal attacks. i.e 
    Ralf's stand C, or Ryo's stand B, and also Iori's stand C...etc.
    
    - QCF + B/D**
    Goro counters normal attacks above the waist with a grab-slam
    altough bad, it has fast recovery and most experienced Goro users know when to use this move.
    
    - QCB + B/D***
    Goro tumbles and roll evading most attacks
    fast, good at times, but does no damage. good as faking move only. can also avoind command 
    throws
    
    ii)Desperation moves:
    - HCB x 2 + A/C(close)***
    Goro grabs and trips opponent a few times and throw in the air
    has same range as '97 and does more damage. if missed, recovery is as long as hcb, fw + A/C
    
    - HCF x 2 + B/D(close), HCF + B/D, DP + B/D***1/2
    Goro does a multi-throw move
    has autoguard, good and effective if done at the correct timings. can be used as anti-air in
    some ways. does more damage if done all the way. also used as fake move.
    
    ==============================================================================================
    3.2 F A T A L   F U R Y   T E A M 
    ==============================================================================================
    
    3.2.1a
    -----------------
    Terry Bogard '97
    -----------------
    Moveslist
    ---------
    Back Knuckle       : fw + A (2 hits)
    Rising Upper       : dnfw + C (anti-air, 1 hit)
    +-------------------------------------------------------------------------------------------+
    Power Wave         : QCF + A/C(ground projectile)
    Burn Knuckle       : QCB + A/C
    Crack Shoot        : QCB + B/D 
    Rising Tackle      : DP + A/C (anti-air)
    Power Dunk         : DP + B/D (anti-air)
    Power Charge       : HCF + B/D (launcher)
    +-------------------------------------------------------------------------------------------+
    Power Geyser       : QCB, dwnbk, fw + A/C (anti-air)
    High Angle Geyser  : QCF x 2 + B/D
    
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d A, d B
    d B, d A
    d B, d B
    d A, s A
    d A, s B
    d B, s A
    d B, s B
    s A, d A
    s A, d B
    s B, d A
    s B, d B
    s A, s A
    s A, s B
    s B, s A
    s B, s B
    d A, d A, d A
    d A, d B, d A
    d B, d A, d A
    d B, d B, d A
    d A, s A, d A
    d A, s B, d A
    d B, s A, d A
    d B, s B, d A
    s A, d A, d A
    s A, d B, d A
    s B, d A, d A
    s B, d B, d A
    s A, s A, d A
    s A, s B, d A
    s B, s A, d A
    s B, s B, d A
    d A, d A, d B
    d A, d B, d B
    d B, d A, d B
    d B, d B, d B
    d A, s A, d B
    d A, s B, d B
    d B, s A, d B
    d B, s B, d B
    s A, d A, d B
    s A, d B, d B
    s B, d A, d B
    s B, d B, d B
    s A, s A, d B
    s A, s B, d B
    s B, s A, d B
    s B, s B, d B
    d A, d A, s A
    d A, d B, s A
    d B, d A, s A
    d B, d B, s A
    d A, s A, s A
    d A, s B, s A
    d B, s A, s A
    d B, s B, s A
    s A, d A, s A
    s A, d B, s A
    s B, d A, s A
    s B, d B, s A
    s A, s A, s A
    s A, s B, s A
    s B, s A, s A
    s B, s B, s A
    d A, d A, s B
    d A, d B, s B
    d B, d A, s B
    d B, d B, s B
    d A, s A, s B
    d A, s B, s B
    d B, s A, s B
    d B, s B, s B
    s A, d A, s B
    s A, d B, s B
    s B, d A, s B
    s B, d B, s B
    s A, s A, s B
    s A, s B, s B
    s B, s A, s B
    s B, s B, s B
    d A, d A, dwnfw + C
    d B, d A, dwnfw + C
    d A, s A, dwnfw + C
    d A, s B, dwnfw + C
    d B, s A, dwnfw + C
    d B, s B, dwnfw + C
    s A, d A, dwnfw + C
    s B, d A, dwnfw + C
    s A, s A, dwnfw + C
    s A, s B, dwnfw + C
    s B, s A, dwnfw + C
    s B, s B, dwnfw + C
    d A, d A, d A, dwnfw + C
    d A, d B, d A, dwnfw + C
    d B, d A, d A, dwnfw + C
    d B, d B, d A, dwnfw + C
    d A, s A, d A, dwnfw + C
    d A, s B, d A, dwnfw + C
    d B, s A, d A, dwnfw + C
    d B, s B, d A, dwnfw + C
    s A, d A, d A, dwnfw + C
    s A, d B, d A, dwnfw + C
    s B, d A, d A, dwnfw + C
    s B, d B, d A, dwnfw + C
    s A, s A, d A, dwnfw + C
    s A, s B, d A, dwnfw + C
    s B, s A, d A, dwnfw + C
    s B, s B, d A, dwnfw + C
    d A, d A, s A, dwnfw + C
    d A, d B, s A, dwnfw + C
    d B, d A, s A, dwnfw + C
    d B, d B, s A, dwnfw + C
    d A, s A, s A, dwnfw + C
    d A, s B, s A, dwnfw + C
    d B, s A, s A, dwnfw + C
    d B, s B, s A, dwnfw + C
    s A, d A, s A, dwnfw + C
    s A, d B, s A, dwnfw + C
    s B, d A, s A, dwnfw + C
    s B, d B, s A, dwnfw + C
    s A, s A, s A, dwnfw + C
    s A, s B, s A, dwnfw + C
    s B, s A, s A, dwnfw + C
    s B, s B, s A, dwnfw + C
    ++ d A, d A, fw + A
    ++ d B, d A, fw + A
    ++ d A, s A, fw + A
    ++ d A, s B, fw + A
    ++ d B, s A, fw + A
    ++ d B, s B, fw + A
    ++ s A, d A, fw + A
    ++ s B, d A, fw + A
    ++ s A, s A, fw + A
    ++ s A, s B, fw + A
    ++ s B, s A, fw + A
    ++ s B, s B, fw + A
    ++ d A, d A, d A, fw + A
    ++ d A, d B, d A, fw + A
    ++ d B, d A, d A, fw + A
    ++ d B, d B, d A, fw + A
    ++ d A, s A, d A, fw + A
    ++ d A, s B, d A, fw + A
    ++ d B, s A, d A, fw + A
    ++ d B, s B, d A, fw + A
    ++ s A, d A, d A, fw + A
    ++ s A, d B, d A, fw + A
    ++ s B, d A, d A, fw + A
    ++ s B, d B, d A, fw + A
    ++ s A, s A, d A, fw + A
    ++ s A, s B, d A, fw + A
    ++ s B, s A, d A, fw + A
    ++ s B, s B, d A, fw + A
    ++ d A, d A, s A, fw + A
    ++ d A, d B, s A, fw + A
    ++ d B, d A, s A, fw + A
    ++ d B, d B, s A, fw + A
    ++ d A, s A, s A, fw + A
    ++ d A, s B, s A, fw + A
    ++ d B, s A, s A, fw + A
    ++ d B, s B, s A, fw + A
    ++ s A, d A, s A, fw + A
    ++ s A, d B, s A, fw + A
    ++ s B, d A, s A, fw + A
    ++ s B, d B, s A, fw + A
    ++ s A, s A, s A, fw + A
    ++ s A, s B, s A, fw + A
    ++ s B, s A, s A, fw + A
    ++ s B, s B, s A, fw + A
    s C(2 hits), dwnfw + C
    s C(2 hits), fw + A
    d C, fw + A
    s D, fw + A
    s D, dWnfw + C
    d C, dWnfw + C
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> j D
    j B -> j D
    j C -> j D
    j D -> j D
    ++ d D, dwnfw + C
    ++ d D, fw + A
    
              _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
             / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
            / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
           /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
           (Basic combos, for begineers)
    
    s C   
    fw + A  -> QCF + A
    standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into qcf + A.
    [ hit]
    
    s C   
    fw + A  -> QCB + A
    standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into qcb + A.
    [ hit]
    
    s C   
    fw + A  -> DP + B/D
    standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into uppercut + B or D.
    [ hit]
    
    s C   
    fw + A  -> DP + A/C
    standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into uppercut + A or C.
    [ hit]
    
    s C   
    fw + A  -> HCF + B/D
    standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into hcf + B or D.
    [ hit]
    
    s C   
    fw + A  -> QCB + B
    standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into qcb + B.
    [ hit]
    
    (DM)
    s C   
    fw + A  -> QCB, HCF + A/C
    standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into qcb, hcf + A or C.
    [ hit]
    
    (DM)
    s C   
    fw + A  -> QCF, QCF + B/D
    standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into qcf, qcf + B or D.
    [ hit]
    
    d C
    s C/D
    dwnfw + C -> QCF + A
    standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into qcf + A.
    [ hit]
    
    d C
    s C/D
    dwnfw + C -> QCB + A
    standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into qcb + A.
    [ hit]
    
    d C
    s C/D
    dwnfw + C -> DP + B/D
    standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into 
    uppercut + B or D. 
    [ hit]
    
    d C
    s C/D
    dwnfw + C -> DP + A/C
    standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into 
    uppercut + A or C.
    [ hit]
    
    d C
    s C/D
    dwnfw + C -> HCF + B/D
    standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into
    hcf + B or D.
    [ hit]
    
    d C
    s C/D
    dwnfw + C -> QCB + B
    standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into qcb + B.
    [ hit]
    
    (DM)
    d C
    s C/D
    dwnfw + C -> QCB, HCF + A/C
    standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into qcb, hcf 
    + A or C.
    [ hit]
    
    (DM)
    d C
    s C/D
    dwnfw + C -> QCF, QCF + B/D
    standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into qcf, qcf
    + B or D.
    [ hit]
    
             d C
    j A~D -> s C/D -> QCF + A
             df + C
    jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch 
    or downforward + C combo-ed into qcf + A.
    [ hit]
    
             d C
    j A~D -> s C/D -> QCB + A
             df + C
    jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch 
    or downforward + C combo-ed intoqcb + A.
    [ hit]
    
    (C)(nC)
             d C
    j A~D -> s C/D -> DP + B/D
             df + C
    jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch 
    or downforward + C combo-ed into uppercut + B or D. 
    [ hit]
    
             d C
    j A~D -> s C/D -> DP + A/C
             df + C
    jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch 
    or downforward + C combo-ed into uppercut + A or C.
    [ hit]
    
             d C
    j A~D -> s C/D -> HCF + B/D
             df + C
    jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch 
    or downforward + C combo-ed into hcf + B or D.
    [ hit]
    
             d C
    j A~D -> s C/D -> QCB + B
             df + C
    jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch 
    or downforward + C combo-ed into qcb + B.
    [ hit]
    
    (DM)
             d C
    j A~D -> s C/D -> QCB, HCF + A/C
             df + C
    jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch 
    or downforward + C combo-ed into qcb, hcf + A or C.
    [ hit]
    
    (DM)
             d C
    j A~D -> s C/D  -> QCF, QCF + B/D
             df + C
    jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch 
    or downforward + C combo-ed into qcf, qcf + B or D.
    [ hit]
    
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +(DM)
    1 HC
    2 HC
    3 HC -> QCF, QCF + B/D
    4 HC
    any 1, 2, 3 or 4 hit light chain combo-ed into qcf, qcf + B or D.
    [ hit]
    
    +(C)
    s C/D
    d C   -> dwnfw + C -> QCF + A
    standing heavy punch/kick or crouching heavy punch chained into downforward + C, combo-ed into
    qcf + A.
    [ hit]
    
    +(C)
    s C/D
    d C   -> dwnfw + C -> DP + C
    standing heavy punch/kick or crouching heavy punch chained into downforward + C, combo-ed into
    uppercut + C.
    [ hit]
    
    +(C)
    s C/D
    d C   -> dwnfw + C -> DP + B/D
    standing heavy punch/kick or crouching heavy punch chained into downforward + C, combo-ed into
    uppercut + B or D.
    [ hit]
    
    +
    d C      fw + A
    s C/D -> dwnfw + C -> QCB + A
    standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch, into either forward + A 
    or downforward + C, combo-ed into qcb + A.
    [ hit]
    
    +
    d C      fw + A
    s C/D -> dwnfw + C -> HCF + B/D
    standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch, into either forward + A 
    or downforward + C, combo-ed into hcf + B or D.
    [ hit]
    
    +
    d C      fw + A
    s C/D -> dwnfw + C -> DP + A
    standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch, into either forward + A 
    or downforward + C, combo-ed into uppercut + A.
    [ hit]
    
    +
    d C      fw + A
    s C/D -> dwnfw + C -> QCB + B
    standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch, into either forward + A 
    or downforward + C, combo-ed into qcb + B.
    [ hit]
    
    +
    d C      fw + A                     j A~D
    s C/D -> dwnfw + C -> HCF + B/D --> DP + A/C
    standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch, into either forward + A 
    or downforward + C, combo-ed into hcf + B or D then juggled with jumping A/B/C/D or
    finished with uppercut + A or C.
    [ hit]
    
    +
    1 HC
    2 HC -> dwnfw + C -> QCB + A
    3 HC
    any 1, 2 or 3 hit light chain into downforward + C, combo-ed into qcb + A.
    [ hit]
    
    +
    1 HC
    2 HC -> dwnfw + C -> HCF + B/D
    3 HC
    any 1, 2 or 3 hit light chain into downforward + C, combo-ed into hcf + B or D.
    [ hit]
    
    +
    1 HC
    2 HC -> dwnfw + C -> DP + A
    3 HC
    any 1, 2 or 3 hit light chain into downforward + C, combo-ed into uppercut + A.
    [ hit]
    
    +
    1 HC
    2 HC -> dwnfw + C -> QCB + B
    3 HC
    any 1, 2 or 3 hit light chain into downforward + C, combo-ed into qcb + B.
    [ hit]
    
    +
    1 HC                               j A~D
    2 HC - > dwnfw + C -> HCF + B/D --> DP + A/C
    3 HC
    any 1, 2 or 3 hit light chain into downforward + C, combo-ed into hcf + B or D then juggled 
    with jumping A/B/C/D or finished with uppercut + A or C.
    [ hit]
    
    +(CSP)
    cx C/D    d C      fw + A
    j A~D  -> s C/D -> dwnfw + C -> QCB + A
    jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/
    kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into
    qcb + A.
    [ hit]
    
    +(CSP)
    cx C/D    d C      fw + A
    j A~D  -> s C/D -> dwnfw + C -> HCF + B/D
    jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/
    kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into
    hcf + B or D.
    [ hit]
    
    +(CSP)
    cx C/D    d C      fw + A
    j A~D  -> s C/D -> dwnfw + C -> DP + A
    jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/
    kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into
    uppercut + A.
    [ hit]
    
    +(CSP)
    cx C/D    d C      fw + A
    j A~D  -> s C/D -> dwnfw + C -> QCB + B
    jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/
    kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into
    qcb + B.
    [ hit]
    
    +(CSP)
    cx C/D    d C      fw + A                     j A~D
    j A~D  -> s C/D -> dwnfw + C -> HCF + B/D --> DP + A/C
    jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/
    kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into
    hcf + B or D then juggled with jumping A/B/C/D or finished with uppercut + A or C.
    [ hit]
    
    +(CSP)
    cx C/D    d C      fw + A                     
    j A~D  -> s C/D -> dwnfw + C -> HCF + B/D --> DP + B/D
    jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/
    kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into
    hcf + B or D then juggled with uppercut + B or D.
    [ hit]
    
    +(DM)(CSP)
               1 HC
               2 HC    
    cx C/D ->  3 HC -> QCF, QCF + B/D
               4 HC
    crossup attack with C or D, any 1, 2, 3 or 4 hit light chain combo-ed into qcf, qcf + B or D.
    [ hit]
    
    +(CSP)
    cx C/D     1 HC    
    j A~D  ->  2 HC -> dwnfw + C -> QCB + A
               3 HC
    jumping attack with A/B/C/D or crossup attack with C or D, any 1, 2 or 3 hit light chain into
    downforward + C, combo-ed into qcb + A.
    [ hit]
    
    +(CSP)
    cx C/D     1 HC    
    j A~D  ->  2 HC -> dwnfw + C -> HCF + B/D
               3 HC
    jumping attack with A/B/C/D or crossup attack with C or D, any 1, 2 or 3 hit light chain into
    downforward + C, combo-ed into hcf + B or D.
    [ hit]
    
    +(CSP)
    cx C/D     1 HC    
    j A~D  ->  2 HC -> dwnfw + C -> DP + A
               3 HC
    jumping attack with A/B/C/D or crossup attack with C or D, any 1, 2 or 3 hit light chain into 
    downforward + C, combo-ed into uppercut + A.
    [ hit]
    
    +(CSP)
    cx C/D     1 HC    
    j A~D  ->  2 HC -> dwnfw + C -> QCB + B
               3 HC
    jumping attack with A/B/C/D or crossup attack with C or D, any 1, 2 or 3 hit light chain into 
    downforward + C, combo-ed into qcb + B.
    [ hit]
    
    +(CSP)
    cx C/D     1 HC                               j A~D
    j A~D  ->  2 HC -> dwnfw + C -> HCF + B/D --> DP + A/C
               3 HC
    jumping attack with A/B/C/D or crossup attack with C or D, any 1, 2 or 3 hit light chain into 
    downforward + C, combo-ed into hcf + B or D then juggled with jumping A/B/C/D or finished with 
    uppercut + A or C.
    [ hit]
    
    +(CSP)
    cx C/D     1 HC                               
    j A~D  ->  2 HC -> dwnfw + C -> HCF + B/D --> DP + B/D
               3 HC
    jumping attack with A/B/C/D or crossup attack with C or D, any 1, 2 or 3 hit light chain into 
    downforward + C, combo-ed into hcf + B or D then juggled with uppercut + B or D.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are
    available for Terry, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have
                       the same characteristics as a standing CD that his opponent in mid air. if
                       "COUNTER" appears, the dodge hit can also combo just like a CD attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    +(CSP)(DM)
    cx C/D     1 HC                               
    j A~D  ->  2 HC -> dwnfw + C -> QCB, HCF + A/C
    jumping attack with A/B/C/D or crossup attack with C or D, any 1 or 2 hit light chain into 
    downforward + C, combo-ed into qcb, hcf + A or C.
    [ hit]
    
    +(CSP)(DM)
    cx C/D     1 HC                               
    j A~D  ->  2 HC -> dwnfw + C -> QCF, QCF + B/D
    jumping attack with A/B/C/D or crossup attack with C or D, any 1 or 2 hit light chain into 
    downforward + C, combo-ed into qcf, qcf + B or D.
    [ hit]
    
    +(CSP)(DM)
    cx C/D    d C      fw + A                     
    j A~D  -> s C/D -> dwnfw + C -> QCB, HCF + A/C
    jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/
    kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into
    qcb, hcf + A or C.
    [ hit]
    
    +(CSP)(DM)
    cx C/D    d C      fw + A  
    j A~D  -> s C/D -> dwnfw + C -> QCF, QCF + B/D
    jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/
    kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into
    qcf, qcf + B or D.
    [ hit]
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    (MID)
    QCB + B -> j B/D
    execute qcb + B, then into jumping B or D. 
    [ hit]
    
    (MID)
    QCB + B -> DP + A/C
    execute qcb + B, then into uppercut + A or C.
    [ hit]
    
    (MID)
    QCB + B -> DP + B/D
    execute qcb + B, then into uppercut + B or D.
    [ hit]
    
    (MID)(C)(DM)
    QCB + B -> QCF, QCF + B/D
    execute qcb + B, then into qcf, qcf + B or D.
    [ hit]
    
    (CNT)(C)(nC)
    QCB + A/C -> DP + A/C or etc.
    execute qcb + A or C("COUNTER"), then into either uppercut + A or C or any move that would
    juggle off from the qcb + A/C counter hit.
    [ hit]
    
    (CNT)(C)(nC)
    HCF + B -> QCB, HCF + A/C
    execute hcf + B("COUNTER"), then into qcb, hcf + A/C.
    [ hit]
    
    (CNT)(C)
    s CD -> QCF + A/C
    standing CD(body toss attack)("COUNTER"), then combo-ed into qcf + A or C.
    [ hit]
    
    (CNT)(C)
    s CD -> QCB + A/C
    standing CD(body toss attack)("COUNTER"), then combo-ed into qcb + A or C.
    [ hit]
    
    (CNT)(C)
    s CD -> QCB + B
    standing CD(body toss attack)("COUNTER"), then combo-ed into qcb + B.
    [ hit]
    
    (CNT)(C)
    s CD -> QCB + B -> j B/D
    standing CD(body toss attack)("COUNTER"), then combo-ed into qcb + B then juggle with
    jummping attack with light kick or heavy kick.
    [ hit]
    
    (CNT)
    s CD -> DP + P
    standing CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A or C.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    s CD -> DP + B/D
    standing CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A or C.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCB, HCF + P
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + K
    standing attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf, qcf + B or D.
    [ hit]
    
    (CNT)
    j CD -> j CD
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack
    with CD(body toss attack).
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
            j A~D
    j CD -> dwnfw + C   
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack 
    with either down + C or any punch or kick.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    j CD -> s A~D
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into standing A, B, 
    C or D.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)(C)
    j CD -> fw + A
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into forward + B.
    [ hit]
    
    (CNT)
    j CD -> DP + B
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into uppercut + B.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    j CD -> QCB + B
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb + B.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    j CD -> QCB + B -> j B/D
    jumping attack with CD(body toss attack)("COUNTER"), combo-ed into qcb + B, then juggle with
    jummping attack with light kick or heavy kick. 
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    j CD -> QCF + A/C
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + A or C.
    [ hit]
    
    (CNT)
    j CD -> QCB + A/C
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb + A or C.
    [ hit]
    
    (CNT)
    j CD -> DP + P
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A or C.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCB, HCF + P
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + A or C.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, QCF + K
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf, qcf + B or D.
    [ hit]
    
    (OPD)
    s A
    d B -> s C/D -> etc.
    early standing A or crouching B chained into standing heavy punch or kick, combo-ed into
    any combinations that is preferred.
    [ hit]
    
    (CNT)(DM)
                            s C/D
    QCF, QCF + B/D -> dash  d C   -> etc.
    execute qcf, qcf + B or D, then if double contact where both Terry and opponent gets hit and
    "COUNTER" appears, dash in and start a combo that is preferred.
    [ hit]
    
    
    3.2.1b
    ------------------
    Terry Bogard (RB2)
    ------------------
    Moveslist
    ---------
    Back Knuckle       : fw + A(2 hits)
    Rising Upper       : dnfw + C(anti air, 1 hit)
    +---------------------------------------------------------------------------------------------+
    Power Wave         : QCF + A/C(ground projectile - all screen)
    Burn Knuckle       : QCB + A/C
    Crack Shoot        : QCB + B/D 
    Rising Tackle      : dwn s up + A/C(anti-air)
    Fire Kick          : QCF + B/D(hits low)
    +---------------------------------------------------------------------------------------------+
    Power Geyser       : QCB, dwnbk, fw + A/C(anti air)
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d A, d B
    d B, d A
    d B, d B
    d A, s A
    d A, s B
    d B, s A
    d B, s B
    s A, d A
    s A, d B
    s B, d A
    s B, d B
    s A, s A
    s A, s B
    s B, s A
    s B, s B
    d A, d A, d A
    d A, d B, d A
    d B, d A, d A
    d B, d B, d A
    d A, s A, d A
    d A, s B, d A
    d B, s A, d A
    d B, s B, d A
    s A, d A, d A
    s A, d B, d A
    s B, d A, d A
    s B, d B, d A
    s A, s A, d A
    s A, s B, d A
    s B, s A, d A
    s B, s B, d A
    d A, d A, d B
    d A, d B, d B
    d B, d A, d B
    d B, d B, d B
    d A, s A, d B
    d A, s B, d B
    d B, s A, d B
    d B, s B, d B
    s A, d A, d B
    s A, d B, d B
    s B, d A, d B
    s B, d B, d B
    s A, s A, d B
    s A, s B, d B
    s B, s A, d B
    s B, s B, d B
    d A, d A, s A
    d A, d B, s A
    d B, d A, s A
    d B, d B, s A
    d A, s A, s A
    d A, s B, s A
    d B, s A, s A
    d B, s B, s A
    s A, d A, s A
    s A, d B, s A
    s B, d A, s A
    s B, d B, s A
    s A, s A, s A
    s A, s B, s A
    s B, s A, s A
    s B, s B, s A
    d A, d A, s B
    d A, d B, s B
    d B, d A, s B
    d B, d B, s B
    d A, s A, s B
    d A, s B, s B
    d B, s A, s B
    d B, s B, s B
    s A, d A, s B
    s A, d B, s B
    s B, d A, s B
    s B, d B, s B
    s A, s A, s B
    s A, s B, s B
    s B, s A, s B
    s B, s B, s B
    d A, d A, dwnfw + C
    d B, d A, dwnfw + C
    d A, s A, dwnfw + C
    d A, s B, dwnfw + C
    d B, s A, dwnfw + C
    d B, s B, dwnfw + C
    s A, d A, dwnfw + C
    s B, d A, dwnfw + C
    s A, s A, dwnfw + C
    s A, s B, dwnfw + C
    s B, s A, dwnfw + C
    s B, s B, dwnfw + C
    d A, d A, d A, dwnfw + C
    d A, d B, d A, dwnfw + C
    d B, d A, d A, dwnfw + C
    d B, d B, d A, dwnfw + C
    d A, s A, d A, dwnfw + C
    d A, s B, d A, dwnfw + C
    d B, s A, d A, dwnfw + C
    d B, s B, d A, dwnfw + C
    s A, d A, d A, dwnfw + C
    s A, d B, d A, dwnfw + C
    s B, d A, d A, dwnfw + C
    s B, d B, d A, dwnfw + C
    s A, s A, d A, dwnfw + C
    s A, s B, d A, dwnfw + C
    s B, s A, d A, dwnfw + C
    s B, s B, d A, dwnfw + C
    d A, d A, s A, dwnfw + C
    d A, d B, s A, dwnfw + C
    d B, d A, s A, dwnfw + C
    d B, d B, s A, dwnfw + C
    d A, s A, s A, dwnfw + C
    d A, s B, s A, dwnfw + C
    d B, s A, s A, dwnfw + C
    d B, s B, s A, dwnfw + C
    s A, d A, s A, dwnfw + C
    s A, d B, s A, dwnfw + C
    s B, d A, s A, dwnfw + C
    s B, d B, s A, dwnfw + C
    s A, s A, s A, dwnfw + C
    s A, s B, s A, dwnfw + C
    s B, s A, s A, dwnfw + C
    s B, s B, s A, dwnfw + C
    ++ d A, d A, fw + A
    ++ d B, d A, fw + A
    ++ d A, s A, fw + A
    ++ d A, s B, fw + A
    ++ d B, s A, fw + A
    ++ d B, s B, fw + A
    ++ s A, d A, fw + A
    ++ s B, d A, fw + A
    ++ s A, s A, fw + A
    ++ s A, s B, fw + A
    ++ s B, s A, fw + A
    ++ s B, s B, fw + A
    ++ d A, d A, d A, fw + A
    ++ d A, d B, d A, fw + A
    ++ d B, d A, d A, fw + A
    ++ d B, d B, d A, fw + A
    ++ d A, s A, d A, fw + A
    ++ d A, s B, d A, fw + A
    ++ d B, s A, d A, fw + A
    ++ d B, s B, d A, fw + A
    ++ s A, d A, d A, fw + A
    ++ s A, d B, d A, fw + A
    ++ s B, d A, d A, fw + A
    ++ s B, d B, d A, fw + A
    ++ s A, s A, d A, fw + A
    ++ s A, s B, d A, fw + A
    ++ s B, s A, d A, fw + A
    ++ s B, s B, d A, fw + A
    ++ d A, d A, s A, fw + A
    ++ d A, d B, s A, fw + A
    ++ d B, d A, s A, fw + A
    ++ d B, d B, s A, fw + A
    ++ d A, s A, s A, fw + A
    ++ d A, s B, s A, fw + A
    ++ d B, s A, s A, fw + A
    ++ d B, s B, s A, fw + A
    ++ s A, d A, s A, fw + A
    ++ s A, d B, s A, fw + A
    ++ s B, d A, s A, fw + A
    ++ s B, d B, s A, fw + A
    ++ s A, s A, s A, fw + A
    ++ s A, s B, s A, fw + A
    ++ s B, s A, s A, fw + A
    ++ s B, s B, s A, fw + A
    s C(2 hits), dwnfw + C
    s C(2 hits), fw + A
    d C, fw + A
    s D, fw + A
    s D, dWnfw + C
    d C, dWnfw + C
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> j D
    j B -> j D
    j C -> j D
    j D -> j D
    ++ d D, dwnfw + C
    ++ d D, fw + A
    
              _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
             / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
            / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
           /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
           (Basic combos, for begineers)      
    
    
    s C   
    fw + A  -> QCF + C
    standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into qcf + C.
    [ hit]
    
    s C   
    fw + A  -> QCB + A
    standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into qcb + A.
    [ hit]
    
    s C   
    fw + A  -> dwn s up + A/C
    standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into down store up + A or C.
    [ hit]
    
    s C   
    fw + A  -> QCF + B/D
    standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into qcf + B or D.
    [ hit]
    
    s C   
    fw + A  -> QCB + B
    standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into qcb + B.
    [ hit]
    
    (DM)
    s C   
    fw + A  -> QCB, HCF + A/C
    standing heavy punch(2 hits) or forward + A(2 hits) combo-ed into qcb, hcf + A or C.
    [ hit]
    
    d C
    s C/D
    dwnfw + C -> QCF + C
    standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into qcf + C.
    [ hit]
    
    d C
    s C/D
    dwnfw + C -> QCB + A
    standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into qcb + A.
    [ hit]
    
    d C
    s C/D
    dwnfw + C -> DP + A/C
    standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into 
    uppercut + A or C.
    [ hit]
    
    d C
    s C/D
    dwnfw + C -> QCF + B/D
    standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into
    qcf + B or D.
    [ hit]
    
    d C
    s C/D
    dwnfw + C -> QCB + B
    standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into qcb + B.
    [ hit]
    
    (DM)
    d C
    s C/D
    dwnfw + C -> QCB, HCF + A/C
    standing heavy punch/kick or crouching heavy punch or downforward + C combo-ed into qcb, hcf 
    + A or C.
    [ hit]
    
             d C
    j A~D -> s C/D -> QCF + C
             df + C
    jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch 
    or downforward + C combo-ed into qcf + C.
    [ hit]
    
             d C
    j A~D -> s C/D -> QCB + A
             df + C
    jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch 
    or downforward + C combo-ed intoqcb + A.
    [ hit]
    
             d C
    j A~D -> s C/D -> dwn s up + A/C
             df + C
    jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch 
    or downforward + C combo-ed into down, store, up + A or C.
    [ hit]
    
             d C
    j A~D -> s C/D -> QCF + B/D
             df + C
    jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch 
    or downforward + C combo-ed into qcf + B or D.
    [ hit]
    
             d C
    j A~D -> s C/D -> QCB + B
             df + C
    jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch 
    or downforward + C combo-ed into qcb + B.
    [ hit]
    
    (DM)
             d C
    j A~D -> s C/D -> QCB, HCF + A/C
             df + C
    jumping attack with A/B/C/D, standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch 
    or downforward + C combo-ed into qcb, hcf + A or C.
    [ hit]
    
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +(DM)
    1 HC
    2 HC
    3 HC -> QCF + B/D
    4 HC
    any 1, 2, 3 or 4 hit light chain combo-ed into qcf + B or D.
    [ hit]
    
    +(C)
    s C/D
    d C   -> dwnfw + C -> QCF + C
    standing heavy punch/kick or crouching heavy punch chained into downforward + C, combo-ed into
    qcf + A.
    [ hit]
    
    +(C)
    s C/D
    d C   -> dwnfw + C -> dwn s up + A/C
    standing heavy punch/kick or crouching heavy punch chained into downforward + C, combo-ed into
    down, store, up + A/C.
    [ hit]
    
    +
    d C      fw + A
    s C/D -> dwnfw + C -> QCB + A
    standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch, into either forward + A 
    or downforward + C, combo-ed into qcb + A.
    [ hit]
    
    +
    d C      fw + A
    s C/D -> dwnfw + C -> QCF + B/D
    standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch, into either forward + A 
    or downforward + C, combo-ed into qcf + B or D.
    [ hit]
    
    +
    d C      fw + A
    s C/D -> dwnfw + C -> QCB + B
    standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch, into either forward + A 
    or downforward + C, combo-ed into qcb + B.
    [ hit]
    
    +
    d C      fw + A                     j A~D
    s C/D -> dwnfw + C -> QCF + B/D --> dwn s up + A/C
    standing heavy punch(2 hit or 1 hit)/kick or crouching heavy punch, into either forward + A 
    or downforward + C, combo-ed into hcf + B or D then juggled with jumping A/B/C/D or
    finished with down, store, up + A or C.
    [ hit]
    
    +
    1 HC
    2 HC -> dwnfw + C -> QCB + A
    3 HC
    any 1, 2 or 3 hit light chain into downforward + C, combo-ed into qcb + A.
    [ hit]
    
    +
    1 HC
    2 HC -> dwnfw + C -> QCF + B/D
    3 HC
    any 1, 2 or 3 hit light chain into downforward + C, combo-ed into qcf + B or D.
    [ hit]
    
    +
    1 HC
    2 HC -> dwnfw + C -> dwn s up + A/C
    3 HC
    any 1, 2 or 3 hit light chain into downforward + C, combo-ed into dwn s up + A/C.
    [ hit]
    
    +
    1 HC
    2 HC -> dwnfw + C -> QCB + B
    3 HC
    any 1, 2 or 3 hit light chain into downforward + C, combo-ed into qcb + B.
    [ hit]
    
    +
    1 HC                                j A~D
    2 HC - > dwnfw + C -> HCF + B/D --> dwn s up + A/C
    3 HC
    any 1, 2 or 3 hit light chain into downforward + C, combo-ed into hcf + B or D then juggled 
    with jumping A/B/C/D or finished with dwn s up + A/C.
    [ hit]
    
    +(CSP)
    cx C/D    d C      fw + A
    j A~D  -> s C/D -> dwnfw + C -> QCB + A
    jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/
    kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into
    qcb + A.
    [ hit]
    
    +(CSP)
    cx C/D    d C      fw + A
    j A~D  -> s C/D -> dwnfw + C -> QCF + B/D
    jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/
    kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into
    qcf + B or D.
    [ hit]
    
    +(CSP)
    cx C/D    d C      fw + A
    j A~D  -> s C/D -> dwnfw + C -> dwn s up + A/C
    jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/
    kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into
    dwn s up + A/C.
    [ hit]
    
    +(CSP)
    cx C/D    d C      fw + A
    j A~D  -> s C/D -> dwnfw + C -> QCB + B
    jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/
    kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into
    qcb + B.
    [ hit]
    
    +(CSP)
    cx C/D    d C      fw + A                     j A~D
    j A~D  -> s C/D -> dwnfw + C -> HCF + B/D --> dwn s up + A/C
    jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/
    kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into
    hcf + B or D then juggled with jumping A/B/C/D or finished with dwn s up + A/C.
    [ hit]
    
    +(CSP)
    cx C/D     1 HC    
    j A~D  ->  2 HC -> dwnfw + C -> QCB + A
               3 HC
    jumping attack with A/B/C/D or crossup attack with C or D, any 1, 2 or 3 hit light chain into
    downforward + C, combo-ed into qcb + A.
    [ hit]
    
    +(CSP)
    cx C/D     1 HC    
    j A~D  ->  2 HC -> dwnfw + C -> QCF + B/D
               3 HC
    jumping attack with A/B/C/D or crossup attack with C or D, any 1, 2 or 3 hit light chain into
    downforward + C, combo-ed into qcf + B or D.
    [ hit]
    
    +(CSP)
    cx C/D     1 HC    
    j A~D  ->  2 HC -> dwnfw + C -> dwn s up + A/C
               3 HC
    jumping attack with A/B/C/D or crossup attack with C or D, any 1, 2 or 3 hit light chain into 
    downforward + C, combo-ed into dwn s up + A/C.
    [ hit]
    
    +(CSP)
    cx C/D     1 HC    
    j A~D  ->  2 HC -> dwnfw + C -> QCB + B
               3 HC
    jumping attack with A/B/C/D or crossup attack with C or D, any 1, 2 or 3 hit light chain into 
    downforward + C, combo-ed into qcb + B.
    [ hit]
    
    +(CSP)
    cx C/D     1 HC                               j A~D
    j A~D  ->  2 HC -> dwnfw + C -> QCF + B/D --> DP + A/C
               3 HC
    jumping attack with A/B/C/D or crossup attack with C or D, any 1, 2 or 3 hit light chain into 
    downforward + C, combo-ed into qcf + B or D then juggled with jumping A/B/C/D or finished with 
    uppercut + A or C.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are
    available for Terry, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have
                       the same characteristics as a standing CD that his opponent in mid air. if
                       "COUNTER" appears, the dodge hit can also combo just like a CD attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    
    +(CSP)(DM)
    cx C/D     1 HC                               
    j A~D  ->  2 HC -> dwnfw + C -> QCB, HCF + A/C
    jumping attack with A/B/C/D or crossup attack with C or D, any 1 or 2 hit light chain into 
    downforward + C, combo-ed into qcb, hcf + A or C.
    [ hit]
    
    +(CSP)(DM)
    cx C/D    d C      fw + A                     
    j A~D  -> s C/D -> dwnfw + C -> QCB, HCF + A/C
    jumping attack with A/B/C/D or crossup attack with C or D, standing heavy punch(2 hit or 1 hit)/
    kick or crouching heavy punch, into either forward + A or downforward + C, combo-ed into
    qcb, hcf + A or C.
    [ hit]
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    (MID)
    QCB + B -> j B/D
    execute qcb + B, then into jumping B or D. 
    [ hit]
    
    (MID)
    QCB + B -> DP + A/C
    execute qcb + B, then into uppercut + A or C.
    [ hit]
    
    (MID)(C)(DM)
    QCB + B -> QCF, QCF + B/D
    execute qcb + B, then into qcf, qcf + B or D.
    [ hit]
    
    (CNT)(C)(nC)
    QCB + A/C -> DP + A/C or etc.
    execute qcb + A or C("COUNTER"), then into either uppercut + A or C or any move that would
    juggle off from the qcb + A/C counter hit.
    [ hit]
    
    (CNT)(C)(nC)
    HCF + B -> QCB, HCF + A/C
    execute hcf + B("COUNTER"), then into qcb, hcf + A/C.
    [ hit]
    
    (CNT)(C)
    s CD -> QCF + A/C
    standing CD(body toss attack)("COUNTER"), then combo-ed into qcf + A or C.
    [ hit]
    
    (CNT)(C)
    s CD -> QCB + A/C
    standing CD(body toss attack)("COUNTER"), then combo-ed into qcb + A or C.
    [ hit]
    
    (CNT)(C)
    s CD -> QCB + B
    standing CD(body toss attack)("COUNTER"), then combo-ed into qcb + B.
    [ hit]
    
    (CNT)(C)
    s CD -> QCB + B -> j B/D
    standing CD(body toss attack)("COUNTER"), then combo-ed into qcb + B then juggle with
    jummping attack with light kick or heavy kick.
    [ hit]
    
    (CNT)
    s CD -> dwn s up + A/C
    standing CD(body toss attack)("COUNTER"), then combo-ed into dwn s up + A/C.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCB, HCF + P
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + A or C.
    [ hit]
    
    (CNT)
    j CD -> j CD
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack
    with CD(body toss attack).
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
            j A~D
    j CD -> dwnfw + C   
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack 
    with either down + C or any punch or kick.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    j CD -> s A~D
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into standing A, B, 
    C or D.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)(C)
    j CD -> fw + A
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into forward + B.
    [ hit]
    
    (CNT)
    j CD -> QCB + B
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb + B.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    j CD -> QCB + B -> j B/D
    jumping attack with CD(body toss attack)("COUNTER"), combo-ed into qcb + B, then juggle with
    jummping attack with light kick or heavy kick. 
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    j CD -> QCF + A/C
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf + A or C.
    [ hit]
    
    (CNT)
    j CD -> QCB + A/C
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb + A or C.
    [ hit]
    
    (CNT)
    j CD -> dwn s up + A/C
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into dwn s up + A/C.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCB, HCF + P
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + A or C.
    [ hit]
    
    (OPD)
    s A
    d B -> s C/D -> etc.
    early standing A or crouching B chained into standing heavy punch or kick, combo-ed into
    any combinations that is preferred.
    [ hit]
    
    3.2.2a
    ----------------
    Andy Bogard '97
    ----------------
    Moveslist
    ---------
    Upper Jaw              : fw + B(overhead)
    Upper Fist             : dnfw + A(low priority anti-air)
    +-------------------------------------------------------------------------------------------+
    Flying Fist            : QCB + A/C(stationary projectile)
    Rising Dragon Bullet   : DP + A/C(anti-air)
    Quicksilver Elbow      : dwnbk, fw + A/C
    Elbow FInisher         : QCF + A/C (after Quicksilver Elbow)
    Sky Ripping Bullet     : HCF + B/D(low priority anti-air)
    Shiranui Illusion      : QCF + B/D (mid-air)
    Illusion Finisher      : fw + A/C or B/D (after Shiranui Illusion)
    Dam-Attacking Palm     : HCF + A/C (close)
    +-------------------------------------------------------------------------------------------+
    Flying Meteor Fist     : QCF x 2 + A/C
    Super Violent          : QCB, HCF + A/C(low priority anti-air)
    Ripping Bullet
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d B, d A
    d A, d B
    d B, d B
    d A, s A
    d B, s A
    d A, s B
    d B, s B
    s A, d A
    s A, d B
    s A, s A
    s A, s B
    d A, d A, d A
    d B, d A, d A
    d A, d B, d A
    d B, d B, d A
    d A, s A, d A
    d B, s A, d A
    s A, d A, d A
    s A, d B, d A
    s A, s A, d A
    d A, d A, s A
    d B, d A, s A
    d A, d B, s A
    d B, d B, s A
    d A, s A, s A
    d B, s A, s A
    s A, d A, s A
    s A, d B, s A
    s A, s A, s A
    d A, d A, d B
    d B, d A, d B
    d A, d B, d B
    d B, d B, d B
    d A, s A, d B
    d B, s A, d B
    s A, d A, d B
    s A, d B, d B
    s A, s A, d B
    d A, d A, dwnfw + A
    d B, d A, dwnfw + A
    d A, d B, dwnfw + A
    d B, d B, dwnfw + A
    d A, s A, dwnfw + A
    d B, s A, dwnfw + A
    d A, s B, dwnfw + A
    d B, s B, dwnfw + A
    s A, d A, dwnfw + A
    s A, d B, dwnfw + A
    s A, s A, dwnfw + A
    s A, s B, dwnfw + A
    ++ d A, d A, fw + B
    ++ d B, d A, fw + B
    ++ d A, d B, fw + B
    ++ d B, d B, fw + B
    ++ d A, s A, fw + B
    ++ d B, s A, fw + B
    ++ d A, s B, fw + B
    ++ d B, s B, fw + B
    ++ s A, d A, fw + B
    ++ s A, d B, fw + B
    ++ s A, s A, fw + B
    ++ s A, s B, fw + B
    ++ s C(2 hits), fw + B
    ++ d C, fw + B
    (C)
    s C, fw + B
    (C)
    d C, fw + B
    (C)
    s C(2 hits), fw + B
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    j A -> j C
    j B -> j C
    j C -> j C
    j D -> j C
    j A -> j D
    j B -> j D
    j C -> j D
    j D -> j D
    
              _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
             / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
            / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
           /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
           (Basic combos, for begineers)
    
    1 HC -> DP + A/C
    any 1 hit light attack, combo-ed into uppercut + A or C.
    [ hit]
    
    1 HC -> HCF + A/C
    any 1 hit light attack, combo-ed into hcf + A or C.
    [ hit]
    
    1 HC -> dwnbk, fw + A/C -> QCF + A/C
    any 1 hit light attack, combo-ed into dwnbk, forward + A or C.
    [ hit]
    
    d C
    s C(2 hits)
    dwnfw + A   -> QCB + A
    standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into
    qcb + A.
    [ hit]
    
    d C
    s C(2 hits)
    dwnfw + A   -> DP + A/C
    standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into
    uppercut + A or C.
    [ hit]
    
    d C
    s C(2 hits)
    dwnfw + A   -> HCF + B
    standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into
    hcf + B.
    [ hit]
    
    d C
    s C(2 hits)
    dwnfw + A   -> dwnbk, fw + A/C -> QCF + A/C
    standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into
    dwn bk, forward + A or C. then the finisher with qcf + A or C.
    [ hit]
    
    s C
    d C -> HCF + A/C
    standing or crouching heavy punch combo-ed into hcf + A/C.
    [ hit]
    
    j A~D --> 1 HC -> DP + A/C
    jumping attack with A/B/C/D, any 1 hit light attack, combo-ed into uppercut + A or C.
    [ hit]
    
    j A~D --> 1 HC -> HCF + A/C
    jumping attack with A/B/C/D, any 1 hit light attack, combo-ed into hcf + A or C.
    [ hit]
    
    j A~D --> 1 HC -> dwnbk, fw + A/C -> QCF + A/C
    jumping attack with A/B/C/D, any 1 hit light attack, combo-ed into dwnbk, forward + A or C.
    [ hit]
    
              d C
              s C(2 hits)
    j A~D --> dwnfw + A   -> QCB + A
    jumping attack with A/B/C/D, standing heavy punch (2 hits) or crouching heavy punch or
    downforward + A combo-ed into qcb + A.
    [ hit]
    
              d C
              s C(2 hits)
    j A~D --> dwnfw + A   -> DP + A/C
    jumping attack with A/B/C/D, standing heavy punch (2 hits) or crouching heavy punch or
    downforward + A combo-ed into uppercut + A or C.
    [ hit]
    
              d C
              s C(2 hits)
    j A~D --> dwnfw + A   -> HCF + B
    jumping attack with A/B/C/D, standing heavy punch (2 hits) or crouching heavy punch or
    downforward + A combo-ed into hcf + B.
    [ hit]
    
              d C
              s C(2 hits)
    j A~D --> dwnfw + A   -> dwnbk, fw + A/C -> QCF + A/C
    jumping attack with A/B/C/D, standing heavy punch (2 hits) or crouching heavy punch or
    downforward + A combo-ed into dwn bk, forward + A or C. then the finisher with qcf + A or C.
    [ hit]
    
    
              s C
    j A~D --> d C -> HCF + A/C
    jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    s C
    d C 
    dwnfw + A -> HCF + A/C -> QCB + A
    standing or crouching heavy punch combo-ed into hcf + A/C then juggled with qcb + A.
    Note : works well near corner and in corner as well.
    [ hit]
    
    s C
    d C 
    dwnfw + A -> HCF + A/C -> DP + A/C
    standing or crouching heavy punch combo-ed into hcf + A/C then juggled with uppercut + A or C.
    Note : works well near corner and in corner as well.
    [ hit]
    
    s C
    d C 
    dwnfw + A -> HCF + A/C -> HCF + K
    standing or crouching heavy punch combo-ed into hcf + A/C then juggled with hcf + B or D.
    Note : works well near corner and in corner as well.
    [ hit]
    
    s C
    d C 
    dwnfw + A -> HCF + A/C -> dwnbk, fw + A/C
    standing or crouching heavy punch combo-ed into hcf + A/C then juggled with dwnbk, fw + A or C.
    Note : works well near corner and in corner as well.
    [ hit]
    
    s C
    d C                       j CD
    dwnfw + A -> HCF + A/C -> j A ~D
    standing or crouching heavy punch combo-ed into hcf + A/C then juggled with jumping attack
    with A/B/C/D or CD(body toss attack).
    Note : works well near corner and in corner as well.
    [ hit]
    
    s C
    d C 
    dwnfw + A -> HCF + A/C -> j QCF + K
    standing or crouching heavy punch combo-ed into hcf + A/C then juggled with jumping attack
    with qcf + B or D.
    Note : works well near corner and in corner as well.
    [ hit]
    
    s C
    d C 
    dwnfw + A -> HCF + A/C -> dash dwnfw + A -> DP  + A/C
    standing or crouching heavy punch combo-ed into hcf + A/C then juggled with a dash in 
    downforward + A followed by uppercut + A or C.
    Note : works well near corner and in corner as well.
    [ hit]
    
    s C
    d C 
    dwnfw + A -> HCF + A/C -> dash dwnfw + A -> HCF + D
    standing or crouching heavy punch combo-ed into hcf + A/C then juggled with a dash in 
    downforward + A followed by hcf + D.
    Note : works well near corner and in corner as well.
    [ hit]
    
    s C
    d C 
    dwnfw + A -> HCF + A/C -> dash dwnfw + A -> j CD
    standing or crouching heavy punch combo-ed into hcf + A/C then juggled with a dash in 
    downforward + A followed by jumping attack with CD(body toss attack).
    Note : works well near corner and in corner as well.
    [ hit]
    
    (C)(DM)
    s C
    d C 
    dwnfw + A -> HCF + A/C -> QCB, HCF + B/D
    standing or crouching heavy punch combo-ed into hcf + A/C then juggled with qcb, hcf + B or D.
    [ hit]
    
    (C)
    s C
    d C 
    dwnfw + A -> HCF + A/C -> dwnfw + A -> HCF + K
    standing or crouching heavy punch combo-ed into hcf + A/C then juggled with dwnfw + A 
    followed by hcf + B or D.
    [ hit]
    
    (C)
    s C
    d C 
    dwnfw + A -> HCF + A/C -> dwnfw + A -> DP + A/C
    standing or crouching heavy punch combo-ed into hcf + A/C then juggled with dwnfw + A 
    followed by uppercut + A or C.
    [ hit]
    
    (C)
    s C
    d C                                    j A~D
    dwnfw + A -> HCF + A/C -> dwnfw + A -> j CD
    standing or crouching heavy punch combo-ed into hcf + A/C then juggled with dwnfw + A 
    followed by jumping attack with A/B/C/D or CD(body toss attack).
    [ hit]
    
    (C)(DM)
    s C
    d C 
    dwnfw + A -> HCF + A/C -> dwnfw + A -> QCB, HCF + B/D
    standing or crouching heavy punch combo-ed into hcf + A/C then juggled with dwnfw + A 
    followed by qcb, hcf + B or D.
    Note : hit opponent as low as possible with the dwnfw + A. works with SDM, but either
           DM or SDM won't get all the hits, just the startup few hits.
    [ hit]
    
    +(C)
    s C
    d C                                      d C
    s C(2 hits) -> fw + B -> QCF + K -> P -> s C
    standing/crouching heavy punch or 2 hit standing heavy punch chained into forward + B then 
    combo-ed into qcf + B or D, then punch finished, and finally a standing/crouching heavy punch. 
    [ hit]
    
    (C)
             s C
             d C 
    j A~D -> dwnfw + A -> HCF + A/C -> QCB + A
    jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then 
    juggled with qcb + A.
    [ hit]
    
    (C)
              s C
              d C 
    j A~D --> dwnfw + A -> HCF + A/C -> DP + A/C
    jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then 
    juggled with uppercut + A or C.
    [ hit]
    
    (C)
              s C
              d C 
    j A~D --> dwnfw + A -> HCF + A/C -> HCF + K
    jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then 
    juggled with hcf + B or D.
    [ hit]
    
    (C)
              s C
              d C 
    j A~D --> dwnfw + A -> HCF + A/C -> dwnbk, fw + A/C
    jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then 
    juggled with dwnbk, fw + A or C.
    [ hit]
    
    (C)
              s C
              d C                       j CD
    j A~D --> dwnfw + A -> HCF + A/C -> j A ~D
    jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then 
    juggled with jumping attack with A/B/C/D or CD(body toss attack).
    [ hit]
    
    (C)
              s C
              d C 
    j A~D --> dwnfw + A -> HCF + A/C -> j QCF + K
    jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then
    juggled with jumping attack with qcf + B or D.
    [ hit]
    
              s C
    j A~D --> d C -> HCF + A/C -> dash dwnfw + A -> DP  + A/C
    jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then 
    juggled with a dash in downforward + A followed by uppercut + A or C.
    [ hit]
    
              s C
    j A~D --> d C -> HCF + A/C -> dash dwnfw + A -> HCF + D
    jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then 
    juggled with a dash in downforward + A followed by hcf + D.
    [ hit]
    
              s C
    j A~D --> d C -> HCF + A/C -> dash dwnfw + A -> j CD
    jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then
    juggled with a dash in downforward + A followed by jumping attack with CD(body toss attack).
    [ hit]
    
    (C)(DM)
              s C
              d C 
    j A~D --> dwnfw + A -> HCF + A/C -> QCB, HCF + B/D
    jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then
    juggled with qcb, hcf + B or D.
    [ hit]
    
    (C)
              s C
              d C 
    j A~D --> dwnfw + A -> HCF + A/C -> dwnfw + A -> HCF + K
    jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then
    juggled with dwnfw + A followed by hcf + B or D.
    [ hit]
    
    (C)
              s C
              d C 
    j A~D --> dwnfw + A -> HCF + A/C -> dwnfw + A -> DP + A/C
    jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then 
    juggled with dwnfw + A followed by uppercut + A or C.
    [ hit]
    
    (C)
              s C
              d C                                    j A~D
    j A~D --> dwnfw + A -> HCF + A/C -> dwnfw + A -> j CD
    jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then 
    juggled with dwnfw + A followed by jumping attack with A/B/C/D or CD(body toss attack).
    [ hit]
    
    (C)(DM)
             s C
             d C 
    j A~D -> dwnfw + A -> HCF + A/C -> dwnfw + A -> QCB, HCF + B/D
    jumping attack with A/B/C/D, standing or crouching heavy punch combo-ed into hcf + A/C then
    juggled with dwnfw + A followed by qcb, hcf + B or D.
    Note : hit opponent as low as possible with the dwnfw + A. works with SDM, but either
           DM or SDM won't get all the hits, just the startup few hits.
    [ hit]
    
    +(C)
             s C
             d C                                      d C
    j A~D -> s C(2 hits) -> fw + B -> QCF + K -> P -> s C
    jumping attack with A/B/C/D, standing/crouching heavy punch or 2 hit standing heavy punch 
    chained into forward + B then combo-ed into qcf + B or D, then punch finished, and finally
    a standing/crouching heavy punch. 
    [ hit]
    
    +
    s C
    d C -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C
    standing heavy punch(1 or 2 hit) or crouching heavy punch, chained into dwnfw + A, combo-ed
    into dwnbk fw + A/C then finish with qcf + A/C.
    [ hit]
          
    +
    s C
    d C -> dwnfw + A -> QCB + A
    standing heavy punch(1 or 2 hit) or crouching heavy punch, chained into dwnfw + A, combo-ed
    into qcb + A.
    [ hit]
    
    +
    s C
    d C -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C
    standing heavy punch(1 or 2 hit) or crouching heavy punch, chained into dwnfw + A, combo-ed
    into dwnbk fw + A/C then finish with qcf + A/C.
    [ hit]
          
    +
    s C
    d C -> dwnfw + A -> QCB + A
    standing heavy punch(1 or 2 hit) or crouching heavy punch, chained into dwnfw + A, combo-ed
    into qcb + A.
    [ hit]
    
    +
             s C
    j A~D -> d C -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C
    jumping attack with A/B/C/D, standing heavy punch(1 or 2 hit) or crouching heavy punch, 
    chained into dwnfw + A, combo-ed into dwnbk fw + A/C then finish with qcf + A/C.
    Note : standing 2 hit heavy punch would only combo in the corner.
    [ hit]
          
    +
             s C
    j A~D -> d C -> dwnfw + A -> QCB + A
    jumping attack with A/B/C/D, standing heavy punch(1 or 2 hit) or crouching heavy punch,
    chained into dwnfw + A, combo-ed into qcb + A.
    Note : standing 2 hit heavy punch would only combo in the corner.
    [ hit]
    
    (C)(DM)
    s C
    d C -> QCB, HCF + B/D 
    standing/crouching heavy punch combo-ed into qcb, hcf + B/D.
    [ hit]
    
    (C)(DM)
    s C
    d C ->  QCF, QCF + A/C
    1 HC
    standing/crouching heavy punch or any light punch or kick, combo-ed into  qcf, qcf + A or C.
    Note : 2 hit standing heavy punch can also combo. 
    [ hit]
    
    (C)(DM)
             s C
    j A~D -> d C -> QCB, HCF + B/D
    jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into qcb, hcf + B or D .
    [ hit]
    
    (C)(DM)
             s C
    j A~D -> d C -> QCF, QCF + A/C
             1 HC
    jumping attack with A/B/C/D, standing/crouching heavy punch  or any light punch or kick,
    into combo-ed qcf, qcf + A or C.
    [ hit]
    
    +
    1 HC
    2 HC -> dwnfw + A -> QCB + A
    any 1 or 2 light hit chained into downforward + A, combo-ed into qch + A.
    [ hit]
    
    +
    1 HC
    2 HC -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C
    any 1 or 2 light hit chained into downforward + A, combo-ed into dwnbk, fw + A or C, finished
    with qcf + A or C finisher.
    [ hit]
    
    +(CSP)
            1 HC
    cx A -> 2 HC -> dwnfw + A -> QCB + A
    crossup attack with A, then any 1 or 2 light hit chained into downforward + A, combo-ed into
    qcb + A.
    [ hit]
    
    +(CSP)
            1 HC
    cx A -> 2 HC -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C
    crossup attack with A, then any any 1 or 2 light hit chained into downforward + A, combo-ed
    intob dwnbk, fw + A or C, finished with qcf + A or C finisher.
    [ hit]
    
    (CSP)
    cx A -> s C(2 hit) -> QCB + A
    crossup attack with A, standing heavy punch(2 hits) , combo-ed into qcb + A.
    Note : downforward + A can replace the standing 2 hit heavy punch.
    [ hit]
    
    (CSP)
    cx A -> s C(2 hit) -> DP + A/C
    crossup attack with A, standing heavy punch(2 hits) , combo-ed into uppercut + A or C.
    Note : downforward + A can replace the standing 2 hit heavy punch.
    [ hit]
    
    (CSP)
    cx A -> s C(2 hit) -> HCF + B/D
    crossup attack with A, standing heavy punch(2 hits) , combo-ed into hcf + B or D.
    Note : downforward + A can replace the standing 2 hit heavy punch.
    [ hit]
    
    (CSP)
    cx A -> s C(2 hit) -> dwnbk, fw + A/C -> QCF + A/C
    crossup attack with A, standing heavy punch(2 hits) , combo-ed into downforward + A, combo-ed 
    into dwnbk, fw + A or C, finished with qcf + A or C finisher.
    Note : downforward + A can replace the standing 2 hit heavy punch.
    [ hit]
    
    (CSP)(DM)
    cx A -> s C(2 hit) -> QCB, HCF + B/D
    crossup attack with A, standing heavy punch(2 hits) , combo-ed into qcb, hcf + B or D.
    Note : downforward + A can replace the standing 2 hit heavy punch.
    [ hit]
    
    (CSP)(DM)
            1 HC
    cx A -> s C(2 hit) -> QCF, QCF + A/C
    crossup attack with A, standing heavy punch(2 hits) or any light punch or kick, combo-ed into
    qcf, qcf + A or C.
    Note : downforward + A can replace the standing 2 hit heavy punch.
    [ hit]
    
    cx A -> s C(2 hit) -> dwnfw + A -> QCB + A
    crossup attack with A, standing heavy punch(2 hits) chained into downforward + A, combo-ed into 
    qcb + A.
    [ hit]
    
    cx A -> s C(2 hit) -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C
    crossup attack with A, standing heavy punch(2 hits) chained into downforward + A, combo-ed into 
    dwnbk, fw + A or C, finished with qcf + A or C finisher.
    [ hit]
    
    (CSP)(nC)
                       d C
    cx QCF + K -> P -> s C
    crossup attack with qcf + B or D, then into punch finisher and juggle with standing or
    crouching heavy punch.
    [ hit]
    
    (CSP)(nC)(MID)
                    s A~D
    QCF + K -> P -> DP + A/C
    execute qcf + B or D (no hit), then into punch finisher and juggle with standing A/B/C/D or
    uppercut + A or C.
    Note : opponent in mid air, near corner and the first move, qcf + K is not a hit.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are
    available for Andy, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have
                       the same characteristics as a standing CD that his opponent in mid air. if
                       "COUNTER" appears, the dodge hit can also combo just like a CD attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    (CSP)(SDM)(MAX)
    cx A -> 1 HC -> QCF, QCF + A/C
    crossup attack with A, then any light punch or kick, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (C)
             d C                                        s A~C
    j A~D -> s C -> HCF + A/C -> QCF,upfw + K -> P/K -> DP + A/C
    jumping attack with A/B/C/D, standing or crouching heavy kick, combo-ed into hcf + A or C then
    execute qcf upfw + B or D(no hit), punch/kick finisher to juggle and then either finish with
    standing A/B/C or uppercut + A or C.
    Note : nice corner juggle, timing needs to be precise and accurate. the qcf upfw + B or D
           is NOT suppose to hit to make the combo complete.also works with a from a crossup
           jump attack if near corner.
    [ hit]
    
    (C)
                                                              s A~C
    j A/B -> dwnfw + A -> HCF + A/C -> QCF,upfw + K -> P/K -> DP + A/C
    jumping attack with A or B, downforward + A, combo-ed into hcf + A or C then
    execute qcf upfw + B or D(no hit), punch/kick finisher to juggle and then either finish with
    standing A/B/C or uppercut + A or C.
    Note : nice corner juggle, timing needs to be precise and accurate. the qcf upfw + B or D
           is NOT suppose to hit to make the combo complete. also works with a from a crossup
           jump attack if near corner.
    [ hit]
    
    (C)(MAX)
             d C                                                     
    j A~D -> s C -> HCF + A/C -> QCF,upfw + K -> P -> dwnfw + A -> DP + A/C
    jumping attack with A/B/C/D, standing or crouching heavy kick, combo-ed into hcf + A or C then
    execute qcf upfw + B or D(no hit), punch finisher to juggle and continue with downforward
    + A, then finish with uppercut + A or C.
    Note : nice corner juggle, timing needs to be precise and accurate. the qcf upfw + B or D
           is NOT suppose to hit to make the combo complete.also works with a from a crossup
           jump attack if near corner. uppercut + A/C can either be cancelled of dwnfw + A or
           after it recovers.
    [ hit]
    
    (C)(MAX)
             d C                                                     
    j A~D -> s C -> HCF + A/C -> QCF,upfw + K -> P -> dwnfw + A -> HCF + B/D
    jumping attack with A/B/C/D, standing or crouching heavy kick, combo-ed into hcf + A or C then
    execute qcf upfw + B or D(no hit), punch finisher to juggle and continue with downforward
    + A, then finish with hcf + B or D.
    Note : nice corner juggle, timing needs to be precise and accurate. the qcf upfw + B or D
           is NOT suppose to hit to make the combo complete.also works with a from a crossup
           jump attack if near corner. hcf + B/D must be cancelled from dwnfw + A.
    [ hit]
    
    (C)(MAX)
             d C                                                   j  CD
    j A~D -> s C -> HCF + A/C -> QCF,upfw + K -> P -> dwnfw + A -> j A~D
    jumping attack with A/B/C/D, standing or crouching heavy kick, combo-ed into hcf + A or C then
    execute qcf upfw + B or D(no hit), punch finisher to juggle and continue with downforward
    + A, then finish with jumping attack with A/B/C/D or CD(bosy toss attack).
    Note : nice corner juggle, timing needs to be precise and accurate. the qcf upfw + B or D
           is NOT suppose to hit to make the combo complete.also works with a from a crossup
           jump attack if near corner. jumping attack is done after dwnfw + A recovers.
    [ hit]
    
    (C)(MAX)
             d C                                                     
    j A~D -> s C -> HCF + A/C -> QCF,upfw + K -> P -> dwnfw + A -> QCB, HCF + K
    jumping attack with A/B/C/D, standing or crouching heavy kick, combo-ed into hcf + A or C then
    execute qcf upfw + B or D(no hit), punch finisher to juggle and continue with downforward
    + A, then finish with qcb, hcf + B or D.
    Note : nice corner juggle, timing needs to be precise and accurate. the qcf upfw + B or D
           is NOT suppose to hit to make the combo complete.also works with a from a crossup
           jump attack if near corner. the qcb, hcf + B/D SDM needs to be timed correctly to
           get more hits and must be cancelled from the dwnfw + A.
    [ hit]
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    (CNT)
    s CD -> QCB + A/C
    standing CD(body toss attack)("COUNTER"), then combo-ed into qcf + A or C.
    Note : works well in corner or near corner.
    [ hit]
    
    (CNT)
    s CD -> HCF + K
    standing CD(body toss attack)("COUNTER"), then combo-ed into hcf + B or D.
    Note : works well in corner or near corner.
    [ hit]
    
    (CNT)
    s CD -> DP + A/C
    standing CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A/C.
    Note : works well in corner or near corner.
    [ hit]
    
    (CNT)(DM)(C)
    s CD -> QCB, HCF + K
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + B or D.
    [ hit]
    
    (CNT)(SDM)(DM)(C)
    s CD -> QCF, QCF + P
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcf, qcf + A or C.
    Note : if MAX qcf. qcf + A/C is done, there will be 2 hits, if just a DM version, then 1 hit.
    [ hit]
    
    (CNT)
    j CD -> j CD
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack
    with CD(body toss attack).
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
            j A~D
    j CD -> fw + B 
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into forward + B or jumping 
    attack with either A/B/C/D.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    j CD -> s A~D
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into standing A, B, 
    C or D.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)(C)
    j CD -> dwnfw + A -> etc.
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into dwnfw + A then juggle
    into any combination preferred.
    [ hit]
    
    (CNT)
    j CD -> QCB + B -> j B/D
    jumping attack with CD(body toss attack)("COUNTER"), combo-ed into qcb + B, then juggle with
    jummping attack with light kick or heavy kick. 
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    j CD -> QCB + A/C
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb + A or C.
    [ hit]
    
    (CNT)
    j CD -> uppercut + A/C
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A/C.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    j CD -> HCF + K
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into hcf + B or D.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCB, HCF + K
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + B or D.
    [ hit]
    
    (CNT)(MID)
    DP + A/C -> etc
    hit opponent with last frame of uppercut + A or C("COUNTER"), then into any juggle combination 
    preferred.
    Note : the last frame of the uppercut + A or C acts like dwnfw + A, so the best juggle
           would be a SDM version of qcb, hcf + K.
    [ hit]
    
    (OPD)
    s A      d C 
    d A/B -> s C -> etc.
    early standing A or crouching A/B chained into standing/crouching heavy punch, combo-ed into
    any combinations that is preferred.
    [ hit]
    
    (C)
                                       d C
    s A/B -> fw + B -> QCF + K -> P -> s C
    standing A or B, cancel into forward + B then combo-ed into qcf + B or D, punch finisher, then 
    juggle with standing or crouching heavy punch.
    Note : just a combo for practice mode :)
    [ hit]
    
    
    3.2.2b
    -----------------
    Andy Bogard (RB2)
    -----------------
    Moveslist
    ---------
    Upper Jaw              : fw + B(overhead)
    Upper Fist             : dnfw + A(low priority anti-air)
    +-------------------------------------------------------------------------------------------+
    Flying Fist            : QCB + A/C(air projectile)
    Rising Dragon Bullet   : DP + A/C(anti air)
    Quicksilver Elbow      : dwnbk, fw + A/C
    Sky Ripping Bullet     : HCF + B/D(low priority anti air)
    +-------------------------------------------------------------------------------------------+
    Dan Da Dan             : QCF x 2 + A/C Rapid A/C
    Super Violent          : QCB, HCF + A/C(low priority anti-air)
    Ripping Bullet
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d B, d A
    d A, d B
    d B, d B
    d A, s A
    d B, s A
    d A, s B
    d B, s B
    s A, d A
    s A, d B
    s A, s A
    s A, s B
    d A, d A, d A
    d B, d A, d A
    d A, d B, d A
    d B, d B, d A
    d A, s A, d A
    d B, s A, d A
    s A, d A, d A
    s A, d B, d A
    s A, s A, d A
    d A, d A, s A
    d B, d A, s A
    d A, d B, s A
    d B, d B, s A
    d A, s A, s A
    d B, s A, s A
    s A, d A, s A
    s A, d B, s A
    s A, s A, s A
    d A, d A, d B
    d B, d A, d B
    d A, d B, d B
    d B, d B, d B
    d A, s A, d B
    d B, s A, d B
    s A, d A, d B
    s A, d B, d B
    s A, s A, d B
    d A, d A, dwnfw + A
    d B, d A, dwnfw + A
    d A, d B, dwnfw + A
    d B, d B, dwnfw + A
    d A, s A, dwnfw + A
    d B, s A, dwnfw + A
    d A, s B, dwnfw + A
    d B, s B, dwnfw + A
    s A, d A, dwnfw + A
    s A, d B, dwnfw + A
    s A, s A, dwnfw + A
    s A, s B, dwnfw + A
    ++ d A, d A, fw + B
    ++ d B, d A, fw + B
    ++ d A, d B, fw + B
    ++ d B, d B, fw + B
    ++ d A, s A, fw + B
    ++ d B, s A, fw + B
    ++ d A, s B, fw + B
    ++ d B, s B, fw + B
    ++ s A, d A, fw + B
    ++ s A, d B, fw + B
    ++ s A, s A, fw + B
    ++ s A, s B, fw + B
    ++ s C(2 hits), fw + B
    ++ d C, fw + B
    (C)
    s C, fw + B
    (C)
    d C, fw + B
    (C)
    s C(2 hits), fw + B
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    j A -> j C
    j B -> j C
    j C -> j C
    j D -> j C
    j A -> j D
    j B -> j D
    j C -> j D
    j D -> j D
    
              _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
             / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
            / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
           /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
           (Basic combos, for begineers)
    
    1 HC -> DP + A/C
    any 1 hit light attack, combo-ed into uppercut + A or C.
    [ hit]
    
    1 HC -> dwnbk, fw + A/C -> QCF + A/C
    any 1 hit light attack, combo-ed into dwnbk, forward + A or C.
    [ hit]
    
    d C
    s C(2 hits)
    dwnfw + A   -> QCB + A/C
    standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into
    qcb + A or C.
    [ hit]
    
    d C
    s C(2 hits)
    dwnfw + A   -> DP + A/C
    standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into
    uppercut + A or C.
    [ hit]
    
    d C
    s C(2 hits)
    dwnfw + A   -> HCF + B
    standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into
    hcf + B.
    [ hit]
    
    d C
    s C(2 hits)
    dwnfw + A   -> dwnbk, fw + A/C -> QCF + A/C
    standing heavy punch (2 hits) or crouching heavy punch or downforward + A combo-ed into
    dwn bk, forward + A or C. then the finisher with qcf + A or C.
    [ hit]
    
    j A~D --> 1 HC -> DP + A/C
    jumping attack with A/B/C/D, any 1 hit light attack, combo-ed into uppercut + A or C.
    [ hit]
    
    j A~D --> 1 HC -> dwnbk, fw + A/C -> QCF + A/C
    jumping attack with A/B/C/D, any 1 hit light attack, combo-ed into dwnbk, forward + A or C.
    [ hit]
    
              d C
              s C(2 hits)
    j A~D --> dwnfw + A   -> QCB + A/C
    jumping attack with A/B/C/D, standing heavy punch (2 hits) or crouching heavy punch or
    downforward + A combo-ed into qcb + A/C.
    [ hit]
    
              d C
              s C(2 hits)
    j A~D --> dwnfw + A   -> DP + A/C
    jumping attack with A/B/C/D, standing heavy punch (2 hits) or crouching heavy punch or
    downforward + A combo-ed into uppercut + A or C.
    [ hit]
    
              d C
              s C(2 hits)
    j A~D --> dwnfw + A   -> HCF + B
    jumping attack with A/B/C/D, standing heavy punch (2 hits) or crouching heavy punch or
    downforward + A combo-ed into hcf + B.
    [ hit]
    
              d C
              s C(2 hits)
    j A~D --> dwnfw + A   -> dwnbk, fw + A/C -> QCF + A/C
    jumping attack with A/B/C/D, standing heavy punch (2 hits) or crouching heavy punch or
    downforward + A combo-ed into dwn bk, forward + A or C. then the finisher with qcf + A or C.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +
    s C
    d C -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C
    standing heavy punch(1 or 2 hit) or crouching heavy punch, chained into dwnfw + A, combo-ed
    into dwnbk fw + A/C then finish with qcf + A/C.
    [ hit]
          
    +
    s C
    d C -> dwnfw + A -> QCB + A/C
    standing heavy punch(1 or 2 hit) or crouching heavy punch, chained into dwnfw + A, combo-ed
    into qcb + A or C.
    [ hit]
    
    +
    s C
    d C -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C
    standing heavy punch(1 or 2 hit) or crouching heavy punch, chained into dwnfw + A, combo-ed
    into dwnbk fw + A/C then finish with qcf + A/C.
    [ hit]
          
    +
    s C
    d C -> dwnfw + A -> QCB + A/C
    standing heavy punch(1 or 2 hit) or crouching heavy punch, chained into dwnfw + A, combo-ed
    into qcb + A or C.
    [ hit]
    
    +
             s C
    j A~D -> d C -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C
    jumping attack with A/B/C/D, standing heavy punch(1 or 2 hit) or crouching heavy punch, 
    chained into dwnfw + A, combo-ed into dwnbk fw + A/C then finish with qcf + A/C.
    Note : standing 2 hit heavy punch would only combo in the corner.
    [ hit]
          
    +
             s C
    j A~D -> d C -> dwnfw + A -> QCB + A
    jumping attack with A/B/C/D, standing heavy punch(1 or 2 hit) or crouching heavy punch,
    chained into dwnfw + A, combo-ed into qcb + A.
    Note : standing 2 hit heavy punch would only combo in the corner.
    [ hit]
    
    (C)(DM)
    s C
    d C -> QCB, HCF + B/D 
    standing/crouching heavy punch combo-ed into qcb, hcf + B/D.
    [ hit]
    
    (C)(DM)
    s C
    d C ->  QCF, QCF + A/C
    1 HC
    standing/crouching heavy punch or any light punch or kick, combo-ed into  qcf, qcf + A or C.
    Note : 2 hit standing heavy punch can also combo. 
    [ hit]
    
    (C)(DM)
             s C
    j A~D -> d C -> QCB, HCF + B/D
    jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into qcb, hcf + B or D .
    [ hit]
    
    (C)(DM)
             s C
    j A~D -> d C -> QCF, QCF + A/C
             1 HC
    jumping attack with A/B/C/D, standing/crouching heavy punch  or any light punch or kick,
    into combo-ed qcf, qcf + A or C.
    [ hit]
    
    +
    1 HC
    2 HC -> dwnfw + A -> QCB + A/C
    any 1 or 2 light hit chained into downforward + A, combo-ed into qch + A.
    [ hit]
    
    +
    1 HC
    2 HC -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C
    any 1 or 2 light hit chained into downforward + A, combo-ed into dwnbk, fw + A or C, finished
    with qcf + A or C finisher.
    [ hit]
    
    +(CSP)
            1 HC
    cx A -> 2 HC -> dwnfw + A -> QCB + A/C
    crossup attack with A, then any 1 or 2 light hit chained into downforward + A, combo-ed into
    qcb + A or C.
    [ hit]
    
    +(CSP)
            1 HC
    cx A -> 2 HC -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C
    crossup attack with A, then any any 1 or 2 light hit chained into downforward + A, combo-ed into
    dwnbk, fw + A or C, finished with qcf + A or C finisher.
    [ hit]
    
    (CSP)
    cx A -> s C(2 hit) -> QCB + A/C
    crossup attack with A, standing heavy punch(2 hits) , combo-ed into qcb + A.
    Note : downforward + A can replace the standing 2 hit heavy punch.
    [ hit]
    
    (CSP)
    cx A -> s C(2 hit) -> DP + A/C
    crossup attack with A, standing heavy punch(2 hits) , combo-ed into uppercut + A or C.
    Note : downforward + A can replace the standing 2 hit heavy punch.
    [ hit]
    
    (CSP)
    cx A -> s C(2 hit) -> HCF + B/D
    crossup attack with A, standing heavy punch(2 hits) , combo-ed into hcf + B or D.
    Note : downforward + A can replace the standing 2 hit heavy punch.
    [ hit]
    
    (CSP)
    cx A -> s C(2 hit) -> dwnbk, fw + A/C -> QCF + A/C
    crossup attack with A, standing heavy punch(2 hits) , combo-ed into downforward + A, combo-ed 
    into dwnbk, fw + A or C, finished with qcf + A or C finisher.
    Note : downforward + A can replace the standing 2 hit heavy punch.
    [ hit]
    
    (CSP)(DM)
    cx A -> s C(2 hit) -> QCB, HCF + B/D
    crossup attack with A, standing heavy punch(2 hits) , combo-ed into qcb, hcf + B or D.
    Note : downforward + A can replace the standing 2 hit heavy punch.
    [ hit]
    
    (CSP)(DM)
            1 HC
    cx A -> s C(2 hit) -> QCF, QCF + A/C
    crossup attack with A, standing heavy punch(2 hits) or any light punch or kick, combo-ed into
    qcf, qcf + A or C.
    Note : downforward + A can replace the standing 2 hit heavy punch.
    [ hit]
    
    cx A -> s C(2 hit) -> dwnfw + A -> QCB + A/C
    crossup attack with A, standing heavy punch(2 hits) chained into downforward + A, combo-ed into 
    qcb + A or C.
    [ hit]
    
    cx A -> s C(2 hit) -> dwnfw + A -> dwnbk, fw + A/C -> QCF + A/C
    crossup attack with A, standing heavy punch(2 hits) chained into downforward + A, combo-ed into 
    dwnbk, fw + A or C, finished with qcf + A or C finisher.
    [ hit]
    
    (CSP)(SDM)(MAX)
    cx A -> 1 HC -> QCF, QCF + A/C
    crossup attack with A, then any light punch or kick, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (SDM)(MAX)
    1 HC 
    2 HC -> dwnfw + A -> QCF, QCF + A/C
    any 1 or 2 light punch or kick chained into downforward + A then combo-ed into 
    qcf, qcf + A or C.
    Note : works without MAX also.
    [ hit]
    
    (CSP)(SDM)(MAX)
            1 HC 
    cx A -> 2 HC -> dwnfw + A -> QCF, QCF + A/C
    crossup attack with A, then any 1 or 2 light punch or kick chained into downforward + A then
    combo-ed into qcf, qcf + A or C.
    Note : works without MAX also.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are
    available for Andy, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have
                       the same characteristics as a standing CD that his opponent in mid air. if
                       "COUNTER" appears, the dodge hit can also combo just like a CD attack.
                       (Refer to Goro for some useful combos of such nature)
    
    Note : ah, you noticed eh? no eXpert combos for RB2 version of Andy..
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    QCB + A -> dwnbk fw + A/C -> QCF + A/C
    execute fireball from a far, then dwnbk fw + A/C into qcf + A/C finisher.
    Note : done from far away, works in corner or near corner as well
    [ hit]
    
    (CNT)
    s CD -> QCB + A/C
    standing CD(body toss attack)("COUNTER"), then combo-ed into qcf + A or C.
    Note : works well in corner or near corner.
    [ hit]
    
    (CNT)
    s CD -> HCF + K
    standing CD(body toss attack)("COUNTER"), then combo-ed into hcf + B or D.
    Note : works well in corner or near corner.
    [ hit]
    
    (CNT)
    s CD -> DP + A/C
    standing CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A/C.
    Note : works well in corner or near corner.
    [ hit]
    
    (CNT)(DM)(C)
    s CD -> QCB, HCF + K
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + B or D.
    [ hit]
    
    (CNT)
    j CD -> j CD
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into jumping attack
    with CD(body toss attack).
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
            j A~D
    j CD -> fw + B 
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into forward + B or jumping 
    attack with either A/B/C/D.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    j CD -> s A~D
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into standing A, B, 
    C or D.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)(C)
    j CD -> dwnfw + A -> etc.
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into dwnfw + A then juggle
    into any combination preferred.
    [ hit]
    
    (CNT)
    j CD -> QCB + A/C
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb + A or C.
    [ hit]
    
    (CNT)
    j CD -> uppercut + A/C
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into uppercut + A/C.
    Note : can also be done in corner or near corner.
    [ hit]
    
    (CNT)
    j CD -> HCF + K
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into hcf + B or D.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCB, HCF + K
    jumping attack with CD(body toss attack)("COUNTER"), then combo-ed into qcb, hcf + B or D.
    [ hit]
    
    (CNT)(MID)
    DP + A/C -> etc
    hit opponent with last frame of uppercut + A or C("COUNTER"), then into any juggle combination 
    preferred.
    Note : the last frame of the uppercut + A or C acts like dwnfw + A, so the best juggle
           would be a SDM version of qcb, hcf + K.
    [ hit]
    
    (CNT)(MID)
    QCB + A/C -> etc
    hit opponent with qcb + A or C("COUNTER"), then into any juggle combination preferred.
    Note : the hit from qcb + A or C acts like dwnfw + A, so the best juggle would be a SDM 
           version of qcb, hcf + K.
    [ hit]
    
    (OPD)
    s A      d C 
    d A/B -> s C -> etc.
    early standing A or crouching A/B chained into standing/crouching heavy punch, combo-ed into
    any combinations that is preferred.
    [ hit]
    
    (C)
                                       d C
    s A/B -> fw + B -> QCF + K -> P -> s C
    standing A or B, cancel into forward + B then combo-ed into qcf + B or D, punch finisher, then 
    juggle with standing or crouching heavy punch.
    Note : just a combo for practice mode :)
    [ hit]
    
    
    3.2.3a
    ---------------
    Joe Higashi '97
    ---------------
    Moveslist
    ---------
    Sliding                  : dwnfw + B(low sliding kick, 1 hit)
    Low Kick                 : fw + B('soccer' kick, 1 hit)
    +-------------------------------------------------------------------------------------------+
    Hurricane Upper          : HCF + A/C(ground projectile)
    Exploding Fist           : Rapid A/C
    Exploding Fist Finisher  : QCF + A/C
    Tiger Kick               : DP + B/D(anti-air)
    Slash Kick               : HCF + B/D
    Golden Heel              : QCB + B/D(mid-priority anti-air)
    +-------------------------------------------------------------------------------------------+
    Screw Upper              : QCF x 2 + A/C(anti air)
    Exploding Hurricane      : QCF, HCB + A/C
    Tiger Heel
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d B, d A
    d A, d B
    d B, d B
    d A, s A
    d B, s A
    d A, s B
    d B, s B
    s A, d A
    s A, d B
    s A, s A
    d A, d A, d A
    d B, d A, d A
    d A, d B, d A
    d B, d B, d A
    s A, s A, d A
    d A, d A, d B
    d B, d A, d B
    d A, d B, d B
    d B, d B, d B
    s A, s A, d B
    d A, d A, d A, s A
    d B, d A, d A, s A
    d A, d B, d A, s A
    d B, d B, d A, s A
    d A, d A, d B, s A
    d B, d A, d B, s A
    d A, d B, d B, s A
    d B, d B, d B, s A
    ++ d A, d A, dwnfw + B
    ++ d B, d A, dwnfw + B
    ++ d A, d B, dwnfw + B
    ++ d B, d B, dwnfw + B
    ++ d A, s A, dwnfw + B
    ++ d B, s A, dwnfw + B
    ++ d A, s B, dwnfw + B
    ++ d B, s B, dwnfw + B
    ++ s A, d A, dwnfw + B
    ++ s A, d B, dwnfw + B
    ++ s A, s A, dwnfw + B
    ++ d A, d A, d A, dwnfw + B
    ++ d B, d A, d A, dwnfw + B
    ++ d A, d B, d A, dwnfw + B
    ++ d B, d B, d A, dwnfw + B
    ++ s A, s A, d A, dwnfw + B
    ++ d A, d A, d B, dwnfw + B
    ++ d B, d A, d B, dwnfw + B
    ++ d A, d B, d B, dwnfw + B
    ++ d B, d B, d B, dwnfw + B
    ++ s A, s A, d B, dwnfw + B
    ++ d A, d A, d A, s A, dwnfw + B
    ++ d B, d A, d A, s A, dwnfw + B
    ++ d A, d B, d A, s A, dwnfw + B
    ++ d B, d B, d A, s A, dwnfw + B
    ++ d A, d A, d B, s A, dwnfw + B
    ++ d B, d A, d B, s A, dwnfw + B
    ++ d A, d B, d B, s A, dwnfw + B
    ++ d B, d B, d B, s A, dwnfw + B
    ++ d A, d A, fw + B
    ++ d B, d A, fw + B
    ++ d A, d B, fw + B
    ++ d B, d B, fw + B
    ++ d A, s A, fw + B
    ++ d B, s A, fw + B
    ++ d A, s B, fw + B
    ++ d B, s B, fw + B
    ++ s A, d A, fw + B
    ++ s A, d B, fw + B
    ++ s A, s A, fw + B
    ++ d A, d A, d A, fw + B
    ++ d B, d A, d A, fw + B
    ++ d A, d B, d A, fw + B
    ++ d B, d B, d A, fw + B
    ++ s A, s A, d A, fw + B
    ++ d A, d A, d B, fw + B
    ++ d B, d A, d B, fw + B
    ++ d A, d B, d B, fw + B
    ++ d B, d B, d B, fw + B
    ++ s A, s A, d B, fw + B
    ++ d A, d A, d A, s A, fw + B
    ++ d B, d A, d A, s A, fw + B
    ++ d A, d B, d A, s A, fw + B
    ++ d B, d B, d A, s A, fw + B
    ++ d A, d A, d B, s A, fw + B
    ++ d B, d A, d B, s A, fw + B
    ++ d A, d B, d B, s A, fw + B
    ++ d B, d B, d B, s A, fw + B
    d A, s C
    s C, dnfw + B
    d C, dnfw + B
    s C, fw + B
    d C, fw + B
    d A, s C, dwnfw + B
    d A, s C, fw + B
    j A -> j B
    j B -> j B
    j C -> j B
    j C -> j B
    j A -> j D
    j B -> j D
    j C -> j D
    j C -> j D
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    s C
    d C -> HCF + A
    standing/crouching heavy punch combo-ed into hcf + A.
    [ hit]
    
    s C
    d C -> DP + B/D
    standing/crouching heavy punch combo-ed into uppercut + B or D.
    [ hit]
    
    s C
    d C -> HCF + B/D
    standing/crouching heavy punch combo-ed into hcf + B or D.
    [ hit]
    
    s C
    d C -> rapid A/C
    standing/crouching heavy punch combo-ed into rapid A.
    [ hit]
    
    +
    s C    fw + B
    d C -> dwnfw + B
    standing/crouching heavy punch combo-ed into downforward + B or forward + B.
    [ hit]
    
    (DM)
    s C
    d C -> QCF, HCB + A/C
    standing/crouching heavy punch combo-ed into qcf, hcb + A or C.
    [ hit]
    
    (DM)
    s C
    d C -> QCF, QCF + A/C
    standing/crouching heavy punch combo-ed into qcf, qcf + A or C.
    [ hit]
    
             s C
    j A~D -> d C -> HCF + A
    jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into hcf + A.
    [ hit]
    
             s C
    j A~D -> d C -> DP + B/D
    jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into uppercut + B or D.
    [ hit]
    
             s C
    j A~D -> d C -> HCF + B/D
    jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into hcf + B or D.
    [ hit]
    
             s C
    j A~D -> d C -> rapid A/C
    jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into rapid A.
    [ hit]
    
             s C    fw + B
    j A~D -> d C -> dwnfw + B
    jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into downforward + B 
    or forward + B.
    [ hit]
    
    (DM)
             s C
    j A~D -> d C -> QCF, HCB + A/C
    jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into qcf, hcb + A or C.
    [ hit]
    
    (DM)
             s C
    j A~D -> d C -> QCF, QCF + A/C
    jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into qcf, qcf + A or C.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    +
    s C    
    d C -> fw + B -> DP + B/D
    standing/crouching heavy punch chained into forward + B then combo-ed into uppercut + B or D.
    [ hit]
    
    +
    s C    
    d C -> fw + B -> HCF + B/D
    standing/crouching heavy punch chained into forward + B then combo-ed into hcf + B or D.
    [ hit]
    
    +(DM)
    s C    
    d C -> fw + B -> QCF, HCB + A/C
    standing/crouching heavy punch chained into forward + B then combo-ed into qcf, hcb + A or C.
    [ hit]
    
    +(DM)
    s C    
    d C -> fw + B -> QCF, QCF + C
    standing/crouching heavy punch chained into forward + B then combo-ed into qcf, qcf + C.
    [ hit]
    
    +(CSP)
    cx D     s C
    j A~D -> d C -> fw + B -> DP + B/D
    jumping attack with A/B/C/D or crossup attack with heavy kick, standing/crouching heavy punch 
    chained into forward + B then combo-ed into uppercut + B or D.
    [ hit]
    
    +(CSP)
    cx D     s C
    j A~D -> d C -> fw + B -> HCF + B/D
    jumping attack with A/B/C/D or crossup attack with heavy kick, standing/crouching heavy punch 
    chained into forward + B then combo-ed into hcf + B or D.
    [ hit]
    
    +(DM)(CSP)
    cx D     s C
    j A~D -> d C -> fw + B -> QCF, HCB + A/C
    jumping attack with A/B/C/D or crossup attack with heavy kick, standing/crouching heavy punch 
    chained into forward + B then combo-ed into  qcf, hcb + A or C.
    [ hit]
    
    +(DM)(CSP)
    cx D     s C
    j A~D -> d C -> fw + B -> QCF, QCF + C
    jumping attack with A/B/C/D or crossup attack with heavy kick, standing/crouching heavy punch 
    chained into forward + B then combo-ed into qcf, qcf + C.
    [ hit]
    
    (C)
             s C                            
    j A~D -> d C -> rapid A/C -> QCF + C -> s C
    jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into rapid A or C, then
    into qcf + C finisher and juggled with standing heavy punch.
    [ hit]
    
    (C)(DM)
             s C                            
    j A~D -> d C -> rapid A/C -> QCF + C -> QCF, HCB + A/C
    jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into rapid A or C, then
    into qcf + C finisher and juggled with qcf, hcb + A or C.
    Note : DM only hit a few hits
    [ hit]
    
    +(C)
             s C                            
    j A~D -> d C -> fw + B -> rapid A/C -> QCF + C -> s C
    jumping attack with A/B/C/D, standing/crouching heavy punch chained into forward + B,
    combo-ed into rapid A or C, then into qcf + C finisher and juggled with standing heavy punch.
    [ hit]
    
    +(C)(DM)
             s C                            
    j A~D -> d C -> fw + B -> rapid A/C -> QCF + C -> QCF, HCB + A/C
    jumping attack with A/B/C/D, standing/crouching heavy punch chained into forward + B,
    combo-ed into rapid A or C, then into qcf + C finisher and juggled with qcf, hcb + A or C.
    Note : DM only hit a few hits
    [ hit]
    
    +(DM)
    1 HC
    2 HC
    3 HC -> rapid A/C -> QCF + A/C
    any 1, 2 or 3 hit light chain, combo-ed into rapid + A or C then into either A finisher or C
    finisher.
    Note : if done with C finisher, then juggle with either stand C or qcf, hcb + A/C.
    [ hit]
    
    +(DM)
    1 HC
    2 HC
    3 HC -> QCF, QCF + A/C
    any 1, 2 or 3 hit light chain, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(DM)
    1 HC
    2 HC
    3 HC -> QCF, HCB + A/C
    any 1, 2 or 3 hit light chain, combo-ed into qcf, hcb + A or C.
    [ hit]
    
    +(DM)(CSP)
            1 HC
            2 HC
    cx D -> 3 HC -> rapid A/C -> QCF + A/C
    any 1, 2 or 3 hit light chain, combo-ed into rapid + A or C then into either A finisher or C
    finisher.
    Note : if done with C finisher, then juggle with either stand C or qcf, hcb + A/C.
    [ hit]
    
    +(DM)(CSP)
            1 HC
            2 HC
    cx D -> 3 HC -> QCF, QCF + A/C
    crossup attack with D, then any 1, 2 or 3 hit light chain, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(DM)(CSP)
            1 HC
            2 HC
    cx D -> 3 HC -> QCF, HCB + A/C
    crossup attack with D, then any 1, 2 or 3 hit light chain, combo-ed into qcf, hcb + A or C.
    [ hit]
    
    +(t.C)(CSP)
    cx D     d C        
    j A~D -> s C -> fw + B -> QCB + B
    jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch chained into
    forward + B, combo-ed into qcb + B.
    [ hit]
    
    (MID)
    QCB + B -> HCF + K 
    juggle opponent with qcb + B in mid air and finish with hcf + B or D. 
    [ hit]
    
    (MID)(nC)
    QCB + B -> HCF + A
    juggle opponent with qcb + B in mid air and finish with hcf + A.
    [ hit]
    
    (MID)(C)
    QCB + B -> DP + K
    juggle opponent with qcb + B in mid air and finish with uppercut + B or D.
    [ hit]
    
    (MID)(C)
    QCB + B -> s A~D
    juggle opponent with qcb + B in mid air and finish with standing A/B/C/D.
    [ hit]
    
    (MID)(C)
    QCB + B -> j A~D
    juggle opponent with qcb + B in mid air and finish with jumping attack with A/B/C/D.
    [ hit]
    
    (EX)
    AB -> A~D -> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are
    available for Joe, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have
                       the same characteristics as a standing CD that his opponent in mid air. if
                       "COUNTER" appears, the dodge hit can also combo just like a CD attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    +
    d A -> s C -> HCF + K
    crouching light punch, standing heavy punch, combo-ed into hcf + B or D.
    [ hit]
    
    +
    d A -> s C -> DP + K
    crouching light punch, standing heavy punch, combo-ed into uppercut + B or D.
    [ hit]
    
    +(DM)
    d A -> s C -> QCF, QCF + A/C
    crouching light punch, standing heavy punch, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(DM)
    d A -> s C -> QCF, HCB + A/C
    crouching light punch, standing heavy punch, combo-ed into qcf, hcb + A or C.
    [ hit]
    
    +
    d A -> s C -> fw + B -> HCF + K
    crouching light punch, standing heavy punch, forward + B, combo-ed into hcf + B or D.
    [ hit]
    
    +
    d A -> s C -> fw + B -> DP + K
    crouching light punch, standing heavy punch, forward + B, combo-ed into uppercut + B or D.
    [ hit]
    
    +(DM)
    d A -> s C -> fw + B -> QCF, HCB + A/C
    crouching light punch, standing heavy punch, forward + B, combo-ed into qcf, hcb + A or C.
    [ hit]
    
    +
    cx D -> d A -> s C -> HCF + K
    crossup attack with D, crouching light punch, standing heavy punch, combo-ed into hcf + B or D.
    [ hit]
    
    +
    cx D -> d A -> s C -> DP + K
    crossup attack with D, crouching light punch, standing heavy punch, combo-ed into
    uppercut + B or D.
    [ hit]
    
    +(DM)
    cx D -> d A -> s C -> QCF, QCF + A/C
    crossup attack with D, crouching light punch, standing heavy punch, combo-ed into 
    qcf, qcf + A or C.
    [ hit]
    
    +(DM)
    cx D -> d A -> s C -> QCF, HCB + A/C
    crossup attack with D, crouching light punch, standing heavy punch, combo-ed into
    qcf, hcb + A or C.
    [ hit]
    
    +
    cx D -> d A -> s C -> fw + B -> HCF + K
    crossup attack with D, crouching light punch, standing heavy punch, forward + B, combo-ed into 
    hcf + B or D.
    [ hit]
    
    +
    cx D -> d A -> s C -> fw + B -> DP + K
    crossup attack with D, crouching light punch, standing heavy punch, forward + B, combo-ed into 
    uppercut + B or D.
    [ hit]
    
    +(DM)
    cx D -> d A -> s C -> fw + B -> QCF, HCB + A/C
    crossup attack with D, crouching light punch, standing heavy punch, forward + B, combo-ed into
    qcf, hcb + A or C.
    [ hit]
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> QCB + B
    standing CD(body toss attack),"COUNTER", juggled with qcb + B.
    [ hit]
    
    (CNT)
    s CD -> HCF + D
    standing CD(body toss attack),"COUNTER", juggled with hcf + D.
    [ hit]
    
    (CNT)
    s CD -> HCF + A
    standing CD(body toss attack),"COUNTER", juggled with hcf + A.
    [ hit]
    
    (CNT)
    s CD -> rapid A/C
    standing CD(body toss attack),"COUNTER", juggled with rapid A or C.
    Note : only first 2~3 hits of rapid A/C will hit.
    [ hit]
    
    (CNT)
    s CD -> DP + K
    standing CD(body toss attack),"COUNTER", juggled with uppercut + B or D.
    [ hit]
    
    (CNT)
    s CD -> QCB + B -> s A~D
    standing CD(body toss attack),"COUNTER", juggled with qcb + B then continue with jumping 
    attack with A/B/C/D.
    [ hit]
    
    (CNT)
    s CD -> QCB + B -> j A~D
    standing CD(body toss attack) ,"COUNTER", juggled with qcb + B, then continue with jumping
    attack with A/B/C/D.
    [ hit]
    
    (CNT)
    s CD -> QCB + B -> DP + K
    standing CD(body toss attack),"COUNTER", juggled with qcb + B then finish with uppercut 
    + B or D.
    [ hit]
    
    (CNT)
    s CD -> QCF, QCF + A/C
    standing CD(body toss attack),"COUNTER", juggled with qcf, qcf + A or C.
    [ hit]
    
    (CNT)
    s CD -> QCF, HCB + A/C
    standing CD(body toss attack),"COUNTER", juggled with qcf, hcb + A or C.
    Note : only first few hits connect.
    [ hit]
    
    (CNT)
    j CD -> QCB + B
    jumping CD(body toss attack),"COUNTER", juggled with qcb + B.
    [ hit]
    
    (CNT)
    j CD -> HCF + D
    jumping CD(body toss attack),"COUNTER", juggled with hcf + D.
    [ hit]
    
    (CNT)
    j CD -> rapid A/C
    jumping CD(body toss attack),"COUNTER", juggled with rapid A or C.
    Note : only first 2~3 hits of rapid A/C will hit.
    [ hit]
    
    (CNT)
    j CD -> DP + K
    jumping CD(body toss attack),"COUNTER", juggled with uppercut + B or D.
    [ hit]
    
    (CNT)
    j CD -> QCB + B -> DP + K
    jumping CD(body toss attack),"COUNTER", juggled with qcb + B then finish with uppercut + B or D.
    [ hit]
    
    (CNT)
    j CD -> QCF, QCF + A/C
    jumping CD(body toss attack),"COUNTER", juggled with qcf, qcf + A or C.
    [ hit]
    
    (CNT)
    j CD -> QCF, HCB + A/C
    jumping CD(body toss attack),"COUNTER", juggled with qcf, hcb + A or C.
    Note : only first few hits connect.
    [ hit]
    
    (CNT)(C)(MID)
               s A~D
    HCF + A -> j A~D
    hit mid-air opponent in corner with hcf + A, then juggle with a standing or jumping attack
    with A/B/C/D.
    [ hit]
    
    (OPD)
    d B
    d A -> d C -> etc.
    early crouching B or A, chained into crouching heavy punch, combo-ed into any combination 
    preferred.
    Note : low A/B hits opponent at last frame to allow the down C to combo.
    [ hit]
    
    (EX)(MID)(CNT)
    AB -> A~D -> QCB + B -> etc.
    AB to dodge, then press A/B/C or D to hit opponent("COUNTER") and juggle with qcb + B and 
    finish with any move depeding on position in the screen.
    [ hit]
    
    
    3.2.3b
    -----------------
    Joe Higashi (RB2)
    -----------------
    Moveslist
    ---------
    Sliding                  : dwnfw + B(low sliding kick, 1 hit)
    Low Kick                 : fw + B('soccer' kick, 1 hit)
    +-------------------------------------------------------------------------------------------+
    Hurricane Upper          : HCF + A/C(ground projectile, all screen)
    Exploding Fist           : Rapid A/C
    Exploding Fist Finisher  : QCF + A/C
    Tiger Kick               : DP + B/D(anti-air)
    Slash Kick               : HCF + B/D
    +-------------------------------------------------------------------------------------------+
    Screw Upper              : QCF x 2 + A/C(anti-air)
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d B, d A
    d A, d B
    d B, d B
    d A, s A
    d B, s A
    d A, s B
    d B, s B
    s A, d A
    s A, d B
    s A, s A
    d A, d A, d A
    d B, d A, d A
    d A, d B, d A
    d B, d B, d A
    s A, s A, d A
    d A, d A, d B
    d B, d A, d B
    d A, d B, d B
    d B, d B, d B
    s A, s A, d B
    d A, d A, d A, s A
    d B, d A, d A, s A
    d A, d B, d A, s A
    d B, d B, d A, s A
    d A, d A, d B, s A
    d B, d A, d B, s A
    d A, d B, d B, s A
    d B, d B, d B, s A
    ++ d A, d A, dwnfw + B
    ++ d B, d A, dwnfw + B
    ++ d A, d B, dwnfw + B
    ++ d B, d B, dwnfw + B
    ++ d A, s A, dwnfw + B
    ++ d B, s A, dwnfw + B
    ++ d A, s B, dwnfw + B
    ++ d B, s B, dwnfw + B
    ++ s A, d A, dwnfw + B
    ++ s A, d B, dwnfw + B
    ++ s A, s A, dwnfw + B
    ++ d A, d A, d A, dwnfw + B
    ++ d B, d A, d A, dwnfw + B
    ++ d A, d B, d A, dwnfw + B
    ++ d B, d B, d A, dwnfw + B
    ++ s A, s A, d A, dwnfw + B
    ++ d A, d A, d B, dwnfw + B
    ++ d B, d A, d B, dwnfw + B
    ++ d A, d B, d B, dwnfw + B
    ++ d B, d B, d B, dwnfw + B
    ++ s A, s A, d B, dwnfw + B
    ++ d A, d A, d A, s A, dwnfw + B
    ++ d B, d A, d A, s A, dwnfw + B
    ++ d A, d B, d A, s A, dwnfw + B
    ++ d B, d B, d A, s A, dwnfw + B
    ++ d A, d A, d B, s A, dwnfw + B
    ++ d B, d A, d B, s A, dwnfw + B
    ++ d A, d B, d B, s A, dwnfw + B
    ++ d B, d B, d B, s A, dwnfw + B
    ++ d A, d A, fw + B
    ++ d B, d A, fw + B
    ++ d A, d B, fw + B
    ++ d B, d B, fw + B
    ++ d A, s A, fw + B
    ++ d B, s A, fw + B
    ++ d A, s B, fw + B
    ++ d B, s B, fw + B
    ++ s A, d A, fw + B
    ++ s A, d B, fw + B
    ++ s A, s A, fw + B
    ++ d A, d A, d A, fw + B
    ++ d B, d A, d A, fw + B
    ++ d A, d B, d A, fw + B
    ++ d B, d B, d A, fw + B
    ++ s A, s A, d A, fw + B
    ++ d A, d A, d B, fw + B
    ++ d B, d A, d B, fw + B
    ++ d A, d B, d B, fw + B
    ++ d B, d B, d B, fw + B
    ++ s A, s A, d B, fw + B
    ++ d A, d A, d A, s A, fw + B
    ++ d B, d A, d A, s A, fw + B
    ++ d A, d B, d A, s A, fw + B
    ++ d B, d B, d A, s A, fw + B
    ++ d A, d A, d B, s A, fw + B
    ++ d B, d A, d B, s A, fw + B
    ++ d A, d B, d B, s A, fw + B
    ++ d B, d B, d B, s A, fw + B
    d A, s C
    s C, dnfw + B
    d C, dnfw + B
    s C, fw + B
    d C, fw + B
    d A, s C, dwnfw + B
    d A, s C, fw + B
    j A -> j B
    j B -> j B
    j C -> j B
    j C -> j B
    j A -> j D
    j B -> j D
    j C -> j D
    j C -> j D
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    s C
    d C -> HCF + A/C
    standing/crouching heavy punch combo-ed into hcf + A or C.
    [ hit]
    
    s C
    d C -> DP + B/D
    standing/crouching heavy punch combo-ed into uppercut + B or D.
    [ hit]
    
    s C
    d C -> HCF + B/D
    standing/crouching heavy punch combo-ed into hcf + B or D.
    [ hit]
    
    s C
    d C -> rapid A/C
    standing/crouching heavy punch combo-ed into rapid A.
    [ hit]
    
    +
    s C    fw + B
    d C -> dwnfw + B
    standing/crouching heavy punch combo-ed into downforward + B or forward + B.
    [ hit]
    
    (DM)
    s C
    d C -> QCF, QCF + A/C
    standing/crouching heavy punch combo-ed into qcf, qcf + A or C.
    [ hit]
    
             s C
    j A~D -> d C -> HCF + A/C
    jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into hcf + A or C.
    [ hit]
    
             s C
    j A~D -> d C -> DP + B/D
    jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into uppercut + B or D.
    [ hit]
    
             s C
    j A~D -> d C -> HCF + B/D
    jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into hcf + B or D.
    [ hit]
    
             s C
    j A~D -> d C -> rapid A/C
    jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into rapid A.
    [ hit]
    
             s C    fw + B
    j A~D -> d C -> dwnfw + B
    jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into downforward + B 
    or forward + B.
    [ hit]
    
    (DM)
             s C
    j A~D -> d C -> QCF, QCF + A/C
    jumping attack with A/B/C/D, standing/crouching heavy punch combo-ed into qcf, qcf + A or C.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    +
    s C    
    d C -> fw + B -> DP + B/D
    standing/crouching heavy punch chained into forward + B then combo-ed into uppercut + B or D.
    [ hit]
    
    +
    s C    
    d C -> fw + B -> HCF + B/D
    standing/crouching heavy punch chained into forward + B then combo-ed into hcf + B or D.
    [ hit]
    
    +
    s C    
    d C -> fw + B -> HCF + C
    standing/crouching heavy punch chained into forward + B then combo-ed into hcf + C.
    [ hit]
    
    +(DM)
    s C    
    d C -> fw + B -> QCF, QCF + C
    standing/crouching heavy punch chained into forward + B then combo-ed into qcf, qcf + C.
    [ hit]
    
    +(CSP)
    cx D     s C
    j A~D -> d C -> fw + B -> DP + B/D
    jumping attack with A/B/C/D or crossup attack with heavy kick, standing/crouching heavy punch 
    chained into forward + B then combo-ed into uppercut + B or D.
    [ hit]
    
    +(CSP)
    cx D     s C
    j A~D -> d C -> fw + B -> HCF + B/D
    jumping attack with A/B/C/D or crossup attack with heavy kick, standing/crouching heavy punch 
    chained into forward + B then combo-ed into hcf + B or D.
    [ hit]
    
    +(CSP)
    cx D     s C
    j A~D -> d C -> fw + B -> HCF + C
    jumping attack with A/B/C/D or crossup attack with heavy kick, standing/crouching heavy punch 
    chained into forward + B then combo-ed into hcf + C.
    [ hit]
    
    +(DM)(CSP)
    cx D     s C
    j A~D -> d C -> fw + B -> QCF, QCF + C
    jumping attack with A/B/C/D or crossup attack with heavy kick, standing/crouching heavy punch 
    chained into forward + B then combo-ed into qcf, qcf + C.
    [ hit]
    
    +(DM)
    1 HC
    2 HC
    3 HC -> rapid A/C -> QCF + A/C
    any 1, 2 or 3 hit light chain, combo-ed into rapid + A or C then into either A finisher or C
    finisher.
    [ hit]
    
    +(DM)
    1 HC
    2 HC
    3 HC -> QCF, QCF + A/C
    any 1, 2 or 3 hit light chain, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(DM)(CSP)
            1 HC
            2 HC
    cx D -> 3 HC -> rapid A/C -> QCF + A/C
    any 1, 2 or 3 hit light chain, combo-ed into rapid + A or C then into either A finisher or C
    finisher.
    [ hit]
    
    +(DM)(CSP)
            1 HC
            2 HC
    cx D -> 3 HC -> QCF, QCF + A/C
    crossup attack with D, then any 1, 2 or 3 hit light chain, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are
    available for Joe, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have
                       the same characteristics as a standing CD that his opponent in mid air. if
                       "COUNTER" appears, the dodge hit can also combo just like a CD attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    +
    d A -> s C -> HCF + K
    crouching light punch, standing heavy punch, combo-ed into hcf + B or D.
    [ hit]
    
    +
    d A -> s C -> HCF + C
    crouching light punch, standing heavy punch, combo-ed into hcf + C.
    [ hit]
    
    +
    d A -> s C -> DP + K
    crouching light punch, standing heavy punch, combo-ed into uppercut + B or D.
    [ hit]
    
    +(DM)
    d A -> s C -> QCF, QCF + A/C
    crouching light punch, standing heavy punch, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +
    d A -> s C -> fw + B -> HCF + K
    crouching light punch, standing heavy punch, forward + B, combo-ed into hcf + B or D.
    [ hit]
    
    +
    d A -> s C -> fw + B -> HCF + C
    crouching light punch, standing heavy punch, forward + B, combo-ed into hcf + C.
    [ hit]
    
    +
    d A -> s C -> fw + B -> DP + K
    crouching light punch, standing heavy punch, forward + B, combo-ed into uppercut + B or D.
    [ hit]
    
    +
    cx D -> d A -> s C -> HCF + K
    crossup attack with D, crouching light punch, standing heavy punch, combo-ed into hcf + B or D.
    [ hit]
    
    +
    cx D -> d A -> s C -> HCF + C
    crossup attack with D, crouching light punch, standing heavy punch, combo-ed into hcf + C.
    [ hit]
    
    +
    cx D -> d A -> s C -> DP + K
    crossup attack with D, crouching light punch, standing heavy punch, combo-ed into
    uppercut + B or D.
    [ hit]
    
    +(DM)
    cx D -> d A -> s C -> QCF, QCF + A/C
    crossup attack with D, crouching light punch, standing heavy punch, combo-ed into 
    qcf, qcf + A or C.
    [ hit]
    
    +
    cx D -> d A -> s C -> fw + B -> HCF + K
    crossup attack with D, crouching light punch, standing heavy punch, forward + B, combo-ed into 
    hcf + B or D.
    [ hit]
    
    +
    cx D -> d A -> s C -> fw + B -> HCF + C
    crossup attack with D, crouching light punch, standing heavy punch, forward + B, combo-ed into 
    hcf + C.
    [ hit]
    
    +
    cx D -> d A -> s C -> fw + B -> DP + K
    crossup attack with D, crouching light punch, standing heavy punch, forward + B, combo-ed into 
    uppercut + B or D.
    [ hit]
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    (CNT)(MID)(nC)
    HCF + A -> HCF + C
    juggle hcf + A, "COUNTER", with hcf + C
    [2 hit]
    
    (CNT)
    s CD -> HCF + D
    standing CD(body toss attack),"COUNTER", juggled with hcf + D.
    [ hit]
    
    (CNT)
    s CD -> HCF + A
    standing CD(body toss attack),"COUNTER", juggled with hcf + A.
    [ hit]
    
    (CNT)
    s CD -> rapid A/C
    standing CD(body toss attack),"COUNTER", juggled with rapid A or C.
    Note : only first 2~3 hits of rapid A/C will hit.
    [ hit]
    
    (CNT)
    s CD -> DP + K
    standing CD(body toss attack),"COUNTER", juggled with uppercut + B or D.
    [ hit]
    
    (CNT)
    s CD -> QCB + B -> DP + K
    standing CD(body toss attack),"COUNTER", juggled with qcb + B then finish with uppercut 
    + B or D.
    [ hit]
    
    (CNT)
    s CD -> QCF, QCF + A/C
    standing CD(body toss attack),"COUNTER", juggled with qcf, qcf + A or C.
    [ hit]
    
    (CNT)
    j CD -> HCF + D
    jumping CD(body toss attack),"COUNTER", juggled with hcf + D.
    [ hit]
    
    (CNT)
    j CD -> rapid A/C
    jumping CD(body toss attack),"COUNTER", juggled with rapid A or C.
    Note : only first 2~3 hits of rapid A/C will hit.
    [ hit]
    
    (CNT)
    j CD -> DP + K
    jumping CD(body toss attack),"COUNTER", juggled with uppercut + B or D.
    [ hit]
    
    (CNT)
    j CD -> QCF, QCF + A/C
    jumping CD(body toss attack),"COUNTER", juggled with qcf, qcf + A or C.
    [ hit]
    
    (CNT)(C)(MID)
               s A~D
    HCF + A -> j A~D
    hit mid-air opponent in corner with hcf + A, then juggle with a standing or jumping attack
    with A/B/C/D.
    [ hit]
    
    (OPD)
    d B
    d A -> d C -> etc.
    early crouching B or A, chained into crouching heavy punch, combo-ed into any combination 
    preferred.
    Note : low A/B hits opponent at last frame to allow the down C to combo.
    [ hit]
    
    
    ==============================================================================================
    3.3                                __________________________
                                      /                         /
                                        Art of Fighting Team
                                    /_________________________/
    
    3.3.1a
    -----------------
    Ryo Sakazaki '97
    -----------------
    Moveslist
    ---------
    Ice Pillar Split             : fw + A(overhead)
    +-------------------------------------------------------------------------------------------+
    Tiger Gleam Fist             : QCF + A/C(stationary projectile)
    Tiger Cannon                 : DP + A/C (also after QCB + A/C)
    Wild Tiger Thunder           : QCB + A/C(low priority anti-air)
    God's Strength
    Wild Tiger Thunder           : QCF + B/D(overhead)
    God's Temple
    Flying Swallow Gale Leg      : HCB + B/D(B version low priority anti-air)
    Kyokugen Style               : HCF + A/C (close)
    Rapid Fist Dance
    +-------------------------------------------------------------------------------------------+
    Supreme King Flying          : fw, HCF + A/C(anti-air)
    Roaring Fist
    Tiger Boisterous Dance       : QCF, HCB + A/C
    Heaven and Earth             : QCF x 2 + A/C(anti-air)
    Supreme Gleaming Fist
    
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d B, d A
    d B, d B
    d B, s A
    d B, s B
    d A, d A, s A
    d B, d A, s A
    d B, d B, s A
    d B, d B, d B
    d B, s A, s A
    d B, d B, d B, d B
    d B, d B, d B, d B, s B
    ++ d A, d A, fw + A
    ++ d B, d A, fw + A
    ++ d B, d B, fw + A
    ++ d B, s A, fw + A
    ++ d B, s B, fw + A
    ++ d A, d A, s A, fw + A
    ++ d B, d A, s A, fw + A
    ++ d B, d B, s A, fw + A
    ++ d B, s A, s A, fw + A
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> j C
    j B -> j C
    j C -> j C
    j D -> j C
    j A -> j D
    j B -> j D
    j C -> j D
    j D -> j D
    s C, fw + A
    s D, fw + A
    d C, fw + A
    d B, d A, s C
    d B, d B, s C
    d B, d A, s C, fw + A
    d B, d B, s C, fw + A
    ++ dwn D, fw + A
    
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    +
    s C/D
    d C   -> fw + A
    standing heavy punch/kick or crouching heavy punch combo-ed into forward + A.
    [ hit]
    
    s C/D
    d C   -> QCF + A
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A.
    [ hit]
    
    s C/D
    d C   -> QCB + A/C -> DP + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into qcb + A or C, then
    uppercut + A or C finisher.
    [ hit]
    
    s C/D
    d C   -> DP + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C.
    [ hit]
    
    s C/D
    d C   -> HCB + B/D
    standing heavy punch/kick or crouching heavy punch combo-ed into hcb + B or D.
    [ hit]
    
    s C/D
    d C   -> HCF + A/C -> DP + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into hcf + A/C then juggle
    with uppercut + A or C.
    [ hit]
    
    s C/D                 j A~D
    d C   -> HCF + A/C -> j CD 
    standing heavy punch/kick or crouching heavy punch combo-ed into hcf + A/C then juggle
    with jumping attack with A/B/C/D or CD(body toss attack).
    [ hit]
    
    (DM)
    s C/D
    d C   -> fw, HCF + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into fw, hcf + A or C.
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCF, QCF + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCF, HCB + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf, hcb + A or C.
    [ hit]
    
    +
             s C/D
    j A~D -> d C   -> fw + A
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into
    forward + A.
    [ hit]
    
             s C/D
    j A~D -> d C   -> QCF + A
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into 
    qcf + A.
    [ hit]
    
             s C/D
    j A~D -> d C   -> QCB + A/C -> DP + A/C
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into 
    qcb + A or C, then uppercut + A or C finisher.
    [ hit]
    
             s C/D
    j A~D -> d C   -> DP + A/C
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into
    uppercut + A or C.
    [ hit]
    
             s C/D
    j A~D -> d C   -> HCB + B/D
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into
    hcb + B or D.
    [ hit]
    
             s C/D
    j A~D -> d C   -> HCF + A/C -> DP + A/C
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into 
    hcf + A/C then juggle with uppercut + A or C.
    [ hit]
    
             s C/D                 j A~D 
    j A~D -> d C   -> HCF + A/C -> j CD 
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into
    hcf + A/C then juggle with jumping attack with A/B/C/D or CD(body toss attack).
    [ hit]
    
    (DM)
             s C/D
    j A~D -> d C   -> fw, HCF + A/C
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into 
    fw, hcf + A or C.
    [ hit]
    
    (DM)
             s C/D
    j A~D -> d C   -> QCF, QCF + A/C
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into 
    qcf, qcf + A or C.
    [ hit]
    
    (DM)
             s C/D
    j A~D -> d C   -> QCF, HCB + A/C
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into 
    qcf, hcb + A or C.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    +
    1 HC
    2 HC
    3 HC -> DP + P
    any 1, 2 or 3 hit light chain, combo-ed into uppercut + A or C.
    [ hit]
    
    +
    1 HC
    2 HC
    3 HC -> HCB + K
    any 1, 2 or 3 hit light chain, combo-ed into hcb + B or D.
    [ hit]
    
    +
    1 HC                 j CD
    2 HC -> HCF + A/C -> j A~D
    any 1 or 2 hit light chain, combo-ed into hcf + A or C, then juggled with jumping attack
    with A/B/C/D or CD(bosy toss attack).
    [ hit]
    
    +
    1 HC                 
    2 HC -> HCF + A/C -> DP + A/C
    any 1 or 2 hit light chain, combo-ed into hcf + A or C, then juggled with uppercut + A or C.
    [ hit]
    
    +
    1 HC
    2 HC
    3 HC
    4 HC -> HCB + B
    any 1, 2 or 3 hit light chain, combo-ed into hcb + B.
    [ hit]
    
    +(DM)
    1 HC
    2 HC
    3 HC
    4 HC -> QCF, QCF + A/C
    any 1, 2, 3 or 4 hit light chain, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(CSP)
              1 HC
              2 HC
    cx C/D -> 3 HC -> DP + P
    crossup with C/D, any 1, 2 or 3 hit light chain, combo-ed into uppercut + A or C.
    [ hit]
     
    +(CSP)
              1 HC
    j A~D     2 HC
    cx C/D -> 3 HC -> HCB + K
    jumping attack with A/B/C/D or crossup with C/D, then any 1, 2 or 3 hit light chain, 
    combo-ed into hcb + B or D.
    [ hit]
    
    +(CSP)
              1 HC                 j CD
    cx C/D -> 2 HC -> HCF + A/C -> j A~D
    crossup with C/D, then any 1 or 2 hit light chain, combo-ed into hcf + A or C, then 
    juggled with jumping attack with A/B/C/D or CD(bosy toss attack).
    [ hit]
    
    +(CSP)
              1 HC                 
    cx C/D -> 2 HC -> HCF + A/C -> DP + A/C
    crossup with C/D, any 1 or 2 hit light chain, combo-ed into hcf + A or C, then juggled 
    with uppercut + A or C.
    [ hit]
    
    +(CSP)
              1 HC
              2 HC
              3 HC
    cx C/D -> 4 HC -> HCB + B
    crossup with C/D, any 1, 2, 3 or 4 hit light chain, combo-ed into hcb + B.
    [ hit]
    
    +(DM)(CSP)
              1 HC
              2 HC
              3 HC
    cx C/D -> 4 HC -> QCF, QCF + A/C
    any 1, 2, 3 or 4 hit light chain, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CSP)
    j A~D
    cx C/D -> CD
    jumping attack with A/B/C/D or crossup with C/D, then combo-ed into standing CD
    (body toss attack).
    [2 hit]
    
    (CSP)(DM)
    j A~D
    cx C/D -> QCF, QCF + A/C
    jumping attack with A/B/C/D or crossup with C/D, then combo-ed into qcf, qcf + A/C
    [2 hit]
    
    (2nd)(MAX)
    - 95% Variable Combo
    
    After..
    
             s C/D
    j A~D -> d C   -> QCF, QCF + A/C
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into
    a MAX version of qcf, qcf + A or C.
    Note : any heavy hits  can be replace with any hit chain. opponent will dizzy with a 
           MAX qcf,qcf + A/C.
    
    Follow-up up with...
    
              s C/D
    cx C/D -> d C   -> QCF, HCB + A/C
    crossup with heavy punch or kick, standing heavy punch/kick or crouching heavy punch
    combo-ed into qcf, hcb + A or C.
    Note : after the above combo, sometimes, opponent will die, depends on luck i guess..sometimes
           the damage gets more.
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are
    available for Ryo, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have
                       the same characteristics as a standing CD that his opponent in mid air. if
                       "COUNTER" appears, the dodge hit can also combo just like a CD attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    +
    d 1 HC
    d 2 HC -> d C -> QCF + A
    any 1 or 2 hit low chain, crouching heavy punch, combo-ed into qcf + A.
    [ hit]
    
    +
    d 1 HC
    d 2 HC -> d C -> DP + A/C
    any 1 or 2 hit low chain, crouching heavy punch, combo-ed into uppercut + A or C.
    [ hit]
    
    +
    d 1 HC
    d 2 HC -> d C -> HCB + K
    any 1 or 2 hit low chain, crouching heavy punch, combo-ed into hcb + B or D.
    [ hit]
    
    +(DM)
    d 1 HC
    d 2 HC -> d C -> fw, HCF + A/C
    any 1 or 2 hit low chain, crouching heavy punch, combo-ed into fw, hcf + A or C.
    [ hit]
    
    +(DM)
    d 1 HC
    d 2 HC -> d C -> QCF, QCF + A/C
    any 1 or 2 hit low chain, crouching heavy punch, combo-ed into qcf, qcf + A/C
    [ hit]
    
    +(DM)
    d 1 HC
    d 2 HC -> d C -> QCF, HCB + A/C
    any 1 or 2 hit low chain, crouching heavy punch, combo-ed into qcf, hcb + A/C
    [ hit]
    
    +(CSP)
              d 1 HC
    cx C/D -> d 2 HC -> d C -> QCF + A
    crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed 
    into qcf + A.
    [ hit]
    
    +(CSP)
              d 1 HC
    cx C/D -> d 2 HC -> d C -> DP + A/C
    crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed
    into uppercut + A or C.
    [ hit]
    
    +(CSP)
              d 1 HC
    cx C/D -> d 2 HC -> d C -> HCB + K
    crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed
    into hcb + B or D.
    [ hit]
    
    +(CSP)
              d 1 HC
    cx C/D -> d 2 HC -> d C -> QCB + A/C -> DP + A/C
    crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed 
    into qcb + A or C then finish with uppercut + A or C finisher.
    [ hit]
    
    +(DM)(CSP)
              d 1 HC
    cx C/D -> d 2 HC -> d C -> fw, HCF + A/C
    crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed 
    into fw, hcf + A or C.
    [ hit]
    
    +(DM)(CSP)
              d 1 HC
    cx C/D -> d 2 HC -> d C -> QCF, QCF + A/C
    crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed 
    into qcf, qcf + A/C
    [ hit]
    
    +(DM)(CSP)
              d 1 HC
    cx C/D -> d 2 HC -> d C -> QCF, HCB + A/C
    crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed 
    into qcf, hcb + A/C
    [ hit
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> QCF + A/C
    standing CD(body toss attack),"COUNTER", juggled with qcf + A or C.
    [ hit]
    
    (CNT)
    s CD -> QCB + A/C
    standing CD(body toss attack),"COUNTER", juggled with qcb + A or C.
    [ hit]
    
    (CNT)
    s CD -> DP + A/C
    standing CD(body toss attack),"COUNTER", juggled with uppercut + A or C.
    [ hit]
    
    (CNT)
    s CD -> HCB + B 
    standing CD(body toss attack),"COUNTER", juggled with hcb + B.
    [ hit]
    
    (CNT)
    s CD -> QCF + B 
    standing CD(body toss attack),"COUNTER", juggled with qcf + B.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + A/C
    standing CD(body toss attack),"COUNTER", juggled with qcf, qcf + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, HCB + A/C
    standing CD(body toss attack),"COUNTER", juggled with qcf, hcb + A or C.
    [ hit]
    
    (CNT)
    j CD -> fw + A
    jumping CD(body toss attack),"COUNTER", juggled with forward + A. 
    [ hit]
    
    (CNT)
    j CD -> QCF + A/C
    jumping CD(body toss attack),"COUNTER", juggled with qcf + A or C.
    [ hit]
    
    (CNT)
    j CD -> QCB + A/C
    jumping CD(body toss attack),"COUNTER", juggled with qcb + A or C.
    [ hit]
    
    (CNT)
    j CD -> DP + A/C
    jumping CD(body toss attack),"COUNTER", juggled with uppercut + B or D.
    [ hit]
    
    (CNT)
    j CD -> HCB + B
    jumping CD(body toss attack),"COUNTER", juggled with hcb + B. 
    [ hit]
    
    (CNT)
    j CD -> QCF + B
    jumping CD(body toss attack),"COUNTER", juggled with qcf + B.
    [ hit]
    
    (CNT)
    j CD -> QCF, QCF + A/C
    jumping CD(body toss attack),"COUNTER", juggled with qcf, qcf + A or C.
    [ hit]
    
    (CNT)(MID)(nC)
    fw + A -> DP + A/C
    hit mid-air opponent with forward + A, "COUNTER", then juggle with uppercut + A or C.
    [ hit]
    
    (CNT)(MID)(nC)
    fw + A -> QCF, QCF + A/C
    hit mid-air opponent with forward + A, "COUNTER", then juggle with qcf, qcf + A or C.
    [ hit]
    
    (CNT)(C)           
    QCF + A -> etc.
    hit mid-air opponent in corner with hcf + A, then juggle with a standing or jumping attack
    with A/B/C/D.
    [ hit]
    
    (OPD)
    s C -> s A -> HCB + B.
    early standing heavy punch, chained into standing A, combo-ed hcb + B .
    Note : stand C hits opponent at last frame to allow the stand A to combo.
    [ hit]
    
    (OPD)
    s C -> s A -> DP + A
    early standing heavy punch, chained into standing A, combo-ed uppercut + A.
    Note : stand C hits opponent at last frame to allow the stand A to combo.
    [ hit]
    
    (OPD)(DM)
    s C -> s A -> QCF, QCF + A/C
    early standing heavy punch, chained into standing A, combo-ed  qcf, qcf + A or C.
    Note : stand C hits opponent at last frame to allow the stand A to combo.
    [ hit]
    
    3.3.1b
    -----------------
    Ryo Sakazaki '95
    -----------------
    Moveslist
    ---------
    Ice Pillar Split             : fw + A(overhead)
    +-------------------------------------------------------------------------------------------+
    Tiger Projectile             : QCF + A/C(air projectile)
    Aerial Tiger Projectile      : QCF + A/C (mid-air projectile)
    Build Power                  : DP + A/C(anti-air)
    Illusion Punch               : fw, bk, fw + A/C(low priority anti-air)
    Flying Swallow Gale Leg      : HCB + B/D(B version low priority anti-air)
    Kyokugen Style               : HCF + A/C (close)
    Rapid Fist Dance
    +-------------------------------------------------------------------------------------------+
    Supreme King Flying          : fw, HCF + A/C(anti-air)
    Roaring Fist
    Tiger Boisterous Dance       : QCF, HCB + A/C
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    d A, d A
    d B, d A
    d B, d B
    d B, s A
    d B, s B
    d A, d A, s A
    d B, d A, s A
    d B, d B, s A
    d B, d B, d B
    d B, s A, s A
    d B, d B, d B, d B
    d B, d B, d B, d B, s B
    ++ d A, d A, fw + A
    ++ d B, d A, fw + A
    ++ d B, d B, fw + A
    ++ d B, s A, fw + A
    ++ d B, s B, fw + A
    ++ d A, d A, s A, fw + A
    ++ d B, d A, s A, fw + A
    ++ d B, d B, s A, fw + A
    ++ d B, s A, s A, fw + A
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> j C
    j B -> j C
    j C -> j C
    j D -> j C
    j A -> j D
    j B -> j D
    j C -> j D
    j D -> j D
    s C, fw + A
    s D, fw + A
    d C, fw + A
    d B, d A, s C
    d B, d B, s C
    d B, d A, s C, fw + A
    d B, d B, s C, fw + A
    ++ dwn D, fw + A
    
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    +
    s C/D
    d C   -> fw + A
    standing heavy punch/kick or crouching heavy punch combo-ed into forward + A.
    [ hit]
    
    s C/D
    d C   -> QCF + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A or C.
    [ hit]
    
    s C/D
    d C   -> DP + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C.
    [ hit]
    
    s C/D
    d C   -> HCB + B/D
    standing heavy punch/kick or crouching heavy punch combo-ed into hcb + B or D.
    [ hit]
    
    s C/D
    d C   -> fw, bk, fw + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into fw, bk, fw + A or C.
    [ hit]
    
    (DM)
    s C/D
    d C   -> fw, HCF + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into fw, hcf + A or C.
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCF, HCB + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf, hcb + A or C.
    [ hit]
    
    +
             s C/D
    j A~D -> d C   -> fw + A
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed into 
    forward + A.
    [ hit]
    
             s C/D
    j A~D -> d C   -> QCF + A/C
    jumping attack with A/B/C/D standing heavy punch/kick or crouching heavy punch combo-ed 
    into qcf + A or C.
    [ hit]
    
             s C/D
    j A~D -> d C   -> DP + A/C
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed 
    into uppercut + A or C.
    [ hit]
    
             s C/D
    j A~D -> d C   -> HCB + B/D
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed 
    into hcb + B or D.
    [ hit]
    
    (DM)
             s C/D
    j A~D -> d C   -> fw, HCF + A/C
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed 
    into fw, hcf + A or C.
    [ hit]
    
    (DM)
             s C/D
    j A~D -> d C   -> QCF, QCF + A/C
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed
    into qcf, qcf + A or C.
    [ hit]
    
    (DM)
             s C/D
    j A~D -> d C   -> QCF, HCB + A/C
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch combo-ed
    into qcf, hcb + A or C.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    +
    1 HC
    2 HC
    3 HC -> DP + P
    any 1, 2 or 3 hit light chain, combo-ed into uppercut + A or C.
    [ hit]
    
    +
    1 HC
    2 HC
    3 HC -> HCB + K
    any 1, 2 or 3 hit light chain, combo-ed into hcb + B or D.
    [ hit]
    
    +
    1 HC
    2 HC
    3 HC
    4 HC -> HCB + B
    any 1, 2 or 3 hit light chain, combo-ed into hcb + B.
    [ hit]
    
    +(CSP)
              1 HC
              2 HC
    cx C/D -> 3 HC -> DP + P
    crossup with C/D, any 1, 2 or 3 hit light chain, combo-ed into uppercut + A or C.
    [ hit]
     
    +(CSP)
              1 HC
    j A~D     2 HC
    cx C/D -> 3 HC -> HCB + K
    jumping attack with A/B/C/D or crossup with C/D, then any 1, 2 or 3 hit light chain, 
    combo-ed into hcb + B or D.
    [ hit]
    
    +(CSP)
              1 HC
              2 HC
              3 HC
    cx C/D -> 4 HC -> HCB + B
    crossup with C/D, any 1, 2, 3 or 4 hit light chain, combo-ed into hcb + B.
    [ hit]
    
    (CSP)
    j A~D
    cx C/D -> CD
    jumping attack with A/B/C/D or crossup with C/D, then combo-ed into standing CD
    (body toss attack).
    [2 hit]
    
    (MAX)
              s C/D
    cx C/D -> d C   -> QCF, HCB + A/C
    crossup with heavy punch or kick, standing heavy punch/kick or crouching heavy punch
    combo-ed into qcf, hcb + A or C.
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are
    available for Ryo, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have
                       the same characteristics as a standing CD that his opponent in mid air. if
                       "COUNTER" appears, the dodge hit can also combo just like a CD attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    +
    d 1 HC
    d 2 HC -> d C -> QCF + A/C
    any 1 or 2 hit low chain, crouching heavy punch, combo-ed into qcf + A or C.
    [ hit]
    
    +
    d 1 HC
    d 2 HC -> d C -> DP + A/C
    any 1 or 2 hit low chain, crouching heavy punch, combo-ed into uppercut + A or C.
    [ hit]
    
    +
    d 1 HC
    d 2 HC -> d C -> HCB + K
    any 1 or 2 hit low chain, crouching heavy punch, combo-ed into hcb + B or D.
    [ hit]
    
    +(DM)
    d 1 HC
    d 2 HC -> d C -> fw, HCF + A/C
    any 1 or 2 hit low chain, crouching heavy punch, combo-ed into fw, hcf + A or C.
    [ hit]
    
    +(DM)
    d 1 HC
    d 2 HC -> d C -> QCF, HCB + A/C
    any 1 or 2 hit low chain, crouching heavy punch, combo-ed into qcf, hcb + A/C
    [ hit]
    
    +(CSP)
              d 1 HC
    cx C/D -> d 2 HC -> d C -> QCF + A/C
    crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed 
    into qcf + A or C.
    [ hit]
    
    +(CSP)
              d 1 HC
    cx C/D -> d 2 HC -> d C -> DP + A/C
    crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed
    into uppercut + A or C.
    [ hit]
    
    +(CSP)
              d 1 HC
    cx C/D -> d 2 HC -> d C -> HCB + K
    crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed
    into hcb + B or D.
    [ hit]
    
    +(DM)(CSP)
              d 1 HC
    cx C/D -> d 2 HC -> d C -> fw, HCF + A/C
    crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed 
    into fw, hcf + A or C.
    [ hit]
    
    +(DM)(CSP)
              d 1 HC
    cx C/D -> d 2 HC -> d C -> QCF, HCB + A/C
    crossup attack with C/D, then any 1 or 2 hit low chain, crouching heavy punch, combo-ed 
    into qcf, hcb + A/C
    [ hit
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    (C)
    QCF + A -> HCB + D
    execute fireball, qcf + A, from a far, then hcb + D.
    [ hit]
    
    (CNT)
    s CD -> QCF + A/C
    standing CD(body toss attack),"COUNTER", juggled with qcf + A or C.
    [ hit]
    
    (CNT)
    s CD -> DP + A/C
    standing CD(body toss attack),"COUNTER", juggled with uppercut + A or C.
    [ hit]
    
    (CNT)
    s CD -> HCB + B 
    standing CD(body toss attack),"COUNTER", juggled with hcb + B.
    [ hit]
    
    (CNT)
    s CD -> fw, bk, fw + A/C
    standing CD(body toss attack),"COUNTER", juggled with fw, bk, fw + A/C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, HCB + A/C
    standing CD(body toss attack),"COUNTER", juggled with qcf, hcb + A or C.
    [ hit]
    
    (CNT)
    j CD -> fw + A
    jumping CD(body toss attack),"COUNTER", juggled with forward + A. 
    [ hit]
    
    (CNT)
    j CD -> QCF + A/C
    jumping CD(body toss attack),"COUNTER", juggled with qcf + A or C.
    [ hit]
    
    (CNT)
    j CD -> fw, bk, fw + A/C
    jumping CD(body toss attack),"COUNTER", juggled with fw, bk, fw + A/C.
    [ hit]
    
    (CNT)
    j CD -> DP + A/C
    jumping CD(body toss attack),"COUNTER", juggled with uppercut + A or C.
    [ hit]
    
    (CNT)
    j CD -> HCB + B
    jumping CD(body toss attack),"COUNTER", juggled with hcb + B. 
    [ hit]
    
    (CNT)(MID)(nC)
    fw + A -> DP + A/C
    hit mid-air opponent with forward + A, "COUNTER", then juggle with uppercut + A or C.
    [ hit]
    
    (CNT)(C)           
    QCF + A -> etc.
    hit mid-air opponent in corner with hcf + A, then juggle with a standing or jumping attack
    with A/B/C/D.
    [ hit]
    
    (OPD)
    s C -> s A -> HCB + B.
    early standing heavy punch, chained into standing A, combo-ed hcb + B .
    Note : stand C hits opponent at last frame to allow the stand A to combo.
    [ hit]
    
    (OPD)
    s C -> s A -> DP + A
    early standing heavy punch, chained into standing A, combo-ed uppercut + A.
    Note : stand C hits opponent at last frame to allow the stand A to combo.
    [ hit]
    
    (OPD)
    fw + A -> s A -> HCB + B.
    early forward + A, then standing A, combo-ed hcb + B.
    Note : stand C hits opponent at last frame to allow the stand A to combo.
    [ hit]
    
    (OPD)
    fw + A -> s A -> DP + A
    early forward + A, then standing A, combo-ed uppercut + A.
    Note : forward + A hits opponent at last frame to allow the stand A to combo.
    [ hit]
    
    
    3.3.2a
    -----------------
    Robert Garcia '97
    -----------------
    Moveslist
    ---------
    Dragon Flip Kick            : fw + B(forward kick)
    Dragon Bash Fist            : fw + A(low jump kick)
    +-------------------------------------------------------------------------------------------+
    Attacking Dragon Fist       : QCF + A/C(stationary projectile)
    Dragon Fang                 : DP + A/C(anti-air)
    Dragon Slice Flight         : DP + B/D(anti-air)
    Flying Swallow              : HCB + B/D
    Whirlwind Leg
    Flying Swallow              : QCB + B/D (mid-air)
    Dragon God Leg
    Kyokugen Style              : HCF + B/D(close)
    Rapid Leg Dance
    +-------------------------------------------------------------------------------------------+
    Supreme King                : fw, HCF + A/C(anti-air)
    Flying Roaring Fist
    Dragon Boisterous Dance     : QCF, HCB + A/C
    Shadowless Gale             : QCF x 2 + B/D
    Heavy Step Leg
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    d A, d A
    d A, d B
    d B, d A
    d B, d B
    d A, d B, d B
    d B, d A, d B
    d B, d B, d B
    d A, d B, d B, s A
    d B, d A, d B, s A
    d B, d B, d B, s A
    s C, fw + B
    d C, fw + B
    ++ s C, fw + A
    ++ d C, fw + A
    ++ d D, fw + B
    ++ d D, fw + A
    ++ d A, d A, fw + B
    ++ d A, d B, fw + B
    ++ d B, d A, fw + B
    ++ d B, d B, fw + B
    ++ d A, d B, d B, fw + B
    ++ d B, d A, d B, fw + B
    ++ d B, d B, d B, fw + B
    ++ d A, d A, fw + A
    ++ d A, d B, fw + A
    ++ d B, d A, fw + A
    ++ d B, d B, fw + A
    ++ d A, d B, d B, fw + A
    ++ d B, d A, d B, fw + A
    ++ d B, d B, d B, fw + A
    (C)
    s C
    d C -> fw + A
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C
    d C  
    fw + B -> QCF + A
    standing/crouching heavy punch or forward + B, combo-ed into qcf + A.
    [ hit]
    
    s C
    d C  
    fw + B -> HCB + K
    standing/crouching heavy punch or forward + B, combo-ed into hcb + B or D.
    [ hit]
    
    s C
    d C  
    fw + B -> DP + K
    standing/crouching heavy punch or forward + B, combo-ed into uppercut + B or D.
    [ hit]
    
    s C
    d C  
    fw + B -> DP + P
    standing/crouching heavy punch or forward + B, combo-ed into uppercut + A or C. 
    [ hit]
    
    s C
    d C  
    fw + B -> HCF + K -> fw + B
    standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with
    forward + B.
    [ hit]
    
    s C
    d C  
    fw + B -> HCF + K -> fw + A
    standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with
    forward + A.
    
    (C)(nC)
    s C
    d C                  s A~D
    fw + B -> HCF + K -> s CD
    standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with
    standing A/B/C/D or standing CD(body toss attack).
    Note : must be near or in corner.
    [ hit]
    
    s C
    d C                  j A~D
    fw + B -> HCF + K -> j CD
    standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with
    jumping A/B/C/D or jumping CD(body toss attack)  .
    [ hit]
    
    s C
    d C  
    fw + B -> HCF + K -> QCF + A/C
    standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with
    qcf + A or C.
    [ hit]
    
    s C
    d C  
    fw + B -> HCF + K -> DP + P
    standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with
    uppercut + A or C.
    [ hit]
    
    s C
    d C  
    fw + B -> HCF + K -> DP + K
    standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with
    uppercut + B or D.
    [ hit]
    
    s C
    d C  
    fw + B -> HCF + K -> HCB + K
    standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with
    hcb + B or D.
    [ hit]
    
    [ hit]
    s C
    d C  
    fw + B -> HCF + K -> far C/D
    standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with
    standing far C or D.
    [ hit]
    
    (CSP)
    cx B/D   s C
    j A~D -> d C -> QCF + A
    crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed 
    into qcf + A.
    [ hit]
    
    (CSP)
    cx B/D   s C
    j A~D -> d C -> HCB + K
    crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed 
    into hcb + B or D.
    [ hit]
    
    (CSP)
    cx B/D   s C
    j A~D -> d C -> DP + K
    crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed 
    into uppercut + B or D.
    [ hit]
    
    (CSP)
    cx B/D   s C
    j A~D -> d C -> DP + P
    crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed 
    into uppercut + A or C. 
    [ hit]
    
    (CSP)
    cx B/D   s C
    j A~D -> d C -> HCF + K -> fw + B
    crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed
    into hcf + B or D then juggle with forward + B.
    [ hit]
    
    (CSP)
    cx B/D   s C
    j A~D -> d C -> HCF + K -> fw + A
    crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed
    into hcf + B or D then juggle with forward + A.
    [ hit]
    
    (C)(nC)(CSP)
    cx B/D   s C               s A~D
    j A~D -> d C -> HCF + K -> s CD
    crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed 
    into hcf + B or D then juggle with standing A/B/C/D or standing CD(body toss attack).
    Note : must be near or in corner.
    [ hit]
    
    (CSP)
    cx B/D   s C               j A~D
    j A~D -> d C -> HCF + K -> j CD
    crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed
    into hcf + B or D then juggle with jumping A/B/C/D or jumping CD(body toss attack)  .
    [ hit]
    
    (CSP)
    cx B/D   s C
    j A~D -> d C -> HCF + K -> QCF + A/C
    crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed
    into hcf + B or D then juggle with qcf + A or C.
    [ hit]
    
    (CSP)
    cx B/D   s C
    j A~D -> d C -> HCF + K -> DP + P
    crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed
    into hcf + B or D then juggle with uppercut + A or C.
    [ hit]
    
    (CSP)
    cx B/D   s C
    j A~D -> d C -> HCF + K -> DP + K
    crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed
    into hcf + B or D then juggle with uppercut + B or D.
    [ hit]
    
    (CSP)
    cx B/D   s C
    j A~D -> d C -> HCF + K -> HCB + K
    crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed
    into hcf + B or D then juggle with hcb + B or D.
    [ hit]
    
    (CSP)
    cx B/D   s C
    j A~D -> d C -> HCF + K -> far C/D
    crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed
    into hcf + B or D then juggle with standing far C or D.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    +
    s C
    d C -> fw + B -> QCF + A/C
    standing/crouching heavy punch, chained into forward + B, combo-ed into qcf + A or C.
    [ hit]
    
    +
    s C
    d C -> fw + B -> DP + P
    standing/crouching heavy punch, chained into forward + B, combo-ed into uppercut + A or C.
    [ hit]
    
    +
    s C
    d C -> fw + B -> DP + K
    standing/crouching heavy punch, chained into forward + B, combo-ed into uppercut + B or D.
    [ hit]
    
    +
    s C
    d C -> fw + B -> HCB + K
    standing/crouching heavy punch, chained into forward + B, combo-ed into hcb + B or D.
    [ hit]
    
    +(DM)
    s C
    d C -> fw + B -> QCF, HCB + P
    standing/crouching heavy punch, chained into forward + B, combo-ed into qcf, hcb + A or C.
    [ hit]
    
    +(CSP)
    cx B/D   s C
    j A~D -> d C -> fw + B -> QCF + A
    crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch,
    chained into forward + B, combo-ed into into qcf + A.
    [ hit]
    
    +(CSP)
    cx B/D   s C
    j A~D -> d C -> fw + B -> DP + P
    crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch,
    chained into forward + B, combo-ed into into uppercut + A or C.
    [ hit]
    
    +(CSP)
    cx B/D   s C
    j A~D -> d C -> fw + B -> DP + K
    crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch,
    chained into forward + B, combo-ed into uppercut + B or D.
    [ hit]
    
    +(CSP)
    cx B/D   s C
    j A~D -> d C -> fw + B -> HCB + K
    crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch,
    chained into forward + B, combo-ed into hcb + B or D.
    [ hit]
    
    +(CSP)
    cx B/D   s C
    j A~D -> d C -> fw + B -> QCF, HCB + P
    crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch,
    chained into forward + B, combo-ed into qcf, hcb + A or C.
    [ hit]
    
    s C
    d C  
    fw + B -> HCF + K -> fw + B -> QCF + A/C
    standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with
    forward + B into qcf + A or C.
    Note : the forward + B must be timed correctly to hit opponent. i normally whiff a crouching
           D(no hit) into forward + B(hit) to get the timing right.
    [ hit]
    
    s C
    d C  
    fw + B -> HCF + K -> fw + B -> DP + P
    standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with
    forward + B into uppercut + A or C.
    Note : the forward + B must be timed correctly to hit opponent. i normally whiff a crouching
           D(no hit) into forward + B(hit) to get the timing right.
    [ hit]
    
    s C
    d C  
    fw + B -> HCF + K -> fw + B -> DP + K
    standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with
    forward + B into uppercut + B or D.
    Note : the forward + B must be timed correctly to hit opponent. i normally whiff a crouching
           D(no hit) into forward + B(hit) to get the timing right.
    [ hit]
    
    s C
    d C  
    fw + B -> HCF + K -> fw + B -> HCB + K
    standing/crouching heavy punch or forward + B, combo-ed into hcf + B or D then juggle with
    forward + B into hcb + B or D.
    Note : the forward + B must be timed correctly to hit opponent. i normally whiff a crouching
           D(no hit) into forward + B(hit) to get the timing right.
    [ hit]
    
    (CSP)
    cx B/D   s C
    j A~D -> d C -> HCF + K -> fw + B -> QCF + A/C
    crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch, combo-ed
    into hcf + B or D then juggle with forward + B into qcf + A or C.
    Note : the forward + B must be timed correctly to hit opponent. i normally whiff a crouching
           D(no hit) into forward + B(hit) to get the timing right.
    [ hit]
    
    (CSP)
    cx B/D   s C
    j A~D -> d C -> HCF + K -> fw + B -> DP + P
    crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch, combo-ed
    into hcf + B or D then juggle with forward + B into uppercut + A or C.
    Note : the forward + B must be timed correctly to hit opponent. i normally whiff a crouching
           D(no hit) into forward + B(hit) to get the timing right.
    [ hit]
    
    (CSP)
    cx B/D   s C
    j A~D -> d C -> HCF + K -> fw + B -> DP + K
    crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch, combo-ed
    into hcf + B or D then juggle with forward + B into uppercut + B or D.
    Note : the forward + B must be timed correctly to hit opponent. i normally whiff a crouching
           D(no hit) into forward + B(hit) to get the timing right.
    [ hit]
    
    (CSP)
    cx B/D   s C
    j A~D -> d C -> HCF + K -> fw + B -> HCB + K
    crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, combo-ed
    into hcf + B or D then juggle with forward + B into hcb + B or D.
    Note : the forward + B must be timed correctly to hit opponent. i normally whiff a crouching
           D(no hit) into forward + B(hit) to get the timing right.
    [ hit]
    
    +
    1 HC
    2 HC -> DP + P
    any 1 or 2 hit light chain combo-ed into uppercut + A or C.
    [ hit]
    
    +
    1 HC
    2 HC -> DP + K
    any 1 or 2 hit light chain combo-ed into uppercut + B or D.
    [ hit]
    
    +
    1 HC
    2 HC
    3 HC -> HCB + K
    any 1, 2 or 3 hit light chain combo-ed into hcb + B or D.
    [ hit]
    
    +
    1 HC
    2 HC -> HCF + K -> fw + B -> QCF + A/C
    any 1 or 2 hit light chain combo-ed into hcf + B or D then juggle with forward + B into
    qcf + A or C.
    Note : the light chains into hcf + K will not register rush hits but its still a combo.
    [ hit]
    
    +
    1 HC
    2 HC -> HCF + K -> fw + B -> DP + P
    any 1 or 2 hit light chain combo-ed into hcf + B or D then juggle with forward + B into 
    uppercut + A or C.
    Note : the light chains into hcf + K will not register rush hits but its still a combo.
    [ hit]
    
    +
    1 HC
    2 HC -> HCF + K -> fw + B -> DP + K
    any 1 or 2 hit light chain combo-ed into hcf + B or D then juggle with forward + B into
    uppercut + B or D.
    Note : the light chains into hcf + K will not register rush hits but its still a combo.
    [ hit]
    
    +
    1 HC
    2 HC -> HCF + K -> fw + B -> HCB + K
    any 1 or 2 hit light chain combo-ed into hcf + B or D then juggle with forward + B into 
    hcb + B or D.
    Note : the light chains into hcf + K will not register rush hits but its still a combo.
    [ hit]
    
    +(CSP)
              1 HC
    cx B/D -> 2 HC -> DP + P
    crossup attack with B/D, any 1 or 2 hit light chain, combo-ed into uppercut + A or C.
    [ hit]
    
    +(CSP)
              1 HC
    cx B/D -> 2 HC -> DP + K
    crossup attack with B/D, any 1 or 2 hit light chain, combo-ed into uppercut + B or D.
    [ hit]
    
    +(CSP)
              1 HC
              2 HC
    cx B/D -> 3 HC -> HCB + K
    crossup attack with B/D, any 1, 2 or 3 hit light chain, combo-ed into hcb + B or D.
    [ hit]
    
    +(CSP)
              1 HC
    cx B/D -> 2 HC -> HCF + K -> fw + B -> QCF + A/C
    crossup attack with B/D, any 1 or 2 hit light chain, combo-ed into hcf + B or D then juggle 
    with forward + B into qcf + A or C.
    Note : the light chains into hcf + K will not register rush hits but its still a combo.
    [ hit]
    
    +(CSP)
              1 HC
    cx B/D -> 2 HC -> HCF + K -> fw + B -> DP + P
    crossup attack with B/D, any 1 or 2 hit light chain, combo-ed into hcf + B or D then juggle
    with forward + B into uppercut + A or C.
    Note : the light chains into hcf + K will not register rush hits but its still a combo.
    [ hit]
    
    +(CSP)
              1 HC
    cx B/D -> 2 HC -> HCF + K -> fw + B -> DP + K
    crossup attack with B/D, any 1 or 2 hit light chain, combo-ed into hcf + B or D then juggle
    with forward + B into uppercut + B or D.
    Note : the light chains into hcf + K will not register rush hits but its still a combo.
    [ hit]
    
    +(CSP)
              1 HC
    cx B/D -> 2 HC -> HCF + K -> fw + B -> HCB + K
    crossup attack with B/D, any 1 or 2 hit light chain, combo-ed into hcf + B or D then juggle
    with forward + B into hcb + B or D.
    Note : the light chains into hcf + K will not register rush hits but its still a combo.
    [ hit]
    
    (nC)(CSP)
    s C
    d C -> fw + A -> QCB + K
    standing/crouching heavy punch, chained into forward + A, combo-ed into qcb + B or D.
    [ hit]
    
    (nC)(CSP)
    cx B/D   s C
    j A~D -> d C -> fw + A -> QCB + K
    crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, chained
    into forward + A, combo-ed into qcb + B or D.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are
    available for Robert, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have
                       the same characteristics as a standing CD that his opponent in mid air. if
                       "COUNTER" appears, the dodge hit can also combo just like a CD attack.
                       (Refer to Goro for some useful combos of such nature)
    
    
    ah...yet another character without "expert-skilled level" combos.
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> QCF + A/C
    standing CD(body toss attack),"COUNTER", juggled with qcf + A or C.
    [ hit]
    
    (CNT)
    s CD -> DP + A/C
    standing CD(body toss attack),"COUNTER", juggled with uppercut + A or C.
    [ hit]
    
    (CNT)
    s CD -> DP + K
    standing CD(body toss attack),"COUNTER", juggled with uppercut + B or D.
    [ hit]
    
    (CNT)
    s CD -> HCB + B/D 
    standing CD(body toss attack),"COUNTER", juggled with hcb + B/D.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, HCB + A/C
    standing CD(body toss attack),"COUNTER", juggled with qcf, hcb + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + B/D
    standing CD(body toss attack),"COUNTER", juggled with qcf, qcf + B or D.
    [ hit]
    
    (CNT)(DM)
    s CD -> fw, HCF + A/C
    standing CD(body toss attack),"COUNTER", juggled with fw, hcf + A or C.
    [ hit]
    
    (CNT)
    j CD -> fw + A
    jumping CD(body toss attack),"COUNTER", juggled with forward + A. 
    [ hit]
    
    (CNT)
    j CD -> QCF + A/C
    jumping CD(body toss attack),"COUNTER", juggled with qcf + A or C.
    [ hit]
    
    (CNT)
    j CD -> DP + A/C
    jumping CD(body toss attack),"COUNTER", juggled with uppercut + A or C.
    [ hit]
    
    (CNT)
    j CD -> DP + K
    jumping CD(body toss attack),"COUNTER", juggled with uppercut + B or D.
    [ hit]
    
    (CNT)
    j CD -> HCB + K
    jumping CD(body toss attack),"COUNTER", juggled with hcb + B or D. 
    [ hit]
    
    (CNT)(MID)
    j CD -> QCB + K
    jumping CD(body toss attack),"COUNTER", combo-ed with qcb + B or D.
    Note : both hits are in mid-air.
    [ hit]
    
    (CNT)
    j CD -> fw + B -> DP + A/C
    jumping CD(body toss attack),"COUNTER", juggled with forward + B into uppercut + A or C. 
    [ hit]
    
    (CNT)
    j CD -> fw + B -> DP + B/D
    jumping CD(body toss attack),"COUNTER", juggled with forward + B into uppercut + B or D. 
    [ hit]
    
    (CNT)
    j CD -> fw + B -> HCB + B/D
    jumping CD(body toss attack),"COUNTER", juggled with forward + B into hcb + B or D. 
    [ hit]
    
    (CNT)
    QCF + A -> QCF + A
    qcf + A, "COUNTER", juggled with qcf + A.
    Note : works better in near corner.
    [ hit]
    
    (CNT)
    QCF + A -> DP + K
    qcf + A, "COUNTER", juggled with uppercut + B or D.
    Note : works better in near corner.
    [ hit]
    
    (CNT)
    QCF + A -> DP + P
    qcf + A, "COUNTER", juggled with uppercut + A or C.
    Note : works better in near corner.
    [ hit]
    
    (CNT)
    QCF + A -> HCB + B/D
    qcf + A, "COUNTER", juggled with hcb + B or D.
    Note : works better in near corner.
    [ hit]
    
    (CNT)
    QCF + A -> j QCB + K
    qcf + A, "COUNTER", juggled with jumping qcb + B or D.
    Note : works better in near corner.
    [ hit]
    
    (CNT)
               j A~D
    QCF + A -> j CD          
    qcf + A, "COUNTER", juggled with jumping attack with A/B/C/D or CD(body toss attack).
    Note : works better in near corner.
    [ hit]
    
    (CNT)(C)
               s A~D
    QCF + A -> s CD          
    qcf + A, "COUNTER", juggled with standing attack with A/B/C/D or CD(body toss attack).
    [ hit]
    
    (CNT)
    QCF + A -> fw + B -> DP + A/C
    qcf + A, "COUNTER", juggled with forward + B into uppercut + A or C.
    Note : works better in near corner.
    [ hit]
    
    (CNT)
    QCF + A -> fw + B -> DP + K
    qcf + A, "COUNTER", juggled with forward + B into uppercut + B or D.
    Note : works better in near corner.
    [ hit]
    
    (CNT)
    QCF + A -> fw + B -> HCB + K
    qcf + A, "COUNTER", juggled with forward + B into hcb + B or D.
    Note : works better in near corner.
    [ hit]
    
    (CNT)(C)
    j QCB + B/D -> DP + A/C
    jump, qcb + B or D, "COUNTER", juggle with uppercut + A or C.
    [ hit]
    
    (CNT)(C)
    j QCB + B/D -> DP + B/D
    jump, qcb + B or D, "COUNTER", juggle with uppercut + B or D.
    [ hit]
    
    (CNT)(C)
    j QCB + B/D -> s A~D
    jump, forward, qcb + B or D, "COUNTER", juggle with standing A/B/C/D.
    [ hit]
    
    (CNT)(C)(EX)
    fw, fw QCB + B/D -> DP + A/C
    hop forward, qcb + B or D, "COUNTER", juggle with uppercut + A or C.
    [ hit]
    
    (CNT)(C)(EX)
    fw, fw QCB + B/D -> DP + B/D
    hop forward, qcb + B or D, "COUNTER", juggle with uppercut + B or D.
    [ hit]
    
    (CNT)(C)(EX)
    fw, fw, QCB + B/D -> s A~D
    hop forward, qcb + B or D, "COUNTER", juggle with standing A/B/C/D.
    [ hit]
    
    (CNT)(OPD)
    DP + A -> DP + P/K
    while opponent recovering, execute uppercut + A, "COUNTER", then do an uppercut + A/C or B/D.
    [ hit]
    
    (OPD)(nC)
    fw + A -> s C -> fw + A -> QCB + K.
    early forward + A, then standing heavy punch, chained into forward + A, combo-ed qcb + B or D.
    Note : forward + A hits opponent at last frame to allow the stand C to combo.
    [ hit]
    
    (OPD)
    fw + A -> d B -> HCB + B/D
    early forward + A, then crouching light kick, combo-ed hcb + B or D.
    Note : forward + A hits opponent at last frame to allow crouching B to combo.
    [ hit]
    
    (OPD)
    fw + A -> d B -> DP + A/C
    early forward + A, then crouching light kick, combo-ed uppercut + A or C.
    Note : forward + A hits opponent at last frame to allow crouching B to combo.
    [ hit]
    
    (OPD)
    fw + A -> s C -> fw + B -> etc.
    early forward + A, then standing heavy punch, chained into forward + B, combo-ed into
    any combination preferred.
    Note : forward + A hits opponent at last frame to allow the stand C to combo.
    [ hit]
    
    (OPD)
           d C
    d B -> s C -> etc.
    early crouch light kick, chained into standing/crouching heavy punch combo-ed into
    any combination preferred.
    Note : crouching light kick hits opponent at last frame to allow standing/crouching
           heavy punch to combo.
    [ hit]
    
    (C)
    1 HC -> fw + A -> QCB + B/D
    any 1 hit light hit, chained into forward + A(no Rush hit from light hit), 
    combo-ed into qcb + B/D
    Note : err..just another "practice mode - no guard" combo.
    
    3.3.2b
    -----------------
    Robert Garcia '95
    -----------------
    Moveslist
    ---------
    Dragon Flip Kick            : fw + B(forward kick)
    Dragon Bash Fist            : fw + A(low jump kick)
    +-------------------------------------------------------------------------------------------+
    Dragon Projectile           : QCF + A/C(air projectile)
    Dragon Fang                 : DP + A/C(anti-air)
    Flying Swallow              : HCB + B/D
    Whirlwind Leg
    Flying Swallow              : QCB + B/D (mid-air)
    Dragon God Leg
    Illusion Kick               : fw, bk, fw + B/D(low priority ani-air)
    +-------------------------------------------------------------------------------------------+
    Supreme King                : fw, HCF + A/C
    Flying Roaring Fist
    Dragon Boisterous Dance     : QCF, HCB + A/C
    
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d A, d B
    d B, d A
    d B, d B
    d A, d B, d B
    d B, d A, d B
    d B, d B, d B
    d A, d B, d B, s A
    d B, d A, d B, s A
    d B, d B, d B, s A
    s C, fw + B
    d C, fw + B
    ++ s C, fw + A
    ++ d C, fw + A
    ++ d D, fw + B
    ++ d D, fw + A
    ++ d A, d A, fw + B
    ++ d A, d B, fw + B
    ++ d B, d A, fw + B
    ++ d B, d B, fw + B
    ++ d A, d B, d B, fw + B
    ++ d B, d A, d B, fw + B
    ++ d B, d B, d B, fw + B
    ++ d A, d A, fw + A
    ++ d A, d B, fw + A
    ++ d B, d A, fw + A
    ++ d B, d B, fw + A
    ++ d A, d B, d B, fw + A
    ++ d B, d A, d B, fw + A
    ++ d B, d B, d B, fw + A
    (C)
    s C
    d C -> fw + A
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C
    d C  
    fw + B -> QCF + A/C
    standing/crouching heavy punch or forward + B, combo-ed into qcf + A/C.
    [ hit]
    
    s C
    d C  
    fw + B -> HCB + K
    standing/crouching heavy punch or forward + B, combo-ed into hcb + B or D.
    [ hit]
    
    s C
    d C  
    fw + B -> DP + P
    standing/crouching heavy punch or forward + B, combo-ed into uppercut + A or C. 
    [ hit]
    
    s C
    d C -> fw, bk, fw + B/D
    standing/crouching heavy punch, combo-ed into fw, bk, fw + B/D. 
    [ hit]
    
    (CSP)
    cx B/D   s C
    j A~D -> d C -> QCF + A/C
    crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch, combo-ed 
    into qcf + A or C.
    [ hit]
    
    (CSP)
    cx B/D   s C
    j A~D -> d C -> HCB + K
    crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch, combo-ed 
    into hcb + B or D.
    [ hit]
    
    (CSP)
    cx B/D   s C
    j A~D -> d C -> DP + P
    crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch, combo-ed 
    into uppercut + A or C. 
    [ hit]
    
    (CSP)
              s C
    cx B/D -> d C -> fw, bk, fw + B/D
    crossup attack with B/D, standing/crouching heavy punch, combo-ed 
    into fw, bk, fw + B/D. 
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    +
    s C
    d C -> fw + B -> QCF + C
    standing/crouching heavy punch, chained into forward + B, combo-ed into qcf + C.
    [ hit]
    
    +
    s C
    d C -> fw + B -> DP + P
    standing/crouching heavy punch, chained into forward + B, combo-ed into uppercut + A or C.
    [ hit]
    
    +
    s C
    d C -> fw + B -> HCB + K
    standing/crouching heavy punch, chained into forward + B, combo-ed into hcb + B or D.
    [ hit]
    
    +(DM)
    s C
    d C -> fw + B -> QCF, HCB + P
    standing/crouching heavy punch, chained into forward + B, combo-ed into qcf, hcb + A or C.
    [ hit]
    
    +(CSP)
    cx B/D   s C
    j A~D -> d C -> fw + B -> QCF + C
    crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch,
    chained into forward + B, combo-ed into into qcf + C.
    [ hit]
    
    +(CSP)
    cx B/D   s C
    j A~D -> d C -> fw + B -> DP + P
    crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch,
    chained into forward + B, combo-ed into into uppercut + A or C.
    [ hit]
    
    +(CSP)
              s C
    cx B/D -> d C -> fw + B -> HCB + K
    crossup attack with B/D, standing/crouching heavy punch, chained into forward + B, combo-ed
    into hcb + B or D.
    [ hit]
    
    +(CSP)(DM)
    cx B/D   s C
    j A~D -> d C -> fw + B -> QCF, HCB + P
    crossup attack with B/D or jumping attack with A/B/C/D, standing/crouching heavy punch,
    chained into forward + B, combo-ed into qcf, hcb + A or C.
    [ hit]
    
    +
    1 HC
    2 HC -> DP + P
    any 1 or 2 hit light chain combo-ed into uppercut + A or C.
    [ hit]
    
    +(CSP)
              1 HC
    cx B/D -> 2 HC -> DP + P
    crossup attack with B/D, any 1 or 2 hit light chain, combo-ed into uppercut + A or C.
    [ hit]
    
    (nC)(CSP)
    s C
    d C -> fw + A -> QCB + K
    standing/crouching heavy punch, chained into forward + A, combo-ed into qcb + B or D.
    [ hit]
    
    (nC)(CSP)
    cx B/D   s C
    j A~D -> d C -> fw + A -> QCB + K
    crossup attack with B/D or jumping attack with A/B/C/D standing/crouching heavy punch, chained
    into forward + A, combo-ed into qcb + B or D.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are
    available for Robert, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have
                       the same characteristics as a standing CD that his opponent in mid air. if
                       "COUNTER" appears, the dodge hit can also combo just like a CD attack.
                       (Refer to Goro for some useful combos of such nature)
    
    
    ah...yet another character without "expert-skilled level" combos.
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    (CNT)
    s CD -> QCF + A/C
    standing CD(body toss attack),"COUNTER", juggled with qcf + A or C.
    [ hit]
    
    (CNT)
    s CD -> DP + A/C
    standing CD(body toss attack),"COUNTER", juggled with uppercut + A or C.
    [ hit]
    
    (CNT)
    s CD -> HCB + B/D
    standing CD(body toss attack),"COUNTER", juggled with hcb + B/D.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, HCB + A/C
    standing CD(body toss attack),"COUNTER", juggled with qcf, hcb + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> fw, HCF + A/C
    standing CD(body toss attack),"COUNTER", juggled with fw, hcf + A or C.
    [ hit]
    
    (CNT)
    j CD -> fw + A
    jumping CD(body toss attack),"COUNTER", juggled with forward + A. 
    [ hit]
    
    (CNT)
    j CD -> QCF + A/C
    jumping CD(body toss attack),"COUNTER", juggled with qcf + A or C.
    [ hit]
    
    (CNT)
    j CD -> DP + A/C
    jumping CD(body toss attack),"COUNTER", juggled with uppercut + A or C.
    [ hit]
    
    (CNT)
    j CD -> HCB + K
    jumping CD(body toss attack),"COUNTER", juggled with hcb + B or D. 
    [ hit]
    
    (CNT)(MID)
    j CD -> QCB + K
    jumping CD(body toss attack),"COUNTER", combo-ed with qcb + B or D.
    Note : both hits are in mid-air.
    [ hit]
    
    (CNT)
    j CD -> fw + B -> DP + A/C
    jumping CD(body toss attack),"COUNTER", juggled with forward + B into uppercut + A or C. 
    [ hit]
    
    (CNT)(MID)
    QCF + A -> QCF + C
    qcf + A, "COUNTER", juggled with qcf + C.
    Note : works better in near corner.
    [ hit]
    
    (CNT)(MID)
    QCF + A -> DP + P
    qcf + A, "COUNTER", juggled with uppercut + A or C.
    Note : works better in near corner.
    [ hit]
    
    (CNT)(MID)
    QCF + A -> HCB + B/D
    qcf + A, "COUNTER", juggled with hcb + B or D.
    Note : works better in near corner.
    [ hit]
    
    (CNT)(MID)
    QCF + A -> j QCB + K
    qcf + A, "COUNTER", juggled with jumping qcb + B or D.
    Note : works better in near corner.
    [ hit]
    
    (CNT)(MID)
               j A~D
    QCF + A -> j CD          
    qcf + A, "COUNTER", juggled with jumping attack with A/B/C/D or CD(body toss attack).
    Note : works better in near corner.
    [ hit]
    
    (CNT)(C)(MID)
               s A~D
    QCF + A -> s CD          
    qcf + A, "COUNTER", juggled with standing attack with A/B/C/D or CD(body toss attack).
    [ hit]
    
    (CNT)
    QCF + A -> fw + B -> DP + A/C
    qcf + A, "COUNTER", juggled with forward + B into uppercut + A or C.
    Note : works better in near corner.
    [ hit]
    
    (CNT)(C)
    j QCB + B/D -> DP + A/C
    jump, qcb + B or D, "COUNTER", juggle with uppercut + A or C.
    [ hit]
    
    (CNT)(C)
    j QCB + B/D -> s A~D
    jump, forward, qcb + B or D, "COUNTER", juggle with standing A/B/C/D.
    [ hit]
    
    (CNT)(C)(EX)
    fw, fw QCB + B/D -> DP + A/C
    hop forward, qcb + B or D, "COUNTER", juggle with uppercut + A or C.
    [ hit]
    
    (CNT)(C)(EX)
    fw, fw, QCB + B/D -> s A~D
    hop forward, qcb + B or D, "COUNTER", juggle with standing A/B/C/D.
    [ hit]
    
    (CNT)(OPD)
    DP + A -> DP + P
    while opponent recovering, execute uppercut + A, "COUNTER", then do an uppercut + A/C.
    [ hit]
    
    (OPD)(nC)
    fw + A -> s C -> fw + A -> QCB + K.
    early forward + A, then standing heavy punch, chained into forward + A, combo-ed qcb + B or D.
    Note : forward + A hits opponent at last frame to allow the stand C to combo.
    [ hit]
    
    (OPD)
    fw + A -> d B -> DP + A/C
    early forward + A, then crouching light kick, combo-ed uppercut + A or C.
    Note : forward + A hits opponent at last frame to allow crouching B to combo.
    [ hit]
    
    (OPD)(nC)
    fw + A -> s C -> fw + B -> etc.
    early forward + A, then standing heavy punch, chained into forward + B, combo-ed into
    any combination preferred.
    Note : forward + A hits opponent at last frame to allow the stand C to combo.
    [ hit]
    
    (OPD)
           d C
    d B -> s C -> etc.
    early crouch light kick, chained into standing/crouching heavy punch combo-ed into
    any combination preferred.
    Note : crouching light kick hits opponent at last frame to allow standing/crouching
           heavy punch to combo.
    [ hit]
    
    (C)
    1 HC -> fw + A -> QCB + B/D
    any 1 hit light hit, chained into forward + A(no Rush hit from light hit), 
    combo-ed into qcb + B/D
    Note : err..just another "practice mode - no guard" combo.
    
    
    3.3.3a
    -----------------
    Yuri Sakazaki '97
    -----------------
    Moveslist
    ---------
    Swallow Wing                  : fw + B(overhead)
    +-------------------------------------------------------------------------------------------+
    Tiger Gleam Fist              : QCF + A/C(stationary projectile)
    Lightning Gleam Fist          : QCF + B/D
    Yuri Super Upper              : DP + A/C(anti-air)
    Yuri Super Upper Finisher     : DP + A/C(after C Yuri Super Upper)
    Yuri Super Knuckle            : QCB + A/C
    Yuri Super Revolving Leg      : QCB + B/D
    Hundred Violent Slaps         : HCB + A/C(A close)
    +-------------------------------------------------------------------------------------------+
    Supreme King                  : fw, HCF + A/C(anti-air)
    Flying Roaring Fist
    Flying Swallow                : QCF, HCB + B/D
    Phoenix Leg
    Flying Swallow Violent Pierce : QCF x 2 + A/C
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d A, d B
    d B, d A
    d B, d B
    d A, s A
    d A, s B
    d A, d A, d A
    d A, d B, d A
    d B, d A, d A
    d B, d B, d A
    d A, s A, d A
    d A, s B, s A
    d A, d A, d B
    d A, d B, d B
    d B, d A, d B
    d B, d B, d B
    d A, s A, d B
    d A, s B, d B
    d A, d A, s A
    d A, d B, s A
    d B, d A, s A
    d B, d B, s A
    d A, s A, s A
    d A, d C
    d B, d C
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    ++ d A, d A, fw + B
    ++ d B, d A, fw + B
    ++ d A, d A, d A, fw + B
    ++ d B, d B, d A, fw + B
    ++ s C, fw + B
    ++ d C, fw + B
    ++ d B, d C, fw + B
    ++ dwn D, fw + B
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C/D
    d C   -> QCF + A
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A.
    [ hit]
    
    s C/D
    d C   -> QCB + K
    standing heavy punch/kick or crouching heavy punch combo-ed into qcb + B or D. 
    [ hit]
    
    s C/D
    d C   -> DP + A
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A. 
    [ hit]
    
    s C/D
    d C   -> DP + C -> DP + A
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + C then into
    uppercut + A finisher. 
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCF, HCB + K
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf, hcb + B or D. 
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCF, QCF + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    (CSP)
    j A~D    s C/D
    cx D  -> d C   -> QCF + A
    jumping attack with A/B/C/D or crossup with D, standing heavy punch/kick or crouching heavy 
    punch combo-ed into qcf + A.
    [ hit]
    
    (CSP)
    j A~D    s C/D
    cx D  -> d C   -> QCB + K
    jumping attack with A/B/C/D or crossup with D, standing heavy punch/kick or crouching heavy 
    punch combo-ed into qcb + B or D. 
    [ hit]
    
    (CSP)
    j A~D    s C/D
    cx D  -> d C   -> DP + A
    jumping attack with A/B/C/D or crossup with D, standing heavy punch/kick or crouching heavy 
    punch combo-ed into uppercut + A. 
    [ hit]
    
    (CSP)
    j A~D    s C/D
    cx D  -> d C   -> DP + C -> DP + A/C
    jumping attack with A/B/C/D or crossup with D, standing heavy punch/kick or crouching heavy 
    punch combo-ed into uppercut + C then into uppercut + A/C finisher. 
    [ hit]
    
    (DM)(CSP)
    j A~D    s C/D
    cx D  -> d C   -> QCF, HCB + K
    jumping attack with A/B/C/D or crossup with D, standing heavy punch/kick or crouching heavy 
    punch combo-ed into qcf, hcb + B or D. 
    [ hit]
    
    (DM)(CSP)
    j A~D    s C/D
    cx D  -> d C   -> QCF, QCF + A/C
    jumping attack with A/B/C/D or crossup with D, standing heavy punch/kick or crouching heavy
    punch combo-ed into qcf, qcf + A or C. 
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    =
    1 HC
    2 HC 
    3 HC --> QCB + B
    any 1, 2 or 3 hit light chain combo-ed into qcb + B.
    [ hit]
    
    =
    1 HC
    2 HC 
    3 HC --> DP + C -> DP + A/C
    any 1, 2 or 3 hit light chain combo-ed into uppercut + C, then uppercut + A/C finisher.
    [ hit]
    
    +(DM)
    1 HC
    2 HC 
    3 HC --> QCF, HCB + B/D
    any 1, 2 or 3 hit light chain combo-ed into qcf, hcb + B or D.
    [ hit]
    
    +(DM)
    1 HC
    2 HC 
    3 HC --> QCF, QCF + A/C
    any 1, 2 or 3 hit light chain combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(CSP)
            1 HC
            2 HC 
    cx D -> 3 HC --> QCB + B
    crossup with D, any 1, 2 or 3 hit light chain combo-ed into qcb + B.
    [ hit]
    
    +(CSP)
            1 HC
            2 HC 
    cx D -> 3 HC --> DP + C -> DP + A/C
    crossup with D, any 1, 2 or 3 hit light chain combo-ed into uppercut + C, then 
    uppercut + A/C finisher.
    [ hit]
    
    +(CSP)(DM)
            1 HC
            2 HC 
    cx D -> 3 HC --> QCF, HCB + B/D
    crossup with D, any 1, 2 or 3 hit light chain combo-ed into qcf, hcb + B or D.
    [ hit]
    
    +(CSP)(DM)
            1 HC
            2 HC 
    cx D -> 3 HC --> QCF, QCF + A/C
    crossup with D, any 1, 2 or 3 hit light chain combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are
    available for Yuri, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have
                       the same characteristics as a standing CD that his opponent in mid air. if
                       "COUNTER" appears, the dodge hit can also combo just like a CD attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    +
    d B -> d C -> QCF + A
    crouching light kick chained into crouching heavy punch, combo-ed into qcf + A.
    [ hit]
    
    +
    d B -> d C -> QCB + B/D
    crouching light kick chained into crouching heavy punch, combo-ed into qcb + B or D.
    [ hit]
    
    +
    d B -> d C -> DP + C -> DP + P
    crouching light kick chained into crouching heavy punch, combo-ed into uppercut + C, then 
    into uppercut + A or C finisher.
    [ hit]
    
    +(DM)
    d B -> d C -> QCF, HCB + B/D
    crouching light kick chained into crouching heavy punch, combo-ed into qcf, hcb + B or D.
    [ hit]
    
    +(DM)
    d B -> d C -> QCF, QCF + A/C
    crouching light kick chained into crouching heavy punch, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(CSP)
    cx D -> d B -> d C -> QCF + A
    crossup with D, crouching light kick chained into crouching heavy punch, combo-ed into qcf + A.
    [ hit]
    
    +(CSP)
    cx D -> d B -> d C -> QCB + B/D
    crossup with D, crouching light kick chained into crouching heavy punch, combo-ed into
    qcb + B or D.
    [ hit]
    
    +(CSP)
    cx D -> d B -> d C -> DP + C -> DP + P
    crossup with D, crouching light kick chained into crouching heavy punch, combo-ed into
    uppercut + C, then into uppercut + A or C finisher.
    [ hit]
    
    +(DM)(CSP)
    cx D -> d B -> d C -> QCF, HCB + B/D
    crossup with D, crouching light kick chained into crouching heavy punch, combo-ed into 
    qcf, hcb + B or D.
    [ hit]
    
    +(DM)(CSP)
    cx D -> d B -> d C -> QCF, QCF + A/C
    crossup with D, crouching light kick chained into crouching heavy punch, combo-ed into 
    qcf, qcf + A or C.
    [ hit]
    
    (CSP)
    j A~D 
    cx D  -> DP + A
    jumping attack with A/B/C/D or crossup with D, combo-ed into uppercut + A.
    [ hit]
    
    (CSP)
    j A~D 
    cx D  -> QCB + B
    jumping attack with A/B/C/D or crossup with D, combo-ed into qcb + B.
    [ hit]
    
    (DM)(CSP)
    j A~D 
    cx D  -> QCF, QCF + A/C
    jumping attack with A/B/C/D or crossup with D, combo-ed into qcf, qcf + A or C.
    [ hit]
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    (CNT)(C)   
               j A/B/C
    QCB + P -> s A/C/D
    qcb + A or C, "COUNTER", then juggle with standing A/C/D or jumping with A/B/C.
    [ hit]
    
    (CNT)(C)
    QCB + P -> QCB + B/D
    qcb + A or C, "COUNTER", qcb + B or D.
    [ hit]
    
    (CNT)(C)
    QCB + P -> DP + C -> DP + P
    qcb + A or C, "COUNTER", then juggle with uppercut + C, finished with uppercut + A or C.
    [ hit]
    
    (DM)(CNT)(C)
    QCB + P -> QCF, QCF + A/C
    qcb + A or C, "COUNTER", then juggle with qcf, qcf + A or C.
    [ hit]
    
    (CNT)
    s CD -> QCF + A/C
    standing CD(body toss attack),"COUNTER", juggled with qcf + A or C.
    [ hit]
    
    (CNT)
    s CD -> DP + C -> DP + P
    standing CD(body toss attack),"COUNTER", juggled with uppercut + C, then finished with
    uppercut + A or C.
    [ hit]
    
    (CNT)
    s CD -> QCB + B/D
    standing CD(body toss attack),"COUNTER", juggled with qcb + B/D.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, HCB + B/D
    standing CD(body toss attack),"COUNTER", juggled with qcf, hcb + B or D.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + A/C
    standing CD(body toss attack),"COUNTER", juggled with qcf, qcf + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> fw, HCF + A/C
    standing CD(body toss attack),"COUNTER", juggled with fw, hcf + A or C.
    [ hit]
    
    (CNT)
    j CD -> fw + B
    jumping CD(body toss attack),"COUNTER", juggled with forward + B. 
    [ hit]
    
    (CNT)
    j CD -> QCB + A
    jumping CD(body toss attack),"COUNTER", juggled with qcb + A.
    [ hit]
    
    (CNT)
    j CD -> QCF + A/C
    jumping CD(body toss attack),"COUNTER", juggled with qcf + A or C.
    [ hit]
    
    (CNT)
    j CD -> DP + C -> DP + P
    jumping CD(body toss attack),"COUNTER", juggled with uppercut + C, finished with
    uppercut + A or C.
    [ hit]
    
    (CNT)
    j CD -> QCB + K
    jumping CD(body toss attack),"COUNTER", combo-ed with qcb + B or D.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, QCF + A/C
    jumping CD(body toss attack),"COUNTER", combo-ed with qcf, qcf + A or C.
    [ hit]
    
    3.3.3b
    -----------------
    Yuri Sakazaki '95
    -----------------
    Moveslist
    ---------
    Swallow Wing                  : fw + B(overhead)
    +-------------------------------------------------------------------------------------------+
    Tiger Projectile              : QCF + A/C(air projectile)
    Reverse Gleam Fist            : QCB + A/C
    Lightning Gleam Fist          : QCF + B/D
    Hundred Violent Slaps         : HCB + B/D
    +-------------------------------------------------------------------------------------------+
    Supreme King                  : fw, HCF + A/C
    Flying Roaring Fist
    Flying Swallow                : QCF, HCB + B/D
    Phoenix Leg
    Flying Swallow Violent Pierce : QCF x 2 + A/C
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d A, d B
    d B, d A
    d B, d B
    d A, s A
    d A, s B
    d A, d A, d A
    d A, d B, d A
    d B, d A, d A
    d B, d B, d A
    d A, s A, d A
    d A, s B, s A
    d A, d A, d B
    d A, d B, d B
    d B, d A, d B
    d B, d B, d B
    d A, s A, d B
    d A, s B, d B
    d A, d A, s A
    d A, d B, s A
    d B, d A, s A
    d B, d B, s A
    d A, s A, s A
    d A, d C
    d B, d C
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    ++ d A, d A, fw + B
    ++ d B, d A, fw + B
    ++ d A, d A, d A, fw + B
    ++ d B, d B, d A, fw + B
    ++ s C, fw + B
    ++ d C, fw + B
    ++ d B, d C, fw + B
    ++ dwn D, fw + B
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C/D
    d C   -> QCF + P
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A or C.
    [ hit]
    
    s C/D
    d C   -> QCB + P
    standing heavy punch/kick or crouching heavy punch combo-ed into qcb + A or C.
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCF, HCB + K
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf, hcb + B or D. 
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCF, QCF + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    (CSP)
    j A~D    s C/D
    cx D  -> d C   -> QCF + P
    jumping attack with A/B/C/D or crossup with D, standing heavy punch/kick or crouching heavy 
    punch combo-ed into qcf + A or C.
    [ hit]
    
    (CSP)
    j A~D    s C/D
    cx D  -> d C   -> QCB + P
    jumping attack with A/B/C/D or crossup with D, standing heavy punch/kick or crouching heavy 
    punch combo-ed into qcb + A or C. 
    [ hit]
    
    (DM)(CSP)
    j A~D    s C/D
    cx D  -> d C   -> QCF, HCB + K
    jumping attack with A/B/C/D or crossup with D, standing heavy punch/kick or crouching heavy 
    punch combo-ed into qcf, hcb + B or D. 
    [ hit]
    
    (DM)(CSP)
    j A~D    s C/D
    cx D  -> d C   -> QCF, QCF + A/C
    jumping attack with A/B/C/D or crossup with D, standing heavy punch/kick or crouching heavy
    punch combo-ed into qcf, qcf + A or C. 
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +(DM)
    1 HC
    2 HC 
    3 HC --> QCF, HCB + B/D
    any 1, 2 or 3 hit light chain combo-ed into qcf, hcb + B or D.
    [ hit]
    
    +(DM)
    1 HC
    2 HC 
    3 HC --> QCF, QCF + A/C
    any 1, 2 or 3 hit light chain combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(CSP)(DM)
            1 HC
            2 HC 
    cx D -> 3 HC --> QCF, HCB + B/D
    crossup with D, any 1, 2 or 3 hit light chain combo-ed into qcf, hcb + B or D.
    [ hit]
    
    +(CSP)(DM)
            1 HC
            2 HC 
    cx D -> 3 HC --> QCF, QCF + A/C
    crossup with D, any 1, 2 or 3 hit light chain combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that are
    available for Yuri, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will have
                       the same characteristics as a standing CD that his opponent in mid air. if
                       "COUNTER" appears, the dodge hit can also combo just like a CD attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    +
    d B -> d C -> QCF + A/C
    crouching light kick chained into crouching heavy punch, combo-ed into qcf + A or C.
    [ hit]
    
    +
    d B -> d C -> QCB + P
    crouching light kick chained into crouching heavy punch, combo-ed into qcb + A or C.
    [ hit]
    
    +(DM)
    d B -> d C -> QCF, HCB + B/D
    crouching light kick chained into crouching heavy punch, combo-ed into qcf, hcb + B or D.
    [ hit]
    
    +(DM)
    d B -> d C -> QCF, QCF + A/C
    crouching light kick chained into crouching heavy punch, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(CSP)
    cx D -> d B -> d C -> QCF + P
    crossup with D, crouching light kick chained into crouching heavy punch, combo-ed into
    qcf + A or C.
    [ hit]
    
    +(CSP)
    cx D -> d B -> d C -> QCB + P
    crossup with D, crouching light kick chained into crouching heavy punch, combo-ed into
    qcb + A or C.
    [ hit]
    
    +(DM)(CSP)
    cx D -> d B -> d C -> QCF, HCB + B/D
    crossup with D, crouching light kick chained into crouching heavy punch, combo-ed into 
    qcf, hcb + B or D.
    [ hit]
    
    +(DM)(CSP)
    cx D -> d B -> d C -> QCF, QCF + A/C
    crossup with D, crouching light kick chained into crouching heavy punch, combo-ed into 
    qcf, qcf + A or C.
    [ hit]
    
    (DM)(CSP)
    j A~D 
    cx D  -> QCF, QCF + A/C
    jumping attack with A/B/C/D or crossup with D, combo-ed into qcf, qcf + A or C.
    [ hit]
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    (CNT)(C)(MID)
               j A/B/C
    QCB + P -> s A/C/D
    qcb + A or C, "COUNTER", then juggle with standing A/C/D or jumping with A/B/C.
    [ hit]
    
    (CNT)(C)(MID)
    QCB + P -> QCB + P
    qcb + A or C, "COUNTER", then into another qcb + A or C
    [ hit]
    
    (DM)(CNT)(C)(MID)
    QCB + P -> QCF, QCF + A/C
    qcb + A or C, "COUNTER", then juggle with qcf, qcf + A or C.
    [ hit]
    
    (CNT)
    s CD -> QCF + A/C
    standing CD(body toss attack),"COUNTER", juggled with qcf + A or C.
    [ hit]
    
    (CNT)
    s CD -> QCB + P
    standing CD(body toss attack),"COUNTER", juggled with qcb + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, HCB + B/D
    standing CD(body toss attack),"COUNTER", juggled with qcf, hcb + B or D.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + A/C
    standing CD(body toss attack),"COUNTER", juggled with qcf, qcf + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> fw, HCF + A/C
    standing CD(body toss attack),"COUNTER", juggled with fw, hcf + A or C.
    [ hit]
    
    (CNT)
    j CD -> fw + B
    jumping CD(body toss attack),"COUNTER", juggled with forward + B. 
    [ hit]
    
    (CNT)
    j CD -> QCB + A?C
    jumping CD(body toss attack),"COUNTER", juggled with qcb + A or C.
    [ hit]
    
    (CNT)
    j CD -> QCF + A/C
    jumping CD(body toss attack),"COUNTER", juggled with qcf + A or C.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, QCF + A/C
    jumping CD(body toss attack),"COUNTER", combo-ed with qcf, qcf + A or C.
    [ hit]
    
    (OPD)
    1 HC -> s D -> etc.
    any early 1 hit light chain, into standing heavy kick, combo-ed into any combination
    preferred.
    Note : the early single hit chain hits opponent at the last frame.
    [ hit]
    
    ==============================================================================================
    3.4                                 ______________________
                                       /                     /
                                          New Ikari Team
                                     /_____________________/
    
    3.4.1
    -------
    Leona
    -------
    Moveslist
    ---------
    Strike Arc                : fw + B (overhead)
    +--------------------------------------------------------------------------------------------+
    Moon Slasher              : dn s up + A/C(anti air)
    X Caliber                 : dn s up + B/D(low priority anti-air)
    Baltic Launcher           : bk s fw + A/C(anti-air)
    Ground Saber              : bk s fw + B/D(low priority anti-air)
    Sonic Kick                : fw + D (after D Ground Saber)
    Eye Slasher               : QCB + A/C
    Earring Bomb              : QCB + B/D(anti-air)
    +-------------------------------------------------------------------------------------------+
    V Slasher                 : QCF, HCB + A/C (mid-air)
    Gravity Storm             : QCF x 2 + A/C(anti-air)
    Rebel Spark               : QCB, HCF + B/D
    
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    d A, d A
    d B, d A
    d B, d B
    s A, d A
    s B, d A
    s B, d B
    d A, s A
    d B, s A
    s A, s A
    s B, s A
    d A, d A, d A
    d A, d A, d B
    d B, d A, d A
    d B, d A, d B
    d B, d B, d A
    d B, d B, d B
    s A, d A, d A
    s A, d A, d B
    s B, d A, d A
    s B, d A, d B
    s B, d B, d A
    s B, d B, d B
    d A, s A, d A
    d A, s A, d B
    d B, s A, d A
    d B, s A, d B
    s A, s A, d A
    s A, s A, d B
    s B, s A, d A
    s B, s A, d B
    d A, d A, d A, d B
    d A, d A, d B, d B
    d B, d A, d A, d B
    d B, d A, d B, d B
    d B, d B, d A, d B
    d B, d B, d B, d B
    s A, d A, d A, d B
    s A, d A, d B, d B
    s B, d A, d A, d B
    s B, d A, d B, d B
    s B, d B, d A, d B
    s B, d B, d B, d B
    d A, s A, d A, d B
    d A, s A, d B, d B
    d B, s A, d A, d B
    d B, s A, d B, d B
    s A, s A, d A, d B
    s A, s A, d B, d B
    s B, s A, d A, d B
    s B, s A, d B, d B
    ++ d A, d A, fw + B
    ++ d B, d A, fw + B
    ++ d A, d A, d A, fw + B
    ++ d B, d A, d A, fw + B
    ++ d B, d B, d A, fw + B
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    j A -> j C
    j B -> j C
    j C -> j C
    j D -> j C
    j A -> j D
    j B -> j D
    j C -> j D
    j D -> j D
    s C(1 hit), fw + B
    d C, fw + B
    s D(1 hit), fw + B
    s D(2 hits), fw + B
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C
    d C
    s D -> dwn s up + A/C
    standing(1 hit)/crouching heavy punch or standing heavy kick (1 or 2 hit) combo-ed into 
    dwn s up + A or C.
    [2 hit]
    
    (C)
    s C
    d C
    s D -> dwn s up + B/D
    standing(1 hit)/crouching heavy punch or standing heavy kick (1 hit) combo-ed into 
    dwn s up + B or D.
    [2 hit]
    
    (DM)
    s C
    d C
    s D -> QCB, HCF + B/D
    standing(1 hit)/crouching heavy punch or standing heavy kick (1 or 2 hit) combo-ed into 
    qcb, hcf + B or D.
    [2~3 hit]
    
    (CSP)
              s C
    cx C/D    d C
    j A~D  -> s D -> dwn s up + A/C
    jumping attack with A/B/C/D or crossup with C/D, standing(1 hit)/crouching heavy punch or 
    standing heavy kick (1 or 2 hit) combo-ed into dwn s up + A or C.
    [3 hit]
    
    (C)(CSP)
              s C
    cx C/D    d C
    j A~D  -> s D -> dwn s up + B/D
    jumping attack with A/B/C/D or crossup with C/D, standing(1 hit)/crouching heavy punch or 
    standing heavy kick (1 or 2 hit) combo-ed into dwn s up + B or D.
    Note : this combos works better for medium to larger sized characters.
    [3 hit]
    
    (CSP)(DM)
              s C
    cx C/D    d C
    j A~D  -> s D -> QCB, HCF + B/D
    jumping attack with A/B/C/D or crossup with C/D, standing(1 hit)/crouching heavy punch or 
    standing heavy kick (1 or 2 hit) combo-ed into qcb, hcf + B or D.
    [3~4 hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +
    1 HC
    2 HC
    3 HC -> dwn s up + C
    any 1, 2 or 3 hit light chain, combo-ed into dwn s up + C
    Note : light chains must be those that end with As only. A version is combo-able from
           1 or 2 hit light chain.
    [ hit]
    
    +
               1 HC
    cx C/D     2 HC
    j A~D  - > 3 HC -> dwn s up + C
    jumping attack with A/B/C/D or crossup with C/D, any 1, 2 or 3 hit light chain, combo-ed 
    into dwn s up + C.
    Note : light chains must be those that end with As only. A version is combo-able from
           1 or 2 hit light chain.
    [ hit]
    
    +(C)
    1 HC -> dwn s up + B/D
    any 1 hit light chain, combo-ed into dwn s up + B or D.
    [2 hit]
    
    +(DM)
    1 HC
    s D(1 hit) -> QCF, QCF + A/C
    any 1 hit light chain or standing heavy kick(1 hit) combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(DM)
    cx C/D     1 HC
    j A~D  - > s D(1 hit) -> QCF, QCF + A/C
    jumping attack with A/B/C/D or crossup with C/D, any 1 hit light chain or standing
    heavy kick(1 hit) combo-ed into qcf, qcf + A or C.
    [ hit]
    
    bk s fw + A/C -> fw + B
    launch baltic launcher, bk s fw + A or C, then juggle with forward + B.
    [ hit]
                     s CD
    bk s fw + A/C -> s A~D
    launch baltic launcher, bk s fw + A or C, then juggle with standing A/B/C/D or
    CD(body toss attack).
    [ hit]
                     j CD
    bk s fw + A/C -> j A~D
    launch baltic launcher, bk s fw + A or C, then juggle with jumping A/B/C/D or
    CD(body toss attack).
    [ hit]
    
    bk s fw + C -> bk s fw + D -> fw D
    launch baltic launcher, bk s fw + A or C, then bk s fw + D(no hit), finished with fw + D.
    [ hit]
    
    bk s fw + C -> dwn s up + B/D
    launch baltic launcher, bk s fw + A or C, then juggle with dwn s up + B or D.
    [ hit]
    
    (DM)
    bk s fw + A/C -> j QCF, HCB + A/C
    launch baltic launcher, bk s fw + A or C, then juggle with jumping qcf, hcb + A or C.
    [ hit]
    
    (DM)
    bk s fw + A/C -> QCF, QCF + A/C
    launch baltic launcher, bk s fw + A or C, then juggle with qcf, qcf + A or C.
    [ hit]
                  
    (C)
    bk s fw + K -> s A~D
    launch ground sabre,  bk s fw + B or D, then juggle with standing A/B/C/D. 
    [ hit]
    
                   j CD
    bk s fw + K -> j A~D
    launch ground sabre,  bk s fw + B or D, then juggle with jumping A/B/C/D or
    CD(body toss attack).
    Note : works better in corner, or near corner.
    [ hit]
    
    (C)
    bk s fw + K -> dwn s up + B/D
    launch ground sabre,  bk s fw + B or D, then juggle with dwn s up + B or D.
    [ hit]
    
    (DM)
    bk s fw + K -> j QCF, HCB + A/C
    launch ground sabre,  bk s fw + B or D, then juggle with jumping qcf, hcb + A or C.
    [ hit]
    
    (DM)(C)
    bk s fw + K -> QCF, QCF + A/C
    launch ground sabre,  bk s fw + B or D, juggle with qcf, qcf + A or C.
    [ hit]
    
    (DM)(C)
    bk s fw + K -> QCB, HCF + B/D
    launch ground sabre,  bk s fw + B or D, then juggle with jumping qcb, hcf + B or D.
    Note : u must start to turn qcf, hcb command as soon as the ground sabre hits.
    [ hit]
    
    (DM)
    j B/D -> QCF, HCB + A/C
    jumping attack with B or D, and combo-ed into qcf, hcb + A or C, while in mid air.
    [ hit]
    
    +(DM)
    j A~D -> j B/D -> QCF, HCB + A/C
    jumping attack with A/B/C/d, then do another jumping attack with B or D, and combo-ed into 
    qcf, hcb + A or C, while in mid air.
    Note : must be fast to do this.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for , that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    +(DM)
    s C
    d C
    s D
    s C(far) -> fw + B -> QCF, HCB + B/D
    standing/crouching heavy punch or standing heavy kick(1 or 2 hit) or far standing heavy punch,
    chained into forward + B then combo-ed into qcf, hcb + B or D.
    Note : this combo does not excatly require expert skills, but its still kinda difficult to
           pull off.
    [ hit]
    
    +(CSP)(DM)
              s C
    cx C/D    d C
    j A~D  -> s D -> fw + B -> QCF, HCB + B/D
    jumping attack with A/B/C/D or crossup with C/D, standing/crouching heavy punch or standing 
    heavy kick(1 or 2 hit), chained into forward + B then combo-ed into qcf, hcb + B or D.
    Note : this combo does not excatly require expert skills, but its still kinda difficult to
           pull off.
    [ hit]
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    (CNT)
    s CD -> dwn s up + A/C
    standing CD(body toss attack), "COUNTER", combo-ed into dwn s up + A or C.
    [ hit]
    
    (CNT)(C)
    s CD -> dwn s up + B/D
    standing CD(body toss attack), "COUNTER", combo-ed into dwn s up + B or D.
    [ hit]
    
    (CNT)(C)
    s CD -> QCF, QCF + A/C
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CNT)
    j CD -> fw + B
    jumping CD(body toss attack), "COUNTER", juggled with forward + B.
    [ hit]
    
    (CNT)(C)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)(C)
    j CD -> dwn s up + A/C
    jumping CD(body toss attack), "COUNTER", juggled with dwn s up + A or C.
    [ hit]
    
    (CNT)(C)
    j CD -> dwn s up + B/D
    jumping CD(body toss attack), "COUNTER", juggled with dwn s up + B or D.
    [ hit]
    
    (CNT)(DM)(C)
    j CD -> QCB, HCF + A/C
    jumping CD(body toss attack), "COUNTER", juggled with qcf, qcf + A or C.
    [ hit]
    
    (CNT)(DM)
    j CD -> j QCF, HCB + A/C
    jumping CD(body toss attack), "COUNTER", juggled with jumping qcf, hcb + A or C.
    [ hit]
    
    (CNT)(DM)(MID)
    j CD -> QCF, HCB + A/C
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C.
    Note : combo-ed in mid air.
    [ hit]
    
    (CNT)(DM)(C)
    j CD -> QCF, QCF + A/C
    jumping CD(body toss attack), "COUNTER", juggled with qcf, qcf + A or C.
    [ hit]
    
    (OPD)
    d B -> s C/D -> etc.
    early crouching light kick chained into standing heavy punch or kick, combo-ed into
    any combination preferred.
    Note : crouching light kick hits opponent at last frame to allow s C/D to combo.
    [ hit]
    
    3.4.2
    -----------
    Ralf Jones
    -----------
    Moveslist
    ---------
    Vulcan Punch                  : rapid A/C(low priority anti-air)
    Gatling Attack                : bk s fw + A/C
    Diving Bomb Punch             : dwn s up + A/C(anti air)
    Aerial Diving Bomb Punch      : QCF + A/C (mid-air)
    Ralf Kick                     : bk s fw + B/D(low priority anti-air)
    Super Argentine Backbreaker   : HCF + B/D (close)
    +-------------------------------------------------------------------------------------------+
    Blazing Vulcan Punch          : QCF, HCB + A/C
    Horse-Mounted Vulcan Punch    : QCB, HCF + B/D
    Galactica Phantom             : QCF x 2 + A/C
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> j C
    j B -> j C
    j C -> j C
    j D -> j C
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    1 HC
    s C
    d C -> bk s fw + A/C 
    any 1 hit light chain or standing/crouching heavy punch combo-ed into bk s fw + A or C.
    [ hit]
    
    1 HC
    s C
    d C -> HCF + K
    any 1 hit light chain or standing/crouching heavy punch combo-ed into hcf + B or D.
    [ hit]
    
    1 HC
    s C
    d C -> rapid A/C
    any 1 hit light chain or standing/crouching heavy punch combo-ed into rapid A or C.
    [ hit]
    
    (DM)
    s C
    d C -> QCB, HCF + B/D
    standing or crouching heavy punch combo-ed into qcb, hcf + B or D.
    [ hit]
    
    (DM)
    s C
    d C -> QCF, HCB + A/C
    standing or crouching heavy punch combo-ed into qcf, hcb + A or C.
    [ hit]
        
    (CSP)     
             1 HC
    cx C     s C
    j A~D -> d C -> bk s fw + A/C 
    jumping attack with A/B/C/D or crossup with C,any 1 hit light chain or standing/crouching 
    heavy punch combo-ed into bk s fw + A or C.
    [ hit]
    
    (CSP)
             1 HC
    cx C     s C
    j A~D -> d C -> HCF + K
    jumping attack with A/B/C/D or crossup with C,any 1 hit light chain or standing/crouching 
    heavy punch combo-ed into hcf + B or D.
    [ hit]
    
    (CSP)
             1 HC
    cx C     s C
    j A~D -> d C -> rapid A/C
    jumping attack with A/B/C/D or crossup with C, any 1 hit light chain or standing/crouching 
    heavy punch combo-ed into rapid A or C.
    [ hit]
    
    (DM)(CSP)
    cx C     s C
    j A~D -> d C -> QCB, HCF + B/D
    jumping attack with A/B/C/D or crossup with C, standing or crouching heavy punch combo-ed 
    into qcb, hcf + B or D.
    [ hit]
    
    (DM)(CSP)
    cx C     s C
    j A~D -> d C -> QCF, HCB + A/C
    jumping attack with A/B/C/D or crossup with C, standing or crouching heavy punch combo-ed 
    into qcf, hcb + A or C.
    [ hit]
    3.4.3
    
    Not much spectacular combos for Ralf :(
    Only basic skilled combos..
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    (CNT)
    s CD -> bk s fw + A/C
    standing CD(body toss attack), "COUNTER", combo-ed into bk s fw + A or C.
    [ hit]
    
    (CNT)(C)
    s CD -> dwn s up + A/C
    standing CD(body toss attack), "COUNTER", combo-ed into dwn s up + A or C.
    [ hit]
    
    (CNT)(C)
    s CD -> QCF, HCB + A/C
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C.
    [ hit]
    
    (CNT)(C)
    s CD -> QCB, HCF + B/D
    standing CD(body toss attack), "COUNTER", combo-ed into qcb, hcf + A or C.
    [ hit]
    
    (CNT)(C)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)(C)
    j CD -> dwn s up + A/C
    jumping CD(body toss attack), "COUNTER", juggled with dwn s up + A or C.
    [ hit]
    
    (CNT)
    j CD -> bk s fw + A/C
    jumping CD(body toss attack), "COUNTER", combo-ed into bk s fw + A or C.
    [ hit]
    
    (CNT)(DM)(C)
    j CD -> QCB, HCF + B/D
    jumping CD(body toss attack), "COUNTER", juggled with qcf, qcf + A or C.
    [ hit]
    
    (CNT)(DM)(C)
    j CD -> QCF, HCB + A/C
    jumping CD(body toss attack), "COUNTER", juggled with jumping qcf, hcb + A or C.
    [ hit]
    
    (CNT)(C)
                     s CD
    bk s fw + B/D -> s A~D
    bk s fw + B/D, "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)(C)
    bk s fw + B/D -> j A~D
    bk s fw + B/D, "COUNTER", juggled with jumping A/B/C/D. 
    [ hit]
    
    (CNT)(C)
    bk s fw + B/D -> dwn s up + A/C
    bk s fw + B/D, "COUNTER", juggled with dwn s up + A or C.
    [ hit]
    
    (CNT)(C)
    bk s fw + B/D -> bk s fw + A/C
    bk s fw + B/D, "COUNTER", juggled with bk s fw + A or C.
    [ hit]
    
    (CNT)(DM)(C)
    bk s fw + B/D -> QCB, HCF + B/D
    bk s fw + B/D, "COUNTER", juggled with qcb, hcf + B or D.
    [ hit]
    
    (CNT)(DM)(C)
    bk s fw + B/D -> QCF, HCB + A/C
    bk s fw + B/D, "COUNTER", juggled with jumping qcf, hcb + A or C.
    [ hit]
    
    ------------
    Clark Steel
    ------------
    Moveslist
    ---------
    Stomping                        : fw + B(low forward kick)
    +-------------------------------------------------------------------------------------------+
    Napalm Stretch                  : DP + A/C(anti air)
    Frankensteiner                  : DP + B/D(anti-air)
    Rolling Cradle'95               : HCF + A
    Rolling Cradle'97               : HCF + C
    Argentine Back Breaker          : HCF + D (close)
    Flashing Elbow                  : QCF + A/C (after any command throw)
    Vulcan Punch                    : rapid A/C
    +-------------------------------------------------------------------------------------------+
    Ultra Argentine Backbreaker     : HCB x 2 + A/C (close)
    Running Spree                   : HCF x 2 + B/D
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d B, d A
    s A, s A
    d B, s A
    d A, d B
    d B, d B
    d A, s B
    d B, s B
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    j A -> j D
    j B -> j D
    j C -> j D
    j D -> j D
    s C(1 hit), fw + B
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    s C
    1 HC
    2 HC
    fw + B -> HCF + K -> QCF + A/C
    standing heavy punch(1 hit) or any 1 or 2 hit light chain or forward + B, combo-ed into
    hcf + B or D then finish with qcf + A or C.
    [ hit]
    
    s C
    1 HC
    fw + B -> rapid A/C
    standing heavy punch(1 hit) or any 1 hit light chain or forward + B, combo-ed into
    rapid A or C.
    [ hit]
    
    s C
    fw + B -> HCF + A -> QCF + A/C
    standing heavy punch(1 hit) or any 1 hit light chain or forward + B, combo-ed into
    hcf + A then finish with qcf + A or C.
    [ hit]
    
    1 HC -> DP + B/D -> QCF + A/C
    any 1 hit light chain combo-ed into uppercut + B or D then finish with qcf + A or C.
    [ hit]
    
    +(CSP)
            s C
            1 HC
    cx B -> 2 HC -> HCF + K -> QCF + A/C
    crossup with B, then either standing heavy punch(1 hit) or any 1 or 2 hit light chain,
    combo-ed into hcf + B or D then finish with qcf + A or C.
    Note : works from jumping in with A/B/C/D as well, instead of the crossup B, but not the 2 hit 
           light chains.
    [ hit]
    
    (CSP)
    cx B     s C
    j A~D -> 1 HC -> rapid A/C
    crossup with B, then either standing heavy punch(1 hit) or any 1 hit light chain, combo-ed into
    rapid A or C.
    [ hit]
    
    (CSP)
    cx B     
    j A~D -> s C -> HCF + A -> QCF + A/C
    crossup with B, then standing heavy punch(1 hit)combo-ed into hcf + A then finish with
    qcf + A or C.
    [ hit]
    
    1 HC -> DP + B/D -> QCF + A/C
    any 1 hit light chain combo-ed into uppercut + B or D then finish with qcf + A or C.
    [ hit]
    
    cx B -> 1 HC -> DP + B/D -> QCF + A/C
    crossup with B, then any 1 hit light chain combo-ed into uppercut + B or D then finish with 
    qcf + A or C.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +(CSP)(C)
            s C
    cx B -> 1 HC -> rapid A/C -> s D
    crossup with B, then either standing heavy punch(1 hit) or any 1 or 2 hit light chain,
    combo-ed into rapid A or C then standing D.
    Note : works from jumping in with A/B/C/D as well, instead of the crossup B. 
    [ hit]
    
    (CSP)(DM)
    cx B     
    j A~D -> s C -> HCF x 2 + B
    crossup with B, then standing heavy punch(1 hit)combo-ed into hcf, hcf + B.
    [ hit]
    
    (CSP)(DM)
    cx B     1 HC
    j A~D -> s C -> HCB x 2 + A/C
    crossup with B, then either any 1 hit light chain or standing heavy punch(1 hit)combo-ed
    into hcb, hcb + A or C
    [ hit]
    
    (DM)(CSP)
    cx B -> 1 HC -> HCB x 2 + A/C
    crossup with B, then any 1 hit light chain combo-ed into uppercut + B or D.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for Clark, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
    
    Ah, yet another one without expert-level combos..
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    (CNT)
    s CD -> rapid A/C
    standing CD(body toss attack), "COUNTER", combo-ed into rapid + A or C.
    [ hit]
    
    (CNT)(C)
    s CD -> DP + A
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A.
    [ hit]
    
    (CNT)(C)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)(C)
    j CD -> fw + B
    jumping CD(body toss attack), "COUNTER", juggled with fw + B.
    [ hit]
    
    (CNT)
    j CD -> DP + A
    jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + A.
    [ hit]
    
    ==============================================================================================
    3.5                               ___________________________
                                     /                          /
                                         Psycho Soldier Team
                                   /__________________________/
    
    
    3.5.1
    ---------------
    Athena Asamiya
    ---------------
    Moveslist
    ---------
    Chain Thigh                     : fw + B(hop double kick)
    Phoenix Bomb                    : dwn + B (mid-air overhead(EXTRA))
    +-------------------------------------------------------------------------------------------+
    Psycho Ball Attack              : QCB + A/C(low priority anti-air)/(air projectile)
    Psycho Sword                    : DP + A/C(anti air)
    Aerial Psycho Sword             : DP + A/C(mid-air anti air)
    Phoenix Arrow                   : QCB + B/D(mid air)
    Psychic Teleport                : QCF + B/D
    Classic Psycho Reflector        : HCB + B(low priority anti-air)
    Neo Psycho Reflector            : HCB + D
    +-------------------------------------------------------------------------------------------+
    Shining Crystal Bit             : HCB x 2 + A/C(anti-air)
    Crystal Bit Shoot               : QCB + A/C (during Shining Crystal Bit)
    Phoenix Fang Arrow              : QCF x 2 + B/D(mid-air)
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d A, d B
    d B, d A
    d B, d B
    d A, s A
    d A, s B
    d B, s A
    s A, s A
    d B, s B
    s A, d A
    s B, d A
    s B, d B
    s B, s A
    s B, s B
    d A, d A, s A
    d B, d A, s A
    d B, d B, s A
    d A, s A, s A
    d B, s A, s A
    d B, s B, s A
    s A, d A, s A
    s B, d A, s A
    s B, d B, s A
    s A, s A, s A
    s B, s A, s A
    s B, s B, s A
    d A, d A, s B
    d B, d A, s B
    d B, d B, s B
    d A, s A, s B
    d B, s A, s B
    d B, s B, s B
    s A, d A, s B
    s B, d A, s B
    s B, d B, s B
    s A, s A, s B
    s B, s A, s B
    s B, s B, s B
    d A, fw + B
    d B, fw + B
    s A, fw + B
    s B, fw + B
    ++ d A, d A, fw + B
    ++ d B, d A, fw + B
    ++ d B, d B, fw + B
    ++ d A, s A, fw + B
    ++ d B, s A, fw + B
    ++ d B, s B, fw + B
    ++ s A, d A, fw + B
    ++ s B, d A, fw + B
    ++ s B, d B, fw + B
    ++ s A, s A, fw + B
    ++ s B, s A, fw + B
    ++ s B, s B, fw + B
    s C, fw + B
    d C, fw + B
    s D, fw + B
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> j D
    j B -> j D
    j C -> j D
    j D -> j D
    (MID)
    j A -> d B
    jump A, then down + B command attack in mid air
    (MID)
    j C -> d B
    jump C, then down + B command attack in mid air
    (MID)
    ++ j CD -> d B
    jump CD, then down + B command attack in mid air
    
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C/D
    d C   -> DP + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. 
    [ hit]
    
    1 HC -> HCF + A/C
    any 1 hit light chain, combo-ed into hcf + A or C.
    [ hit]
    
    +
    1 HC 
    2 HC
    3 HC -> DP + A/C
    any 1, 2 or 3 hit light chain, combo-ed into uppercut + A or C.
    [ hit]
    
    (C)
    fw + B -> DP + A/C
    forward + B, combo-ed into uppercut + A or C.
    [ hit]
    
    (C)
    fw + B -> QCB + B/D
    forward + B, combo-ed into qcb + B or D.
    [ hit]
    
    (C)(DM)
    fw + B -> HCB x 2 + A/C
    forward + B, combo-ed into hcb, hcb + A or C.
    [ hit]
    
    (C)(DM)
    fw + B -> QCF x 2 + B/D
    forward + B, combo-ed into qcf, qcf + B or D.
    [ hit]
    
    (CSP)
    cx B     s C/D
    j A~D -> d C   -> DP + A/C
    crossup with B ot jumping with A/B/C/D, standing heavy punch/kick or crouching heavy punch
    combo-ed into uppercut + A or C. 
    [ hit]
    
    (CSP)
    cx B     1 HC 
    j A~D -> 2 HC -> DP + A/C
    crossup with B ot jumping with A/B/C/D, any 1 or 2 hit light chain, combo-ed into uppercut
    + A or C.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    (CSP)
            s C/D
    cx B -> d C   -> QCB + C
    crossup with B, standing heavy punch/kick or crouching heavy punch combo-ed into qcb + C.
    [ hit]
    
    (CSP)(DM)
            s C/D
    cx B -> d C   -> HCB x 2 + A/C
    crossup with B, standing heavy punch/kick or crouching heavy punch combo-ed into hcb, hcb
    + A or C.
    [ hit]
    
    (CSP)
    cx B                          j CD   
    j A/B -> 1 HC -> HCF + A/C -> j A~D
    crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then
    follow up with jumping A/B/C/D or CD(body toss atack).
    [ hit]
    
    (CSP)
    cx B     
    j A/B -> 1 HC -> HCF + A/C -> dash/hop s A~D
    crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then
    follow up with dash/hop in with standing A/B/C/D.
    [ hit]
    
    (CSP)
    cx B     
    j A/B -> 1 HC -> HCF + A/C -> fw + B
    crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then
    follow up with forward + B.
    [ hit]
    
    (CSP)
    cx B     
    j A/B -> 1 HC -> HCF + A/C -> QCB + A/C
    crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then
    follow up with qcb + A or C.
    [ hit]
    
    (CSP)
    cx B     
    j A/B -> 1 HC -> HCF + A/C -> DP + A/C
    crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then
    follow up with uppercut + A or C.
    [ hit]
    
    (CSP)(DM)
    cx B     
    j A/B -> 1 HC -> HCF + A/C -> j QCF, QCF + B/D
    crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then
    follow up with jumping qcf, qcf + B or D.
    Note : the DM only hit a few hits.
    [ hit]
    
    (CSP)(DM)
    cx B                          dash/hop HCB x 2 + A/C
    j A/B -> 1 HC -> HCF + A/C -> j HCB x 2 + A/C
    crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then
    follow up with either a jumping, dashing or hopping with hcb, hcb + A/C.
    [ hit]
    
    (C)(CSP)
    cx B     
    j A~D -> fw + B -> DP + A/C
    crossup with B or jumping with A/B/C/D, forward + B, combo-ed into uppercut + A or C.
    [ hit]
    
    (C)
    cx B     
    j A~D -> fw + B -> QCB + B/D
    crossup with B or jumping with A/B/C/D, forward + B, combo-ed into qcb + B or D.
    [ hit]
    
    (C)(DM)
    cx B     
    j A~D -> fw + B -> HCB x 2 + A/C
    crossup with B or jumping with A/B/C/D, forward + B, combo-ed into hcb, hcb + A or C.
    [ hit]
    
    (C)(DM)
    cx B     
    j A~D -> fw + B -> QCF x 2 + B/D
    crossup with B or jumping with A/B/C/D, forward + B, combo-ed into qcf, qcf + B or D.
    [ hit]
    
    j A/C -> DP + A/C
    jumping attack with A or C, then combo-ed into uppercut + A or C while in mid air.
    [ hit]
    
    j A/C -> QCB + B/D
    jumping attack with A or C, then combo-ed into qcb + B or D while in mid air.
    [ hit]
    
    (DM)
    j A/C -> QCF, QCF + B/D
    jumping attack with A or C, then combo-ed into qcf, qcf + B or D while in mid air.
    [ hit]
    
    (DM)
    j A/C -> HCB x 2 + A/C
    jumping attack with A or C, then combo-ed into hcb, hcb + A or C while in mid air.
    [ hit]
    
    (C)
    s C/D
    d C 
    1 HC  -> fw + B -> DP + A/C
    standing heavy punch/kick or crouching heavy punch or any 1 hit light chain, into forward + B 
    combo-ed into uppercut + A or C. 
    [ hit]
    
    (C)
    s C/D
    d C 
    1 HC  -> fw + B -> QCB + K
    standing heavy punch/kick or crouching heavy punch or any 1 hit light chain, into forward + B 
    combo-ed into qcb + B or D. 
    [ hit]
    
    (C)(DM)
    s C/D
    d C 
    1 HC  -> fw + B -> HCB x 2 + A/C
    standing heavy punch/kick or crouching heavy punch or any 1 hit light chain, into forward + B 
    combo-ed into hcb, hcb + A or C. 
    [ hit]
    
    (C)(DM)
    s C/D
    d C 
    1 HC  -> fw + B -> qcf, qcf + B or D
    standing heavy punch/kick or crouching heavy punch or any 1 hit light chain, into forward + B 
    combo-ed into qcf, qcf + B or D. 
    Note : works better for medium to large sized characters.
    [ hit]
    
    (C)
             s C/D
             d C 
    j A~D -> 1 HC  -> fw + B -> DP + A/C
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch or any 1 hit
    light chain, into forward + B combo-ed into uppercut + A or C. 
    [ hit]
    
    (C)
             s C/D
             d C 
    j A~D -> 1 HC  -> fw + B -> QCB + K
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch or any 1 hit
    light chain, into forward + B combo-ed into qcb + B or D. 
    [ hit]
    
    (C)(DM)
             s C/D
             d C 
    j A~D -> 1 HC  -> fw + B -> HCB x 2 + A/C
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch or any 1 hit
    light chain, into forward + B combo-ed into hcb, hcb + A or C. 
    [ hit]
    
    (C)(DM)
             s C/D
             d C 
    j A~D -> 1 HC  -> fw + B -> qcf, qcf + B or D
    jumping attack with A/B/C/D, standing heavy punch/kick or crouching heavy punch or any 1 hit
    light chain, into forward + B combo-ed into qcf, qcf + B or D. 
    Note : works better for medium to large sized characters.
    [ hit]
    
    (C)(EX)
    QCB + A -> fw, fw, d B
    while opponent in corner, execute air projectile then hop forward and while in fw, fw, hop
    animation, execute down + B.
    [ hit]
    
                           d C/D
    QCB + A -> dash/hop in s C/D
    from a distance away, execute air projectile, qcb + A, then dash or hop in with
    standing or crouching C/D.
    [ hit]
    
    QCB + A -> hj d B
    from a distance away, execute air projectile, qcb + A, then hyperjump and execute down + B.
    [ hit]
    
    QCB + A -> hj D
    from a distance away, execute air projectile, qcb + A, then hyperjump attack with D.
    [ hit]
    
    QCB + A -> hj CD
    from a distance away, execute air projectile, qcb + A, then hyperjump attack with
    CD(body toss attack).
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for , that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    +
    j A~D -> j A -> DP + A/C
    jumping attack with A/B/C/D, then jumping A, combo-ed into uppercut + A or C.
    [ hit]
    
    +
    j A~D -> j A -> QCB + B
    jumping attack with A/B/C/D, then jumping A, combo-ed into qcb + B.
    [ hit]
    
    +(DM)
    j A~D -> j A -> HCB x 2 + A/C
    jumping attack with A/B/C/D, then jumping A, combo-ed into hcb, hcb + A or C.
    [ hit]
    
    +(DM)
    j A~D -> j A -> QCF x 2 + B/D
    jumping attack with A/B/C/D, then jumping A, combo-ed into qcf, qcf + B or D.
    [ hit]
    
    (CSP)(BUG)
                                                                     d C/D
    cx B                                                             s C/D
    j A/B -> 1 HC -> HCF + A/C -> bk bk d B -> QCB + A -> HCF + D -> s CD
    crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then
    back hop with down + B to go further back, then execute qcb + A, then teleport with hcf + D
    to enable unblockable bug, and follow up with either standing/crouching heavy punch/kick or a
    standing CD(body toss attack).
    Note : if done in corner, there are other variations. although the hits do not increase in
           the rush counter, it is un-escapable.
    [ hit]
    
    (CSP)(BUG)(DM)
    cx B
    j A/B -> 1 HC -> HCF + A/C -> bk bk d B -> QCB + A -> HCF + D -> HCB x 2 + A/C
    crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then
    back hop with down + B to go further back, then execute qcb + A, then teleport with hcf + D
    to enable unblockable bug, and follow up with hcb, hcb + A or C.
    Note : if done in corner, there are other variations. although the hits do not increase in
           the rush counter, it is un-escapable.
    [ hit]
    
    (C)(CSP)(BUG)
                                                                     1 HC
    cx B                                                             s C/D
    j A/B -> 1 HC -> HCF + A/C -> bk bk d B -> QCB + A -> HCF + D -> d C   -> fw + B -> DP + A/C
    crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then
    back hop with down + B to go further back, then execute qcb + A, then teleport with hcf + D
    to enable unblockable bug, and follow up with standing heavy punch/kick or crouching heavy 
    punch or any 1 hit light chain, chained into forward + B, combo-ed into uppercut + A/C .
    Note : although the hits do not increase in the rush counter, it is un-escapable.
    [ hit]
    
    (C)(CSP)(BUG)
                                                                     1 HC
    cx B                                                             s C/D
    j A/B -> 1 HC -> HCF + A/C -> bk bk d B -> QCB + A -> HCF + D -> d C   -> fw + B -> QCB + B/D
    crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then
    back hop with down + B to go further back, then execute qcb + A, then teleport with hcf + D
    to enable unblockable bug, and follow up with standing heavy punch/kick or crouching heavy 
    punch or any 1 hit light chain, chained into forward + B, combo-ed into qcb + B or D.
    Note : although the hits do not increase in the rush counter, it is un-escapable.
    [ hit]
    
    (C)(CSP)(BUG)(DM)
                                                                     1 HC
    cx B                                                             s C/D
    j A/B -> 1 HC -> HCF + A/C -> bk bk d B -> QCB + A -> HCF + D -> d C   -> fw + B
    -> HCB x 2 + A/C
    
    crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then
    back hop with down + B to go further back, then execute qcb + A, then teleport with hcf + D
    to enable unblockable bug, and follow up with standing heavy punch/kick or crouching heavy 
    punch or any 1 hit light chain, chained into forward + B, combo-ed into hcb, hcb + A or C.
    Note : although the hits do not increase in the rush counter, it is un-escapable.
    [ hit]
    
    (C)(CSP)(BUG)(DM)
                                                                     1 HC
    cx B                                                             s C/D
    j A/B -> 1 HC -> HCF + A/C -> bk bk d B -> QCB + A -> HCF + D -> d C   -> fw + B
    -> QCF x 2 + B/D
    
    crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then
    back hop with down + B to go further back, then execute qcb + A, then teleport with hcf + D
    to enable unblockable bug, and follow up with standing heavy punch/kick or crouching heavy 
    punch or any 1 hit light chain, chained into forward + B, combo-ed into qcf, qcf + B or D.
    Note : although the hits do not increase in the rush counter, it is un-escapable. works
           better with medium to large sized characters
    [ hit]
    
    (TOD)(MAX)(C)(CSP)(BUG)
    cx B
    j A/B -> 1 HC -> HCF + A/C -> bk bk d B -> QCB + A -> HCF + D -> 1 HC -> HCF + A/C
    
    cont..
                            s C/D              QCF x 2 + B/D
    bk bk d B -> HCF + D -> d C   -> fw + B -> HCB x 2 + A/C
                            1 HC 
              
    crossup with B or jumping with A/B, any 1 hit light chain, combo-ed into hcf + A or C then
    back hop with down + B to go further back, then execute qcb + A, then teleport with hcf + D
    to enable unblockable bug, followed by any 1 hit light chain, combo-ed into hcf + A or C then
    back hop with down + B to go further back, then execute qcb + A, then teleport with hcf + D
    to enable unblockable bug,  and follow up with standing heavy punch/kick or crouching heavy 
    punch or any 1 hit light chain, chained into forward + B, combo-ed into qcf, qcf + B or D or
    hcb, hcb + A or C.
    
    Note : this is a TOD, and its quite difficult to perform. it is based on Athena's unblockable
           fireball bug. The teleport with hcf + D helps to bring Athena infront of opponent to
           allow standing light hits to combo into hcf + A/C and repeat...
           i knoe it is difficult to understand from the text, include below is an ASCII art
           graphical intepretation of the combo.
    
    A-Athena F-fireball O-opponent 
    
    |           |
    |A O        |
    
    near corner, Athena in corner
    
    |  A        |
    |  O        |
    
    Athena crossup opponent with B
    
    |           |
    |  OA       |
    
    Athena execute combo, any light hit into hcf P throw
    
    |O          |
    |    --->A  |
    
    Athena immediately do bk bk down B after throw to go far back
    
    |           |
    |0       fA |
    As soon after bk bk d B, do fireball, opponent still about to land and
    recover.
    
    |           |
    |O  f     A |
    As soon as fireball about to reach opponent, do hcf D teleport, this
    enables the bug.
    
    |           |
    |Of  A<---  |
    Athena teleport..
    
    |           |
    |fOA        |
    Athena should appear infront of opponent as soon as fireball hit and
    opponent is still stunned from fireball and open for combo Then simply
    combo with any light hit into hcf P again to repeat process
    
    |O          |
    |    --->A  |
    Athena immediately do bk bk down B after throw to go far back
    
    |           |
    |0       fA |
    As soon after bk bk d B, do fireball, opponent still about to land and
    recover.
    
    |           |
    |O  f     A |
    
    As soon as fireball about to hit opponent, do hcf D teleport
    
    |           |
    |Of  A<---  |
    Athena teleport...
    
    |           |
    |fOA        |
    Athena should appear infront of opponent as soon as fireball hit Then
    finally do the final few combos as listed above. Naturally opponent dies...by this time
    
    Note : listed below are the infinite combos that Athena has
    
    (INF)(C)
    HCF + A/C -> QCB, upbk + B x infinity
    execute command throw on opponent in corner, then as soon as opponent about to 
    land, juggle with qcb, upbk + B x infinity.
    Note : this is quite difficult to do compared to Kim's corner juggle. the qcb upbk + B is 
           actually the mid air, qcb + K. there is a lag after the qcb upbk lands, so
           there is a split second timing to it.
    
    (INF)(nC)(BUG)
    HCF + A/C -> bk bk d B -> QCB + A -> HCFupfw + D -> 1 HC x infinity
    execute command throw on opponent near corner, then back hop with down + B to bring Athena
    to "screen corner", execute fireball, qcb + A, and while there is a recovery lag from the qcb 
    + A, start to turn hcf, then upfw + D, to enable floating bug and the unblockable fireball bug.
    when this is done, Athena will teleport while floating, and hence appear in front of opponent
    which is open for combo in the corner from the unblockable fireball bug. Also, since when Athena
    is floating, crouching light hits can be done onto the opponent until the opponent dizzies 
    because Athena will not move back from the down As or Bs.
    
    (INF)(BUG)(nC)
    1 HC -> HCF + P -> bk bk d B -> HCF + D ....repeat whole process over and over..
    any 1 hit light chain, combo-ed into hcf + A/C, then back hop with down + B to go further 
    back, then execute qcb + A, then teleport with hcf + D to enable unblockable bug...and repeat
    the whole process over again..and again..
    
    Note : this is similar to the TOD combo, but this is rather risky, because you need to
           be accurate in doing this combo. E-mail me if there are any questions.
    
    (INF)(BUG)(C)
    1 HC x infinity
    after athena floats...in corner, any light chain repeated until opponent dies or dizzies, then
    repeat the whole process..
    
    Note : listed below are the floating techniques to enable Athena to "float".
    
    +==============================================================================+
    | F L O A T I N G   T E C H N I Q U E S  ( A T H E N A   A S A M I Y A )       |
    +==============================================================================+
    | #1                                                                           |
    | (C)(nC)                                                                      |
    | HCF + P -> dash, QCB, upbk + A~D                                             |
    | execute command throw while in corner or near corner, then dash              |
    | towards corner and execute qcb, upbk + A/B/C or D.                           |                 
    |                                                                              |          
    | Ascii :                                                                      |
    |                                                                              |  
    | A-Athena F-fireball O-opponent                                               |
    |                                                                              |
    | |           |                                                                | 
    | |           |                                                                |
    | | OA        |                                                                |
    | execute hcf + A or C command throw.                                          |
    |                                                                              |
    | |           |                                                                |
    | | O         |                                                                |
    | | <-A       |                                                                |
    | Athena dash towards corner..                                                 |
    |                                                                              |
    | |           |                                                                |
    | |O          |                                                                |
    | |A          |                                                                |
    | as soon as in corner, do qcb upbk + A/B/C/D.                                 |
    |                                                                              |
    | |           |                                                                |
    | |  A        |                                                                |
    | |O          |                                                                |
    | if done correctly, Athena should float slightly above the ground.            |
    |                                                                              |
    +------------------------------------------------------------------------------+
    | #2                                                                           |
    | HCF + P -> j QCB + B -> QCBupbk + A~D                                        |
    | execute command throw, hcf + A/C, then jump and hit opponent with            |
    | qcb + B, this enables Athena to land faster, then as soon as Athena          |
    | land, execute qcb upbk + A~D                                                 |
    |                                                                              |
    | Ascii :                                                                      |
    |                                                                              |  
    | A-Athena F-fireball O-opponent                                               |
    |                                                                              |
    | |           |                                                                | 
    | |           |                                                                |
    | | OA        |                                                                |
    | execute hcf + A or C command throw.                                          |
    |                                                                              |
    | |           |                                                                |
    | | OA        |                                                                |
    | |           |                                                                |
    | Athena jump and hit opponent with qcb + B..                                  |
    |                                                                              |
    | |           |                                                                |
    | |O          |                                                                |
    | |A          |                                                                |
    | as soon as Athena land, do qcb upbk + A/B/C/D.                               |
    |                                                                              |
    | |           |                                                                |
    | |  A        |                                                                |
    | |O          |                                                                |
    | if done correctly, Athena should float slightly above the ground.            |
    |                                                                              |
    +------------------------------------------------------------------------------+
    | #3                                                                           |
    | - "COUNTER"                                                                  |
    | (C)(CNT)                                                                     |
    | j d B                                                                        |
    | j CD  -> QCB + B -> QCBupbk + A~D                                            |
    | jumping attack with either down + B or CD, "COUNTER" combo-ed into           |
    | qcb + B, then as soon as Athena land, execute qcb,upbk + A/B/C/D             |
    |                                                                              |
    | Ascii :                                                                      |
    |                                                                              |  
    | A-Athena O-opponent                                                          |
    |                                                                              |
    | |           |                                                                | 
    | | A         |                                                                |
    | |O          |                                                                |
    | jump attack with down + B or CD, combo-ed into qcb + B..                     |
    |                                                                              |
    | |           |                                                                |
    | |O          |                                                                |
    | |A          |                                                                |
    | Athena should land under opponent, then do qcb upbk + A/B/C/D.               |
    |                                                                              |
    | |           |                                                                |
    | |  A        |                                                                |
    | |O          |                                                                |
    | if done correctly, Athena should float slightly above the ground.            |
    +------------------------------------------------------------------------------+
    | #4                                                                           |
    | - "COUNTER"                                                                  |
    | (EX)(C)(CNT)                                                                 |
    | fw, fw + d B -> QCB + B -> QCBupbk + A~D                                     |
    | forward hop with down + B, "COUNTER" combo-ed into  qcb + B, then as soon    |
    | as Athena land, execute qcb,upbk + A/B/C/D                                   |
    |                                                                              |
    | Note : if done correctly, Athena will float at the end of the motion.        |
    |                                                                              |
    | Ascii explaination similar to #3                                             |
    +------------------------------------------------------------------------------+
    | #5                                                                           |
    | (C)                                                                          |
    | bk + AB -> HCF,upfw + A~D                                                    |
    | roll backwards towards the corner, then as roll about to recover,            |
    | start to turn hcf motion, then as roll recovers, do upfw + A/B/C/D           |
    |                                                                              |
    | Note : if done correctly, Athena will float at the end of the motion.        |
    |                                                                              |
    +------------------------------------------------------------------------------+
    | #4                                                                           |
    | (EX)                                                                         |
    | AB -> etc.                                                                   |
    | dodge with AB, then as dodge animation about to end,                         |
    | start to turn any special move, then as dodge animation ends, add            |
    | upfw + A/B/C/D to any special move preferred                                 |
    |                                                                              |
    | Special moves the can be use to "float" :                                    |
    | i)   HCF + P                                                                 |
    | ii)  HCF + K                                                                 |
    |                                                                              |
    | Note : if done correctly, Athena will float at the end of the motion.        |
    |                                                                              |
    +==============================================================================+
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> DP + A/C
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C.
    [ hit]
    
    (CNT)
    s CD -> QCB + A/C
    standing CD(body toss attack), "COUNTER", combo-ed into qcb + A or C.
    [ hit]
    
    (CNT)
    s CD -> HCB + K
    standing CD(body toss attack), "COUNTER", combo-ed into hcb + B or D.
    [ hit]
    
    (CNT)(DM)
    s CD -> HCB x 2 + A/C
    standing CD(body toss attack), "COUNTER", combo-ed into hcb, hcb + A or C.
    [ hit]
    
    (CNT)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)(C)
    j CD -> fw + B
    jumping CD(body toss attack), "COUNTER", juggled with fw + B.
    [ hit]
    
    (CNT)
    j CD -> DP + A/C
    jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C.
    Note : can done while in mid air
    [ hit]
    
    (CNT)
    j CD -> QCB + A/C
    jumping CD(body toss attack), "COUNTER", combo-ed into qcb + A or C.
    [ hit]
    
    (CNT)
    j CD -> HCB + K
    jumping CD(body toss attack), "COUNTER", combo-ed into hcb + B or D.
    [ hit]
    
    (CNT)(DM)
    j CD -> HCB x 2 + A/C
    jumping CD(body toss attack), "COUNTER", combo-ed into hcb, hcb + A or C.
    Note : can done while in mid air
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF x 2 + B/D
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + B or D.
    Note : done while still in mid air
    [ hit]
    
    (CNT)
    fw + B -> DP + A/C
    forward + B, "COUNTER", combo-ed into uppercut + A or C.
    Note : can done while in mid air
    [ hit]
    
    (CNT)
    fw + B -> QCB + A/C
    forward + B, "COUNTER", combo-ed into qcb + A or C.
    [ hit]
    
    (CNT)
    fw + B -> HCB + K
    forward + B, "COUNTER", combo-ed into hcb + B or D.
    [ hit]
    
    (CNT)(DM)
    fw + B -> HCB x 2 + A/C
    forward + B, "COUNTER", combo-ed into hcb, hcb + A or C.
    Note : can done while in mid air
    [ hit]
    
    (CNT)(DM)
    fw + B -> QCF x 2 + B/D
    forward + B, "COUNTER", combo-ed into qcf, qcf + B or D.
    Note : done while still in mid air
    [ hit]
    
    (CNT)(C)
    j d B -> DP + A/C
    jumping attack with down + B, "COUNTER", combo-ed into uppercut + A or C.
    [ hit]
    
    (CNT)(C)
    j d B -> QCB + B/D
    jumping attack with down + B, "COUNTER", combo-ed into qcb + B or D.
    [ hit]
    
    (CNT)(C)
    j d B -> QCF x 2 + B/D
    jumping attack with down + B, "COUNTER", combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CNT)(C)
    j d B -> HCB x 2 + A/C
    jumping attack with down + B, "COUNTER", combo-ed into hcb, hcb + A or C.
    [ hit]
    
    (CNT)(C)(DM)
    j d B -> QCB + B -> HCB x 2 + A/C
    jumping attack with down + B, "COUNTER", combo-ed into qcb + B, then juggled with
    hcb, hcb + A or C.
    [ hit]
    
    (OPD)
    1 HC -> s C/D -> etc.
    any early 1 hit light chain, chained into standing C or D, combo-ed into any combination
    preferred.
    Note : the early light chain hits at last frame to allow standing C/D to combo.
    [ hit]
    
    3.5.2
    -----------
    Sie Kensou
    -----------
    Moveslist
    ---------
    Drunken Hand Slap                  : fw + A(overhead)
    Backwards Revolving Thigh          : fw + B(overhead)
    +-------------------------------------------------------------------------------------------+
    Super Ball Bullet                  : QCB + A/C(low priority anti-air)/(air projectile)
    Dragon Talon Attack                : QCB + A/C (mid-air)
    Rapid Dragon Fang: Earth Dragon    : HCF + A
    Rapid Dragon Fang: Heaven Dragon   : HCF + C(anti-air)
    Dragon Barrage                     : DP + A/C(close)
    Dragon Jaw Smash                   : RDP + B/D(anti-air)
    +-------------------------------------------------------------------------------------------+
    'Bun to Eat'                       : QCB x 2 + A/C
    Dragon Swifter                     : QCF, HCB + B
    Dragon Raiser                      : QCF, HCB + D
    Hermit Mind Strong Discharge       : QCF x 2 + A/C (close)
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d A, d B
    d A, s A
    d A, s B
    d B, d A
    d B, d B
    d B, s A
    d B, s B
    s A, d A
    s A, d B
    s A, s A
    s A, s B
    s B, d A
    s B, d B
    s B, s A
    s B, s B
    d A, d A, d A
    d A, d B, d A
    d A, s A, d A
    d A, s B, d A
    d B, d A, d A
    d B, d B, d A
    d B, s A, d A
    d B, s B, d A
    s A, d A, d A
    s A, d B, d A
    s A, s A, d A
    s A, s B, d A
    s B, d A, d A
    s B, d B, d A
    s B, s A, d A
    s B, s B, d A
    d A, d A, s A
    d A, d B, s A
    d A, s A, s A
    d A, s B, s A
    d B, d A, s A
    d B, d B, s A
    d B, s A, s A
    d B, s B, s A
    s A, d A, s A
    s A, d B, s A
    s A, s A, s A
    s A, s B, s A
    s B, d A, s A
    s B, d B, s A
    s B, s A, s A
    s B, s B, s A
    d A, d A, s B
    d A, d B, s B
    d A, s A, s B
    d A, s B, s B
    d B, d A, s B
    d B, d B, s B
    d B, s A, s B
    d B, s B, s B
    s A, d A, s B
    s A, d B, s B
    s A, s A, s B
    s A, s B, s B
    s B, d A, s B
    s B, d B, s B
    s B, s A, s B
    s B, s B, s B
    s C, fw + A
    s C, fw + B
    s D, fw + A
    s D, fw + B
    d C, fw + A
    d C, fw + B
    far s C(2 hits), fw + A
    far s C(2 hits), fw + B
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> j D
    j B -> j D
    j C -> j D
    j D -> j D
    ++ d A, d A, fw + A
    ++ d A, d B, fw + A
    ++ d A, s A, fw + A
    ++ d A, s B, fw + A
    ++ d B, d A, fw + A
    ++ d B, d B, fw + A
    ++ d B, s A, fw + A
    ++ d B, s B, fw + A
    ++ s A, d A, fw + A
    ++ s A, d B, fw + A
    ++ s A, s A, fw + A
    ++ s A, s B, fw + A
    ++ s B, d A, fw + A
    ++ s B, d B, fw + A
    ++ s B, s A, fw + A
    ++ s B, s B, fw + A
    ++ d A, d A, fw + B
    ++ d A, d B, fw + B
    ++ d A, s A, fw + B
    ++ d A, s B, fw + B
    ++ d B, d A, fw + B
    ++ d B, d B, fw + B
    ++ d B, s A, fw + B
    ++ d B, s B, fw + B
    ++ s A, d A, fw + B
    ++ s A, d B, fw + B
    ++ s A, s A, fw + B
    ++ s A, s B, fw + B
    ++ s B, d A, fw + B
    ++ s B, d B, fw + B
    ++ s B, s A, fw + B
    ++ s B, s B, fw + B
    ++ d D, fw + B
    ++ d D, fw + A
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C/D
    d C   -> QCB + C
    standing heavy punch/kick or crouching heavy punch combo-ed into qcb + C.
    [ hit]
    
    s C/D
    d C   -> HCF + A
    standing heavy punch/kick or crouching heavy punch combo-ed into hcf + A.
    [ hit]
    
    s C/D
    d C   -> DP + P
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C.
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCF, HCB + K
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf, hcb + B or D.
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCF x 2 + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C.
    [ hit]
    
    1 HC -> HCF + C
    any 1 hit light chain combo-ed into hcf + C.
    [ hit]
    
    1 HC -> RDP + K
    any 1 hit light chain combo-ed into reverse uppercut + B or D.
    [ hit]
    
    (CSP)
    cx B~D    s C/D
    j A~D  -> d C   -> QCB + C
    jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into qcb + C.
    [ hit]
    
    (CSP)
    cx B~D    s C/D
    j A~D  -> d C   -> HCF + A
    jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into hcf + A.
    [ hit]
    
    (CSP)
    cx B~D    s C/D
    j A~D  -> d C   -> DP + P
    jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into uppercut + A or C.
    [ hit]
    
    (CSP)(DM)
    cx B~D    s C/D
    j A~D  -> d C   -> QCF, HCB + K
    jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into qcf, hcb + B or D.
    [ hit]
    
    (CSP)(DM)
    cx B~D    s C/D
    j A~D  -> d C   -> QCF x 2 + A/C
    jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CSP)
    cx B~D    
    j A~D  -> 1 HC -> HCF + C
    jumping attack with A/B/C/D or crossup with B/C/D, any 1 hit light chain combo-ed into hcf + C.
    [ hit]
    
    (CSP)
    cx B~D    
    j A~D  -> 1 HC -> RDP + K
    jumping attack with A/B/C/D or crossup with B/C/D, any 1 hit light chain combo-ed into 
    reverse uppercut + B or D.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +(C)
    1 HC              s A~D
    2 HC -> DP + P -> s CD
    any 1 or 2 hit light chain combo-ed into uppercut + A/C, juggled with standing A/B/C/D or
    CD(body toss attack).
    [ hit]
    
    +
    1 HC              j A~D
    2 HC -> DP + P -> j CD
    any 1 or 2 hit light chain combo-ed into uppercut + A/C, juggled with jumping A/B/C/D or
    CD(body toss attack).
    [ hit]
    
    +
    1 HC
    2 HC -> DP + P -> fw + B
    any 1 or 2 hit light chain combo-ed into uppercut + A/C, juggled with forward + B.
    [ hit]
    
    +
    1 HC
    2 HC -> DP + P -> QCB + A/C
    any 1 or 2 hit light chain combo-ed into uppercut + A/C, juggled with qcb + A or C.
    [ hit]
    
    +
    1 HC
    2 HC -> DP + P -> HCF + A/C
    any 1 or 2 hit light chain combo-ed into uppercut + A/C, juggled with hcf + A or C.
    [ hit]
    
    +
    1 HC
    2 HC -> DP + P -> RDP + K
    any 1 or 2 hit light chain combo-ed into uppercut + A/C, juggled with reverse uppercut + B/D.
    [ hit]
    
    +(t.C)
    1 HC
    2 HC -> HCF + C
    any 1 hit light chain combo-ed into hcf + C.
    [ hit]
    
    1 HC
    2 HC -> QCF x 2 + A/C
    any 1 hit light chain combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (C)
    s C/D              s CD
    d C   -> DP + P -> s A~D
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C,
    juggled with standing A/B/C/D or CD(body toss attack).
    [ hit]
    
    s C/D              j A~D
    d C   -> DP + P -> j CD
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C,
    juggled with jumping A/B/C/D or CD(body toss attack).
    [ hit]
    
    s C/D
    d C   -> DP + P -> fw + B
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C,
    juggled with forward + B.
    [ hit]
    
    s C/D
    d C   -> DP + P -> QCB + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C,
    juggled with qcb + A or C.
    [ hit]
    
    s C/D
    d C   -> DP + P -> HCF + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C,
    juggled with hcf + A or C.
    [ hit]
    
    s C/D
    d C   -> DP + P -> RDP + K
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C,
    juggled with reverse uppercut + B/D.
    [ hit]
    
    +(C)
    cx B~D    1 HC              s A~D
    j A~D  -> 2 HC -> DP + P -> s CD
    jumping attack with A/B/C/D or crossup with B/C/D, any 1 or 2 hit light chain combo-ed into 
    uppercut + A/C, juggled with standing A/B/C/D or CD(body toss attack).
    [ hit]
    
    +
    cx B~D    1 HC              j A~D
    j A~D  -> 2 HC -> DP + P -> j CD
    jumping attack with A/B/C/D or crossup with B/C/D, any 1 or 2 hit light chain combo-ed into 
    uppercut + A/C, juggled with jumping A/B/C/D or CD(body toss attack).
    [ hit]
    
    +
    cx B~D    1 HC
    j A~D  -> 2 HC -> DP + P -> fw + B
    jumping attack with A/B/C/D or crossup with B/C/D, any 1 or 2 hit light chain combo-ed into 
    uppercut + A/C, juggled with forward + B.
    [ hit]
    
    +
    cx B~D    1 HC
    j A~D  -> 2 HC -> DP + P -> QCB + A/C
    jumping attack with A/B/C/D or crossup with B/C/D, any 1 or 2 hit light chain combo-ed into 
    uppercut + A/C, juggled with qcb + A or C.
    [ hit]
    
    +
    cx B~D    1 HC
    j A~D  -> 2 HC -> DP + P -> HCF + A/C
    jumping attack with A/B/C/D or crossup with B/C/D, any 1 or 2 hit light chain combo-ed into 
    uppercut + A/C, juggled with hcf + A or C.
    [ hit]
    
    +
    cx B~D    1 HC
    j A~D  -> 2 HC -> DP + P -> RDP + K
    jumping attack with A/B/C/D or crossup with B/C/D, any 1 or 2 hit light chain combo-ed into 
    uppercut + A/C, juggled with reverse uppercut + B/D.
    [ hit]
    
    +(t.C)
    cx B~D    1 HC
    j A~D  -> 2 HC -> HCF + C
    jumping attack with A/B/C/D or crossup with B/C/D, any 1 hit light chain combo-ed into hcf + C.
    [ hit]
    
    cx B~D    1 HC
    j A~D  -> 2 HC -> QCF x 2 + A/C
    jumping attack with A/B/C/D or crossup with B/C/D, any 1 hit light chain combo-ed into
    qcf, qcf + A or C.
    [ hit]
    
    (CSP)(C)
    cx B~D    s C/D              s CD
    j A~D  -> d C   -> DP + P -> s A~D
    jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into uppercut + A or C, juggled with standing A/B/C/D or
    CD(body toss attack).
    [ hit]
    
    (CSP)
    cx B~D    s C/D              j A~D
    j A~D  -> d C   -> DP + P -> j CD
    jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into uppercut + A or C, juggled with jumping A/B/C/D or
    CD(body toss attack).
    [ hit]
    
    (CSP)
    cx B~D    s C/D
    j A~D  -> d C   -> DP + P -> fw + B
    jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into uppercut + A or C, juggled with forward + B.
    [ hit]
    
    (CSP)
    cx B~D    s C/D
    j A~D  -> d C   -> DP + P -> HCF + A/C
    jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into uppercut + A or C, juggled with hcf + A or C.
    [ hit]
    
    (CSP)
    cx B~D    s C/D
    j A~D  -> d C   -> DP + P -> RDP + K
    jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into uppercut + A or C, juggled with reverse uppercut + B/D.
    [ hit]
    
    (CSP)
    cx B~D    s C/D
    j A~D  -> d C   -> DP + P -> QCB + A/C
    jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into uppercut + A or C, juggled with qcb + A or C.
    [ hit]
    
    +(DM)
    s C/D
    d C   -> fw + A -> QCF, HCB + K
    standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into
    qcf, hcb + B.
    [ hit]
    
    +(DM)(C)
    s C/D
    d C   -> fw + B -> QCF, QCF + P
    standing heavy punch/kick or crouching heavy punch, forward + B, land, then execute
    qcf, qcf + A or C.
    [ hit]
    
    +(CSP)(DM)
    cx B~D    s C/D
    j A~D  -> d C   -> fw + A -> QCF, HCB + B
    jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching 
    heavy punch, forward + A, combo-ed into qcf, hcb + B.
    [ hit]
    
    +(CSP)(DM)
    cx B~D    s C/D
    j A~D  -> d C   -> fw + B -> QCF, QCF + A/C
    jumping attack with A/B/C/D or crossup with B/C/D, standing heavy punch/kick or crouching 
    heavy punch, forward + B, land, execute qcf, qcf + A or C.
    [ hit]
    
    far s C -> DP + A/C -> etc
    far standing C(2 hits), combo-ed into uppercut + A or C, then into any move that would juggle.
    [ hit
    
    +(SDM)(C)(MAX)
    far s C -> fw + B -> QCF, QCF + A/C
    far standing C(2 hits), forward + B, land, execute, qcf, qcf + A or C.
    [ hit]
    
    (C)
    QCB + A -> hj D -> s D -> etc.
    while from a distance away from opponent, execute qcb + A, then hyperjump in with D, stand D
    combo-ed into any combination preferred.
    [ hit]
    
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for Kensou, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    
    +(MAX)(C)(SDM)
    far s C -> fw + B -> s D -> QCF, HCB + B/D
    far standing C(2 hits), forward + B, then standing heavy kick, combo-ed into qcf, hcb + B/D.
    [ hit]
    
    +(MAX)(C)(SDM)
    j A~D -> s D -> fw + B -> s D -> QCF, HCB + B/D
    jumping attack with A/B/C/D, then standing heavy kick, forward + B, followed by another
    standing heavy kick, combo-ed into qcf, hcb + B or D.
    [ hit]
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> RDP + B/D
    standing CD(body toss attack), "COUNTER", combo-ed into reverse uppercut + B or D.
    [ hit]
    
    (CNT)
    s CD -> QCB + A/C
    standing CD(body toss attack), "COUNTER", combo-ed into qcb + A or C.
    [ hit]
    
    (CNT)
    s CD -> HCF + A/C
    standing CD(body toss attack), "COUNTER", combo-ed into hcb + B or D.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, HCB + D
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + D.
    [ hit]
    
    (CNT)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)(C)
    j CD -> fw + B
    jumping CD(body toss attack), "COUNTER", juggled with fw + B.
    [ hit]
    
    (CNT)
    j CD -> RDP + B/D
    jumping CD(body toss attack), "COUNTER", combo-ed into reverse uppercut + B or D.
    [ hit]
    
    (CNT)
    j CD -> QCB + A/C
    jumping CD(body toss attack), "COUNTER", combo-ed into qcb + A or C.
    [ hit]
    
    (CNT)
    j CD -> HCF + A/C
    jumping CD(body toss attack), "COUNTER", combo-ed into hcf + A or C.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, HCB + D
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + D.
    [ hit]
    
    (CNT)(C)(MID)
               s CD
    QCB + A -> s A~D
    qcb + A, "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)(C)(MID)
               j CD
    QCB + A -> j A~D
    qcb + A, "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)(C)(MID)
    QCB + A -> fw + B
    qcb + A, "COUNTER", juggled with fw + B.
    [ hit]
    
    (CNT)(C)(MID)
    QCF + A -> RDP + B/D
    qcb + A, "COUNTER", combo-ed into reverse uppercut + B or D.
    [ hit]
    
    (CNT)(MID)
    QCF + A -> QCB + A/C
    qcb + A, "COUNTER", combo-ed into qcb + A or C.
    [ hit]
    
    (CNT)(MID)
    QCF + A -> HCF + A/C
    qcb + A, "COUNTER", combo-ed into hcf + A or C.
    [ hit]
    
    (CNT)(DM)(MID)
    QCF + A -> QCF, HCB + D
    qcb + A, "COUNTER", combo-ed into qcf, hcb + D.
    [ hit]
    
    (OPB)
    s C/D
    d C   -> HCF + C
    while at opponent's back, standing C/D or crouching C, combo-ed into hcf + C.
    [ hit]
    
    (OPB)
    s C/D
    d C   -> RDP + B/D
    while at opponent's back, standing C/D or crouching C, combo-ed into reverse uppercut + B or D.
    [ hit]
    
    (OPD)
    1 HC -> s C/D -> etc.
    any 1 hit light chain, into standing C or D, combo-ed into any combination preferred.
    Note: light chain hits opponent at last frame, to allow standing C/D to combo.
    [ hit]
    
    3.5.3
    ------------
    Chin Gensai
    ------------
    Moveslist
    ---------
    Drunken Walk Gourd-Basket Attack       : fw + A (overhead)
    +-------------------------------------------------------------------------------------------+
    Gourd-Basket Attack                    : QCB + A/C
    Willow Phosphorous                     : DP + A/C(anti-air)
    Sagebrush Pigweed
    Coiled Pipe Drunken Snoop              : dwn, dwn + A/C(dodge high attack)
    Full Moon Drunken Snoop                : dwn, dwn + B/D(dodge high attack)
    Rotary Sky Piercing Fist               : HCF + B/D (after any Drunken Snoop)
    Butterfly Attack Fist                  : fw + A/C (after dwn, dwn + A/C)
    Dragon Snake Anti Strike               : up + B (after dwn, dwn + B/D)
    +-------------------------------------------------------------------------------------------+
    Roaring Flame Blaze Burn               : QCF x 2 + A/C(anti air)
    Roaring Flame Invitation               : QCF, HCB + A/C(low priority anti air)
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d A, d B
    d B, d A
    d B, d B
    d A, s A
    d A, s B
    d B, s A
    d B, s B
    s A, d A
    s A, d B
    s B, d A
    s B, d B
    s A, s A
    s A, s B
    s B, s A
    s B, s B
    d A, d A, s A
    d A, d B, s A
    d B, d A, s A
    d B, d B, s A
    d A, s A, s A
    d A, s B, s A
    d B, s A, s A
    d B, s B, s A
    s A, d A, s A
    s A, d B, s A
    s B, d A, s A
    s B, d B, s A
    s A, s A, s A
    s A, s B, s A
    s B, s A, s A
    s B, s B, s A
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> j C
    j B -> j C
    j C -> j C
    j D -> j C
    ++ d A, d A, fw + A
    ++ d B, d A, fw + A
    ++ d B, d B, fw + A
    ++ d A, s A, fw + A
    ++ d B, s A, fw + A
    ++ d B, s B, fw + A
    ++ s C, fw + A
    ++ s D(2 hits), fw + A
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    s C
    d C
    s D(2 hits) -> QCB + P
    standing/crouching heavy punch or standing heavy kick(2 hit), combo-ed into qcb + A or C.
    [ hit]
    
    s C
    d C
    s D(2 hits) -> dwn dwn + P -> fw + P
    standing/crouching heavy punch or standing heavy kick(2 hit), combo-ed into dwn dwn + A or C,
    then forward + A or C.
    [ hit]
    
    s C
    d C
    s D(2 hits) -> DP + A/C
    standing/crouching heavy punch or standing heavy kick(2 hit), combo-ed into uppercut + A or C.
    [ hit]
    
    (DM)
    s C
    d C
    s D(2 hits) -> QCF, QCF + P
    standing/crouching heavy punch or standing heavy kick(2 hit), combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CSP)
    cx C/D   s C
    j A~D -> d C -> QCB + P
    jumping attack with A/B/C/D or crossup with C/D, standing/crouching heavy punch, combo-ed 
    into qcb + A or C.
    [ hit]
    
    (CSP)
    cx C/D   s C
    j A~D -> d C -> dwn dwn + P -> fw + P
    jumping attack with A/B/C/D or crossup with C/D, standing/crouching heavy punch, combo-ed 
    into dwn dwn + A or C, then forward + A or C.
    [ hit]
    
    (CSP)
    cx C/D   s C
    j A~D -> d C -> DP + A/C
    jumping attack with A/B/C/D or crossup with C/D, standing/crouching heavy punch, combo-ed 
    into uppercut + A or C.
    [ hit]
    
    (DM)(CSP)
    cx C/D   s C
    j A~D -> d C -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup with C/D, standing/crouching heavy punch, combo-ed 
    into qcf, qcf + A or C.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    +
    1 HC
    2 HC -> DP + A/C
    any 1 or 2 hit light chain, combo-ed into uppercut + A or C.
    [ hit]
    
    +
    cx C/D   1 HC
    j A~D -> 2 HC -> DP + A/C
    jumping attack with A/B/C/D or crossup with C/D, any 1 or 2 hit light chain, combo-ed into 
    uppercut + A or C.
    [ hit]
    
    (DM)
    1 HC -> QCF, HCB + A/C
    any 1 hit chain up close, combo-ed into qcf, hcb + A or C.
    [ hit]
    
    +(DM)
    1 HC
    2 HC -> QCF, QCF + P
    any 1 or 2 hit light chain, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(DM)
    cx C/D   1 HC
    j A~D -> 2 HC -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup with C/D, any 1 or 2 hit light chain, combo-ed into 
    qcf, qcf + A or C.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for , that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    +
    s D(2 hits) -> dwn dwn + P -> C, ABD -> QCB + A/C
    standing heavy kick(2 hits), into down, down + A or C(no hit), then tap C, ABD, combo-ed into
    qcb + A or C.
    Note : this combo utilises Chin's cancelling abilities. the down down + A or C is cancelled by
           the command of tapping C, ABD. by tapping C first, the down, down + P animation
           is cancelled and a standing C animation will be produced and hit opponent. the tapping
           of C must be done fast to connect.
    [ hit]
    
    +
    s D(2 hits) -> dwn dwn + P -> C, ABD -> dwn dwn + P -> C, ABD -> QCB + A/C
    standing heavy kick(2 hits), into down, down + A or C(no hit), then tap C, ABD, into down, 
    down + A or C(no hit), then tap C, ABD, combo-ed into qcb + A or C.
    Note : this combo utilises Chin's cancelling abilities. the down down + A or C is cancelled by
           the command of tapping C, ABD. by tapping C first, the down, down + P animation
           is cancelled and a standing C animation will be produced and hit opponent. the tapping
           of C must be done fast to connect. standing C can also be used to start the combo.
    [ hit]
    
    +(DM)
    s D(2 hits) -> dwn dwn + P -> C, ABD -> QCF, QCF + A/C
    standing heavy kick(2 hits), into down, down + A or C(no hit), then tap C, ABD, combo-ed into
    qcf, qcf + A or C.
    Note : this combo utilises Chin's cancelling abilities. the down down + A or C is cancelled by
           the command of tapping C, ABD. by tapping C first, the down, down + P animation
           is cancelled and a standing C animation will be produced and hit opponent. the tapping
           of C must be done fast to connect. standing C can also be used to start the combo.
    [ hit]
    
    +(DM)
    s D(2 hits) -> dwn dwn + P -> C, ABD -> dwn dwn + P -> C, ABD -> QCF, QCF + A/C
    standing heavy kick(2 hits), into down, down + A or C(no hit), then tap C, ABD, into down, 
    down + A or C(no hit), then tap C, ABD, combo-ed into qcf, qcf + A or C.
    Note : this combo utilises Chin's cancelling abilities. the down down + A or C is cancelled by
           the command of tapping C, ABD. by tapping C first, the down, down + P animation
           is cancelled and a standing C animation will be produced and hit opponent. the tapping
           of C must be done fast to connect. standing C can also be used to start the combo.
    [ hit]
    
    +
    s D(2 hits) -> dwn dwn + P -> C, ABD -> dwn dwn + P -> C, ABD -> dwn dwn + P -> C, ABD 
    standing heavy kick(2 hits), into down, down + A or C(no hit), then tap C, ABD, into down, 
    down + A or C(no hit), then tap C, ABD, into down, down + A or C(no hit), then tap C, ABD, .
    Note : this combo utilises Chin's cancelling abilities. the down down + A or C is cancelled by
           the command of tapping C, ABD. by tapping C first, the down, down + P animation
           is cancelled and a standing C animation will be produced and hit opponent. the tapping
           of C must be done fast to connect. standing C can also be used to start the combo.
           fot this version, the last C will be a far C. and cannot be combo-ed into any move that 
           would still combo.
    [5 hit]
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    (CNT)
    s CD -> DP + A/C
    standing CD(body toss attack), "COUNTER", combo-ed into reverse uppercut + A or C.
    [ hit]
    
    (CNT)
    s CD -> dwn, dwn + P -> A, BCD
    standing CD(body toss attack), "COUNTER", cancelled into down down + A or C, tap
    A, BCD.
    [ hit]
    
    (CNT)
    s CD -> dwn, dwn + P -> B, ACD
    standing CD(body toss attack), "COUNTER", cancelled into down down + A or C, tap
    B, ACD.
    [ hit]
    
    (CNT)
    s CD -> dwn, dwn + P -> C, ABD
    standing CD(body toss attack), "COUNTER", cancelled into down down + A or C, tap
    C, ABD.
    [ hit]
    
    (CNT)
    s CD -> dwn, dwn + P -> D, ABC
    standing CD(body toss attack), "COUNTER", cancelled into down down + A or C, tap
    D, ABC.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + A/C
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, HCB + A/C
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C.
    Note : only first hit of the DM connects.
    [ hit]
    
    (CNT)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
    j CD -> DP + A/C
    jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C.
    [ hit]
    
    (CNT)
    j CD -> dwn, dwn + K -> up + D
    jumping CD(body toss attack), "COUNTER", juggled with down down + K into up + D.
    [ hit]
    
    (CNT)
    j CD -> dwn, dwn + P -> fw + P
    jumping CD(body toss attack), "COUNTER", juggled with down down + P into forward + A or C.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, HCB + A/C
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A/C.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, QCF + A/C
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A/C.
    [ hit]
    
    (MID(CNT)
    j C
    hit opponent in mid air with jumping C, 2 hits.
    Note : hey, its still a 2 hit combo... :)
    
    (CNT)(DM)
    QCF, QCF + A/C
    2 hits, if "COUNTER"...but not on max. 
    Note the damage is also doubled.
    [ hit]
    
    (OPD)
    d A -> s C ->
    early crouching A, standing C, combo-ed into any combination preferred.
    Note : down A hits opponent at last frame to allow stand C to combo.
    [ hit]
    
    (OPD)
    d C -> s A -> etc.
    early crouching C, standing A, combo-ed into any combination preferred.
    Note : down C hits opponent at last frame to allow stand A to combo.
    [ hit]
    
    ==============================================================================================
    3.6                                _______________________
                                      /                      /
                                          Heroine Team
                                    /______________________/
    
    
    3.6.1
    ---------------
    Chizuru Kagura
    ---------------
    Moveslist
    ---------
    HandLash                       : fw + A (overhead)
    Hop Kick                       : fw + B 
    Slider Kick                    : dwnfw + B (low slide)
    +-------------------------------------------------------------------------------------------+
    Heavenly Force                 : DP + A/C(anti air)
    Heavenly Slash                 : HCB + A~D
    Heavenly Edge                  : QCB + A~D(after Heavenly Slash)
    Ancient Echo                   : QCF + A/C(reflect fireballs)
    Needle Stinger                 : dwn, dwn + A-D
    +-------------------------------------------------------------------------------------------+
    Ancient Seal                   : QCB, HCF + A/C
    Heavenly Replication           : QCF x 2 + B/D
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    d A, d A
    d A, d B
    d B, d A
    d B, d B
    s A, d A
    s A, d B
    d A, s A
    d B, s A
    s A, s A
    d A, d A, d A
    d A, d B, d A
    d B, d A, d A
    d B, d B, d A
    s A, d A, d A
    s A, d B, d A
    d A, s A, s A
    d B, s A, s A
    s A, s A, s A
    d A, d A, d B
    d A, d B, d B
    d B, d A, d B
    d B, d B, d B
    s A, d A, d B
    s A, d B, d B
    d A, s A, d B
    d B, s A, d B
    s A, s A, d B
    d A, d A, dwfw + B
    d B, d A, dwfw + B
    s A, d A, dwfw + B
    d A, s A, dwfw + B
    d B, s A, dwfw + B
    s A, s A, dwfw + B
    d A, d A, d A, dwfw + B
    d A, d B, d A, dwfw + B
    d B, d A, d A, dwfw + B
    d B, d B, d A, dwfw + B
    s A, d A, d A, dwfw + B
    s A, d B, d A, dwfw + B
    d A, s A, s A, dwfw + B
    d B, s A, s A, dwfw + B
    s A, s A, s A, dwfw + B
    ++ d A, d A, fw + B
    ++ d B, d A, fw + B
    ++ s A, d A, fw + B
    ++ d A, s A, fw + B
    ++ d B, s A, fw + B
    ++ s A, s A, fw + B
    ++ d A, d A, d A, fw + B
    ++ d A, d B, d A, fw + B
    ++ d B, d A, d A, fw + B
    ++ d B, d B, d A, fw + B
    ++ s A, d A, d A, fw + B
    ++ s A, d B, d A, fw + B
    ++ d A, s A, s A, fw + B
    ++ d B, s A, s A, fw + B
    ++ s A, s A, s A, fw + B
    ++ d A, d A, fw + A
    ++ d B, d A, fw + A
    ++ s A, d A, fw + A
    ++ d A, s A, fw + A
    ++ d B, s A, fw + A
    ++ s A, s A, fw + A
    ++ d A, d A, d A, fw + A
    ++ d A, d B, d A, fw + A
    ++ d B, d A, d A, fw + A
    ++ d B, d B, d A, fw + A
    ++ s A, d A, d A, fw + A
    ++ s A, d B, d A, fw + A
    ++ d A, s A, s A, fw + A
    ++ d B, s A, s A, fw + A
    ++ s A, s A, s A, fw + A
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> j D
    j B -> j D
    j C -> j D
    j D -> j D
    s C, fw + A
    d C, fw + A
    s D, fw + A
    s C, dwnfw + B
    d C, dwnfw + B
    s D, dwnfw + B
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    +
    1 HC
    2 HC -> DP + A/C
    any 1 or 2 hit chain, combo-ed into uppercut + A or C.
    [ hit}
    
    s C/D
    d C   
    fw + B -> QCF + A
    standing heavy punch/kick or crouching heavy punch or forward + B, combo-ed into 
    qcf + A. 
    [ hit]
    
    s C/D
    d C   
    fw + B -> DP + P
    standing heavy punch/kick or crouching heavy punch or forward + B, combo-ed into 
    uppercut + A or C. 
    [ hit]
    
    s C/D
    d C   
    fw + B -> QCB + A/B/C/D -> tap A/B/C/D
    standing heavy punch/kick or crouching heavy punch or forward + B, combo-ed into 
    qcb + A/B/C/D, tap A/B/C/D. 
    Note : which ever button you pressed execute the qcb move, follow up by tapping the button.
    [ hit]
    
    s C/D
    d C
    fw + B -> dwn dwn + A/B/C/D -> tap A/B/C/D
    standing heavy punch/kick or crouching heavy punch or forward + B, combo-ed into 
     down, down + A/B/C/D, tap A/B/C/D. 
    Note : which ever button you pressed execute the down, down move, follow up by tapping the 
           button.
    [ hit]
    
    (DM)
    s C/D
    d C
    fw + B -> QCF, QCF + K -> walk/dash + A/B/C/D
    standing heavy punch/kick or crouching heavy punch or forward + B, combo-ed into 
    qcf, qcf + B or D then
    either walk forward towards opponent and mash any button to get more hits from the shadow DM. 
    [ hit]
    
    (DM)
    s C/D
    d C
    fw + B -> QCB, HCF + A/C
    standing heavy punch/kick or crouching heavy punch or forward + B, combo-ed into 
    qcb, hcf + A or C. 
    [ hit]
    
    +(CSP)
    j A~D    1 HC
    cx D  -> 2 HC -> DP + A/C
    jumping attack with A/B/C/D, or crossup with D, then any 1 or 2 hit chain, combo-ed into 
    uppercut + A or C.
    [ hit}
    
    (CSP)
    j A~D    s C/D
    cx D  -> d C   -> QCF + A
    jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into qcf + A. 
    [ hit]
    
    (CSP)
    j A~D    s C/D
    cx D  -> d C   -> DP + P
    jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into uppercut + A or C. 
    [ hit]
    
    (CSP)
    j A~D    s C/D
    cx D  -> d C   -> QCB + A~D -> tap A~D
    jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into qcb + A/B/C/D, tap A/B/C/D. 
    Note : which ever button you pressed execute the qcb move, follow up by tapping the button.
    [ hit]
    
    (CSP)
    j A~D    s C/D
    cx D  -> d C   -> dwn dwn + A~D -> tap A~D
    jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into down, down + A/B/C/D, tap A/B/C/D. 
    Note : which ever button you pressed execute the down, down move, follow up by tapping the 
           button. D version will land behind opponent while in mid-screen
    [ hit]
    
    (DM)(CSP)
    j A~D    s C/D
    cx D  -> d C   -> QCF, QCF + K -> walk/dash + A~D
    jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into qcf, qcf + B or D then either walk forward towards opponent 
    and mash any button to get more hits from the shadow DM. 
    [ hit]
    
    (DM0(CSP)
    j A~D    s C/D
    cx D  -> d C   -> QCB, HCF + A/C
    jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into qcb, hcf + A or C. 
    [ hit]
    
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    +
    s C/D
    d C   -> fw + A -> QCF + A
    standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into
    qcf + A. 
    [ hit]
    
    +
    s C/D
    d C   -> fw + A -> DP + P
    standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into
    uppercut + A or C. 
    [ hit]
    
    fw + B -> QCB + A~D -> tap A~D -> QCB + A~D
    forward + B, combo-ed into qcb + A/B/C/D, tap A/B/C/D, then finished with qcb + A/B/C/D. 
    Note : which ever button you pressed execute the qcb move, follow up by tapping the button.
           but for the 3rd part, the qcb + A/B/C/D, depends on which version of the first qcb 
           + A/B/C/D move.
            i.e if qcb + A, then tap A, qcb + A/C    
                   qcb + C, then tap B, qcb + A/C
                   qcb + B, then tap B, qcb + D
                   qcb + D, then tap D, qcb + D
    [ hit]
    
    +
    s C/D
    d C   -> fw + A -> QCB + A~D -> tap A~D -> QCB + A~D
    standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into
    qcb + A/B/C/D, tap A/B/C/D, then finished with qcb + A/B/C/D. 
    Note : which ever button you pressed execute the qcb move, follow up by tapping the button.
           but for the 3rd part, the qcb + A/B/C/D, depends on which version of the first qcb 
           + A/B/C/D move.
            i.e if qcb + A, then tap A, qcb + A/C    
                   qcb + C, then tap B, qcb + A/C
                   qcb + B, then tap B, qcb + D
                   qcb + D, then tap D, qcb + D
    [ hit]
    
    +
    s C/D
    d C   -> fw + A -> dwn dwn + A~D -> tap A~D
    standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into
    down, down + A/B/C/D, tap A/B/C/D. 
    Note : which ever button you pressed execute the down, down move, follow up by tapping the 
           button.
    [ hit]
    
    +(DM)
    s C/D
    d C   -> fw + A -> QCF, QCF + K -> walk/dash + A~D
    standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into
    qcf, qcf + B or D then either walk forward towards opponent and mash any button to get 
    more hits from the shadow DM. 
    [ hit]
    
    +(DM)
    s C/D
    d C   -> fw + A -> QCB, HCF + A/C
    standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into
    qcb, hcf + A or C. 
    [ hit]
    
    +(CSP)
    j A~D    s C/D
    cx D  -> d C   -> fw + A -> QCF + A
    jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching heavy 
    punch, chained into forward + A, combo-ed into qcf + A. 
    [ hit]
    
    +(CSP)
    j A~D    s C/D
    cx D  -> d C   -> fw + A -> DP + P
    jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching heavy 
    punch, chained into forward + A, combo-ed into uppercut + A or C. 
    [ hit]
    
    +(CSP)
    j A~D    s C/D
    cx D  -> d C   -> fw + A -> QCB + A~D -> tap A~D -> QCB + A~D
    jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching heavy 
    punch, chained into forward + A, combo-ed into qcb + A/B/C/D, tap A/B/C/D then finish 
    with qcb + A/B/C/D. 
    Note : which ever button you pressed execute the qcb move, follow up by tapping the button.
           but for the 3rd part, the qcb + A/B/C/D, depends on which version of the first qcb 
           + A/B/C/D move.
            i.e if qcb + A, then tap A, qcb + A/C    
                   qcb + C, then tap B, qcb + A/C
                   qcb + B, then tap B, qcb + D
                   qcb + D, then tap D, qcb + D
    [ hit]
    
    +(CSP)
    j A~D    s C/D
    cx D  -> d C   -> fw + A -> dwn dwn + A~D -> tap A~D
    jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching heavy 
    punch, chained into forward + A, combo-ed into down, down + A/B/C/D, tap A/B/C/D. 
    Note : which ever button you pressed execute the down, down move, follow up by tapping the 
           button. D version will land behind opponent while in mid-screen
    [ hit]
    
    +(DM)(CSP)
    j A~D    s C/D
    cx D  -> d C   -> fw + A -> QCF, QCF + K -> walk/dash + A~D
    jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching heavy 
    punch, chained into forward + A, combo-ed into qcf, qcf + B or D then either walk 
    forward towards opponent and mash any button to get more hits from the shadow DM. 
    [ hit]
    
    +(DM0(CSP)
    j A~D    s C/D
    cx D  -> d C   -> fw + A -> QCB, HCF + A/C
    jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching heavy 
    punch, chained into forward + A, combo-ed into qcb, hcf + A or C. 
    [ hit]
    
    +(DM)
    1 HC
    2 HC
    3 HC -> QCB, HCF + A/C
    any 1, 2 or 3 light chain hit, combo-ed into qcb, hcf + A/C
    [ hit]
    
    +(DM)
             1 HC
    j A~D    2 HC
    cx D  -> 3 HC -> QCB, HCF + A/C
    jumping attack with A/B/C/D, or crossup with D, then any 1, 2 or 3 light chain hit, combo-ed 
    into qcb, hcf + A/C
    [ hit]
    
    +(C)(nC)
    s C/D
    d C   -> fw + A -> QCB + A -> tap A -> j B~D
    standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into 
    qcb + A, tap A, then juggle with jumping B/C or D. 
    Note : which ever button you pressed execute the qcb move, follow up by tapping the button.
    [ hit]
    
    +(C)(nC)
    s C/D
    d C   -> fw + A -> QCB + A/C -> tap A/C -> s C/D
    standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into 
    qcb + A or C, tap A or C, then juggle with standing heavy punch/kick. 
    Note : which ever button you pressed execute the qcb move, follow up by tapping the button.
    [ hit]
    
    +(C)(nC)
    s C/D
    d C   -> fw + A -> QCB + A -> tap A -> DP + A/C
    standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into 
    qcb + A, tap A, then juggle with uppercut + A or C. 
    Note : which ever button you pressed execute the qcb move, follow up by tapping the button.
    [ hit]
    
    +(C)(nC)(DM)
    s C/D
    d C   -> fw + A -> QCB + A -> tap A -> QCB, HCF + A
    standing heavy punch/kick or crouching heavy punch, chained into forward + A, combo-ed into 
    qcb + A, tap A, then juggle with qcb, hcf + A. 
    Note : which ever button you pressed execute the qcb move, follow up by tapping the button.
    [ hit]
    
    +(C)(nC)
    j A~D    s C/D
    cx D  -> d C   -> fw + A -> QCB + A -> tap A -> j B~D
    jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching 
    heavy punch, chained into forward + A, combo-ed into qcb + A, tap A, then juggle with 
    jumping B/C or D. 
    Note : which ever button you pressed execute the qcb move, follow up by tapping the button.
    [ hit]
    
    +(C)(nC)
    j A~D    s C/D
    cx D  -> d C   -> fw + A -> QCB + A/C -> tap A/C -> s C/D
    jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching 
    heavy punch, chained into forward + A, combo-ed into qcb + A or C, tap A or C, then juggle
    with standing heavy punch/kick. 
    Note : which ever button you pressed execute the qcb move, follow up by tapping the button.
    [ hit]
    
    +(C)(nC)
    j A~D    s C/D
    cx D  -> d C   -> fw + A -> QCB + A -> tap A -> DP + A/C
    jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching 
    heavy punch, chained into forward + A, combo-ed into qcb + A, tap A, then juggle with 
    uppercut + A or C. 
    Note : which ever button you pressed execute the qcb move, follow up by tapping the button.
    [ hit]
    
    +(C)(nC)(DM)
    j A~D    s C/D
    cx D  -> d C   -> fw + A -> QCB + A -> tap A -> QCB, HCF + A
    jumping attack with A/B/C/D, or crossup with D, standing heavy punch/kick or crouching 
    heavy punch, chained into forward + A, combo-ed into qcb + A, tap A, then juggle with 
    qcb, hcf + A. 
    Note : which ever button you pressed execute the qcb move, follow up by tapping the button.
           C version of the DM will not connect.
    [ hit]
    
    s CD -> QCD + D -> tap D -> QCB + D
    standing CD(body toss attack), cancelled into qcb + D, tap D, then qcb + D to hit opponent on
    the ground.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for Chizuru, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
    for now, some unconfirmed expert-skill level combos are not added in..
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> DP + A/C
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C.
    [ hit]
    
    (CNT)
    s CD -> QCF + A
    standing CD(body toss attack), "COUNTER", combo-ed into qcf + A.
    [ hit]
    
    (CNT)
    s CD -> dwn, dwn + A~D -> tap A~D
    standing CD(body toss attack), "COUNTER", combo-ed into down, down + A/B/C/D, tap A/B/C/D. 
    Note : which ever button you pressed execute the down, down move, follow up by tapping the 
           button.
    [ hit]
    
    +(C)(nC)(CNT)
    s CD -> QCB + A -> tap A -> j B~D
    standing CD(body toss attack), "COUNTER", combo-ed into qcb + A, tap A, then juggle with jumping
    B/C or D. 
    Note : which ever button you pressed execute the qcb move, follow up by tapping the button.
    [ hit]
    
    +(C)(nC)(CNT)
    s CD -> QCB + A/C -> tap A/C -> s C/D
    standing CD(body toss attack), "COUNTER", combo-ed into qcb + A or C, tap A or C, then juggle
    with standing heavy punch/kick. 
    Note : which ever button you pressed execute the qcb move, follow up by tapping the button.
    [ hit]
    
    +(C)(nC)(CNT)
    s CD -> QCB + A -> tap A -> DP + A/C
    standing CD(body toss attack), "COUNTER",  combo-ed into qcb + A, tap A, then juggle
    with uppercut + A or C. 
    Note : which ever button you pressed execute the qcb move, follow up by tapping the button.
    [ hit]
    
    +(C)(nC)(CNT)(DM)
    s CD -> QCB + A~D -> tap A~D -> QCB, HCF + A
    standing CD(body toss attack), "COUNTER", combo-ed into qcb + A, tap A, then juggle with
    qcb, hcf + A. 
    Note : which ever button you pressed execute the qcb move, follow up by tapping the button.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + B or D.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCB, HCF + A
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A.
    [ hit]
    
    (CNT)
            fw + A
    j CD -> fw + B
    jumping CD(body toss attack), "COUNTER", juggled with forward + A or forward + B. 
    [ hit]
    
    (CNT)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
    j CD -> DP + A/C
    jumping CD(body toss attack), "COUNTER", juggled with uppercut + A or C.
    [ hit]
    
    (CNT)
    j CD -> QCF + A
    jumping CD(body toss attack), "COUNTER", juggled with qcf + A.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCB, HCF + A/C
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A/C.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, QCF + K
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + B or D.
    [ hit]
    
    (OPD)
    dwnfw + B -> d C -> etc.
    early slidw with downforward + B, crouching heavy punch, combo-ed into any combination
    preferred.
    Note : downforward + B hits opponent at last frame to allow down C to combo.
    
    (OPD)
    d B -> d C -> etc.
    early down B, crouching heavy punch, combo-ed into any combination preferred.
    Note : down B hits opponent at last frame to allow down C to combo.
    
    3.6.2a
    ----------------
    Mai Shiranui'97
    ----------------
    Moveslist
    ---------
    Wheel Drop                        : dwn + A (mid-air) 
    BlackBird                         : fw + B (overhead)
    Scarlet Crane                     : dwnfw + B (low slide)
    +-------------------------------------------------------------------------------------------+
    Butterfly Fan                     : QCF + A/C (projectile)
    Dragon's Flame Tail               : QCB + A/C
    Ankle Tackle                      : HCF + B/D (low priority anti-air)
    Dance of Fury                     : DP + A/C (low priority anti-air)
    Tornado Flame                     : DP + B/D (high priority anti-air)
    Musasabi Attack                   : QCB + A/C (mid-air) or dwn s up + A/C
    +-------------------------------------------------------------------------------------------+
    Phoenix Meteor                    : QCB x 2 + A/C (crossup)
    Super Ankle Tackle                : QCB, HCF + B/D
    Fan Fury                          : QCF x 2 + A/C (multi projectile)
    
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d B, d A
    d A, s A
    d B, s A
    d A, d B
    d B, d B
    d A, s B
    d B, s B
    s A, d A
    s B, d A
    s A, s A
    s B, s A
    s A, d B
    s B, d B
    s A, s B
    s B, s B
    d A, d A, s A
    d B, d A, s A
    d A, s A, s A
    d B, s A, s A
    d A, d B, s A
    d B, d B, s A
    d A, s B, s A
    d B, s B, s A
    s A, d A, s A
    s B, d A, s A
    s A, s A, s A
    s B, s A, s A
    s A, d B, s A
    s B, d B, s A
    s A, s B, s A
    s B, s B, s A
    d A, d A, s B
    d B, d A, s B
    d A, s A, s B
    d B, s A, s B
    d A, d B, s B
    d B, d B, s B
    d A, s B, s B
    d B, s B, s B
    s A, d A, s B
    s B, d A, s B
    s A, s A, s B
    s B, s A, s B
    s A, d B, s B
    s B, d B, s B
    s A, s B, s B
    s B, s B, s B
    d A, s A, dwnfw + B
    d B, s A, dwnfw + B
    d A, s B, dwnfw + B
    d B, s B, dwnfw + B
    s A, s A, dwnfw + B
    s B, s A, dwnfw + B
    s A, s B, dwnfw + B
    s B, s B, dwnfw + B
    d A, d A, s A, dwnfw + B
    d B, d A, s A, dwnfw + B
    d A, s A, s A, dwnfw + B
    d B, s A, s A, dwnfw + B
    d A, d B, s A, dwnfw + B
    d B, d B, s A, dwnfw + B
    d A, s B, s A, dwnfw + B
    d B, s B, s A, dwnfw + B
    s A, d A, s A, dwnfw + B
    s B, d A, s A, dwnfw + B
    s A, s A, s A, dwnfw + B
    s B, s A, s A, dwnfw + B
    s A, d B, s A, dwnfw + B
    s B, d B, s A, dwnfw + B
    s A, s B, s A, dwnfw + B
    s B, s B, s A, dwnfw + B
    d A, d A, s B, dwnfw + B
    d B, d A, s B, dwnfw + B
    d A, s A, s B, dwnfw + B
    d B, s A, s B, dwnfw + B
    d A, d B, s B, dwnfw + B
    d B, d B, s B, dwnfw + B
    d A, s B, s B, dwnfw + B
    d B, s B, s B, dwnfw + B
    s A, d A, s B, dwnfw + B
    s B, d A, s B, dwnfw + B
    s A, s A, s B, dwnfw + B
    s B, s A, s B, dwnfw + B
    s A, d B, s B, dwnfw + B
    s B, d B, s B, dwnfw + B
    s A, s B, s B, dwnfw + B
    s B, s B, s B, dwnfw + B
    ++ d A, s A, fw + B
    ++ d B, s A, fw + B
    ++ d A, s B, fw + B
    ++ d B, s B, fw + B
    ++ s A, s A, fw + B
    ++ s B, s A, fw + B
    ++ s A, s B, fw + B
    ++ s B, s B, fw + B
    ++ d A, d A, s A, fw + B
    ++ d B, d A, s A, fw + B
    ++ d A, s A, s A, fw + B
    ++ d B, s A, s A, fw + B
    ++ d A, d B, s A, fw + B
    ++ d B, d B, s A, fw + B
    ++ d A, s B, s A, fw + B
    ++ d B, s B, s A, fw + B
    ++ s A, d A, s A, fw + B
    ++ s B, d A, s A, fw + B
    ++ s A, s A, s A, fw + B
    ++ s B, s A, s A, fw + B
    ++ s A, d B, s A, fw + B
    ++ s B, d B, s A, fw + B
    ++ s A, s B, s A, fw + B
    ++ s B, s B, s A, fw + B
    ++ d A, d A, s B, fw + B
    ++ d B, d A, s B, fw + B
    ++ d A, s A, s B, fw + B
    ++ d B, s A, s B, fw + B
    ++ d A, d B, s B, fw + B
    ++ d B, d B, s B, fw + B
    ++ d A, s B, s B, fw + B
    ++ d B, s B, s B, fw + B
    ++ s A, d A, s B, fw + B
    ++ s B, d A, s B, fw + B
    ++ s A, s A, s B, fw + B
    ++ s B, s A, s B, fw + B
    ++ s A, d B, s B, fw + B
    ++ s B, d B, s B, fw + B
    ++ s A, s B, s B, fw + B
    ++ s B, s B, s B, fw + B
    ++ s C, fw + B
    ++ d C, fw + B
    ++ s D, fw + B
    s C, dwnfw + B
    d C, dwnfw + B
    s D, dwnfw + B
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> j D
    j B -> j D
    j C -> j D
    j D -> j D
    j d A -> j A
    j d A -> j D
    j d A -> j B
    j d A -> dwnfw + B
    j d A -> dwnfw + B
    j d A -> dwnfw + B
    fw + B, d A
    fw + B, d B
    fw + B, s A
    fw + B, s B
    fw + B, s C
    fw + B, d C
    fw + B, s D
    fw + B, d D
    fw + B, s A, dwnfw + B
    fw + B, s B, dwnfw + B
    fw + B, s C, dwnfw + B
    fw + B, d C, dwnfw + B
    fw + B, s D, dwnfw + B
    fw + B, d D, dwnfw + B
    
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    (nC)(C)
    s C/D
    d C   -> QCF + C
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf + C. 
    [ hit]
    
    s C/D
    d C   -> QCB + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into qcb + A or C. 
    [ hit]
    
    s C/D
    d C   -> HCF + K
    standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D. 
    [ hit]
    
    s C/D
    d C   -> DP + K
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D. 
    [ hit]
    
    s C/D
    d C   -> DP + P
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. 
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCB, HCF + K
    standing heavy punch/kick or crouching heavy punch combo-ed into qcb, hcf + B or D. 
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCF, QCF + P
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    (MID)
    j d A -> QCB + A/C
    jumping attack with down A, combo-ed into qcb + A or C in mid-air.
    
    (nC)(CSP)
    j A~D     s C/D
    cx B/D -> d C   -> QCF + C
    jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into qcf + C. 
    [ hit]
    
    (CSP)
    j A~D     s C/D
    cx B/D -> d C   -> QCB + A/C
    jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into qcb + A or C. 
    [ hit]
    
    (CSP)
    j A~D     s C/D
    cx B/D -> d C   -> HCF + K
    jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into hcf + B or D. 
    [ hit]
    
    (CSP)
    j A~D     s C/D
    cx B/D -> d C   -> DP + K
    jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into uppercut + B or D. 
    [ hit]
    
    (CSP)
    j A~D     s C/D
    cx B/D -> d C   -> DP + P
    jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into uppercut + A or C. 
    [ hit]
    
    (DM)(CSP)
    j A~D     s C/D
    cx B/D -> d C   -> QCB, HCF + K
    jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into qcb, hcf + B or D. 
    [ hit]
    
    (DM)(CSP)
    j A~D     s C/D
    cx B/D -> d C   -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into qcf, qcf + A or C. 
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +
    1 HC
    2 HC
    3 HC -> QCB + C
    any 1, 2 or 3 hit chain combo-ed into qcb + C. Note : A version not so effective.
    [ hit]
    
    +
    1 HC
    2 HC
    3 HC -> DP + K
    any 1, 2 or 3 hit chain combo-ed into uppercut + B or D.
    [ hit]
    
    +
    1 HC
    2 HC
    3 HC -> HCF + K
    any 1, 2 or 3 hit chain combo-ed into hcf + B or D.
    [ hit]
    
    +(DM)
    1 HC
    2 HC
    3 HC -> QCB, HCF + K
    any 1, 2 or 3 hit chain combo-ed into qcb, hcf + B or D.
    [ hit]
    
    +
             1 HC
    cx B/D   2 HC
    j A~D -> 3 HC -> QCB + C
    jumping attack with A/B/C/D or crossup with B or D, then any 1, 2 or 3 hit chain combo-ed into
    qcb + C. 
    Note : A version not so effective. For jumping attack with A/B/C/D, 
           only 2 hit chains are applicable.
    [ hit]
    
    +
             1 HC
    cx B/D   2 HC
    j A~D -> 3 HC -> DP + K
    jumping attack with A/B/C/D or crossup with B or D, then any 1, 2 or 3 hit chain combo-ed into
    uppercut + B or D.
    Note : for jumping attack with A/B/C/D, only 2 hit chains are applicable.
    [ hit]
    
    +
             1 HC
    cx B/D   2 HC
    j A~D -> 3 HC -> HCF + K
    jumping attack with A/B/C/D or crossup with B or D, then any 1, 2 or 3 hit chain combo-ed into
    hcf + B or D.
    Note : for jumping attack with A/B/C/D, only 2 hit chains are applicable.
    [ hit]
    
    +(DM)
             1 HC
    cx B/D   2 HC
    j A~D -> 3 HC -> QCB, HCF + K
    jumping attack with A/B/C/D or crossup with B or D, then any 1, 2 or 3 hit chain combo-ed into
    qcb, hcf + B or D.
    Note : for jumping attack with A/B/C/D, only 2 hit chains are applicable.
    [ hit]
    
    (C)
    fw + B -> DP + K
    forward + B, combo-ed into uppercut + B or D
    [ hit]
    
    (C)
    fw + B -> QCB + P
    forward + B, combo-ed into qcb + A or C.
    [ hit]
    
    (C)(DM)
    fw + B -> QCB, HCF + K
    forward + B, combo-ed into qcb, hcf + B or D.
    [ hit]
    
    +(C)
              s C/D
    fw + B -> d C   -> QCF + C
    forward + B, then standing heavy punch/kick or crouching heavy punch combo-ed into qcf + C. 
    [ hit]
    
    +
              1 HC 
              s C/D
    fw + B -> d C   -> QCB + A/C
    forward + B, then standing heavy punch/kick or crouching heavy punch or any 1 hit light chain
    combo-ed into qcb + A or C. 
    [ hit]
    
    +(C)
              1 HC 
              s C/D
    fw + B -> d C   -> HCF + K
    forward + B, then standing heavy punch/kick or crouching heavy punch or any 1 hit light chain
    combo-ed into hcf + B or D. 
    Note : for heavy hits, can also work in mid screen.
    [ hit]
    
    +(C)
              1 HC
              s C/D
    fw + B -> d C   -> DP + K
    forward + B, then standing heavy punch/kick or crouching heavy punch or any 1 hit light chain
    combo-ed into uppercut + B or D. 
    [ hit]
    
    +(C)
              s C/D
    fw + B -> d C   -> DP + P
    forward + B, then standing heavy punch/kick or crouching heavy punch combo-ed into 
    uppercut + A or C. 
    [ hit]
    
    +(DM)     
              1 HC
              s C/D
    fw + B -> d C   -> QCB, HCF + K
    forward + B, then standing heavy punch/kick or crouching heavy punch or any 1 hit light chain 
    combo-ed into qcb, hcf + B or D. 
    [ hit]
    
    +(DM)(C)
              s C/D
    fw + B -> d C   -> QCF, QCF + P
    forward + B, then standing heavy punch/kick or crouching heavy punch combo-ed into 
    qcf, qcf + A or C. 
    [ hit]
    
    (MID)(C)
    QCB, QCB + P -> s A~D
    hit opponent in mid air with qcb, qcb + A or C, then juggle with standing A/B/C/D.
    [ hit]
    
    (MID)(C)
    QCB, QCB + P -> DP + K
    hit opponent in mid air with qcb, qcb + A or C, then juggle with uppercut + B or D.
    [ hit]
    
    (MID)(C)
    QCB, QCB + P -> QCB + P
    hit opponent in mid air with qcb, qcb + A or C, then juggle with qcb + A or C.
    [ hit]
    
    (MID)(C)(DM)
    QCB, QCB + P -> QCB, HCF + K
    hit opponent in mid air with qcb, qcb + A or C, then juggle with qcb, hcf + B or D.
    [ hit]
    
    QCF + A -> HCF + D
    from a distance away, qcf + A, followed by hcf + D.
    [ hit]
    
    (MAX)(SDM)
    QCF + A -> QCB, HCF + K
    from a distance away, qcf + A, followed by qcb, hcf + B or D.
    [ hit]
    
    (C) 
                      s C/D
    QCF + A -> j D -> d C   -> etc.
    from a distance away, qcf + A, followed by a hyper-jump in with standing heavy punch/kick or 
    crouching heavy punch, combo-ed into any combination preferred.
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for , that may start from standing C/D or down C.
    [ hit]
    
    (EX)
                 s C/D
    fw fw d A -> d C   -> QCB + P
    hop forward with down + A, then standing heavy punch/kick or crouching heavy punch combo-ed
    into qcb + A or C.
    [ hit]
    
    (EX)
                 s C/D
    fw fw d A -> d C   -> HCF + K
    hop forward with down + A, then standing heavy punch/kick or crouching heavy punch combo-ed
    into hcf + B or D.
    [ hit]
    
    (EX)(DM)
                 s C/D
    fw fw d A -> d C   -> QCB, HCF + K
    hop forward with down + A, then standing heavy punch/kick or crouching heavy punch combo-ed
    into qcb, hcf + B or D.
    [ hit]
    
    (EX)
                          s C/D
    j d A -> fw fw d A -> d C   -> QCB + P
    jump down + A, hop forward with down + A, then standing heavy punch/kick or crouching heavy 
    punch combo-ed into qcb + A or C.
    [ hit]
    
    (EX)
                          s C/D
    j d A -> fw fw d A -> d C   -> HCF + K
    jump down + A, hop forward with down + A, then standing heavy punch/kick or crouching heavy 
    punch combo-ed into hcf + B or D.
    [ hit]
    
    (EX)(DM)
                          s C/D
    j d A -> fw fw d A -> d C   -> QCB, HCF + K
    jump down + A, hop forward with down + A, then standing heavy punch/kick or crouching heavy 
    punch combo-ed into qcb, hcf + B or D.
    [ hit]
    
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    +(SDM)(C)(MAX)(t.C)
              s C/D
    fw + B -> d C   -> QCB, QCB + P -> DP + K
    forward + B, then standing heavy punch/kick or crouching heavy punch combo-ed into qcb, qcb 
    + A or C, then juggled with uppercut + B or D.
    [ hit]
    
    (SDM)(C)(MAX)(t.C)
    s C/D
    d C   -> QCB, QCB + P -> DP + K
    standing heavy punch/kick or crouching heavy punch combo-ed into qcb, qcb + A or C, then
    juggled with uppercut + B or D.
    [ hit]
    
    (SDM)(C)(MAX)(t.C)
             s C/D
    j A~D -> d C   -> QCB, QCB + P -> DP + K
    jumping attack with A/B/C/D, then standing heavy punch/kick or crouching heavy punch combo-ed
    into qcb, qcb + A or C, then juggled with uppercut + B or D.
    [ hit]
    
    (SDM)(C)(MAX)(t.C)
                      s C/D
    QCF + A -> j D -> d C   -> QCB, QCB + P -> DP + K
    from a distance away, execute qcf + A, then jumping attack with D, then standing heavy 
    punch/kick or crouching heavy punch combo-ed into qcb, qcb + A or C, then juggled with
    uppercut + B or D.
    [ hit]
    
    (EX)(INF)
    fw fw d A x infinity
    hop forward with down + A x infinity
    Note : its possible to do this only if you're familiar with Kyo's infinite. Must be really
           fast to get it to connect many times. I only managed to get 4 hits, but it can be
           repeated.
    [ hit]
    
    (BUG)(C)(t.C)
    s B x 18+ -> d A -> QCB + P
    after Mai floats...in corner, standing light kick x 18 or so, then down + A, combo-ed into
    qcb + A or C.
    Note : when Mai floats, the down + A will become her mid-air command attack.
    
    (INF)(BUG)(C)
    s B x infinity
    after Mai floats...in corner, standing light kick repeated until opponent dies or dizzies, then
    repeat the whole process..
    [ hit]
    
    Note : listed below are the floating techniques to enable Mai to "float".
    
    +==============================================================================+
    | F L O A T I N G   T E C H N I Q U E S  ( M A I  S H I R A N U I )            |
    +==============================================================================+
    | #1                                                                           |
    | j QCB + P -> QCBupbk + P                                                     |
    | jump and hit opponent in mid-air with qcb + A or C, then as soon as Mai      |
    | land, execute qcb upbk + A or C                                              |
    |                                                                              |
    | Ascii :                                                                      |
    |                                                                              |  
    | M-Mai O-opponent                                                             |
    |                                                                              |
    | |           |                                                                |
    | |OM         |                                                                |
    | |           |                                                                |
    | Mai jump and hit opponent with qcb + A or C..                                |
    |                                                                              |
    | |           |                                                                |
    | |O          |                                                                |
    | |M          |                                                                |
    | as soon as Mai land, do qcb upbk + A or C.                                   |
    |                                                                              |
    | |           |                                                                |
    | |  M        |                                                                |
    | |O          |                                                                |
    | if done correctly, Mai should float slightly above the ground.               |
    |                                                                              |
    +------------------------------------------------------------------------------+
    | #2                                                                           |
    | - "COUNTER"                                                                  |
    | (C)(CNT)                                                                     |
    | j CD  -> QCB + P -> QCBupbk + P                                              |
    | jumping attack with CD, "COUNTER" combo-ed into                              |
    | qcb + A or C, then as soon as Mai land, execute qcb,upbk + A or C            |
    |                                                                              |
    | Ascii :                                                                      |
    |                                                                              |  
    | M-Mai O-opponent                                                             |
    |                                                                              |
    | |           |                                                                | 
    | | M         |                                                                |
    | |O          |                                                                |
    | jump attack with CD, combo-ed into qcb + A..                                 |
    |                                                                              |
    | |           |                                                                |
    | |O          |                                                                |
    | |M          |                                                                |
    | Mai should land under opponent, then do qcb upbk + A or C.                   |
    |                                                                              |
    | |           |                                                                |
    | |  M        |                                                                |
    | |O          |                                                                |
    | if done correctly, Mai should float slightly above the ground.               |
    |                                                                              |
    +------------------------------------------------------------------------------+
    | #3                                                                           |
    | (C)                                                                          |
    | bk + AB -> etc.                                                              |
    | roll backwards towards the corner, then as roll about to recover,            |
    | start to turn any special move, then as roll recovers, add                   |
    | upfw + A/B/C/D to any special move preferred                                 |
    |                                                                              |
    | Special moves the can be use to "float" :                                    |
    | i)   QCF + P                                                                 |
    | ii)  DP + P                                                                  |
    | iii) QCF, QCF + P                                                            |
    |                                                                              |
    | Note : if done correctly, Mai will float at the end of the motion.           |
    |                                                                              |
    +------------------------------------------------------------------------------+
    | #4                                                                           |
    | (EX)                                                                         |
    | AB -> etc.                                                                   |
    | dodge with AB, then as dodge animation about to end,                         |
    | start to turn any special move, then as dodge animation ends, add            |
    | upfw + A/B/C/D to any special move preferred                                 |
    |                                                                              |
    | Special moves the can be use to "float" :                                    |
    | i)   QCF + P                                                                 |
    | ii)  DP + P                                                                  |
    | iii) QCF, QCF + P                                                            |
    |                                                                              |
    | Note : if done correctly, Mai will float at the end of the motion.           |
    |                                                                              |
    +==============================================================================+
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> QCF + A
    standing CD(body toss attack), "COUNTER", combo-ed into qcf + A.
    [ hit]
    
    (CNT)
    s CD -> QCB + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcb + A or C.
    [ hit]
    
    (CNT)
    s CD -> HCF + K
    standing CD(body toss attack), "COUNTER", combo-ed into hcf + B or D.
    [ hit]
    
    (CNT)
    s CD -> DP + K
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D.
    [ hit]
    
    (CNT)
    s CD -> DP + P
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCB, HCF + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + B or D.
    [ hit]
    
    (CNT)(SDM)(MAX)
    s CD -> QCB, QCB + P -> DP + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcb, qcb + A or C, then
    juggled with uppercut + B or D.
    [ hit]
    
    (CNT)
            fw + B
    j CD -> dwnfw + B
    jumping CD(body toss attack), "COUNTER", juggled with forward + B or downforward + B. 
    [ hit]
    
    (CNT)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
    j CD -> QCF + A
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf + A.
    [ hit]
    
    (CNT)
    j CD -> QCB + P
    jumping CD(body toss attack), "COUNTER", combo-ed into qcb + A or C.
    [ hit]
    
    (CNT)
    j CD -> HCF + K
    jumping CD(body toss attack), "COUNTER", combo-ed into hcf + B or D.
    [ hit]
    
    (CNT)
    j CD -> DP + K
    jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D.
    [ hit]
    
    (CNT)
    j CD -> DP + P
    jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, QCF + P
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCB, HCF + K
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + B or D.
    [ hit]
    
    (CNT)(SDM)(MAX)
    j CD -> QCB, QCB + P -> DP + K
    jumping CD(body toss attack), "COUNTER", combo-ed into qcb, qcb + A or C, then
    juggled with uppercut + B or D.
    [ hit]
    
    (CNT)(MID)
    QCB + P -> QCB + P
    hit opponent in mid air with qcb + A or C, "COUNTER", juggled with qcb + A or C.
    [ hit]
    
    (CNT)(MID)
    QCB + P -> HCF + K
    hit opponent in mid air with qcb + A or C, "COUNTER", juggled with hcf + B or D.
    [ hit]
    
    (CNT)(MID)
    QCB + P -> DP + K
    hit opponent in mid air with qcb + A or C, "COUNTER", juggled with uppercut + B or D.
    [ hit]
    
    (CNT)(DM)(MID)
    QCB + P -> QCF, QCF + P
    hit opponent in mid air with qcb + A or C, "COUNTER", juggled with qcf, qcf + A or C.
    [ hit]
    
    (CNT)(SDM)(MAX)(MID)
    QCB + P -> QCB, HCF + K
    hit opponent in mid air with qcb + A or C, "COUNTER", juggled with hcb + B or D.
    [ hit]
    
    (CNT)(SDM)(MAC)(MID)
    QCB + P -> QCB, QCB + P -> DP + K
    hit opponent in mid air with qcb + A or C, "COUNTER", juggled with qcb, qcb + A or C, then
    juggled with uppercut + B or D.
    [ hit]
    
    (CNT)(MID)
    QCF + A -> QCF + C
    from a distance away, qcf + A, "COUNTER", followed by qcf + C.
    [ hit]
    
    
    3.6.2b
    ------------------
    Mai Shiranui (RB2)
    ------------------
    Moveslist
    ---------
    Wheel Drop                        : dwn + A (mid-air) 
    BlackBird                         : fw + B
    Scarlet Crane                     : dwnfw + B 
    +-------------------------------------------------------------------------------------------+
    Butterfly Fan                     : QCF + A/C
    Dragon's Flame Tail               : QCB + A/C
    Ankle Tackle                      : HCF + B/D
    Night Bird                        : QCB + B/D
    Musasabi Attack                   : QCB + A/C (mid-air) or dwn s up + A/C
    +-------------------------------------------------------------------------------------------+
    Super Ankle Tackle                : QCB, HCF + B/D
    Flower Hurricane                  : QCF x 2 + A/C
    
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d B, d A
    d A, s A
    d B, s A
    d A, d B
    d B, d B
    d A, s B
    d B, s B
    s A, d A
    s B, d A
    s A, s A
    s B, s A
    s A, d B
    s B, d B
    s A, s B
    s B, s B
    d A, d A, s A
    d B, d A, s A
    d A, s A, s A
    d B, s A, s A
    d A, d B, s A
    d B, d B, s A
    d A, s B, s A
    d B, s B, s A
    s A, d A, s A
    s B, d A, s A
    s A, s A, s A
    s B, s A, s A
    s A, d B, s A
    s B, d B, s A
    s A, s B, s A
    s B, s B, s A
    d A, d A, s B
    d B, d A, s B
    d A, s A, s B
    d B, s A, s B
    d A, d B, s B
    d B, d B, s B
    d A, s B, s B
    d B, s B, s B
    s A, d A, s B
    s B, d A, s B
    s A, s A, s B
    s B, s A, s B
    s A, d B, s B
    s B, d B, s B
    s A, s B, s B
    s B, s B, s B
    d A, s A, dwnfw + B
    d B, s A, dwnfw + B
    d A, s B, dwnfw + B
    d B, s B, dwnfw + B
    s A, s A, dwnfw + B
    s B, s A, dwnfw + B
    s A, s B, dwnfw + B
    s B, s B, dwnfw + B
    d A, d A, s A, dwnfw + B
    d B, d A, s A, dwnfw + B
    d A, s A, s A, dwnfw + B
    d B, s A, s A, dwnfw + B
    d A, d B, s A, dwnfw + B
    d B, d B, s A, dwnfw + B
    d A, s B, s A, dwnfw + B
    d B, s B, s A, dwnfw + B
    s A, d A, s A, dwnfw + B
    s B, d A, s A, dwnfw + B
    s A, s A, s A, dwnfw + B
    s B, s A, s A, dwnfw + B
    s A, d B, s A, dwnfw + B
    s B, d B, s A, dwnfw + B
    s A, s B, s A, dwnfw + B
    s B, s B, s A, dwnfw + B
    d A, d A, s B, dwnfw + B
    d B, d A, s B, dwnfw + B
    d A, s A, s B, dwnfw + B
    d B, s A, s B, dwnfw + B
    d A, d B, s B, dwnfw + B
    d B, d B, s B, dwnfw + B
    d A, s B, s B, dwnfw + B
    d B, s B, s B, dwnfw + B
    s A, d A, s B, dwnfw + B
    s B, d A, s B, dwnfw + B
    s A, s A, s B, dwnfw + B
    s B, s A, s B, dwnfw + B
    s A, d B, s B, dwnfw + B
    s B, d B, s B, dwnfw + B
    s A, s B, s B, dwnfw + B
    s B, s B, s B, dwnfw + B
    ++ d A, s A, fw + B
    ++ d B, s A, fw + B
    ++ d A, s B, fw + B
    ++ d B, s B, fw + B
    ++ s A, s A, fw + B
    ++ s B, s A, fw + B
    ++ s A, s B, fw + B
    ++ s B, s B, fw + B
    ++ d A, d A, s A, fw + B
    ++ d B, d A, s A, fw + B
    ++ d A, s A, s A, fw + B
    ++ d B, s A, s A, fw + B
    ++ d A, d B, s A, fw + B
    ++ d B, d B, s A, fw + B
    ++ d A, s B, s A, fw + B
    ++ d B, s B, s A, fw + B
    ++ s A, d A, s A, fw + B
    ++ s B, d A, s A, fw + B
    ++ s A, s A, s A, fw + B
    ++ s B, s A, s A, fw + B
    ++ s A, d B, s A, fw + B
    ++ s B, d B, s A, fw + B
    ++ s A, s B, s A, fw + B
    ++ s B, s B, s A, fw + B
    ++ d A, d A, s B, fw + B
    ++ d B, d A, s B, fw + B
    ++ d A, s A, s B, fw + B
    ++ d B, s A, s B, fw + B
    ++ d A, d B, s B, fw + B
    ++ d B, d B, s B, fw + B
    ++ d A, s B, s B, fw + B
    ++ d B, s B, s B, fw + B
    ++ s A, d A, s B, fw + B
    ++ s B, d A, s B, fw + B
    ++ s A, s A, s B, fw + B
    ++ s B, s A, s B, fw + B
    ++ s A, d B, s B, fw + B
    ++ s B, d B, s B, fw + B
    ++ s A, s B, s B, fw + B
    ++ s B, s B, s B, fw + B
    ++ s C, fw + B
    ++ d C, fw + B
    ++ s D, fw + B
    s C, dwnfw + B
    d C, dwnfw + B
    s D, dwnfw + B
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> j D
    j B -> j D
    j C -> j D
    j D -> j D
    j d A -> j A
    j d A -> j D
    j d A -> j B
    j d A -> dwnfw + B
    j d A -> dwnfw + B
    j d A -> dwnfw + B
    fw + B, d A
    fw + B, d B
    fw + B, s A
    fw + B, s B
    fw + B, s C
    fw + B, d C
    fw + B, s D
    fw + B, d D
    fw + B, s A, dwnfw + B
    fw + B, s B, dwnfw + B
    fw + B, s C, dwnfw + B
    fw + B, d C, dwnfw + B
    fw + B, s D, dwnfw + B
    fw + B, d D, dwnfw + B
    
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    (nC)(C)
    s C/D
    d C   -> QCF + C
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf + C. 
    [ hit]
    
    s C/D
    d C   -> QCB + A/C
    standing heavy punch/kick or crouching heavy punch combo-ed into qcb + A or C. 
    [ hit]
    
    s C/D
    d C   -> QCB + K -> QCB + P
    standing heavy punch/kick or crouching heavy punch combo-ed into qcb + B or D,
    then qcb + A or C. 
    [ hit]
    
    s C/D
    d C   -> HCF + K
    standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D. 
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCB, HCF + K
    standing heavy punch/kick or crouching heavy punch combo-ed into qcb, hcf + B or D. 
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCF, QCF + P
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    (MID)
    j d A -> QCB + A/C
    jumping attack with down A, combo-ed into qcb + A or C in mid-air.
    
    (nC)(CSP)
    j A~D     s C/D
    cx B/D -> d C   -> QCF + C
    jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into qcf + C. 
    [ hit]
    
    (CSP)
    j A~D     s C/D
    cx B/D -> d C   -> QCB + A/C
    jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into qcb + A or C. 
    [ hit]
    
    (CSP)
    j A~D     s C/D
    cx B/D -> d C   -> HCF + K
    jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into hcf + B or D. 
    [ hit]
    
    (DM)(CSP)
    j A~D     s C/D
    cx B/D -> d C   -> QCB, HCF + K
    jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into qcb, hcf + B or D. 
    [ hit]
    
    (DM)(CSP)
    j A~D     s C/D
    cx B/D -> d C   -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup with B or D, standing heavy punch/kick or crouching 
    heavy punch combo-ed into qcf, qcf + A or C. 
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +
    1 HC
    2 HC
    3 HC -> QCB + C
    any 1, 2 or 3 hit chain combo-ed into qcb + C. Note : A version not so effective.
    [ hit]
    
    +
    1 HC
    2 HC
    3 HC -> HCF + K
    any 1, 2 or 3 hit chain combo-ed into hcf + B or D.
    [ hit]
    
    +(DM)
    1 HC
    2 HC
    3 HC -> QCB, HCF + K
    any 1, 2 or 3 hit chain combo-ed into qcb, hcf + B or D.
    [ hit]
    
    +
             1 HC
    cx B/D   2 HC
    j A~D -> 3 HC -> QCB + C
    jumping attack with A/B/C/D or crossup with B or D, then any 1, 2 or 3 hit chain combo-ed into
    qcb + C. 
    Note : A version not so effective. For jumping attack with A/B/C/D, 
           only 2 hit chains are applicable.
    [ hit]
    
    +
             1 HC
    cx B/D   2 HC
    j A~D -> 3 HC -> HCF + K
    jumping attack with A/B/C/D or crossup with B or D, then any 1, 2 or 3 hit chain combo-ed into
    hcf + B or D.
    Note : for jumping attack with A/B/C/D, only 2 hit chains are applicable.
    [ hit]
    
    +(DM)
             1 HC
    cx B/D   2 HC
    j A~D -> 3 HC -> QCB, HCF + K
    jumping attack with A/B/C/D or crossup with B or D, then any 1, 2 or 3 hit chain combo-ed into
    qcb, hcf + B or D.
    Note : for jumping attack with A/B/C/D, only 2 hit chains are applicable.
    [ hit]
    
    (C)
    fw + B -> QCB + P
    forward + B, combo-ed into qcb + A or C.
    [ hit]
    
    (C)
    fw + B -> QCB + K -> QCB + P
    forward + B, combo-ed into qcb + B or D, then qcb + A or C.
    [ hit]
    
    (C)(DM)
    fw + B -> QCB, HCF + K
    forward + B, combo-ed into qcb, hcf + B or D.
    [ hit]
    
    +(C)
              s C/D
    fw + B -> d C   -> QCF + C
    forward + B, then standing heavy punch/kick or crouching heavy punch combo-ed into qcf + C. 
    [ hit]
    
    +
              1 HC 
              s C/D
    fw + B -> d C   -> QCB + A/C
    forward + B, then standing heavy punch/kick or crouching heavy punch or any 1 hit light chain
    combo-ed into qcb + A or C. 
    [ hit]
    
    +(C)
              1 HC 
              s C/D
    fw + B -> d C   -> HCF + K
    forward + B, then standing heavy punch/kick or crouching heavy punch or any 1 hit light chain
    combo-ed into hcf + B or D. 
    Note : for heavy hits, can also work in mid screen.
    [ hit]
    
    +(DM)     
              1 HC
              s C/D
    fw + B -> d C   -> QCB, HCF + K
    forward + B, then standing heavy punch/kick or crouching heavy punch or any 1 hit light chain 
    combo-ed into qcb, hcf + B or D. 
    [ hit]
    
    +(DM)(C)
              s C/D
    fw + B -> d C   -> QCF, QCF + P
    forward + B, then standing heavy punch/kick or crouching heavy punch combo-ed into 
    qcf, qcf + A or C. 
    [ hit]
    
    QCF + A -> HCF + D
    from a distance away, qcf + A, followed by hcf + D.
    [ hit]
    
    (MAX)(SDM)
    QCF + A -> QCB, HCF + K
    from a distance away, qcf + A, followed by qcb, hcf + B or D.
    [ hit]
    
    (C) 
                      s C/D
    QCF + A -> j D -> d C   -> etc.
    from a distance away, qcf + A, followed by a hyper-jump in with standing heavy punch/kick or 
    crouching heavy punch, combo-ed into any combination preferred.
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for Mai, that may start from standing C/D or down C.
    [ hit]
    
    (EX)
                 s C/D
    fw fw d A -> d C   -> QCB + P
    hop forward with down + A, then standing heavy punch/kick or crouching heavy punch combo-ed
    into qcb + A or C.
    [ hit]
    
    (EX)
                 s C/D
    fw fw d A -> d C   -> HCF + K
    hop forward with down + A, then standing heavy punch/kick or crouching heavy punch combo-ed
    into hcf + B or D.
    [ hit]
    
    (EX)(DM)
                 s C/D
    fw fw d A -> d C   -> QCB, HCF + K
    hop forward with down + A, then standing heavy punch/kick or crouching heavy punch combo-ed
    into qcb, hcf + B or D.
    [ hit]
    
    (EX)
                          s C/D
    j d A -> fw fw d A -> d C   -> QCB + P
    jump down + A, hop forward with down + A, then standing heavy punch/kick or crouching heavy 
    punch combo-ed into qcb + A or C.
    [ hit]
    
    (EX)
                          s C/D
    j d A -> fw fw d A -> d C   -> HCF + K
    jump down + A, hop forward with down + A, then standing heavy punch/kick or crouching heavy 
    punch combo-ed into hcf + B or D.
    [ hit]
    
    (EX)(DM)
                          s C/D
    j d A -> fw fw d A -> d C   -> QCB, HCF + K
    jump down + A, hop forward with down + A, then standing heavy punch/kick or crouching heavy 
    punch combo-ed into qcb, hcf + B or D.
    [ hit]
    
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    
    (EX)(INF)
    fw fw d A x infinity
    hop forward with down + A x infinity
    Note : its possible to do this only if you're familiar with Kyo's infinite. Must be really
           fast to get it to connect many times. I only managed to get 4 hits, but it can be
           repeated.
    [ hit]
    
    (BUG)(C)(t.C)
    s B x 18+ -> d A -> QCB + P
    after Mai floats...in corner, standing light kick x 18 or so, then down + A, combo-ed into
    qcb + A or C.
    Note : when Mai floats, the down + A will become her mid-air command attack.
    
    (INF)(BUG)(C)
    s B x infinity
    after Mai floats...in corner, standing light kick repeated until opponent dies or dizzies, then
    repeat the whole process..
    [ hit]
    
    Note : listed below are the floating techniques to enable Mai to "float".
    
    +==============================================================================+
    | F L O A T I N G   T E C H N I Q U E S  ( M A I  S H I R A N U I )            |
    +==============================================================================+
    | #1                                                                           |
    | j QCB + P -> QCBupbk + P                                                     |
    | jump and hit opponent in mid-air with qcb + A or C, then as soon as Mai      |
    | land, execute qcb upbk + A or C                                              |
    |                                                                              |
    | Ascii :                                                                      |
    |                                                                              |  
    | M-Mai O-opponent                                                             |
    |                                                                              |
    | |           |                                                                |
    | |OM         |                                                                |
    | |           |                                                                |
    | Mai jump and hit opponent with qcb + A or C..                                |
    |                                                                              |
    | |           |                                                                |
    | |O          |                                                                |
    | |M          |                                                                |
    | as soon as Mai land, do qcb upbk + A or C.                                   |
    |                                                                              |
    | |           |                                                                |
    | |  M        |                                                                |
    | |O          |                                                                |
    | if done correctly, Mai should float slightly above the ground.               |
    |                                                                              |
    +------------------------------------------------------------------------------+
    | #2                                                                           |
    | - "COUNTER"                                                                  |
    | (C)(CNT)                                                                     |
    | j CD  -> QCB + P -> QCBupbk + P                                              |
    | jumping attack with CD, "COUNTER" combo-ed into                              |
    | qcb + A or C, then as soon as Mai land, execute qcb,upbk + A or C            |
    |                                                                              |
    | Ascii :                                                                      |
    |                                                                              |  
    | M-Mai O-opponent                                                             |
    |                                                                              |
    | |           |                                                                | 
    | | M         |                                                                |
    | |O          |                                                                |
    | jump attack with CD, combo-ed into qcb + A..                                 |
    |                                                                              |
    | |           |                                                                |
    | |O          |                                                                |
    | |M          |                                                                |
    | Mai should land under opponent, then do qcb upbk + A or C.                   |
    |                                                                              |
    | |           |                                                                |
    | |  M        |                                                                |
    | |O          |                                                                |
    | if done correctly, Mai should float slightly above the ground.               |
    |                                                                              |
    +------------------------------------------------------------------------------+
    | #3                                                                           |
    | (C)                                                                          |
    | bk + AB -> etc.                                                              |
    | roll backwards towards the corner, then as roll about to recover,            |
    | start to turn any special move, then as roll recovers, add                   |
    | upfw + A/B/C/D to any special move preferred                                 |
    |                                                                              |
    | Special moves the can be use to "float" :                                    |
    | i)   QCF + P                                                                 |
    | ii)  DP + P                                                                  |
    | iii) QCF, QCF + P                                                            |
    |                                                                              |
    | Note : if done correctly, Mai will float at the end of the motion.           |
    |                                                                              |
    +------------------------------------------------------------------------------+
    | #4                                                                           |
    | (EX)                                                                         |
    | AB -> etc.                                                                   |
    | dodge with AB, then as dodge animation about to end,                         |
    | start to turn any special move, then as dodge animation ends, add            |
    | upfw + A/B/C/D to any special move preferred                                 |
    |                                                                              |
    | Special moves the can be use to "float" :                                    |
    | i)   QCF + P                                                                 |
    | ii)  DP + P                                                                  |
    | iii) QCF, QCF + P                                                            |
    |                                                                              |
    | Note : if done correctly, Mai will float at the end of the motion.           |
    |                                                                              |
    +==============================================================================+
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> QCF + A
    standing CD(body toss attack), "COUNTER", combo-ed into qcf + A.
    [ hit]
    
    (CNT)
    s CD -> QCB + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcb + A or C.
    [ hit]
    
    (CNT)
    s CD -> QCB + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcb + B or D.
    [ hit]
    
    (CNT)
    s CD -> HCF + K
    standing CD(body toss attack), "COUNTER", combo-ed into hcf + B or D.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCB, HCF + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + B or D.
    [ hit]
    
    (CNT)
            fw + B
    j CD -> dwnfw + B
    jumping CD(body toss attack), "COUNTER", juggled with forward + B or downforward + B. 
    [ hit]
    
    (CNT)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
    j CD -> QCF + A
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf + A.
    [ hit]
    
    (CNT)
    j CD -> QCB + P
    jumping CD(body toss attack), "COUNTER", combo-ed into qcb + A or C.
    [ hit]
    
    (CNT)
    j CD -> QCB + K
    jumping CD(body toss attack), "COUNTER", combo-ed into qcb + B or D.
    [ hit]
    
    (CNT)
    j CD -> HCF + K
    jumping CD(body toss attack), "COUNTER", combo-ed into hcf + B or D.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, QCF + P
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCB, HCF + K
    jumping CD(body toss attack), "COUNTER", combo-ed into qcb, hcf + B or D.
    [ hit]
    
    (CNT)(MID)
    QCB + P -> QCB + P
    hit opponent in mid air with qcb + A or C, "COUNTER", juggled with qcb + A or C.
    [ hit]
    
    (CNT)(MID)
    QCB + P -> QCB + K
    hit opponent in mid air with qcb + A or C, "COUNTER", juggled with qcb + B or D.
    [ hit]
    
    (CNT)(MID)
    QCB + P -> HCF + K
    hit opponent in mid air with qcb + A or C, "COUNTER", juggled with hcf + B or D.
    [ hit]
    
    (CNT)(DM)(MID)
    QCB + P -> QCF, QCF + P
    hit opponent in mid air with qcb + A or C, "COUNTER", juggled with qcf, qcf + A or C.
    [ hit]
    
    (CNT)(SDM)(MAX)(MID)
    QCB + P -> QCB, HCF + K
    hit opponent in mid air with qcb + A or C, "COUNTER", juggled with hcb + B or D.
    [ hit]
    
    (CNT)(MID)
    QCF + A -> QCF + C
    from a distance away, qcf + A, "COUNTER", followed by qcf + C.
    [ hit]
    
    
    3.6.3
    -----
    King
    -----
    Moveslist
    ---------
    Sliding Kick                       : dwnfw + D
    +-------------------------------------------------------------------------------------------+
    Venom Strike                       : QCF + B/D
    Double Strike                      : QCF x 2 + B/D
    Tornado Kick                       : HCB + B/D
    Mirage Kick                        : HCB + A/C
    Suprise Rose                       : DP + A/C
    Trap Shot                          : DP + B/D
    +-------------------------------------------------------------------------------------------+
    Illusion Dance                     : QCF, HCB + B/D
    Silent Flash                       : QCB x 2 + B/D
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d B, d A
    d A, d B
    d B, d B
    d A, s A
    d B, s A
    d A, s B
    d B, s B
    s A, d A
    s A, d B
    s A, s A
    s A, s B
    d A, d A, s B
    d B, d A, s B
    d A, d B, s B
    d B, d B, s B
    d A, s A, s B
    d B, s A, s B
    d A, s B, s B
    d B, s B, s B
    s A, d A, s B
    s A, d B, s B
    s A, s A, s B
    s A, s B, s B
    d A, s A, s C
    d B, s A, s C
    s A, s A, s C
    ++ d A, d A, dwnfw + D
    ++ d B, d A, dwnfw + D
    ++ d A, s A, dwnfw + D
    ++ d B, s A, dwnfw + D
    ++ d A, s B, dwnfw + D
    ++ d B, s B, dwnfw + D
    ++ s A, d A, dwnfw + D
    ++ s A, s A, dwnfw + D
    ++ s A, s B, dwnfw + D
    s C, dwnfw + D
    d C, dwnfw + D
    s D(1 hit), dwnfw + D
    s D(2 hit), dwnfw + D
    j A -> j D
    j B -> j D
    j C -> j D
    j D -> j D
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C
    d C
    s D(1 hit)
    s D(2 hit) -> QCF + K
    standing/crouching heavy punch or standing heavy kick(1 or 2 hit) combo-ed into
    qcf + B or D.
    [ hit]
    
    s C
    d C
    s D(1 hit)
    s D(2 hit) -> HCB + K
    standing/crouching heavy punch or standing heavy kick(1 or 2 hit) combo-ed into
    hcb + B or D.
    [ hit]
    
    s C
    d C
    s D(1 hit)
    s D(2 hit) -> HCB + P
    standing/crouching heavy punch or standing heavy kick(1 or 2 hit) combo-ed into
    hcb + A or C.
    [ hit]
    
    s C
    d C
    s D(1 hit)
    s D(2 hit) -> DP + P
    standing/crouching heavy punch or standing heavy kick(1 or 2 hit) combo-ed into
    uppercut + A or C.
    Note : if done from standing D(2 hits), the uppercut + A/C won't connect with all the hits
           on some characters.
    [ hit]
    
    s C
    d C
    s D(1 hit)
    s D(2 hit) -> DP + K
    standing/crouching heavy punch or standing heavy kick(1 or 2 hit) combo-ed into
    uppercut + B or D.
    [ hit]
    
    s C
    d C
    s D(1 hit)
    s D(2 hit) -> QCF, QCF + K
    standing/crouching heavy punch or standing heavy kick(1 or 2 hit) combo-ed into
    qcf, qcf + B or D.
    [ hit]
    
    (DM)
    s C
    d C
    s D(1 hit)
    s D(2 hit) -> QCB, QCB + K
    standing/crouching heavy punch or standing heavy kick(1 or 2 hit) combo-ed into
    qcb, qcb + B or D.
    Note : if done from standing D(2 hits), the qcb, qcb + B/D won't connect with all the hits
           on some characters.
    [ hit]
    
             s C
             d C
             s D(1 hit)
    j A~D -> s D(2 hit) -> QCF + K
    jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy kick
    (1 or 2 hit) combo-ed into qcf + B or D.
    [ hit]
    
             s C
             d C
             s D(1 hit)
    j A~D -> s D(2 hit) -> HCB + K
    jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy kick
    (1 or 2 hit) combo-ed into hcb + B or D.
    [ hit]
    
             s C
             d C
             s D(1 hit)
    j A~D -> s D(2 hit) -> HCB + P
    jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy kick
    (1 or 2 hit) combo-ed into hcb + A or C.
    [ hit]
    
             s C
             d C
             s D(1 hit)
    j A~D -> s D(2 hit) -> DP + P
    jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy kick
    (1 or 2 hit) combo-ed into uppercut + A or C.
    Note : the uppercut + A/C won't connect with all the hits on some characters.
    [ hit]
    
             s C
             d C
             s D(1 hit)
    j A~D -> s D(2 hit) -> DP + K
    jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy kick
    (1 or 2 hit) combo-ed into uppercut + B or D.
    [ hit]
    
             s C
             d C
             s D(1 hit)
    j A~D -> s D(2 hit) -> QCF, QCF + K
    jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy kick
    (1 or 2 hit) combo-ed into qcf, qcf + B or D.
    [ hit]
    
    (DM)
    j A~D -> s D(1 hit) -> QCB, QCB + K
    jumping attack with A/B/C/D, then standing heavy kick(1 hit) combo-ed into qcb, qcb + B or D.
    Note : very impressive combo if its done on MAX.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +
    1 HC -> HCB + P
    any 1 hit chain, combo-ed into hcb + A or C.
    [ hit]
    
    +
    1 HC
    2 HC -> DP + C
    any 1 or 2 hit chain combo-ed into uppercut + C.
    [ hit]
    
    +
    1 HC
    2 HC -> DP + K
    any 1 or 2 hit chain combo-ed into uppercut + B or D.
    [ hit]
    
    +
    1 HC
    2 HC -> HCB + K
    any 1 or 2 hit chain combo-ed into hcb + B or D.
    [ hit]
    
    +(C)
    1 HC
    2 HC -> DP + A -> HCB + K
    any 1 or 2 hit chain combo-ed into uppercut + A or C, then juggled with hcb + B or D.
    Note : the uppercut + A/C won't connect with all the hits on some characters.
    [ hit]
    
    +
    j A~D -> 1 HC -> HCB + P
    jumping attack with A/B/C/D, then any 1 hit chain, combo-ed into hcb + A or C.
    [ hit]
    
    +
    j A~D -> 1 HC -> DP + C
    jumping attack with A/B/C/D, then any 1 hit chain, combo-ed into uppercut + C.
    [ hit]
    
    +
    j A~D -> 1 HC -> DP + K
    jumping attack with A/B/C/D, then any 1 hit chain, combo-ed into uppercut + B or D.
    [ hit]
    
    +
    j A~D -> 1 HC -> HCB + K
    jumping attack with A/B/C/D, then any 1 hit chain, combo-ed into hcb + B or D.
    [ hit]
    
    (C)            
                       j A/B/D
                       s A~D
                       d C
    j A~D -> DP + A -> HCB + K
    jumping attack with A/B/C/D, then uppercut + A, juggled with hcb + B or D.
    [ hit]
    
    +(C)
                               j A/B/D
                               s A~D
                               d C
    j A~D -> 1 HC -> DP + A -> HCB + K
    jumping attack with A/B/C/D, then any 1 hit chain, combo-ed into uppercut + A or C,
    then juggled with any one of these ;
    i)   jumping A/B/D
    ii)  standing A/B/C/D
    iii) crouching C
    iv)  hcb + B or D
    Note : the uppercut + A/C won't connect with all the hits on some characters.
    [ hit]
    
    (C)
    s C                     j A/B/D
    d C                     s A~D
    s D(1 hit)              d C
    s D(2 hit) -> DP + A -> HCB + K
    standing/crouching heavy punch or standing heavy kick(1 or 2 hit) combo-ed into
    uppercut + A, juggled with any one of these ;
    i)   jumping A/B/D
    ii)  standing A/B/C/D
    iii) crouching C
    iv)  hcb + B or D
    Note : the uppercut + A/C won't connect with all the hits on some characters.
    [ hit]
    
             s C                     j A/B/D
             d C                     s A~D
             s D(1 hit)              d C
    j A~D -> s D(2 hit) -> DP + A -> HCB + K
    jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy kick
    (1 or 2 hit) combo-ed into uppercut + A, juggled with any one of these ;
    i)   jumping A/B/D
    ii)  standing A/B/C/D
    iii) crouching C
    iv)  hcb + B or D
    Note : the uppercut + A/C won't connect with all the hits on some characters.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for King, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
    urghh..this sucks..King don't have any expert-skill level combos.
    
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)(C)
    s CD -> s A~D
    standing CD(body toss attack), "COUNTER", juggled with standing A/B/C/D.
    [ hit]
    
    (CNT)
    s CD -> QCF + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcf + B or D.
    [ hit]
    
    (CNT)
    s CD -> HCB + P
    standing CD(body toss attack), "COUNTER", combo-ed into hcb + A or C.
    [ hit]
    
    (CNT)
    s CD -> HCB + K
    standing CD(body toss attack), "COUNTER", combo-ed into hcb + B or D.
    [ hit]
    
    (CNT)
    s CD -> DP + C
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + C.
    [ hit]
    
    (CNT)(C)
    s CD -> DP + A -> s C/D
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A, then juggled with 
    standing C or D.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + B or D.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, HCB + B
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + B.
    [ hit]
    
    (CNT)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
    j CD -> QCF + K
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf + B or D.
    [ hit]
    
    (CNT)
    j CD -> HCB + P
    jumping CD(body toss attack), "COUNTER", combo-ed into qcb + A or C.
    [ hit]
    
    (CNT)
    j CD -> HCB + K
    jumping CD(body toss attack), "COUNTER", combo-ed into qcb + B or D.
    [ hit]
    
    (CNT)
    j CD ->  DP + C
    jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + C.
    [ hit]
    
    (CNT)(C)
                       j A/B/D
                       s A~D
                       d C
    j CD ->  DP + A -> HCB + K
    jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + A, juggled with 
    any one of these ;
    i)   jumping A/B/D
    ii)  standing A/B/C/D
    iii) crouching C
    iv)  hcb + B or D
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, QCF + K
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + B or D.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, HCB + B
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + B.
    [ hit]
    
    (MID)(CNT)(nC)
    QCF + B -> QCF, QCF + K
    hit opponent in mid air with qcf + B, "COUNTER", then juggle qcf, qcf + B or D
    
    (OPD)
    1 HC -> s D -> etc.
    any early 1 hit light chain, standing heavy kick, combo-ed into any combination preferred.
    Note : the early 1 hit chain hits opponent at last frame to allow the standing heavy kick 
           to combo. 
    [ hit]
    
    -----------
    N O T I C E 
    -----------
    - the following combos can only be done on Chang Koehan.
    
    j A~D -> any chain combo that ends with standing C
    jumping attack with A/B/C/D, then combo-ed into any chain combo that ends with standing C.
    
    (OPD)(C)
    QCF + B -> d A -> HCB + K
    execute an early qcf + B. down A, combo-ed into hcb + B or D.
    Note : qcf + B hits Chang's back because Chang's character sprite is exceptionally large
    [ hit]
    
    (OPD)(C)
    QCF + B -> d A -> DP + K
    execute an early qcf + B. down A, combo-ed into uppercut + B or D.
    Note : qcf + B hits Chang's back because Chang's character sprite is exceptionally large
    [ hit]
    
    (OPD)(C)
                                j A/B/D
                                s A~D
                                d C
    QCF + B -> d A -> DP + A -> HCB + K
    execute an early qcf + B. down A, combo-ed into uppercut + A, then juggle with
    any one of these ;
    i)   jumping A/B/D
    ii)  standing A/B/C/D
    iii) crouching C
    iv)  hcb + B or D
    Note : qcf + B hits Chang's back because Chang's character sprite is exceptionally large
    [ hit]
          
    ==============================================================================================
    3.7                                    _________________
                                          /                /
                                              Kim Team
                                        /_________________/
    
    3.7.1
    ------------
    Kim Kaphwan
    ------------
    Moveslist
    ---------
    Turning Kick                       : fw + A
    Descending Kick                    : fw + B (overhead)
    +-------------------------------------------------------------------------------------------+
    Somersault Slash                   : dwn s up + B/D (anti-air)
    Sand Sweep                         : dwn s up + A/C (low priority anti-air)
    Comet Crush                        : bk s fw + B/D (low sweep)
    Crecent Kick                       : QCB + B/D (close-up anti-air)
    Triple Slash                       : QCB + A/C x 3 (1st QCB + P, anti-air)
    Air Stomp                          : QCF + B/D(mid air)
    Ground Eraser                      : dwn, dwn + B/D (stops ground projectiles)
    +-------------------------------------------------------------------------------------------+
    Phoenix  Combo                     : QCF, HCB + B/D(mid air)
    Phoenix  Rage                      : QCB, dwnbk, fw + B/D (mid-air possible)
    
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d B, d A
    d B, d B
    d B, s A
    d B, s B
    d B, d B, d A
    d B, d B, s A
    d B, d B, d B
    d B, d B, d B, d A
    d B, d B, d B, s A
    ++ d B, d A, fw + A
    ++ d B, s A, fw + A
    ++ d B, s B, fw + A
    ++ d B, d B, d A, fw + A
    ++ d B, d B, d B, d A, fw + A
    ++ d B, d A, fw + B
    ++ d B, s A, fw + B
    ++ d B, s B, fw + B
    ++ d B, d B, d A, fw + B
    ++ d B, d B, d B, d A, fw + B
    s A, s C
    d A, s C
    d B, s C
    s A, s C, fw + A
    d A, s C, fw + A
    d B, s C, fw + A
    ++ s A, s C, fw + B
    ++ d A, s C, fw + B
    ++ d B, s C, fw + B
    ++ s C(1 hit), fw + B
    ++ d C(1 hit), fw + B
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    d C
    s C(1 hit) -> QCB + K
    standing/crouching heavy kick, combo-ed into qcb + B or D.
    [ hit]
    
    d C
    s C(1 hit) -> QCB + P
    standing/crouching heavy kick, combo-ed into qcb + A or C.
    [ hit]
    
    d C
    s C(1 hit) -> bk s fw + B or D
    standing/crouching heavy kick, combo-ed into .
    [ hit]
    
    d C
    s C(1 hit) -> dwn s up + P
    standing/crouching heavy kick, combo-ed into dwn s up + A or C.
    [ hit]
    
    d C
    s C(1 hit) -> dwn s up + K
    standing/crouching heavy kick, combo-ed into dwn s up + B or D.
    Note : after D version, do down + K
    [ hit]
    
    (DM)
    d C
    s C(1 hit) -> QCB, HCF + K
    standing/crouching heavy kick, combo-ed into qcb, hcf + B or D.
    [ hit]
    
    (CSP)
    cx A/D
    j A~D  -> s C(1 hit) -> QCB + K
    jumping attack with A/B/C/D or crossup with A or D, then standing/crouching heavy kick, 
    combo-ed into qcb + B or D.
    [ hit]
    
    (CSP)
    cx A/D
    j A~D  -> s C(1 hit) -> QCB + P
    jumping attack with A/B/C/D or crossup with A or D, then standing/crouching heavy kick, 
    combo-ed into qcb + A or C.
    [ hit]
    
    (CSP)
    cx A/D
    j A~D  -> s C(1 hit) -> bk s fw + K
    jumping attack with A/B/C/D or crossup with A or D, then standing/crouching heavy kick, 
    combo-ed into bk s fw + B or D.
    [ hit]
    
    (CSP)
    cx A/D
    j A~D  -> s C(1 hit) -> dwn s up + P
    jumping attack with A/B/C/D or crossup with A or D, then standing/crouching heavy kick, 
    combo-ed into dwn s up + A or C.
    [ hit]
    
    (CSP)
    cx A/D
    j A~D  -> s C(1 hit) -> dwn s up + K
    jumping attack with A/B/C/D or crossup with A or D, then standing/crouching heavy kick, 
    combo-ed into dwn s up + B or D.
    Note : after D version, do down + K
    [ hit]
    
    (DM)(CSP)
    cx A/D
    j A~D  -> s C(1 hit) -> QCB, HCF + K
    jumping attack with A/B/C/D or crossup with A or D, then standing/crouching heavy kick, 
    combo-ed into qcb, hcf + B or D.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    j A~D -> dwn s up + K
    jumping attack with A/B/C/D, then land and do dwn s up + B or D.
    Note : if D version, do down + K for finisher.
    [ hit]
    
    (DM)
    j A~D -> QCB, dwnbk, fw + K
    jumping attack with A/B/C/D, then land and do qcb, dwnbkfw + B or D.
    [ hit]
    
    +(DM)
    fw + A -> QCB, dwnbk, fw + K
    forward + A, combo-ed into qcb, dwnbkfw + B or D
    [ hit]
    
    1 HC -> QCB + P x 3
    any 1 hit light chain, combo-ed into qcb + A or C x 3.
    [ hit]
    
    1 HC -> dwn s up + P
    any 1 hit light chain, combo-ed into dwn s up + A or C.
    [ hit]
    
    1 HC -> dwn s up + K
    any 1 hit light chain, combo-ed into dwn s up + B or D.
    Note : if D version, do down + K for finisher.
    [ hit]
    
    (DM)
    1 HC -> QCB, dwnbk, fw + K
    any 1 hit light chain, combo-ed into qcb, dwnbk fw + B or D.
    [ hit]
    
    +
    2 HC
    3 HC -> QCB + P x 2
    any 2 or 3 hit light chain, combo-ed into qcb + A or C x 2.
    Note : for 3 light chain, must end with a down A. 
    [ hit]
    
    +
    2 HC
    3 HC -> dwn s up + P
    any 2 or 3 hit light chain, combo-ed into dwn s up + A or C.
    Note : for 3 light chain, must end with a down A.
    [ hit]
    
    +
    2 HC
    3 HC -> dwn s up + K
    any 2 or 3 hit light chain, combo-ed into dwn s up + B or D.
    Note : for 3 light chain, must end with a down A.
    [ hit]
    
    +(DM)
    2 HC
    3 HC -> QCB, dwnbk, fw + K
    any 2 or 3 hit light chain, combo-ed into qcb. dwnbk fw + B or D.
    Note : for 3 light chain, must end with a down A.
    [ hit]
    
    d C
    s C(1 hit) -> QCB + P x 3
    standing or crouching heavy punch combo-ed into qcb + A or C x 3.
    [ hit]
    
    +
    d C
    s C(1 hit) -> fw + A -> QCB, dwnbk, fw + K
    standing or crouching heavy punch, forward + A, combo-ed into qcb, dwnbk fw + B or D.
    [ hit]
    
    (DM)
    d C
    s C(1 hit) -> d d K -> QCB, dwnbk fw + K
    standing or crouching heavy punch combo-ed into down, down + B or D, then into 
    qcb, dwnbk fw + B or D.
    [ hit]
    
    cx A/D
    j A~D  -> 1 HC -> QCB + P x 3
    jumping attack with A/B/C/D or crossup with A or D, any 1 hit light chain, combo-ed into
    qcb + A or C x 3.
    [ hit]
    
    cx A/D
    j A~D  -> 1 HC -> dwn s up + P
    jumping attack with A/B/C/D or crossup with A or D, any 1 hit light chain, combo-ed into
    dwn s up + A or C.
    [ hit]
    
    cx A/D
    j A~D  -> 1 HC -> dwn s up + K
    jumping attack with A/B/C/D or crossup with A or D, any 1 hit light chain, combo-ed into
    dwn s up + B or D.
    Note : if D version, do down + K for finisher.
    [ hit]
    
    (DM)
    cx A/D
    j A~D  -> 1 HC -> QCB, dwnbk, fw + K
    jumping attack with A/B/C/D or crossup with A or D, any 1 hit light chain, combo-ed into
    qcb, dwnbk fw + B or D.
    [ hit]
    
    +
              2 HC
    cx A/D -> 3 HC -> QCB + P x 2
    crossup with A or D, any 2 or 3 hit light chain, combo-ed into qcb + A or C x 2.
    Note : for 3 light chain, must end with a down A. 
    [ hit]
    
    +
              2 HC
    cx A/D -> 3 HC -> dwn s up + P
    crossup with A or D, any 2 or 3 hit light chain, combo-ed into dwn s up + A or C.
    Note : for 3 light chain, must end with a down A.
    [ hit]
    
    +
              2 HC
    cx A/D -> 3 HC -> dwn s up + K
    crossup with A or D, any 2 or 3 hit light chain, combo-ed into dwn s up + B or D.
    Note : for 3 light chain, must end with a down A.
    [ hit]
    
    +(DM)
              2 HC
    cx A/D -> 3 HC -> QCB, dwnbk, fw + K
    crossup with A or D, any 2 or 3 hit light chain, combo-ed into qcb. dwnbk fw + B or D.
    Note : for 3 light chain, must end with a down A.
    [ hit]
    
    (CSP)
    cx A/D
    j A~D  -> s C(1 hit) -> QCB + P x 3
    jumping attack with A/B/C/D or crossup with A or D, then standing/crouching heavy kick, 
    combo-ed into qcb + A or C x 3.
    [ hit]
    
    +(DM)(CSP)
    cx A/D
    j A~D  -> s C(1 hit) -> fw + A -> QCB, dwnbk, fw + K
    jumping attack with A/B/C/D or crossup with A or D, then standing/crouching heavy kick, 
    combo-ed into qcb, dwnbk fw + B or D.
    [ hit]
    
    (DM)(CSP)
    cx A/D
    j A~D  -> s C(1 hit) -> d d K -> QCB, dwnbk, fw + K
    jumping attack with A/B/C/D or crossup with A or D, then standing/crouching heavy kick, 
    combo-ed into down, down + B or D, then into 
    qcb, hcf + B or D.
    [ hit]
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    
    +
    1 HC -> s C -> QCB + K
    any 1 hit light chain, chained into standing heavy punch, combo-ed into qcb + B or D.
    [ hit]
    
    +
    1 HC -> s C -> QCB + P x 3
    any 1 hit light chain, chained into standing heavy punch, combo-ed into qcb + A or C x 3.
    [ hit]
    
    +
    1 HC -> s C -> bk s fw + K
    any 1 hit light chain, chained into standing heavy punch, combo-ed into bk s fw + B or D.
    [ hit]
    
    +
    1 HC -> s C -> dwn s up + P
    any 1 hit light chain, chained into standing heavy punch, combo-ed into dwn s up + A or C.
    [ hit]
    
    +
    1 HC -> s C -> dwn s up + K
    any 1 hit light chain, chained into standing heavy punch, combo-ed into dwn s up + B or D.
    [ hit]
    
    +(DM)
    1 HC -> s C -> QCB, dwnbk, fw + K
    any 1 hit light chain, chained into standing heavy punch, combo-ed into qcb, dwnbk fw + B or D
    [ hit]
    
    +(DM)
    1 HC -> s C -> fw + A -> QCB, dwnbk fw + K
    any 1 hit light chain, chained into standing heavy punch, then forward + A, combo-ed into
    qcb, dwnbk fw + B or D.
    [ hit]
    
    +(DM)
    1 HC -> s C -> d d K -> QCB, dwnbk fw + K
    any 1 hit light chain, chained into standing heavy punch, combo-ed into down down + B or D,
    followed by qcb, dwnbk fw + B or D.
    [ hit]
    
    +(CSP)
    cx A/D
    cx QCF + B -> 1 HC -> s C -> QCB + K
    crossup with A/D or QCF + B, then any 1 hit light chain, chained into standing heavy punch, 
    combo-ed into qcb + B or D.
    [ hit]
    
    +(CSP)
    cx A/D
    cx QCF + B -> 1 HC -> s C -> QCB + P x 3
    crossup with A/D or QCF + B, then any 1 hit light chain, chained into standing heavy punch, 
    combo-ed into qcb + A or C x 3.
    [ hit]
    
    +(CSP)
    cx A/D
    cx QCF + B -> 1 HC -> s C -> bk s fw + K
    crossup with A/D or QCF + B, then any 1 hit light chain, chained into standing heavy punch, 
    combo-ed into bk s fw + B or D.
    [ hit]
    
    +(CSP)
    cx A/D
    cx QCF + B -> 1 HC -> s C -> dwn s up + P
    crossup with A/D or QCF + B, then any 1 hit light chain, chained into standing heavy punch, 
    combo-ed into dwn s up + A or C.
    [ hit]
    
    +(CSP)
    cx A/D
    cx QCF + B -> 1 HC -> s C -> dwn s up + K
    crossup with A/D or QCF + B, then any 1 hit light chain, chained into standing heavy punch, 
    combo-ed into dwn s up + B or D.
    [ hit]
    
    +(DM)(CSP)
    cx A/D
    cx QCF + B -> 1 HC -> s C -> QCB, dwnbk, fw + K
    crossup with A/D or QCF + B, then any 1 hit light chain, chained into standing heavy punch, 
    combo-ed into qcb, dwnbk fw + B or D.
    [ hit]
    
    +(DM)(CSP)
    cx A/D
    cx QCF + B -> 1 HC -> s C -> fw + A -> QCB, dwnbk fw + K
    crossup with A/D or QCF + B, then any 1 hit light chain, chained into standing heavy punch, 
    then forward + A, combo-ed into qcb, dwnbk fw + B or D.
    [ hit]
    
    +(DM)
    cx A/D
    cx QCF + B -> 1 HC -> s C -> d d K -> QCB, dwnbk fw + K
    crossup with A/D or QCF + B, then any 1 hit light chain, chained into standing heavy punch, 
    combo-ed into down down + B or D, followed by qcb, dwnbk fw + B or D.
    [ hit]
    
    (MID)
    QCF + B -> j A~D
    hit opponent in mid air with qcf + B, then juggle with jumping attack with A/B/C/D.
    [ hit]
    
    (MID)
    QCF + B -> dwn s up + P
    hit opponent in mid air with qcf + B, then juggle with dwn s up + A or C.
    [ hit]
    
    (MID)
    QCF + B -> dwn s up + K
    hit opponent in mid air with qcf + B, then juggle with dwn s up + B or D.
    [ hit]
    
    (MID)(DM)
    QCF + B -> j QCF, HCB + K
    hit opponent in mid air with qcf + B, then juggle with jumping qcf, hcb + B or D.
    [ hit]
    
    (MID)(DM)
    QCF + B -> QCB, dwnbk fw + K
    hit opponent in mid air with qcf + B, then juggle with qcb, dwnbk fw + B or D.
    [ hit]
    
    (C)(MID)
    QCF + B -> QCB + B -> dwn s up + K
    hit opponent in mid air with qcf + B, then juggle with qcb + B, followed by dwn s up + B or D.
    Note : if D version of dwn s up + K, add down + K at the end.
    [ hit]
    
    (C)(MID)
    QCB + A -> QCB + A -> QCB + K -> dwn s up + K
    hit opponent in mid air with qcb + A, qcb + A(slow) then juggle with qcb + B or D,
    finished with dwn s up + B or D.
    Note : if D version of dwn s up + K, add down + K at the end.
    [ hit]
    
    (C)(MID)(DM)
    QCB + A -> QCB + A -> QCB, dwnbk fw + K
    hit opponent in mid air with qcb + A, qcb + A(slow) then juggle with qcb, dwnbk fw + B or D.
    [ hit]
    
    (INF)(C)(MID)
    QCF upfw + B x infinity
    juggled opponent in corner with qcf + B.
    Note : to get the proper height, qcf + B is turned qcf upfw + B.
    [ hit]
    
    ------------
    N O T I C E
    ------------
    - the following combos can only be done when ;
    i)   no stock(advance mode)
    ii)  no maximum power bar(extra mode)
    iii) no flashing life meter(extra mode)
    
    (BUG)
    s C
    d C -> d d + K -> QCB, dwnbk fw + K -> d D
    standing/crouching heavy punch, combo-ed into down, down + B or D, whiffed into a DM, then
    low sweep down D.
    Note : this is a bug combo, the down down + K can also be whiffed or cancelled by executing
           a DM when there is no stock, and this allows other moves to follow up from the down
           down + K.
           to cancel the down down + K with ease, do it this way :
           i ) s C, down down + B or D, hcf + K or
           ii) s C, down down + B or D, hcb,fw + K.
    [ hit]
    
    (BUG)(CSP)
    cx A/D        s C
    cx QCF + B -> d C -> d d + K -> QCB, dwnbk fw + K -> d D
    crossup with A/D or qcf + B, then standing/crouching heavy punch, combo-ed into down,
    down + B or D, cancelled into a DM, then low sweep down D.
    Note : this is a bug combo, the down down + K can also be whiffed or cancelled by executing
           a DM when there is no stock, and this allows other moves to follow up from the down
           down + K. also, the down D must be pressed a soon as possible. best way is
           to tap C directly after pressing any K for the DM.
           to cancel the down down + K with ease, do it this way :
           i ) s C, down down + B or D, hcf + K or
           ii) s C, down down + B or D, hcb,fw + K.
    [ hit]
    
    (BUG)(C)
    s C -> d d K -> QCB dwnbk fw + K -> s C -> QCB + P x 3
    standing heavy punch combo-ed into down down + B or D, cancelled into a DM, then standing C
    into qcb + A or C x 3.
    Note : this is a bug combo, the down down + K can also be whiffed or cancelled by executing
           a DM when there is no stock, and this allows other moves to follow up from the down
           down + K. also, the 2nd stand C must be pressed a soon as possible. best way is
           to tap C directly after pressing any K for the DM.
           to cancel the down down + K with ease, do it this way :
           i ) s C, down down + B or D, hcf + K or
           ii) s C, down down + B or D, hcb,fw + K.
    [ hit]
    
    (BUG)(C)
    s C -> d d K -> QCB dwnbk fw + K -> d A -> dwn s up + K
    standing heavy punch combo-ed into down down + B or D, cancelled into a DM, then low A
    into dwn s up + B or D.
    Note : this is a bug combo, the down down + K can also be whiffed or cancelled by executing
           a DM when there is no stock, and this allows other moves to follow up from the down
           down + K. also, the low A must be pressed a soon as possible. best way is to tap low A
           directly after pressing any K for the DM. the down A can be replace with standing A/B or
           standing C, but it is humanly impossible to combo it into dwn s up + B or D.
           to cancel the down down + K with ease, do it this way :
           i ) s C, down down + B or D, hcf + K or
           ii) s C, down down + B or D, hcb,fw + K.
    [ hit]
    
    (BUG)(C)
    s C -> d d K -> QCB dwnbk fw + K -> d A -> dwn s up + P
    standing heavy punch combo-ed into down down + B or D, cancelled into a DM, then low A
    into dwn s up + S or C.
    Note : this is a bug combo, the down down + K can also be whiffed or cancelled by executing
           a DM when there is no stock, and this allows other moves to follow up from the down
           down + K. also, the low A must be pressed a soon as possible. best way is to tap low A
           directly after pressing any K for the DM. the down A can be replace with standing A/B or
           standing C, but it is humanly impossible to combo it into dwn s up + A or C.
           to cancel the down down + K with ease, do it this way :
           i ) s C, down down + B or D, hcf + K or
           ii) s C, down down + B or D, hcb,fw + K.
    [ hit]
    
    (BUG)(C)(DM)
    s C -> d d K -> QCB dwnbk fw + K -> s C -> fw + A -> QCB dwnbk fw + K
    standing heavy punch combo-ed into down down + B or D, cancelled into a DM, then standing C
    into forward + A, combo-ed into qcb, dwnbk fw + B or D.
    Note : this is a bug combo, the down down + K can also be whiffed or cancelled by executing
           a DM when there is no stock, and this allows other moves to follow up from the down
           down + K. also, the 2nd stand C must be pressed a soon as possible. best way is
           to tap C directly after pressing any K for the DM. this combos has to be timed in 
           such a way that as soon as you execute forward + A, you'll get a stock of crystal.
           to cancel the down down + K with ease, do it this way :
           i ) s C, down down + B or D, hcf + K or
           ii) s C, down down + B or D, hcb,fw + K.
    [ hit]
    
    (BUG)(C)(DM)
    s C -> d d K -> QCB dwnbk fw + K -> s C -> d d K -> QCB dwnbk fw + K -> s C -> d d K -> 
    QCB dwnbk fw + K ->  s C -> d d K -> QCB dwnbk fw + K 
    standing heavy punch combo-ed into down down + B or D, cancelled into a DM, then standing 
    heavy punch combo-ed into down down + B or D, cancelled into a DM, then standing heavy punch
    combo-ed into down down + B or D, cancelled into a DM, then standing heavy punch 
    combo-ed into down down + B or D, combo-ed into qcb, dwnbk fw + B or D.
    Note : this is a bug combo, the down down + K can also be whiffed or cancelled by executing
           a DM when there is no stock, and this allows other moves to follow up from the down
           down + K. also, the stand C must be pressed a soon as possible. best way is
           to tap C directly after pressing any K for the DM. this combos has to be timed in 
           such a way that as soon as you execute the last down down + K, you'll get a stock
           of crystal. to cancel the down down + K with ease, do it this way :
           i ) s C, down down + B or D, hcf + K or
           ii) s C, down down + B or D, hcb,fw + K.
    [ hit]
    
    ------------
    N O T I C E
    ------------
     - for the above bug combos, they work just as well with a jump in attack, but in the corner.
       the combos are already hard enough to pull off without the jumping attack.
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> QCB + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcb + B or D.
    [ hit]
    
    (CNT)
    s CD -> dwn s up + P
    standing CD(body toss attack), "COUNTER", combo-ed into dwn s up + A or C.
    [ hit]
    
    (CNT)
    s CD -> dwn s up + K
    standing CD(body toss attack), "COUNTER", combo-ed into dwn s up + B or D.
    [ hit]
    
    (CNT)(C)
    s CD -> QCB + A -> QCB + A -> QCB + K -> dwn s up + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcb + A, qcb + A(slow) then juggle
    with qcb + B or D, finished with dwn s up + B or D.
    Note : if D version of dwn s up + K, add down + K at the end.
    [ hit]
    
    (CNT)(C)(DM)
    s CD -> QCB + A -> QCB + A -> QCB dwnbk fw + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcb + A, qcb + A(slow) then juggle
    with qcb, dwnbk fw + B or D.
    Note : if D version of dwn s up + K, add down + K at the end.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCB, dwnbk fw + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcb, dwnbk fw + B or D.
    [ hit]
    
    (CNT)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
    j CD -> QCB + K
    jumping CD(body toss attack), "COUNTER", combo-ed into qcb + B or D.
    [ hit]
    
    (CNT)
    j CD -> dwn s up + P
    jumping CD(body toss attack), "COUNTER", combo-ed into dwn s up + A or C.
    [ hit]
    
    (CNT)
    j CD -> dwn s up + K
    jumping CD(body toss attack), "COUNTER", combo-ed into dwn s up + B or D.
    [ hit]
    
    (CNT)(C)
    j CD -> QCB + A -> QCB + A -> QCB + K -> dwn s up + K
    jumping CD(body toss attack), "COUNTER", combo-ed into qcb + A, qcb + A(slow) then juggle
    with qcb + B or D, finished with dwn s up + B or D.
    Note : if D version of dwn s up + K, add down + K at the end.
    [ hit]
    
    (CNT)(C)(DM)
    j CD -> QCB + A -> QCB + A -> QCB dwnbk fw + K
    jumping CD(body toss attack), "COUNTER", combo-ed into qcb + A, qcb + A(slow) then juggle
    with qcb, dwnbk fw + B or D.
    Note : if D version of dwn s up + K, add down + K at the end.
    [ hit]
    
    (CNT)(DM)
    j CD-> QCB, dwnbk fw + K
    jumping CD(body toss attack), "COUNTER", combo-ed into qcb, dwnbk fw + B or D.
    [ hit]
    
    (CNT)(DM)(MID)
    fw + A -> QCB, dwnbk fw + K
    forward + A, "COUNTER", combo-ed into qcb, dwnbk fw + B or D.
    [ hit]
    
    (C)(CNT)(INF)
    j CD -> QCF + B x infinity
    jumping CD(body toss attack), "COUNTER", then juggled with qcf + B(mid air) x infinity.
    [ hit]
    
    (OPD)(DM)(C)
    fw + A -> QCF, HCB + K
    early forward + A, combo-ed into qcf, hcb + B or D.
    Note : forward + A hits opponent at last frame to allow the DM to combo.
    [ hit]
    
    1 HC -> fw + B -> etc.
    any light hits, chain into forward + B, combo-ed into any combination preferred.
    Note : NO RUSH hit from any light chain into forward + B. this just enables the forward + B
           to be combo-able.
    [ hit]
    
    
    3.7.2
    --------------
    Chang Koehan
    --------------
    Moveslist
    ---------
    Pull Escape                        : dwnfw + A (low slide)
    +-------------------------------------------------------------------------------------------+
    Iron Ball Smash                    : bk s fw + P
    Somersault Crush                   : dwn s up + K (low priority anti-air)
    Iron Ball Swing                    : Rapid A/C (anti air)
    Great Destruction Throw            : HCB, fw + C (command throw)
    +-------------------------------------------------------------------------------------------+
    Pressure Of Death                  : QCF x 2 + A/C
    Iron Ball Frenzy                   : QCF, HCB + A/C
    
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d A, s B
    s A, dwnfw + A
    d A, dwnfw + A
    s B, dwnfw + A
    d B, dwnfw + A
    d A, d A, dwnfw + A
    d A, s B, dwnfw + A
    s C, dwnfw + A
    s D, dwnfw + A
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    1 HC
    s D
    d C -> dwn s up + K 
    any 1 hit light chain or standing heavy kick or crouching heavy punch combo-ed into
    dwn s up + B or D.
    [ hit]
    
    1 HC
    s D
    d C -> rapid P
    any 1 hit light chain or standing heavy kick or crouching heavy punch combo-ed into
    rapid A or C.
    [ hit]
    
    1 HC
    s D
    d C -> HCB, fw + P
    any 1 hit light chain or standing heavy kick or crouching heavy punch combo-ed into
    hcb, fw + A or C.
    [ hit]
    
    (DM)
    1 HC
    s D
    d C -> QCF, QCF + P
    any 1 hit light chain or standing heavy kick or crouching heavy punch combo-ed into
    qcf, qcf + A or C.
    [ hit]
    
    j A~D -> 1 HC -> dwn s up + K 
    jumping attack with A/B/C/D, then any 1 hit light chain or standing heavy kick or crouching
    heavy punch combo-ed into dwn s up + B or D.
    [ hit]
    
    j A~D -> 1 HC -> rapid P
    jumping attack with A/B/C/D, then any 1 hit light chain or standing heavy kick or crouching
    heavy punch combo-ed into rapid A or C.
    [ hit]
    
    j A~D -> 1 HC -> HCB, fw + P
    jumping attack with A/B/C/D, then any 1 hit light chain or standing heavy kick or crouching
    heavy punch combo-ed into hcb, fw + A or C.
    [ hit]
    
    (DM)
    j A~D -> 1 HC -> QCF, QCF + P
    jumping attack with A/B/C/D, then any 1 hit light chain or standing heavy kick or crouching
    heavy punch combo-ed into qcf, qcf + A or C.
    [ hit]
    
    
    ah..Chang, all simple combos, but then again, with his power and size, COMBOS??
    
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> bk s fw + A
    standing CD(body toss attack), "COUNTER", combo-ed into bk s fw + A.
    [ hit]
    
    (CNT)
    s CD -> dwn s up + K
    standing CD(body toss attack), "COUNTER", combo-ed into dwn s up + B or D.
    [ hit]
    
    (CNT)
    s CD -> rapid P
    standing CD(body toss attack), "COUNTER", combo-ed into rapid + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, HCB + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CNT)(SDM)(MAX)(TOD)(C)
    s CD -> QCF, HCB + P -> QCF, QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C, then if SDM
    finish with a standing B animation finisher, execute qcf, qcf + A or C.
    [ hit]
    
    (CNT)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
    j CD -> dwn s up + K
    jumping CD(body toss attack), "COUNTER", combo-ed into dwn s up + B or D.
    [ hit]
    
    (CNT)
    j CD -> rapid P
    jumping CD(body toss attack), "COUNTER", combo-ed into rapid + A or C.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, HCB + P
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, QCF + P
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CNT)(SDM)(MAX)(TOD)(C) 
    j CD -> QCF, HCB + P -> QCF, QCF + P
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C, then if SDM
    finish with a standing B animation finisher, execute qcf, qcf + A or C.
    [ hit]
    
    3.7.3
    ------------
    Choi Bounge
    ------------
    Moveslist
    ---------
    Two Step Slash                      : fw + A(knockdown blow)
    Phantom Killer Kick                 : fw + B(overhead)
    +-------------------------------------------------------------------------------------------+
    Tornado Gale Slash                  : dwn s up + A/C(low priority anti-air)
    Dashing Slash                       : bk s fw + A/C
    Air Stomp                           : QCF + B/D (mid-air)
    Monkey Swing Kick                   : QCB + A/C
    Aerial Flying Slash                 : dwn s up + B/D (hold button)
    Monkey Flying Slash                 : bk s fw + B/D
    Spin Slash                          : any direction + A/B/C/D (after Aerial/Monkey Flying Slash)
    +-------------------------------------------------------------------------------------------+
    Super Tornado Swing                 : HCB x 2 + A/C(anti-air)
    Phoenix Combo                       : QCB, HCF + B/D 
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d A, d B
    d B, d A
    d B, d B
    d A, s A
    d B, s A
    d B, s B
    s A, d A
    s A, d B
    s B, d A
    s B, d B
    s A, s A
    s B, s A
    s B, s B
    d A, d A, d A
    d A, d B, d A
    d B, d A, d A
    d B, d B, d A
    d A, s A, d A
    d B, s A, d A
    d B, s B, d A
    s A, d A, d A
    s A, d B, d A
    s B, d A, d A
    s B, d B, d A
    s A, s A, d A
    s B, s A, d A
    s B, s B, d A
    d A, d A, s A
    d A, d B, s A
    d B, d A, s A
    d B, d B, s A
    d A, s A, s A
    d B, s A, s A
    d B, s B, s A
    s A, d A, s A
    s A, d B, s A
    s B, d A, s A
    s B, d B, s A
    s A, s A, s A
    s B, s A, s A
    s B, s B, s A
    d A, d A, d B
    d A, d B, d B
    d B, d A, d B
    d B, d B, d B
    d A, s A, d B
    d B, s A, d B
    d B, s B, d B
    s A, d A, d B
    s A, d B, d B
    s B, d A, d B
    s B, d B, d B
    s A, s A, d B
    s B, s A, d B
    s B, s B, d B
    d A, d A, s B
    d A, d B, s B
    d B, d A, s B
    d B, d B, s B
    d A, s A, s B
    d B, s A, s B
    d B, s B, s B
    s A, d A, s B
    s A, d B, s B
    s B, d A, s B
    s B, d B, s B
    s A, s A, s B
    s B, s A, s B
    s B, s B, s B
    ++ d A, d A, fw + A
    ++ d B, d A, fw + A
    ++ d A, s A, fw + A
    ++ d B, s A, fw + A
    ++ d B, s B, fw + A
    ++ s A, d A, fw + A
    ++ s B, d A, fw + A
    ++ s A, s A, fw + A
    ++ s B, s A, fw + A
    ++ s B, s B, fw + A
    ++ d A, d A, d A, fw + A
    ++ d A, d B, d A, fw + A
    ++ d B, d A, d A, fw + A
    ++ d B, d B, d A, fw + A
    ++ d A, s A, d A, fw + A
    ++ d B, s A, d A, fw + A
    ++ d B, s B, d A, fw + A
    ++ s A, d A, d A, fw + A
    ++ s A, d B, d A, fw + A
    ++ s B, d A, d A, fw + A
    ++ s B, d B, d A, fw + A
    ++ s A, s A, d A, fw + A
    ++ s B, s A, d A, fw + A
    ++ s B, s B, d A, fw + A
    ++ d A, d A, s A, fw + A
    ++ d A, d B, s A, fw + A
    ++ d B, d A, s A, fw + A
    ++ d B, d B, s A, fw + A
    ++ d A, s A, s A, fw + A
    ++ d B, s A, s A, fw + A
    ++ d B, s B, s A, fw + A
    ++ s A, d A, s A, fw + A
    ++ s A, d B, s A, fw + A
    ++ s B, d A, s A, fw + A
    ++ s B, d B, s A, fw + A
    ++ s A, s A, s A, fw + A
    ++ s B, s A, s A, fw + A
    ++ s B, s B, s A, fw + A
    ++ d A, d A, s B, fw + A
    ++ d A, d B, s B, fw + A
    ++ d B, d A, s B, fw + A
    ++ d B, d B, s B, fw + A
    ++ d A, s A, s B, fw + A
    ++ d B, s A, s B, fw + A
    ++ d B, s B, s B, fw + A
    ++ s A, d A, s B, fw + A
    ++ s A, d B, s B, fw + A
    ++ s B, d A, s B, fw + A
    ++ s B, d B, s B, fw + A
    ++ s A, s A, s B, fw + A
    ++ s B, s A, s B, fw + A
    ++ s B, s B, s B, fw + A
    ++ d A, d A, fw + B
    ++ d B, d A, fw + B
    ++ d A, s A, fw + B
    ++ d B, s A, fw + B
    ++ d B, s B, fw + B
    ++ s A, d A, fw + B
    ++ s B, d A, fw + B
    ++ s A, s A, fw + B
    ++ s B, s A, fw + B
    ++ s B, s B, fw + B
    ++ d A, d A, d A, fw + B
    ++ d A, d B, d A, fw + B
    ++ d B, d A, d A, fw + B
    ++ d B, d B, d A, fw + B
    ++ d A, s A, d A, fw + B
    ++ d B, s A, d A, fw + B
    ++ d B, s B, d A, fw + B
    ++ s A, d A, d A, fw + B
    ++ s A, d B, d A, fw + B
    ++ s B, d A, d A, fw + B
    ++ s B, d B, d A, fw + B
    ++ s A, s A, d A, fw + B
    ++ s B, s A, d A, fw + B
    ++ s B, s B, d A, fw + B
    ++ d A, d A, s A, fw + B
    ++ d A, d B, s A, fw + B
    ++ d B, d A, s A, fw + B
    ++ d B, d B, s A, fw + B
    ++ d A, s A, s A, fw + B
    ++ d B, s A, s A, fw + B
    ++ d B, s B, s A, fw + B
    ++ s A, d A, s A, fw + B
    ++ s A, d B, s A, fw + B
    ++ s B, d A, s A, fw + B
    ++ s B, d B, s A, fw + B
    ++ s A, s A, s A, fw + B
    ++ s B, s A, s A, fw + B
    ++ s B, s B, s A, fw + B
    ++ d A, d A, s B, fw + B
    ++ d A, d B, s B, fw + B
    ++ d B, d A, s B, fw + B
    ++ d B, d B, s B, fw + B
    ++ d A, s A, s B, fw + B
    ++ d B, s A, s B, fw + B
    ++ d B, s B, s B, fw + B
    ++ s A, d A, s B, fw + B
    ++ s A, d B, s B, fw + B
    ++ s B, d A, s B, fw + B
    ++ s B, d B, s B, fw + B
    ++ s A, s A, s B, fw + B
    ++ s B, s A, s B, fw + B
    ++ s B, s B, s B, fw + B
    ++ s C, fw + A
    ++ d C, fw + A
    s C, fw + B
    d C, fw + B
    s C, fw + B, s A
    d C, fw + B, s A
    s C, fw + B, s B
    d C, fw + B, s B
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    j A -> j C
    j B -> j C
    j C -> j C
    j D -> j C
    
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    +
    1 HC
    2 HC -> dwn s up + P
    any 1 or 2 hit light chain combo-ed into dwn s up + A or C.
    [ hit]
    
    s C
    d C -> dwn s up + P
    standing/crouching heavy punch combo-ed into dwn s up + A or C.
    [ hit]
    
    (DM)
    s C
    d C -> QCF, HCB + K
    standing/crouching heavy punch combo-ed into qcf, hcb + B or D.
    [ hit]
    
    +
    cx C     1 HC
    j A~D -> 2 HC -> dwn s up + P
    jumping attack with A/B/C/D or crossup with C, then any 1 or 2 hit light chain combo-ed into 
    dwn s up + A or C.
    [ hit]
    
    cx C     s C
    j A~D -> d C -> dwn s up + P
    jumping attack with A/B/C/D or crossup with C, then standing/crouching heavy punch combo-ed 
    into dwn s up + A or C.
    [ hit]
    
    (DM)
    cx C     s C
    j A~D -> d C -> QCF, HCB + K
    jumping attack with A/B/C/D or crossup with C, then standing/crouching heavy punch combo-ed 
    into qcf, hcb + B or D.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    +
    1 HC
    2 HC
    3 HC -> QCF, HCB + K
    any 1, 2 or 3 hit light chain, combo-ed into qcf, hcb + B or D.
    [ hit]
    
    +
            1 HC
            2 HC
    cx C -> 3 HC -> QCF, HCB + K
    any 1, 2 or 3 hit light chain, combo-ed into qcf, hcb + B or D.
    [ hit]
    
    j C -> QCF + B
    jumping heavy punch, combo-ed into qcf + B.
    Note : qcf + B done before landing
    [ hit]
    
    +(t.C)
    j C -> j C -> QCF + B
    jumping heavy punch, chained into jumping heavy punch, combo-ed into qcf + B. 
    Note : qcf + B done before landing
    [ hit]
    
    +(DM)
    s C
    d C -> fw + B -> QCF, HCB + K
    standing/crouching heavy punch chained into forward + B, then execute qcf, hcb + B or D.
    Note : forward + B is not combo-ed into qcf, hcb + K, but the DM is done after Choi recovers 
           from the forward + B command attack.
    [ hit]
    
    +(C)
    s C
    d C -> fw + B -> s A -> QCF, HCB + K
    standing/crouching heavy punch chained into forward + B, then standing light punch
    combo-ed into qcf, hcb + B or D.
    [ hit]
    
    +(C)(t.C)
    s C
    d C -> fw + B -> j C -> QCF + B
    standing/crouching heavy punch chained into forward + B, then jumping C, combo-ed into
    qcf + B.
    [ hit]
    
    (C)(t.C)
    s C
    d C -> dwn s up + B -> dwnbk + A~D x 3
    standing or crouching heavy punch, combo-ed into dwn s up + B, then point direction in
    downforward position + any button x 3.
    Note : works with some medium size characters as well.
    [ hit]
    
    +(DM)
             s C
    j A~D -> d C -> fw + B -> QCF, HCB + K
    jumping attack with A/B/C/D, then standing/crouching heavy punch chained into forward + B, 
    then execute qcf, hcb + B or D.
    Note : forward + B is not combo-ed into qcf, hcb + K, but the DM is done after Choi recovers 
           from the forward + B command attack.
    [ hit]
    
    +(C)
             s C
    j A~D -> d C -> fw + B -> s A -> QCF, HCB + K
    jumping attack with A/B/C/D, then standing/crouching heavy punch chained into forward + B,
    then standing light punch combo-ed into qcf, hcb + B or D.
    [ hit]
    
    +(C)(t.C)
             s C
    j A~D -> d C -> fw + B -> j C -> QCF + B
    jumping attack with A/B/C/D, then standing/crouching heavy punch chained into forward + B,
    then jumping C, combo-ed into qcf + B.
    [ hit]
    
    (C)(t.C)
             s C
    j A~D -> d C -> dwn s up + B -> dwnbk + A~D x 3
    jumping attack with A/B/C/D, then standing or crouching heavy punch, combo-ed into 
    dwn s up + B, then point direction in downforward position + any button x 3.
    Note : works with some medium size characters as well.
    [ hit]
    
    (C)(MID)
    bk s fw + K
    dwn s up + D -> fw + A~D -> dwn s up + P
    hit opponent in mid air with either bk s fw + B/D or dwn s up + D, then forward + any button
    x 3, then finish with down s up + A or C.
    [ hit]
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    (BUG)(1P)(1Pc)(MID)(nC)
    bk s fw + K
    dwn s up + D -> fw + A~D x 3 -> dwn s up + D -> fw + A~D x 3
    hit opponent in mid air with either bk s fw + B/D or dwn s up + D, then forward + any button
    x 3, then execute down s up(towards 1st Player corner) + D, then forward + any button x 3.
    [ hit]
    
    (INF)(C)(MID)
    QCF upfw + B x infinity
    juggled opponent in corner with qcf + B.
    Note : to get the proper height, qcf + B is turned qcf upfw + B.
    [ hit]
    
    (INF)(C)
    1 HC x infinity
    after Choi "float", continously do any 1 hit light chain till opponent dies or dizzy
    [ hit]
    
    Note : listed below are the floating techniques to enable Choi to "float".
    
    +==============================================================================+
    | F L O A T I N G   T E C H N I Q U E S  ( C H O I   B O U N G E )             |
    +==============================================================================+
    | #1                                                                           |
    | j QCF + B -> QCBupbk + P or HCB, HCB upbk + P                                |
    | jump and hit opponent in mid-air with qcf + B, then as soon as Choi          |
    | land, execute qcb upbk + A/C or hcb, hcbupbk + A or C                        |
    |                                                                              |
    | Ascii :                                                                      |
    |                                                                              |  
    | C-Choi O-opponent                                                            |
    |                                                                              |
    | |           |                                                                |
    | |OC         |                                                                |
    | |           |                                                                |
    | Choi jump and hit opponent with qcf + B..                                    |
    |                                                                              |
    | |           |                                                                |
    | |O          |                                                                |
    | |C          |                                                                |
    | as soon as Choi land, do qcb upbk + A/C or hcb, hcbupbk + A or C             |
    |                                                                              |
    | |           |                                                                |
    | |  C        |                                                                |
    | |O          |                                                                |
    | if done correctly, Choi should float slightly above the ground.              |
    |                                                                              |
    +------------------------------------------------------------------------------+
    | #2                                                                           |
    | - "COUNTER"                                                                  |
    | (C)(CNT)                                                                     |
    | j CD  -> QCF + B -> QCBupbk + P or HCB, HCB upbk + P                         |
    | jumping attack with CD, "COUNTER" combo-ed into                              |
    | qcf + B, then as soon as Choi  land, execute qcb upbk + A/C or hcb,          |
    | hcbupbk + A or C                                                             |
    |                                                                              |
    | Ascii :                                                                      |
    |                                                                              |  
    | C-Choi O-opponent                                                            |
    |                                                                              |
    | |           |                                                                | 
    | | C         |                                                                |
    | |O          |                                                                |
    | jump attack with CD, combo-ed into qcf + B..                                 |
    |                                                                              |
    | |           |                                                                |
    | |O          |                                                                |
    | |C          |                                                                |
    | as soon as Choi land, do qcb upbk + A/C or hcb, hcbupbk + A or C             |
    |                                                                              |
    | |           |                                                                |
    | |  C        |                                                                |
    | |O          |                                                                |
    | if done correctly, Choi should float slightly above the ground.              |
    |                                                                              |
    +------------------------------------------------------------------------------+
    | #3                                                                           |
    | (C)                                                                          |
    | bk + AB                                                                      |
    | jump bk -> etc.                                                              |
    | roll/jump backwards towards the corner, then as roll/jump about to recover,  |
    | start to turn any special move, then as roll recovers or land from jump, add |
    | upfw + A/B/C/D to any special move preferred                                 |
    |                                                                              |
    | Special moves the can be use to "float" :                                    |
    | i)  QCB + P                                                                  |
    | ii) HCB, HCB + P                                                             |
    |                                                                              |
    | Note : if done correctly, Choi will float at the end of the motion.          |
    |                                                                              |
    +------------------------------------------------------------------------------+
    | #4                                                                           |
    | (EX)                                                                         |
    | AB -> etc.                                                                   |
    | dodge with AB, then as dodge animation about to end,                         |
    | start to turn any special move, then as dodge animation ends, add            |
    | upfw + A/B/C/D to any special move preferred                                 |
    |                                                                              |
    | Special moves the can be use to "float" :                                    |
    | i)  QCB + P                                                                  |
    | ii) HCB, HCB + P                                                             |
    |                                                                              |
    | Note : if done correctly, Choi will float at the end of the motion.          |
    |                                                                              |
    |                                                                              |
    +------------------------------------------------------------------------------+
    | #5                                                                           |
    | (MID)                                                                        |
    | bk s fw + K                                                                  |
    | dwn s up + D -> fw + A~D -> upfw + A~D -> dwnfw + A~D -> QCBupbk + P         |
    | execute bk s fw + B/D or dwn s up + D, then followed by forward +            |
    | any button, upfw + any button, dwnfw + any button, and finally when          |
    | Choi lands, do qcbupbk + A or C.                                             |
    |                                                                              |
    | Note : if done correctly, Choi will float at the end of the motion.          |
    |                                                                              |
    | Ascii art soon to come...                                                    |
    |                                                                              |
    +==============================================================================+
    
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> dwn s up + P
    standing CD(body toss attack), "COUNTER", combo-ed into dwn s up + A or C.
    [ hit]
    
    (CNT)
    s CD -> QCB + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcb + A or C.
    [ hit]
    
    (CNT)(C)
    s CD -> bk s fw + K
    standing CD(body toss attack), "COUNTER", combo-ed into bk s fw + B or D.
    [ hit]
    
    (CNT)(C)
    s CD -> bk s fw + P
    standing CD(body toss attack), "COUNTER", combo-ed into bk s fw + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, HCB + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + B or D.
    [ hit]
    
    (CNT)(DM)
    s CD -> HCB, HCB + P
    standing CD(body toss attack), "COUNTER", combo-ed into hcb, hcb + A or C.
    [ hit]
    
    (CNT)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D.
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
    j CD -> dwn s up + P
    jumping CD(body toss attack), "COUNTER", combo-ed into dwn s up + A or C.
    [ hit]
    
    (CNT)
    j CD -> QCB + P
    jumping CD(body toss attack), "COUNTER", combo-ed into qcb + A or C.
    [ hit]
    
    (CNT)(C)
    j CD -> bk s fw + K
    jumping CD(body toss attack), "COUNTER", combo-ed into bk s fw + B or D.
    [ hit]
    
    (CNT)(C)
    j CD -> bk s fw + P
    jumping CD(body toss attack), "COUNTER", combo-ed into bk s fw + A or C.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, HCB + K
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + B or D.
    [ hit]
    
    (CNT)(DM)
    j CD -> HCB, HCB + P
    jumping CD(body toss attack), "COUNTER", combo-ed into hcb, hcb + A or C.
    [ hit]
    
    (C)(CNT)(INF)
    j CD -> QCF + B x infinity
    jumping CD(body toss attack), "COUNTER", then juggled with qcf + B(mid air) x infinity.
    [ hit]
    
    (C)(TOD)(MAX)(CNT)
    j CD -> bk s fw + D -> fw + A~D -> upfw + A~D -> dwnfw + A~D -> HCB, HCB + P
    jumping CD(body toss attack), "COUNTER", then juggled with bk s fw + D, forward + any button,
    upforward + any button, downforward + any button, then finish with hcb, hcb + A or C.
    Note : i don't really know the proper conditions to get the SDM to hit at the end, but
           i only can do this 4 out 10 tries.
    
    
    ==============================================================================================
    3.8                                ______________________
                                      /                     /
                                          New Face Team
                                    /_____________________/
    3.8.1a
    -----------------
    Yashiro Nanakase
    -----------------
    Moveslist
    ---------
    Step Side Kick                  : fw + B
    Regret Bash                     : fw + A (overhead)
    +---------------------------------------------------------------------------------------------+
    Upper Duel                      : DP + A/C (anti-air) 
    Sledgehammer                    : QCB + A/C (overhead)
    Missle Might Bash               : HCB + A/C
    Jet Counter                     : HCF + A/C
    Jet Counter Stale               : QCF + A/C (after Jet Counter)
    +---------------------------------------------------------------------------------------------+
    Final Impact                    : QCF x 2 + A/C (hold button to store)
    Million Bash Stream             : QCB, HCF + A/C (rapid A/C)
    
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d B, d A
    d A, s A
    d B, s A
    s A, d A
    s B, d A
    s A, s A
    s B, s A
    s A, s B
    s B, s B
    d A, d A, d A
    d B, d A, d A
    d A, s A, d A
    d B, s A, d A
    s A, d A, d A
    s B, d A, d A
    s A, s A, d A
    s B, s A, d A
    s A, s B, d A
    s B, s B, d A
    d A, d A, s A
    d B, d A, s A
    d A, s A, s A
    d B, s A, s A
    s A, d A, s A
    s B, d A, s A
    s A, s A, s A
    s B, s A, s A
    s A, s B, s A
    s B, s B, s A
    d A, d A, s B
    d B, d A, s B
    d A, s A, s B
    d B, s A, s B
    s A, d A, s B
    s B, d A, s B
    s A, s A, s B
    s B, s A, s B
    s A, s B, s B
    s B, s B, s B
    d A, d A, d A, s A
    d B, d A, d A, s A
    d A, s A, d A, s A
    d B, s A, d A, s A
    s A, d A, d A, s A
    s B, d A, d A, s A
    s A, s A, d A, s A
    s B, s A, d A, s A
    s A, s B, d A, s A
    s B, s B, d A, s A
    d A, d A, s A, s A
    d B, d A, s A, s A
    d A, s A, s A, s A
    d B, s A, s A, s A
    s A, d A, s A, s A
    s B, d A, s A, s A
    s A, s A, s A, s A
    s B, s A, s A, s A
    s A, s B, s A, s A
    s B, s B, s A, s A
    d A, d A, d A, s B
    d B, d A, d A, s B
    d A, s A, d A, s B
    d B, s A, d A, s B
    s A, d A, d A, s B
    s B, d A, d A, s B
    s A, s A, d A, s B
    s B, s A, d A, s B
    s A, s B, d A, s B
    s B, s B, d A, s B
    d A, d A, s A, s B
    d B, d A, s A, s B
    d A, s A, s A, s B
    d B, s A, s A, s B
    s A, d A, s A, s B
    s B, d A, s A, s B
    s A, s A, s A, s B
    s B, s A, s A, s B
    s A, s B, s A, s B
    s B, s B, s A, s B
    d A, d A, d A, s A, s B
    d B, d A, d A, s A, s B
    d A, s A, d A, s A, s B
    d B, s A, d A, s A, s B
    s A, d A, d A, s A, s B
    s B, d A, d A, s A, s B
    s A, s A, d A, s A, s B
    s B, s A, d A, s A, s B
    s A, s B, d A, s A, s B
    s B, s B, d A, s A, s B
    d A, d A, s A, s A, s B
    d B, d A, s A, s A, s B
    d A, s A, s A, s A, s B
    d B, s A, s A, s A, s B
    s A, d A, s A, s A, s B
    s B, d A, s A, s A, s B
    s A, s A, s A, s A, s B
    s B, s A, s A, s A, s B
    s A, s B, s A, s A, s B
    s B, s B, s A, s A, s B
    ++ d A, d A, fw + A
    ++ d B, d A, fw + A
    ++ d A, s A, fw + A
    ++ d B, s A, fw + A
    ++ s A, d A, fw + A
    ++ s B, d A, fw + A
    ++ s A, s A, fw + A
    ++ s B, s A, fw + A
    ++ s A, s B, fw + A
    ++ s B, s B, fw + A
    ++ d A, d A, d A, fw + A
    ++ d B, d A, d A, fw + A
    ++ d A, s A, d A, fw + A
    ++ d B, s A, d A, fw + A
    ++ s A, d A, d A, fw + A
    ++ s B, d A, d A, fw + A
    ++ s A, s A, d A, fw + A
    ++ s B, s A, d A, fw + A
    ++ s A, s B, d A, fw + A
    ++ s B, s B, d A, fw + A
    ++ d A, d A, s A, fw + A
    ++ d B, d A, s A, fw + A
    ++ d A, s A, s A, fw + A
    ++ d B, s A, s A, fw + A
    ++ s A, d A, s A, fw + A
    ++ s B, d A, s A, fw + A
    ++ s A, s A, s A, fw + A
    ++ s B, s A, s A, fw + A
    ++ s A, s B, s A, fw + A
    ++ s B, s B, s A, fw + A
    ++ d A, d A, d A, s A, fw + A
    ++ d B, d A, d A, s A, fw + A
    ++ d A, s A, d A, s A, fw + A
    ++ d B, s A, d A, s A, fw + A
    ++ s A, d A, d A, s A, fw + A
    ++ s B, d A, d A, s A, fw + A
    ++ s A, s A, d A, s A, fw + A
    ++ s B, s A, d A, s A, fw + A
    ++ s A, s B, d A, s A, fw + A
    ++ s B, s B, d A, s A, fw + A
    ++ d A, d A, s A, s A, fw + A
    ++ d B, d A, s A, s A, fw + A
    ++ d A, s A, s A, s A, fw + A
    ++ d B, s A, s A, s A, fw + A
    ++ s A, d A, s A, s A, fw + A
    ++ s B, d A, s A, s A, fw + A
    ++ s A, s A, s A, s A, fw + A
    ++ s B, s A, s A, s A, fw + A
    ++ s A, s B, s A, s A, fw + A
    ++ s B, s B, s A, s A, fw + A
    ++ d A, d A, fw + B
    ++ d B, d A, fw + B
    ++ d A, s A, fw + B
    ++ d B, s A, fw + B
    ++ s A, d A, fw + B
    ++ s B, d A, fw + B
    ++ s A, s A, fw + B
    ++ s B, s A, fw + B
    ++ s A, s B, fw + B
    ++ s B, s B, fw + B
    ++ d A, d A, d A, fw + B
    ++ d B, d A, d A, fw + B
    ++ d A, s A, d A, fw + B
    ++ d B, s A, d A, fw + B
    ++ s A, d A, d A, fw + B
    ++ s B, d A, d A, fw + B
    ++ s A, s A, d A, fw + B
    ++ s B, s A, d A, fw + B
    ++ s A, s B, d A, fw + B
    ++ s B, s B, d A, fw + B
    ++ d A, d A, s A, fw + B
    ++ d B, d A, s A, fw + B
    ++ d A, s A, s A, fw + B
    ++ d B, s A, s A, fw + B
    ++ s A, d A, s A, fw + B
    ++ s B, d A, s A, fw + B
    ++ s A, s A, s A, fw + B
    ++ s B, s A, s A, fw + B
    ++ s A, s B, s A, fw + B
    ++ s B, s B, s A, fw + B
    ++ d A, d A, d A, s A, fw + B
    ++ d B, d A, d A, s A, fw + B
    ++ d A, s A, d A, s A, fw + B
    ++ d B, s A, d A, s A, fw + B
    ++ s A, d A, d A, s A, fw + B
    ++ s B, d A, d A, s A, fw + B
    ++ s A, s A, d A, s A, fw + B
    ++ s B, s A, d A, s A, fw + B
    ++ s A, s B, d A, s A, fw + B
    ++ s B, s B, d A, s A, fw + B
    ++ d A, d A, s A, s A, fw + B
    ++ d B, d A, s A, s A, fw + B
    ++ d A, s A, s A, s A, fw + B
    ++ d B, s A, s A, s A, fw + B
    ++ s A, d A, s A, s A, fw + B
    ++ s B, d A, s A, s A, fw + B
    ++ s A, s A, s A, s A, fw + B
    ++ s B, s A, s A, s A, fw + B
    ++ s A, s B, s A, s A, fw + B
    ++ s B, s B, s A, s A, fw + B
    ++ d D, fw + A
    ++ d D, fw + B
    s A, s C
    s A, d C
    s A, s D
    s A, s A, d C
    d B, s A, d C
    s C, fw + A
    d C, fw + A
    s D, fw + A
    s A, s C, fw + A
    s A, d C, fw + A
    s A, s D, fw + A
    s A, s A, d C, fw + A
    d B, s A, d C, fw + A
    s C, fw + B
    d C, fw + B
    s D, fw + B
    s A, s C, fw + B
    s A, d C, fw + B
    s A, s D, fw + B
    s A, s A, d C, fw + B
    d B, s A, d C, fw + B
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C/D
    d C   -> DP + P
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. 
    [ hit]
    
    s C/D
    d C   -> HCF + A
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A. 
    [ hit]
    
    s C/D
    d C   -> HCB + P
    standing heavy punch/kick or crouching heavy punch combo-ed into hcb + A or C. 
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCF, QCF + P
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCB, HCF + P
    standing heavy punch/kick or crouching heavy punch combo-ed into qcb, hcf + A or C. 
    [ hit]
    
    (CSP)
    cx C     s C/D
    j A~D -> d C   -> DP + P
    jumping attack with A/B/C/D or crossup with C, standing heavy punch/kick or crouching heavy 
    punch combo-ed into uppercut + A or C. 
    [ hit]
    
    (CSP)
    cx C     s C/D
    j A~D -> d C   -> QCF + A
    jumping attack with A/B/C/D or crossup with C, standing heavy punch/kick or crouching heavy 
    punch combo-ed into qcf + A. 
    [ hit]
    
    (CSP)
    cx C     s C/D
    j A~D -> d C   -> HCB + P
    jumping attack with A/B/C/D or crossup with C, standing heavy punch/kick or crouching heavy 
    punch combo-ed into hcb + A or C. 
    [ hit]
    
    (DM)(CSP)
    cx C     s C/D
    j A~D -> d C   -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup with C, standing heavy punch/kick or crouching heavy 
    punch combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    (DM)(CSP)
    cx C     s C/D
    j A~D -> d C   -> QCB, HCF + P
    jumping attack with A/B/C/D or crossup with C, standing heavy punch/kick or crouching heavy 
    punch combo-ed into qcb, hcf + A or C. 
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +
    s C/D    fw + B
    d C   -> fw + A -> DP + P
    standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into 
    uppercut + A or C. 
    [ hit]
    
    +
    s C/D    fw + B
    d C   -> fw + A -> HCF + A -> QCF + P
    standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into 
    hcf + A then finish with qcf + A or C. 
    [ hit]
    
    +
    s C/D    fw + B
    d C   -> fw + A -> HCB + P
    standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into 
    hcb + A or C. 
    [ hit]
    
    +(DM)
    s C/D    fw + B
    d C   -> fw + A -> QCF, QCF + P
    standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into 
    qcf, qcf + A or C. 
    [ hit]
    
    +(DM)
    s C/D    fw + B
    d C   -> fw + A -> QCB, HCF + P
    standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into 
    qcb, hcf + A or C. 
    [ hit]
    
    +(CSP)
    cx C     s C/D    fw + B 
    j A~D -> d C   -> fw + A -> DP + P
    jumping attack with A/B/C/D or crossup with C, then standing heavy punch/kick or crouching 
    heavy punch, forward + A or forward + B, combo-ed into uppercut + A or C. 
    [ hit]
    
    +(CSP)
    cx C     s C/D    fw + B 
    j A~D -> d C   -> fw + A -> HCF + A -> QCF + P
    jumping attack with A/B/C/D or crossup with C, then standing heavy punch/kick or crouching 
    heavy punch, forward + A or forward + B, combo-ed into hcf + A, finished with qcf + A or C. 
    [ hit]
    
    +(CSP)
    cx C     s C/D    fw + B 
    j A~D -> d C   -> fw + A -> HCB + P
    jumping attack with A/B/C/D or crossup with C, then standing heavy punch/kick or crouching 
    heavy punch, forward + A or forward + B, combo-ed into hcb + A or C. 
    [ hit]
    
    +(DM)(CSP)
    cx C     s C/D    fw + B 
    j A~D -> d C   -> fw + A -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup with C, then standing heavy punch/kick or crouching 
    heavy punch, forward + A or forward + B, combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    +(DM)(CSP)
    cx C     s C/D    fw + B 
    j A~D -> d C   -> fw + A -> QCB, HCF + P
    jumping attack with A/B/C/D or crossup with C, then standing heavy punch/kick or crouching 
    heavy punch, forward + A or forward + B, combo-ed into qcb, hcf + A or C. 
    [ hit]
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    
    +
    s A -> s C/D -> DP + A
    standing light punch, chaiend into standing heavy punch/kick, combo-ed into uppercut + A. 
    [ hit]
    
    +
    s A -> s C/D -> HCF + A -> QCF + P
    standing light punch, chaiend into standing heavy punch/kick, combo-ed into hcf + A then 
    finish with qcf + A or C. 
    [ hit]
    
    +
    s A -> s C/D -> HCB + P
    standing light punch, chaiend into standing heavy punch/kick, combo-ed into hcb + A or C. 
    [ hit]
    
    +(DM)
    s A -> s C/D -> QCF, QCF + P
    standing light punch, chaiend into standing heavy punch/kick, combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    +(DM)
    s A -> s C/D -> QCB, HCF + P
    standing light punch, chaiend into standing heavy punch/kick, combo-ed into qcb, hcf + A or C. 
    [ hit]
    
    +
    j A~D -> s A -> s C/D -> DP + A
    jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick,
    combo-ed into uppercut + A. 
    [ hit]
    
    +
    j A~D -> s A -> s C/D -> HCF + A -> QCF + P
    jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick,
    combo-ed into hcf + A, finished with qcf + A or C. 
    [ hit]
    
    +
    j A~D -> s A -> s C/D -> HCB + P
    jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick,
    combo-ed into hcb + A or C. 
    [ hit]
    
    +(DM)
    j A~D -> s A -> s C/D -> QCF, QCF + P
    jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick,
    combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    +(DM)
    j A~D -> s A -> s C/D -> QCB, HCF + P
    jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick,
    combo-ed into qcb, hcf + A or C. 
    [ hit]
    
    +
    2 HC -> d C -> HCF + A -> QCF + P
    any 2 hit light chain that ends with standing A, then crouching heavy punch, combo-ed 
    into hcf + A then finish with qcf + A or C. 
    [ hit]
    
    +
    2 HC -> d C ->  HCB + P
    any 2 hit light chain that ends with standing A, then crouching heavy punch, combo-ed 
    into hcb + A or C. 
    [ hit]
    
    +(DM)
    2 HC -> d C -> QCF, QCF + P
    any 2 hit light chain that ends with standing A, then crouching heavy punch, combo-ed 
    into qcf, qcf + A or C. 
    [ hit]
    
    +(DM)
    2 HC -> d C -> QCB, HCF + P
    any 2 hit light chain that ends with standing A, then crouching heavy punch, combo-ed 
    into qcb, hcf + A or C. 
    [ hit]
    
    +(CSP)
    cx C -> 2 HC -> d C -> HCF + A -> QCF + P
    crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy
    punch, combo-ed into hcf + A, finished with qcf + A or C. 
    [ hit]
    
    +(CSP)
    cx C -> 2 HC -> d C -> HCB + P
    crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy
    punch, combo-ed into hcb + A or C. 
    [ hit]
    
    +(DM)(CSP)
    cx C -> 2 HC -> d C -> QCF, QCF + P
    crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy
    punch, combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    +(DM)(CSP)
    cx C -> 2 HC -> d C -> QCB, HCF + P
    crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy
    punch, combo-ed into qcb, hcf + A or C. 
    [ hit]
    
    +
                    fw + B
    s A -> s C/D -> fw + A -> DP + A
    standing light punch, chaiend into standing heavy punch/kick,then forward + A or forward + B,
    combo-ed into uppercut + A. 
    [ hit]
    
    +
                    fw + B
    s A -> s C/D -> fw + A -> HCF + A -> QCF + P
    standing light punch, chaiend into standing heavy punch/kick,then forward + A or forward + B,
    combo-ed into hcf + A then finish with qcf + A or C. 
    [ hit]
    
    +
                    fw + B
    s A -> s C/D -> fw + A -> HCB + P
    standing light punch, chaiend into standing heavy punch/kick,then forward + A or forward + B,
    combo-ed into hcb + A or C. 
    [ hit]
    
    +(DM)
                    fw + B
    s A -> s C/D -> fw + A -> QCF, QCF + P
    standing light punch, chaiend into standing heavy punch/kick,then forward + A or forward + B,
    combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    +(DM)
                    fw + B
    s A -> s C/D -> fw + A -> QCB, HCF + P
    standing light punch, chaiend into standing heavy punch/kick,then forward + A or forward + B,
    combo-ed into qcb, hcf + A or C. 
    [ hit]
    
    +
                             fw + B
    j A~D -> s A -> s C/D -> fw + A -> DP + A
    jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick,
    forward + A or forward + B, combo-ed into uppercut + A. 
    [ hit]
    
    +
                             fw + B
    j A~D -> s A -> s C/D -> fw + A -> HCF + A -> QCF + P
    jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick,
    forward + A or forward + B, combo-ed into hcf + A, finished with qcf + A or C. 
    [ hit]
    
    +
                             fw + B
    j A~D -> s A -> s C/D -> fw + A -> HCB + P
    jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick,
    forward + A or forward + B, combo-ed into hcb + A or C. 
    [ hit]
    
    +(DM)
                             fw + B
    j A~D -> s A -> s C/D -> fw + A -> QCF, QCF + P
    jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick,
    forward + A or forward + B, combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    +(DM)
                             fw + B
    j A~D -> s A -> s C/D -> fw + A -> QCB, HCF + P
    jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick,
    forward + A or forward + B, combo-ed into qcb, hcf + A or C. 
    [ hit]
    
    +
    1+ HC -> QCF, QCF + P
    any light hit chains up to 4 hits that end with low or standing A, combo-ed into qcf, 
    qcf + A or C.
    [ hit]
    
    +(CSP)(DM)
    cx C
    j A~D -> 1+ HC -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup with C, then any light hit chains up to 4 hits that 
    end with low or standing A, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +
                   fw + B
    2 HC -> d C -> fw + A -> HCF + A -> QCF + P
    any 2 hit light chain that ends with standing A, then crouching heavy punch, forward + A or 
    forward + B, combo-ed into hcf + A then finish with qcf + A or C. 
    [ hit]
    
    +
                   fw + B
    2 HC -> d C -> fw + A -> HCB + P
    any 2 hit light chain that ends with standing A, then crouching heavy punch, forward + A or 
    forward + B, combo-ed into hcb + A or C. 
    [ hit]
    
    +(DM)
                   fw + B
    2 HC -> d C -> fw + A -> QCF, QCF + P
    any 2 hit light chain that ends with standing A, then crouching heavy punch, forward + A or 
    forward + B, combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    +(DM)
                   fw + B
    2 HC -> d C -> fw + A -> QCB, HCF + P
    any 2 hit light chain that ends with standing A, then crouching heavy punch, forward + A or 
    forward + B, combo-ed into qcb, hcf + A or C. 
    [ hit]
    
    +(CSP)
                           fw + B        
    cx C -> 2 HC -> d C -> fw + A -> HCF + A -> QCF + P
    crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy
    punch, forward + A or forward + B, combo-ed into hcf + A, finished with qcf + A or C. 
    [ hit]
    
    +(CSP)
                           fw + B        
    cx C -> 2 HC -> d C -> fw + A -> HCB + P
    crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy
    punch, forward + A or forward + B, combo-ed into hcb + A or C. 
    [ hit]
    
    +(DM)(CSP)
                           fw + B        
    cx C -> 2 HC -> d C -> fw + A -> QCF, QCF + P
    crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy
    punch, forward + A or forward + B, combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    +(DM)(CSP)
                           fw + B        
    cx C -> 2 HC -> d C -> fw + A -> QCB, HCF + P
    crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy
    punch, forward + A or forward + B, combo-ed into qcb, hcf + A or C. 
    [ hit]
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf + A or C.
    [ hit]
    
    (CNT)
    s CD -> QCB + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcb + B or D.
    [ hit]
    
    (CNT)(C)
    s CD -> HCB + P
    standing CD(body toss attack), "COUNTER", combo-ed into hcb + A or C.
    [ hit]
    
    (CNT)(C)
    s CD -> DP + P
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCB, HCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcb, hcf + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CNT)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
    j CD -> QCF + P
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf + A or C.
    [ hit]
    
    (CNT)
    j CD -> QCB + K
    jumping CD(body toss attack), "COUNTER", combo-ed into qcb + B or D.
    [ hit]
    
    (CNT)(C)
    j CD -> HCB + P
    jumping CD(body toss attack), "COUNTER", combo-ed into hcb + A or C.
    [ hit]
    
    (CNT)(C)
    j CD -> DP + P
    jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCB, HCF + P
    jumping CD(body toss attack), "COUNTER", combo-ed into qcb, hcf + A or C.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, QCF + P
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CNT)(MID)(C)
               d C
    HCB + A -> j CD
    hit opponent with 2nd hit of hcb + A, then jumping CD(body toss attack) or down heavy punch.
    [ hit]
    
    
    3.8.1b
    --------------------------
    Yashiro Nanakase (Orochi)
    --------------------------
    Moveslist
    ---------
    Scorn                           : fw + B
    Regret Bash                     : fw + A
    +---------------------------------------------------------------------------------------------+
    Dancing Land                    : HCF + B/D
    Broken Land                     : QCB + A/C
    Suffering Land                  : HCF + A/C (close)
    Dry Land                        : HCB, fw + A/C (close)
    +---------------------------------------------------------------------------------------------+
    Rage of the Land                : HCF x 2 + A/C 
    Flip-around Hell                : HCB x 2 + A/C (close)
    Roar of the Land                : QCF x 2 + A/C (hold to power-up)
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d B, d A
    d A, s A
    d B, s A
    s A, d A
    s B, d A
    s A, s A
    s B, s A
    s A, s B
    s B, s B
    d A, d A, d A
    d B, d A, d A
    d A, s A, d A
    d B, s A, d A
    s A, d A, d A
    s B, d A, d A
    s A, s A, d A
    s B, s A, d A
    s A, s B, d A
    s B, s B, d A
    d A, d A, s A
    d B, d A, s A
    d A, s A, s A
    d B, s A, s A
    s A, d A, s A
    s B, d A, s A
    s A, s A, s A
    s B, s A, s A
    s A, s B, s A
    s B, s B, s A
    d A, d A, s B
    d B, d A, s B
    d A, s A, s B
    d B, s A, s B
    s A, d A, s B
    s B, d A, s B
    s A, s A, s B
    s B, s A, s B
    s A, s B, s B
    s B, s B, s B
    d A, d A, d A, s A
    d B, d A, d A, s A
    d A, s A, d A, s A
    d B, s A, d A, s A
    s A, d A, d A, s A
    s B, d A, d A, s A
    s A, s A, d A, s A
    s B, s A, d A, s A
    s A, s B, d A, s A
    s B, s B, d A, s A
    d A, d A, s A, s A
    d B, d A, s A, s A
    d A, s A, s A, s A
    d B, s A, s A, s A
    s A, d A, s A, s A
    s B, d A, s A, s A
    s A, s A, s A, s A
    s B, s A, s A, s A
    s A, s B, s A, s A
    s B, s B, s A, s A
    d A, d A, d A, s B
    d B, d A, d A, s B
    d A, s A, d A, s B
    d B, s A, d A, s B
    s A, d A, d A, s B
    s B, d A, d A, s B
    s A, s A, d A, s B
    s B, s A, d A, s B
    s A, s B, d A, s B
    s B, s B, d A, s B
    d A, d A, s A, s B
    d B, d A, s A, s B
    d A, s A, s A, s B
    d B, s A, s A, s B
    s A, d A, s A, s B
    s B, d A, s A, s B
    s A, s A, s A, s B
    s B, s A, s A, s B
    s A, s B, s A, s B
    s B, s B, s A, s B
    d A, d A, d A, s A, s B
    d B, d A, d A, s A, s B
    d A, s A, d A, s A, s B
    d B, s A, d A, s A, s B
    s A, d A, d A, s A, s B
    s B, d A, d A, s A, s B
    s A, s A, d A, s A, s B
    s B, s A, d A, s A, s B
    s A, s B, d A, s A, s B
    s B, s B, d A, s A, s B
    d A, d A, s A, s A, s B
    d B, d A, s A, s A, s B
    d A, s A, s A, s A, s B
    d B, s A, s A, s A, s B
    s A, d A, s A, s A, s B
    s B, d A, s A, s A, s B
    s A, s A, s A, s A, s B
    s B, s A, s A, s A, s B
    s A, s B, s A, s A, s B
    s B, s B, s A, s A, s B
    ++ d A, d A, fw + A
    ++ d B, d A, fw + A
    ++ d A, s A, fw + A
    ++ d B, s A, fw + A
    ++ s A, d A, fw + A
    ++ s B, d A, fw + A
    ++ s A, s A, fw + A
    ++ s B, s A, fw + A
    ++ s A, s B, fw + A
    ++ s B, s B, fw + A
    ++ d A, d A, d A, fw + A
    ++ d B, d A, d A, fw + A
    ++ d A, s A, d A, fw + A
    ++ d B, s A, d A, fw + A
    ++ s A, d A, d A, fw + A
    ++ s B, d A, d A, fw + A
    ++ s A, s A, d A, fw + A
    ++ s B, s A, d A, fw + A
    ++ s A, s B, d A, fw + A
    ++ s B, s B, d A, fw + A
    ++ d A, d A, s A, fw + A
    ++ d B, d A, s A, fw + A
    ++ d A, s A, s A, fw + A
    ++ d B, s A, s A, fw + A
    ++ s A, d A, s A, fw + A
    ++ s B, d A, s A, fw + A
    ++ s A, s A, s A, fw + A
    ++ s B, s A, s A, fw + A
    ++ s A, s B, s A, fw + A
    ++ s B, s B, s A, fw + A
    ++ d A, d A, d A, s A, fw + A
    ++ d B, d A, d A, s A, fw + A
    ++ d A, s A, d A, s A, fw + A
    ++ d B, s A, d A, s A, fw + A
    ++ s A, d A, d A, s A, fw + A
    ++ s B, d A, d A, s A, fw + A
    ++ s A, s A, d A, s A, fw + A
    ++ s B, s A, d A, s A, fw + A
    ++ s A, s B, d A, s A, fw + A
    ++ s B, s B, d A, s A, fw + A
    ++ d A, d A, s A, s A, fw + A
    ++ d B, d A, s A, s A, fw + A
    ++ d A, s A, s A, s A, fw + A
    ++ d B, s A, s A, s A, fw + A
    ++ s A, d A, s A, s A, fw + A
    ++ s B, d A, s A, s A, fw + A
    ++ s A, s A, s A, s A, fw + A
    ++ s B, s A, s A, s A, fw + A
    ++ s A, s B, s A, s A, fw + A
    ++ s B, s B, s A, s A, fw + A
    ++ d A, d A, fw + B
    ++ d B, d A, fw + B
    ++ d A, s A, fw + B
    ++ d B, s A, fw + B
    ++ s A, d A, fw + B
    ++ s B, d A, fw + B
    ++ s A, s A, fw + B
    ++ s B, s A, fw + B
    ++ s A, s B, fw + B
    ++ s B, s B, fw + B
    ++ d A, d A, d A, fw + B
    ++ d B, d A, d A, fw + B
    ++ d A, s A, d A, fw + B
    ++ d B, s A, d A, fw + B
    ++ s A, d A, d A, fw + B
    ++ s B, d A, d A, fw + B
    ++ s A, s A, d A, fw + B
    ++ s B, s A, d A, fw + B
    ++ s A, s B, d A, fw + B
    ++ s B, s B, d A, fw + B
    ++ d A, d A, s A, fw + B
    ++ d B, d A, s A, fw + B
    ++ d A, s A, s A, fw + B
    ++ d B, s A, s A, fw + B
    ++ s A, d A, s A, fw + B
    ++ s B, d A, s A, fw + B
    ++ s A, s A, s A, fw + B
    ++ s B, s A, s A, fw + B
    ++ s A, s B, s A, fw + B
    ++ s B, s B, s A, fw + B
    ++ d A, d A, d A, s A, fw + B
    ++ d B, d A, d A, s A, fw + B
    ++ d A, s A, d A, s A, fw + B
    ++ d B, s A, d A, s A, fw + B
    ++ s A, d A, d A, s A, fw + B
    ++ s B, d A, d A, s A, fw + B
    ++ s A, s A, d A, s A, fw + B
    ++ s B, s A, d A, s A, fw + B
    ++ s A, s B, d A, s A, fw + B
    ++ s B, s B, d A, s A, fw + B
    ++ d A, d A, s A, s A, fw + B
    ++ d B, d A, s A, s A, fw + B
    ++ d A, s A, s A, s A, fw + B
    ++ d B, s A, s A, s A, fw + B
    ++ s A, d A, s A, s A, fw + B
    ++ s B, d A, s A, s A, fw + B
    ++ s A, s A, s A, s A, fw + B
    ++ s B, s A, s A, s A, fw + B
    ++ s A, s B, s A, s A, fw + B
    ++ s B, s B, s A, s A, fw + B
    ++ d D, fw + A
    ++ d D, fw + B
    s A, s C
    s A, d C
    s A, s D
    s A, s A, d C
    d B, s A, d C
    s C, fw + A
    d C, fw + A
    s D, fw + A
    s A, s C, fw + A
    s A, d C, fw + A
    s A, s D, fw + A
    s A, s A, d C, fw + A
    d B, s A, d C, fw + A
    s C, fw + B
    d C, fw + B
    s D, fw + B
    s A, s C, fw + B
    s A, d C, fw + B
    s A, s D, fw + B
    s A, s A, d C, fw + B
    d B, s A, d C, fw + B
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C/D
    d C   -> HCF + B
    standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B. 
    [ hit]
    
    s C/D
    d C   -> HCB, fw + P
    standing heavy punch/kick or crouching heavy punch combo-ed into hcb, fw + A or C. 
    [ hit]
    
    (DM)
    s C/D
    d C   -> HCB, HCB + P
    standing heavy punch/kick or crouching heavy punch combo-ed into hcb, hcb + A or C. 
    [ hit]
    
    (CSP)
    cx C     s C/D
    j A~D -> d C   -> HCF + B
    jumping attack with A/B/C/D or crossup with C, standing heavy punch/kick or crouching heavy 
    punch combo-ed into hcf + B. 
    [ hit]
    
    (CSP)
    cx C     s C/D
    j A~D -> d C   -> HCB, fw + P
    jumping attack with A/B/C/D or crossup with C, standing heavy punch/kick or crouching heavy 
    punch combo-ed into hcb, fw + A or C. 
    [ hit]
    
    (DM)(CSP)
    cx C     s C/D
    j A~D -> d C   -> HCB, HCB + P
    jumping attack with A/B/C/D or crossup with C, standing heavy punch/kick or crouching heavy 
    punch combo-ed into hcb, hcb + A or C. 
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
                   
    1 HC -> HCF + P
    any 1 hit light chain, combo-ed into hcf + A/C.
    [ hit]
    
                       s CD
    1 HC -> HCF + P -> s A~D
    any 1 hit light chain, combo-ed into hcf + A/C, then juggle with standing A/B/C/D or CD
    (body toss attack).
    [ hit]
    
                       j CD
    1 HC -> HCF + P -> j A~D
    any 1 hit light chain, combo-ed into hcf + A/C, then juggle with jumping A/B/C/D or CD
    (body toss attack).
    [ hit]
    
    +
    2 HC -> HCB, fw + P
    any 2 hit chain, combo-ed into hcb, fw + A or C.
    [ hit]
    
    +(DM)
    2 HC -> HCB, HCB + P
    any 2 hit chain, combo-ed into hcb, hcb + A or C.
    [ hit]
    
    +
    s C/D    fw + B
    d C   -> fw + A -> HCF + B
    standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into 
    hcf + B.
    [ hit]
    
    +
    s C/D    fw + B
    d C   -> fw + A -> HCB, fw + P
    standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into 
    hcb, fw + A or C. 
    [ hit]
    
    +(DM)
    s C/D    fw + B
    d C   -> fw + A -> HCB, HCB + P
    standing heavy punch/kick or crouching heavy punch, forward + A or forward + B, combo-ed into 
    hcb, hcb + A or C. 
    [ hit]
    
    (CSP)
    cx C -> 1 HC -> HCF + P
    crossup with C, then any 1 hit light chain, combo-ed into hcf + A/C.
    [ hit]
    
    (CSP)
                               s CD
    cx C -> 1 HC -> HCF + P -> s A~D
    crossup with C, then any 1 hit light chain, combo-ed into hcf + A/C, then juggle with 
    standing A/B/C/D or CD(body toss attack).
    [ hit]
    
    (CSP)
                               j CD
    cx C -> 1 HC -> HCF + P -> j A~D
    crossup with C, then any 1 hit light chain, combo-ed into hcf + A/C, then juggle with 
    jumping A/B/C/D or CD(body toss attack).
    [ hit]
    
    +(CSP)
    cx C -> 2 HC -> HCB, fw + P
    crossup with C, any 2 hit chain, combo-ed into hcb, fw + A or C.
    [ hit]
    
    +(DM)(CSP)
    cx C -> 2 HC -> HCB, HCB + P
    crossup with C, any 2 hit chain, combo-ed into hcb, hcb + A or C.
    [ hit]
    
    +(CSP)
    cx C     s C/D    fw + B 
    j A~D -> d C   -> fw + A -> HCF + B
    jumping attack with A/B/C/D or crossup with C, then standing heavy punch/kick or crouching 
    heavy punch, forward + A or forward + B, combo-ed into hcf + B. 
    [ hit]
    
    +(CSP)
    cx C     s C/D    fw + B 
    j A~D -> d C   -> fw + A -> HCB, fw + P
    jumping attack with A/B/C/D or crossup with C, then standing heavy punch/kick or crouching 
    heavy punch, forward + A or forward + B, combo-ed into hcb, fw + A or C. 
    [ hit]
    
    +(DM)(CSP)
    cx C     s C/D    fw + B 
    j A~D -> d C   -> fw + A -> HCB, HCB + P
    jumping attack with A/B/C/D or crossup with C, then standing heavy punch/kick or crouching 
    heavy punch, forward + A or forward + B, combo-ed into hcb, hcb + A or C. 
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for Yashiro, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    
    +
    s A -> s C/D -> HCF + B
    standing light punch, chained into standing heavy punch/kick, combo-ed into hcf + B 
    [ hit]
    
    +
    s A -> s C/D -> HCB, fw + P
    standing light punch, chained into standing heavy punch/kick, combo-ed into hcb + A or C. 
    [ hit]
    
    +(DM)
    s A -> s C/D -> HCB, HCB + P
    standing light punch, chained into standing heavy punch/kick, combo-ed into hcb, hcb + A or C. 
    [ hit]
    
    +
    j A~D -> s A -> s C/D -> HCF + B
    jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick,
    combo-ed into hcf + B.
    [ hit]
    
    +
    j A~D -> s A -> s C/D -> HCB, fw + P
    jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick,
    combo-ed into hcb, fw + A or C. 
    [ hit]
    
    +
    2 HC -> d C -> HCF + B
    any 2 hit light chain that ends with standing A, then crouching heavy punch, combo-ed 
    into hcf + B.
    [ hit]
    
    +
    2 HC -> d C -> HCB, fw + P
    any 2 hit light chain that ends with standing A, then crouching heavy punch, combo-ed 
    into hcb, fw + A or C. 
    [ hit]
    
    +(DM)
    2 HC -> d C -> HCB, HCB + P
    any 2 hit light chain that ends with standing A, then crouching heavy punch, combo-ed 
    into hcb, hcb + A or C. 
    [ hit]
    
    +(CSP)
    cx C -> 2 HC -> d C -> HCF + B
    crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy
    punch, combo-ed into hcf + B. 
    [ hit]
    
    +(CSP)
    cx C -> 2 HC -> d C -> HCB, fw + P
    crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy
    punch, combo-ed into hcb, fw + A or C. 
    [ hit]
    
    +(DM)(CSP)
    cx C -> 2 HC -> d C -> HCB, HCB + P
    crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy
    punch, combo-ed into hcb, hcb + A or C. 
    [ hit]
    
    +
                    fw + B
    s A -> s C/D -> fw + A -> HCF + B
    standing light punch, chaiend into standing heavy punch/kick,then forward + A or forward + B,
    combo-ed into hcf + B. 
    [ hit]
    
    +
                    fw + B
    s A -> s C/D -> fw + A -> HCB, fw + P
    standing light punch, chaiend into standing heavy punch/kick,then forward + A or forward + B,
    combo-ed into hcb, fw + A or C. 
    [ hit]
    
    +(DM)
                    fw + B
    s A -> s C/D -> fw + A -> HCB, HCB + P
    standing light punch, chaiend into standing heavy punch/kick,then forward + A or forward + B,
    combo-ed into hcb, hcb + A or C. 
    [ hit]
    
    +
                             fw + B
    j A~D -> s A -> s C/D -> fw + A -> HCF + B
    jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick,
    forward + A or forward + B, combo-ed into hcf + B. 
    [ hit]
    
    +
                             fw + B
    j A~D -> s A -> s C/D -> fw + A -> HCB, fw + P
    jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick,
    forward + A or forward + B, combo-ed into hcb, fw + A or C. 
    [ hit]
    
    +(DM)
                             fw + B
    j A~D -> s A -> s C/D -> fw + A -> HCB, HCB + P
    jumping attack with A/B/C/D, then standing light punch chained into standing heavy punch/kick,
    forward + A or forward + B, combo-ed into hcb, hcb + A or C. 
    [ hit]
    
    +
                   fw + B
    2 HC -> d C -> fw + A -> HCF + B
    any 2 hit light chain that ends with standing A, then crouching heavy punch, forward + A or 
    forward + B, combo-ed into hcf + B.
    [ hit]
    
    +
                   fw + B
    2 HC -> d C -> fw + A -> HCB, fw + P
    any 2 hit light chain that ends with standing A, then crouching heavy punch, forward + A or 
    forward + B, combo-ed into hcb, fw + A or C. 
    [ hit]
    
    +(DM)
                   fw + B
    2 HC -> d C -> fw + A -> HCB, HCB + P
    any 2 hit light chain that ends with standing A, then crouching heavy punch, forward + A or 
    forward + B, combo-ed into hcb, hcb + A or C. 
    [ hit]
    
    +(CSP)
                           fw + B        
    cx C -> 2 HC -> d C -> fw + A -> HCF + B
    crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy
    punch, forward + A or forward + B, combo-ed into hcf + B.
    [ hit]
    
    +(CSP)
                           fw + B        
    cx C -> 2 HC -> d C -> fw + A -> HCB, fw + P
    crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy
    punch, forward + A or forward + B, combo-ed into hcb, fw + A or C. 
    [ hit]
    
    +(DM)(CSP)
                           fw + B        
    cx C -> 2 HC -> d C -> fw + A -> HCB, HCB + P
    crossup with C, then any 2 hit light chain that ends with standing A, into crouching heavy
    punch, forward + A or forward + B, combo-ed into hcb, hcb + A or C. 
    [ hit]
    
                    s C/D
    QCB + P -> walk d C   -> HCF + B
    execute qcb + A or C, then walk forward and standing heavy punch/kick or crouching heavy punch
    combo-ed into hcf + B. 
    [ hit]
    
                    s C/D
    QCB + P -> walk d C   -> HCB, fw + P
    execute qcb + A or C, then walk forward and standing heavy punch/kick or crouching heavy punch 
    combo-ed into hcb, fw + A or C. 
    [ hit]
    
    (DM)
                    s C/D
    QCB + P -> walk d C   -> HCB, HCB + P
    execute qcb + A or C, then walk forward and standing heavy punch/kick or crouching heavy punch 
    combo-ed into hcb, hcb + A or C. 
    [ hit]
    
                    
    QCB + P -> walk 1 HC -> HCF + P
    execute qcb + A or C, then walk forward and any 1 hit light chain, combo-ed into hcf + A/C.
    [ hit]
    
                                       s CD
    QCB + P -> walk 1 HC -> HCF + P -> s A~D
    execute qcb + A or C, then walk forward and any 1 hit light chain, combo-ed into hcf + A/C, then 
    juggle with standing A/B/C/D or CD (body toss attack).
    [ hit]
    
                                       j CD
    QCB + P -> walk 1 HC -> HCF + P -> j A~D
    execute qcb + A or C, then walk forward and any 1 hit light chain, combo-ed into hcf + A/C, then 
    juggle with jumping A/B/C/D or CD (body toss attack).
    [ hit]
    
    +
    QCB + P -> walk 2 HC -> HCB, fw + P
    execute qcb + A or C, then walk forward and any 2 hit chain, combo-ed into hcb, fw + A or C.
    [ hit]
    
    +(DM)
    QCB + P -> walk 2 HC -> HCB, HCB + P
    execute qcb + A or C, then walk forward and any 2 hit chain, combo-ed into hcb, hcb + A or C.
    [ hit]
    
    +
                    s C/D    fw + B
    QCB + P -> walk d C   -> fw + A -> HCF + B
    execute qcb + A or C, then walk forward and standing heavy punch/kick or crouching heavy punch, 
    forward + A or forward + B, combo-ed into hcf + B.
    [ hit]
    
    +
                    s C/D    fw + B
    QCB + P -> walk d C   -> fw + A -> HCB, fw + P
    execute qcb + A or C, then walk forward and standing heavy punch/kick or crouching heavy punch, 
    forward + A or forward + B, combo-ed into hcb, fw + A or C. 
    [ hit]
    
    +(DM)
                    s C/D    fw + B
    QCB + P -> walk d C   -> fw + A -> HCB, HCB + P
    execute qcb + A or C, then walk forward and standing heavy punch/kick or crouching heavy punch, 
    forward + A or forward + B, combo-ed into hcb, hcb + A or C. 
    [ hit]
    
    +
    QCB + P -> walk s A -> s C/D -> HCF + B
    execute qcb + A or C, then walk forward and standing light punch, chained into standing heavy 
    punch/kick, combo-ed into hcf + B
    [ hit]
    
    +
    QCB + P -> s A -> s C/D -> HCB, fw + P
    execute qcb + A or C, then walk forward and standing light punch, chained into standing heavy 
    punch/kick, combo-ed into hcb + A or C. 
    [ hit]
    
    +(DM)
    QCB + P -> s A -> s C/D -> HCB, HCB + P
    execute qcb + A or C, then walk forward and standing light punch, chained into standing heavy 
    punch/kick, combo-ed into hcb, hcb + A or C. 
    [ hit]
    
    +
    QCB + P -> 2 HC -> d C -> HCF + B
    execute qcb + A or C, then walk forward and any 2 hit light chain that ends with standing A, 
    then crouching heavy punch, combo-ed into hcf + B.
    [ hit]
    
    +
    QCB + P -> 2 HC -> d C -> HCB, fw + P
    execute qcb + A or C, then walk forward and any 2 hit light chain that ends with standing A, 
    then crouching heavy punch, combo-ed into hcb, fw + A or C. 
    [ hit]
    
    +(DM)
    QCB + P -> 2 HC -> d C -> HCB, HCB + P
    execute qcb + A or C, then walk forward and any 2 hit light chain that ends with standing A, 
    then crouching heavy punch, combo-ed into hcb, hcb + A or C. 
    [ hit]
    
    +
                               fw + B
    QCB + P -> s A -> s C/D -> fw + A -> HCF + B
    execute qcb + A or C, then walk forward and standing light punch, chaiend into standing heavy 
    punch/kick,then forward + A or forward + B, combo-ed into hcf + B. 
    [ hit]
    
    +
                               fw + B
    QCB + P -> s A -> s C/D -> fw + A -> HCB, fw + P
    execute qcb + A or C, then walk forward and standing light punch, chaiend into standing heavy 
    punch/kick,then forward + A or forward + B, combo-ed into hcb, fw + A or C. 
    [ hit]
    
    +(DM)
                               fw + B
    QCB + P -> s A -> s C/D -> fw + A -> HCB, HCB + P
    execute qcb + A or C, then walk forward and standing light punch, chaiend into standing heavy 
    punch/kick,then forward + A or forward + B, combo-ed into hcb, hcb + A or C. 
    [ hit]
    
    +
                              fw + B
    QCB + P -> 2 HC -> d C -> fw + A -> HCF + B
    execute qcb + A or C, then walk forward and any 2 hit light chain that ends with standing A, 
    then crouching heavy punch, forward + A or forward + B, combo-ed into hcf + B.
    [ hit]
    
    +
                              fw + B
    QCB + P -> 2 HC -> d C -> fw + A -> HCB, fw + P
    execute qcb + A or C, then walk forward and any 2 hit light chain that ends with standing A, 
    then crouching heavy punch, forward + A or forward + B, combo-ed into hcb, fw + A or C. 
    [ hit]
    
    +(DM)
                              fw + B
    QCB + P -> 2 HC -> d C -> fw + A -> HCB, HCB + P
    execute qcb + A or C, then walk forward and any 2 hit light chain that ends with standing A, 
    then crouching heavy punch, forward + A or forward + B, combo-ed into hcb, hcb + A or C. 
    [ hit]
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    3.8.2a
    --------
    Shermie
    --------
    Moveslist
    ---------
    Shermie Stand                     : fw + B
    +-------------------------------------------------------------------------------------------+
    Shermie Spiral                    : HCF + A/C (close)
    Shermie Shoot                     : HCF + B/D
    Axel Spin-Kick                    : QCB + B/D
    Shermie Clutch                    : DP + B/D
    Shermie Whip                      : QCB + P (close)
    Shermie Finisher                  : QCF + B/D (from Shermie Spiral, Clutch or Whip)
    +-------------------------------------------------------------------------------------------+
    Shermie Flash                     : HCB x 2 + A/C (close)
    Shermie Carnival                  : HCF x 2 + A/C (close)
    
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d B, d A
    d A, d B
    d B, d B
    d A, s A
    d B, s A
    d A, s B
    d B, s B
    s A, d A
    s A, d B
    s A, s A
    s A, s B
    s B, s B
    d B, d B, d B
    d A, d A, d A
    d B, d A, d A
    d A, s A, d A
    d B, s A, d A
    s A, d A, d A
    s A, s A, d A
    d A, d A, s A
    d B, d A, s A
    d A, s A, s A
    d B, s A, s A
    s A, d A, s A
    s A, s A, s A
    d A, d A, s B
    d B, d A, s B
    d A, s A, s B
    d B, s A, s B
    s A, d A, s B
    s A, s A, s B
    ++ d A, d A, fw + B
    ++ d B, d A, fw + B
    ++ d A, s A, fw + B
    ++ d B, s A, fw + B
    ++ d A, s B, fw + B
    ++ d B, s B, fw + B
    ++ s A, d A, fw + B
    ++ s A, s A, fw + B
    ++ s A, s B, fw + B
    ++ s B, s B, fw + B
    ++ d A, d A, d A, fw + B
    ++ d B, d A, d A, fw + B
    ++ d A, s A, d A, fw + B
    ++ d B, s A, d A, fw + B
    ++ s A, d A, d A, fw + B
    ++ s A, s A, d A, fw + B
    ++ d A, d A, s A, fw + B
    ++ d B, d A, s A, fw + B
    ++ d A, s A, s A, fw + B
    ++ d B, s A, s A, fw + B
    ++ s A, d A, s A, fw + B
    ++ s A, s A, s A, fw + B
    ++ d A, d A, s B, fw + B
    ++ d B, d A, s B, fw + B
    ++ d A, s A, s B, fw + B
    ++ d B, s A, s B, fw + B
    ++ s A, d A, s B, fw + B
    ++ s A, s A, s B, fw + B
    s C, fw + B
    d C, fw + B
    j A -> j C
    j B -> j C
    j C -> j C
    j D -> j C
    
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    +
    1 HC -> HCF + P -> QCF + K
    any 1 hit chain, combo-ed into hcf + A or C, then qcf + B or D.
    [ hit]
    
    +
    1 HC -> QCB + P -> QCF + K
    any 1 hit chain, combo-ed into qcf + A or C, then qcf + B or D.
    [ hit]
    
    +(DM)
    1 HC -> HCB x 2 + P
    any 1 hit chain, combo-ed into hcb, hcb + A or C.
    [ hit]
    
    +(DM)
    1 HC -> HCF x 2 + P
    any 1 hit chain, combo-ed into hcf, hcf + A or C.
    [ hit]
    
    s C
    d C -> HCF + P -> QCF + K
    standing/crouching heavy punch, combo-ed into hcf + A or C, then qcf + B or D.
    [ hit]
    
    s C
    d C -> QCB + P -> QCF + K
    standing/crouching heavy punch, combo-ed into qcb + A or C, then qcf + B or D.
    [ hit]
    
    s C
    d C -> HCF + B
    standing/crouching heavy punch, combo-ed into hcf + B.
    [ hit]
    
    (DM)
    s C
    d C -> HCB x 2 + P
    standing/crouching heavy punch, combo-ed into hcb, hcb + A or C.
    [ hit]
    
    +(CSP)
    j A~D
    cx B~D -> 1 HC -> HCF + P -> QCF + K
    jumping attack with A/B/C/D or crossup with B/C/D, then any 1 hit chain, combo-ed into 
    hcf + A or C, then qcf + B or D.
    [ hit]
    
    +(CSP)
    j A~D
    cx B~D -> 1 HC -> QCB + P -> QCF + K
    jumping attack with A/B/C/D or crossup with B/C/D, then any 1 hit chain, combo-ed into 
    qcb + A or C, then qcf + B or D.
    [ hit]
    
    +(DM)(CSP)
    j A~D
    cx B~D -> 1 HC -> HCB x 2 + P
    jumping attack with A/B/C/D or crossup with B/C/D, then any 1 hit chain, combo-ed into 
    hcb, hcb + A or C.
    [ hit]
    
    +(DM)(CSP)
    j A~D
    cx B~D -> 1 HC -> HCF x 2 + P
    jumping attack with A/B/C/D or crossup with B/C/D, then any 1 hit chain, combo-ed into 
    hcf, hcf + A or C.
    [ hit]
    
    (CSP)
    j A~D     s C
    cx B~D -> d C -> HCF + P -> QCF + K
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, 
    combo-ed into hcf + A or C, then qcf + B or D.
    [ hit]
    
    (CSP)
    j A~D     s C
    cx B~D -> d C -> QCB + P -> QCF + K
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, 
    combo-ed into qcb + A or C, then qcf + B or D.
    [ hit]
    
    (CSP)
    j A~D     s C
    cx B~D -> d C -> HCF + B
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, 
    combo-ed into hcf + B.
    [ hit]
    
    (DM)(CSP)
    j A~D     s C
    cx B~D -> d C -> HCB x 2 + P
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, 
    combo-ed into hcb, hcb + A or C.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +
    2 HC -> HCF + P -> QCF + K
    any 2 hit chain, combo-ed into hcf + A or C, then qcf + B or D.
    [ hit]
    
    +
    2 HC -> QCB + P -> QCF + K
    any 2 hit chain, combo-ed into qcf + A or C, then qcf + B or D.
    [ hit]
    
    +(DM)
    2 HC -> HCB x 2 + P
    any 2 hit chain, combo-ed into hcb, hcb + A or C.
    [ hit]
    
    +(CSP)
    cx B~D -> 2 HC -> HCF + P -> QCF + K
    crossup with B/C/D, then any 2 hit chain, combo-ed into hcf + A or C, then qcf + B or D.
    [ hit]
    
    +(CSP)
    cx B~D -> 2 HC -> QCB + P -> QCF + K
    crossup with B/C/D, then any 2 hit chain, combo-ed into qcb + A or C, then qcf + B or D.
    [ hit]
    
    +(CSP)
    cx B~D -> 3 HC -> QCB + P -> QCF + K
    crossup with B/C/D, then any 3 hit chain, combo-ed into qcb + A or C, then qcf + B or D.
    [ hit]
    
    +(DM)(CSP)
    cx B~D -> 2 HC -> HCB x 2 + P
    crossup with B/C/D, then any 2 hit chain, combo-ed into hcb, hcb + A or C.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for Shermie, that may start from standing C or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    
    (BUG)(INF)(C)
    s A
    d A x infinity
    after Shermie "floats", standing/crouching As are repeated till opponent dies or dizzies.
    [ hit]
    
    Note : listed below are the floating techniques to enable Shermie to "float".
    
    +==============================================================================+
    | F L O A T I N G   T E C H N I Q U E S  ( S H E R M I E )                     |
    +==============================================================================+
    | #1                                                                           |
    | HCB x 2 + P                                                                  |
    | simply execute the DM, hcb, hcb + A or C on Goro Daimon or Robert Garcia     |
    | and Shermie will float after the DM.                                         |
    |                                                                              |
    +==============================================================================+
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> d C
    standing CD(body toss attack), "COUNTER", juggled with crouching heavy punch.
    [ hit]
    
    (CNT)
    s CD -> QCB + P -> QCF + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcb + A or C, then finish with
    qcf + B or D.
    [ hit]
    
    (MID)(CNT)
    d C -> QCB + P -> QCF + K
    hit mid-air opponent with crouching heavy punch, "COUNTER" then combo-ed into qcb + A or C, 
    then finish with qcf + B or D.
    [ hit]
    
    (CNT)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
    j CD -> fw + B
    jumping CD(body toss attack), "COUNTER", juggled with forward + B.
    [ hit]
    
    (CNT)
    j CD -> QCB + P -> QCF + K
    jumping CD(body toss attack), "COUNTER", combo-ed into qcb + A or C, then finish with
    qcf + B or D.
    [ hit]
    
    (MID)(CNT)(C)
                       d C
    fw + B(2nd hit) -> s A/B
    hit opponent in mid air with 2nd hit of forward + B, "COUNTER" then juggled with standing 
    A/B or crouching heavy punch.
    [ hit]
    
    (MID)(CNT)(C)
    fw + B(2nd hit) -> QCB + P -> QCF + K
    hit opponent in mid air with 2nd hit of forward + B, "COUNTER" then juggled with qcb + A or C,
    then finished with qcf + B or D.
    [ hit]
    
    3.8.2b
    -----------------
    Shermie (Orochi)
    -----------------
    Moveslist
    ---------
    Lightning Ray                      : fw + B (overhead)
    +-------------------------------------------------------------------------------------------+
    Moonless Thunder Cloud             : HCF + A/B/C/D 
    Yata Mowing Whip                   : QCB + A/C
    Dance of Realism                   : QCB + B/D
    Cane of Lightning God              : QCF + B/D (mid-air)
    +-------------------------------------------------------------------------------------------+
    Darkness Lightning Gleam Fist      : QCF x 2 + A/C
    Destiny Illusion Sincerity         : QCB, HCF + B/D
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d B, d A
    d A, d B
    d B, d B
    d A, s A
    d B, s A
    d A, s B
    d B, s B
    s A, d A
    s A, d B
    s A, s A
    s A, s B
    s B, s B
    d B, d B, d B
    d A, d A, d A
    d B, d A, d A
    d A, s A, d A
    d B, s A, d A
    s A, d A, d A
    s A, s A, d A
    d A, d A, s A
    d B, d A, s A
    d A, s A, s A
    d B, s A, s A
    s A, d A, s A
    s A, s A, s A
    d A, d A, s B
    d B, d A, s B
    d A, s A, s B
    d B, s A, s B
    s A, d A, s B
    s A, s A, s B
    ++ d A, d A, fw + B
    ++ d B, d A, fw + B
    ++ d A, s A, fw + B
    ++ d B, s A, fw + B
    ++ d A, s B, fw + B
    ++ d B, s B, fw + B
    ++ s A, d A, fw + B
    ++ s A, s A, fw + B
    ++ s A, s B, fw + B
    ++ s B, s B, fw + B
    ++ d A, d A, d A, fw + B
    ++ d B, d A, d A, fw + B
    ++ d A, s A, d A, fw + B
    ++ d B, s A, d A, fw + B
    ++ s A, d A, d A, fw + B
    ++ s A, s A, d A, fw + B
    ++ d A, d A, s A, fw + B
    ++ d B, d A, s A, fw + B
    ++ d A, s A, s A, fw + B
    ++ d B, s A, s A, fw + B
    ++ s A, d A, s A, fw + B
    ++ s A, s A, s A, fw + B
    ++ d A, d A, s B, fw + B
    ++ d B, d A, s B, fw + B
    ++ d A, s A, s B, fw + B
    ++ d B, s A, s B, fw + B
    ++ s A, d A, s B, fw + B
    ++ s A, s A, s B, fw + B
    s C, fw + B
    d C, fw + B
    j A -> j C
    j B -> j C
    j C -> j C
    j D -> j C
    
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C
    d C -> QCB + P
    standing/crouching heavy punch, combo-ed into qcb + A or C
    [ hit]
    
    (DM)
    s C
    d C -> QCF x 2 + P
    standing/crouching heavy punch, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (DM)
    s C
    d C -> QCF x 2 + B
    standing/crouching heavy punch, combo-ed into qcf, qcf + B.
    [ hit]
    
    (CSP)
    j A~D     s C
    cx B~D -> d C -> QCB + P 
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, 
    combo-ed into qcb + A or C.
    [ hit]
    
    (DM)(CSP)
    j A~D     s C
    cx B~D -> d C -> QCF x 2 + P
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, 
    combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (DM)(CSP)
    j A~D     s C
    cx B~D -> d C -> QCF x 2 + B
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, 
    combo-ed into qcf, qcf + B.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +(DM)
    3 HC
    2 HC -> QCF x 2 + P
    any 2 or 3 hit chain, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    s C
    d C -> fw + B -> QCB + P
    standing/crouching heavy punch, forward + B, combo-ed into qcb + A or C
    [ hit]
    
    (DM)
    s C
    d C -> fw + B -> QCF x 2 + P
    standing/crouching heavy punch, forward + B, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CSP)
              s C
    cx B~D -> d C -> fw + B -> QCB + P 
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch,
    forward + B, combo-ed into qcb + A or C.
    [ hit]
    
    (DM)(CSP)
              s C
    cx B~D -> d C -> fw + B -> QCF x 2 + P
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch,
    forward + B, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(DM)(CSP)
              3 HC 
    cx B~D -> 2 HC -> QCF x 2 + P
    crossup with B/C/D, then any 2 or 3 hit chain, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +
               s C
    QCF + B -> d C -> fw + B -> QCB + P
    execute qcf + B, then standing/crouching heavy punch, forward + B, combo-ed into qcf + A or C.
    Note : qcf + B will be launched behind opponent.
    [ hit]
    
    +(DM)
               s C
    QCF + B -> d C -> fw + B -> QCF, QCF + P
    execute qcf + B, then standing/crouching heavy punch, forward + B, combo-ed into
    qcf, qcf + A or C.
    Note : qcf + B will be launched behind opponent.
    [ hit]
    
    +(DM)
               s C
    QCF + B -> d C -> fw + B -> QCF, QCF + B
    execute qcf + B, then standing/crouching heavy punch, forward + B, combo-ed into
    qcf, qcf + B.
    Note : qcf + B will be launched behind opponent.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for Shermie, that may start from standing C or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
    nothing really spectacular for Orochi Shermie...
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> d C
    standing CD(body toss attack), "COUNTER", juggled with crouching heavy punch.
    [ hit]
    
    (CNT)
    s CD -> QCF + A
    standing CD(body toss attack), "COUNTER", combo-ed into qcf + A.
    [ hit]
    
    (CNT)
    s CD -> QCF, QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CNT)
    s CD -> QCF, QCF + B
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + B.
    [ hit]
    
    (CNT)
    j CD -> fw + B
    jumping CD(body toss attack), "COUNTER", juggled with forward + B.
    [ hit]
    
    (CNT)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (MID)(CNT)(C)
                       d C
    fw + B(2nd hit) -> s A/B
    hit opponent in mid air with 2nd hit of forward + B, "COUNTER" then juggled with standing 
    A/B or crouching heavy punch.
    [ hit]
    
    (MID)(CNT)(C)
    fw + B(2nd hit) -> QCB + P
    hit opponent in mid air with 2nd hit of forward + B, "COUNTER" then juggled with qcb + A or C.
    [ hit]
    
    (MID)(CNT)(C)(DM)
    fw + B(2nd hit) -> QCF, QCF + P
    hit opponent in mid air with 2nd hit of forward + B, "COUNTER" then juggled with
    qcf, qcf + A or C.
    [ hit]
    
    3.8.3a
    ------
    Chris
    ------
    Moveslist
    ---------
    Spinning Array                      : fw + A
    Reverse Anchor Kick                 : fw + B (overhead) 
    Carryoff Kick                       : dwnfw + B (low slide)
    +-------------------------------------------------------------------------------------------+
    Hunting Air                         : DP + B/D (anti-air)
    Twisting Air                        : DP + A/C (command throw)
    Sliding Touch                       : QCF + A/C
    Shooting Dancer Thrust              : HCB + A/C
    Shooting Dancer Step                : HCB + B/D
    Scramble Dash                       : QCF + B/D
    +-------------------------------------------------------------------------------------------+
    Twister Drive                       : QCB x 2 + B/D
    Chain Slide Touch                   : QCF x 2 + A/C
    
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A,
    d B, d A
    d B, d B
    d B, s A
    d B, s B
    d B, d B, d A
    d B, d B, d B, s B
    d A, d C
    d B, d C
    d B, d A, d C
    d A, fw + A
    d A, fw + B
    d A, dwnfw + B
    d B, d A, fw + A
    d B, s A, fw + A
    d B, s B, fw + A
    d B, d A, fw + B
    d B, s A, fw + B
    d B, s B, fw + B
    d B, d A, dwnfw + B
    d B, s A, dwnfw + B
    d B, s B, dwnfw + B
    d B, d B, d A, fw + A
    d B, d B, d A, fw + B
    d B, d B, d A, dwnfw + B
    s C, fw + A
    d C, fw + A
    d A, d C, fw + A
    d B, d C, fw + A
    d B, d A, d C, fw + A
    s C, fw + B
    d C, fw + B
    d A, d C, fw + B
    d B, d C, fw + B
    d B, d A, d C, fw + B
    s C, dwnfw + B
    d C, dwnfw + B
    d A, d C, dwnfw + B
    d B, d C, dwnfw + B
    d B, d A, d C, dwnfw + B
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> dwnfw + B
    j B -> dwnfw + B
    j C -> dwnfw + B 
    j D -> dwnfw + B 
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C/D
    d C   -> QCF + A
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A. 
    [ hit]
    
    s C/D
    d C   -> HCB + A~D
    standing heavy punch/kick or crouching heavy punch combo-ed into hcb + A/B/C/D. 
    Note : B and D version will launch Chris in air and leave Chris open for combos.
    [ hit]
    
    s C/D
    d C   -> DP + K
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D. 
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCF, QCF + P
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCB, QCB + K
    standing heavy punch/kick or crouching heavy punch combo-ed into qcb, qcb + B or D. 
    [ hit]
    
    (CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> QCF + A
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch combo-ed into qcf + A. 
    [ hit]
    
    (CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> HCB + A~D
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch combo-ed into hcb + A/B/C/D. 
    Note : B and D version will launch Chris in air and leave Chris open for combos.
    [ hit]
    
    (CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> DP + K
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch combo-ed into uppercut + B or D. 
    [ hit]
    
    (DM)(CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    (DM)(CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> QCB, QCB + K
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch combo-ed into qcb, qcb + B or D. 
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +
    s C/D
    d C   -> fw + A -> QCF + A
    standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcf + A. 
    [ hit]
    
    +
    s C/D
    d C   -> fw + A -> HCB + A~D
    standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcb + A/B/C/D. 
    Note : B and D version will launch Chris in air and leave Chris open for combos.
    [ hit]
    
    +
    s C/D
    d C   -> fw + A -> DP + K
    standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into 
    uppercut + B or D. 
    [ hit]
    
    +(DM)
    s C/D
    d C   -> fw + A ->  QCF, QCF + P
    standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into 
    qcf, qcf + A or C. 
    [ hit]
    
    +(DM)
    s C/D
    d C   -> fw + A -> QCB, QCB + K
    standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into 
    qcb, qcb + B or D. 
    [ hit]
    
    +(CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> fw + A -> QCF + A
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch, forward + A, combo-ed into qcf + A. 
    [ hit]
    
    +(CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> fw + A -> HCB + A~D
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch, forward + A, combo-ed into hcb + A/B/C/D. 
    Note : B and D version will launch Chris in air and leave Chris open for combos.
    [ hit]
    
    +(CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> fw + A -> DP + K
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch, forward + A, combo-ed into uppercut + B or D. 
    [ hit]
    
    +(DM)(CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> fw + A -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch, forward + A, combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    +(DM)(CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> fw + A -> QCB, QCB + K
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch, forward + A, combo-ed into qcb, qcb + B or D. 
    [ hit]
    
    +
    1 HC
    2 HC -> fw + A -> QCF + A
    any 1 or 2 hit light chain, forward + A, combo-ed into qcf + A. 
    [ hit]
    
    +
    1 HC
    2 HC -> fw + A -> HCB + A~D
    any 1 or 2 hit light chain, forward + A, combo-ed into hcb + A/B/C/D. 
    Note : B and D version will launch Chris in air and leave Chris open for combos.
    [ hit]
    
    +
    1 HC
    2 HC -> fw + A -> DP + K
    any 1 or 2 hit light chain, forward + A, combo-ed into uppercut + B or D. 
    [ hit]
    
    +(DM)
    1 HC
    2 HC -> fw + A -> QCF, QCF + P
    any 1 or 2 hit light chain, forward + A, combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    +(DM)
    1 HC    
    2 HC -> fw + A -> QCB, QCB + K
    any 1 or 2 hit light chain, forward + A, combo-ed into qcb, qcb + B or D. 
    [ hit]
    
    +(CSP)
    cx B/D    1 HC    
    j A~D  -> 2 HC -> fw + A -> QCF + A
    jumping attack with A/B/C/D or crossup with B/D, then any 1 or 2 hit light chain, forward + A,
    combo-ed into qcf + A. 
    [ hit]
    
    +(CSP)
    cx B/D    1 HC    
    j A~D  -> 2 HC -> fw + A -> HCB + A~D
    jumping attack with A/B/C/D or crossup with B/D, then any 1 or 2 hit light chain, forward + A,
    combo-ed into hcb + A/B/C/D. 
    Note : B and D version will launch Chris in air and leave Chris open for combos.
    [ hit]
    
    +(CSP)
    cx B/D    1 HC    
    j A~D  -> 2 HC -> fw + A -> DP + K
    jumping attack with A/B/C/D or crossup with B/D, then any 1 or 2 hit light chain, forward + A,
    combo-ed into uppercut + B or D. 
    [ hit]
    
    +(DM)(CSP)
    cx B/D    1 HC    
    j A~D  -> 2 HC -> fw + A -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup with B/D, then any 1 or 2 hit light chain, forward + A,
    combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    +(DM)(CSP)
    cx B/D    1 HC    
    j A~D  -> 2 HC -> fw + A -> QCB, QCB + K
    jumping attack with A/B/C/D or crossup with B/D, then any 1 or 2 hit light chain, forward + A,
    combo-ed into qcb, qcb + B or D. 
    [ hit]
    
    +(C)
    1 HC
    2 HC -> fw + B -> QCF + A
    any 1 or 2 hit light chain, forward + B, combo-ed into qcf + A. 
    [ hit]
    
    +(C)
    1 HC
    2 HC -> fw + B -> HCB + A~D
    any 1 or 2 hit light chain, forward + B, combo-ed into hcb + A/B/C/D. 
    Note : B and D version will launch Chris in air and leave Chris open for combos.
    [ hit]
    
    +(C)
    1 HC
    2 HC -> fw + B -> DP + K
    any 1 or 2 hit light chain, forward + B, combo-ed into uppercut + B or D. 
    [ hit]
    
    +(DM)(C)
    1 HC
    2 HC -> fw + B -> QCF, QCF + P
    any 1 or 2 hit light chain, forward + B, combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    +(DM)(C)
    1 HC
    2 HC -> fw + B -> QCB, QCB + K
    any 1 or 2 hit light chain, forward + B, combo-ed into qcb, qcb + B or D. 
    [ hit]
    
    +(CSP)
              1 HC    
    cx B/D -> 2 HC -> fw + B -> QCF + A
    crossup with B/D, then any 1 or 2 hit light chain, forward + B, combo-ed into qcf + A. 
    [ hit]
    
    +(CSP)
              1 HC    
    cx B/D -> 2 HC -> fw + B -> HCB + A~D
    crossup with B/D, then any 1 or 2 hit light chain, forward + B, combo-ed into hcb + A/B/C/D. 
    Note : B and D version will launch Chris in air and leave Chris open for combos.
    [ hit]
    
    +(DM)(CSP)
              1 HC    
    cx B/D -> 2 HC -> fw + B -> QCF, QCF + P
    crossup with B/D, then any 1 or 2 hit light chain, forward + B, combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    +(DM)(CSP)
              1 HC    
    cx B/D -> 2 HC -> fw + B -> QCB, QCB + K
    crossup with B/D, then any 1 or 2 hit light chain, forward + B, combo-ed into qcb, qcb + B or D. 
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for Chris, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    
    +
    1 HC
    2 HC -> d C -> fw + A -> QCF + A
    any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcf + A. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +
    1 HC
    2 HC -> d C -> fw + A -> HCB + A~D
    any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into hcb + A/B/C/D. 
    Note : B and D version will launch Chris in air and leave Chris open for combos.
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(DM)(C)
    1 HC
    2 HC -> d C -> fw + A -> QCF, QCF + P
    any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcf, qcf + A or C. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(DM)
    1 HC
    2 HC -> d C -> fw + A -> QCB, QCB + K
    any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcb, qcb + B or D. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(CSP)
              1 HC
    cx B/D -> 2 HC -> d C -> fw + A -> QCF + A
    crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, 
    combo-ed into qcf + A. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(CSP)
              1 HC
    cx B/D -> 2 HC -> d C -> fw + A -> HCB + A~D
    crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, 
    combo-ed into hcb + A/B/C/D. 
    Note : B and D version will launch Chris in air and leave Chris open for combos.
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(DM)(CSP)(nC)
              1 HC
    cx B/D -> 2 HC -> d C -> fw + A -> QCF, QCF + P
    crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, 
    combo-ed into qcf, qcf + A or C. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(DM)(CSP)
              1 HC
    cx B/D -> 2 HC -> d C -> fw + A -> QCB, QCB + K
    crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, 
    combo-ed into qcb, qcb + B or D. 
    Note : the light chains must be low or crouching.
    [ hit]
    
              s C/D
    DP + P -> d C   -> QCF + A
    uppercut + A or C, then standing heavy punch/kick or crouching heavy punch combo-ed into
    qcf + A. 
    [ hit]
    
              s C/D
    DP + P -> d C   -> HCB + A~D
    uppercut + A or C, then standing heavy punch/kick or crouching heavy punch combo-ed into 
    hcb + A/B/C/D. 
    Note : B and D version will launch Chris in air and leave Chris open for combos.
    [ hit]
    
              s C/D
    DP + P -> d C   -> DP + K
    uppercut + A or C, then standing heavy punch/kick or crouching heavy punch combo-ed into 
    uppercut + B or D. 
    [ hit]
    
    (DM)
              s C/D
    DP + P -> d C   -> QCF, QCF + P
    uppercut + A or C, then standing heavy punch/kick or crouching heavy punch combo-ed into 
    qcf, qcf + A or C. 
    [ hit]
    
    (DM)
              s C/D
    DP + P -> d C   -> QCB, QCB + K
    uppercut + A or C, then standing heavy punch/kick or crouching heavy punch combo-ed into 
    qcb, qcb + B or D. 
    [ hit]
    +
              s C/D
    DP + P -> d C   -> fw + A -> QCF + A
    uppercut + A or C, then standing heavy punch/kick or crouching heavy punch, forward + A, 
    combo-ed into qcf + A. 
    [ hit]
    
    +
              s C/D
    DP + P -> d C   -> fw + A -> HCB + A~D
    uppercut + A or C, then standing heavy punch/kick or crouching heavy punch, forward + A, 
    combo-ed into hcb + A/B/C/D. 
    Note : B and D version will launch Chris in air and leave Chris open for combos.
    [ hit]
    
    +
              s C/D
    DP + P -> d C   -> fw + A -> DP + K
    uppercut + A or C, then standing heavy punch/kick or crouching heavy punch, forward + A, 
    combo-ed into uppercut + B or D. 
    [ hit]
    
    +(DM)
              s C/D
    DP + P -> d C   -> fw + A ->  QCF, QCF + P
    uppercut + A or C, then standing heavy punch/kick or crouching heavy punch, forward + A, 
    combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    +(DM)
              s C/D
    DP + P -> d C   -> fw + A -> QCB, QCB + K
    uppercut + A or C, then standing heavy punch/kick or crouching heavy punch, forward + A, 
    combo-ed into qcb, qcb + B or D. 
    [ hit]
    
    +
              1 HC
    DP + P -> 2 HC -> fw + A -> QCF + A
    uppercut + A or C, then any 1 or 2 hit light chain, forward + A, combo-ed into qcf + A. 
    [ hit]
    
    +
              1 HC
    DP + P -> 2 HC -> fw + A -> HCB + A~D
    uppercut + A or C, then any 1 or 2 hit light chain, forward + A, combo-ed into hcb + A/B/C/D. 
    Note : B and D version will launch Chris in air and leave Chris open for combos.
    [ hit]
    
    +
              1 HC
    DP + P -> 2 HC -> fw + A -> DP + K
    uppercut + A or C, then any 1 or 2 hit light chain, forward + A, combo-ed into uppercut + B or D. 
    [ hit]
    
    +(DM)
              1 HC
    DP + P -> 2 HC -> fw + A -> QCF, QCF + P
    uppercut + A or C, then any 1 or 2 hit light chain, forward + A, combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    +(DM)
              1 HC
    DP + P -> 2 HC -> fw + A -> QCB, QCB + K
    uppercut + A or C, then any 1 or 2 hit light chain, forward + A, combo-ed into qcb, qcb + B or D. 
    [ hit]
    
    +(C)
              1 HC
    DP + P -> 2 HC -> fw + B -> QCF + A
    uppercut + A or C, then any 1 or 2 hit light chain, forward + B, combo-ed into qcf + A. 
    [ hit]
    
    +(C)
              1 HC
    DP + P -> 2 HC -> fw + B -> HCB + A~D
    uppercut + A or C, then any 1 or 2 hit light chain, forward + B, combo-ed into hcb + A/B/C/D. 
    Note : B and D version will launch Chris in air and leave Chris open for combos.
    [ hit]
    
    +(C)
              1 HC
    DP + P -> 2 HC -> fw + B -> DP + K
    uppercut + A or C, then any 1 or 2 hit light chain, forward + B, combo-ed into uppercut + B or D. 
    [ hit]
    
    +(DM)(C)
              1 HC
    DP + P -> 2 HC -> fw + B -> QCF, QCF + P
    uppercut + A or C, then any 1 or 2 hit light chain, forward + B, combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    +(DM)(C)
              1 HC
    DP + P -> 2 HC -> fw + B -> QCB, QCB + K
    uppercut + A or C, then any 1 or 2 hit light chain, forward + B, combo-ed into qcb, qcb + B or D. 
    [ hit]
    
    +
              1 HC
    DP + P -> 2 HC -> d C -> fw + A -> QCF + A
    uppercut + A or C, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed 
    into qcf + A. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +
              1 HC
    DP + P -> 2 HC -> d C -> fw + A -> HCB + A~D
    uppercut + A or C, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed 
    into hcb + A/B/C/D. 
    Note : B and D version will launch Chris in air and leave Chris open for combos.
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(DM)(C)
              1 HC
    DP + P -> 2 HC -> d C -> fw + A -> QCF, QCF + P
    uppercut + A or C, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed 
    into qcf, qcf + A or C. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(DM)
              1 HC
    DP + P -> 2 HC -> d C -> fw + A -> QCB, QCB + K
    uppercut + A or C, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed 
    into qcb, qcb + B or D. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    (C)(MID)(DM)
    QCF, QCF + P -> QCB, QCB + K
    execute qcf, qcf + A or C to hit opponent in mid air, then juggled with qcb, qcb + B or D.
    Note : qcf, qcf + P hits opponent must only hit at first and fourth hit to allow 
           qcb, qcb + K to juggle.
    Note : the light chains must be low or crouching.
    [ hit]
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
                       d C
    s CD -> QCF + B -> s A~D
    standing CD(body toss attack), "COUNTER", then cancelled into qcf + B, then juggled with
    standing A/B/C/D or crouching heavy punch.
    [ hit]
    
    (CNT)
    s CD -> QCF + B -> j B
    standing CD(body toss attack), "COUNTER", then cancelled into qcf + B, then juggled with
    jumping attack with B.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF + B -> QCF, QCF + P
    standing CD(body toss attack), "COUNTER", then cancelled into qcf + B, then juggled with
    qcf, qcf + A or C
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF + B -> QCB, QCB + K
    standing CD(body toss attack), "COUNTER", then cancelled into qcf + B, then juggled with
    qcb, qcb + B or D.
    [ hit]
    
    (CNT)(DM)
    s CD -> DP + K
    standing CD(body toss attack), "COUNTER", then combo-ed into uppercut + B or D.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed with qcf, qcf + A or C
    [ hit]
    
    (CNT)(DM)
    s CD -> QCB, QCB + K
    standing CD(body toss attack), "COUNTER", combo-ed with qcb, qcb + B or D.
    [ hit]
    
    (CNT)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
    j CD -> DP + K
    jumping CD(body toss attack), "COUNTER", juggled with uppercut + B or D. 
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, QCF + P
    jumping CD(body toss attack), "COUNTER", juggled with qcf, qcf + A or C. 
    [ hit]
    
    (CNT)(DM)
    j CD -> QCB, QCB + K
    jumping CD(body toss attack), "COUNTER", juggled with qcb, qcb + B or D. 
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, QCF + P -> QCB, QCB + K
    jumping CD(body toss attack), "COUNTER", juggled with qcf, qcf + A or C then finish with
    qcb, qcb + B or D. 
    Note : only 1st and 4th hits of qcf x 2 + P can hit to allow qcb, qcb+ K to combo.
    [ hit]
    
    (OPD)
    dwnfw + B -> d C -> dwnfw + B
    early slide, dwnfw + B, crouching heavy punch, chained into downforward + B.
    Note : dwnfw + B hits opponent at last frame to allow crouching C to combo.
    [ hit]
    
    (OPD)
    dwnfw + B -> d C -> fw + A -> etc
    early slide, dwnfw + B, crouching heavy punch, chained into forward + A, then combo-ed into
    any combination preferred.
    Note : dwnfw + B hits opponent at last frame to allow crouching C to combo.
    [ hit]
    
    3.8.3b
    ---------------
    Chris (Orochi)
    ---------------
    Moveslist
    ---------
    Spinning Array                   : fw + A
    Reverse Anchor Kick              : fw + B (overhead) 
    Carryoff Kick                    : dwnfw + B (low slide)
    +-------------------------------------------------------------------------------------------+
    Sun Killer                       : QCF + A/C
    Moon Killer                      : DP + A/C(anti air)
    Mirror Killer                    : QCB + A/C
    Decision Killer                  : HCF + B/D (close)
    +-------------------------------------------------------------------------------------------+
    FLames of Darkness               : QCF x 2 + A/C
    Dark Orochinagi                  : QCB, HCF + A/C
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A,
    d B, d A
    d B, d B
    d B, s A
    d B, s B
    d B, d B, d A
    d B, d B, d B, s B
    d A, d C
    d B, d C
    d B, d A, d C
    d A, fw + A
    d A, fw + B
    d A, dwnfw + B
    d B, d A, fw + A
    d B, s A, fw + A
    d B, s B, fw + A
    d B, d A, fw + B
    d B, s A, fw + B
    d B, s B, fw + B
    d B, d A, dwnfw + B
    d B, s A, dwnfw + B
    d B, s B, dwnfw + B
    d B, d B, d A, fw + A
    d B, d B, d A, fw + B
    d B, d B, d A, dwnfw + B
    s C, fw + A
    d C, fw + A
    d A, d C, fw + A
    d B, d C, fw + A
    d B, d A, d C, fw + A
    s C, fw + B
    d C, fw + B
    d A, d C, fw + B
    d B, d C, fw + B
    d B, d A, d C, fw + B
    s C, dwnfw + B
    d C, dwnfw + B
    d A, d C, dwnfw + B
    d B, d C, dwnfw + B
    d B, d A, d C, dwnfw + B
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> dwnfw + B
    j B -> dwnfw + B
    j C -> dwnfw + B 
    j D -> dwnfw + B 
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C/D
    d C   -> HCF + K
    standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D. 
    [ hit]
    
    s C/D
    d C   -> DP + P
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C.
    [ hit]
    
    s C/D
    d C   -> QCB + P
    standing heavy punch/kick or crouching heavy punch combo-ed into qcb + A or C. 
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCF, QCF + A
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A. 
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCB, HCF + A
    standing heavy punch/kick or crouching heavy punch combo-ed into qcb, hcf + A. 
    [ hit]
    
    (CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> HCF + K
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch combo-ed into hcf + B or D. 
    [ hit]
    
    (CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> DP + P
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch combo-ed into uppercut + A or C. 
    [ hit]
    
    (CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> QCB + P
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch combo-ed into hcb + A or C. 
    [ hit]
    
    (DM)(CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> QCF, QCF + A
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch combo-ed into qcf, qcf + A. 
    [ hit]
    
    (DM)(CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> QCB, HCF + A
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch combo-ed into qcb, hcf + A. 
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    s C/D
    d C   -> HCF + K -> j B/D
    standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D then
    juggled with jumping attack with B or D. 
    [ hit]
    
    s C/D
    d C   -> HCF + K -> DP + A
    standing heavy punch/kick or crouching heavy punch combo-ed into hcf + B or D then
    combo-ed with uppercut + A. 
    [ hit]
    
    (CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> HCF + K -> j B/D
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch combo-ed into hcf + B or D then juggled with jumping attack with B or D. 
    [ hit]
    
    (CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> HCF + K -> DP + A
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch combo-ed into hcf + B or D then combo-ed with uppercut + A. 
    [ hit]
    
    (CSP)(nC)
    cx B/D    s C/D               s D
    j A~D  -> d C   -> HCF + K -> d C
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch combo-ed into hcf + B or D then juggled with crouching heavy punch or standing
    heavy kick. 
    [ hit]
    
    +
    s C/D
    d C   -> fw + A -> HCF + K -> j B/D
    standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcf + B or D
    then juggled with jumping attack with B or D.  
    [ hit]
    
    +
    s C/D
    d C   -> fw + A -> HCF + K -> DP + A
    standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcf + B or D
    then combo-ed with uppercut + A.  
    [ hit]
    
    +
    s C/D
    d C   -> fw + A -> DP + P
    standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into uppercut + A or C.
    [ hit]
    
    +
    s C/D
    d C   -> fw + A -> QCB + P
    standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcb + A or C. 
    [ hit]
    
    +(DM)
    s C/D
    d C   -> fw + A -> QCF, QCF + A
    standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcf, qcf + A. 
    [ hit]
    
    +(DM)
    s C/D
    d C   -> fw + A -> QCB, HCF + A
    standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcb, hcf + A. 
    [ hit]
    
    +(CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> fw + A -> HCF + K -> j B/D
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch, forward + A, combo-ed into hcf + B or D then juggled with jumping attack
    with B or D.  
    [ hit]
    
    +(CSP)(nC)
    cx B/D    s C/D                         s D
    j A~D  -> d C   -> fw + A -> HCF + K -> d C
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch, forward + A, combo-ed into hcf + B or D then juggled with standing heavy kick
    or crouching heavy punch.  
    [ hit]
    
    +(CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> fw + A -> HCF + K -> DP + A
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch, forward + A, combo-ed into hcf + B or D then combo-ed with uppercut + A.  
    [ hit]
    
    +(CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> fw + A -> DP + P
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch, forward + A, combo-ed into uppercut + A or C. 
    [ hit]
    
    +(CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> fw + A -> QCB + P
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch, forward + A, combo-ed into hcb + A or C. 
    [ hit]
    
    +(DM)(CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> fw + A -> QCF, QCF + A
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch, forward + A, combo-ed into qcf, qcf + A. 
    [ hit]
    
    +(DM)(CSP)
    cx B/D    s C/D
    j A~D  -> d C   -> fw + A -> QCB, HCF + A
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch, forward + A, combo-ed into qcb, hcf + A. 
    [ hit]
    
    +
    1 HC
    2 HC -> fw + A -> HCF + K -> j B/D
    standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcf + B or D
    then juggled with jumping attack with B or D.  
    [ hit]
    
    +
    1 HC
    2 HC -> fw + A -> HCF + K -> DP + A
    standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into hcf + B or D
    then combo-ed with uppercut + A.  
    [ hit]
    
    +
    1 HC
    2 HC -> fw + A -> DP + P
    standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into uppercut + A or C.
    [ hit]
    
    +
    1 HC
    2 HC -> fw + A -> QCB + P
    standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcb + A or C. 
    [ hit]
    
    (DM)
    +
    1 HC
    2 HC -> fw + A -> QCF, QCF + A
    standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcf, qcf + A. 
    [ hit]
    
    +(DM)
    1 HC
    2 HC -> fw + A -> QCB, HCF + A
    standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcb, hcf + A. 
    [ hit]
    
    +(CSP)
    cx B/D    1 HC
    j A~D  -> 2 HC -> fw + A -> HCF + K -> j B/D
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch, forward + A, combo-ed into hcf + B or D then juggled with jumping attack
    with B or D.  
    [ hit]
    
    +(CSP)(nC)
    cx B/D    1 HC                         s D
    j A~D  -> 2 HC -> fw + A -> HCF + K -> d C
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch, forward + A, combo-ed into hcf + B or D then juggled with standing heavy kick
    or crouching heavy punch.
    [ hit]
    
    +(CSP)
    cx B/D    1 HC
    j A~D  -> 2 HC -> fw + A -> HCF + K -> DP + A
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch, forward + A, combo-ed into hcf + B or D then combo-ed with uppercut + A.  
    [ hit]
    
    +(CSP)
    cx B/D    1 HC
    j A~D  -> 2 HC -> fw + A -> DP + P
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch, forward + A, combo-ed into uppercut + A or C. 
    [ hit]
    
    +(CSP)
    cx B/D    1 HC
    j A~D  -> 2 HC -> fw + A -> QCB + P
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch, forward + A, combo-ed into hcb + A or C. 
    [ hit]
    
    +(CSP)(DM)
    cx B/D    1 HC
    j A~D  -> 2 HC -> fw + A -> QCF, QCF + A
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch, forward + A, combo-ed into qcf, qcf + A. 
    [ hit]
    
    +(DM)(CSP)
    cx B/D    1 HC
    j A~D  -> 2 HC -> fw + A -> QCB, HCF + A
    jumping attack with A/B/C/D or crossup with B/D, then standing heavy punch/kick or crouching 
    heavy punch, forward + A, combo-ed into qcb, hcf + A. 
    [ hit]
    
    +(C)
    1 HC
    2 HC -> fw + B -> QCB + P
    any 1 or 2 hit light chain, forward + B, combo-ed into qcb + A or C. 
    [ hit]
    
    +(C)(DM)
    1 HC
    2 HC -> fw + B -> QCF, HCB + A
    any 1 or 2 hit light chain, forward + B, combo-ed into qcf, hcb + A. 
    [ hit]
    
    +(CSP)
              1 HC    
    cx B/D -> 2 HC -> fw + B -> QCB + P
    crossup with B/D, then any 1 or 2 hit light chain, forward + B, combo-ed into qcf + A or C. 
    [ hit]
    
    +(CSP)(DM)
              1 HC    
    cx B/D -> 2 HC -> fw + B -> QCB, HCF + A
    crossup with B/D, then any 1 or 2 hit light chain, forward + B, combo-ed into qcf, hcb + A.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for Chris, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    
    +
    1 HC
    2 HC -> d C -> HCF + K -> j B/D
    any 1 or 2 hit light chain, crouching heavy punch, combo-ed into hcf + B or D then juggled 
    with jumping attack with B or D.  
    Note : the light chains must be low or crouching.
    [ hit]
    
    +
    1 HC
    2 HC -> d C -> HCF + K -> DP + A
    any 1 or 2 hit light chain, crouching heavy punch, combo-ed into hcf + B or D then combo-ed 
    with uppercut + A.  
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(nC)
    1 HC                      s D
    2 HC -> d C -> HCF + K -> d C
    any 1 or 2 hit light chain, crouching heavy punch, combo-ed into hcf + B or D then jugg;ed 
    with standing heavy kick or crouching heavy punch.  
    Note : the light chains must be low or crouching.
    [ hit]
    
    +
    1 HC
    2 HC -> d C -> DP + P
    any 1 or 2 hit light chain, crouching heavy punch, combo-ed into uppercut + A or C.
    Note : the light chains must be low or crouching.
    [ hit]
    
    +
    1 HC
    2 HC -> d C -> QCB + P
    any 1 or 2 hit light chain, crouching heavy punch, combo-ed into qcb + A or C. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(DM)
    1 HC
    2 HC -> d C -> QCF, QCF + A
    any 1 or 2 hit light chain, crouching heavy punch, combo-ed into qcf, qcf + A. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(DM)
    1 HC
    2 HC -> d C -> QCB, HCF + A
    any 1 or 2 hit light chain, crouching heavy punch, combo-ed into qcb, hcf + A. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(CSP)
              1 HC
    cx B/D -> 2 HC -> d C -> HCF + K -> j B/D
    crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, combo-ed into 
    hcf + B or D then juggled with jumping attack with B or D.  
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(CSP)(nC)
              1 HC                      s D
    cx B/D -> 2 HC -> d C -> HCF + K -> d C
    crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, combo-ed into 
    hcf + B or D then juggled with standing heavy kick or crouching heavy punch.
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(CSP)
              1 HC
    cx B/D -> 2 HC -> d C -> HCF + K -> DP + A
    crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, combo-ed into 
    hcf + B or D then combo-ed with uppercut + A.  
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(CSP)
              1 HC
    cx B/D -> 2 HC -> d C -> DP + P
    crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, combo-ed into 
    uppercut + A or C. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(CSP)
              1 HC
    cx B/D -> 2 HC -> d C -> QCB + P
    crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, combo-ed into 
    qcb + A or C. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(CSP)(DM)
              1 HC
    cx B/D -> 2 HC -> d C -> QCF, QCF + A
    crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, combo-ed into 
    qcf, qcf + A. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(DM)(CSP)
              1 HC
    cx B/D -> 2 HC -> d C -> QCB, HCF + A
    crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, combo-ed into 
    qcb, hcf + A. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +
    1 HC
    2 HC -> d C -> fw + A -> HCF + K -> j B/D
    any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into hcf + B or D
    then juggled with jumping attack with B or D.  
    Note : the light chains must be low or crouching.
    [ hit]
    
    +
    1 HC
    2 HC -> d C -> fw + A -> HCF + K -> DP + A
    any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into hcf + B or D
    then combo-ed with uppercut + A.  
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(nC)
    1 HC                                s D
    2 HC -> d C -> fw + A -> HCF + K -> d C
    any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into hcf + B or D
    then jugg;ed with standing heavy kick or crouching heavy punch.  
    Note : the light chains must be low or crouching.
    [ hit]
    
    +
    1 HC
    2 HC -> d C -> fw + A -> DP + P
    any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into uppercut
    + A or C.
    Note : the light chains must be low or crouching.
    [ hit]
    
    +
    1 HC
    2 HC -> d C -> fw + A -> QCB + P
    any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcb + A or C. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(DM)
    1 HC
    2 HC -> d C -> fw + A -> QCF, QCF + A
    any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcf, qcf + A. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(DM)
    1 HC
    2 HC -> d C -> fw + A -> QCB, HCF + A
    any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed into qcb, hcf + A. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(CSP)
              1 HC
    cx B/D -> 2 HC -> d C -> fw + A -> HCF + K -> j B/D
    crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed
    into hcf + B or D then juggled with jumping attack with B or D.  
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(CSP)(nC)
              1 HC                                s D
    cx B/D -> 2 HC -> d C -> fw + A -> HCF + K -> d C
    crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed
    into hcf + B or D then juggled with standing heavy kick or crouching heavy punch.
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(CSP)
              1 HC
    cx B/D -> 2 HC -> d C -> fw + A -> HCF + K -> DP + A
    crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed
    into hcf + B or D then combo-ed with uppercut + A.  
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(CSP)
              1 HC
    cx B/D -> 2 HC -> d C -> fw + A -> DP + P
    crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed
    into uppercut + A or C. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(CSP)
              1 HC
    cx B/D -> 2 HC -> d C -> fw + A -> QCB + P
    crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed
    into qcb + A or C. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(CSP)(DM)
              1 HC
    cx B/D -> 2 HC -> d C -> fw + A -> QCF, QCF + A
    crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed
    into qcf, qcf + A. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(DM)(CSP)
              1 HC
    cx B/D -> 2 HC -> d C -> fw + A -> QCB, HCF + A
    crossup with B/D, then any 1 or 2 hit light chain, crouching heavy punch, forward + A, combo-ed
    into qcb, hcf + A. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    (C)
                         s C/D
    QCF + A -> dash/walk d C   -> HCF + K
    execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch 
    combo-ed into hcf + B or D. 
    [ hit]
    
    (C)
                         s C/D
    QCF + A -> dash/walk d C   -> DP + P
    execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch 
    combo-ed into uppercut + A or C.
    [ hit]
    
    (C)
                         s C/D
    QCF + A -> dash/walk d C   -> QCB + P
    execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch 
    combo-ed into qcb + A or C. 
    [ hit]
    
    (DM)(C)
                         s C/D
    QCF + A -> dash/walk d C   -> QCF, QCF + A
    execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch 
    combo-ed into qcf, qcf + A. 
    [ hit]
    
    (DM)(C)
                         s C/D
    QCF + A -> dash/walk d C   -> QCB, HCF + A
    execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch 
    combo-ed into qcb, hcf + A.  
    [ hit]
    
    (DM)
    QCF + A -> QCB, HCF + P
    execute qcf + A, then combo-ed with qcb, hcf + A or C.
    [ hit]
    
    (DM)
    QCF + A -> QCF, QCF + P
    execute qcf + A, then combo-ed with qcf, qcf + A or C.
    [ hit]
    
    (C)
                         s C/D
    QCF + A -> dash/walk d C   -> HCF + K -> j B/D
    execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch 
    combo-ed into hcf + B or D then juggled with jumping attack with B or D. 
    [ hit]
    
    (C)
                         s C/D
    QCF + A -> dash/walk d C   -> HCF + K -> DP + A
    execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch 
    combo-ed into hcf + B or D then combo-ed with uppercut + A. 
    [ hit]
    
    +(C)
                         s C/D
    QCF + A -> dash/walk d C   -> fw + A -> HCF + K -> j B/D
    execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, 
    forward + A, combo-ed into hcf + B or D then juggled with jumping attack with B or D.  
    [ hit]
    
    +(C)
                         s C/D
    QCF + A -> dash/walk d C   -> fw + A -> HCF + K -> DP + A
    execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, 
    forward + A, combo-ed into hcf + B or D then combo-ed with uppercut + A.  
    [ hit]
    
    +(C)
                         s C/D
    QCF + A -> dash/walk d C   -> fw + A -> DP + P
    execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, 
    forward + A, combo-ed into uppercut + A or C.
    [ hit]
    
    +(C)
                         s C/D
    QCF + A -> dash/walk d C   -> fw + A -> QCB + P
    execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, 
    forward + A, combo-ed into qcb + A or C. 
    [ hit]
    
    +(DM)(C)
                         s C/D
    QCF + A -> dash/walk d C   -> fw + A -> QCF, QCF + A
    execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, 
    forward + A, combo-ed into qcf, qcf + A. 
    [ hit]
    
    +(DM)(C)
                         s C/D
    QCF + A -> dash/walk d C   -> fw + A -> QCB, HCF + A
    execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, 
    forward + A, combo-ed into qcb, hcf + A. 
    [ hit]
    
    +(C)
                         1 HC
    QCF + A -> dash/walk 2 HC -> fw + A -> HCF + K -> j B/D
    execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, 
    forward + A, combo-ed into hcf + B or D then juggled with jumping attack with B or D.  
    [ hit]
    
    +(C)
                         1 HC
    QCF + A -> dash/walk 2 HC -> fw + A -> HCF + K -> DP + A
    execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, 
    forward + A, combo-ed into hcf + B or D then combo-ed with uppercut + A.  
    [ hit]
    
    +(C)
                         1 HC
    QCF + A -> dash/walk 2 HC -> fw + A -> DP + P
    execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, 
    forward + A, combo-ed into uppercut + A or C.
    [ hit]
    
    +(C)
                         1 HC
    QCF + A -> dash/walk 2 HC -> fw + A -> QCB + P
    execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, 
    forward + A, combo-ed into qcb + A or C. 
    [ hit]
    
    +(DM)(C)
                         1 HC
    QCF + A -> dash/walk 2 HC -> fw + A -> QCF, QCF + A
    execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, 
    forward + A, combo-ed into qcf, qcf + A. 
    [ hit]
    
    +(DM)(C)
                         1 HC
    QCF + A -> dash/walk 2 HC -> fw + A -> QCB, HCF + A
    execute qcf + A, then dash or walk in, standing heavy punch/kick or crouching heavy punch, 
    forward + A, combo-ed into qcb, hcf + A. 
    [ hit]
    
    +(C)
                         1 HC
    QCF + A -> dash/walk 2 HC -> fw + B -> QCB + P
    execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, forward + B, combo-ed into 
    qcb + A or C. 
    [ hit]
    
    +(C)(DM)
                         1 HC
    QCF + A -> dash/walk 2 HC -> fw + B -> QCF, HCB + A
    execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, forward + B, combo-ed into 
    qcf, hcb + A. 
    [ hit]
    
    +(C)
                         1 HC
    QCF + A -> dash/walk 2 HC -> d C -> HCF + K -> j B/D
    execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, 
    combo-ed into hcf + B or D then juggled with jumping attack with B or D.  
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(C)
                         1 HC
    QCF + A -> dash/walk 2 HC -> d C -> HCF + K -> DP + A
    execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, 
    combo-ed into hcf + B or D then combo-ed with uppercut + A.  
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(C)
                         1 HC                      s D
    QCF + A -> dash/walk 2 HC -> d C -> HCF + K -> d C
    execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, 
    combo-ed into hcf + B or D then juggled with standing heavy kick or crouching heavy punch.  
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(C)
                         1 HC
    QCF + A -> dash/walk 2 HC -> d C -> DP + P
    execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, 
    combo-ed into uppercut + A or C.
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(C)
                         1 HC
    QCF + A -> dash/walk 2 HC -> d C -> QCB + P
    execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, 
    combo-ed into qcb + A or C. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(DM)(C)
                         1 HC
    QCF + A -> dash/walk 2 HC -> d C -> QCF, QCF + A
    execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, 
    combo-ed into qcf, qcf + A. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(DM)(C)
                         1 HC
    QCF + A -> dash/walk 2 HC -> d C -> QCB, HCF + A
    execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, 
    combo-ed into qcb, hcf + A. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(C)
                         1 HC
    QCF + A -> dash/walk 2 HC -> d C -> fw + A -> HCF + K -> j B/D
    execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, 
    forward + A, combo-ed into hcf + B or D then juggled with jumping attack with B or D.  
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(C)
                         1 HC
    QCF + A -> dash/walk 2 HC -> d C -> fw + A -> HCF + K -> DP + A
    execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, 
    forward + A, combo-ed into hcf + B or D then combo-ed with uppercut + A.  
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(C)
                         1 HC                                s D
    QCF + A -> dash/walk 2 HC -> d C -> fw + A -> HCF + K -> d C
    execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, 
    forward + A, combo-ed into hcf + B or D then juggled with standing heavy kick or crouching
    heavy punch.  
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(C)
                         1 HC
    QCF + A -> dash/walk 2 HC -> d C -> fw + A -> DP + P
    execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, 
    forward + A, combo-ed into uppercut
    + A or C.
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(C)
                         1 HC
    QCF + A -> dash/walk 2 HC -> d C -> fw + A -> QCB + P
    execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, 
    forward + A, combo-ed into qcb + A or C. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(DM)(C)
                         1 HC
    QCF + A -> dash/walk 2 HC -> d C -> fw + A -> QCF, QCF + A
    execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, 
    forward + A, combo-ed into qcf, qcf + A. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    +(DM)(C)
                         1 HC
    QCF + A -> dash/walk 2 HC -> d C -> fw + A -> QCB, HCF + A
    execute qcf + A, then dash or walk in, any 1 or 2 hit light chain, crouching heavy punch, 
    forward + A, combo-ed into qcb, hcf + A. 
    Note : the light chains must be low or crouching.
    [ hit]
    
    Note : the above combos that atart with QCF + A, you can add in a jump in attack before the
           ground combos.
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> QCB + P
    standing CD(body toss attack), "COUNTER", then combo-ed with qcb + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> DP + A
    standing CD(body toss attack), "COUNTER", then combo-ed into uppercut + A.
    hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed with qcf, qcf + A or C
    [ hit]
    
    (CNT)(DM)
    s CD -> QCB, HCF + P
    standing CD(body toss attack), "COUNTER", combo-ed with qcb, hcf + A or C.
    [ hit]
    
    (CNT)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
    j CD -> DP + A
    jumping CD(body toss attack), "COUNTER", juggled with uppercut + A. 
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, QCF + P
    jumping CD(body toss attack), "COUNTER", juggled with qcf, qcf + A or C. 
    [ hit]
    
    (CNT)(DM)
    j CD -> QCB, HCF + P
    jumping CD(body toss attack), "COUNTER", juggled with qcb, hcf + A or C. 
    [ hit]
    
    (OPD)
    dwnfw + B -> d C -> dwnfw + B
    early slide, dwnfw + B, crouching heavy punch, chained into downforward + B.
    Note : dwnfw + B hits opponent at last frame to allow crouching C to combo.
    [ hit]
    
    (OPD)
    dwnfw + B -> d C -> fw + A -> etc
    early slide, dwnfw + B, crouching heavy punch, chained into forward + A, then combo-ed into
    any combination preferred.
    Note : dwnfw + B hits opponent at last frame to allow crouching C to combo.
    [ hit]
    
    ==============================================================================================
    3.9                               _________________________
                                     /                        /
                                         97' Special Team
                                   /________________________/
    
    3.9.1
    ---------------
    Ryuji Yamazaki
    ---------------
    Moveslist
    ---------
    Poke                        : fw + A (overhead)
    +-------------------------------------------------------------------------------------------+
    Snake Arms                  : QCB + A/B/C (hold possible)
    Snake Fake                  : D (during Snake Arms)
    Projectile Counter          : QCF + A/C
    Dynamite HeadButt           : HCB, fw + A/C (close)
    Sado-Maso                   : HCF + K
    Judgement Dagge             : DP + A/C
    Foor Crunch                 : DP + B(2nd hit overhead)
    Sand Sweeper                : DP + D
    +-------------------------------------------------------------------------------------------+
    Guillotine                  : QCF x 2 + A/C
    The Drill                   : HCB x 2 + A/C (close)
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d B, d A
    d B, d B
    d A, s A
    d B, s A
    d B, s B
    s A, d A
    s B, d A
    s B, d B
    s A, s A
    s B, s A
    s B, s B
    s A, d A, d A
    s B, d A, d A
    s B, d B, d A
    s A, s A, d A
    d A, s A, d A
    d B, s A, d A
    d A, d A, d A
    d B, d A, d A
    d B, d B, d A
    ++ d A, d A, fw + A
    ++ d B, d A, fw + A
    ++ d A, s A, fw + A
    ++ d B, s A, fw + A
    ++ d B, s B, fw + A
    ++ s A, d A, fw + A
    ++ s B, d A, fw + A
    ++ s A, s A, fw + A
    ++ s B, s A, fw + A
    ++ s B, s B, fw + A
    ++ s A, d A, d A, fw + A
    ++ s B, d A, d A, fw + A
    ++ s B, d B, d A, fw + A
    ++ s A, s A, d A, fw + A
    ++ d A, s A, d A, fw + A
    ++ d B, s A, d A, fw + A
    ++ d A, d A, d A, fw + A
    ++ d B, d A, d A, fw + A
    ++ d B, d B, d A, fw + A
    s C, fw + A
    d C, fw + A
    s D(1 hit) fw + A
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> j C
    j B -> j C
    j C -> j C
    j D -> j C
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C/D
    d C   -> QCB + B/C
    standing heavy punch/kick or crouching heavy punch combo-ed into qcb + B or C. 
    [ hit]
    
    s C/D
    d C   -> HCB, fw + P
    standing heavy punch/kick or crouching heavy punch combo-ed into hcb, fw + A or C. 
    [ hit]
    
    s C/D
    d C   -> QCF + P
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf + A or C. 
    [ hit]
    
    s C/D
    d C   -> DP + P
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. 
    [ hit]
    
    s C/D
    d C   -> DP + K
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D. 
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCF, QCF + P
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    (DM)
    s C/D
    d C   -> HCB, HCB + P
    standing heavy punch/kick or crouching heavy punch combo-ed into hcb, hcb + A or C. 
    [ hit]
    
    (CSP)
    j A~D    s C/D
    cx B  -> d C   -> QCB + B/C
    jumping attack with A/B/C/D or crossup with B, then standing heavy punch/kick or crouching
    heavy punch combo-ed into qcb + B or C. 
    [ hit]
    
    (CSP)
    j A~D    s C/D
    cx B  -> d C   -> HCB, fw + P
    jumping attack with A/B/C/D or crossup with B, then standing heavy punch/kick or crouching
    heavy punch combo-ed into hcb, fw + A or C. 
    [ hit]
    
    (CSP)
             s C/D
    cx B  -> d C   -> QCF + P
    crossup with B, then standing heavy punch/kick or crouching heavy punch combo-ed into 
    qcf + A or C. 
    [ hit]
    
    (CSP)
    j A~D    s C/D
    cx B  -> d C   -> DP + P
    jumping attack with A/B/C/D or crossup with B, then standing heavy punch/kick or crouching
    heavy punch combo-ed into uppercut + A or C. 
    [ hit]
    
    (CSP)
    j A~D    s C/D
    cx B  -> d C   -> DP + K
    jumping attack with A/B/C/D or crossup with B, then standing heavy punch/kick or crouching
    heavy punch combo-ed into uppercut + B or D. 
    [ hit]
    
    (DM)(CSP)
    j A~D    s C/D
    cx B  -> d C   -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup with B, then standing heavy punch/kick or crouching
    heavy punch combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    (DM)(CSP)
    j A~D    s C/D
    cx B  -> d C   -> HCB, HCB + P
    jumping attack with A/B/C/D or crossup with B, then standing heavy punch/kick or crouching
    heavy punch combo-ed into hcb, hcb + A or C. 
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +
    1 HC
    2 HC -> HCB, fw + P
    any 1 or 2 hit chain combo-ed into hcb, fw + P
    [ hit]
    
    +
    1 HC
    2 HC
    3 HC -> QCB + B/C
    any 1, 2 or 3 hit light chain, combo-ed into qcb + B or C.
    [ hit]
    
    +(DM)
    1 HC
    2 HC
    3 HC -> QCF, QCF + P
    any 1, 2 or 3 hit light chain, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(DM)
    1 HC
    2 HC
    3 HC -> HCB, HCB + P
    any 1, 2 or 3 hit light chain, combo-ed into hcb, hcb + A or C.
    [ hit]
    
    s C/D
    d C   -> DP + D -> QCB + B/C
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + D, then 
    follow up with qcb + B or C. 
    [ hit]
    
    +
    s C/D
    d C   -> fw + A -> QCB + B/C
    standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into 
    qcb + B or C. 
    [ hit]
    
    +(CSP)
            1 HC
    cx B -> 2 HC -> HCB, fw + P
    any 1 or 2 hit chain combo-ed into hcb, fw + P
    Note : can start the combo with jumping attack with A/B/C/D if 1 hit chain
    [ hit]
    
    +(CSP)
            1 HC
            2 HC
    cx B -> 3 HC -> QCB + B/C
    crossup with B, then any 1, 2 or 3 hit light chain, combo-ed into qcb + B or C.
    Note : can start the combo with jumping attack with A/B/C/D if 1 or 2 hit chain
    [ hit]
    
    +(DM)(CSP)
            1 HC
            2 HC
    cx B -> HC -> QCF, QCF + P
    crossup with B, then any 1, 2 or 3 hit light chain, combo-ed into qcf, qcf + A or C.
    Note : can start the combo with jumping attack with A/B/C/D if 1 or 2 hit chain
    [ hit]
    
    +(DM)(CSP)
            1 HC
            2 HC
    cx B -> 3 HC -> HCB, HCB + P
    crossup with B, then any 1, 2 or 3 hit light chain, combo-ed into hcb, hcb + A or C.
    Note : can start the combo with jumping attack with A/B/C/D if 1 or 2 hit chain
    [ hit]
    
    (CSP)
    j A~D    s C/D
    cx B  -> d C   -> DP + D -> QCB + B/C
    jumping attack with A/B/C/D or crossup with B, standing heavy punch/kick or crouching heavy
    punch combo-ed into uppercut + D, then follow up with qcb + B or C. 
    [ hit]
    
    +(CSP)
    j A~D    s C/D
    cx B  -> d C   -> fw + A -> QCB + B/C
    jumping attack with A/B/C/D or crossup with B, standing heavy punch/kick or crouching 
    heavy punch, forward + A, combo-ed into qcb + B or C. 
    [ hit]
    
    (t.C)
    s C/D
    d C   -> QCB + A
    standing heavy punch/kick or crouching heavy punch combo-ed into qcb + A. 
    [ hit]
    
    (t.C)(C)
    s C/D
    d C   -> fw + A -> DP + B
    standing heavy punch/kick or crouching heavy punch, forward + A, combo-ed into uppercut + B. 
    [ hit]
    
    (t.C)(C)(CSP)
    j A~D   s C/D
    cx B -> d C   -> fw + A -> DP + B
    jumping attack with A/B/C/D or crossup with B, standing heavy punch/kick or crouching heavy 
    punch, forward + A, combo-ed into uppercut + B. 
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for Yamazaki, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    
                                         s C/D
    DP + D -> QCB + A~C -> tap D -> dash d C   -> QCB + B/C
    execute uppercut + D, then cancel into qcb + A/B/C, tap D to cancel, then dash in with standing
    heavy punch/kick or crouching heavy punch combo-ed into qcb + B or C. 
    [ hit]
    
                                         s C/D
    DP + D -> QCB + A~C -> tap D -> dash d C   -> HCB, fw + P
    execute uppercut + D, then cancel into qcb + A/B/C, tap D to cancel, then dash in with standing
    heavy punch/kick or crouching heavy punch combo-ed into hcb, fw + A or C. 
    [ hit]
    
                                         s C/D
    DP + D -> QCB + A~C -> tap D -> dash d C   -> DP + P
    execute uppercut + D, then cancel into qcb + A/B/C, tap D to cancel, then dash in with standing
    heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. 
    [ hit]
    
                                         s C/D
    DP + D -> QCB + A~C -> tap D -> dash d C   -> DP + K
    execute uppercut + D, then cancel into qcb + A/B/C, tap D to cancel, then dash in with standing
    heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D. 
    [ hit]
    
    (C)
                                         s C/D
    DP + D -> QCB + A~C -> tap D -> dash d C   -> DP + D -> HCB + B/C
    execute uppercut + D, then cancel into hcb + A/B/C, tap D to cancel, then dash in with standing
    heavy punch/kick or crouching heavy punch combo-ed into uppercut + D, followed by hcb + B or C. 
    [ hit]
    
    +(C)
                                         s C/D
    DP + D -> QCB + A~C -> tap D -> dash d C   -> fw + A -> QCB + B/C
    execute uppercut + D, then cancel into qcb + A/B/C, tap D to cancel, then dash in with standing
    heavy punch/kick or crouching heavy punch, forward + A, combo-ed into qcb + B or D. 
    [ hit]
    
    (DM)
                                         s C/D
    DP + D -> QCB + A~C -> tap D -> dash d C   -> HCB, HCB + P
    execute uppercut + D, then cancel into qcb + A/B/C, tap D to cancel, then dash in with standing
    heavy punch/kick or crouching heavy punch combo-ed into hcb, hcb + A or C. 
    [ hit]
    
    (DM)(C)
                                         s C/D
    DP + D -> QCB + A~C -> tap D -> dash d C   -> QCF, QCF + P
    execute uppercut + D, then cancel into hcb + A/B/C, tap D to cancel, then dash in with standing
    heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. 
    [ hit]
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (C)(CNT)
    s CD -> QCB + A~C -> tap D -> s A~D
    standing CD(body toss attack), "COUNTER", cancelled into qcb + A/B/C tap D, then standing
    A/B/C/D.
    [ hit]
    
    (C)(CNT)
    s CD -> QCB + A~C -> tap D -> j A~D
    standing CD(body toss attack), "COUNTER", cancelled into qcb + A/B/C tap D, then jumping
    A/B/C/D.
    [ hit]
    
    (CNT)
    s CD -> QCB + A/C
    standing CD(body toss attack), "COUNTER", combo-ed into qcb + A or C.
    [ hit]
    
    (CNT)
    s CD -> DP + P
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C.
    [ hit]
    
    (CNT)
    s CD -> DP + B
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + B.
    [ hit]
    
    (CNT)
    s CD -> QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CNT)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
    j CD -> QCB + A/C
    jumping CD(body toss attack), "COUNTER", juggled with qcb + A or C.
    [ hit]
    
    (CNT)
    j CD -> DP + P
    jumping CD(body toss attack), "COUNTER", juggled with uppercut + A or C.
    [ hit]
    
    (CNT)
    j CD -> DP + B
    jumping CD(body toss attack), "COUNTER", juggled with uppercut + B.
    [ hit]
    
    (CNT)
    j CD -> QCF + P
    jumping CD(body toss attack), "COUNTER", juggled with qcf + A or C.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, QCF + P
    jumping CD(body toss attack), "COUNTER", juggled with qcf, qcf + A or C.
    [ hit]
    
    (CNT)
    HCF + K -> QCB + A
    execute hcf + B or D, then if opponent tries to attack and Yamazaki counter hit, "COUNTER",
    juggled with qcb + A.
    [ hit]
    
    (CNT)(DM)
    HCF + K -> QCF, QCF + P
    execute hcf + B or D, then if opponent tries to attack and Yamazaki counter hit, "COUNTER",
    juggled with qcf, qcf + A or C.
    [ hit]
    
    
    3.9.2
    ----------
    Blue Mary
    ----------
    Moveslist
    ---------
    Hammer Arch                           : fw + A (overhead)
    Climbing Arrow                        : dwnfw + B (anti-air)
    Double Rolling                        : fw + B (2nd hit hits low)
    +-------------------------------------------------------------------------------------------+
    Spin-Fall                             : QCF + B/D
    Mary's Spider                         : QCF + A/C
    Real Backdrop                         : HCB, fw + A/C (close)
    Mary Reverse Headlock                 : QCB + B (special moves)
    Mary Headbuster                       : QCB + D (normal moves)
    Straight Slicer                       : bk s fw + B/D (low slide)
    Crab Clutch                           : QCF + A/C (from Straight Slicer)
    Vertical Arrow                        : DP + B/D (anti-air)
    Mary's Snatcher                       : DP + B/D (from Vertical Arrow)
    +-------------------------------------------------------------------------------------------+
    Mary Splash Rose                      : QCF, HCB + A/C
    Mary Dynamite Swing                   : QCF x 2 + B/D
    Mary Typhoon                          : HCB x 2 + B/D (close)
    
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d B, d A
    d A, d B
    d B, d B
    d A, s A
    d B, s A
    d A, s B
    d B, s B
    s A, d A
    s B, d A
    s A, d B
    s B, d B
    s A, s A
    s B, s A
    s A, s B
    s B, s B
    d A, d A, d A
    d B, d A, d A
    d A, d B, d A
    d B, d B, d A
    d A, s A, d A
    d B, s A, d A
    d A, s B, d A
    d B, s B, d A
    s A, d A, d A
    s B, d A, d A
    s A, d B, d A
    s B, d B, d A
    s A, s A, d A
    s B, s A, d A
    s A, s B, d A
    s B, s B, d A
    d A, d A, d B
    d B, d A, d B
    d A, d B, d B
    d B, d B, d B
    d A, s A, d B
    d B, s A, d B
    d A, s B, d B
    d B, s B, d B
    s A, d A, d B
    s B, d A, d B
    s A, d B, d B
    s B, d B, d B
    s A, s A, d B
    s B, s A, d B
    s A, s B, d B
    s B, s B, d B
    d A, d A, s A
    d B, d A, s A
    d A, d B, s A
    d B, d B, s A
    d A, s A, s A
    d B, s A, s A
    d A, s B, s A
    d B, s B, s A
    s A, d A, s A
    s B, d A, s A
    s A, d B, s A
    s B, d B, s A
    s A, s A, s A
    s B, s A, s A
    s A, s B, s A
    s B, s B, s A
    d A, d A, s B
    d B, d A, s B
    d A, d B, s B
    d B, d B, s B
    d A, s A, s B
    d B, s A, s B
    d A, s B, s B
    d B, s B, s B
    s A, d A, s B
    s B, d A, s B
    s A, d B, s B
    s B, d B, s B
    s A, s A, s B
    s B, s A, s B
    s A, s B, s B
    s B, s B, s B
    d A, d A, d A, s B
    d B, d A, d A, s B
    d A, d B, d A, s B
    d B, d B, d A, s B
    d A, s A, d A, s B
    d B, s A, d A, s B
    d A, s B, d A, s B
    d B, s B, d A, s B
    s A, d A, d A, s B
    s B, d A, d A, s B
    s A, d B, d A, s B
    s B, d B, d A, s B
    s A, s A, d A, s B
    s B, s A, d A, s B
    s A, s B, d A, s B
    s B, s B, d A, s B
    d A, d A, d B, s B
    d B, d A, d B, s B
    d A, d B, d B, s B
    d B, d B, d B, s B
    d A, s A, d B, s B
    d B, s A, d B, s B
    d A, s B, d B, s B
    d B, s B, d B, s B
    s A, d A, d B, s B
    s B, d A, d B, s B
    s A, d B, d B, s B
    s B, d B, d B, s B
    s A, s A, d B, s B
    s B, s A, d B, s B
    s A, s B, d B, s B
    s B, s B, d B, s B
    d A, d A, s A, s B
    d B, d A, s A, s B
    d A, d B, s A, s B
    d B, d B, s A, s B
    d A, s A, s A, s B
    d B, s A, s A, s B
    d A, s B, s A, s B
    d B, s B, s A, s B
    s A, d A, s A, s B
    s B, d A, s A, s B
    s A, d B, s A, s B
    s B, d B, s A, s B
    s A, s A, s A, s B
    s B, s A, s A, s B
    s A, s B, s A, s B
    s B, s B, s A, s B
    s A, s C
    s B, s C
    s C, fw + A
    s D, fw + A
    d C, fw + A
    s C, fw + B
    s D, fw + B
    d C, fw + B
    s A, s C, fw + A
    s B, s C, fw + A
    s A, s C, fw + B
    s B, s C, fw + B
    ++ d A, d A, fw + A
    ++ d B, d A, fw + A
    ++ d A, d B, fw + A
    ++ d B, d B, fw + A
    ++ d A, s A, fw + A
    ++ d B, s A, fw + A
    ++ d A, s B, fw + A
    ++ d B, s B, fw + A
    ++ s A, d A, fw + A
    ++ s B, d A, fw + A
    ++ s A, d B, fw + A
    ++ s B, d B, fw + A
    ++ s A, s A, fw + A
    ++ s B, s A, fw + A
    ++ s A, s B, fw + A
    ++ s B, s B, fw + A
    ++ d A, d A, d A, fw + A
    ++ d B, d A, d A, fw + A
    ++ d A, d B, d A, fw + A
    ++ d B, d B, d A, fw + A
    ++ d A, s A, d A, fw + A
    ++ d B, s A, d A, fw + A
    ++ d A, s B, d A, fw + A
    ++ d B, s B, d A, fw + A
    ++ s A, d A, d A, fw + A
    ++ s B, d A, d A, fw + A
    ++ s A, d B, d A, fw + A
    ++ s B, d B, d A, fw + A
    ++ s A, s A, d A, fw + A
    ++ s B, s A, d A, fw + A
    ++ s A, s B, d A, fw + A
    ++ s B, s B, d A, fw + A
    ++ d A, d A, fw + B
    ++ d B, d A, fw + B
    ++ d A, d B, fw + B
    ++ d B, d B, fw + B
    ++ d A, s A, fw + B
    ++ d B, s A, fw + B
    ++ d A, s B, fw + B
    ++ d B, s B, fw + B
    ++ s A, d A, fw + B
    ++ s B, d A, fw + B
    ++ s A, d B, fw + B
    ++ s B, d B, fw + B
    ++ s A, s A, fw + B
    ++ s B, s A, fw + B
    ++ s A, s B, fw + B
    ++ s B, s B, fw + B
    ++ d A, d A, d A, fw + B
    ++ d B, d A, d A, fw + B
    ++ d A, d B, d A, fw + B
    ++ d B, d B, d A, fw + B
    ++ d A, s A, d A, fw + B
    ++ d B, s A, d A, fw + B
    ++ d A, s B, d A, fw + B
    ++ d B, s B, d A, fw + B
    ++ s A, d A, d A, fw + B
    ++ s B, d A, d A, fw + B
    ++ s A, d B, d A, fw + B
    ++ s B, d B, d A, fw + B
    ++ s A, s A, d A, fw + B
    ++ s B, s A, d A, fw + B
    ++ s A, s B, d A, fw + B
    ++ s B, s B, d A, fw + B
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> j D
    j B -> j D
    j C -> j D
    j D -> j D
    
    -----------
    N O T I C E
    -----------
    - the following chain combos are based on the multi-hit bug, standing A, hcb + P.
      the hcb + P will make the standing A to be 2 hit.  
      thanks to Olivier(thonglith@easynet.fr)
    
    d A, d B, s A, HCB + P, s B
    d B, d B, s A, HCB + P, s B
    d A, s A, s A, HCB + P, s B
    d B, s A, s A, HCB + P, s B
    d A, s B, s A, HCB + P, s B
    d B, s B, s A, HCB + P, s B
    s A, d A, s A, HCB + P, s B
    s B, d A, s A, HCB + P, s B
    s A, d B, s A, HCB + P, s B
    s B, d B, s A, HCB + P, s B
    s A, s A, s A, HCB + P, s B
    s B, s A, s A, HCB + P, s B
    s A, s B, s A, HCB + P, s B
    s B, s B, s A, HCB + P, s B
    
    - the following are for larger characters only.
    
    d A, d A, s A, HCB + P, s A, HCB + P, s B
    d B, d A, s A, HCB + P, s A, HCB + P, s B
    d A, d B, s A, HCB + P, s A, HCB + P, s B
    d B, d B, s A, HCB + P, s A, HCB + P, s B
    d A, s A, s A, HCB + P, s A, HCB + P, s B
    d B, s A, s A, HCB + P, s A, HCB + P, s B
    d A, s B, s A, HCB + P, s A, HCB + P, s B
    d B, s B, s A, HCB + P, s A, HCB + P, s B
    s A, d A, s A, HCB + P, s A, HCB + P, s B
    s B, d A, s A, HCB + P, s A, HCB + P, s B
    s A, d B, s A, HCB + P, s A, HCB + P, s B
    s B, d B, s A, HCB + P, s A, HCB + P, s B
    s A, s A, s A, HCB + P, s A, HCB + P, s B
    s B, s A, s A, HCB + P, s A, HCB + P, s B
    s A, s B, s A, HCB + P, s A, HCB + P, s B
    s B, s B, s A, HCB + P, s A, HCB + P, s B
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C
    d C
    s C(2 hits)
    s D(2 hits) -> bk s fw + K -> QCF + K
    standing/crouching heavy punch or heavy punch/kick (2 hits), combo-ed into bk s fw + B or D,
    then finish with qcf + B or D.
    [ hit]
    
    s C
    d C
    s C(2 hits)
    s D(2 hits) -> DP + K -> DP + K
    standing/crouching heavy punch or heavy punch/kick (2 hits), combo-ed into uppercut + B or D,
    then finish with uppercut + B or D.
    [ hit]
    
    s C
    d C
    s C(2 hits)
    s D(2 hits) -> HCB, fw + P
    standing/crouching heavy punch or heavy punch/kick (2 hits), combo-ed into hcb, fw + A or C.
    [ hit]
    
    (DM)
    s C
    d C
    s C(2 hits)
    s D(2 hits) -> QCF, QCF + K 
    standing/crouching heavy punch or heavy punch/kick (2 hits), combo-ed into qcf, qcf + B or D.
    [ hit]
    
    (DM)
    s C
    d C
    s C(2 hits)
    s D(2 hits) -> QCF, HCB + P
    standing/crouching heavy punch or heavy punch/kick (2 hits), combo-ed into qcf, hcb + A or C.
    [ hit]
    
    (DM)
    s C
    d C
    s C(2 hits)
    s D(2 hits) -> HCB, HCB + K
    standing/crouching heavy punch or heavy punch/kick (2 hits), combo-ed into hcb, hcb + B or D.
    [ hit]
    
    (CSP)
             s C
    j A~D    d C
    cx D  -> s C(2 hits) -> bk s fw + K -> QCF + K
    jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy 
    punch(2 hits), combo-ed into bk s fw + B or D, then finish with qcf + B or D.
    [ hit]
    
    (CSP)
             s C
    j A~D    d C
    cx D  -> s C(2 hits) -> DP + K -> DP + K
    jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy 
    punch(2 hits), combo-ed into uppercut + B or D, then finish with uppercut + B or D.
    [ hit]
    
    (CSP)
             s C
    j A~D    d C
    cx D  -> s C(2 hits) -> HCB, fw + P
    jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy 
    punch(2 hits), combo-ed into hcb, fw + A or C.
    [ hit]
    
    (DM)(CSP)
             s C
    j A~D    d C
    cx D  -> s C(2 hits) -> QCF, QCF + K 
    jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy 
    punch(2 hits), combo-ed into qcf, qcf + B or D.
    [ hit]
    
    (DM)(CSP)
             s C
    j A~D    d C
    cx D  -> s C(2 hits) -> QCF, HCB + P
    jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy 
    punch(2 hits), combo-ed into qcf, hcb + A or C.
    [ hit]
    
    (DM)(CSP)
             s C
    j A~D    d C
    cx D  -> s C(2 hits) -> HCB, HCB + K
    jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy 
    punch(2 hits), combo-ed into hcb, hcb + B or D.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +
    s C
    d C
    s C(2 hits)
    s D(2 hits) -> fw + A -> bk s fw + K -> QCF + K
    standing/crouching heavy punch or heavy punch/kick (2 hits), into forward + A, combo-ed into
    bk s fw + B or D, then finish with qcf + B or D.
    Note : humanly impossible combo, but its possible..try using PS version of KoF98 and use the
           shortcut keys, R1, R2..
    [ hit]
    
    +
    s C
    d C
    s C(2 hits)
    s D(2 hits) -> fw + A -> DP + K -> DP + K
    standing/crouching heavy punch or heavy punch/kick (2 hits), into forward + A, combo-ed into
    uppercut + B or D, then finish with uppercut + B or D.
    [ hit]
    
    +
    s C
    d C
    s C(2 hits)
    s D(2 hits) -> fw + A -> HCB, fw + P
    standing/crouching heavy punch or heavy punch/kick (2 hits), into forward + A, combo-ed into
    hcb, fw + A or C.
    [ hit]
    
    +(DM)
    s C
    d C
    s C(2 hits)
    s D(2 hits) -> fw + A -> QCF, QCF + K 
    standing/crouching heavy punch or heavy punch/kick (2 hits), into forward + A, combo-ed into
    qcf, qcf + B or D.
    [ hit]
    
    +(DM)
    s C
    d C
    s C(2 hits)
    s D(2 hits) -> fw + A -> QCF, HCB + P
    standing/crouching heavy punch or heavy punch/kick (2 hits), into forward + A, combo-ed into
    qcf, hcb + A or C.
    [ hit]
    
    +(DM)
    s C
    d C
    s C(2 hits)
    s D(2 hits) -> fw + A -> HCB, HCB + K
    standing/crouching heavy punch or heavy punch/kick (2 hits), into forward + A, combo-ed into
    hcb, hcb + B or D.
    [ hit]
    
    +(CSP)
             s C
    j A~D    d C
    cx D  -> s C(2 hits) -> fw + A -> bk s fw + K -> QCF + K
    jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy 
    punch(2 hits), into forward + A, combo-ed into bk s fw + B or D, then finish with qcf + B or D.
    Note : humanly impossible combo, but its possible..try using PS version of KoF98 and use the
           shortcut keys, R1, R2..
    [ hit]
    
    +(CSP)
             s C
    j A~D    d C
    cx D  -> s C(2 hits) -> fw + A -> DP + K -> DP + K
    jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy 
    punch(2 hits), into forward + A, combo-ed into uppercut + B or D, then finish with
    uppercut + B or D.
    [ hit]
    
    +(CSP)
             s C
    j A~D    d C
    cx D  -> s C(2 hits) -> fw + A -> HCB, fw + P
    jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy 
    punch(2 hits), into forward + A, combo-ed into hcb, fw + A or C.
    [ hit]
    
    +(DM)(CSP)
             s C
    j A~D    d C
    cx D  -> s C(2 hits) -> fw + A -> QCF, QCF + K 
    jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy 
    punch(2 hits), into forward + A, combo-ed into qcf, qcf + B or D.
    [ hit]
    
    +(DM)(CSP)
             s C
    j A~D    d C
    cx D  -> s C(2 hits) -> fw + A -> QCF, HCB + P
    jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy 
    punch(2 hits), into forward + A, combo-ed into qcf, hcb + A or C.
    [ hit]
    
    +(DM)(CSP)
             s C
    j A~D    d C
    cx D  -> s C(2 hits) -> fw + A -> HCB, HCB + K
    jumping attack with A/B/C/D or crossup with D, then standing/crouching heavy punch or heavy 
    punch(2 hits), into forward + A, combo-ed into hcb, hcb + B or D.
    [ hit]
    
    +
    1 HC
    2 HC -> DP + K -> DP + K
    any 1 or 2 hit light chain, combo-ed into uppercut + B or D, then finish with uppercut + B or D.
    [ hit]
    
    +
    1 HC
    2 HC -> HCB, fw + P
    any 1 or 2 hit light chain, combo-ed into hcb, fw + A or C.
    [ hit]
    
    +(DM)
    1 HC
    2 HC -> QCF, QCF + K
    any 1 or 2 hit light chain, combo-ed into qcf, qcf + B or D.
    [ hit]
    
    +(DM)
    1 HC
    2 HC -> HCB, HCB + K
    any 1 or 2 hit light chain, combo-ed into hcb, hcb + B or D.
    [ hit]
    
    +
    1 HC
    2 HC -> DP + K -> DP + K
    any 1 or 2 hit light chain, combo-ed into uppercut + B or D, then finish with uppercut + B or D.
    [ hit]
    
    +
    1 HC
    2 HC -> HCB, fw + P
    any 1 or 2 hit light chain, combo-ed into hcb, fw + A or C.
    [ hit]
    
    +(DM)
    1 HC
    2 HC -> QCF, QCF + K
    any 1 or 2 hit light chain, combo-ed into qcf, qcf + B or D.
    [ hit]
    
    +(DM)
    1 HC
    2 HC -> HCB, HCB + K
    any 1 or 2 hit light chain, combo-ed into hcb, hcb + B or D.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for Mary, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    
    +
    s A/B -> s C(2 hits) -> bk s fw + K -> QCF + K
    standing light punch or kick, chained into standing heavy punch(2 hits), combo-ed into
    bk s fw + B or D, then finish with qcf + B or D.
    [ hit]
    
    +
    s A/B -> s C(2 hits) -> DP + K -> DP + K
    standing light punch or kick, chained into standing heavy punch(2 hits), combo-ed into
    uppercut + B or D, then finish with uppercut + B or D.
    [ hit]
    
    +
    s A/B -> s C(2 hits) -> HCB, fw + P
    standing light punch or kick, chained into standing heavy punch(2 hits), combo-ed into
    hcb, fw + A or C.
    [ hit]
    
    +(DM)
    s A/B -> s C(2 hits) -> QCF, QCF + K 
    standing light punch or kick, chained into standing heavy punch(2 hits), combo-ed into
    qcf, qcf + B or D.
    [ hit]
    
    +(DM)
    s A/B -> s C(2 hits) -> QCF, HCB + P
    standing light punch or kick, chained into standing heavy punch(2 hits), combo-ed into 
    qcf, hcb + A or C.
    [ hit]
    
    +(DM)
    s A/B -> s C(2 hits) -> HCB, HCB + K
    standing light punch or kick, chained into standing heavy punch(2 hits), combo-ed into 
    hcb, hcb + B or D.
    [ hit]
    
    +(CSP)
    j A~D    
    cx D  -> s A/B - > s C(2 hits) -> bk s fw + K -> QCF + K
    jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, chained into 
    standing heavy punch(2 hits), combo-ed into bk s fw + B or D, then finish with qcf + B or D.
    [ hit]
    
    +(CSP)
    j A~D    
    cx D  -> s A/B - > s C(2 hits) -> DP + K -> DP + K
    jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, chained into 
    standing heavy punch(2 hits), combo-ed into uppercut + B or D, then finish with
    uppercut + B or D.
    [ hit]
    
    +(CSP)
    j A~D    
    cx D  -> s A/B - > s C(2 hits) -> HCB, fw + P
    jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, chained into 
    standing heavy punch(2 hits), combo-ed into hcb, fw + A or C.
    [ hit]
    
    +(DM)(CSP)
    j A~D    
    cx D  -> s A/B - > s C(2 hits) -> QCF, QCF + K 
    jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, chained into 
    standing heavy punch(2 hits), combo-ed into qcf, qcf + B or D.
    [ hit]
    
    +(DM)(CSP)
    j A~D    
    cx D  -> s A/B - > s C(2 hits) -> QCF, HCB + P
    jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, chained into 
    standing heavy punch(2 hits), combo-ed into qcf, hcb + A or C.
    [ hit]
    
    +(DM)(CSP)
    j A~D    
    cx D  -> s A/B - > s C(2 hits) -> HCB, HCB + K
    jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, chained into 
    standing heavy punch(2 hits), combo-ed into hcb, hcb + B or D.
    [ hit]
    
    +
    s A/B -> s C -> fw + A -> bk s fw + K -> QCF + K
    standing light punch or kick, standing heavy punch, into forward + A, combo-ed into 
    bk s fw + B or D, then finish with qcf + B or D.
    [ hit]
    
    +
    s A/B -> s C -> fw + A -> DP + K -> DP + K
    standing light punch or kick, standing heavy punch, into forward + A, combo-ed into 
    uppercut + B or D, then finish with uppercut + B or D.
    [ hit]
    
    +
    s A/B -> s C -> fw + A -> HCB, fw + P
    standing light punch or kick, standing heavy punch, into forward + A, combo-ed into 
    hcb, fw + A or C.
    [ hit]
    
    +(DM)
    s A/B -> s C -> fw + A -> QCF, QCF + K 
    standing light punch or kick, standing heavy punch, into forward + A, combo-ed into 
    qcf, qcf + B or D.
    [ hit]
    
    +(DM)
    s A/B -> s C -> fw + A -> QCF, HCB + P
    standing light punch or kick, standing heavy punch, into forward + A, combo-ed into 
    qcf, hcb + A or C.
    [ hit]
    
    +(DM)
    s A/B -> s C -> fw + A -> HCB, HCB + K
    standing light punch or kick, standing heavy punch, into forward + A, combo-ed into 
    hcb, hcb + B or D.
    [ hit]
    
    +(CSP)
    j A~D    
    cx D  -> s A/B - > s C -> fw + A -> bk s fw + K -> QCF + K
    jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, standing 
    heavy punch, into forward + A, combo-ed into bk s fw + B or D, then finish with qcf + B or D.
    [ hit]
    
    +(CSP)
    j A~D    
    cx D  -> s A/B - > s C -> fw + A -> DP + K -> DP + K
    jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, standing 
    heavy punch, into forward + A, combo-ed into uppercut + B or D, then finish with
    uppercut + B or D.
    [ hit]
    
    +(CSP)
    j A~D    
    cx D  -> s A/B - > s C -> fw + A -> HCB, fw + P
    jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, standing 
    heavy punch, into forward + A, combo-ed into hcb, fw + A or C.
    [ hit]
    
    +(DM)(CSP)
    j A~D    
    cx D  -> s A/B - > s C -> fw + A -> QCF, QCF + K 
    jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, standing 
    heavy punch, into forward + A, combo-ed into qcf, qcf + B or D.
    [ hit]
    
    +(DM)(CSP)
    j A~D    
    cx D  -> s A/B - > s C -> fw + A -> QCF, HCB + P
    jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, standing 
    heavy punch, into forward + A, combo-ed into qcf, hcb + A or C.
    [ hit]
    
    +(DM)(CSP)
    j A~D    
    cx D  -> s A/B - > s C -> fw + A -> HCB, HCB + K
    jumping attack with A/B/C/D or crossup with D, then standing light punch or kick, standing 
    heavy punch, into forward + A, combo-ed into hcb, hcb + B or D.
    [ hit]
    
    (BUG)(MID)(C)(DM)
    QCF, QCF + K -> any normal slam
    execute qcf, qcf + B or D to hit opponent in mid air, then as opponent about to land, simply
    push forward + C/D to slam opponent.
    Note : qcf, qcf + K must only hit once.
    
    (BUG)(MID)(C)(DM)
    QCF, QCF + K -> HCB, fw + P
    execute qcf, qcf + B or D to hit opponent in mid air, then as opponent about to land, execute
    hcb, fw + A or C.
    Note : qcf, qcf + K must only hit once.
    
    (BUG)(MID)(C)(DM)
    QCF, QCF + K -> HCB, HCB + K
    execute qcf, qcf + B or D to hit opponent in mid air, then as opponent about to land, execute
    hcb, hcb + B or D.
    Note : qcf, qcf + K must only hit once.
    
    (BUG)(C)(INF)
    1 HC x infinity
    after Mary floats, repeat any light hits x infinity.
    [ hit]
    
    Note : listed below are the floating techniques to enable Blue Mary to "float".
    
    +==============================================================================+
    | F L O A T I N G   T E C H N I Q U E S  ( B L U E   M A R Y )                 |
    +==============================================================================+
    | #1                                                                           |
    | (MID)(DM)(C)                                                                 |
    | QCF x 2 + K -> HCB, fw + P                                                   |
    | execute the DM, qcf, qcf + B or D, then as opponent about to land,           |
    | execute her command throw, hcb, fw + P.                                      |
    |                                                                              |
    | Note : the hcb, fw + P must catch opponent while they are about to land      |
    |        about micro-pixels before the ground. if done correctly then          |
    |        Mary will float slightly above the ground                             |
    |                                                                              |
    +==============================================================================+
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    HCB + D -> counter opponent normal attacks -> s A~D
    execute hcb + D, then when opponent does normal move attack, then Mary will grab opponent
    and launch them in mid air, then juggle with standing A/B/C/D.
    [ hit]
    
    HCB + D -> counter opponent normal attacks -> DP + K -> DP + K
    execute hcb + D, then when opponent does normal move attack, then Mary will grab opponent
    and launch them in mid air, then juggle with uppercut + B or D, then finish with
    uppercut + B or D.
    [ hit]
    
    (DM)
    HCB + D -> counter opponent normal attacks -> QCF, HCB + P
    execute hcb + D, then when opponent does normal move attack, then Mary will grab opponent
    and launch them in mid air, then juggle with qcf, hcb + A or C.
    [ hit]
    
    (DM)
    HCB + D -> counter opponent normal attacks -> QCF, QCF + K
    execute hcb + D, then when opponent does normal move attack, then Mary will grab opponent
    and launch them in mid air, then juggle with qcf, qcf + B or D.
    Note : if near corner, execute the qcf, qcf + K fast, and then attempt to do the "float" bug.
           this will enable you to do the infinite in the corner.
    [ hit]
    
    (CNT)
    s CD -> DP + K -> DP + K
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D, then finish 
    with uppercut + B or D.
    [ hit]
    
    (CNT)
    s CD -> QCF + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcf + B or D.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + B or D.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, HCB + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C.
    [ hit]
    
    (CNT)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
    j CD -> DP + K -> DP + K
    jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D, then finish 
    with uppercut + B or D.
    [ hit]
    
    (CNT)
    j CD -> QCF + K
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf + B or D.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, QCF + K
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + B or D.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, HCB + P
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C.
    [ hit]
    
    (CNT)(MID)
    dwnfw + B -> DP + K, DP + K
    hit mid air opponent with dwnfw + B, "COUNTER", then combo-ed into uppercut + B or D, 
    then finished with uppercut + B or D.
    [ hit]
    
    (CNT)(MID)(DM)
    dwnfw + B -> QCF, QCF + K
    hit mid air opponent with dwnfw + B, "COUNTER", then combo-ed into qcf, qcf + B or D
    [ hit]
    
    (CNT)(MID)(DM)
    dwnfw + B -> QCF, HCB + P
    hit mid air opponent with dwnfw + B, "COUNTER", then combo-ed into qcf, hcb + A or C
    [ hit]
    
    (OPD)
    d A/B -> s C -> etc.
    any early low hit chain, standing heavy punch, combo-ed into any combination preferred.
    Note : low A/B hits opponent at last frame to allow standing C to combo.
    [ hit]
    
    3.9.3a
    ---------------
    Billy Kane '97
    ---------------
    Moveslist
    ---------
    Great Revolving Kick                : fw + A
    Pole Vault Kick                     : fw + B
    +-------------------------------------------------------------------------------------------+
    Whirlwind Cane                      : Rapid A
    Rapid Wave Cane                     : Rapid C
    Three Part Cane:                    : HCF + A/C
    Middle Grade Strike
    Flaming Three Part Cane:            : QCF + A/C (after HCF + A/C)
    Middle Grade Thrust
    Rotating Circle Slice Cane          : DP + A/C
    Strong Attack Flying Cane           : DP + B/D
    Fire Dragon Pursuit Cane            : QCB + B (normal moves)
    Water Dragon Pursuit Cane           : QCB + D (normal moves)
    +-------------------------------------------------------------------------------------------+
    Flaming Stick Spin                  : QCF, HCB + A/C
    Super Stick Swing                   : QCF x 2 + A/C
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d B, s A
    d B, s B
    d B, d B
    d B, d B, s B
    d B, d B, s A
    d B, d B, d B, s A
    d B, s A, fw + A
    d B, s B, fw + A
    d B, d B, s B, fw + A
    d B, d B, s A, fw + A
    d B, d B, d B, s A, fw + A
    ++ d B, s A, fw + B
    ++ d B, s B, fw + B
    ++ d B, d B, s B, fw + B
    ++ d B, d B, s A, fw + B
    ++ d B, d B, d B, s A, fw + B
    s C, fw + A
    d C, fw + A
    s D, fw + A
    ++ s D, fw + B
    ++ d C, fw + B
    ++ s C, fw + B
    
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C/D
    d C   -> HCF + P -> QCF + P
    standing heavy punch/kick or crouching heavy punch combo-ed into hcf + A or C, the finish 
    with qcf + A or C. 
    [ hit]
    
    s C/D
    d C   -> DP + P
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + A or C. 
    [ hit]
    
    s C/D
    d C   -> DP + K
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D. 
    [ hit]
    
    s C/D
    d C   -> rapid P
    standing heavy punch/kick or crouching heavy punch combo-ed into rapid A or C. 
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCF, QCF + P
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    (CSP)
    j A~D   s C/D
    cx D -> d C   -> HCF + P -> QCF + P
    jumping attack with A/B/C/D or crossup with D, then standing heavy punch/kick or crouching
    heavy punch combo-ed into hcf + A or C, the finish with qcf + A or C. 
    [ hit]
    
    (CSP)
    j A~D   s C/D
    cx D -> d C   -> DP + P
    jumping attack with A/B/C/D or crossup with D, then standing heavy punch/kick or crouching
    heavy punch combo-ed into uppercut + A or C. 
    [ hit]
    
    (CSP)
    j A~D   s C/D
    cx D -> d C   -> DP + K
    jumping attack with A/B/C/D or crossup with D, then standing heavy punch/kick or crouching
    heavy punch combo-ed into uppercut + B or D. 
    [ hit]
    
    (CSP)
    j A~D   s C/D
    cx D -> d C   -> rapid P
    jumping attack with A/B/C/D or crossup with D, then standing heavy punch/kick or crouching
    heavy punch combo-ed into rapid A or C. 
    [ hit]
    
    (DM)(CSP)
    j A~D   s C/D
    cx D -> d C   -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup with D, then standing heavy punch/kick or crouching
    heavy punch combo-ed into qcf, qcf + A or C. 
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +
    1 HC
    2 HC
    3 HC -> DP + P
    any 1, 2 or 3 hit light chain, combo-ed into uppercut + A or C.
    [ hit]
    
    +(DM)
    1 HC
    2 HC
    3 HC -> QCF, QCF + P
    any 1, 2 or 3 hit light chain, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +
             1 HC
    j A~D -> 2 HC -> DP + P
    jumping attack with A/B/C/D, then any 1, 2 or 3 hit light chain, combo-ed into 
    uppercut + A or C.
    [ hit]
    
    +(DM)
             1 HC
    j A~D -> 2 HC -> QCF, QCF + P
    jumping attack with A/B/C/D, then any 1, 2 or 3 hit light chain, combo-ed into
    qcf, qcf + A or C.
    [ hit]
    
    +(CSP)
    cx D -> 3 HC -> DP + P
    crossup D, then any 1, 2 or 3 hit light chain, combo-ed into uppercut + A or C.
    [ hit]
    
    +(DM)(CSP)
    cx D -> 3 HC -> QCF, QCF + P
    crossup D, then any 1, 2 or 3 hit light chain, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (DM)
    s A/B -> QCF, HCB + P
    standing light punch or kick, combo-ed into qcf, hcb + A or C.
    [ hit]
    
    (DM)(CSP)
    cx D -> s A/B -> QCF, HCB + P
    crossup with D, then standing light punch or kick, combo-ed into qcf, hcb + A or C.
    Note : works in MAX, and does lots more damage
    [ hit]
    
    s C/D
    d C   -> DP + K -> fw + A
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then
    juggle with forward + A. 
    [ hit]
    
    (C)
    s C/D              d C
    d C   -> DP + K -> s A~D
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then
    juggle with standing A/B/C/D or down C. 
    [ hit]
    
    (C)
    s C/D
    d C   -> DP + K -> j A~D
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then
    juggle with jumping A/B/C/D. 
    [ hit]
    
    (C)
    s C/D
    d C   -> DP + K -> DP + P
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then
    juggle with uppercut + A or C. 
    [ hit]
    
    (C)(DM)
    s C/D
    d C   -> DP + K -> QCF, HCB + P
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then
    juggle with qcf, hcb + A or C. 
    [ hit]
    
    (CSP)
            s C/D
    cx D -> d C   -> DP + K -> fw + A
    crossup with D, then standing heavy punch/kick or crouching heavy punch combo-ed into 
    uppercut + B or D, then juggle with forward + A. 
    [ hit]
    
    (C)
             s C/D              d C
    j A~D -> d C   -> DP + K -> s A~D
    jumping attack with A/B/C/D, then standing heavy punch/kick or crouching heavy punch combo-ed
    into uppercut + B or D, then juggle with standing A/B/C/D or down C. 
    Note : can be started from crossup D, if near corner.
    [ hit]
    
    (C)
             s C/D
    j A~D -> d C   -> DP + K -> j A~D
    jumping attack with A/B/C/D, then standing heavy punch/kick or crouching heavy punch combo-ed
    into uppercut + B or D, then juggle with jumping A/B/C/D. 
    Note : can be started from crossup D, if near corner.
    [ hit]
    
    (C)
             s C/D
    j A~D -> d C   -> DP + K -> DP + P
    jumping attack with A/B/C/D, then standing heavy punch/kick or crouching heavy punch combo-ed
    into uppercut + B or D, then juggle with uppercut + A or C. 
    Note : can be started from crossup D, if near corner.
    [ hit]
    
    (C)(DM)
             s C/D
    j A~D -> d C   -> DP + K -> QCF, HCB + P
    jumping attack with A/B/C/D, then standing heavy punch/kick or crouching heavy punch combo-ed
    into uppercut + B or D, then juggle with qcf, hcb + A or C. 
    Note : can be started from crossup D, if near corner.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for , that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
    
    Nothing "expert" bout Billy Kane.
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> DP + K 
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D.
    [ hit]
    
    (CNT)
    s CD -> DP + P
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, HCB + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C.
    [ hit]
    
    (CNT)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            fw + A
    j CD -> fw + B
    jumping CD(body toss attack), "COUNTER", juggled with forward + A or forward + B. 
    [ hit]
    
    (CNT)
    j CD -> DP + K 
    jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D.
    [ hit]
    
    (CNT)
    j CD -> DP + P 
    jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, QCF + P
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CNT)(DM)(C)
    j CD -> QCF, HCB + P
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C.
    [ hit]
    
    (OPD)
    d A/B -> d C -> etc.
    any early low hit chain, crouching heavy punch, combo-ed into any combination preferred.
    Note : low A/B hits opponent at last frame to allow down C to combo.
    [ hit]
    
    
    3.9.3b
    ----------------
    Billy Kane (RB2)
    ----------------
    Moveslist
    ---------
    Great Revolving Kick                : fw + A
    Pole Vault Kick                     : fw + B
    +-------------------------------------------------------------------------------------------+
    Whirlwind Cane                      : Rapid A
    Three Part Cane:                    : HCF + A/C
    Middle Grade Strike
    Flaming Three Part Cane:            : QCF + A/C (after HCF + A/C)
    Middle Grade Thrust
    Strong Attack Flying Cane           : DP + B/D
    Sparrow Killer                      : QCB + A/C
    +-------------------------------------------------------------------------------------------+
    Flaming Stick Spin                  : QCF, HCB + A/C
    Salamander Stream                   : QCF x 2 + A/C
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d B, s A
    d B, s B
    d B, d B
    d B, d B, s B
    d B, d B, s A
    d B, d B, d B, s A
    d B, s A, fw + A
    d B, s B, fw + A
    d B, d B, s B, fw + A
    d B, d B, s A, fw + A
    d B, d B, d B, s A, fw + A
    ++ d B, s A, fw + B
    ++ d B, s B, fw + B
    ++ d B, d B, s B, fw + B
    ++ d B, d B, s A, fw + B
    ++ d B, d B, d B, s A, fw + B
    s C, fw + A
    d C, fw + A
    s D, fw + A
    ++ s D, fw + B
    ++ d C, fw + B
    ++ s C, fw + B
    
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C/D
    d C   -> HCF + P -> QCF + P
    standing heavy punch/kick or crouching heavy punch combo-ed into hcf + A or C, the finish 
    with qcf + A or C. 
    [ hit]
    
    s C/D
    d C   -> DP + K
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D. 
    [ hit]
    
    s C/D
    d C   -> rapid P
    standing heavy punch/kick or crouching heavy punch combo-ed into rapid A or C. 
    [ hit]
    
    (DM)
    s C/D
    d C   -> QCF, QCF + P
    standing heavy punch/kick or crouching heavy punch combo-ed into qcf, qcf + A or C. 
    [ hit]
    
    (CSP)
    j A~D   s C/D
    cx D -> d C   -> HCF + P -> QCF + P
    jumping attack with A/B/C/D or crossup with D, then standing heavy punch/kick or crouching
    heavy punch combo-ed into hcf + A or C, the finish with qcf + A or C. 
    [ hit]
    
    (CSP)
    j A~D   s C/D
    cx D -> d C   -> DP + K
    jumping attack with A/B/C/D or crossup with D, then standing heavy punch/kick or crouching
    heavy punch combo-ed into uppercut + B or D. 
    [ hit]
    
    (CSP)
    j A~D   s C/D
    cx D -> d C   -> rapid P
    jumping attack with A/B/C/D or crossup with D, then standing heavy punch/kick or crouching
    heavy punch combo-ed into rapid A or C. 
    [ hit]
    
    (DM)(CSP)
    j A~D   s C/D
    cx D -> d C   -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup with D, then standing heavy punch/kick or crouching
    heavy punch combo-ed into qcf, qcf + A or C. 
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    (DM)
    s A/B -> QCF, HCB + P
    standing light punch or kick, combo-ed into qcf, hcb + A or C.
    [ hit]
    
    (DM)(CSP)
    cx D -> s A/B -> QCF, HCB + P
    crossup with D, then standing light punch or kick, combo-ed into qcf, hcb + A or C.
    Note : works in MAX, and does lots more damage
    [ hit]
    
    s C/D
    d C   -> DP + K -> fw + A
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then
    juggle with forward + A. 
    [ hit]
    
    s C/D
    d C   -> DP + K -> QCB + P
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then
    juggle with qcb + A or C. 
    [ hit]
    
    (C)
    s C/D              d C
    d C   -> DP + K -> s A~D
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then
    juggle with standing A/B/C/D or down C. 
    [ hit]
    
    (C)
    s C/D
    d C   -> DP + K -> j A~D
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then
    juggle with jumping A/B/C/D. 
    [ hit]
    
    (C)(DM)
    s C/D
    d C   -> DP + K -> QCF, HCB + P
    standing heavy punch/kick or crouching heavy punch combo-ed into uppercut + B or D, then
    juggle with qcf, hcb + A or C. 
    [ hit]
    
    (CSP)
            s C/D
    cx D -> d C   -> DP + K -> fw + A
    crossup with D, then standing heavy punch/kick or crouching heavy punch combo-ed into 
    uppercut + B or D, then juggle with forward + A. 
    [ hit]
    
    (CSP)
            s C/D
    cx D -> d C   -> DP + K -> QCB + P
    crossup with D, then standing heavy punch/kick or crouching heavy punch combo-ed into 
    uppercut + B or D, then juggle with qcb + A or C. 
    [ hit]
    
    (C)
             s C/D              d C
    j A~D -> d C   -> DP + K -> s A~D
    jumping attack with A/B/C/D, then standing heavy punch/kick or crouching heavy punch combo-ed
    into uppercut + B or D, then juggle with standing A/B/C/D or down C. 
    Note : can be started from crossup D, if near corner.
    [ hit]
    
    (C)
             s C/D
    j A~D -> d C   -> DP + K -> j A~D
    jumping attack with A/B/C/D, then standing heavy punch/kick or crouching heavy punch combo-ed
    into uppercut + B or D, then juggle with jumping A/B/C/D. 
    Note : can be started from crossup D, if near corner.
    [ hit]
    
    (C)(DM)
             s C/D
    j A~D -> d C   -> DP + K -> QCF, HCB + P
    jumping attack with A/B/C/D, then standing heavy punch/kick or crouching heavy punch combo-ed
    into uppercut + B or D, then juggle with qcf, hcb + A or C. 
    Note : can be started from crossup D, if near corner.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for , that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
    
    Nothing "expert" bout Billy Kane.
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> DP + K 
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D.
    [ hit]
    
    (CNT)
    s CD -> QCB + P 
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, HCB + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C.
    [ hit]
    
    (CNT)(C)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            fw + A
    j CD -> fw + B
    jumping CD(body toss attack), "COUNTER", juggled with forward + A or forward + B. 
    [ hit]
    
    (CNT)
    j CD -> DP + K 
    jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D.
    [ hit]
    
    (CNT)
    j CD -> DP + P 
    jumping CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, QCF + P
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CNT)(DM)(C)
    j CD -> QCF, HCB + P
    jumping CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C.
    [ hit]
    
    (OPD)
    d A/B -> d C -> etc.
    any early low hit chain, crouching heavy punch, combo-ed into any combination preferred.
    Note : low A/B hits opponent at last frame to allow down C to combo.
    [ hit]
    
    ==============================================================================================
    3.10                              ______________________
                                     /                     /
                                         Assasins Team
                                   /_____________________/
    
    3.10.1
    ------------
    Iori Yagami
    ------------
    Moveslist
    ---------
    Lily Break                             : bk + B (mid-air)
    Foreign Style:                         : fw + B
    Thunder Axe Negative "Death God"
    Foreign Style: Dream Bullet            : fw + A, A
    +-------------------------------------------------------------------------------------------+
    Style No. 180: Darkness Sweep          : QCF + A/C
    Style No. 100: Demon Scorcher          : DP + A/C
    Style No. 127: Hollyhock Flower        : QCB + A/C x 3
    Style No. 202: Koto Moon Negative      : HCB + B/D
    Scum Gale                              : HCB, fw + A/C
    Nail Gale                              : DP + B/D
    +-------------------------------------------------------------------------------------------+
    Forbidden Style No. 1201:              : QCF, HCB + A/C
    Eight MaidensReverse Style No. 180:    : QCB, HCF + A/C
    Eight Wine Glasses
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d B, d A
    d A, d B
    d B, d B
    d A, s A
    d B, s A
    d A, s B
    d B, s B
    s A, d A
    s A, d B
    s A, s A
    s A, s B
    d A, d A, d A
    d B, d A, d A
    d A, d B, d A
    d B, d B, d A
    d A, s A, d A
    d B, s A, d A
    s A, d A, d A
    s A, d B, d A
    s A, s A, d A
    s A, fw + A
    d A, fw + A
    s B, fw + A
    s A, fw + A, A
    d A, fw + A, A
    s B, fw + A, A
    d A, d A, fw + A
    d B, d A, fw + A
    d A, s A, fw + A
    d B, s A, fw + A
    d A, s B, fw + A
    d B, s B, fw + A
    s A, d A, fw + A
    s A, s A, fw + A
    s A, s B, fw + A
    ++ s A, fw + B
    ++ d A, fw + B
    ++ s B, fw + B
    ++ d A, d A, fw + B
    ++ d B, d A, fw + B
    ++ d A, s A, fw + B
    ++ d B, s A, fw + B
    ++ d A, s B, fw + B
    ++ d B, s B, fw + B
    ++ s A, d A, fw + B
    ++ s A, s A, fw + B
    ++ s A, s B, fw + B
    ++ d A, d A, d A, fw + B
    ++ d B, d A, d A, fw + B
    ++ d A, d B, d A, fw + B
    ++ d B, d B, d A, fw + B
    ++ d A, s A, d A, fw + B
    ++ d B, s A, d A, fw + B
    ++ s A, d A, d A, fw + B
    ++ s A, d B, d A, fw + B
    ++ s A, s A, d A, fw + B
    ++ d A, d A, d A, fw + A
    ++ d B, d A, d A, fw + A
    ++ d A, d B, d A, fw + A
    ++ d B, d B, d A, fw + A
    ++ d A, s A, d A, fw + A
    ++ d B, s A, d A, fw + A
    ++ s A, d A, d A, fw + A
    ++ s A, d B, d A, fw + A
    ++ s A, s A, d A, fw + A
    s C, fw + A
    d C, fw + A
    s A, s C
    s A, s C, fw + A
    ++ s C, fw + B
    ++ d C, fw + B
    ++ s A, s C, fw + B
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    cx bk B -> j A
    cx bk B -> j B
    
    -----------
    N O T I C E 
    -----------
    - the following combos are for larger characters only (i.e Chang)
    
    d A, d A, fw + A, A
    d B, d A, fw + A, A
    d A, s A, fw + A, A
    d B, s A, fw + A, A
    d A, s B, fw + A, A
    d B, s B, fw + A, A
    s A, d A, fw + A, A
    s A, s A, fw + A, A
    s A, s B, fw + A, A
    d A, d A, d A, fw + A
    d B, d A, d A, fw + A
    d A, d B, d A, fw + A
    d B, d B, d A, fw + A
    d A, s A, d A, fw + A
    d B, s A, d A, fw + A
    s A, d A, d A, fw + A
    s A, d B, d A, fw + A
    s A, s A, d A, fw + A
    
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    1 HC -> HCB, fw + P
    any standing light hit or crouching A, combo-ed into hcb, fw + A or C.
    [ hit]
    
    s C
    d C -> QCF + P
    standing/crouching heavy punch combo-ed into qcf + A or C.
    [ hit]
    
    s C
    d C -> DP + P
    standing/crouching heavy punch combo-ed into uppercut + A or C.
    [ hit]
    
    s C
    d C -> HCB + K
    standing/crouching heavy punch combo-ed into hcb + B or D.
    [ hit]
    
    s C
    d C -> QCB + P x 3
    standing/crouching heavy punch combo-ed into qcb + A or C x 3.
    [ hit]
    
    (DM)
    s C
    d C -> QCF, HCB + P
    standing/crouching heavy punch combo-ed into qcf, hcb + A or C.
    Note : MAX version looks nicer.
    [ hit]
    
    cx bk + B -> 1 HC -> HCB, fw + P
    crossup with bk + B, then any standing light hit or crouching A, combo-ed into 
    hcb, fw + A or C.
    [ hit]
    
    (CSP)
    cx bk + B    s C
    j A~D     -> d C -> QCF + P
    jumping attack with A/B/C/D or crossup with bk + B, then standing/crouching heavy punch
    combo-ed into qcf + A or C.
    [ hit]
    
    (CSP)
    cx bk + B    s C
    j A~D     -> d C -> DP + P
    jumping attack with A/B/C/D or crossup with bk + B, then standing/crouching heavy punch
    combo-ed into uppercut + A or C.
    [ hit]
    
    (CSP)
    cx bk + B    s C
    j A~D     -> d C -> HCB + K
    jumping attack with A/B/C/D or crossup with bk + B, then standing/crouching heavy punch
    combo-ed into hcb + B or D.
    [ hit]
    
    (CSP)
    cx bk + B    s C
    j A~D     -> d C -> QCB + P x 3
    jumping attack with A/B/C/D or crossup with bk + B, then standing/crouching heavy punch
    combo-ed into qcb + A or C x 3.
    [ hit]
    
    (DM)(CSP)
    cx bk + B    s C
    j A~D     -> d C -> QCF, HCB + P
    jumping attack with A/B/C/D or crossup with bk + B, then standing/crouching heavy punch
    combo-ed into qcf, hcb + A or C.
    Note : MAX version looks nicer.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    DP + K -> QCB + P x 3
    execute uppercut + B or D, then qcb + A or C x 3.
    Note : dp + K will go through almost all projectiles and low sweeps.
    [ hit]
    
    QCF + A -> HCB + K
    from a far, qcf + A, then execute hcb + B or D.
    [ hit]
    
    (DM)
    QCF + A -> QCF, HCB + P
    from a far, qcf + A, then execute DM, qcf, hcb + A or C.
    [ hit]
    
    (CSP)
    cx bk + B -> j A/B
    crossup with bk + B, then jump A or B.
    [ hit] 
    
    (CSP)
    cx bk + B -> d D
    crossup with bk + B, then crouching heavy kick.
    [ hit] 
    
    (CSP)
    cx bk + B -> s CD
    crossup with bk + B, then standing CD.
    [ hit] 
    
    (CSP)(DM)
    cx bk + B -> QCF, HCB + P
    crossup with bk + B, then into qcf, hcb + A or C.
    [ hit] 
    
    (CSP)
    cx bk + B -> fw + A -> QCF + P
    crossup with bk + B, then forward + A, combo-ed into qcf + A or C.
    [ hit] 
    
    (CSP)
    cx bk + B -> fw + A -> DP + P
    crossup with bk + B, then forward + A, combo-ed into uppercut + A or C.
    [ hit] 
    
    (CSP)
    cx bk + B -> fw + A -> HCB + K
    crossup with bk + B, then forward + A, combo-ed into hcb + B or D.
    [ hit] 
    
    (CSP)
    cx bk + B -> fw + A -> QCB + P x 3
    crossup with bk + B, then forward + A, combo-ed into qcb + A or C x 3
    [ hit] 
    
    (CSP)(DM)
    cx bk + B -> fw + A -> QCF, HCB + P
    crossup with bk + B, then forward + A, combo-ed into qcf, hcb + A or C.
    [ hit] 
    
                                d C
    1 HC -> HCB, fw + P -> dash s C -> QCF + C
    any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards
    opponent and combo with standing/crouching heavy punch, into qcf + C.
    Note : qcf + A, sometimes don't combo but it will in corner.
    [ hit]
    
                                d C
    1 HC -> HCB, fw + P -> dash s C -> DP + P
    any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards
    opponent and combo with standing/crouching heavy punch, into uppercut + A or C.
    [ hit]                        
    
                                d C
    1 HC -> HCB, fw + P -> dash s C -> HCB + K
    any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards
    opponent and combo with standing/crouching heavy punch, into hcb + B or D.
    [ hit]
    
                                d C
    1 HC -> HCB, fw + P -> dash s C -> QCB + P x 3
    any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards
    opponent and combo with standing/crouching heavy punch, into qcb + A or C x 3.
    Note : besides dashing in to combo, standing far C or forward + A or crouching A can 
           replace the dash in C
    [ hit]
    
    (DM)
                                d C
    1 HC -> HCB, fw + P -> dash s C -> QCF, HCB + P
    any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards
    opponent and combo with standing/crouching heavy punch, qcf, hcb + A or C.
    Note : works on MAX, and looks impressive.
    Note : besides dashing in to combo, standing far C or forward + A or crouching A can 
           replace the dash in C
    [ hit]
    
    +(nC)
                                d C
    1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCF + P
    any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards
    opponent and combo with standing/crouching heavy punch, forward + A, into qcf + A or C.
    Note : after the command throw, opponent must be the one in the corner.
    [ hit]
    
    +
                                d C
    1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCB + A x 3
    any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards
    opponent and combo with standing/crouching heavy punch, forward + A, into qcb + A x 3.
    Note : must do the qcb + A x 3 fast, first qcb + A will not hit, but the other 2 will.
    [ hit]
    
    +
                                d C
    1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCB + C x 3
    any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards
    opponent and combo with standing/crouching heavy punch, forward + A, into qcb + C x 3.
    [ hit]
    
    +(DM)
                                d C
    1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCF, HCB + P
    any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards
    opponent and combo with standing/crouching heavy punch, forward + A, into qcf, hcb + A or C.
    [ hit]
                               
    (CSP)
                                             d C
    cx bk + B -> 1 HC -> HCB, fw + P -> dash s C -> QCF + C
    crossup with bk + B, then any standing light hit or crouching A, combo-ed into hcb, fw + A 
    or C, then dash in towards opponent and combo with standing/crouching heavy punch, 
    into qcf + C.
    Note : qcf + A, sometimes don't combo but it will in corner.
    [ hit]
    
    (CSP)
                                             d C
    cx bk + B -> 1 HC -> HCB, fw + P -> dash s C -> DP + P
    crossup with bk + B, then any standing light hit or crouching A, combo-ed into hcb, fw + A 
    or C, then dash in towards opponent and combo with standing/crouching heavy punch, 
    into uppercut + A or C.
    [ hit]                        
    
    (CSP)
                                             d C
    cx bk + B -> 1 HC -> HCB, fw + P -> dash s C -> HCB + K
    crossup with bk + B, then any standing light hit or crouching A, combo-ed into hcb, fw + A 
    or C, then dash in towards opponent and combo with standing/crouching heavy punch, 
    into hcb + B or D.
    [ hit]
    
    (CSP)
                                             d C
    cx bk + B -> 1 HC -> HCB, fw + P -> dash s C -> QCB + P x 3
    crossup with bk + B, then any standing light hit or crouching A, combo-ed into hcb, fw + A 
    or C, then dash in towards opponent and combo with standing/crouching heavy punch, 
    into qcb + A or C x 3.
    [ hit]
    
    (DM)(CSP)
                                             d C
    cx bk + B -> 1 HC -> HCB, fw + P -> dash s C -> QCF, HCB + P
    crossup with bk + B, then any standing light hit or crouching A, combo-ed into hcb, fw + A 
    or C, then dash in towards opponent and combo with standing/crouching heavy punch, into 
    qcf, hcb + A or C.
    Note : works on MAX, and looks impressive.
    [ hit]
    
    +(nC)(CSP)
    cx bk + B -> 1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCF + P
    crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C,
    then dash in towards opponent and combo with standing heavy punch, forward + A, into 
    qcf + A or C.
    Note : after the command throw, opponent must be the one in the corner.
    [ hit]
    
    +(CSP)
    cx bk + B -> 1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCB + A x 3
    crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C,
    then dash in towards opponent and combo with standing heavy punch, forward + A, into 
    qcb + A x 3.
    Note : must do the qcb + A x 3 fast, first qcb + A will not hit, but the other 2 will.
    [ hit]
    
    +(CSP)
    cx bk + B -> 1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCB + C x 3
    crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C,
    then dash in towards opponent and combo with standing heavy punch, forward + A, into 
    qcb + C x 3.
    [ hit]
    
    +(DM)(CSP)
    cx bk + B -> 1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCF, HCB + P
    crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C,
    then dash in towards opponent and combo with standing heavy punch, forward + A, into 
    qcf, hcb + A or C.
    [ hit]
    
    +
    s C
    d C -> fw + A -> QCF + P
    standing/crouching heavy punch, forward + A, combo-ed into qcf + A or C.
    [ hit]
    
    +
    s C
    d C -> fw + A -> QCB + P x 3
    standing/crouching heavy punch, forward + A, combo-ed into qcb + A or C x 3.
    Note : A version, first hit will not combo, but when done fast enough, the 2nd and 3rd
           will combo.
    [ hit]
    
    +(DM)
    s C
    d C -> fw + A -> QCF, HCB + P
    standing/crouching heavy punch, forward + A, combo-ed into qcf, hcb + A or C.
    [ hit]
    
    +(CSP)(nC)
    cx bk + B
    j A~D     -> s C -> fw + A -> QCF + P
    jumping attack with A/B/C/D or crossup with bk + B, then standing heavy punch, into forward
     + A, combo-ed into qcf + A or C.
    Note : C version don't require to be near corner. also, down C can replace stand C if started
           off with crossup bk + B.
    [ hit]
    
    +(CSP)
                 s C
    cx bk + B -> d C -> fw + A -> DP + P
    jumping attack with A/B/C/D or crossup with bk + B, then standing/crouching heavy punch,
    into forward + A, combo-ed into uppercut + A or C.
    [ hit]
    
    +(CSP)
    cx bk + B    
    j A~D     -> s C -> fw + A -> QCB + P x 3
    jumping attack with A/B/C/D or crossup with bk + B, then standing heavy punch, into forward
     + A, combo-ed into qcb + A or C x 3.
    Note : A version, first hit will not combo, but when done fast enough, the 2nd and 3rd
           will combo. also, if started off with crossup bk + B, crouch C can replace stand C.
    [ hit]
    
    +(DM)(CSP)
    cx bk + B    
    j A~D     -> s C -> QCF, HCB + P
    jumping attack with A/B/C/D or crossup with bk + B, then standing heavy punch, into forward
     + A, combo-ed into qcf, hcb + A or C.
    Note : if started off with crossup bk + B, crouch C can replace stand C.
    [ hit]
    
    +
    1 HC
    2 HC -> QCF + P
    any 1 or 2 hit light chain(except crouching B), combo-ed into qcf + A or C.
    [ hit]
    
    +
    1 HC
    2 HC -> DP + P
    any 1 or 2 hit light chain(except crouching B), combo-ed into uppercut + A or C.
    [ hit]
    
    +
    1 HC
    2 HC
    3 HC -> QCB + A x 3
    any 1, 2 or 3 hit light chain(except crouching B), combo-ed into qcb + A x 3.
    [ hit]
    
    +(DM)
    1 HC
    2 HC 
    3 HC -> QCF, HCB + P
    any 1, 2 or 3 hit light chain(except crouching B), combo-ed into qcf, hcb + A or C.
    [ hit]
    
    +
    1 HC
    2 HC -> fw + A -> QCF + C
    any 1 or 2 hit light chain(except crouching B), into forward + A, combo-ed into qcf + C.
    [ hit]
    
    +
    1 HC -> fw + A -> DP + P
    any 1 hit light chain(except crouching B), into forward + A, combo-ed into uppercut + A or C.
    [ hit]
    
    +
    1 HC
    2 HC -> fw + A -> QCB + P x 3
    any 1 or 2 hit light chain(except crouching B), into forward + A, combo-ed into 
    qcb + A or C x 3.
    Note : must do the qcb + A x 3 fast, first qcb + A will not hit, but the other 2 will.
    [ hit]
    
    +
    1 HC
    2 HC -> fw + A -> QCF, HCB + P
    any 1 or 2 hit light chain(except crouching B), into forward + A, combo-ed into qcf, 
    hcb + A or C.
    [ hit]
    
    +(CSP)
                 1 HC
    cx bk + B -> 2 HC -> QCF + P
    crossup with bk + B, then any 1 or 2 hit light chain(except crouching B), combo-ed 
    into qcf + A or C.
    Note : can start off with jumping A/B/C/D if 1 hit chain combo.
    [ hit]
    
    +(CSP)
                 1 HC
    cx bk + B -> 2 HC -> DP + P
    crossup with bk + B, then any 1 or 2 hit light chain(except crouching B), combo-ed 
    into uppercut + A or C.
    Note : can start off with jumping A/B/C/D if 1 hit chain combo.
    [ hit]
    
    +(CSP)
                 1 HC
                 2 HC
    cx bk + B -> 3 HC -> QCB + A x 3
    crossup with bk + B, then any 1, 2 or 3 hit light chain(except crouching B), combo-ed 
    into qcb + A x 3.
    Note : can start off with jumping A/B/C/D if 1 hit chain combo.
    [ hit]
    
    +(DM)(CSP)
                 1 HC
                 2 HC
    cx bk + B -> 3 HC -> QCF, HCB + P
    crossup with bk + B, then any 1, 2 or 3 hit light chain(except crouching B), combo-ed 
    into qcf, hcb + A or C.
    Note : can start off with jumping A/B/C/D if 1 hit chain combo.
    [ hit]
    
    +(CSP)
                 1 HC
    cx bk + B -> 2 HC -> fw + A -> QCF + C
    crossup with bk + B, then any 1 or 2 hit light chain(except crouching B), into forward + A,
    combo-ed into qcf + C.
    Note : can start off with jumping A/B/C/D if 1 hit chain combo.
    [ hit]
    
    +(CSP)
    cx bk + B -> 1 HC -> fw + A -> DP + P
    crossup with bk + B, then any 1 hit light chain(except crouching B), into forward + A, combo-ed 
    into uppercut + A or C.
    [ hit]
    
    +
    +(CSP)
                 1 HC
    cx bk + B -> 2 HC -> fw + A -> QCB + P x 3
    crossup with bk + B, then any 1 or 2 hit light chain(except crouching B), into forward + A,
    combo-ed into qcb + A or C x 3.
    Note : must do the qcb + A x 3 fast, first qcb + A will not hit, but the other 2 will.
           can start off with jumping A/B/C/D if 1 hit chain combo.
    [ hit]
    
    +(CSP)
                 1 HC
    cx bk + B -> 2 HC -> fw + A -> QCF, HCB + P
    crossup with bk + B, then any 1 or 2 hit light chain(except crouching B), into forward + A,
    combo-ed into qcf, hcb + A or C.
    Note : can start off with jumping A/B/C/D if 1 hit chain combo.
    [ hit]
    
    (nC)
                                                                    d C
    cx bk + B -> 1 HC -> HCB, fw + P -> 1 HC -> HCB, fw + P -> dash s C -> QCF + C
    crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, 
    any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards
    opponent and combo with standing/crouching heavy punch, into qcf + C.
    Note : qcf + A, sometimes don't combo but it will in corner. crossup opponent near corner
           and after the first command throw, opponent should be thrown into corner.
    [ hit]
    
    (nC)
                                                                    d C
    cx bk + B -> 1 HC -> HCB, fw + P -> 1 HC -> HCB, fw + P -> dash s C -> DP + P
    crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, 
    any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards
    opponent and combo with standing/crouching heavy punch, into uppercut + A or C.
    Note : crossup opponent near corner and after the first command throw, opponent should
           be thrown into corner.
    [ hit] 
    
    (nC)
                                                                    d C
    cx bk + B -> 1 HC -> HCB, fw + P -> 1 HC -> HCB, fw + P -> dash s C -> HCB + K
    crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, 
    any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards
    opponent and combo with standing/crouching heavy punch, into hcb + B or D.
    Note : crossup opponent near corner and after the first command throw, opponent should
           be thrown into corner.
    [ hit]
    
    (nC)
                                                                    d C
    cx bk + B -> 1 HC -> HCB, fw + P -> 1 HC -> HCB, fw + P -> dash s C -> QCB + P x 3
    crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, 
    any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards
    opponent and combo with standing/crouching heavy punch, into qcb + A or C x 3.
    Note : besides dashing in to combo, standing far C or forward + A or crouching A can 
           replace the dash in C. crossup opponent near corner and after the first command
           throw, opponent should be thrown into corner.
    [ hit]
    
    (DM)(nC)
                                                                    d C
    cx bk + B -> 1 HC -> HCB, fw + P -> 1 HC -> HCB, fw + P -> dash s C -> QCF, HCB + P
    crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, 
    any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards
    opponent and combo with standing/crouching heavy punch, into qcf, hcb + A or C.
    Note : works on MAX, and looks impressive. besides dashing in to combo, standing far C or 
           forward + A or crouching A can replace the dash in C. crossup opponent near corner 
           and after the first command throw, opponent should be thrown into corner.
    [ hit]
    
    +(nC)
                                                                    d C
    cx bk + B -> 1 HC -> HCB, fw + P -> 1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCF + P
    crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, 
    any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards
    opponent and combo with standing/crouching heavy punch, into forward + A, into qcf + A or C.
    Note : crossup opponent near corner and after the first command throw, opponent should
           be thrown into corner.
    [ hit]
    
    +(nC)
                                                                    d C
    cx bk + B -> 1 HC -> HCB, fw + P -> 1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCB + A x 3
    crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, 
    any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards
    opponent and combo with standing/crouching heavy punch, into forward + A, into qcb + A x 3.
    Note : must do the qcb + A x 3 fast, first qcb + A will not hit, but the other 2 will.
           crossup opponent near corner and after the first command throw, opponent should
           be thrown into corner.
    [ hit]
    
    +(nC)
                                                                    d C
    cx bk + B -> 1 HC -> HCB, fw + P -> 1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCB + C x 3
    crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, 
    any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards
    opponent and combo with standing/crouching heavy punch, into forward + A, into qcb + C x 3.
    Note : crossup opponent near corner and after the first command throw, opponent should
           be thrown into corner.
    [ hit]
    
    +(DM)(nC)
                                                                    d C
    cx bk + B -> 1 HC -> HCB, fw + P -> 1 HC -> HCB, fw + P -> dash s C -> fw + A -> QCF, HCB + P
    crossup with bk + B, any standing light hit or crouching A, combo-ed into hcb, fw + A or C, 
    any standing light hit or crouching A, combo-ed into hcb, fw + A or C, then dash in towards
    opponent and combo with standing/crouching heavy punch, into forward + A, into qcf, hcb + A or C.
    Note : crossup opponent near corner and after the first command throw, opponent should
           be thrown into corner.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for Iori, that may start from standing C or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    
    +
    s A -> s C -> QCF + P
    standing light punch, standing heavy punch combo-ed into qcf + A or C.
    [ hit]
    
    +
    s A -> s C -> DP + P
    standing light punch, standing heavy punch combo-ed into uppercut + A or C.
    [ hit]
    
    +
    s A -> s C -> HCB + K
    standing light punch, standing heavy punch combo-ed into hcb + B or D.
    [ hit]
    
    +
    s A -> s C -> QCB + P x 3
    standing light punch, standing heavy punch combo-ed into qcb + A or C x 3.
    [ hit]
    
    +(DM)
    s A -> s C -> QCF, HCB + P
    standing light punch, standing heavy punch combo-ed into qcf, hcb + A or C.
    Note : MAX version looks nicer.
    [ hit]
    
    +(CSP)
    cx bk + B -> s A -> s C -> QCF + P
    crossup with bk + B, then standing light punch, standing heavy punch combo-ed into qcf + A or C.
    [ hit]
    
    +(CSP)
    cx bk + B -> s A -> s C -> DP + P
    crossup with bk + B, then standing light punch, standing heavy punch combo-ed into uppercut
     + A or C.
    [ hit]
    
    +(CSP)
    cx bk + B -> s A -> s C -> HCB + K
    crossup with bk + B, then standing light punch, standing heavy punch combo-ed into hcb + B or D.
    [ hit]
    
    +(CSP)
    cx bk + B -> s A -> s C -> QCB + P x 3
    crossup with bk + B, then standing light punch, standing heavy punch combo-ed into 
    qcb + A or C x 3.
    [ hit]
    
    +(CSP)(DM)
    cx bk + B -> s A -> s C -> QCF, HCB + P
    crossup with bk + B, then standing light punch, standing heavy punch combo-ed into 
    qcf, hcb + A or C.
    Note : MAX version looks nicer.
    [ hit]
    
    +(CSP)
    cx bk + B -> s A -> s C -> fw + A -> QCF + P
    crossup with bk + B, standing light punch, standing heavy punch, forward + A, combo-ed into
    qcf + A or C.
    [ hit]
    
    +(CSP)
    cx bk + B -> s A -> s C -> fw + A -> QCB + P x 3
    crossup with bk + B, standing light punch, standing heavy punch, forward + A, combo-ed into
    qcb + A or C x 3.
    Note : A version, first hit will not combo, but when done fast enough, the 2nd and 3rd
           will combo.
    [ hit]
    
    +(CSP)(DM)
    cx bk + B -> s A -> s C -> fw + A -> QCF, HCB + P
    crossup with bk + B, standing light punch, standing heavy punch, forward + A, combo-ed into
    qcf, hcb + A or C.
    [ hit]
    
    
    ------------
    N O T I C E
    ------------
    - the following combos are for Chang Koehan only.
    
    +(CSP)
    cx bk + B -> 2 HC -> fw A, A -> QCB + P x 3
    crossup with bk + B, then any 2 hit light chain that ends with low A or any standing hit,
    into forward + A, A, combo-ed into
    [ hit]
    
    +(CSP)
    cx bk + B -> 2 HC -> fw A, A -> QCF, HCB + P
    crossup with bk + B, then any 2 hit light chain that ends with low A or any standing hit,
    into forward + A, A, combo-ed into qcf, hcb + A or C
    [ hit]
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> DP + P
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C.
    [ hit]
    
    (CNT)
    s CD -> HCB + K
    standing CD(body toss attack), "COUNTER", combo-ed into hcb + B or D.
    [ hit]
    
    (CNT)(C)
    s CD -> fw + A, A
    standing CD(body toss attack), "COUNTER", combo-ed into forward + A, A.
    Note : only second A will hit.
    [ hit]
    
    (CNT)
    s CD -> fw + B
    standing CD(body toss attack), "COUNTER", combo-ed into forward + B.
    [ hit]
    
    (CNT)
    s CD -> QCB + P x 3
    standing CD(body toss attack), "COUNTER", combo-ed into qcb + P x 3.
    Note : only 2nd qcb + P won't hit.
    [ hit]
    
    (CNT)
    s CD -> DP + K -> QCB + P x 3
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D, then juggle
    with qcb + P x 3.
    Note : only last qcb + P will hit.
    [ hit]
    
    (CNT)(DM)(C)
    s CD -> QCF, HCB + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C.
    [ hit]
    
    (CNT)(C)
    s CD -> QCB, HCF + P -> QCB + A x 2 -> s C
    standing CD(body toss attack), "COUNTER", combo-ed into qcb, hcf + A or C, then juggled
    withqcb + A x 2, then standing C.
    [ hit]
    
    (CNT)(C)
    s CD -> QCB, HCF + P -> QCF, HCB + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcb, hcf + A or C, then juggled
    with qcf, hcb + A or C.
    [ hit]
    
    (CNT)(C)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)(C)
    j CD -> DP + P
    jumping CD(body toss attack), "COUNTER", juggled with uppercut + A or C.
    [ hit]
    
    (CNT)(C)
    j CD -> fw + A, A
    jumping CD(body toss attack), "COUNTER", juggled with forward + A, A.
    Note : only second A will hit.
    [ hit]
    
    (CNT)(C)
    j CD -> fw + B
    jumping CD(body toss attack), "COUNTER", juggled with forward + B.
    [ hit]
    
    (CNT)
    j CD -> QCB + P x 3
    jumping CD(body toss attack), "COUNTER", juggled with qcb + P x 3.
    Note : only 2nd qcb + P won't hit.
    [ hit]
    
    (CNT)(C)
    j CD -> DP + K -> QCB + P x 3
    jumping CD(body toss attack), "COUNTER", juggled with uppercut + B or D, then juggle
    with qcb + P x 3.
    Note : only last qcb + P will hit.
    [ hit]
    
    (CNT)(DM)(C)
    j CD -> QCF, HCB + P
    jumping CD(body toss attack), "COUNTER", juggled with qcf, hcb + A or C.
    [ hit]
    
    (CNT)(C)
    j CD -> QCB, HCF + P -> QCB + A x 2 -> s C
    jumping CD(body toss attack), "COUNTER", juggled with qcb, hcf + A or C, then juggled
    withqcb + A x 2, then standing C.
    [ hit]
    
    (CNT)(C)
    j CD -> QCB, HCF + P -> QCF, HCB + P
    jumping CD(body toss attack), "COUNTER", juggled with qcb, hcf + A or C, then qcf, hcb + A or C.
    [ hit]
    
    (OPB)
    fw + B
    a 3 hit forward + B if hit opponent's back.
    Note : works on some characters..dunno whether this is a bug or not.
    [3 hit]
    
    (OPD)
    d A/B -> s C
    early crouching light punch/kick, into standing heavy punch, combo-ed into any combination
    preferred.
    Note : early light hits, hits opponent at last frame to allow standing C to combo.
    [ hit]
    
    1 HC -> fw + B -> etc.
    any light hit(except low B), into forward + B, combo-ed into any combination preferred.
    Note : a combo..in practice mode, for the fun of it..not applicable in any way in normal versus
           gameplay.
    [ hit]
    
    
    3.10.2
    -------
    Mature
    -------
    Moveslist
    ---------
    Crimatory                      : fw + B 
    +-------------------------------------------------------------------------------------------+
    Death Claws                    : QCB + A/C x 3
    De Side                        : HCF + B/D
    Metal Massacre                 : QCB + B/D
    Despair                        : QCF + A/C
    Sacrilege                      : DP + A/C
    Ebony Tears                    : QCF, HCB + A/C
    +-------------------------------------------------------------------------------------------+
    Noctural Lights                : QCF x 2 + A/C
    Heaven's Gate                  : QCB, HCF + A/C
    
    
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d A, d B
    d B, d A
    d B, d B
    d A, s A
    d A, s B
    d B, s A
    d B, s B
    s A, d A
    s A, d B
    s A, s A
    s A, s B
    d A, d A, d A
    d A, d B, d A
    d B, d A, d A
    d B, d B, d A
    d A, s A, d A
    d B, s A, d A
    s A, d A, d A
    s A, d B, d A
    s B, d A, d A
    s B, d B, d A
    s A, s A, d A
    d A, d A, d B
    d A, d B, d B
    d B, d A, d B
    d B, d B, d B
    d A, s A, d B
    d B, s A, d B
    s A, d A, d B
    s A, d B, d B
    s A, s A, d B
    d A, d A, s A
    d A, d B, s A
    d B, d A, s A
    d B, d B, s A
    d A, s A, s A
    d B, s A, s A
    s A, d A, s A
    s A, d B, s A
    s A, s A, s A
    d A, d A, s B
    d A, d B, s B
    d B, d A, s B
    d B, d B, s B
    d A, s A, s B
    d B, s A, s B
    s A, d A, s B
    s A, d B, s B
    s A, s A, s B
    d A, d A, d A, s A
    d A, d B, d A, s A
    d B, d A, d A, s A
    d B, d B, d A, s A
    d A, s A, d A, s A
    d B, s A, d A, s A
    s A, d A, d A, s A
    s A, d B, d A, s A
    s A, s A, d A, s A
    d A, d A, d B, s A
    d A, d B, d B, s A
    d B, d A, d B, s A
    d B, d B, d B, s A
    d A, s A, d B, s A
    d B, s A, d B, s A
    d B, s B, d B, s A
    s A, d A, d B, s A
    s A, d B, d B, s A
    s A, s A, d B, s A
    d A, d A, s A, s A
    d A, d B, s A, s A
    d B, d A, s A, s A
    d B, d B, s A, s A
    d A, s A, s A, s A
    d B, s A, s A, s A
    s A, d A, s A, s A
    s A, d B, s A, s A
    s A, s A, s A, s A
    d A, d A, s B, s A
    d A, d B, s B, s A
    d B, d A, s B, s A
    d B, d B, s B, s A
    d A, s A, s B, s A
    d A, s B, s B, s A
    d B, s A, s B, s A
    d B, s B, s B, s A
    s A, d A, s B, s A
    s A, d B, s B, s A
    s A, s A, s B, s A
    d A, fw + B
    s A, fw + B
    s B, fw + B
    d A, d A, fw + B
    d A, d B, fw + B
    d B, d A, fw + B
    d B, d B, fw + B
    d A, s A, fw + B
    d A, s B, fw + B
    d B, s A, fw + B
    d B, s B, fw + B
    s A, d A, fw + B
    s A, d B, fw + B
    s A, s A, fw + B
    s A, s B, fw + B
    d A, d A, d A, fw + B
    d A, d B, d A, fw + B
    d B, d A, d A, fw + B
    d B, d B, d A, fw + B
    d A, s A, d A, fw + B
    d B, s A, d A, fw + B
    s A, d A, d A, fw + B
    s A, d B, d A, fw + B
    s B, d A, d A, fw + B
    s B, d B, d A, fw + B
    s A, s A, d A, fw + B
    d A, d A, d B, fw + B
    d A, d B, d B, fw + B
    d B, d A, d B, fw + B
    d B, d B, d B, fw + B
    d A, s A, d B, fw + B
    d B, s A, d B, fw + B
    s A, d A, d B, fw + B
    s A, d B, d B, fw + B
    s A, s A, d B, fw + B
    d A, d A, s A, fw + B
    d A, d B, s A, fw + B
    d B, d A, s A, fw + B
    d B, d B, s A, fw + B
    d A, s A, s A, fw + B
    d B, s A, s A, fw + B
    s A, d A, s A, fw + B
    s A, d B, s A, fw + B
    s A, s A, s A, fw + B
    d A, d A, s B, fw + B
    d A, d B, s B, fw + B
    d B, d A, s B, fw + B
    d B, d B, s B, fw + B
    d A, s A, s B, fw + B
    d B, s A, s B, fw + B
    s A, d A, s B, fw + B
    s A, d B, s B, fw + B
    s A, s A, s B, fw + B
    s C, fw + B
    d C, fw + B
    s D(2 hits), fw + B
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C
    d C
    s D(2 hits) -> QCF + A
    standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into qcf + A.
    [ hit]
    
    s C
    d C
    s D(2 hits) -> HCB + K
    standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into hcb + B or D.
    [ hit]
    
    s C
    d C
    s D(2 hits) -> DP + P
    standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into uppercut + A or C.
    [ hit]
    
    s C
    d C
    s D(2 hits) -> QCB + P x 3
    standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into qcb + A or C x 3.
    [ hit]
    
    (DM)
    s C
    d C
    s D(2 hits) -> QCB, HCF + K
    standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into qcb, hcf + B or D.
    [ hit]
    
    (DM)
    s C
    d C
    s D(2 hits) -> QCF, QCF + P
    standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CSP)
    cx B     s C
    j A~D -> d C -> QCF + A
    jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch, combo-ed 
    into qcf + A.
    [ hit]
    
    (CSP)
    cx B     s C
    j A~D -> d C -> HCB + K
    jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch, combo-ed 
    into hcb + B or D.
    [ hit]
    
    (CSP)
    cx B     s C
    j A~D -> d C -> DP + P
    jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch, combo-ed 
    into uppercut + A or C.
    [ hit]
    
    (CSP)
    cx B     s C
    j A~D -> d C -> QCB + P x 3
    jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch, combo-ed 
    into qcb + A or C x 3.
    [ hit]
    
    (DM)(CSP)
    cx B     s C
    j A~D -> d C -> QCB, HCF + K
    jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch, combo-ed 
    into qcb, hcf + B or D.
    [ hit]
    
    (DM)(CSP)
    cx B     s C
    j A~D -> d C -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch, combo-ed 
    into qcf, qcf + A or C.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +
    1 HC
    2 HC
    3 HC -> DP + P
    any 1, 2 or 3 hit chain, combo-ed into uppercut + A or C.
    [ hit]
    
    +
    1 HC
    2 HC
    3 HC -> QCB + C x 3
    any 1, 2 or 3 hit chain, combo-ed into qcb + C x 3.
    [ hit]
    
    +(DM)
    1 HC
    2 HC
    3 HC -> QCF, QCF + P
    any 1, 2 or 3 hit chain, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +
    4 HC -> QCB + C x 3
    any 4 hit chain, combo-ed into qcb + C x 3.
    [ hit]
    
    +(DM)
    4 HC -> QCF, QCF + P
    any 4 hit chain, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(CSP)
             1 HC
    j A~D    2 HC
    cx B  -> 3 HC -> DP + P
    jumping attack with A/B/C/D or crossup + B, then any 1, 2 or 3 hit chain, combo-ed into 
    uppercut + A or C.
    [ hit]
    
    +(CSP)
             1 HC
    j A~D    2 HC
    cx B  -> 3 HC -> QCB + C x 3
    jumping attack with A/B/C/D or crossup + B, then any 1, 2 or 3 hit chain, combo-ed into 
    qcb + C x 3.
    [ hit]
    
    +(DM)(CSP)
             1 HC
    j A~D    2 HC
    cx B  -> 3 HC -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup + B, then any 1, 2 or 3 hit chain, combo-ed into 
    qcf, qcf + A or C.
    [ hit]
    
    ------------
    N O T I C E
    ------------
    - the following combos can only be done on Chang Koehan
    
    +(CSP)
             4 HC
    cx B  -> 5 HC -> QCB + C x 3
    crossup + B, then any 4 or 5 hit chain, combo-ed into qcb + C x 3.
    [ hit]
    
    +(DM)(CSP)
             4 HC
    cx B  -> 5 HC -> QCF, QCF + P
    crossup + B, then any 4 or 5 hit chain, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for Mature, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf + A or C.
    [ hit]
    
    (CNT)
    s CD -> QCB + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcb + A or C.
    [ hit]
    
    (CNT)
    s CD -> DP + P
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C. 
    [ hit]
    
    (CNT)
    s CD -> HCF + K
    standing CD(body toss attack), "COUNTER", combo-ed into hcf + B or D. 
    [ hit]
    
    (CNT)
    s CD -> QCF, HCB + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C. 
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C.
    Note : only juggles with the first few hits.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCB, HCF + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcb, hcf + B or D. 
    [ hit]
    
    (CNT)(C)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
    j CD -> QCF + P
    jumping CD(body toss attack), "COUNTER", juggled with qcf + A or C.
    [ hit]
    
    (CNT)
    j CD -> QCB + P
    jumping CD(body toss attack), "COUNTER", juggled with qcb + A or C.
    [ hit]
    
    (CNT)
    j CD -> DP + P
    jumping CD(body toss attack), "COUNTER", juggled with uppercut + A or C. 
    [ hit]
    
    (CNT)
    j CD -> HCF + K
    jumping CD(body toss attack), "COUNTER", juggled with hcf + B or D. 
    [ hit]
    
    (CNT)
    j CD -> QCF, HCB + P
    jumping CD(body toss attack), "COUNTER", juggled with qcf, hcb + A or C. 
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, QCF + P
    jumping CD(body toss attack), "COUNTER", juggled with qcf, qcf + A or C.
    Note : only juggles with the first few hits.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCB, HCF + K
    jumping CD(body toss attack), "COUNTER", juggled with qcb, hcf + B or D. 
    [ hit]
    
    (CNT)(MID)(nC)
    QCF, HCB + P -> QCF + P
    execute qcf, hcb + A or C, "COUNTER", juggled with qcf + A or C.
    [ hit]
    
    (CNT)(MID)(nC)
    QCF, HCB + P -> QCB + P
    execute qcf, hcb + A or C, "COUNTER", juggled with qcb + A or C.
    [ hit]
    
    (CNT)(MID)(nC)
    QCF, HCB + P -> DP + P
    execute qcf, hcb + A or C, "COUNTER", juggled with uppercut + A or C. 
    [ hit]
    
    (CNT)(MID)(nC)
    QCF, HCB + P -> HCF + K
    execute qcf, hcb + A or C, "COUNTER", juggled with hcf + B or D. 
    [ hit]
    
    (CNT)(MID)(nC)
    QCF, HCB + P -> QCF, HCB + P
    execute qcf, hcb + A or C, "COUNTER", juggled with qcf, hcb + A or C. 
    [ hit]
    
    (CNT)(MID)(nC)(DM)
    QCF, HCB + P -> QCF, QCF + P
    execute qcf, hcb + A or C, "COUNTER", juggled with qcf, qcf + A or C.
    Note : only juggles with the first few hits.
    [ hit]
    
    (CNT)(MID)(nC)(DM)
    QCF, HCB + P -> QCB, HCF + K
    execute qcf, hcb + A or C, "COUNTER", juggled with qcb, hcf + B or D. 
    [ hit]
    
    
    3.10.3
    -----
    Vice
    -----
    Moveslist
    ---------
    Monstrosity                    : fw + A 
    +-------------------------------------------------------------------------------------------+
    Outrage                        : QCB + B/D
    Leivnas                        : QCB + B/D (mid-air)
    Gore Fest                      : HCB, fw + A/C (close)
    Decider                        : HCF + B/D
    Black End                      : HCF + A/C (close)
    Mayhem                         : QCB + A/C
    Mithen's Robe                  : QCF + A/C (after Mayhem or Black End)
    +-------------------------------------------------------------------------------------------+
    Withering Surface              : QCF x 2 + A/C
    Negative Gain                  : HCB x 2 + B/D (close)
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d A, d B
    d B, d A
    d B, d B
    d A, s A
    d A, s B
    d B, s A
    d B, s B
    s A, d A
    s A, d B
    s A, s A
    s A, s B
    d A, d A, d A
    d A, d B, d A
    d B, d A, d A
    d B, d B, d A
    d A, s A, d A
    d B, s A, d A
    s A, d A, d A
    s A, d B, d A
    s B, d A, d A
    s B, d B, d A
    s A, s A, d A
    d A, d A, d B
    d A, d B, d B
    d B, d A, d B
    d B, d B, d B
    d A, s A, d B
    d B, s A, d B
    s A, d A, d B
    s A, d B, d B
    s A, s A, d B
    d A, d A, s A
    d A, d B, s A
    d B, d A, s A
    d B, d B, s A
    d A, s A, s A
    d B, s A, s A
    s A, d A, s A
    s A, d B, s A
    s A, s A, s A
    d A, d A, s B
    d A, d B, s B
    d B, d A, s B
    d B, d B, s B
    d A, s A, s B
    d B, s A, s B
    s A, d A, s B
    s A, d B, s B
    s A, s A, s B
    ++ d A, fw + A
    ++ s A, fw + A
    ++ s B, fw + A
    ++ d A, d A, fw + A
    ++ d B, d A, fw + A
    ++ d A, s A, fw + A
    ++ d A, s B, fw + A
    ++ d B, s A, fw + A
    ++ d B, s B, fw + A
    ++ s A, d A, fw + A
    ++ s A, s A, fw + A
    ++ s A, s B, fw + A
    ++ d A, d A, d A, fw + A
    ++ d A, d B, d A, fw + A
    ++ d B, d A, d A, fw + A
    ++ d B, d B, d A, fw + A
    ++ d A, s A, d A, fw + A
    ++ d B, s A, d A, fw + A
    ++ s A, d A, d A, fw + A
    ++ s A, d B, d A, fw + A
    ++ s B, d A, d A, fw + A
    ++ s B, d B, d A, fw + A
    ++ s A, s A, d A, fw + A
    ++ d A, d A, s A, fw + A
    ++ d A, d B, s A, fw + A
    ++ d B, d A, s A, fw + A
    ++ d B, d B, s A, fw + A
    ++ d A, s A, s A, fw + A
    ++ d B, s A, s A, fw + A
    ++ s A, d A, s A, fw + A
    ++ s A, d B, s A, fw + A
    ++ s A, s A, s A, fw + A
    ++ d A, d A, s B, fw + A
    ++ d A, d B, s B, fw + A
    ++ d B, d A, s B, fw + A
    ++ d B, d B, s B, fw + A
    ++ d A, s A, s B, fw + A
    ++ d B, s A, s B, fw + A
    ++ s A, d A, s B, fw + A
    ++ s A, d B, s B, fw + A
    ++ s A, s A, s B, fw + A
    s C, fw + A
    d C, fw + A
    s D(2 hits), fw + A
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C
    d C
    s D(2 hits) -> HCF + B
    standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into hcf + B.
    [ hit]
    
    s C
    d C
    s D(2 hits) -> QCB + B
    standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into qcb + B.
    [ hit]
    
    s C
    d C
    s D(2 hits) -> HCF + P -> QCF + P
    standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into hcf + A or C,
    then finish with qcf + A or C.
    [ hit]
    
    s C
    d C
    s D(2 hits) -> HCB, fw + P
    standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into hcb, fw + A or C.
    [ hit]
    
    s C
    d C
    s D(2 hits) -> QCB + P -> QCF + P
    standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into qcb + A or C,
    then finish with qcf + A or C.
    [ hit]
    
    (DM)
    s C
    d C
    s D(2 hits) -> HCB, HCB + K
    standing/crouching heavy punch or standing heavy kick(2 hits), combo-ed into hcb, hcb + B or D.
    [ hit]
    
             s C
             d C
    j A~D -> s D(2 hits) -> HCF + B
    jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy 
    kick(2 hits), combo-ed into hcf + B.
    [ hit]
    
             s C
             d C
    j A~D -> s D(2 hits) -> QCB + B
    jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy 
    kick(2 hits), combo-ed into qcb + B.
    [ hit]
    
             s C
             d C
    j A~D -> s D(2 hits) -> HCF + P -> QCF + P
    jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy 
    kick(2 hits), combo-ed into hcf + A or C, then finish with qcf + A or C.
    [ hit]
    
             s C
             d C
    j A~D -> s D(2 hits) -> HCB, fw + P
    jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy 
    kick(2 hits), combo-ed into hcb, fw + A or C.
    [ hit]
    
             s C
             d C
    j A~D -> s D(2 hits) -> QCB + P -> QCF + P
    jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy 
    kick(2 hits), combo-ed into qcb + A or C, then finish with qcf + A or C.
    [ hit]
    
    (DM)
             s C
             d C
    j A~D -> s D(2 hits) -> HCB, HCB + K
    jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy 
    kick(2 hits), combo-ed into hcb, hcb + B or D.
    [ hit]
    
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    s C
    d C
    s D(2 hits) -> fw + A -> HCF + B
    standing/crouching heavy punch or standing heavy kick(2 hits), then forward + A, combo-ed 
    into hcf + B.
    [ hit]
    
             s C
             d C
    j A~D -> s D(2 hits) -> fw + A -> HCF + B
    jumping attack with A/B/C/D, then standing/crouching heavy punch or standing heavy, then 
    forward + A,  kick(2 hits), combo-ed into qcb + B.
    [ hit]
    
    +
    1 HC
    2 HC -> HCB, fw + P
    any 1 or 2 hit light chain, then combo-ed into hcb, fw + A or C.
    [ hit]
    
    +
    1 HC
    2 HC -> QCB + A -> QCF + P
    any 1 or 2 hit light chain, then combo-ed into qcb + A, then finish with qcf + A or C.
    [ hit]
    
    +(MAX)
    1 HC               j A~D
    2 HC -> QCB + A -> j CD
    any 1 or 2 hit light chain, then combo-ed into qcb + A, then jumping A/B/C/D or 
    CD(body toss attack).
    [ hit]
    
    +
    3 HC
    4 HC -> QCB + A -> QCF + P
    any 3 or 4 hit light chain, then combo-ed into qcb + A, then finish with qcf + A or C.
    [ hit]
    
    +(MAX)
    3 HC               j A~D
    4 HC -> QCB + A -> j CD
    any 3 or 4 hit light chain, then combo-ed into qcb + A, then jumping attack with A/B/C/D or
    CD(body toss attack).
    Note : for Chang Koehan only.
    [ hit]
    
    +
             1 HC
    j A~D -> 2 HC -> HCB, fw + P
    jumping attack with A/B/C/D, then any 1 or 2 hit light chain, then combo-ed into hcb, 
    fw + A or C.
    [ hit]
    
    +
             1 HC
    j A~D -> 2 HC -> QCB + A -> QCF + P
    jumping attack with A/B/C/D, any 1 or 2 hit light chain, then combo-ed into qcb + A,
    then finish with qcf + A or C.
    [ hit]
    
    +(MAX)
             1 HC               j A~D
    j A~D -> 2 HC -> QCB + A -> j CD
    jumping attack with A/B/C/D, any 1 or 2 hit light chain, then combo-ed into qcb + A, 
    then jumping A/B/C/D or CD(body toss attack).
    [ hit]
    
    (MID)(nC)
                    s D
    QCB + K(air) -> d C
    hit opponent in mid air with qcb + B or D, then juggled with standing heavy kick or crouching
    heavy punch.
    [ hit]
    
    (MID)(nC)
                    j A~D
    QCB + K(air) -> j CD
    hit opponent in mid air with qcb + B or D, then juggled with jumping A/B/C/D or 
    CD(body toss attack).
    [ hit]
    
    (MID)(nC)
                               j A~D
    QCB + K(air) -> QCB + P -> j CD
    hit opponent in mid air with qcb + B or D, then juggled with hcb + A or C, then followed
    by jumping attack with A/B/C/D or CD(body toss attack).
    [ hit]
    
    (MID)(nC)
    QCB + K(air) -> QCB + P -> QCF + P
    hit opponent in mid air with qcb + B or D, then juggled with hcb + A or C, then finished 
    with qcf + A or C.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for Vice, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    
    (C)(MID)
                                                      s D
    hj QCB + B(air) -> QCB + B(land) -> hj QCB + B -> d C
    execute qcb + B while in hyperjump and hit opponent in mid air, then land, qcb + B, hyperjump
    and execute qcb + B, then juggled with standing heavy kick or crouching heavy punch.
    Note : HUMANLY IMPOSSIBLE COMBO!! Can ONLY be done with Playstation version of KoF98, because
           of the shortcut(hotkeys) option, simply hyperjump and press R1 to get the hj QCB + B.
    [ hit]
    
    (C)(MID)
                                                      j A~D
    hj QCB + B(air) -> QCB + B(land) -> hj QCB + B -> j CD
    execute qcb + B while in hyperjump and hit opponent in mid air, then land, qcb + B, hyperjump
    and execute qcb + B, then juggled with jumping attack with A/B/C/D or CD(body toss attack)
    Note : HUMANLY IMPOSSIBLE COMBO!! Can ONLY be done with Playstation version of KoF98, because
           of the shortcut(hotkeys) option, simply hyperjump and press R1 to get the hj QCB + B.
    [ hit]
    
    (C)(MID)
    hj QCB + B(air) -> QCB + B(land) -> hj QCB + B -> HCB + P -> QCF + P
    execute qcb + B while in hyperjump and hit opponent in mid air, then land, qcb + B, hyperjump
    and execute qcb + B, then juggled with hcb + A or C, then finish with qcf + A or C.
    Note : HUMANLY IMPOSSIBLE COMBO!! Can ONLY be done with Playstation version of KoF98, because
           of the shortcut(hotkeys) option, simply hyperjump and press R1 to get the hj QCB + B.
    [ hit]
    
    (C)(INF)(MID)
    hj QCB + B(air) x infinity
    execute qcb + B while in hyperjump and hit opponent in mid air... repeat till opponent
    dies or dizzies.
    Note : HUMANLY IMPOSSIBLE COMBO!! Can ONLY be done with Playstation version of KoF98, because
           of the shortcut(hotkeys) option, simply hyperjump and press R1 to get the hj QCB + B.
    [ hit]
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> QCB + P -> QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcb + A or C, then finish with
    qcf + A or C.
    [ hit]
    
    (CNT)
    s CD -> HCF + K
    standing CD(body toss attack), "COUNTER", combo-ed into hcf + B or D. 
    [ hit]
    
    (CNT)
    s CD -> QCB + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcb + B or D.
    [ hit]
    
    (CNT)(C)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
    j CD -> QCB + P -> QCF + P
    jumping CD(body toss attack), "COUNTER", juggled with qcb + A or C, then finish with 
    qcf + A or C.
    [ hit]
    
    (CNT)
    j CD -> HCF + K
    jumping CD(body toss attack), "COUNTER", juggled with hcf + B or D. 
    [ hit]
    
    (MID)(CNT)(MAX)
                          j A~D
    QCB + A -> QCB + A -> j CD
    hit opponent in mid air with qcb + A, "COUNTER", then juggle with qcb + A, 
    [ hit]
    
    (MID)(CNT)
    QCB + A -> QCB + A -> QCF + P
    hit opponent in mid air with qcb + A, "COUNTER", then juggle with qcb + A, finish with
    qcf + A or C.
    [ hit]
    
    (MID)(INF)(C)(CNT)
    QCB + A -> hj QCB + B(air) x infinity
    hit opponent in mid air with qcb + A, "COUNTER", then execute qcb + B while in hyperjump 
    ... repeat hj QCB + B till opponent dies or dizzies.
    Note : HUMANLY IMPOSSIBLE COMBO!! Can ONLY be done with Playstation version of KoF98, because
           of the shortcut(hotkeys) option, simply hyperjump and press R1 to get the hj QCB + B.
    [ hit]
    
    (MID)(C)(CNT)
                                                                 s D
    QCB + A -> hj QCB + B(air) -> QCB + B(land) -> hj QCB + B -> d C
    hit opponent in mid air with qcb + A, "COUNTER", then execute qcb + B while in hyperjump and
    then land, qcb + B, hyperjump and execute qcb + B, then juggled with standing heavy kick or 
    crouching heavy punch.
    Note : HUMANLY IMPOSSIBLE COMBO!! Can ONLY be done with Playstation version of KoF98, because
           of the shortcut(hotkeys) option, simply hyperjump and press R1 to get the hj QCB + B.
    [ hit]
    
    (MID)(C)(CNT)
                                                                 j A~D
    QCB + A -> hj QCB + B(air) -> QCB + B(land) -> hj QCB + B -> j CD
    hit opponent in mid air with qcb + A, "COUNTER", then execute qcb + B while in hyperjump and 
    then land, qcb + B, hyperjump and execute qcb + B, then juggled with jumping attack with 
    A/B/C/D or CD(body toss attack)
    Note : HUMANLY IMPOSSIBLE COMBO!! Can ONLY be done with Playstation version of KoF98, because
           of the shortcut(hotkeys) option, simply hyperjump and press R1 to get the hj QCB + B.
    [ hit]
    
    (MID)(C)(CNT)
    QCB + A -> hj QCB + B(air) -> QCB + B(land) -> hj QCB + B -> HCB + P -> QCF + P
    hit opponent in mid air with qcb + A, "COUNTER", then execute qcb + B while in hyperjump and
    then land, qcb + B, hyperjump and execute qcb + B, then juggled with hcb + A or C, then 
    finish with qcf + A or C.
    Note : HUMANLY IMPOSSIBLE COMBO!! Can ONLY be done with Playstation version of KoF98, because
           of the shortcut(hotkeys) option, simply hyperjump and press R1 to get the hj QCB + B.
    [ hit]
    
    (OPD)
    d B -> s D ->
    early low B, standing heavy kick, combo-ed into any combination preferred.
    Note : early low B hits opponent at last frame to allow stand D to combo.
    [ hit]
    
    
    ==============================================================================================
    3.11                                  ____________________
                                         /                   /
                                            Seniors Team
                                       /___________________/
    
    3.11.1
    --------
    Heidern
    --------
    Moveslist
    ---------
    Schneider Gale                     : fw + B (overhead)
    +-------------------------------------------------------------------------------------------+
    Cross Cutter                       : bk s fw + A/C (projectile)
    Moon Slasher                       : dwn s up + A/C (anti-air)
    Neck Roller                        : dwn s up + B/D (low priority anti-air)
    Storm Bringer                      : HCB + A/C (close)
    Killing Bringer                    : HCB + B/D (counter move)
    +-------------------------------------------------------------------------------------------+
    Final Bringer                      : QCF x 2 + A/C
    Heidern's End                      : QCB, HCF + B/D
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d A, d B
    d A, s A
    s A, d A
    s A, d B
    s A, s A
    s B, s A
    d A, d A, d A
    d A, s A, d A
    d A, s B, d A
    s A, d A, d A
    s A, s B, d A
    s B, s A, d A
    d A, d A, d B
    d A, s A, d B
    d A, s B, d B
    s A, d A, d B
    s A, s B, d B
    s B, s A, d B
    d A, d A, s A
    d A, s A, s A
    d A, s B, s A
    s A, d A, s A
    s A, s B, s A
    s B, s A, s A
    d A, d A, s B
    d A, s A, s B
    d A, s B, s B
    s A, d A, s B
    s A, s B, s B
    s B, s A, s B
    d A, d A, d A, s B
    d A, s A, d A, s B
    d A, s B, d A, s B
    s A, d A, d A, s B
    s A, s B, d A, s B
    s B, s A, d A, s B
    d A, d A, s A, s B
    d A, s A, s A, s B
    d A, s B, s A, s B
    s A, d A, s A, s B
    s A, s B, s A, s B
    s B, s A, s A, s B
    d C, fw + B
    s D, fw + B
    s C(2 hits), fw + B
    ++ d A, d A, fw + B
    ++ d A, d B, fw + B
    ++ d A, s A, fw + B
    ++ s A, d A, fw + B
    ++ s A, d B, fw + B
    ++ s A, s A, fw + B
    ++ s B, s A, fw + B
    ++ d A, d A, d A, fw + B
    ++ d A, s A, d A, fw + B
    ++ d A, s B, d A, fw + B
    ++ s A, d A, d A, fw + B
    
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s D
    d C
    s C(2 hits) -> dwn s up + P
    standing heavy punch or crouching heavy punch or standing heavy kick, combo-ed into
    dwn s up + A or C.
    [ hit]
    
    (t.c)
    s D
    d C
    s C(2 hits) -> dwn s up + K
    standing heavy punch or crouching heavy punch or standing heavy kick, combo-ed into 
    dwn s up + B or D.
    [ hit]
    
    (DM)
    s D
    d C
    s C(2 hits) -> QCB, HCF + K
    standing heavy punch or crouching heavy punch or standing heavy kick, combo-ed into
    qcb, hcf + B or D.
    [ hit]
    
    (CSP)
              s D
    j A~D     d C
    cx C/D -> s C(2 hits) -> dwn s up + P
    jumping attack with A/B/C/D or crossup with C/D, then standing heavy punch or crouching heavy 
    punch or standing heavy kick, combo-ed into dwn s up + A or C.
    [ hit]
    
    (t.c)(CSP)(C)
              s D
    j A~D     d C
    cx C/D -> s C(2 hits) -> dwn s up + K
    jumping attack with A/B/C/D or crossup with C/D, then standing heavy punch or crouching heavy 
    punch or standing heavy kick, combo-ed into dwn s up + B or D.
    Note : if start from crossup C/D, then Heidern must be in corner and crossup opponent to
           the corenr.
    [ hit]
    
    (DM)(CSP)
              s D
    j A~D     d C
    cx C/D -> s C(2 hits) -> QCB, HCF + K
    jumping attack with A/B/C/D or crossup with C/D, then standing heavy punch or crouching heavy 
    punch or standing heavy kick, combo-ed into qcb, hcf + B or D.
    [ hit]
    
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    (C)(t.c)(DM)
    j A~D -> QCF, QCF + P
    jumping attack with A/B/C/D, then execute qcf, qcf + A or C.
    [ hit]
    
    1 HC -> HCB + P
    any 1 hit chain (except low B), combo-ed into hcb + A or C.
    [ hit]
    
    (DM)(t.c)(C)
    1 HC -> QCF, QCF + P 
    any 1 hit chain (except low B), combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +
    1 HC
    2 HC -> dwn s up + P
    any 1 or 2 hit light chain, combo-ed into dwn s up + P.
    [ hit]
    
    (t.c)(DM)(C)
    s D
    d C
    s C(2 hits) -> QCF, QCF + P 
    standing heavy punch or crouching heavy punch or standing heavy kick, combo-ed into 
    qcf, qcf + A or C.
    [ hit]
    
    +
    s D
    d C
    s C(2 hits) -> fw + B -> dwn s up + P
    standing heavy punch or crouching heavy punch or standing heavy kick, into forward + B,
    combo-ed into dwn s up + A or C.
    Note : Humanly quite impossible combo, but doing it using shorcut(hotkeys) in
           the Playstation was easy.
    [ hit]
    
    +(t.c)(C)
    s D
    d C
    s C(2 hits) -> fw + B -> dwn s up + K
    standing heavy punch or crouching heavy punch or standing heavy kick, into forward + B,
    combo-ed into dwn s up + B or D.
    Note : Humanly quite impossible combo, but doing it using shorcut(hotkeys) in
           the Playstation was easy.
    [ hit]
    
    +(t.c)(DM)(C)
    s D
    d C
    s C(2 hits) -> fw + B -> QCF, QCF + P 
    standing heavy punch or crouching heavy punch or standing heavy kick, into forward + B,
    combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(DM)
    s D
    d C
    s C(2 hits) -> fw + B -> QCB, HCF + K 
    standing heavy punch or crouching heavy punch or standing heavy kick, into forward + B,
    combo-ed into qcb, hcf + B or D.
    [ hit]
    
    (CSP)
    cx C/D -> 1 HC -> HCB + P
    crossup with C or D, then any 1 hit chain (except low B), combo-ed into hcb + A or C.
    [ hit]
    
    +
    j A~D     1 HC
    cx C/D -> 2 HC -> dwn s up + P
    jumping attack with A/B/C/D or crossup with C/D, then any 1 or 2 hit light chain, combo-ed 
    into dwn s up + P.
    [ hit]
    
    +(CSP)
              s D
    j A~D     d C
    cx C/D -> s C(2 hits) -> fw + B -> dwn s up + P
    jumping attack with A/B/C/D or crossup with C/D, then standing heavy punch or crouching heavy 
    punch or standing heavy kick, into forward + B, combo-ed into dwn s up + A or C.
    Note : Humanly quite impossible combo, but doing it using shorcut(hotkeys) in
           the Playstation was easy. for 2 hit standing C, try to use C version of dwn s up + P
    [ hit]
    
    +(t.c)(CSP)(C)
              s D
    j A~D     d C
    cx C/D -> s C(2 hits) -> fw + B -> dwn s up + K
    jumping attack with A/B/C/D or crossup with C/D, then standing heavy punch or crouching heavy 
    punch or standing heavy kick, into forward + B, combo-ed into dwn s up + B or D.
    Note : if start from crossup C/D, then Heidern must be in corner and crossup opponent to
           the corenr. Humanly quite impossible combo, but doing it using shorcut(hotkeys) in
           the Playstation was easy.
    [ hit]
    
    +(DM)(CSP)(C)(t.c)
              s D
    j A~D     d C
    cx C/D -> s C(2 hits) -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup with C/D, then standing heavy punch or crouching heavy 
    punch or standing heavy kick, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(DM)
              s D
    j A~D     d C
    cx C/D -> s C(2 hits) -> fw + B -> QCB, HCF + K 
    jumping attack with A/B/C/D or crossup with C/D, then standing heavy punch or crouching heavy
    punch or standing heavy kick, into forward + B, combo-ed into qcb, hcf + B or D.
    [ hit]
    
    bk s fw + A -> dwn s up + K
    execute bk s fw + A from afar, then do dwn s up + B or D.
    [ hit]
    
    bk s fw + A -> dash in d D
    execute bk s fw + A from afar, then dash in with low sweep, crouching heavy kick.
    [ hit]
    
    (DM)
    bk s fw + A -> QCF, QCF + P
    execute bk s fw + A from afar, then do qcf, qcf + A or C.
    [ hit]
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    
    +(C)
                        1 HC
                        3 HC
                        3 HC
    bk s fw + A -> dash 4 HC
    execute bk s fw + A from afar then dash in and combo with any chain combo preferred.
    [ hit]
    
    (C)
                        s D
                        d C
    bk s fw + A -> dash s C(2 hits) -> dwn s up + P
    execute bk s fw + A from afar then dash in with standing heavy punch or crouching heavy punch
    or standing heavy kick, combo-ed into dwn s up + A or C.
    [ hit]
    
    (t.c)(C)
                        s D
                        d C
    bk s fw + A -> dash s C(2 hits) -> dwn s up + K
    execute bk s fw + A from afar then dash in with standing heavy punch or crouching heavy punch
    or standing heavy kick, combo-ed into dwn s up + B or D.
    [ hit]
    
    (DM)(C)
                        s D
                        d C
    bk s fw + A -> dash s C(2 hits) -> QCB, HCF + K
    execute bk s fw + A from afar then dash in with standing heavy punch or crouching heavy punch
    or standing heavy kick, combo-ed into qcb, hcf + B or D.
    [ hit]
    
    (C)
    bk s fw + A -> dash 1 HC -> HCB + P
    execute bk s fw + A from afar then dash in with any 1 hit chain (except low B), combo-ed into 
    hcb + A or C.
    [ hit]
    
    (DM)(t.c)(C)
    bk s fw + A -> dash 1 HC -> QCF, QCF + P 
    execute bk s fw + A from afar then dash in with any 1 hit chain (except low B), combo-ed into 
    qcf, qcf + A or C.
    [ hit]
    
    +(C)
                        1 HC
    bk s fw + A -> dash 2 HC -> dwn s up + P
    execute bk s fw + A from afar then dash in with any 1 or 2 hit light chain, combo-ed into 
    dwn s up + P.
    [ hit]
    
    (t.c)(DM)(C)
                        s D
                        d C
    bk s fw + A -> dash s C(2 hits) -> QCF, QCF + P 
    execute bk s fw + A from afar then dash in with standing heavy punch or crouching heavy punch 
    or standing heavy kick, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(C)
                        s D
                        d C
    bk s fw + A -> dash s C(2 hits) -> fw + B -> dwn s up + P
    execute bk s fw + A from afar then dash in with standing heavy punch or crouching heavy punch 
    or standing heavy kick, into forward + B, combo-ed into dwn s up + A or C.
    Note : Humanly quite impossible combo, but doing it using shorcut(hotkeys) in
           the Playstation was easy.
    [ hit]
    
    +(t.c)(C)
                        s D
                        d C
    bk s fw + A -> dash s C(2 hits) -> fw + B -> dwn s up + K
    execute bk s fw + A from afar then dash in with standing heavy punch or crouching heavy punch 
    or standing heavy kick, into forward + B, combo-ed into dwn s up + B or D.
    Note : Humanly quite impossible combo, but doing it using shorcut(hotkeys) in
           the Playstation was easy.
    [ hit]
    
    +(t.c)(DM)(C)
                        s D
                        d C
    bk s fw + A -> dash s C(2 hits) -> fw + B -> QCF, QCF + P 
    execute bk s fw + A from afar then dash in with standing heavy punch or crouching heavy punch 
    or standing heavy kick, into forward + B, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(DM)(C)
                        s D
                        d C
    bk s fw + A -> dash s C(2 hits) -> fw + B -> QCB, HCF + K 
    execute bk s fw + A from afar then dash in with standing heavy punch or crouching heavy punch 
    or standing heavy kick, into forward + B, combo-ed into qcb, hcf + B or D.
    [ hit]
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> dwn s up + P
    standing CD(body toss attack), "COUNTER", combo-ed into dwn s up + A or C.
    [ hit]
    
    (CNT)
    s CD -> dwn s up + K
    standing CD(body toss attack), "COUNTER", combo-ed into dwn s up + B or D.
    [ hit]
    
    (CNT)
    s CD -> bk s fw + P
    standing CD(body toss attack), "COUNTER", combo-ed into bk s fw + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCB, HCF + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcb, hcf + B or D
    [ hit]
    
    (CNT)(C)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
    j CD -> dwn s up + P
    jumping CD(body toss attack), "COUNTER", juggle with dwn s up + A or C.
    [ hit]
    
    (CNT)
    j CD -> dwn s up + K
    jumping CD(body toss attack), "COUNTER", juggle with dwn s up + B or D.
    [ hit]
    
    (CNT)
    j CD -> bk s fw + P
    jumping CD(body toss attack), "COUNTER", juggle with bk s fw + A or C.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, QCF + P
    jumping CD(body toss attack), "COUNTER", juggle with qcf, qcf + A or C.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCB, HCF + K
    jumping CD(body toss attack), "COUNTER", juggle with qcb, hcf + B or D
    [ hit]
    
    (MID)(CNT)
    bk s fw + A -> dwn s up + K 
    hit opponent in mid air with bk s fw + A, "COUNTER", then combo-ed into dwn s up + B or D.
    [ hit]
    
    (MID)(CNT)(DM)
    bk s fw + A -> QCF, QCF + P
    hit opponent in mid air with bk s fw + A, "COUNTER", then combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (OPD)
    s C -> d A -> etc.
    early standing C, crouching A, combo-ed into any combination preferred.
    Note : early standing C hits opponent at last frame to allow crouching A to combo.
    [ hit]
    
    
    3.11.2
    ----------------
    Takuma Sakazaki
    ----------------
    Moveslist
    ---------
    Hot Axe Punch                   : fw + A
    Hot Axe Kick                    : fw + B (overhead)
    +-------------------------------------------------------------------------------------------+
    Tiger Projectile                : QCF + A/C (projectile)
    Illusion Punches                : fw, bk, fw + A/C
    Dashing Knee                    : HCB + B/D
    Flying Double Kick              : dwnbk s fw + B/D
    Guard Shot                      : QCB + A/C
    Supreme King                    : fw, HCF + A/C
    Flying Roaring Fist
    +-------------------------------------------------------------------------------------------+
    Demon's Death Shot              : QCF x 2 + A/C (close)
    Dragon's Dance                  : QCF, HCB + A/C
    
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d B, d A
    d A, d B
    d B, d B
    d A, s A
    d B, s A
    d A, s B
    d B, s B
    s A, d A
    s B, d A
    s A, d B
    s B, d B
    s A, s A
    s B, s A
    s A, s B
    s B, s B
    d A, d A, d A
    d B, d A, d A
    d A, d B, d A
    d B, d B, d A
    d A, s A, d A
    d B, s A, d A
    d A, s B, d A
    d B, s B, d A
    s A, d A, d A
    s B, d A, d A
    s A, d B, d A
    s B, d B, d A
    s A, s A, d A
    s B, s A, d A
    s A, s B, d A
    s B, s B, d A
    d A, d A, d B
    d B, d A, d B
    d A, d B, d B
    d B, d B, d B
    d A, s A, d B
    d B, s A, d B
    d A, s B, d B
    d B, s B, d B
    s A, d A, d B
    s B, d A, d B
    s A, d B, d B
    s B, d B, d B
    s A, s A, d B
    s B, s A, d B
    s A, s B, d B
    s B, s B, d B
    d A, d A, s A
    d B, d A, s A
    d A, d B, s A
    d B, d B, s A
    d A, s A, s A
    d B, s A, s A
    d A, s B, s A
    d B, s B, s A
    s A, d A, s A
    s B, d A, s A
    s A, d B, s A
    s B, d B, s A
    s A, s A, s A
    s B, s A, s A
    s A, s B, s A
    s B, s B, s A
    d A, d A, s B
    d B, d A, s B
    d A, d B, s B
    d B, d B, s B
    d A, s A, s B
    d B, s A, s B
    d A, s B, s B
    d B, s B, s B
    s A, d A, s B
    s B, d A, s B
    s A, d B, s B
    s B, d B, s B
    s A, s A, s B
    s B, s A, s B
    s A, s B, s B
    s B, s B, s B
    d A, d A, d B, d A
    d B, d A, d B, d A
    d A, d B, d B, d A
    d B, d B, d B, d A
    d A, s A, d B, d A
    d B, s A, d B, d A
    d A, s B, d B, d A
    d B, s B, d B, d A
    s A, d A, d B, d A
    s B, d A, d B, d A
    s A, d B, d B, d A
    s B, d B, d B, d A
    s A, s A, d B, d A
    s B, s A, d B, d A
    s A, s B, d B, d A
    s B, s B, d B, d A
    d A, d A, d B, d B
    d B, d A, d B, d B
    d A, d B, d B, d B
    d B, d B, d B, d B
    d A, s A, d B, d B
    d B, s A, d B, d B
    d A, s B, d B, d B
    d B, s B, d B, d B
    s A, d A, d B, d B
    s B, d A, d B, d B
    s A, d B, d B, d B
    s B, d B, d B, d B
    s A, s A, d B, d B
    s A, s B, d B, d B
    s A, s A, s A, d B
    d B, d B, d B, d B, d A
    s A, s A, s A, d B, d A
    d A, fw + A
    s A, fw + A
    s B, fw + A
    d A, d A, fw + A
    d B, d A, fw + A
    d A, s A, fw + A
    d B, s A, fw + A
    d A, s B, fw + A
    d B, s B, fw + A
    s A, d A, fw + A
    s B, d A, fw + A
    s A, s A, fw + A
    s B, s A, fw + A
    s A, s B, fw + A
    s B, s B, fw + A
    d A, d A, d A, fw + A
    d B, d A, d A, fw + A
    d A, d B, d A, fw + A
    d B, d B, d A, fw + A
    d A, s A, d A, fw + A
    d B, s A, d A, fw + A
    d A, s B, d A, fw + A
    d B, s B, d A, fw + A
    s A, d A, d A, fw + A
    s B, d A, d A, fw + A
    s A, d B, d A, fw + A
    s B, d B, d A, fw + A
    s A, s A, d A, fw + A
    s B, s A, d A, fw + A
    s A, s B, d A, fw + A
    s B, s B, d A, fw + A
    d A, d A, d B, d A, fw + A
    d B, d A, d B, d A, fw + A
    d A, d B, d B, d A, fw + A
    d B, d B, d B, d A, fw + A
    d A, s A, d B, d A, fw + A
    d B, s A, d B, d A, fw + A
    d A, s B, d B, d A, fw + A
    d B, s B, d B, d A, fw + A
    s A, d A, d B, d A, fw + A
    s B, d A, d B, d A, fw + A
    s A, d B, d B, d A, fw + A
    s B, d B, d B, d A, fw + A
    s A, s A, d B, d A, fw + A
    s B, s A, d B, d A, fw + A
    s A, s B, d B, d A, fw + A
    s B, s B, d B, d A, fw + A
    d B, d B, d B, d B, d A, fw + A
    s A, s A, s A, d B, d A, fw + A
    d A, fw + B
    s A, fw + B
    s B, fw + B
    d A, d A, fw + B
    d B, d A, fw + B
    d A, s A, fw + B
    d B, s A, fw + B
    d A, s B, fw + B
    d B, s B, fw + B
    s A, d A, fw + B
    s B, d A, fw + B
    s A, s A, fw + B
    s B, s A, fw + B
    s A, s B, fw + B
    s B, s B, fw + B
    d A, d A, d A, fw + B
    d B, d A, d A, fw + B
    d A, d B, d A, fw + B
    d B, d B, d A, fw + B
    d A, s A, d A, fw + B
    d B, s A, d A, fw + B
    d A, s B, d A, fw + B
    d B, s B, d A, fw + B
    s A, d A, d A, fw + B
    s B, d A, d A, fw + B
    s A, d B, d A, fw + B
    s B, d B, d A, fw + B
    s A, s A, d A, fw + B
    s B, s A, d A, fw + B
    s A, s B, d A, fw + B
    s B, s B, d A, fw + B
    
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C
    d C -> QCF + P
    standing/crouching heavy punch, combo-ed into qcf + A or C.
    [ hit]
    
    s C
    d C -> dwnbk, fw + K
    standing/crouching heavy punch, combo-ed into dwnbk, fw + B or D.
    [ hit]
    
    s C
    d C -> fw, bk, fw + P
    standing/crouching heavy punch, combo-ed into fw, bk, fw + A or C.
    [ hit]
    
    (DM)
    s C
    d C -> QCF, QCF + P
    standing/crouching heavy punch, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (DM)
    s C
    d C -> QCF, HCB + P
    standing/crouching heavy punch, combo-ed into qcf, hcb + A or C.
    [ hit]
    
    (CSP)
    j A~D     s C
    cx B~D -> d C -> QCF + P
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, 
    combo-ed into qcf + A or C.
    [ hit]
    
    (CSP)
    j A~D     s C
    cx B~D -> d C -> dwnbk, fw + K
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, 
    combo-ed into dwnbk, fw + B or D.
    [ hit]
    
    (CSP)(nC)
    j A~D     s C
    cx B~D -> d C -> fw, bk, fw + P
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, 
    combo-ed into fw, bk, fw + A or C.
    [ hit]
    
    (DM)(CSP)
    j A~D     s C
    cx B~D -> d C -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, 
    combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (DM)(CSP)
    j A~D     s C
    cx B~D -> d C -> QCF, HCB + A
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch, 
    combo-ed into qcf, hcb + A.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    j A~D -> QCF, HCB + P
    jumping attack with A/B/C/D, then execute qcf, hcb + A or C.
    [ hit]
    
    1 HC -> QCB + A
    any 1 hit light chain(except low B), combo-ed into qcb + A.
    [ hit]
    
    +(DM)
    1 HC
    2 HC -> QCF, QCF + P
    any 1 or 2 hit light chain, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(DM)(CSP)
              1 HC
    cx B~D -> 2 HC -> QCF, QCF + P
    crossup with B/C/D, then any 1 or 2 hit light chain, combo-ed into qcf, qcf + A or C.
    Note : can start with jumping attack with A/B/C/D if 1 HC is used.
    [ hit]
    
    (CSP)
              1 HC
              d C
    cx B~D -> s C -> QCB + A
    crossup with B/C/D, then any 1 hit light chain(except low B) or standing/crouching heavy punch,
    combo-ed into qcb + A.
    [ hit]
    
    s C                     s CD
    d C -> dwnbk, fw + K -> s A~D
    standing/crouching heavy punch, combo-ed into dwnbk, fw + D, then juggled with standing
    A/B/C/D or CD(body toss attack).
    [ hit]
    
    s C                     j CD
    d C -> dwnbk, fw + K -> j A~D
    standing/crouching heavy punch, combo-ed into dwnbk, fw + D, then juggled with jumping
    attack with A/B/C/D or CD(body toss attack).
    [ hit]
    
    s C
    d C -> dwnbk, fw + K -> QCF + P
    standing/crouching heavy punch, combo-ed into dwnbk, fw + D, then juggled 
    with qcf + A or C.
    [ hit]
    
    s C
    d C -> dwnbk, fw + K -> fw, bk, fw + P
    standing/crouching heavy punch, combo-ed into dwnbk, fw + D, then juggled with
    fw, bk, fw + A or C.
    [ hit]
    
    (nC)
    s C
    d C -> dwnbk, fw + K -> QCB + P
    standing/crouching heavy punch, combo-ed into dwnbk, fw + D, then juggled with
    qcb + A or C.
    Note : A version is not soo effective.
    [ hit]
    
    +
    s C    fw + B
    d C -> fw + A -> QCF + P
    standing/crouching heavy punch, into forward + A or B, combo-ed into qcf + A or C.
    [ hit]
    
    +
    (DM)
    s C    fw + B
    d C -> fw + A -> QCF, HCB + P
    standing/crouching heavy punch, into forward + A or B, combo-ed into qcf, hcb + A or C.
    [ hit]
    
    (CSP)
    j A~D     s C                     s CD
    cx B~D -> d C -> dwnbk, fw + K -> s A~D
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch,
    combo-ed into dwnbk, fw + D, then juggled with standing A/B/C/D or CD(body toss attack).
    [ hit]
    
    (CSP)
    j A~D     s C                     j CD
    cx B~D -> d C -> dwnbk, fw + K -> j A~D
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch,
    combo-ed into dwnbk, fw + D, then juggled with jumping attack with A/B/C/D or 
    CD(body toss attack).
    [ hit]
    
    (CSP)
    j A~D     s C
    cx B~D -> d C -> dwnbk, fw + K -> QCF + P
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch,
    combo-ed into dwnbk, fw + D, then juggled with qcf + A or C.
    [ hit]
    
    (CSP)
    j A~D     s C
    cx B~D -> d C -> dwnbk, fw + K -> fw, bk, fw + P
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch,
    combo-ed into dwnbk, fw + D, then juggled with fw, bk, fw + A or C.
    [ hit]
    
    (nC)(CSP)
    j A~D     s C
    cx B~D -> d C -> dwnbk, fw + K -> QCB + P
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch,
    combo-ed into dwnbk, fw + D, then juggled with qcb + A or C.
    Note : A version is not soo effective.
    [ hit]
    
    +(CSP)
    j A~D     s C    fw + B 
    cx B~D -> d C -> fw + A -> QCF + P
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch,
    into forward + A or B, combo-ed into qcf + A or C.
    [ hit]
    
    +(DM)(CSP)
    j A~D     s C    fw + B 
    cx B~D -> d C -> fw + A -> QCF, HCB + A
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch,
    into forward + A or B, combo-ed into qcf, hcb + A.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for Takuma, that may start from standing C or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    
    +
    2 HC    fw + B
    3 HC -> fw + A -> QCF + C
    any 2 or 3 hit light chain, into forward + A or C, combo-ed into qcf + C.
    [ hit]
    
    +(DM)
    2 HC    fw + B
    3 HC -> fw + A -> QCF, HCB + A
    any 2 or 3 hit light chain, into forward + A or C, combo-ed into qcf, hcb + A.
    [ hit]
    
    +(DM)
    4 HC
    5 HC -> fw + A -> QCF, HCB + A
    any 2 or 3 hit light chain, into forward + A or C, combo-ed into qcf, hcb + A.
    [ hit]
    
    +(CSP)
              2 HC    fw + B
    cx B~D -> 3 HC -> fw + A -> QCF + C
    crossup with B/C/D, then any 2 or 3 hit light chain, into forward + A or C, combo-ed 
    into qcf + C.
    [ hit]
    
    +(DM)(CSP)
              2 HC    fw + B
    cx B~D -> 3 HC -> fw + A -> QCF, HCB + A
    crossup with B/C/D, then any 2 or 3 hit light chain, into forward + A or C, combo-ed 
    into qcf, hcb + A.
    [ hit]
    
    +(DM)(CSP)
              4 HC
    cx B~D -> 5 HC -> fw + A -> QCF, HCB + A
    crossup with B/C/D, then any 2 or 3 hit light chain, into forward + A or C, combo-ed 
    into qcf, hcb + A.
    [ hit]
    
    +
    s A -> s C -> QCF + P
    standing A, then standing heavy punch, combo-ed into qcf + A or C.
    [ hit]
    
    +
    s A -> s C -> dwnbk, fw + K
    standing A, then standing heavy punch, combo-ed into dwnbk, fw + B or D.
    [ hit]
    
    +(DM)
    s A -> s C -> QCF, QCF + P
    standing A, then standing heavy punch, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(DM)
    s A -> s C -> QCF, HCB + A
    standing A, then standing heavy punch, combo-ed into qcf, hcb + A.
    [ hit]
    
    +
                                   s CD
    s A -> s C -> dwnbk, fw + K -> s A~D
    standing A, then standing heavy punch, combo-ed into dwnbk, fw + D, then juggled with standing
    A/B/C/D or CD(body toss attack).
    Note : another combos that is done with ease when using Playstation shortcuts.
    [ hit]
    
    +
                                   j CD
    s A -> s C -> dwnbk, fw + K -> j A~D
    standing A, then standing heavy punch, combo-ed into dwnbk, fw + D, then juggled with jumping
    attack with A/B/C/D or CD(body toss attack).
    Note : another combos that is done with ease when using Playstation shortcuts.
    [ hit]
    
    +
    s A -> s C -> dwnbk, fw + K -> QCF + P
    standing A, then standing heavy punch, combo-ed into dwnbk, fw + D, then juggled with 
    qcf + A or C.
    Note : another combos that is done with ease when using Playstation shortcuts.
    [ hit]
    
    +
    s A -> s C -> dwnbk, fw + K -> fw, bk, fw + P
    standing A, then standing heavy punch, combo-ed into dwnbk, fw + D, then juggled with 
    fw, bk, fw + A or C.
    Note : another combos that is done with ease when using Playstation shortcuts.
    [ hit]
    
    +(nC)
    s A -> s C -> dwnbk, fw + K -> QCB + P
    standing A, then standing heavy punch, combo-ed into dwnbk, fw + D, then juggled with 
    qcb + A or C.
    Note : A version is not soo effective. another combos that is done with ease when 
           using Playstation shortcuts.
    [ hit]
    
    +
                  fw + B
    s A -> s C -> fw + A -> QCF + P
    standing A, then standing/crouching heavy punch, into forward + A or B, combo-ed into 
    qcf + A or C.
    [ hit]
    
    +(DM)
                  fw + B
    s A -> s C -> fw + A -> QCF, HCB + P
    standing A, then standing/crouching heavy punch, into forward + A or B, combo-ed into 
    qcf, hcb + A or C.
    [ hit]
    
    +(CSP)
    cx B~D -> s A -> s C -> QCF + P
    crossup with B/C/D, then standing A, then standing heavy punch, combo-ed into qcf + A or C.
    [ hit]
    
    +(CSP)
    cx B~D -> s A -> s C -> dwnbk, fw + K
    crossup with B/C/D, then standing A, then standing heavy punch, combo-ed into dwnbk, 
    fw + B or D.
    [ hit]
    
    +(DM)(CSP)
    cx B~D -> s A -> s C -> QCF, QCF + P
    crossup with B/C/D, then standing A, then standing heavy punch, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(DM)(CSP)
    cx B~D -> s A -> s C -> QCF, HCB + A
    crossup with B/C/D, then standing A, then standing heavy punch, combo-ed into qcf, hcb + A.
    [ hit]
    
    +(CSP)
                                             s CD
    cx B~D -> s A -> s C -> dwnbk, fw + K -> s A~D
    crossup with B/C/D, then standing A, then standing heavy punch, combo-ed into dwnbk, fw + D, 
    then juggled with standing A/B/C/D or CD(body toss attack).
    Note : another combos that is done with ease when using Playstation shortcuts.
    [ hit]
    
    +(CSP)
                                             j CD
    cx B~D -> s A -> s C -> dwnbk, fw + K -> j A~D
    crossup with B/C/D, then standing A, then standing heavy punch, combo-ed into dwnbk, fw + D, 
    then juggled with jumping attack with A/B/C/D or CD(body toss attack).
    Note : another combos that is done with ease when using Playstation shortcuts.
    [ hit]
    
    +(CSP)
    cx B~D -> s A -> s C -> dwnbk, fw + K -> QCF + P
    crossup with B/C/D, then standing A, then standing heavy punch, combo-ed into dwnbk, fw + D, 
    then juggled with qcf + A or C.
    Note : another combos that is done with ease when using Playstation shortcuts.
    [ hit]
    
    +(CSP)
    cx B~D -> s A -> s C -> dwnbk, fw + K -> fw, bk, fw + P
    crossup with B/C/D, then standing A, then standing heavy punch, combo-ed into dwnbk, fw + D, 
    then juggled with fw, bk, fw + A or C.
    Note : another combos that is done with ease when using Playstation shortcuts.
    [ hit]
    
    +(nC)(CSP)
    cx B~D -> s A -> s C -> dwnbk, fw + K -> QCB + P
    crossup with B/C/D, then standing A, then standing heavy punch, combo-ed into dwnbk, fw + D, 
    then juggled with qcb + A or C.
    Note : A version is not soo effective. another combos that is done with ease when 
           using Playstation shortcuts.
    [ hit]
    
    +(CSP)
                            fw + B
    cx B~D -> s A -> s C -> fw + A -> QCF + P
    crossup with B/C/D, then standing A, then standing/crouching heavy punch, into forward + A 
    or B, combo-ed into qcf + A or C.
    [ hit]
    
    +(DM)(CSP)
                            fw + B
    cx B~D -> s A -> s C -> fw + A -> QCF, HCB + P
    crossup with B/C/D, then standing A, then standing/crouching heavy punch, into forward + A 
    or B, combo-ed into qcf, hcb + A or C.
    [ hit]
    
    -------------
    N O T I C E
    -------------
    - the following combos can only be done on Chang Koehan
    
    +(DM)
    s A x 2 -> s C -> fw + A -> QCF, HCB + A
    standing A x 2, then standing C, into forward + A, combo-ed into qcf, hcb + A.
    [ hit]
    
    +(DM)
    cx B~D -> s A x 2 -> s C -> fw + A -> QCF, HCB + A
    crossup with B/C/D, then standing A x 2, then standing C, into forward + A, combo-ed into
    qcf, hcb + A.
    [ hit]
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf + A or C.
    [ hit]
    
    (CNT)(nC)
    s CD -> QCB + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcb + A or C.
    [ hit]
    
    (CNT)(nC)
    s CD -> fw, bk, fw + P
    standing CD(body toss attack), "COUNTER", combo-ed into fw, bk, fw + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, HCB + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C.
    [ hit]
    
    (CNT)(C)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
    j CD -> QCF + P
    jumping CD(body toss attack), "COUNTER", juggle with qcf + A or C.
    [ hit]
    
    (CNT)(nC)
    j CD -> QCB + P
    jumping CD(body toss attack), "COUNTER", juggle with qcb + A or C.
    [ hit]
    
    (CNT)(nC)
    j CD -> fw, bk, fw + P
    jumping CD(body toss attack), "COUNTER", juggle with fw, bk, fw + A or C.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, HCB + P
    jumping CD(body toss attack), "COUNTER", juggle with qcf, hcb + A or C.
    [ hit]
    
    3.11.3
    ----------------
    Siasyu Kusanagi
    ----------------
    Moveslist
    ---------
    Demon's Wheel                     : fw + A (overhead)
    Brick Crusher                     : fw + B (overhead)
    +-------------------------------------------------------------------------------------------+
    Darkness Sweeper                  : QCF + A/C
    Flaming Uppercut                  : DP + A/C (anti-air)
    God's Flair                       : HCB + B/D
    Broken Wheels                     : DP + B/D
    Overflame                         : QCB + A/C x 2
    +-------------------------------------------------------------------------------------------+
    Orochinagi                        : QCB, HCF + A/C
    Combo Flamer                      : QCF x 2 + A/C
    
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d B, d A
    d A, d B
    d B, d B
    s A, d A
    s A, d B
    d A, s A
    d B, s A
    d A, s B
    d B, s B
    s A, s A
    s A, s B
    d A, d A, d A
    d B, d A, d A
    d A, d B, d A
    d B, d B, d A
    s A, d A, d A
    s A, d B, d A
    d A, s A, d A
    d B, s A, d A
    s A, s A, d A
    d A, d A, d B
    d B, d A, d B
    d A, d B, d B
    d B, d B, d B
    s A, d A, d B
    s A, d B, d B
    d A, s A, d B
    d B, s A, d B
    s A, s A, d B
    d A, d A, d B, s B
    d B, d A, d B, s B
    d A, d B, d B, s B
    d B, d B, d B, s B
    s A, d A, d B, s B
    s A, d B, d B, s B
    d A, s A, d B, s B
    d B, s A, d B, s B
    s A, s A, d B, s B
    d B, s C
    s A, s C
    s C, fw + A
    d C, fw + A
    s C(2 hits), fw + A
    d B, s C, fw + A
    s A, s C, fw + A
    fw + B, s C
    fw + B, d A
    fw + B, d B
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    ++ d A, d A, fw + A
    ++ d B, d A, fw + A
    ++ s A, d A, fw + A
    ++ d A, s A, fw + A
    ++ d B, s A, fw + A
    ++ d A, s B, fw + A
    ++ d B, s B, fw + A
    ++ s A, s A, fw + A
    ++ s A, s B, fw + A
    ++ d A, d A, d A, fw + A
    ++ d B, d A, d A, fw + A
    ++ d A, d B, d A, fw + A
    ++ d B, d B, d A, fw + A
    ++ s A, d A, d A, fw + A
    ++ s A, d B, d A, fw + A
    ++ d A, s A, d A, fw + A
    ++ d B, s A, d A, fw + A
    ++ s A, s A, d A, fw + A
    ++ d A, d A, fw + B
    ++ d B, d A, fw + B
    ++ s A, d A, fw + B
    ++ d A, s A, fw + B
    ++ d B, s A, fw + B
    ++ d A, s B, fw + B
    ++ d B, s B, fw + B
    ++ s A, s A, fw + B
    ++ s A, s B, fw + B
    ++ d A, d A, d A, fw + B
    ++ d B, d A, d A, fw + B
    ++ d A, d B, d A, fw + B
    ++ d B, d B, d A, fw + B
    ++ s A, d A, d A, fw + B
    ++ s A, d B, d A, fw + B
    ++ d A, s A, d A, fw + B
    ++ d B, s A, d A, fw + B
    ++ s A, s A, d A, fw + B
    ++ d B, s C, fw + B
    ++ s A, s C, fw + B
    ++ s C, fw + B
    ++ d C, fw + B
    ++ s C(2 hits), fw + B
    
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C
    d C
    s C(2 hits) -> QCF + P
    standing/crouching heavy punch or 2 hit standing heavy punch combo-ed into qcf + A or C.
    [ hit]
    
    s C
    d C
    s C(2 hits) -> DP + P
    standing/crouching heavy punch or 2 hit standing heavy punch combo-ed into uppercut + A or C.
    [ hit]
    
    s C
    d C
    s C(2 hits) -> DP + K
    standing/crouching heavy punch or 2 hit standing heavy punch combo-ed into uppercut + B or D.
    [ hit]
    
    s C
    d C
    s C(2 hits) -> QCB + P x 2
    standing/crouching heavy punch or 2 hit standing heavy punch combo-ed into qcb + A or C x 2.
    [ hit]
    
    (DM)
    s C
    d C
    s C(2 hits) -> QCB, HCF + P
    standing/crouching heavy punch or 2 hit standing heavy punch combo-ed into qcb, hcf + A or C.
    [ hit]
    
    (DM)
    s C
    d C
    s C(2 hits) -> QCF, QCF + P
    standing/crouching heavy punch or 2 hit standing heavy punch combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CSP)
              s C
    j A~D     d C
    cx B~D -> s C(2 hits) -> QCF + P
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch or 2 hit
    standing heavy punch combo-ed into qcf + A or C.
    [ hit]
    
    (CSP)
              s C
    j A~D     d C
    cx B~D -> s C(2 hits) -> DP + P
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch or 2 hit
    standing heavy punch combo-ed into uppercut + A or C.
    [ hit]
    
    (CSP)
              s C
    j A~D     d C
    cx B~D -> s C(2 hits) -> DP + K
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch or 2 hit
    standing heavy punch combo-ed into uppercut + B or D.
    [ hit]
    
    (CSP)
              s C
    j A~D     d C
    cx B~D -> s C(2 hits) -> QCB + P x 2
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch or 2 hit
    standing heavy punch combo-ed into qcb + A or C x 2.
    [ hit]
    
    (DM)(CSP)
              s C
    j A~D     d C
    cx B~D -> s C(2 hits) -> QCB, HCF + P
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch or 2 hit
    standing heavy punch combo-ed into qcb, hcf + A or C.
    [ hit]
    
    (DM)(CSP)
              s C
    j A~D     d C
    cx B~D -> s C(2 hits) -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup with B/C/D, then standing/crouching heavy punch or 2 hit
    standing heavy punch combo-ed into qcf, qcf + A or C.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +
    1 HC
    2 HC -> DP + B
    any 1 or 2 hit light chain, combo-ed into uppercut + B.
    [ hit]
    
    +
    1 HC
    2 HC -> DP + P
    any 1 or 2 hit light chain, combo-ed into uppercut + A or C.
    [ hit]
    
    +
    s C -> fw + A -> QCF + P
    standing heavy punch, into forward + A, combo-ed into qcf + A or C.
    [ hit]
    
    +
    s C -> fw + A -> DP + A
    standing heavy punch, into forward + A, combo-ed into uppercut + A.
    [ hit]
    
    +
    s C -> fw + A -> DP + K
    standing heavy punch, into forward + A, combo-ed into uppercut + B or D.
    [ hit]
    
    +
    s C -> fw + A -> QCB + P x 2
    standing heavy punch, into forward + A, combo-ed into qcb + A or C x 2.
    [ hit]
    
    +
    s C -> fw + A -> QCB + C x 2 -> j A/B
    standing heavy punch, into forward + A, combo-ed into qcb + C x 2, then juggled with
    jumping attack A or B.
    [ hit]
    
    +
    s C -> fw + A -> QCB + C x 2 -> d C
    standing heavy punch, into forward + A, combo-ed into qcb + C x 2, then juggled with
    crouching heavy punch.
    [ hit]
    
    +
    s C -> fw + A -> QCB + C x 2 -> DP + P
    standing heavy punch, into forward + A, combo-ed into qcb + C x 2, then juggled with
    uppercut + A or C.
    [ hit]
    
    +(DM)
    s C -> fw + A -> QCB, HCF + P
    standing heavy punch, into forward + A, combo-ed into qcb, hcf + A or C.
    [ hit]
    
    +(DM)
    s C -> fw + A -> QCF, QCF + P
    standing heavy punch, into forward + A, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(DM)
    s C(2 hits) -> fw + A -> QCB, HCF + P
    2 hit standing heavy punch, into forward + A, combo-ed into qcb, hcf + A or C.
    [ hit]
    
    +(DM)
    s C(2 hits) -> fw + A -> QCF, QCF + P
    2 hit standing heavy punch, into forward + A, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(CSP)
    j A~D     1 HC
    cx B~D -> 2 HC -> DP + B
    any 1 or 2 hit light chain, combo-ed into uppercut + B.
    [ hit]
    
    +(CSP)
    j A~D     1 HC
    cx B~D -> 2 HC -> DP + P
    any 1 or 2 hit light chain, combo-ed into uppercut + A or C.
    [ hit]
    
    +(CSP)
    j A~D
    cx B~D -> s C -> fw + A -> QCF + C
    jumping attack with A/B/C/D or crossup with B/C/D, then standing heavy punch, into forward + A,
    combo-ed into qcf + C.
    [ hit]
    
    +(CSP)
    j A~D
    cx B~D -> s C -> fw + A -> DP + A
    jumping attack with A/B/C/D or crossup with B/C/D, then standing heavy punch, into forward + A,
    combo-ed into uppercut + A.
    [ hit]
    
    +(CSP)
    j A~D
    cx B~D -> s C -> fw + A -> DP + K
    jumping attack with A/B/C/D or crossup with B/C/D, then standing heavy punch, into forward + A,
    combo-ed into uppercut + B or D.
    [ hit]
    
    +(CSP)
    j A~D
    cx B~D -> s C -> fw + A -> QCB + P x 2
    jumping attack with A/B/C/D or crossup with B/C/D, then standing heavy punch, into forward + A,
    combo-ed into qcb + A or C x 2.
    [ hit]
    
    +(CSP)
    j A~D
    cx B~D -> s C -> fw + A -> QCB + C x 2 -> j A/B
    jumping attack with A/B/C/D or crossup with B/C/D, then standing heavy punch, into forward + A,
    combo-ed into qcb + C x 2, then juggled with jumping attack A or B.
    [ hit]
    
    +(CSP)
    j A~D
    cx B~D -> s C -> fw + A -> QCB + C x 2 -> d C
    jumping attack with A/B/C/D or crossup with B/C/D, then standing heavy punch, into forward + A,
    combo-ed into qcb + C x 2, then juggled with crouching heavy punch.
    [ hit]
    
    +(CSP)
    j A~D
    cx B~D -> s C -> fw + A -> QCB + C x 2 -> DP + P
    jumping attack with A/B/C/D or crossup with B/C/D, then standing heavy punch, into forward + A,
    combo-ed into qcb + C x 2, then juggled with uppercut + A or C.
    [ hit]
    
    +(DM)(CSP)
    j A~D
    cx B~D -> s C -> fw + A -> QCB, HCF + P
    jumping attack with A/B/C/D or crossup with B/C/D, then standing heavy punch, into forward + A,
    combo-ed into qcb, hcf + A or C.
    [ hit]
    
    +(DM)(CSP)
    j A~D
    cx B~D -> s C -> fw + A -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup with B/C/D, then standing heavy punch, into forward + A,
    combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(DM)(CSP)
    j A~D
    cx B~D -> s C(2 hits) -> fw + A -> QCB, HCF + P
    jumping attack with A/B/C/D or crossup with B/C/D, then 2 hit standing heavy punch, into 
    forward + A, combo-ed into qcb, hcf + A or C.
    [ hit]
    
    +(DM)(CSP)
    j A~D
    cx B~D -> s C(2 hits) -> fw + A -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup with B/C/D, then 2 hit standing heavy punch, into 
    forward + A, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (C)(MAX)(SDM)
    QCF + A -> QCB, HCF + P
    from afar, execute qcf + A, followed by qcb, hcf + A or C.
    Note : opponnent in corner, gets hit by last few flames of the SDM.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for , that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    
    +
    s A
    d B -> s C(2 hits) -> QCF + P
    stand A or crouching B, into 2 hit standing heavy punch combo-ed into qcf + A or C.
    [ hit]
    
    +
    s A
    d B -> s C(2 hits) -> DP + P
    stand A or crouching B, into 2 hit standing heavy punch combo-ed into uppercut + A or C.
    [ hit]
    
    +
    s A
    d B -> s C(2 hits) -> DP + K
    stand A or crouching B, into 2 hit standing heavy punch combo-ed into uppercut + B or D.
    [ hit]
    
    +
    s A
    d B -> s C(2 hits) -> QCB + P x 2
    stand A or crouching B, into 2 hit standing heavy punch combo-ed into qcb + A or C x 2.
    [ hit]
    
    +(DM)
    s A
    d B -> s C(2 hits) -> QCB, HCF + P
    stand A or crouching B, into 2 hit standing heavy punch combo-ed into qcb, hcf + A or C.
    [ hit]
    
    (DM)
    +
    s A
    d B -> s C(2 hits) -> QCF, QCF + P
    stand A or crouching B, into 2 hit standing heavy punch combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +
    s A
    d B -> s C(2 hits) -> QCB + C x 2 -> j A/B
    stand A or crouching B, into 2 hit standing heavy punch combo-ed into qcb + C x 2, then 
    juggled with jumping attack A or B.
    [ hit]
    
    +
    s A
    d B -> s C(2 hits) -> QCB + C x 2 -> d C
    stand A or crouching B, into 2 hit standing heavy punch combo-ed into qcb + C x 2, then 
    juggled with crouching heavy punch.
    [ hit]
    
    +
    s A
    d B -> s C(2 hits) -> QCB + C x 2 -> DP + P
    stand A or crouching B, into 2 hit standing heavy punch combo-ed into qcb + C x 2, then 
    juggled with uppercut + A or C.
    [ hit]
    
    +(CSP)
              s A
    cx B~D -> d B -> s C(2 hits) -> QCB + C x 2 -> j A/B
    crossup with B/C/D, then stand A or crouching B, into 2 hit standing heavy punch combo-ed into
    qcb + C x 2, then juggled with jumping attack A or B.
    [ hit]
    
    +(CSP)
              s A
    cx B~D -> d B -> s C(2 hits) -> QCB + C x 2 -> d C
    crossup with B/C/D, then stand A or crouching B, into 2 hit standing heavy punch combo-ed into
    qcb + C x 2, then juggled with crouching heavy punch.
    [ hit]
    
    +(CSP)
              s A
    cx B~D -> d B -> s C(2 hits) -> QCB + C x 2 -> DP + P
    crossup with B/C/D, then stand A or crouching B, into 2 hit standing heavy punch combo-ed into 
    qcb + C x 2, then juggled with uppercut + A or C.
    [ hit]
    
    +(CSP)
              s A
    cx B~D -> d B -> s C(2 hits) -> QCF + P
    crossup with B/C/D, then stand A or crouching B, into 2 hit standing heavy punch combo-ed into
    qcf + A or C.
    [ hit]
    
    +(CSP)
              s A
    cx B~D -> d B -> s C(2 hits) -> DP + P
    crossup with B/C/D, then stand A or crouching B, into 2 hit standing heavy punch combo-ed into
    uppercut + A or C.
    [ hit]
    
    +(CSP)
              s A
    cx B~D -> d B -> s C(2 hits) -> DP + K
    crossup with B/C/D, then stand A or crouching B, into 2 hit standing heavy punch combo-ed into
    uppercut + B or D.
    [ hit]
    
    +(CSP)
              s A
    cx B~D -> d B -> s C(2 hits) -> QCB + P x 2
    crossup with B/C/D, then stand A or crouching B, into 2 hit standing heavy punch combo-ed into
    qcb + A or C x 2.
    [ hit]
    
    +(DM)(CSP)
              s A
    cx B~D -> d B -> s C(2 hits) -> QCB, HCF + P
    crossup with B/C/D, then stand A or crouching B, into 2 hit standing heavy punch combo-ed into
    qcb, hcf + A or C.
    [ hit]
    
    +(DM)(CSP)
              s A
    cx B~D -> d B -> s C(2 hits) -> QCF, QCF + P
    crossup with B/C/D, then stand A or crouching B, into 2 hit standing heavy punch combo-ed into
    qcf, qcf + A or C.
    [ hit]
    
    
    +
    s A
    d B -> s C -> fw + A -> QCF + P
    standing A or crouching B into standing heavy punch, into forward + A, combo-ed into
    qcf + A or C.
    [ hit]
    
    +
    s A
    d B -> s C -> fw + A -> DP + A
    standing A or crouching B into standing heavy punch, into forward + A, combo-ed into
    uppercut + A.
    [ hit]
    
    +
    s A
    d B -> s C -> fw + A -> DP + K
    standing A or crouching B into standing heavy punch, into forward + A, combo-ed into
    uppercut + B or D.
    [ hit]
    
    +
    s A
    d B -> s C -> fw + A -> QCB + P x 2
    standing A or crouching B into standing heavy punch, into forward + A, combo-ed into
    qcb + A or C x 2.
    [ hit]
    
    +
    s A
    d B -> s C -> fw + A -> QCB + C x 2 -> j A/B
    standing A or crouching B into standing heavy punch, into forward + A, combo-ed into
    qcb + C x 2, then juggled with jumping attack A or B.
    [ hit]
    
    +
    s A
    d B -> s C -> fw + A -> QCB + C x 2 -> d C
    standing A or crouching B into standing heavy punch, into forward + A, combo-ed into
    qcb + C x 2, then juggled with crouching heavy punch.
    [ hit]
    
    +
    s A
    d B -> s C -> fw + A -> QCB + C x 2 -> DP + P
    standing A or crouching B into standing heavy punch, into forward + A, combo-ed into
    qcb + C x 2, then juggled with uppercut + A or C.
    [ hit]
    
    +(DM)
    s A
    d B -> s C -> fw + A -> QCB, HCF + P
    standing A or crouching B into standing heavy punch, into forward + A, combo-ed into
    qcb, hcf + A or C.
    [ hit]
    
    +(DM)
    s A
    d B -> s C -> fw + A -> QCF, QCF + P
    standing A or crouching B into standing heavy punch, into forward + A, combo-ed into
    qcf, qcf + A or C.
    [ hit]
    
    +(CSP)
              s A
    cx B~D -> d B -> s C -> fw + A -> QCF + C
    crossup with B/C/D, then standing A or crouching B into standing heavy punch, into forward + A, 
    combo-ed into qcf + C.
    [ hit]
    
    +(CSP)
              s A
    cx B~D -> d B -> s C -> fw + A -> DP + A
    crossup with B/C/D, then standing A or crouching B into standing heavy punch, into forward + A, 
    combo-ed into uppercut + A.
    [ hit]
    
    +(CSP)
              s A
    cx B~D -> d B -> s C -> fw + A -> DP + K
    crossup with B/C/D, then standing A or crouching B into standing heavy punch, into forward + A, 
    combo-ed into uppercut + B or D.
    [ hit]
    
    +(CSP)
              s A
    cx B~D -> d B -> s C -> fw + A -> QCB + P x 2
    crossup with B/C/D, then standing A or crouching B into standing heavy punch, into forward + A, 
    combo-ed into qcb + A or C x 2.
    [ hit]
    
    +(CSP)
              s A
    cx B~D -> d B -> s C -> fw + A -> QCB + C x 2 -> j A/B
    crossup with B/C/D, then standing A or crouching B into standing heavy punch, into forward + A, 
    combo-ed into qcb + C x 2, then juggled with jumping attack A or B.
    [ hit]
    
    +(CSP)
              s A
    cx B~D -> d B -> s C -> fw + A -> QCB + C x 2 -> d C
    crossup with B/C/D, then standing A or crouching B into standing heavy punch, into forward + A, 
    combo-ed into qcb + C x 2, then juggled with crouching heavy punch.
    [ hit]
    
    +(CSP)
              s A
    cx B~D -> d B -> s C -> fw + A -> QCB + C x 2 -> DP + P
    crossup with B/C/D, then standing A or crouching B into standing heavy punch, into forward + A, 
    combo-ed into qcb + C x 2, then juggled with uppercut + A or C.
    [ hit]
    
    +(DM)(CSP)
              s A
    cx B~D -> d B -> s C -> fw + A -> QCB, HCF + P
    crossup with B/C/D, then standing A or crouching B into standing heavy punch, into forward + A, 
    combo-ed into qcb, hcf + A or C.
    [ hit]
    
    +(DM)(CSP)
              s A
    cx B~D -> d B -> s C -> fw + A -> QCF, QCF + P
    crossup with B/C/D, then standing A or crouching B into standing heavy punch, into forward + A, 
    combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(C)(DM)
    fw + B -> s C -> QCB, HCF + P
    forward + B, then standing far C, combo-ed into qcb, hcf + A or C.
    [ hit]
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf + A or C.
    [ hit]
    
    (CNT)
    s CD -> DP + A
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A.
    [ hit]
    
    (CNT)
    s CD -> HCB + B
    standing CD(body toss attack), "COUNTER", combo-ed into hcb + B.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCB, HCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcb, hcf + A or C.
    [ hit]
    
    (CNT)(C)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)(C)
    j CD -> fw + A
    jumping CD(body toss attack), "COUNTER", juggled with forward + A.
    [ hit]
    
    (CNT)
    j CD -> fw + B
    jumping CD(body toss attack), "COUNTER", juggled with forward + B.
    [ hit]
    
    (CNT)
    j CD -> QCF + P
    jumping CD(body toss attack), "COUNTER", juggled with qcf + A or C.
    [ hit]
    
    (CNT)
    j CD -> DP + A
    jumping CD(body toss attack), "COUNTER", juggled with uppercut + A.
    [ hit]
    
    (CNT)
    j CD -> HCB + B
    jumping CD(body toss attack), "COUNTER", juggled with hcb + B.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCB, HCF + P
    jumping CD(body toss attack), "COUNTER", juggled with qcb, hcf + A or C.
    [ hit]
    
    (C)(MAX)(SDM)
    QCB, HCF + P -> QCB, HCF + P
    from afar, execute qcb, hcf + A or C, then juggled with another qcb, hcf + A or C.
    Note : the first qcb, hcf + A or C will produce a 2 hit "COUNTER" which can still
           be juggled with another qcb, hcf + A or C.
    [ hit]
    
    ==============================================================================================
    3.12                                 _____________________
                                        /                    /
                                             U.S.A Team
                                      /____________________/
    
    
    3.12.1
    ---------
    Heavy D!
    ---------
    Moveslist
    ---------
    Rock Crush                     : fw + A (overhead)
    +-------------------------------------------------------------------------------------------+
    R.S.D                          : QCF + A/C
    Blast Uppercut                 : QCF + B/D (anti-air)
    Soul Flower                    : QCB + B/D (anti-air)
    Shadow                         : dwn, dwn + A/C (power-up move)
    Dancing Beat                   : DP + A/C (close)
    Ducking Combination            : QCB + A/C x 2
    +-------------------------------------------------------------------------------------------+
    Crazy D!                       : QCB, HCF + A/C
    D.Magnum                       : QCF x 2 + A/C
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    - VERY freaking looooong
    
    d A, d A
    d B, d A
    d A, d B
    d B, d B
    d A, s A
    d B, s A
    d A, s B
    d B, s B
    s A, d A
    s B, d A
    s A, d B
    s B, d B
    s A, s A
    s B, s A
    s A, s B
    s B, s B
    d A, d A, d A
    d B, d A, d A
    d A, d B, d A
    d B, d B, d A
    d A, s A, d A
    d B, s A, d A
    d A, s B, d A
    d B, s B, d A
    s A, d A, d A
    s B, d A, d A
    s A, d B, d A
    s B, d B, d A
    s A, s A, d A
    s B, s A, d A
    s A, s B, d A
    s B, s B, d A
    d A, d A, d B
    d B, d A, d B
    d A, d B, d B
    d B, d B, d B
    d A, s A, d B
    d B, s A, d B
    d A, s B, d B
    d B, s B, d B
    s A, d A, d B
    s B, d A, d B
    s A, d B, d B
    s B, d B, d B
    s A, s A, d B
    s B, s A, d B
    s A, s B, d B
    s B, s B, d B
    d A, d A, s A
    d B, d A, s A
    d A, d B, s A
    d B, d B, s A
    d A, s A, s A
    d B, s A, s A
    d A, s B, s A
    d B, s B, s A
    s A, d A, s A
    s B, d A, s A
    s A, d B, s A
    s B, d B, s A
    s A, s A, s A
    s B, s A, s A
    s A, s B, s A
    s B, s B, s A
    d A, d A, s B
    d B, d A, s B
    d A, d B, s B
    d B, d B, s B
    d A, s A, s B
    d B, s A, s B
    d A, s B, s B
    d B, s B, s B
    s A, d A, s B
    s B, d A, s B
    s A, d B, s B
    s B, d B, s B
    s A, s A, s B
    s B, s A, s B
    s A, s B, s B
    s B, s B, s B
    d A, d A, d A, d A
    d B, d A, d A, d A
    d A, d B, d A, d A
    d B, d B, d A, d A
    d A, s A, d A, d A
    d B, s A, d A, d A
    d A, s B, d A, d A
    d B, s B, d A, d A
    s A, d A, d A, d A
    s B, d A, d A, d A
    s A, d B, d A, d A
    s B, d B, d A, d A
    s A, s A, d A, d A
    s B, s A, d A, d A
    s A, s B, d A, d A
    s B, s B, d A, d A
    d A, d A, d B, d A
    d B, d A, d B, d A
    d A, d B, d B, d A
    d B, d B, d B, d A
    d A, s A, d B, d A
    d B, s A, d B, d A
    d A, s B, d B, d A
    d B, s B, d B, d A
    s A, d A, d B, d A
    s B, d A, d B, d A
    s A, d B, d B, d A
    s B, d B, d B, d A
    s A, s A, d B, d A
    s B, s A, d B, d A
    s A, s B, d B, d A
    s B, s B, d B, d A
    d A, d A, s A, d A
    d B, d A, s A, d A
    d A, d B, s A, d A
    d B, d B, s A, d A
    d A, s A, s A, d A
    d B, s A, s A, d A
    d A, s B, s A, d A
    d B, s B, s A, d A
    s A, d A, s A, d A
    s B, d A, s A, d A
    s A, d B, s A, d A
    s B, d B, s A, d A
    s A, s A, s A, d A
    s B, s A, s A, d A
    s A, s B, s A, d A
    s B, s B, s A, d A
    d A, d A, s B, d A
    d B, d A, s B, d A
    d A, d B, s B, d A
    d B, d B, s B, d A
    d A, s A, s B, d A
    d B, s A, s B, d A
    d A, s B, s B, d A
    d B, s B, s B, d A
    s A, d A, s B, d A
    s B, d A, s B, d A
    s A, d B, s B, d A
    s B, d B, s B, d A
    s A, s A, s B, d A
    s B, s A, s B, d A
    s A, s B, s B, d A
    s B, s B, s B, d A
    d A, d A, d A, d B
    d B, d A, d A, d B
    d A, d B, d A, d B
    d B, d B, d A, d B
    d A, s A, d A, d B
    d B, s A, d A, d B
    d A, s B, d A, d B
    d B, s B, d A, d B
    s A, d A, d A, d B
    s B, d A, d A, d B
    s A, d B, d A, d B
    s B, d B, d A, d B
    s A, s A, d A, d B
    s B, s A, d A, d B
    s A, s B, d A, d B
    s B, s B, d A, d B
    d A, d A, d B, d B
    d B, d A, d B, d B
    d A, d B, d B, d B
    d B, d B, d B, d B
    d A, s A, d B, d B
    d B, s A, d B, d B
    d A, s B, d B, d B
    d B, s B, d B, d B
    s A, d A, d B, d B
    s B, d A, d B, d B
    s A, d B, d B, d B
    s B, d B, d B, d B
    s A, s A, d B, d B
    s B, s A, d B, d B
    s A, s B, d B, d B
    s B, s B, d B, d B
    d A, d A, s A, d B
    d B, d A, s A, d B
    d A, d B, s A, d B
    d B, d B, s A, d B
    d A, s A, s A, d B
    d B, s A, s A, d B
    d A, s B, s A, d B
    d B, s B, s A, d B
    s A, d A, s A, d B
    s B, d A, s A, d B
    s A, d B, s A, d B
    s B, d B, s A, d B
    s A, s A, s A, d B
    s B, s A, s A, d B
    s A, s B, s A, d B
    s B, s B, s A, d B
    d A, d A, s B, d B
    d B, d A, s B, d B
    d A, d B, s B, d B
    d B, d B, s B, d B
    d A, s A, s B, d B
    d B, s A, s B, d B
    d A, s B, s B, d B
    d B, s B, s B, d B
    s A, d A, s B, d B
    s B, d A, s B, d B
    s A, d B, s B, d B
    s B, d B, s B, d B
    s A, s A, s B, d B
    s B, s A, s B, d B
    s A, s B, s B, d B
    s B, s B, s B, d B
    d A, d A, d A, s A
    d B, d A, d A, s A
    d A, d B, d A, s A
    d B, d B, d A, s A
    d A, s A, d A, s A
    d B, s A, d A, s A
    d A, s B, d A, s A
    d B, s B, d A, s A
    s A, d A, d A, s A
    s B, d A, d A, s A
    s A, d B, d A, s A
    s B, d B, d A, s A
    s A, s A, d A, s A
    s B, s A, d A, s A
    s A, s B, d A, s A
    s B, s B, d A, s A
    d A, d A, d B, s A
    d B, d A, d B, s A
    d A, d B, d B, s A
    d B, d B, d B, s A
    d A, s A, d B, s A
    d B, s A, d B, s A
    d A, s B, d B, s A
    d B, s B, d B, s A
    s A, d A, d B, s A
    s B, d A, d B, s A
    s A, d B, d B, s A
    s B, d B, d B, s A
    s A, s A, d B, s A
    s B, s A, d B, s A
    s A, s B, d B, s A
    s B, s B, d B, s A
    d A, d A, s A, s A
    d B, d A, s A, s A
    d A, d B, s A, s A
    d B, d B, s A, s A
    d A, s A, s A, s A
    d B, s A, s A, s A
    d A, s B, s A, s A
    d B, s B, s A, s A
    s A, d A, s A, s A
    s B, d A, s A, s A
    s A, d B, s A, s A
    s B, d B, s A, s A
    s A, s A, s A, s A
    s B, s A, s A, s A
    s A, s B, s A, s A
    s B, s B, s A, s A
    d A, d A, s B, s A
    d B, d A, s B, s A
    d A, d B, s B, s A
    d B, d B, s B, s A
    d A, s A, s B, s A
    d B, s A, s B, s A
    d A, s B, s B, s A
    d B, s B, s B, s A
    s A, d A, s B, s A
    s B, d A, s B, s A
    s A, d B, s B, s A
    s B, d B, s B, s A
    s A, s A, s B, s A
    s B, s A, s B, s A
    s A, s B, s B, s A
    s B, s B, s B, s A
    d A, d A, d A, s B
    d B, d A, d A, s B
    d A, d B, d A, s B
    d B, d B, d A, s B
    d A, s A, d A, s B
    d B, s A, d A, s B
    d A, s B, d A, s B
    d B, s B, d A, s B
    s A, d A, d A, s B
    s B, d A, d A, s B
    s A, d B, d A, s B
    s B, d B, d A, s B
    s A, s A, d A, s B
    s B, s A, d A, s B
    s A, s B, d A, s B
    s B, s B, d A, s B
    d A, d A, d B, s B
    d B, d A, d B, s B
    d A, d B, d B, s B
    d B, d B, d B, s B
    d A, s A, d B, s B
    d B, s A, d B, s B
    d A, s B, d B, s B
    d B, s B, d B, s B
    s A, d A, d B, s B
    s B, d A, d B, s B
    s A, d B, d B, s B
    s B, d B, d B, s B
    s A, s A, d B, s B
    s B, s A, d B, s B
    s A, s B, d B, s B
    s B, s B, d B, s B
    d A, d A, s A, s B
    d B, d A, s A, s B
    d A, d B, s A, s B
    d B, d B, s A, s B
    d A, s A, s A, s B
    d B, s A, s A, s B
    d A, s B, s A, s B
    d B, s B, s A, s B
    s A, d A, s A, s B
    s B, d A, s A, s B
    s A, d B, s A, s B
    s B, d B, s A, s B
    s A, s A, s A, s B
    s B, s A, s A, s B
    s A, s B, s A, s B
    s B, s B, s A, s B
    d A, d A, s B, s B
    d B, d A, s B, s B
    d A, d B, s B, s B
    d B, d B, s B, s B
    d A, s A, s B, s B
    d B, s A, s B, s B
    d A, s B, s B, s B
    d B, s B, s B, s B
    s A, d A, s B, s B
    s B, d A, s B, s B
    s A, d B, s B, s B
    s B, d B, s B, s B
    s A, s A, s B, s B
    s B, s A, s B, s B
    s A, s B, s B, s B
    s B, s B, s B, s B
    d A, d A, d A, d A, d A
    d B, d A, d A, d A, d A
    d A, d B, d A, d A, d A
    d B, d B, d A, d A, d A
    d A, s A, d A, d A, d A
    d B, s A, d A, d A, d A
    d A, s B, d A, d A, d A
    d B, s B, d A, d A, d A
    s A, d A, d A, d A, d A
    s B, d A, d A, d A, d A
    s A, d B, d A, d A, d A
    s B, d B, d A, d A, d A
    s A, s A, d A, d A, d A
    s B, s A, d A, d A, d A
    s A, s B, d A, d A, d A
    s B, s B, d A, d A, d A
    d A, d A, d B, d A, d A
    d B, d A, d B, d A, d A
    d A, d B, d B, d A, d A
    d B, d B, d B, d A, d A
    d A, s A, d B, d A, d A
    d B, s A, d B, d A, d A
    d A, s B, d B, d A, d A
    d B, s B, d B, d A, d A
    s A, d A, d B, d A, d A
    s B, d A, d B, d A, d A
    s A, d B, d B, d A, d A
    s B, d B, d B, d A, d A
    s A, s A, d B, d A, d A
    s B, s A, d B, d A, d A
    s A, s B, d B, d A, d A
    s B, s B, d B, d A, d A
    d A, d A, s A, d A, d A
    d B, d A, s A, d A, d A
    d A, d B, s A, d A, d A
    d B, d B, s A, d A, d A
    d A, s A, s A, d A, d A
    d B, s A, s A, d A, d A
    d A, s B, s A, d A, d A
    d B, s B, s A, d A, d A
    s A, d A, s A, d A, d A
    s B, d A, s A, d A, d A
    s A, d B, s A, d A, d A
    s B, d B, s A, d A, d A
    s A, s A, s A, d A, d A
    s B, s A, s A, d A, d A
    s A, s B, s A, d A, d A
    s B, s B, s A, d A, d A
    d A, d A, s B, d A, d A
    d B, d A, s B, d A, d A
    d A, d B, s B, d A, d A
    d B, d B, s B, d A, d A
    d A, s A, s B, d A, d A
    d B, s A, s B, d A, d A
    d A, s B, s B, d A, d A
    d B, s B, s B, d A, d A
    s A, d A, s B, d A, d A
    s B, d A, s B, d A, d A
    s A, d B, s B, d A, d A
    s B, d B, s B, d A, d A
    s A, s A, s B, d A, d A
    s B, s A, s B, d A, d A
    s A, s B, s B, d A, d A
    s B, s B, s B, d A, d A
    d A, d A, d A, d B, d A
    d B, d A, d A, d B, d A
    d A, d B, d A, d B, d A
    d B, d B, d A, d B, d A
    d A, s A, d A, d B, d A
    d B, s A, d A, d B, d A
    d A, s B, d A, d B, d A
    d B, s B, d A, d B, d A
    s A, d A, d A, d B, d A
    s B, d A, d A, d B, d A
    s A, d B, d A, d B, d A
    s B, d B, d A, d B, d A
    s A, s A, d A, d B, d A
    s B, s A, d A, d B, d A
    s A, s B, d A, d B, d A
    s B, s B, d A, d B, d A
    d A, d A, d B, d B, d A
    d B, d A, d B, d B, d A
    d A, d B, d B, d B, d A
    d B, d B, d B, d B, d A
    d A, s A, d B, d B, d A
    d B, s A, d B, d B, d A
    d A, s B, d B, d B, d A
    d B, s B, d B, d B, d A
    s A, d A, d B, d B, d A
    s B, d A, d B, d B, d A
    s A, d B, d B, d B, d A
    s B, d B, d B, d B, d A
    s A, s A, d B, d B, d A
    s B, s A, d B, d B, d A
    s A, s B, d B, d B, d A
    s B, s B, d B, d B, d A
    d A, d A, s A, d B, d A
    d B, d A, s A, d B, d A
    d A, d B, s A, d B, d A
    d B, d B, s A, d B, d A
    d A, s A, s A, d B, d A
    d B, s A, s A, d B, d A
    d A, s B, s A, d B, d A
    d B, s B, s A, d B, d A
    s A, d A, s A, d B, d A
    s B, d A, s A, d B, d A
    s A, d B, s A, d B, d A
    s B, d B, s A, d B, d A
    s A, s A, s A, d B, d A
    s B, s A, s A, d B, d A
    s A, s B, s A, d B, d A
    s B, s B, s A, d B, d A
    d A, d A, s B, d B, d A
    d B, d A, s B, d B, d A
    d A, d B, s B, d B, d A
    d B, d B, s B, d B, d A
    d A, s A, s B, d B, d A
    d B, s A, s B, d B, d A
    d A, s B, s B, d B, d A
    d B, s B, s B, d B, d A
    s A, d A, s B, d B, d A
    s B, d A, s B, d B, d A
    s A, d B, s B, d B, d A
    s B, d B, s B, d B, d A
    s A, s A, s B, d B, d A
    s B, s A, s B, d B, d A
    s A, s B, s B, d B, d A
    s B, s B, s B, d B, d A
    d A, d A, d A, s A, d A
    d B, d A, d A, s A, d A
    d A, d B, d A, s A, d A
    d B, d B, d A, s A, d A
    d A, s A, d A, s A, d A
    d B, s A, d A, s A, d A
    d A, s B, d A, s A, d A
    d B, s B, d A, s A, d A
    s A, d A, d A, s A, d A
    s B, d A, d A, s A, d A
    s A, d B, d A, s A, d A
    s B, d B, d A, s A, d A
    s A, s A, d A, s A, d A
    s B, s A, d A, s A, d A
    s A, s B, d A, s A, d A
    s B, s B, d A, s A, d A
    d A, d A, d B, s A, d A
    d B, d A, d B, s A, d A
    d A, d B, d B, s A, d A
    d B, d B, d B, s A, d A
    d A, s A, d B, s A, d A
    d B, s A, d B, s A, d A
    d A, s B, d B, s A, d A
    d B, s B, d B, s A, d A
    s A, d A, d B, s A, d A
    s B, d A, d B, s A, d A
    s A, d B, d B, s A, d A
    s B, d B, d B, s A, d A
    s A, s A, d B, s A, d A
    s B, s A, d B, s A, d A
    s A, s B, d B, s A, d A
    s B, s B, d B, s A, d A
    d A, d A, s A, s A, d A
    d B, d A, s A, s A, d A
    d A, d B, s A, s A, d A
    d B, d B, s A, s A, d A
    d A, s A, s A, s A, d A
    d B, s A, s A, s A, d A
    d A, s B, s A, s A, d A
    d B, s B, s A, s A, d A
    s A, d A, s A, s A, d A
    s B, d A, s A, s A, d A
    s A, d B, s A, s A, d A
    s B, d B, s A, s A, d A
    s A, s A, s A, s A, d A
    s B, s A, s A, s A, d A
    s A, s B, s A, s A, d A
    s B, s B, s A, s A, d A
    d A, d A, s B, s A, d A
    d B, d A, s B, s A, d A
    d A, d B, s B, s A, d A
    d B, d B, s B, s A, d A
    d A, s A, s B, s A, d A
    d B, s A, s B, s A, d A
    d A, s B, s B, s A, d A
    d B, s B, s B, s A, d A
    s A, d A, s B, s A, d A
    s B, d A, s B, s A, d A
    s A, d B, s B, s A, d A
    s B, d B, s B, s A, d A
    s A, s A, s B, s A, d A
    s B, s A, s B, s A, d A
    s A, s B, s B, s A, d A
    s B, s B, s B, s A, d A
    d A, d A, d A, s B, d A
    d B, d A, d A, s B, d A
    d A, d B, d A, s B, d A
    d B, d B, d A, s B, d A
    d A, s A, d A, s B, d A
    d B, s A, d A, s B, d A
    d A, s B, d A, s B, d A
    d B, s B, d A, s B, d A
    s A, d A, d A, s B, d A
    s B, d A, d A, s B, d A
    s A, d B, d A, s B, d A
    s B, d B, d A, s B, d A
    s A, s A, d A, s B, d A
    s B, s A, d A, s B, d A
    s A, s B, d A, s B, d A
    s B, s B, d A, s B, d A
    d A, d A, d B, s B, d A
    d B, d A, d B, s B, d A
    d A, d B, d B, s B, d A
    d B, d B, d B, s B, d A
    d A, s A, d B, s B, d A
    d B, s A, d B, s B, d A
    d A, s B, d B, s B, d A
    d B, s B, d B, s B, d A
    s A, d A, d B, s B, d A
    s B, d A, d B, s B, d A
    s A, d B, d B, s B, d A
    s B, d B, d B, s B, d A
    s A, s A, d B, s B, d A
    s B, s A, d B, s B, d A
    s A, s B, d B, s B, d A
    s B, s B, d B, s B, d A
    d A, d A, s A, s B, d A
    d B, d A, s A, s B, d A
    d A, d B, s A, s B, d A
    d B, d B, s A, s B, d A
    d A, s A, s A, s B, d A
    d B, s A, s A, s B, d A
    d A, s B, s A, s B, d A
    d B, s B, s A, s B, d A
    s A, d A, s A, s B, d A
    s B, d A, s A, s B, d A
    s A, d B, s A, s B, d A
    s B, d B, s A, s B, d A
    s A, s A, s A, s B, d A
    s B, s A, s A, s B, d A
    s A, s B, s A, s B, d A
    s B, s B, s A, s B, d A
    d A, d A, s B, s B, d A
    d B, d A, s B, s B, d A
    d A, d B, s B, s B, d A
    d B, d B, s B, s B, d A
    d A, s A, s B, s B, d A
    d B, s A, s B, s B, d A
    d A, s B, s B, s B, d A
    d B, s B, s B, s B, d A
    s A, d A, s B, s B, d A
    s B, d A, s B, s B, d A
    s A, d B, s B, s B, d A
    s B, d B, s B, s B, d A
    s A, s A, s B, s B, d A
    s B, s A, s B, s B, d A
    s A, s B, s B, s B, d A
    s B, s B, s B, s B, d A
    d A, d A, d A, d A, s A
    d B, d A, d A, d A, s A
    d A, d B, d A, d A, s A
    d B, d B, d A, d A, s A
    d A, s A, d A, d A, s A
    d B, s A, d A, d A, s A
    d A, s B, d A, d A, s A
    d B, s B, d A, d A, s A
    s A, d A, d A, d A, s A
    s B, d A, d A, d A, s A
    s A, d B, d A, d A, s A
    s B, d B, d A, d A, s A
    s A, s A, d A, d A, s A
    s B, s A, d A, d A, s A
    s A, s B, d A, d A, s A
    s B, s B, d A, d A, s A
    d A, d A, d B, d A, s A
    d B, d A, d B, d A, s A
    d A, d B, d B, d A, s A
    d B, d B, d B, d A, s A
    d A, s A, d B, d A, s A
    d B, s A, d B, d A, s A
    d A, s B, d B, d A, s A
    d B, s B, d B, d A, s A
    s A, d A, d B, d A, s A
    s B, d A, d B, d A, s A
    s A, d B, d B, d A, s A
    s B, d B, d B, d A, s A
    s A, s A, d B, d A, s A
    s B, s A, d B, d A, s A
    s A, s B, d B, d A, s A
    s B, s B, d B, d A, s A
    d A, d A, s A, d A, s A
    d B, d A, s A, d A, s A
    d A, d B, s A, d A, s A
    d B, d B, s A, d A, s A
    d A, s A, s A, d A, s A
    d B, s A, s A, d A, s A
    d A, s B, s A, d A, s A
    d B, s B, s A, d A, s A
    s A, d A, s A, d A, s A
    s B, d A, s A, d A, s A
    s A, d B, s A, d A, s A
    s B, d B, s A, d A, s A
    s A, s A, s A, d A, s A
    s B, s A, s A, d A, s A
    s A, s B, s A, d A, s A
    s B, s B, s A, d A, s A
    d A, d A, s B, d A, s A
    d B, d A, s B, d A, s A
    d A, d B, s B, d A, s A
    d B, d B, s B, d A, s A
    d A, s A, s B, d A, s A
    d B, s A, s B, d A, s A
    d A, s B, s B, d A, s A
    d B, s B, s B, d A, s A
    s A, d A, s B, d A, s A
    s B, d A, s B, d A, s A
    s A, d B, s B, d A, s A
    s B, d B, s B, d A, s A
    s A, s A, s B, d A, s A
    s B, s A, s B, d A, s A
    s A, s B, s B, d A, s A
    s B, s B, s B, d A, s A
    d A, d A, d A, d B, s A
    d B, d A, d A, d B, s A
    d A, d B, d A, d B, s A
    d B, d B, d A, d B, s A
    d A, s A, d A, d B, s A
    d B, s A, d A, d B, s A
    d A, s B, d A, d B, s A
    d B, s B, d A, d B, s A
    s A, d A, d A, d B, s A
    s B, d A, d A, d B, s A
    s A, d B, d A, d B, s A
    s B, d B, d A, d B, s A
    s A, s A, d A, d B, s A
    s B, s A, d A, d B, s A
    s A, s B, d A, d B, s A
    s B, s B, d A, d B, s A
    d A, d A, d B, d B, s A
    d B, d A, d B, d B, s A
    d A, d B, d B, d B, s A
    d B, d B, d B, d B, s A
    d A, s A, d B, d B, s A
    d B, s A, d B, d B, s A
    d A, s B, d B, d B, s A
    d B, s B, d B, d B, s A
    s A, d A, d B, d B, s A
    s B, d A, d B, d B, s A
    s A, d B, d B, d B, s A
    s B, d B, d B, d B, s A
    s A, s A, d B, d B, s A
    s B, s A, d B, d B, s A
    s A, s B, d B, d B, s A
    s B, s B, d B, d B, s A
    d A, d A, s A, d B, s A
    d B, d A, s A, d B, s A
    d A, d B, s A, d B, s A
    d B, d B, s A, d B, s A
    d A, s A, s A, d B, s A
    d B, s A, s A, d B, s A
    d A, s B, s A, d B, s A
    d B, s B, s A, d B, s A
    s A, d A, s A, d B, s A
    s B, d A, s A, d B, s A
    s A, d B, s A, d B, s A
    s B, d B, s A, d B, s A
    s A, s A, s A, d B, s A
    s B, s A, s A, d B, s A
    s A, s B, s A, d B, s A
    s B, s B, s A, d B, s A
    d A, d A, s B, d B, s A
    d B, d A, s B, d B, s A
    d A, d B, s B, d B, s A
    d B, d B, s B, d B, s A
    d A, s A, s B, d B, s A
    d B, s A, s B, d B, s A
    d A, s B, s B, d B, s A
    d B, s B, s B, d B, s A
    s A, d A, s B, d B, s A
    s B, d A, s B, d B, s A
    s A, d B, s B, d B, s A
    s B, d B, s B, d B, s A
    s A, s A, s B, d B, s A
    s B, s A, s B, d B, s A
    s A, s B, s B, d B, s A
    s B, s B, s B, d B, s A
    d A, d A, d A, s A, s A
    d B, d A, d A, s A, s A
    d A, d B, d A, s A, s A
    d B, d B, d A, s A, s A
    d A, s A, d A, s A, s A
    d B, s A, d A, s A, s A
    d A, s B, d A, s A, s A
    d B, s B, d A, s A, s A
    s A, d A, d A, s A, s A
    s B, d A, d A, s A, s A
    s A, d B, d A, s A, s A
    s B, d B, d A, s A, s A
    s A, s A, d A, s A, s A
    s B, s A, d A, s A, s A
    s A, s B, d A, s A, s A
    s B, s B, d A, s A, s A
    d A, d A, d B, s A, s A
    d B, d A, d B, s A, s A
    d A, d B, d B, s A, s A
    d B, d B, d B, s A, s A
    d A, s A, d B, s A, s A
    d B, s A, d B, s A, s A
    d A, s B, d B, s A, s A
    d B, s B, d B, s A, s A
    s A, d A, d B, s A, s A
    s B, d A, d B, s A, s A
    s A, d B, d B, s A, s A
    s B, d B, d B, s A, s A
    s A, s A, d B, s A, s A
    s B, s A, d B, s A, s A
    s A, s B, d B, s A, s A
    s B, s B, d B, s A, s A
    d A, d A, s A, s A, s A
    d B, d A, s A, s A, s A
    d A, d B, s A, s A, s A
    d B, d B, s A, s A, s A
    d A, s A, s A, s A, s A
    d B, s A, s A, s A, s A
    d A, s B, s A, s A, s A
    d B, s B, s A, s A, s A
    s A, d A, s A, s A, s A
    s B, d A, s A, s A, s A
    s A, d B, s A, s A, s A
    s B, d B, s A, s A, s A
    s A, s A, s A, s A, s A
    s B, s A, s A, s A, s A
    s A, s B, s A, s A, s A
    s B, s B, s A, s A, s A
    d A, d A, s B, s A, s A
    d B, d A, s B, s A, s A
    d A, d B, s B, s A, s A
    d B, d B, s B, s A, s A
    d A, s A, s B, s A, s A
    d B, s A, s B, s A, s A
    d A, s B, s B, s A, s A
    d B, s B, s B, s A, s A
    s A, d A, s B, s A, s A
    s B, d A, s B, s A, s A
    s A, d B, s B, s A, s A
    s B, d B, s B, s A, s A
    s A, s A, s B, s A, s A
    s B, s A, s B, s A, s A
    s A, s B, s B, s A, s A
    s B, s B, s B, s A, s A
    d A, d A, d A, s B, s A
    d B, d A, d A, s B, s A
    d A, d B, d A, s B, s A
    d B, d B, d A, s B, s A
    d A, s A, d A, s B, s A
    d B, s A, d A, s B, s A
    d A, s B, d A, s B, s A
    d B, s B, d A, s B, s A
    s A, d A, d A, s B, s A
    s B, d A, d A, s B, s A
    s A, d B, d A, s B, s A
    s B, d B, d A, s B, s A
    s A, s A, d A, s B, s A
    s B, s A, d A, s B, s A
    s A, s B, d A, s B, s A
    s B, s B, d A, s B, s A
    d A, d A, d B, s B, s A
    d B, d A, d B, s B, s A
    d A, d B, d B, s B, s A
    d B, d B, d B, s B, s A
    d A, s A, d B, s B, s A
    d B, s A, d B, s B, s A
    d A, s B, d B, s B, s A
    d B, s B, d B, s B, s A
    s A, d A, d B, s B, s A
    s B, d A, d B, s B, s A
    s A, d B, d B, s B, s A
    s B, d B, d B, s B, s A
    s A, s A, d B, s B, s A
    s B, s A, d B, s B, s A
    s A, s B, d B, s B, s A
    s B, s B, d B, s B, s A
    d A, d A, s A, s B, s A
    d B, d A, s A, s B, s A
    d A, d B, s A, s B, s A
    d B, d B, s A, s B, s A
    d A, s A, s A, s B, s A
    d B, s A, s A, s B, s A
    d A, s B, s A, s B, s A
    d B, s B, s A, s B, s A
    s A, d A, s A, s B, s A
    s B, d A, s A, s B, s A
    s A, d B, s A, s B, s A
    s B, d B, s A, s B, s A
    s A, s A, s A, s B, s A
    s B, s A, s A, s B, s A
    s A, s B, s A, s B, s A
    s B, s B, s A, s B, s A
    d A, d A, s B, s B, s A
    d B, d A, s B, s B, s A
    d A, d B, s B, s B, s A
    d B, d B, s B, s B, s A
    d A, s A, s B, s B, s A
    d B, s A, s B, s B, s A
    d A, s B, s B, s B, s A
    d B, s B, s B, s B, s A
    s A, d A, s B, s B, s A
    s B, d A, s B, s B, s A
    s A, d B, s B, s B, s A
    s B, d B, s B, s B, s A
    s A, s A, s B, s B, s A
    s B, s A, s B, s B, s A
    s A, s B, s B, s B, s A
    s B, s B, s B, s B, s A
    d B, d B, d B, d B, d B, d A
    d B, d B, d B, d B, d B, s A
    d B, d B, d B, d B, d B, d B, d A
    d B, d B, d B, d B, d B, d B, s A
    d B, d C
    d A, fw + A
    s A, fw + A
    s B, fw + A
    d A, d A, fw + A
    d B, d A, fw + A
    d A, s A, fw + A
    d B, s A, fw + A
    d A, s B, fw + A
    d B, s B, fw + A
    s A, d A, fw + A
    s B, d A, fw + A
    s A, s A, fw + A
    s B, s A, fw + A
    s A, s B, fw + A
    s B, s B, fw + A
    d A, d A, d A, fw + A
    d B, d A, d A, fw + A
    d A, d B, d A, fw + A
    d B, d B, d A, fw + A
    d A, s A, d A, fw + A
    d B, s A, d A, fw + A
    d A, s B, d A, fw + A
    d B, s B, d A, fw + A
    s A, d A, d A, fw + A
    s B, d A, d A, fw + A
    s A, d B, d A, fw + A
    s B, d B, d A, fw + A
    s A, s A, d A, fw + A
    s B, s A, d A, fw + A
    s A, s B, d A, fw + A
    s B, s B, d A, fw + A
    d A, d A, s A, fw + A
    d B, d A, s A, fw + A
    d A, d B, s A, fw + A
    d B, d B, s A, fw + A
    d A, s A, s A, fw + A
    d B, s A, s A, fw + A
    d A, s B, s A, fw + A
    d B, s B, s A, fw + A
    s A, d A, s A, fw + A
    s B, d A, s A, fw + A
    s A, d B, s A, fw + A
    s B, d B, s A, fw + A
    s A, s A, s A, fw + A
    s B, s A, s A, fw + A
    s A, s B, s A, fw + A
    s B, s B, s A, fw + A
    d A, d A, s B, fw + A
    d B, d A, s B, fw + A
    d A, d B, s B, fw + A
    d B, d B, s B, fw + A
    d A, s A, s B, fw + A
    d B, s A, s B, fw + A
    d A, s B, s B, fw + A
    d B, s B, s B, fw + A
    s A, d A, s B, fw + A
    s B, d A, s B, fw + A
    s A, d B, s B, fw + A
    s B, d B, s B, fw + A
    s A, s A, s B, fw + A
    s B, s A, s B, fw + A
    s A, s B, s B, fw + A
    s B, s B, s B, fw + A
    s C, fw + A
    d C, fw + A
    s D, fw + A
    s D(2 hits), fw + A
    d B, d C, fw + A
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    j A -> j C
    j B -> j C
    j C -> j C
    j D -> j C
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    QCB + P -> QCB + C
    execute qcb + A or C, then qcb + C.
    [ hit]
    
    s C
    d C
    s D -> QCF + P
    standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into qcf + A or C.
    [ hit]
    
    s C
    d C
    s D -> QCF + K
    standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into qcf + B or D.
    [ hit]
    
    s C
    d C
    s D -> DP + P
    standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into uppercut + A or C.
    [ hit]
    
    (DM)
    s C
    d C
    s D -> QCB, HCF + P
    standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into qcb, hcf + A or C.
    [ hit]
    
    s D(2 hits) -> QCF + P
    2 hit standing heavy kick, combo-ed into qcf + A or C.
    [ hit]
    
    (C)
    s D(2 hits) -> QCF + K
    2 hit standing heavy kick, combo-ed into qcf + B or D.
    [ hit]
    
    (DM)
    s D(2 hits) -> QCB, HCF + P
    2 hit standing heavy kick, combo-ed into qcb. hcf + A or C.
    [ hit]
    
    (CSP)
            s C
    j A~D   d C
    cx B -> s D -> QCF + P
    jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch or 1 hit
    standing heavy kick, combo-ed into qcf + A or C.
    [ hit]
    
    (CSP)(nC)
            s C
    j A~D   d C
    cx B -> s D -> QCF + K
    jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch or 1 hit
    standing heavy kick, combo-ed into qcf + B or D.
    [ hit]
    
    (CSP)
            s C
            d C
    cx B -> s D -> DP + P
    jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch or 1 hit
    standing heavy kick, combo-ed into uppercut + A or C.
    [ hit]
    
    (DM)(CSP)
            s C
    j A~D   d C
    cx B -> s D -> QCB, HCF + P
    jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch or 1 hit
    standing heavy kick, combo-ed into qcb, hcf + A or C.
    [ hit]
    
    (CSP)
    cx B -> s D(2 hits) -> QCF + P
    crossup with B, then 2 hit standing heavy kick, combo-ed into qcf + A or C.
    [ hit]
    
    (CSP)
    cx B -> s D(2 hits) -> DP + P
    crossup with B, then 2 hit standing heavy kick, combo-ed into uppercut + A or C.
    [ hit]
    
    (CSP)
    cx B -> s D(2 hits) -> QCF + K
    crossup with B, then 2 hit standing heavy kick, combo-ed into qcf + B or D.
    [ hit]
    
    (DM)(CSP)
    cx B -> s D(2 hits) -> QCB, HCF + P
    crossup with B, then 2 hit standing heavy kick, combo-ed into qcb. hcf + A or C.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +
    1 HC
    2 HC -> DP + P
    any 1 or 2 hit light chain(except those ending with low B), combo-ed into uppercut + A or C.
    [ hit]
    
    +
            1 HC
    cx B -> 2 HC -> DP + P
    crossup with B, then any 1 or 2 hit light chain(except those ending with low B), combo-ed 
    into uppercut + A or C.
    Note : can start off with jumping A/B/C/D if 1 HC.
    [ hit]
    
    after d, d + P -> QCB + P -> QCB + C
    after down, down + A or C, execute qcb + A or C, then qcb + C.
    [ hit]
    
    after d, d + P -> QCB + P -> QCB + C
    after down, down + A or C, execute qcb + A or C, then qcb + A.
    [ hit]
    
    +
    s C
    d C
    s D -> fw + A -> QCF + P
    standing/crouching heavy punch or 1 hit standing heavy kick, into forward + A, combo-ed 
    into qcf + A or C.
    [ hit]
    
    +(DM)
    s C
    d C
    s D -> fw + A -> QCB, HCF + P
    standing/crouching heavy punch or 1 hit standing heavy kick, into forward + A, combo-ed 
    into qcb, hcf + A or C.
    [ hit]
    
    s D(2 hits) -> fw + A -> QCF + P
    2 hit standing heavy kick, into forward + A, combo-ed into qcf + A or C.
    [ hit]
    
    (DM)
    s D(2 hits) -> fw + A -> QCB, HCF + P
    2 hit standing heavy kick, into forward + A, combo-ed into qcb. hcf + A or C.
    [ hit]
    
                      s C
                      d C
    after d, d + P -> s D -> d, d + P
    after down, down + A or C, standing/crouching heavy punch or 1 hit standing heavy kick, 
    combo-ed into down, down + A or C.
    [ hit]
    
                      s C
                      d C
    after d, d + P -> s D -> QCF + P
    after down, down + A or C, standing/crouching heavy punch or 1 hit standing heavy kick, 
    combo-ed into qcf + A or C.
    [ hit]
    
    +
                      s C
                      d C
    after d, d + P -> s D -> fw + A -> QCF + P
    after down, down + A or C, standing/crouching heavy punch or 1 hit standing heavy kick, 
    into forward + A, combo-ed into qcf + A or C.
    [ hit]
    
                      s C
                      d C
    after d, d + P -> s D -> QCF + K
    after down, down + A or C, standing/crouching heavy punch or 1 hit standing heavy kick, 
    combo-ed into qcf + B or D.
    [ hit]
    
                      s C
                      d C
    after d, d + P -> s D -> DP + P
    after down, down + A or C, standing/crouching heavy punch or 1 hit standing heavy kick, 
    combo-ed into uppercut + A or C.
    [ hit]
    
    after d, d + P -> s D(2 hits) -> QCF + P
    after down, down + A or C, 2 hit standing heavy kick, combo-ed into qcf + A or C.
    [ hit]
    
    (C)
    after d, d + P -> s D(2 hits) -> QCF + K
    after down, down + A or C, 2 hit standing heavy kick, combo-ed into qcf + B or D.
    [ hit]
    
    (CSP)
                              s C
                      j A~D   d C
    after d, d + P -> cx B -> s D -> QCF + P
    after down, down + A or C, jumping attack with A/B/C/D or crossup with B, then 
    standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into qcf + A or C.
    [ hit]
    
    (CSP)(nC)
                              s C
                      j A~D   d C
    after d, d + P -> cx B -> s D -> QCF + K
    after down, down + A or C, jumping attack with A/B/C/D or crossup with B, then 
    standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into qcf + B or D.
    [ hit]
    
    (CSP)
                              s C
                              d C
    after d, d + P -> cx B -> s D -> DP + P
    after down, down + A or C, jumping attack with A/B/C/D or crossup with B, then 
    standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into uppercut + A or C.
    [ hit]
    
    (CSP)
    after d, d + P -> cx B -> s D(2 hits) -> QCF + P
    after down, down + A or C, crossup with B, then 2 hit standing heavy kick, combo-ed into
     qcf + A or C.
    [ hit]
    
    (CSP)
    after d, d + P -> cx B -> s D(2 hits) -> DP + P
    after down, down + A or C, crossup with B, then 2 hit standing heavy kick, combo-ed into 
    uppercut + A or C.
    [ hit]
    
    (CSP)
    after d, d + P -> cx B -> s D(2 hits) -> QCF + K
    after down, down + A or C, crossup with B, then 2 hit standing heavy kick, combo-ed into 
    qcf + B or D.
    [ hit]
    
    (DM)(CSP)
    after d, d + P -> cx B -> s D(2 hits) -> QCB, HCF + P
    after down, down + A or C, crossup with B, then 2 hit standing heavy kick, combo-ed into 
    qcb. hcf + A or C.
    [ hit]
    
    +(CSP)
            s C
    j A~D   d C
    cx B -> s D -> fw + A -> QCF + P
    jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch or 1 hit 
    standing heavy kick, into forward + A, combo-ed into qcf + A or C.
    [ hit]
    
    +(DM)(CSP)
            s C
    j A~D   d C
    cx B -> s D -> fw + A -> QCB, HCF + P
    jumping attack with A/B/C/D or crossup with B, then standing/crouching heavy punch or 1 hit 
    standing heavy kick, into forward + A, combo-ed into qcb, hcf + A or C.
    [ hit]
    
    (CSP)
    cx B -> s D(2 hits) ->  fw + A -> QCF + P
    crossup with B, then 2 hit standing heavy kick, into forward + A, combo-ed into qcf + A or C.
    [ hit]
    
    (DM)(CSP)
    cx B -> s D(2 hits) -> QCB, HCF + P
    crossup with B, then 2 hit standing heavy kick, into forward + A, combo-ed into qcb. hcf + A or C.
    [ hit]
    
    +
    1 HC
    2 HC
    3 HC -> fw + A -> QCF + P
    any 1, 2 or 3 hit light chain(except those ending low B), into forward + A, combo-ed into
    qcf + A or C.
    [ hit]
    
    +(DM)
    1 HC
    2 HC
    3 HC -> fw + A -> QCB, HCF + P
    any 1, 2 or 3 hit light chain(except those ending low B), into forward + A, combo-ed into
    qcb, hcf + A or C.
    [ hit]
    
    +(CSP)
            1 HC
            2 HC
    cx B -> 3 HC -> fw + A -> QCF + P
    crossup with B, then any 1, 2 or 3 hit light chain(except those ending low B), into 
    forward + A, combo-ed into qcf + A or C.
    Note : can start off with jumping attack with A/B/C/D if 1 or 2 HCs only.
    [ hit]
    
    +(DM)(CSP)
            1 HC
            2 HC
    cx B -> 3 HC -> fw + A -> QCB, HCF + P
    crossup with B, then any 1, 2 or 3 hit light chain(except those ending low B), into 
    forward + A, combo-ed into qcb, hcf + A or C.
    Note : can start off with jumping attack with A/B/C/D if 1 or 2 HCs only.
    [ hit]
    
    +
                      1 HC
                      2 HC
                      s C               d C
                      d C               s CD
    after d, d + P -> s D  -> DP + P -> s A~D
    after down, down + A or C, any 1/2 hit light chain(except those ending low B) or
    standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into uppercut + A or C.
    then juggled with standing A/B/C/D or CD(body toss attack) or crouching heavy punch.
    [ hit]
    
    +
                      1 HC
                      2 HC
                      s C
                      d C
    after d, d + P -> s D  -> DP + P -> j A~D
    after down, down + A or C, any 1/2 hit light chain(except those ending low B) or
    standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into uppercut + A or C.
    then juggled with jumping A/B/C/D.
    [ hit]
    
    +
                      1 HC
                      2 HC
                      s C
                      d C
    after d, d + P -> s D  -> DP + P -> QCF + P
    after down, down + A or C, any 1/2 hit light chain(except those ending low B) or
    standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into uppercut + A or C.
    then juggled with qcf + A or C.
    [ hit]
    
    +
                      1 HC
                      2 HC
                      s C
                      d C
    after d, d + P -> s D  -> DP + P -> QCF + K
    after down, down + A or C, any 1/2 hit light chain(except those ending low B) or
    standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into uppercut + A or C.
    then juggled with qcf + B or D.
    [ hit]
    
    +(DM)
                      1 HC
                      2 HC
                      s C
                      d C
    after d, d + P -> s D  -> DP + P -> QCB, HCF + P
    after down, down + A or C, any 1/2 hit light chain(except those ending low B) or
    standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into uppercut + A or C.
    then juggled with qcb, hcf + A or C.
    Note : DM will only juggle with first few hits.
    [ hit]
    
    +(MAX)(SDM)
                      1 HC
                      2 HC
                      s C
                      d C
    after d, d + P -> s D  -> DP + P -> QCF, QCF + P
    after down, down + A or C, any 1/2 hit light chain(except those ending low B) or
    standing/crouching heavy punch or 1 hit standing heavy kick, combo-ed into uppercut + A or C.
    then juggled with qcf, qcf + A or C.
    [ hit]
    
    (CSP)
                              1 HC
                              s C               d C
                      j A~D   d C               s CD
    after d, d + P -> cx B -> s D  -> DP + P -> s A~D
    after down, down + A or C, jumping attack with A/B/C/D or crossup with B, then any 1/2 hit 
    light chain(except those ending low B) or standing/crouching heavy punch or 1 or 2 hit 
    standing heavy kick, combo-ed into uppercut + A or C, then juggled with standing A/B/C/D
    or CD(body toss attack) or crouching heavy punch.
    Note : if from crossup B, 2 HC can be used as well.
    [ hit]
    
    (CSP)
                              1 HC
                              s C
                      j A~D   d C
    after d, d + P -> cx B -> s D  -> DP + P -> j A~D
    after down, down + A or C, jumping attack with A/B/C/D or crossup with B, then any 1/2 hit 
    light chain(except those ending low B) or standing/crouching heavy punch or 1 or 2 hit 
    standing heavy kick, combo-ed into uppercut + A or C, then juggled with jumping A/B/C/D.
    Note : if from crossup B, 2 HC can be used as well.
    [ hit]
    
    (CSP)
                              1 HC
                              s C
                      j A~D   d C
    after d, d + P -> cx B -> s D  -> DP + P -> QCF + P
    after down, down + A or C, jumping attack with A/B/C/D or crossup with B, then any 1/2 hit 
    light chain(except those ending low B) or standing/crouching heavy punch or 1 or 2 hit 
    standing heavy kick, combo-ed into uppercut + A or C, then juggled with qcf + A or C.
    Note : if from crossup B, 2 HC can be used as well.
    [ hit]
    
    (CSP)
                              1 HC
                              s C
                      j A~D   d C
    after d, d + P -> cx B -> s D  -> DP + P -> QCF + K
    after down, down + A or C, jumping attack with A/B/C/D or crossup with B, then any 1/2 hit 
    light chain(except those ending low B) or standing/crouching heavy punch or 1 or 2 hit 
    standing heavy kick, combo-ed into uppercut + A or C, then juggled with qcf + B or D.
    Note : if from crossup B, 2 HC can be used as well.
    [ hit]
    
    (DM)(CSP)
                              1 HC
                              s C
                      j A~D   d C
    after d, d + P -> cx B -> s D  -> DP + P -> QCB, HCF + P
    after down, down + A or C, jumping attack with A/B/C/D or crossup with B, then any 1/2 hit 
    light chain(except those ending low B) or standing/crouching heavy punch or 1 or 2 hit 
    standing heavy kick, combo-ed into uppercut + A or C, then juggled with qcb, hcf + A or C.
    Note : DM will only juggle with first few hits. if from crossup B, 2 HC can be used as well.
    [ hit]
    
    +(MAX)(SDM)(CSP)
                              1 HC
                              2 HC
                              s C
                              d C
    after d, d + P -> cx B -> s D  -> DP + P -> QCF, QCF + P
    after down, down + A or C, crossup with B, then any 1/2 hit light chain(except those ending 
    low B) or standing/crouching heavy punch or 1 or 2 hit standing heavy kick, combo-ed into 
    uppercut + A or C, then juggled with qcf, qcf + A or C.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for Heavy D!, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    
    +(DM)
    1~7 HC -> QCB, HCF + P
    any 1 to 7 hit light chains(except those ending low B), combo-ed into qcb, hcf + A or C.
    [ hit]
    
    +(DM)(CSP)
    cx B -> 1~7 HC -> QCB, HCF + P
    crossup with B, then any 1 to 7 hit light chains(except those ending low B), combo-ed 
    into qcb, hcf + A or C.
    Note : can start off with jumping A/B/C/D if light chains are between 1 to 4.
    [ hit]
    
    +
    d B -> d C -> QCF + P
    crouching B, crouching heavy punch, combo-ed into qcf + A or C.
    [ hit]
    
    +
    after d, d + P -> d B -> d C -> QCF + P
    after down, down + A or C, crouching B, crouching heavy punch, combo-ed into qcf + A or C.
    [ hit]
    
    +(DM)
    d B -> d C -> QCB, HCF + P
    crouching B, crouching heavy punch, combo-ed into qcb, hcf + A or C.
    [ hit]
    
    +(CSP)
    cx B -> d B -> d C -> QCF + P
    crossup with B, then crouching B, crouching heavy punch, combo-ed into qcf + A or C.
    [ hit]
    
    +(CSP)
    after d, d + P -> cx B -> d B -> d C -> QCF + P
    after down, down + A or C, crossup with B, then crouching B, crouching heavy punch, 
    combo-ed into qcf + A or C.
    [ hit]
    
    +(DM)(CSP)
    cx B -> d B -> d C -> QCB, HCF + P
    crossup with B, then crouching B, crouching heavy punch, combo-ed into qcb, hcf + A or C.
    [ hit]
    
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (C)(CNT)
               d C
    QCB + B -> s A~D   
    execute qcb + B, "COUNTER", juggled withs standing A/B/C/D or crouching heavy punch.
    [ hit]
    
    (CNT)
    QCB + B -> j A~D
    execute qcb + B, "COUNTER", juggled with jumping attack A/B/C/D
    [ hit]
    
    (C)(CNT)
    QCB + B -> QCF + K
    execute qcb + B, "COUNTER", juggled with qcf + B or D.
    [ hit]
    
    (CNT)(C)
    s CD -> s A~D
    standing CD(body toss attack), "COUNTER", juggled with standing A/B/C/D.
    [ hit]
    
    (CNT)(C)
    s CD -> j A~D
    standing CD(body toss attack), "COUNTER", juggled with jumping attack A/B/C/D.
    [ hit]
    
    (CNT)
    s CD -> QCF + C
    standing CD(body toss attack), "COUNTER", combo-ed into qcf + C
    [ hit]
    
    (CNT)
    s CD -> QCF + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcf + B or D.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCB, HCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcb, hcf + A or C
    Note : juggles with only first few hits of the DM.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CNT)(C)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
    j CD -> QCF + C
    jumping CD(body toss attack), "COUNTER", juggled with qcf + C
    [ hit]
    
    (CNT)
    j CD -> QCF + K
    jumping CD(body toss attack), "COUNTER", juggled with qcf + B or D.
    [ hit]
    
    (CNT)
    j CD -> QCB + K
    jumping CD(body toss attack), "COUNTER", juggled with qcb + B or D.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCB, HCF + P
    jumping CD(body toss attack), "COUNTER", juggled with qcb, hcf + A or C
    Note : juggles with only first few hits of the DM.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, QCF + P
    jumping CD(body toss attack), "COUNTER", juggled with qcf, qcf + A or C.
    [ hit]
    
    
    3.12.2
    --------------
    Lucky Glauber
    --------------
    Moveslist
    ---------
    Lucky Kick                            : fw + B 
    Dunk Double Hammer                    : dwn + A (mid-air) 
    +-------------------------------------------------------------------------------------------+
    Death Bound                           : QCF + A/C
    Cyclone Break                         : QCB + B/D (anti-air)
    Death Dunk                            : QCB + A/C
    Death Shoot                           : dwn, dwn + A/B/C/D
    Death Heel                            : DP + B/D (anti-air)
    Lucky Vision                          : QCF + B/D (teleport)
    +-------------------------------------------------------------------------------------------+
    Hell Bound                            : QCF x 2 + A/C (anti-air)
    Lucky Driver                          : QCF x 2 + B/D
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d B, d A
    d A, d B
    d B, d B
    d A, s A
    d B, s A
    d A, s B
    d B, s B
    s A, d A
    s B, d A
    s A, d B
    s B, d B
    s A, s A
    s B, s A
    s A, s B
    s B, s B
    d A, d A, d A
    d B, d A, d A
    d A, d B, d A
    d B, d B, d A
    d A, s A, d A
    d B, s A, d A
    s A, d A, d A
    s B, d A, d A
    s A, d B, d A
    s B, d B, d A
    s A, s A, d A
    s B, s A, d A
    d A, d A, d B
    d B, d A, d B
    d A, d B, d B
    d B, d B, d B
    d A, s A, d B
    d B, s A, d B
    s A, d A, d B
    s B, d A, d B
    s A, d B, d B
    s B, d B, d B
    s A, s A, d B
    s B, s A, d B
    d A, d A, s A
    d B, d A, s A
    d A, d B, s A
    d B, d B, s A
    d A, s A, s A
    d B, s A, s A
    s A, d A, s A
    s B, d A, s A
    s A, d B, s A
    s B, d B, s A
    s A, s A, s A
    s B, s A, s A
    d A, d A, s B
    d B, d A, s B
    d A, d B, s B
    d B, d B, s B
    d A, s A, s B
    d B, s A, s B
    s A, d A, s B
    s B, d A, s B
    s A, d B, s B
    s B, d B, s B
    s A, s A, s B
    s B, s A, s B
    d A, d A, d A, s B
    d B, d A, d A, s B
    d A, d B, d A, s B
    d B, d B, d A, s B
    d A, s A, d A, s B
    d B, s A, d A, s B
    s A, d A, d A, s B
    s B, d A, d A, s B
    s A, d B, d A, s B
    s B, d B, d A, s B
    s A, s A, d A, s B
    s B, s A, d A, s B
    d A, d A, d B, s B
    d B, d A, d B, s B
    d A, d B, d B, s B
    d B, d B, d B, s B
    d A, s A, d B, s B
    d B, s A, d B, s B
    s A, d A, d B, s B
    s B, d A, d B, s B
    s A, d B, d B, s B
    s B, d B, d B, s B
    s A, s A, d B, s B
    s B, s A, d B, s B
    d A, d A, s A, s B
    d B, d A, s A, s B
    d A, d B, s A, s B
    d B, d B, s A, s B
    d A, s A, s A, s B
    d B, s A, s A, s B
    s A, d A, s A, s B
    s B, d A, s A, s B
    s A, d B, s A, s B
    s B, d B, s A, s B
    s A, s A, s A, s B
    s B, s A, s A, s B
    d A, d A, s B, s B
    d B, d A, s B, s B
    d A, d B, s B, s B
    d B, d B, s B, s B
    d A, s A, s B, s B
    d B, s A, s B, s B
    s A, d A, s B, s B
    s B, d A, s B, s B
    s A, d B, s B, s B
    s B, d B, s B, s B
    s A, s A, s B, s B
    s B, s A, s B, s B
    ++ d A, fw + B
    ++ d B, fw + B
    ++ s A, fw + B
    ++ d A, d A, fw + B
    ++ d B, d A, fw + B
    ++ d A, d B, fw + B
    ++ d B, d B, fw + B
    ++ d A, s A, fw + B
    ++ d B, s A, fw + B
    ++ d A, s B, fw + B
    ++ d B, s B, fw + B
    ++ s A, d A, fw + B
    ++ s B, d A, fw + B
    ++ s A, d B, fw + B
    ++ s B, d B, fw + B
    ++ s A, s A, fw + B
    ++ s B, s A, fw + B
    ++ s A, s B, fw + B
    ++ s B, s B, fw + B
    ++ d A, d A, d A, fw + B
    ++ d B, d A, d A, fw + B
    ++ d A, d B, d A, fw + B
    ++ d B, d B, d A, fw + B
    ++ d A, s A, d A, fw + B
    ++ d B, s A, d A, fw + B
    ++ s A, d A, d A, fw + B
    ++ s B, d A, d A, fw + B
    ++ s A, d B, d A, fw + B
    ++ s B, d B, d A, fw + B
    ++ s A, s A, d A, fw + B
    ++ s B, s A, d A, fw + B
    ++ d A, d A, d B, fw + B
    ++ d B, d A, d B, fw + B
    ++ d A, d B, d B, fw + B
    ++ d B, d B, d B, fw + B
    ++ d A, s A, d B, fw + B
    ++ d B, s A, d B, fw + B
    ++ s A, d A, d B, fw + B
    ++ s B, d A, d B, fw + B
    ++ s A, d B, d B, fw + B
    ++ s B, d B, d B, fw + B
    ++ s A, s A, d B, fw + B
    ++ s B, s A, d B, fw + B
    ++ d C, fw + B
    s C, fw + B
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C
    fw + B -> DP + K
    standing heavy punch or forward + B, combo-ed into uppercut+ B or D.
    [ hit]
    
    s C
    fw + B -> QCB + K
    standing heavy punch or forward + B, combo-ed into qcb + B or D.
    [ hit]
    
    (DM)
    s C
    fw + B -> QCF, QCF + P
    standing heavy punch or forward + B, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (DM)
    s C
    fw + B -> QCF, QCF + K
    standing heavy punch or forward + B, combo-ed into qcf, qcf + B or D.
    [ hit]
    
    (CSP)(nC)
    j A~D    
    cx D  -> s C -> DP + K
    jumping attack with A/B/C/D or crossup with D, then standing heavy punch, combo-ed 
    into uppercut+ B or D.
    [ hit]
    
    (CSP)
    j A~D    
    cx D  -> s C -> QCB + K
    jumping attack with A/B/C/D or crossup with D, then standing heavy punch, combo-ed 
    into qcb + B or D.
    [ hit]
    
    (DM)(CSP)
    j A~D    
    cx D  -> s C ->  QCF, QCF + P
    jumping attack with A/B/C/D or crossup with D, then standing heavy punch, combo-ed 
    into qcf, qcf + A or C.
    [ hit]
    
    (DM)(CSP)
    j A~D    
    cx D  -> s C -> QCF, QCF + K
    jumping attack with A/B/C/D or crossup with D, then standing heavy punch, combo-ed 
    into qcf, qcf + B or D.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +
    1 HC
    2 HC
    3 HC -> DP + K
    any 1, 2 or 3 hit light chain, combo-ed into uppercut + B or D.
    [ hit]
    
    +(DM)
    1 HC
    2 HC
    3 HC -> QCF, QCF + P
    any 1, 2 or 3 hit light chain, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(CSP)
             1 HC
    j A~D    2 HC
    cx D  -> 3 HC -> DP + K
    jumping attack with A/B/C/D or crossup with D, then any 1, 2 or 3 hit light chain, 
    combo-ed into uppercut + B or D.
    Note : for 3 HC, it works best with crossup.
    [ hit]
    
    +(DM)(CSP)
             1 HC
    j A~D    2 HC
    cx D  -> 3 HC -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup with D, then any 1, 2 or 3 hit light chain, 
    combo-ed into qcf, qcf + A or C.
    Note : for 3 HC, it works best with crossup.
    [ hit]
    
    +(t.c)
    s C -> fw + B -> QCB + K
    standing heavy punch, into forward + B, combo-ed into qcb + B or D.
    [ hit]
    
    +(DM)
    s C -> fw + B -> QCF, QCF + P
    standing heavy punch, into forward + B, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(DM)
    s C -> fw + B -> QCF, QCF + K
    standing heavy punch, into forward + B, combo-ed into qcf, qcf + B or D.
    [ hit]
    
    +(CSP)
    j A~D    
    cx D  -> s C -> fw + B -> QCB + K
    jumping attack with A/B/C/D or crossup with D, then standing heavy punch, into forward + B,
    combo-ed into qcb + B or D.
    [ hit]
    
    +(DM)(CSP)
    j A~D    
    cx D  -> s C -> fw + B -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup with D, then standing heavy punch, into forward + B,
    combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(DM)(CSP)
    j A~D    
    cx D  -> s C -> fw + B -> QCF, QCF + K
    jumping attack with A/B/C/D or crossup with D, then standing heavy punch, into forward + B,
    combo-ed into qcf, qcf + B or D.
    [ hit]
    
    
    QCF + P
    QCB + P       s A~D
    d, d + A~D -> dash s C/D
    execute any one of the move above for the basketball-projectile, then either standing A/B/C/D or
    dash in with standing C/D.
    [2 hit]
    
    
    d,d + A    s C
    QCF + P -> fw + B -> DP + K
    execute qcf + A/C or down, down + A, then standing heavy punch or forward + B, combo-ed into 
    uppercut+ B or D.
    [ hit]
    
    d,d + A    s C
    QCF + P -> fw + B -> QCB + K
    execute qcf + A/C or down, down + A, then standing heavy punch or forward + B, combo-ed into
    qcb + B or D.
    [ hit]
    
    (DM)
    d,d + A    s C
    QCF + P -> fw + B -> QCF, QCF + P
    execute qcf + A/C or down, down + A, then standing heavy punch or forward + B, combo-ed into 
    qcf, qcf + A or C.
    [ hit]
    
    (DM)
    d,d + A    s C
    QCF + P -> fw + B -> QCF, QCF + K
    execute qcf + A/C or down, down + A, then standing heavy punch or forward + B, combo-ed into 
    qcf, qcf + B or D.
    [ hit]
    
    (DM)
    d,d + C/D 
    QCF + P -> j A~D -> s C -> QCF, QCF + P
    execute qcf + A/C or down, down + C or D, then jumping in with A/B/C/D, standing heavy punch,
    combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (DM)
    d,d + C/D 
    QCF + P -> j A~D -> s C -> QCF, QCF + K
    execute qcf + A/C or down, down + C or D, then jumping in with A/B/C/D, standing heavy punch,
    combo-ed into qcf, qcf + B or D.
    [ hit]
    
    +
               1 HC
    d,d + A    2 HC
    QCF + P -> 3 HC -> DP + K
    execute qcf + A/C or down, down + A, then any 1, 2 or 3 hit light chain, combo-ed into 
    uppercut + B or D.
    [ hit]
    
    +(DM)
               1 HC
    d,d + A    2 HC
    QCF + P -> 3 HC -> QCF, QCF + P
    execute qcf + A/C or down, down + A, then any 1, 2 or 3 hit light chain, combo-ed into 
    qcf, qcf + A or C.
    [ hit]
    
    +(t.c)
    d,d + A 
    QCF + P -> s C -> fw + B -> QCB + K
    execute qcf + A/C or down, down + A, then standing heavy punch, into forward + B, combo-ed into
    qcb + B or D.
    [ hit]
    
    +(DM)
    d,d + A 
    QCF + P -> s C -> fw + B -> QCF, QCF + P
    execute qcf + A/C or down, down + A, then standing heavy punch, into forward + B, combo-ed into 
    qcf, qcf + A or C.
    [ hit]
    
    +(DM)
    d,d + A 
    QCF + P -> s C -> fw + B -> QCF, QCF + K
    execute qcf + A/C or down, down + A, then standing heavy punch, into forward + B, combo-ed into 
    qcf, qcf + B or D.
    [ hit]
    
    +(t.c)
    QCB + A -> QCF + B -> s C -> fw + B -> QCB + K
    from afar, qcb + A, then qcf + B, standing heavy punch, into forward + B, 
    combo-ed into qcb + B or D.
    [ hit]
    
    +(DM)
    QCB + A -> QCF + B -> s C -> fw + B -> QCF, QCF + P
    from afar, qcb + A, then qcf + B, standing heavy punch, into forward + B, 
    combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(DM)
    QCB + A -> QCF + B -> s C -> fw + B -> QCF, QCF + K
    from afar, qcb + A, then qcf + B, standing heavy punch, into forward + B, 
    combo-ed into qcf, qcf + B or D.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for Lucky, that may start from standing C or forward + B.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
    
    nothing spectacular with Lucky..
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> s A~D
    standing CD(body toss attack), "COUNTER", juggle with standing A/B/C/D.
    [ hit]
    
    (CNT)
    s CD -> j A/B
    standing CD(body toss attack), "COUNTER", juggle with jumping A/B.
    [ hit]
    
    (CNT)
    s CD -> DP + K
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D.
    Note : D will connect all hits.
    [ hit]
    
    (CNT)(C)
    s CD -> QCB + K
    standing CD(body toss attack), "COUNTER", combo-ed into QCB + B or D.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (CNT)(C)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j d A
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D
    or down + A. 
    [ hit]
    
    (CNT)
    j CD -> DP + K
    jumping CD(body toss attack), "COUNTER", juggled with uppercut + B or D.
    Note : D will connect all hits.
    [ hit]
    
    (CNT)
    j CD -> QCB + K
    jumping CD(body toss attack), "COUNTER", juggled with qcb + B or D.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, QCF + P
    jumping CD(body toss attack), "COUNTER", juggled with qcf, qcf + A or C.
    [ hit]
    
    3.12.3
    --------------
    Brian Battler
    --------------
    Moveslist
    ---------
    Buster Tomahawk                     : dwn + C (mid-air) 
    +-------------------------------------------------------------------------------------------+
    Bryant Tornado                      : HCF + A/C
    Screw Body Press                    : QCF + A/C (mid-air)
    Rocket Tackle                       : DP + B/D (anti-air)
    Bryant Hammer                       : QCB + A/C 
    Double Hammer                       : QCB + A/C (after Bryant Hammer)
    DDT                                 : QCB + A/C (after Double Hammer)
    Tiger Driver                        : HCF + A/C (after Bryant Hammer)
    Samurai Bomb                        : dwn, dwn + A/C (after Tiger Driver)
    Shoulder Backbreaker                : dwn, dwn, dwn + B/D (after Tiger Driver)
    Buster & Bomb                       : dwn, up + A/C (after Shoulder Backbreaker)
    +-------------------------------------------------------------------------------------------+
    Big Bang Tackle                     : QCF x 2 + A/C
    American Super Nova                 : QCF x 2 + B/D (mid-air opponents)
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d B, d A
    d B, d B
    s A, d A
    s A, d B
    d B, s A
    d B, s B
    s A, s A
    s A, s B
    d B, d B, d B
    s A, d B, d B
    d B, s A, d B
    d B, s B, d B
    s A, s A, d B
    s A, s B, d B
    d B, d B, d B, s A
    s A, d B, d B, s A
    d B, s A, d B, s A
    d B, s B, d B, s A
    s A, s A, d B, s A
    s A, s B, d B, s A
    d B, d B, d B, s B
    s A, d B, d B, s B
    d B, s A, d B, s B
    d B, s B, d B, s B
    s A, s A, d B, s B
    s A, s B, d B, s B
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    j A -> j D
    j B -> j D
    j C -> j D
    j D -> j D
    
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C
    d C
    s D
    s C(2 hits) -> QCF + P
    standing/crouching heavy punch or standing heavy punch or 2 hit standing heavy punch, 
    combo-ed into qcf + A or C.
    [ hit]
    
    s C
    d C
    s D
    s C(2 hits) -> QCB + P
    standing/crouching heavy punch or standing heavy punch or 2 hit standing heavy punch, 
    combo-ed into qcb + A or C.
    [ hit]
    
    s C
    d C
    s D
    s C(2 hits) -> DP + K
    standing/crouching heavy punch or standing heavy punch or 2 hit standing heavy punch, 
    combo-ed into uppercut + B or D.
    [ hit]
    
    (DM)
    s C
    d C
    s D
    s C(2 hits) -> QCF, QCF + K
    standing/crouching heavy punch or standing heavy punch or 2 hit standing heavy punch, 
    combo-ed into qcf, qcf + B or D.
    [ hit]
    
    (CSP)
    j d C        
    j A~D         s C
    cx C          d C
    cx d C        s D 
    cx QCF + P -> s C(2 hits) -> QCF + P
    jumping attack with A/B/C/D/down C or crossup with C/down C/qcf + A or C, then standing
    /crouching heavy punch or standing heavy punch or 2 hit standing heavy punch, combo-ed into
    qcf + A or C.
    [ hit]
    
    (CSP)
                  s C
    cx C          d C
    cx d C        s D 
    cx QCF + P -> s C(2 hits) -> QCB + P
    crossup with C/down C/qcf + A or C, then standing/crouching heavy punch or standing heavy 
    punch or 2 hit standing heavy punch, combo-ed into qcb + A or C.
    [ hit]
    
    j A~D -> s C(2 hits) -> QCB + P
    jumping attack with A/B/C/D, then 2 hit standing heavy punch, combo-ed into qcb + A or C.
    [ hit]
    
    (CSP)
    j d C        
    j A~D         s C
    cx C          d C
    cx d C        s D 
    cx QCF + P -> s C(2 hits) -> DP + K
    jumping attack with A/B/C/D/down C or crossup with C/down C/qcf + A or C, then standing
    /crouching heavy punch or standing heavy punch or 2 hit standing heavy punch, combo-ed into
    uppercut + B or D.
    [ hit]
    
    (DM)(CSP)
    j d C
    j A~D         s C
    cx C          d C
    cx d C        s D 
    cx QCF + P -> s C(2 hits) -> QCF, QCF + K
    jumping attack with A/B/C/D/down C or crossup with C/down C/qcf + A or C, then standing
    /crouching heavy punch or standing heavy punch or 2 hit standing heavy punch, combo-ed into
    qcf, qcf + B or D.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    s C
    d C
    s D
    s C(2 hits) -> QCB + P x 3
    standing/crouching heavy punch or standing heavy punch or 2 hit standing heavy punch, 
    combo-ed into qcb + A or C x 3.
    [ hit]
    
    s C -> QCB + P -> HCF + P -> d, d + P
    standing heavy punch, combo-ed into slam combination of, qcb + A or C, hcf + A or C,
    down x 2 + A or C.
    [ hit]
    
    s C -> QCB + P -> HCF + P -> d, d, d + K -> dwn s up + P
    standing heavy punch, combo-ed into slam combination of, qcb + A or C, hcf + A or C,
    down x 3 + B or D, then finisher, dwn s up + A or C.
    Note : on MAX, this slam combo is as damaging as a SDM combo.
    [ hit]
    
    (CSP)
    j d C
    j A~D         
    cx C          
    cx d C        
    cx QCF + P -> s C -> QCB + P x 3
    jumping attack with A/B/C/D/down C or crossup with C/down C/qcf + A or C, then standing heavy
    punch, combo-ed into qcb + A or C x 3.
    [ hit]
    
    (CSP)
    cx C          
    cx d C        d C
    cx QCF + P -> s C(2 hits) -> QCB + P x 3
    jumping attack with A/B/C/D/down C or crossup with C/down C/qcf + A or C, then crouching heavy
    punch or 2 hit standing heavy punch, combo-ed into qcb + A or C x 3.
    [ hit]
    
    (CSP)
    j d C
    j A~D         
    cx C          
    cx d C                                     
    cx QCF + P -> s C -> QCB + P -> HCF + P -> d, d, + P
    jumping attack with A/B/C/D/down C or crossup with C/down C/qcf + A or C, then standing heavy
    punch, combo-ed into slam combination of, qcb + A or C, hcf + A or C, down x 2 + A or C.
    [ hit]
    
    (CSP)
    j d C
    j A~D         
    cx C          
    cx d C                                     
    cx QCF + P -> s C -> QCB + P -> HCF + P -> d, d, d + K -> dwn s up + P
    jumping attack with A/B/C/D/down C or crossup with C/down C/qcf + A or C, then standing heavy
    punch, combo-ed into slam combination of, qcb + A or C, hcf + A or C, down x 3 + B or D, 
    then finisher, dwn s up + A or C.
    Note : on MAX, this slam combo is as damaging as a SDM combo.
    [ hit]
    
    +
    1 HC
    2 HC -> DP + K
    any 1 or 2 hit light chain, combo-ed into uppercut +  B or D.
    [ hit]
    
    +(DM)
    1 HC
    2 HC -> QCF, QCF + K
    any 1 or 2 hit light chain, combo-ed into qcf, qcf + B or D.
    [ hit]
    
    +
    3 HC -> DP + K
    any 1 or 2 hit light chain, combo-ed into uppercut + B or D.
    Note : for larger characters only.
    [ hit]
    
    +(DM)
    3 HC -> QCF, QCF + K
    any 1 or 2 hit light chain, combo-ed into qcf, qcf + B or D.
    Note : for larger characters only.
    [ hit]
    
    +(CSP)
    j d C
    j A~D         
    cx C          
    cx d C        1 HC
    cx QCF + P -> 2 HC -> DP + K
    jumping attack with A/B/C/D/down C or crossup with C/down C/qcf + A or C, then any 1
    or 2 hit light chain, combo-ed into uppercut +  B or D.
    [ hit]
    
    +(DM)(CSP)
    j d C
    j A~D         
    cx C          
    cx d C        1 HC
    cx QCF + P -> 2 HC -> QCF, QCF + K
    jumping attack with A/B/C/D/down C or crossup with C/down C/qcf + A or C, then any 1
    or 2 hit light chain, combo-ed into qcf, qcf + B or D.
    [ hit]
    
    +(CSP)
    cx C          
    cx d C
    cx QCF + P -> 3 HC -> DP + K
    crossup with C/down C/qcf + A or C, then any 1 or 2 hit light chain, combo-ed into 
    uppercut + B or D.
    Note : for larger characters only.
    [ hit]
    
    +(DM)(CSP)
    cx C          
    cx d C
    cx QCF + P -> 3 HC -> QCF, QCF + K
    crossup with C/down C/qcf + A or C, then any 1 or 2 hit light chain, combo-ed into 
    qcf, qcf + B or D.
    Note : for larger characters only.
    [ hit]
    
    (EX)
    fw, fw d C -> etc.
    forward, forward + down C, then into any combination that may start from jump in or crossup
    attack.
    Note : this is a fast move, effective if Brian is in Extra Mode.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for Brian, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    
    (EX)(CSP)
    fw, fw QCFupfw + P -> etc.
    forward, forward + qcf, upfw + A or C tp crossup, then into any combination that may start from 
    jump in or crossup attack.
    [ hit]
    
    (EX)
    j d C -> fw, fw d C
    jump in attack with down C, then forward, forward down + C, then into any combination
    preferred.
    [ hit]
    
    (EX)(CSP)(MAX)
    fw, fw QCFupfw + P -> s C(2 hit) -> QCB + P -> HCF + P -> d, d, d + K -> dwn s up + P
    forward, forward + qcf, upfw + A or C tp crossup, then 2 hit standing heavy punch, combo-ed into
    slam combination of, qcb + A or C, hcf + A or C, down x 3 + B or D, then finisher, dwn s up
     + A or C.
    Note : HIGH DAMAGE!!
    [ hit]
    
    (EX)(CSP)(MAX)(SDM)
    fw, fw QCFupfw + P -> s C(2 hit) -> QCF, QCF + K
    forward, forward + qcf, upfw + A or C tp crossup, then 2 hit standing heavy punch, combo-ed into
    qcf, qcf + B or D.
    Note : 1 word..WOW!! 16 hits!!
    [ hit]
    
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (CNT)
    s CD -> DP + K
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D.
    [ hit]
    
    (CNT)
    s CD -> QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf + A or C.
    [ hit]
    
    (CNT)(DM)
    s CD -> QCF, QCF + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, qcf + B or D.
    [ hit]
    
    (CNT)(C)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j d C
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D
    or down + C. 
    [ hit]
    
    (CNT)
    j CD -> DP + K
    jumping CD(body toss attack), "COUNTER", juggled with uppercut + B or D.
    [ hit]
    
    (CNT)
    j CD -> QCF + P
    jumping CD(body toss attack), "COUNTER", juggled with qcf + A or C.
    [ hit]
    
    (CNT)(DM)
    j CD -> QCF, QCF + K
    jumping CD(body toss attack), "COUNTER", juggled with qcf, qcf + B or D.
    [ hit]
    
    
    ==============================================================================================
    3.13                                 ______________________
                                        /                     /
                                            Solo Entrees'
                                      /_____________________/
    
    
    3.13.1
    ----------------
    Rugal Bernstein 
    ----------------
    Moveslist
    ---------
    Double Tomahawk                     : fw + B 
    +-------------------------------------------------------------------------------------------+
    Reppuken                            : QCF + A/C
    Kaiser Wave                         : fw, HCF + A/C (hold possible)
    Dark Barrier                        : QCF + B/D
    Genocide Cutter                     : DP + B/D
    God Press                           : HCB + A/C
    +-------------------------------------------------------------------------------------------+
    Gigatec Pressure                    : QCF x 2 + B/D
    Dead End Screamer                   : QCB, HCF + A/C
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d B, d A
    d A, d B
    d B, d B
    d A, s A
    d B, s A
    d A, s B
    d B, s B
    s A, d A
    s B, d A
    s A, d B
    s B, d B
    s A, s A
    s B, s A
    s A, s B
    s B, s B
    d A, d A, d A
    d B, d A, d A
    d A, d B, d A
    d B, d B, d A
    d A, s A, d A
    d B, s A, d A
    d B, s B, d A
    s A, d A, d A
    s B, d A, d A
    s A, d B, d A
    s B, d B, d A
    s A, s A, d A
    s B, s A, d A
    d A, d A, d B
    d B, d A, d B
    d A, d B, d B
    d B, d B, d B
    d A, s A, d B
    d B, s A, d B
    s A, d A, d B
    s B, d A, d B
    s A, d B, d B
    s B, d B, d B
    s A, s A, d B
    s B, s A, d B
    d A, d A, s A
    d B, d A, s A
    d A, d B, s A
    d B, d B, s A
    d A, s A, s A
    d B, s A, s A
    s A, d A, s A
    s B, d A, s A
    s A, d B, s A
    s B, d B, s A
    s A, s A, s A
    s B, s A, s A
    d A, d A, s B
    d B, d A, s B
    d A, d B, s B
    d B, d B, s B
    d A, s A, s B
    d B, s A, s B
    s A, d A, s B
    s B, d A, s B
    s A, d B, s B
    s B, d B, s B
    s A, s A, s B
    s B, s A, s B
    d A, fw + B
    s A, fw + B
    s B, fw + B
    d A, d A, fw + B
    d B, d A, fw + B
    d A, s A, fw + B
    d B, s A, fw + B
    d A, s B, fw + B
    d B, s B, fw + B
    s A, d A, fw + B
    s B, d A, fw + B
    s A, s A, fw + B
    s B, s A, fw + B
    s A, s B, fw + B
    s B, s B, fw + B
    d A, d A, d A, fw + B
    d B, d A, d A, fw + B
    d A, d B, d A, fw + B
    d B, d B, d A, fw + B
    d A, s A, d A, fw + B
    d B, s A, d A, fw + B
    d B, s B, d A, fw + B
    s A, d A, d A, fw + B
    s B, d A, d A, fw + B
    s A, d B, d A, fw + B
    s B, d B, d A, fw + B
    s A, s A, d A, fw + B
    s B, s A, d A, fw + B
    s C, fw + B
    s D, fw + B
    s C(2 hits), fw + B
    j A -> j A
    j B -> j A
    j C -> j A
    j D -> j A
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> j D
    j B -> j D
    j C -> j D
    j D -> j D
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    s C
    d C
    s D
    fw + B -> QCF + P
    standing(1 or 2 hit)/crouching heavy punch or standing heavy punch or forward + B(1 hit),
    combo-ed into qcf + A or C.
    [ hit]
    
    s C
    d C
    s D
    fw + B -> QCF + K
    standing(1 or 2 hit)/crouching heavy punch or standing heavy punch or forward + B(1 hit),
    combo-ed into qcf + B or D.
    [ hit]
    
    s C
    d C
    s D
    fw + B -> HCB + P
    standing(1 or 2 hit)/crouching heavy punch or standing heavy punch or forward + B(1 hit),
    combo-ed into hcb + A or C.
    [ hit]
    
    s C
    d C
    s D
    fw + B -> DP + K
    standing(1 or 2 hit)/crouching heavy punch or standing heavy punch or forward + B(1 hit),
    combo-ed into uppercut + B or D.
    [ hit]
    
    (DM)
    s C
    d C
    s D
    fw + B -> QCF, HCB + P
    standing(1 or 2 hit)/crouching heavy punch or standing heavy punch or forward + B(1 hit),
    combo-ed into qcf, hcb + A or C.
    [ hit]
    
    (CSP)
              s C
    j A~D     d C
    cx B/D -> s D -> QCF + P
    jumping attack with A/B/C/D or crossup with B/D, then standing(1 or 2 hit)/crouching heavy 
    punch or standing heavy punch, combo-ed into qcf + A or C.
    [ hit]
    
    (CSP)
              s C
    j A~D     d C
    cx B/D -> s D -> QCF + K
    jumping attack with A/B/C/D or crossup with B/D, then standing(1 or 2 hit)/crouching heavy 
    punch or standing heavy punch, combo-ed into qcf + B or D.
    [ hit]
    
    (CSP)
              s C
    j A~D     d C
    cx B/D -> s D -> HCB + P
    jumping attack with A/B/C/D or crossup with B/D, then standing(1 or 2 hit)/crouching heavy 
    punch or standing heavy punch, combo-ed into hcb + A or C.
    [ hit]
    
    (CSP)
              s C
    j A~D     d C
    cx B/D -> s D -> DP + K
    jumping attack with A/B/C/D or crossup with B/D, then standing(1 or 2 hit)/crouching heavy 
    punch or standing heavy punch, combo-ed into uppercut + B or D.
    [ hit]
    
    (DM)(CSP)
              s C
    j A~D     d C
    cx B/D -> s D -> QCF, HCB + P
    jumping attack with A/B/C/D or crossup with B/D, then standing(1 or 2 hit)/crouching heavy 
    punch or standing heavy punch, combo-ed into qcf, hcb + A or C.
    [ hit]
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    j A~D -> DP + K
    jumping attack with A/B/C/D, then into uppercut + B or D.
    [ hit]
    
    +
    1 HC
    2 HC
    3 HC -> DP + K
    any 1, 2 or 3 hit light chain, combo-ed into  uppercut + B or D.
    [ hit]
    
    +(DM)
    1 HC
    2 HC
    3 HC -> QCF, HCB + P
    any 1, 2 or 3 hit light chain, combo-ed into qcf, hcb + A or C.
    [ hit]
    
    +
    1 HC
    2 HC
    3 HC -> fw + B -> QCF + P
    any 1, 2 or 3 hit light chain, into forward + B(1 hit), combo-ed into qcf + A or C.
    [ hit]
    
    +
    1 HC
    2 HC
    3 HC -> fw + B -> QCF + K
    any 1, 2 or 3 hit light chain, into forward + B(1 hit), combo-ed into qcf + B or D.
    [ hit]
    
    +
    1 HC
    2 HC
    3 HC -> fw + B ->  HCB + P
    any 1, 2 or 3 hit light chain, into forward + B(1 hit), combo-ed into hcb + A or C.
    [ hit]
    
    +
    1 HC
    2 HC
    3 HC -> fw + B -> DP + K
    any 1, 2 or 3 hit light chain, into forward + B(1 hit), combo-ed into  uppercut + B or D.
    [ hit]
    
    +(DM)
    1 HC
    2 HC
    3 HC -> fw + B -> QCF, HCB + P
    any 1, 2 or 3 hit light chain, into forward + B(1 hit), combo-ed into qcf, hcb + A or C.
    [ hit]
    
    +
    s C
    d C
    s D -> fw + B -> QCF + P
    standing(1 or 2 hit)/crouching heavy punch or standing heavy punch, into forward + B(1 hit),
    combo-ed into qcf + A or C.
    [ hit]
    
    +
    s C
    d C
    s D -> fw + B -> QCF + K
    standing(1 or 2 hit)/crouching heavy punch or standing heavy punch, into forward + B(1 hit),
    combo-ed into qcf + B or D.
    [ hit]
    
    +
    s C
    d C
    s D -> fw + B -> HCB + P
    standing(1 or 2 hit)/crouching heavy punch or standing heavy punch, into forward + B(1 hit),
    combo-ed into hcb + A or C.
    [ hit]
    
    +
    s C
    d C
    s D -> fw + B -> DP + K
    standing(1 or 2 hit)/crouching heavy punch or standing heavy punch, into forward + B(1 hit),
    combo-ed into uppercut + B or D.
    [ hit]
    
    +(DM)
    s C
    d C
    s D -> fw + B -> QCF, HCB + P
    standing(1 or 2 hit)/crouching heavy punch or standing heavy punch, into forward + B(1 hit),
    combo-ed into qcf, hcb + A or C.
    [ hit]
    
    +(CSP)
              1 HC
              2 HC
    cx B/D -> 3 HC -> DP + K
    crossup with B/D, then any 1, 2 or 3 hit light chain, combo-ed into uppercut + B or D.
    Note : can start off with jumping attack with A/B/C/D if 1/2 HC is used.
    [ hit]
    
    +(DM)(CSP)
              1 HC
              2 HC
    cx B/D -> 3 HC -> QCF, HCB + P
    crossup with B/D, then any 1, 2 or 3 hit light chain, combo-ed into qcf, hcb + A or C.
    Note : can start off with jumping attack with A/B/C/D if 1/2 HC is used.
    [ hit]
    
    +(CSP)
              1 HC
              2 HC
    cx B/D -> 3 HC -> fw + B -> QCF + P
    crossup with B/D, then any 1, 2 or 3 hit light chain, into forward + B(1 hit), combo-ed 
    into qcf + A or C.
    Note : can start off with jumping attack with A/B/C/D if 1/2 HC is used.
    [ hit]
    
    +(CSP)
              1 HC
              2 HC
    cx B/D -> 3 HC -> fw + B -> QCF + K
    crossup with B/D, then any 1, 2 or 3 hit light chain, into forward + B(1 hit), combo-ed 
    into qcf + B or D.
    Note : can start off with jumping attack with A/B/C/D if 1/2 HC is used.
    [ hit]
    
    +(CSP)
              1 HC
              2 HC
    cx B/D -> 3 HC -> fw + B -> HCB + P
    crossup with B/D, then any 1, 2 or 3 hit light chain, into forward + B(1 hit), combo-ed 
    into hcb + A or C.
    Note : can start off with jumping attack with A/B/C/D if 1/2 HC is used.
    [ hit]
    
    +(CSP)
              1 HC
              2 HC
    cx B/D -> 3 HC -> fw + B -> DP + K
    crossup with B/D, then any 1, 2 or 3 hit light chain, into forward + B(1 hit), combo-ed 
    into uppercut + B or D.
    Note : can start off with jumping attack with A/B/C/D if 1/2 HC is used.
    [ hit]
    
    +(DM)(CSP)
              1 HC
              2 HC
    cx B/D -> 3 HC -> fw + B -> QCF, HCB + P
    crossup with B/D, then any 1, 2 or 3 hit light chain, into forward + B(1 hit), combo-ed 
    into qcf, hcb + A or C.
    Note : can start off with jumping attack with A/B/C/D if 1/2 HC is used.
    [ hit]
    
    +(CSP)
              s C
    j A~D     d C
    cx B/D -> s D -> fw + B -> QCF + P
    jumping attack with A/B/C/D or crossup with B/D, then standing(1 or 2 hit)/crouching heavy 
    punch or standing heavy punch, into forward + B(1 hit), combo-ed into qcf + A or C.
    [ hit]
    
    +(CSP)
              s C
    j A~D     d C
    cx B/D -> s D -> fw + B -> QCF + K
    jumping attack with A/B/C/D or crossup with B/D, then standing(1 or 2 hit)/crouching heavy 
    punch or standing heavy punch, into forward + B(1 hit), combo-ed into qcf + B or D.
    [ hit]
    
    +(CSP)
              s C
    j A~D     d C
    cx B/D -> s D -> fw + B -> HCB + P
    jumping attack with A/B/C/D or crossup with B/D, then standing(1 or 2 hit)/crouching heavy 
    punch or standing heavy punch, into forward + B(1 hit), combo-ed into hcb + A or C.
    [ hit]
    
    +(CSP)
              s C
    j A~D     d C
    cx B/D -> s D -> fw + B -> DP + K
    jumping attack with A/B/C/D or crossup with B/D, then standing(1 or 2 hit)/crouching heavy 
    punch or standing heavy punch, into forward + B(1 hit), combo-ed into uppercut + B or D.
    [ hit]
    
    +(DM)(CSP)
              s C
    j A~D     d C
    cx B/D -> s D -> fw + B -> QCF, HCB + P
    jumping attack with A/B/C/D or crossup with B/D, then standing(1 or 2 hit)/crouching heavy 
    punch or standing heavy punch, into forward + B(1 hit), combo-ed into qcf, hcb + A or C.
    [ hit]
    
    QCF + A -> HCB + P
    from afar, execute qcf + A, followed by hcb + A or C.
    [ hit]
    
    (DM)
    QCF + A -> QCF, QCF + K
    from afar, execute qcf + A, followed by qcf, qcf + B or D.
    [ hit]
    
    (DM)
    QCF + A -> QCF, HCB + P
    from afar, execute qcf + A, followed by qcf, hcb + A or C.
    [ hit]
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay)
    
    
    (MID)(CNT)
              s CD
    DP + K -> s A~D
    execute uppercut + B or D upon jumping in opponent, then if both hits, and "COUNTER" appears,
    juggled with standing A/B/C/D or CD(body toss attack).
    [ hit]
    
    (MID)(CNT)
              j CD
    DP + K -> j A~D
    execute uppercut + B or D upon jumping in opponent, then if both hits, and "COUNTER" appears,
    juggled with jumping attack with A/B/C/D or CD(body toss attack).
    [ hit]
    
    (MID)(CNT)
    DP + K -> HCB + P
    execute uppercut + B or D upon jumping in opponent, then if both hits, and "COUNTER" appears,
    juggled with hcb + A or C.
    [ hit]
    
    (MID)(CNT)
    DP + K -> DP + K
    execute uppercut + B or D upon jumping in opponent, then if both hits, and "COUNTER" appears,
    juggled with uppercut + B or D.
    [ hit]
    
    (MID)(CNT)(DM)
    DP + K -> QCF, HCB + P
    execute uppercut + B or D upon jumping in opponent, then if both hits, and "COUNTER" appears,
    juggled with qcf, hcb + A or C.
    [ hit]
    
    (CNT)
    s CD -> QCF + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf + A or C.
    [ hit]
    
    (CNT)
    s CD -> HCB + P
    standing CD(body toss attack), "COUNTER", combo-ed into hcb + A or C.
    [ hit]
    
    (CNT)
    s CD -> QCF + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcf + B or D.
    [ hit]
    
    (CNT)
    s CD -> DP + K
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + B or D.
    [ hit]
    
    (CNT)
    s CD -> QCF, HCB + P
    standing CD(body toss attack), "COUNTER", combo-ed into qcf, hcb + A or C.
    [ hit]
    
    (CNT)(C)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D.
    [ hit]
    
    (CNT)
    j CD -> QCF + P
    jumping CD(body toss attack), "COUNTER", juggled with qcf + A or C.
    [ hit]
    
    (CNT)
    j CD -> HCB + P
    jumping CD(body toss attack), "COUNTER", juggled with hcb + A or C.
    [ hit]
    
    (CNT)
    j CD -> QCF + K
    jumping CD(body toss attack), "COUNTER", juggled with qcf + B or D.
    [ hit]
    
    (CNT)
    j CD -> DP + K
    jumping CD(body toss attack), "COUNTER", juggled with uppercut + B or D.
    [ hit]
    
    (CNT)
    j CD -> QCF, HCB + P
    jumping CD(body toss attack), "COUNTER", juggled with qcf, hcb + A or C.
    [ hit]
    
    
    3.13.2
    --------------
    Shingo Yabuki
    --------------
    Moveslist
    ---------
    Foreign Style: Thunder Axe Only in Looks      : fw + B (overhead)
    +-------------------------------------------------------------------------------------------+
    Style No. 104: Incomplete Wild Bite           : QCF + A
    Style No. 105: Incomplete Poison Bite         : QCF + C
    Style No. 100: Incomplete Demon Scorcher      : DP + A/C
    Style No 101: Incomplete Indistinct Wheel     : QCB + B/D
    Shingo Kick                                   : HCF + B/D
    Shingo Throw                                  : DP + B/D
    Unperfected Elbow Blow                        : QCB + A/C
    +-------------------------------------------------------------------------------------------+
    Foreign Style: Phosphorous Driving Phoenix    : QCF x 2 + A/C
    Burning Shingo                                : QCB, HCF + A/C
    
              ________  ___ _______ __ _  ___   _____ _____ __  ____  _____  _____ _____
             /  __/  /_/  /  ==   /  /  \/  /  /  __/     /   \/    \/ =  //     /   __/
            / /__/  __   /  __   /  /      /  / /__/  =  /          / ==  /  =  /_\  \
           /____/__/ /__/__/ /__/__/__/\__/  /____/_____/__/\__/\__/_____/____ /_____/
    
    
    d A, d A
    d B, d A
    d A, d B
    d B, d B
    d A, s A
    d B, s A
    d A, s B
    d B, s B
    s A, d A
    s B, d A
    s A, d B
    s B, d B
    s A, s A
    s B, s A
    s A, s B
    s B, s B
    d A, d A, d A
    d B, d A, d A
    d A, d B, d A
    d B, d B, d A
    d A, s A, d A
    d B, s A, d A
    d A, s B, d A
    d B, s B, d A
    s A, d A, d A
    s B, d A, d A
    s A, d B, d A
    s B, d B, d A
    s A, s A, d A
    s B, s A, d A
    s A, s B, d A
    s B, s B, d A
    d A, d A, d B
    d B, d A, d B
    d A, d B, d B
    d B, d B, d B
    d A, s A, d B
    d B, s A, d B
    d A, s B, d B
    d B, s B, d B
    s A, d A, d B
    s B, d A, d B
    s A, d B, d B
    s B, d B, d B
    s A, s A, d B
    s B, s A, d B
    s A, s B, d B
    s B, s B, d B
    d A, d A, s A
    d B, d A, s A
    d A, d B, s A
    d B, d B, s A
    d A, s A, s A
    d B, s A, s A
    d A, s B, s A
    d B, s B, s A
    s A, d A, s A
    s B, d A, s A
    s A, d B, s A
    s B, d B, s A
    s A, s A, s A
    s B, s A, s A
    s A, s B, s A
    s B, s B, s A
    d A, d A, s B
    d B, d A, s B
    d A, d B, s B
    d B, d B, s B
    d A, s A, s B
    d B, s A, s B
    d A, s B, s B
    d B, s B, s B
    s A, d A, s B
    s B, d A, s B
    s A, d B, s B
    s B, d B, s B
    s A, s A, s B
    s B, s A, s B
    s A, s B, s B
    s B, s B, s B
    d A, d B, d A, s B
    d B, d B, d A, s B
    s B, d B, d A, s B
    d A, d B, d B, s B
    d B, d B, d B, s B
    s A, d B, d B, s B
    s B, d B, d B, s B
    d A, d B, s A, s B
    d B, d B, s A, s B
    s A, d B, s A, s B
    s B, d B, s A, s B
    d A, d B, s B, s B
    d B, d B, s B, s B
    s A, d B, s B, s B
    s B, d B, s B, s B
    ++ d A, d A, fw + B
    ++ d B, d A, fw + B
    ++ d A, s A, fw + B
    ++ d B, s A, fw + B
    ++ d A, s B, fw + B
    ++ d B, s B, fw + B
    ++ s A, d A, fw + B
    ++ s B, d A, fw + B
    ++ s A, s A, fw + B
    ++ s B, s A, fw + B
    ++ s A, s B, fw + B
    ++ s B, s B, fw + B
    ++ d A, d A, d A, fw + B
    ++ d B, d A, d A, fw + B
    ++ d A, d B, d A, fw + B
    ++ d B, d B, d A, fw + B
    ++ d A, s A, d A, fw + B
    ++ d B, s A, d A, fw + B
    ++ d A, s B, d A, fw + B
    ++ d B, s B, d A, fw + B
    ++ s A, d A, d A, fw + B
    ++ s B, d A, d A, fw + B
    ++ s A, d B, d A, fw + B
    ++ s B, d B, d A, fw + B
    ++ s A, s A, d A, fw + B
    ++ s B, s A, d A, fw + B
    ++ s A, s B, d A, fw + B
    ++ s B, s B, d A, fw + B
    ++ d A, d A, s A, fw + B
    ++ d B, d A, s A, fw + B
    ++ d A, d B, s A, fw + B
    ++ d B, d B, s A, fw + B
    ++ d A, s A, s A, fw + B
    ++ d B, s A, s A, fw + B
    ++ d A, s B, s A, fw + B
    ++ d B, s B, s A, fw + B
    ++ s A, d A, s A, fw + B
    ++ s B, d A, s A, fw + B
    ++ s A, d B, s A, fw + B
    ++ s B, d B, s A, fw + B
    ++ s A, s A, s A, fw + B
    ++ s B, s A, s A, fw + B
    ++ s A, s B, s A, fw + B
    ++ s C, fw + B
    ++ d C, fw + B
    ++ s D, fw + B
    ++ d B, s C, fw + B
    d B, s C
    j A -> j B
    j B -> j B
    j C -> j B
    j D -> j B
    j A -> j D
    j B -> j D
    j C -> j D
    j D -> j D
    
    
             _____  _______ _____ __ ____   _____ _____ __  ____  _____  _____ _____
            / =  //  ==   /   __/  / ___/  /  __/     /   \/    \/ =  //     /   __/
           / ==  /  __   /_\  \/  / /__   / /__/  =  /          / ==  /  =  /_\  \
          /_____/__/ /__/_____/__/____/  /____/_____/__/\__/\__/_____/____ /_____/
          (Basic combos, for begineers)
    
    
    fw + B -> QCF + C
    forward + B, combo-ed into qcf + C.
    [ hit]
    
    fw + B -> QCF + A
    forward + B, combo-ed into qcf + A.
    [ hit]
    
    (DM)
    fw + B -> QCF, QCF + P
    forward + B, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    s C
    d C
    s D -> QCF + A
    standing/crouching heavy punch or standing heavy kick, combo-ed into qcf + A.
    [ hit]
    
    s C
    d C
    s D -> QCF + C
    standing/crouching heavy punch or standing heavy kick, combo-ed into qcf + C.
    Note : at random, QCF + C will produce 2 hits.
    [ hit]
    
    s C
    d C
    s D -> QCB + P
    standing/crouching heavy punch or standing heavy kick, combo-ed into qcb + A or C.
    [ hit]
    
    s C
    d C
    s D -> QCF + B
    standing/crouching heavy punch or standing heavy kick, combo-ed into qcf + B.
    [ hit]
    
    s C
    d C
    s D -> QCB + K
    standing/crouching heavy punch or standing heavy kick, combo-ed into qcb + B or D.
    Note : D version must be near corner.
    [ hit]
    
    s C
    d C
    s D -> DP + P
    standing/crouching heavy punch or standing heavy kick, combo-ed into uppercut + A or C.
    [ hit]
    
    s C
    d C
    s D -> DP + K
    standing/crouching heavy punch or standing heavy kick, combo-ed into uppercut + B or D.
    [ hit]
    
    (DM)
    s C
    d C
    s D -> QCF, QCF + P
    standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (DM)
    s C
    d C
    s D -> QCB, HCF + P
    standing/crouching heavy punch or standing heavy kick, combo-ed into qcb, hcf + A or C.
    [ hit]
    
    (CSP)
            s C
    j A~D   d C
    cx D -> s D -> QCF + A
    jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing 
    heavy kick, combo-ed into qcf + A.
    [ hit]
    
    (CSP)
            s C
    j A~D   d C
    cx D -> s D -> QCF + C
    jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing 
    heavy kick, combo-ed into qcf + C.
    Note : at random, QCF + C will produce 2 hits.
    [ hit]
    
    (CSP)
            s C
    j A~D   d C
    cx D -> s D -> QCB + P
    jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing 
    heavy kick, combo-ed into qcb + A or C.
    Note : if jumping attack A/B/C/D, do qcb + C.
    [ hit]
    
    (CSP)
            s C
    j A~D   d C
    cx D -> s D -> QCF + B
    jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing 
    heavy kick, combo-ed into qcf + B.
    [ hit]
    
    (CSP)
            s C
    j A~D   d C
    cx D -> s D -> QCB + K
    jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing 
    heavy kick, combo-ed into qcb + B or D.
    Note : D version must be near corner.
    [ hit]
    
    (CSP)
            s C
    j A~D   d C
    cx D -> s D -> DP + P
    jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing 
    heavy kick, combo-ed into uppercut + A or C.
    [ hit]
    
    (CSP)
            s C
    j A~D   d C
    cx D -> s D -> DP + K
    jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing 
    heavy kick, combo-ed into uppercut + B or D.
    [ hit]
    
    (DM)(CSP)
            s C
    j A~D   d C
    cx D -> s D -> QCF, QCF + P
    jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing 
    heavy kick, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    (DM)(CSP)
            s C
    j A~D   d C
    cx D -> s D -> QCB, HCF + P
    jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing 
    heavy kick, combo-ed into qcb, hcf + A or C.
    [ hit]
    
    
         _______ ___ __     __ _______ _  ___ ____ ____   _____ _____ __  ____  _____  _____ _____
       /  ==   /    \  \  /  /  ==   /  \/  / ___/ ___/  /  __/     /   \/    \/ =  //     /   __/
      /  __   /  =  |\_ \/ _/  __   /      / /__/ _/_   / /__/  =  /          / ==  /  =  /_\  \
     /__/ /__/_____/   \__//__/ /__/__/\__/____/____/  /____/_____/__/\__/\__/_____/____ /_____/
     (Requires a certain level skill : intermediate players)
    
    
    +
    1 HC
    2 HC
    3 HC -> QCB + K
    any 1, 2 or 3 hit light chain, combo-ed into qcb = B or D.
    Note : qcb + D done near corner.
    [ hit]
    
    +
    1 HC
    2 HC
    3 HC -> QCF + A
    any 1, 2 or 3 hit light chain, combo-ed into qcf + A.
    [ hit]
    
    +
    1 HC
    2 HC
    3 HC -> QCF + C
    any 1, 2 or 3 hit light chain, combo-ed into qcf + C.
    Note : this happeneds at ramdom, only combos when qcf + C is the 2 hit version.
    [ hit]
    
    +
    1 HC
    2 HC
    3 HC -> DP + P
    any 1, 2 or 3 hit light chain, combo-ed into uppercut + A or C.
    [ hit]
    
    +(CSP)
            1 HC
            2 HC
    cx D -> 3 HC -> QCB + K
    crossup with D, then any 1, 2 or 3 hit light chain, combo-ed into qcb = B or D.
    Note : qcb + D done near corner. can start off with jumpin attack with A/B/C/D if 1 or 2 HCs.
    [ hit]
    
    +(CSP)
            1 HC
            2 HC
    cx D -> 3 HC -> QCF + A
    any 1, 2 or 3 hit light chain, combo-ed into qcf + A.
    Note : can start off with jumpin attack with A/B/C/D if 1 or 2 HCs.
    [ hit]
    
    +(CSP)
            1 HC
            2 HC
    cx D -> 3 HC -> QCF + C
    any 1, 2 or 3 hit light chain, combo-ed into qcf + C.
    Note : this happeneds at ramdom, only combos when qcf + C is the 2 hit version.
           can start off with jumpin attack with A/B/C/D if 1 or 2 HCs.
    [ hit]
    
    +(CSP)
            1 HC
            2 HC
    cx D -> 3 HC -> DP + P
    any 1, 2 or 3 hit light chain, combo-ed into uppercut + A or C.
    Note : can start off with jumpin attack with A/B/C/D if 1 or 2 HCs.
    [ hit]
    
    
    +
    1 HC
    2 HC
    s C
    d C
    s D -> DP + K -> QCF + A
    any 1/2 hit light chain or standing/crouching heavy punch or standing heavy kick, combo-ed 
    into uppercut + B or D, then follow up with qcf + A.
    [ hit]
    
    +
    1 HC
    2 HC
    s C
    d C
    s D -> DP + K -> QCF + C
    any 1/2 hit light chain or standing/crouching heavy punch or standing heavy kick, combo-ed 
    into uppercut + B or D, then follow up with qcf + C.
    Note : at random, will connect if QCF + C will produce 2 hits.
    [ hit]
    
    +
    1 HC
    2 HC
    s C
    d C              d C
    s D -> DP + K -> s A~D
    any 1/2 hit light chain or standing/crouching heavy punch or standing heavy kick, combo-ed 
    into uppercut + B or D, then follow up with standing A/B/C/D or crouching C.
    [ hit]
    
    +
    1 HC
    2 HC
    s C
    d C
    s D -> DP + K -> QCB + K
    any 1/2 hit light chain or standing/crouching heavy punch or standing heavy kick, combo-ed 
    into uppercut + B or D, then follow up with qcb + B or D.
    Note : D version connects only near corner.
    [ hit]
    
    +
    1 HC
    2 HC
    s C
    d C
    s D -> DP + K -> DP + P
    any 1/2 hit light chain or standing/crouching heavy punch or standing heavy kick, combo-ed 
    into uppercut + B or D, then follow up with uppercut + A or C.
    [ hit]
    
    +(MAX)(SDM)
    1 HC
    2 HC
    s C
    d C
    s D -> DP + K -> QCB, HCF + P
    any 1/2 hit light chain or standing/crouching heavy punch or standing heavy kick, combo-ed 
    into uppercut + B or D, then follow up with qcb, hcf + A or C.
    Note : SDM will only connect with 1 or 2 hits.
    [ hit]
    
    
    +(CSP)
            1 HC
            2 HC
            s C
    j A~D   d C
    cx D -> s D -> DP + K -> QCF + A
    jumping attack with A/B/C/D or crossup D, then any 1/2 hit light chain or standing/crouching
    heavy punch or standing heavy kick, combo-ed into uppercut + B or D, then follow up with qcf + A.
    Note : 2 HC only works if crossup D.
    [ hit]
    
    +(CSP)
            1 HC
            2 HC
            s C
    j A~D   d C
    cx D -> s D -> DP + K -> QCF + C
    jumping attack with A/B/C/D or crossup D, then any 1/2 hit light chain or standing/crouching
    heavy punch or standing heavy kick, combo-ed into uppercut + B or D, then follow up with qcf + C.
    Note : at random, will connect if QCF + C will produce 2 hits.
           2 HC only works if crossup D.
    [ hit]
    
    +(CSP)
            1 HC
            2 HC
            s C
    j A~D   d C              d C
    cx D -> s D -> DP + K -> s A~D
    jumping attack with A/B/C/D or crossup D, then any 1/2 hit light chain or standing/crouching
    heavy punch or standing heavy kick, combo-ed into uppercut + B or D, then follow up with 
    standing A/B/C/D or crouching C.
    Note : 2 HC only works if crossup D.
    [ hit]
    
    +(CSP)
            1 HC
            2 HC
            s C
    j A~D   d C
    cx D -> s D -> DP + K -> QCB + K
    jumping attack with A/B/C/D or crossup D, then any 1/2 hit light chain or standing/crouching
    heavy punch or standing heavy kick, combo-ed into uppercut + B or D, then follow up with 
    qcb + B or D.
    Note : D version connects only near corner. 2 HC only works if crossup D.
    [ hit]
    
    +(CSP)
            1 HC
            2 HC
            s C
    j A~D   d C
    cx D -> s D -> DP + K -> DP + P
    jumping attack with A/B/C/D or crossup D, then any 1/2 hit light chain or standing/crouching
    heavy punch or standing heavy kick, combo-ed into uppercut + B or D, then follow up with 
    uppercut + A or C.
    Note : 2 HC only works if crossup D.
    [ hit]
    
    +(MAX)(SDM)(CSP)
            1 HC
            2 HC
            s C
    j A~D   d C
    cx D -> s D -> DP + K -> QCB, HCF + P
    jumping attack with A/B/C/D or crossup D, then any 1/2 hit light chain or standing/crouching
    heavy punch or standing heavy kick, combo-ed into uppercut + B or D, then follow up with 
    qcb, hcf + A or C.
    Note : SDM will only connect with 1 or 2 hits. 2 HC only works if crossup D.
    [ hit]
    
    
    (DM)
    s C
    d C
    s D -> QCF, QCF + P -> s A/C/D
    standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then
    juggle with standing A/C/D.
    [ hit]
    
    (DM)
    s C
    d C
    s D -> QCF, QCF + P -> j A~D
    standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then
    juggle with jumping A/B/C/D.
    [ hit]
    
    (DM)
    s C
    d C
    s D -> QCF, QCF + P -> QCF + A
    standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then
    juggle with qcf + A.
    [ hit]
    
    (DM)
    s C
    d C
    s D -> QCF, QCF + P -> QCF + C
    standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then
    juggle with qcf + C.
    [ hit]
    
    (DM)
    s C
    d C
    s D -> QCF, QCF + P -> QCB + B
    standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then
    juggle with qcb + B.
    [ hit]
    
    (DM)
    s C
    d C
    s D -> QCF, QCF + P -> DP + P
    standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then
    juggle with uppercut + A or C.
    [ hit]
    
    (MAX)(DM)
    s C
    d C
    s D -> QCF, QCF + P -> DP + P
    standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then
    combo-ed into uppercut + A or C.
    Note : the mvoe after qcf, qcf + P is cancelled/done upon contact.
    [ hit]
    
    (MAX)(DM)
    s C
    d C
    s D -> QCF, QCF + P -> QCB, HCF + P
    standing/crouching heavy punch or standing heavy kick, combo-ed into qcf, qcf + A or C, then
    combo-ed into qcb, hcf + A or C.
    Note : the mvoe after qcf, qcf + P is cancelled/done upon contact.
    [ hit]
    
    (DM)(CSP)
            s C
    j A~D   d C
    cx D -> s D -> QCF, QCF + P -> s A/C/D
    jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing 
    heavy kick, combo-ed into qcf, qcf + A or C, then juggle with standing A/C/D.
    [ hit]
    
    (DM)(CSP)
            s C
    j A~D   d C
    cx D -> s D -> QCF, QCF + P -> j A~D
    jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing 
    heavy kick, combo-ed into qcf, qcf + A or C, then juggle with jumping A/B/C/D.
    [ hit]
    
    (DM)(CSP)
            s C
    j A~D   d C
    cx D -> s D -> QCF, QCF + P -> QCF + A
    jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing 
    heavy kick, combo-ed into qcf, qcf + A or C, then juggle with qcf + A.
    [ hit]
    
    (DM)(CSP)
            s C
    j A~D   d C
    cx D -> s D -> QCF, QCF + P -> QCF + C
    jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing 
    heavy kick, combo-ed into qcf, qcf + A or C, then juggle with qcf + C.
    [ hit]
    
    (DM)(CSP)
            s C
    j A~D   d C
    cx D -> s D -> QCF, QCF + P -> QCB + B
    jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing 
    heavy kick, combo-ed into qcf, qcf + A or C, then juggle with qcb + B.
    [ hit]
    
    (DM)(CSP)
            s C
    j A~D   d C
    cx D -> s D -> QCF, QCF + P -> DP + P
    jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing 
    heavy kick, combo-ed into qcf, qcf + A or C, then juggle with uppercut + A or C.
    [ hit]
    
    (MAX)(DM)(CSP)
            s C
    j A~D   d C
    cx D -> s D -> QCF, QCF + P -> DP + P
    jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing heavy
    kick, combo-ed into qcf, qcf + A or C, then combo-ed into uppercut + A or C.
    Note : the mvoe after qcf, qcf + P is cancelled/done upon contact.
    [ hit]
    
    
    (MAX)(DM)(CSP)
            s C
    j A~D   d C
    cx D -> s D -> QCF, QCF + P -> QCB, HCF + P
    jumping attack with A/B/C/D or crossup D, then standing/crouching heavy punch or standing heavy
    kick, combo-ed into qcf, qcf + A or C, then combo-ed into qcb, hcf + A or C.
    Note : the mvoe after qcf, qcf + P is cancelled/done upon contact.
    [ hit]
    
    (CSP)
    j A~D
    cx D  -> DP + P
    jumping attack with A/B/C/D or crossup D, then land, uppercut + A or C.
    [ hit]
    
    (CSP)
    j A~D
    cx D  -> DP + K -> etc.
    jumping attack with A/B/C/D or crossup D, then land, uppercut + B or D and then juggle
    with any move preferred.
    [ hit]
    
    (EX)
    AB --> A~D --> etc.
    AB to dodge, then press A/B/C or D to hit opponent and combo into the many combinations that
    are available for Shingo, that may start from standing C/D or down C.
    [ hit]
    
    Extra Mode Notes : if the execute dodge hit( AB then A~D) hits opponent in mid air, it will
                       have the same characteristics as a standing CD that his opponent in mid 
                       air. if "COUNTER" appears, the dodge hit can also combo just like a CD 
                       attack.
                       (Refer to Goro for some useful combos of such nature)
    
               __    ___
             _\__\  /  /___ _____ ____  _______   _____ _____ __  ____  _____  _____ _____
            / ___/\/ / ==  / ___/  __ /__   __/  /  __/     /   \/    \/ =  //     /   __/
           / _/_\   /   __/ _/_/    \   /  /    / /__/  =  /          / ==  /  =  /_\  \
          /____//  /__/  /____/__/\__\ /__/    /____/_____/__/\__/\__/_____/____ /_____/
               /  /\  \  (WARNING : High level of skill/experience needed.) 
              /__/  \__\
    
    
    +
    d B -> s C -> QCF + A
    crouching B, into standing heavy punch, combo-ed into qcf + A.
    [ hit]
    
    +
    d B -> s C -> QCF + C
    crouching B, into standing heavy punch, combo-ed into qcf + C.
    Note : at random, QCF + C will produce 2 hits.
    [ hit]
    
    +
    d B -> s C -> QCF + B
    crouching B, into standing heavy punch, combo-ed into qcf + B.
    [ hit]
    
    +
    d B -> s C ->  QCB + K
    crouching B, into standing heavy punch, combo-ed into qcb + B or D.
    Note : D version must be near corner.
    [ hit]
    
    +
    d B -> s C -> DP + P
    crouching B, into standing heavy punch, combo-ed into uppercut + A or C.
    [ hit]
    
    
    +(DM)
    d B -> s C -> QCF, QCF + P
    crouching B, into standing heavy punch, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(DM)
    d B -> s C -> QCB, HCF + P
    crouching B, into standing heavy punch, combo-ed into qcb, hcf + A or C.
    [ hit]
    
    +(CSP)
    cx D -> d B -> s C -> QCF + A
    crossup D, then crouching B, into standing heavy punch, combo-ed into qcf + A.
    [ hit]
    
    +(CSP)
    cx D -> d B -> s C -> QCF + C
    crossup D, then crouching B, into standing heavy punch, combo-ed into qcf + C.
    Note : at random, QCF + C will produce 2 hits.
    [ hit]
    
    +(CSP)
    cx D -> d B -> s C -> QCF + B
    crossup D, then crouching B, into standing heavy punch, combo-ed into qcf + B.
    [ hit]
    
    +(CSP)
    cx D -> d B -> s C -> QCB + K
    crossup D, then crouching B, into standing heavy punch, combo-ed into qcb + B or D.
    Note : D version must be near corner.
    [ hit]
    
    +(CSP)
    cx D -> d B -> s C -> DP + P
    crossup D, then crouching B, into standing heavy punch, combo-ed into uppercut + A or C.
    [ hit]
     
    +(DM)(CSP)
    cx D -> d B -> s C -> QCF, QCF + P
    crossup D, then crouching B, into standing heavy punch, combo-ed into qcf, qcf + A or C.
    [ hit]
    
    +(DM)(CSP)
    cx D -> d B -> s C -> QCB, HCF + P
    crossup D, then crouching B, into standing heavy punch, combo-ed into qcb, hcf + A or C.
    [ hit]
    
           __  ____   __ _____ ____ ____ __   ___   ________ _   __ ____ _____ __  __ _____
         /   \/    \/  /   __/ ___/ ___/  /  /  /  /  ==   /  \/  / ___/     /  / /  /   __/
        /          /  /_\  \/ /__/ _/_/  /__/  /__/  __   /      / _/_/  =  /  /_/  /_\  \
       /__/\__/\__/__/_____/____/____/_____/_____/__/ /__/__/\__/____/_____/_______/_____/ 
       (Unclassified combos, some are improbable in normal versus gameplay) 
    
    
    (nC)(CNT)
               d C
    QCF + K -> s C/D
    qcf + B or D, "COUNTER", juggled with standing/crouching heavy punch or standing heavy kick.
    [ hit]
    
    (nC)(CNT)
    QCF + K -> DP + P
    qcf + B or D, "COUNTER", juggled with uppercut + A or C.
    [ hit]
    
    (CNT)
    s CD -> s A~D
    standing CD(body toss attack), "COUNTER", juggle with standing A/B/C/D.
    [ hit]
    
    (CNT)
    s CD -> fw + B
    standing CD(body toss attack), "COUNTER", combo-ed into forward + B.
    [ hit]
    
    (CNT)
    s CD -> j A~C
    standing CD(body toss attack), "COUNTER", juggle with jumping A/B/C.
    [ hit]
    
    (CNT)
    s CD -> DP + P
    standing CD(body toss attack), "COUNTER", combo-ed into uppercut + A or C.
    [ hit]
    
    (CNT)
    s CD -> pause DP + A
    standing CD(body toss attack), "COUNTER", juggle with uppercut + A.
    Note : this differes from the one above. pause slightly before executing uppercut + A.
    [ hit]
    
    (CNT)
    s CD -> QCB + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcb + B or D.
    Note : D version is near corner.
    [ hit]
    
    (CNT)
    s CD -> QCF + A
    standing CD(body toss attack), "COUNTER", combo-ed into qcf + A.
    [ hit]
    
    (CNT)
    s CD -> QCF + C
    standing CD(body toss attack), "COUNTER", combo-ed into qcf + C.
    [ hit]
    
    (CNT)
    s CD -> QCF + K
    standing CD(body toss attack), "COUNTER", combo-ed into qcf + B or D.
    [ hit]
    
    (CNT)(C)
            s CD
    j CD -> s A~D
    jumping CD(body toss attack), "COUNTER", juggled with standing CD(body toss attack) or A/B/C/D. 
    [ hit]
    
    (CNT)
            j CD
    j CD -> j A~D
    jumping CD(body toss attack), "COUNTER", juggled with jumping CD(body toss attack) or A/B/C/D.
    [ hit]
    
    (CNT)
    j CD -> fw + B
    jumping CD(body toss attack), "COUNTER", juggled with forward + B.
    [ hit]
    
    (CNT)
    j CD -> DP + P
    jumping CD(body toss attack), "COUNTER", juggled with uppercut + A or C.
    [ hit]
    
    (CNT)
    j CD -> QCB + K
    jumping CD(body toss attack), "COUNTER", juggled with qcb + B or D.
    Note : D version is near corner
    [ hit]
    
    (CNT)
    j CD -> QCF + A
    jumping CD(body toss attack), "COUNTER", juggled with into qcf + A.
    [ hit]
    
    (CNT)
    j CD -> QCF + C
    jumping CD(body toss attack), "COUNTER", juggled with into qcf + C.
    [ hit]
    
    (CNT)
    j CD -> QCF + K
    jumping CD(body toss attack), "COUNTER", juggled with qcf + B or D.
    [ hit]
    
    ==============================================================================================
    S E C T I O N   IV
    ==============================================================================================
    4.1                                   ______________________
                                         /                     /
                                            Infinite Combos
                                       /_____________________/
    
    
    Infinites section! Use these combos only when you think necessary. Overdosage may lead to being
    scrubby. Preferably done on computer only. If YOU have any infinites to add, feel free to e-mail
    author. Credit will be given where due.
    
    
    Kyo Kusanagi '94 or '97
    -----------------------
    - in Extra mode
    - anywhere
    
    hop, Dwn + C, hop, Dwn + C, hop, Dwn + C, hop......
    Note : seen the infinite being done by me fren, Rafee.Timing, VERY FAST...6 hits will dizzy.
    
    Athena Asamiya
    ---------------
    #1 
    - opponent in corner
    
    HCF + A/C -> QCB, upbk + B x infinity
    execute command throw on opponent in corner, then as soon as opponent about to 
    land, juggle with qcb, upbk + B x infinity.
    Note : this is quite difficult to do compared to Kim's corner juggle. the qcb upbk + B is 
           actually the mid air, qcb + K. there is a lag after the qcb upbk lands, so
           there is a split second timing to it.
    
    #2
    - opponent near corner
    
    HCF + A/C -> bk bk d B -> QCB + A -> HCFupfw + D -> 1 HC x infinity
    execute command throw on opponent near corner, then back hop with down + B to bring Athena
    to "screen corner", execute fireball, qcb + A, and while there is a recovery lag from the qcb 
    + A, start to turn hcf, then upfw + D, to enable floating bug and the unblockable fireball bug.
    when this is done, Athena will teleport while floating, and hence appear in front of opponent
    which is open for combo in the corner from the unblockable fireball bug. Also, since when Athena
    is floating, crouching light hits can be done onto the opponent until the opponent dizzies 
    because Athena will not move back from the down As or Bs.
    
    #3
    - opponent near corner
    
    1 HC -> HCF + P -> bk bk d B -> HCF + D ....repeat whole process over and over..
    any 1 hit light chain, combo-ed into hcf + A/C, then back hop with down + B to go further 
    back, then execute qcb + A, then teleport with hcf + D to enable unblockable bug...and repeat
    the whole process over again..and again..
    
    Note : this is similar to the TOD combo, but this is rather risky, because you need to
           be accurate in doing this combo. E-mail me if there are any questions.
    
    #4
    - opponent in corner
    
    1 HC x infinity
    after athena floats...in corner, any light chain repeated until opponent dies or dizzies, then
    repeat the whole process..
    
    
    Mai Shiranui '97 or RB2
    ------------------------
    
    #1
    - in EXTRA Mode
    
    fw fw d A x infinity
    hop forward with down + A x infinity
    Note : its possible to do this only if you're familiar with Kyo's infinite. Must be really
           fast to get it to connect many times. I only managed to get 4 hits, but it can be
           repeated.
    [ hit]
    
    #2
    - opponent in corner
    
    s B x infinity
    after Mai floats...in corner, standing light kick repeated until opponent dies or dizzies, then
    repeat the whole process..
    [ hit]
    
    Kim Kaphwan
    --------------
    
    #1
    - corner
    - opponent mid-air
    
    j QCF + B, QCF upfw + B,  QCF upfw + B, QCF upfw + B...repeat
    Note : 18 hits will dizzy. this infinite is available on MPG format at my page.
    
    #2
    - "COUNTER"
    
    j CD -> QCF + B x infinity
    jumping CD(body toss attack), "COUNTER", then juggled with qcf + B(mid air) x infinity.
    [ hit]
    
    Choi Bounge
    ------------
    
    #1
    - opponent in corner
    - mid air
    
    QCF upfw + B x infinity
    juggled opponent in corner with qcf + B.
    Note : to get the proper height, qcf + B is turned qcf upfw + B.
    [ hit]
    
    #2
    - opponent in corner
    
    1 HC x infinity
    after Choi "float", continously do any 1 hit light chain till opponent dies or dizzy
    [ hit]
    
    Shermie
    --------
    
    - opponent in corner
    - only againts Robert or Daimon
    
    s A
    d A x infinity
    after Shermie "floats", standing/crouching As are repeated till opponent dies or dizzies.
    [ hit]
    
    Chris
    ------
    
    - againts Takuma only.
    
    Chris in 1st player corner, dash, and hold dashing, Takuma roll, Chris continue to dash.
    Takuma do fireball, QCF + A version, then run after fireball. As soon as Chris, about to reach
    2nd player corner and fireball hits Chris, Takuma execute rush DM, QCF, HCB + P. Chris will be
    able to block the rush DM, then Chris immediately do QCF, QCF + P DM. Chris will go through
    Takuma and continue with QCF, QCF + P DM animation till other corner. To get infinite,
    Takuma jumps towards Chris, and gets juggled by never-ending DM. +_+
    
    Ascii representation ;
    
    C - Chris  T -Takuma  F - fireball(qcf + A)
    
    |CT         |
    - Chris in corner, start to dash and hold dashing
    
    |T         C|
    - Takuma rolls and let Chris dash, and hold screen by not moving forward.
    
    |T   F     C|
    - Takuma do fireball, and dash after fireball while Chris also still in dashing animation.
    
    |    T   F C|
    - as soon as Chris reach 2nd player corner, still hold dashing, then as soon as firball seems
      to hit Chris, Takuma execute rush DM(qcf, hcb + A or C).
    
    |         TC|
    - Chris should be able to block the rush DM halfway.
    
    |   C<--  T |
    - Chris execute QCF, QCF + P immediately when able to move, and will go through Takuma!!!
    
    |C<---     T|
    - Chris will continue to do QCF, QCF + P animation until time is over and will stay in 1st
      player corner.
    
    |T          |
    |C<--       |
    - to get infintie, Takuma jumps towards Chris and will be juggled forever even after time is
      over.
    
    
    Blue Mary
    ---------
    
    - opponent in corner
    
    1 HC x infinity
    after Mary floats, repeat any light hits x infinity.
    [ hit]
    
    Vice
    -----
    
    - mid-air
    - corner
    
    hj QCB + B(air) x infinity
    execute qcb + B while in hyperjump and hit opponent in mid air... repeat till opponent
    dies or dizzies.
    Note : HUMANLY IMPOSSIBLE COMBO!! Can ONLY be done with Playstation version of KoF98, because
           of the shortcut(hotkeys) option, simply hyperjump and press R1 to get the hj QCB + B.
    [ hit]
    
    ==============================================================================================
    4.2                                  ____________________
                                        /                   /
                                            Bug Reports
                                      /___________________/
    
    
    B U G S! Without fail, in every KoF series since KoF'94 there are bound to be 'Bugs' present. So
    if there are any bugs that may arise in KoF'98, you may hope to find in here in this section.
    Do feel free to mail the author if there are any contributions. Credit will be given when due.
    
    
    #1
    Kyo Kusanagi infinite in Extra Mode.(refer to Infinites section)
    
    #2
    Goro Daimon combo. i.e dwn D, qcb + B, then dp + A, then hcf + C
    uppercut + A will hit opponent even if opponent does recovery roll
    
    #3
    Iori Yagami fast back dash in Advance or Extra mode. bk, bk + B. Iori will goto end of
    screen just like Orochi Iori Yagami back in KoF97 doing jumping backwards
    
    #4 (from Darklancer's Gamer de Pub)
    Heidern's unblockable Cross-Cutter. execute bk s fw + A/C then execute hcb + A/C as it 
    approaches opponent. Cross Cutter will be unblockable.
    
    #5 (posted by Pancho)
    Chin Gensai's QCF x 2 + A/C DM, if get hit by last flame, does 2/3 damage
    
    #6(from EDF & Rafee)
    unblockable projectiles :
    - Athena Asamiya;
    from a distance, execute qcb + A/C, then as projectile reaches blocking opponent, execute
    qcf + B/D(teleport) or hcf + P command throw
    
    - Takuma Sakazaki;
    from a distance, execute qcf + A/C, then as projectile reaches blocking opponent, execute
    qcb + K or dash forward.
    
    - Iori Yagami
    from a distance, execute qcf + A/C, then as projectile reaches blocking opponent, execute
    hcb, fw + A/C(command throw)
    
    #7
    fast back dash :
    - Kyo Kusanagi in Advance or Extra mode bk, bk, dwn + C. Kyo will dash/hop backwards faster
    than usual bk, bk hop/dash.
    
    - Mai Shiranui in Advance or Extra mode bk, bk, dwn + A. Mai will dash/hop backwards faster 
    than usual bk, bk hop/dash.
    
    - Athena Asamiya in Advance or Extra mode bk, bk, dwn + B. Athena will dash/hop backwards faster
    than usual bk, bk hop/dash.
    
    - Brian Battler in Advance or Extra mode bk, bk, dwn + C. Brian will dash/hop backwards faster 
    than usual bk, bk hop/dash.
    
    - Lucky Clauber in Advance or Extra mode bk, bk, dwn + A. Lucky will dash/hop backwards faster
    than usual bk, bk hop/dash.
    
    #8(from GamesWeekly VCD)
    - Kim Kaphwan's infinite. (refer to infinites section)
    
    #9 Kim "roach-killer" bug
    - when no stock, dwn dwn + K can be cancelled by executing DM. down down + K animation will
    seem to stop and can continue to combo from it.
    
    #10
    - Athena Asamiya infinites. (refer to infinites section)
    
    #11
    - Mai Shiranui infinite. (refer to infinites section)
    
    #12
    - Shermie infinite (refer to infinites section)
    
    #13
    - Choi Bounge infinite. (refer to infinites section)
    
    #14 
    - Blue Mary infinite. (refer to infinites section)
    
    #15 Flying!!
    - Athena after floating, roll with AB, then as roll recover, do down + B
    
    - Mai after floating, roll with AB, then as roll recover, do down + A
    
    #16 
    - Chris BUG infinite. (refer to infinites section)
    
    #17
    - Chris DISAPPEAR!!!
    
    - againts Takuma only.
    
    Chris in 1st player corner, dash, and hold dashing, Takuma roll, Chris continue to dash.
    Takuma do fireball, QCF + A version, then run after fireball. As soon as Chris, about to reach
    2nd player corner and fireball hits Chris, Takuma execute rush DM, QCF, HCB + P. Chris will be
    able to block the rush DM, then Chris immediately do back hop, bk, bk to disappear. When this
    happeneds, the area where Chris disappear will seem to have an invisible "force-field". If
    Takuma goes into that area, he will be seem to have got hit by Orochi Chris' DP + P move.
    
    Ascii representation ;
    
    C - Chris  T -Takuma  F - fireball(qcf + A)
    
    |CT         |
    - Chris in corner, start to dash and hold dashing
    
    |T         C|
    - Takuma rolls and let Chris dash, and hold screen by not moving forward.
    
    |T   F     C|
    - Takuma do fireball, and dash after fireball while Chris also still in dashing animation.
    
    |    T   F C|
    - as soon as Chris reach 2nd player corner, still hold dashing, then as soon as firball seems
      to hit Chris, Takuma execute rush DM(qcf, hcb + A or C).
    
    |         TC|
    - Chris should be able to block the rush DM halfway.
    
    |      T C->|
    - Chris do back hop, bk, bk immediately when able to move, and Chris will disappear!!!
    
    #18
    - Vice infinite.(refer to infinite section)
    
    ==============================================================================================
    S E C T I O N   V
    ==============================================================================================
    
                                       _________________________
                                      /                        /
                                            Miscellanous          
                                    /________________________/
    
    5.1
    ------
    Codes
    ------
    
    Alternate Characters
    --------------------
    Kyo Kusanagi'95
    - goto character, hold start and press A/B/C/D
    
    Terry Bogard (RB2)
    - goto character, hold start and press A/B/C/D
    
    Andy Bogard (RB2)
    - goto character, hold start and press A/B/C/D
    
    Joe Higashi (RB2)
    - goto character, hold start and press A/B/C/D
    
    Ryo Sakazaki'95
    - goto character, hold start and press A/B/C/D
    
    Robert Garcia'95
    - goto character, hold start and press A/B/C/D
    
    Yuri Sakazaki'95
    - goto character, hold start and press A/B/C/D
    
    Mai Shiranui (RB2) 
    - goto character, hold start and press A/B/C/D
    
    Orochi Yashiro Nanakase
    - goto character, hold start and press A/B/C/D
    
    Orochi Shermie
    - goto character, hold start and press A/B/C/D
    
    Orochi Chris
    - goto character, hold start and press A/B/C/D
    
    Billy Kane (RB2) 
    - goto character, hold start and press A/B/C/D
    
    Omega Rugal(Home consoles ONLY)
    - goto character, hold start and press A/B/C/D
    
    
    5.2
    ------------------------------
    Rumours and Unconfirmed Stuff
    ------------------------------
    
    - Rugal's 2 new secretaries???
    
    
    5.3
    --------------------------
    Crossups(Over-Laps) Table
    --------------------------
    1 - possible to overlap with this button
    0 - not possible to overlap with this button
    
    +------------------------------------+--------------+
    |Character           | A | B | C | D | Others..     |
    +------------------------------------+--------------+
    |Kyo Kusanagi        | 0 | 1 | 1 | 1 | dwn + C      |
    +------------------------------------+--------------+
    |Benimaru Nikaido    | 0 | 1 | 1 | 1 | dwn + D      |
    +------------------------------------+--------------+
    |Goro Daimon         | 0 | 1 | 1 | 1 |              |
    +------------------------------------+--------------+
    |Terry Bogard        | 0 | 0 | 1 | 1 | j CD         |
    +------------------------------------+--------------+
    |Andy Bogard         | 1 | 0 | 1 | 1 | j QCF + K    | 
    +------------------------------------+--------------+
    |Joe Higashi         | 0 | 0 | 1 | 1 |              |
    
    +------------------------------------+--------------+
    |Ryo Sakazaki        | 0 | 0 | 1 | 1 |              |
    +------------------------------------+--------------+
    |Robert Garcia       | 0 | 1 | 1 | 0 |              |
    +------------------------------------+--------------+
    |Yuri Sakazaki       | 0 | 1 | 0 | 1 |              |
    +------------------------------------+--------------+
    |Leona               | 1 | 0 | 1 | 1 |              |
    +------------------------------------+--------------+
    |Ralf Jones          | 0 | 0 | 1 | 1 |              |
    +------------------------------------+--------------+
    |Clark Steel         | 1 | 1 | 0 | 1 |              |
    
    +------------------------------------+--------------+
    |Athena Asamiya      | 0 | 1 | 0 | 0 | j QCB + K    |
    +------------------------------------+--------------+
    |Sie Kensou          | 0 | 1 | 1 | 1 | j QCB + P    |
    +------------------------------------+--------------+
    |Chin Gensai         | 0 | 1 | 1 | 1 |              |
    +------------------------------------+--------------+
    |Chizuru Kagura      | 0 | 1 | 0 | 1 |              | 
    +------------------------------------+--------------+
    |Mai Shiranui        | 0 | 0 | 0 | 1 | HCB x 2 + P  |
    +------------------------------------+--------------+
    |King                | 0 | 0 | 1 | 0 | DP + P       |
    +------------------------------------+--------------+
    |Kim Kaphwan         | 1 | 0 | 0 | 1 | j QCF + K    |
    +------------------------------------+--------------+
    |Chang Koehan        | 0 | 0 | 0 | 0 |              |
    +------------------------------------+--------------+
    |Choi Bounge         | 0 | 0 | 1 | 1 | j QCF + K    |
    +------------------------------------+--------------+
    |Yashiro Nanakase    | 0 | 0 | 1 | 1 |              |
    +------------------------------------+--------------+
    |Shermie             | 0 | 1 | 1 | 1 |              |
    +------------------------------------+--------------+
    |Chris               | 0 | 1 | 0 | 1 |              |
    +------------------------------------+--------------+
    |Ryuji Yamazaki      | 0 | 1 | 0 | 1 |              |
    +------------------------------------+--------------+
    |Blue Mary           | 0 | 1 | 0 | 1 |              |
    +------------------------------------+--------------+
    |Billy Kane          | 0 | 0 | 0 | 1 | DP + D       |
    +------------------------------------+--------------+
    |Iori Yagami         | 0 | 1 | 1 | 1 | j bk + B     |
    +------------------------------------+--------------+
    |Mature              | 0 | 1 | 0 | 0 |              |
    +------------------------------------+--------------+
    |Vice                | 0 | 0 | 0 | 0 |              |
    +------------------------------------+--------------+
    |Heidern             | 0 | 0 | 1 | 1 |              |
    +------------------------------------+--------------+
    |Takuma Sakazaki     | 0 | 1 | 1 | 1 |              |
    +------------------------------------+--------------+
    |Siasyu Kusanagi     | 0 | 1 | 1 | 1 |              |
    +------------------------------------+--------------+
    |Heavy D!            | 0 | 1 | 0 | 0 |              |
    +------------------------------------+--------------+
    |Brian Battler       | 0 | 0 | 1 | 0 | j QCF + P    |
    +------------------------------------+--------------+
    |Lucky Glauber       | 0 | 0 | 0 | 1 |              |
    +------------------------------------+--------------+
    |Rugal Bernstein     | 0 | 1 | 0 | 1 |              |
    +------------------------------------+--------------+
    |Shingo Yabuki       | 0 | 1 | 0 | 1 |              |
    +------------------------------------+--------------+
    
    5.4
    --------------------------
    Interruptable Moves Table
    --------------------------
    
    +-----------------------------------------------------------+
    |Character           | Standing  | Crouching | Standing far |
    +-----------------------------------------------------------+
    |Kyo Kusanagi        |   ABCD    |   A-CD    |    A-C-      |
    +-----------------------------------------------------------+
    |Benimaru Nikaido    |   ABCD    |   ABCD    |    A---      |
    +-----------------------------------------------------------+
    |Goro Daimon         |   ABCD    |   A--D    |    AB--      |
    +-----------------------------------------------------------+
    |Terry Bogard        |   ABCD    |   A-CD    |    A---      |
    +-----------------------------------------------------------+
    |Andy Bogard         |   ABCD    |   ABC     |    ----      |
    +-----------------------------------------------------------+
    |Joe Higashi         |   ABC-    |   A-CD    |    -B--      |
    +-----------------------------------------------------------+
    |Ryo Sakazaki        |   ABCD    |   A-CD    |    A---      |
    +-----------------------------------------------------------+
    |Robert Garcia       |   -BC-    |   A-CD    |    ----      |
    +-----------------------------------------------------------+
    |Yuri Sakazaki       |   ABCD    |   A-CD    |    A---      |
    +-----------------------------------------------------------+
    |Leona               |   ABCD    |   A-C-    |    --C-      |
    +-----------------------------------------------------------+
    |Ralf Jones          |   -BC-    |   A-C-    |    ----      |
    +-----------------------------------------------------------+
    |Clark Steel         |   ABC-    |   A-C-    |    A---      |
    +-----------------------------------------------------------+
    |Athena Asamiya      |   ABCD    |   ABCD    |    AB--      |
    +-----------------------------------------------------------+
    |Sie Kensou          |   ABCD    |   A-CD    |    A-C-      |
    +-----------------------------------------------------------+
    |Chin Gensai         |   ABCD    |   A-C-    |    ABC-      |
    +-----------------------------------------------------------+
    |Chizuru Kagura      |   ABCD    |   A-CD    |    A---      |
    +-----------------------------------------------------------+
    |Mai Shiranui        |   ABCD    |   A-CD    |    A---      |
    +-----------------------------------------------------------+
    |King                |   ABCD    |   --CD    |    ----      |
    +-----------------------------------------------------------+
    |Kim Kaphwan         |   ABC-    |   A-C-    |    ----      |
    +-----------------------------------------------------------+
    |Chang Koehan        |   AB-D    |   ABCD    |    -B--      |
    +-----------------------------------------------------------+
    |Choi Bounge         |   ABC-    |   A-C-    |    -B--      |
    +-----------------------------------------------------------+
    |Yashiro Nanakase    |   ABCD    |   A-CD    |    A-C-      |
    +-----------------------------------------------------------+
    |Shermie             |   ABC-    |   A-C-    |    AB--      |
    +-----------------------------------------------------------+
    |Chris               |   ABCD    |   A-C-    |    A-C-      |
    +-----------------------------------------------------------+
    |Ryuji Yamazaki      |   ABCD    |   A-C-    |    ----      |
    +-----------------------------------------------------------+
    |Blue Mary           |   ABCD    |   A-C-    |    ----      |
    +-----------------------------------------------------------+
    |Billy Kane          |   ABCD    |   --C-    |    A---      |
    +-----------------------------------------------------------+
    |Iori Yagami         |   ABC-    |   A-C-    |    --C-      |
    +-----------------------------------------------------------+
    |Mature              |   ABCD    |   A-CD    |    -B-D      |
    +-----------------------------------------------------------+
    |Vice                |   ABCD    |   ABCD    |    AB--      |
    +-----------------------------------------------------------+
    |Heidern             |   ABCD    |   A-CD    |    ----      |
    +-----------------------------------------------------------+
    |Takuma Sakazaki     |   ABC-    |   ABCD    |    ----      |
    +-----------------------------------------------------------+
    |Siasyu Kusanagi     |   ABC-    |   A-CD    |    --C-      |
    +-----------------------------------------------------------+
    |Heavy D!            |   ABCD    |   A-C-    |    AB--      |
    +-----------------------------------------------------------+
    |Brian Battler       |   ABCD    |   A-C-    |    --C-      |
    +-----------------------------------------------------------+
    |Lucky Glauber       |   ABC-    |   AB-D    |    ----      |
    +-----------------------------------------------------------+
    |Rugal Bernstein     |   ABCD    |   A-CD    |    ----      |
    +-----------------------------------------------------------+
    |Shingo Yabuki       |   ABCD    |   A-CD    |    A---      |
    +-----------------------------------------------------------+
    
    ==============================================================================================
    S E C T I O N   VI
    ==============================================================================================
                                      _________________________
                                     /                        /
                                       Closing time.......
                                   /________________________/
    6.1
    -------------------------
    Credits & Special Thanks
    -------------------------
    Professor Henry Moriarty (mmcafe@deathsdoor.com)
    - lotsa pre-release information and pics, several combos and moveslists.
    
    Kao Megura (kmegura@yahoo.com)
    - moves names and character info from his kof'97 FAQ.
    
    Joe Palanca (JGPalanca@aol.com)
    - some character info also from his FAQ.
    
    Yasakani Iori (iori@chez.com)
    - helped me here and there to make it possible and corrected a few things here and there
    
    Serpent Wave(http://i.am/serpent_wave)
    - for being there helping with lotsa combo research and a regular ICQ chat partner.
    
    Olivier(thonglith@easynet.fr)
    - Mary Bug and of course that Kyo combo-able chart/grid. also for lots of other stuff thats
      KoF related.
    
    King of Fighters Mailing List (kof@dhp.com)
    - has several interesting information and discussion. got some combos and info from there
    
    King of Fighters Combo Mailing List (kof_combo@egroups.com)
    - great place to discuss combos.
    
    Soleimoon (riggs@binternet.com)
    - posted me some info and combos on Kim
    
    Pancho (ICQ# 5143942)
    - Chin Gensai bug
    
    Darren (ICQ# 2178119)
    - also other BIG combos
    
    Greg Kasavin (shrike@slip.net)
    - Robert's stand C, fw + A, QCB + D combo
    
    Rafee (jefeelina@pacific.net.sg)
    - gave me info on combos, tactics and etc.
    
    EDF (imdoris@pacific.net.sg)
    - gave me info on combos, tactics and etc.
    
    Orochi Lee (orochi1800@hotmail.com)
    - for the installer CD and for going to the endless GKOFM with me recently.
    
    Lin Junhong (lincom@singa.pore.net)
    - some Chizuru combos came from him
    
    Challengers & Victims
    - those players at the arcade who challenged me and those who were by combo practice...:)
    
    Mum & Dad & me Bro and Sis.
    - not some nicks, but my mum and dad, hey, they paid for the PC i'm using to do this....
      also me bro for...errr...advicing me on gameplay and combos.
    
    
    6.2
    ------------------------------------------
    Links - KoF related sites & General Sites
    ------------------------------------------
    Madman's Cafe (Prof Henry Moriarty)
    http://mmcafe.telnet.or.jp
    
    KoF4ever (Yasakani)
    http://i.am/kof
    
    Lancer's Dance Floor (Darklancer's BBS)
    http://www.guestbook.de/yasg.cgi?X=132761
    
    Sham Bun's Homepage (Sham Bun)
    http://home.ust.hk/~eg_sbxaa/index.html
    
    Fighters to Finish Webring
    http://mmcafe.telnet.or.jp/webring.htm
    
    Kao Megura Homepage (Kao Megura)
    http://kao.home.ml.org
    
    Gamefaqs
    http://www.gamefaqs.com
    
    Resurrection! (mOOnrun - author's homepage)
    http://i.am/moonrun
    
    6.3
    --------------
    Closing Words
    --------------
    AHhhhhhhh...finally, after 2 looooong months of research, the end of the faq..for now. I took
    great effort in trying to get all these combos, and i personally tried them out to make sure
    each and everyone of it works, so i hope you guys..and gals, will appreciate what i have done.
    If you have any comments or and contributions, mail me or visit my webpage BBS. To those 
    whom i may indirectly have forgotten to give credits to, don't SUE me..just mail me and remind 
    me ok. Till then, enjoy KoF'98 and the FAQ until KoF'99 hits at an arcade near you, and do have
    some spare change left to go home.. +_-
    
    Copyright (C) 1997-1999 mOOnrun
    All rights reserved.
    
    
    
    
    
                                           ~   E       N        D   ~
    
    

    FAQ Display Options: Printable Version