Date: Tue, 16 Mar 1999 00:38:39 GMT

                          Gekka no Kenshi 
                    Bakumatsu Rouman Dai Ni Maku
                 Tsuki ni Saku Hana, Chiri Yuku Hana 
                         "The Last Blade 2"      
                        Combo FAQ version 1.1
                                 by
                       Pedro Colman-Arrellaga
          
======================================================================
 
Key:
 
A   = weak slash
B   = heavy slash
C   = kick
D   = deflect
BC  = In Power mode this is an unblockable hit 
      In Speed and EX modes it is an overhead hit 
CD  = throw (must be done very near to opponent)
u   = up
d   = down
b   = back 
f   = forward
df  = down-forward
db  = down-back
uf  = up-forward 
ub  = up-back
qcf = quarter circle forward
qcb = quarter circle back
hcf = half circle forward
hcb = half circle back
dp  = "dragon punch" motion (forward, down, down-forward)
rdp = reverse dragon punch motion (back, down, down-back)
cd  = charge down
cb  = charge back
cf  = charge forward 
DM  = Desperation move
SDM = Super Desperation move
CS  = Combo Special (d,d+A or B)
(g) = move performed while opponent is on ground
(a) = move performed while airborne
*   = combo must be performed in corner
#   = combo requires maxed meter
!   = combo requires maxed meter or low health
~   = combo requires maxed meter and low health

======================================================================

FAQ Version History
-------------------

1.1 - The current version. Typos fixed. Errors corrected. Omissions
      from the 1.0 version added. A couple of combos added, including
      Setsuna and Lee SDM combos that were somehow left out of version
      1.0. More details and corrections concerning combo specials
      added. Added the version history you're reading right now.

1.0 - Initial public release

0.95 - The "work in progress" version. Seen only by a couple of people
       who helped out.

======================================================================

Combo tips
----------

In most places jumping C can be substituted for jumping B in combos,
although jumping C must usually be done deeper as the hit stun is
shorter. Similarly a standing C can be substituted for many of the
standing B's. Of course you can usually tack on a Weak slash special
instead of the B slash, but why?  Use the B if it's available.
Generally what is shown here is most hits and damage possible.

Crouching A (d+A) does equal damage to standing A in Power mode, but
in Speed and EX modes crouching A does more damage than standing A. 
Crouching B (d+B) does less damage than standing B in Power mode, but 
in Speed and EX modes crouching B does more damage than standing B. 
Unfortunately, use of crouching B in Speed mode often leads to combos 
that whiff, as it pushes your opponent farther away and is slower to
execute than a standing B. Also, use of crouching B in combos is more
likely to lead to conflicts with special move motions, so use it
carefully. 

Multiple hit normal moves (such as Setsuna's d+B) can generally be
interrupted on either hit, the tradeoff being that waiting for the
second hit pushes you slightly farther away.

Use the deflect (D) to open up combo opportunities. After deflecting
a strong slash, almost any move will combo. An addition to the LB2
gameplay system is that deflects can now be done in midair.

Another addition to LB2's combo system is the ability to perform
dashing attacks. Pressing A or B while dashing (f,f) will now perform
a dashing attack that can be used to start a combo. In Speed or EX
modes this can be used to initiate a chain combo. 

Example: 

Dash B, B, f+C

Dashing after hitting an opponent with a special move often makes it
possible to hit then again on the ground with a ground attack. If you
can't reach an opponent on the ground with the last hit of a combo
it's because you must dash first to get near them. 

BC in Speed and EX mode must be blocked high. Use it to open up juggle
opportunities.  

BC in Power mode is now an unblockable move with long startup time.
It can be useful against extremely persistent turtles.

f+C is now interruptible in Power mode and can be used to open up
juggle opportunities.

Many moves can be made easier to combo by pre-buffering the move.
An example of this using Zantetsu: 

Jump B, A, hcb+C

This is easier to perform if done as: 

Jump B, hcb+A, C

Since hcb+A isn't one of Zantetsu's special moves, the hcb motion 
registers and when C is hit, the hcb+C move is performed.

All qcb,db,f motions can be performed as either qcb,hcf or qcf,f. Use
whichever motion you find easiest to perform.

======================================================================

Selecting EX mode 
----------------------------------------------------------------------

To select EX mode when selecting gameplay mode, first select the
character you wish to play as. Then within 4 seconds: Move to Speed
mode and press C 6 times, then move to Power mode and press B 3 times,
then move back to Speed mode and press C 4 times. This will cause EX
mode to appear. Press A or D to select the color of your EX mode
character. 

In EX mode you have most of the capabilities of Power and Speed modes.
However, you will be handicapped. You take significantly more damage
from your opponent's hits in EX mode than while playing Power or Speed
modes. Also, your meter will fill more slowly than while playing Power
or Speed modes.

======================================================================
  
Last Blade 2 Chain Combo System in Speed and EX modes             
----------------------------------------------------------------------

The chain combo system in LB2 is similar to that present in LB1, but
there are several new twists.

There are two basic types of chains in LB2.
                                         
Here is the first chain type:

                            +---> f+B                      
                            | 
                            +---> f+C
b+A ---> A ---> A ---> B ---+
                            +---> df+C
                            | 
                            +---> BC

f+B, f+C, and df+C all end chains and are uninterruptible. BC also
ends chains and is uninterruptible, but you can juggle after it in
certain situations. All chain combos are interruptible at any point
prior to these four combo finishers. 

All characters can perform this chain combo. The only rules that have
to be followed are:

1. Chains must flow from A to C. No A, B, A chains.
2. Portions of the chains are chains on their own. 

Ex: A, B, f+B
    A, f+B
    b+A, B, f+B
    A, A, B, f+C
    B, BC
    b+A, A, df+C

3. b+A may only be performed at the beginning of a chain.
4. Crouching normals may be done in place of standing moves, however
   only crouching B's may be used top start chains, not A's. Once a
   crouching move has been done, that button may not be used again
   for another crouching hit in the chain. No d+A, d+A. 

Character specific exceptions will be described in each character's
combo guide.
 
Here is the second chain type:

A ---> B ---> C

This chain always knocks down your opponent. You cannot deviate from
this 3 button sequence at all, otherwise you will not perform the
unique chain.

======================================================================
  
Super cancels in Power and EX modes
----------------------------------------------------------------------

In Power and EX mode certain special moves can be canceled into DMs.
Here is an example of this using Moriya:

Jump B, B, qcf+A, DM 

In this combo Moriya's qcf+C special move is canceled into his DM.
Special moves that can be canceled into DMs will be noted in each
character's combo guide.

======================================================================
 
Combo specials in Speed and EX modes
----------------------------------------------------------------------

Pressing d,d+A or B in Speed or EX modes with a maxed meter activates
a "combo special." When this is done your character will flash blue,
dash forward, and attack once.  Performing this with A will require
the attack to be blocked high, while performing this with B will
require the attack to be blocked low. If this attack connects you may
continue into any one of four special chain combos, one of which
allows for juggling afterwards. The chart below shows the various
types of combo specials for each character. Certain hits are
unblockable, and are marked as such.


Kaede (Both versions), Yuki, Akari, Hibiki, Washizuka, Kagami, Okina 

A ---> B ---> C -+-> A ---> B ---> C -+-> A ---> B ---> qcf+C
                 |                    |             
                 |                    |            
                 |                    +-> C ---> B ---> qcf+A 
                 |                                  (Unblockable)
                 | 
                 +-> d+C ---> A -+-> BC ---> A ---> qcf+B
                                 |
                                 |
                                 +-> d+C ---> f+BC (Juggle)

                                          (Unblockable)



Juzou, Amano, Mukuro, Shigen, Setsuna, Kouryuu
      
A ---> B ---> C -+-> A ---> B ---> C -+-> A ---> B ---> qcf+C
                 |    (Unblockable    |           (Juggle for Amano)
                 |     for Juzou)     |
                 |                    +-> C ---> qcf+B
                 |                           (Unblockable)
                 |
                 +-> d+C -+-> BC ---> qcf+B
                          |   
                          |
                          +-> d+C ---> f+BC (Juggle)
                                   (Unblockable)


Moriya, Kojirou, Lee, Zantetsu 
      
A ---> B ---> C -+-> A ---> B ---> C -+-> A ---> B ---> qcf+C
                 |                    |          (Juggle for Kojirou)
                 |                    |
                 |                    +-> C ---> B ---> A ---> qcf+C
                 |                                       (Unblockable)
                 | 
                 +-> d+C ---> A -+-> f+BC ---> A ---> B ---> qcf+B
                                 |  
                                 |
                                 +-> d+C ---> f+BC (Juggle)
                                          (Unblockable)


If successful in completing this you will do quite a decent chunk of
damage to your opponent; around half. To do this requires quite a bit
of timing; mashing the buttons will get you nowhere fast. The 4 types 
of combo specials will also be listed for each character in their
combo guides. 

======================================================================

Secret character codes
----------------------------------------------------------------------

Kouryuu
-------

To select Kouryuu, do the following within 4 seconds. Move the cursor
to Kaede. Press C 10 times, then press B 5 times, finally press C 4
times. If you are successful you will hear Kouryuu's voice sample.
Press A or D, select gameplay mode, then press A or D again to select
color.


Kaede (pre-powerup form from LB1)
---------------------------------

To select normal Kaede, do the following within 4 seconds. Move the
cursor to Kaede. Press C 9 times, then press B 1 time, finally press
C 4 times. If you are successful you will hear Kaede's voice sample.
Press A or D, select gameplay mode, then press A or D again to select
color.


Hagure Ningyou
--------------

To select Hagure, do the following within 4 seconds. Move the
cursor to Akari. Press C 8 times, then press B 9 times, wait one 
second, then press  C 1 time. If you are successful you will hear
Akari's voice sample. Press A or D, select gameplay mode, then press
A or D again to select color.

Hagure is not really a separate character per se. You will transform
into the same character as your opponent for each fight.  Therefore
there is no separate combo guide for Hagure.

======================================================================

A note about damage
----------------------------------------------------------------------

The damage done by moves, and as a consequence, combos, in LB2 varies
quite a bit depending on the mode of play you are using, the length of
the combo, which character is on the receiving end, the mode of play
used by the character on the receiving end.

Some combo examples to illustrate this: 

Power mode Kaede vs. Power mode Shigen

Jump B, B, qcf+B
25.8% damage done on Shigen 

Speed mode Kaede vs. Power mode Shigen

Jump B, B, qcf+B
18% damage done on Shigen

Power mode Kaede vs. EX mode Shigen

Jump B, B, qcf+B
36% damage done on Shigen

Power mode Kaede vs. Power mode Akari

Jump B, B, qcf+B
30.5% damage done on Akari
 
Basically:

1. Power mode characters do significantly more damage per hit than
   Speed or EX mode characters; EX mode characters generally do
   slightly more damage per hit than Speed mode characters.
2. EX mode characters take much more damage from hits than Power or
   Speed mode characters. (Around 140%)   
3. Characters fall into 3 tiers of damage resistance:


Shigen and Juzou 

- The strongest tier; these characters take the least damage per hit.


Kaede, Moriya, Setsuna, Amano, Washizuka, Kagami, and Kouryuu

- The middle tier; these character's damage rates are exactly in
between those of the other two tiers 


Yuki, Akari, Hibiki, Kojirou, Okina, Mukuro, Lee, Zantetsu, and Normal
Kaede

- The weakest tier; these characters take the most damage per hit.    

4. No single combo may do more than 70% damage, regardless of any
   other factors involved. The only semi-exception to this concerns
   Shigen's multi-throw combos, but those combos are escapable at
   certain points.  

======================================================================
 
Character combo guides
----------------------------------------------------------------------

Any 2 hit normal moves (such as Amano's d+B) mentioned in combos can
be assumed to hit for both hits before being interrupted, unless noted
otherwise. 
 
Note on Character Names:

Names are written in Japanese order - Family name first, proper name
last. (As spoken by the announcer.) 
  
======================================================================

Kaede
-----

Ground attacks
--------------
C 
df+B


Finishers
---------
dp+B is finished with a second dp+B. 


Super Cancels
-------------
qcb+A or qcb+B


Combo Specials
--------------
(All are started with d,d + A or B)

A, B, C, A, B, C, A, B, qcf+C
A, B, C, A, B, C, C, B, qcf+A
A, B, C, d+C, A, BC, A, qcf+B
A, B, C, d+C, A, d+C, f+BC (juggle)


Combos
======

All modes
---------

hcf+C (near), jump CD
5 hits (4 hits on meter)

hcf+C (near), dp+B x 2 
8 hits

Dash A or B, qcf+B
2 hits

Dash A or B, qcb+A, df+B(g) (Most effective in corners)
4 - 5 hits

Dash A or B, dp+B x 2, df+B(g) (Most effective away from corners)
4 - 5 hits

Jump B, B, dp+B x 2, df+B(g)  
6 hits

Jump B, B, qcb+A, df+B(g) (Most effective in corners)
6 hits

! hcf+C, DM (qcb,db,f+AB) (Most effective away from corners)
6 - 9 hits



Power mode only
---------------

! hcf+C, DM (qcfx2+AB) (Does not work in corners)
5 hits                         

! Dash A or B, DM (qcfx2+AB), df+B(g) (df+B(g) only hits in corners) 
2 hits
 
! Jump B, B, DM (qcfx2+AB), df+B(g) (df+B(g) only hits in corners)  
3 - 4 hits

! Jump B, B, qcf+A (During 2nd hit), DM (qcfx2+AB), df+B(g)  
5 - 6 hits  (df+B(g) only hits in corners) 
 
! Jump B, f+C, DM (qcb,db,f+AB) (Does not work in corners)
4 - 7 hits

~ Jump B, f+C, SDM (qcb,db,f+B) (Does not work in corners)
3 - 6 hits


Power and EX modes
------------------

! qcb+B, (During 2nd hit) DM (qcfx2+AB) (Hold AB for a moment)
3 hits

! qcb+B, (During 2nd hit) DM (qcb,db,f+AB)
5 - 7 hits

~ hcf+C (near), SDM (qcb,db,f+B) (Most effective away from corners) 
5 - 8 hits


~ Dash A or B, SDM (qcfx2+B)
9 hits

~ Jump B, B, SDM (qcfx2+B) 
10 hits


Speed and EX modes
------------------

Jump B, A, B, C, df+B(g)
5 hits

Jump B, b+A, A, A, B, f+C, df+B(g)
7 hits

* BC, jump CD

* BC, qcf+A 
2 hits

Dash A or B, d+B, qcf+B
3 hits

Dash A or B, d+B, dp+B, df+B(g)
4 hits

* Dash A or B, B, qcb+A, df+B(g)
6 hits

* Dash A or B, B, BC, dp+B x 2, df+B(g) 
7 hits

Jump B, b+A, A, A, B, qcf+B  
6 hits

Jump B, b+A, A, A, B, dp+B x 2, df+B(g)  
9 hits

* Jump B, b+A, A, A, B, qcb+A, df+B(g)
9 hits

* Jump B, b+A, A, A, B. BC, dp+B x 2, df+B(g)
10 hits 


# hcf+C (near), CS (A, B, C, A, B, C, A, B, qcf+C)
16 hits

# hcf+C (near), CS (A, B, C, A, B, C, C, B, qcf+A), df+B(g)
16 hits                     

# hcf+C (near), CS (A, B, C, d+C, A, BC, A, qcf+B), df+B(g)
14 hits

# hcf+C (near), CS (A, B, C, d+C, A, d+C, f+BC), jump CD
13 hits (12 hits on meter)

# hcf+C (near), CS (A, B, C, d+C, A, d+C, f+BC), qcf+B 
13 hits

# hcf+C (near), CS (A, B, C, d+C, A, d+C, f+BC), dp+B x 2, df+B(g)
15 - 16 hits  (Most effective away from corners)

~ hcf+C (near), CS (A, B, C, d+C, A, d+C, f+BC), DM (qcb,db,f+AB)
13 - 16 hits  (Most effective away from corners)  

~ hcf+C (near), CS (A, B, C, d+C, A, d+C, f+BC), DM (qcfx2+AB),
df+B(g) 
13 - 14 hits  (df+B(g) only hits in corners)  


EX mode only
------------

~ Dash B, d+B, SDM
10 hits

~ Jump B, b+A, A, A, B, SDM (qcfx2+B) 
13 hits

======================================================================
 
Minakata Moriya
---------------

Unique normal moves
-------------------
b+B
df+A (This is an overhead hit, and must be blocked high)


Ground attacks
---------------
C
df+B


Finishers
---------
dp+A is finished with a dp+B in Speed and EX modes.

Press A or B or C during Moriya's teleport (b,db,d + A or B or C).


Super cancels
-------------
qcf+A or B

Combo specials
--------------
(All are started with d,d + A or B)

A, B, C, A, B. C, A, B, qcf+C
A, B, C, A, B. C, C, B, A, qcf+C
A, B, C, d+C, A, f+BC, A, B, qcf+B
A, B, C, d+C, A, d+C, f+BC (juggle)  
 
Chain combo specifics
---------------------
Chains can be ended with b+B, but this can only be performed after
an A slash. (ex: b+A, A, b+B)

Chains can also be ended with df+A (ex: d+A, df+A) This can not be 
performed after a B slash.


Combos
======
Note that wherever qcb+B is used in a non-juggle combo, you may
wish to replace it with qcb+C. This must be blocked low and may help
to outwit your opponent.

                                               
All modes
---------

Dash A or B, qcb+B 
3 hits

Dash A or B, dp+B, df+B(g)
4 hits

Dash A or B, qcf+A x 3
4 hits

Dash A or B. qcf+A
3 hits 

Jump B, df+A, qcb+C (Kind of tricky to block)
4 hits

Jump B, df+A, dp+B, df+B(g)
5 hits

Jump B, B, qcb+B
4 hits        

Jump B, B, dp+B, df+B(g) 
5 hits

Jump B, B, qcf+A, qcb+B  
5 hits

Jump B, B, qcf+A, dp+B, df+B(g)
6 hits

! Jump B, df+A, DM (f,hcf+AB)
18 hits

! Dash A or B, DM (f,hcf+AB)
17 hits

! Jump B, B, DM (f,hcf+AB)
18 hits


Power mode only
---------------

* Jump B, f+C, qcb+B, df+B(g)
4 hits

* Jump B, f+C, dp+B, df+B(g)
4 hits

! Jump B, f+C, DM (f,hcf+AB) (Most effective in corners)
3 - 11 hits


Power and EX modes
------------------ 

qcf+B x 3, qcb+B
5 hits

qcf+B x 3, dp+B, df+B(g)
6 hits

Jump B, B, qcf+A x 3, C(g) 
6 hits

Jump B, B, qcf+A x 2, dp+B, C(g) 
6 - 7 hits

Jump B, B, qcf+A x 2, qcb+A, df+B(g)  
7 hits

! Dash A or B, qcf+A, DM (f,hcf+AB)
17 - 18 hits
           
! qcf+B x 4, DM (f,hcf+AB) 
20 hits

! Jump B, B, qcf+A, DM (f,hcf+AB)  
19 hits           

! Jump B, B, qcf+A x 2, DM (f,hcf+AB) (Most effective in corners) 
8 - 13 hits

~ Dash A or B, SDM (f,hcf+B)
12 hits
           
~ Jump B, B, SDM (f,hcf+B) 
13 hits


Speed mode only
---------------

qcf+B x 4, df+B(g)
5 hits

qcf+B x 3, dp+B, df+B(g)
5 - 6 hits
 
* qcf+B x 3, qcb+A, dp+A, df+B(g) (Timing on dp+A can be tricky)
7 - 8 hits

! qcf+B x 3, DM (f,hcf+AB) (Most effective in corners)
9 - 12 hits


Speed and EX modes
------------------

Jump B, A, B, C, df+B(g)
5 hits

Jump B, b+A, A, A, B, f+C, df+B(g)
7 hits

BC, qcb+B, df+B(g) (Works best near corners)
4 hits

* BC, dp+B, df+B(g)
4 hits 

Dash A or B, d+B, qcb+B
4 hits

Dash A or B, d+B, qcf+A x 3
5 hits

Dash A or B, d+B, qcf+A, qcb+B
5 hits

Dash A or B, d+B, qcf+A x 2, dp+B, df+B(g)
6 - 7 hits 

Dash A or B, d+B, BC, qcb+B, df+B(g)
6 hits

* Dash A or B, d+B, BC, dp+B, df+B(g)
6 hits

Jump B, b+A, A, A, B, f+C, df+B(g)
7 hits

Jump B, b+A, A, A, B, qcf+A x 3  
8 hits

Jump B, b+A, A, A, B, qcf+A, qcb+B  
8 hits

Jump B, b+A, A, A, B, qcf+A, dp+B, df+B(g)
9 hits

Jump B, b+A, A, A, B, dp+A,dp+B, df+B(g) (Most effective in corners)  
9 hits

Jump B, b+A, A, A, B, BC, qcb+B, df+B(g)
9 hits

* Jump B, b+A, A, A, B, BC, dp+B, df+B(g)
9 hits

! Jump B, b+A, A, A, B, DM (f,hcf+AB)  
20 - 21 hits

# CS (A, B, C, d+C, A, d+C, f+BC), dp+B, df+B(g)
10 - 11 hits

# CS (A, B, C, d+C, A, d+C, f+BC), qcb+B, df+B(g)
10 hits

~ CS (A, B, C, d+C, A, d+C, f+BC), DM (f,hcf+AB)
10 - 15 hits  (Most effective in corners)


EX mode only
------------

qcf+B x 3, dp+A,dp+B, df+B(g)
7 hits

* Dash A or B, d+B, qcf+A x 2, qcb+A, dp+A, df+B(g)
8 hits

Jump B, b+A, A, A, B, qcf+A x 3, df+B(g)  
9 hits

* Jump B, b+A, A, A, B, qcf+A x 2, qcb+A, dp+A,dp+B, df+B (g)
10 - 12 hits  (Connecting with the dp+A and the dp+B can be difficult)

! Dash A or B, B, qcf+A, DM (f,hcf+AB)
18 - 19 hits

~ Dash A or B, B, SDM (f,hcf+B)
13 hits

~ Jump B, b+A, A, A, B, SDM (f,hcf+B)  
16 hits

======================================================================

Yuki
----

Ground attacks
--------------
C
df+B (Can be held)


Super cancels
-------------
qcb+A or B


Combo specials
--------------
(All are started with d,d + A or B)

A, B, C, A, B, C, A, B, qcf+C
A, B, C, A, B, C, C, B, qcf+A
A, B, C, d+C, A, BC, A, qcf+B
A, B, C, d+C, A, d+C, f+BC (juggle)


Combos
======

All modes
---------

hcb+C(near), qcf+A, df+B(g)
7 hits

hcb+C(near), dp+A, df+B(g)
7 hits

Dash A or B, qcf+B 
2 hits

Dash A or B, qcb+A
4 hits

Dash A or B, dp+A, df+B(g) (df+B(g) only hits in corners)
2 - 3 hits

Jump B, B, qcf+B
3 hits

Jump B, B, qcb+A
4 hits

Jump B, B, dp+A, df+B(g) (df+B(g) only hits in corners)
3 - 4 hits

! Dash A or B, DM (qcfx2+AB)
5 hits

! Jump B, B, DM (qcfx2+AB)
6 hits


Power mode only
---------------

Jump B, f+C, dp+B (Some timing is required for the dp+B)
3 hits   (Use the combo below in corners)

Jump B, f+C, dp+A, df+B(g)
4 hits

Jump B, f+C, qcf+B, df+B(g) (df+B(g) only hits in corners)
3 - 4 hits

! Jump B, f+C, DM (qcfx2+AB), df+B(g) (df+B(g) only hits in corners)
3 - 4 hits  (Poor damage for a DM combo)


Power and EX modes
------------------

! Dash A or B, qcb+A, DM (qcfx2+AB)
6 - 7 hits

! Jump B, B, qcb+A, DM (qcfx2+AB)
7 - 8 hits


Speed and EX modes
------------------

Jump B, A, B, C, df+B(g)
5 hits

Jump B, b+A, A, A, B, f+C, df+B(g)
7 hits

BC, dp+A, df+B(g) (df+B(g) only hits in corners)
2 - 3 hits

* BC, qcf+A, df+B(g)
3 hits

Dash A or B, d+B, qcf+A
3 hits

Dash A or B, d+B, qcb+A
4 hits

* Dash A or B, d+B, dp+A, df+B(g)
4 hits

Jump B, b+A, A, A, B, qcf+B
6 hits

Jump B, b+A, A, A, B, qcb+A 
7 hits

Jump B, b+A, A, A, B, dp+A, df+B(g) (df+B(g) only hits in corners) 
6 - 7 hits

* Jump B, b+A, A, A, B, BC, dp+A, df+B(g)
8 hits

! Dash A or B, d+B, DM (qcfx2+AB)
6 hits

! Jump B, b+A, A, A, B, DM (qcfx2+AB)
9 hits

# CS (A, B, C, d+C, A, d+C, f+BC), qcf+B, df+B(g)
9 - 10 hits  (df+B(g) only hits in corners)

# CS (A, B, C, d+C, A, d+C, f+BC), dp+A, df+B(g)
9 - 10 hits  (df+B(g) only hits in corners)


EX mode only
------------

! Dash A or B, d+B, qcb+A, DM (qcfx2+AB)
7 - 8 hits

! Jump B, b+A, A, A, B, qcb+A, DM (qcfx2+AB)
10 - 11 hits
 
======================================================================
 
Amano Hyou
----------

Unique normal moves
-------------------
b+B can be followed by any of the following: A, d+A, f+B, d+B, C, f+C,
d+C, or df+C
d+B (2 hits)
f+B (2 hits)


Ground attacks
--------------
C
df+B (Can be held)


Finishers 
---------
After starting the "tap A rapidly" attack, finish it with qcf+B.


Super cancels
-------------
f,db,f+A or B
hcb+B (hold B)


Combo specials
--------------
(All are started with d,d + A or B)

A, B, C, A, B, C, A, B, qcf+C
A, B, C, A, B, C, C, qcf+B
A, B, C, d+C, BC, qcf+B
A, B, C, d+C, d+C, f+BC (juggle)


Chain combo specifics
---------------------
b+B, d+B, f+B is a chain.

Amano's dashing A or B attack does not chain into other normals.


Combos
======
A few things: 

DO NOT USE AMANO's JUMP B!! It is by far the worst jump B in the
entire game, Not only does it terrible lag if you miss, leaving you
very vulnerable, but even if you connect with it, you still can't
combo anything off of it. Use jump C instead. 

If you must use a standing B attack when comboing, use b+B instead of
B. Unlike B, it has very little lag if you miss, and it is much more
flexible in terms of combo possibilities.

If you to use a B attack after a jump attack use d+B instead of b+B,
as b+B is too slow to connect.

Amano's f,db,f+A or f,db,f+B move can be performed as f,b,f+A or 
f,b,f+B to make things easier. 

Note that combos that opens with hcb+B (hold B) require you to
hold the button until Amano says "sora" twice.

Note that wherever you see "Dash A" or "Dash d+B" after hcb+C in these
combos, it is not the usual dashing attack. It is a very short dash
followed by a normal A or d+B attack.

d+Ax2 is a combo in all modes.


All modes
---------

hcb+C, (after hit) hcb+B  
2 - 3 hits

hcb+C, (after hit) qcb+A, df+B(g)
3 hits 

hcb+C, (after hit) Dash d+B, dp+C, df+B(g)
6 - 7 hits

hcb+C, (after hit) Dash A, tap A rapidly,qcf+B, df+B(g) 
10 - 11 hits

hcb+C, (after hit) Dash d+B, f,db,f+B, df+B(g)  
5 hits (4 hits on meter)
 
You must begin this combo while cornered by your opponent:
hcb+C, (after hit) qcb+A, dp+C, df+B(g)
7 hits

hcb+C, (after hit) Dash A, dfx2+C  
5 hits

hcb+B, A, tap A rapidly, qcf+B, df+B(g)
9 - 10 hits

hcb+B, A, f,db,f+B, df+B(g) 
5 hits  (4 hits on meter)

hcb+B, A, dp+C, df+B(g) 
8 hits

Dash A or B, f,db,f+B, df+B(g)
3 hits (2 hits on meter)

Dash A or B, dp+C, df+B(g)
6 hits

Dash A or B, dfx2+C, df+B(g) (df+B(g) only hits in corners)
4 - 5 hits (2 hits on meter, if at all)

Jump C, A, tap A rapidly,qcf+B, df+B(g) (Most effective in corners) 
9 - 11 hits

Jump C, d+B, f,db,f+B, df+B(g)  
5 hits (4 hits on meter)

Jump C, d+B, dp+C, df+B(g) (df+B(g) only hits in corners) 
8 hits

Jump C, d+B, dfx2+C, df+B(g)  (df+B(g) only hits in corners) 
6 - 7 hits (3 - 4 hits on meter)

! hcb+B (hold B), DM (hcbx2+AB), df+B(g)  
8 - 11 hits
 

Power mode only
---------------

Jump C, f+C, hcb+B (Does not work at all in corners) 
3 hits

Jump C, f+C, qcb+A (Does not work at all in corners) 
3 hits

Jump C, f+C, f,db,f+A. C(g) 
4 hits (3 hits on meter)

* Jump C, f+C, dp+C, df+B(g)
7 hits 


Power and EX modes
------------------

! hcb+C, (after hit), dash A, f,db,f+B, DM (hcbx2+AB)  
10 hits (9 hits on meter) 

! Jump C, d+B, f,db,f+B, DM (hcbx2+AB), df+B(g)  
11 - 12 hits  (10 - 11 hits on meter)  (df+B(g) only hits in corners)

~ SDM (hcbx2+B), dp+C, df+B(g) (Doesn't work very well in corners) 
5 - 8 hits 
 
 
Speed and EX modes
------------------

Jump C, A, d+B, f+C, df+B(g)
6 hits

Jump C, A, B, C, df+B(g)
5 hits

BC, dp+C, df+B(g) (Most effective in corners)
5 - 6 hits

* Jump C, A, B, dp+C   
5 - 7 hits 

Jump C, A, d+B, f,db,f+B, df+B(g) 
6 hits  (5 hits on meter)

Note: All the following CS combos can also be started with 
hcb+B (hold B). Generally this will add one more hit to the 
combo, but is much harder to do in fight.

# hcb+C, (after hit) CS (A, B, C, A, B, C, A, B, qcf+C), dp+C, df+B(g)
19 - 21 hits

# hcb+C, (after hit) CS (A, B, C, A, B, C, A, B, qcf+C), f,db,f+A, 
C(g)
17 hits

# hcb+C, (after hit) CS (A, B, C, A, B, C, C, qcf+B), df+B(g)
18 hits

# hcb+C, (after hit) CS (A, B, C, d+C, BC, qcf+B), df+B(g)
13 - 14 hits (6 hits on meter, if at all)

# hcb+C, (after hit) CS,(A, B, C, d+C, d+C, f+BC), f,db,f+B, C(g)
8 hits (Does not register on meter) 

# hcb+C, (after hit) CS (A, B, C, d+C, d+C, f+BC), dp+C, df+B(g) 
11 - 13 hits  (Most effective in corners)

~ hcb+C, (after hit) CS,(A, B, C, d+C, d+C, f+BC), DM (hcbx2+AB)
9 hits  (DM does very little damage)


EX mode only
------------

! hcb+C, (after hit), dash A, d+B, f,db,f+B, DM (hcbx2+AB)
12 hits (11 hits on meter)

! Jump C, A, d+B, f,db,f+B, DM (hcbx2+AB), df+B(g)  
12 - 13 hits  (11 - 12 hits on meter)  (df+B(g) only hits in corners)


======================================================================


Naoe Shigen
-----------
 
Unique normal moves
-------------------
b+B (Shigen is unfazed by attacks while performing this move, but
still takes damage)
f+C (2 hits)


Ground attacks
--------------
C
df+C
CD


Finishers
---------
qcb+C can be performed 3 times in a row in Speed and EX modes. You may

juggle your opponent after qcb+C x 2. 

hcb,f+C (near) may be finished in a number of ways. The following
chart should explain:

hcb,f+C (near) --+-----> hcf+A --+----> qcb+A
                 |               |
                 |               +----> qcb+B
                 |               |      (esc)
                 |               |      
                 |               +----> hcbx2+AB (DM)
                 |
                 +-----> hcf+B --+----> qcb+A   
                         (esc)   |
                                 +----> qcb+C
                                 | 
                                 +----> hcbx2+C (SDM)

Throws marked with (esc) are escapable by opponents. 
                 
DM (qcfx2+AB) can be finished in two ways: hcbx2+B or hcf+B.


Super cancels
-------------
qcb+A or B


Combo specials
--------------
(All are started with d,d + A or B)

A, B, C, A, B, C, A, B, qcf+C
A, B, C, A, B, C, C, qcf+B
A, B, C, d+C, BC, qcf+B
A, B, C, d+C, d+C, f+BC (juggle)


Chain combo specifics
---------------------
Chains can be ended with b+B

d+B chains, but is too slow to combo successfully when chained into
from another normal move.


Combos
======
In general, the combo meter resets after every throw in Shigen's
multi-throw combos. The number of hits given for those combos is the
total number of hits, not what the combo meter displays.


All modes
---------

hcb,f+C (near),hcf+A,qcb+A  
3 hits

hcb,f+C (near),hcf+A,qcb+B
3 hits

hcb,f+C (near),hcf+B,qcb+A, CD(g) (CD(g) only connects in corners)
3 - 4 hits

hcb,f+C (near),hcf+B,qcb+C, CD(g) (CD(g) only connects in corners)
3 - 4 hits

Dash A or B, qcb+A  
2 hits

Dash A or B, dp+A, CD(g)
6 - 8 hits (Power)
8 - 10 hits (Speed and EX)

Dash A or B, qcb+C, CD(g) (CD(g) only connects in corners)
2 - 3 hits (Power)
3 - 4 hits (Speed or EX)

Jump B, B, qcb+A  
3 hits

Jump B. B, dp+A, CD(g)
7 - 9 hits (Power)
9 - 11 hits (Speed and EX)

Jump B, B, qcb+C, CD(g) (CD(g) only connects in corners)
3 - 4 hits (Power)
4 - 5 hits (Speed or EX)

! hcb,f+C (near),hcf+A, DM (hcbx2+AB), CD(g)
3 - 4 hits  (CD(g) only connects in corners)

! Dash A or B, DM (qcfx2+AB),hcf+B
10 hits 

! Dash A or B, DM (qcfx2+AB),hcbx2+B, CD(g) 
10 - 12 hits  (CD(g) only connects in corners)

! Jump B, B, DM (qcfx2+AB),hcf+B
11 hits 

! Jump B, B, DM (qcfx2+AB),hcbx2+B, CD(g) 
11 - 13 hits (CD(g) only connects in corners)


Power mode only
---------------

Dash A or B, hcf+A
4 hits

Dash A or B, hcb,f+C,hcf+A,qcb+A  
4 hits

Dash A or B, hcb,f+C,hcf+A,qcb+B
4 hits

Dash A or B, hcb,f+C,hcf+B,qcb+A, CD(g)
4 - 5 hits  (CD(g) only connects in corners)


Dash A or B, hcb,f+C,hcf+B,qcb+C, CD(g) 
4 - 5 hits  (CD(g) only connects in corners)

Jump B, f+C, qcb+C (Not reliable in corners)
4 hits

Jump B, f+C, qcb+B (Use the combo below in corners)
4 hits

* Jump B, f+C, qcb+A, CD(g) 
5 hits

Jump B, f+C, dp+B 
11 hits (5 hits on meter)

Jump B, B, hcf+A
5 hits

Jump B, B, hcb,f+C,hcf+A,qcb+A  
5 hits

Jump B, B, hcb,f+C,hcf+A,qcb+B
5 hits

Jump B, B, hcb,f+C,hcf+B,qcb+A, CD(g) (CD(g) only connects in corners)
5 - 6 hits

Jump B, B, hcb,f+C,hcf+B,qcb+C, CD(g) (CD(g) only connects in corners)
5 - 6 hits

! Jump B, B, hcb,f+C,hcf+A, DM (hcbx2+AB), CD(g)
5 - 6 hits  (CD(g) only connects in corners)

~ Dash A or B, hcb,f+C,hcf+B,SDM (hcbx2+C)
10 - 11 hits  (CD(g) only connects in corners)

~ Jump B, B, hcb,f+C,hcf+B,SDM (hcbx2+C)
9 - 10 hits  


Power and EX modes
------------------
 
! Dash A or B, qcb+A, DM (qcfx2+AB),hcf+B 
11hits

! Dash A or B, qcb+A, DM (qcfx2+AB),hcbx2+B, CD(g) 
11 - 13 hits  (CD(g) only connects in corners)

! Jump B, B, qcb+A, DM (qcfx2+AB),hcf+B 
12 hits

! Jump B, B, qcb+A, DM (qcfx2+AB),hcbx2+B, CD(g) 
12 - 14 hits  (CD(g) only connects in corners)

~ hcb,f+C,hcf+B,SDM (hcbx2+C), CD(g) (CD(g) only connects in corners)
9 - 10 hits                           

                                                            
Speed and EX modes
------------------

Jump B, A, B, C, CD(g)
5 hits

Jump B, A, B, f+C, CD(g)
5 hits

BC, jump CD (Most effective in corners)
2 hits (Does not register on meter)

* BC, qcb+A, CD(g)
2 hits

* Dash A or B, BC, qcb+A, CD(g)
4 hits 

Dash A or B, B, qcb+A
3 hits

Dash A or B, B, dp+A, CD(g) (Most effective in corners)
6 - 9 hits

Dash A or B, B, qcb+C x 3, CD(g) (CD(g) only connects in corners)  
5 - 6 hits

Dash A or B, B, qcb+C x 2, qcb+A, CD(g)
6 hits

Dash A or B, B, qcb+C x 2, dp+B
13 hits (6 hits on meter)

Jump B, b+A, A, A, B, qcb+A
6 hits

Jump B, b+A, A, A, B, dp+A, CD(g)
9 hits

Jump B, b+A, A, A, B, qcb+C x 3, CD(g)
8 - 9 hits  (CD(g) only connects in corners)

Jump B, b+A, A, A, B, qcb+C x 2, qcb+A, CD(g)
9 hits

Jump B, b+A, A, A, B, qcb+C x 2, dp+B
16 hits (9 hits on meter)

! Dash A or B, B, DM (hcfx2+AB),hcf+B 
11 hits

! Dash A or B, B, DM (qcfx2+AB),hcbx2+B, CD(g) 
11 - 13 hits  (CD(g) only connects in corners)

! Jump B, b+A. A, A, B, DM (qcfx2+AB),hcf+B 
14 - 15 hits

! Jump B, b+A, A, A, B, DM (qcfx2+AB),hcbx2+B, CD(g) 
14 - 16 hits  (CD(g) only connects in corners)

# CS (A, B, C, d+C, d+C, f+BC), jump CD
8 hits (7 hits on meter)
     
# CS (A, B, C, d+C, d+C, f+BC), dp+B 
15 hits (9 hits on meter)

# CS (A, B, C, d+C, d+C, f+BC), qcb+B, CD(g)
9 hits 

~ CS (A, B, C, d+C, d+C, f+BC), DM (qcfx2+AB)
8 hits  (DM does very little damage)

    
EX mode only
------------

! Dash A or B, B, qcb+A, DM (qcfx2+AB),hcf+B 
12 hits

! Dash A or B, B, qcb+A, DM (qcfx2+AB),hcbx2+B, CD(g) 
12 - 14 hits  (CD(g) only connects in corners)

! Jump B, b+A. A, A, B, qcb+A, DM (qcfx2+AB),hcf+B 
15 - 16 hits

! Jump B, b+A, A, A, B, qcb+A, DM (qcfx2+AB),hcbx2+B, CD(g) 
15 - 17 hits  (CD(g) only connects in corners)
     
======================================================================
 
Washizuka Keiichirou
--------------------
 
Ground attacks
---------------
C
df+B
 
 
Finishers
---------------
cb,f+C can be finished with qcf+C, qcb+C, or qcb+B.

qcb+A is finished by tapping A; qcb+B by tapping B.


Super Cancels
-------------
cb,f+C
BC (When held until you flash red)


Combo Specials
--------------
(All are started with d,d + A or B)

A, B, C, A, B, C, A, B, qcf+C
A, B, C, A, B, C, C, B, qcf+A
A, B, C, d+C, A, BC, A, qcf+B
A, B, C, d+C, A, d+C, f+BC (juggle) 


Combos
======
 
All modes
---------------

Dash A or B, qcb+B,tap B
7 hits

Jump B (cd), d+B, u+B, df+B(g)  
4 hits

Jump B (cb), B, f+A  
3 hits

Jump B (cb), B, f+C,qcb+B, df+B(g)
5 hits

Jump B (cb), B, f+C,qcf+C, df+B(g)
5 hits

Jump B (cb), B, f+C,qcb+C, df+B(g)  
5 hits

Jump B, B, qcb+B,tap B rapidly  
8 hits

! Dash A or B. DM (qcb,db,f+AB), df+B(g) 
17 hits

! Jump B, B, DM (qcb,db,f+AB), df+B(g)  
18 hits
 
 
Power mode only
---------------

Jump B, f+C (cb), f+A
3 hits 

Jump B, f+C, qcb+B
3 hits

! BC (Hold until red), DM (qcb,db,f+AB), df+B(g) 
17 hits


Power and EX modes
------------------ 

! Jump B (cb), B, f+C,qcf+C, DM (qcb,db,f+AB), df+B(g)  
20 hits
 
                            
Speed and EX modes
------------------

Jump B, b+A, A, d+A, d+B, f+C, df+B(g)
7 hits

Jump B, A, B, C, df+B(g)
5 hits

BC (cb), f+A
2 hits

BC (cd), u+B, df+B(g)
3 hits

* Dash A or B, BC (cb), f+A
3 hits

Dash A or B, d+B, qcb+B,tap B rapidly (Most effective in corners)
6 - 7 hits

Jump B, d+B(cb), f+C,qcb+B, df+B(g)
5 hits 

Jump B, d+B(cb), f+C,qcf+C, df+B(g)
5 hits

Jump B, d+B(cb), f+C,qcb+C, df+B(g)
5 hits 

* Dash A or B, d+B (cd), BC, u+B, df+B(g)
5 hits  

Jump B (cb), b+A, A, d+A, d+B, f+A  
6 hits

Jump B (cb), b+A, A, d+A, d+B, f+C,qcb+B, df+B(g)
8 hits 

Jump B (cb), b+A, A, d+A, d+B, f+C,qcf+C, df+B(g)
8 hits

Jump B (cb), b+A, A, d+A, d+B, f+C,qcb+C, df+B(g)
8 hits 

Jump B, b+A, A, d+A, d+B, qcb+B,tap B rapidly 
10 - 11 hits  (Most effective in corners)

Jump B, b+A, A, d+A, d+B. BC, qcb+B
7 hits

* Jump B (cb), b+A, A, A, B, BC, f+A
7 hits
 
* Jump B, b+A, A, d+A (cd), d+B. BC, u+B, df+B(g)
8 hits

! Dash A or B, d+B, DM (qcb,db,f+AB), df+B(g)  
18 hits

! Jump B, b+A, A, d+A, d+B, DM (qcb,db,f+AB), df+B(g)
21 hits

# CS (A, B, C, d+C, A, d+C, f+BC) (cb), f+B
9 hits

# CS (A, B, C, d+C, A, d+C, f+BC), qcb+B
9 hits

# CS (A, B, C, d+C, A, d+C, f+BC) (cd), u+B, df+B(g)
10 hits
   
~ CS (A, B, C, d+C, A, d+C, f+BC), DM (qcb,db,f+AB), df+B(g) 
24 hits



EX mode only
------------ 

! Dash A or B, d+B(cb), f+C,qcf+C, DM (qcb,db,f+AB), df+B(g)  
20 hits

! Jump B(cb), b+A, A, d+A, d+B, f+C,qcf+C, DM (qcb,db,f+AB), df+B(g)
23 hits

======================================================================


Sanada Kojirou
--------------

Unique normal moves
-------------------
f+BC (Only in Speed and EX modes)

                                 
Ground attacks
--------------
C
df+B


Finishers
---------
qcb+C can be finished by pressing C again.


Super Cancels
-------------
qcb+B (Only on the first hit)
BC (When held until you flash red)


Combo specials
--------------
(All are started with d,d + A or B)

A, B, C, A, B. C, A, B, qcf+C
A, B, C, A, B. C, C, B, A, qcf+C
A, B, C, d+C, A, f+BC, A, B, qcf+B
A, B, C, d+C, A, d+C, f+BC (juggle)  
 

Combos
======
In combos that use dp+A, replace it with dp+B when in a corner. It
does more damage, but the delay afterwards is too long to allow for a
ground attack outside of a corner.


All modes
---------

Dash A or B, qcf+A
2 hits 

Dash A or B, qcb+B
4 hits

Dash A or B, qcb+A, C(g)
3 hits

Dash A or B, dp+A, df+B(g) 
3 hits

Jump B, B, qcb+B
5 hits

Jump B, B, qcf+A
3 hits

Jump B, B, qcb+A, C(g)
4 hits

Jump B, B, dp+A, df+B(g) 
4 hits

! Jump B, B, DM (qcb,db,f+AB), df+B(g)
12 hits


Power mode only
---------------

Jump B, f+C, qcf+A
3 hits

Jump B, f+C, qcb+A
3 hits

* Jump B, f+C, dp+B, df+B(g)
4 hits

! BC (Hold until red), DM (qcb,db,f+AB), df+B(g)
11 hits

! Jump B, f+C, DM (qcb,db,f+AB), df+B(g)
8 hits


Power and EX modes
------------------

! Dash A or B, qcb+B, DM (qcb,db,f+AB), df+B(g)
12 hits

! Jump B, B, qcb+B, DM (qcb,db,f+AB), df+B(g)
13 hits


Speed and EX modes
------------------

Jump B, A, B, C, df+B(g)
5 hits

Jump B, b+A, A, A, d+B, f+C, df+B(g)
7 hits

* BC, dp+B, df+B(g) 
3 hits

f+BC, qcf+A
2 hits

* f+BC, dp+B, df+B(g)
3 hits

Dash A or B, d+B, qcf+A
3 hits

Dash A or B, d+B, qcb+B 
5 hits

Dash A or B, d+B, qcb+A, C(g)
4 hits

Dash A or B, d+B, dp+A, df+B(g) (df+B(g) only hits in corners)
3 - 4 hits

* Dash A or B, d+B, BC, dp+B, df+B(g)
5 hits

Jump B, b+A, A, A, B, qcf+A
6 hits 

Jump B, b+A, A, A, B, qcb+B
8 hits

Jump B, b+A, A, A, B, qcb+A, C(g)
7 hits

Jump B, b+A, A, A, B, dp+A, df+B(g)
7 hits

* Jump B, b+A, A, A, B, BC, dp+B, df+B(g)
8 hits

! f+BC, DM (qcb,db,f+AB), df+B(g)
9 hits

*# CS (A, B, C, A, B. C, A, B, qcf+C), dp+B, df+B(g)
20 hits

# CS (A, B, C, d+C, A, d+C, f+BC), qcf+A 
9 hits

# CS (A, B, C, d+C, A, d+C, f+BC), dp+B, df+B(g)
9 - 10 hits  (df+B(g) only hits in corners)

# CS (A, B, C, d+C, A, d+C, f+BC), f+BC, qcf+A
10 hits  (Connecting with f+BC is difficult)

# CS (A, B, C, d+C, A, d+C, f+BC), f+BC, dp+B, df+B(g)
10 - 11 hits  (df+B(g) only hits in corners)
(Connecting with f+BC is difficult)

~ CS (A, B, C, d+C, A, d+C, f+BC), DM (qcb,db,f+AB), df+B(g) 
16 hits

~ CS (A, B, C, d+C, A, d+C, f+BC), f+BC, DM (qcb,db,f+AB), df+B(g) 
17 hits  (Connecting with f+BC is difficult)


EX mode only
------------

! Dash A or B, B, qcb+B, DM (qcb,db,f+AB), df+B(g)
12 hits

! Jump B, b+A, A, A, B, qcb+B, DM (qcb,db,f+AB), df+B(g)
15 hits

======================================================================

 
Kanzaki Juzou
-------------
 
Ground attacks
---------------
C
u+B
dp+A or dp+B (does not have to make contact with opponent to hit; dp+B
hits up to about half screen length)
Running (f,f) over your opponent also hits them.

Finishers
---------      
cf,b+C is finished with qcf+C x 3. (Speed mode only)

hcb+A can be finished with qcf+A or B.

hcb+B can be finished with qcf+B, C, or AB (DM).


Super Cancels
-------------
dp+A or B                       


Combo specials
--------------
(All are started with d,d + A or B)

A, B, C, A, B, C, A, B, qcf+C
A, B, C, A, B, C, C, qcf+B
A, B, C, d+C, BC, qcf+B
A, B, C, d+C, d+C, f+BC (juggle)

              
Combos
======
 
All modes
---------

hcb+B (near),qcf+C
1 hit

hcb+B (near), hcb+A,qcf+A
5 hits

hcb+B (near), hcb+A,qcf+B
3 hits

hcb+B (near), qcf+B, qcf+C, u+B(g)
3 hits

BC, dp+B  
2 hits

Dash A or B, qcf+A
2 hits
 
Deep jump B, B, qcf+A
3 hits

! hcb+B (near),DM (qcf+AB)
1 hit

! hcb+B (near),hcb+A,qcf+A,DM (hcbx2+AB)
5 - 7 hits 
 
 
Power mode only
---------------                                                 

Jump B, f+C, dp+B 
3 hits 
(Most effective in corners; outside of corners you must pause for a
 bit before dp+B)

Jump B, f+C, qcf+B 
3 hits 
(You must time the qcf+B so it hits just as your opponent is about to
 hit the ground) 

* Jump B (cf), f+C, b+C 
3 hits

*! Jump B, f+C, hcb+A,qcf+A,DM (hcbx2+AB),SDM (hcbx2+B)
7 - 9 hits (5 - 7 hits on meter)

*~ Jump B, f+C, SDM (qcfx2+B) (SDM does NO DAMAGE!?)
3 hits


Power and EX modes
------------------

! dp+A (near), DM (qcfx2+AB) 
3 hits

~ hcb+B (near), hcb+A,qcf+A,DM (hcbx2+AB),SDM (hcbx2+B)   
5 - 7 hits
 
 
Speed and EX modes
------------------

Jump B, A, B, C
4 hits

Jump B, b+A, B, f+C, u+B(g)
5 hits

* BC, hcb+A,qcf+A, C(g)
7 hits (6 hits on meter)
      
* BC, hcb+A,qcf+B, C(g)
5 hits (4 hits on meter)

Dash A or B (cf), b+C,qcf+C x 3 
4 hits
(5 hits; last hit is unblockable, but possible to avoid or counter)
                                  
Dash A or B, d+B, qcf+A           
3 hits

Dash A or B, BC, dp+B(g)
3 hits

* Dash A or B, d+B, BC, dp+B(g)
4 hits
                               
Jump B, b+A, A, d+A, d+B, qcf+A 
6 hits

Jump B (cf), A, A, b+C,qcf+C x 3 
6 hits                            
(7 hits; last hit is unblockable, but possible to avoid or counter)
*! BC, hcb+A,qcf+A,DM (hcbx2+AB)
5 - 7 hits

# CS (A, B, C, d+C, d+C, f+BC), dp+B,
8 hits 
 
# CS (A, B, C, d+C, d+C, f+BC), qcf+A 
8 hits 
(You must time the qcf+A so it hits just as your opponent is about to
 hit the ground) 

# CS (A, B, C, d+C, d+C, f+BC), hcb+A,qcf+A
12 hits ( 5 hits on meter)

# CS (A, B, C, d+C, d+C, f+BC), short dash, hcb+A,qcf+B
10 hits (3 hits on meter)

~ CS (A, B, C, d+C, d+C, f+BC), DM (qcfx2+AB)
9 hits

~ CS (A, B, C, d+C, d+C, f+BC), short dash, hcb+A,qcf+A,DM (hcbx2+AB)
12 - 14 hits (5 - 7 hits on meter)


EX mode only
------------

*~ BC, hcb+A,qcf+A,DM (hcbx2+AB), SDM(hcbx2+B)
6 - 8 hits (5 - 7 hits on meter)
                                                
======================================================================
 
Ichijou Akari
-------------
 
Unique normal moves
-------------------
b+B
d+B (2 hits; only interruptible on the first hit) 

 
Ground attacks
---------------
C
u+C
df+B

 
Finishers
---------------
d,u+C can be finished with d,u+B or d,u+C

Whether you hit or miss with dp+A or dp+B, they can be followed with
either A or B; this does not add hits, but instead makes you roll on
the ground. Pressing A rolls forward, B rolls backwards.

dp+A and dp+B can be finished with u+A, u+B, or d+C. All three cause
Akari to attack a second time. If you missed initially, these give you
a second chance to hit. All three work work after pressing A or B to
get into position.

dp+C can also be finished with u+A, u+B, d+C, or u+C. u+A, u+B and d+C

behave as described above, while u+C bounces away from your opponent
after hitting them once.

d+C in midair can be finished u+A, u+B, d+C, and u+C in Speed and EX
modes. All these finishers behave as described above.  

Note that the u+A and u+B finishers above both attack to slowly to 
combo.


Super Cancels
-------------
d,u+C (Can only be canceled on the first hit)                      


Combo specials
--------------
(All are started with d,d + A or B)

A, B, C, A, B, C, A, B, qcf+C
A, B, C, A, B, C, C, B, qcf+A
A, B, C, d+C, A, BC, A, qcf+B
A, B, C, d+C, A, d+C, f+BC (juggle) 


Infinites
---------
In all modes, from slightly away from a corner to about 3/4 of a
screen way from a corner you can juggle your opponent with repeated
b+B after f+C. This can also be done after BC in a corner in Speed and
EX modes. After every b+B you are pushed back slightly and must walk
forward a bit before the next b+B can be done. Eventually you will
have to dash forward to continue, It is possible to do up to 70%
damage in this way, and you will eventually dizzy your opponent in
Power mode (ToD).


Chain combo specifics
---------------------
Chains can be ended with b+B

 
Combos
======
b+B x 2 is a combo in corners against medium/large characters.

b+B can be followed by A, d+A, d+B, f+C, and df+C.  

Feel free to add or subtract repetitions of b+B to all combos that
contain multiple b+Bs; i.e. b+B x 3 or b+B x 6 will both work just as
well as one another, provided you stay close enough to the corner.


All modes
---------------

Dash A or B, qcf+B
2 hits

Dash A or B, rdp+A 
2 hits 
(Opponent will have left and right controls reversed for a short
while)

Dash A or B, rdp+B 
2 hits 
(Opponent will have up and down controls reversed for a short while)

Dash A or B, rdp+C 
2 hits              
(Opponent's button controls will be scrambled for a short while)  

Dash A or B, hcb+A, u+C(g)
9 hits

Dash A or B, d,u+C,d,u+C, u+C(g)
7 hits

Dash A or B, d,u+C,d,u+B, u+C(g) (Most effective in corners)
6 - 10 hits

* Jump B, b+B, d+B  
4 hits

Jump B, B, qcf+B  
3 hits

Jump B, B, rdp+A 
3 hits            
(Opponent will have left and right controls reversed for a short
while)

Jump B, B, rdp+B 
3 hits  
(Opponent will have up and down controls reversed for a short while)

Jump B, B, rdp+C 
3 hits  
(Opponent's button controls will be scrambled for a short while)
           
Jump B, B, hcb+A, u+C(g)  
10 hits

Jump B, d+B, d,u+C,d,u+C, u+C(g) (Unreliable; ineffective in corners) 
6 - 8 hits

Jump B, d+B, d,u+C,d,u+B (Most effective in corners)
7 - 9 hits

* Jump B, b+B x 2, qcf+B (Not too reliable)  
4 hits

Jump B, b+B, d+B, qcf+B
4 hits

Jump B, b+B, d+B, hcb+A, u+C(g)
11 hits

Jump B, f+C, d,u+C,d,u+C, df+B(g) 
6 - 7 hits  (This is most effective in Power mode and in corners) 

Jump B, f+C, d,u+C,d,u+B, df+B(g)
6 - 10 hits  (This is most effective in Power mode and in corners) 

Note: Your opponent must be about 1/3 screenlength away from a corner
for the following 4 combos to work. 

Jump B, f+C, b+B x 5, jump CD
8 hits (7 hits on meter) 

Jump B, f+C, b+B x 5, qcf+A
8 hits

Jump B, f+C, b+B x 5, d,u+C,d,u+C, df+B(g)
10 - 11 hits

Jump B, f+C, b+B x 5, d,u+C,d,u+B, df+B(g)     
10 - 13 hits 

! Dash A or B, DM (qcb,db,f+AB)
2 hits

! Jump B, B, DM (qcb,db,f+AB)  
3 hits

*! Jump B, b+B, d+B, DM (qcb,db,f+AB)  
4 hits 

Note: Your opponent must be about 1/3 screenlength away from a corner
for the following combo to be effective

! Jump B, f+C, b+B x 5, DM (qcb,db,f+AB) 
8 hits
 

Power mode only
---------------

Jump B, f+C, qcf+B
3 hits

*! Jump B, f+C, DM (qcb,db,f+AB) 
3 hits 

*~ Jump B, f+C, SDM (hcb,f+B)
12 hits 


Power and EX modes
------------------

! Jump B, B, d,u+C, DM (qcb,hcf+AB) 
4 hits 

~ Dash A or B, SDM (hcb,f+B)
11 hits

~ Jump B, B, SDM (hcb,f+B) 
12 hits

Note: Your opponent must be about 1/3 screenlength away from a corner
for the following combo to be effective.

~ Jump B, f+C, b+B x 4, SDM (hcb,f+B) 
15 hits  (b+B must be done 8 times in EX mode to get full (%70)
damage)


Speed and EX modes
------------------

Jump B, b+A, A, A, B, f+C, u+C(g)
7 hits

Jump B, A, B, C, u+C(g)
5 hits

* BC, jump CD
2 hits (Does not register on meter)

* BC, qcf+A
2 hits

* BC, d,u+C,d,u+C (Not very reliable)
up to 8 hits

Dash A or B, B, qcf+B
3 hits

* Dash A or B, d+B, d.u+C,d,u+B, df+B(g) (Rather unreliable)
5 hits

* Dash A or B, BC, d,u+C,d,u+B, df+B(g)
7 - 10 hits 

Jump d+C,d+C
3 - 4 hits

Jump B, b+A, A, A, B, qcb+B 
6 hits

Jump B, b+A, A, A, B, hcb+A, u+C(g)
13 hits

* Jump B, A, A, d+B, d,u+C,d,u+B, df+B(g)  
9 - 12 hits

* Jump B, b+A, A, A, d+B, d,u+C,d,u+C, df+B(g)
8 hits

* Jump B, b+A, A, A, B, f+C, b+B x 5, jump CD
12 hits (11 hits on meter)

* Jump B, b+A, A, A, B, f+C, b+B x 5, qcf+A
12 hits

* Jump B, b+A, A, A, B, f+C, b+B x 5, d,u+C,d,u+C, df+B(g)
13 - 14 hits  

* Jump B, b+A, A, A, B, f+C, b+B x 5, d,u+C,d,u+B, df+B(g)
13 - 16 hits

! Jump B, b+A, A, A, B, DM (qcb,db,f+AB) 
7 hits 

*! Jump B, b+A, A, A, B, f+C, b+B x 5, DM (qcb,db,f+AB)
12 hits 

# CS (A, B, C, d+C, A, d+C, f+BC), jump CD
9 hits (8 hits on meter)

# CS (A, B, C, d+C, A, d+C, f+BC), qcf+B
9 hits

# CS (A, B, C, d+C, A, d+C, f+BC), d,u+C,d,u+C, df+B(g)
11 - 12 hits  (df+B(g) only hits in corners) 

# CS (A, B, C, d+C, A, d+C, f+BC), d,u+C,d,u+B, df+B(g)
11 - 13 hits  (df+B(g) only hits in corners) 

*# CS (A, B, C, d+C, A, d+C, f+BC), b+B x 5, jump CD
14 hits (13 hits on meter)

*# CS (A, B, C, d+C, A, d+C, f+BC), b+B x 5, qcf+B
14 hits

*# CS (A, B, C, d+C, A, d+C, f+BC), b+B x 5, d,u+C,d,u+C, df+B(g)
16 - 17 hits

*# CS (A, B, C, d+C, A, d+C, f+BC), b+B x 5, d,u+C,d,u+B, df+B(g)
16 - 19 hits

~ CS (A, B, C, d+C, A, d+C, f+BC), DM (qcb,db,f+AB)
9 hits 

*~ CS (A, B, C, d+C, A, d+C, f+BC), b+B x 5, DM (qcb,db,f+AB)
14 hits


EX mode only
------------

*~ BC, SDM (hcb,f+B) 
11 hits

*~ Dash A or B, d+B, SDM (hcb,f+B)
12 hits

*~ Jump B, A, d+B, SDM (hcb,f+AB) (Rather difficult)
13

*~ Jump B, b+A, A, A, B, f+C, b+B x 7, SDM (hcb,f+B)
23 hits

======================================================================

Takane Hibiki
-------------

Ground attacks
--------------
C
df+B


Finishers
---------
In Speed mode, dp+B may be finished with qcf+A or B. This may also be
done in Speed and EX modes, but in these modes it does not interrupt
the dp+B and only works in corners.  

AB (dodge) may be finished with either f+C or b+C. f+C dashes forward,
b+C hops back. You may press A, B, C or D while hopping back.

After catching your opponent's attack with hcf+C, you may hit them by 
either pressing C or BC.


Super cancels
-------------
dp+B
 
 
Combo Specials
--------------
(All are started with d,d + A or B)

A, B, C, A, B, C, A, B, qcf+C
A, B, C, A, B, C, C, B, qcf+A
A, B, C, d+C, A, BC, A, qcf+B
A, B, C, d+C, A, d+C, f+BC (juggle)


Combos
======
Any combo that involves a special move after dp+B (DM (qcb,db,f+AB) in
Power and EX modes, qcf+A or B in Speed mode) requires that you end up
behind your opponent after the dp+B.

Any time qcf+A is used in a combo, qcf+B may be used instead. It does 
slightly less damage, but must be blocked low.

Hibiki's jumping B slash can be very handy for crossup attacks, though
it isn't as good as Zantetsu's for this purpose. Most combos that
begin
with a Jump B will also work if begun with a crossup jump B, sometimes
even more effectively.

 
All modes
---------

dp+C, qcf+B
2 hits

Dash A or B, qcf+A
2 hits

Dash A or B, dp+B, df+B(g) (df+B(g) only hits in corners) 
2 - 3 hits

* Dash A or B, df+B, qcf+B
3 hits
 
Jump B, B, qcf+A
3 hits

Jump B, B, dp+B, df+B(g) (df+B(g) only hits in corners) 
3 - 4 hits

*  Jump B, B, dp+B, qcf+B 
4 hits

! dp+C, DM (qcb,db,f+AB)
2 hits

! Dash A or B, DM (qcb,db,f+AB)
2 hits

! Jump B, B, DM (qcb,db,f+AB)
3 hits


Power mode only
---------------

* Jump B, f+C, dp+C, df+B(g)
4 hits

Jump B, f+C, dp+B (Does not work in corners) 
3 hits

! Jump B, f+C, DM (qcb,db,f+AB) (Does not work in corners)
3 hits

~ Jump B, f+C, SDM (f,hcf+B) (Does not work in corners; 
3 hits                        SDM does little damage)


Power and EX modes
------------------

! Jump B, B, dp+B, DM (qcb,db,f+AB) (Does not work in corners)
4 hits

~ dp+C, SDM (f,hcf+B)
2 hits

~ Dash A or B, SDM (f,hcf+B) (Much more effective in corners)
2 hits

~ Jump B, B, SDM (f,hcf+B) (SDM does little damage)
3 hits   

~ Jump B, SDM (f,hcf+B) (Much more effective than the previous combo)
2 hits 


Speed mode only
---------------

Dash A or B, d+B, dp+B, qcf+B
4 hits

Jump B, b+A, A, d+A, d+B, dp+B, qcf+B
7 hits


Speed and EX modes
------------------

Jump B, A, B, C, df+B(g)
5 hits

Jump B, b+A, A, A, B, f+C, df+B(g)
7 hits

BC, qcf+A
2 hits

Dash A or B, d+B, qcf+A
3 hits

Dash A or B, d+B, dp+B, df+B(g)
3 - 4 hits  (df+B(g) only hits in corners) 

* Dash A or B, d+B, dp+B, qcf+B  
4 hits                         

Jump B, b+A, A, d+A, d+B, qcf+A
6 hits

Jump B, b+A, A, d+A, d+B, dp+B, df+B(g)
6 - 7 hits  (df+B(g) only hits in corners) 

* Jump B, b+A, A, d+A, d+B, dp+B, qcf+B
7 hits

* ! Jump B, b+A, A, d+A, d+B, BC, qcf+A
7 hits

! Dash A or B, d+B, DM (qcb,db,f+AB)
3 hits 

! Jump B, b+A, A, d+A, d+B, DM (qcb,db,f+AB)
6 hits

# dp+C, CS (A, B, C, A, B, C, A, B, qcf+C), df+B(g)
12 hits                     

# dp+C, CS (A, B, C, A, B, C, C, B, qcf+A), df+B(g)
13 hits  

# dp+C, CS (A, B, C, d+C, A, BC, A, qcf+B), df+B(g)
11 hits

# dp+C, CS (A, B, C, d+C, A, d+C, f+BC), qcf+A
10 hits

# dp+C, CS (A, B, C, d+C, A, d+C, f+BC), dp+B, df+B(g)
11 hits

*# dp+C, CS (A, B, C, d+C, A, d+C, f+BC), dp+C, df+B(g)
10 hits

~ dp+C, CS (A, B, C, d+C, A, d+C, f+BC), DM (qcb,db,f+AB)
10 hits  (Easier to perform in corners)

All the following CS combos may also be started with Dash A or B, d+B.
(Instead of Jump B, b+A, A, d+A, d+B) This does 3 hits less per combo
and does less damage, but it is easier to pull off.

*# Jump B, b+A, A, d+A, d+B, dp+B, CS (A, B, C, A, B, C, A, B, qcf+C),
df+B(g)
17 hits

*# Jump B, b+A, A, d+A, d+B, dp+B, CS (A, B, C, A, B, C, C, B, qcf+A),
df+B(g)
18 hits

*# Jump B, b+A, A, d+A, d+B, dp+B, CS (A, B, C, d+C, A, BC, A, qcf+B),
df+B(g)
16 hits  
  
*# Jump B, b+A, A, d+A, d+B, dp+B, CS (A, B, C, d+C, A, d+C, f+BC),
qcf+A
15 hits

*# Jump B, b+A, A, d+A, d+B, dp+B, CS (A, B, C, d+C, A, d+C, f+BC),

p+B, df+B(g) 
16 hits

*~ Jump B, b+A, A, d+A, d+B, dp+B, CS (A, B, C, d+C, A, d+C, f+BC),
DM (qcb,db,f+AB)  
15 hits


EX mode only
------------

! Jump B, b+A, A, d+A, d+B, dp+B, DM (qcb,db,f+AB)
7 hits  (Does not work in corners)

~ Jump B, b+A, A, d+A, d+B, SDM (f,hcf+B), df+B(g)
6 - 7 hits  (df+B(g) only hits in corners; SDM does little damage)

======================================================================
                                                                     
Mukuro
------
 
Unique Normal moves
-------------------
b+A can be followed up with A, d+A x 2, C, d+C, or f+C in all modes
d+A x 2 is a chain in all modes, but it is uninterruptible
d+B (2 hits)
f+B (2 hits)

 
Ground attacks
--------------
C
u+B (Shake the joystick after connecting for more hits)

 
Finishers
---------
qcb+A or B can be finished with u+B. This is not the normal u+B ground
attack. It can be done even if you miss your opponent entirely. It
causes the blade to hover in mid-flight, enabling you to hit your 
opponent a second time.

Tapping A during dp+A extends the range of the move and
increases the number of hits. Tapping B during dp+B has the
same effect.


Super cancels
-------------
qcb+A or B in air


Combo specials
--------------
(All are started with d,d + A or B)

A, B, C, A, B, C, A, B, qcf+C
A, B, C, A, B, C, C, qcf+B
A, B, C, d+C, BC, qcf+B
A, B, C, d+C, d+C, f+BC (juggle)


Combos
======
 
All modes
---------

Dash A or B, qcb+A,u+B (qcf+A must be performed very quickly)
3 hits

Dash A or B, dp+A,tap A (Most effective away from corners)
16 - 18

Dash A or B, hcf+A, u+B(g),shake joystick
11 hits (9 hits on meter)

Jump B, B, qcb+B,u+B 
4 hits

Jump B, B, dp+A,tap A (Most effective away from corners) 
18 - 20 hits

Jump B, B, hcf+A, u+B(g),shake joystick  
12 hits (10 hits on meter)

! Jump B, B, DM (qcfx2+AB), u+B(g),shake joystick
32 hits


Power mode only
---------------
You can add a b+A before the f+C in these combos for an extra hit, but
be careful, as this can conflict with one of Mukuro's specials
(f,b,f+C), thus messing up the combo.

Jump B, f+C, dp+A (Crappy damage; does not work at all in corners)
3 hits

Jump B, f+C, qcb+B,u+B
4 hits

* Jump B, f+C, dp+B, u+B(g),shake joystick
15 hits 

*~ Jump B, f+C, dp+B,tap B SDM (qcfx2+B) 
16 hits (8 hits on meter)  
(This combo does not work on Shigen, Juzou, or Kouryuu) 


Power and EX modes
------------------

! qcb+B(a), DM (qcfx2+AB), u+B(g),shake joystick
32 - 33 hits

~ Jump B, B, SDM (qcfx2+B)  
11 hits (3 hits on meter)

               
Speed and EX modes
------------------

Jump B, b+A, A, A, B, f+C, u+B(g),shake joystick
14 hits

Jump B, A, B, C, u+B(g),shake joystick
12 hits

Dash A or B, B, qcb+B,u+B 
4 hits

Dash A or B, B, dp+A,tap A
22 hits

Dash A or B, B, hcf+A, u+B(g),shake joystick
12 hits (10 hits on meter)

Jump B, b+A, A, A, B, qcb+B,u+B 
7 hits

Jump B, b+A, A, A, B, dp+A,tap A
22 hits

Jump B, b+A, A, A, B, hcf+A, u+B(g),shake joystick
15 hits (13 hits on meter)

! Dash A or B, B, DM (qcfx2+AB), u+B(g),shake joystick
32 hits 

! Jump B, b+A, A, A, B, DM (qcfx2+AB), u+B(g),shake joystick
35 hits

# CS (A, B, C, d+C, d+C, f+BC), qcb+B,u+B
9 hits

# CS (A, B, C, d+C, d+C, f+BC), dp+B,tap B, u+B(g),shake joystick
16 - 20 hits

~ CS (A, B, C, d+C, d+C, f+BC), DM (qcfx2+AB), u+B(g),shake joystick
18 - 20 hits  (DM does little damage; combo does not work in corners)


EX mode only
------------

~ Dash A or B, B, SDM (qcfx2+B)
11 hits (3 hits on meter) 

~ Jump B, b+A, A, A, B, SDM (qcfx2+B) 
14 hits (6 hits on meter)

======================================================================
  
Kagami Shinnosuke
-----------------

Unique normal moves
-------------------
f+C (Kagami's f+C does not bounce your opponent off the edge of the 
screen like other characters f+Cs) 
 
 
Ground attacks
--------------
C
df+B


Finishers
---------  
qcf+B is finished with a second qcf+B.


Super cancels
-------------
dp+A or B


Combo Specials
--------------
(All are started with d,d + A or B)

A, B, C, A, B, C, A, B, qcf+C
A, B, C, A, B, C, C, B, qcf+A
A, B, C, d+C, A, BC, A, qcf+B
A, B, C, d+C, A, d+C, f+BC (juggle) 


Combos
======
 
All modes
---------

d+C(a), qcf+A
2 hits

d+C(a), dp+B, df+B(g)
4 hits

Dash A or B, qcf+B x 2, df+B(g)
4 hits

Dash A or B, dp+B, df+B
4 hits

Dash A or B, hcb+A, df+B(g) (df+B(g) only hits in corners) 
2 - 3  hits

Jump B, B, qcf+B x 2, df+B(g)
5 hits

Jump B, B, dp+B, df+B(g)
5 hits

Jump B, B, hcb+A, df+B(g) (df+B(g) only hits in corners) 
3 - 4 hits

! d+C(a), DM (hcf+AB)(a), df+B(g)
7 hits


Power and EX modes
------------------

! d+C(a), dp+B, DM (hcf+AB)(a), df+B(g)
8 hits

! Jump B, B, dp+B, DM (hcf+AB)(a), df+B(g)
9 hits

~ d+C(a), SDM (hcf+B)(a)
4 hits

~ Jump  B, SDM (hcf+B)(a)
4 hits


Speed and EX modes
------------------

*BC, dp+A, df+B(g)
3 hits

Jump B, b+A, A, A, B, f+C, df+B(g)
7 hits

Jump B, A, B, C, df+B(g)
5 hits
 
Dash A or B, d+B, qcf+B x 2, df+B(g)
5 hits

Dash A or B, d+B, dp+B, df+B(g)
5 hits

Dash A or B, d+B, hcb+A, df+B(g) (df+B(g) only hits in corners)
3 - 4 hits

* Dash A or B, d+B, BC dp+A, df+B(g) 
5 hits

Jump B, b+A, A, A, d+B, qcf+B x 2, df+B(g)
8 hits

Jump B, b+A, A, A, d+B, dp+B, df+B(g)
8 hits 

Jump B, b+A, A, A, d+B, hcb+A, df+B(g) (df+B(g) only hits in corners) 
6 - 7 hits

* Jump B, b+A, A, A, d+B, BC, dp+A, df+B(g)
8 hits 

# CS (A, B, C, d+C, A, d+C, f+BC), qcf+A 
9 hits

*# CS (A, B, C, d+C, A, d+C, f+BC), qcf+B, df+B(g)
10 hits

*# CS (A, B, C, d+C, A, d+C, f+BC), dp+B, df+B(g)
10 - 11 hits

# CS (A, B, C, d+C, A, d+C, f+BC), jump d+C, qcf+B, df+B(g)
11 hits  (Works best when near, but not too close to corners)
 
# CS (A, B, C, d+C, A, d+C, f+BC), jump d+C, dp+B, df+B(g)
12 hits  (Easier to perform in corners)

       
EX mode only
------------

! Dash A or B, d+B, dp+B, DM (hcf+AB)(a), df+B(g)
9 - 10 hits  (Easier to perform in corners)

*! Dash A or B, d+B, BC, dp+A, DM (hcf+AB)(a), df+B(g) 
10 hits  (After BC you must time dp+A so that it hits twice)

! Jump B, b+A, A, A, d+B, dp+B, DM (hcf+AB)(a), df+B(g)
12 hits  (Easier to perform in corners)

*! Jump B, b+A, A, A, d+B, BC, dp+A, DM (hcf+AB)(a), df+B(g)
12 hits  (After BC you must time dp+A so that it hits twice)

*~ CS (A, B, C, d+C, A, d+C, f+BC), dp+B, DM (hcf+AB)(a), df+B(g)
13 - 15 hits  (You must time dp+B so that it hits twice)

*~ CS (A, B, C, d+C, A, d+C, f+BC), jump d+C, dp+B, DM (hcf+AB)(a),
df+B(g)
12 hits

======================================================================

Genbu no Okina
--------------

Unique normal moves
-------------------
Okina's Jump A can hit twice, depending on height of opponent and
timing.
d+A (2 hits)
f+B (2 hits)
d+C (2 hits)


Ground attacks
---------------
C
df+B
qcf+A or B
hcb+A or B


Combo Specials
--------------
(All are started with d,d + A or B)

A, B, C, A, B, C, A, B, qcf+C
A, B, C, A, B, C, C, B, qcf+A (The last hit of this is blockable)
A, B, C, d+C, A, BC, A, qcf+B
A, B, C, d+C, A, d+C, f+BC (juggle)


Combos
======
qcf + A or B will sometimes throw different turtles from the usual
one. 
One is a flashing, faster moving version of the usual turtle that does
nearly one and a half times usual damage. The other is the turtle from
Okina's SDM (Genbu). Genbu does nearly twice as much damage as usual.
Both of these appear randomly.

 
All modes
---------

Dash A or B, qcf+B
2 hits

Dash A or B, dp+A, df+B(g) (df+B(g) hits only in corners)
2 - 3 hits

Dash A or B, hcb+A
4 - 5 hits

Dash A or B, hcb+C, df+B(g)
5 hits

Jump B, B, qcf+B  
3 hits

Jump B, B, dp+A, df+B(g) (df+B(g) hits only in corners)
3 - 4 hits

Jump B, B, hcb+A  
4 - 6 hits

Jump B, B, hcb+C, df+B(g)  
6 hits

! hcb+B, DM (f,hcf+AB), df+B(g)  
13 hits
 
 
Power mode only
---------------

~ Jump B, f+C, SDM (f,hcf+B) 
8 hits


Speed and EX modes
------------------

Jump B, b+A, A, A, B, f+B
7 hits

Jump B, A, B, C, df+B
5 hits

BC, qcf+A
2 hits

Dash A or B, d+B, qcf+B
3 hits

Dash A or B, d+B, hcb+A
4 hits

Dash A or B, d+B, dp+A, df+B(g)
4 hits

Dash A or B, d+B, hcb+C, df+B(g)
6 hits

Jump B, b+A, A, A (During first hit), d+B, qcf+B  
6 hits

Jump B, A, B, hcb+A (More effective in corners)
5 - 6 hits

Jump B, A, A, d+B, dp+A, df+B(g)  
6 hits

Jump B, A, d+B, hcb+C, df+B(g)
7 hits

# hcb+B, CS (A, B, C, A, B, C, A, B, qcf+C), df+B(g)
23 hits

# hcb+B, CS (A, B, C, A, B, C, C, B, qcf+A)
14 hits  (Last hit of the CS is blockable)

# hcb+B, CS (A, B, C, d+C, A, BC, A, qcf+B), df+B(g)
15 - 16 hits  (Last hit of CS misses in corners)

# hcb+B, CS (A, B, C, d+C, A, d+C, f+BC), qcf+A
13 hits
 
# hcb+B, CS (A, B, C, d+C, A, d+C, f+BC), hcb+A
13 hits

# hcb+B, CS (A, B, C, d+C, A, d+C, f+BC), hcb+C, df+B
14 hits

~ hcb+B, CS (A, B, C, d+C, A, d+C, f+BC), DM (f,hcf+AB), df+B(g)
17 - 21 hits

======================================================================

Lee Rekka
---------

Unique normal moves
-------------------
f+B (2 hits)
Lee's jump B can hit twice, depending on height of opponent and timing

       
Ground attacks
--------------
C
u+C


Finishers 
---------
cd,u+B is finished with d+B.

hcb+B is finished with hcf+B.

qcb+C is finished by repeating it twice more (qcb+C x 3).

qcb+C in midair is finished with a second qcb+C.
                                               
AB can be finished with either A, B, d+C x 3, or  D. The second d+C
after AB is interruptible by any special.


Super cancels
-------------
hcb+A


Combo specials
--------------
(All are started with d,d + A or B)

A, B, C, A, B. C, A, B, qcf+C
A, B, C, A, B. C, C, B, A, qcf+C
A, B, C, d+C, A, f+BC, A, B, qcf+B
A, B, C, d+C, A, d+C, f+BC (juggle)  

 
Chain combo specifics
---------------------

Lee's chain combos are more complicated than most character's. Other
than the usual chains, the following are also chains:

B, d+C x 3
d+B, d+C x 2 
B, f+C 
d+B, f+C 
d+B, d+C, f+C 

These can all be used as parts of longer chains such as:

b+A, A, A, B, d+C x 3


Combos
======
B, C is a combo in Speed and EX modes.

f+C after B hits four times. Unfortunately, it does not execute
quickly enough to actually combo.

In Speed and EX modes, jump B may be followed by C while still in
midair.

In Speed and EX modes, pressing AC while in midair produces an attack 
that looks the same as jump A, but can be repeated several times after
the first hit. This may be used in place of any other jumping attack
in combos, or after a jump B. 


All modes
---------

AB, A. hcb+B, hcf+B, C(g)  
4 hits

AB (cd), A, u+B,d+B, u+C(g) 
4 - 6 hits

AB, A, qcb+C x 3, u+C(g)
11 hits

AB, d+C x 2, hcb+B,hcf+B, C(g) (C(g) only hits in corners)  
4 - 5 hits

AB (cd), d+C x 2, u+B,d+B, u+C(g)  
6 - 8 hits

AB, d+C x 2, qcb+C x 3, u+C(g)  
12 hits

Dash A or B, hcb+B,hcf+B, C(g) (C(g) only hits in corners)
3 - 4 hits

Dash A or B, qcb+C x 3, u+C(g)
11 hits

Jump B, qcf+C(a)
8 - 9 hits

Jump B, qcf+C(a) (cd), u+B,d+B, u+C(g)
11 - 15 hits  (Timing on the cd,u+B is very tight)

Jump B, qcb+C x 2(a), C(g) 
3 - 7 hits
(Ineffective against short characters; much more effective against
 tall characters)

Jump B, B, hcb+B,hcf+B, C(g)  
5 - 6 hits

Jump B (cd), d+B, u+B,d+B, u+C(g)  
6 - 8 hits

Jump B, d+C x 3, qcb+C x 3, u+C(g)  
14 - 15 hits

Jump B, f+C, hcb+B,hcf+B 
3 - 4 hits  (hcf+B does not hit, but gets you away from your opponent)

* Jump B, f+C (cd), u+B,d+B, C(g)
6 - 8 hits

Jump B, f+C, qcb+C x 3, u+C(g) 
3 - 9 hits (Ineffective in corners; much more effective in Power mode)

Jump B, f+C, jump C, qcb+C x 2(a), C(g)
9 - 10 hits

! AB, A, DM (qcb,db,f+AB) 
3 hits

! AB, d+C x 2, DM (qcb,db,f+AB) 
5 hits 

! Dash A or B, DM (qcb,db,f+AB) 
3 hits

! Jump B, B, DM (qcb,db,f+AB)
4 - 5 hits
 


Power mode only
---------------

! Jump B, f+C, DM (qcb,db,f+AB), C(g) (C(g) only hits in corners)
3 - 7 hits  (Much more effective in corners)


Power and EX modes
------------------

! AB, A, hcb+A, DM (qcb,db,f+AB)  
5 hits

! AB, d+C x 2, hcb+A, DM (qcb,db,f+AB) 
6 hits

! Dash A or B, hcb+A, DM (qcb,db,f+AB)
5 - 6 hits

! Jump B, B, hcb+A, DM (qcb,db,f+AB)
6 - 7 hits

~ AB, A, SDM (qcb,db,f+B)  
25 hits (12 hits on meter)

~ AB, d+C x 2, SDM (qcb,db,f+B)
26 hits  (13 hits on meter)

~ Dash A or B, SDM (qcb,db,f+B)
25 hits (12 hits on meter)  

Jump B, B, SDM (qcb,db,f+B) (SDM must be done very quickly)
26 - 27 hits (13 - 14 hits on meter)


Speed and EX modes
------------------

Jump B, C(a), b+A, A, A, B, d+C x 3 
7 - 8 hits

Jump B, C(a), A, B, C, u+C(g) 
5 - 6 hits

BC, hcb+B
2 hits

BC (cd), u+B,d+B, u+C(g) (Most effective in corners)
3 - 7 hits

Dash A or B, B, d+C x 2, hcb+B,hcf+B, C(g) 
7 hits

Dash A or B, B (cd), d+C x 2, u+B,d+B, u+C(g)
7 - 10 hits

Dash A or B, B, d+C x 2, qcb+C x 3, u+C(g)
14 hits

Jump B, C(a), b+A, A, A, B, d+C x 2, hcb+B,hcf+B, C(g)  
11 hits

Jump B, C(a), b+A, A, A, B, d+C x 2, u+B,d+B, u+C(g)  
11 - 14 hits  (Slightly more effective in corners)

Jump B, C(a), b+A, A, A, B, d+C x 2, qcb+C x 3, u+C(g)  
17 - 18 hits

Jump B, C(a) b+A, A, A, f+C, hcb+B,hcf+B 
6 - 7 hits  (hcf+B does not hit, but gets you away from your opponent)

* Jump B, C(a), b+A, A, A, f+C (cd), u+B,d+B, C(g)
9 - 12 hits

Jump B, C(a), b+A, A, A, f+C, qcb+C
6 - 7 hits

Jump B, C(a), b+A, A, A, f+C, jump C, qcb+C x 2(a), u+C(g)
12 - 13 hits

! Dash A or B, B, d+C x 2, DM (qcb,db,f+AB)
6 hits

! Jump B, C(a), b+A, A, A, B, d+C x 2, DM (qcb,db,f+AB)
9 - 10 hits
 
# CS (A, B, C, d+C, A, d+C, f+BC), hcb+B 
9 hits  (Somewhat difficult to time; hcb+B does little damage)

# CS (A, B, C, d+C, A, d+C, f+BC), qcb+C (qcb+C does little damage)
9 hits

# CS (A, B, C, d+C, A, d+C, f+BC) (cd), u+B,d+B, u+C(g)
11 - 13 hits

# CS (A, B, C, d+C, A, d+C, f+BC), jump C, qcb+C x 2(a), u+C(g)
14 - 15 hits 

~ CS (A, B, C, d+C, A, d+C, f+BC), DM (qcb,db,f+AB)
9 hits


EX mode only
------------

Dash A or B, B, d+C x 2, hcb+A, DM (qcb,db,f+AB)
8 - 9 hits

Jump B, C(a), b+A, A, A, B, d+C x 2, hcb+A, DM (qcb,db,f+AB) 
11 - 13 hits

Jump B, C(a), b+A, A, A, B, d+C x 2, SDM (qcb,db,f+B)
31 - 32 hits (18 - 19 hits on meter; SDM must be done very quickly)
 
======================================================================


Zantetsu
--------

Unique normal moves
------------------- 
d+B (2 hits)
 
 
Ground attacks
--------------
C
df+B
qcf+A(a) or qcf+B(a) (Distance relative, can be done twice)
 
 
Finishers
---------
d+C(a) is finished with d+C.
f,b,f+C can be finished with qcb+A or B.


Super Cancels
-------------
qcb+B


Combo specials
--------------
(All are started with d,d + A or B)

A, B, C, A, B. C, A, B, qcf+C
A, B, C, A, B. C, C, B, A, qcf+A
A, B, C, d+C, A, f+BC, A, B, qcf+B
A, B, C, d+C, A, d+C, f+BC (juggle)  


Infinites
---------
In Speed and EX modes, pressing AC while in midair produces an attack 
that looks the same as jump A, but can be repeated many times after
the first hit. If done with the right timing it can be done 
infinitely. This may be used in place of any other jumping attack in
combos, or after a jump B. Due to the fact that you can't dizzy in 
Speed and EX modes, you will not be able to do a ToD.


Combos
======
Note that all combos that begin with Deep jump B, qcf+A(a) must
be performed very deep, slightly in front of an opponent. You may also

start these combos with just the qcf+A(a). This does 1 less hits and 
less damage, but the timing required is somewhat more lenient. 

After qcf+A, you may juggle your opponent with any attack.

When attacking a downed opponent with qcf+A(a) this may be performed 
more quickly as qcf,ub+A(a) (for attacking while jumping backwards) or

as qcf,uf+A(a) (for attacking while jumping forward). You may then add

a second qcf+A(a) to either of these. 

f,b,f+C,qcb+B can be cancelled by any other special on the first hit.
In general, this must be done very quickly.

You may place f,b,f+C,qcb+B in any combo after any Dash A or B, d+B,
or standing B, but this is can be quite difficult and only adds
marginal damage to the combo.

Example: 

Dash A or B, qcb+B
4 hits

- now add the f,b,f+C,qcb+B

Dash A or B, f,b,f+C,qcb+B, qcb+B
5 hits

Zantetsu's jumping B slash can be very handy for crossup attacks. Most

combos that begin with a Jump B will also work if begun with a crossup

jump B; sometimes even more effectively.
 
d+A x 2 is a combo in all modes.


All modes
---------

Jump B, hcb+C  
2 hits (Does not register on meter)

Jump B, qcf+A x 2(a)
5 hits

Jump B, d+C(a),d+C(a), jump back qcf+A x 2(a,g)
9 - 12 hits

Dash A or B, hcb+C  
2 hits (Does not register on meter) 

Dash A or B, qcf+A, qcb+B
3 hits

Dash A or B, qcf+A, jump C, hcb+C(a)
4 hits (3 hits on meter)

Dash A or B, dp+C, jump back qcf+A x 2(a,g) 
8 - 9 hits  (Power)        
11 - 12 hits (Speed or EX)        
(In Power mode, you may wish to use df+B(g) instead of jump back
 qcf+A x 2(a,g))

Dash A or B, qcb+B
4 hits

Dash A or B, f,b,f+C,qcb+A, jump qcf+A x 2(a,g) 
8 hits  (Use jump back qcf+A x 2(a,g) in corners)

Jump B, d+B, hcb+C
4 hits (3 on meter)

Jump B, d+B, qcb+B 
6 hits

Jump B, d+B, f,b,f+C,qcb+A, jump qcf+A x 2(a,g)
10 hits  (Use jump back qcf+A x 2(a,g) in corners)
              
Jump B, d+B, f,b,f+C,qcb+B
4 hits

Jump B, d+B, dp+C, jump back qcf+A x 2(a,g)     
10 hits (Power)                
14 hits (Speed or EX)   
(In Power mode, you may wish to use df+B(g) instead of jump back 
 qcf+A x 2(a,g))

Jump B, d+B, qcf+A, qcb+B
5 hits

Jump B, d+B, qcf+A, jump B, hcb+C(a) (Most effective in corners)
6 hits (5 hits on meter)

Jump B, d+B, qcf+A, jump C, hcb+C(a) 
6 hits (5 hits on meter)  
(More reliable than above combo, but does less damage)

Jump B, d+B, qcf+A, jump qcf+A x 2(a,g)
10 hits

Deep jump B, qcf+A(a), d+B, hcb+C(a)  
7 hits (6 hits on meter)

Deep jump B, qcf+A(a), d+B, qcb+B  
9 hits

Deep jump B, qcf+A(a), d+B, f,b,f+C,qcb+A, jump back qcf+A x 2(a,g)
13 hits (Use ub, qcf+A x 2(a,g) in corners)

Deep jump B, qcf+A(a), d+B, dp+C, ub, qcf+A x 2(a,g) 
11 hits (Power)                   
14 hits (Speed or EX)                   
(In Power mode, you may wish to use df+B(g) instead of 
 qcf+A x 2(a,g)) 

! Jump B, d+B, DM (f,hcf+AB), jump back qcf+A x 2(a,g)
11 hits


Power mode only
---------------

Jump B, f+C, qcb+B (Most effective away from corners)
3 hits

* Jump B, f+C, dp+C, df+B(g) 
4 hits

* Deep jump B, qcf+A(a), f+C, dp+C, df+B(g)
7 hits

* Deep jump B, qcf+A(a), f+C, qcf+A, jump C, hcb+C(a)
8 hits (7 hits on meter)

! Jump B, f+C, DM (f,hcf+AB) (For corners, use the combo below)
3 hits

*! Jump B, f+C, DM (f,hcf+AB) (Hold AB), jump qcf+A x 2(a,g)
10 hits

*! Jump B, f+C, qcf+A, DM (f,hcf+AB) (Hold AB, time second hit),
jump back qcf+A x 2(a,g)
11 hits

*! Deep jump B, qcf+A(a), f+C, qcf+A, DM (f,hcf+AB) (Hold AB, time
second hit), jump back qcf+A x 2(a,g) 
14 hits


Power and EX modes
------------------

* Dash A or B, qcb+B, df+B(g)
5 hits

* Jump B, d+B, qcb+B, df+B(g) 
7 hits

! Dash A or B, qcb+B, DM (f,hcf+AB), jump back qcf+A x 2(a,g) 
10 - 11 hits

! Deep jump B, qcf+A(a), d+B, qcb+B, DM (f,hcf+AB),
jump back qcf+A x 2(a,g)  
15 - 16 hits

~ Dash A or B, SDM (hcbx2+B)
8 hits
                  
~ Jump B, SDM (hcbx2+B)
8 hits

~ Jump B, d+B, SDM (hcbx2+B)
10 hits
 
~ Deep jump B, qcf+A(a), SDM (hcbx2+B)  
11 hits

~ Deep jump B, qcf+A(a), SDM (hcbx2+B)

12 hits


Speed and EX modes
------------------

Jump B, b+A, A, A, d+B, f+C, df+B(g)
8 hits

Jump B, A, B, C, df+B(g)
5 hits 

* BC, jump hcb+C(a) (Rather difficult)
2 hits (Does not register on meter) 

* BC, dp+C, jump back qcf+A x 2(a,g)
11 hits 

Dash A or B, qcf+A, df+B(g)

7 hits

Dash A or B, d+B, qcb+B
6 hits

Dash A or B, d+B, dp+C, jump back qcf+A x 2(a.g)
13 hits

* Dash A or B, d+B, qcf+A, qcb+B
5 hits

* Dash A or B, d+B, qcf+A, jump C, hcb+C(a)
6 hits (5 hits on meter) 

Dash A or B, d+B, BC, qcb+B
5 hits

* Dash A or B, d+B, BC, dp+C, jump back qcf+A x 2(a.g)
14 hits 

Jump B, b+A, A, A, d+B, qcb+B
9 hits

Jump B, b+A, A, A, d+B, dp+C, jump back qcf+A x 2(a,g)
16 hits 

* Jump B, A, A, d+B, qcf+A, qcb+B
7 hits

* Jump B, A, A, d+B, qcf+A, jump C, hcb+C(a)
8 hits  (7 hits on meter)

Jump B, b+A, A, A, d+B, BC, qcb+B
8 hits 

Jump B, qcf+A(a), A, A, B, BC, dp+C, df+B(g)
10 hits

! Dash A or B, d+B, DM (f,hcf+AB), jump qcf+A x 2(a,g)
9 - 11 hits

! Jump B, A, A, d+B, DM (f,hcf+AB), jump qcf+A x 2(a,g)
13 hits

Deep jump B, qcf+A(a), b+A, A, A, B, qcb+B (Most effective in corners)
10 - 11 hits

Deep jump B, qcf+A(a), A, B, dp+C, jump back qcf+A x 2(a.g) 
16 hits (Use df+B(g) instead of jump qcf+A x 2(a.g) in corners)

* Deep jump B, qcf+A(a), A, B, BC, qcb+B
8 hits 

* Deep jump B, qcf+A(a), A, B, BC, dp+C, df+B(g)
10 hits 

! Dash A or B, d+B, DM (f,hcf+AB), jump qcf+A x 2(a,g)
9 - 11 hits

! Jump B, A, A, d+B, DM (f,hcf+AB), jump qcf+A x 2(a,g)
13 hits

Note: All the following CS combos can also be started with jump B
(Instead of deep jump B, qcf+A(a)) Generally this is a much easier
way to start these combos, but it does less damage and 3 hits less
per combo. These combos can also be started with dash A or B, d+B.
(Replacing deep jump B, qcf+A(a), A, A, d+B) Of course, this also does
less damage and does 5 hits less per combo.

*~ Deep jump B, qcf+A(a), A, A, d+B, DM (f,hcf+AB),
CS (A, B, C, A, B. C, A, B, qcf+C), C(g) 
22 hits

*~ Deep jump B, qcf+A(a), A, A, d+B, DM (f,hcf+AB),
CS (A, B, C, A, B. C, C, B, A, qcf+C), jump qcf+A x 2(a,g)
30 hits
 
*~ Deep jump B, qcf+A(a), A, A, d+B, DM (f,hcf+AB),
CS (A, B, C, d+C, A, f+BC, A, B, qcf+B), df+B(g)
28 hits

*~ Deep jump B, qcf+A(a), A, A, d+B, DM (f,hcf+AB),
CS (A, B, C, d+C, A, d+C, f+BC), dp+C, df+B(g)
23 hits

*~ Deep jump B, qcf+A(a), A, A, d+B, DM (f,hcf+AB),
CS (A, B, C, d+C, A, d+C, f+BC), jump C, hcb+C(A)
20 hits (19 hits on meter)

*~ Deep jump B, qcf+A(a), A, A, d+B, DM (f,hcf+AB),
CS (A, B, C, d+C, A, d+C, f+BC), qcf+A (Up to 3 times), qcb+B
20 - 22 hits        

*~ Deep jump B, qcf+A(a), A, A, d+B, DM (f,hcf+AB),
CS (A, B, C, d+C, A, d+C, f+BC), qcf+A (Up to 3 times), jump, hcb+C(a)
21 - 23 hits (20 - 22 hits on meter)

*~ Deep jump B, qcf+A(a), A, A, d+B, DM (f,hcf+AB),
CS (A, B, C, d+C, A, d+C, f+BC), qcf+A (Up to 4 times), dp+C, df+B(g)
24 - 27 hits

*~ Deep jump B, qcf+A(a), A, A, d+B, DM (f,hcf+AB),
CS (A, B, C, d+C, A, d+C, f+BC), DM (f,hcf+AB), jump qcf+A x 2(a,g)
25 hits 

*~ Deep jump B, qcf+A(a), A, A, d+B, DM (f,hcf+AB),
CS (A, B, C, d+C, A, d+C, f+BC), qcf+A, DM (f,hcf+AB) (hold AB),
jump qcf+A x 2(a,g)
26 hits


EX mode only
------------

* Dash A or B, d+B, qcb+B, jump qcf+A x 2(a,g) 
8 - 10 hits (You must be very quick with the qcf+A x 2(a,g))

Jump B, b+A, A, A, d+B, qcb+B
10 - 11 hits (You must be very quick with the qcf+A x 2(a,g))

! Dash A or B, d+B, qcb+B, DM (f,hcf+AB), jump qcf+A x 2(a,g)
12 -13 hits

! Crossup jump B, b+A, A, A, B, qcb+B, DM (f,hcf+AB), 
jump qcf+A x 2(a,g)
14 - 15 hits

*! Deep jump B, qcf+A(a), A, A, d+B, qcb+B, DM (f,hcf+AB), 
jump qcf+A x2 (a,g)
16 - 17 hits

Note: All the following CS combos can also be started with jump B
(Instead of deep jump B, qcf+A(a)) Generally this is a much easier
way to start these combos, but it does less damage and 3 hits less
per combo. These combos can also be started with dash A or B, d+B.
(Replacing deep jump B, qcf+A(a), A, A, d+B) Of course, this also does
less damage and does 5 hits less per combo.

*~ Deep jump B, qcf+A(a), A, A, d+B, qcb+B, DM (f,hcf+AB),
CS (A, B, C, A, B. C, A, B, qcf+C), C(g) 
23 - 24 hits

*~ Deep jump B, qcf+A(a), A, A, d+B, qcb+B, DM (f,hcf+AB),
CS (A, B, C, A, B. C, C, B, A, qcf+C), jump qcf+A x 2(a,g)
31 - 32 hits
 
*~ Deep jump B, qcf+A(a), A, A, d+B, qcb+B, DM (f,hcf+AB),
CS (A, B, C, d+C, A, f+BC, A, B, qcf+B), df+B(g)
29 - 30 hits

*~ Deep jump B, qcf+A(a), A, A, d+B, qcb+B, DM (f,hcf+AB),
CS (A, B, C, d+C, A, d+C, f+BC), dp+C, df+B(g)
24 - 25 hits

*~ Deep jump B, qcf+A(a), A, A, d+B, qcb+B, DM (f,hcf+AB),
CS (A, B, C, d+C, A, d+C, f+BC), jump C, hcb+C(A)
21 - 23 hits (20 - 22 hits on meter)

*~ Deep jump B, qcf+A(a), A, A, d+B, qcb+B, DM (f,hcf+AB),
CS (A, B, C, d+C, A, d+C, f+BC), qcf+A (Up to 3 times), qcb+B
21 - 24 hits    

*~ Deep jump B, qcf+A(a), A, A, d+B, qcb+B, DM (f,hcf+AB),
CS (A, B, C, d+C, A, d+C, f+BC), qcf+A (Up to 3 times), jump, hcb+C(a)
22 - 25 hits (21 - 24 hits on meter)

*~ Deep jump B, qcf+A(a), A, A, d+B, qcb+B, DM (f,hcf+AB),
CS (A, B, C, d+C, A, d+C, f+BC), qcf+A (Up to 4 times), dp+C, df+B(g)
25 - 29 hits

*~ Deep jump B, qcf+A(a), A, A, d+B, qcb+B, DM (f,hcf+AB),
CS (A, B, C, d+C, A, d+C, f+BC), DM (f,hcf+AB), jump qcf+A x 2(a,g)
26 - 27 hits 

*~ Deep jump B, qcf+A(a), A, A, d+B, qcb+B, DM (f,hcf+AB),
CS (A, B, C, d+C, A, d+C, f+BC), qcf+A, DM (f,hcf+AB) (hold AB),
jump qcf+A x 2(a,g)
27 - 28 hits

======================================================================

Setsuna
-------

Unique normal moves
-------------------
Setsuna's Jump B can hit twice, depending on height of opponent and
timing.
B (2 hits)
d+B (2 hits)
f+B (2 hits)


Ground attacks
--------------
C
df+B
SDM (hcbx2+B)


Finishers 
---------
Setsuna's finshers are somewhat different from other character's.
Setsuna has two moves, hcb+C and SDM (hcbx2+B), which give Setsuna a
"super armor" of sorts. While protected by this armor, Setsuna still
takes damage, but is unfazed by attacks. The armor produced by hcb+C
can withstand only one attack, while the armor produced by hcbx2+B
can withstand two attacks. While this armor lasts you have access to
two more moves. After both hcb+C and hcbx2+B you may perform hcf+C,
which stuns your opponent. This may be done once after hcb+C and up
to three times after hcbx2+B. After hcbx2+B you may also perform
Setsuna's SDM finisher, hcf+AB. Note that you may not perform hcf+AB
if you have already performed hcf+C while you have the hcbx2+B armor.



Super cancels
-------------
qcf+A or B
hcf+C after hcb+C


Combo specials
--------------
(All are started with d,d + A or B)

A, B, C, A, B, C, A, B, qcf+C
A, B, C, A, B, C, C, qcf+B
A, B, C, d+C, BC, qcf+B
A, B, C, d+C, d+C, f+BC (juggle)


Combos
======
You may wish to replace jump B with jump C in combos. Jump C does 
less damage and one less potential hit, but is somewhat more useful.

For all combos that begin with hcb+C or SDM (hcbx2+B): these moves are
performed independently, prior to the rest of the combo. 

All combos listed may also be performed after connecting with hcf+C.


All modes
---------

Dash A or B, qcf+A
3 hits

Dash A or B, dp+B, df+B(g)
4 hits

Dash A or B, qcb+B, df+B(g)
5 hits

Jump B, d+B, qcf+A
5 - 6 hits

Jump B, d+B, dp+B, df+B(g)
6 - 7 hits
 
Jump B, d+B, qcb+B, df+B(g)
7 - 8 hits

! Jump B, d+B, DM (qcfx2+AB), df+B(g)
9 - 10 hits


Power mode only
---------------

Jump B, f+C, qcf+A 
3 - 4 hits

Jump B, f+C, dp+B, df+B(g) 
4 - 5 hits  (Use the next combo in place of this one in corners)

* Jump B, f+C, dp+A, C(g)
4 - 5 hits

Jump B, f+C, qcb+B (Does not work in corners)
3 - 4 hits

* Jump B, f+C, dp+C, df+B(g)
4 - 5  hits (3 - 4 hits on meter)

*! Jump B, f+C, DM (qcfx2+AB), df+B(g)
6 - 8  (Does not work in corners; df+B(g) often misses)

The next combo is performed after SDM (hcbx2+B):

~ Jump B, f+C, hcf+AB (Does not work in corners)
4 - 5 hits  (Does not register properly on meter)


Power and EX modes
------------------

! Dash A or B, qcf+A, DM (qcfx2+AB), df+B(g)
9 hits 

*! Jump B, d+B, qcf+A, DM (qcfx2+AB), df+B(g)
11 - 12 hits

~! Jump B, f+C, SDM (hcbx2+B), df+B(g)
5 - 7 hits  (Much more effective in Power mode)


Speed and EX modes
------------------

Jump B, b+A, A, A, B, f+C, df+B(g)
8 - 9 hits

Jump B, A, B, C, df+B(g)
4 - 6 hits

Dash A or B, d+B, qcf+A
5 hits

Dash A or B, d+B, dp+B, df+B(g)
6 hits

Dash A or B, d+B, qcb+B, df+B(g)
7 hits

Jump B, b+A, A, A, d+B, qcf+A
8 - 9 hits

Jump B, b+A, A, A, d+B, dp+B, df+B(g)
9 - 10 hits
 
Jump B, b+A, A, A, d+B, qcb+B, df+B(g)
10 - 11 hits

! Dash A or B, d+B, DM (qcfx2+AB), df+B(g)
9 - 10 hits

! Jump B, d+B, DM (qcfx2+AB), df+B(g)
12 - 13 hits

The following CS combos are all performed after hcb+C:

# hcf+C, CS (A, B, C, A, B, C, A, B, qcf+C), df+B(g)
15 hits 

# hcf+C, CS (A, B, C, A, B, C, C, qcf+B), df+B(g)
14 hits 

# hcf+C, CS (A, B, C, d+C, BC, qcf+B), df+B(g)
9 hits  (df+B(g) only hits in corners) 

# hcf+C, CS (A, B, C, d+C, d+C, f+BC), qcf+A
9 hits

# hcf+C, CS (A, B, C, d+C, d+C, f+BC), dp+B, df+B(g)
10 hits

# hcf+C, CS (A, B, C, d+C, d+C, f+BC), qcb+B
9 hits
 
*# hcf+C, CS (A, B, C, d+C, d+C, f+BC), dp+C, df+B(g)
10 hits (9 hits on meter)

~ hcf+C, CS (A, B, C, d+C, d+C, f+BC),  DM (qcfx2+AB), df+B(g)
9 - 13 hits (More effective in corners; df+B(g) only hits in corners)


EX mode only
------------

! Dash A or B, d+B, qcf+A, DM (qcfx2+AB), df+B(g)
8 - 11 hits  (Much more effective in corners)

*! Jump B, b+A, A, A, d+B, qcf+A, DM (qcfx2+AB), df+B(g)
14 - 15 hits

======================================================================

Kouryuu
-------

Unique normal moves
-------------------
B (2 hits)


Ground attacks
--------------
C
df+C
df+B


Finishers 
---------
qcb+A or B is done 4 times in a row to finish the move.


Super cancels
-------------
qcb+A or B


Combo specials
--------------
(All are started with d,d + A or B)

A, B, C, A, B, C, A, B, qcf+C
A, B, C, A, B, C, C, qcf+B
A, B, C, d+C, BC, qcf+B
A, B, C, d+C, d+C, f+BC (juggle)


Combos
======

All modes
---------

Dash A or B, qcf+A, df+C(g)
3 hits

Dash A or B, qcb+C
2 hits

Dash A or B, qcb+A x 4, df+C(g)
6 hits 

Jump B, B, qcf+A, df+C(g)
5 hits

Jump B, B, qcb+C
4 hits

Jump B, B, qcb+A x 4, df+C(g)
8 hits

! Dash A or B, DM (f,hcf+B)
7 hits

! Dash A or B, DM (f,hcf+D)
10 hits

! Jump B, DM (f,hcf+A)(a)
5 hits

! Jump B, B, DM (f,hcf+B)
9 hits

! Jump B, B, DM (f,hcf+D)
12 hits


Power mode only
---------------

Jump B, f+C, qcf+A, df+C(g)
4 hits

Jump B, f+C, qcb+C, df+C(g)
4 hits

* Jump B, f+C, qcb+A x 3, df+C(g)
6 hits

*! Jump B, f+C, qcb+A, DM (f,hcf+D)
12 hits

*! Jump B, f+C, qcb+A x 3, DM (f,hcf+A)(a)
9 hits


Power and EX modes
------------------

! Dash A or B, qcb+A, DM (f,hcf+B)
8 hits

! Dash A or B, qcb+A, DM (f,hcf+D)
11 hits

! Dash A or B, qcb+A x 3, DM (f,hcf+A)(a)
8 hits
 
! Jump B, B, qcb+A, DM (f,hcf+B)
10 hits 

! Jump B, B, qcb+A, DM (f,hcf+D)
13 hits

! Jump B, B, qcb+A x 3, DM (f,hcf+A)(a)
10 hits

~ Dash A or B, SDM (hcbx2+B)
3 hits

~ Jump B, B, SDM (hcbx2+B)
5 hits


Speed and EX modes
------------------

Jump B, b+A, A, A, B, f+B
7 hits

Jump B, A, B, C, df+C(g)
6 hits

BC, qcb+A x 3, df+C(g)
5 hits

Dash A or B, B, qcf+A, df+C(g)
5 hits

Dash A or B, B, qcb+C
5 hits

Dash A or B, B, qcb+A x 4, df+C(g)
8 hits

Dash A or B, B, BC, qcb+A x 3, df+C(g)
8 hits
 
Jump B, b+A, A, A, B, qcf+A, df+C(g)
8 hits

Jump B, b+A, A, A, B, qcb+C
7 hits

Jump B, b+A, A, A, B, qcf+A x 4, df+C(g)
11 hits

Jump B, b+A, A, A, B, BC, qcb+A x 3, df+C(g) 
11 hits

*! Dash A or B, B, DM (f,hcf+B)
9 hits

! Dash A or B, B, DM (f,hcf+D)
12 hits

! Jump B, b+A, A, A, B, DM (f,hcf+B) (Most effective in corners)
12 hits

! Jump B, b+A, A, A, B, DM (f,hcf+D)
15 hits

# CS (A, B, C, d+C, d+C, f+BC), qcf+A, df+C(g)
9 hits

# CS (A, B, C, d+C, d+C, f+BC), qcb+C, df+C(g)
9 hits 

# CS (A, B, C, d+C, d+C, f+BC), qcb+A x 3, df+C(g)
11 hits

~ CS (A, B, C, d+C, d+C, f+BC), DM (f,hcf+C)
15 hits

~ CS (A, B, C, d+C, d+C, f+BC), DM (f,hcf+D)
14 - 18 hits


EX mode only
------------

! Dash A or B, B, qcb+A, DM (f,hcf+B)
10 hits

! Dash A or B, B, qcb+A, DM (f,hcf+D)
13 hits

! Dash A or B, B, qcb+A x 3, DM (f,hcf+A)
10 hits

! Dash A or B, B, BC, qcb+A x 3, DM (f,hcf+A)(a)
10 - 11 hits

! Jump B, b+A, A, A, B, qcb+A, DM (f,hcf+B) 
13 hits

! Jump B, b+A, A, A, B, qcb+A, DM (f,hcf+D)
16 hits

! Jump B, b+A, A, A, B, qcb+A x 3, DM (f,hcf+A)(a)
13 hits

! Jump B, b+A, A, A, B, BC, qcb+A x 3, DM (f,hcf+A)(a)
13 - 14 hits

~ CS (A, B, C, d+C, d+C, f+BC), qcb+A x 3, DM (f,hcf+A)(a) 
14 hits

~ Dash A or B, B, SDM (hcbx2+B)
5 hits

~ Jump B, b+A, A, A, B, SDM (hcbx2+B)
8 hits

======================================================================

Kaede (pre-powerup form from LB1)
---------------------------------

Ground attacks
--------------
C
df+B


Finishers 
---------
dp+B is finished with a second dp+B.


Super cancels
-------------
qcb+A or B


Combo Specials
--------------
(All are started with d,d + A or B)

A, B, C, A, B, C, A, B, qcf+C
A, B, C, A, B, C, C, B, qcf+A
A, B, C, d+C, A, BC, A, qcf+B
A, B, C, d+C, A, d+C, f+BC (juggle)


Chain combo specifics
---------------------
This version of Kaede's jump B and must be done rather deep in 
comparison to most other character's jumping B's.

This version of Kaede's dashing A or B attack does not chain into
other
normals.


Combos
======

All modes
---------

hcf+C (near), jump CD
5 hits (4 hits on meter)

hcf+C (near), qcf+B  
5 hits

hcf+C (near), dp+B,dp+B 
6 - 7 hits 
(For the second dp+B to hit, you must perform the first dp+B just
 before your opponent hits the ground)

Dash A or B, qcf+B
2 hits

Dash A or B, dp+B x 2
3 - 4 hits

Dash A or B, qcb+A, df+B(g)
4 hits 

Deep jump B, B, qcf+B  
3 hits

Deep jump B, B, dp+B x 2  
4 - 5 hits

Deep jump B, B, qcb+A, df+B(g)  
6 hits

! hcf+C, DM (qcb,db,f+AB)  
5 hits


Power mode only
---------------

Jump B, f+C, qcf+B
3 hits

* Jump B, f+C, dp+B x 2
4 - 5 hits

! Jump B, f+C, DM (qcb,db,f+AB) (Does not work in corners)
3 hits

~ Jump B, f+C, SDM (qcb,db,f+B) (Does not work in corners)
3 - 5 hits


Power and EX modes
------------------

(Note that for the next 2 combos qcfx2+AB produces a move identical
 to qcf+A or B in any other situation) 

Dash A or B, qcb+A (During second hit), qcfx2+AB
4 hits

Deep jump B, B, qcb+A (During second hit), qcfx2+AB
5 hits

! Dash A or B, qcb+A (During second hit), DM (qcb,db,f+AB) 
4 hits 

! Deep jump B, B, qcb+A (During second hit), DM (qcb,db,f+AB)  
5 hits


Speed and EX modes
------------------

Jump B, b+A, A, A, B, f+C, df+B(g)
7 hits

Jump B, A, B, C, df+B(g)
5 hits

BC, dp+B,dp+B         
3 - 4 hits     
(For the second dp+B to hit, you must perform the first dp+B just
 before your opponent hits the ground) 

Jump B, b+A, A, A, B, qcf+B  
6 hits

Jump B, b+A, A, A, B, dp+B x 2  
7 - 8 hits

Jump B, b+A, A, A, B, qcb+A, df+B(g)  
9 hits

* Jump B, b+A, A, A, B, BC, dp+B x 2
8 - 9 hits 

*# hcf+C (near), CS (A, B, C, A, B, C, A, B, qcf+C)
16 hits

*# hcf+C (near), CS (A, B, C, A, B, C, C, B, qcf+A), df+B(g)
16 hits

*# hcf+C (near), CS (A, B, C, d+C, A, BC, A, qcf+B), df+B(g)
14 hits

*# hcf+C (near), CS (A, B, C, d+C, A, d+C, f+BC), qcf+B
13 hits

*# hcf+C (near), CS (A, B, C, d+C, A, d+C, f+BC), dp+B x 2
13 - 15 hits 
(For the second dp+B to hit, you must perform the first dp+B just
 before your opponent hits the ground) 

~ CS (A, B, C, d+C, A, d+C, f+BC), DM (qcb,db,f+AB) 
9 hits  (Does not work in corners)


EX mode only
------------

(Note that for the next combo qcfx2+AB produces a move identical to
 qcf+A or B in any other situation) 

Jump B, b+A, A, A, B, qcb+A (During second hit), qcfx2+AB 
8 hits

! Jump B, b+A, A, A. B, qcb+A (During second hit), DM (qcb,db,f+AB) 
8 hits  (Does not work in corners)

======================================================================

Credits:

Pedro Colman-Arrellaga (hissatsu@cris.com)
-Author
                              
Travis Bayne (ukyo@avana.net) 
-For a lot a help with the Zantetsu and Amano combo guides, and a
 whole slew of suggestions

Deuce (deuce@classicgaming.com)
-For his many suggestions and combos

Anthony (dalmo97@aol.com)
-For his invaluable info concerning combo specials and for pointing
 out several combos that were left out of version 1.0

Chris Hammond (chrish@c-zone.net)
-For his numerous corrections and additions to the FAQ

Thanks to SNK for making a great sequel to a great game
 
======================================================================