------------------------------------------------------------------------
 SNK vs. CAPCOM CHAOS FAQ v1.0
 by Chris MacDonald
 ------------------------------------------------------------------------

 Unpublished work Copyright (c) 2003 Chris MacDonald

 The guidelines for using this faq are simple; don't sell it or give it
 away, don't reprint it without obtaining permission, and don't bother
 posting it on a website (I'm only releasing it for www.GameFAQs.com to
 host).  You may not incorporate any part of this FAQ into your own guide
 without obtaining my express written permission.

 Game magazine/guide/website authors are not allowed to use my FAQs
 without permission.  People who have been caught doing this include:
 Ziff-Davis Video Game Group (publishers of Expert Gamer), Game 13th
 Magazine, IDG Media, Future Publishing, Ltd. (publishers of PlayStation
 Power, Official UK Play Station Magazine), Brady Games, Prima Games and
 Eric Pratte, CheatCC.com, Shoryuken.com, Kibagami, DarkGuyver, and IGN.
 So leave the FAQ alone unless you want some bad publicity.

 All characters are (c) SNK-Playmore, and (c) Capcom.
                              

 =================
 TABLE OF CONTENTS
 =================

 1.  INTRODUCTION
       - Revision History
       - Special Thanks

 2.  HOW TO PLAY
       - FAQ Notation
       - Basic Commands

 3.  SNK MOVELISTS
       - Choi Bounge
       - Earthquake
       - Genjuro Kibagami
       - Iori Yagami
       - Kasumi Todoh
       - Kim Kaphwan
       - Kyo Kusanagi
       - Mai Shiranui
       - Mr. Karate
       - Ryo Sakazaki
       - Shiki
       - Terry Bogard

 4.  CAPCOM MOVELISTS
       - Balrog
       - Chun-Li
       - Dhalsim
       - Gouki
       - Guile
       - Hugo
       - Ken Masters
       - M. Bison
       - Ryu
       - Tessa
       - Sagat
       - Vega

 5.  MID-BOSS MOVELISTS
       - Crazy Iori
       - Dan Hibiki
       - Demitri Maximoff
       - Geese Howard
       - Goenitz
       - Mars People
       - Violent Ken
       - Zero

 6.  FINAL BOSS MOVELISTS
       - Athena
       - Red Arremer
       - Serious Mr. Karate
       - Shin Gouki

 7.  SECRETS AND TRICKS
       - Random Select
       - Play as the Mid-Bosses
       - Play as the Final Bosses
       - Fighting the Bosses
       - CPU Fight Chart
       - The Endings
       - Win Poses
       - Joystick Shortcuts

 8.  GAMEPLAY NOTES
       - Anywhere Cancels
       - Autoguard
       - Blocking
       - Canceling
       - Charge Moves
       - Counter Hits
       - Dash Canceling
       - Exceeds
       - Groove Power Gauge
       - Guard Cancel Attack
       - Guard Cancel Frontstep
       - Guard Crush Gauge
       - Maximum Mode
       - Super Cancels
       - Super Moves

 9.  MISCELLANEOUS
       - Damage Chart
       - Disabled Moves
       - Translations
       - In Closing


 ========================================================================
 1.  INTRODUCTION
 ========================================================================

 Hi, welcome to my SNK vs. Capcom FAQ.  The latest version can always be
 found at GameFAQs <http://www.gamefaqs.com>.  Don't reprint or use this
 FAQ in a magazine or published strategy guide.  I've dealt with that
 situation before and I know what to do about it.  I hate to start off
 on that kind of note, but there you have it.
 
 Feel free to write in and contribute something, if you'd like.  You can
 reach me by sending mail to <k.megura@eudoramail.com>, and you will be
 credited, of course.  Please don't send me questions about emulators or
 roms or anything like that because I don't know and I can't help you,
 sorry.  I can't guarantee a reply but I always try to respond to the
 e-mail I receive.

 I like using the original names for characters and moves, instead of
 the ones used outside of Japan.  Mainly it's because when "Darkness
 Sweep" gets translated as "Fire Ball," you know that you're in trouble
 ;)  However, this may cause some confusion in a few cases, such as
 when it comes to character names.  So, here are some differences:

   Japanese Name       English Name    Appearance
   ----------------------------------------------------------------
   M. Bison            Balrog          Guy with boxing gloves
   Balrog              Vega            Guy with mask and claw
   Vega                M. Bison        Guy with hat and shin guards
   Gouki               Akuma           Guy with topknot and beads
   Tabasa              Tessa           Girl with hat and cape
   Genjuro             Genjyuro        Shirtless guy with sword
 
 The exceptions to this are the mid-boss and boss names, since writing
 "Serious Mr. Karate" is easier than "Honki ni natta Mr. Karate."
 I include the original name along with those character's movelists,
 though, just for you purists.


 ------------------------------------------------------------------------
 REVISION HISTORY
 ------------------------------------------------------------------------

 Version 1.0  (November 29, 2003)
  - A minor update.  There were little omissions and errors made while
    writing v0.9 that needed correcting.  Some contributions have been
    added as well.

 Version 0.9  (November 24, 2003)
  - Virtually all of the FAQ has been rewritten, and all the info. has
    been thoroughly tested.  Lots of contributor information has also
    been added.  Thank god this update is finally done. :)
    
 Version 0.8  (November 4, 2003)
  - More contributed info. has been added.  Please don't write to me
    about the boss codes at GameFAQs--they're fake.  I don't mind people
    contributing stuff, but you could at least test it out yourself
    before demanding credit for someone else's fake code. ;)
    
 Version 0.7  (September 20, 2003)
  - Added more contributor information, lots of official names, and some
    other info.

 Version 0.6  (August 29, 2003)
  - Finally had a chance to play the game and test some stuff out
    myself (yay).  More additions and whatnot from contributors
    and other sources.

 Version 0.5  (August 17, 2003)
  - More additions and corrections.  Some official names and notes on
    anywhere cancels, super cancels, and GCFS added courtesy of Neo-
    Arcadia.  BTW, if you're gonna host this FAQ on your own site without
    my permission, at least try to keep it updated.  Jesus.  That was the
    whole reason why I only let GameFAQs host it in the first place ;)

 Version 0.4b (August 6, 2003)
  - Some minor corrections were made.

 Version 0.4  (August 4, 2003)
  - The moveslist and translations sections have been updated, and
    other misc. info has been added, including reader contributions.

 Version 0.3  (July 29, 2003)
  - Info. has been added on the new hidden characters, and some
    contributed info. has been added.  The final game has been
    released, as well.

 Version 0.2  (July 1, 2003)
  - More minor updates, fleshed out the moveslist a little more.  I'd
    like to remind people that this FAQ is in no way a "definitive"
    moveslist.  The finished game isn't even out yet!

 Version 0.1  (June 26, 2003)
  - A rough beta. ;)


 ------------------------------------------------------------------------
 SPECIAL THANKS
 ------------------------------------------------------------------------

 This FAQ would not have been possible without the help of the following:

 Emiliano Galicia
  - For the useful "Rinne -> Tenma Hajun" juggle for Shiki.

 Another Gamer
  - For info on Kyo's Kototsuki follow-up from the Yanosabi and Terry
    being able to combo off the 5th hit of the Rising Beat.  Also for
    info on Zero and Mars People.

 Razoola
  - For discovering the codes to enable Shin Gouki and Serious Mr. Karate
    in the console version of SvC.

 Shin DIO
  - For explaining how Mars People's Exceed uses two buttons instead
    of just AC.

 James Kerr
  - For information on Zero's Irregular Hunt.

 Basel Al-Shehab
  - For information on Geese's Reppuu Ken '96 moves and Deadly Rave.

 <http://you.2.pro.tok2.com/svc/chaos/>
  - Some movenames for Serious Mr. Karate's command attacks.

 Xfactor
  - For some new/corrected move names for Athena and Red Arremer.

 Cain Highwind
  - For information on Zero's Irregular Hunt and the "warning" flash
    that appears when he fights bosses.
    (v1.0)  For info on Takuma, Serious Mr. Karate and Red Arremer,
    and information on selecting your win poses.

 dr. whO?
  - For the CPU fight patterns and requirements for fighting the
    bosses and hidden characters.

 BONZO37
  - For correcting Zero's Shield Boomerang command and Dhalsim's
    Yoga Legend command.

 G-Mantle
  - For correcting a Hugo throw name.
                                                  
 Giorgio Pruneri
  - For explaining the story behind Athena's move names.
                                                  
 <http://www.geocities.co.jp/MusicHall/8257/waza.html>
  - Various official movenames for the hidden characters,
    including Athena and Red Arrmer.

 <http://www.kawachi.zaq.ne.jp/kagurazaka/SNKvsCAP1-C005.html>
  - Official throw and command names for the hidden characters

 <http://homepage3.nifty.com/gore/svc/demitri.html>
  - Info on Demitri's command attacks.
  
 Tel
  - Info on charging, the bosses, Iori, Kyo, Geese, Akuma, Dan, V. Ken,
    Demitri, "Riot of Blood" Iori, and Dan.
  - (v0.8)  For a mind-boggling amount of info.  Almost everything new
    in this update was supplied by Tel (applause, applause).
  - (v0.9)  For once again providing lots of info on multiple characters.
  - (v1.0)  For the f,d,df + P / qcf + P overlap moves that require
    precise inputs to perform.

 L.S.D.
  - Description for the Fuujin no Ibuki and Geese Reppuu Ken juggle info.
  
 "Time Mage" and Brent Werling
  - Pointed out that Balrog cannot lose his claw and mask.

 me ^_^
  - Corrected a Guile translation, and made some interesting comments
    about possible revisions of the SvC board.

 Mike
  - Explained how to "erase" your previous code input by releasing
    Start (when trying to pick a hidden character).

 Chris Harback
  - Translation info. for Mai's "Yusura Ume."

 Muscle Buster
  - Tons of info. on Mars People, and info. on "Riot of Blood" Iori,
    Zero, and Violent Ken.

 <http://members.jcom.home.ne.jp/mvs/svc/framesvc.html>
  - For Demitri having no Negative Stolen (although many sites have
    said this as well), and the new Midnight Pleasure command.  And
    for the alternate command for Mars Peoples' Exceed.

 <http://naska.cside.com/sh/main/svc_ki.htm>
  - For the new kanji for "jissoukoku."  Dunno if they are official
    or not.

 Angry Scapula
  - Corrected me on not being able to cancel the Tsumagushi into the
    Aoi Hana.
    (v0.7)  Corrected info. on the Yumebiki for both Ioris.

 Davis S.
  - Told me about the directions used for the secret codes, as well as
    not to press any buttons after entering the codes.
                                                        
 Tony Huynh
  - Commenting on the different button setups.

 Feitclub
  - For information on Mars People.

 CJ Vossen
  - For detailed information on Mr. Karate, Kasumi, Dhalsim, and
    Hugo.

 <http://k-kula.hp.infoseek.co.jp>
  - For information on Chun-Li and Demitri, among others.

 Charles MacDonald
  - For some translation help. :)

 Ratix0
  - For correcting me on Zero's real name.
  - (v0.9)  For joystick shortcut information.
  - (v1.0)  For some corrections and notes on Zero.

 <http://www.apple.ac/~attomaimai/>
  - Information on the hidden characters' moves.
    (v0.5)  More miscellaneous information.

 <http://www.h4.dion.ne.jp/~minoo38/SVC/SVC2.htm>
  - For information on Demitri, Zero, and Geese.
    (v0.5)  More notes on the hidden characters.

 <http://jbbs.shitaraba.com/game/6410/>
  - Numerous notes, move info., command attack info, and move names.
    (v0.5)  System note info and other theories, such as incorporating
    dashes into performing special moves.

 <http://home.att.ne.jp/star/GR/3rd/3h.html>
  - For the names of Hugo's command attacks.

 John Rodriguez
  - For telling me the command for Guile's new super.

 <http://www.h4.dion.ne.jp/~beast/SvsC/index.htm>
  - Various command attack, special move, and super move info
    for a number of characters.

 <http://thebbs.jp/game_fight/1055397935.html>
  - For info. on Mars People, and Mr. Karate's follow-up to the Ko'ou
    Ken.

 <http://www.interq.or.jp/power/spd/info.htm>
  - For info about system notes, moves, and other command attacks
    for many characters, as well as being able to combo into command
    throws.

 Mike Vo
  - For lots of information and descriptions for Zero and Mars People,
    as well as misc. info on other characters.

 Master-Warrior
  - For lots of detailed information on Tabasa, Earthquake, and Shiki.
    (v0.5)  Even more information on many characters' moves and
    abilities, and for pointing out the Arcadia scans to me.
    (v0.6)  Lots of info. on Genjuro, Tabasa, and using Exceeds.
    (v0.7)  Info on Hugo, Violent Ken, Tabasa, and dash canceling.
    (v0.8)  For info. on Balrog's dash specials and lots of other
    miscellaneous info.

 <http://d.hatena.ne.jp/bluespace/>
  - For the names for Tabasa's moves and some command attack info.

 <http://www.ba.wakwak.com/~d_evil/cgi-bin/joyful/joyful.cgi>
  - For the moveslists for the hidden characters.

 <http://www.kcc.zaq.ne.jp/friu/>
  - For the codes for the hidden characters.
    (v0.4) For more movelist info, and move descriptions for the
    hidden characters.

 Kaneda Saotome
  - For various corrections and new information on many characters.

 Boomslang
  - For telling me about the new characters, pictures of which can
    be found at <http://www.16-bitglorydays.com/temp/snkvscapcom/>.
  - (v0.9)  For lots of juggle and combo info for many characters.

 <http://www.geocities.co.jp/Playtown/9674/svcc>
  - For some character moves and command attacks.
    (v0.5)  For the name of "Riot of Blood" Iori's Exceed.

 <http://www.geocities.co.jp/Playtown-Bishop/7431/>
  - For some character moves.

 Skyknight
  - For some Goenitz translation advice.
    (v0.5)  For more translation advice on Goenitz.
    (v0.7)  Corrected a Chun-Li translation.

 Chris of Dash Taisen
  - Corrected me on the description for the Front and Back Steps.

 <http://www.snkplaymore.co.jp>
  - Character names and system notes.
    (v0.5)  Character names for Violent Ken.
    (v0.6)  Real names for Honki ni natta Mr. Karate and Shin Gouki.

 <http://www.geocities.co.jp/Playtown-Bingo/9553/svc.html>
  - Location test report.

 <http://www.interq.or.jp/www1/893/svc.html>
  - Location test report.

 <http://g-i-m-s.hp.infoseek.co.jp>
  - Location test report.
    (v0.4)  Dokodemo cancel info, various movenames and move commands,
    etc.

 <http://www.njstar.com>
  - For their excellent Japanese word processor.

 <http://www.csse.monash.edu.au/~jwb/wwwjdic.html>
  - Very useful for translating Japanese text.

 <http://www.linear.mv.com/cgi-bin/j-e/>
  - I used this online dictionary to translate some of the move
    names.


 ========================================================================
 2.  HOW TO PLAY
 ========================================================================

 ------------------------------------------------------------------------
 FAQ NOTATION
 ------------------------------------------------------------------------

 ub   u   uf            Up-Back        Up        Up-Forward
   \  |  /
 b--  n -- f            Back         Neutral        Forward
   /  |  \
 db   d   df            Down-Back     Down     Down-Forward

    B  C  D                          Light Kick  Hard Punch  Hard Kick
 A                      Light Punch 

 An alternate button setup is as follows:

   A    C               Light Punch             Hard Punch

   B    D               Light Kick              Hard Kick

 Other notation used includes:

 P / K                  Press Punch (A / C) or Kick (B / D)
 qcf / hcf              Input (d,df,f) or (b,db,d,df,f)
 qcb / hcb              Input (d,db,b) or (f,df,d,db,b)
 qcf,hcb                Input (d,df,f,df,d,db,b)
 qcb,hcf                Input (d,db,b,db,d,df,f)
 db~df                  Use db / d / df
 ub~uf                  Use ub / u / uf
 Charge                 Hold in the first direction for 2 seconds
 Rotate 360             Spin the joystick 360 degrees (a full circle)
 (air)                  Can be performed while jumping
 in air                 Must be performed while jumping
 when near              Perform when close to your opponent
  _(move command)       Additional input
 < >                    The official name is not known
 GCFS                   Guard Cancel Frontstep
 GPG                    Groove Power Gauge
 S^                     A super move (aka "Super Deadly Move")
 X^                     An Exceed move
 *                      Used as an anywhere cancel during Maximum Mode
 C                      Cancels into anything
 c                      Cancels into anything but command attacks.
 s                      Cancels into super moves and Exceeds only.
 r                      Repeatable into itself or other A / B attacks.
 -                      Not cancelable
 /                      Divides hits

 - I've gotten mails from people complaining that they have different
   button setups (as in A and B for Punch, and C and D for Kick), and
   this is a result of the game being available as a board and not an
   MVS cart.  An arcade operator can hook up the buttons any way they
   like and may not do them in the same order as they are in this FAQ,
   whereas the button setup is always the same for the MVS carts.


 ------------------------------------------------------------------------
 BASIC COMMANDS
 ------------------------------------------------------------------------

 Hold b when attacked           Standing Block
 Hold db when attacked          Crouching Block
 Tap b,b                        Backstep
 Tap f,f                        Frontstep (Dash)
 Tap f,f _press ub~uf           High Jump
 Tap db~df,ub~uf                High Jump
 Tap f,f while blocking         Guard Cancel Frontstep  (-0.20 levels)
 Press BC while blocking        Guard Cancel Frontstep  (-0.60 levels)
 Press CD while blocking        Guard Cancel Attack     (-1.00 levels)
 Press AB / CD when near        Normal Throw Attempt    (-0.25 if miss)
 Press AB / CD when grabbed     Normal Throw Escape
 Press AB when knocked down     Tumble
 Press Start                    Taunt
 Fill gauge to 3 levels         Maximum Mode Invoke
 Command + button               Super Move              (-1.00 levels)
 Command + button               Exceed Move

 - You can cancel a dash into anything else, from a High Jump to a
   standing attack to a special move.
 - You must use the same pair of buttons to escape from a normal throw
   that were used on you.  So if your opponent grabs you with AB, only
   pressing AB will get you out of the throw.  You cannot escape from
   a normal air throw (though only a few characters can throw you in
   mid-air).
 - You can cancel your taunt with an action (not button presses, but
   dashes, special moves, etc.)
 - Exceeds can only be used when your name is flashing and you've lost
   all of your yellow Life Gauge.  They do not cost any Power Gauge
   levels to perform, though.


 ========================================================================
 3.  SNK MOVELISTS
 ========================================================================

 Characters are listed in alphabetical order.  Moves are listed in this
 order: normal throws, command attacks, special moves, super moves (S^),
 and that character's Exceed (X^) move.  Following that is a chart that
 lists cancelable attacks and other cancel information.

 As an example, here's Geese's cancel chart:

        cancel chart           A    B    C    D
        -----------------------------------------
        standing near          Cr   Cr   C   c/-
        standing far           sr   s    s    -
        crouching              cr   c    c    c
        jumping up             c    -    c    c
        jumping diag.          c    - c/c/-/- -

        C          cancels into anything
        c          cancels into anything but command attacks.
        s          cancels into super moves and Exceeds only.
        r          repeatable into itself or other A / B attacks.
        -          not cancelable
        /          divides hits

 So, we can see that Geese's standing C is cancelable into anything, his
 crouching A can be repeated into itself or other A / B attacks, and his
 crouching B doesn't cancel into command attacks.  His diagonal jumping
 C hits four times and the last two hits aren't cancelable.  Also, his
 far standing C is cancelable only into supers and Exceeds.
 
 Finally, there are some notes on that character, if applicable.

 The stars (*) found next to some moves indicate that you can anywhere
 cancel into them during Maximum mode.  Moves that you can anywhere
 cancel out of are listed in the chart below the moveslist.


 ------------------------------------------------------------------------
 CHOI BOUNGE
 ------------------------------------------------------------------------

 Press AB when near             Zujou Sashi
 Press CD when near             Geketsu Zuki

 ub into a wall, press uf       Sankaku Tobi
 b / f + B                      Toorima Geri

 Charge d,u + P               * Tatsumaki Shippuu Zan
 Charge d,u + K  (can hold)   * Hishou Kuuretsu Zan
  _dir. + P / K  (x3)           Houkou Tenkan
 Charge b,f + P  (can hold)   * Senpuu Hien Zashi
  _dir. + P / K  (x3)           Houkou Tenkan
 qcb + P                      * Kaiten Hien Zan
  _press P                      Kishuu Hien Zuki
  _qcf + K at apex              Hishou Kyaku
 qcf + K in air                 Hishou Kyaku
 f,d,df + K                   * Hien Zan

 hcb,hcb + P, move b / f     S^ Shin! Chouzetsu Tatsumaki Shinkuu Zan
 qcf,hcb + K                 S^ Hou'ou Kyaku
 hcf,hcf + AC in air         X^ Shakushi

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          Cr   Cr   C    -  
 standing far           C    -    -    -
 crouching              Cr   -r   C    -
 jumping up             -    -    -    -
 jumping diag.          -    -  C/C/C  -

 guard cancel attack    Old standing CD from KoF.
 super cancel           Tatsumaki Shippuu Zan (1st)
 anywhere cancel from   (D) Hien Zan (1st)
                        Tatsumaki Shippu Zan (1st)

 - You cannot increase the damage of the Zujou Sashi by tapping the
   buttons anymore.
 - You can't follow the Toorima Geri with the Hou'ou Kyaku anymore.
 - The Tatsumaki Shippuu Zan will hit more times when your opponent
   is cornered.
 - The (B) Hien Zan hits twice on a counter hit.
 - When performing the Hishou Kuuretsu Zan, you can fly to either wall
   by pressing ub or uf.  Using up makes you go to the wall behind you.
 - Performing this move with (B) makes Choi fly diagonally downward,
   while (D) makes him fly horizontally.
 - You can juggle your opponent up to three times during the Shin!
   Chouzetsu Tatsumaki Shinkuu Zan.  This move will negate normal
   projectiles.
 - Choi can use the Hishou Kyaku or Shakushi during a backstep (to
   perform the Shakushi, try inputting (hcf,b,hcf f + AC).
 - He can also perform the Shakushi on the ground by inputting the
   command as (hcf,hcf,uf + AC).
 - Where Choi appears during the Shakushi is random.  You can't juggle
   your opponent if you land first after this move anymore.


 ------------------------------------------------------------------------
 EARTHQUAKE
 ------------------------------------------------------------------------

 Press AB when near             Go To Heaven
 Press CD when near             Fat Buster

 ub into a wall, press uf       Fat Triangle
 d + K in air                   Fat Bound

 qcf + P                      * Fat Burst
 qcf + P in air                 Chainsaw Dive
 f,d,df + P                   * Fat Chainsaw
 qcb + P, direct d / u        * Fat Breath
 hcb + B                      * Fat Fake
 hcb + D                      * Fat Replica Attack

 qcf,qcf + P                 S^ Earth Got 'Em 2003
 qcf,qcf + K                 S^ Fat Guilty
 qcf,hcb + AC                X^ Fat Carnival

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          cr   -    c    c  
 standing far           c    -    -    -
 crouching              cr   -    c    -
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel attack    Crouching C
 super cancel           (none.)
 anywhere cancel from   (none.)

 - The Fat Bound does block damage, even though it's a command attack.
 - Earthquake can use the Fat Bound or Chainsaw Dive during his
   backstep.  The (D) Fat Bound will also move him back further
   than usual, as well.
 - The Fat Burst remains on screen for a while, so you can use it to
   set up traps.
 - The Fat Burst and Fat Breath will negate normal projectiles.
 - You can direct the Fat Breath up or down.
 - You can avoid attacks during the brief period that you disappear
   in during the Fat Fake and (C) Fat Chainsaw.  However, it is so
   brief that you may be hit upon reappearing (say, when trying to
   dodge a slow projectile).
 - The Fat Replica Attack is not an overhead.  However, you can cancel
   it into the Fat Bound or Chainsaw Dive.
 - The Earth Got'Em 2000 is an anti-air attack, although it will hit
   someone who is nearby.
 - The Fat Guilty is an overhead attack.  The chain that drops from the
   ceiling will home in on an opponent's location.  Earthquake is
   invincible during this move, except against throws.
 - What's more, even if the move hits, the invincibility ends once your
   opponent explodes.  So, if they throw a slow projectile, even if
   they are hit by the Fat Guilty, you may still get hit as the move
   ends.
 - Earthquake is invincible while rolling forward during the Fat
   Carnival.


 ------------------------------------------------------------------------
 GENJURO KIBAGAMI                        (aka "Genjyuro Kibagami" in SvC)
 ------------------------------------------------------------------------

 Press AB when near             Tsukitobashi
 Press CD when near             Ashige

 df + C                         Gekikaze
 f + D                          Suso Kosuri
 
 qcf + P                      * Sanren Satsu: Kiba
  _qcf + P or qcb + P           Sanren Satsu: Tsuno
    _qcf + P or qcb + P         Sanren Satsu: Rin
 qcb,f + P                    * Hyakki Satsu
 qcb + K  (can hold)          * Gashin Totsu
 qcb + P                        Ouka Zan
 f,d,df + K when near           Gekka Zan
 f,d,df + P                   * Touha Kouyoku Jin

 qcf,qcf + P                 S^ Gokou Zan
 Press ABC                   X^ Ikari Bakuha   
  _press BCD                    Issen

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          Cr   c   c/- -/c/-
 standing far           -    -    -  -/-/-
 crouching              cr   -    -    -
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Straight punch from Tsukitobashi.
 super cancel           (none.)
 anywhere cancel from   Sanren Satsu (Kiba, Tsuno, or Rin), Gashin Totsu,
                        Gekka Zan (1st-3rd), Touha Kouyoku Jin (1st)

 - Genjuro will only kick with the D button, although you can still use
   B or D for moves requiring a Kick button.
 - The Gekikaze is cancelable.
 - The Suso Kosuri is a low attack and is cancelable.
 - The (C) Sanren Satsu can cross-up an opponent.  In fact, if it is
   unable to do this after the first input (because your opponent
   was too far away or was in a corner), then you cannot enter any
   additional inputs.
 - Two contributors have reported seeing Genjuro follow his 1st input
   of the Sanren Satsu with a standing (A), only to be followed by
   the next Sanren Satsu input.  How this is done, I'm not sure.  In
   previous games, you could perform the (C) Sanren Satsu as
   (qcf + C,C, qcf + C,C, qcf + C), but that doesn't work anymore.
 - Although you recover immediately after the Hyakki Satsu, you can't
   seem to juggle your opponent afterwards.
 - The Gashin Totsu is an unblockable knockdown attack that sends your
   opponent across the screen.  However, it has a considerable start-
   up delay.  You can delay it further by holding the button used, but
   this increases damage only marginally.
 - The Gekka Zan is unblockable.  You can juggle your opponent
   afterwards (though you have more time to do so after the B version
   than the D version).  Supposedly this move can miss after the first
   two hits, if your opponent isn't close enough.
 - Although Genjuro creates a projectile card at the beginning of the
   Gokou Zan, an enemy's projectiles will still pass through it and
   hit you.  Genjuro has a brief window of invulnerability while
   creating the card, but you would have to start up the Gokou Zan
   very late in order to take advantage of it.
 - Luckily, however, if the card hits your opponent first, Genjuro is
   invincible for the rest of the Gokou Zan.
 - Unlike as in SS4, the Ikari Bakuha is not unblockable.  However, it
   does do a fair amount of damage and is a knockdown attack.  Once you
   use this move, your skin turns red and stays that way for a while.
   During this time, your attack power increases, and you can use the
   Issen at any time by pressing BCD.
 - Although your skin will flash and return to normal after enough time
   has passed, this feature can be carried over in between rounds (i.e.
   using the Ikari Bakuha near the end of one round and then the Issen
   early in the next round).
 - You can combo into both the Ikari Bakuha and the Issen.
 - You have mid-level invincibility during the entire Issen.


 ------------------------------------------------------------------------
 IORI YAGAMI
 ------------------------------------------------------------------------

 Press AB when near             Sakahagi
 Press CD when near             Saka Sakahagi

 f + A,A                        Geshiki: Yumebiki
 f + B                          Geshiki: Goufu In "Shinigame"
 b + B in air                   Geshiki: Yuri Ori

 qcf + P                      * 108 Shiki: Yamibarai
 f,d,df + P                   * 100 Shiki: Oniyaki
 f,d,df + K                   * 311 Shiki: Tsumagushi
 qcb + P  (x3)                * 127 Shiki: Aoi Hana
 hcb + K                      * 212 Shiki: Kototsuki In
 hcb,f + P when near            Kuzukaze

 qcf,hcb + P                 S^ Kin 1211 Shiki: Yaotome
  _qcf,qcf,qcf,qcf + AC         Ura 306 Shiki: Saika
 qcf,qcf + K                 S^ Ura 311 Shiki: Saku Tsumagushi
 hcb,hcb + AC                X^ Chi no Bousou

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          Cr   C    C    -
 standing far           -r   -    C    -
 crouching              Cr   -r   C    -
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Old standing CD from KoF.
 super cancel           (A) Oniyaki (1st or 1st-2nd on a counter)
                        (C) Oniyaki (1st-2nd)
 anywhere cancel from   (A) Oniyaki (1st on a counter)
                        (C) Oniyaki (1st-2nd)
                        Tsumagushi
                        Aoi Hana (1st or 2nd input only)
                        Kototsuki In (1st)
                        Yumebiki (1st)
                        Goufu In (1st; only if not canceled into)
                        
 - The 1st hit of the Yumebiki can only be canceled into a super move
   (though it is not a super cancel and can be done outside of Maximum
   mode).
   The 2nd hit is a just a normally cancelable attack.
 - The Goufu In is an overhead attack, unless canceled into (in which
   case, it becomes cancelable).
 - The Yuri Ori will only hit if you cross-up your opponent by jumping
   over them.  Iori retains his old backstep bug from the KoF series--
   just backstep and immediately perform the Yuri Ori.  He'll go flying
   backward as a result.
 - The Tsumagushi can no longer be canceled into the Aoi Hana.
 - The (D) Tsumagushi does have autoguard however, once Iori leaves the
   ground.
 - The 3rd input of the Aoi Hana is an overhead attack.
 - The Kuzukaze is an unblockable throw.  It does no damage, but switches
   sides with your opponent and leaves them open to attack.
 - Oddly enough, Iori also has some mid-level invincibility during this
   move, although it is very brief.
 - You can pass under mid-level projectiles while dashing forward during
   the Yaotome.
 - The Saku Tsumagushi is an overhead attack.  It has autoguard once
   Iori leaves the ground.
 - The Chi no Bousou is a reversal move.  It can stop high, middle,
   and low-level attacks, as well as special moves, supers, and Exceeds.
   It also reverses any unblockable non-throw attack (like the Chou
   Ryuuko Ranbu, Kijin Geki, or Shungoku Satsu).
 - What's more, projectile attacks and even non-physical hit moves
   (like the Yoga Inferno) will pass through you while Iori is hunched
   over.


 ------------------------------------------------------------------------
 KASUMI TODOH
 ------------------------------------------------------------------------

 Press AB when near             Maki Age
 Press CD when near             Aiki Nage
 
 f + A                          Hiji Ate

 qcf + P  (air)                 Kasane Ate
 qcb + P  (x3)                * Senkou Nagashi
 qcb + K                        Hakuzan Tou
 hcf + B                      * Messhin Mutou
 hcf + D                      * Sasshou Inshuu
 d,d + K                      * Hanshin: Morote Gaeshi
 hcb,f + P when near          * Tatsumaki Souda

 qcf,qcf + P                 S^ Chou Kasane Ate
 hcb,hcb + K when near       S^ Shiranui
 qcf,hcb + AC                X^ Shingan Kazura Otoshi

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          Cr   C    C    C
 standing far           -    -    C    -
 crouching              Cr   -r   C    C
 jumping up             -    -    -    c
 jumping diag.          -    -    -    c

 guard cancel           Old standing CD from KoF.
 super cancel           Hakuzan Tou, Tatsumaki Souda
 anywhere cancel from   Hiji Ate, Hakuzan Tou, Tatsumaki Souda

 - The Hiji Ate is an overhead attack on the 2nd hit, unless canceled
   into (in which case, it is cancelable on either hit).
 - You can perform the Kasane Ate during a backstep.  This move can
   negate projectiles.
 - The Hakuzan Tou has autoguard on Kasumi's arm when she raises it
   in front of her face.
 - The Messhin Mutou reverses jumping attacks, special moves, supers,
   and Exceeds, as well as any unblockable non-throw attack.
 - The Sasshou Inshuu reverses mid level attacks, such as most standing
   attacks or crouching punches.
 - The Morote Gaeshi reverses low level attacks, including sweeps and
   slide moves.
 - The Tatsumaki Souda is unblockable.  You can juggle your opponent
   afterwards.
 - The (C) Chou Kasane Ate is slower than the (A) version, but travels
   further across the screen.
 - The Shiranui is unblockable.  It's also a parody of Ibuki's Raida
   from SF3.
 - The Shingan Kazura Otoshi reverses high, middle, and low-level moves,
   as well as jumping attacks, special moves, supers, and Exceeds.  It
   also reverses any unblockable non-throw attack (like the Chou Ryuuko
   Ranbu, Kijin Geki, or Shungoku Satsu).

 
 ------------------------------------------------------------------------
 KIM KAPHWAN
 ------------------------------------------------------------------------

 Press AB when near             Kubikime Otoshi
 Press CD when near             Sakkyaku Nage

 f + B                          Neri Chagi

 qcb + P (x3)                 * Sanren Geki
 qcb + P _uf + K _d + K       * Sankuu Kyaku
 qcb + K                      * Hangetsu Zan
 qcf + K in air                 Hishou Kyaku
 d,d + K                        Haki Kyaku
 Charge d,u + K               * Hien Zan
 Charge d,u + D _d + D          Tenshou Zan

 qcf,qcf + K                 S^ Hou'ou Hiten Kyaku
 qcb,db,f + K  (air)         S^ Hou'ou Kyaku
 qcb,db,f + BD  (air)        X^ Hou'ou Kyaku

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          C   C/C  -/C  C/C
 standing far           -    -    -   -/-
 crouching              C    -r   C    C
 jumping up             c    -    -    -
 jumping diag.          c    -    -    -

 guard cancel           Standing C
 super cancel           (D) Hien Zan (1st)
 anywhere cancel from   Neri Chagi
                        Haki Kyaku
                        Sanren Geki (any input but final qcb + C)
                        Sankuu Kyaku (1st)
                        (B) Hangetsu Zan
                        (D) Hangetsu Zan (3rd)
                        (D) Hien Zan (1st)

 - The Neri Chagi is an overhead attack, unless canceled into (in which
   case, it hits twice and is cancelable on either hit).
 - The 3rd input of the Sankuu Kyaku is an overhead attack.
 - The Hishou Kyaku is the old "descending" style, not the "rebounding"
   one from KoF 2002.
 - Kim can use the Hishou Kyaku and either version of the Hou'ou Kyaku
   during a backstep.
 - The (B) Haki Kyaku can be canceled only into the Hou'ou Kyaku super
   (it will not work with other supers or the Exceed version of the
   Hou'ou Kyaku).  You can perform this cancel easily by doing the
   following:

                        d,d + B -> b,f + K

 - This works because the Haki Kyaku command overlaps the Hou'ou Kyaku
   command (which, while it is officially "qcb,db,f + K", can also be
   performed as "d,b,f + K", a shortcut which works for the Exceed
   version as well).
 - What's more, Kim retains an old bug from KoF '98 involving this move.
   When you don't have enough power to perform the Hou'ou Kyaku, do the
   (B) Haki Kyaku cancel anyway (so: d,d + K -> b,f + K).  Kim will
   flash and immediately recover from the Haki Kyaku, allowing you to
   combo your opponent before they recover.
 - The (D) Haki Kyaku is a knockdown attack.
 - You can juggle your opponent after the Hou'ou Hiten Kyaku.


 ------------------------------------------------------------------------
 KYO KUSANAGI
 ------------------------------------------------------------------------

 Press AB when near             Hatsugane
 Press CD when near             Issetsu Seoi Nage

 d + C in air                   Geshiki: Naraku Otoshi
 f + B                          Geshiki: Goufu You
 df + D                         88 Shiki

 qcf + A                      * 114 Shiki: Aragami
  _qcf + P                      128 Shiki: Konokizu
    _press P                    127 Shiki: Yanosabi
    _press K                    125 Shiki: Nanase

 qcf + A                      * 114 Shiki: Aragami
  _hcb + P                      127 Shiki: Yanosabi
    _press P                    Geshiki: Migiri Ugachi
    _press K                    125 Shiki: Nanase
    _hcb + K                    212 Shiki: Kototsuki You

 qcf + C                      * 115 Shiki: Dokugami
  _hcb + P                      401 Shiki: Tsumi Yomi
    _f + P                      402 Shiki: Batsu Yomi
      _f,d,df + P               100 Shiki: Oniyaki

 qcf + K,K                    * 75 Shiki Kai
 hcb + K                      * 212 Shiki: Kototsuki You
 f,d,df + P                     100 Shiki: Oniyaki
 b,d,db + K                   * R.E.D. KicK

 qcf,qcf + P  (can hold)     S^ 182 Shiki
 qcb,hcf + P  (can hold)     S^ Ura 108 Shiki: Orochinagi
 qcf,qcf + AC                X^ Saishuu Kessen Ougi "Mushiki"

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          Cr   Cr   C    C
 standing far           Cr   -    -    -
 crouching              Cr   -r   C    C
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Old standing CD from KoF.
 super cancel           (A) Oniyaki
                        (C) Oniyaki (1st)
 anywhere cancel from   Goufu You, Goufu You (1st hit if canceled into),
                        88 Shiki, Aragami, Konokizu, Yanosabi, Nanase,
                        Migiri Ugachi, Dokugami, Tsumi Yomi, Kototsuki
                        You (1st), (A) Oniyaki, (C) Oniyaki (1st).

 - Kyo can perform the Naraku Otoshi during a backstep.  Doing this
   also causes him to move backward further than he normally would.
 - The Naraku Otoshi will knock an airborne opponent to the floor.
 - The Goufu You is an overhead attack, unless canceled into (in
   which case, it hits twice and is cancelable on the 2nd hit).
 - The 88 Shiki is a low attack.
 - The Aragami has autoguard, once Kyo's arm is fully extended but
   before the flame swath comes out (which, incidentally, can negate
   projectiles).
 - The Yanosabi is an overhead attack.
 - The Migiri Ugachi can hit an opponent who is lying on the floor,
   as can the Kototsuki You (the one done from the Yanosabi).
 - The Dokugami can negate projectiles as well, although since Kyo moves
   so far forward before creating any flames, it can be difficult to do
   this.
 - You can juggle an opponent after the 2nd hit of the 75 Shiki Kai.
 - The (A) Oniyaki hits twice on a counter hit.
 - Kyo is immune to some attacks during the delay before the 182 Shiki
   actually strikes.  For example, projectiles will pass through him,
   as will certain mid-level attacks.
 - However, the 182 Shiki is _not_ unblockable, even if delayed (unlike
   previous games).
 - If you delay the (A) Orochinagi, you are immune to some low attacks.
   If you delay the (C) Orochinagi, you are immune to some mid-level,
   high, and jumping attacks.
 - The flame column created at the start of the Saishuu Kessen Ougi
   will negate projectiles and gives Kyo a moment of invincibility.


 ------------------------------------------------------------------------
 MAI SHIRANUI
 ------------------------------------------------------------------------

 Press AB when near             Shiranui Gourin
 Press CD when near             Fuusha Kuzushi
 Press AB when near in air      Yume Zakura
 Press CD when near in air      Yume Zakura

 ub into a wall, press uf       Sankaku Tobi
 f + B                          Kokuen no Mai
 df + B                         Koukaku no Mai
 d + A in air                   Dairin Fuusha Otoshi
 d + B in air                   Ukihane
 d + D in air                   Yusura Ume

 qcf + P                      * Kachou Sen
 hcf + K                      * Hissatsu Shinobi Bachi
 qcb + P                      * Ryuu Enbu
 qcb + K                      * Sayo Chidori
 f,d,df + P                   * Hakuro no Mai
 f,d,df + K                     Koshuu no Mai
  _f,d,df + K                   Tsuika Kougeki
 qcb + P in air                 Musasabi no Mai (Kuuchuu)

 Charge d,u + P                 Musasabi no Mai (Chijou)
  _hold button used             Musasabi no Mai
  _qcb + P                      Musasabi no Mai (Kuuchuu)
  _d + K                        Ukihane
  _d + P                        Yusura Ume
  _d + D when near              Toki Tsubute

 qcf,qcf + P                 S^ Mizudori no Mai
 qcb,qcb + P                 S^ Hou'ou no Mai
 qcb,hcf + BD                X^ Hissatsu Shinobi Bachi

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          C    Cr   C    C
 standing far           -    -    -    -
 crouching              -r   -    C    C
 jumping up             -    -    -    C
 jumping diag.          C    -    C    C

 guard cancel           Old standing CD from KoF.
 super cancel           (none.)
 anywhere cancel from   Koukaku no Mai, (C) Ryuu Enbu (1st),
                        (B) Hissatsu Shinobi Bachi (1st), Hakuro
                        no Mai, Koshuu no Mai, Tsuika Kougeki (1st)

 - You can cancel any jumping attack into the other mid-air command
   attacks, but not into the Dairin Fuusha Otoshi.
 - The Dairin Fuusha Otoshi will knock an airborne opponent to the floor.
   It is cancelable into the mid-air Musasabi no Mai.
 - Mai can use the Dairin Fuusha Otoshi, Ukihane, or mid-air Musasabi
   no Mai during her backstep.
 - The Kokuen no Mai is an overhead attack, unless canceled into (in
   which case, it becomes cancelable into the Musasabi no Mai).
 - The Kokaku no Mai is a low attack on the 1st hit.  If you cancel into
   it, the 1st hit becomes cancelable.
 - The Ryuu Enbu and Sayo Chidori can negate normal projectiles (although
   you have to do the Sayo Chidori earlier in order for it to work).
 - During the start of the Koshuu no Mai (when Mai leans back), she can
   avoid mid-level attacks and projectiles (even a Haou Shikou Ken, for
   example).
 - The Ukihane, Yusura Ume, and all versions of the Musasabi no Mai are
   overhead attacks.
 - When performing the Musasabi no Mai (Chijou), you can fly to either
   wall by pressing ub or uf.  Using up makes you go to the wall behind
   you.
 - The Toki Tsubute is an unblockable throw.  You can grab an opponent
   who is on the ground or in the air.
 - The Hou'ou no Mai gets more hits against an airborne opponent.


 ------------------------------------------------------------------------
 Mr. KARATE
 ------------------------------------------------------------------------

 Press AB when near             Oosotogari
 Press CD when near             Ippon Seoi

 b + A                          Hisha Otoshi
 f + A                          Oniguruma
 f + B                          Kawara Wari

 qcf + P                      * Ko'ou Ken
 f,b,f + P                      Zanretsu Ken
 f,d,df + P                   * Kohou
 qcb + P                      * Mouko Burai Gan
 hcb + K                      * Shouran Kyaku
 Charge db,f + K              * Hien Shippuu Kyaku

 qcf,qcf + K                 S^ Kyokugen Kohou
 f,hcf + P  (can hold)       S^ Haou Shikou Ken
 f,hcf + AC  (can hold)      X^ Chou Haou Shikou Ken

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          Cr   Cr   C    -
 standing far           -r   -    -    -
 crouching              Cr   Cr   C    C
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Old standing CD from KoF '99.
 super cancel           Kawara Wari, Mouko Burai Gan.
 anywhere cancel from   Hisha Otoshi, Kawara Wari, Kohou,
                        Mouko Burai Gan.

 - The Oniguruma is cancelable.  It is also a knockdown attack, unless
   you cancel into it.
 - The Kawara Wari is an overhead attack, unless you cancel into it (in
   which case, it becomes cancelable).
 - The Hisha Otoshi can negate normal projectiles, though it has a slow
   start-up period.
 - The Mouko Burai Gan has autoguard on Karate's arm when it is held up
   in the air (prior to him punching with the other fist).
 - The Shouran Kyaku is an unblockable throw.
 - You can juggle your opponent after the (D) Hien Shippuu Kyaku (say,
   with the Chou Haou Shikou Ken).
 - You are invincible during the start of the Kyokugen Kohou and
   Chou Haou Shikou Ken (in the case of the CHSK, you are not invincible
   while delaying the move).
 - Delaying the (Chou) Haou Shikou Ken will not affect it's damage or
   speed.


 ------------------------------------------------------------------------
 RYO SAKAZAKI
 ------------------------------------------------------------------------

 Press AB                       Tomoe Nage
 Press CD                       Tani Otoshi

 f + A                          Hyouchuu Wari
 f + B                          Joudan Uke
 df + B                         Gedan Uke

 qcf + P                      * Ko'ou Ken
 qcf + K                      * Mouko Raijin Setsu
 qcb + P                      * Kohou Shippuu Ken
 hcb + K                      * Hien Shippuu Kyaku
 f,b,f + P                      Zanretsu Ken
 f,d,df + P                   * Kohou

 f,hcf + P                   S^ Haou Shoukou Ken
 qcf,hcb + P                 S^ Ryuuko Ranbu
 qcf,qcf + AC                X^ Tenchi Haou Ken

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          Cr   C    C    C
 standing far           Cr   -    C    C
 crouching              Cr   -r   C    C
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Old standing CD from KoF.
 super cancel           Either "Uke" move (if autoguard is triggered),
                        Kohou Shippuu Ken, (A) Kohou, (C) Kohou (1st)
 anywhere cancel from   Hyouchuu Wari, Kohou Shippuu Ken, (A) Kohou,
                        (C) Kohou (1st)

 - The Hyouchuu Wari is an overhead attack, unless you cancel into it.
 - The Joudan Uke has autoguard on Ryo's raised arm, which means it
   can stop mid- and high attacks.  If the autoguard is triggered, it
   can be canceled into special moves.  If you're in Maximum mode,
   you can even supercancel it into a super move or Exceed.
 - The Gedan Uke works the same way, but the autoguard is on his fist,
   which is pointed downward.  This means it can stop low attacks only.
 - The Mouko Raijin Setsu is an overhead and knockdown attack.
 - The Kohou Shippuu Ken has autoguard on Ryo's arm during the two
   frames where he has begun punching but has not yet fully extended
   his arm (when he is beginning to lunge forward).
 - The 2nd hit of the (C) Kohou Shippuu Ken is a knockdown attack.
 - In the corner, you can juggle your opponent after the (A) Kohou
   Shippuu Ken.
 - The Zanretsu Ken has autoguard on Ryo's elbow when he sticks it
   out prior to him actually starting to punch.
 - The (A) Kohou hits twice on a counter hit.
 - During the Ryuuko Ranbu, Ryo is invincible during the initial
   forward dash, but loses that invincibility before the dash ends.
   The (A) version has a shorter dash (and less invincibility) than
   the (C) version does.
 - An opponent hit by the Tenchi Haou Ken is automatically dizzied.
   This move also has the odd property of being able to destroy
   normal projectiles and one-hit super projectiles (like the Haou
   Shikou Ken).
 - You can link into the Tenchi Haou Ken from an A or B attack, since
   it comes out so fast.


 ------------------------------------------------------------------------
 SHIKI
 ------------------------------------------------------------------------

 Press AB when near             Zebu
 Press CD when near             Kokuu

 f + A,A,A                      Tsurane Giri: Tensei
 f + B,B,B,B                    Tsurane Giri: Rinne
            
 qcf + P                      * Tsuyuharai
  _press K                      Shizuku Gari
 f,d,df + P  (air)              Tenhourin
 qcf + K                      * Meika
 qcf + K in air               * Kourin
 hcb + K when near              Mumyou
 d,d + P / K                  * Setsuna

 qcb,hcf + P                 S^ Tenma Hajun
 qcb,hcf + BD                X^ Shikiju

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          Cr   Cr  C/s   -
 standing far           C    -    -    -
 crouching              Cr   C    -    C
 jumping up             -    -    c    c
 jumping diag.          -    -    c    c

 guard cancel           3rd input of Rinne.
 super cancel           Tensei (1st-4th), Tsuyuharai
 anywhere cancel from   Tensei (2nd-5th), Rinne, Tsuyuharai, Meika,
                        Kourin
                        (C) Tenhourin (2nd)
                        (A) mid-air Tenhourin
                        (C) mid-air Tenhourin (2nd-4th)

 - Shiki will only kick with the D button, although you can still use
   B or D for moves requiring a Kick button.
 - Shiki's close standing D is an overhead attack, while her crouching
   C is a knockdown attack and her only low normal attack.  Her far
   standing C is also a knockdown attack.
 - Either "Tsurane Giri" move does block damage, although they both
   are slow to begin.
 - The first input of the Tensei is cancelable.
 - After inputting f + A for the Tensei, pressing A after Shiki has
   slashed will make her perform three more attacks.  You can then
   press A for the final blow.  
 - Whereas for the Rinne, you must press B for each new attack.  However,
   you can juggle your opponent after the last hit.
 - To juggle your opponent after the Rinne with the Tenma Hajun, either
   do it immediately upon recovering (for the D version), or wait a
   split second, then do it (for the B version).
 - The Tsuyuharai is a low attack.
 - Shiki can anywhere cancel the (C) Tenhourin into the mid-air
   Tenhourin, making her the only character in the game with the ability
   to do such a thing.
 - The (D) Meika is an overhead attack.
 - The (B) Kourin has a steeper angle than the (D) version (which has
   more of a horizontal range).  What's more, since Shiki is higher
   when she attacks during the (B) version, she may miss her opponent
   entirely if they are crouching.
 - The Mumyou is an unblockable throw.  If it connects, a skull appears
   over your opponent's head.  This causes their controls to be inverted
   (left is right, up is down, etc.)  The skull lasts until Shiki is
   hit, or she successfully hits or throws her opponent.  It also works
   if either character successfully uses a throw escape.  While her
   opponent is confused, you cannot use the Mumyou (it won't even come
   out).
 - The Setsuna is a teleportation move.  What button used affects where
   Shiki warps to:

        A moves her forward by two character lengths.
        B moves her backward by two character lengths.
        C moves her behind her foe (or in front, if not possible)
        D moves her backward almost a full screen's length.

 - Shiki is invincible during the Setsuna.  Unfortunately, the
   invinciblity ends before she recovers fully from the move.
 - Shiki is invulnerable during the Tenma Hajun dash.  Since she
   dashes further with (C), she has more invincibility with that
   version as well.
 - Shiki is also invulnerable during the Shikiju dash.
 - When performing the Tenma Hajun or Shikiju, Shiki will not pass
   under them if they jump out of the way or otherwise dodge her initial
   dash.


 ------------------------------------------------------------------------
 TERRY BOGARD
 ------------------------------------------------------------------------

 Press AB when near             Grasping Upper
 Press CD when near             Buster Throw

 df + C                         Rising Upper

 qcf + A                        Power Wave
 qcf + C                      * Round Wave
 qcb + P                      * Burn Knuckle
 qcb + K                      * Crack Shoot
 f,d,df + K                   * Power Dunk
 Charge d,u + P               * Rising Tackle

 qcf,qcf + P                 S^ Buster Wolf
 qcf,qcf + K                 S^ High Angle Geyser
 qcb,db,f + P                S^ Power Geyser
  _qcf + P                      Double Geyser
    _qcf + P                    Triple Geyser
 qcb,f + BC                  X^ Rising Beat
  _A,A,B,B,C,C,D,D,qcb+CD       Rising Beat Finish

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          Cr   Cr   C    C
 standing far           Cr   -    -    -
 crouching              Cr   Cr   C    C
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Close standing D.
 super cancel           Round Wave, Rising Tackle (1st)
 anywhere cancel from   Power Dunk, Rising Tackle (1st),
                        Buster Wolf (1st), High Angle Geyser (1st-3rd),
                        Rising Beat Finish (any input but qcb + CD)

 - The Rising Upper is cancelable.
 - In the corner, Terry can cancel the Round Wave into the (B) Crack
   Shoot and then juggle his falling opponent.
 - The Round Wave can be canceled into the Burn Knuckle, Crack Shoot, or
   Power Dunk.
 - There is a brief window of invulnerability at the start of the Power
   Geyser.
 - In the corner, you can juggle your opponent after the High Angle
   Geyser, Power Geyser, or Double Geyser.  In the case of the Double
   Geyser, you can even follow with the Buster Wolf or High Angle Geyser.
 - To properly perform the three Geyser commands, you need to enter the
   next command so that you're pressing P as the geyser hits.  This means
   that you have to enter qcf + P immediately after performing the
   Power Geyser, then wait a split second for the tail end of the second
   geyser to hit your airborne opponent before you enter the third
   command.  You'll know if you did it right because Terry will already
   have his fist raised, ready for the Triple Geyser, before it actually
   happens.
 - If you enter the commands too fast, the Triple Geyser will come out
   early and will miss.
 - You can link attacks off of the 5th hit of the Rising Beat.


 ========================================================================
 4.  CAPCOM MOVELISTS
 ========================================================================

 ------------------------------------------------------------------------
 BALROG                                     (aka "Vega" outside of Japan)
 ------------------------------------------------------------------------

 Press AB when near             Carmine Flip
 Press CD when near             Rainbow Suplex
 Press AB when near in air      Stardust Shoot
 Press CD when near in air      Stardust Shoot

 ub into a wall, press uf       Sankaku Tobi
 f + B                          Peace of Mercury
 f + D                          Cosmic Smart
 df + D                         Round Slider

 Charge b,f + P               * Rolling Crystal Flash
 Charge db,f + K              * Scarlet Terror
 Charge d,u + P               * Sky High Claw
 Charge d,u + K               * <wall leap>
  _b / f, press P               Flying Barcelona Attack
  _b / f, dir. + P when near    Izuna Drop
 Press AC                     * Backslash
 Press BD                     * Short Backslash

 Charge db,df,db,uf + K      S^ <wall leap>
  _b / f, press P               Flying Barcelona Special
  _b / f, dir. + P when near    Rolling Izuna Drop
 Charge b,f,b,f + K          S^ Scarlet Mirage
 Charge b,f,b,f + C          X^ Red Impact

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          cr   c    c    -
 standing far           cr   c    -    -
 crouching              c    c    -    -
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Cosmic Smart
 super cancel           (none.)
 anywhere cancel from   Cosmic Smart, Round Slider,
                        Rolling Crystal Flash, Scarlet Terror.

 - The Peace of Mercury is an overhead attack.
 - The Cosmic Smart is a knockdown attack.
 - The Round Slider is a low attack.
 - You can no longer juggle your opponent after the Scarlet Terror.
 - When performing the Sky High Claw or Wall Leap, you can fly to
   either wall by pressing ub or uf.  Using up makes you go to the wall
   behind you.
 - The (A) Sky High Claw goes higher than the (C) version (which can
   hit most standing opponents).  Either version can be used to pass
   over projectiles.
 - The Izuna Drop and Rolling Izuna Drop are unblockable.  You can
   throw your opponent up until the point Balrog's feet touch the
   ground, so even when you've almost landed next to your foe, you
   can still throw them.
 - You are invulnerable during either "Backslash" move, but that
   feature ends before you recover from the Backslash.  The AC
   version lasts longer but also avoids throws, whereas the BD
   version does not.
 - The Flying Barcelona Special hits multiple times as Balrog spreads
   his arms.  You can get 2 hits with the (B) version, and 4 with the
   (D) version.  It's easiest to do on mid-air opponents but can be
   done on standing ones as well.
 - The (D) Scarlet Mirage hits more times than the (B) version does.
 - There is a brief window of mid-level invulnerability during the
   start of the Red Impact.
 - You cannot lose your mask or claw in this game.


 ------------------------------------------------------------------------
 CHUN-LI
 ------------------------------------------------------------------------

 Press AB when near             Kirin Shuu
 Press CD when near             Koshuu Tou
 Press CD when near in air      Ryuusei Raku

 ub into a wall, press uf       Sankaku Tobi
 Jump ub / uf, press C,C        Youshi Ken
 d + B in air                   Yousou Kyaku
 f + B                          Kakusen Kyaku
 f + D                          Kakusen Rakushuu
 df + B                         Zensou Sentai
 df + D                         Kaku Kyaku Raku
                                   
 hcf + P                      * Kikou Ken
 hcb + P when near              Tenshin Enbu
 hcb + K                      * Sen'en Shuu
 f,d,df + K                   * Tenshou Kyaku
 Tap K rapidly                * Hyakuretsu Kyaku
 Charge d,u + K               * Spinning Bird Kick

 qcf,qcf + P                 S^ Kikou Shou
 qcf,qcf + K                 S^ Houyoku Sen
 Charge db,df,db,uf + K      X^ Hazan Tenshou Kyaku

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          Cr   Cr   C    C
 standing far           -r   -    -    -
 crouching              cr   C    -    -
 jumping up             -    -    -    -
 jumping diag.          -    -    c    -

 guard cancel           Close standing C.
 super cancel           (A) Kikou Ken.
 anywhere cancel from   Kakusen Rakushuu, (A) Kikou Ken

 - You can cancel the 1st hit of the Youshi Ken into the Yousou Kyaku.
 - The Kakusen Kyaku is cancelable.
 - The Kakusen Rakushuu is a low attack.
 - If the Yousou Kyaku hits or is blocked, you can follow with another
   mid-air attack.  Even if you jump vertically, then do this move, you
   can still follow it with the Youshi Ken.
 - The Zensou Sentai is a low attack and is cancelable.
 - The Kaku Kyaku Raku is an overhead attack that also crosses up the
   opponent.  This means that unless you're in the corner, you must
   block in the opposite direction (i.e. press forward while Chun-Li
   is in air).
 - The (A) Kikou Ken is a small blast, much like Andy's Hishou Ken from
   the KoF series.  The (C) Kikou Ken is a full-screen fireball.
   Since the (A) version is faster, it is better for combos.
 - You can anywhere cancel into the (A) version of the Kikou Ken only.
 - The Tenshin Enbu is an unblockable throw.  It does no damage, but
   switches sides with your opponent and leaves them open to attack.
 - The Sen'en Shuu is an overhead attack.  You can no longer dodge
   attacks using this move.
 - You can juggle someone after the (D) Tenshou Kyaku.  In the corner,
   you can even use the (B) Tenshou Kyaku, Hazan Tenshou Kyaku, or a
   jump attack.
 - If your opponent is in air and in the corner, you can juggle them
   with the Hyakuretsu Kyaku repeatedly (it's easiest with the B
   version).  Or, you can juggle with a jump attack.
 - The Spinning Bird Kick now passes through your opponent when used,
   crossing them up.
 - You can follow the Spinning Bird Kick with the Tenshou Kyaku, whether
   or not it crosses up.  A contributor offered two combos that can be
   used to set up juggles off of the Spinning Bird Kick.

        crouch B (x2) > df + B > charge d,u + D > qcf,qcf + K
        crouch B (x3) > df + B > charge d,u + D > f,d,df + K

 - He also mentioned using the Hazan Tenshou Kyaku after a cross-up
   (D) Spinning Bird Kick, although I can't confirm this.
 - The Kikou Shou can absorb super projectiles.
 - There is a brief window of invincibility at the beginning rush of
   the Houyoku Sen.
 - You can juggle your opponent after the Houyoku Sen, even if they're
   not in a corner.  In the corner, you can follow with the Hazan Tenshou
   Kyaku.
 - A contributor says you have to be very precise when performing the
   Hazan Tenshou Kyaku (be sure to end at uf and not u or ub).  I find
   that, yes, it is more difficult to perform than other character's
   charge (db,df,db,uf) supers.


 ------------------------------------------------------------------------
 DHALSIM
 ------------------------------------------------------------------------

 Press AB when near             Yoga Smash
 Press CD when near             Yoga Throw
 
 b + A                          Shutou Chop
 b + B                          Low Kick
 b + C                          Yoga Headbutt
 b + D                          Yoga Knee Kick
 df + P                         Zoom Punch
 df + K                         Sliding
 b + A in air                   Jump Side Punch
 b + C in air                   Jump Punch
 b + K in air                   Jump Mae Geri
 d + C in air                   Drill Zutsuki
 d + D in air                   Drill Kick
 Press D while dashing          Move Kick
 
 qcf + P                      * Yoga Fire
 hcb + P                      * Yoga Flame
 hcb + K                      * Yoga Blast
 f,d,df + AC / BD  (air)      * Yoga Teleport (Forward)
 b,d,db + AC / BD  (air)      * Yoga Teleport (Backward)

 qcf,qcf + P                 S^ Yoga Inferno
 qcf,qcf + B in air          S^ Yoga Drill Zutsuki
 qcf,qcf + D in air          S^ Yoga Drill Kick
 qcf,qcf + B                 X^ Yoga Legend (Yoga Headbutt)
 qcf,qcf + D                 X^ Yoga Legend (Drill Kick)

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          C    -    -    -
 standing far           C    -    -    -
 crouching              C    C    C    C
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -
 jumping (hold b)       -    -    -    -
 standing (hold b)      -    c   c/-   c
 crouching (hold df)    -    -  -/-/-  -

 guard cancel           Standing far D.
 super cancel           (none.)
 anywhere cancel from   (b + A), (b + C = 2nd hit), (df + P / K)

 - You cannot increase the damage of the Yoga Smash by tapping the
   buttons anymore.
 - The Sliding is a low attack, and the (D) version knocks down.
 - The Drill Kick can be canceled into the Yoga Drill Kick.
 - Neither version of the Yoga Fire knocks down anymore, allowing you
   to combo off of them.
 - If the Yoga Flame or Yoga Blast counter hits, you can juggle your
   opponent (say, with a Yoga Flame or Yoga Legend).
 - In the corner, if you counter hit an airborne opponent with the
   Yoga Blast, you can juggle with the Yoga Inferno.
 - You cannot anywhere cancel a mid-air attack into the mid-air
   Yoga Teleport.
 - You travel further using BD than you do using AC when you perform
   the Yoga Teleport.  This move makes you invincible at the start,
   but you are still open to attack as the move ends.
 - The Yoga Inferno can absorb projectiles and super projectiles,
   although since they still travel through the flame while losing
   hits, a multi-hit fireball may be able to still hit you (such as
   a close Messatsu Gou Hadou).  This move is also invincible as it
   begins.
 - What's more, the Yoga Inferno can outlast some characters' autoguard,
   and if blocked, an opponent must wait until the move is over before
   he can use a Guard Cancel Attack or GCFS.
 - The Yoga Drill Zutsuki has a good horizontal range.  While the
   Yoga Drill Kick has less range, it can hit more times and do
   somewhat more damage.
 - In the corner, you can juggle your opponent after the Yoga Drill
   Zutsuki with a standing or crouching A.
 - The (B) Yoga Legend does more damage than the (D) version (which
   ends in a Drill Kick, not a headbutt).  I'm not really sure what
   the advantages of the B version are at this point.
 - Both versions, however, can be used to pass through attacks at the
   very beginning (as Dhalsim is doing the uppercut).
 - Also, you can combo into this move from the 1st hit of his Yoga
   Headbutt.


 ------------------------------------------------------------------------
 GOUKI                                     (aka "Akuma" outside of Japan)
 ------------------------------------------------------------------------

 Press AB when near             Seoi Nage
 Press CD when near             Tomoe Nage

 f + C                          Zugai Hasatsu
 f + D                        * Hiza Geri
 db + D                         Kurubushi Kick
 Jump uf, db~df + B at apex     Tenma Kuujin Kyaku

 qcf + P                        Gou Hadou Ken
 qcf + P in air               * Zankuu Hadou Ken
 hcb + P                        Shakunetsu Hadou Ken
 qcb + K                      * Tatsumaki Zankuu Kyaku
 qcb + K in air                 Kuuchuu Tatsumaki Zankuu Kyaku
 f,d,df + P                   * Gou Shouryuu Ken
 f,d,df + AC / BD               Ashura Senkuu (Forward)
 b,d,db + AC / BD               Ashura Senkuu (Backward)
 f,d,df + K                   * Hyakki Shuu
  _do nothing                   Hyakki Gouzan
  _press P                      Hyakki Goushou
  _press K                      Hyakki Goujin
  _press AB / CD when near      Hyakki Gousai

 qcf,qcf + P in air          S^ Tenma Gou Zankuu
 qcf,qcf + P                 S^ Messatsu Gou Shouryuu
 hcb,hcb + P                 S^ Messatsu Gou Hadou
 A,A,f,B,C                   X^ Shungoku Satsu

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          Cr   C    C   -/-
 standing far           Cr   -    s    -
 crouching              Cr   Cr   C    C
 jumping up             s    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Close standing C.
 super cancel           Gou Shouryuu Ken (1st-2nd)
 anywhere cancel from   Zugai Hasatsu, Tenma Kuujin Kyaku, Kuuchuu
                        Tatsumaki Zankuu Kyaku, Gou Shouryuu Ken
                        (1st-2nd), Hyakki Gouzan, Goushou, Goujin.

 - You can cancel any normal attack into a command attack, but not
   into the Zugai Hasatsu.
 - The Zugai Hasatsu is an overhead attack.
 - The Hiza Geri is cancelable.
 - The Kurubushi Kick is a low attack and is cancelable.
 - The Gou Hadou Ken knocks down if it hits shortly after being thrown.
 - Gouki has mid-level invincibility during the "charge-up" phase of the
   Shakunetsu Hadou Ken.
 - This is probably to make up for his Gou Shouryuu Ken not having any
   startup invincibility.
 - You can juggle your opponent after the (D) Tatsumaki Zankuu Kyaku
   if the first few rotations miss.
 - You can juggle an opponent off of the Tatsumaki Zankuu Kyaku.  With
   the (B) version, good followups include the far standing C, Gou
   Shouryuu Ken, or Messatsu Gou Shouryuu.
 - And of course you can juggle off off the mid-air TZK as well.
 - You travel further using AC than you do using BD when you perform
   the Ashura Senkuu.  This move makes you invincible, but you are open
   to attack as it ends.
 - The Hyakki Gouzan is a low attack.
 - You can use the intial "ducking" animation of the Messatsu Gou
   Shouryuu to pass underneath projectiles.
 - In the corner, you can juggle your opponent after the Messatsu Gou
   Hadou.
 - The Hyakki Gousai and Shungoku Satsu are unblockable.
 - The Shungoku Satsu has total invincibility at the beginning of the
   forward warp.
 - This character can perform their (qcb + K) move on the ground by
   inputting (qcb,ub + K).


 ------------------------------------------------------------------------
 GUILE
 ------------------------------------------------------------------------

 Press AB when near             Judo Throw
 Press CD when near             Dragon Suplex
 Press AB when near in air      Flying Mayor
 Press CD when near in air      Flying Mayor
 
 b / f + B                      Knee Bazooka
 b / f + D                      Rolling Sobat
 df + B                       * Slide Kick
 f + C                        * Spinning Back Knuckle

 Charge b,f + P                 Sonic Boom
 Charge d,u + K                 Somersault Kick

 Charge db,df,db,uf + P      S^ Somersault Slash
 Charge db,df,db,uf + K      S^ Somersault Strike
 Charge b,f,b,f + K          S^ Total Wipeout
 Charge b,f,b,f + AC         X^ Sonic Hurricane

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          cr   c    c    -
 standing far           cr   c    -    -
 crouching              cr   -    c   -/-
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Spinning Back Knuckle.
 super cancel           (none.)
 anywhere cancel from   Rolling Sobat

 - You can follow Guile's Knee Bazooka with a standing or crouching A.
 - The Sonic Boom is so slow that you can follow it up with an attack.
   The Spinning Back Knuckle is a good example.
 - The Somersault Slash is said to be a great anti-air that is easily
   comboable.
 - The Total Wipeout has a very small window of mid-level invincibility
   at the beginning.
 - The Sonic Hurricane has a much longer window of mid-level
   invincibility, and what's more, the Sonic Boom that Guile creates
   can negate normal and super projectiles.


 ------------------------------------------------------------------------
 HUGO
 ------------------------------------------------------------------------

 Press AB when near             Body Slam
 Press CD when near             Neck Hanging Tree

 f + A                        * Slap
 f + B                        * Hip Press
 d + C in air                   Body Press
 Press C when standing near     Elbow
 b / f + D from afar            Idou Drop Kick
 f + AC                         Joudan Blocking (aka "High Parry")
 d + BD                         Gedan Blocking  (aka "Low Parry")

 qcf + K                      * Monster Lariat
 f,d,df + K                   * Shootdown Backbreaker
 qcb + P                      * Giant Palm Bomber
 hcb + K when near              Ultra Throw
 Rotate 360 + P when near       Moonsault Press
 Rotate 360 + K                 Meat Squasher

 qcf,qcf + P  (can hold)     S^ Hammer Mountain
 qcf,qcf + K                 S^ Megaton Press
 Rotate 360 + AC             X^ Gigas Breaker

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          -r   -    -    -
 standing far           -r   -    -    -
 crouching              cr   -    -    -
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Chest bump from Hammer Mountain.
 super cancel           Either Parry
 anywhere cancel from   Either Parry (only into Slap or Hip Press).
                        Monster Lariat, Giant Palm Bomber (into
                        Monster Lariat or Shootdown Backbreaker only)

 - You cannot increase the damage of the Neck Hanging Tree by tapping
   the buttons anymore.
 - Hugo can combo his crouching A into all of his throw moves.
 - Hugo's far standing D, Elbow, Idou Drop Kick, and the third hit of
   the Hammer Mountain are all overhead attacks.
 - The Idou Drop Kick, it should be mentioned, just causes him to move
   back or forward slightly while doing his far standing D.
 - The "Parry" moves, although they are supposed to be like the
   parries from SF3, are in fact just autoguard-based moves like
   Ryo's Joudan and Gedan Uke.  In other words, you still take life
   and guard damage from using them, and you can block multiple hits
   with only one "parry" (as opposed to parrying each hit as in SF3).
 - Like Ryo's "Uke" moves, you can cancel them into special moves,
   anywhere cancel them into certain command attacks, or super cancel
   them into super moves or Exceeds.
 - The Monster Lariat is a knockdown attack.
 - The Shootdown Backbreaker and Megaton Press are unblockable anti-air
   throws.  You can use either of them after the Ultra Throw.
 - An opponent hit by the Giant Palm Bomber is left open to attack.
   Unlike as in previous games, you can follow this move with a throw
   (such as the Moonsault Press) and it will combo.
 - You can juggle your opponent after the Ultra Throw.
 - The Ultra Throw, Moonsault Press, Meat Squasher, and Gigas Breaker
   are all unblockable throws.
 - If you delay the Hammer Mountain for too long, Hugo will stop
   running without having attacked.


 ------------------------------------------------------------------------
 KEN MASTERS
 ------------------------------------------------------------------------

 Press AB when near             Seoi Nage
 Press CD when near             Jigoku Guruma
 Press CD when near in air      Jigoku Fuusha

 f + B                        * Inazuma Kakato Wari
 db + D                         Kurubushi Kick

 qcf + P                        Hadou Ken
 f,d,df + P                   * Shouryuu Ken
 qcb + K                      * Tatsumaki Senpuu Kyaku
 qcb + K in air                 Kuuchuu Tatsumaki Senpuu Kyaku
 hcf + B                      * Kama Barai Geri
 hcf + D                      * Nata Otoshi Geri
 hcf + BD                       Oosoto Mawashi Geri
 Hold K from any "Geri" move    Inazuma Kakato Wari

 qcb,qcb + K                 S^ Shippuujinrai Kyaku
 qcf,qcf + P                 S^ Shouryuu Reppa
 qcf,qcf + K, tap P / K      X^ Shinryuu Ken

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          Cr   C    C    -
 standing far           Cr   -    s    -
 crouching              Cr   Cr   C    C
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Far standing D.
 super cancel           (A) Shouryuu Ken, (C) Shouryuu Ken (1st-2nd)
 anywhere cancel from   (A) Shouryuu Ken, (C) Shouryuu Ken (1st-2nd)
                        Kama Barai Geri, Nata Otoshi Geri, Oosoto Mawashi
                        Geri, Inazuma Kakato Wari (either version)

 - You can cancel any normal attack into a command attack, but not
   into the Inazuma Kakato Wari.
 - The Inazuma Kakato Wari is an overhead attack.
 - The Kurubushi Kick is a low attack and is cancelable.
 - Ken has a window of invicibility at the start of the (C) Shouryuu
   Ken, and at the beginning of the Shouryuu Reppa, up until he does
   the first uppercut.
 - There is a moment of invincibility during the first kick of the
   Shippuujinrai Kyaku.
 - There is also an invincible moment at the start of the Shinryuu Ken,
   but it is very small.
 - This character can perform their (qcb + K) move on the ground by
   inputting (qcb,ub + K).


 ------------------------------------------------------------------------
 MIKE BISON                               (aka "Balrog" outside of Japan)
 ------------------------------------------------------------------------

 Press AB when near             Head Bomber
 Press CD when near             Lever Break

 Charge d,u + P               * Buffalo Headbutt
 Charge d,u + K               * Wild Smash
 Charge b,f + P               * Dash Upper
 Charge b,f + K               * Dash Straight
 Charge b,df + P              * Dash Ground Straight
 Charge b,df + K              * Dash Ground Upper
 Hold PP / KK and release     * Turn Punch

 Charge b,f,b,f + P          S^ Crazy Buffalo
  _hold K                       Crazy Upper
 Charge b,f,b,f + K          S^ Gigaton Blow
 Charge db,df,db,uf + BD     X^ Ultimate Wild Smash
   
 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          cr   c    c    c
 standing far           cr   -    -    c
 crouching              cr   -    c    -
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Far standing C.
 super cancel           (none.)
 anywhere cancel from   Wild Smash, Dash Straight, Dash Upper,
                        Dash Ground Straight, Dash Ground Upper,
                        Turn Punch.
   
 - You cannot increase the damage of the Head Bomber by tapping the
   buttons anymore.
 - There is a very brief period of mid-level invincibility during
   the start of the (C) Buffalo Headbutt.
 - You can juggle your opponent after the Wild Smash.
 - You can incorporate a dash into either the Dash Straight or Dash
   Upper by inputting the move as (charge b,f,f + P / K).
 - The Dash Ground Straight is a low attack.
 - The Dash Ground Upper is a knockdown attack.
 - When performing the Turn Punch, you need only release one Punch
   or Kick button of the pair in order to do the move.
 - You can dodge low- and mid-level attacks during the "turn around"
   animation of the Turn Punch (prior to Bison actually rushing forward).
 - Delaying the Turn Punch increases both it's damage potential and how
   far forward Bison travels while attacking.
 - You can pass through low- and mid-level attacks during the start of
   the Ultimate Wild Smash.


 ------------------------------------------------------------------------
 RYU
 ------------------------------------------------------------------------

 Press AB when near             Seoi Nage
 Press CD when near             Tomoe Nage

 b + A                          Hiji Ate
 f + A                        * Sakotsu Wari
 f + B                        * Senpuu Kyaku
 db + D                         Kurubushi Kick

 qcf + P                      * Hadou Ken
 hcf + P                        Shakunetsu Hadou Ken
 f,d,df + P                   * Shouryuu Ken
 qcb + K                      * Tatsumaki Senpuu Kyaku
 qcb + K in air                 Kuuchuu Tatsumaki Senpuu Kyaku

 qcf,qcf + P                    Shinkuu Hadou Ken
 qcb,qcb + K                    Shinkuu Tatsumaki Senpuu Kyaku
 qcf,qcf + BD                   Shin Shouryuu Ken
         
 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          Cr   C    C   -/-
 standing far           Cr   -    s    -
 crouching              Cr   Cr   C    C
 jumping up             c    -    -    -
 jumping diag.          c    -    -    -

 guard cancel           Close standing C.
 super cancel           (none.)
 anywhere cancel from   Sakotsu Wari, Shouryuu Ken.

 - You can't cancel any normal attack into the Sakotsu Wari or Senpuu
   Kyaku, although you can cancel them into the Hiji Ate.
 - The Hiji Ate is cancelable.
 - The Sakotsu Wari is an overhead attack on either hit.
 - You can follow the Senpuu Kyaku with a far standing C, the Kurubushi
   Kick, the Shinkuu Hadou Ken, or Shinkuu Tatsumaki Senpuu Kyaku.
 - However, if you anywhere cancel into it, Ryu will pause for a moment
   upon landing, preventing you from following with an attack.
 - In the corner, you can anywhere cancel from a Shouryuu Ken into the
   Senpuu Kyaku, then juggle with the Shin Shouryuu Ken or even another
   Shoryuu Ken super canceled into the Shin Shouryuu Ken.
 - The Kurubushi Kick is a low attack and is cancelable.
 - The Shakunetsu Hadou Ken knocks down if it hits shortly after being
   thrown.
 - Ryu has brief invinciblity during the start of the (C) Shouryuu Ken.
 - The Shoryuu Ken does the same amount of damage regardless of
   which button you use.
 - If the Shin Shoryuu Ken misses, Ryu does a 1 hit rising uppercut,
   instead of the four part uppercut.
 - The Shinkuu Hadou Ken can pass through other projectiles, but doing
   so will remove a hit from it (so if it passes through a one-hit
   fireball, it will hit four times instead of five).
 - Ryu has a good period of invincibility during the start of the Shin
   Shouryuu Ken.
 - This character can perform their (qcb + K) move on the ground by
   inputting (qcb,ub + K).


 ------------------------------------------------------------------------
 SAGAT
 ------------------------------------------------------------------------

 Press AB when near             Tiger Rage
 Press CD when near             Tiger Carry

 f + A                          Tiger Hook
 db + D                         Tiger Tail
 
 qcf + P                      * Tiger Shot
 qcf + K                      * Ground Tiger Shot
 f,d,df + P                   * Tiger Uppercut
 f,d,df + K                   * Tiger Crush

 qcf,qcf + P                 S^ Tiger Cannon
 qcb,qcb + P                 S^ Ground Tiger Cannon
 qcb,qcb + K                 S^ Tiger Raid
 qcf,qcf + BD                X^ Tiger Genocide

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          c    s    c   c/-
 standing far           c    s    -   s/-
 crouching              c    c    s    s
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Close standing C.
 super cancel           (none.)
 anywhere cancel from   Tiger Hook, (A) Tiger Uppercut, (C) Tiger
                        Uppercut (1st), Tiger Crush.

 - You cannot increase the damage of the Tiger Rage by tapping the
   buttons anymore.
 - The Tiger Hook is an overhead attack.
 - The Tiger Tail is a low attack and is cancelable.
 - Sagat is invincible at the very start of the Tiger Uppercut.
 - The Tiger Cannon moves are multi-hit fireballs that start off
   slow, then fly forward quickly.  These fireballs can absorb and
   pass through projectiles, and what's more (unlike Ryu's Shinkuu
   Hadou Ken), they will not "lose hits" for absorbing an enemy's
   projectiles.
 - There is a brief moment of invincibility as Sagat rears back to
   perform the Tiger Cannon.  The Ground Tiger Cannon also has a
   moment of invincibility, but it is smaller.
 - Unlike as in previous games, the Tiger Cannon projectiles "pause"
   for a moment before flying forward.
 - The Tiger Raid has invincibility during the first low kick only,
   which means it's difficult to dodge attacks with it.
 - In the corner, you can juggle your opponent after either strength
   Tiger Raid.  You can even follow with the Tiger Uppercut, Tiger Crush,
   or Tiger Genocide.
 - The Tiger Genocide has invincibility up until the first uppercut,
   which is enough to pass through even slow attacks.


 ------------------------------------------------------------------------
 TABASA                                    (aka "Tessa" outside of Japan)
 ------------------------------------------------------------------------

 Press AB when near             Squash Hat
 Press CD when near             Kitten Scratch

 d + D in air  (can hold)       Inroad Fowl
 f + C  (can hold)            * Flask (Tachi)
 df + C  (can hold)           * Flask (Shagami)
 df + B                       * Haul Flapper
 df + D                       * Restive Kitten

 qcf + P  (air)                 Chakra Wave
 qcf + K                      * Winder Fist
  _qcf + K                      She's On Enemy
 f,d,df + P                   * Reverie Sword
 f,d,df + K                     Jamming Ghost
 hcb + P when near              As Sent Proof

 qcf,qcf + P  (can hold)        Tricicle Edge
 hcb,hcb + K                    Death Phenomeno
 hcb,hcb + AC when near         Meteo Fall

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near         C/Cr  C    C    C
 standing far           -    -    -    -
 crouching              Cr   -    -    -
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Mini Winder Fist.
 super cancel           (none.)
 anywhere cancel from   Haul Flapper, Restive Kitten, Winder Fist,
                        Reverie Sword (1st)

 - When you perform the Inroad Fowl, Tabasa will not release her bird
   until you let go of D.  The bird can only hit as it flies forward in
   it's "drill" shape, not when it's flying back to her.  You can't
   reuse this move until the bird has returned to you.
 - Both "Flask" attacks will act as low attacks if they hit low enough.
   You can delay when the flask will explode by holding the button used,
   although both flasks will explode after a certain point.
 - The (f + C) Flask will explode in an upward spike while still arcing,
   or in a horizontal spike once it is falling down.
 - The (df + C) Flask will explode in an upward spike unless it rolls
   to a complete halt or hits an enemy while still rolling (in which
   case it acts as a low attack).
 - The Haul Flapper is cancelable.  It may miss crouching opponents.
   If it hits an airborne opponent, you can juggle them (so a combo
   like (df + D > df + B > df + B) is possible).
 - You can juggle your opponent after the Restive Kitten.
 - There's a ridiculous amount of recovery time after the mid-air Chakra
   Wave, so be careful when using it.
 - You can juggle your opponent after the (A) Reverie Sword (say, with
   a jumping attack or the f + C Flask).
 - You can still input the "She's On Enemy" command if the Winder Fist
   is blocked, but it won't connect.  It is possible to miss with the
   first attack and have the second one hit, though.
 - If the Jamming Ghost hits, four ghosts will surround your opponent.
   After a moment, they will rush inward and attack.  Obviously, you
   can attack your opponent while the ghosts are striking to create a
   combo.  Even better, if your opponent is standing or crouching when
   hit, they will actually be dragged forward a short distance.
 - However, both sets of ghost attacks are blockable.  What's more, you
   can make the ghosts disappear by damaging Tabasa, or if you attempt
   to throw her and she uses a Throw Escape (but not the other way
   around).
 - You cannot use the Jamming Ghost while your opponent is already
   surrounded by ghosts.
 - The As Sent Proof is an unblockable throw.  You can't juggle your
   opponent after this move, even though it seems like it.
 - The Tricicle Edge functions like the Flask moves.  Tabasa throws a
   flask in an arc, and it explodes instantly, firing ice spikes
   horizontally, downwards, then upwards.  If you hold the button used,
   the flask will arc to the floor, where it will fire horizontally
   and upwards (but the upward strike hits twice, so you still get 3
   hits).
 - You can juggle someone off of the Tricicle Edge, if it doesn't juggle
   for the three full hits.
 - If you're too close to your opponent when you perform this move, it
   may miss them (depending on their size).
 - If the Death Phenomeno hits, a timer will appear over your opponent's
   head.   If it reaches zero, your enemy explodes and takes additional
   damage.  The timer disappears if Tabasa is damaged, or if you attempt
   to throw them and Tabasa uses a Throw Escape.
 - You can't use the Jamming Ghost or Death Phenomeno while a current
   Death Phenomeno is active.
 - The Death Phenomeno can make an opponent explode even after they are
   defeated (while they're lying on the ground).
 - The Meteor Fall is an unblockable throw.  You can juggle your enemy
   as the move ends, even with special or super moves.
 - Tabasa can use her jumping C during a backstep, oddly enough.


 ------------------------------------------------------------------------
 VEGA                                   (aka "M. Bison" outside of Japan)
 ------------------------------------------------------------------------

 Press AB when near             Deadly Throw
 Press CD when near             Death Tower

 Charge b,f + P               * Psycho Crusher
 Charge b,f + K               * Double Knee Press
 Charge d,u + P, (b / f +) P  * Devil Reverse
 Charge d,u + K, move b / f   * Head Press
   _press P                     Somersault Skull Diver
 f,d,df + AC / BD             * Vega Warp (Forward)
 b,d,db + AC / BD             * Vega Warp (Backward)

 Charge b,f,b,f + K          S^ Knee Press Nightmare
 Charge b,f,b,f + P          S^ Mega Psycho Crusher
 Charge b,f,b,f + AC         X^ Final Psycho Crusher

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          cr   cr   c    c
 standing far           cr   -    -    -
 crouching              cr   -r   c    -
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Close standing C.
 super cancel           (none.)
 anywhere cancel from   (none.)

 - The Psycho Crusher has very low priority.  You can hit Vega out of
   this move at any point.
 - You travel further using AC than you do using BD when you perform
   the Vega Warp.  This move makes you invincible, but you are open
   to attack as it ends.
 - If the Head Press counter hits a mid-air opponent, then the Somersault
   Skull Diver will juggle, and you can juggle them again off of that
   (say, with a jumping A).
 - A contributor said you could juggle an opponent if you got in all
   seven hits of the Mega Psycho Crusher on on airborne enemy.  I
   can't confirm this, though.
 - Vega is invincible during the start of the Final Psycho Crusher.


 ========================================================================
 5.  MID-BOSS MOVELISTS
 ========================================================================

 ------------------------------------------------------------------------
 CRAZY IORI                                           (aka "Bousou Iori")
 ------------------------------------------------------------------------

 Press AB when near             Sakahagi
 Press CD when near             Hikiri Kine

 f + A,A                        Geshiki: Yumebiki
 f + B                          Geshiki: Goufu In "Shinigame"
 b + B in air                   Geshiki: Yuri Ori

 qcf + P                      * 108 Shiki: Yamibarai
 f,d,df + P                   * 100 Shiki: Oniyaki
 qcb + P  (x3)                * 127 Shiki: Aoi Hana
 hcb + K                      * 212 Shiki: Kototsuki In
 hcb,f + P when near            Kuzukaze

 qcf,hcb + P                 S^ Kin 1211 Shiki: Yaotome
 qcb,hcf + P  (can hold)     S^ Ura 108 Shiki: Ya Sakazuki
 qcf,hcb + BD when near      X^ ???!

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          Cr   C    C    -
 standing far           -r   -    -    -
 crouching              Cr   Cr   C    -
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Old standing CD from KoF.
 super cancel           (none.)
 anywhere cancel from   (A) Oniyaki (1st or 1st-2nd on a counter)
                        (C) Oniyaki (1st-2nd)
                        Aoi Hana (1st or 2nd input only)
                        Kototsuki In (1st)
                        Goufu In (1st-2nd if done by itself)
                        Goufu In (1st; only if canceled into)

 - Both hits of the Yumebiki are cancelable.
 - The Goufu In is an overhead attack on either hit, unless canceled
   into (in which case, it becomes cancelable on the 2nd hit).
 - The Yuri Ori will only hit if you cross-up your opponent by jumping
   over them.  Iori retains his old backstep bug from the KoF series--
   just backstep and immediately perform the Yuri Ori.  He'll go flying
   backward as a result.
 - The 3rd input of the Aoi Hana is an overhead attack.
 - The Kuzukaze is an unblockable throw.  It does no damage, but switches
   sides with your opponent and leaves them open to attack.
 - Oddly enough, Iori also has some mid-level invincibility during this
   move, although it is very brief.
 - Iori has mid-level invincibility during the (C) Oniyaki, (C) Aoi
   Hana, and at the start of either strength Ya Otome.
 - Iori can pass under mid-level attacks (like projectiles) during
   the Ya Otome or even his forward dash.
 - Crazy Iori loses his "Saika" follow-up to the Yaotome, but the move
   ends differently anyway (it looks akin to his Kototsuki In, and is
   the same as his Lv.2 Yaotome from CvS2).
 - The Ya Sakazuki does no damage, but if it hits, an opponent takes
   gradual damage and remains stuck in place for a long period of time.
 - However, they can break free sooner (and take less damage), by
   rapidly shaking the joystick and tapping the buttons.
 - While your opponent is stunned, you cannot use the Yami Barai or
   another Ya Sakazuki, and you cannot grab your foe with the Kuzukaze
   or ???!.
 - The Ya Sakazuki can also pass through normal projectiles and negate
   some super projectiles.
 - The ???! is an unblockable throw move.


 ------------------------------------------------------------------------
 DAN HIBIKI
 ------------------------------------------------------------------------

 Press AB when near             Otoko Zuki
 Press CD when near             Seoi Nage

 Press Start while standing     Tachi Chouhatsu
 Press AC while crouching       Shagami Chouhatsu
 Press AC in air                Kuuchuu Chouhatsu

 qcf + P                      * Gadou Ken
 f,hcf + P                    * Gadou Shoukou Ken
 f,d,df + P                   * Kouryuu Ken
 qcb + K  (air)               * Dankuu Kyaku
 qcb + K                        Kuuchuu Dankuu Kyaku
 qcf + AC                     * Zenten Chouhatsu
 qcb + AC                       Kouten Chouhatsu
 qcb,qcb + AC                 * Kyuukyoku Tenchi Gadou Zuki

 qcb,qcb + K                 S^ Hisshou Burai Ken
 qcf,qcf + K                 S^ Kouryuu Rekka
 qcf,qcf + AC                S^ Chouhatsu Densetsu
 C,B,b,A,A                   X^ Otoko Michi

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          cr   c    c    -
 standing far           cr   -    s    -
 crouching              c    c    c    s
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Mini Kouryuu Ken.
 super cancel           (none.)
 anywhere cancel from   Kouryuu Ken, Kyuukyoku Tenchi Gadou Zuki.

 - Dan's standing taunt will give his opponent Power Gauge energy, but
   his other taunts won't, so use them as often as you like ;)
 - Despite it's appearance, the Gadou Shoukou Ken can only negate
   normal projectiles.
 - Dan's Kouryuu Ken will randomly flash when used, giving him mid-level
   invincibility.  The flash does seem to be random (I did quite a bit
   of testing on this matter).
 - The Kouryuu Ken does the same amount of damage regardless of
   which button you use.
 - The mid-air Dankuu Kyaku will "float" you when used, which
   unfortunately means it's worthless for jump-ins or hitting standing
   opponents.
 - Also, Dan recovers from the move before landing, so if you do a
   (B) Dankuu Kyaku in mid-air, you'll fall down while vulnerable
   instead of doing a falling knee attack.
 - You can pass under attacks using the Zenten and Kouten Chouhatsu.
 - The Kyuukyoku Tenchi Gadou Zuki, despite being a parody of Ryo's
   Tenchi Haou Ken, does not dizzy a hit opponent, nor does it do that
   much more damage on a counterhit.
 - However, it does give Dan autoguard on his outstretched palm, (which
   unfortunately is fairly high, so low attacks will still hit him).
 - It's also unblockable once Dan strikes, although some characters can
   crouch underneath his punch.
 - I've noticed two odd features of the Kyuukyoku Tenchi Gadou Zuki.
   One is that he can "reverse" Red Arremer's Suppertime, which is
   unblockable.  The second is that he is totally invincible to Shin
   Gouki's Misogi.  I can't find other moves that are affected in
   the same way, though.  Incidentally, if you are playing as Red
   Arremer and the Suppertime is reversed this way, you can move
   around in mid-air if you hit Dan out of this move.
 - Both the (D) Kouryuu Rekka and (D) Hisshou Burai Ken have a moment
   of mid-level invincibility at start-up.
 - During the (D) Hisshou Burai Ken, Dan does a low kick for the fourth
   hit that acts as a low attack.  If your opponent is close when it
   hits, the remainder of the hits will connect.
 - If Dan completes the Chouhatsu Densetsu, both he and his opponent
   will be put into Maximum mode.  Even if you are already in this mode
   as the move finishes, your Maximum Gauge will still be completely
   filled.
 - The Otoko Michi is unblockable.  This move has full invicibility
   during the forward dash!  Unlike as in MvC2, using this move does
   not drain any of Dan's life.
 - Dan can cancel his standing or crouching C into the Otoko Michi, but
   no other move, which seems odd.  In previous games, any normal attack
   could be canceled into a "button-press" move.
 - This character can perform their (qcb + K) move on the ground by
   inputting (qcb,ub + K).


 ------------------------------------------------------------------------
 DEMITRI MAXIMOFF
 ------------------------------------------------------------------------

 Press AB when near             Bat Dive
 Press CD when near             Light Pleasure

 u + K when foe is down         Hell Ride
 f + A                          Standing LP  
 b + A                          Standing MP
 f + C                          Standing HP  
 f + B                          Standing LK  
 b + B                          Standing MK
 Press D                        Standing HK  
 df + A                         Crouching LP
 db + A                         Crouching MP
 df + C                         Crouching HP
 df + B                         Crouching LK
 db + B                         Crouching MK
 d + D                          Crouching HK

 qcf + P  (air)               * Chaos Flare
 qcf + AC  (air)                ES Chaos Flare
 f,d,df + P                   * Demon Cradle
 qcb + K / BD  (air)          * Bat Spin
 Hold BC, tap b,f             * Tokushu Idou (Forward)
 Hold BC, tap f,b             * Tokushu Idou (Backward)
 tokushu idou _f,d,df + P       Dash Demon Cradle

 d,f,df + AC                 S^ Midnight Bliss
 A,A,f,B,D                   S^ Midnight Pleasure
 qcf,qcf + ABCD              X^ Demon Flare

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          cr   cr   c    c
 standing far           cr   s    -    -
 crouching              cr   cr   c    -
 jumping up             -    -    -    -
 jumping diag.          c    -    -    -

 guard cancel           Standing MK
 super cancel           (C) Demon's Cradle (1st-2nd)
                        Dash Demon's Cradle (1st-2nd)   
 anywhere cancel from   Any of the "LP/MP/HP/LK/MK/HK" attacks
                        Chaos Flare (see notes)
                        ES Chaos Flare (see notes)
                        (A) Demon's Cradle
                        (C) Demon's Cradle (1st-2nd)
                        Dash Demon's Cradle (1st-2nd)
                        Demon Flare (see notes)

 - Strangely enough, Demitri's far standing B can be canceled into the
   Chaos Flare (not a super), but not the Midnight Pleasure (which
   is a super).  Go figure.  Especially because you can also combo
   it into his other super (the Midnight Bliss), and his Exceed.
 - You can anywhere cancel from the Chaos Flare and ES Chaos Flare, but
   only under certain conditions:

    > You throw a ground Chaos Flare (or ES Chaos Flare) that misses,
      then throw a ground Chaos Flare.
    > You throw a mid-air Chaos Flare (or ES Chaos Flare), then a
      ground Chaos Flare upon landing.
    > You throw a Demon Flare, then a ground (ES) Chaos Flare.

 - Other projectile combinations (such as mid-air Chaos Flare, ground
   ES Chaos Flare) will not work.
 - Odd as it seems, yes, you can anywhere cancel the Dash Demon's Cradle
   into the Demon's Cradle.
 - To perform the Hell Ride, input the command as your opponent lands
   on the ground for the first time, before they bounce (characters
   bounce when they are knocked down).  From afar, it's possible to
   miss with this move (such as after the Light Pleasure).
 - Demitri can chain together normal attacks together into one combo.
   This feature is called the "Hunter Chain."  It's a little more
   difficult to perform in SvC, because you have to use the joystick
   along with the buttons for the first hit.
 - So, even though Demitri's far standing A and (f + A) look the same,
   you can only start a combo with (f + A).  Once you've started a
   combo, you can then just press the buttons in the required order.
 - All you have to do is keep in mind the strength rule, which is
   something like this:

                        LP > LK > MP > MK > HP > HK

   It doesn't matter if you switch between standing and crouching while
   you perform a chain combo.  Therefore, you could do a combo like so:

                        f + A > B > A > B > C > D

 - ...which is the same equivalent of the above.  You could even replace
   D with d + D and tack on the Hell Ride for a seven hit combo.
 - Keep in mind that you can also omit moves, so a combo like
   LK > MP > HK is also possible, as it doesn't defy the strength rule
   (it only omits some steps).  That combo would look like this:

                              df + B > A > D

 - Note that once you start a Hunter chain, all of the subsequent attacks
   become uncancelable.  So while Demitri's close standing LK is normally
   a cancelable move, it isn't in the combo "f + A > B."
 - The ES Chaos Flare costs one level to use, and can be canceled into
   from a far standing B, just like a super move.  So even though there's
   no "flash" when you throw it, it's basically just a super move.  It
   can pass through normal projectiles.
 - You are invincible during the Tokushu Idou, but _only_ when Demitri
   is fully invisible--you can still be hit as he is fading from view
   or reappearing.  While dashing, you can cancel this move into any
   other move (excluding normal and command attacks, and normal throws).
 - The Midnight Bliss and Midnight Pleasure are unblockable.
 - If you have trouble performing the Midnight Bliss, try inputting it
   as (qcf,db~df + AC).
 - Here is something really weird about the Midnight Pleasure.  You may
   have noticed that "button press" supers, in previous games, could be
   canceled into from any attack, even cancelable ones.  In this game,
   however, they are only cancelable from specific animations.  What's
   so odd about this is that Demitri's far standing B is not one of
   them.  So if you perform this move from afar, pressing D after the
   standing B comes out won't work unless you do it late (as the kick
   ends).  Or, you can just enter (A,A,f,B,D,D), since the 2nd D will
   occur after the far standing B has finished.
 - For those of you having trouble with the Demon Flare command, try
   waiting a brief moment after inputting (qcf,qcf) before pressing
   ABCD.
 - You can combo into the Demon Flare from across the screen by throwing
   a Chaos Flare or ES Chaos Flare, then using the Demon Flare (since
   neither Chaos Flare knocks down).


 ------------------------------------------------------------------------
 GEESE HOWARD
 ------------------------------------------------------------------------

 Press AB when near             Tate Katate Nage
 Press CD when near             Shinkuu Nage

 f + C                          Fudou Sakkatsu Uraken
 f + D                        * Raikou Mawashi Geri
 db~df + C near downed foe      Raimei Gouha Nage

 qcf + A                      * Reppuu Ken
 qcf + C                        Double Reppuu Ken
 qcb + P in air               * Shippuu Ken
 hcf + K                      * Jaei Ken
 hcb + A                        Gedan Atemi Nage
 hcb + B                        Joudan Atemi Nage
 hcb + D                        Chuudan Atemi Nage
 f,d,df + P                   * Hishou Nichirin Zan

 db,hcb,df + P               S^ Raging Storm
 hcb,hcb + C when near       S^ Rashoumon
 hcb,f + BCD                 X^ Deadly Rave
  _A,A,B,B,C,C,D,D,qcb+CD       Deadly Rave Finish

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          Cr   Cr   C   c/-
 standing far           sr   s    s    -
 crouching              cr   c    c    c
 jumping up             c    -    c    c
 jumping diag.          c    - c/c/-/- -
                              
 guard cancel           Fudou Sakkatsu Uraken.
 super cancel           (none.)
 anywhere cancel from   Jaei Ken
                        Hishou Nichirin Zan

 - The Fudou Sakkatsu Uraken is a knockdown attack and is cancelable.
 - The Raikou Mawashi Geri is cancelable.
 - To land the Raimei Gouha Nage, you need to be near your opponent's
   torso; standing by the head or legs won't work.  Then, when they
   fall to the ground, wait until the second landing (characters bounce
   once when they are knocked down).
 - You can only get the '96 version of the Reppuu Ken or Double Reppuu
   Ken by comboing into them from an attack.  Alternately, you can
   perform the move from afar by whiffing a crouching attack into either
   move.
 - Or you can anywhere cancel any of your attacks into the (A) Reppuu
   Ken (the Double Reppuu Ken is not anywhere cancelable).
 - The '96 version of either move cannot negate projectiles, although
   you can juggle your opponent after the (A) version.
 - The Joudan Atemi Nage reverses jumping attacks, special moves, supers,
   and Exceeds, as well as any unblockable non-throw attack (although
   I notice that it couldn't stop the Shungoku Satsu, unlike Iori and
   Kasumi's counters could).
 - The Chuudan Atemi Nage reverses mid level attacks, such as most
   standing attacks or crouching punches.
 - The Gedan Atemi Nage reverses low level attacks, including sweeps and
   slide moves.
 - The Raging Storm can negate normal and super projectiles (even those
   that hit more than once).
 - If you have trouble performing the Raging Storm, you can always input
   it as (hcb,hcb,df + P).
 - The Rashoumon is an unblockable throw.
 - The Deadly Rave has total invincibility during the beginning of the
   forward dash (but not for the entire dash).
 - You can interrupt the hits of the Deadly Rave to perform a combo of
   your own.


 ------------------------------------------------------------------------
 GOENITZ
 ------------------------------------------------------------------------

 Press AB when near             Meifu no Mon
 Press CD when near             Soukatsu Satsu

 hcf + P / K                  * Yonokaze
 qcb + P  (x3)                * Shin Aoi Hana: Seiran
 qcb + K                      * Hyouga
 f,d,df + A                   * Wanpyou Tokobuse
 f,d,df + C                   * Wanpyou Mametsu

 qcf,qcf + AC                S^ Fuujin Ibuki
 hcb,hcb + P when near       S^ Yamidoukoku
 qcb,hcf + A                 X^ Shin Yaotome: Mizuchi
 qcb,hcf + C                 X^ Shin Yaotome: Jissoukoku

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          c    c    c    c
 standing far           -    -   -/-   -
 crouching              cr   -    c    -
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           First hit of far standing C.
 super cancel           (none.)
 anywhere cancel from   Seiran, Tokobuse, Mametsu

 - The button used for the Yonokaze determines where the whirlwind will
   appear.  (A) is closest to you, while (D) is furthest away.
 - The Yonokaze can negate both normal and super projectiles.
 - The third hit of the Seiran is a knockdown attack.
 - During the Hyouga, you will disappear and warp in while dashing
   forward (A version) or while diving downward out of the sky (C
   version).  While you are invincible at the start of the move, you
   are not invincible as you reappear near the end.
 - In the corner, a mid-air opponent hit by the Mametsu can be juggled.
 - While Goenitz has low and mid-level invincibility at the start of
   the Fuujin Ibuki (when he is crouching down), it ends during the
   "whirlwind" bit that preceeds him warping away to attack.  So, you
   can still hit him out of this move even if he isn't on screen--
   just aim for the little swirl of wind.
 - You can't combo into the Fuujin Ibuki, Mizuchi, or Jissoukoku,
   unfortunately.
 - The Fuujin Ibuki may not get the full number of hits against an
   airborne opponent.  Goenitz will simply stop after the "X" slash and
   not perform the last two tornado attacks.
 - The Yamidoukoku is an unblockable throw.
 - During the Mizuchi, Goenitz warps forward on the ground, while the
   Jissoukoku has him dive down from mid-air at an angle (this version
   makes a good anti-air attack).  The warp effect is similar to the
   Hyouga, but with a longer range.
 - While the Jissoukoku also acts as an overhead attack, it does have
   less horizontal range than the Mizuchi.
 - Goenitz has low and mid-level invincibility at the very start of the
   Mizuchi and Jissoukoku (before he warps away).  He seems to have
   total invincibility once he's reappearing, except for as he comes out
   of the move (which only occurs if it misses).


 ------------------------------------------------------------------------
 MARS PEOPLE
 ------------------------------------------------------------------------

 Press AB when near             Mars Back
 Press CD when near             Million Leg Lariat

 b + C                          Slide Head
 b + D                          Hopping Knee
 df + D                         Mars Slider

 qcf + P                      * Mars Shot
 qcf + K                      * Area 801
 hcb + K                      * Roswell Vanish
 hcb + P when near              Plasma Abduction
 f,d,df + K                   * Plasma Spin

 hcf,hcf + P                 S^ Not Independence
 hcb,hcb + K                 S^ MP12
 d,d,d + AB / AC / AD        X^ Tungus Incident (Behind)
 d,d,d + BC / CD             X^ Tungus Incident (Front)

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          C    Cr  C/-   C
 standing far           C    sr   -    -
 crouching              C    Cr  C/-   C
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Slide Head.
 super cancel           (none.)
 anywhere cancel from   Slide Head, Mars Slider, Roswell Vanish

 - The Slide Head is a knockdown attack.  If your opponent is close to
   you, it may miss entirely (such as if they are walking into you).
 - The Hopping Knee is cancelable.
 - The Mars Slider is a low attack.
 - The (A) Mars Shot starts off slow, then flies horizontally while
   gaining speed.  The (C) version moves at the same speed, but in
   a zig-zag pattern (and at a higher altitude than the horizontal
   version).
 - The Area 801 is an overhead attack on the first hit (B version), or
   else both hits (the D version).  The B version hits downward, while
   the D version strikes diagonally downward.
 - The Plasma Spin can hit both on the way up and the way down.  You can
   use the initial ducking animation to pass under mid-level attacks
   (such as projectiles).  You can juggle an enemy after the (D) version,
   or link an attack after the (B) version (such as a standing A).
 - What's more, if this move hits on the way up and the way down, then
   you can juggle after either version (since your opponent is knocked
   high into the air).  In the corner, you can even follow with the
   Tungus Incident.
 - Also, the "falling" part of the Plasma Spin is an overhead attack.
 - The Roswell Vanish is a teleportation move.  (B) makes you warp
   without moving, while (D) warps you a little ways behind where you
   were standing.  The explosion created during this move can hit your
   opponent.
 - The Plasma Abduction is an unblockable throw.
 - The (A) Not Independence causes a ship to fly away from you and fire
   three rings onto the ground while moving across the screen.
 - The (B) version does the same thing, but the ship flies towards you,
   appearing on the other end of the screen first.
 - The rings are unblockable; however, if you are standing in the middle
   of a ring, it will pass through you without damaging you.
 - You can juggle an opponent off of the rings, though, and with some
   timing you can even juggle them into the next ring.
 - During the MP12, little Mars People fly around in various flight
   paths.  First there is a downward path, then and upward one, and then
   one that comes down in the middle of the screen, pauses, and flies
   up-forward.
 - When performing the Tungus Incident, using AB, AC, or AD makes the
   ship crash onto the side of the screen behind you.  Using BC or CD
   makes it crash into the side of the screen in front of you.  There
   must be some reason you can do this move with multiple buttons,
   considering that the ranges don't change depending on what set you
   move (i.e., using AB or AC drops it at the exact same place).
 - You can juggle your oppponent after the Plasma Spin, Not Independence,
   and MP12.
 - Note that you can't use any of Mars People's supers or Exceeds while
   one of them is currently on-screen.
 - Mars People's moves are so slow that most of them don't combo,
   although you can combo from the first hit of his close standing (C)
   into the Roswell Vanish, or instead into the Hopping Knee (and then
   into the Plasma Abduction or Tungus Incident).
 - Mars People is a character from Metal Slug 2.
 - Mars People's moves are based on popular UFO themes.  For example,
   "Not Independence" is a reference to "Independance Day," a movie
   about alien invaders.  "Roswell Vanish" refers to an area in New
   Mexico where aliens supposedly landed,  "Tungus Incident" refers
   to a mid-air explosion in Siberia that has been attributed to a
   UFO detonating in the atmosphere.
 

 ------------------------------------------------------------------------
 VIOLENT KEN                                           (aka "Sennou Ken")
 ------------------------------------------------------------------------

 Press AB when near             Tsukami Hiza Geri
 Press CD when near             Jigoku Guruma
 Press CD when near in air      Jigoku Fuusha

 f + B                          Inazuma Kakato Wari
 db + D                         Kurubushi Kick

 qcf + P                        Hadou Ken
 f,d,df + P                   * Shouryuu Ken
 f,d,df + K                   * Rasetsu Kyaku
 qcb + K                      * Tatsumaki Senpuu Kyaku
 qcb + K in air                 Kuuchuu Tatsumaki Senpuu Kyaku
 hcf + B                      * Kama Barai Geri
 hcf + D                      * Nata Otoshi Geri
 hcf + BD                       Oosoto Mawashi Geri
 Hold K from any "Geri" move    Inazuma Kakato Wari

 qcf,qcf + K                 S^ Shinryuu Ken
 qcb,qcb + K                 S^ Kuzuryuu Reppa
 qcf,hcb + AC                X^ Shinbu Messatsu

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          Cr   C    C    -
 standing far           Cr   -    s    -
 crouching              Cr   Cr   C    C
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Far standing D.
 super cancel           (A) Shouryuu Ken, (C) Shouryuu Ken (1st-2nd)
 anywhere cancel from   (A) Shouryuu Ken, (C) Shouryuu Ken (1st-2nd)
                        Kama Barai Geri, Nata Otoshi Geri, Oosoto Mawashi
                        Geri, Inazuma Kakato Wari (either version)

 - You can cancel any normal attack into a command attack, but not
   into the Inazuma Kakato Wari.
 - Note that you can't anywhere cancel any of the "Geri" moves into
   each other, nor can anywhere cancel out of the Inazuma Kakato
   Wari if it was done from any of the "Geri" moves.
 - The Inazuma Kakato Wari is an overhead attack.
 - The Kurubushi Kick is a low attack and is cancelable.
 - The mid-air Tatsumaki Senpuu Kyaku will travel straight instead
   of in an arc.
 - The Rasetsu Kyaku is a teleport move similar to Yang's Kaihou.
   Ken is invincible at the start of the dash, but can be hit as
   he comes out of it.  He can also use the dash to pass through
   his opponent, if they are not too far away from him (otherwise,
   he just pushes into them).
 - Ken has a window of invicibility at the start of the Shouryuu
   Ken and Shinryuu Ken.
 - He also has a larger period of invincibility during the start of
   the Kuzuryuu Reppa (until the first kick), and Shinbu Messatsu (at
   the beginning of the forward dash).
 - You can juggle your opponent after the Kuzuryuu Reppa, even with
   the Shinbu Messatsu (although this is rather difficult--try to
   time it so that Ken touches the falling opponent's head as he begins
   to dash forward).
 - This character can perform their (qcb + K) move on the ground by
   inputting (qcb,ub + K).
 - Violent Ken is based off of the "Psycho Power controlled" Ken from
   the Street Fighter animated movie.


 ------------------------------------------------------------------------
 ZERO                              (aka "Rockman Zero" or "Megaman Zero")
 ------------------------------------------------------------------------

 Press AB when near             Upper
 Press CD when near             Tensou Buster Shot

 d + B in air                   Jump Kahou Zuki
 b + B                          Jouhou Zuki
 f + B,B,B                      3-Dan Zuki
 df + B                         Naname Shitazuki
 df + D                       * Sliding
 ub into a wall, press uf       Sankaku Tobi

 qcf + A  (air)               * Buster Shot
 qcf + C  (air; can hold)       Charge Shot
 hcf + B  (air)               * Zed Saber
 hcf + D  (air; can hold)       Charge Zed Saber
 qcb + P  (x3)                * Triple Saber
 qcb + K                        Shield Boomerang
 f,d,df + B  (air)            * Triple Rod
 f,d,df + D  (air)              Charge Triple Rod
 f,hcf + P                      Irregular Hunt
 Charge b,f + P / K             Cyber Elf (Support)
 Charge d,u + P / K             Cyber Elf (Bakudan Setchi)

 qcf,qcf + P  (can hold)     S^ Spiral Shot
 qcb,hcf + B                 S^ Ultimate Saber (Dash)
 qcb,hcf + D                 S^ Ultimate Saber (Sliding)
 A,A,d,B,D                   X^ Cyber Elf Force

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          Cr   c    C    C
 standing far           cr   c    -    -
 crouching              cr   cr   c    -
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Far standing D
 super cancel           Zed Saber, Charge Zed Saber
 anywhere cancel from   Jouhou Zuki, Shitazuki, Sliding, Triple Saber,
                        Zed Saber, Charge Zed Saber (but only into
                        Sliding).

 - After hitting with the Jump Kahou Zuki, Zero will leap away.  You
   can make an attack while still in air, although if you leap over
   your opponent, you must enter the command backwards, since you're
   technically on the other side of the screen.
 - The Jouhou Zuki is an anti-air attack
 - The 1st input of the 3-Dan Zuki is cancelable.  
 - The Naname Shitazuki is a low attack that can hit an opponent who is
   lying on the floor.
 - The Sliding is a low attack, that can be used to pass under mid-level
   attacks.
 - You will notice that if you input the "Charge" version of a move, Zero
   does not actually perform that attack.  Instead, a green aura will
   surround him for as long as the button is held.  If you hold the
   button until the aura changes to amber, then you can perform the
   "Charge" version of that move by releasing the button.  Otherwise,
   nothing will happen when you release the button.
 - Also, continuing to charge a move once your aura has changed colors
   will not make it any stronger.  If you are hit while charging, the
   charge will end.
 - While charging a move, you can only use command attacks and not
   special moves, super moves, or Exceeds.
 - The Buster Shot does no damage if blocked.
 - The Charge Shot is a knockdown attack that will go through other
   normal projectiles and even super projectiles.
 - The Zed Saber and Charge Zed Saber have autoguard, but only for the
   very brief moment when Zero is raising his arms before he starts
   to slash downward.  This even applies to the mid-air versions.
 - The mid-air Zed Saber is a knockdown attack.
 - The Charge Zed Saber itself does not actually strike your opponent.
   Instead, the wave that comes out once the sword has been swung is
   what hits.  This wave is a knockdown attack, and it can negate
   normal and super projectiles.
 - What's more, you can cancel the Charge Zed Saber into another
   special move, once it hits (including the Zed Saber or Charge Zed
   Saber).
 - You can juggle an opponent with the mid-air (D) Charge Zed Saber,
   but only into the Spiral Shot or Ultimate Saber (Dash).
 - In the corner, you can follow it with pretty much anything, except
   for Zero's Exceed.
 - The Shield Boomerang can hit an enemy, but they have to practically
   walk into it in order for it to hit.  It's best used for negating
   normal and super projectiles.
 - When the Irregular Hunt is used, Zero fires three shots into the air.
   These shots cannot hit an opponent, but they will cause an enemy
   from Rockman Zero to fall from the top of the screen after a moment.
   One of the ten types of enemy can electrocute your opponent (and
   another drills into them), but they all do the same amount of damage
   and stun your opponent for the same length of time, leaving them open
   to attack.
 - Using the Cyber Elf (Support) move summons a Cyber Elf to help you
   out.

        A - Restores a small amount of missing life.
        B - Vacuums up the projectile, netting you an extra level of
            gauge power.  Works on multi-hit projectiles, though the
            remaining hits may still hit you.
        C - Fires arrows at your opponent from time to time.
        D - If it bumps into your opponent (and it is blockable, it
            should be noted), your foe turns into a cyber elf for a
            limited period of time, and can do nothing but walk,
            crouch, or jump.

 - You can summon each elf three times per battle (not per round).  Note
   that summoning the (B) elf while the (C) one is active will make the
   other one disappear, and vice versa.  If Zero is hit, any onscreen
   elf will vanish (excluding the (D) version).
 - When you use the Bakudan Setchi, a blowfish appears in front of Zero.
   The button used determines the blowfish's location; (A) is slightly
   above Zero's head, while (D) is closer to the life gauges.  The
   blowfish acts as a mine that remains active until your opponent
   touches it (although you can block a mine blast), or until enough
   time has elapsed.  Mines can also absorb normal and super projectiles.
 - You can only have one mine on screen at once.  Furthermore, you only
   get to create three mines per battle (not per round).  If Zero is
   damaged while a mine is on-screen, it will vanish.
 - Also, if you create a mine while the (B) or (C) cyber elf is on
   screen, they will vanish, and vice versa.
 - Even if not charged, the Spiral Shot has the ability to pass through
   other attacks that most attacks couldn't, such as Dhalsim's Yoga
   Inferno.  Charging it will increase the damage slightly, however.
 - The Sliding version of the Ultimate Saber not only has a longer
   horizontal reach, but it can be used to go under attacks.
 - If you use the Buster Shot, then the Ultimate Sabre, the shot will
   disappear in mid-air.
 - When you use the Cyber Elf Force, a single cyber elf walks across
   the screen.  Not only is the elf unblockable, but if it touches
   your opponent, you become completely invincible.  So, if someone
   throws a fireball at you but gets hit by the cyber elf first, their
   projectile will pass through you.
 - If the Cyber Elf Force successfully connects, Zero will gain back
   a sizable amount of life, and he will glow pink for a while.  While
   glowing, his overall speed increases, his attack power goes up, and
   he takes slightly less damage from attacks.  What's more, the game
   timer also goes down slower than usual (useful if you're about to
   lose by Time Out).
 - Zero comes from a GameBoy Advance series based on the popular
   Megaman / Rockman games.
 - An interesting side note: whenever Zero fights a boss character,
   a warning message flashes on the screen.
          

 ========================================================================
 6.  FINAL BOSS MOVELISTS
 ========================================================================

 ------------------------------------------------------------------------
 ATHENA
 ------------------------------------------------------------------------

 Press AB / CD when near        Flow of Life

 df + D                         Sliding

 qcf + P                      * Heaven's Gate
 qcf + K                      * Poseidon Rage
 qcb + P                        Milk Crown
 Charge b,f + P               * Bow of Judgement
 Charge b,f + K               * end of the TRIP or NIGHT

 qcb + BD                    X^ Pegasus*Fantasy

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          cr   c    C    C
 standing far           cr   c    C    C
 crouching              Cr   Cr   C    c
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Standing D.
 super cancel           (none.)
 anywhere cancel from   Heaven's Gate (only if lion's body hits)
                        end of the TRIP or NIGHT (when Athena strikes)

 - The Sliding is a low attack.  You can use it to go under mid-level
   projectiles.
 - During the Heaven's Gate, the body of the lion can hit you once it
   starts breathing fireballs (in which case, Athena can anywhere
   cancel into another move).
 - This move can also negate projectiles, although it doesn't really
   matter since you're invincible during it.
 - To fully dodge the Milk Crown, you must first block low (to avoid
   the earthquake that occurs when the bird pecks the ground), then
   high (to avoid Athena's falling overhead attack).  An alternative
   is to jump to avoid the first attack, then block the 2nd attack
   standing.
 - The Poseidon's Rage will only hit once if blocked.  This move has
   the odd feature of "catching" attacks (almost like a reversal
   move), but some moves can still override it (like Gouki's Shungoku
   Satsu).
 - The Poseidon's Rage and Milk Crown do not do any block damage.
 - The Bow of Judgement is unblockable.  However, some characters can
   duck underneath it.
 - The "end of the TRIP or NIGHT" does not go all the way across the
   screen.
 - The Pegasus Fantasy does a healthy dose of block damage.
 - Athena is invincible during many of her moves, except for
   the Bow of Judgement.  However, once she shoots the arrow from the
   Bow of Judgement, it can go through normal projectiles.
 - Also, the Heaven's Gate doesn't have invincibility in the very
   beginning (before she gets onto the lion).
 - Athena has no Super moves (although they certainly look impressive
   enough).  Although they use the Exceed background, only the Pegasus
   Fantasy is a real Exceed move.
 - When you defeat your opponent in the last round, they will tranform
   into a type of animal (usually), as a result.  This is just a little
   bonus feature that has no gameplay value.  Note that you can't
   transform Athena or Red Arremer.
 - This version of Athena is based on her original game incarnation as
   a Greek goddess and not as a psychic schoolgirl.
 - A contributor had this to say about Athena's move names:

   "Athena's Exceed, " Pegasus Fantasy ", is the opening theme of the
    anime " Saint Seiya ", where the Armour-clad Zodiac Saint struggled
    to rescue the ever-abducted reincarnation of the Goddess Athena,
    Saori Kido.  Her other moves are probably also taken from Saint
    Seiya:

    Heaven's Gate
     - Could be the gate to the Elysium, used by the Saints to reach
       Hades

    Milk Crown
     - Could have something to do with the Milky Way ?

    Poseidon Rage
     - In the third season, Athena was abducted by Poseidon, who wanted
       to cleanse the world with another Universal Flood

    Bow of Judgement
     - In the first season, Athena was struck by a cursed arrow who
       would kill her after 12 hours

    End Of The Trip Of Night
     - In the last, Manga-only season, the Saint struggled to stop
       Hades bringing on the " Greatest Eclipse ", creating an endless
       night.

   "Athena's armour is similar to the cloth (sacred armour ) used by
    Saori Kido at the end of SS."
 - I don't know anything about Saint Seiya, but given SNK's penchant
   to "creatively borrow" from anime and manga (i.e. Polnareff ->
   Benimaru), this explains quite a bit.


 ------------------------------------------------------------------------
 RED ARREMER
 ------------------------------------------------------------------------

 Press AB / CD when near        Demon Head

 ub into a wall, press uf       Sankaku Tobi

 qcf + P  (air)               * Fireball
 qcf + B                        Woody Pig
 qcf + D                        Zombie
 qcf + K in air                 Puchi Devil
 qcb + K                      * Hell Hunter (Kuuchuu)
 f,d,df + K                   * Hell Hunter (Chijou)
 f,d,df + P                   * Demon Pillar
 f,hcf + P                    * Death Cannon

 qcf,qcf + K                 X^ Suppertime

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          c   c/c  c/c  c/c
 standing far           c   c/c  c/c  c/c
 crouching              c    cr  c/c   -
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           2nd hit of standing D
 super cancel           (none.)
 anywhere cancel from   (none.)

 - The Fireball hits two times.  It can pass through normal and super
   projectiles.  If blocked, it can hit multiple times.
 - You can have a ground Fireball and air Fireball on screen at the
   same time.
 - The Hell Hunter and Suppertime are unblockable.
 - Red Arremer cannot crouch, although he does have crouching attacks,
   sort of like Krizalid's second form in KoF '99.
 - The Fireball is a knockdown attack.  It hits twice, but the hits
   are not consecutive.
 - The Woody Pigs will fly back and forth until they hit something,
   descending lower and lower each time.
 - The Zombie can absorb projectile attacks, even super projectiles
   and attacks like the Yoga Flame.  However, since he's so low to the
   ground, some projectiles may go over him.  He will go into the ground
   if he hits you or is blocked, but you can't destroy him unless you
   use something like the Yoga Inferno or Power Geyser.
 - The Puchi Devils act as low attacks once they are scurrying across
   the ground.
 - The Woody Pigs and Puchi Devils are considered to be projectiles,
   so you can destroy them with your own projectile or moves that
   destroy projectiles (like Mr. Karate's Hisha Otoshi or Serious
   Mr. Karate's Kiryoku Tame).  The Zombie can be stopped with Serious
   Mr. Karate's crouching A, though it doesn't act like a projectile.
 - You can have a Zombie, Puchi Devils, and Woody Pigs all on the
   screen at the same time.
 - The "Hell Hunter" patterns are as follows:

    qcb + B     flies up, then dives in parabolic arc
    qcb + D     flies up, dives, but returns to original location in air
    f,d,df + K  pauses, then flies forward.
              
 - You can perform a mid-air Fireball or Puchi Devil after the (qcb + K)
   Hell Hunter.
 - Red Arremer is invincible during the start of the (qcb + K) Hell
   Hunter and Suppertime.
 - The (B) Suppertime travels further than the (D) Suppertime.  This
   move has a limited range, so if your opponent is on the other side
   of the screen, it will not hit (since he dives to about the middle
   of the screen after grabbing the wall).
 - When you defeat your opponent in the last round, they will tranform
   into a Ghouls n' Ghosts enemy (usually), as a result.  This is just a
   little bonus feature that has no gameplay value.  Note that you can't
   transform Athena or Red Arremer.
 - Though I have no idea what happens to Dan when you do this.  His eye
   glows and he looks sort of evil, but he doesn't actually transform.
 - Red Arremer is an enemy from the "Makaimura" (aka Ghouls n' Ghosts)
   games.  Many of his moves also summon enemies from that series.

                  
 ------------------------------------------------------------------------
 SERIOUS MR. KARATE                     (aka "Honki ni natta Mr. Karate")
 ------------------------------------------------------------------------

 Press AB when near             Oosotogari
 Press CD when near             Ippon Seoi

 ub into a wall, press uf       Sankaku Tobi
 b + A                          Yoke Migi Seiken Zuki
 b + B                          Ducking shite Mawashi Geri
 df + C                         Jigoku Zuki
 df + D                         Soku Gatana
 Hold ABC                       Kiryoku Tame

 qcf + P                      * Ko'ou Ken '02
 f,b,f + P                      Zanretsu Ken
 f,d,df + P                   * Built Upper
 Charge db,f + K              * Hien Shippuu Kyaku
 qcf,qcf + K                  * Kyokugen Kohou
 qcb,qcb + P when near          Kishin Geki
 f,hcf + P  (can hold)        * Haou Shikou Ken
 f,hcf + AC  (can hold)         Chou Haou Shikou Ken

 qcf,hcb + AC                X^ Chou Ryuuko Ranbu

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          -r   -    -    -
 standing far           -r   -    -    -
 crouching              -    -    -    -
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Kick from (b + B)
 super cancel           (none.)
 anywhere cancel from   (b + A / B), (df + C / D)
                        (A) Built Upper
                        (C) Built Upper (1st-2nd)
                        Kyokugen Kohou (1st-2nd)
                        Kishin Geki

 - Yes, strange as it seems, Mr. Karate has no cancelable normal attacks.
   In Maximum mode, anything is cancelable, however, so you don't need to
   worry about performing combos when you're maxed out.
 - You can negate projectiles with Mr. Karate's standing and crouching
   (A) punch.  Just make sure that it's the tip of your hand that touches
   the projectile or you'll get hit.
 - The Jigoku Zuki is a knockdown attack.
 - The Soku Gatana is a low attack that also knocks down.
 - Mr. Karate has mid-level invincibility during either (b + A / B)
   move, as well as the Built Upper.
 - During the Kiryoku Tame, your Power Gauge will slowly fill.  Your
   body will also negate normal projectiles.
 - The Ko'ou Ken '02 hits on a sort of invisible horizontal line at the
   height of Mr. Karate's palm.  So, even though you can't see anything
   come out when he strikes, you will still take damage.  The actual
   hit occurs as he stomps the ground.  Like most projectile moves,
   this move misses if your opponent is right next to you.
 - The range on this move is odd.  The (A) version goes about half-
   screen, and the (C) version is full-screen.  However, neither move
   will hit from up close.  At least both moves can negate normal and
   super projectiles (although the C version does a better job against
   multi-hit super projectiles than the A version does).
 - Mr. Karate has mid-level invincibility during the Kyokugen Kohou, but
   only before he starts to attack.
 - Unlike the normal Mr. Karate, you are not invincible during the start
   of the Chou Haou Shikou Ken.
 - You can juggle your opponent after the (D) Hien Shippuu Kyaku,
   although not with the Chou Haou Shikou Ken (unlike the normal
   Mr. Karate).
 - Delaying the Haou Shikou Ken increases it's damage and makes it
   unblockable, unlike Mr. Karate's version of the same move.
 - The same applies to the Chou Haou Shikou Ken (although only the
   third hit becomes unblockable).
 - The first hit of the Kishin Geki is unblockable.  The remaining
   two hits will stun you, so if you block the 2nd punch, you will get
   hit by the third attack.  Mr. Karate is invincible during the start
   of this move.
 - However, the Kishin Geki is also slow to start up, which means
   you can jump or otherwise get out of the way if you're fast enough.
 - This version of Mr. Karate has no Super moves.  Mr. Karate's old
   supers are now available as normal moves.  Even his old Exceed
   (the Chou Haou Shikou Ken) is just a standard special move.
 - Mr. Karate is not invincible during the leap forward at the start
   of the Chou Ryuuko Ranbu.  You can hit him out of it, or even air
   throw him.  Since this move is unblockable if it hits, you might
   as well put up a good offense if you don't have enough time to jump
   out of the way.
 - This version of Mr. Karate is based of the AoF version, which is why
   he can negate projectiles with his fists, use a triangle jump, charge
   up his power gauge, etc.


 ------------------------------------------------------------------------
 SHIN GOUKI                           (aka "Shin Akuma" outside of Japan)
 ------------------------------------------------------------------------

 Press AB when near             Seoi Nage
 Press CD when near             Tomoe Nage

 f + C                          Zugai Hasatsu
 f + D                        * Hiza Geri
 db + D                         Kurubushi Kick
 Jump uf, db~df + B at apex     Tenma Kuujin Kyaku

 qcf + P                        Gou Hadou Ken
 qcf + P in air                 Zankuu Hadou Ken
 hcb + P                        Shakunetsu Hadou Ken
 qcb + K  (air)               * Tatsumaki Zankuu Kyaku
 f,d,df + P                   * Gou Shouryuu Ken
 f,d,df + AC / BD               Ashura Senkuu (Forward)
 b,d,db + AC / BD               Ashura Senkuu (Backward)
 qcf,qcf + P in air             Tenma Gou Zankuu
 qcf,qcf + P                    Messatsu Gou Shouryuu
 hcb,hcb + P                    Messatsu Gou Hadou

 A,A,f,B,C                   S^ Shungoku Satsu
 hcb,hcb + BD                X^ Misogi

 cancel chart           A    B    C    D
 -----------------------------------------
 standing near          Cr   C    C   -/-
 standing far           Cr   -    -    -
 crouching              Cr   Cr   C    C
 jumping up             -    -    -    -
 jumping diag.          -    -    -    -

 guard cancel           Close standing C.
 super cancel           (none).
 anywhere cancel from   Zugai Hasatsu
                        Gou Shouryuu Ken (1st-2nd)
                        Messatsu Gou Shouryuu (1st-6th)

 - You can cancel any normal attack into a command attack, but not
   into the Zugai Hasastu.
 - Shin Gouki's fireballs are larger than those of normal Gouki.  Also,
   he throws two fireballs during the Zankuu Hadou Ken, and his Messatsu
   Gou Hadou is much faster.
 - The Zugai Hasatsu is an overhead attack.
 - The Hiza Geri is cancelable.
 - The Kurubushi Kick is a low attack and is cancelable.
 - The Gou Hadou Ken knocks down if it hits shortly after being thrown.
 - Gouki has mid-level invincibility during the "charge-up" phase of the
   Shakunetsu Hadou Ken.
 - This is probably to make up for his Gou Shouryuu Ken not having any
   startup invincibility.
 - You can juggle your opponent after the Tatsumaki Zankuu Kyaku or
   Kuuchuu Tatsumaki Zankuu Kyaku.
 - You travel further using AC than you do using BD when you perform
   the Ashura Senkuu.  This move makes you invincible, and unlike normal
   Gouki, you stay invincible even as the move ends.
 - You can use the intial "ducking" animation of the Messatsu Gou
   Shouryuu to pass underneath projectiles.
 - It seems as if you can only anywhere cancel into the Messatsu Gou
   Shouryuu from the 1st hit of the (A) Gou Shouryuu Ken or the 1st-2nd
   hits of the (C) Gou Shouryuu Ken.  Odd.
 - In the corner, you can juggle your opponent after the Messatsu Gou
   Hadou.
 - The Shungoku Satsu is unblockable.  You have total invincibility
   during the beginning of the forward warp.  This move is faster than
   Gouki's version, and has more range, but it does much less damage.
 - The Misogi is unblockable and homes in on your opponent's location.
 - Shin Gouki's super moves cost no power to use, except his Shungoku
   Satsu (which costs one level like normal S^ moves do).  I point
   this out because you'll still see the "super flash" when you perform
   any of his supers.
 - This character can perform their (qcb + K) move on the ground by
   inputting (qcb,ub + K).


 ========================================================================
 7.  SECRETS AND CODES
 ========================================================================

 ------------------------------------------------------------------------
 RANDOM SELECT
 ------------------------------------------------------------------------

 On the Character Select screen, hold Start to activate a roulette-like
 feature.  Unlike the KOF games, using the Roulette doesn't make you
 change your character after every match; you're stuck with whichever
 one you get for the rest of the game.
 

 ------------------------------------------------------------------------
 PLAY AS THE MID-BOSSES
 ------------------------------------------------------------------------

 On the Character Select screen, hold Start to enable the random select
 (aka roulette).  While still holding Start, enter the following codes.
 The directions listed are (r=right, l=left, d=down, u=up).

        Crazy Iori              u,u,u,d,l,r,d,l
        Dan Hibiki              d,l,l,l,l,l,l,l
        Demitri Maximoff        r,r,r,l,u,r,d,u
        Geese Howard            l,l,l,d,l,u,r,u
        Goenitz                 d,d,d,r,d,l,l,l
        Mars People             u,d,r,r,r,u,d,l,l,d
        Violent Ken             u,u,d,l,l,r,l,u
        Zero                    u,r,r,l,l,d,u,u,u,r

 Then press any Punch or Kick button while still holding Start.  Instead
 of pressing P / K, you can always continue to hold Start until time runs
 out (though there's no real reason to do this).

 Keep in mind that you enter the codes as listed regardless of what side
 you're playing on (so don't reverse the left and right commands).  Also,
 while you can take your time entering a code, you should input the
 directions without holding them for too long (a firm tap will do).  If
 you mess up while entering the code, simply release Start, then hold
 Start and enter the code again.
 
 Athena, Red Arremer, Serious Mr. Karate, and Shin Gouki cannot be
 selected in the arcade version of this game.
 
 Thanks to Master-Warrior, Davis S., Koru Kinshi and Mike for previous
 contributions to this section.


 ------------------------------------------------------------------------
 PLAY AS THE FINAL BOSSES                      (AES console version only)
 ------------------------------------------------------------------------

 There are codes to play as the final bosses, but they only work on the
 AES version of SvC (as opposed to the MVS version, which is the kind
 used in arcades).  So, don't bother trying these codes in the arcade.
 
 On the Character Select screen, hold Start to enable the random select
 (aka roulette).  While still holding Start, enter the following codes.
 The directions listed are (r=right, l=left, d=down, u=up).

        Shin Gouki              l,u,u,r,u,d,d,r,l,l,u,d
        Serious Mr. Karate      u,l,u,d,r,r,d,l,u,l,r,r

 Then press any Punch or Kick button while still holding Start.  Unlike
 the "mid-boss" codes, you must complete these codes before the timer
 goes below 10.  This means you have to input them fairly quickly.

 Unfortunately, you can't use Athena or Red Arremer even on the AES
 cart, although if you have a debug or universal BIOS installed, you
 can turn on "developer mode", which will enable all the bosses.
 They do not appear on the Character Select screen, but if you are
 on the SNK side and push right while on the inner row of characters,
 you will highlight a boss.  The same applies to pressing left while
 on the inner row of Capcom characters.

 Thanks to Razoola for providing the information in this section.


 ------------------------------------------------------------------------
 FIGHTING THE BOSSES
 ------------------------------------------------------------------------

 dr. whO? has provided tons of information about fighting against the
 CPU opponents, and I've added in some notes of my own after testing out
 the data.  For starters, here are instructions on fighting the hidden
 characters:

 [ CHALLENGER BATTLE (STAGE 4) ]  ---------------------------------------

 Mars People (or Zero) will be your opponent if:

  - You didn't lose any rounds for stages 1-3.
  - You didn't win any rounds by "Time Out."
  - You won 3 rounds using an Exceed (block damage is OK).

 Geese Howard or Demitri will be your opponent if:

  - You didn't lose any rounds for stages 1-3.
  - You didn't win any rounds by "Time Out."
  - You won 1 round using an Exceed (block damage is OK).

 Goenitz or Dan Hibiki will be your opponent if:

  - The above conditions weren't met.


 [ MID-BOSS BATTLE (STAGE 7) ]  -----------------------------------------

  - If your sixth opponent was an SNK character, you'll go on to
    fight Crazy Iori and Serious Mr. Karate.

  - If your sixth opponent was a Capcom character, you'll go on
    to fight Violent Ken and Shin Gouki.

 (Author's note: although this info. comes from a mook, it is in fact
  the other way around.  Fighting a Capcom character pits you against
  Crazy Iori and Serious Mr. Karate, and fighting a SNK character leads
  to battles with Violent Ken and Shin Gouki.)

   
 [ SECRET BOSS BATTLE (STAGE 9) ]  --------------------------------------

 You can fight Athena for your ninth opponent if:

  - You don't lose any rounds for stages 1 thru 7.
  - You don't win any round via block damage
    (this is when you hit an opponent with a special move or S^ move,
    and they block it but still take a little bit of damage as a result).

 You can fight Red Arremer for your ninth opponent if:

  - You don't lose any rounds for stages 1 thru 7.
  - You win at least 5 rounds with a special move (winning by block
    damage is okay).

 (Author's note: What they really mean is that you have to win five
  rounds by block damage from special moves only.  You'll know if you
  killed an opponent who was blocking because they slump to the floor
  slowly instead of just falling on their backs.)

 (Author's note #2: Nothing you do during the 8th stage affects your
  chance of meeting Athena or Red Arremer.  Therefore, if you win by
  block damage in stage 8, you can still fight Athena.  And if you only
  have four block damage wins and you get your fifth on stage 8, you
  will not fight Red Arremer.)

 Otherwise, the game ends after the 8th stage.  Obviously, you can do
 whatever you like during the eighth stage and it won't affect the chance
 of meeting Athena or Red Arrmer.

 If you do lose a round during stages 1 thru 7, just lose completely
 and continue, and you can still meet the Secret Bosses (since the key
 is to not lose any _rounds_.  It doesn't matter if you lose the whole
 battle and continue).

 Finally, the number of continues and current game time have nothing to
 do with fighting these characters.

 When fighting Athena or Red Arremer, the game ends if you lose both
 rounds to them, and you cannot continue.  Furthermore, your character
 will be turned into a different form upon dying (what form they take
 depends on whether they fought Athena or Red Arremer).


 ------------------------------------------------------------------------
 CPU FIGHT PATTERNS
 ------------------------------------------------------------------------

 dr. whO? also sent me a list of fight patterns when you're playing
 against the CPU.  Keep in mind that these are for stages 1-3 and 5-6
 (since your fourth stage opponent is predetermined, as described above).
 
 Pattern 1      Pattern 2       Pattern 3       Pattern 4
 ---------------------------------------------------------
 Kim            Balrog          Shiki           Guile
 Dhalsim        Earthquake      Bison           Genjuro
 Mai            Chun-Li         Kasumi          Tabasa
 Vega           Choi            Sagat           Kim
 Kyo            Ryo             Iori            Ken

 Pattern 5      Pattern 6       Pattern 7       Pattern 8
 ---------------------------------------------------------
 Tabasa         Chun-Li         Mr. Karate      Choi
 Sagat          Kasumi          Hugo            Mai
 Mr. Karate     Hugo            Shiki           Balrog
 Chun-Li        Mr. Karate      Dhalsim         Genjuro
 Ryo            Guile           Terry           Gouki

 Pattern 9      Pattern 10      Pattern 11      Pattern 12
 ---------------------------------------------------------
 Kasumi         Earthquake      Dhalsim         Iori
 Chun-Li        Balrog          Hugo            Guile
 Shiki          Gouki           Kyo             Vega
 Tabasa         Ken             Bison           Kim
 Mai            Ryu             Iori            Ken

 Pattern 13     Pattern 14      Pattern 15      Pattern 16
 ---------------------------------------------------------
 Ryu            Terry           Kyo             Bison
 Bison          Choi            Ken             Balrog
 Kim            Earthquake      Ryo             Sagat
 Sagat          Genjuro         Ryu             Vega
 Ryo            Guile           Terry           Gouki

 He also notes, "The last (6) have 8 chars from SNK and 8 from Capcom,
 so you have a 50% chance to fight ROTB Iori and Honki ni Natta Mr.
 Karate and a 50% chance to fight Violent Ken and Shin Gouki."


 ------------------------------------------------------------------------
 THE ENDINGS
 ------------------------------------------------------------------------

 Beating the game normally (by killing Shin Gouki or Serious Mr. Karate)
 will net you a generic, "bad" ending.  To see your character's real
 ending, you must get to and defeat Athena or Red Arremer.  See above
 for more information.

 Note that while Shin Gouki and Serious Mr. Karate have endings, Athena
 and Red Arremer do not.


 ------------------------------------------------------------------------
 WIN POSES
 ------------------------------------------------------------------------

 Cain Highwind noted that you can hold a button after the round ends to
 pick your character's win pose (obviously this doesn't apply to the last
 round, since the game cuts to the victory screen).

 Most characters have two win poses (there are some exceptions, like
 Crazy Iori).  And in most cases, only one of the four buttons picked
 will do the second win pose.  I've listed them here:
 
   Choi         B      - spin, arms raised   random - head nod
                others - random
   Earthquake   C      - friends appear      others - teleports, kneels
   Genjuro      C      - umbrella + frog     others - lets hair down
   Iori         C      - spits on foe        others - laughs insanely
   Kasumi       C      - pulls ribbon out    others - series of attacks
   Kim          P      - wipes brow          K      - series of kicks
   Kyo          C      - hand in air         others - creates flame
   Mai          random - umbrella            random - fan toss
   Mr. Karate   B      - takes off shirt     others - punches and poses
   Ryo          P      - many attacks        K      - faces screen
   Shiki        C      - grabs arms, talks   others - turns back on you
   Terry        C      - points at foe       others - throws hat away

   Balrog       A / B  - removes mask        C / D  - raises claw in air
   Chun-Li      B      - "Gomen ne!"         others - jumps, laughs
   Dhalsim      any    - meditates in air
   Gouki        any    - flame stomp         *      - back to screen
   Guile        P      - raises arm          B      - flicks hair
                D      - random
   Hugo         A      - random              B      - Bao appears
                C / D  - Poison appears              
   Ken          random - peace sign          random - arm raise
   M. Bison     C      - rips off shirt      others - punches fists
   Ryu          P      - raises arm          K      - crosses arms
   Sagat        C      - laughs              others - thinker's pose
                D      - random
   Tabasa       B      - hat flip            C / D  - creates a staff
                A      - random
   Vega         B      - stands straight     others - cut throat motion

   Crazy Iori   any    - screams
   Dan          A / B   - arm shake          C / D  - thumbs up
   Demitri      C       - flaming laugh      others - respectable bow
   Geese        C      - circle arm pose     others - fold arms, "hmph!"
   Goenitz      C      - claps hands         others - holds arms apart
   Mars People  B      - short dance         others - cell phone
   Violent Ken  C       - clenches fist      A / B  - turns back on you
                D       - random
   Zero         B       - teleport           C      - spear spin
                A / D   - random

   Athena       B      - wings enfold you    others - shrink, enter door
   Red Arremer  any     - flaps wings
   "Serious     C      - turns back          A / B  - shakes arm
   Mr. Karate"  D      - random
   Shin Gouki   any     - flame stomp        *      - back to screen

   * - Kill your opponent with the Shungoku Satsu.


 ------------------------------------------------------------------------
 JOYSTICK SHORTCUTS
 ------------------------------------------------------------------------

 This is useful for doing anywhere cancels.  Perform a f,d,df motion
 as (f,qcf + button).  You can then cancel into a (qcf + button) move
 just by pressing or holding the same button used.  Keep in mind that
 you need to keep holding forward (up or up-forward, or neutral will
 also work), while doing this.  An example would be:

                        f,qcf + P -> hold P

 to perform Genjuro's Touha Kouyoku Jin into Sanren Satsu.  You can do
 this shortcut with Genjuro, Kyo, Ryo, Ryu, Demitri, Dan, and Sagat.

 Another shortcut that works with Terry's Power Geyser and Kim's Hou'ou
 Kyaku is to perform (qcb,db,f + P / K) as (d,b,f + P / K).  This is
 especially useful for canceling Kim's (B) Haki Kyaku into the Hou'ou
 Kyaku.

 Finally, you can perform any (qcf,hcb) move as (qcf,qcb), and any
 (qcb,hcf) move as (qcb,qcf), although this isn't really a shortcut,
 since it probably takes as much time as it does to roll the joystick
 to back as it does to purposely avoid pressing df.

 Tel also noted that some of the (f,d,df + P) moves have to be performed
 exactly or they will not come out.  They include:

   Ryo's Kohou                  Mai's Hakuro no Mai
   Ryu's Shouryuu Ken           Ken's Shouryuu Ken
   Dan's Kouryuu Ken            Earthquake's Fat Chainsaw
   Gouki's Gou Shouryuu Ken

 If you don't perform the command precisely, you'll get that character's
 (qcf + P) move instead.  I find that using (f,d,df,d + P) is a good way
 to get around this.


 ========================================================================
 8.  GAMEPLAY NOTES
 ========================================================================

 ------------------------------------------------------------------------
 ANYWHERE CANCELS
 ------------------------------------------------------------------------

 Anywhere cancels can only be used when you are in Maximum mode.  They
 have two distinct properties.  One is that you can cancel almost any
 normal attack into a certain special move.  The other is that you can
 cancel into those moves from certain other special moves.

 Let's look at part of Ryo Sakazaki's moveslist:
                                        
 f + A                          Hyouchuu Wari
 f + B                          Joudan Uke
 df + B                         Gedan Uke

 qcf + P                      * Ko'ou Ken
 qcf + K                      * Mouko Raijin Setsu
 qcb + P                      * Kohou Shippuu Ken
 hcb + K                      * Hien Shippuu Kyaku
 f,b,f + P                      Zanretsu Ken
 f,d,df + P                   * Kohou
 
 The moves with stars (*) next to them are anywhere cancels.  You
 can cancel into them from just about any normal attack, even if
 the attack hasn't come out yet, has missed entirely, or is not
 cancelable.  For instance, Ryo's far standing C isn't cancelable,
 but you could anywhere cancel it into the Ko'ou Ken.

 The only exception to this rule is that a mid-air punch, kick, or
 command attack must hit or be blocked before it can be anywhere
 canceled out of.  You can't miss a jumping attack and then cancel
 out of it.

 Now look at the bottom of Ryo's moveslist:

 anywhere cancel from   Hyouchuu Wari, Kohou Shippuu Ken, (A) Kohou,
                        (C) Kohou (1st)

 There's another listing that says "anywhere cancel from."  You can
 cancel from them into a move marked with a star.  For example, you
 could cancel from the 2nd hit of the (C) Kohou Shippuu Ken into the
 Mouko Raijin Setsu.  If a move hits more than once, but no hits
 are listed, then you can anywhere cancel from it on any hit.

 Note that you can't anywhere cancel a move into itself.  Even though
 the Kohou is both an anywhere cancel and an "anywhere cancel from"
 move, that doesn't mean you can perform it repeatedly.  However, a
 combo such as (A) Kohou Shippuu Ken, Kohou, Hien Shippuu Kyaku would
 be possible.  There is one exception, which is Shiki's ability to
 anywhere cancel her (C) Tenhourin into the mid-air Tenhourin.

 When you perform either type of anywhere cancel, you lose a bit of
 power from your Maximum gauge, which is already draining.  This causes
 Maximum mode to end sooner than it normally would.  It also means that
 performing a long series of anywhere cancels (such as Kyo doing
 Aragami -> Dokugami over and over) will empty the Maximum gauge in a
 matter of seconds.

 Finally, note that any move with autoguard can be anywhere canceled
 out of if you input the command during the autoguard.  An example
 would be: Kyo's Aragami -> (autoguard triggers) -> 75 Shiki Kai.

 The exception is with Ryo's "Uke" moves and Hugo's "Parry" moves.
 These can be canceled out of normally if the autoguard is triggered
 (they aren't anywhere cancels).  Hugo can anywhere cancel from his
 parries into his f + A or f + B command attacks, though.


 ------------------------------------------------------------------------
 AUTOGUARD
 ------------------------------------------------------------------------

 Autoguard is a nifty little feature that has been a staple of KoF games
 for some time now.  Basically, your character will automatically "block"
 an attack even while performing a move of their own.  They don't go
 into a blocking pose--instead a "block mark" appears on the screen, and
 after a very brief pause, the move continues.

 Like normal blocking, you still take block damage from using autoguard,
 and your Guard Crush gauge will go down.  However, you can anywhere
 cancel out of your autoguard, which is a pretty useful feature.  Unlike
 normal blocking, autoguard affects only particular areas of the body.
 Just because you can autoguard a standing attack doesn't mean a
 crouching attack can be guarded against as well.

 Some moves have more autoguard than others.  For instance, there is a
 brief period of autoguard during Kyo's Aragami, on his arm.  However,
 during Dan's Kyuukyoku Tenchi Gadou Zuki, his outstretched palm has
 autoguard until he strikes, which takes a while.


 ------------------------------------------------------------------------
 BLOCKING
 ------------------------------------------------------------------------

 To block an attack, hold back or down-back when your opponent attacks
 you.  Holding back blocks "high" attacks, such as most standing moves,
 crouching punches, jumping attacks, and overheads.  Holding down-back
 blocks "low" attacks, such as crouching kicks, slides, and sweeps.

 When you block an attack, your character goes into "block stun," which
 prevents them from reacting for a brief moment.  However, a benefit of
 this is that throws and some unblockable moves (i.e. Otoko Michi,
 Midnight Bliss) will not connect while you are in block stun.  The only
 two exceptions are Serious Mr. Karate's Chou Ryuuko Ranbu and Shin
 Gouki's Shungoku Satsu (yes, normal Gouki's will miss while this one
 does not, for some reason).

 Blocking too much contributes to loss of guard power and eventual
 "Guard Crush," which is explained in a seperate section.


 ------------------------------------------------------------------------
 CANCELING
 ------------------------------------------------------------------------

 You can cancel into special move throws in SvC, even for the Capcom
 characters.  I've made a short list of throws that actually combo when
 canceled into, as opposed to those that don't.

   Crazy Iori           Kuzukaze
   Chun-Li              (Tenshin Enbu will miss.)
   Genjuro              Gekka Zan
   Geese                Rashoumon
   Hugo                 Ultra Throw, Moonsault Press, Gigas Breaker
                        (Meat Squasher will miss.)
   Iori                 (Kuzukaze will miss.)
   Kasumi               Tatsumaki Souda
   Mars People          Roswell Vanish
   Tabasa               As Sent Proof, Meteor Fall
   Shiki                Mumyou

 See each character's listing for a chart of which attacks are
 cancelable.


 ------------------------------------------------------------------------
 CHARGE MOVES
 ------------------------------------------------------------------------

 There have been a number of complaints about inputting charge commands
 in this game.  The argument goes that you have to input the command
 exactly or the move won't come out.  This creates a problem if you're
 charging db and want to use a "charge d,u" or "charge b,f" move.

 A contributor suggests inputting the original command even if you've
 already charged up.  So, for Terry's Rising Tackle, you'd perform it
 as (charge db,d,u + P) instead of (charge db,u + P).  By incorporating
 the original command (which is charge d,u + P), the move may come out
 more often.

 "me ^_^" had some interesting observations that I figured I'd quote:

  "Also, as a side note, some people are saying that the Guile charge
   motion may be corrected on some versions of the board.  At the arcade
   I play at, it seems to work from a db charge, but it does seem to
   need a straight up to execute.  I don't know for sure since the
   joysticks are at an angle, and I still have a hell of a time to get
   the move off consistently on that machine.  The version of the board
   my arcade uses also seems to have the changed damage of Ryu's Shin
   Shouryuu Ken.  On some machines, people are saying that the move
   only does a third of one bar of damage.  On the machine at my arcade,
   it seems to do about the same damage as everyone else's Exceed --
   about one full bar.  I'm not sure about the accuracy of this
   paragraph.  It's just me comparing notes to things I've read."


 ------------------------------------------------------------------------
 COUNTER HITS
 ------------------------------------------------------------------------

 Counter hits occur when you strike your opponent as they're making an
 attack (namely a command attack, special move, super move or Exceed).
 You'll get a "Counter" message, and your attack will do more damage.
 Some moves hit twice on a counter hit, like Choi's (B) Hien Zan.

 Also, if a move counter hits an opponent who could not normally be
 juggled, they can now be juggled.  For example, Mars People's Slide
 Head move is a knockdown attack.  If you anywhere cancel into the
 Area 801, it will miss.  If the Slide Head counter hits, though, the
 Area 801 will combo.


 ------------------------------------------------------------------------
 DASH CANCELING
 ------------------------------------------------------------------------

 The "f,f" frontstep (aka dash) can be canceled into a jump, throw,
 command attack, special move, super move, or Exceed.  You can even put
 a dash into a move command and it will still come out.  This applies
 to both the normal f,f dash and the guard cancel f,f dash.  Some
 examples of how this works include:

   f,f + B                      Inazuma Kakato Wari
   hcf,f + B                    Kama Barai Geri
   f,hcb + K                    Ultra Throw
   f,f,b,f + P                  Zanretsu Ken
   A,A,f,f,B,C                  Shungoku Satsu
   f,f,hcf + P                  Haou Shikou Ken
   f,f,d,df + K                 Power Dunk
   qcf,f,qcf + P                Shinkuu Hadou Ken
   qcb,f,f + BC                 Rising Beat
   qcb,hcf,f + BD               Chou Hissatsu Shinobi Bachi
   hcf,f,hcf + P                Not Independence
   hcb,f,hcb + P                Yamidoukoku
   Charge b,f,f,b,f + K         Scarlet Mirage
   qcf,f,df,d,db,b + AC         Shingan Kazura Otoshi

 Note that you can't combine a dash with a (charge b,f) move, so doing
 something like (charge b,f,f + P) for Guile's Sonic Boom would be
 impossible.  Of course, there always has to be an exception, and in
 this case, M. Bison can add a dash to either his Dash Straight or
 Dash Upper by inputting (charge b,f,f + P / K).

 Although the backstep is not cancelable, it, too, can be added to the
 middle of a command, such as performing (hcb,b,hcb + P) for Gouki's
 Messatsu Gou Hadou.  This isn't really that effective, though, as
 some character's backsteps last too long to incorporate a move
 command.


 ------------------------------------------------------------------------
 EXCEEDS
 ------------------------------------------------------------------------

 Exceeds are like super moves, but they do NOT cost any levels to use,
 nor do you have to be in Maximum Mode to use them.  The only requirement
 is that your name must be flashing.  This occurs, when you lose your
 first life bar (the yellow one), and only the red one is left.

 The major catch with Exceeds is that you can only perform them once per
 battle.  That means that if you use an Exceed in Round 1, you cannot use
 it in any other round.
                       

 ------------------------------------------------------------------------
 GROOVE POWER GAUGE
 ------------------------------------------------------------------------

 The Groove Power Gauge starts off at Level 1 at the beginning of each
 battle.  It fills up as the following things occur:

  - You take damage (from anything but normal throws).
  - You perform a special move.
  - You make an attack that hits (excluding supers or Exceeds).
  - You make an attack that's blocked (excluding supers or Exceeds).
  - Your opponent taunts you (this gives you 0.25 of a level).
 
 You do not earn power for connecting with normal throws, supers, or
 Exceeds.  You do not earn power for using a throw escape, either.

 The Groove Power Gauge will drain when the following things occur:

  - You use an AB or CD throw that misses       (costs 0.25 levels)
  - You use the f,f Guard Cancel Frontstep      (costs 0.20 levels)
  - You use the BC Guard Cancel Frontstep       (costs 0.60 levels)
  - You use the CD Guard Cancel Attack          (costs 1.00 levels)
  - You use a Super move                        (costs 1.00 levels)

 The amount listed for each move is approximate, not exact.  Since
 you can make missed throw attempts even without gauge energy, a
 missed throw attempt in fact drains anything up to 0.25 total.

 Once your Power Gauge reaches Level 3, it will automatically read
 MAXIMUM, and you will be put into Maximum mode.  See the section on
 Maximum mode for more information.

 It should be mentioned that although it's called the "Groove Power
 Gauge," there are no "Grooves" in this game (as there are in CvS2).
 

 ------------------------------------------------------------------------
 GUARD CANCEL ATTACK
 ------------------------------------------------------------------------

 To perform the Guard Cancel Attack, press CD while you are blocking
 against your opponent's attack.  It costs 1.00 levels to do this.
 When performed, your character does a preset attack that knocks an
 opponent across the screen and onto their back.  It does no damage,
 but it will add 50% to your Guard Crush gauge.  You can anywhere
 cancel out of a Guard Cancel Attack if it hits or is blocked.


 ------------------------------------------------------------------------
 GUARD CANCEL FRONTSTEP
 ------------------------------------------------------------------------

 There are two ways to perform the Guard Cancel Frontstep.  You can
 either tap f,f while blocking, or else press BC while blocking.
 Although it costs more power to use the BC version, this has the
 obvious benefits of being easier to perform and leaving the joystick
 free for you to input a command (such as a charge move, although
 you can still perform b,f,b,f charge moves from the f,f GCFS--see
 the section on dash canceling, above).

 Although you are invincible during the beginning of the GCFS, you
 lose that invincibility as he GCFS ends, or the moment you input
 any command that would cancel the GCFS.  After all, it is just
 like a normal dash, so you can cancel it into other commands (like
 a high jump or a special move).


 ------------------------------------------------------------------------
 GUARD CRUSH GAUGE
 ------------------------------------------------------------------------

 This is a small green bar located beneath your Life Gauge.  It will
 drain as you block attacks.  When it is completely empty, the message
 "Guard Crash!" will appear onscreen, and your character will reel back
 for a moment, giving your opponent a chance to get a free hit.  After
 getting GC'd, though, your GC Gauge will go back to 100%, so you don't
 have to worry about getting GC'd repeatedly.

 The GC Gauge will refill over time if you do not block attacks.  You
 can also use the Guard Cancel Attack to add 50% to the gauge.


 ------------------------------------------------------------------------
 MAXIMUM MODE
 ------------------------------------------------------------------------

 When your Power Gauge reaches Level 3, you will go into Maximum Mode.
 When this happens, the gauge reads "MAXIMUM" and flashes red and white.
 It also begins to slowly drain.

 The Maximum Gauge actually works a lot like your normal Power Gauge.
 If you perform any move that drains gauge power (like a Super move,
 or a Guard Cancel Attack, or a missed throw attempt), the gauge will
 drain,  However, it's actually more expensive to use "gauge power"
 moves in Maximum mode than it does normally.  For instance:

  - An almost full Power Gauge nets you two Super moves with almost
    a whole level of energy left.
  - If you do two Super moves immediately after your Maximum Gauge
    starts, you'll be left with about half a level of energy.

 The same applies to other moves, like the GCFS and missed throw
 attempts.  They're slightly more expensive to use in Maximum Mode.

 However, there are two really nice benefits to the Maximum Gauge.
 One is that you can use a move that costs gauge power even if you
 don't have enough power left!  So in our above example, you could
 still perform a third Super move even with just the tiny bit of
 remaining power.  Obviously the Maximum Gauge will revert to normal
 afterwards.

 Which brings us to the next point.  Once the gauge is empty, it fills
 back up to Level 2, and then you have to earn gauge power normally.
 If you refill it to Level 3, you'll go back into Maximum Mode.

 There are two other features of Maximum Mode; you can use anywhere
 cancels and super cancels during this time.  These are explained in
 seperate sections.


 ------------------------------------------------------------------------
 SUPER CANCELS
 ------------------------------------------------------------------------

 A super cancel is when you cancel a certain move into a Super move
 or Exceed.  You can only do this while in Maximum mode, and only certain
 moves can be used as super cancels.  Note that while you still lose
 power if you super cancel into a Super move, the cancel itself doesn't
 cost any power to use (unlike an anywhere cancel).

 For example, here's part of Ryo's moveslist again:
                              
 super cancel           Kohou Shippuu Ken, (A) Kohou, (C) Kohou (1st)

 Any of these moves can be supercanceled into his supers, which are
 the Haou Shoukou Ken, Ryuuko Ranbu, and his Exceed, the Tenchi Haou
 Ken.

 ------------------------------------------------------------------------
 SUPER MOVES
 ------------------------------------------------------------------------

 [ SUPER MOVE STRENGTH ]  -----------------------------------------------

 Super moves are only usable when you have at least one level of power,
 or when you are in Maximum Mode.  What some players may find odd is
 that some super moves do more hits and damage depending on the buttons
 used, while others don't.  This is probably most unfamiliar to Capcom
 fans who are used to the "one level equals a certain strength" formula
 used in many of the SF games.

 So why use a weaker version of a move as long as it costs the same
 amount as the stronger version?  Beats me.

 [ BUTTON PRESS MOVES ]  ------------------------------------------------

 In previous games, you could cancel "button press" moves (like Gouki's
 Shungoku Satsu or Demitri's Midnight Pleasure) from any attack, even
 uncancelable ones.  Now it seems as if they will only cancel out of
 certain attacks, such as:

   Dan           standing A, stand near C, stand far C, crouching C
   Demitri       near B
   (Shin) Gouki  standing B
   Zero          standing B

 The most obvious example of how this affects the game is with Demitri,
 since his far standing B occurs naturally if you perform his button
 press super from afar, preventing the move from coming out unless you
 delay the last D press or press it again.

 An alternative method to get around this is to get into another state,
 such as during a jump, backstep, or attack.  Then, begin the presses
 so that they coincide with the return to your neutral state.


 ========================================================================
 9.  MISCELLANEOUS
 ========================================================================

 ------------------------------------------------------------------------
 DAMAGE CHART
 ------------------------------------------------------------------------

 Not all characters take the same amount of damage from attacks.  I've
 tried to roughly group the characters by how much damage they take.

  - Hugo
  - Mr. Karate, Ryo, Athena, Shiki, Geese, Guile, Kasumi
  - M. Bison, Sagat, Terry, Earthquake, Mai, Demitri, Ryu, Dan, Kim
  - Dhalsim, Kyo, Chun-Li, Vega, Genjuro, Ken
  - Tabasa, Iori, Crazy Iori, Balrog, Goenitz, Mars People
  - Shin Gouki, Zero, Violent Ken, Red Arremer
  - Choi, Serious Mr. Karate, Gouki

 So, Hugo takes the least damage, and Gouki takes the most.  The
 characters get weaker as you go left to right, so Guile takes more
 damage than Mr. Karate does.
 

 ------------------------------------------------------------------------
 DISABLED MOVES
 ------------------------------------------------------------------------

 The KoF series is rather infamous for the amount of unused/disabled
 moves it contains.  It only makes sense, then, that SvC would have
 disabled moves as well.  It's not as interesting as the KoF games
 usually are, but some are rather surprising (such as Serious Mr.
 Karate having the old SDM Kishin Geki).
                                             
 Those of you who who have read my KoF Disabled Moves FAQ should be
 familiar with this section.  I'm not going to bother explaining how
 to view the animations yourself, since this is explained in detail
 in that FAQ, which you can find at www.GameFAQs.com.

 What it basically amounts, to, though, is that you can view all the
 animations of each character in the game, and each animation has a
 specific number.  I've listed those numbers and descriptions of each
 animation below.

 [ KYO KUSANAGI ]  ------------------------------------------------------

 It's worth noting that while Playmore's site had an image of '00 style
 Kyo doing a Guard Cancel Frontstep, that version of Kyo is nowhere to
 be found among the actual list of characters.  It was just a pre-
 production image.

 [ TERRY BOGARD ]  ------------------------------------------------------

 1.  00C5           Back Knuckle

 1.  This is his old (f + A) command attack from KoF '98.

 [ RYO SAKAZAKI ]  ------------------------------------------------------
                    
 1.  00BC - 00C7    Ryuuko Ranbu SDM
 2.  00E3 - 00E8    Slow Ryuuko Ranbu
 3.  0161 - 0162    Vs. King "embarassed" intro.

 1.  This is the SDM version of his (qcf,hcb + P) super move (he only has
     the DM version in SvC).
 2.  This is similar to an unused super move in KoF 2002.  It's a slower
     version of the Ryuuko Ranbu that ends with the SDM style spinning
     Kohou.
 3.  This was his old intro against King from KoF 2001.
     
 [ KIM KAPHWAN ]  -------------------------------------------------------

 1.  00DF           Kuuren Geki
 2.  00E0 - 00E1    "standing" Neri Chagi vs. "stepping" Neri Chagi.
 3.  00E2 - 00E4    Kuuren Geki

 1.  This was his (f + A) spin kick from KoF '99.
 2.  This is also in other KoF games.  I can't figure out why there are
     two animations for the same move...the Neri Chagi looks the same
     whether you combo into it or not.
     
 [ KASUMI TODOH ]  ------------------------------------------------------

 1.  0039 - 003E    Backward roll
 2.  00A2 - 00A5    Kasane Ate SDM

 1.  The backwards AB roll from the KoF series.
 2.  The orange SDM version of her Kasane Ate super.
     
 [ MAI SHIRANUI ]  ------------------------------------------------------

 1.  00A8 - 00AD    Chou Hissatsu Shinobi Bachi DM

 1.  Mai's (qcb,hcf + K) move.  She only has the SDM version in this
     game, as her Exceed.
     
 [ MR. KARATE ]  --------------------------------------------------------

 1.  00F8           Kishin Geki DM

 1.  The (qcf,qcf + P when close) move that Takuma has in the KoF
     series.  It even has the small KoF-style "flash" that accompanies
     a DM.

 [ CHOI BOUNGE ]  -------------------------------------------------------

 1.  0037 - 0038    Backward roll
 2.  003B - 003E    Both GC rolls
 3.  00C0 - 00C7    Hou'ou Kyaku SDM

 1.  The backward AB roll from the KoF series.
 2.  The Guard Cancel Rolls from the KoF series.
 3.  The (qcf,hcb + K) rushing move.  Choi only has the DM version of
     this move in SvC.
               
 [ KEN MASTERS ]  -------------------------------------------------------

 1.  00CE - 00D8        Shinbu Messatsu
 2.  00D9 - 00DD        Rasetsu Kyaku
 3.  00DE - 00E2        Kuzuryuu Reppa

 -   These are Violent Ken's moves, but they are listed along with Ken's
     moves as well.
                     
 [ GOUKI ]  -------------------------------------------------------------

 1.  00BE - 00C5        Steam from Misogi
 2.  00C6 - 00F2        Slow, disjointed grab combo

 1.  This is the steam that appears when Shin Gouki lands from his
     "Misogi" Exceed move.  Gouki doesn't have the other animations
     for that move, though.
 2.  Gouki grabs his opponent and does a slow series of attacks,
     including jumping attacks.  I wonder if it was intended as a
     "viewable" version of the Shungoku Satsu that never got used,
     considering it starts with a grab.
  
 [ GEESE HOWARD ]  ------------------------------------------------------

 1.  00B0 - 00B9        Old Raging Storm DM

 1.  This is the old "cage" style Raging Storm DM from KoF '96, as
     opposed to the Real Bout-style Raging Storm that he now has.
     
 [ CRAZY IORI ]  --------------------------------------------------------

 1.  0045               Backwards roll

 1.  This is the backwards AB roll from the KoF series.

 [ DAN HIBIKI ]  --------------------------------------------------------

 3.  00C3               Hishou Burai Ken  (third pattern)

 - An alternate pattern for the Hishou Burai Ken (remember, he has one
   pattern with B and one with D).  This one has two crouching jabs
   thrown in a row in it, and seems to be done slightly slower than the
   other combos, but is otherwise nothing special.

 [ VIOLENT KEN ]  -------------------------------------------------------

 1.  009D - 00A5        Shouryuu Reppa
 2.  00A6 - 00BD        Shinryuu Ken Exceed
 3.  00BE - 00CD        Shippuujinrai Kyaku

 -   These are Ken's versions of these moves (i.e., Violent Ken has the
     Shinryuu Ken as a normal super, while it is an Exceed move for the
     normal Ken).

 [ SERIOUS MR. KARATE ]  ------------------------------------------------

 1.  0045               Backwards roll
 2.  00AE - 00AF        Kishin Geki SDM
 3.  00B0 - 00BA        Ryuuko Ranbu DM

 1.  This is the backwards AB roll from the KoF series.
 2.  Takuma's (qcf,qcf + P) move from KoF '98.  This is the SDM version,
     complete with the uppercut and taunt.  I find it odd that they would
     go to the trouble to redraw in Mr. Karate's face on an unused move
     of Takuma's that hasn't been seen in a KoF game for about 3 years.
 3.  The DM version of the "Chou Ryuuko Ranbu" Exceed, which is in turn
     just the SDM version of Takuma's old Ryuuko Ranbu.
     
 [ SHIN GOUKI ]  --------------------------------------------------------

 1.  00A4 - 00AE        Hyakki Shuu and various follow-ups
 2.  00C8 - 00F2        Slow, disjointed grab combo

 1.  The (f,d,df + K) leaping roll and it's many follow-ups.
     Only the normal version of Gouki can use these moves.
 2.  Gouki grabs his opponent and does a slow series of attacks,
     including jumping attacks.  I wonder if it was intended as a
     "viewable" version of the Shungoku Satsu that never got used,
     considering it starts with a grab.


 ------------------------------------------------------------------------
 TRANSLATIONS
 ------------------------------------------------------------------------

 I've tried to be as accurate as possible, but my knowledge of Japanese
 leaves something to be desired :)  Feel free to correct any mistakes
 you may notice.
 
 [ BASIC COMMANDS ]  ----------------------------------------------------

 Dai Jump                       Big Jump
 Guard Cancel Kougeki           Guard Cancel Attack
 Tsuujou Nage                   Normal Throw
 Nage Nuke                      Throw Escape
 Ukemi                          Tumble
 Chouhatsu                      Taunt
 MAX Mode Hatsudou              Maximum Mode Invoke
 Chou Hissatsu Waza             Super Deadly Techinques
 
 [ CHOI BOUNGE ]  -------------------------------------------------------

 Zujou Sashi                    Head Riding Stab
 Geketsu Zuki                   Bloody Bowel Thrust
 Sankaku Tobi                   Triangle Hop
 Toorima Geri                   Phantom Killer Kick
 Tatsumaki Shippuu Zan          Tornado Gale Slash
 Hishou Kuuretsu Zan            Flying Air Rip Slash
 Houkou Tenkan                  Direction Divert
 Senpuu Hien Zashi              Whirlwind Flying (Monkey) Stab
 Kaiten Hien Zan                Spinning Flying (Monkey) Slash
 Kishuu Hien Zuki               Surprise Attack Flying (Monkey) Thrust
 Hishou Kyaku                   Flying Kick
 Hien Zan                       Confessions of a Sorrowful Monkey
 Hou'ou Kyaku                   Phoenix Kick
 Shakushi                       Death Scoop

 Shin! Chouzetsu Tatsumaki Shinkuu Zan
 True! Superior Tornado Vacuum Slash
 
 [ GENJURO KIBAGAMI ]  --------------------------------------------------

 Tsukitobashi                   Pushing Away
 Ashige                         Kick
 Gekikaze                       Reverse Wind
 Suso Kosuri                    Rubbing Cuff
 Sanren Satsu                   Three Continuous Slashes
 Kiba / Tsuno / Rin             Fang / Horn / Phosphorous
 Hyakki Satsu                   Hundred Demons Killer
 Gashin Totsu                   Fang God Thrust
 Ouka Zan                       Cherry Blossom Slash
 Gekka Zan                      Moonlight Slash
 Touha Kouyoku Jin              Supreme Paulowina Light Wing Formation
 Gokou Zan                      Five Lights Slash
 Ikari Bakuha                   Rage Explosion
 Issen                          Flash

 [ IORI YAGAMI ]  -------------------------------------------------------

 Sakahagi                       Reverse Flayer
 Saka Sakahagi                  Reverse Reverse Flayer
 Geshiki                        Foreign Style
 Yumebiki                       Dream Shot
 Goufu In "Shinigame"           Roaring Axe Negative "Death God"
 Yuri Ori                       Lily Break
 108 Shiki: Yamibarai           Style No. 108: Darkness Sweep
 100 Shiki: Oniyaki             Style No. 100: Demon Scorcher
 311 Shiki: Tsumagushi          Style No. 311: Claw Comb
 127 Shiki: Aoi Hana            Style No. 127: Hollyhock Flower
 212 Shiki: Kototsuki In        Style No. 212: Koto Moon Negative
 Kuzukaze                       Scum Gale
 Kin 1211 Shiki: Yaotome        Forbidden Style No. 1211: Eight Maidens
 Ura 306 Shiki: Saika           Reverse Style No. 306: Showy Jackal
 Ura 311 Shiki: Saku Tsumagushi Reverse Style No. 311: Tearing Claw Comb
 Chi no Bousou                  Riot of Blood

 [ KASUMI TODOH ]  ------------------------------------------------------

 Maki Age                       Winding Lift
 Aiki Nage                      Aikido Throw
 Hiji Ate                       Elbow Hitter
 Kasane Ate                     Piled Hitter
 Senkou Nagashi                 Fan Sinking Into the Gutter
 Hakuzan Tou                    Snowy Mountain Peach
 Messhin Mutou                  Body Destroying No Throw
 Sasshou Inshuu                 Deadly Palm Shadow Kick
 Hanshin: Morote Gaeshi         Half-Body: Paired Hands Return
 Tatsumaki Souda                Tornado Spear Strike
 Chou Kasane Ate                Super Piled Hitter
 Shiranui                       Phantom Lights On The Sea
 Shingan Kazura Otoshi          Mind's Eye Powerful Drop

 [ KIM KAPHWAN ]  -------------------------------------------------------

 Kubikime Otoshi                Extreme Neck Drop
 Sakkyaku Nage                  Deadly Kick Throw
 Neri Chagi                     Descending Leg
 Sanren Geki                    Three Continuous Attacks
 Sankuu Kyaku                   Three Air Kicks
 Hangetsu Zan                   Half Moon Slash
 Hishou Kyaku                   Flying Kick
 Haki Kyaku                     Aspiration Kick
 Hien Zan                       Flying Slash
 Tenshou Kyaku                  Ascension Kick
 Hou'ou Hiten Kyaku             Phoenix Flying Heaven Kick
 Hou'ou Kyaku                   Phoenix Kick

 [ KYO KUSANAGI ]  ------------------------------------------------------

 Hatsugane                      Forged Iron
 Issetsu Seoi Nage              Single Over-the-Shoulder Throw
 Geshiki                        Foreign Style
 Naraku Otoshi                  Hades Drop
 Goufu You                      Roaring Axe Positive
 88 Shiki                       Style No. 88
 114 Shiki: Aragami             Style No. 114: Wild Bite
 128 Shiki: Konokizu            Style No. 128: Nine Wounds
 127 Shiki: Yanosabi            Style No. 127: Eight Rust
 125 Shiki: Nanase              Style No. 125: Seven Chance
 Migiri Ugachi                  Timely Drilling
 115 Shiki: Dokugami            Style No. 115: Poison Bite
 401 Shiki: Tsumi Yomi          Style No. 401: Sin Compose
 402 Shiki: Batsu Yomi          Style No. 402: Punish Compose
 100 Shiki: Oniyaki             Style No. 100: Demon Scorcher
 75 Shiki Kai                   Style No. 75 Modified
 212 Shiki: Kototsuki You       Style No. 212: Koto Moon Positive
 R.E.D. KicK                    Rainbow Energy Dynamite KicK
 182 Shiki                      Style No. 182
 Ura 108 Shiki: Orochinagi      Reverse Style No. 108: Orochi Mower
 Saishuu Kessen Ougi "Mushiki"  Final Deciding Battle Secret "No Style"

 [ MAI SHIRANUI ]  ------------------------------------------------------

 Shiranui Gourin                Shiranui Strong Confront
 Fuusha Kuzushi                 Windmill Destroyer
 Yume Zakura                    Dream Cherry
 Sankaku Tobi                   Triangle Hop
 Kokuen no Mai                  Dance of the Black Swallow
 Koukaku no Mai                 Dance of the Flamingo
 Dairin Fuusha Otoshi           Large Pinwheel Drop
 Ukihane                        Floating Feather
 Kachou Sen                     Flower Butterfly Fan
 Hissatsu Shinobi Bachi         Deadly Ninja Bees
 Ryuu Enbu                      Dragon Blaze Dance (Waltz)
 Sayo Chidori                   Night Plover
 Hakuro no Mai                  Dance of the White Heron
 Koshuu no Mai                  Dance of the Arcing Eagle
 Tsuika Kougeki                 Additional Attack
 Musasabi no Mai                Dance of the Giant Flying Squirrel
 Kuuchuu / Chijou               Mid-Air / Ground
 Toki Tsubute                   Ibis Smasher
 Mizudori no Mai                Dance of the Waterfowl
 Hou'ou no Mai                  Dance of the Phoenix
 Chou Hissatsu Shinobi Bachi    Super Deadly Ninja Bees

 Yusura Ume
 "Fruit from a tree wielding cherry-like fruit."

 [ Mr. KARATE ]  --------------------------------------------------------

 Oosotogari                     Great Outer Reaping
 Ippon Seoi                     Single Over-the-Shoulder
 Hisha Otoshi                   Rook Drop
 Oniguruma                      Demon Wheel
 Kawara Wari                    Tile Splitter
 Ko'ou Ken                      Tiger Gleam Fist
 Zanretsu Ken                   Momentary Violence Fist
 Kohou                          Tiger Roar
 Mouko Burai Gan                Fierce Tiger Bandit Boulder
 Shouran Kyaku                  Soaring Riot Kick
 Hien Shippuu Kyaku             Flying Gale Kick
 Kyokugen Kohou                 Extreme Limit Tiger Roar
 Haou Shikou Ken                Champion King Supremacy Fist
 Chou Haou Shikou Ken           Super Champion King Supremacy Fist

 [ RYO SAKAZAKI ]  ------------------------------------------------------

 Tomoe Nage                     Overhead Judo Throw
 Tani Otoshi                    Valley Drop
 Hyouchuu Wari                  Ice Pillar Splitter
 Joudan / Gedan Uke             Upper / Lower Catch
 Ko'ou Ken                      Tiger Gleam Fist
 Mouko Raijin Setsu             Fierce Tiger Raijin's Arm
 Kohou Shippuu Ken              Tiger Roar Gale Fist
 Hien Shippuu Kyaku             Flying Gale Kick
 Zanretsu Ken                   Momentary Violence Fist
 Kohou                          Tiger Roar
 Haou Shoukou Ken               Supreme King Flying Roaring Fist
 Ryuuko Ranbu                   Dragon / Tiger Boisterous Dance
 Tenchi Haou Ken                Heaven and Hell Supreme Gleam Fist

 - "Raijin" is the god of lightning.

 [ SHIKI ]  -------------------------------------------------------------

 Zebu                           No Justice
 Kokuu                          Empty Sky
 Tsurane Giri                   Linked Slashes
 Tensei / Rinne                 Reincarnation / Cycle of Rebirth
 Tsuyuharai                     Herald
 Shizuku Gari                   Droplet Hunter
 Tenhourin                      Heaven Cannon Ring
 Meika                          Dark Flower
 Kourin                         Descent
 Mumyou                         Darkness
 Setsuna                        Moment
 Tenma Hajun                    The Devil King
 Shikiju                        Shiki's Curse

 - "Mumyou" can also mean "ignorance of Buddhist teachings."  Most of
   Shiki's movenames have a Buddhist or religious background of some
   sort, so I figured I'd mention this.

 [ BALROG ]  ------------------------------------------------------------

 Sankaku Tobi                   Triangle Hop
 (Rolling) Izuna Drop           (Rolling) Well Rope Drop

 [ CHUN-LI ]  -----------------------------------------------------------

 Kirin Shuu                     Chinese Unicorn Attack
 Koshuu Tou                     Tiger Attack Overthrow
 Ryuusei Raku                   Falling Comet
 Sankaku Tobi                   Triangle Hop
 Youshi Ken                     Eagle Beak Fist
 Yousou Kyaku                   Eagle Talon Kick
 Kakusen Kyaku                  Crane Spin Kick
 Kakusen Rakushuu               Crane Spin Falling Kick
 Zensou Sentai                  Front Sweep Spinning Thigh
 Kaku Kyaku Raku                Crane Leg Drop
 Kikou Ken                      Chi Fist
 Tenshin Enbu                   Rolling Circle Dance
 Sen'en Shuu                    Spinning Circle Kick
 Tenshou Kyaku                  Ascension Kick
 Hyakuretsu Kyaku               Hundred Ripping Kicks
 Kikou Shou                     Chi Palm
 Houyoku Sen                    Phoenix Wing Fan
 Hazan Tenshou Kyaku            Supreme Mountain Ascension Kick

 [ DHALSIM ]  -----------------------------------------------------------

 Shutou Chop                    Knife Hand Chop
 Jump Mae Geri                  Jump Front Kick
 Drill Zutsuki                  Drill Headbutt

 [ GOUKI ]  -------------------------------------------------------------

 Seoi Nage                      Over-the-Shoulder Throw
 Tomoe Nage                     Overhead Judo Throw
 Zugai Hasatsu                  Skull Destroyer
 Hiza Geri                      Knee Kick
 Kurubushi Kick                 Ankle Kick
 Tenma Kuujin Kyaku             Demon Air Blade Kick
 Gou Hadou Ken                  Great Surge Fist
 Zankuu Hadou Ken               Air Slash Surge Fist
 Shakunetsu Hadou Ken           Scorching Heat Surge Fist
 Tatsumaki Zankuu Kyaku         Tornado Air Slash Kick
 Kuuchuu                        Mid-Air
 Gou Shouryuu Ken               Great Rising Dragon Fist
 Ashura Senkuu                  Ashura Air Flash
 Hyakki Shuu                    Hundred Demons Attack
 Hyakki Gouzan                  Hundred Demons Great Slash
 Hyakki Goushou                 Hundred Demons Great Collide
 Hyakki Goujin                  Hundred Demons Great Blade
 Hyakki Gousai                  Hundred Demons Great Smash
 Tenma Gou Zankuu               Demon Great Air Slash
 Messatsu Gou Shouryuu          Destructive Great Rising Dragon
 Messatsu Gou Hadou             Destructive Great Surge
 Shungoku Satsu                 Instant Hell Murder

 - "Ashura" is the god of war.

 [ HUGO ]  --------------------------------------------------------------

 Idou Drop Kick                 Moving Drop Kick
 Joudan / Gedan Blocking        Upper / Lower Blocking

 [ KEN MASTERS ]  -------------------------------------------------------

 Seoi Nage                      Over-the-Shoulder Throw
 Jigoku Guruma                  Hell Wheel
 Jigoku Fuusha                  Hell Windmill
 Inazuma Kakato Wari            Lightning Flash Heel Splitter
 Kurubushi Kick                 Ankle Kick
 Hadou Ken                      Surge Fist
 Shouryuu Ken                   Rising Dragon Fist
 Tatsumaki Senpuu Kyaku         Tornado Whirlwind Kick
 Kuuchuu                        Mid-Air
 Kama Barai Geri                Sweeping Scythe Kick
 Nata Otoshi Geri               Falling Hatchet Kick
 Oosoto Mawashi Geri            Great Outer Spinning Kick
 Shippuujinrai Kyaku            Kick With Lightning Speed
 Shouryuu Reppa                 Rising Dragon Destroyer
 Shinryuu Ken                   God Dragon Fist

 [ RYU ]  ---------------------------------------------------------------

 Seoi Nage                      Over-the-Shoulder Throw
 Tomoe Nage                     Overhead Judo Throw
 Hiji Ate                       Elbow Hitter
 Sakotsu Wari                   Collarbone Splitter
 Senpuu Kyaku                   Whirlwind Kick
 Kurubushi Kick                 Ankle Kick
 Hadou Ken                      Surge Fist
 Shakunetsu Hadou Ken           Scorching Heat Surge Fist
 Shouryuu Ken                   Rising Dragon Fist
 Tatsumaki Senpuu Kyaku         Tornado Whirlwind Kick
 Kuuchuu                        Mid-Air
 Shinkuu Hadou Ken              Vacuum Surge Fist
 Shinkuu Tatsumaki Senpuu Kyaku Vacuum Tornado Whirlwind Kick
 Shin Shouryuu Ken              True Rising Dragon Fist

 [ TABASA ]  ------------------------------------------------------------

 Flask (Tachi)                  Flask (Standing)
 Flask (Shagami)                Flask (Crouching)

 [ CRAZY IORI ]  --------------------------------------------------------

 Hikiri Kine                    Fire Mallet
 Ura 108 Shiki: Ya Sakazuki     Reverse Style No. 108: Eight Wine Cups
 Bousou Iori                    Crazy Iori

 Tsuki no yoru orochi no chi ni kurufu Iori
 "On a moonlit night, Orochi blood drives Iori insane."
 
 [ DAN HIBIKI ]  --------------------------------------------------------

 Otoko Zuki                     Pride (Manly) Thrust
 Seoi Nage                      Over-the-Shoulder Throw
 Tachi / Shagami / Kuuchuu      Standing / Crouching / Mid-Air
 Chouhatsu                      Taunt
 Gadou Ken                      Self-Styled Fist
 Gadou Shoukou Ken              Self-Styled Self Flying Roaring Fist
 Kouryuu Ken                    Shiny Dragon Fist
 Dankuu Kyaku                   Cutting Air Kick
 Zenten / Kouten                Forward Roll / Backward Roll
 Kyuukyoku Tenchi Gadou Zuki    Ultimate Heaven & Hell Self-Styled Thrust
 Hisshou Burai Ken              Certain Victory Bandit Fist
 Kouryuu Rekka                  Shiny Dragon Raging Fire
 Chouhatsu Densetsu             Legendary Taunt
 Otoko Michi                    Path of Pride (Manly Path)

 [ DEMITRI MAXIMOFF ]  --------------------------------------------------

 ES Chaos Flare                 Especial Chaos Flare
 Tokushu Idou                   Special Movement

 [ GEESE HOWARD ]  ------------------------------------------------------

 Tate Katate Nage               Sword Battle One-Handed Throw
 Shinkuu Nage                   Vacuum Throw
 Fudou Sakkatsu Uraken          Motionless Life & Death Reverse Fist
 Raikou Mawashi Geri            Lightning Gleam Spinning Kick
 Raimei Gouha Nage              Thunder Strong Break Throw
 (Double) Reppuu Ken            (Double) Storm Fist
 Shippuu Ken                    Gale Fist
 Jaei Ken                       Evil Shadow Fist
 Gedan / Joudan / Chuudan       Lower / Upper / Middle
 Atemi Nage                     Self-Hit Throw
 Hishou Nichirin Zan            Flying Sun Slash

 [ GOENITZ ]  -----------------------------------------------------------

 Meifu no Mon                   Hades' Gate
 Soukatsu Satsu                 Mystery of Death
 Yonokaze                       Night Wind
 Shin Aoi Hana: Seiran          True Hollyhock Flower: Mountain Vapour
 Hyouga                         Icy River / Glacier
 Wanpyou Tokobuse               Icy Arm: Defend
 Wanpyou Mametsu                Icy Arm: Deface
 Fuujin Ibuki                   Wind God Breath
 Yamidoukoku                    Dark Lamentation
 Shin Yaotome: Mizuchi          True Eight Maidens: Water Blood
 Shin Yaotome: Jissoukoku       True Eight Maidens: Ten Claw Scratches
 Fuki sasebu kaze no Goenitz    "Goenitz of the wildly-blowing wind."

 - I've never seen the kanji for Goenitz's move names, so the
   translations are guesswork on my part.
 - Thanks to Skynight for lots of translation info. and advice.
 
 [ VIOLENT KEN ]  -------------------------------------------------------

 Seoi Nage                      Over-the-Shoulder Throw
 Jigoku Guruma                  Hell Wheel
 Jigoku Fuusha                  Hell Windmill
 Inazuma Kakato Wari            Lightning Flash Heel Splitter
 Kurubushi Kick                 Ankle Kick
 Hadou Ken                      Surge Fist
 Shouryuu Ken                   Rising Dragon Fist
 Rasetsu Kyaku                  Rakshasa Kick
 Tatsumaki Senpuu Kyaku         Tornado Whirlwind Kick
 Kuuchuu                        Mid-Air
 Kama Barai Geri                Sweeping Scythe Kick
 Nata Otoshi Geri               Falling Hatchet Kick
 Oosoto Mawashi Geri            Great Outer Spinning Kick
 Shinryuu Ken                   God Dragon Fist
 Kuzuryuu Reppa                 Nine-Headed Dragon Destroyer
 Shinbu Messatsu                God Warrior Destruction
 Sennou Ken                     Brainwashed Ken

 - A "rakshasa" is an evil demon from Hindu mythology.

 [ ZERO ]  --------------------------------------------------------------

 Tensou Buster Shot             Transfer Buster Shot
 Jump Kahou Zuki                Jump Downward Thrust
 Jouhou Zuki                    Upward Thrust
 3-Dan Zuki                     Three Part Thrust
 Naname Shitazuki               Diagonal Downward Thrust
 Sankaku Tobi                   Triangle Hop
 Zed Saber                      Z Saber
 Bakudan Setchi                 Bomb Establish

 [ RED ARREMER ]  -------------------------------------------------------

 Sankaku Tobi                   Triangle Hop
 Puchi Devil                    Petit Devil
 Kuuchuu / Chijou               Mid-Air / Ground

 [ SERIOUS Mr. KARATE ]  ------------------------------------------------

 Oosotogari                     Great Outer Reaping
 Ippon Seoi                     Single Over-the-Shoulder
 Sankaku Tobi                   Triangle Hop
 Yoke Migi Seiken Zuki          Avoiding Right Front of Fist Thrust
 Ducking shite Mawashi Geri     To do a Ducking Spinning Kick
 Jigoku Zuki                    Hell Thrust
 Soku Gatana                    Leg Sword
 Kiryoku Tame                   Willpower Charge
 Ko'ou Ken '02                  Tiger Gleam Fist '02
 Zanretsu Ken                   Momentary Violence Fist
 Hien Shippuu Kyaku             Flying Gale Kick
 Kyokugen Kohou                 Extreme Limit Tiger Roar
 Kishin Geki                    True Terrible God Attack
 Haou Shikou Ken                Champion King Supremacy Fist
 Chou Haou Shikou Ken           Super Champion King Supremacy Fist
 Chou Ryuuko Ranbu              Super Dragon / Tiger Boisterous Dance
 Honki ni natta Mr. Karate      "Becoming serious Mr. Karate."

 [ SHIN GOUKI ]  --------------------------------------------------------

 Seoi Nage                      Over-the-Shoulder Throw
 Tomoe Nage                     Overhead Judo Throw
 Zugai Hasatsu                  Skull Destroyer
 Hiza Geri                      Knee Kick
 Kurubushi Kick                 Ankle Kick
 Tenma Kuujin Kyaku             Demon Air Blade Kick
 Gou Hadou Ken                  Great Surge Fist
 Zankuu Hadou Ken               Air Slash Surge Fist
 Shakunetsu Hadou Ken           Scorching Heat Surge Fist
 Tatsumaki Zankuu Kyaku         Tornado Air Slash Kick
 Kuuchuu                        Mid-Air
 Gou Shouryuu Ken               Great Rising Dragon Fist
 Ashura Senkuu                  Ashura Air Flash
 Tenma Gou Zankuu               Demon Great Air Slash
 Messatsu Gou Shouryuu          Destructive Great Rising Dragon
 Messatsu Gou Hadou             Destructive Great Surge
 Shungoku Satsu                 Instant Hell Murder
 Misogi                         Shinto Purification Ceremony
 Shin Gouki                     "True Great Devil."
 Tenha Touha Zan                Heavenly Supreme Wave Breaking Slash

 - "Ashura" is the god of war.
 - "Tenha Touha Zan" is what Gouki uses to part the waves in his
   ending, although he only says the name in the Japanese version.
   

 ------------------------------------------------------------------------
 DREAMCAST PETITION
 ------------------------------------------------------------------------

 At one point, the site <www.dcemulation.com> posted some news about the
 possibility of SvC getting ported to the Dreamcast.  Their post was as
 follows:

 "Dreamcast Snk vs Capcom Chaos release possibility
  Posted by The Kron At 9:24"

 "While not being an emulation related piece of news this will be
  important to many of the loyal Dreamcast supporters.  SNK-Playmore
  the creator of the recent arcade 1 on 1 beat em up 'SvC Chaos' relayed
  some information to me that is very encouraging. If there is enough
  demand shown for a Dreamcast port of this fine game then you can expect
  to see a release within the next six months.

  To show your support and request a Dreamcast home port please send an
  email to info@snkplaymore.co.jp stating you would like to see the game
  released on the Dreamcast system, Sending an email in English will be
  fine as Playmore are a multi-lingual company."

 It's been around three months since this post appeared, so there is
 still time to mail Playmore if anyone is interested.

 Thanks for reading.


 ------------------------------------------------------------------------
 SNK vs. CAPCOM FAQ v1.0                   Copyright 2003 Chris MacDonald
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