------------------------------------------------------------------------------
            THE KING OF FIGHTERS NEOWAVE MOVELIST/GUIDE ver 2.0
                                    by Tel 
------------------------------------------------------------------------------
 
 LEGAL: This guide is intended for personal use only, and may not be sold
 or published for profit. This guide will only be hosted at www.GameFAQs.com. 
 You are not allowed to use portions of this guide in your work without 
 permission. Taking first and thanking later is NOT asking for permission.

 DISCLAIMER: While all effort is made to ensure accuracy, I do not claim this
 guide to be free of errors and will bear no responsibility for rounds lost 
 and credits wasted. :)

  INDEX
  1) About KOF NeoWave
  2) Mode Select
  3) How to play
  4) Basic Commands
  5) Moves properties glossary
  6) Team index and movelists
  7) Move properties glossary
  8) Version history
  9) Special Thanks
 10) Contact information

------------------------------------------------------------------------------
 1) ABOUT KOF NEOWAVE
------------------------------------------------------------------------------
 
 KOF NeoWave is essentially KOF2002 ported over to the AtomisWave board. It
 plays pretty much the same as KOF2k2 sans MAX Mode, with some characters
 removed, and some characters from previous KOF games added back in and new 
 modes that influence availability of certain moves. Other than that, most of 
 the changes in the game are pretty subtle.

 Some of the changes from KOF2k2:
 - You begin the battle with full stock bar(s).
 - There is now a gauge for your Guard Meter.
 - 3 modes to choose from that affect the amount of stock you can have and
   availability of certain moves. (see MODE SELECT for more information)
 - MAX mode and quick MAX activation have been removed.
 - Shingo, King, Jhun and Saisyu make a return. King and Shingo were ported
   from the Dreamcast version of 2k2, Jhun from KOF2000 and Saisyu from KOF98.
 - New background graphics, stage themes and (S/HS)SDM effects. 
 - All HSDMs now have the same screen effect: the background turns black and 
   bolts of green lightning appear while the HSDM is active. There are no more 
   special screen effects for the Orochi Yashiro, Orochi Shermie, Kula, Iori 
   and Chang's HSDMs. Orochi Chris' HSDM still turns the screen white.
 - An extra button to activate "HEAT MODE" which allows you to do more damage,
   at the cost of your own health. (see HOW TO PLAY section)
 - The CPU will now use HSDMs if in MAX2 Mode. In Guard Break Mode, the CPU
   will use Just Defends, Guard Breaks and Guard Cancels. In Super Cancel mode
   , the CPU will sometimes use Free/Super Cancels.
 - Many tweaks to characters' moves, especially regarding Super and Free
   Cancels.
 
------------------------------------------------------------------------------
 2) MODE SELECT
------------------------------------------------------------------------------
 
 1 SUPER CANCEL(SC) MODE
 - Characters can have a maximum of 3 stock bars.
 - You can use Super Cancels, at the expense of one extra stock bar meaning
   2 stocks for DMs and 3 for SDMs.
 - You can Free Cancel certain special moves into other specials at the cost 
   of one stock bar. Certain DMs can be canceled as well, and you can now 
   Free cancel into projectiles and certain throw moves. However, you can
   no longer Free Cancel standalone or uncancelable command attacks. 
 - You can use SDMs any time as long as you have 2 stock bars.

 2 GUARD BREAK(GB) MODE
 - Characters can have a maximum of 2 stock bars.
 - Characters have a special unblockable Guard Break move, performed with 
   qcf+CD. The move is a Critical Wire and costs one stock to use. There is a 
   short pause before the attack, but during that time, your character is
   immune to non-throw attacks. The animation is the same as your character's
   standing CD attack, but your character will be glowing yellow. Note that
   the invincibility is only during the pause and not the actual attack.
 - Characters lose the ability to perform Guard Cancel Blowback attacks (press
   CD while blocking).
 - Characters can use the Just Defense, which is performed by blocking shortly
   before an attacks hits. If a Just Defense is triggered, characters may
   cancel their blocking animation with any attack. 
 - Unlike Garou:MOTW, using a Just Defend does not regain life, and you can't
   Just Defend in mid-air. You don't take any chipping damage on a successful
   Just Defend, and you gain stock for each hit you Just Defended.
 - You can use SDMs any time as long as you have 2 full stock bars.

 3 MAX 2(M2) MODE
 - Characters have only one stock bar, but it refills automatically.
 - Characters do way more damage in this mode, more so with Heat mode on. Note
   that (S)DMs still do normal damage.
 - Characters lose the ability to perform all Emergency Evasion moves (rolls), 
   with the exception of the Fallbreaker (recovery roll).
 - SDMs can only be performed when lifebar is red.
 - HSDMs are available in this mode and can be performed once the lifebar is
   red. Since your gauge refills automatically, some characters can really
   abuse their (S/HS)DMs. 

------------------------------------------------------------------------------
 3) HOW TO PLAY
------------------------------------------------------------------------------

 This diagram represents the joystick direction and commands for Player 1.
 Reverse the forward/backward directions when using Player 2. 

    ub  u  uf               ub = Up, backwards (Backward jump)
     O  O  O                u  = Up (vertical jump)
      \ | /                 uf = Up. forwards (Forward jump)
       \|/                  b  = Backwards (Walk back/Block)
  b O---n---O f             n  = Joystick neutral
       /|\                  f  = Forwards (Walk forward)
      / | \                 db = Down, backwards (Crouching block)
     O  0  0                d  = Down (Crouch)
    db  d  df               df = Down, forward (Crouch)

 BUTTONS
 A = Light Punch (LP)
 B = Light Kick  (LK)
 C = Hard Punch  (HP)
 D = Hard Kick   (HK)
 E = Heat mode 

 NOTE: Heat mode allows you to do more damage, but your health will rapidly 
 diminish as well. You can activate it by pressing E anytime you're not being
 hit, knocked down or attacking. This means you can use Heat mode while jumping
 or blocking (though that's pointless). Heat mode ends if you get hit, if you 
 press E again or after enough time has passed. You cannot use Heat mode when 
 your health is critical (red).

 ACTION                                
 tap                        lightly tap joystick/button
 press                      push joystick/button
 hold                       push and hold joystick/button
 qcf (1/4 circle forward)   motion joystick from d to f (d,df,f)
 qcb (1/4 circle backward)  motion joystick from d to b (d,db,b)
 hcf (1/2 circle forward)   motion joystick from b to f (b,db,d,df,f)
 hcb (1/2 circle backward)  motion joystick from f to b (f,df,d,db,b)
 dp (dragon punch)          motion joystick f,d,df
 rdp (reverse dragon punch) motion joystick b,d,db
 charge b,f + (button)      hold back for 2 seconds, then push forward+button
 charge d,u + (button)      hold down for 2 seconds, then push up+button
 P (Punch)                  Press A or C
 K (Kick)                   Press B or D
 any                        Press A/B/C/D

 Here's how to read the movelist:
/----------------------------------------------------------------------------\ 
| Notation | Example      | Action                                           |
|----------------------------------------------------------------------------|
| ,        | A,B,f        | Press A then B then push joystick forward.       |
|----------------------------------------------------------------------------|
| +        | 1)f+A,       | 1.Push joystick forward + press A together.      |
|          | 2)qcf+A      | 2.Motion d,df,f then press button A while        |
|          |              | joystick is at f.                                |
|----------------------------------------------------------------------------|
| (None)   | AB           | Press A and B together                           |
|----------------------------------------------------------------------------|
| >        | qcf+A        | First motion qcf+P, then either qcf+P or hcb+P.  | 
|          | 1a> qcf+P    | Moves with a (>) symbol indicate it is a followup|
|          | 1b> hcb+P    | to another move before that. A followup cannot be|
|          |              | used on its own.                                 |
\----------------------------------------------------------------------------/

------------------------------------------------------------------------------
 4) BASIC COMMANDS
------------------------------------------------------------------------------

 1. MODE: indicates which mode the action can be used (SC=Super Cancel
    GB=Guard Break and M2=Max 2)
 2. LVL: 1 means the move requires one stock bar/full gauge(M2 Mode) to use.
 3. (near) means the move can only hit or be launched when near an opponent. 
    "Near" in this sense means within range of your close standing attacks.
 4. (air) means the move can be performed in mid-air as well as on the ground.

 BASIC MOVES                MODE  LVL ACTION
 press Start                ALL    -  Taunt opponent
 push joystick f            ALL    -  Walk forward
 push joystick B            ALL    -  Walk backward
 tap f,f(hold)              ALL    -  Forward dash (hold to keep dashing)
 tap b,b                    ALL    -  Backstep
 tap ub,u or uf             ALL    -  Low jump (hop)
 press ub,u or uf           ALL    -  Normal jump
 tap d(f/b) then u(f/b)     ALL    -  Fast hop
 press b when attacked      ALL    -  Standing Block (hold to remain blocking)
 press db when attacked     ALL    -  Crouch block (hold to remain blocking)
 block as attack hits       GB     -  Just Defense (cancelable)
 AB                         SC,GB  -  Emergency Evade (forward roll) 
 b+AB                       SC,GB  -  Emergency Evade (backwards)
 AB while blocking          SC,GB  1  Guard Cancel Emergency Evade (backward) 
 f+AB while blocking        SC,GB  1  Guard Cancel Emergency Evade (forward)
 AB while attacking         SC,GB  1  Quick Emergency Evade
 AB when knocked down       ALL    -  Fallbreaker (recovery roll)
 CD (air)                   ALL    -  Blowback Attack (knocks down) 
 CD while blocking          SC,M2  1  Guard Cancel Blowback Attack 
 qcf + CD                   GB     1  Guard Break (unblockable, Critical Wire)
 b/f + C/D (near)           ALL    -  Basic Throw (unblockable)
 b/f + C/D when grabbed     ALL    -  Throw Escape 

 - If you hold the direction while blocking, your character remains blocking
   while your opponent is attacking. This means, your character will try to 
   block any attacks, even when the attack is out of range or unblockable. You
   have been warned.
 - The Fast Hop goes further than a hop or normal jump, and is faster, but has
   the same height as hop. 
 - All Emergency Evade moves (including Fallbreaker) have invincibility, but
   the invincibility ends before the roll ends. You can be thrown at any point
   of the roll be it using normal, special or (S/HS)DM throws.
 - The Quick Emergency Evade can only be used on the ground from normal or 
   command attacks, and only goes forward. It can be used from uncancelable
   moves, such as Kyo's far standing C.
 - If a Blowback Attack Counter hits (with either ground or air version), it 
   may be possible to hit your opponent again before they land.
 - Your character is invincible while flashing white during a Guard Cancel
   Blowback attack. Note that this move isn't cancelable.
 - Using the D button for the Basic Throw switches sides with your opponent.
 - The Throw Escape only works for basic throws and you must press the same 
   button as your opponent's throw for it to work, although pressing C and D 
   together is a sure-fire way to escape.
 - Certain characters have air throws. These can be used while jumping against
   another airborne opponent, and cannot be escaped from. You have to be very
   near opponent to use them.

 BLOWBACK (CD) ATTACK CANCEL LIST
 Aerial version
 1. Cancelable into mid-air command attacks/specials/DMs: Mai, Athena
 2. Cancelable into mid-air specials/DMs: Leona, Choi, Chris, Orochi Shermie.
 3. Not cancelable: All other characters.
 #: Chris' Gliding Stomp will miss, even if his CD attack counter hits.

 Ground version
 1. Cancelable into command attacks/specials/DMs: Ryo, Vanessa, Whip, Andy.
 2. Not cancelable: Ramon.
 3. Cancelable into specials/DMs: All other characters.
 #: Chris and Ramon's standing CD can avoid low attacks while they are in
    mid-air. It also works against low-level projectiles like the Yami Barai. 
 #. Ramon's standing CD isn't cancelable at all, so you can't follow this up
    on a Counter hit.

------------------------------------------------------------------------------
 5) MOVE PROPERTIES GLOSSARY
------------------------------------------------------------------------------

 - Hit locations are always noted first in brackets[], other properties
   later. 
 - For standing normal attacks, the values after the slash(/) indicate the far
   version.
 - The 'X' property means you can cancel a normal into that command attack,
   but it won't combo. This notation won't be used for special moves and DMs.
 - Parentheses will be used to indicate special properties for versions and
   the hit number for multi-hit moves. So SC(C-1st) means a move is SCable
   using the C version on the first hit.
 - Jumping normal attacks must always be blocked high. Jumping normals will 
   not be noted unless they are cancelable into command attacks or specials. 
 - "In the corner" means your opponent should be backed to the screen's edge
   where they can't move backwards any further.
 - All cancelable moves, be it normal/command or Free/Super Cancels can only
   be canceled if they hit or is blocked. Whiffed moves cannot be canceled.

 HIT LOCATION PROPERTIES
 [O] - Overhead/High level attack, must be blocked standing.
 [M] - Mid-level attack, can block standing or crouching.
 [L] - Move hits low and must be blocked crouching.
 [U] - Move is unblockable.
 [-] - Move does not hit, see additional notes.

 MOVE CANCEL PROPERTIES (for normal/command attacks only)
 C   - Cancelable into command attacks & special moves including (S/HS)DMs.
 S   - Cancelable into special moves/(S/HS)DMs but not into command attacks.
 SC  - (COMMAND ATTACKS ONLY) Move is cancelable into (S/HS)DMs only. Does not
       require extra stock and is usable in all modes. 
 X   - (COMMAND ATTACKS ONLY) Can be canceled into, but doesn't combo. An 
       example would be Iori's Shinigame.
 r   - (LIGHT ATTACKS ONLY) Can chain with itself by tapping the same button.

 OTHER MOVE PROPERTIES (normal/special/desperation moves)
 A   - Move has autoguard.
 KD  - Move knocks down an opponent, but can use recovery roll (Fallbreaker).
       (S/HS)DMs, throws and sweeps (crouching D) always knock down, so only
       the NR property will be used if the move isn't recoverable.
 NR  - No Recovery: Move knocks down, opponent cannot use recovery roll. 
 OTG - Over the Ground: Move can hit an opponent that has been knocked down.
 J   - Juggles opponent, can followup after move. Juggles always knock down.
       so the KD notation won't be used.
 T   - Throw move, cannot be countered. May/may not be unblockable. Knockdown.
       Throws do not do Counter damage. Excepting the Shermie Flash SDM, all
       special throws cannot be escaped from. Basic Throws will not have this
       notation for obvious reasons.
 P   - Projectile, cannot be reversed, though certain moves absorb or reflect
       them.
 RV  - Reversal move. Works against non-throw, non-projectile moves only.
 CW  - Move is a Counter Wire, meaning on a Counter hit, the move will cause 
       opponent to bounce off the screen edge and leave them open to juggles.
       On a normal hit, a Counter Wire is a no-recovery knockdown, so the NR
       notation will not be used.
 GC  - Move Guard Crushes a blocking opponent.
 SC  - Super Cancelable. Special moves are SCable in SC Mode only, an extra
       stock bar is needed, so DMs cost 2 bars and SDMs use up all 3 bars.   
 #   - See notes. 
 DM  - Move is a Desperation, requires one stock to perform.
 SDM - Move is a Super Desperation, see MODE SELECT for conditions to perform.
       [DM/SDM] means the move can be used as a DM or SDM. To perform SDM
       version, press both buttons usable in DM version. Say, qcf(x2)+AC for
       Benimaru's SDM Raikou Ken.
 HSDM- Move is a Hidden SDM. Can only be performed in MAX 2 mode with full 
       gauge and red lifebar.

------------------------------------------------------------------------------
 6) TEAMS INDEX
------------------------------------------------------------------------------
 
 JAPAN TEAM            | Kyo Kusanagi     | Benimaru Nikaido | Goro Daimon
                                                          
 KOF '98 TEAM          | Yashiro Nanakase | Shermie          | Chris

 KOF '97 TEAM          | Ryuji Yamazaki   | Blue Mary        | Billy Kane

 DREAM TEAM            | Saisyu Kusanagi  | Kula Diamond     | Shingo Yabuki

 KOF '99 TEAM          | K'               | Maxima           | Whip

 FATAL FURY TEAM       | Terry Bogard     | Andy Bogard      | Joe Higashi

 ART OF FIGHTING TEAM  | Ryo Sakazaki     | Robert Garcia    | Takuma Sakazaki

 KOREA TEAM            | Jhun Hoon        | Choi Bounge      | Chang Koehan

 KOF '96 TEAM          | Iori Yagami      | Mature           | Vice
 
 PSYCHO SOLDIER TEAM   | Athena Asamiya   | Sie Kensou       | Chin Gentsai

 IKARI WARRIORS TEAM   | Leona Heidern    | Ralf Jones       | Clark Steel

 WOMEN FIGHTERS TEAM   | Mai Shiranui     | Yuri Sakazaki    | King

 OROCHI TEAM           | Orochi Yashiro   | Orochi Shermie   | Orochi Chris

 EDIT CHARACTERS
 - Ramon 
 - Vanessa
 - Kim Kaphwan

 PS2 EDIT CHARACTERS
 - Angel
 - May Lee
 - Seth
 - Kusanagi
 - Omega Rugal
 
 BOSS
 - Geese Howard (Art of Fighting 2 version)

 EDIT CHARACTERS SELECT
 To select the Orochi Team, Vanessa, Ramon, Kim and Geese, hold Start over 
 these characters' portraits and press A/B/C/D:

 Orochi Team -> KOF'98 Team
 Ramon       -> Maxima
 Vanessa     -> Whip
 Kim         -> Jhun
 Geese       -> K'

 In the console versions, hold R (XBox) or R1 (PS2) over the respective
 character's portraits and press A/B/C/D. You must unlock the console
 exclusive characters by beating them in Endless Survival before they are
 made playable.

 Angel -> Kula
 May Lee -> Chang
 Seth -> Shingo
 Kusanagi -> Kyo
 Omega Rugal -> Saisyu 

 - If the random select occurs, that means that character isn't unlocked yet.
 - Note that you have to select the Edit character first if you want to use
   the highlighted character together with your Edit character. This means if
   you selected K' first, you won't be able to select Geese and so on for the
   other characters.

 RANDOM SELECT
 - Press and hold Start over a character portrait and press a button, with the
   exceptions of the KOF '98 Team, K', Jhun, Whip and Maxima. As with KOF2002,
   your character(s) will be randomly selected before each match.

 COLOUR SELECT
 - Each attack button has a different colour for each character. For some 
   really psychedelic colours, hold down the Heat button and press an attack 
   button. I'm not responsible for any eye damage. :)
 - For characters with their default outfits but with a different skin tone, 
   hold down the Heat button and press D.
 - For randomly selected characters, the Heat+button colours will only work 
   for the first battle. After the first battle, the subsequent battles will
   have your random characters decked in their default colours.

 MISCELLANEOUS
 - In the Temple stage (it's set at night), the CPU will always fight in Guard
   Break Mode. This stage is set before the Factory stage.
 - In the Factory stage (the KOF2000 6th stage remake), the CPU will always
   fight in MAX 2 Mode. This stage is the final stage before fighting Geese.

------------------------------------------------------------------------------
 KYO KUSANAGI                                                   [ Japan Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES  
 b/f+C (near)                   Hatsugane                     [U]    
 b/f+D (near)                   Issetsu Seoi Nage             [U],NR    

 COMMAND ATTACKS                                                          
 d+C in mid-air                 Geshiki: Naraku Otoshi        [O],#            
 f+B                            Geshiki: Goufu You            [O],#      
 df+D                           88 Shiki                      [L],C,#

 SPECIAL MOVES
 dp+P                           100 Shiki: Oniyaki            [M],A,#
 qcf+K,K                        75 Shiki Kai                  [M],J,#
 hcb+K                          412 Shiki: Hikigane           [M],#
 rdp+K                          R.E.D. Kick                   [M],NR

 qcf+A                          114 Shiki: Aragami            [M],A,SC
  1a> qcf+P                     128 Shiki: Konokizu           [M],KD,SC
   2a> P                        127 Shiki: Yanosabi           [O],NR
   2b> K                        125 Shiki: Nanase             [M],KD 
 OR  
  1b> hcb+P                     127 Shiki: Yanosabi           [O],NR
   2a> P                        Geshiki: Migiri Ugachi        [L],NR,OTG
   2b> K                        125 Shiki: Nanase             [M],KD
   2c> hcb+K                    212 Shiki: Kototsuki You      [M],NR,OTG

 qcf+C                          115 Shiki: Dokugami           [M],SC
  1> hcb+P                      401 Shiki: Tsumi Yomi         [M]      
   2> f+P                       402 Shiki: Batsu Yomi         [M],KD
    3> dp+P                     100 Shiki: Oniyaki            [M],KD         

 [DM/SDM]
  qcb,hcf+P (can hold)          Ura 108 Shiki: Orochi Nagi    [M],P,# 
 [HSDM]
  hcb,hcb+AC (near)             524 Shiki: Kamukura           [U],T

        Cancel chart      A          B          C        D    
        ------------------------------------------------------
        Standing near    [M]/r/c    [L]/-/c    [M]/c    [M]/c  
        Standing far     [M]/-/-    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/r/-    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-

 ADDITIONAL NOTES
 #. Kyo's crouching B isn't cancelable into special moves, but the 88 Shiki
    comes out fast enough to combo from it.
 1. NARAKU OTOSHI: knocks down an airborne opponent. Can be used during a
    backstep.
 2. GOUFU YOU: is an overhead when used on its own. When canceled into it 
    becomes cancelable.
 3. 88 SHIKI: now cancelable on 1st hit. Both hits are low attacks.
 4. ONIYAKI: C version hits twice, but the 2nd hit may miss when chained into.
    A version hits twice on a Counter hit. Move is no longer SCable.
 5. 75 SHIKI KAI: 2nd hit juggles but may miss if done too far from opponent.
    The D version juggles higher, making followups easier.
 6. HIKIGANE: B version is SCable and is immune to low attacks. B version 
    also juggles opponent, higher still if chained from 75 Shiki Kai. The D
    version is immune to some jumping and high attacks at the start.
 7. R.E.D KICK: B version is faster and combos from the D Shiki Kai, while
    D arcs higher and further. Both versions can jump past low attacks.
 8. ARAGAMI/DOKUGAMI: The followups can be performed regardless of whether
    the Aragami/Dokugami hits or not. Both the Aragami and Dokugami can negate 
    normal projectiles if Kyo's fist connects with the projectile. Both the
    Aragami and Dokugami are SCable, and so is the Konokizu.
 9. KOTOTSUKI YOU: The move homes in on opponent; Kyo will turn around if
    opponent tries to roll or jump past him. This can hit an opponent lying on
    the ground and cannot be reversed.
10. OROCHI NAGI (DM): A version is immune to most low attacks, C version is 
    immune to mid/high attacks. The immunity begins while Kyo is holding up a
    flaming hand, and lasts while the move is being delayed. Kyo is vulnerable 
    as he slides forward to attack. The flame wave can destroy normal/DM 
    projectiles and cannot be negated.  
 #. During the DM Orochi Nagi, Kyo slides faster if the move is delayed for
    a short while. Wait for the startup flash to disappear, then release the
    button. You can combo the Orochi Nagi from a canceled Goufu You this way.
11. OROCHI NAGI (SDM): Has no invincibility but Kyo's body is shrouded in
    flames that damage and knocks down (can juggle with the flame wave) on
    contact and can negate normal/DM projectiles. If the last hit does not
    connect, it may be possible to juggle opponent in the corner. The SDM
    version will only combo from his juggles.
12. KAMUKURA: This move only chains from light attacks. Move is a throw and
    cannot be rolled past or countered by reversal moves.

------------------------------------------------------------------------------
 BENIMARU NIKAIDO                                               [ Japan Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES  
 b/f+C (near)                   Catch and Shoot               [U]    
 b/f+D (near)                   Front Suplex                  [U],NR 
 AIR THROW
 anywhere but u+C (near)        Spinning Knee Drop            [U],T,NR   
 
 COMMAND ATTACKS                                                          
 d+D in mid-air                 Flying Drill                  [M],X            
 f+B                            Jackknife Kick                [M],S      

 SPECIAL MOVES
 qcf+P (air)                    Raijin Ken                    [M],P,#
 qcb+P                          Shinkuu Katategoma            [M],SC,#
 hcb,f+P (near)                 Benimaru Corridor             [U],T,NR
 qcf+K                          Iai Geri                      [M],#
  > d,u+K                       Handou Sandan Geri            [M],KD,SC,#
 
 [DM]
 qcb,qcb+K                      Gen'ei Hurricane              [M],#
 [DM/SDM]
 qcf,qcf+P                      Raikou Ken                    [M],P,#
 [HSDM]
 f,db,df,b,f+A/B/C/D            Raijin Ten                    [U],P,#

        Cancel chart      A          B          C        D    
        ------------------------------------------------------
        Standing near    [M]/r/c    [M]/r/c    [M]/c    [M]/c  
        Standing far     [M]/-/-    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/r/S    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/-      [O]/#    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/#    [O]/-

 #. Benimaru's jumping C is cancelable into the Flying Drill but not the 
    aerial Raijin Ken. The Flying Drill won't combo however. 
 1. JACKKNIFE KICK: will now combo from hard attacks. However, the Raikou Ken
    will miss if you did a close D->f+B->Shinkuu Katategoma->(SC)Raikou Ken.
 2. RAIJIN KEN: Can negate normal projectiles. A version goes straight
    while C version is pointed diagonally upward. Both versions will miss an
    opponent who is very near Benimaru (except Chang). The C version is less 
    likely to miss against tall opponents but more likely to miss crouching  
    or short opponents up close.
 3. SHINKUU KATATEGOMA: A version knocks down on 3rd hit, and is SCable on
    any hit. C version pushes opponent back on 5th hit, and is SCable on the
    1st to 5th hit.
 4. IAI GERI: The move can be followed with the Handou Sandan Geri even if
    it misses. If the Iai Geri hits late (after Benimaru's knee stops rising),
    it becomes a no-recovery knockdown. The Handou Sandan Geri is SCable on
    the first hit.
 5. GEN'EI HURRICANE: Benimaru will stop after the first hit if the move hits
    an opponent in mid-air. This move cannot be reversed.
 6. RAIKOU KEN: A version goes forward, C version diagonally upward. Either
    version can negate projectiles, and can hit an opponent who's very near
    Benimaru, unlike the Raijin Ken.
 7. RAIJIN TEN: A multi-hit unblockable Raijin Ken. The move does very little
    damage, but stuns opponent long enough for you to combo after. The move
    negates normal projectiles and stays onscreen until it hits 8 times or if
    Benimaru is struck. 

    Locations: A/C - In front of/behind Benimaru, head level
               B/D - In front of/behind Benimaru, foot level
    
    If you use the A or B version, Benimaru cannot throw his opponent, and the
    Benimaru Corridor won't connect. The C and D versions are only useful as
    cross-ups. Benimaru can use other moves including DM/SDMs while a Raijin 
    Ten is active and can build stock. Finally, the Raijin Ten will add hits
    if you combo it with the Raikou Ken (meaning that chaining it with a 
    Raikou Ken will end the Raijin Ten) but the Gen'ei Hurricane is unaffected
    and the Raijin Ten will stay after the Gen'ei Hurricane ends.

------------------------------------------------------------------------------
 GORO DAIMON                                                    [ Japan Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES  
 b/f+C (near)                   Juuji Shime                   [U],NR    
 b/f+D (near)                   Okuri Ashi Barai              [U]

 COMMAND ATTACKS
 df+C                           Zujou Barai                   [M],S,#

 SPECIAL MOVES 
 hcf+A                          Kumo Tsukami Nage             [M],T,NR,#
 hcf+C                          Kirikabu Gaeshi               [M],T,NR,OTG
 dp+P                           Jirai Shin                    [L],KD,#
 dp+K (near)                    Chou Oosotogari               [U],T,NR,#
 qcf+K                          Nekko Gaeshi                  [-],RV,NR,# 
 hcb,f+P (near)                 Tenchi Gaeshi                 [U],T,NR
 hcb,f+K                        Ura Nage                      [U],T,NR
 qcf+K                          Chou Ukemi                    [-],#

 [DM/SDM]
 hcb,hcb+P (near)               Jigoku Gokuraku Otoshi        [U],T,NR
 hcf,hcf+K (near)               Arashi no Yama: Nekko Nuki    [U],T,A,NR,#
  1> hcf+K                      Zoku: Kirikabu Gaeshi         [#],T,OTG,NR
   2a> dp+K                     Bukko Nuki Ura Nage           [#],T,OTG,NR
   2b> dp+K (SDM)               Zoku: Tenchi Gaeshi           [#],T,OTG,NR 
 [HSDM]
 dp,rdp+BC                      Furinkazan                    [L],NR,#

        Cancel chart      A          B          C        D    
        ------------------------------------------------------
        Standing near    [M]/r/c    [M]/-/c    [M]/c    [M]/c  
        Standing far     [M]/-/c    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/-/c    [L]/r/S    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-

 #. Goro's Jirai Shin and Nekko Gaeshi are now Free Cancelable.
 1. ZUJOU BARAI: If the move Counter hits against a jumping opponent, an 
    opponent will be juggled, and you can follow with the Kumo Tsukami Nage.
    This move is cancelable again, and will combo from light attacks.
 2. KUMO TSUKAMI NAGE: Anti-air throw, will miss crouching opponents. Can hit
    certain tall opponents like Chang and Yamazaki.
 3. KIRIKABU GAESHI: This move can hit an opponent lying down on the floor.
    It can combo off his sweep if opponent didn't use a recovery roll.
 4. JIRAI SHIN: C version does not hit. A version can hit a standing opponent
    at any range. Can be avoided by jumping or crouching, but not by rolling.
    You can Free Cancel this into the Nekko Gaeshi, then back into the Jirai
    Shin repeatedly to keep opponent floored.
 5. CHOU OOSOTOGARI: Short range command throw. Chainable from light attacks 
    only. Goro is invincible while grabbing his opponent, so the move can hit
    an opponent throwing a projectile without Goro being hit.
 6. NEKKO GAESHI: Reversal move, counters standing mid level attacks only.
 7. CHOU UKEMI: Works like a normal roll, but has shorter range and less 
    invincibility time. Can be canceled into. The move is slower now.
 8. ARASHI NO YAMA: Goro has autoguard during the move, and will grab nearby
    opponents. Although the SDM Nekko Nuki is performed by pressing BD, you
    only need to press either B or D for the followups. 
 9. FURINKAZAN: As with (A) Jirai Shin, must be crouched or jumped over, and 
    has full screen range. Does a LOT of damage if it connects. 

------------------------------------------------------------------------------
 YASHIRO NANAKASE                                              [ KOF'98 Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f + C (near)                 Lever Blow                    [U}
 b/f + D (near)                 Hatchet Throw                 [U],NR

 COMMAND ATTACKS
 f+A                            Regret Bash                   [O],NR,#
 f+B                            Step Side Kick                [M],S,#

 SPECIAL MOVES
 dp+P                           Upper Duel                    [M],KD,#
 qcb+K                          Sledgehammer                  [O],NR,#
 hcf+P                          Jet Counter                   [M/O],#
  1>qcf+P                       Jet Counter: Still            [M],SC,J(C),#
 hcf+AC                         Jet Counter '98               [M],#
  a>qcf+A                       Jet Counter: Still            [M],#
  b>qcf+C                       Jet Counter: Still            [M],J,SC,#

 [DM/SDM]
 qcf,qcf+P (can hold)           Final Impact                  [M],#
 [HSDM]
 qcb,hcf+BD                     "ERROR…"code**2002**          [M]

        Cancel chart      A          B          C        D       
        -------------------------------------------------------
        Standing near    [M]/r/c    [M]/-/c    [M]/c    [M]/c   
        Standing far     [M]/-/c    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/-/c    [M]/c    [L]/c/-
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/- 

 #. Yashiro can chain his close standing A with his close standing D.
 #. Yashiro's jumping C can cross-up now.
 1. REGRET BASH: When used on its own, it is an overhead that knocks down with
    no recovery possible. When canceled into, it becomes cancelable.
 2. STEP SIDE KICK: The move pushes an opponent back slightly, so if comboed
    into, the Upper Duel won't connect. This move is cancelable.
 3. UPPER DUEL: Looks like an anti-air, but will only trigger if opponent is
    near Yashiro. The move has autoguard and A version does 2 hits while C 
    version does 3 hits. A version can be used to follow up a Jet Counter 
    '98 -> Jet Counter Still (C) at the corner. A version is slightly faster
    and combos off light attacks.
 4. JET COUNTER: You need to use the same button you used for the Jet Counter
    in order to use the Jet Counter Still. So if you used A version Jet 
    Counter, motioning qcf+C does nothing. The C version cannot be chained 
    into, but is an overhead and is SCable.
 5. JET COUNTER: STILL: C version juggles, and is SCable. However, the C 
    version has a long recovery time, so followups are limited to to canceling 
    either into the Sledge Hammer or Final Impact, possible only in SC Mode.
    Both versions are SCable.
 6. JET COUNTER '98: You can use either button for the Jet Counter: Still.
    Using qcf+A is the same as the A version Jet Counter. while qcf+C is an 
    upward aimed punch that juggles opponent. qcf+C is SCable, but there's no 
    reason to use it as the Final Impact can combo normally anyway, unless
    you want to charge up the SDM version a little. For some reason, the qcf+C
    followup is quite difficult to time in SC Mode when you have 2 stocks or
    more: it'll sometimes launch and SC automatically or it won't launch at 
    all.
 7. FINAL IMPACT: is unblockable when fully charged. SDM version is faster 
    and takes less time to charge. Has multiple charge levels, indicated by
    Yashiro's arm level and each charge level does more damage. Move can combo
    from a standing/far/crouching A but not his close standing B.
 #  The (A) Jet Counter Still and Jet Counter '98 Still (C) followup may miss
    from a jumping C/D->standing C/D->Step Side Kick->Jet Counter in the open.
 #  The Jet Counter:Still's command for the C/AC Jet Counter overlaps with the 
    Final Impact: it keeps SCing even when I wasn't trying to. I didn't have 
    any problems getting the qcf+C to launch when using GB/MAX 2 modes or when
    I had less than 2 stocks in SC mode. It doesn't happen with the (A) Jet
    Counter: Still, but you still end up SCing it if you motioned qcf+A twice
    for the Jet Counter:Still.

------------------------------------------------------------------------------
 SHERMIE                                                       [ KOF'98 Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Shermie Flash Original        [U],NR
 b/f+D (near)                   Front Flash                   [U]

 COMMAND ATTACKS                
 f+A                            Baku New Suplex               [M],X,T,NR,#
 f+B                            Shermie Stand                 [O],#
 Press ABC                      Yoke Dousa                    [-],# 

 SPECIAL MOVES
 hcf+P (near)                   Shermie Spiral *              [U],T,NR
 hcf+K                          Diamond Bust                  [U],T,NR,#
 qcb+P (near)                   Shermie Whip *                [M],T,NR,#
 qcb+K                          Axle Spinning Kick            [O],KD,#
 dp+K                           Shermie Clutch *              [#],T,NR
 qcf+K after * moves            Shermie Cute                  [#],OTG,NR
 hcb,f+P                        F-Captured                    [-],RV,#

 [DM/SDM]
 hcf,hcf+P (near)               Shermie Carnival              [U],T,NR
 hcb,hcb+P (near)               Shermie Flash                 [U],T,NR,#
 [HSDM]
 hcf,hcf+BD (near)              Thunder Leg Lariat            [U],T,NR

        Cancel chart      A          B          C        D       
        -------------------------------------------------------
        Standing near    [M]/r/c    [M]/-/c/c  [M]/c    [M]/-   
        Standing far     [M]/r/c    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/-/c    [M]/c    [L]/-
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-  

 #. Shermie has no far standing A,B and D animations.
 #. You can combo Shermie's standing/crouching A into her standing B (then
    into the Shermie Stand).
 1. BAKU NEW SUPLEX: Blockable command throw, will grab any nearby opponent 
    if they're not blocking. Can grab mid-air opponents. Cannot be chained
    into. Cannot be reversed.
 2. SHERMIE STAND: Move is an overhead on the 2nd hit. If canceled into, it
    becomes cancelable on the 2nd hit. This move will now combo from light
    attacks. The Shermie Spiral/Flash and Thunder Leg Lariat will combo from
    this move if you canceled the Shermie Stand from light attacks.
 3. YOKE DOUSA: Dodge move, Shermie is immune to non-throw attacks. You can
    now Free Cancel into this move.
 4. DIAMOND BUST: Long range unblockable command throw. Cannot hit mid-air
    opponents, but will grab a rolling opponent.
 5. SHERMIE WHIP: Can grab standing or jumping opponents. Move has long
    recovery time if it misses. This move cannot be reversed.
 6. AXLE SPINNING KICK: An overhead kick that cannot be chained into. (D) 
    version goes higher than B version. Both versions have invincibility at 
    the beginning, but Shermie is vulnerable as she kicks. You can Free Cancel
    this move. but only the Shermie Whip will connect.
 7. SHERMIE CLUTCH: Anti-air throw, cannot hit standing or crouching opponents
    and D version goes higher than B.
 8. SHERMIE CUTE: Followup attack for Shermie Spiral, Shermie Whip and Shermie
    Clutch. May miss when used at corners.
 9. F-CAPTURED: Reversal move, can counter standing mid-level attacks.
10. SHERMIE FLASH: Range is shorter than Shermie Carnival but launches faster.
    SDM version does 100% damage if sge finishes the 3-count but opponent can
    interrupt the count by pressing any button. 
11. SHERMIE CARNIVAL: Shermie is immune to physical attacks during the startup
    flash.

------------------------------------------------------------------------------
 CHRIS                                                         [ KOF'98 Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Step Turn                     [U]
 b/f+D (near)                   Aerial Drop                   [U]

 COMMAND ATTACKS
 f+A                            Spinning Array                [M],S,#
 f+B                            Reverse Anchor Kick           [O],#
 df+B                           Carry Off Kick                [L]

 SPECIAL MOVES
 qcf+P                          Slide Touch                   [M],KD,#
 qcf+K                          Scramble Dash                 [-],#
 qcf+K in air                   Gliding Stomp                 [0],KD,#    
 hcb+P                          Shooting Dancer Thrust        [#],SC
 hcb+K                          Shooting Dancer Step          [O],NR,SC,# 
 dp+P                           Direction Change              [U],T,#
 dp+K                           Hunting Air Blast             [M],KD
 f+D,B                          Leading High                  [M],#
 d+D,B                          Leading Low                   [L],#
 
 [DM/SDM]
 qcf,qcf+P                      Chain Slide Touch             [M],#
 qcb,qcb+K                      Twister Drive                 [M] 
 [HSDM]
 hcb,hcb+AC                     Orochi Chris                  [-],#

        Cancel chart      A          B          C        D       
        -------------------------------------------------------
        Standing near    [M]/r/c    [M]/-/c    [M]/c    [M]/s   
        Standing far     [M]/r/c    [M]/-/-    [M]/c/-  [M]/-
        Crouching        [M]/-/c    [L]/r/-    [M]/c/-  [L]/-
        Vertical jump    [O]/-      [O]/-      [O]/s    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/s    [O]/-  

 #. Chris has no far standing A animation.
 #. Chris can chain his standing/crouching A with his standing/crouching C.
 #. You can now Free Cancel into the Slide Touch and Direction Change.
 1. SPINNING ARRAY: Cancelable command attack. Can combo from light attacks. 
 2. REVERSE ANCHOR KICK: Overhead on the 2nd hit, unless canceled into, which
    makes it cancelable on the 2nd hit instead. Can be chained into, but 
    special moves will only combo if you canceled this from a single light 
    attack. Neither of his (S)DMs will combo off this move.
 3. CARRY OFF KICK: Chris can slide under most mid-level normal projectiles
    during this.
 4. SLIDE TOUCH: C version does more damage, but is not chainable.
 5. SCRAMBLE DASH: Teleport move, does not hit. Chris is invincible to non-
    throw attacks for a very short time at the start of the dash.
 6. GLIDING STOMP: Overhead move, knocks down. Can be canceled from a jumping
    C or CD, but it won't combo even on a Counter hit. B version has a steeper
    diving angle. Can Free Cancel from a Hunting Air Blast, but it won't hit.
 7. SHOOTING DANCER THRUST: A version hits low on the 2nd hit, C version is a
    mid-level attack. Both versions are now SCable on either hit.
 8. SHOOTING DANCER STEP: Both versions knock down on the 2nd hit, which is an
    overhead and cannot be recovered from. However, 2nd hit won't combo unless
    1st hit Counter hits a mid-air opponent. 2nd hit can be followed with the
    Gliding Stomp, but it won't combo. Move is SCable on the 1st hit.  
 9. DIRECTION CHANGE: Unblockable command throw, does no damage, but switches
    sides with an opponent and leaves them stunned. Move cannot hit opponents
    in mid-air, but can hit a rolling opponent. (C) has slightly longer range.
10. LEADING HIGH/LOW: The D and B buttons must be tapped VERY quickly to 
    launch (his standing/crouching D mustn't launch). Chris is immune to 
    none-throw attacks during the dodge, just before he attacks.
11. CHAIN SLIDE TOUCH: C version is chainable only from the 1st hit of his far
    standing C, a standalone Spinning Array or from SCs. The ball of light at 
    Chris' hand during the SDM version is NOT a projectile, and Chris can 
    still be countered by certain reversal moves.
12. OROCHI CHRIS: Turns Chris into Orochi Chris until the round ends. Chris
    must complete the entire animation (when he changes colour) to become
    Orochi Chris, during which he is vulnerable to attacks.  
 
------------------------------------------------------------------------------
 RYUJI YAMAZAKI                                                [ KOF'97 Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Shime Age                     [U],NR
 b/f+D (near)                   Bun Nage                      [U],NR

 COMMAND ATTACKS
 f+A                            Bussashi                      [0],#
 
 SPECIAL MOVES
 qcb+A/B/C (can hold)           Hebi Tsukai                   [M/L-C],# 
  > D when holding Hebi Tsukai  Hebi Damashi                  [-],#
 dp+P                           Sabaki no Aikuchi             [M],SC,KD,#
 dp+B                           Yakiire                       [O],NR,#
 dp+D                           Sunakake                      [M],#
 hcb,f+P (near)                 Bakudan Pachiki               [U],T,NR
 qcf+P                          Bai Gaeshi                    [M],#
 hcf+K                          Sadomazo                      [-],RV,NR,#

 [DM]
 qcf+ABCD                       Akumu...soshite kyouki        [U],#
 [DM/SDM]
 qcf,qcf+P                      Guillotine                    [M],NR,#
 hcb,hcb+P (near)               Drill                         [U],T,NR,#
  1a> tap P 0-4x (DM/SDM ver)   Punch Ranbu/Rapid Stomps       -     
  1b> tap P 5-8x                Kick Ranbu/Rapid Aikuchi       -
  1c> tap P 9-12x               Rapid Pachiki/Rapid Shime Age  -
  1d> tap P>13x                 Repeated Hebi Tsukai           -
    2> tap P as Drill ends      Taunt                          -
 [HSDM]
 hcb,hcb+BD (near)               ...!                         [U],T,NR,#

        Cancel chart      A          B          C        D       
        -------------------------------------------------------
        Standing near    [M]/-/c    [L]/-/c    [M]/c    [M]/c/-   
        Standing far     [M]/-/-    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/r/-    [M]/c    [L]/-
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/- 

 #. Yamazaki's close standing B hits low, but has very short range. If you tap
    B twice, the 2nd hit will be his far standing B.
 #. Yamazaki's jumping C is aimed upward, meaning it'll miss most crouching
    opponents.
 1. BUSSASHI: Overhead attack, does 2 hits. If canceled into, either hit is
    cancelable. The move will only get one hit when canceled from a hard 
    attack, and won't chain from light buttons.
 2. HEBI TSUKAI: A version is aimed upward, will only get one hit against
    standing opponents (will miss crouching opponents). B version goes 
    straight forward while C version is aimed low. All versions can be blocked
    standing or crouching.
 3. HEBI DAMASHI: Cancels the Hebi Tsukai if it is being delayed. Can use 
    together with Hebi Tsukai by motioning qcb+A/B/C+D to gain Power gauge
    without attacking. You can even Free Cancel a special move using this
    method to avoid the recovery time.
 4. SABAKI NO AIKUCHI: A version does 2 hits, C version 4. Both versions are
    SCable; (A) on the 1st hit only while (C) version on the 1st-3rd hits.
 5. YAKIIRE: Move is an overhead and knocks down on the 2nd hit.
 6. SUNAKAKE: Can be canceled into the Hebi Tsukai.  
 7. BAI GAESHI: A version absorbs enemy projectile and gains Power Gauge,
    while C version has Yamazaki launching a projectile of his own, which
    negates normal projectiles. Can be used against DM projectiles. Move
    does 2 hits when used standalone, but only one hit when chained into.
 8. SADOMAZO: Reversal move, can counter jumping,high and medium level 
    attacks, including special moves/DMs. The counterattack may miss when
    triggered against very high jumping or cross-up attacks.
 9. AKUMI...SOSHITE KYOUKI: Unblockable DM. Can hit jumping opponents but can
    be rolled past. You must motion qcf, not hcf or the Sadomazo will launch. 
10. GUILLOTINE: Can hit a jumping opponent if they aren't too high up.
11. DRILL: Short range unblockable command throw. Tap P repeatedly 
    (using both A and C) after Yamazaki throws his opponent to increase the 
    damage and change the Drill's attack animation. Yamazaki will taunt his 
    opponent if you tap P as he's finishing the Drill.
 #. To tell between the Drill's charge levels, watch Yamazaki's pose as he
    is shaking while opponent is lying down after the initial 2 hits. He will
    lean backwards once per level up until level 3. At level 3, he will spread
    his arms to the side. There is no indicator for reaching level 4, so just
    keep tapping P until you see Yamazaki lower his arm. Yamazaki's face gets
    more maniacal at each level as well, so you know he's at level 3 when he
    starts drooling. :)
12. ...!: Short range unblockable command throw, has slower startup time than
    the Drill, but has longer range. It launches faster now.
     
------------------------------------------------------------------------------
 BLUE MARY                                                     [ KOF'97 Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Victor Nage                   [U],NR
 b/f+D (near)                   Head Throw                    [U]

 COMMAND ATTACKS
 b/f+A                          Hammer arch                   [0],SC,#
 b/f+B                          Double Rolling                [M/L],S,#
 
 SPECIAL MOVES
 qcf+P                          Spin Fall                     [O/M]
  > qcf+P                       M. Spider                     [#],KD

 qcb+B                          M. Reverse Facelock           [-],RV,NR,#
 qcb+D                          M. Head Buster                [-],RV,J,#
 qcb+P                          Real Counter                  [-],#
  > qcf+P (near)                Backdrop Real                 [U],#

 dp+K                           Vertical Arrow                [M],SC(B),#
  > dp+K                        M. Snatcher                   [#],NR

 Charge b,f+K                   Straight Slicer               [L],SC(B),#
  > qcf+K                       Crab Clutch                   [#],NR

 [DM]
 qcf,hcb+P                      M. Splash Rose                [M],#
 A,A,f,B,C                      M. Dynamite Swing             [M],NR,#
 [SDM]              
 A,A,b,B,C                      M. Dynamite Swing             [M],NR,#
 [HSDM]
 db,qcf,uf,u,d+BD (near)        M. Typhoon                    [U],T,NR

        Cancel chart      A          B          C        D       
        -------------------------------------------------------
        Standing near    [M]/r/c    [L]/-/c    [M]/c/s  [M]/-/c   
        Standing far     [M]/-/c    [M]/-/c    [M]/c    [M]/-
        Crouching        [M]/-/c    [L]/r/c    [M]/c    [L]/-
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/- 

 #. Both of Mary's basic throws cause her to switch sides with her opponent.
 1. HAMMER ARCH:: Overhead attack, SCable even when used on its own. When
    canceled into becomes cancelable and loses overhead property.
 2. DOUBLE ROLLING: Hits twice, 2nd kick hits low and is cancelable.
 3. SPIN FALL/M.SPIDER: A version Spin fall is an overhead attack that cannot 
    be chained into. C version is faster, but can be blocked low and is still
    not chainable. The M. Spider can only be performed if the Spin Fall hits.
    The Spin Fall is a little faster now. 
 4. M. REVERSE FACELOCK: Reversal move, counters jumping/mid-air attacks,
    and non-throw, non-projectile specials/DMs. Standing and crouching normal
    attacks or command attacks will hit Mary.
 5. M. HEAD BUSTER: Reversal; counters standing and crouching normal attacks.
    Does not work against special moves. Juggles opponent if triggered, and
    can follow with the Vertical Arrow, either DM or her SDM. For some reason,
    this move can reverse Saisyu's Kamukakari (hcb+K).
 6. REAL COUNTER/BACKDROP REAP: The Real Counter is a dodge move that allows
    Mary to avoid non-throw attacks. The Backdrop Real is an unblockable short
    range throw usable during the dodge.
 7. VERTICAL ARROW/M. SNATCHER: Vertical Arrow is an anti-air attack and the B
    version is SCable on the 1st hit. If the Vertical Arrow hits, you can
    cancel into the M. Snatcher on either hit. D goes higher than B version.
 8. STRAIGHT SLICER/CRAB CLUTCH: Both versions of the Straight Slicer hit low.
    The B version is SCable and faster while D version goes further. The Crab
    Clutch can be used if the Straight Slicer hits.
 9. M. SPLASH ROSE: If blocked, Mary will now stop behind her opponent.
10. M. DYNAMITE SWING: The grab may miss even if the initial knee strike
    connects if opponent was too high up or far away.

------------------------------------------------------------------------------
 BILLY KANE                                                    [ KOF'97 Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Jigoku Otoshi                 [U],NR
 b/f+D (near)                   Ippon Zuri Nage               [U],NR

 COMMAND ATTACKS
 f+A                            Dai Kaiten Geri               [M],#
 f+B                            Boutaka Tobigeri              [O],X.KD,#

 tap A repeatedly               Senpuu Kon                    [M],#
 hcf+P                          Sansetsu Kon: Chuudan Uchi    [M],SC,#
  > qcf+P                       Kaen Sansetsu: Chuudan Zuki   [M],KD
 dp+K (b/f in air)              Kyoushuu Hishou Kon           [M],#
 qcb+P                          Suzume Otoshi                 [#],KD
 qcb+B                          Karyuu Tsuigeki Kon           [-],RV,#
 qcb+D                          Suiryuu Tsuigeki Kon          [-],RV,SC,#

 [DM]
 qcf,hcb+P                      Chou Kaen Senpuu Kon          [M],P,#
 [DM/SDM]
 qcf,qcf+P                      Dai Senpuu                    [M],NR,#
 [HSDM]
 qcb,hcf+BD                     Liar Elemental                [-],NR,#

        Cancel chart      A          B          C        D       
        -------------------------------------------------------
        Standing near    [M]/-/c    [L]/-/c    [M]/c    [M]/c   
        Standing far     [M]/-/c    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/-/-    [L]/r/c    [M]/c    [L]/-/-
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/- 

 1. DAI KAITEN GERI: Chains from light buttons. Move can avoid low attacks.
 2. BOUTAKA TOBIGERI: Move does not combo. Overhead, knocks down and can 
    avoid low attacks.
 3. SENPUU KON: Hits multiple times, and negates normal projectiles. Does more
    hits and damage when used if opponent tries to roll past Billy.
 4. SANSETSU KON: CHUUDAN UCHI: Mid-level, long range staff attack. If move
    hits or is blocked, can followup with the Kaen Sansetsu: Chuudan Zuki.
    This move is NOT a projectiles, and Billy will get hit by projectiles.
    It is SCable, but only the Dai Senpuu will combo.
 5. KYOUSHUU HISHOU KON: Will juggle opponent if it hits while rising. If so,
    can followup B version with a jumping C. B version is chainable from light
    attacks. You can't followup the D version with a Chou Kaen Senpuu Kon in
    the corner anymore. 
 6. SUZUME OTOSHI: Anti-air move. Is aimed diagonally upward, but can hit
    certain tall opponents who are standing.
 7. KARYUU TSUIGEKI KON: Reversal move, counters jumping/mid-air attacks,
    and non-throw, non-projectile specials/DMs. Standing and crouching normal
    or command attacks will hit as normal.
 8. SUIRYUU TSUIGEKI KON: Reversal, counters standing and crouching normal 
    attacks. Does not work against special moves. If triggered, move is Free 
    Cancelable on the 1st-3rd hits.
 9. CHOU KAEN SENPUU KON: The flames can absorb normal and DM projectiles. The
    C version has further range for the projectile Billy throws at the end.
10. DAI SENPUU: Billy can avoid low attacks at the start of this move.
11. LIAR ELEMENTAL: Reversal move: counters all jumping. high, mid and low
    physical attacks, including DM/(H)SDMS. Billy cannot be thrown with basic
    throws. Does not work against special throws and projectiles. 

------------------------------------------------------------------------------
 SAISYU KUSANAGI                                                [ Dream Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Hikiri Tsuchi                 [U],T,NR
 b/f+D (near)                   Issetsu Seoi Nage             [U],T,NR

 COMMAND ATTACKS
 f+A                            Ge Shiki: Gou Tsui            [O],#
 f+B                            Ge Shiki: Kubu Tsuchi         [M],X,#

 SPECIAL MOVES
 qcf+P                          108 Shiki: Yami Barai         [M],P
 qcb+P (perform 2x)             721 Shiki: Homuragasane       [M],KD,SC,#
 dp+P                           100 Shiki: Oniyaki            [M],#
 dp+K                           110 Shiki: Nataguruma         [O],SC,NR
 hcb+K                          Kamukakari                    [O],KD,SC,#

 [DM/SDM]
 qcb,hcf+P (can hold)           Ura 108 Shiki: Orochi Nagi    [M],P,#
 qcf,qcf+P                      1127 Shiki: Tsumugari         [M],A,#
 [HSDM]
 qcb,qcb+AC                     <Chou Yami Barai>             [M],P,#

        Cancel chart      A          B          C        D    
        -------------------------------------------------------
        Standing near    [M]/-/c    [M]/-/c    [M]/c/c  [M]/- 
        Standing far     [M]/-/-    [M]/-/-    [M]/s    [M]/-
        Crouching        [M]/r/c    [L]/r/-    [M]/c    [L]/-
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-        
    
 #. Saisyu's close standing A has very short range. If you tap A twice, the 
    2nd hit will be his far standing A.
 #. Saisyu's far standing C is cancelable into specials/DMs, but only his
    (S)DMs will chain. It is slower than it was in KOF'98 though.
 1. GOU TSUI: An overhead punch, unless canceled into, which makes it 
    cancelable.
 2. KUBU TSUCHI: You can followup this move with the Oniyaki. You can't combo
    into this move however.
 3. HOMURAGASANE: The flame from either hit can negate normal projectiles. The
    move won't hit from a canceled Gou Tsui used from a jump-in combo. (C) has
    slightly better range than A version. Both hits are SCable but neither DMs
    will combo when SCed from the 2nd input (which probably means it's only 
    useful if the 2nd hit Counter Hits when standalone). For the 1st hit, only
    the Orochi Nagi will hit if you comboed into this move; the Tsumugari will 
    only combo if you SCed this move standalone. 
 4. ONIYAKI: A version does one hit, C version 2 hits and goes higher.
 5. KAMUKAKARI: 1st hit is an overhead, B version can now be chained into. The
    2nd hit it SCable, but neither of Saisyu's (S)DMs will hit. For some weird
    reason, Blue Mary's M. Head Buster can reverse this move.
 6. NATAGURUMA: Move is now slower and will not hit when preceded with a 
    jumping hard attack or a Gou Tsui. (B) does 2 hits, D version does 3 but 
    is no longer chainable. The last hit is an overhead, no recovery knockdown
    . This move can cross-up when used up close. The 1st hit is SCable. B
    version chains from light attacks.  
 7. OROCHI NAGI: A version is immune to most low attacks, C/SDM version is 
    immune to mid/high attacks. The immunity begins while Saisyu is holding
    his flaming hands, and lasts while the move is being delayed. Saisyu is   
    vulnerable as he slides forward to attack. The flame wave can destroy 
    normal/DM projectiles and cannot be negated. The move can combo from the 
    (A) Yami Barai if hit hits at a distance. If the DM version Counter Hits
    in the corner, you can follow up with the Oniyaki or a standing A/C.
 8. TSUMUGARI: Saisyu will stop attacking if the first hit misses. Saisyu now 
    has autoguard during the initial Ara Gami-like punch. Neither version 
    will combo from a 2-hit standing C->Gou Tsui even in the corner (the DM
    version used to be able to do so even in the open). If the last hit does
    Counter damage (possible only if opponent was trying to counterattack),
    you can followup with the Oniyaki.
 9. HSDM: Saisyu throws a multi-hitting column of flames (similar to the Mu 
    Shiki) and five Yami Barai(s). Looks pathetic, and cannot be chained into.
    The flame column can hit, but the move doesn't knock down if only the Yami
    Barai hit. Saisyu recovers before the move ends.

------------------------------------------------------------------------------
 KULA DIAMOND                                                   [ Dream Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Ice Coffin                    [U],T
 b/f+D (near)                   Behind Slash                  [U],T

 COMMAND ATTACKS
 f+A                            An Inch                       [M],SC,CW,#
 df+B                           Slider Shoot                  [L],KD
 df+C                           Critical Ice                  [M],NR,#

 SPECIAL MOVES
 qcf+P                          Diamond Breath                [M],P,#
 qcb+P                          Counter Shell                 [M],CW,#
 dp+P                           Crow Bites                    [M],KD,#
 qcb+K                          Lay Spin                      [M],#
  a> f+B                        Stand                         [M],J,P,SC,#
  b> f+D                        Sit                           [L],J,SC

 [DM]
 qcf,qcf+P                      Diamond Edge                  [M],P,#
 [SDM]
 hcb,hcb+AC                     Freeze Execution              [M],P,#
 qcf,qcf+BD in air              La Ka Cho La                  [M],#
 [HSDM]
 AC,BD,ABC                      Freeze Completion             [O],#

        Cancel chart      A          B          C        D 
        -------------------------------------------------------
        Standing near    [M]/r/c    [M]/r/c    [M]/c/c  [M]/c 
        Standing far     [M]/r/c    [M]/-/c    [M]/c    [M]/-
        Crouching        [M]/r/c    [L]/r/-    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-
 
 #. Kula has no far standing A animation.
 1. AN INCH: Move knocks down with no recovery allowed when used on its own. 
    Is also SCable when used standalone, although you can't combo into it. On 
    a Counter hit, it becomes a Counter Wire, and can combo with the Diamond
    Edge near the corner. When canceled into, this move becomes cancelable.
 2. SLIDER SHOOT: Low-hitting sliding kick that knocks down. Combos from light
    attacks. 
 3. CRITICAL ICE: Long ranged physical attack that knocks down. This move is
    not a projectile despite its looks. 
 4. DIAMOND BREATHh: A version is faster, and knocks down. Can juggle opponent
    if it hits at/near the corner. C version is slower, and stuns the opponent
    instead of knocking down. C version isn't chainable, but goes further.
    Both versions negate normal projectiles.
 5. COUNTER SHELL: Can be used to absorb and counter normal/DM projectiles.
    This move is a Counter Wire.
 6. CROW BITES: Anti-air move. (C) hits twice and goes higher. Both versions
    can avoid low attacks. You can no longer Free/Super Cancel this move.
 7. LAY SPIN: B version hits once and can be followed with Stand/Sit even if
    the Lay Spin misses. D version hits twice, goes higher and knocks down.
    You can't use the Stand or Sit for the D version if the Lay Spin misses.
    Since the (D) Lay Spin knocks down, the Stand/Sit won't combo anyway.
 8. STAND: Projectile attack, knocks down, can juggle if in the corner. Move
    does not chain with either Lay Spin, normally, though it will from a (B)
    Lay Spin if preceded with the (A) version Diamond Breath at the corner.
 9. DIAMOND EDGE: Negates projectiles. Will not get full hits against jumping
    or juggled opponents.
10. FREEZE EXECUTION: The move is a full screen range attack once Kula raises
    her arms, and negates normal/DM projectiles. The screen no longer changes
    colour as she attacks but it has longer recovery time now.
11. LA KA CHO LA: Removes one stock bar from opponent if it hits. Doesn't work
    if opponent has less than one stock bar. This move is pretty slow, short
    ranged, has long recovery time and does very little damage for an SDM.
12. FREEZE COMPLETION: Kula won't complete the move if the initial An Inch is
    blocked or misses. The move can hit juggled opponents, but the timing is
    difficult: you have to get the tip of her glove to connect. This move is
    an overhead.

------------------------------------------------------------------------------
 SHINGO YABUKI                                                  [ Dream Team ]
------------------------------------------------------------------------------

 THROWS                     MOVE NAME                         PROPERTIES
 b/f+C (near)               Hatsugane                         [U],NR
 b/f+D (near)               Issetsu Seoi Nage Fukanzen        [U]

 COMMAND ATTACKS
 f+B                        Geshiki: Goufu "Kakkodake"        [M],S

 SPECIAL MOVES
 qcf+A                      114 Shiki: Aragami Mikansei       [M],SC,#
 qcf+C                      115 Shiki: Dokugami Mikansei      [M],KD
 dp+P                       100 Shiki: Oniyaki Mikansei       [M],KD
 dp+K (near)                Shingo Kinsei Oreshiki: Nie Togi  [U],J,#
 rdp+K                      101 Shiki: Oboro Guruma Mikansei  [M],KD,#
 hcf+K                      Shingo Kick                       [M],#
 hcb+K                      212 Shiki: Kototsuki Mikansei     [O],SC,NR,#
 qcb+P                      Shingo Kinsei Oreshiki: Getchuu   [O],RV,NR,#

 [DM/SDM]
 qcf,qcf+P                  Kake Hourin                       [M],J,GC,#
 [HSDM]
 qcb,hcf + AC               Shingo Kinsei Ore "Mushiki"       [M]

        Cancel chart      A          B          C        D    
        ------------------------------------------------------
        Standing near    [M]/r/c    [L]/-/c    [M]/c    [M]/c    
        Standing far     [M]/-/c    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/r/c    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/-
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-

 #. Shingo's jumping CD can hit twice on a Counter Hit, but you can't followup
    in that case.
 #. Shingo's Aragami and Oniyaki moves have no autoguard, unlike Kyo's.
 1. ARAGAMI MIKANSEI: SCable, move has a short range and does not hit if done
    from a canceled a hard attack into the Kakkodake. Combos from light 
    attacks.
 2. NIE TOGI:  1st hit is unblockable, combos from light attacks only. Juggles 
    opponent. Will miss if canceled from a hard attack. This move is not a
    throw, and can be countered by reversals.
 3. OBORO GURUMA MIKANSEI: B version does 1 hit, D version does 2 hits. Both
    versions knock down. The D version has Shingo occasionally falling after
    the 2nd hit, which is an overhead and no-recovery knockdown.
    Either version of this move can avoid low attacks. B version is can combo
    from light attacks.
 4. SHINGO KICK: D version goes further than B version. D version will knock
    down if used standalone from more than 2/3 screen distance. Both versions 
    are chainable. Shingo can avoid low attacks during this move.
 5. KOTOTSUKI MIKANSEI: 2nd hit is an overhead, knockdown attack with no 
    recovery allowed. SCable on the 1st hit.
 6. GETCHUU: Overhead, knockdown attack when used on its own. Can be used as
    a reversal move: if Shingo is struck by high or mid-level normal attacks 
    during this move, he counters with a knockdown kick.
 7. KAKE HOURIN: If the C or SDM version hits, opponent will be juggled. Move
    Guard Crushes a blocking opponent. 

------------------------------------------------------------------------------
 K'                                                            [ KOF'99 Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Spot Pile                     [U],NR
 b/f+D (near)                   Knee Strike                   [U]

 COMMAND ATTACKS
 f+A                            An Inch                       [M],SC,CW,#
 f+B                            Knee Assault                  [0],#
 
 SPECIAL MOVES
 qcf+P                          Iron Trigger                  [M],P,#
  a> f+B                        Second Shoot                  [M],P,#
  b> f+D                        Second Shell                  [M],J,#
 f,d,f+P                        Crow Bites                    [M],KD,A,SC(A),#
  > f+K during (C) Crow Bites   Crow Bites Plus               [M],NR
 qcf+K                          Blackout                      [-],#
 qcb+K in air                   Minutes Spike (aerial)        [M],KD,#
 qcb+K                          Minutes Spike                 [M],KD,#
  > qcb+K                       Narrow Spike                  [L],SC,J,#

 [DM]
 qcf,qcd+P (can hold)           Heat Drive                    [M],#
 [DM/SDM]
 qcf,hcb+P                      Chain Drive                   [M],#
 [HSDM]
 qcb+C,A                        Crimson Star Road             [U],T,#

        Cancel chart      A          B          C        D   
        ------------------------------------------------------
        Standing near    [M]/r/c    [L]/-/c    [M]/c/c  [M]/c 
        Standing far     [M]/-/s    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/r/-    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/-      [O]/s    [O]/s
        Diagonal jump    [O]/-      [O]/-      [O]/s    [O]/s     

 #. K' can chain his close standing A into his close standing B.
 1. AN INCH:: Move knocks down with no recovery allowed when used on its own. 
    Is also SCable when used standalone, although you can't combo into it. On 
    a Counter hit, it becomes a Counter Wire, and can combo with a delayed
    Heat Drive. When canceled into, this move becomes cancelable. 
 2. KNEE ASSAULT: Overhead attack, unless you cancel into it, which makes it
    cancelable to the aerial Minutes Spike.
 3. IRON TRIGGER: Short range projectile, can followup with Second Shoot or
    Second shell regardless of whether the Iron Trigger hit or not. The A 
    version knocks down, while the C version pushes opponent back. Both 
    versions chain from light attacks, like in KOF2001. Move cannot hit
    a juggled opponent, so you can't use this to followup a Second Shell or
    a Counter Hit An Inch.
 4. SECOND SHOOT: A projectile move. You can followup if it hits in the corner
    using a basic attack, the Minutes Spike, Crow Bites or even a Chain Drive,
    although the timing is pretty strict. The move will miss from up close.
 5. SECOND SHELL: Upward aimed flaming kick that juggles a hit opponent. Can
    follow with any (S/HS)DM in the corner, while the Heat Drive will combo
    in the open. The move can negate normal projectiles.
 6. CROW BITES: Anti-air move, can avoid low attacks. You can use the Crow 
    Bites Plus at the end of the C Crow Bites, even if the Crow Bites misses
    or is blocked. A version is lower, has autoguard and does 2 hits while
    C version does 3 hits and goes further. The A version is SCable on either
    hit, but the C version is no longer SCable. Note that if you SC on the 1st
    hit, the Chain Drive will only combo in the corner, and the Heat Drive
    will only combo in the open (either version will work). If you SC on the 
    2nd hit, only the Heat Drive will combo, and only at the open.
 7. BLACKOUT:  Teleport move, D version goes further than B. The D version has
    a very short period of invincibility to non-throw attacks, about halfway
    through the slide.
 8. MINUTES SPIKE: Forward jumping kick, can avoid low attacks. D version goes
    further than B. Can be used in mid-air, or during a backstep. If a jumping
    C or D Counter hits a mid-air opponent, you can followup with this.
 9. NARROW SPIKE: Low hitting knockdown move, can only be launched from a
    ground-launched Minutes Spike. Can be used even before Minutes Spike 
    starts. Move is SCable, and can juggle opponents, although followups can
    only be done at the corner and is difficult to time (you can try using the
    A Crow Bites). On a Super Cancel, either DM will combo in the open.
10. HEAT DRIVE: If delayed until K' launches it automatically, move becomes 
    unblockable. C version is slower and only combos from juggles and SCs. 
 #. The (A) Heat Drive cannot hit an opponent who is standing directly in 
    front of K' in the open. In the corner, it can only hit after K' has 
    moved forward a little.
11. CHAIN DRIVE: Autocombo move; K' throws his sunglasses, and if it hits or
    is blocked, K' dashes forward with an autocombo attack. The glasses are 
    treated as a projectile, so it can clash with other normal projectiles;
    and K' will still rush forward. A low projectile may still go under the 
    glasses and hit K' out of this move. Move can hit a juggled opponent at
    or near the corner. It's now much easier to hit a juggled opponent in the
    corner: as long as the glasses hit, the autocombo should connect.
12. CRIMSON STAR ROAD: Unblockable ranged DM. Can hit juggled opponents. 
    You must press the A button VERY QUICKLY after pressing C for this move to 
    launch. (If done right, his standing C won't even launch).

------------------------------------------------------------------------------
 MAXIMA                                                        [ KOF'99 Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Dynamite Drop                 [U]
 b/f+D (near)                   Choking Vice                  [U],NR

 COMMAND ATTACKS
 f+A                            Mongolian                     [O],SC,# 
 df+C                           M9 Maxima Missile (Prototype) [M],S,# 

 SPECIAL MOVES
 qcb+P                          M4 Vapor Cannon               [M],P,KD,CW,#
 qcf+P                          SYSTEM 1-2: Maxima Scramble   [M],#
  1> qcf+P                      Double Bomber                 [M],SC,#
   2> qcf+P                     Bulldog Press                 [M],NR
 dp+K                           M19 Blitz Cannon              [#],NR
 hcf+K (near)                   M11 Dangerous Arch            [U],T,NR
 hcb+K                          SYSTEM 3: Maxima Lift         [U],T,NR,#
  > f+K                         Centaur Press                 [U],OTG

 [DM]
 hcb,f+P                        Maxima Beam                   [M],P,KD,#
 qcf,hcb+P                      Bunker Buster                 [M,O],NR,A,#
 [DM/SDM]
 hcb,hcb+K (near)               Maxima Revenger               [U],T,NR 
 [HSDM]
 f,B,C,f,C                      Arc Enemy                     [U],T,NR,#

        Cancel chart      A          B          C        D  
        ------------------------------------------------------
        Standing near    [M]/r/c    [M]/-/c    [M]/c/-  [M]/c    
        Standing far     [M]/-/-    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/-/c    [M]/c    [L]/-
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-
 
 #. Maxima's crouching B is cancelable again like in KOF'99.
 #. Maxima's standing C (near/far), crouching C and standing CD all have
    autoguard just before Maxima attacks.
 1. MONGOLIAN: Overhead attack, SCable when used standalone, but only the
    Maxima Revenger will combo. Becomes cancelable when canceled into.
 2. MAXIMA MISSILE: Upward aimed punch. Juggles a jumping opponent; can
    follow with Blitz cannon in the corner even on a normal hit. This move can 
    combo from light attacks and is cancelable.
 3. VAPOR CANNON: Move is treated as a projectile, negates normal projectiles. 
    Once Maxima 'shoots', the vapor cannot be negated even if Maxima is hit. 
    Move is a Counter Wire. C version is slower, but goes further.
 4. MAXIMA SCRAMBLE: You can perform the Double Bomber and Bulldog Press
    regardless of whether the Maxima Scramble hits or not. A version is faster
    and chains from light attacks while C does slightly more damage. The 
    Double Bomber is SCable on the 2nd hit: the Bunker Buster works does more 
    damage in the open but will not get both hits at the corner.
 5. BLITZ CANNON: Anti-air throw, hits juggled opponents. Move can hit tall
    standing opponents if they're not blocking.
 6. MAXIMA LIFT: Ranged unblockable command throw; can followup with Centaur
    Press if it hits. The Centaur Press will miss if launched too early, so
    wait for Maxima to slam his opponent before motioning, or neither move 
    will do damage.
 7. MAXIMA BEAM: Short ranged projectile; negates projectiles. The beam cannot 
    be negated. This move cannot be chained into but it does a LOT of damage. 
 8. BUNKER BUSTER: Maxima can hit on the way up and upon landing. Maxima has 
    autoguard when he crouches and upon landing, but Maxima can be hit as he's 
    rising or falling. The C version can cross-up if performed less than 75% 
    screen distance. Maxima's landing is an overhead attack, but not the
    "splash radius" around him.
 9. ARC ENEMY: Ranged unblockable throw, similar to the Maxima Lift. The 
    screen will only change colour if the move hits. The CPU Maxima uses this
    pretty often if fighting in MAX 2 mode.
 #. The Maxima Lift and Arc Enemy will miss if canceled into, meaning that
    they cannot be used in combos.

------------------------------------------------------------------------------
 WHIP                                                          [ KOF'99 Team ]
------------------------------------------------------------------------------

 THROWS                 MOVE NAME                             PROPERTIES
 b/f+C (near)           Alpha                                 [U],NR
 b/f+D (near)           Zed                                   [U],NR

 COMMAND ATTACKS
 hold f+A (tap A 5x)    Whip Shot                             [M],S,KD,#

 SPECIAL MOVES
 hcf+P                  Boomerang Shot "CODE: SC"             [M],NR,SC,#
 dp+A/B/C/D             Assassin Strike "CODE: BB"            [M,O]KD/NR,# 
 qcb+P during jump      Hook Shot "CODE: TEMPEST"             [M],KD,#
 hcb+A (can hold)       Strings Shot Type A "CODE: SUPERIOR"  [O],NR,SC,#
 hcb+B (can hold)       Strings Shot Type B "CODE: POWER"     [M],SC,#
 hcb+C (can hold)       Strings Shot Type C "CODE: VICTORY"   [L],NR,SC,#
  a> b/f while holding  Move forward/backward                 [-]
  b> D when holding     Strings Shot Type D "CODE: RAIN"      [-],#
 rdp+P (tap P 7x)       Desert Eagle                          [L],P,KD,OTG,#

 [DM/SDM]
 qcb,hcf+P              Sonic Slaughter "CODE: KW"            [M],#
 [HSDM]
 b,B,C,b,B              Super Black Hawk                      [U],#

        Cancel chart      A          B          C        D  
        ------------------------------------------------------
        Standing near    [M]/r/c    [L]/r/c    [M]/c    [M]/c   
        Standing far     [M]/-/-    [M]/-/-    [M]/-    [M]/-
        Crouching        [L]/-/-    [L]/-/c    [M]/c/-  [L]/s
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-

 #. Whip's crouching A hits low, but cannot hit an opponent up close.
 #. Whip's close standing D must be canceled upon impact, as it is not
    cancelable once her leg retracts.
 1. WHIP SHOT: Only chainable from her Standing D. Tap A once per hit. The 
    last hit knocks down, but is cancelable; the 2nd hit of the Boomerang
    Shot will connect if near/at the corner.
 2. ASSASSIN STRIKE: Can hit either on the way up or on the way down, but not 
    both ways at once. On the way down, the move is an overhead with no 
    recovery allowed. The button press determines the range; A is nearest 
    while D is furthest.
 3. BOOMERANG SHOT: Anti-air move, but can hit standing opponents. Will combo
    from her standing CD or 5th hit of her Whip Shot if near her opponent or
    at the corner. It's possible for the 2nd hit to miss a jumping opponent.
    Move is SCable on the 1st hit.
 3. HOOK SHOT: Whip ends up behind opponent if blocked. Move cannot be used 
    from a hop or backstep.
 4. STRINGS SHOT (A/B/C): Hold down the button used to delay strike; Whip
    will attack automatically after a while. While delaying this move, Whip 
    can move around and can cancel the move by pressing D. All versions are  
    SCable on the first hit. A version is an overhead knockdown on the 2nd
    hit. B version does no damage, but brings an opponent next to Whip and 
    leaves them open to attacks. C version hits low and knocks down on the 
    2nd hit.
 5. DESERT EAGLE: Low hitting invisible projectile that knocks down and can
    hit a floored opponent repeatedly. You can keep tapping P to fire up to 7 
    shots. Whip will reload after every 7 shots, regardless if you fired them 
    separately or all in one salvo.
 6. SONIC SLAUGHTER: If the first hit misses or is blocked, Whip will stop 
    after 4 hits, with the 4th hit knocking down, but non of the hits will 
    do damage. Whip is invincible during the startup flash.
 7. SUPER BLACK HAWK: Unblockable projectile, has full screen range. Cannot
    be negated, but can be rolled or high jumped over. Whip is immune to non-
    throw attacks throughout the entire move. The move cannot hit an opponent
    who's very close to whip. Try using this after her (D) throw connects, 
    especially if opponent is using MAX2 mode.

------------------------------------------------------------------------------
 TERRY BOGARD                                              [ Fatal Fury Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Grasping Upper                [U]
 b/f+D (near)                   Buster Throw                  [U],NR

 COMMAND ATTACKS
 df+C                           Rising Upper                  [M],S,#

 SPECIAL MOVES
 qcf+A                          Power Wave                    [M],P
 qcf+C                          Round Wave                    [M],P,KD,SC,#
 qcb+P                          Burning Knuckle               [M],KD
 qcb+K                          Crack Shoot                   [M],#
 charge d,u+P                   Rising Tackle                 [M],KD,SC,#
 dp+K                           Power Dunk                    [M],NR,SC,#

 [DM]
 qcf,qcf+K                      High Angle Geyser             [M],#
 [DM/SDM]
 qcb,db,f+P                     Power Geyser                  [M],P,#
 [HSDM] 
 qcf,qcf+AC                     Rising Force                  [M],#

        Cancel chart      A          B          C        D    
        ------------------------------------------------------
        Standing near    [M]/r/c    [M]/-/c    [M]/c/c  [M]/c  
        Standing far     [M]/-/c    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/r/c    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-

 #. Terry's crouching D and standing CD are faster than in KOF2002.
 #. For some reason, Terry's crouching D can hit Kyo/Saisyu during ANY 
    version of their Orochi Nagi (S)DM.
 1. RISING UPPER: Upward aimed punch; very fast and can combo from light 
    attacks. Move juggles if it Counter hits against a jumping opponent at the 
    corner.
 2. ROUND WAVE: Short ranged projectile, knocks down if hit. If it hits or is
    blocked, you can cancel it to other non-projectile special moves and they
    will combo. SCable, but the High Angle Geyser and SDM Power Geyser won't
    get full hits even in the corner. 
 3. CRACK SHOOT: B version is chainable and faster, while D version goes
    higher and further. D version cannot hit crouching opponents. This move 
    can avoid low attacks.
 4. RISING TACKLE: A version does 5 hits, while C does 7 and goes higher and
    further. Either version is SCable on the first hit but only the 2nd hit
    of the Power Geyser SDM will connect. 
 5. POWER DUNK: Move knocks down if the 1st hit connects. The 'dunk' is not an
    overhead although it looks like one. SCable on the first hit, but the High
    Angle Geyser won't connect at all.
 6. POWER GEYSER (DM): Negates normal and DM projectiles like the Haoh Sho Koh 
    Ken. The geyser itself cannot be negated even if Terry is hit. Terry is 
    invincible for a very short while as his fist hits the ground.
 7. HIGH ANGLE GEYSER: The 2nd hit of this move is Free/Super Cancelable in SC
    mode, but the Power Geyser will miss in the open.
 8. POWER GEYSER (SDM): Does not get full hits against a jumping or juggled 
    opponent. The geysers can't be negated, but if Terry is hit during the 
    first or second hit, the move will end prematurely.
 9. RISING FORCE: The move is now faster and chainable from hard attacks. When
    used against an opponent in mid-air, only the first hit will connect.
      
------------------------------------------------------------------------------
 ANDY BOGARD                                               [ Fatal Fury Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Gourin Kai                    [U],NR
 b/f+D (near)                   Kakaekomi Nage                [U]

 COMMAND ATTACKS
 df+A                           Age Men                       [M],S,J,#
 f+B                            Uwa Agito                     [O],#

 SPECIAL MOVES
 qcb+A                          Hishou Ken                    [M],P,KD,#
 qcb+C                          Geki Hishou Ken               [M],P,#
 hcf+P (near)                   Gekiheki Haisui Shou          [U],J,#
 hcf+K                          Kuuha Dan                     [M],#
 dp+P                           Shouryuu Dan                  [M],NR,SC,#
 rdp+K                          Yami Abise Geri               [M],KD,#
 db,f+P                         Zen'ei Ken                    [M],SC(A),#
  > qcf+P                       Shippuu Ouken                 [M],KD,# 
 qcf+K in air                   Gen'ei Shiranui               [M],#
  a> Press P when landing       Gen'ei Shiranui: Shimo Agito  [L],KD,SC,#
  b> Press K when landing       Gen'ei Shiranui: Uwa Agito    [O],KD

 [DM]
 qcb,db,f+P                     Zan'ei Ryuusei                [M]
 [DM/SDM]
 qcb,db,f+K                     Chou Reppa Dan                [M],#
 [HSDM]
 qcf,qcf+AC                     Zan'ei Shitou Reppa Dan       [M],#
  > BCD                         Hiryuu Bakuha Dan             [M],# 

        Cancel chart      A          B          C        D    
        ------------------------------------------------------
        Standing near    [M]/r/c    [M]/-/c    [M]/c/c  [M]/-  
        Standing far     [M]/-/-    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/-/c    [L]/r/c    [M]/c    [L]/-
        Vertical jump    [O]/s      [O]/-      [O]/s    [O]/- 
        Diagonal jump    [O]/s      [O]/-      [O]/s    [O]/-

 1. AGE MEN: 2-hit upward aimed punch; can chain from light attacks. Move 
    juggles a jumping/juggled opponent: if so, can combo with the Shouryuu Dan 
    even if it wasn't a Counter hit. The 1st hit is cancelable.
 2. UWA AGITO: Overhead move, unless you cancel into it, which makes it 
    cancelable into the Gen'ei Shiranui. If canceled into at the corner,
    The Gen'ei Shiranui and Shimo Agito will combo.
 3. HISHOU KEN: If it hits in the corner, you can follow up before opponent
    lands. Try using the Shouryuu Dan or a far standing C.
 4. GEKI HISHOU KEN: Multi-hit short range projectile. Can negate other normal
    projectiles. Chainable only from the 1st hit of his close standing C.
 5. GEKIHEKI HAISUI SHOU: Unblockable attack, usable only in close range. This
    move has no miss animation, but an opponent can roll out of it before Andy
    starts hitting when used on its own. Juggles an opponent if hit. This move
    is NOT a throw, and can be countered by certain reversals. The move will
    now combo from the 2nd hit of Andy's close standing C.
 6. KUUHA DAN: D goes further than B version. Only B version can combo from
    normal attacks. Neither version will do full 5 hits against jumping or
    juggled opponents.
 7. SHOURYUU DAN: Anti-air move, opponent cannot use recovery roll if the last
    hit connects. 1st hit of either version is SCable, but the Chou Reppa Dan
    DM/SDM only hits once, and the Zan'ei Shitou Reppa Dan won't hit at all.
 8. YAMI ABISE GERI: Andy rolls backwards while kicking, with flames above him
    as he rolls. Andy is vulnerable throughout this move. B version is faster
    while D version goes further back. Neither version is chainable. Hits 
    twice on a Counter hit.
 9. ZAN'EI KEN: Dashing elbow attack. Can follow with the Shippuu Ouken if the 
    Zan'ei Ken hits, is blocked or is near opponent. A version is SCable, and 
    either DM will hit in the open or at the corner.
10. SHIPPUU OUKEN: This move homes in on opponents: Andy will turn around and 
    launch it the other way if an opponent rolls or jumps past Andy during 
    the Zan'ei Ken.
11. GEN'EI SHIRANUI: Diving elbow attack, can used during hop or backstep.
    Can followup with either Shimo Agito or Uwa Agito, but only the Shimo
    Agito will combo.
12. SHIMO AGITO: Low attack, knocks down and is SCable. Neither of his (S)DMs
    will get full hits regardless of location when SCed from this move.
13. ZAN'EI RYUUSEI: Move will not get full hits against jumping/juggled 
    opponents. If this move is blocked, Andy will stop at the first hit.
14. CHOU REPPA DAN: The DM version will not do full 7 hits on a jumping or 
    juggled opponent. B version is faster, while D version goes higher and
    has full screen range. SDM version is a faster, 16-hit version of the 
    B version and can get full hits against jumping/juggled opponents.
15. ZAN'EI SHITOU REPPA DAN: Andy does a full screen range Zan'ei Ken that
    knocks down. Can followup with the Hiryuu Bakuha Dan. If you don't follow
    -up, Andy keeps dashing forward until opponent gets up. This move is a bit
    faster now. The CPU Andy uses this move a lot if fighting in MAX 2 mode.
16. HIRYUU BAKUHA DAN: Upward aimed Chou Reppa Dan. Move does up to 7 hits. To
    get full hits, perform this after the Zan'ei Shitou Reppa Dan has traveled
    nearly to the edge of the screen. The CPU seems to be able to get full
    hits every time when used in the open.

------------------------------------------------------------------------------
 JOE HIGASHI                                               [ Fatal Fury Team ]
------------------------------------------------------------------------------

 THROWS                      MOVE NAME                        PROPERTIES
 b/f+C (near)                Knees of Hades                   [U]
 b/f+D (near)                Leg Throw                        [U],NR

 COMMAND ATTACKS
 f+B                         Low Kick                         [L],S
 df+B                        Sliding                          [L],#

 SPECIAL MOVES
 tap P repeatedly            Bakuretsu Ken                    [M],#
  a> qcf+P                   Bakuretsu Finish (high)          [O],SC,#
  b> qcf+K                   Bakuretsu Finish (low)           [L],KD
 hcf+P                       Hurricane Upper                  [M],P,#
 dp+K                        Tiger Kick                       [M],KD,SC,#
 qcb+K                       Ougon no Kakato                  [M],J,#
 hcf+K                       Slash Kick                       [M],KD

 [DM]
 qcf,hcb+P                   Explosive Hurricane Tiger Heel   [M],NR
 qcf,uf+K                    Golden Tiger Kick                [M],#
 [DM/SDM]
 qcf,qcf+P                   Screw Upper                      [M],P,#
 {HSDM]
 qcf,qcf+BD                  Cross Gigantes                   [M],P,#

        Cancel chart      A          B          C        D    
        ------------------------------------------------------
        Standing near    [M]/-/c    [M]/r/c    [M]/c    [M]/c  
        Standing far     [M]/-/-    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/r/-    [M]/c    [L]/s
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-

 #. Joe's crouching D is faster than it was in KOF2002.
 1. SLIDING: The move isn't cancelable, but the Bakuretsu Ken can combo from 
    it. It comes out faster now and will combo from light attacks.
 2. BAKURETSU KEN Short range multiple punch move. Can combo from light 
    attacks. Can use either Bakuretsu Finish regardless whether the Bakuretsu
    Ken hits or not.
 3. BAKURETSU FINISH (HIGH): Move is an overhead, but does not knock down.
    SCable: all of his DMs will combo.
 4. HURRICANE UPPER: Projectile move, A version is faster and chainable (but
    not from a hard attack canceled into a Low Kick), while Joe throws two 
    tornados for the C version. C version knocks down on the 2nd hit. Neither
    version can hit an opponent who's very near Joe. C version is faster and 
    now chainable from a C/D->Low Kick.
 5. TIGER KICK: Anti-air move. Either version is SCable on the first hit: All
    his DMs and SDM will combo. 
 6. OUGON NO KAKATO: Both versions will juggle if they hit a jumping opponent.
    B version is easier to followup in the open, and can use the Tiger Kick or
    Golden Tiger Kick. D version can only be followed-up at the corner with 
    normal attacks. Only B version is chainable from normal attacks.
 7. GOLDEN TIGER KICK: The move does more damage and hits the closer Joe is to 
    his opponent. You must motion qcf,uf+K and not hcf,uf+K or the Slash Kick 
    will launch instead. If blocked, Joe now ends up behind opponent. Like in
    KOF2002, the move's command overlaps with the Tiger Kick: if you motion 
    f,d,qcf,uf+K, the Tiger Kick will automatically SC into this,
 8. SCREW UPPER: Projectile move, cannot be negated and negates other normal
    and DM projectiles. SDM version does more damage and hits when used from
    a distance. The move may not get full hits against a jumping opponent if
    it hits before the tornado travels forward.
 9. CROSS GIGANTES: Similar to the Screw Upper, but is not chainable. You get 
    the most hits when done just inside his sweep range. The move launches
    faster now.

------------------------------------------------------------------------------
 RYO SAKAZAKI                                         [ Art of Fighting Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Tani Otoshi                   [U],NR
 b/f+D (near)                   Tomoe Nage                    [U]

 COMMAND ATTACKS
 f+A                            Hyouchuu Wari                 [O],#
 f+B                            Joudan Uke                    [-],A,#
 df+B                           Gedan Uke                     [-],A,#

 SPECIAL MOVES
 qcf+P                          Ko'oh Ken                     [M],P,KD,#
 dp+P                           Kohou                         [M],KD,#
 qcf+K                          Moh Koh Raijin Satsu          [O],NR
 hcb+K                          Hien Shippuu Kyaku            [M],KD,#
 f,b,f+P                        Zanretsu Ken                  [M],A,KD,#

 [DM]
 f,hcf+P                        Haoh Shokou Ken               [M],P,#
 qcf,hcb+P                      Ryuuko Ranbu                  [M],SC,#
 [SDM]
 qcf+C,A                        MAX Ryuuko Ranbu              [U],#
 [HSDM]
 qcf,qcf+AC                     Tenchi Haoh Ken               [M],NR,#

        Cancel chart      A          B          C        D    
        ------------------------------------------------------
        Standing near    [M]/r/c    [M]/-/c    [M]/c    [M]/c  
        Standing far     [M]/-/c    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]r-/c    [L]/r/-    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-

 #. Ryo can chain his crouching B with a crouching/standing C.
 #. Ryo's far B is faster now.
 1. HYOUCHUU WARI: Overhead chop, unless canceled into. It recovers much
    faster now. In the corner, it may be possible to combo this into his 
    Tenchi Haoh Ken. If used standalone, you can followup with his far B.
 2. JOUDAN/GEDAN UKE: Both moves cannot hit opponent and is used to parry
    incoming attacks. Joudan Uke autoguards jumping, high and mid-level
    attacks, while Gedan Uke only works against low attacks and floor
    level projectiles. The move is cancelable if it autoguards an attack.
 3. KO'OH KEN: Short ranged projectile that negates normal projectiles. The 
    projectile cannot be negated. C is slower, but Ryo goes further. In the 
    corner, you can followup before opponent lands: the (A) Kohou works well.
 4. KOHOU: Anti-air move: (C) does 2 hits and knocks down on the 2nd hit. If 
    (A) version Counter hits, it does 2 hits and far more damage. This move is
    no longer SCable. Contrary to popular belief, Ryo isn't invincible during
    this move, but he jumps high enough to avoid low attacks and certain mid-
    level attacks, more so with the C version.
 5. HIEN SHIPPUU KYAKU: B is faster and chainable from light buttons, does 2
    hits up close. D version goes further and does 3 hits up close. If either
    version is chained into while in the open, the move will do one less hit.
 6. ZANRETSU KEN: Either version has autoguard just before he attacks. You
    cannot combo into this move from normal attacks.
 7. HAOH SHOKOU KEN: DM projectile, negates normal projectiles. Both versions
    are chainable now, and launch MUCH faster.
 8. RYUUKO RANBU (DM): This move cannot hit a juggled opponent, so it won't 
    hit from a Counter hit standing CD. Ryo is immune to high and mid-level 
    attacks during the forward dash, but not during the startup flash. (C) 
    version goes further than (A) does. You can Free/Super Cancel the 14th hit
    of this move: the Zanretsu Ken works well.
 9. RYUUKO RANBU (SDM): This move is unblockable and the CPU will now use it,
    especially in MAX2 mode. Be warned, its speed is exactly the same as the
    DM version and it retains its invincibility, so it's not easy to avoid
    this move. Personally, I can't get this move to launch, and I'm not going
    to bother trying, so anyone who can pull this move off who wants to share
    some advice, I'll be most happy to include your contribution! :)
10. TENCHI HAOH KEN: Dizzies a hit opponent. Ryo is vulnerable during this
    move, but the tip of Ryo's fist can negate projectiles. This move chains
    off light attacks.

------------------------------------------------------------------------------
 ROBERT GARCIA                                        [ Art of Fighting Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Ryuuchou Kyaku                [U]
 b/f+D (near)                   Kubikiri Nage                 [U],NR

 COMMAND ATTACKS
 b+A                            Ura Ken                       [M],J,X,#
 f+A                            Kouryuu Koukyaku Geri         [O],#
 b/f+B                          Ryuu Hanshuu                  [M],S

 SPECIAL MOVES
 qcf+P                          Ryuu-Geki Ken                 [M],P,#
 dp+P                           Ryuuga                        [M],KD,#
 hcf+K (near)                   Kyokugen-ryuu Renbu Kyaku     [U],J,SC,#
 qcb+K in air                   Hien Ryuujin Kyaku            [M],KD
 f,b,f+K                        Gen'ei Kyaku                  [M],KD

 [DM]
 f,hcf+P                        Haoh Shokou Ken               [M],P,#
 qcf,qcf+P                      Haiga Ryuu                    [M],SC,#
 [DM/SDM]
 qcf,hcb+P                      Ryuuko Ranbu                  [M],#
 [HSDM]
 qcf,hcb+BD                     Zetsu!! Ryuuko Ranbu          [U],#

        Cancel chart      A          B          C        D    
        -------------------------------------------------------
        Standing near    [M]/-/-    [L]/-/c    [M]/c    [M]/c/-  
        Standing far     [M]/-/-    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/-/c    [L]/r/c    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/s      [O]/s    [O]/s 
        Diagonal jump    [O]/-      [O]/s      [O]/s    [O]/s

 1. URA KEN: This move juggles a hit opponent, even if canceled into. Doesn't 
    combo from normals.
 2. KOURYUU KOUKYAKU GERI: Overhead attack, can followup with standing A or
    (A) Ryuuga if it hits from a distance. When canceled into, can cancel into
    Hien Ryuujin Kyaku, but it will only hit at the corner.
 3. RYUU HANSHUU: Cancelable kick. When used after a Ura Ken or Kyokugen-ryuu
    Renbu Kyaku, you can follow this up with a (C) Ryu-Geki Ken,Ryuga, Gen'ei
    Kyaku (corner) or Haiga Ryuu. You need to launch this late if you wish 
    to follow-up with the Gen'ei Kyaku/Haiga Ryuu or if both hits from the 
    (C) Ryuga.
 4. RYUU-GEKI KEN: This now faster, and you can combo the C version from the
    Ura Ken/Kyokugen-ryuu Renbu Kyaku, with or without the Ryuu Hanshuu in
    between. 
 5. RYUUGA: Anti-air uppercut. C version does 2 hits, the 2nd hit knocks down.
    A version does 2 hits on a Counter hit. Move is no longer SCable.
 6. KYOKUGEN-RYUU RENBU KYAKU:Unblockable command attack that juggles a hit
    opponent. This move cannot be reversed, but can rolled past before it hits
    when used standalone. SCable on the 2nd-4th hits, but the Ryuko Ranbu 
    won't hit if SCed from the 4th hit.
 7. HAOH SHOKOU KEN: Projectile, negates normal projectiles. C version travels
    faster than A. The move launches and recovers faster now, but you still
    can't combo into it.
 8. HAIGA RYUU: If move hits an opponent throwing a projectile before it 
    hits him, that projectile will miss while Robert performs the entire DM. 
    Robert isn't invincible during the startup flash however. You can Free or
    Super Cancel the 2nd hit, but it's rather pointless since the move doesn't
    do damage on the 1st hit. This does more damage now.
 9. RYUUKO RANBU: As with Ryo, his Ryuko Ranbu can't hit juggled opponents.
    Robert is invincible during the startup flash, but is vulnerable during
    the forward dash. Only C and SDM versions are chainable; C version has 
    full screen range, A and SDM versions have about 80% screen range.
10. ZETSU!! RYUUKO RANBU: Move is unblockable, but is reversible. Robert is 
    immune to non-throw moves from the startup flash until he dashes forward
    (while he is charging up). The move launches faster now.

------------------------------------------------------------------------------
 TAKUMA SAKAZAKI                                      [ Art of Fighting Team ]
------------------------------------------------------------------------------

 THROWS                      MOVE NAME                 PROPERTIES
 b/f+C (near)                Oosotogari                [U],NR
 b/f+D (near)                Ippon Seoi                [U],NR

 COMMAND ATTACKS
 f+B                         Kawara Wari               [O],#

 SPECIAL MOVES
 qcf+P                       Ko'oh Ken                 [M],KD,GC/SC/A(C),#
 f,hcf+P                     Haoh Shikou Ken           [M],CW,GC/SC(C),#
 hcb+P                       Moh Koh Burai Gan         [M],KD,A,#
 hcb+K                       Hien Shippuu Kyaku        [M],NR,#

 [DM]  
 qcf,qcf+P (near)            Shin Kishin Geki          [U],GC,#
 [DM/SDM]
 qcf,hcb+P                   Ryuuko Ranbu              [M],NR,#
 [HSDM]
 b,dp+AC                     Kosatsu Jin               [-],NR,#
  
        Cancel chart      A          B          C        D    
        -------------------------------------------------------
        Standing near    [M]/r/c    [M]/r/c    [M]/c    [M]/-    
        Standing far     [M]/-/-    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/r/c    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-

 #. Takuma's (A) Haoh Shikou Ken and (C) Ko'ou Ken can combo from a Counter 
    Hit standing/jumping CD in the corner.
 1. KAWARA WARI: Overhead attack, unless canceled into which then becomes  
    cancelable. The (D) Hien Shippu Kyaku and Ryuko Ranbu will combo if you 
    canceled into the Kawara Wari from a single light attack. If you used a 
    hard attack or multiple light attacks, only the Ryuko Ranbu will combo.
 2. KO'OH KEN: Medium range palm attack. Both versions can negate normal 
    projectiles. C version has autoguard before striking, has slightly longer 
    range, can negate DM projectiles and Guard Crushes a blocking opponent. 
    A version is chainable from a standing/crouching C or a canceled Kawara 
    Wari in the corner. C version does not chain from normals. This move 
    isn't a projectile and can be reversed. (C) version is now SCable.
 3. HAOH SHIKOU KEN: Short ranged double palm attack that knocks down. Move 
    cannot be chained into. Both versions are Counter Wires. C version Guard
    Crushes a blocking opponent, while A version is faster. (C) is SCable.
    If it Guard Crushes opponent, Takuma has time to followup with any normal
    attack, his (B) Hien Shippu Kyaku or his Ryuko Ranbu without SCing it. (A)
    version is faster now. This move cannot be recovery rolled from.
 4. MOH KOH BURAI GAN: Takuma has autoguard on his fist; move blocks high and 
    mid-level attacks. Doesn't work against low or very high attacks that hit
    Takuma's face.
 5. HIEN SHIPPUU KYAKU: The B version is stationary. D version goes forward a 
    little. Both versions cannot be recovery rolled from.
 6. SHIN KISHIN GEKI: Unblockable move, but opponent can roll out of it at
    the start. The 2nd and 3rd hits Guard Crushes a blocking opponent. Move is 
    chainable with light attacks only.  
 7. RYUUKO RANBU: C and SDM version has invincibility during the startup flash.
    A and SDM versions are chainable, even from light attacks. Move cannot hit
    a juggled opponent, but unlike Ryo and Robert, Takuma can combo this from
    a Counter hit standing CD.
 8. KOSATSU JIN: Reversal move; Takuma counters all jumping, high, mid and low
    level physical attacks, including (S/HS)DMs. Takuma is immune to non-throw
    attacks for the duration of this move, so projectiles will miss him.

------------------------------------------------------------------------------
 JHUN HOON                                                      [ Korea Team ]
------------------------------------------------------------------------------

 THROWS                 MOVE NAME                        PROPERTIES
 b/f+C (near)           Handou Geki                      [U]
 b/f+D (near)           Kai Senpuu                       [U],NR

 COMMAND ATTACKS
 f+A                    Soshuu Geki > Soshuu Jin         [M],S,#
 f+B                    Ryouko Geki > Ryouko Jin         [M],#
 d+B in air             Ryuurou Shuu                     [M],C,rp,#

 SPECIAL MOVES
 qcb+A (hold A)         Haiki Geki: Soshuu Jin           [M],#
 qcb+C                  Haiki Geki                       [M],SC,#
 qcb+B (hold B)         Mangetsu Zan: Kyouko Jin         [M],#
 qcb+D                  Mangetsu Zan                     [M],SC(D),#
 charge d,u+A (hold A)  Kuu Sajin: Soshuu Jin            [M],KD,#
 charge d,u+C           Kuu Sajin                        [M],KD,SC,#

 Soshuu Jin moves
 d,d+A (hold A)         Soshuu Jin                       [-]
  > release A           Stance Cancel                    [-]
  f/b while holding A   Move forward/Backward            [-]
  release A, hold B     Kirikae Dousa: Ryouko Jin        [-]
  u+C                   Shuusou Kyaku: Joudan            [M],#
  C                     Shuusou Kyaku: Gedan             [M],#
  D                     Taikyoku Ha                      [M],KD,GC,CW,#
  b/f+B (hold)          Kirikae Geki > Ryouko Jin        [M],#
 
 Ryouko Jin moves
 d,d+B (hold B)         Ryouko Jin                       [-]
  > release B           Stance Cancel                    [-]
  f/b while holding B   Move forward/Backward            [-]
  release B, hold A     Kirikae Dousa: Soshuu Jin        [-]
  u+C                   Hiko Geki: Ue                    [O],NR
  C                     Mouko Geki: Naka                 [L],J
  d+C                   Shuuko Geki: Shimo               [L]
  D                     Taikyoku Hi                      [-],#
  b/f+A (hold)          Kirikae Geki > Soshuu Jin        [O],A,# 
 
 [DM]
 qcf,qcf+K in air       Hou'ou Tenbu Kyaku               [M]
 [DM/SDM]
 qcf,qcf+K              Hou'ou Ressou Kyaku              [M],#
 [HSDM]
 qcb,qcb+AC             Saishu Haiki Geki                [M],#

        Cancel chart      A          B          C        D    
        -------------------------------------------------------
        Standing near    [M]/-/c    [M]/r/c    [M]/c    [M]/-    
        Standing far     [M]/-/-    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/-/c    [L]/r/-    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-

 #. While in Soshuu/Ryouko Jin, Jhun can backstep but his forward dash is
    replaced with a forward hop. You need to hold down the respective 
    buttons to remain in stance. 
 #. Jhun cannot block while in Soshuu/Ryouko Jin, and if hit, he returns to
    normal stance. 
 1. SOSHUU GEKI: Cancelable. If A is held down, Jhun enters Soshuu Jin. The
    move is cancelable and the Hou'ou Ressou Kyaku will combo and get full
    hits even when this move is used on it own.
 2. RYOUKO GEKI: Chainable from light attacks, but is not cancelable. Jhun 
    enters Ryouko Jin if B is held down.
 3. RYUUROU SHOU: Cancelable into any aerial move while Jhun rebounds if move
    hits or is blocked. Can combo with Hou'ou Tenbu Kyaku. If this hits a
    juggled opponent, you can repeat this move multiple times and finish with
    the Hou'ou Tenbu Kyaku.
 4. HAIKI GEKI: This move can negate normal projectiles. Move cannot be
    chained into, but if it hits, an opponent is open to followups. Holding 
    down the A version leaves Jhun in Soshuu Jin. This move is treated as a
    projectile and cannot be countered by reversals.
 5. MANGETSU ZAN: Multi-hit attack, but doesn't knock down. Can combo off a
    standing/crouching C or Soshuu Geki. Holding down the B version leaves
    Jhun in Ryouko Jin. The last (7th) hit of the D version is SCable.
 6. KUU SAJIN: Anti-air move, A version does 2 hits, C version 3. Holding 
    down the A version leaves Jhun in Soshuu Jin. The C version is SCable into
    the Hou'ou Tenbu Kyaku on the 2nd hit, but it only hits in the corner.
 7. SHUUSOU KYAKU: JOUDAN: On a Counter Hit or against a mid-air opponent, the
    move knocks down with no recovery permitted. This move cannot be countered
    by reversals. 
 8. SHUUSOU KYAKU: GEDAN: This move cannot be countered by reversals.
 9. TAIKYOKU HA: Knockdown attack, can negate normal projectiles. Will Guard
    Crush a blocking opponent: Jhun can followup before opponent recovers; try
    using the Ryouko Geki. The move is now a Counter Wire. It is slower than
    it was in KOF2000.
10. KIRIKAE GEKI > RYOUKO JIN: It's the same as his Ryouko Geki (f+B). Jhun 
    will switch to Ryouko Jin if you release A and hold down B.
11. MOUKO GEKI: NAKA: Low hitting move that juggles opponent. Can follow with
    the Hiko Geki: Ue in the open or multiple Ryuurou Shuu -> Hou'ou Tenbu
    Kyaku in the corner. 
12. TAIKYOKU HI: Dodge move; Jhun is immune to all non-throw attacks.
13. KIRIKAE GEKI > SOSHUU JIN: Jhun flips backward. This move is an overhead 
    and has autoguard. Jhun will switch to Soshuu Jin if you release B and 
    hold down A.
14. HOU'OU RESSOU KYAKU: This move cannot be reversed.
15. SAISHU HAIKI GEKI: A multi-hit Haiki Geki that sends opponent high up. 
    If it doesn't get full hits, the move does very little damage and will 
    not knock down.
   
------------------------------------------------------------------------------
 CHOI BOUNGE                                                    [ Korea Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Zujou Sashi                   [U]
 b/f+D (near)                   Geketsu Zuki                  [U]

 COMMAND ATTACKS
 f+B                            Toorima Geri                  [M],#

 SPECIAL MOVES
 dp+K                           Hien Zan                      [M],KD
 qcf+K in air                   Hishou Kyaku                  [M]
 qcb+P                          Kaiten Hien Zan               [M],#
  > Press P                     Kishuu Hien Zuki              [M],KD,#
 charge d,u+P                   Tatsumaki Shippuu Zan         [M],KD,SC,#

 charge d,u/uf/ub+K (hold K)    Hishou Kuuretsu Zan           [M],#
  > (any direction)+A/B/C/D     Houkou Tenkan                 [M],#

 charge b,f+P                   Senpuu Hien Zashi             [M],#
  > (any direction)+A/B/C/D     Houkou Tenkan                 [M],#

 [DM]
 hcb,hcn+P (move b/f) Shin! Chouzetsu Tatsumaki Shinkuu Zan   [M],P,NR,#
 [DM/SDM]
 qcf,hcb+K            Hou'ou Kyaku                            [M],#
 [HSDM]
 qcf,qcf+AC in air    Shakushi                                [M],#

        Cancel chart      A          B          C        D       
        -------------------------------------------------------
        Standing near    [M]/-/c    [M]/-/c    [M]/c/-  [M]/-   
        Standing far     [M]/-/c    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/r/s    [M]/c    [L]/-
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/s/s  [O]/- 

 #. Choi can triangle jump.
 #. Choi's standing A/B have very short range, and if you tap them twice in a 
    row, you'll get the far animation instead.
 #. Choi's jumping C is cancelable and chainable into his Hishou Kyaku.
 #. Choi's jumping A has difficulty hitting standing opponents in the corner.
 #. Choi's crouching D is MUCH faster now. It chains from his crouching A/B.
 1. TOORIMA GERI: If it hits, you can follow up with his far standing A/B or 
    Hou'ou Kyaku (any). This move is chainable from hard attacks again. Choi
    can avoid low attacks during this move.
 2. KAITEN HIEN ZAN: This move cannot be chained into. You can use a Hishou 
    Kyaku while Choi hops back if this move hits or is blocked, but it doesn't
    combo.
 3. KISHUU HIEN ZUKI: Knockdown move, only usable if the Kaiten Hien Zan did
    not hit. C version goes higher than A.
 4. TATSUMAKI SHIPPUU ZAN: This move only does full hits near/at the corner. C
    version goes higher and does one extra hit. The 1st hit of either version 
    is SCable, but only the Hou'ou Kyaku will combo.
 5. HISHOU KUURETSU ZAN: The direction you use will determine where Choi jumps
    with ub being the wall behind him, u being the nearest wall and uf being
    the opposite wall. You have to hold the K button used to attack, or Choi
    will land when he reaches the wall. B version goes diagonally downward,
    while D flies straight forward. Can followup with the Houkou Tenkan.
 6. SENPUU HIEN ZASHI: Similar to the Hishou Kuuretsu Zan, but Choi doesn't
    jump to the wall first. Both versions go straight forward and can followup
    with the Houkou Tenkan. The move is a little faster now.
 7. HOUKOU TENKAN: Usable from Hishou Kuuretsu Zan or Senpuu Hien Zashi. Choi
    will fly in the direction motioned and attack. Can juggle if it hits a
    jumping opponent. You can vary the direction between hits, or simply
    keep attacking in one direction. If you perform the motions too quickly, 
    Choi won't be able to hit his opponent as he'll keep rolling in mid-air.
    If Choi lands before opponent, it's possible to hit opponent again. This
    move can be performed up to 3 times in a row.
 8. SHIN! CHOUZETSU TATSUMAKI SHINKUU ZAN: Choi can negate normal and DM
    projectiles during this move. This move juggles an opponent when it hits,
    and you can move Choi to 'catch' them again another two times before it
    ends. Opponent cannot use recovery roll if it hits.
 9. HOU'OU KYAKU: Very fast autocombo, can combo from light attacks.
10. SHAKUSHI: It's now possible for the move to get full 7 hits every time. 
    The 'slashes' juggle opponent: you can followup as Choi will always land 
    before opponent. This move can cross-up an opponent. Note that Choi is not
    invincible, and can be hit even with basic attacks. 
 
-------------------------------------------------------------------------------
 CHANG KOEHAN                                                    [ Korea Team ]
-------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Hagan Geki                    [U]
 b/f+D (near)                   Kusari Jime                   [U]

 COMMAND ATTACKS
 df+A                           Hiki Nige                     [L],KD 

 SPECIAL MOVES
 tap P repeatedly (move b/f)    Tekkyuu Dai Kaiten            [M],KD,#
  > press ABCD                  Cancel                        [-]
 hcb,f+P (near)                 Dai Hakai Nage                [U],T,NR
 charge b,f+P                   Tekkyuu Funsai Geki           [M],KD,A,#
 hcf+K                          Tekkyuu Taiko Uchi            [-],RV,KD,#
 d.d+K                          Haki Kyaku                    [L],KD,SC,#

 [DM]
 qcf,hcb+P                      Tekkyuu Dai Bousou            [M],#
 qcf,qcf+K                      Tekkyuu Dai Bokusatsu         [O],OTG,# 
 [DM/SDM]
 qcf,qcf+P                      Tekkyuu Dai Assatsu           [#]
 [HSDM]
 B,A,df,C,A                     Tekkyuu Dai Sekai             [U],#

        Cancel chart      A          B          C        D       
        -------------------------------------------------------
        Standing near    [M]/-/c    [M]/-/c    [M]/-/-  [M]/c   
        Standing far     [M]/-/-    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/-/c    [L]/-/c    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-  

 #. Neither of Chang's throws will switch sides with opponent. 
 #. Chang has no far standing B animation.
 #. Chang's close standing C does 2 hits, neither which are cancelable.
 #. Chang's crouching C is only cancelable at the start.
 #. Chang's crouching D cannot hit an opponent who is very near him.
 1. HIKI NIGE: Low attack, knocks down. Chainable from light buttons.
 2. TEKKYUU DAI KAITEN: the ball negates normal/DM projectiles. Does 2 hits on 
    a Counter hit. Can chain from light attacks. (A) spins 5 times while (C) 
    10 times. You can move back and forth during this move and can cancel it
    anytime by pressing ABCD. 
 3. TEKKYUU FUNSAI GEKI: C version is slower than A, but goes further. Both
    versions have autoguard before Chang attacks. The swinging ball during the
    C version can hit an opponent who is trying to jump over Chang.
 4. TEKKYUU TAIKO UCHI: Reversal move, can counter jumping, high and mid-level
    physical attacks, including specials and (S/HS)DMs.
 5. HAKI KYAKU: Low hitting knockdown attack similar to Goro's Jirai Shin. 
    Must be crouched or jumped over to avoid. SCable, but only the Tekkyuu Dai 
    Bokusatsu will hit.
 6. TEKKYUU DAI BOUSOU: has 5 different endings; a kick, a roll, a Hiki Nige
    , his standing CD or a mini Tekkyuu Dai Assatsu. The Assatsu ending cannot
    be recovery rolled from. If you get the kick ending, you can followup 
    before opponent lands in the corner: the Tekkyu Dai Kaiten/Assatsu works 
    well. The roll ending sends opponent to the edge of the screen. Chang is 
    invincible during the startup pose.
 7. TEKKYUU DAI BOKUSATSU: Overhead attack, can hit an opponent lying down on
    the ground, though it may not get full hits.
 8. TEKKYUU DAI ASSATSU(DM): The falling attack is an overhead. Chang dashes
    forward a little before launching for the C version, during which he has 
    autoguard against high and mid-level attacks. A version is chainable, even 
    with light attacks. C version hits twice when used on a nearby opponent,
    but the 2nd hit is avoidable by using a recovery roll upon landing. Both 
    versions will hit twice on a Counter hit. 
 9. TEKKYUU DAI ASSATSU(SDM): The falling attack hits low and has "earthquake"
    properties like the Haki Kyaku. The move is chainable from light attacks.
    Does not hit twice on a Counter hit, unlike the DM version.
10. TEKKYUU DAI SEKAI: Chang dances for a while, during which he is immune to
    ALL non-throw attacks. If he completes his dance, opponent will be stunned 
    while Chang launches a Tekkyuu Dai Assatsu that always hits no matter 
    where opponent is. Chang can only be hit with UNBLOCKABLE OR BASIC THROWS; 
    blockable throws like the Mount Tackle or unblockable physical attacks 
    like the Galactica Phantom will miss. The dance is faster now.

------------------------------------------------------------------------------
 IORI YAGAMI                                                   [ KOF'96 Team ]
------------------------------------------------------------------------------

 THROWS                    MOVE NAME                      PROPERTIES
 b/f+C (near)              Sakahagi                       [U]
 b/f+D (near)              Saka Sakahagi                  [U]

 COMMAND ATTACKS
 f+A,A                     Geshiki: Yumebiki              [M],S/SC,#
 f+B                       Geshiki: Goufu In "Shinigame"  [O],X,#
 b+B in air                Geshiki: Yuri Ori              [M],#
 
 SPECIAL MOVES
 qcf+P                     108 Shiki: Yami Barai          [M],P
 qcb+P (perform 3x)        147 Shiki: Aoi Hana            [M,O],NR,SC,#
 qcb+K                     212 Shiki: Kototsuki In        [M],NR,#
 dp+P                      100 Shiki: Oniyaki             [M],#
 hcb,f+P                   Kuzukaze                       [U],#

 [DM/SDM]
 qcf,hcb+P                 Kin 1211 Shiki: Ya Otome       [M],#
  > qcf(x4)+AC (DM only)   Ura 316 Shiki: Saika           [#],P
 [HSDM]
 qcb,hcf,b,f+AC            Ura 1219 Shiki: En'ou          [U],T,NR,#

        Cancel chart      A          B          C        D    
        ------------------------------------------------------
        Standing near    [M]/r/c    [L]/-/c    [M]/c    [M]/-    
        Standing far     [M]/-/-    [M]/-/-    [M]/s    [M]/-
        Crouching        [M]/r/c    [L]/r/-    [M]/c    [L]/-
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-

 #. Iori's crouching D must be blocked low, but is treated as a mid-level
    attack, meaning it can hit Kyo out of his (A) Orochi Nagi, but not the (C) 
    version. It also means that this move can be countered by reversals that 
    work against mid-level attacks, like the Sadamazo.
 1. YUMEBIKI: The 1st hit is SCable only, while the 2nd hit is cancelable into
    specials. The move is chainable from light attacks, but the 2nd hit won't
    connect if the Yumebiki was canceled from a standing/crouching C.
 2. SHINIGAME: Overhead, cannot be chained into. Becomes cancelable if 
    canceled into.
 3. YURI ORI: This move is a cross-up attack and cannot hit unless used while
    jumping over opponent. Usable during his backstep.
 4. AOI HANA: A version is faster, while C goes further. The 2nd hit knocks 
    down, while the 3rd hit is an overhead and cannot be recovered from. This
    move is SCable again on the 2nd input, but the (A) Ya Otome DM won't hit
    so you have to use the C or SDM version. His SDM may miss when used in the
    open, especially if you chained into the Aoi Hana from Iori's far C. Note
    that the Ya Otome may miss if you SCed too close to opponent, especially
    if Iori is near the corner, but it can happen in the open too. I've also 
    experienced a bug where the Ya Otome's autocombo didn't get full hits when
    I SCed the Aoi Hana while opponent was almost, but not totally cornered.
 5. KOTOTSUKI IN: Move is only chainable from his close/crouching C or a
    canceled Shinigame. The 2nd hit may miss against jumping opponents. In SC
    mode, the 1st hit is now cancelable into his Kuzukaze.
 6. ONIYAKI: A version does one hit, while C version does 3 hits. The move
    isn't SCable anymore.
 7. KZUKUKAZE: Short ranged unblockable throw. Does no damage, but switches 
    sides and leaves opponent vulnerable momentarily.
 8. YA OTOME: DM version is very fast and chainable from light attacks or
    either hit of the Yumebiki. SDM version has invincibility during the 
    startup when Iori rears back and roars. Iori can go under mid-level 
    projectiles again during this move.
 9. SAIKA: Only usable if DM Ya Otome hits. Only the last hit will do damage.
    As with KOF2002, the last hit will miss (and therefore do no damage) if 
    the Saika is performed late in the open. In MAX2 mode, Iori can only use 
    the Saika when his health is red, but at no cost. The damage is very low
    now: about 5%.
10. EN'OU. Very fast ranged unblockable throw. Iori cannot hit an opponent 
    next to him unless at the corner. Cannot hit a jumping opponent at all.
    Iori can combo this off his (A) Yami Barai if it hits at a distance.

------------------------------------------------------------------------------
 MATURE                                                        [ KOF'96 Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Death Blow                    [U]
 b/f+D (near)                   Back Rush                     [U],NR

 SPECIAL MOVES
 qcb+P (perform 3x)             Death Row                     [M],KD,SC,#
 dp+P                           Sacrilege                     [M],KD,#
 qcf+P                          Despair                       [M],KD
 qcb+K                          Metal Massacre                [M],#
 hcf+K                          Deicide                       [M],T,NR,#
 qcf,hcb + P                    Ebony Tears                   [M],P,KD

 [DM/SDM]
 qcf,qcf+P                      Nocturnal Lights              [M],#
 qcb,hcf+K                      Heaven's Gate                 [M],NR,#
 [HSDM]
 f,D,C,B,f                      ECSTASY 816                   [M],NR,#

        Cancel chart      A          B          C        D    
        -------------------------------------------------------
        Standing near    [M]/r/c    [L]/-/c/c  [M]/c    [M]/-/c
        Standing far     [M]/r/c    [L]/-/-    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/r/-    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-

 #. Mature has no far standing A animation.
 1. DEATH ROW: A version is faster while C goes further. Move knocks down on 
    the 3rd input. Either version is chainable from light attacks. The move
    is now SCable on the 2nd input; the Heaven's Gate chains in the corner.
 2. SACRILEGE: A is faster while C version goes higher and further. Both
    versions are chainable from light attacks.
 3. METAL MASSACRE: This move only chains from hard attacks.
 4. DEICIDE: Blockable throw move, cannot be reversed. The B version will now
    combo from hard attacks.
 5. NOCTURNAL LIGHTS: This move is chainable from light attacks. Mature will
    stop after 4 attacks if the move is blocked or misses.
 6. HEAVEN'S GATE: Only chainable from hard attacks. This move cannot be
    reversed.
 7. ECSTASY 816: This move now has shorter range, but launches faster.

------------------------------------------------------------------------------
 VICE                                                          [ KOF'96 Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Death Blow                    [U]
 b/f+D (near)                   Back Rush                     [U],NR

 COMMAND ATTACKS
 f+A                            Monstrosity                   [O],#

 SPECIAL MOVES
 hcf+P (near)                   Blackend                      [U],T,NR,#
 hcf+K                          Deicide                       [M],T,NR,#
 qcb+P                          Mayhem                        [M],KD,#
 qcb+K                          Outrage                       [M],SC,#
 qcb+K in air                   Ravenous                      [M],#
 hcb,f+P (near)                 Gore Fest                     [U],T,NR,#
 qcf+P after Mayhem/Blackend    Mithan's Robe                 [#],T,NR

 [DM/SDM]
 hcf,hcf+P                      Withering Surface             [U],T,NR,#
 hcb,hcb+K (near)               Negative Gain                 [U],T,NR
 [HSDM]
 db,qcf,uf,u,d+AC (near,air)    Overkill                      [#],T,NR

        Cancel chart      A          B          C        D    
        -------------------------------------------------------
        Standing near    [M]/r/c    [M]/-/c    [M]/c    [M]/-/c    
        Standing far     [M]/r/c    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/r/c    [M]/c    [L]/c
        Vertical jump    [O]/s      [O]/-      [O]/s    [O]/- 
        Diagonal jump    [O]/s      [O]/-      [O]/s    [O]/-

 #. Vice has no far standing A animation.
 1. MONSTROSITY:  Overhead attack. Becomes cancelable when canceled into. The
    move has pretty short range: it's possible it to miss if your close C/D
    wasn't done right next to opponent.
 2. BLACKEND: Combos from light attacks only. Can follow with Misan's Rove.
 3. DEICIDE: Blockable ranged throw, cannot be countered by reversals.
    The B version is chainable from hard attacks or a canceled Monstrosity.
 4. MAYHEM: Shoulder charge; C version goes slightly further and does slightly
    more damage, but is chainable only with hard attacks. Either version
    can be followed with the Mithan's Robe if it hits or is blocked.
 5. OUTRAGE: D version goes further, but is slower to start B version is
    chainable from light attacks. In the corner, you can SC this move into
    the Negative Gain.
 6. RAVENOUS: Aerial version of Outrage, can juggle if it hits opponent in
    mid-air at the corner.
 7. GORE FEST: Short ranged unblockable throw. Has longer range than Blackend
    and will combo from hard attacks.
 8. MITHAN'S ROBE: Air throw, usable if the Blackend or Mayhem connects or
    if the Mayhem is blocked. The CPU can use this even if the Mayhem misses.
 9. WITHERING SURFACE: Long-ranged unblockable throw. Cannot hit a jumping 
    opponent. Vice jumps higher for the A version while C and SDM versions
    go further. Vioe can jump past low attacks during this move.
 9. OVERKILL: Short-ranged air throw; cannot hit an opponent on the ground. 
    You can motion the command from the ground. If so, Vice will automatically
    jump and launch the move. Vice can grab an opponent who is slightly higher
    up than her, but not the other way round.
 #. If the Overkill misses, where Vice lands will be determined by her initial
    jumping direction, meaning if you jumped backward, Vice will move back
    while landing. If you used the Overkill from the ground, it'll most likely
    put her slightly in front of her original jump point.
   
-------------------------------------------------------------------------------
 ATHENA ASAMIYA                                         [ Psycho Soldier Team ]
-------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Psychic Throw                 [U]
 b/f+D (near)                   Bit Throw                     [U]
 AIR THROW
 anywhere but u+C/D (near)      Psychic Shoot                 [U],T,NR 

 COMMAND ATTACKS
 f+B                            Renkantai                     [M],S,#
 d+B in air                     Phoenix Bomb                  [O],KD,S

 SPECIAL MOVES
 qcb+P                          Psycho Ball                   [M],P
 qcb+K                          Psycho Reflector              [M],P,KD,#
 qcb+K in air                   Phoenix Arrow                 [M],KD(D),SC,#
 qcf+K                          Psychic Teleport              [-],#
 dp+P (air)                     Psycho Sword                  [M],KD,#

 [DM]
 qcf,qcf+K in air               Phoenix Fang Arrow            [M],#
 [DM/SDM]
 hcb,hcb+P (air)                Shining Crystal Bit           [#],P
  a> qcb+P (can hold)           Crystal Shoot                 [M],P,#
  b> press ABCD                 Cancel                        [-]
 [SDM]
 hcb,f+AC then A,B,C,A,B,C,D    Psychic 9                     [M],#
  a> qcf+P                      Sailor Finish                 [#],NR
  b> hcb+K                      Fire Sword                    [#]
  c> dp+P                       Psycho Sword                  [#]
 [HSDM]
 qcf+ABCD then D,C,B,D,C,B,A    Psycho Medley                 [M],#
  a> qcf+AB                     Healing Athena                [#],NR
  b> qcf+BC                     Momoiro Gatame                [#],NR

        Cancel chart      A          B          C        D       
        ------------------------------------------------------
        Standing near    [M]/r/-    [M]/-/c    [M]/c    [M]/c   
        Standing far     [M]/-/c    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/r/c    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/-      [O]/s    [O]/- 
        Diagonal jump    [O]/c      [O]/-      [O]/s    [O]/-

 #. Athena can triangle jump.
 #. Athena has no far standing B animation.
 #. Athena's close standing A isn't cancelable, but her far version is. It's 
    chainable only with the (A) Psycho Sword. 
 #. Athena's jumping A is chainable with any aerial specials except for the 
    (D) Phoenix Arrow and her DMs. Her jumping C is chainable with all of her
    aerial specials/DMs.
 1. RENKANTAI: Chainable from light attacks. Will only hit once when chained
    from hard attacks. Cancelable into aerial specials/DMs on the 2nd hit.
 2. PHOENIX BOMB: Overhead attack and is cancelable. Knocks down opponent.
 3. PSYCHO REFLECTOR: Reflects normal/DM projectiles. Move cannot be chained
    into, but juggles opponent if it hits in the corner.
 4. PHOENIX ARROW: B version does 3 hits, while D version does up to 5 hits 
    and knocks down, but is slower. The last hit of the D version homes in 
    on opponent; Athena will change direction if opponent tries to roll or 
    jump past her. D version can cross-up if used very near opponent. 
    B version is SCable on the first two hits, while all hits are SCable for 
    the D version, but the last hit is SCable into the Shining Crystal Bit
    only. Phoenix Fang Arrow won't combo if D version is SCed after the 2nd 
    hit. The Shining Crystal Bit will only combo when SCed into at the corner.
 5. PSYCHIC TELEPORT: Teleport move, Athena is vulnerable while using it.
 6. PSYCHO SWORD: A version does 3 hits, C version 7. This move can be used 
    in mid-air. Note that the mid-air C version may not get full hits on an
    opponent on the ground. This move is no longer Free/Super Cancelable.
 7. PHOENIX FANG ARROW: This move does a maximum of 16 hits. Even if the move
    hits, an opponent can block after the first Phoenix Arrow if this move was
    done too low or too far away from opponent.
 8. SHINING CRYSTAL BIT: Both DM and SDM versions can negate normal and DM 
    projectiles, but the DM version is dependant on the crystal's orbit when
    used against low projectiles. The ground version can hit low. You can 
    cancel this move by pressing ABCD if you didn't use the Crystal Shoot.
 9. CRYSTAL SHOOT: Negates normal projectiles. When used from a ground Shining
    Crystal Bit, A version flies straight forward while C goes forward then
    diagonally upward. Aerial versions flies downward a little then forward.
10. PSYCHIC 9/PSYCHO MEDLEY: Athena stops if the initial hit is blocked. The
    finishers will always hit if you did all 8 hits successfully. The Healing
    Athena finisher does little damage, but heals Athena a little.
 
-------------------------------------------------------------------------------
 SIE KENSOU                                             [ Psycho Soldier Team ]
-------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Sunda                         [U],NR
 b/f+D (near)                   Tomoe Nage                    [U]

 COMMAND ATTACKS
 f+A                            Kobokushu                     [O],#
 f+B                            Kousentai                     [M],S.#

 SPECIAL MOVES
 qcb+P                          Cho Kyudan                    [M],P
 qcb+P in air                   Ryu Sogeki                    [M]
 qcf+K                          Senkyutai                     [M],A,J,#
 hcf+A                          Ryu Renga: Chiryu             [M],KD,#
 hcf+C                          Ryu Renga: Tenryu             [M],KD,#
 rdp+K                          Ryu Gakusai                   [M],KD,SC,#
 
 [DM]
 qcb,qcf+P                      Nikku Man RESPECT             [-],#
 qcf,hcb+B                      Shinryu Seioh Rekkyaku        [#]
 qcf,hcb+D                      Shinryu Tenbu Kyaku           [#]
 [SDM]
 qcf,qcf+AC (near)              Senki Hakkei                  [U],#
 [HSDM]
 qcf,qcf+BD                     Seigan Rairyu                 [M],P,#

        Cancel chart      A          B          C        D       
        ------------------------------------------------------
        Standing near    [M]/r/c    [M]/-/c    [M]/c    [M]/c   
        Standing far     [M]/r/c    [M]/-/-    [M]/-/c  [M]/-
        Crouching        [M]/r/c    [L]/r/c    [M]/c    [L]/c
        Vertical jump    [O]/s      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/s      [O]/s      [O]/-    [O]/- 

 #. Kensou has no far A animation.
 #. Both of Kensou's jumping light attacks are cancelable into the Ryu Sogeki.
 #. Kensou's far standing C is cancelable on the 2nd hit, but only his DMs and
    Seigan Rairyu will combo.
 1. KOBOKUSHU: Overhead attack. When canceled into, it becomes cancelable, but
    only the Seigan Rairyu will combo in the open. If an opponent is cornered,
    either of his DMs will combo.
 2. KOUSENTAI: Kensou hops up with a kick. This move is cancelable into the
    Ryu Sogeki, and the A version will chain in the corner.
 3. SENKYUTAI: This move cannot be chained into from normal attacks. Has 
    autoguard, and will juggle a hit opponent. Neither of his DMs will combo
    normally, but the Seigan Rairyu can hit, or you could SC his Ryu Gakusai.
 4. RYU RENGA: The Chiryu goes straight forward, while the Tenryu goes upward
    diagonally. The Tenryu can avoid low attacks.
 5. RYUU GAKUSAI: Anti-air move, can combo from light buttons. Both versions
    do 3 hits, but (D) only knocks down on the 3rd hit. Both are SCable but
    for the B version, only the Shinryu Tenbu Kyaku will combo. For the D
    version, both DMs and his SDM will combo.
 6. NIKKU MAN RESPECT: This move does not hit. Kensou eats a meat bun, and
    there are 3 possible outcomes which are randomly determined:
    1. He cries - nothing happens.
    2. He dances - Kensou regains about 20% life.
    3. He charges up - Kensou regains full life. This happens very rarely.
    Note that Kensou cannot do anything until the animation finishes, and he's
    vulnerable throughout the move.
 7. SHINRYUU SEIOH REKKYAKU: The 2nd and 3rd hits are overhead attacks. Kensou
    does 3 forward kicks before launching an 8-hit Ryu Gakusai. Has almost
    full-screen range, and Kensou can avoid low attacks during this move.
 8. SHINRYUU TENBU KYAKU: similar to the Seioh Rekkyaku, but the first 3 kicks
    are aimed diagonally upward and will miss crouching opponents.
 9. SENKI HAKKEI: Unblockable short-ranged attack. Opponent can roll away 
    before it hits when used standalone. This move can be chained into from 
    any cancelable normal and cannot be reversed.
10. SEIGAN RAIRYU: Kensou throws a very fast Cho Kyudan that knocks down. 
    Whether the move hits or not, a projectile will return toward Kensou. If 
    Kensou touches the projectile, he stops and charges up, and increases his 
    damage for the rest of the round. Kensou is invincible during the charging 
    animation, If he was attacking when the returning projectile touches him, 
    his attack will be canceled. The projectile can be blocked or destroyed 
    with a Cho Kyudan. The Cho Kyudan that he launches cannot hit an opponent 
    if it negated a projectile, but it cannot be negated or reflected. This 
    move cannot be used again for the round if Kensou successfully powers up.

-------------------------------------------------------------------------------
 CHIN GENTSAI                                           [ Psycho Soldier Team ]
-------------------------------------------------------------------------------

 THROWS                         MOVE NAME                  PROPERTIES
 b/f+C (near)                   Gou Inshu                  [U],NR
 b/f+D (near)                   Gyaku Ashi Nage            [U]

 COMMAND ATTACKS
 f+A                            Suiho Hyotan Geki          [O],X,S,#

 SPECIAL MOVES
 qcb+P                          Hyotan Geki                [M],P,#
 
 rdp+P                          Suihai Sho                 [-],#
  a> qcf+P                      Fun'en Ko                  [M],P,KD,#
  b> hcf+K                      Kaiten-teki Kuutotsu Ken   [M],KD,SC,#
  c> dp+P                       Ryuurin Hourai             [M],KD,A,SC(C)#
  d> dp+K (need 3 drinks)       Goen Shorai-Kai            [M],SC(B),#

 d,d+K (move b/f)               Bogetsu Sui                [-],#
  a> u+B                        Ryuda Hanyo                [M],KD,# 
  b> u+D                        Rigyo Hanyo                [M],#
  c> f+K (need 1 drink)         Kaiten-teki Kuutotsu Ken   [M],KD,SC,#
  d> press ABCD                 Kousentai                  [M],KD,#

 [DM]
 qcf,hcb+P                      Goen Shorai                [M]
 [DM/SDM]
 qcf,qcf+P                      Goen Enpo                  [M],P,#
 [HSDM]
 qcf,qcf+BD                     Suisou Enbu                [#],P

        Cancel chart      A          B          C        D       
        -------------------------------------------------------
        Standing near    [M]/r/c    [M]/r/c    [M]/c    [M]/c/c   
        Standing far     [M]/r/c    [M]/-/c    [M]/c    [M]/s
        Crouching        [M]/r/-    [L]/r/-    [M]/c    [L]/-
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-/-  [O]/-

 #. Chin has a lower jump ceiling than most characters.
 #. The 2nd hit of Chin's close standing D is an overhead and is cancelable.
 1. SUIHO HYOTAN GEKI: Overhead attack; cannot be chained into but is 
    cancelable.
 2. HYOTAN GEK: A does one hit, C version 2 hits. The gourd can negate normal
    projectiles. The 2nd hit of the C version is only chainable in the corner.
 3. SUIHAI SHO: Chin drinks from his gourd. Can dodge attacks with proper
    timing. The Fun'en Ko, Kaiten-teki Kuutotsu Ken and Ryuurin Hourai require
    one drink before it can be used. The Goen Shorai-Kai needs 3 drinks. This
    move is significantly slower than it was in KOF2002.
 4. FUN'EN KO: Chin blows flames diagonally upwards. The A version does more
    damage, while Chin blows 3 times for the C version. Negates normal 
    mid-level projectiles, but not floor-level ones. 
 5. KAITEN-TEKI KUUTOTSU KEN: Chin rolls forward then punches. This move is 
    usable from the Bogetsu Sui. This move is no longer cancelable into other
    specials except through Free Cancels. SCable, but only the Goen Enpo will 
    hit. This move won't combo from normal attacks, but can go under high 
    and mid-level moves. D goes further than B version.
 6. RYUURIN HOURAI: Anti-air move. (A) is very fast and chainable from light
    attacks. C version is not chainable, but has autoguard before he attacks,
    and is SCable on the 1st hit, but only the Goen Enpo will hit.  
 7. GOEN SHORAI-KAI: Requires 3 drinks from the Suihai Sho to use. The move
    cannot be chained into. B and D versions have different animations. B 
    version cannot be recovered from; the 6th hit Guard Crushes a blocking 
    opponent and is SCable: both DMs can hit. The move does far less damage
    now.
 8. BOGETSU SUI: Chin lies down, and can avoid high and mid-level attacks.
    Chin can use the Ryuda Hanyo, Rigyo Hanyo, Kaiten-teki Kuutotsu Ken or
    Kousentai. Chin will use the Kousentai automatically if you did not
    use the other moves after enough time has passed. In any case, the
    Bogetsu Sui will end. Chin can move around during this move.
 7. RYUDA HANYO: Chin leaps forward with a knockdown attack. This move can
    avoid low attacks.
 8. RIGYO HANYO: Chin rolls backwards. Can hit a nearby opponent.
 9. KOUSENTAI: Chin stands up and ends the Bogetsu Sui. Can hit and knock down 
    a nearby opponent.
10. GOEN SHORAI: (C) does more hits, goes further and does slightly more 
    damage than the A version. It can combo from a SCed (B) Goen Shorai-Kai.
11. GOEN ENPO: A version is aimed diagonally upward, C goes forward. SDM
    version changes directions automatically. The move can negate normal and
    DM projectiles. DM versions hit twice on a Counter hit. Both versions can
    negate floor-level projectiles, but not as the (A) version is ending.
12. SUISOU ENBU: Controllable version of Goen Enpo. The move can hit low, but
    will trigger if it comes into contact with opponent or a projectile. The 
    flames during the explosion can still hit in this case. The projectile 
    must travel forward a little before you can control it. Even if it is
    triggered above and/or behind opponent, it cannot cross-up or act as an 
    overhead. If the projectile doesn't connect with anything after a while, 
    it will fade away without exploding. The flames negate (DM) projectiles.

-------------------------------------------------------------------------------
 LEONA HEIDERN                                          [ Ikari Warriors Team ]
-------------------------------------------------------------------------------

 THROWS                     MOVE NAME                         PROPERTIES
 b/f+C (near)               Leona Crash                       [U]
 b/f+D (near)               Order Backslash                   [U],NR
 AIR THROW
 anywhere but u+C/D (near)  Heidern Inferno                   [U],NR

 COMMAND ATTACKS
 f+B                        Strike Arch                       [O],NR,#

 SPECIAL MOVES
 charge d,u+P               Moon Slasher                      [M],KD,#
 charge b,f+P               Baltic Launcher                   [M],P,J,#
 charge b,f+K               Grand Saber                       [M],KD,#
  > f+D during D version    Gliding Buster                    [M],KD,SC,#
 qcb+P in air               X-Caliber                         [M],KD,#
 qcb+K                      Earring Explosive 1               [#],P,KD,#
 rdp+K                      Earring Explosive 2: Heart Attack [M],#
  > rdp+K                   Blast                             [U],KD
 u.d.u.d,u,d+BD             Orochi Leona                      [-],#
 
 [DM]
 qcb,hcf+K                  Rebel Spark (Normal mode only)    [M],#
 [DM/SDM]
 qcf,hcb+P in air           V-Slasher                         [M]
 [HSDM]
 qcb,hcf+BD                 Rebel Spark (Orochi mode only)    [M],#

        Cancel chart      A          B          C        D    
        -------------------------------------------------------
        Standing near    [M]/-/c    [L]/-/c    [M]/c/c  [M]/c/c 
        Standing far     [M]/-/c    [M]/-/-    [M]/c    [M]/-
        Crouching        [M]/r/c    [L]/r/-    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/s      [O]/-    [O]/s 
        Diagonal jump    [O]/-      [O]/s      [O]/-    [O]/s

 #. Leona has no far standing A animation. 
 #. Leona's jumping kicks can combo with the V-Slasher (S)DM.
 1. STRIKE ARCH: Overhead knockdown attack. Becomes cancelable when canceled
    into: V-Slasher will combo anywhere, while (A) X-Caliber will combo in the
    corner.
 2. MOON SLASHER: Either version combos off light attacks. C goes slightly
    forward.
 3. BALTIC LAUNCHER: Negates normal projectiles. Both versions can be followed
    up if it hits. Leona jumps during the C version, which does more hits but
    is slower. If it hits in the corner, all her (S)DMs will combo.
 4. GRAND SABER: Leona stops at half screen for the B version; if opponent was
    out of range, she won't attack. The D version goes full screen, and Leona
    will always attack. D version can be followed with the Gliding Buster if
    move hits or is blocked. Either version will juggle in the corner. This 
    move cannot be countered by reversals.
 5. GLIDING BUSTER: Is SCable into the V-Slasher only.
 6. X-CALIBER: This move cannot be countered by reversals.
 7. EARRING EXPLOSIVE 1: Projectile move, will hit low if it travels far
    enough. D version has longer arc than B. Can followup if it hits.
 8. EARRING EXPLOSIVE 2: Leona plants a bomb on her opponent, indicated by a
    blinking spark. The spark will blink more rapidly when the bomb is about
    to explode. The explosion is unblockable, and can be followed-up, If this 
    move hits, Leona can followup before opponent recovers. The Blast can be
    used to detonate the bomb prematurely. The bomb will be removed if Leona
    is hit, takes blocking damage or if Leona throws her opponent. The bomb 
    will do no damage if an opponent is getting up or being hit by her DMs.
 9. BLAST: Triggers the Earring Explosive 2. You can't followup in this case.
10. OROCHI LEONA: Turns Leona into Orochi Leona for the remainder of the round
    at the cost of 50% of her current health. Leona moves much faster (her 
    attack speed is unchanged) and she can dash under mid-level projectiles.
    Leona's jump height is lowered and she loses use of her Rebel Spark DM. 
11. REBEL SPARK: Can hit opponents in the corner after the Baltic Launcher or
    Earring Explosive 1. Leona has this as a DM-only move normally, and as an 
    MAX2 in Orochi Mode. Leona can go under mid-level projectiles during this
    move (both versions).
 
-------------------------------------------------------------------------------
 RALF JONES                                             [ Ikari Warriors Team ]
-------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Dynamite Headbutt             [U]
 b/f+D (near)                   Northern Lights Bomb          [U],NR

 SPECIAL MOVES
 tap P repeatedly (move f)      Vulcan Punch                  [M],KD,#
 charge b,f+P                   Gatling Attack                [M],KD,SC,#
 charge d,u+P or qcf+P in air   Kyukohka Bakudan Punch        [M,O],NR,#
 hcb+B                          Ralf Kick                     [M],KD
 hcb+D                          Ralf Tackle                   [M],A,KD,SC,#
 hcf+K (near)                   Super Argentine Backbreaker   [U],T,NR
 qcf,qcf+P                      Galactica Phantom             [U],A,CW,#

 [DM]
 qcb,hcf+K                      Umanori Vulcan Punch          [M],#
 [DM/SDM]
 qcf,hcb+P                      Baribari Vulcan Punch         [M],#
 [HSDM]
 qcb,hcf,qcf+AC                 Umanori Galactica Phantom     [M],#

        Cancel chart      A          B          C        D    
        ------------------------------------------------------
        Standing near    [M]/-/-    [M]/-/c    [M]/c    [M]/- 
        Standing far     [M]/-/-    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/-/c    [L]/r/-    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/-      [O]/s    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-

 #. Ralf has no far standing A animation. His standing A isn't cancelable,
    but the Super Argentine Backbreaker will combo from it.
 #. Ralf's far C and standing CD are faster now.
 1. VULCAN PUNCH: Knockdown move that hits twice on a Counter hit. Ralf can
    move forward, but not backward with this move.
 2. GATLING ATTACK: Knockdown move, can combo from light attacks. A version
    does 3 hits, C does 4 hits. Both versions are SCable on the 2nd hit.
 3. KYUHKOHKA BAKUDAN PUNCH: The ground version can hit on the way up or down,
    but not both ways at once. The diving punch for both ground and aerial 
    versions is an overhead and cannot be recovered from.
 4. RALF KICK: Ralf can jump past low attacks and floor-level projectiles
    during this move.
 5. RALF TACKLE: Hits up to 5 times, has autoguard and negates normal 
    projectiles. This move is now SCable on the 3rd-5th hits, but none of 
    Ralf's moves will hit when Free/Super Canceled from the 5th hit as it
    knocks down.
 6. GALACTICA PHANTOM: Unblockable long range punch. The move has autoguard
    once Ralf is fully turned away until he punches. Ralf can still be hit
    with low attacks, but he can autoguard floor level projectiles and certain
    sweeps (Iori, Kyo and Terry's were the ones I noted). 
 6. UMANORI VULCAN PUNCH: If it hits, Ralf recovers while opponent is still
    lying down. You can time a Galactica Phantom so that Ralf attacks just as
    opponent is getting up, so that opponent only has time to roll away. 
    Try this if opponent is using MAX2 mode. :)
 7. BARIBARI VULCAN PUNCH: This move will not get full hits against jumping
    opponents. Ralf is invincible from the startup flash up until he steps
    forward.
 8. UMANORI GALACTICA PHANTOM: Ralf recovers while opponent is still off
    screen. You can time a Galactica Phantom so that Ralf attacks just as
    opponent is getting up so that opponent only has time to roll away.
 
-------------------------------------------------------------------------------
 CLARK STEEL                                            [ Ikari Warriors Team ]
-------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Gallanting German             [U]
 b/f+D (near)                   Fisherman Buster              [U],NR
 AIR THROW
 anywhere but u+C/D (near)      Death Lake Driver             [U],NR

 COMMAND ATTACKS
 f+B                            Stomping                      [M],S,#

 SPECIAL MOVES
 hcf+P                          Mount Tackle                  [M],T,NR,#
  a> d,d+A                      Clark Lift                    [#],T,NR
  b> d,d+K                      Rolling Cradle                [#],T,NR
  c> d,d+C                      Sleeper Lift *                [#],T,NR
 hcf+K (near)                   Super Argentine Backbreaker * [U],T,NR
 dp+P                           Napalm Stretch *              [#],T,NR,#
 dp+K (near)                    Frankensteiner *              [U],T,NR,#
 hcb+P                          Shining Wizard                [#],T,#
 qcf+P after * moves            Flashing Elbow                [#],OTG,NR

 [DM]
 hcf,hcf+K                      Running Three                 [U],T,NR
 [DM/SDM]
 hcb,hcb+P (near)               Ultra Argentine Backbreaker   [U],T,NR
 [HSDM]
 hcf,hcf+BD                     Running Pirates               [U],T,NR

        Cancel chart      A          B          C        D       
        ------------------------------------------------------
        Standing near    [M]/-/-    [M]/-/c    [M]/c/-  [M]/-   
        Standing far     [M]/-/-    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/-/c    [L]/-/-    [M]/c    [L]/-
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-
 
 #. Clark has no far standing A animation. His standing A isn't cancelable,
    but the Super/Ultra Argentine Backbreaker will combo from it.
 #. Clark is immune to low attacks and floor-level projectiles during his
    close standing D.
 1. STOMPING: Cancelable command attack. Only chains from the 1st hit of
    his close standing C.
 2. MOUNT TACKLED: Blockable throw, can hit low jumping opponents. The move 
    does no damage, but can be followed up with the Clark/Sleeper Lift or
    Rolling Cradle. This move cannot grab rolling opponents but cannot be
    reversed. Opponent can no longer escape from this move.
 3. CLARK LIFT/ SLEEPER LIFT/ ROLLING CRADLE: Followups for the Mount Tackle.
    You can use the Flashing Elbow after the Sleeper Lift. 
 4. NAPALM STRETCH:: Anti-air throw, does not hit standing opponents at all.
 5. FRANKENSTEINER: Short ranged unblockable throw. Range is shorter than the 
    Super Argentine Backbreaker, and will only combo from light attacks. Clark
    is immune to low attacks during this move.
 6. SHINING WIZARD: Only hits crouching opponents; Clark will simply stop
    running if opponent is standing. This move can combo from light attacks 
    and the 1st hit of his close standing C if you hit a crouching opponent.
    The 1st hit can be Free Canceled.
 7. FLASHING ELBOW: Followup for the moves indicated with a (*). This move may 
    miss when used in the corner.
 8. RUNNING THREE/RUNNING PIRATES: Clark is immune to low physical attacks
    during the dash.

-------------------------------------------------------------------------------
 MAI SHIRANUI                                           [ Women Fighters Team ]
-------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Shiranui Gourin               [U]
 b/f+D (near)                   Fuusha Kuzushi                [U],NR
 AIR THROW
 anywhere but u+C/D (near)      Yume Zakura                   [U],NR

 COMMAND ATTACKS
 d+A in air                     Dairin Fusha Otoshi           [M],S,#
 d+B in air                     Ukihane                       [O],X,NR
 d+D in air                     Yusura Ume                    [O],KD
 f+B                            Koku'en no Mai                [O],X,#
 df+B                           Koukaku no Mai                [L],KD,#

 SPECIAL MOVES
 qcf+P                          Kacho Sen                     [M],P
 qcb+P                          Ryu Enbu                      [M],P,SC(C),#
 qcb+K                          Sayo Chidori                  [M],#
 hcf+K                          Hissatsu Shinobi Bachi        [M],KD
 qcb+P in air                   Musasabi no Mai (Kuuchuu)     [M],KD

 charge d,u/uf/ub+P             Musasabi no Mai (Chijou)      [-],#
  a> hold P                     Musasabi no Mai (Kuuchuu)     [M],KD
  Perform after wall rebound
  b> qcb+P                      Musasabi no Mai (Kuuchuu)     [M],KD
  c> d+P                        Yusura Ume                    [O],KD
  d> d+K                        Ukihane                       [M],NR,#
  e> d+D (near)                 Tokitsubute                   [U],T,NR,#

 [DM]
 qcf,qcf+P                    Hana Arashi                     [M],NR
 [DM/SDM]
 qcb,hcf+K                    Chou Hissatsu Shinobi Bachi     [M],#
 [HSDM]
 D,B,C,C,u                    Shiranui-ryuu: Kubi no Kitsune  [U],NR

        Cancel chart      A          B          C        D       
        -------------------------------------------------------
        Standing near    [M]/-/c    [M]/r/c    [M]/c    [M]/c   
        Standing far     [M]/-/-    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/-/r    [L]/r/-    [M]/c    [L]/-
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/c 
        Diagonal jump    [O]/c      [O]/-      [O]/s    [O]/c  

 #. Mai can triangle jump.
 1. DAIRIN FUSHA OTOSHI: Move knocks down if it hits an opponent in mid-air.
    Can be canceled into the Musasabi no Mai, and is usable during a backstep.
    This move is NOT an overhead.
 2. UKIHANE (command move): Overhead move. Can be canceled into, but won't
    combo. Opponent cannot use recovery roll from this move.
 3. KOKU'EN NO Mai: Overhead move, cannot be chained into. If hit, Mai can
    followup with a standing light attack or the Hana Arashi.
 4. KOUKAKU NO Mai: 1st hit always hit low, and 2nd hit always knocks down,
    even when move is canceled into. 1st hit is cancelable if canceled into.
    This move can combo from light attacks.
 5. RYU ENBU: Can negate normal projectiles. A does 1 hit, C version does 2 
    hits and is SCable on the 1st hit.
 6. SAYO CHIDORI: Can negate normal projectiles. Only B version is chainable.
 7. MMUSASABI NO MAI (Kuuchuu): This move can be used during a backstep.
 8. MUSASABI NO MAI (Chijou): Mai leaps toward the wall (ub-behind her, 
    u-nearest, uf-opposite wall) and if you held down the P button, she 
    launches a Musasabi no Mai (Kuuchuu). Otherwise, you can perform the
    other followups after she rebounds from the wall.
 9. UKIHANE(Musasabi no Mai followup): This version is NOT an overhead.
10. TOKITSUBUTE: Unblockable throw, can hit standing or jumping opponents.
    You must perform this close to opponent, or the Ukihane will launch
    instead.
11. CHOU HISSATSU SHINOBI BACHI(SDM): Mai can avoid low attacks during this
    move.
12. KUBI NO KITSUNE: Mai jumps up, and dives down with an unblockable attack. 
    This move will only hit when used at a distance or if opponent was in the
    corner.

-------------------------------------------------------------------------------
 YURI SAKAZAKI                                          [ Women Fighters Team ]
-------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Oni Harite                    [U]
 b/f+D (near)                   Silent Nage                   [U],NR
 AIR THROW
 anywhere but u+C/D (near)      Tsubame Otoshi                [U],NR

 COMMAND ATTACKS
 f+A                            En Yoku                       [O],X
 df+B                           Shiyoku                       [L],S,#
 df+D                           Shouyoku                      [M],J,#

 SPECIAL MOVES
 qcf+P                          Ko'oh Ken                     [M],P,KD,#
  > hold P                      Haoh Shokou Ken               [M],P,KD,#
 qcf+K in air                   Rai'oh Ken                    [M],P,#
 qcb+P                          Saifa                         [M],KD,#
 hcb+K                          Hyakuretsu Binta              [U],T,NR
 dp+P                           Yuri Chou Upper               [M],KD,SC(C)
  > dp+P during C version       Double Yuri Chou Upper        [M],KD

 [DM]
 qcf,hcb+K                      Hien Hou'ou Kyaku             [M],#
 [SDM]
 qcf,qcf+BD                     Shin! Chou Upper              [M],#
 [HSDM]
 f,b,hcb+BD                     "Ee!" Hien Hou'ou Kyaku       [M],#

        Cancel chart      A          B          C        D    
        ------------------------------------------------------
        Standing near    [M]/r/c    [L]/r/c    [M]/c    [M]/c 
        Standing far     [M]/r/c    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/r/-    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-

 1. EN YOKU: Overhead attack; not cancelable, and cannot be chained into.
 2. SHIYOKU: Cancelable low kick. Can combo from light attacks. The Hien 
    Hou'ou Kyaku will combo from this move.
 3. SHOUYOKU: Upward aimed kick; will juggle a hit opponent. In the corner,
    Yuri's (S)DM will combo. 
 4. KO'OH KEN: Short ranged projectile that negates normal projectiles. The 
    projectile cannot be negated. Both versions are faster and chainable now.
 5. HAOH SHOKOU KEN: Ranged projectile, can followup if opponent is hit. This
    move cannot hit an opponent next to Yuri, and is a normal projectile, so 
    it cannot negate other normal projectiles . (C) is faster than A version
    and the C version's projectile is faster than it was in KOF2k2. There is
    less charge time for the move now.
 6. RAI'OH KEN: This move can be used during a backstep. If done late, can
    followup while opponent is still stunned.
 7. SAIFA: Short range knockdown attack. Negates projectiles and cannot be
    negated. On a Counter hit, Yuri can followup in the corner with her (S)DM.
 8. YURI CHOU UPPER: (A) does one hit while C version does 2 hits. C version
    is SCable on the 1st hit. You can follow-up with the Double Yuri Chou 
    Upper regardless of whether the Yuri Chou Upper hits or not.
 9. HIEN HOU'OU KYAKU: This move can hit juggled opponents.
10. SHIN! CHOU UPPER: Can hit juggled and jumping opponents, but may not get
    full hits. If the first hit misses, Yuri performs a single hit Chou Upper.
11. "EE!" HIEN HOU'OU KYAKU: Yuri is invincible during the forward dash. The
    move launches faster now and does more damage than it did in KOF2k2.

-------------------------------------------------------------------------------
 KING                                                   [ Women Fighters Team ]
-------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Hold Rush                     [U]
 b/f+D (near)                   Hook Master                   [U]

 COMMAND ATTACKS
 f+B                            Trap Kick                     [O]
 df+D                           Sliding Kick                  [L]

 SPECIAL MOVES
 qcf+B                          Venom Strike                  [M],P
 qcf+D                          Double Strike                 [M],P
 qcb+K                          Tornado Kick BBB              [M],KD,#
 dp+K                           Trap Shot                     [M],KD,SC,#
 hcb+P                          Mirage Kick                   [M],#
 hcf+P (near)                   Mirage Dance                  [U],KD,#

 [DM/SDM]
 qcf,hcb+K                      Illusion Dance                [M],#
 [HSDM]
 b,f,df,d+BD                    Surprise Rose                 [O],#

        Cancel chart      A          B          C        D       
        -------------------------------------------------------
        Standing near    [M]/-/c    [L]/-/-    [M]/c    [M]/c/c   
        Standing far     [M]/-/-    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/r/-    [M]/c    [L]/-
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/- 

 #. Both of King's command attacks are chainable from hard attacks, but are
    not cancelable.
 1. DOUBLE STRIKE: The first Venom Strike now only travels about 80% screen
    distance while the second goes full-screen.
 2. TORNADO KICK: B version chains from light attacks, and does one hit. D
    version does 2 hits. Both versions knock down. King can avoid low attacks
    during this move.
 3. TRAP SHOT: The last hit is SCable, and her (S)DM will combo in the corner.
    If Free Canceled into the Double Strike, both hits will connect only in 
    the open. In the corner, the Tornado Kick (1st hit) will connect from
    a Free Cancel. 
 4: MIRAGE KICK: The move can combo from a single standing/crouching A. No 
    longer SCable, as her Surprise Rose is now a MAX2, but you can Free Cancel
    the 2nd-3rd hits.
 5. MIRAGE DANCE: This move is not a throw, and can be reversed. The move can
    be avoided by rolling before it hits, but the last hit is a low attack in
    this case. This move can combo from a close/crouching A.
 6. ILLUSION DANCE: King is invincible from startup until she is landing. 
 7. SURPRISE ROSE: This move is an overhead while rising and descending. It
    launches faster now.

------------------------------------------------------------------------------
 OROCHI YASHIRO aka "Yashiro Of The Parched Earth"             [ Orochi Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f + C (near)                 Baku                          [U}
 b/f + D (near)                 Beki                          [U],NR

 COMMAND ATTACKS
 f+A                            Saku                          [O],NR,#
 f+B                            Bu                            [M],S

 SPECIAL MOVES
 qcb+P                          Kujiku Daichi                 [U],T,#
 hcf+P (near)                   Niragu Daichi                 [U],T,J,NR,#
 hcb,f+P (near)                 Musebu Daichi                 [U},T,NR
 hcf+K                          Odoru Daichi                  [U],T,NR,#

 [DM/SDM]
 hcb,hcb+P (near)               Ankoku Jigoku Gokuraku Otoshi [U],T,NR
 hcf,hcf+K                      Araburu Daichi                [U],T,NR,#
 [HSDM]
 B,D,A,ABC                      Armageddon                    [U],A,#

        Cancel chart      A          B          C        D       
        -------------------------------------------------------
        Standing near    [M]/r/c    [M]/-/c    [M]/c    [M]/c   
        Standing far     [M]/-/c    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/-/c    [M]/c    [L]/c/-
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/- 

 #. To select Orochi Yashiro, hold Start over Yashiro and press a button. You
    cannot have both versions of Yashiro in the same team.
 #. Orochi Yashiro's basic attacks, throws and command attacks are the same as 
    the normal version, despite the different names.
 #. Orochi Yashiro can chain his close standing A with his close standing D.
 #. Orochi Yashiro's jumping C can cross-up now.
 #. Only the Armageddon can hit jumping opponents; all his other specials
    are throws and can only hit an opponent on the ground.
 1. SAKU: When used on its own, it is an overhead that knocks down with
    no recovery possible. When canceled into, it becomes cancelable.
 2. KUJIKU DAICHI: This move does no damage, but switches sides with opponent
    and leaves them temporarily vulnerable. C version goes further. This move
    can hit a rolling opponent.
 3. NIRAGU DAICHI: Short range throw; only chainable from light attacks. The
    move will deal damage only when opponent hits the floor, but you can hit 
    opponent before they land with another attack.
 4. ODORU DAICHI: Ranged throw; this move will miss if canceled into.
 5. ARABURU DAICHI The D version has full-screen range. B and SDM versions
    have the same range as the (C) Kujiku Daichi.
 6. ARMAGEDDON: Unblockable full-screen range punch. Yashiro autoguards
    all physical and projectile attacks and cannot be caught by normal or 
    special throws. This move can be countered by certain reversals, and 
    Yashiro still takes chipping damage. The move is faster now.

------------------------------------------------------------------------------
 OROCHI SHERMIE aka "Shermie The Raging Lightning"             [ Orochi Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Bakurai                       [U],NR
 b/f+D (near)                   Enrai                         [U]

 COMMAND ATTACKS                
 f+B                            Kourai                        [O],#
  
 SPECIAL MOVES
 hcf+A/B/C/D                    Mugetsu no Raiun              [M],P,#
 qcb+P                          Yatanagi no Muchi             [M],P,KD,#
 qcb+K                          Shajitsu no Odori             [M],#
 qcf+K in air                   Raijin no Tsue                [O],NR,# 
 
 [DM]
 qcf,qcf+K                      Shukumei, Gen'ei, Shinshi     [M],# 
 [DM/SDM]        
 qcf,qcf+P                      Ankoku Raikou Ken             [M],P,#
 [HSDM]
 B,A,b,A, A/B/C/D               Unmei no Ya                   [M],P,#

        Cancel chart      A          B          C        D       
        -------------------------------------------------------
        Standing near    [M]/r/c    [M]/-/c/c  [M]/c    [M]/-   
        Standing far     [M]/r/c    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/-/c    [M]/c    [L]/-
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-  

 #. To select Orochi Shermie, hold Start over Shermie press a button. You 
    cannot have both versions of Shermie in the same team.
 #. Orochi Shermie's basic attacks, throws and command attacks are the same as 
    the normal version, despite the different names.
 #. Orochi Shermie has no far standing A,B and D animations.
 #. You can combo Shermie's standing/crouching A into her standing B (then
    into the Kourai -> Yatanagi no Muchi).
 1. KOURAI: Move is an overhead on the 2nd hit. If canceled into, it becomes
    cancelable on the 2nd hit which is chainable with the Yatanagi no Muchi. 
    The Ankoku Raikou Ken can combo from this move, but won't get full hits.
    The move will now combo from light attacks.
 2. MUGETSU NO RAIUN: Projectile move; range depends on button pressed, with
    A being directly in front of Shermie and D being almost full screen range.
    If it Counter hits, you can followup if near opponent.
 3. YATANAGI NO MUCHI: The first hit negates normal projectiles, while Shermie
    throws out a projectile for the 2nd hit. 
 4. SHAJITSU NO ODORI: This move can avoid low attacks, but doesn't knock down
    and cannot be chained into.
 5. RAIJIN NO TSUE: Overhead move that knocks down with no recovery allowed. 
    D version goes higher and will miss most standing opponents. This move is
    usable during a backstep. Move will combo off a Counter hit jumping CD in 
    the corner.
 6. SHAKUMEI, GEN'EI, SHINSHI: This move is not chainable, but Shermie can
    avoid low attacks with it. Hits twice on a Counter hit.
 7. ANKOKU RAIKOU KEN: Negates normal/DM projectiles. All versions are pointed
    straight forward, unlike Benimaru's Raikou Ken.
 8. UNMEI NO YA: Shermie launches a Mugetsu no Raiun, with the location 
    depending on the button pressed. If it hits, Shermie calls down a bolt 
    of lightning. The bolt's location is random. Opponent may roll shortly
    before the bolt strikes, but the bolt itself is unblockable.
 #. The Unmei no Ya may miss, hit Shermie instead, or hit both characters (A 
    and B versions only). Since this move does 50% damage, Shermie will lose 
    the round if she gets hit and as she's in MAX 2 mode, she can't roll out
    of the way. Definitely not a move to use if Shermie is your last
    character.

------------------------------------------------------------------------------
 OROCHI CHRIS aka "Chris The Flames Of Destiny"                [ Orochi Team ]
------------------------------------------------------------------------------

 THROWS                     MOVE NAME                      PROPERTIES
 b/f+C (near)               Chi no Batsu                   [U]
 b/f+D (near)               Ten no Tsumi                   [U]

 COMMAND ATTACKS
 f+A                        Muyou no Ono                   [M],S,#
 f+B                        Jukei no Oni                   [O],#
 df+B                       Setsudan no Koto               [L]

 SPECIAL MOVES
 qcf+P                      Taiyou wo Iru Honoo            [M],P,#
 qcb+P                      Kagami wo Hofuru Honoo         [M],KD,P,#
 dp+P                       Tsuki wo Tsumu Honoo           [M],KD,SC,#
 hcf+K (near)               Shishi wo Kamu Honoo           [U],GC,SC,#
 
 [DM/SDM]
 qcb,hcf+P (can hold)       Ankoku Orochi Nagi             [M],P,#     
 [HSDM]
 D,C,d,C,D                  Sanagi wo yaburi, chou wa mau  [M],P,#

        Cancel chart      A          B          C        D       
        -------------------------------------------------------
        Standing near    [M]/r/c    [M]/-/c    [M]/c    [M]/s   
        Standing far     [M]/r/c    [M]/-/-    [M]/c/-  [M]/-
        Crouching        [M]/-/c    [L]/r/-    [M]/c/-  [L]/-
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-  

 #. To select Orochi Chris, hold Start over Chris press a button. You cannot 
    have both versions of Chris in the same team.
 #. Orochi Chris's basic attacks, throws and command attacks are the same as 
    the normal version, despite the different names.
 #. Chris has no far standing A animation.
 #. Chris can chain his standing/crouching A with his standing/crouching C.
 1. MUYOU NO ONO: Cancelable command attack. Can combo from light attacks. 
 2. JUKEI NO ONI: Overhead on the 2nd hit, unless canceled into, which
    makes it cancelable on the 2nd hit instead. Can be chained into, but only
    the Kagami wo Hofuru Honoo will combo from this move.\
 3. SETSUDAN NO KOTO: A low sliding kick. Chris can go under mid-level 
    projectiles with this.
 4. TAIYOU WO IRU HONOO: This move can negate normal projectiles, but cannot
    hit from up close. If it hits, Chris can followup with another move, 
    including the SDM Ankoku Orochi Nagi. The flames cannot be negated. The
    move seems to come out a little faster, but it doesn't stun as long as
    before, so you can't followup anymore if this move hits at a distance.
 5. KAGAMI WO HOFURU HONOO: Knockdown move, Chris can avoid low attacks. The
    flames can negate normal projectiles. C version has slightly longer range.
 6. TSUKI WO TSUMU HONOO: A version hits once, C version does 4 hits. (A) 
    version will hit twice on a Counter hit. (C) is SCable on the 2nd and 3rd 
    hits. If SCed from the 2nd hit, the C/SDM Ankoku Orochi Nagi will combo.
 7. SHISHI WO KAMU HONOO: The first hit Guard Crushes a blocking opponent,
    effectively making the remaining hits unblockable. This move can be
    followed-up with the (A) Tsuki wo Tsumu Honoo. This cannot be reversed 
    but can be avoided by rolling before it hits. Chris retains his useless 
    SC from KOF2002: the 6th hit is SCable, but the Ankoku Orochi Nagi won't
    hit. The 3rd-5th hits are Free Cancelable.
 8. ANKOKU OROCHI NAGI: All versions are immune to mid/high attacks. The 
    immunity begins while Chris is holding up a flaming hand, and lasts while
    the move is being delayed. Chris is vulnerable as he slides forward to 
    attack. The flame wave can destroy normal/DM projectiles and cannot be 
    negated. Only the A version will combo from normal/command attacks and
    a SCed Tsuki wo Tsumu Honoo (3rd hit). The C and SDM versions will only 
    combo off the Taiyou wo Iru Honoo or when SCed from the 2nd hit of a Tsuki
    wo Tsumu Honoo.
 9. SANAGI WO YABURI, CHOU WA MAU: Chris is still vulnerable even when fully 
    transformed to Orochi, but he is completely invincible once the screen
    turns white, which is an attack that covers the entire screen.

------------------------------------------------------------------------------
 RAMON                                                      [ Edit Character ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                      PROPERTIES
 b/f+C (near)                   Arm Whip                       [U],NR
 b/f+D (near)                   Flying Major                   [U],NR

 COMMAND ATTACKS
 df+B                           Stealth Drop Kick              [L],SC,#

 SPECIAL MOVES
 hcf+P (near)                   Tiger Neck Chancery            [U],T,NR
 hcf+K                          Somersault                     [U],T,NR,#
  > ABC                         Cancel                         [-]
 qcb+P (can hold)               Feint Step                     [M],#
 d,d,A,C                        Bird of Paradise               [M],OTG,NR,#

 dp+K                           Rolling Sobat                  [O],NR,SC,#
  1> dp+K                       Flying Body Attack             [#],OTG
    2> d,d+P                    Hikiokoshi                     [#],OTG,SC

 rdp+K                          Tiger Lord                     [O],NR,#
  a> Press D during rebound     Cross Chop                     [O],KD
  b> ABC before rebound         Feint Dash                     [-],#

 qcb+K                          Force of Will                  [O],NR,#
  a> qcf+A during rebound       Additional Attack              [U],NR,#
  b> ABC before rebound         Feint Dash                     [-],#
 
 [DM]
 qcf,hcb+K                      Savage Fire Cat                [U],NR,#
 qcb,hcf+K                      El Diablo Amarillo Ramon       [M],NR
 [DM/SDM]
 hcb,hcb+P                      Tiger Spin                     [U],T,NR
 [HSDM]
 qcb,hcf+AC                     Hypnotic Tiger                 [M],NR,# 

        Cancel chart      A          B          C        D    
        ------------------------------------------------------
        Standing near    [M]/r/c    [L]/-/c    [M]/c    [M]/c   
        Standing far     [M]/r/c    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/-/c    [M]/c    [L]/-
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-

 #. To select Ramon, hold Start over Maxima and press a button. You can have
    Maxima and Ramon in the same team.
 #. Ramon can triangle jump.
 #. Ramon's crouching D is no longer cancelable.
 1. STEALTH DROP KICK: This move hits low, and is SCable when used standalone.
    The move is cancelable when canceled into.
 2. SOMERSAULT: Ranged throw, you can use the Cancel anytime during the dash.
    You can combo into this move, although it doesn't show on the hit counter.
 3. FEINT STEP: Backward dash, A version will attack with a drop kick, while
    C version does not attack. Ramon will keep dashing back and forth while 
    the button is held.
 4. BIRD OF PARADISE: Ramon flips forward; this move knocks down. Move can hit
    an opponent lying on the ground and can combo off his crouching D if
    opponent did not use a recovery roll. Ramon can avoid low attacks with 
    this move if timed well.
 5. ROLLING SOBAT: Overhead no-recovery kick, can avoid low attacks. The 
    Flying Body Attack and Hikiokoshi can only be used if the Rolling Sobat
    hits. The Hikiokoshi is Free/Super Cancelable. The Rolling Sobat is now
    SCable, but I couldn't get the Tiger Spin to hit. Perhaps the El Diablo
    Amarillo Ramon can hit in the corner?
 6. TIGER LORD/FORCE OF WILL: Ramon runs to the screen's edge behind him and 
    rebounds. If no followup is motioned, Ramon stumbles and falls head first, 
    which act as an overhead knockdown attack with no recovery permitted. The 
    Cross Chop/Additional attack is performed during the wall rebound.
 7. CROSS CHOP/ADDITIONAL ATTACK: Followups for the Tiger Lord/Force of Will.
    The Cross Chop is an overhead attack, while the Additional Attack is
    unblockable. Both moves can hit jumping opponents. Although the Additional
    Attack looks like a throw, it can be reversed and rolled past.
 8. FEINT DASH: Cancels the backward dash for the Tiger Lord/Force of Will. It
    can only be used before Ramon rebounds from the wall.
 9. SAVAGE FIRE CAT: Similar to the Force of Will, except that Ramon will
    automatically attack upon reaching the wall. This move can hit a jumping 
    opponent and is unblockable, but is reversible.
10. EL DIABLO AMARILLO RAMON: Ramon is immune to physical attacks for a very
    brief moment during the startup flash.
11. HYPNOTIC TIGER: Ramon has two randomly determined endings for this move; a 
    drop kick or a Somersault followed by a headbutt. Ramon is invincible when 
    he raises his arms at the start.
 #. The Tiger Road, Force of Will and Savage Fire Cat will not attack if Ramon
    can't reach the wall, which occurs if opponent moves forward as Ramon is 
    dashing towards the screen's edge while at the open. If this happens 
    during the Savage Fire Cat, Ramon will still lose one stock bar.

------------------------------------------------------------------------------
 VANESSA                                                    [ Edit Character ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                      PROPERTIES
 b/f+C (near)                   Dynamite Puncher               [U]
 b/f+D (near)                   Clinch Puncher                 [U],NR

 COMMAND ATTACKS
 f+A                            One-Two Puncher                [O],KD,#
 df+B                           Slide Punch                    [L],KD

 SPECIAL MOVES
 hcf+P (tap P)                  Machine Gun Puncher            [M],NR,SC,#
 charge b,f+P                   Dash Puncher                   [M],J,#
 dp+A                           Forbidden Eagle                [M],J,#
 f,d,d,f+C                      Parrying Puncher               [M],KD,SC,#
 
 qcf+K                          Forward Puncher Vision         [-],#
 qcb+K                          Backward Puncher Vision        [-],#
  a> f+A                        Puncher Upper                  [M],J,SC,#
  b> f+C                        Puncher Straight               [M],NR,GC,#
  c> b+P                        Puncher Weaving                [-].#

 qcb+P                          Puncher Weaving                [-].#
  a> f+P                        Dash Puncher                   [M],KD,SC,#
  b> b+P                        Parrying Puncher               [M],A,KD,#  
  c> f+K                        Forward Puncher Vision         [-],#
  d> b+K                        Backward Puncher Vision        [-],#

 [DM]
 qcf,qcf+P (near)               Champion Puncher               [U],#
 [DM/SDM] 
 qcb,hcf+P                      Crazy Puncher                  [M],#
 [HSDM]
 f,hcf+AC                       Gaia Gear                      [M],OTG,#

        Cancel chart      A          B          C        D     
        -------------------------------------------------------
        Standing near    [M]/r/c    [M]/r/c    [M]/c/c  [M]/c/c     
        Standing far     [M]/r/c    [M]/-/c    [M]/-/c  [M]/-/c
        Crouching        [M]/r/c    [L]/r/c    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/-  
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-

 #. To select Vanessa, hold Start over Whip and press a button. You can have
    Vanessa and Whip in the same team.
 #. Vanessa has no far standing D animation.
 #. Both of Vanessa's command attacks will combo from light attacks.
 1. ONE-TWO PUNCHER: The 1st hit is an overhead, and the 2nd knocks down. If
    canceled into, the first hit becomes cancelable.
 2. SLIDE PUNCH: Knockdown sliding attack, combos from light attacks. Vanessa
    has a very low profile during this move and can go under some high/mid
    level attacks.
 3. MACHINE GUN PUNCHER:  The 4th-6th hits are now SCable, but none of her DMs 
    will hit if SCed from the last hit.
 4. DASH PUNCHER: Only A version will chain from normal attacks. Both versions
    juggle a hit opponent: the Champion Puncher will hit in the corner. The
    move seems to have a little longer recovery now.
 5. FORBIDDEN EAGLE: Negates normal projectiles, but can be reversed. The 2nd
    hit juggles opponent. The move now has longer recovery time: you can no
    longer followup after it hits unless you use a Free Cancel.
 6. PARRYING PUNCHER: Vanessa can reflect normal projectiles with this. Move
    is SCable, but only the Crazy Puncher will combo from it.
 7. PUNCHER VISION: Vanessa can avoid jumping, high and mid-level attacks with
    this move. Vanessa cannot slide past an opponent unless they were jumping.
    She recovers from this move fast enough to use any other normal/special 
    or DM move besides the listed followups: the Champion Puncher works well.
    If Free Canceled into, you have time to perform a normal attack and start 
    a new combo. Vanessa will dash forward first before attacking if the 
    Puncher Upper/Straight was used from the Backward Puncher Vision.
 8. PUNCHER UPPER: The 2nd hit juggles opponent. The 2nd hit is also SCable,
    but it's only useful in the open, since the Champion Puncher will combo 
    off it normally in the corner.
 9. PUNCHER STRAIGHT: Knocks down with no recovery permitted. If blocked, the
    2nd hit Guard Crushes opponent but you can no longer Free Cancel this.
10. PUNCHER WEAVING: Vanessa crouches for a moment, during which she can avoid
    jumping, high and mid-level attacks. As with the Puncher Vision, you can 
    use any other normal/special moves besides the listed followups. You can
    now Free Cancel into this move. Since Vanessa recovers before opponent,
    you have time to perform a normal attack and start a new combo after Free 
    Canceling into the Puncher Weaving. 
11. DASH PUNCHER: (followup): This version doesn't juggle, and Vanessa launches
    this standing still, which makes it much faster. It is SCable.
12. PARRYING PUNCHER (followup): This version is faster, and still reflects
    projectiles, but is not SCable. 
13. CHAMPION PUNCHER: Short ranged unblockable move. The move can be avoided
    by rolling before it hits, but is not reversible. Move can hit juggled
    opponents and combos from all her SCs.
14. CRAZY PUNCHER: This move cannot hit juggled opponents, meaning it will 
    only combo from her Machine Gun Puncher SC. Vanessa is invincible during 
    the startup pose.
15. GAIA GEAR: The projectile negates normal and DM projectiles, can hit an 
    opponent lying on the ground and cannot be negated.

------------------------------------------------------------------------------
 KIM KAPHWAN                                                [ Edit Character ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                  PROPERTIES
 b/f+C (near)                   Kubikime Otoshi            [U],NR
 b/f+D (near)                   Sakkyaku Nage              [U]

 COMMAND ATTACKS
 f+B                            Neri Chagi                 [O],X,#   

 SPECIAL MOVES
 qcf+K in air                   Hishou Kyaku               [M],#
 d,d+K                          Haki Kyaku                 [L],SC(B),NR(D),#
 qcb+K                          Hangetsu Zan               [M],KD,SC,#
 qcb+P (perform 3x)             Sanren Geki                [M,O],SC,#
 qcb+P > uf+K > d+K             Sankuu Kyaku               [M,O],KD/NR,#
 charge d,u+K                   Hien Zan                   [M],KD,SC(D),#
  > d+D during D version        Tenshou Zan                [O],NR,#
 
 [DM]
 qcf,qcf+K                      Hou'ou Hiten Kyaku         [M],J,#
 qcb,db,f+K                     Hou'ou Kyaku               [M],NR,#
 [SDM]     
 qcb,db,f+BD in air             Hou'ou Kyaku               [M],NR,#
 [HSDM]
 qcb,db,f+ABCD                  Zero Kyori Hou'ou Kyaku    [U],T,#

        Cancel chart      A          B          C        D    
        -------------------------------------------------------
        Standing near    [M]/-/c    [M]/c/c    [M]/-/c  [M]/c/c   
        Standing far     [M]/-/-    [M]/-/-    [M]/-    [M]/-/-
        Crouching        [M]/-/c    [L]/r/-    [M]/c    [L]/c
        Vertical jump    [O]/s      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/s      [O]/-      [O]/-    [O]/-


 #. To select Kim, hold Start over Jhun and press a button. You can have
    Kim and Jhun in the same team.
 #. Kim's jumping A can combo into the Hishou Kyaku or his SDM Hou'ou Kyaku.
 #. The Hishou Kyaku and Sankuu Kyaku are a little slower now.
 1. NERI CHAGI: Overhead kick, won't combo from normal attacks. If canceled
    into, the move does 2 hits and is cancelable on the 2nd hit.
 2. HISHOU KYAKU: Kim can hit an opponent in mid-air with this move. You can
    press D as Kim rebounds off to do a normal jumping D, but it won't hit.
    This can be done if the Hishou Kyaku hits or is blocked, but not if it
    misses.
 3. HAKI KYAKU: Low attack; D version knocks down. B version is SCable.
 4. HANGETSU ZAN: B version does one hit while D version does 3 hits. Both 
    versions knock down and are SCable (on the 3rd hit for D version).
 5. SANREN GEKI: For the A version, Kim performs a Neri Chagi at the 3rd 
    input. He performs the Double Dechagi for the C version, which is SCable
    on the 2nd hit into his SDM. Both versions are now SCable on the 2nd 
    input, but the Hou'ou Hiten Kyaku won't hit in the open.
 6. SANKUU KYAKU: 3rd input is a no-recovery overhead. 2nd input knocks down.
    Kim can dodge low attacks during the 2nd and 3rd hits.
 7. TENSHOU ZAN: Usable only from a (D) Hien Zan if it hits or is blocked. The
    move is an overhead that knocks down with no recovery permitted.
 8. HOU'OU HITEN KYAKU: An upward aimed kick that juggles opponent. The SDM
    Hou'ou Kyaku will now combo from this move.
 9. HOU'OU KYAKU: DM version is ground-only while SDM version is aerial-only.
    You can launch the SDM version from the ground by motioning qcb,ub,hcf+BD 
    or qcb,hcf,uf+BD, useful when chaining from the Hou'ou Hiten Kyaku.
10. ZERO KYORI HOU'OU KYAKU: The dashing animation is just for show: if an
    opponent wasn't in range at startup, this move will miss. Despite its
    looks, this move is a throw and cannot be rolled past or reversed.

------------------------------------------------------------------------------
 ANGEL                                                            [ PS2 Edit ]
------------------------------------------------------------------------------

 THROWS                  MOVE NAME                         PROPERTIES 
 b/f+C (near)            Go Go Futen Girl                  [U]
 b/f+D (near)            Starlit Field                     [U]

 COMMAND ATTACKS
 f+B                     Senseless Chatter                 [M],S,#
 d+D in air              At Wasteland                      [M],#

 SPECIAL MOVES
 hcb+K                   Red Sky of Japonesia              [M],T,NR,#
 rdp+K (near)            Mad Murder Roulette               [U],T,J,#
 
 UNCHAIN CIRCLE STARTER MOVES
 qcb+P                   Reppun Kamui                      [M],KD,#
 hcf+K                   Beyond Flames                     [-],#
 b,f+K                   Senseless Fists                   [M],#
 df+B                    Formalist Blue                    [L],#
 df+D                    Citizen of The World              [O],#

 UNCHAIN CIRCLE CONTINUE MOVES
 u+P                     Bye Bye Rogue                     [M],#
 u+K                     Shelter From The Storm            [M],#
 f+P                     Buggy And Coffin                  [O],#
 f+K                     With A Lamp For Pathway           [O],#
 d+P                     Train To See Cherry Blossoms      [L],#
 d+K                     Important Symptom                 [L],#

 UNCHAIN CIRCLE FINISHER MOVES
 f,f+A                   Crown Under The Sky               [M],J,#
 f,f+C                   Full Moon Evening                 [U],KD,#
 f,f+K                   State Of Heat Haze                [O],NR,#
 qcf+A                   Cosmic Futen Swing                [U],T,KD,#
 qcf+C (near)            Lost Homeland                     [U],T,KD,#
 hcf+K                   Beyond Flames                     [-],#
 b/f+BCD                 Omagatoki                         [-],#
 b,dp+P [DM/SDM]         Loyalty Test For The Liberalists  [M],#

 [SDM]
 b,dp+BD                 Winds Fairground                  [-],RV,#
  > reverse air attack   Blue Monday Parade *              [#],T,NR
 [HSDM]
 BCD during (*)          Survivors Banquet                 [#],NR

        Cancel chart      A          B          C        D    
        ------------------------------------------------------
        Standing near    [M]/r/c    [L]/r/c    [M]/c    [M]/c  
        Standing far     [M]/r/c    [M]/r/c    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/r/-    [M]/c    [L]/c
        Jumping          [O]/c      [O]/-      [O]/-    [O]/c 

 #. Hold R1 over Kula to select Angel. You can have both of them in the same
    team.
 #. Angel has no far A and B animations, as well as vertical jump attack
    animations.
 #. Angel's standing B hits low and is cancelable, but it stuns opponent for
    a shorter duration than her standing A.
 #. Angel's crouching C juggles opponent.
 #. Angel must perform an Unchain Starter move before performing a Continue
    move. If you perform a Starter, then a Finisher, she will automatically
    perform a Continue move in between, though it may not combo from the
    Starter move.
 #. Angel can link multiple Unchain continue moves together. She cannot
    repeat or continue with another move uses the same button or direction
    motion twice in a row. This means you must alternate between a Punch and
    Kick attack and change directions between hits, such as f+B > d+C > u+B
    and so on until you're out of combinations or use a finisher.
 #. All of Angel's Unchain moves can be performed regardless of whether they
    hit or miss.
 #. Angel has no Super Cancels.
 1. SENSELESS CHATTER: A 2-hit roundhouse kick. You can cancel the first hit
    into the Formalist Blue or Citizen of The World to start your Unchain
    combo.
 2. AT WASTELAND: A knee attack. Combos from her jumping A,C and D attack.
 3. RED SKY OF JAPONESIA: Angel dashes forward with a grab. Despite its throw
    properties, this move can hit opponent in mid-air.
 3. MAD MURDER ROULETTE: A short-ranged throw that juggles opponent. Combos
    off light attacks.
 4. REPPUN KAMUI: A knockdown punch. The With A Lamp For The Pathway will
    combo after.
 5. BEYOND FLAMES: Angel does a quick dash forward that can go past opponent.
 6. SENSELESS FISTS: Angel does a high roundhouse kick. This combos off light
    attacks, though not reliably from her B attacks.
 7. FORMALIST BLUE: A low kick used to start most of her Unchain combos.
 8. CITIZEN OF THE WORLD: An overhead kick. This does not combo from the
    Senseless Chatter however.
 9. BYE BYE ROGUE: Angel steps forward with a hook punch.
10. SHELTER FROM THE STORM: Angel does a fast but short-ranged kick. This
    doesn't combo off her Starter moves.
11. BUGGY AND COFFIN: Angel steps forward with a 2-hit overhead punch. This
    can't be chained into.
12. WITH A LAMP FOR THE PATHWAY: Angel hops forward with an overhead kick and
    can go past low attacks. The Loyalty Test For The Liberalists will not
    combo reliably from this however, so you should follow this with a Train
    To See Cherry Blossoms before performing her (S)DM.
13. TRAIN TO SEE CHERRY BLOSSOMS: A low punch. The range for this is pretty
    short.
14. IMPORTANT SYMPTON: Angel jumps forward with a low kick. This cannot be
    chained into, but can avoid low attacks and most of her Finishers can 
    combo after.
15. CROWN UNDER THE SKY: Angel does a short-renged punch that juggles opponent.
    Combos from the Bye Bye Rogue.
16. FULL MOON EVENING: Angel does an unblockable punch. Does not combo from
    any of her Unchain moves.
17. STATE OF HEAT HAZE: Angel does an overhead, 2-hit kick that cannot be
    recovery rolled from. Does not combo from her Unchain moves normally.
18. COSMIC FUTEN SWING: Angel hops forward with an unblockable grab. Combos off
    most of her Unchain moves.
19. LOST HOMELAND: A short ranged command throw. This will only hit when used
    as part of a combo: the move will miss if opponent blocked the preceding
    Unchain Continue move.
20. OMAGATOKI: Angel hops forward/backwards depending on the motion. This move
    does not hit. You can motion another Unchain Finisher move after she 
    lands.
21. LOYALTY TEST FOR THE LIBERALISTS: Autocombo move. SDM version is a 
    no-recovery knockdown.
22. WINDS FAIRGROUND: Reversal move. Counters physical attacks of all levels,
    including special moves and (S/HS)DMs. Angel will automatically perform the
    Blue Monday Parade if she reverses a jumping attack.
23. SURVIVORS BANQUET: Press BCD immediately on reversing a jumping attack to
    replace the Blue Monday Parade with this. Alternately, you can motion 
    b,dp+BCD so that Angel will perform this automaticcally upon reversing a
    jumping attack.

------------------------------------------------------------------------------
 MAY LEE (LEE JINJU)                                              [ PS2 Edit ]
------------------------------------------------------------------------------

                         NORMAL MODE
 THROWS                  MOVE NAME                         PROPERTIES 
 b/f+C (near)            Crow's Wing                       [U]
 b/f+D (near)            Swan Circle                       [U]

 COMMAND ATTACKS 
 ABC                     Henshin (Hero Mode)               [-],#
 
 SPECIAL MOVES
 hcb+K                   Blazing Intercept                 [-],RV,J

 qcf+K                   Lightning Needle                  [M],#
  1 > u+K                Into Sky                          [M],KD,#
  2 > d+K                Dinosaur's Footprint              [L],KD,#
  3 > b+K                Blazing Intercept                 [-],RV,J
  4 > df+K               Leaping Swordfish                 [O],#
  5 > uf+K               Surprise Air                      [M],KD,#
   5a> d+K               Surprise Air Finish               [O],NR,#
  OR
  6 > K                  Spinning Edge                     [M],SC,#
   6a > K                Approaching Beetle                [M],KD,#
   6b > u+K              Into Sky                          [O],#
   6c > d+K              Dinosaur's Footprint              [L],KD,#
   6d > b+K              Blazing Intercept                 [-],RV,J
   6e > df+K             Leaping Swordfish                 [O],#
   6f > uf+K             Surprise Air                      [M],KD,#
    6f1> d+K             Surprise Air Finish               [O],NR,#

  [DM]
  qcb,qcb+K              God's Tall Tinkerbell             [O],#
  [SDM]
  AC,BD,ABC              Disposition Frog                  [M],NR,#

        NORMAL MODE
        Cancel chart      A          B          C        D    
        ------------------------------------------------------
        Standing near    [M]/r/c    [M]/r/c    [M]/c    [M]/c  
        Standing far     [M]/r/c    [M]/r/-    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/r/-    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-


 #. Hold R1 over Chang to select May Lee. You can have both of them in the 
    same team.
 #. May Lee has no far standing A in normal mode.
 0. HENSHIN: Switch between Hero and normal modes. This can be used even in
    the middle of an attack, and resets her to neutral stance. 

 NORMAL MODE:
 1. BLAZING INTERCEPT: Reversal move. Counters high and mid-level attacks,
    including special moves and (S/HS)DMs and juggles opponent. Has a
    different command when done during her Lightning Needle Chain.
 2. LIGHTNING NEEDLE: A 2-hit kick. Combos from hard attacks only.
 3. INTO SKY: A 2-hit kick that knocks down. Cannot be chained into.
 4. DINOSAUR'S FOOTPRINT: A low sliding kick that knocks down. This cannot
    be chained into.
 5. LEAPING SWORDFISH: An overhead kick. You can only combo into this from
    the Spinning Edge. Upon hitting, you can switch to Hero mode and extend
    your combo.
 6. SURPRISE AIR: Knocks down. The Surprise Air Finish is an overhead, no
    recovery attack that combos from this. The move is essentially May Lee's
    version of Kim's Sankuu Kyaku.
 7. SPINNING EDGE: May Lee steps forward with a mid level kick. SCable.
 8. APPROACHING BEETLE: A knockdown kick. Does not combo from the Spinning
    Edge.
 9. GOD'S TALL TINKERBELL: An overhead kick autocombo. Combos from hard
    attacks only.
10. DISPOSITION FROG: This puts May Lee in Hero Mode if it hits.

                         HERO MODE
 COMMAND ATTACKS
 ABC                     Henshin (Normal Mode)             [-],#
 f+A                     Hero Uke                          [-],A,#
 df+B                    Sliding                           [L],KD,#

 SPECIAL MOVES
 qcf+P                   Full Swing Chop                   [M],NR,#
 qcf+K                   Shining Thunder Blow              [M],NR(B),#
 qcb+P                   May Lee Chop                      [O/M],SC,#
 hcb,f+P when near       May Lee Break                     [U],T,#

 [DM]
 qcf,qcf+P in air        May Lee Dynamic!                  [M],#
 [SDM] 
 qcf,qcf+AC              May The End                       [M],NR,#
 [HSDM]
 f,B,C,f,C               Key Of Victory                    [M],NR,#

        HERO MODE
        Cancel chart      A          B          C        D    
        ------------------------------------------------------
        Standing         [M]/r/-/c  [M]/r/c    [M]/c    [M]/c  
        Crouching        [M]/r/c    [L]/r/c    [M]/c    [L]/c
        Vertical jump    [O]/s      [O]/-      [O]/s    [O]/s 
        Diagonal jump    [O]/s      [O]/-      [O]/s    [O]/s

 HERO MODE:
 #. May Lee does no have any far normal attacks in Hero mode.
 #. May Lee cannot block in Hero mode. If hit, she returns to normal mode.
 #. May Lee cannot use her basic throws in Hero Mode.
 #. May Lee's crouching C juggles opponent in Hero Mode.
 1. HERO UKE: Parry move. Works against mid-level attacks only, but can be
    canceled into a special/DM move if it parried an attack.
 2. SLIDING: A low hitting slide kick that knocks down. Combos from hard
    attacks only.
 3. FULL SWING CHOP: May Lee steps forward with a no-recovery chop. Only the
    A version is chainable, and off hard attacks only.
 4. SHINING THUNDER BLOW: May Lee leaps forward with an electric punch. The
    B version is a no-recovery knockdown, while D switches sides but does not
    knock down and cannot be chained into..
 5. MAY LEE CHOP: May Lee hops forward with a chop attack. The A version is
    an overhead while C version goes further. This move can avoid low attacks
    and is SCable into the May Lee Dynamic. Only the A version is chainable,
    and May Lee can jump past opponent if they were very near her.
 6. MAY LEE BREAK: Unblockable short ranged command throw. This combos off
    light and hard attacks, but not her standing A.
 7. MAY LEE DYNAMIC: Combos off her jumping A,C and D attacks and is immune
    to low attacks.
 8. MAY THE END/KEY OF VICTORY: This can combo from light attacks, though the
    Key of Victory will not combo off her standing A.

------------------------------------------------------------------------------
 SETH                                                             [ PS2 Edit ]
------------------------------------------------------------------------------

 THROWS                  MOVE NAME                         PROPERTIES
 b/f+C (near)            Hiji ate kara no hadou uchi       [U],NR
 b/f+D (near)            Tomoe Nage                        [U]

 COMMAND ATTACKS 
 f+A                     Tackle                            [M],KD,#
 f+B                     Mae Age Geri                      [M],#
 b+A                     Back Blow                         [M],S,#
 b+B                     Sobat                             [O],#
 df+B                    Sliding                           [L],#

 SPECIAL MOVES
 qcf+P                   Sho-Yoh                           [M],P,KD/CW,SC(A),#
 hcb+K                   Kyu-Getsu                         [M],KD,#
  a> f+K                 Ya-Getsu                          [M],KD,#
  b> d+K                 Gen-Getsu                         [L],KD,#
 hcf+K                   Doh-Kuzushi                       [-],RV,NR(B)
 d,d+P                   Ashi-Tori                         [-],RV,J,NR
 qcf+B in air            An-Getsu                          [O],NR,#
 qcf+D in air            Raku-Getsu                        [M],#

 [DM]
 qcf,qcf+P               "Morote" Sho-Yoh                  [M],P,#
 qcf,hcb+K               Irimi-Nadazuki                    [L],J,#
 [SDM]
 qcf,hcb+AC              Doh-Tori-Shichimonsatsu           [-],RV,NR,#
 [HSDM]
 f,hcf+AC (near)         Sigure-Rangiku                    [U],T,NR,#

        Cancel chart      A          B          C        D    
        ------------------------------------------------------
        Standing near    [M]/-/c    [L]/-/c    [M]/c/-  [M]/c  
        Standing far     [M]/-/-    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/-/c    [L]/-/-    [M]/c/-  [L]/-
        Vertical jump    [O]/s      [O]/-      [O]/-    [O]/s 
        Diagonal jump    [O]/s      [O]/-      [O]/-    [O]/s

 #. Hold R1 over Shingo to select Seth. You can have both of them in the same
    team.
 #. Seth's crouching C knocks opponent back, but does not knock down.
 #. Set can cancel his jumping A or D attacks into the An-Getsu and Raku-Getsu
    but they won't combo.
 1. TACKLE: A knockdown shoulder tackle. Combos from light attacks.
 2. MAE AGE GERI: A short kick that is cancelable into the Tackle. This combos
    from light attacks, but will push opponent back in such a case, so the
    Tackle will miss.
 3. BACK BLOW: A cancelable backhand punch. Combos from hard attacks only.
 4. SOBAT: An overhead kick, unless canceled into.
 5. SLIDING: A low sliding kick that combos from light attacks and is 
    cancelable when canceled into. Seth can go under high and some mid-level
    attacks during this.
 6. SHO-YOH: Negates normal projectiles and cannot be reversed. (A) combos 
    from light attacks and knocks down. (C) is slower and combos off hard 
    attacks or a canceled command attack, but has more range and is a Counter
    Wire. The A version is SCable: either DM will combo after.
 7. KYU-GETSU: Seth rushes forward with a knockdown knee strike. B has shorter
    range but combos off light attacks. The Ya-Getsu will knock opponent away
    and combos off the Ryu-Getsu, while the Gen-Getsu does not combo but is a
    low attack.
 8. DOH-KUZUSHI: Reversal move. (B) counters jumping attacks, or physical
    special moves and (S/HS)DMs of any level. The D version counters mid-level
    normal and command attacks only, but switches sides with opponent and
    leaves them vulnerable momentarily.
 9. ASHI-TORI: Counters low normal and command attacks only. This juggles
    opponent.
10. AN-GETSU: A no-recovery, overhead stomp that lands Seth directly below
    him.
11. RAKU-GETSU: Seth does a diagonal diving kick. This is NOT an overhead.
12. "MOROTE" SHO-YOH: Seth does an A version Sho-Yoh, followed by a 5-hit
    C version. This negates projectiles and combos from light attacks.
13. IRIMI-NADAZUKI: The first hit is a low attack, while the last hit juggles
    opponent, though only a standing A or "Morote" Sho-Yoh can combo after.
    This combos from hard attacks or a canceled command attack.
14. DOH-TORI SHICHIMONSATSU: Reversal; counters attacks of all levels,
    including special moves an (S/HS)DMs. Unlike his normal reversals, Seth
    can still reverse attacks when his arms are fully outstetched.
15. SIGURE-RANGIKU: Unblockable short-ranged throw. Does little damage, but
    reverses opponent's controls for a brief period, or until they are hit.
    This can combo off light attacks.

------------------------------------------------------------------------------
 KUSANAGI                                                           [PS2 Edit]
------------------------------------------------------------------------------

 THROWS                        MOVE NAME                      PROPERTIES
 b/f+C (near)                  Hatsugane                      [U]
 b/f+D (near)                  Issetsu Seoi Nage              [U],NR

 COMMAND ATTACKS                                                          
 d+C in air                    Geshiki: Naraku Otoshi         [O],#            
 f+B                           Geshiki: Goufu You             [O],#
 df+D                          88 Shiki                       [L],#

 SPECIAL MOVES
 qcf+P                         108 Shiki: Yami Barai          [M],P
 qcb+P                         Nue Tsumi                      [M],RV,KD,#
  > reverse high attack        Geshiki: Ryuu Iri              [#],NR
  > reverse low attack         Geshiki: Tora Fuse             [#],NR
 dp+P                          100 Shiki: Oniyaki             [M],A,#
 qcf+K,K                       75 Shiki Kai                   [M],J,#
 hcb+K                         212 Shiki: Kototsuki You       [M],#
 rdp+K                         101 Shiki: Oboro Guruma        [M],NR,#
   
 [DM/SDM]
 qcb,hcf+P (can hold)          Ura 108 Shiki: Orochi Nagi     [M],P,#
 [HSDM]
 qcf,qcf+AC                    Saishuu Kessen Ougi Reishiki   [M],P,#

        Cancel chart      A          B          C        D    
        ------------------------------------------------------
        Standing near    [M]/r/c    [L]/r/c    [M]/c    [M]/c  
        Standing far     [M]/r/c    [M]/-/-    [M]/c    [M]/-
        Crouching        [M]/r/c    [L]/r/-    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-

 #. Hold R1 over Kyo to select Kusanagi. You can now have Kusanagi in the
    same team with Kyo unlike in 2k2.
 #. Kusanagi's far C is cancelable, unlike Kyo's.
 #. Kusanagi has no Super Cancels.
 1. NARAKU OTOSHI: knocks down an airborne opponent. Can be used during a
    backstep.
 2. GOUFU YOU: is an overhead when used on its own. When canceled into it 
    becomes cancelable. This does 2 hits and the Orochi Nagi will combo from 
    it readily. However, like Kyo in '98, this only hit once and can't be
    chained into against some characters (like Yuri, Kensou, Leona and King)
    and will do only one hit, and the Orochi Nagi won't combo after either.
 3. 88 SHIKI: Both hits are low attacks, but this isn't cancelable on the 1st
    hit unlike Kyo's.
 4. NUE TSUMI: An upward-aimed punch that knocks down. There is a very brief
    period when Kusanagi is raising his arm that allows this to reverse 
    attacks of any level (including special moves and DMs). If the punch
    Counter Hits opponent, you can Free Cancel to combo after.
 5. ONIYAKI: A hits once, C hits twice. Both versions hit twice on a Counter
    Hit. Kusanagi's version can autoguard attacks when he sticks out his elbow
    just before he jumps.
 6. 75 SHIKI KAI: Juggles opponent on the 2nd hit, although it is easier to
    followup from the D version.
 7. KOTOTSUKI YOU: Kusanagi is immune to low physical attacks during the dash,
    but not floor-level projectiles. Unlike Kyo's version, this can be 
    reversed however.
 8. OBORO GURUMA: B does 1 hit while D does 3 and cannot be recovery rolled
    from. Either version combos from light attacks, though the D version may
    miss in the open when used after the 75 Shiki Kai. In the corner, you can
    follow the 75 Shiki Kai with the B version, then hit opponent with an 
    Oniyaki before they land.
 9. OROCHI NAGI (DM): A version is immune to most low attacks, C version is 
    immune to mid/high attacks. The immunity begins while Kusanagi is holding
    up a flaming hand, and lasts while the move is being delayed. He is 
    vulnerable as he slides forward to attack. The flame wave can destroy 
    normal/DM projectiles and cannot be negated.
 #. Kusanagi's Orochi Nagi is slightly faster and does more damage than Kyo's
    version. You can combo into the DM version from the Goufu You without
    having to delay it (unlike Kyo), so long as the kick hits twice.
10. OROCHI NAGI (SDM): Has no invincibility but Kusanagi's body is shrouded in
    flames that damage and knocks down (can juggle with the flame wave) on
    conatct and can negate normal/DM projectiles. If the last hit does not
    connect, it may be possible to juggle opponent in the corner. The SDM
    version will only combo from his juggles.
11. REI SHIKI: The initial fire column is a projectile that negates normal and
    some DM projectiles. During the entire move, Kusanagi can negate normal
    projectiles, and opponent coming in contact with him will be hit, even if
    they were behind him. This has no invincibility on startup however, and
    cannot hit opponent juggled from the 75 Shiki Kai. You can combo into
    this from light attacks.

------------------------------------------------------------------------------
 OMEGA RUGAL BERNSTEIN                                              [PS2 Edit]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                      PROPERTIES
 b/f+C (near)                   Scorpion Deathlock             [U]
 b/f+D (near)                   Scorpion Blow                  [U],NR

 COMMAND ATTACKS
 f+B                            Double Tomahawk                [O],S,#
 
 SPECIAL MOVES
 qcf+P                          Reppuu Ken                     [M],P,#
 f,hcf+P (can hold)             Kaiser Wave                    [M],P,KD,#
  > hold until level 2          Divine Arrow                   [M],P,J,NR,#
    > hold until level 3        Gravity Smash                  [U],P,J,NR,#
 hcb+P                          God Press                      [M],T,NR,#
 qcf+K                          Dark Barrier                   [M],P,KD,#
 dp+K                           Genocide Cutter                [M],KD,#
 hcb+K                          Beath Destruction              [M],J/NR,#

 [DM/SDM]
 qcf,hcb+P                      Gigantic Pressure              [M],T,NR,#
 qcf,qcf+K                      Destruction Omega              [M],#
 [HSDM]
 hcf,hcf+AC                     Kaiser Phoenix                 [#],P
 
        Cancel chart      A          B          C        D    
        -------------------------------------------------------
        Standing near    [M]/-/c    [M]/-/c    [M]/c/c  [M]/c/-    
        Standing far     [M]/r/-    [L]/-/-    [M]/-    [M]/-
        Crouching        [M]/r/c    [L]/r/-    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/-
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-
 
 #. Hold R1 over Saisyu to select Rugal. You can have both of them in the same
    team.
 #. Rugal's special moves do far less damage in NeoWave compared with 2k2.
 #. Rugal has no Super Cancels. Not that he needs them anyway.
 1. DOUBLE TOMAHAWK: The 1st kick is cancelable, while the 2nd is an overhead.
    This combos from light attacks.
 2. REPPUU KEN: Rugal can move after the projectile is thrown (sooner with the
    A version). Both versions combo from hard attacks, but the A version will
    not chain from the 2nd hit of his close C.
 3. KAISER WAVE: Launches slower than in 2k2. When delayed until Rugal leans
    back once, he will launch Igniz's Divine Arrow: Air which is a no-recovery
    knockdown and cannot be reflected or negated (so in the case of two Rugals
    performing the same move, both Divine Arrows will pass through each other).
    When delayed until Rugal leans back another time, he will release his
    Gravity Smash projectile from '98 instead, which is unblockable and also
    not recoverable, but can be reflected and negated. The move will negate
    normal projectiles at any charge level, and at level 2 onwards it will
    juggle opponent. The move cannot hit an opponent directly in front of 
    Rugal at level 1, though it can do so at higher levels.
 4. GOD PRESS: Can combo from light attacks and cannot be reversed.
 5. DARK BARRIER: Reflects projectiles, including some (S)DMs. This can also
    hit on its own and knocks down.
 7. GENOCIDE CUTTER: The B version does 3 hits, while D does 4, goes higher and
    knocks opponent further away. This is slower now, and the D version no
    longer combos off hard attacks. If only the 1st or 2nd hit connects
    during the B version, opponent will be juggled.
 8. BEATH DESTRUCTION: Both versions combo off hard attacks or a canceled
    Double Tomahawk. B version juggles, while D is a no-recovery knockdown.
    Rugal can jump past low attacks and floor-level projectiles with this.
 9. GIGANTIC PRESSURE: This move cannot be reversed. It can combo off light
    attacks.
10. DESTRUCTION OMEGA: Launches very quickly and can combo off light attacks.
    Unlike in 98, you can perform this up close to a juggled opponent, and it
    will still hit.
11. KAISER PHOENIX: Rugal charges up, then launches a barrage of Kaiser Waves
    at various charge levels. Each of the projectiles maintain their original
    properties, so if Rugal throws a Gravity Smash, it will be unblockable.
    The number of Kaiser Waves Rugal launches is random, though I've counted
    a mimimum of 5 and a maximum of 13.
 
-------------------------------------------------------------------------------
 GEESE HOWARD (Art of Fighting 2 version)                         [ BOSS/EDIT ]
-------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C/D                        Overhead Throw                [U]

 COMMAND ATTACKS  
 df+A                           Upper                         [M],A,S,#
 df+B                           Sliding Kick                  [L],A,#
 f+B                            Double Spin Kick              [M],S,KD,#

 SPECIAL MOVES
 qcf+P                          Reppuu Ken                    [M],P,KD(C),#
 dp+P                           Hishou Nichirin Zan           [M],#
 qcf+B                          Explosion Ball                [M],NR,#

 [DM]
 hcb,f+P                        Deadly Rave                   [U],NR,#
 [SDM]
 db,hcb,df+C (near)             Rising Storm                  [U],J,T,#

        Cancel chart      A          B          C        D       
        -------------------------------------------------------
        Standing near    [M]/-/c    [M]/-/c    [M]/c    [M]/c   
        Standing far     [M]/-/c    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/-/c    [L]/-/c    [M]/c    [L]/-
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/- 
 
 #. If Geese is unlocked, you can select him by holding Start at K' and 
    pressing an attack button. You can have Geese and K' in the same team.
 #. All the information here is for the boss version. See further below for
    the differences between the boss and selectable versions of Geese.
 #. Geese always fights in MAX2 mode, but he doesn't have an HSDM. Not that he
    needs one anyway.
 #. Geese has only one throw, which switches sides with opponent.
 #. The CPU Geese's standing/crouching and far C all have autoguard and are
    cancelable.
 1. UPPER: Has autoguard and obscenely high priority. This was his standing AC
    in AOF2 (which was a knockdown move then). Combos from light attacks only
    and is cancelable. Only the Explosion Ball will combo from this move. 
 2. SLIDING KICK: This was formerly his sweep in AOF2, but he has a new sweep
    animation, and this move doesn't knock down. The move comes out very 
    quickly, and has autoguard. I've seen it autoguard the entire segment of
    Kula's Freeze Execution and continue on to hit her.
 3. DOUBLE SPIN KICK: The 2nd hit knocks down. Either hit is cancelable. This
    was Geese's standing HK in AOF2, which didn't knock down then.
 4. REPPUU KEN (A): The projectile is fairly slow, and is a yellow coloured 
    version of his SNK vs Capcom (SVC) Reppuu Ken. Geese recovers fast enough
    to combo off this move if it hits at a distance.
 4. REPPUU KEN (C): The projectile is faster and resembles the Double Reppuu 
    Ken's actual projectile in SVC. Geese is immune to jumping, high and mid
    level attacks while he's throwing the projectile. The projectile itself
    is treated as a DM and will negate normal projectiles. Geese can combo
    off this move if it hits an opponent at close range in the corner: He'll
    either use an Explosion Ball or the Deadly Rave. This move knocks down and
    launches VERY quickly: try throwing a normal projectile at Geese and you
    will most likely get hit by this.
 6. HISHOU NICHIRIN ZAN: Geese leaps up, then slashes downwards. The slash 
    hits up to 4 times, and can cross-up a nearby opponent. If the move hits 
    an opponent on the ground, Geese recovers fast enough to followup with his
    Sliding Kick. (C) version goes higher than (A) does. The move is NOT an
    overhead unlike in AOF2. If it crosses up, the CPU tends to perform an
    Explosion Ball after that.
 7. EXPLOSION BALL Geese punches forward with an orb of energy. If it hits, 
    the orb levitates opponent a little, then Geese uppercuts them away. This
    move has excellent range against jumping opponents; the move will hit even
    if an opponent is above Geese's fist. Since you can't recovery roll from
    this move, the CPU Geese will occasionally launch a Deadly Rave after the 
    Explsion Ball hits (when you're getting up, so you can't avoid it). If 
    this move hits, Geese is immune to all other attacks until the move ends.
 8. DEADLY RAVE: Geese teleports forward with an unblockable autocombo that
    does about 50% damage. The move can hit a jumping opponent, and Geese is 
    invincible to all non-throw attacks throughout the entire move, so don't
    bother trying to hit him out of it. Geese will reappear a short distance
    away with an elbow strike if the dash misses: if it hits, he performs the 
    autocombo. Also note that Geese is completely invincible if the autocombo
    connects, so it can hit characters who are performing non-negatable
    projectiles like Joe's Screw Upper and Terry's Power Geyser. There is a 
    short delay between the startup flash and the actual attack, so you have 
    time to roll away. It's very difficult, but possible to throw Geese 
    during the initial dash.
 9. RISING STORM: Geese grabs opponent, tosses them upward then performs the 
    Rising Storm. It's unblockable and does almost 90% damage. Geese won't 
    perform the Rising Storm if the grab misses and there is no startup flash
    unless it hits. The CPU Geese can launch this even when his lifebar isn't
    red, so watch for his gauge emptying if he rushes toward you. The CPU 
    Geese can follow this up with a (C) Reppu Ken: you can kiss your round 
    goodbye if that hits. This move is considered a throw, so you can't roll
    past it. The CPU can use this from a distance (his stock gauge will drain
    while he's still dashing).

 Here are some differences between the boss and selectable version of Geese:
 - The playable version of Geese's far C is NOT cancelable and none of his (C)
   attacks have autoguard.
 - Geese has no Free and Super Cancels in SC Mode.
 - His special moves' damage is MUCH weaker. Pathetic, in fact.
 - His Upper has no autoguard and less priority, but still fairly effective
   against jump-ins. It has pretty good vertical range and can hit an opponent
   who's above his fist.
 - His Sliding Kick has slower recovery, and has no autoguard. It can combo
   from light attacks.
 - The (A) Reppuu Ken has a small hit area and will miss low hopping opponents
   even if opponent seems to be touching the top of the projectile. If it hits
   from outside his sweep distance, you can followup while opponent is still
   stunned: the Sliding Kick works well.
 - The (C) Reppuu Ken does far less damage, and has long startup time and no
   invincibility. It can still negate normal projectiles. It may be possible
   to followup after it hits in the corner. The projectile travels slower 
   than the CPU's version.
 - The (A) Hishou Nichirin Zan does 2 hits on a standing opponent, while the
   C version does one hit. The move is slower and you can't followup with the
   Sliding Kick after it hits.
 - The Explosion Ball is slower, and does very little damage. It retains its
   ability to hit an opponent above Geese's fist level.
 - The Deadly Rave is blockable. The old alternate Rising Storm command 
   (hcb,hcb,df+P) will get you this instead. The move still retains its 
   invincibility. For some reason, it's pretty hard to chain into this move:
   your timing has to be right or the Deadly Rave won't launch at all.
 - The Rising Storm's command requires precise motioning or the Deadly Rave 
   will launch instead. The move is a short-ranged throw. If it misses, there 
   is no startup flash, but your gauge will still drain. It still juggles a 
   hit opponent but the damage is downright pathetic for an SDM.

 ENDING: You see a portrait of Geese looking rather upset, then the view zooms
 to the TV screen showing the words "The chance of war is uncertain". After
 that, the credits roll. Pretty lame ending. On the bright side, you get a 
 free Practice mode against Geese during the credits, so you can pay him back 
 for all the coins he conned out of you before you figured how to beat him. :)

-------------------------------------------------------------------------------
 7) MOVE PROPERTIES GLOSSARY
-------------------------------------------------------------------------------

 Here is an advanced move property glossary:

 AIR THROW
 Certain characters have basic throws that can be performed in the air. These
 throws cannot be escaped from, but must be done very close to opponent. Air
 throws can work if an opponent is on the same level or slightly higher than
 your character, but not on opponents who are on a lower level.

 AUTOGUARD
 Moves with autoguard can block incoming attacks during certain frames of 
 their animation. Autoguard is still treated as blocking, so it'll only work 
 against blockable attacks. Certain moves have autoguard in a specific area 
 only, such as Maxima's standing C (his arm) while some moves have full body 
 autoguard (Orochi Yashiro's Armageddon). You will still take blocking damage 
 from autoguard, but if timed well, you can autoguard attacks and hit opponent
 while they're vulnerable.

 COMMAND ATTACKS
 Command attacks can be canceled into from normal attacks, and may be 
 cancelable into special moves when done so. If used on its own, command moves
 may have additional properties such as knockdown or being an overhead. Low 
 hitting command attacks may retain their property, but overheads are always 
 blockable low if canceled into, regardless of whether the overhead will combo
 or not. Not all commands attacks will combo from normal attacks, and most 
 command attacks only combo from hard attacks, while some can only combo from
 light attacks.

 COUNTER HIT
 A Counter Hit occurs if both characters are attacking at the same time, and 
 one character manages to hit the other, or both characters get hit at the 
 same time. Counter hits generally do more damage than usual, and if opponent
 was hit in mid-air, it may be possible to hit them again before they land. 
 Throws of any kind do not do Counter damage. Multi-hit moves only do Counter 
 Damage on the first hit. Counter Hits do not apply to normal and CD attacks;
 you can only Counter Hit an opponent performing command, special or (S/HS)DM
 moves. 

 COUNTER WIRE
 Moves with Counter Wire property will cause an opponent to rebound off the 
 wall and leave them open to juggles on a Counter Hit. On a normal hit, the
 move is not recoverable instead.

 GUARD CRUSH
 Guard Crush happens when a character blocks too much until their Guard Meter 
 is depleted; the character will be stunned for a moment when they block. Upon
 being Guard Crushed due to blocking while the Guard Meter is depleted, that
 character's Guard Meter will be refilled. Some moves Guard Crush an opponent 
 regardless of their Guard Meter status. Most of the time, this doesn't allow 
 followups, but you could always use a Free Cancel in SC mode to hit opponent 
 while they're still stunned. 

 INVINCIBILITY
 Moves that have invincibility mean physical and projectile attacks will miss
 against them. Throws may still be able to work though. Certain moves have
 full invincibility, while others may be only immune to low or high attacks. 
 Orochi Yashiro's Armageddon is a unique case: he has full body autoguard, 
 meaning that he will still take chipping damage, but he cannot be stunned 
 from hits, and cannot be caught by throws of any kind. I test for mid/high
 invincibility with Kensou's Cho Kyuudan, and low invincibility with Iori's 
 Yami Barai. If a move can go past both projectiles, it is assumed to have 
 full physical invulnerability.  

 JUST DEFEND
 Just Defend is usable in GB Mode only, and is performed by blocking just 
 before an attack hits. Done right, you can see flash during the blocking 
 animation. A Just Defend gains stock energy, and you do not take blocking 
 damage. You can cancel a Just Defend with any attack. You can Just Defend 
 multiple attacks or multi-hit moves by keep tapping b or db as each hit 
 connects or you can choose to just block it normally after Just Defending it.
 Also, using a Just Defend does not lower your Guard Meter, and you cannot be
 Guard Crushed, even if the attack Guard Crushes you normally, like Takuma's
 (C) Ko'ou Ken. Unlike Garou: Mark of the Wolves, you can't Just Defend in 
 mid-air, nor do you regain life with each hit you Just Defended. Note that
 Just Defend is still considered as blocking, so you can't use it against ANY
 unblockable attack, be it throws or otherwise.

 PROJECTILES
 Projectile moves are not considered physical attacks, and cannot be countered
 by most reversal moves, although certain moves can reflect or absorb them.
 Normal projectiles will clash with each other, while DM projectiles will 
 negate normal projectiles and clash with DM versions. There are only 3 moves
 that classify as DM projectiles: Ryo/Robert's Haoh Shokou Ken, the flames
 thrown during Billy's Chou Kaen Senpuu Kon and Geese's (C) Reppu Ken. Certain 
 projectiles such as Ryo's Ko'ou Ken cannot be negated; it can hit opponent 
 even if Ryo was hit (but if it meets a DM projectile, the move cannot hit
 although the projectile animation still shows). Certain projectile type DMs
 such as the Maxima Beam and Screw Upper cannot be negated as well, and will 
 negate the above mentioned DM projectiles.

 REVERSALS (COUNTER MOVES)
 Reversals are passive moves that do not attack on its own, with the exception
 of Shingo's Getchuu. However, if a reversal move is struck by non-projectile
 or non-throw moves within a certain frame, the character will 'catch' the 
 incoming attack and launch a counter-attack of their own. Certain reversals 
 such as Blue Mary's M. Head Buster only work on normal and command attacks on
 the ground. Others such as Mary's M. Reverse Facelock and Billy's Liar 
 Elemental can reverse special moves and (S/HS)DMs, including unblockable ones
 like the Armageddon or Galactica Phantom. If a character is hit by a move 
 that they can't reverse such as a projectile, they will take Counter damage
 unless the attack was a throw. Characters won't take chipping damage if they 
 reversed a special move successfully, unlike autoguard.

 SC MODE FREE CANCELS
 In SC Mode, you can cancel non-throw, non-projectile special moves into other
 specials at the cost of one stock bar. Unlike KOF2002's MAX mode, you can
 now cancel your special move into projectiles and throws, and certain DMs
 can be canceled as well, even into other DMs. However, you can no longer Free
 Cancel uncancelable command attacks, such as Kula's Critical Ice. Note that
 you do not gain stock from a special move that was Free Canceled and you
 cannot Free/Super Cancel a move if it misses altogether.

 SC MODE SUPER CANCELS
 Special moves Super Cancels cost an additional stcok bar to perform, so DMs
 will cost 2 bars and SDMs cost all 3 bars. Any move that is SCable is also
 automatically Free Cancelable. Many characters' SCs have been changed, so 
 refer to their individual notes for further details.

 THROWS
 Throws cannot be reversed, and most throws can hit rolling opponents. Not all
 throws are unblockable but all special throws other than the Shermie Flash 
 SDM cannot be escaped from. Throws can grab certain moves with invincibility, 
 such as Takuma's Kosatsu Jin. Throws do not do Counter Damage or add hits to 
 the hit counter when chained into, so King's Mirage Dance and Shingo's Nie 
 Togi don't count as throws. Not all short-ranged unblockable throws have the
 same range; certain ones like Goro's Chou Oosotogari can only combo from A/B
 attacks while others can combo from any cancelable normal attack.

 TRIANGLE JUMP
 Athena, Choi, Mai and Ramon can triangle jump by pushing ub then uf at either
 corner. You can only use a triangle jump if you didn't make an attack while
 jumping. You can attack during a triangle jump.

-------------------------------------------------------------------------------
 8) REVISION HISTORY
-------------------------------------------------------------------------------

 Version 1.0 (01/12/2004)
 - First version. There's probably lots of mistakes regarding SCable moves.
   I may include the SC Mode Free Cancels and an FAQ section in future 
   updates.
 
 Version 1.1 (09/12/2004)
 - Made some corrections and additions to the guide and rephrased some of the 
   gameplay notes. Added in some information contributed by Evan Lee.

 Version 1.1a (17/12/2004)
 - Made some minor changes and corrections. Some minor additions were made to
   the notes for Chris, Saisyu, Terry and Geese.

 Version 1.2 (20/12/2004)
 - Made some changes to Yuri, Terry, Geese, Ralf, Saisyu, Kula and K's notes 
   and some other minor changes throughout. Fixed a bunch of silly spelling 
   mistakes and added the normal moves properties for Geese.
 
 Version 1.2a (21/12/2004)
 - Added in a note for Robert and Saisyu that was left out during the previous 
   update. Updated the move names for Geese (thanks to Green Herring from the
   Orochinagi forums), though I'm not sure if they're the official names. It 
   still sounds better than the names I made up! :)

 Version 1.2b (31/12/2004)
 - Corrected some notes for Saisyu, Shermie, Choi and Geese.Added a minor note
   for Counter Hits in the move properties glossary. Fixed most of the English
   spelling mistakes. Added special thanks to some folks in GameFAQs who made 
   my life a lot easier. :) I'm not playing the game often anymore, so any 
   updates (if at all) may take a long time.

 Version 1.3 (06/01/2005)
 - Made some minor changes to the notes for Goro,Choi,Ryo,Robert,Jhun,Iori,
   Clark,Shermie(both),Ramon,Saisyu,Billy and Geese. Added in a section for
   SCs in the Move Properties Glossary. 
 
 Version 1.3a (16/01/2005)
 - Added some extra infomation for Geese, Saisyu, Ryo and Robert.

 Version 1.3b (21/01/2005)
 - Made some changes for Orochi Chris' notes.

 Version 1.3c (03/02/2005)
 - Updated the notes for Shermie, Ryo, Takuma and Geese.

 Version 1.4 (14/02/2005)
 - Some updates for Vanessa, Shingo, Yamazaki, Terry, Geese and Ryo.

 Version 1.4a (15/02/2005)
 - Some minor updates for Choi,Vice,Kula,K',Terry,Joe and Ryo. Updated the
   Basic Commands, Edit Characters Select and Colour Select section notes.

 Version 1.5 (19/02/2005)
 - Minor updates for Kula,Vice,Yashiro,Yamazaki,Chang,Choi,Andy,Ralf,Whip,Ryo,
   Robert,Takuma,King,Yuri and Geese. Fixed some errors and edited some notes.

 Version 1.5a (21/02/2005)
 - Some updates for Saisyu,Shingo,Jhun,Choi,Robert,Yuri,King,Ramon and Geese.

 Version 1.5b (25/02/2005)
 - Some minor updates for Yashiro, Joe, Saisyu, Chin and Geese. Fixed some 
   errors and edited some of the character notes.

 Version 1.5c (12/03/2005)
 - Some corrections and updates for Joe,Whip,Jhun,King,Vanessa and Ramon. Made
   various minor corrections to the other character notes. Updated the note
   for Free Cancels in the glossary.
  
 Version 1.5d (18/03/2005)
 - Corrected and updated the notes for Blue Mary, Maxima and Vanessa. Made
some 
   minor changes to some of the other characters' notes. 

 Version 1.6 (25/04/2005)
 - Updated the notes for Kim and made some changes and corrections to most of 
   the other characters. Mentioned a couple of bugs for Yashiro and Iori. 
   Updated the Free Cancel notes. I apologize for the slow updates, but I'm
   not playing the game often anymore.

 Version 1.6a (25/06/2005)
 - A slight correction for Billy, and minor update regarding Iori's Aoi Hana
   SC and Chin's Suisou Enbu. Expanded the glossary notes a little.

 Version 1.6b (24/07/2005)
 - Added one extra note regarding Clark's close D, and fixed up some of the
   notes a little.

 Version 1.6c (24/09/2005)
 - Fixed up some errors and added some notes regarding projectiles and command
   attacks in the glossary. I won't be covering the console versions of KOF 
   NeoWave as I don't own one, so I won't be doing the notes for Seth, Angel 
   , May Lee, Kusanagi and Rugal. However, if anyone has any info to share, 
   I'd be happy to include any information for the console-only characters.

 Version 2.0 (03/03/2009)
 - Changed the notations and replaced the cancel charts to be more consistent
   with my other guides.
 - Added in the move list for the console exclusive characters (Angel, May Lee,
   Seth, Kusanagi and Omega Rugal). I haven't actually played the console
   version before, so all the data were tested from KOF'02 instead.
 - Other minor fixes and revisions throughout.

-------------------------------------------------------------------------------
 9) SPECIAL THANKS
-------------------------------------------------------------------------------

 Very special thanks to:

 Charles MacDonald
 - For kindly giving me permission to use Chris' move names and checking my
   guide. Thanks a lot, I really appreciate it.

 Chris MacDonald (aka Kao Megura)
 - For setting the standard in FAQ writing and inspiring me to write this.
   Also for being a great correspondent who didn't mind my flooding your 
   inbox. This guide is dedicated to you. Many of the move names and certain
   terminologies were taken from the KOF2000 and KOF2002 guide.
 
 BOSSMAN JHUN
 - For lots of tips and tricks on playing KOF, and for helping me when I'm
   down to my last character against Geese. :) 
 - For playing some very entertaining matches!

 Evan Lee
 - For information regarding K's Super Cancels and Second Shoot and Joe's
   Sliding.
   (Ver 1.3)
 - For mentioning Shermie's standing/crouching A being chainable into her
   standing B and Saisyu's Kuu Sajin being SCable.
   (Ver 1.5)
 - For mentioning Yashiro's jumping C being able to cross-up.

 SNK PLAYMORE
 - For making this game. Parts of the move names were taken from the official
   KOF2001 movelist downloaded from www.snkneogeousaconsumer.com and the
   official KOF 10th anniversary site at www.kof10th.com. The game system
   information was taken from the official KOF NeoWave page at
   http://www.snkplaymore.jp/official/neowave/english/system/index.html
   The King of Fighters NeoWave and its characters are the property of SNK 
   Playmore Corporation.

 GameFAQs
 - For hosting my work. Some of the game changes were noted from the message
   boards. Thanks to you guys on the boards for all the encouragement!
 
 Neokbron, Hellsap & ratix0 (from the GameFAQs boards)
 - Very special thanks to you guys for posting up all those information. My 
   GameFAQs account is messed up and I can't post on any boards, or else I
   would've joined you guys in the conversation. If it's OK with you guys for
   me to post up your findings in my guide, please send me an email or post
   it up on the GameFAQs NeoWave boards. I may not be able to post, but I read
   it often.

 The Orochinagi Forums
 - For posting lots of information about the game. Thanks to Green Herring for
   posting up Geese's movelist.

 Carlos Quijas
 - (ver 2.0) For some information about Omega Rugal.

------------------------------------------------------------------------------
10) CONTACT INFORMATION
------------------------------------------------------------------------------

 IMPORTANT! READ THIS FIRST!
 You are free to e-mail me to contribute information, correct mistakes or just
 to give comments about this guide. However, please follow some rules:
 
 1) NO FLAMING of any kind and no foul language. If you want to criticize my
    work, be constructive about it. "Dude, it sucks." is not constructive 
    criticism. 
 2) NO L337 $pe@k and SMS lingo. These will be deleted on sight.
 3) Mails are to be in ENGLISH ONLY. You don't have to be grammatically 
    perfect, just as long as I can understand it.
 4) DON'T send me basic combos. This is a move list, not a combo guide. Only 
    send me combos using SC Mode Free and Super Cancels if they're unique.
 5) Do NOT send me anything you aren't sure of, especially regarding Free and
    Super Cancels. Only mail me if you've seen it being done or if you've 
    tried it yourself.

 PLEASE include the word 'faq' (without the inverted commas) in your subject
 when you mail me, as I'm running filters. You can mail me at:
 
 <remove this>{ragestreak(at)yahoo[dot]com}<remove this too>

 Sorry for making this hard to read, but I'm paranoid about junk mail. :)

 Thank you for reading. 

------------------------------------------------------------------------------