=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                         Real Bout Fatal Fury 2
               FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                            Version #: 9.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


Sections
--------
      1. Legend
         1.1  Basic Game Legend
         1.2  Chain Attack Legend
      2. System
         2.1  Basics
         2.2  Planes
         2.3  Power Gauge And Supers
         2.4  Obstacles
      3. Characters
         3.1  Li Xiang Fei   
         3.2  Rick Strowd   
         3.3  Terry Bogard 
         3.4  Ryuji Yamazaki
         3.5  Billy Kane
         3.6  Bob Wilson 
         3.7  Andy Bogard
         3.8  Joe Higashi
         3.9  Sokaku Mochizuki  
         3.10 Geese Howard   
         3.11 Cheng Sinzan
         3.12 Mai Shiranui
         3.13 Kim Kaphwan
         3.14 Hon-Fu
         3.15 Wolfgang Krauser 
         3.16 Tung Fu Rue
         3.17 Duck King
         3.18 Blue Mary
         3.19 Jin Chonshu
         3.20 Laurence Blood
         3.21 Jin Chonrei 
         3.22 Franco Bash
      ----------------------------
         3.23 Alfred
      4. Misc. And Easter Eggs
      5. Conclusion
         5.1  What's Missing/Needed 
         5.2  Credits
        				
	
===============================================================================
1. Legend
===============================================================================

1.1 Basic Game Legend
---------------------

  ub  u  uf        f - Forward        S - Strong Attack     + - And     
    \ | /          b - Back           P - Punch             / - Or 
  b--   --f        u - Up             K - Kick              , - Then 
    / | \          d - Down           L - Line Change        
  db  d  df                                                
                                     
                                     

qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)


1.2 Chain Attack Legend
-----------------------

* - can perform special/super right after if connected
E - ends string
1 - first hit must connect for this part to come out
2 - second hit must connect for this part to come out
3 - third hit must connect for this part to come out
4 - fourth hit must connect for this part to come out
O - overhead
_ - must be blocked low
A - launches opponent into the air
G - opponent must be on ground and must be close enough to connect the pursue
    (otherwise dash towards them before they recover to get close enough)
< - backdash
> - shifts to other side of opponent
^ - knocks opponent to back plane
v - knocks opponent to front plane if opponent is in back plane
T - taunt
H - first attack must be from a high jump for this part to come out



===============================================================================
2. System
===============================================================================

++++++++++++++
| 2.1 Basics |
++++++++++++++


Throw                    f/b + S close 

Crawl                    hold df
Dash Forward             f, f                     can attack out of dash
  Dash Jump              uf
  Halt                   b
Dash Backward            b, b                     character is invulnerable
                                                    for a second

Air Turn Around          L in air                 works only on high jumps
Short aka Small Jump     tap ub/u/uf
High Jump                press ub/u/uf

Air Block                ub/u/uf, b
Block High               b
Block Low                db                       will not block overheads

Quick Recovery           db/d/df + L after 
                           being knocked 
                           down
Recovery To Back Plane   u + L after being        
                           knocked down
Dizzy Recovery           shake joystick and tap
                           the buttons rapidly
                           when dizzied

Taunt                    S+L
Counter Move             P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack
Break Shot               perform move marked      requires H. Power or higher
                           with (BS) while 
                           blocking



++++++++++++++
| 2.2 Planes |
++++++++++++++


     ---two characters CANNOT be in the back plane at the same time---

Switch To Back Plane     L
  Low Attack             K from back plane        must be blocked low
  Overhead Attack        P from back plane        overhead
  Strong Attack          S from back plane
  Switch To Front Plane  L from back plane
  Roll To Front Plane    d
High Plane Attack        L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Low Plane Attack         d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them


           ---when both characters are in opposing planes--- 

front plane character: 
*cannot crawl

back plane character:
*cannot perform special moves (unless specified)
*cannot perform supers
*cannot duck (will show duck block animation with db blocking)
*cannot crawl
*cannot jump
*dashing forward or backward automatically switches you to the front plane 
*standing still for 2 seconds automatically switches you to the front plane
*holding u allows you to stay in back plane
*walking b or f allows you to stay in back plane


++++++++++++++++++++++++++++++
| 2.3 Power Gauge And Supers |
++++++++++++++++++++++++++++++

Power Gauge - This fills when you use special moves, connect (not blocked) any
              attack, or when you block an opponent's attack.
               
H. Power - This occurs when half your power gauge is filled.  This allows
           you to use Break Shots.

S. Power Super - When your gauge is filled, you will have a S Power bar.
                 It decreases over time, until eventually your gauge empties
                 completely.  You are able to use a S. Power Super when the
                 S. Power bar is active.  After using a S. Power Super, the
                 bar will automatically empty.  You can also perform S. Power
                 Supers when your lifebar is flashing.  During this time, 
                 there is no need for a charged Power Gauge and you can 
                 perform as many S. Power Supers as you want.

P. Power Super - When the gauge is filled and your lifebar is flashing red,
                 the power gauge will display a P. Power bar.  As with the S.
                 Power bar, this decreases over time.  During the bars active
                 run, you can perform a P. Power Super.  Once performed, the 
                 power gauge will empty.



+++++++++++++++++
| 2.4 Obstacles |
+++++++++++++++++

  In Real Bout 2 there are two kinds of levels, one line and two line stages.
In two line stages you are able to perform all the listed moves and use the 
back plane as a sway zone.  In a one line battle, maneuvers that move into the
back plane will not work.  Movement to the back plane will also not work, as
an obstacle will be there instead.  The one line stages are the China Street
(Xiang Fei and Hon-Fu's stage), the Rooftop (Cheng and Yamazaki's stage), and
the Desert (Alfred's stage).  One line stages have one unique quality in that
any move that would normally knock the opponent to the back plane will now
knock the opponent off the obstacle in the background.  They will strike it
and fall back into the front plane.



===============================================================================
3. Characters
===============================================================================

*******************************************************************************
* 3.1 Li Xiang Fei                                                            *
*******************************************************************************
Colors
------
P - White pants w/ Red top
L - Blue pants w/ White top



Throw
-----
Reverse Elbows           f/b + S close          


Basic Move
----------
Crawl                    hold df


Plane Moves
-----------
Dive Poke                P from back plane        overhead
Slide Kick               K from back plane        must be blocked low
Powerful Palm            S from back plane
Roundhouse               L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Sweep                    d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them


Command Moves
-------------
Ri Mon Chou Chu          f + P
Low Foot                 b + K                    must be blocked low; can 
                                                    feint the Low Foot into
                                                    a special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Low Foot comes out
  Hop Cancel             S                        the previous attack will not
                                                    fully come out, thus it
                                                    will not strike, but 
                                                    instead cancel into a 
                                                    forward hop; low dodge
Drunken Backhand         P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack
Feint Ten Poh Zan        b + P+S
Feint Taitetsujin        d + K+S


Special Moves
-------------
Nanpa  (BS)              qcf + P/S                P=short, S=long; absorbs 
                                                    projectiles
Zen Chuoh                qcf + K                  the rolling grab must
                                                    connect (not blocked) to
                                                    perform the maneuver
  Kanku                  qcf + K                  performed after a successful
                                                    Zen Chuoh attack
  Shin Saiha             qcb + K                  perform this during her roll
                                                    or just before she reaches
                                                    the opponent;  If the Zen
                                                    Chouh elbow connects, you
                                                    performed this followup
                                                    too late; this changes
                                                    Li's grab to one that is
                                                    unblockable
Ten Poh Zan (BS)         f, d, df + K
High Counter (BS)        P, then u just when you  counters only high attacks
                           are about to get hit
Mid Counter (BS)         P, then f just when you  counters only mid attacks
                           are about to get hit
Low Counter (BS)         P, then d just when you  counters only low attacks
                           are about to get hit


S. Power Supers
---------------
Taitetsujin (BS)         f, hcf + K+S
Chou Pairon Starter      S                        this must touch opponent for
                                                    follow ups to come out
  Follow Up              f, db, f + P+K           if Chou Pairon Starter is
                                                    blocked, this follow up is
                                                    possible but you cannot 
                                                    proceed to finish
    Finish               f, db, f + P+K


P. Power Super
--------------
Majinga                  360 + S                  connects close; unblockable;
                                                    the missed blast can hurt
                                                    the opponent


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> P (*)      -----> P (*)     -----> P       -----> f + P (E)
d + P (*) |      d + P (*)         d + P (*)        d + P
f + P (*) |                        S (*, E)         K (*, E)
          |                                         S (E)
          |
          -----> K (*)      -----> S (O, E)   
          |      d + K (*, _)      d + S (_, E)
          |                        df + S (*, A, E)
          |                        L (<, E)
          |
          -----> S (*)      -----> P (*)     -----> S (E)
                                   K (*, E)         P+K (T, E)
                                                    L (T, E)


P in air (O)---> K (1, H, O, E)
                 S (1, H, O, E)


Kick Starters
`````````````
K (*)  --------> K (*)    -----> S (0, E)
d + K (*, _)     d + K (*, _)    d + S (_, E)
                                 df + S (*, A, E)
                                 L (<, E)

b + K (*, _)---> S (E)


K in air (O)---> S (F, H, 0, E)


Strong Starters
```````````````
S (*)    --------> f, f + P (1, >, E)





*******************************************************************************
* 3.2 Rick Strowd                                                             *
*******************************************************************************
Colors
------
P - White pants w/ Blue trim
L - Off White pants w/ Black trim



Throw
-----
Punching Bag             f/b + S close          


Basic Move
----------
Crawl                    hold df


Plane Moves
-----------
Dive Punch               P from back plane        overhead
Low Uppercut             K from back plane        must be blocked low
Gut Punch                S from back plane
Power Punch              L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Fist Sweep               d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them


Command Moves
-------------
One Two                  f + P                    both hits are overheads; can 
                                                    feint the One Two into
                                                    a special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the One Two comes out
Uppercut                 df + P                   
Step Punch               P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack
Feint Shooting Star      f + P+S                


Special Moves
-------------
Shooting Star (BS)       qcf + P                  must reach opponent to
                                                    execute the maneuver
Launch Shooting Star     qcf + S                  last hit launches opponent;
                                                    can link a Hellion
Devine Blast (BS)        qcb + S
  Abort                  L
Blazing Sunburst (BS)    qcb + P                  unblockable
Hellion (BS)             f, d, df + P
Full Moon Fever          qcb + K, hold K to       high dodge
                           continue
  Abort                  continue holding K for     
                           more than 4 seconds  
                           or stop holding K


S. Power Supers
---------------
Ex Shooting Star         qcf + S                  drains a little over a forth
                                                    of a meter; can perform
                                                    until S meter empties; 
                                                    this automatically 
                                                    replaces his Launch
                                                    Shooting Star when S gauge
                                                    is full; you MUST have a
                                                    S meter to perform this,
                                                    as simply having a
                                                    flashing meter will not
                                                    work; can cancel into this
                                                    maneuver directly from a
                                                    connected Blazing Sunburst
Gaia Press               f, hcf + K+S             tornado stream absorbs 
                                                    projectiles


P. Power Supers
---------------
Ex Shooting Star         qcf + S                  drains a little over a forth
                                                    of a meter; can perform
                                                    until P meter empties; 
                                                    this automatically 
                                                    replaces his Launch
                                                    Shooting Star when P gauge
                                                    is full; same exact 
                                                    maneuver as the S. Power 
                                                    version; can cancel into 
                                                    this maneuver directly from
                                                    a connected Blazing 
                                                    Sunburst
Howling Bull             f, hcf + S               the super's range is about 
                                                    3/4  of the screen and 
                                                    must be blocked low; 
                                                    fireball at the end of 
                                                    the super has full screen
                                                    distance and does NOT have
                                                    to be blocked low; absorbs
                                                    projectiles


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> S (E)
           |     S (*, E)
           |     
           |
           |
           ----> d + P (*)  -----> d + K (*, _)---> d + S (_, E) 
           :                       S (*, E)
           :
           :
           :
           ----> P (*)      -----> K (*)     -----> S (E)
                                   S (*, E)
                  

P close (*)----> K (*)      -----> S (E)
           |     S (*, E)         
           |     
           |
           |
           ----> d + P (*)  -----> d + K (*, _)---> d + S (_, E) 
           :                  :    S (*, E)
           :                  :    
           :                  :
           :                  :
           :                  ---> d + P (*) -----> d + K (*, _)-> d + S (_, E)
           :                  :                     S (*, E)
           :                  :
           :                  :
           :                  :
           :                  ---> P (*)     -----> K (*)   -----> S (E)
           :                                        S (*, E)
           :
           :
           ----> P (*)      -----> K (*)     -----> S (E)
                              :    S (*, E)
                              :
                              :
                              :
                              ---> P (*)     -----> K (*)   -----> S (E)
                              :                     S (*, E)
                              :
                              :
                              :
                              ---> d + P (*) -----> d + K (*, _)-> d + S (_, E)
                                                    S (*, E)
            
            
d + P (*)------> d + K (*, _)----> d + S (_, E)
           |     S (*, E)
           |
           |
           |
           ----> P (*)      -----> K (*)     -----> S (E)
           :                  :    S (*, E)
           :                  :
           :                  :
           :                  :
           :                  ---> P (*)     -----> K (*)   -----> S (E)
           :                  :                     S (*, E)
           :                  :
           :                  :
           :                  :
           :                  ---> d + P (*) -----> d + K (*, _)-> d + S (_, E)
           :                                        S (*, E)
           :
           :  
           ----> d + P (*)  -----> d + K (*, _)---> d + S (_, E)
                              :    S (*, E)
                              :
                              :
                              ---> d + P (*) -----> d + K   -----> d + S (_, E)
                              :                      (_, E)
                              :                     S (*, E)
                              :  
                              :
                              ---> P (*)     -----> K (*)   -----> S (E)
                                                    S (*, E)
                          
                              
df + P (*)-----> K (*)      -----> f + S     -----> d, d + S (O, E)
                 df + K (O, <, E)
                 b + S (^, E)


P in air (O)---> S (1, H, O, E)


Kick Starters
`````````````
K (*)  --------> f + S      -----> d, d + S (O, E)
                 S (*, E)


K close (*)----> K (*)      -----> S (*, E)
           |     S (*, E)          df + S (*, A, E)
           |
           |
           |
           ----> d + K (*, _)----> d + S (_, E)


d + K (*, _)---> d + S (_)  -----> f + S (E)
                 K (*, E)


K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
S close (*)----> S (*, 1, E)


Dash Forward,--> S (*, 1, E)
  f + S





*******************************************************************************
* 3.3 Terry Bogard                                                            *
*******************************************************************************
Colors
------
P - Red jacket and hat
L - Black jacket and hat



Throw
-----
Buster Throw             f/b + S close  


Basic Moves
-----------
Crawl                    hold df
Down Punch               S from short jump        overhead
Roundhouse               S close                  2 hits


Plane Moves
-----------
Dive Knuckle             P from back plane        overhead
Slide Kick               K from back plane        must be blocked low
Strong Kick              S from back plane
Backfist                 L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Sweep                    d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them


Command Moves
-------------
Uppercut                 df + P
  Power Dunk             uf + K                   last part is an overhead
Flying Turn Kick         f + K                    knocks opponent into back 
                                                    plane; can feint the 
                                                    Flying Turn Kick into
                                                    a special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Flying Turn Kick comes
                                                    out
Punt Kick                Dash Forward, f + S      overhead; can feint the 
                                                    Punt Kick into a 
                                                    special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Punt Kick comes out
Gut Uppercut             P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack
  Power Charge           f + S
Feint Burning Knuckle    f + P+S
Feint Power Geyser       d + K+S


Special Moves
-------------
Power Wave (BS)          qcf + P                  will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Round Wave (BS)          qcf + S                  hits in both planes; must 
                                                    be blocked low by opponent
                                                    when they are in the back
                                                    plane; pulls opponent to
                                                    front plane even if they 
                                                    block the attack; absorbs
                                                    projectiles
Burning Knuckle (BS)     qcb + P/S                P=short, S=long
Rising Tackle            Charge d for 2 seconds,
                           u + P
Fire Kick (BS)           qcf + K                  the sliding kick must be
                                                    blocked low; the sliding
                                                    kick must also connect
                                                    (not blocked) to perform
                                                    the entire maneuver;
                                                    follow up kick launches
                                                    opponent and can be linked
                                                    into a Rising Tackle
Crack Shoot (BS)         qcb + K
Bashing Sway             qcf + L                  move will not work if 
                                                    opponent is in back plane;
                                                    Terry switches to the back
                                                    plane


S. Power Super
-------------- 
Power Geyser (BS)        qcb, db, f + K+S         absorbs projectiles

  
P. Power Super
--------------
Overheat Geyser          qcb, db, f + S           absorbs projectiles


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> S (E)
           |     S (*, E)          f + S (^, E)  
           |                       d + S (_, E)
           |                       df + S (*, A, E)
           |
           ----> d + K (*, _)----> d + S (_, E)
           :                       df + S (*, A, E)
           :
           :
           :
           ----> P (*)      -----> K (*)     -----> S (E)    
                                                    
       
P close (*)----> K (*)      -----> S (E)
           |     S (*, E)          f + S (^, E)  
           |                       d + S (_, E)
           |                       df + S (*, A, E)
           |
           ----> d + K (*, _)----> d + S (_, E)
           :                       df + S (*, A, E)
           :
           :
           :
           ----> P (*)      -----> K (*)     -----> S (E)
           :                  :    S (*, E)         f + S (^, E)  
           :                  :                     d + S (_, E)
           :                  :                     
           :                  :
           :                  ---> d + K (*, _)---> d + S (_, E)
           :                  :                     
           :                  :
           :                  :
           :                  :
           :                  ---> P (*)     -----> K (*)  -----> S (E)
           :
           :
           ----> d + P (*)  -----> K (*)     -----> S (E)
                              :    d + S (*, E)     f + S (^, E) 
                              :                     d + S (_, E)
                              :
                              :
                              ---> d + K (*, _)---> d + S (_, E)
                              :
                              :
                              :
                              :
                              ---> P (*)     -----> K (*)  -----> S (E)
                             
         
d + P (*)------> K (*)      -----> S (E)
           |     d + S (*, E)      f + S (^, E)  
           |                       d + S (_, E)
           |                       df + S (*, A, E)
           |
           ----> d + K (*, _)----> d + S (_, E)
           :                       df + S (*, A, E)
           :
           :
           :
           ----> P (*)      -----> K (*)     -----> S (E)
           :                  :    S (*, E)         f + S (^, E) 
           :                  :                     d + S (_, E)
           :                  :
           :                  :
           :                  ---> d + K (*, _)---> d + S (_, E)
           :                  :
           :                  :
           :                  :
           :                  :
           :                  ---> P (*)     -----> K (*)  -----> S (E)
           :
           :
           ----> d + P (*)  -----> K (*)     -----> S (E)
                              :    d + S (*, E)     f + S (^, E) 
                              :                     d + S (_, E)
                              :                     
                              :
                              ---> d + K (*, _)---> d + S (_, E)
                              :
                              :
                              :
                              :
                              ---> P (*)     -----> K (*)  -----> S (E)


df + P (*)-----> S (*, 1)   -----> S (*, 2, E)
                 d + S (*, _, E)              
                 uf + K (O, E)     


P in air (O)---> S (1, H, O, E)


Kick Starters
`````````````
K (*)  --------> K (*)      -----> S (E)
d + K      |                       f + S (^, E)  
 (*, _)    |                       d + S (_, E)
           |                       df + S (*, A, E)
           |
           ----> d + K (*, _)----> d + S (_, E)
                                   df + S (*, A, E)


K close (*)----> K (*)      -----> S (E)
           |     S (*, E)          f + S (^, E)
           |                       d + S (_, E)
           |                       df + S (*, A, E)
           |
           ----> d + K (*, _)----> d + S (_, E)
                                   df + S (*, A, E)
               

f + K (^)------> L (*, v, 1, E)
                 d + L (*, v, 1, _, E)


K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
None


Other Starters
``````````````
P+K (*)--------> f + S (*, A, E)





*******************************************************************************
* 3.4 Ryuji Yamazaki                                                          *
*******************************************************************************
Colors
------
P - Black costume w/ Blonde hair
L - Red costume w/ White hair



Throw
-----
Grab And Toss            f/b + S close  


Basic Moves
-----------
Crawl                    hold df
Long Kick                S from uf/ub short jump  overhead
High Kick                S close                  2 hits


Plane Moves
-----------
Dive Elbow               P from back plane        overhead
Slide Kick               K from back plane        must be blocked low
Strong Boot              S from back plane        must be blocked low; will
                                                    ground opponent and can
                                                    use Hell Stomp as a follow
                                                    up
Swing Kick               L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Sweep                    d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them


Command Moves
-------------
Down Fist                f + P                    both hits are overheads; can 
                                                    feint the Down Fist into
                                                    a special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Down Fist comes out
Uppercut Swing           df + P
Rage Uppercut            K+S in air               knocks the opponent out of 
                                                    the air; can use a High 
                                                    Snake Tamer to hit falling 
                                                    opponent
Sand Shower              tap S repeatedly when    wake up move
                           you are knocked down
Hell Stomp Fury          d, d + S on downed       pursue attack; first stomp 
                           opponent                 must connect for the 
                                                    entire move to come out
Swipe Away               P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack
Feint Judgement Dagger   f + P+S


Special Moves
-------------
Judgement Dagger (BS)    f, d, df + P             move must connect (not 
                                                     blocked) to perform 
                                                     entire maneuver
Snake Tamer (BS)         qcb + P/K/S (hold        P=high, K=mid, S=low; S
                           button to delay)         version must be blocked
                                                    low
  Abort                  L       
  Multi Snake Tamer      release button after     first part must be blocked
                           charging for 3           low
                           seconds                    
Double Return            qcf + S                  absorbs projectiles; will 
                                                    only absorb Sokaku's 
                                                    Makibishi Masher and will
                                                    only return Mai's Ka Cho 
                                                    Sen; despite its look, 
                                                    Sokaku's Wild Monkey Slash
                                                    can be absorbed or sent
                                                    back as a projectile; will
                                                    not absorb or return super
                                                    projectiles such as 
                                                    Cheng's Bursting Heavens,
                                                    Krauser's Kaiser Wave, etc
  Meter Absorb           perform Double Return    adds significant amount to
                           on a projectile          your super meter
  Projectile             perform Double Return
                           on a projectile and
                           continue to hold S              
Explosive Headbutt       f, b, d, u + S close     unblockable
Yakiire                  f, d, df + K             overhead; try using Hell 
                                                    Stomp as a follow up
Sado Maso                hcf + K                  high counter attack       


S. Power Super
-------------- 
Guillotine               f, hcf + K+S             second part is an overhead;
                                                    try following with Hell 
                                                    Stomp Fury


P. Power Super
-------------- 
Yondan Drill             360 + S close, tap S     unblockable; tap S:
                           repeatedly to             0-4=level 1, 11 hits
                           empower                   5-8=level 2, 12 hits
                                                     9-12=level 3, 14 hits
                                                     +13=level 4, 27 hits
                                                     13, then press P+K+S
                                                       when Yamazaki turns
                                                       red=level 5, 14 hits


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> f + S (1)  -----> d, d + S (G, E)
P close (*)      S (*, E) 
                 d + S (*, 1, _, E)
                 df + S (*, A, E)
                 

f + P (*, O)---> S (*, ^, E)


df + P (*)-----> S (*)      -----> S (E)


P in air (O)---> S (1, H, O, E)


Kick Starters
`````````````
K (*)  --------> S (*, ^, E)  
K close (*)      d + S (*, 1, _, E)
                 df + S (*, A, E)
                 

K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
None





*******************************************************************************
* 3.5 Billy Kane                                                              *
*******************************************************************************
Colors
------
P - Blue costume w/ Red bandana
L - Black costume w/ Blue bandana



Throws
------
Pole Toss                f/b + S close 
Pole Strangle            df + S close


Basic Moves
-----------
Crawl                    hold df
Pole Charge              K close                  3 hits
Spin Strikes             K far
Pole Kick                S far                    dodges low (not projectiles)
Down Pole                S from u short jump      overhead
Upward Pole              S from uf/ub short jump  overhead


Plane Moves
-----------
Dive Pole                P from back plane        overhead
Slide Kick               K from back plane        must be blocked low
Helicopter Pole          S from back plane
Pole Swipe               L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Pole Sweep               d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them


Command Moves
-------------
Double Trip              d + S                    both parts must be blocked
                                                    low
Leaning Pole Strike      P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack
Feint Power Hi Sho Bonk  b + P+S


Special Moves
-------------
San Setsu Kon            Charge b for 2 seconds,  absorbs projectiles
                           f + P
  Flame San Setsu Kon    b, f + S                 San Setsu Kon must connect 
                                                    (not blocked) to perform 
                                                    this follow up 
Sparrow Drop (BS)        qcb + P
Whirlwind Pole           tap P repeatedly         absorbs projectiles
Dragon Flame (BS)        qcb + K
Power Hi Sho Bonk (BS)   db, qcf + K              control descent with b or f


S. Power Supers
---------------
Scarlet Uppercut         f, df, d + S
Super Fire Wheel         f, hcf + K+S             absorbs projectiles


P. Power Super
-------------- 
Salamander Stream        f, hcf + S               absorbs projectiles


Chain Attacks
-------------
Punch Starters
``````````````
P close (*)----> S (*, E)  
                 f + S (*, ^, E)


P two steps----> S (E) 
  away (*)


d + P (*)------> d + S (*, E)


P in air (O)---> S (1, H, O, E)


Kick Starters
`````````````
K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
d + S (_)------> S (1)      -----> qcf + S (E)





*******************************************************************************
* 3.6 Bob Wilson                                                              *
*******************************************************************************
Colors
------
P - White pants w/ Green top
L - Blue pants w/ Orange top



Throws
------
Falcon                   f/b + S close 
  Hornet Attack          df, df + S               can link in a Frog Hunting
                                                    right after; can link in 
                                                    other attacks such as a 
                                                    Monkey Dance or Dancing 
                                                    Bison (using a corner 
                                                    helps)
Air Falcon               db/df + S close in air


Basic Moves
-----------
Crawl                    hold df
Upward Kick              K from uf/ub short jump  overhead
Head Hunter              S close                  2 hits


Plane Moves
-----------
Dive Kick                P from back plane        overhead
Slide Kick               K from back plane        must be blocked low
Flying Headbutt          S from back plane
Reach Kick               L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Sweep                    d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them


Command Moves
-------------
Slide Backhand           Dash Forward, d + P
Slide Tip Kick           Dash Forward, d + K
Elephant Tusk            df + P
Eagle Step               d + K in air             overhead; if connected (not
                                                    blocked), you can follow
                                                    with another air attack;
                                                    does not work on small
                                                    jumps
Dashing Elbow            Dash Forward, f + S      can feint the Dashing Elbow
                                                    into a special/super which
                                                    is done by performing a 
                                                    special/super just before
                                                    the Dashing Elbow comes 
                                                    out
Flying Fish              tap S repeatedly when    wake up attack
                           you are knocked down
Leg Drop                 u + S on downed          pursue attack
                           opponent                 
Low Fang                 P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack
Feint Dancing Bison      d + K+S  


Special Moves
-------------
Monkey Dance (BS)        f, d, df + K             try following with Bison 
                                                    Horns
Rolling Turtle (BS)      qcb + K                  move with b or f
Wild Wolf (BS)           Charge b for 2 seconds,  last 2 hits are overheads 
                           f + K
Bison Horns              Charge d for 2 seconds,
                           u + S
Sidewinder (BS)          qcb + S                  all parts must be blocked
                                                    low
Frog Hunting             b, f, f + K+S            if blocked you will fall to
                                                    the ground


S. Power Super
--------------
Dangerous Wolf           f, hcf + K+S             the falling Wild Wolf 
                                                    maneuvers are overheads


P. Power Super
--------------
Dancing Bison            f, hcf + S


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> S (E)       
           |     S (*, E)          df + S (*, A, E)
           |
           |
           |
           ----> d + K (*, _)----> d + S (_, E)
           :
           :
           :
           :
           ----> P (*)      -----> K (*)     -----> S (E)
                                   S (*, E)
                              
                  
P close (*)----> K (*)      -----> S (E)       
           |     S (*, E)          df + S (*, A, E)
           |
           |
           |
           ----> d + K (*, _)----> d + S (_, E)
           :
           :
           :
           :
           ----> P (*)      -----> K (*)     -----> S (E)
           :                  :    S (*, E)         df + S (*, A, E)
           :                  :
           :                  :
           :                  :
           :                  : 
           :                  ---> d + K (*, _)---> d + S (_, E)
           :                  :
           :                  :
           :                  :
           :                  :
           :                  ---> P (*)     -----> K (*)   -----> S (E)
           :                                        S (*, E)
           :
           :
           ----> d + P (*)  -----> K (*)     -----> S (E) 
                              :                     df + S (*, A, E)
                              :
                              :
                              :
                              ---> d + K (*, _)---> d + S (_, E)
                              :
                              :
                              :
                              :
                              ---> P (*)     -----> K (*)   -----> S (E)
                                                    S (*, E)  
 
                                               
d + P (*)------> K (*)      -----> S (E) 
            |                      df + S (*, A, E)
            |
            |
            |
            ---> d + K (*, _)----> d + S (_, E)
            :
            :
            :
            :
            ---> P (*)      -----> K (*)     -----> S (E) 
            :                 :    S (*, E)         df + S (*, A, E)
            :                 :
            :                 :
            :                 :
            :                 ---> d + K (*, _)---> d + S (_, E)
            :                 :
            :                 :
            :                 :
            :                 :
            :                 ---> P (*)     -----> K (*)   -----> S (E)
            :                                       S (*, E)
            :
            :
            ---> d + P (*)  -----> K (*)     -----> S (E)
                              :                     df (*, A, E)
                              :
                              :
                              :
                              ---> d + K (*, _)---> d + S (_, E)
                              :
                              :
                              :
                              :
                              ---> P (*)     -----> K (*)   -----> S (E)
                                                    S (*, E)


df + P (*)-----> d + K      -----> d + S (*, _, E)


P in air (O)---> S (1, H, O, E)


Kick Starters
`````````````
K (*)  --------> K (*)      -----> S (E)       
K close (*)|     S (*, E)          df + S (*, A, E)
           |
           |
           |
           ----> d + K (*, _)----> d + S (_, E)


d + K (_, *)----> K (*)     -----> S (E) 
            |                      df + S (*, A, E)
            |
            |
            |
            ---> d + K (*, _)----> d + S (_, E)


K in air (O)---> S (1, H, O, E)
                 

Strong Starters
```````````````
S (*)  --------> S          -----> f + S (E)  
S close (*)                        u + S (O, E)





*******************************************************************************
* 3.7 Andy Bogard                                                             *
*******************************************************************************
Colors
------
P - White costume w/ Red trim
L - Black costume w/ Yellow trim



Throw
-----
Uchimata                 f/b + S close  


Basic Moves
-----------
Crawl                    hold df
Dropping Heel            S close                  2 hits


Plane Moves
-----------
Dive Palm                P from back plane        overhead
Slide Kick               K from back plane        must be blocked low
Spin Kick                S from back plane
Back Chop                L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Sweep                    d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them


Command Moves
-------------
Rising Palm              df + P
Falling Roll Kick        f + K                    can feint the Falling Roll
                                                    Kick into a special/super
                                                    which is done by 
                                                    performing a special/super
                                                    just before the Falling 
                                                    Roll Kick comes
  Flip Kick              uf + S
Lean Down Kick           P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack
Feint Zanei Ken          f + P+S
Feint Hi Sho Ken         d + P+S
Feint Choreppa Dan       d + K+S


Special Moves
-------------
Hi Sho Ken (BS)          qcb + P                  projectile does NOT travel
                                                    full screen distance; 
                                                    will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Geki Hi Sho Ken (BS)     qcb + S                  absorbs projectiles
Shoryudan (BS)           f, d, df + S             
Zanei Ken                Charge db, f + P/S /     P=short, S=long
                           db, f + P/S
  Shippu Uraken          db, f + S                follow up to S version of
                                                    Zanei Ken only
Kuhadan (BS)             hcf + K
Genei Shiranui           qcb + L in air           move must touch opponent in
                                                    order to perform entire
                                                    maneuver; after touching 
                                                    opponent Andy will move
                                                    into the back plane and
                                                    then attack back into the
                                                    front plane


S. Power Super
--------------
Choreppa Dan             qcb, db, f + K+S            


P. Power Super
--------------
Dan Da Dan (BS)          qcb, db, f + S, tap S    move must touch opponent in
                           reapeatedly for more     order to perform entire
                           gut punches before       super
                           finish


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> S (E)       
           |     S (*, E)          f + S (^, E)
           |                       d + S (_, E)
           |                       df + S (*, A, E)
           |
           ----> d + K (*, _)----> d + S (_, E)
                                   df + S (*, A, E)
           

P close (*)----> K (*)      -----> S (E)       
           |     S (*, E)          f + S (^, E)
           |                       d + S (_, E)
           |                       df + S (*, A, E)
           |
           ----> d + K (*, _)----> d + S (_, E)
           :                       df + S (*, A, E)           
           :
           :
           :
           ----> P (*)      -----> K (*)     -----> S (E)
           :                  :    S (*, E)         f + S (^, E)
           :                  :                     d + S (_, E)
           :                  :                     df + S (*, A, E)
           :                  :
           :                  ---> d + K (*, _)---> d + S (_, E)
           :                                        df + S (*, A, E)
           :                                
           :
           ----> d + P (*)  -----> K (*)     -----> S (E) 
                              :                     f + S (^, E)
                              :                     d + S (_, E)
                              :                     df + S (*, A, E)
                              :
                              ---> d + K (*, _)---> d + S (_, E)
                                                    df + S (*, A, E)  
       

d + P (*)------> K (*)      -----> S (E)
           |                       f + S (^, E)
           |                       d + S (_, E)
           |                       df + S (*, A, E)
           |
           ----> d + K (*, _)----> d + S (_, E)
           :                       df + S (*, A, E)
           :
           :
           :
           ----> P (*)      ------> K (*)    -----> S (E)
           :                  :     S (*, E)        f + S (^, E)
           :                  :                     d + S (_, E)
           :                  :                     df + S (*, A, E)
           :                  :
           :                  ----> d + K (*, _)--> d + S (_, E)
           :                                        df + S (*, A, E)
           :
           : 
           :    
           ----> d + P (*)  -----> K (*)     -----> S (E) 
                              :                     f + S (^, E)
                              :                     d + S (_, E)
                              :                     df + S (*, A, E)
                              :
                              ---> d + K (*, _)---> d + S (_, E)
                                                    df + S (*, A, E)
                         
                       
df + P (*)-----> K          -----> S (O, E)  
           |     d + S (*, _, E)
           |
           |
           |
           ----> S (*, 1)   -----> S (*, E)
       

P in air-------> K (1, H, O, E)
 (*, O)          S (1, H, O, E)


Kick Starters
`````````````
K (*)  --------> K (*)      -----> S (E)       
K close (*)|                       f + S (^, E)
d + K      |                       d + S (_, E)
 (*, _)    |                       df + S (*, A, E)
           |
           ----> d + K (*, _)----> d + S (_, E)
                                   df + S (*, A, E)
    

f + K  --------> uf + S (A, E)


K in air-------> S (1, H, O, E)
 (*, O)


Strong Starters
```````````````
S in air-------> P (1, H, O, E)
 (*, O)





*******************************************************************************
* 3.8 Joe Higashi                                                             *
*******************************************************************************
Colors
------
P - Blue shorts w/ Red trim
L - White shorts w/ Orange trim



Throws
------
Lifting Pressure         f/b + S close  
  Down Heel              d + S
Rapid Knees              df + S close


Basic Moves
-----------
Crawl                    hold df
Straight Kick            S from uf/ub short jump  overhead


Plane Moves
-----------
Dive Elbow               P from back plane        overhead
Slide Shin               K from back plane        must be blocked low
Blasting Knee            S from back plane
Roundhouse               L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Sweep                    d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them


Command Moves
-------------
High Kick                b + K
Slide Kick               df + K                   must be blocked low
Special Taunt            d + S on downed          pursue taunt
                           opponent                 
Side Kick                P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack
Feint Slash Kick         f + P+S
Feint Hurricane Upper    d + P+S


Special Moves
------------- 
Hurricane Upper (BS)     hcf + P                  will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Exploding Hurricane (BS) hcf + S                  first tornado will collide 
                                                    with other projectiles and
                                                    "destroy" them as well as
                                                    be "destroyed", while the
                                                    second tornado will
                                                    continue its path
TNT Punch (BS)           tap P repeatedly
  Dynamite Fist          qcf + P                  overhead
  Dynamite Uppercut      qcf + S
Tiger Kick (BS)          f, d, df + K
Golden Heel (BS)         qcb + K
Slash Kick               Charge db, f + K / 
                           db, f + K
Powerful Slash Kick      Charge db, f + S /       first part must connect (not
                           db, f + S                blocked) to perform entire 
                                                    maneuver


S. Power Super
--------------
Screw Upper              f, hcf + K+S             absorbs projectiles


P. Power Supers
---------------
Thunder Fire             f, hcf + S
Thunder Fire Shifter     f, hcf + L               performs super from front
                                                    plane to back plane, and
                                                    then to front plane again


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K             -----> S (2, E)  
                 S (E)


P close (*)----> P (*, 1)      -----> P (E) 
           :     K (*, 1)             K (*, E)
           :     d + K (*, 1, _)      S (E)
           :     S (*, 1, E)          df + S (*, A, E)
           :                          u + S (O, E)
           :
           :
           ----> d + P (*)     -----> K (*, 1)----> K (*, E) 
                                      S (*, 1, E)   S (E)
                                                    df + S (*, A, E)


d + P (*)------> P (*, 1)      -----> P (E) 
                 K (*, 1)             K (*, E)
                 d + K (*, 1, _)      S (E)
                 S (*, 1, E)          df + S (*, A, E)
                                      u + S (O, E)


P in air (O)---> S (1, H, O, E)


Kick Starters
`````````````
K (*)  --------> S (*)         -----> qcf + S (E) 


K close (*)----> S (*, E)


K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
None





*******************************************************************************
* 3.9 Sokaku Mochizuki                                                        *
*******************************************************************************
Colors
------
P - Blue costume
L - Green costume



Throws
------
No Way Out Crush         f/b + S close  
  Hell's Gate            f, df, d + S
Falling Slam             db/df + S close in air         
  

Basic Moves
-----------
Crawl                    hold df
Straight Staff Swing     S from a short jump      overhead
Side Staff               S close                  2 hits


Plane Moves
-----------
Dive Palm                P from back plane        overhead
Slide Kick               K from back plane        must be blocked low
Lightning Staff          S from back plane        will ground opponent and can
                                                    use Lightning Strike as a
                                                    follow up
Energy Fist              L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Staff Sweep              d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them


Command Moves
-------------
Staff Thrust             df + P
Lightning Strike         d + S on downed          pursue attack; pursue is 
                           opponent                 able to strike an opponent
                                                    no matter how far their
                                                    fallen body is from Sokaku
Gut Staff                P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack     
Feint Makibishi Masher   d + P+S
Feint Thunder God        d + K+S


Special Moves
-------------
Makibishi Masher (BS)    qcf + P                  when descending low enough,
                                                    the move must be blocked
                                                    low; will collide with 
                                                    other projectiles as both 
                                                    will be "destroyed" in the
                                                    process
Wild Monkey Slash (BS)   qcb + P                  projectile Sokaku's must 
                                                    connect (not blocked) for
                                                    entire move to be 
                                                    performed;  will collide 
                                                    with other projectiles as 
                                                    both will be "destroyed" 
                                                    in the process
Dance Of Demons          tap P repeatedly         absorbs projectiles
  Heaven Break           db + S
  Swipe Break            df + S                   must be blocked low
  Falling Staff          uf + S                   overhead
  Straight Swing         f + S
  Energy Palm            L                        hits in both planes; if 
                                                    opponent is in back plane,
                                                    this move is an overhead;
                                                    pulls opponent to front 
                                                    plane if attack touches 
                                                    them
The Wailer (BS)          hcb + K                  absorbs projectiles
  Staff Thrust           S                        The Wailer must connect (not
                                                    blocked) for the follow up
                                                    to come out; the S is 
                                                    pressed a little "late"
                                                    as the Wailer is dealing
                                                    damage
    Hand Crush Finish    360 + S                  this has to be performed
                                                    quickly after the Staff 
                                                    Thrust
Possession Blast (BS)    f, b, f + S              after performing this move 
                                                    Sokaku will "rest" leaving
                                                    you unable to block for a
                                                    moment; it can absorb 
                                                    projectiles, but low ones
                                                    can usually sneak by
Ki Mon Jin               360 + S close            unblockable
Vortex Inferno           u, d + L from back       overhead; moves back into  
                           plane                     the front plane


S. Power Super
--------------
Thunder God              f, hcf + K+S             hits in both planes; absorbs
                                                    projectiles

P. Power Super
--------------
Sokaku Splat             f, hcf + S               Sokaku has very slight 
                                                    "rest" period after super;
                                                     just outside sweep range
                                                     this super becomes 
                                                     unblockable, and within 
                                                     sweep range it simply 
                                                     becomes an overhead


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> S (*, _, E)    
P close (*)


d + P (*)------> d + S (*, _, E)


P in air (O)---> S (1, H, O, E)


Kick Starters
`````````````
K (*)  --------> S (*, E)         


K close (*)----> S (*)         -----> d, d + S (1, E)
 

d + K (*, _)---> S             -----> d, d + S (E)
                 f + S (^, E)


K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
S close (*)----> f + K (O)     ----->  f, d, df + P (A, E)





*******************************************************************************
* 3.10 Geese Howard                                                           *
*******************************************************************************
Colors
------
P - Red pants w/ Yellow trim and Blonde hair
L - Blue pants w/ White trim and White hair



Throws
------
Clamp Of The Tiger       f/b + S close  
  Fatal Blow Bopper      f, df, d + S    
Mauling Tiger Crunch     df + S close


Basic Moves
-----------
Crawl                    hold df
Jump Kick                S from a short jump      overhead
Energy Palm              S far                    3 hits
Backfist                 S close                  2 hits


Plane Moves
-----------
Dive Elbow               P from back plane        overhead
Slide Kick               K from back plane        must be blocked low
Strong Trip              S from back plane        must be blocked low; will
                                                    ground opponent and can
                                                    use Diven Punishment as
                                                    a follow up 
Backfist                 L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Sweep                    d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them


Command Moves
-------------
Slide Tap Kick           Dash Forward, K
Buzzsaw                  f + P                    overhead
Rising Palm              df + P
Rolling Sweep            b + K                    knocks opponent into back 
                                                    plane; can feint the 
                                                    Rolling Sweep into a 
                                                    special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Rolling Sweep comes 
                                                    out
Divine Punishment        d + S close on downed    pursue attack
                           opponent    
Slash Uppercut           P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack     
Feint Reppu Ken          d + P+S
Feint Raging Storm       d + K+S

                                                          
Special Moves
-------------
Reppu Ken (BS)           qcb + P                  will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Double Reppu Ken (BS)    qcb + S                  start up absorbs other 
                                                    projectiles; if start up
                                                    absorbs a projectile, a 
                                                    small Reppu Ken will be
                                                    released and continue its
                                                    path; if no absorbing is
                                                    done on the start up of 
                                                    the move the actual 
                                                    Reppu Ken will appear
                                                    larger, and will absorb
                                                    other projectiles and 
                                                    continue to run its path
Shinkuu Nage             360 + P close            unblockable
Palm Blast               hcf + P                  low counter attack
Dragon Throw             hcf + K                  counter attack to jump 
                                                    maneuvers and special
                                                    moves (not projectiles)
Push Of The Tiger        hcf + S                  high counter; moves opponent
                                                    to other side of him where
                                                    they are "stunned" for a
                                                    split second
                                                          

S. Power Super
--------------
Raging Storm             f, hcf + K+S             absorbs projectiles


P. Power Supers
---------------
Rashoumon                360 + S close            unblockable
Deadly Rave              hcb, f + P, P, P, K,     dash in must connect (not
                           K, K, S, S, S            blocked) for the entire
                                                    super to be performed
  Finish                 qcb + S 


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> S (E)       
P close (*)                        d + S (*, _, E)
                
                   
df + P (*)-----> S (_)      -----> d + S (2) -----> d + S (G, E)
                 d + S (*, _, E)


f + P  --------> S          -----> 360 + P (2, E)


d + P (*)------> S (*, E)
                 d + S (*, E)


P in air (O)---> S (1, H, O, E)


Kick Starters
`````````````
K close (*)----> S (*, E)


d + K (*)------> d + K (*)  -----> d + S (*, _, E)
                                   df + S (*, A, E)


b + K (*, ^)---> L (*, v, 1, E)
                 d + L (*, v, 1, _, E)


K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
None





*******************************************************************************
* 3.11 Cheng Sinzan                                                           *
*******************************************************************************
Colors
------
P - White pants w/ Green shirt
L - Yellow pants w/ Blue shirt



Throws
------
Double Hand Toss         f/b + S close  
Headbutts                df + S close


Basic Moves
-----------
Crawl                    hold df
Head Soften              S close                  2 hits


Plane Moves
-----------
Dive Palm                P from back plane        overhead
Slide Kick               K from back plane        must be blocked low
Energy Palms             S from back plane
Powerful Slap            L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Double Foot Sweep        d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them

Command Moves
-------------
Glowing Orb              b + P                    knocks opponent to back 
                                                    plane; can feint the 
                                                    Glowing Orb into a 
                                                    special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Glowing Orb comes 
                                                    out
Double Orb Attack        f + P                    overhead; can feint the 
                                                    Double Orb Attack into a 
                                                    special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Double Orb Attack 
                                                    comes out
  Quick Crawl Forward    df + S                   must be performed before the
                                                    Double Orb Attack has a
                                                    chance to come out; high
                                                    dodge
  Quick Crawl Backward   db + S                   must be performed before the
                                                    Double Orb Attack has a
                                                    chance to come out; high
                                                    dodge
Prop Tantrum             d + S                    all parts must be blocked low
Straight Palm            P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack     
Feint Avalanche Crunch   f + P+S
Feint Fatty Bazooka      d + P+S


Special Moves
-------------
Kiten Hinzan (BS)        qcf + P                  will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
High Kiten Hinzan (BS)   f, d, df + P             will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Belly Drum Blast         Charge d for 2 seconds,  use b or f to move; tap P to
                           u + P                    delay move; overhead
Flexible Geezer          qcb + K, hold K          dodges high attacks, 
                                                    including high fireballs
  Abort                  continue holding K for   you will be in a short  
                           more than 4 seconds      "stun" if you abort by
                           or stop holding K        holding K for more than
                                                    4 seconds
Avalanche Crunch (BS)    Charge b for 2 seconds,  K=short, S=long; must be  
                           f + K/S                  blocked low
Fatty Bazooka            qcb + S                  must be blocked low; the 
                                                    sneeze portion can absorb
                                                    low projectiles


S. Power Super
--------------
Bursting Heavens (BS)    Charge db for 2 seconds, the projectile itself 
                           qcf + K+S                absorbs other projectiles


P. Power Super
--------------
Collapse Of Creation     hcf + S in air, hold S   use b or f to move; 
                                                    releasing S will end the
                                                    super; if S is released
                                                    1 second into the super,
                                                    Cheng will drop with a
                                                    Belly Drum Blast which is
                                                    an overhead
                                                     

Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> S (*, E)      
                 df + S (*, A, E)
           
           

P close (*)----> S (*, E)      
           :     df + S (*, A, E) 
           :
           :
           :
           ----> P (*)      -----> S (*, E) 
                                   df + S (*, A, E)


d + P (*)------> P (*)      -----> S (*, E)
                 d + S (*, _, E)   df + S (*, A, E)


P (O) from-----> S (0)      -----> S (_)      ----->  S (_) ----->  S (_)-+ 
 back plane                                                               |
                                                                          |
                                                                          |
                                                    b, b + K (<, E)  <----+


b + P (*, ^)---> L (*, v, 1, E)


f + P (O)------> df + S (E)
                 db + S (E)


P in air (O)---> S (1, H, O, E)


Kick Starters
`````````````
d + K (*, _)---> d + S (*, _, E)


K (_) from-----> S (0)      -----> S (_)      ----->  S (_) ----->  S (_)-+ 
 back plane                                                               |
                                                                          |
                                                                          |
                                                    b, b + K (<, E)  <----+


K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
S      --------> S (<, E)      
S close (*)


S from back----> S (0)      -----> S (_)      ----->  S (_) ----->  S (_)-+ 
 plane                                                                    |
                                                                          |
                                                                          |
                                                    b, b + K (<, E)  <----+





*******************************************************************************
* 3.12 Mai Shiranui                                                           *
*******************************************************************************
Colors
------
P - Red costume
L - Blue-Purple costume



Throws
------
Fuushakuzushi            f/b + S close 
Yumezakura               db/df + S close in air


Basic Moves
-----------
Crawl                    hold df
Down Fan                 S from a short jump      overhead
Roundhouse               S close                  2 hits
Turn Fan                 S far                    2 hits


Plane Moves
-----------
Dive Forearm             P from back plane        overhead
Slide Kick               K from back plane        must be blocked low
Flip Kick                S from back plane
Roundhouse               L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Sweep                    d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them


Command Moves
-------------
Triangle Jump            jump toward the wall, 
                           then away
Slide Back Kick          Dash Forward, d + K
Tail Strike              b + P                    knocks opponent to back 
                                                    plane; can feint the 
                                                    Tail Strike into a 
                                                    special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Tail Strike comes 
                                                    out
Double Foot Strike       tap S repeatedly when    wake up attack
                           you are knocked down
Fan Uppercut             P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack     
Feint Ka Cho Sen         d + P+S
Feint Flower Hurricane   d + K+S


Special Moves
-------------
Ka Cho Sen (BS)          qcf + P                  will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Ryu Em Bu (BS)           qcb + P                  absorbs projectiles
Night Bird (BS)          qcb + S
Shinobi Bachi (BS)       hcf + S
Musasabi Mai             d + P+K in air


S. Power Super
--------------
Cho Shinobi Bachi        f, db, f + K+S /
                           f, hcf + K+S


P. Power Super
--------------
Flower Hurricane         f, db, f + S, hold S /   releasing S will make Mai
                           f, hcf + S, hold S       stop her dash and perform
                                                    the rising part of the
                                                    super;  holding S will
                                                    make her continue to dash
                                                    

Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> df + S (*, A)--> S (*, 3)-----> K (*, 4, E) 
P close (*)      S (*, E)          S (E)                           S (*, O, E)
                 d + K (*, _, E)
                         

d + P (*)------> K (*)      -----> df + S (*, A)--> S (*, 3)-----> K (*, 4, E) 
           :     S (*, E)          S (E)                           S (*, O, E)
           :     d + K (*, _, E)
           :     d + S (*, E)
           :
           ----> d + P (*)  -----> K (*)     -----> df + S  -----> S (*, 3)-+
                              :    S (*, E)          (*, A)                 :
                              :    d + K (*, _, E)  S (E)                   :
                              :    d + S (*, E)                             :
                              :                                             :
                              :                              K (*, 4, E) <--+
                              :                              S (*, O, E)
                              :
                              :
                              ---> d + P (*) -----> K (*)   -----> df + S---+
                                                    d + S (*, E)    (*, A)  :
                                                                   S (E)    :
                                                                            :
                                                                            :
                                              S (*, O, E) <---- S (*, 3) <--+


b + P (*, ^)---> L (*, v, 1, E)
                 d + L (*, v, 1, _, E)

       
P in air-------> K (1, H, 0, E)
  (*, O)         S (1, H, O, E)
                 

Kick Starters
`````````````
K (*)  --------> K (*)      -----> df + S (*, A)--> S (*, 3)-----> K (*, 4, E) 
K close (*)      S (*, E)          S (E)                           S (*, O, E)
                 d + K (*, _, E)
         

d + K (*, _)---> S (*, E)
                 d + S (*, E)


K in air-------> S (1, H, O, E)
  (*, O)        


Strong Starters
````````````````
S in air-------> P (1, H, O, E)
  (*, O)       





*******************************************************************************
* 3.13 Kim Kaphwan                                                            *
*******************************************************************************
Colors
------
P - White costume
L - Aqua costume



Throw
-----
Taiotoshi                f/b + S close 


Basic Moves
-----------
Crawl                    hold df
Double Assault           S far                    2 hits
Deep Roundhouse          S close                  2 hits


Plane Moves
-----------
Dive Foot                P from back plane        overhead
Slide Kick               K from back plane        must be blocked low
Turn Kick                S from back plane
Foot Swipe               L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Sweep                    d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them


Command Moves
-------------
Slide Snap Kick          Dash Forward, d + P
Nericage                 f + K                    overhead
Gut Kick                 P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack     
Feint Phoenix Flattner   d + K+S


Special Moves
-------------
Ku Sa Zan                Charge d for 2 seconds,
                           u + P
  Finish                 d + P                    Ku Sa Zan must connect (not
                                                    blocked), for this follow
                                                    up to be possible
Crescent Moon Slash (BS) qcb + K/S                K=short, S=long
Hakikyaku (BS)           d, d + K                 must be blocked low; will
                                                    stagger opponent a little
                                                    if this move connects 
Hien Zan (BS)            Charge d for 2 seconds,
                           u + K
Hi Sho Kyaku             d + K in air
  Judgment Kick          df + K                   Hi Sho Kyaku must touch 
                                                    opponent to allow this 
                                                    follow up; must be blocked
                                                    low
 

S. Power Super
--------------
Phoenix Kick Dance       hcf + K+S in air         move must connect (not 
                                                    blocked) to perform entire
                                                    super


P. Power Super
--------------
Phoenix Flattner         qcb, db, f + S           dash in must connect (not
                                                    blocked) to perform entire
                                                    super


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> S (*, 2, ^, E)
P close (*)|     f + K (O, E)                 
           |
           |
           |
           ----> P (*, 1)   -----> K (*)     -----> S (E)
                                   S (*, ^, E)


d + P (*)------> P (*)      -----> K (*)     -----> S (*, 2, ^, E)
            :    f + K (O, E) |    f + K (O, E)
            :                 |
            :                 |
            :                 |
            :                 ---> P (*, 1)  -----> K (*)  -----> S (E)
            :                                       S (*, ^, E)
            :
            :
            ---> d + P (*)  -----> P (*)     -----> K (*)  -----> S (*, 2, 
                                   f + K (O, E) :   f + K (O, E)   ^, E)
                                                :
                                                :
                                                :
                                                ---> P (*, 1)---> S (*, ^, E)


P in air-------> K (1, H, 0, E)
  (*, O)         S (1, H, O, E)


Kick Starters
`````````````
K (*)  --------> f + K (O, E)
K close (*)
d + K (*, _)


K in air-------> S (1, H, O, E)
  (*, O)         


Strong Starters
```````````````
S close (*)----> P (*)      -----> K         -----> S (A, E)





*******************************************************************************
* 3.14 Hon-Fu                                                                 *
*******************************************************************************
Colors
------
P - Black pants w/ Red top
L - Red pants w/ Blue top



Throws
------
Leg Toss                 f/b + S close
Buddhist Bopper          df + S close 


Basic Moves
-----------
Crawl                    hold df
Down Nunchaku            S from short jump        overhead
High Roundhouse          S close                  2 hits


Plane Moves
-----------
Dive Elbow               P from back plane        overhead
Slide Kick               K from back plane        must be blocked low
Strong High Kick         S from back plane
Reaching Foot            L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Sweep                    d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them


Command Moves
-------------
Rising Nunchaku          df + P
Roundhouse               f + K                    can feint the Roundhouse
                                                    into a special/super which
                                                    is done by performing a 
                                                    special/super just before
                                                    the Roundhouse comes out
Nunchaku Bop             d + S on downed          pursue attack
                           opponent
Side Nunchaku            P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack     
Feint Double Fire Noogie b + P+S


Special Moves
-------------
Sky Of Fire Noogie (BS)  f, d, df + P
Double Fire Noogie (BS)  f, d, df + S
Fire Stallion            qcb + P, tap P           if no P is tapped after 
                           repeatedly               move, Hon-Fu will finish 
                                                    with  himself in a "stun";
                                                    tap P in a good rythm to 
                                                    have Hon-Fu finish with a
                                                    fire attack; if the tapped
                                                    P portion is not in a good
                                                    rythm you will again end 
                                                    up in a "stun"
Heavenly Lightning (BS)  qcb + K
Lightning On Earth (BS)  Charge db for 2          must be blocked low
                           seconds, f + K
   Headbutt Exit         tap K repeatedly
Confident Counterattack  qcb + S                  protects Hon-Fu from high
                                                    attacks only (not 
                                                    projectiles); if Hon-Fu
                                                    uses this move against a
                                                    high attack he will turn
                                                    red and take no damage; 
                                                    after two successful 
                                                    protects Hon-Fu's next 
                                                    successful protect will
                                                    produce a 13 hit ranbu
                                                    style super (NO super 
                                                    meter needed)
Kaoloon's Prediction     hcf + S                  kick must connect (not 
                                                    blocked) with opponent on
                                                    the ground for entire move
                                                    to come out
Black Dragon             hcf + S                  kick must connect (not
                                                    blocked) with opponent in
                                                    the air for entire move to
                                                    come out


S. Power Super
-------------- 
Exploding Goro           qcb, db, f + K+S


P. Power Super
--------------
Yoka Tonhanma (BS)       qcb, db, f + S           both parts are overheads;
                                                    the explosion after the
                                                    second part will absorb
                                                    projectiles


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> S (E)


P close (*)----> K (*)      -----> S (E)
           |                       f + S (^, E)
           |                       d + S (_, E)
           |                       df + S (*, A, E)
           |
           ----> S (*)      -----> S (*, E)
           |
           |
           |
           |
           ----> d + K (*, _)----> d + S (_, E)
           :                       df + S (*, A, E)
           :
           :
           :
           ----> d + P (*)  -----> d + K (*, _)---> d + S (_, E)
           :                  :    d + S (*, E)     
           :                  :
           :                  :
           :                  :
           :                  ---> K (*)     -----> S (E)
           :                  :                     f + S (^, E)
           :                  :                     d + S (_, E)
           :                  :                    
           :                  :
           :                  ---> P (*)     -----> S (E)
           :
           :
           ----> P (*)      -----> K         -----> S (E)
                              :                     f + S (^, E)
                              :                     d + S (_, E)
                              :                     df + S (*, A, E)
                              :
                              ---> S (*)     -----> S (*, E)
                              :
                              :
                              :
                              :
                              ---> d + K (*, _)---> d + S (_. E)
                              :
                              :
                              :
                              :
                              ---> P (*)     -----> S (E)

        
d + P (*)------> K (*)      -----> S (E)
           |     d + S (*, E)      f + S (^, E)
           |                       d + S (_, E)
           |                       df + S (*, A, E)
           | 
           ----> d + K (*, _)----> d + S (_, E)
           :                       df + S (*, A, E)
           :
           :
           :
           ----> d + P (*)  -----> d + K (*, _)---> d + S (_, E)
           :                  :    d + S (*, E)     
           :                  :
           :                  :
           :                  :
           :                  ---> K (*)     -----> S (E)
           :                  :                     f + S (^, E)
           :                  :                     d + S (_, E)
           :                  :                    
           :                  :
           :                   ---> P (*)     -----> S (E)
           :
           :
           :
           :
           ----> P (*)      -----> K (*)     -----> S (E)
                              :                     f + S (^, E)
                              :                     d + S (_, E)
                              :                     
                              :
                              ---> S (*)     -----> S (*, E)
                              :
                              :
                              :
                              :
                              ----> d + K (*, _)--> d + S (_, E)
                              :
                              :                    
                              :                    
                              :
                              ---> P (*)     -----> S (E)


df + P (*)-----> S (1)      -----> S (*, A, E)
                 d + S (_, E)


P in air (O)---> S (1, H, O, E)


Kick Starters
`````````````
K (*)  --------> K          -----> S (O, E)


K close (*)----> K (*)      -----> S (E)
           |                       f + S (^, E)
           |                       d + S (_, E)
           |                       df + S (*, A, E)
           |
           ----> d + K (*, _)----> d + S (_, E)
                                   df + S (*, A, E)


d + K (*, _)---> K (*)      -----> S (E)
           |     d + S (*, E)      f + S (^, E)
           |                       d + S (_, E)
           |                       df + S (*, A, E)
           | 
           ----> d + K (*, _)----> d + S (_, E)
                                   df + S (*, A, E)


f + K  --------> df + S (_, E)


K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
None





*******************************************************************************
* 3.15 Wolfgang Krauser                                                       *
*******************************************************************************
Colors
------
P - Red pants w/ Gold armor and Purple hair
L - Blue pants w/ Silver armor and Brown hair



Throw
-----
Knee Thrust              f/b + S close


Basic Moves
-----------
Crawl                    hold df
Crunch Upper             S close                  2 hits


Plane Moves
-----------
Dive Palm                P from back plane        overhead
Slide Kick               K from back plane        must be blocked low
Flying Push              S from back plane
Reaching Fist            L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Sweep                    d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them


Command Moves
-------------
Ground Punch             f + P                    overhead; can feint the 
                                                    Ground Punch into a 
                                                    special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Ground Punch comes out
Big Splash               d + S in air             overhead
Elbow Drop               d + S on downed          pursue attack
                           opponent
Uppercut                 P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack     
Feint Low Blitz Ball     d + P+S
Feint Kaiser Wave        d + K+S


Special Moves
-------------
High Blitz Ball (BS)     qcb + P                  will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Low Blitz Ball (BS)      qcb + S                  will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Leg Tomahawk (BS)        qcf + K                  overhead
To The Moon Blow         hcb + K close            unblockable
Kaiser Claw              f, d, df + S             catches airborne opponent's
Phoenix Thrust           hcf + S                  counter attack to jump 
                                                    maneuvers and special
                                                    moves (not projectiles)
Scum Gale                hcf + P close            unblockable; opponent is 
                                                    tossed to the other side
                                                    of Krauser and is 
                                                    "stunned" for a split 
                                                    second
  Uppercut Blow          b, b + S                 use the Kaiser Claw right
                                                    after the uppercut 
                                                    connects        


S. Power Super
-------------- 
Kaiser Wave (BS)         Charge b/db for 2        absorbs projectiles; 
                           seconds, uf + K+S        holding the last part of 
                           (hold K+S to delay)      the motion (uf + K+S) will
                                                    empower the super; hold 
                                                    uf + K+S for: 
                                                      0-1 second=level 1 wave
                                                      2 seconds=level 2 wave
                                                      3 seconds=level 3 wave 
                                                        which strikes in both
                                                        planes


P. Power Supers
--------------- 
Gigatec Cyclone          360 + S close            unblockable
Deadly Rave              hcb, f + P, P, K, S,     dash in must connect (not
                           K, S, P, K, S            blocked) for the entire  
                                                    super to be performed
  Finish 1               S                          
  Finish 2               b, d, db + P+S


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> S (1, E)


P close (*)----> S (*, E)


d + P (*)------> S (*, 1, E)


P in air (O)---> S (1, H, O, E)


Kick Starters
`````````````
K (*)  --------> S (1, E)
K close (*) 


d + K (*, L)---> d + S (1, _, E)


K in air (O)---> S (1, H, O, E)


Strong Starters
``````````````` 
S close (*)----> S (*)      -----> qcf + S (E)
                 df + S (*, A, E)





*******************************************************************************
* 3.16 Tung Fu Rue                                                            *
*******************************************************************************
Colors
------
P - Green top
L - Purple top


Throw
-----
Rapid Punches            f/b + S close


Basic Moves
-----------
Crawl                    hold df
High Wave Kick           S close                  2 hits


Plane Moves
-----------
Dive Fist                P from back plane        overhead
Slide Kick               K from back plane        must be blocked low
Spinning Fists           S from back plane
Energy Blast             L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Sweep                    d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them


Command Moves
-------------
Slide Stab               Dash Forward, P
Rising Fist              df + P
Shoulder Thrust          P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack     
Feint Senpu Gouken       d + K+S


Special Moves
-------------
Shou Ha (BS)             qcf + P                  absorbs projectiles
Shin Shippu (BS)         qcb + P/S                P=short, S=long; possible to
                                                    link a Thousand Kicks 
                                                    after S version
Thousand Kicks (BS)      f, d, df + K           
Geki Ha                  qcf + S, hold S to       if charged past 1 second 
                           empower                  and released, Tung 
                                                    throws his arms out for
                                                    extra damage; while 
                                                    holding S, you are able
                                                    to hit the opponent four
                                                    times if they walk or jump
                                                    into you, after that the 
                                                    only damage that can be 
                                                    dealt is from releasing S;
                                                    the second part can hit 
                                                    up to 5 times (which is
                                                    unlikely unless they are
                                                    on top of you)
  Abort                  continue holding S for     
                           more than 4 seconds    
Meditation               S+L
  Scratch                S+L
    Super Shin Shippu    S                        possible to link a Thousand 
                                                    Kicks maneuver after this
    Super Thousand Kicks K
    Drained              S+L
      Super Shin Shippu  S                        possible to link a Thousand 
                                                    Kicks maneuver after this
      Super Thousand Ki. K


S. Power Super
-------------- 
Senpu Gouken             f, hcf + K+S             hits in both planes


P. Power Super
-------------- 
Super Geki Ha            f, hcf + S               last part is an overhead


Chain Attacks
--------------
Punch Starters
``````````````
P close (*)----> P (*)      -----> d + K (*, _, E)
d + P (*)        d + P (*)
                 S (*, E)
                 d + K (*, _, E)


df + A (*)-----> S (*, E)


P in air (O)---> K (1, H, 0, E)
                 S (1, H, O, E)


Kick Starters
`````````````
K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
None


Other Starters
``````````````
P+K (*)--------> S (O, E)





*******************************************************************************
* 3.17 Duck King                                                              *
*******************************************************************************
Colors
------
P - Yellow top w/ Blue vest
L - Red top w/ Black vest



Throw
-----
Slam Dunk                f/b + S close


Basic Moves
-----------
Crawl                    hold df
Hop Kick                 K far                    low dodge  
Rising Beat              S close                  2 hits 


Plane Moves
-----------      
Dive Elbow               P from back plane        overhead
Slide Kick               K from back plane        must be blocked low
Powerful Knee            S from back plane
Backhand                 L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Split Sweep              d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them


Command Moves
-------------
Duck Fake Air            d, d in air              causes duck to stop in mid
                                                    air for a split second; 
                                                    cannot perform air 
                                                    normals after this, but
                                                    Duck can perform a Flying 
                                                    Spin Attack; can use as
                                                    an air dodge as Duck is
                                                    invulnerable for a split
                                                    second
  Drop Straight Down     do nothing
  Drop Diagonally Back   b
  Drop Diagon. Forward   f
Duck Fake Ground         Dash Forward, df + S     dodges high attacks, will 
                                                    slide past opponent
Down Swipe               b + P                    overhead; can feint the 
                                                    Down Swipe into a 
                                                    special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Down Swipe comes out
Slide                    df + K                   must be blocked low
Double Hand Spin         d + S                    both parts must be blocked 
                                                    low
Ground Spin              d + S on downed          pursue attack
                           opponent
Power Headbutt           P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack     
Feint Duck Dance         d + K+S


Special Moves
-------------
Head Spin Attack (BS)    qcf + P
Riding Spin Attack (BS)  qcf + S
  Kick Finish            S                        Riding Head Spin Attack must
                                                    touch opponent in order
                                                    for this follow up to be
                                                    available
Flying Spin Attack       qcb + P in air
Break Storm              f, d, df + K
  Violent Spin           tap K repeatedly
Dancing Dive (BS)        qcb + K                  move can hit and go past 
                                                    opponent
  Dive Away              qcf + K                  Dancing Dive must touch
                                                    opponent in order for this
                                                    follow up to be available
Cross Head Spin          u, d + L from back       moves back into the front
                           plane                    plane
                 

S. Power Supers
---------------
Break Storm              f, d, df + K             no meter needed, just a 
                                                    starter
  Duck Drill             hcf + K+S
Duck Drill Catch         hcf + K+S close in air   unblockable
Break Spiral             360 + K+S close          unblockable 


P. Power Super
-------------- 
Duck Dance               f, hcf + S, tap S        tap S: 
                           repeatedly charge        0-2=level 1 charge 
                           levels                     (one chick)
                                                    3-5=level 2 charge
                                                      (two chicks)
                                                    6-10=level 3 charge
                                                      (three chicks)
                                                    11+=level 4 charge
                                                      (four chicks)

---you have the length of time before your P bar runs out to perform one of---
                      ---the following maneuvers:---


  Air Cannonball         qcb + K+S in air         requires level 1 charge or
                                                    higher   
  Cannonball             qcf + K+S                requires level 2 charge or
                                                    higher
  Dance Kick             qcb + K+S                requires level 3 charge or
                                                    higher
  Heaven's Knee          f, d, df + K+S           requires level 3 charge or
                                                    higher
  Duck Rave              hcb + S                  requires level 4 charge; 
                                                    must be blocked low


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> S (E)
                                   f + S (^, E)
                                   d + S (_, E)
                                   df + S (*, A, E)
           
        
P close (*)----> K (*)      -----> S (E)
           :                       f + S (^, E)
           :                       d + S (_, E)
           :                       df + S (*, A, E)
           :
           ----> d + P (*)  -----> K (*)     -----> f + S (^, E)
           :                       P (*, E)         d + S (_, E)
           :                       d + S (E)        df + S (*, A, E)
           :                                        
           :
           :
           ----> P (*)      -----> K (*)     -----> f + S (^, E)
                                   P (*, E)         d + S (_, E)
                                                    df + S (*, A, E)


d + P (*)------> K (*)      -----> S (E)
           :     d + S (E)         f + S (^, E)
           :                       d + S (_, E)
           :                       df + S (*, A, E)
           :
           ----> d + P (*)  -----> K (*)     -----> f + S (^, E)
           :                       P (*, E)         d + S (_, E)
           :                       d + S (E)        df + S (*, A, E)
           :
           :
           ----> P (*)      -----> K (*)     -----> f + S (^, E)
                                   P (*, E)         d + S (_, E)
                                                    df + S (*, A, E)


P in air-------> S (1, H, O, E)
 (*, O)


Kick Starters
`````````````
K close (*)----> K (*)      -----> S (E)
d + K      |                       f + S (^, E)
 (*, _)    |                       d + S (_, E)
           |                       df + S (*, A, E)
           |
           ----> d + K (*, _)----> d + S (_, E)
                                   df + S (*, A, E)


K in air-------> S (1, H, O, E)                                                 
 (*, O)                                                    


Strong Starters
````````````````
d + S (_)------> d + S (*, 1, _)-> qcf, uf + K (E)





*******************************************************************************
* 3.18 Blue Mary                                                              *
*******************************************************************************
Colors
------
P - Blue pants w/ Green jacket and Blonde hair
L - Brown pants w/ Black jacket and White hair



Throw
-----
Tomi Nage                f/b + S close
  Achilles Hold          f, df, d + S


Basic Moves
-----------
Crawl                    hold df
Air Backfist             S from short jump        overhead
Rising Slap              S close                  2 hits


Plane Moves
-----------
Dive Palm                P from back plane        overhead
Slide Kick               K from back plane        must be blocked low
Side Kick                S from back plane
Reaching Kick            L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Double Leg Sweep         d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them


Command Moves
-------------
Dropping Heel            f + K                    overhead; can feint the 
                                                    Dropping Heel into a 
                                                    special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Dropping Heel comes 
                                                    out
Step Roller              b + K                    second part must be blocked
                                                    low
Leg Press                d + K on downed          pursue attack
                           opponent
Straight Elbow           P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack     
Feint Mary Snatcher      b + P+S


Special Moves
-------------
Mary Dodge               qcb + P                  quick high dodge
  Good Night Backbreaker P when opponent is       unblockable
                           close 
  Face Lock              K when opponent is       unblockable
                           close
  German Suplex          S when opponent is       unblockable
                           close
Mary Snatcher (BS)       f, d, df + K             
Mary Crab Clutch         Charge b for 2 seconds,  must be blocked low; move 
                           f + K                    must connect (not blocked)
                                                    to perform the entire 
                                                    maneuver
Young Dive               Charge d for 2 seconds,  overhead
                           u + S
  Reverse Kick           b + K                    use as crossup
  Dangerous Spider       qcf + S                  unblockable
Mary Spider              uf, qcf + S              unblockable


S. Power Super
--------------
Mary Typhoon             f, hcf + K+S             unblockable


P. Power Super
--------------
Mary Escalation          f, hcf + S

---you have the length of time before your P bar runs out to perform the--- 
                       ---following maneuvers:---

  Vertical Arrow (BS)    f, d, df + P
    Mary Snatchbreaker   f, d, df + K             Vertical Arrow must connect
                                                    (not blocked) for this
                                                    follow up to be available
      Mary Dynamite Sw.  f + S                    automatically ends P bars
                                                    count down
  Straight Slicer (BS)   Charge b for 2 seconds,  must be blocked low
                           f + P
    Double Crunch        b, f + K                 Straight Slicer must connect
                                                    not blocked) for this
                                                    follow up to be available
      Mary Dynamite Sw.  d + S                    automatically ends P bars
                                                    count down
  Spin Fall (BS)         qcf + S 
    Double Spider        qcf + S                  Spin Fall must connect (not
                                                    blocked) for this follow
                                                    up to be available
      Mary Dynamite Sw.  d + S                    automatically ends P bars
                                                    count down
  Mary Double Swing      d + S close on downed    pursue attack
                           opponent


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> S (E)
           |     S (*, E)          f + S (^, E)
           |                       d + S (_, E)
           |                       df + S (*, A, E)
           |                                             
           ----> d + K (*, _)----> d + S (_, E)
                                   df + S (*, A, E)
       
                             
P close (*)----> K (*)      -----> S (E)
           |     S (*, E)          f + S (^, E)
           |                       d + S (_, E)
           |                       df + S (*, A, E)
           |                                             
           ----> d + K (*, _)----> d + S (_, E)
           :                       df + S (*, A, E)
           :
           :
           :
           ----> P (*)      -----> K (*)     -----> S (E)
           :                  :    S (*, E)         f + S (^, E)
           :                  :                     d + S (_, E)
           :                  :                     df + S (*, A, E)
           :                  :
           :                  ---> d + K (*, _)---> d + S (_, E)
           :                                        df + S (*, A, E)
           :
           :
           ----> d + P (*)  -----> d + K (*, _)---> d + S (_, E) 
                              :                     df + S (*, A, E)
                              :
                              :
                              :
                              ---> S         -----> df, df + S (3, E)


d + P (*)------> S          -----> df, df + S (3, E)
           |
           |
           |
           |
           |
           ----> d + K (*, _)----> d + S (_, E)
           :                       df + S (*, A, E)
           :
           :
           :
           ----> P (*)      -----> K (*)     -----> S (E)
           :                  :    S (*, E)         f + S (^, E)
           :                  :                     d + S (_, E)
           :                  :                     df + S (*, A, E)
           :                  :
           :                  ---> d + K (*, _)---> d + S (_, E)
           :                                        df + S (*, A, E)
           :
           :
           ----> d + P (*)  -----> d + K (*, _)---> d + S (_, E) 
                              :                     df + S (*, A, E)
                              :
                              :
                              :
                              ---> S         -----> df, df + S (3, E)


P in air (O) --> S (1, H, O, E) 


Kick Starters
`````````````
K (*)  --------> K (*)      -----> S (E)
K close (*)|                       f + S (^, E)
d + K      |                       d + S (_, E)
  (*, _)   |                       df + S (*, A, E)
           |                                             
           ----> d + K (*, _)----> d + S (_, E)
                                   df + S (*, A, E)
        

b + K (_)------> df + S (*, A, E)


K in air (O) --> S (1, H, O, E) 


Strong Starters
```````````````
S close (*)----> S          -----> S (2, E)


Other Starters
``````````````
P+K (*)--------> S (A, E)





*******************************************************************************
* 3.19 Jin Chonshu                                                            *
*******************************************************************************
Colors
------
P - Red costume w/ Yellow trim
L - Purple costume w/ White trim



Throw
-----
Blast Away               f/b + S close


Basic Moves
-----------
Crawl                    hold df
Wind Stab                P far                    2 hits
Wave Swipe               P close                  2 hits
Swipe Kick               K far                    2 hits
Wind Knee                K close                  2 hits
Emperor Axe              S far                    2 hits
Rising Slap              S close                  2 hits


Plane Moves
-----------
Dive Swipe               P from back plane        overhead
Slide Kick               K from back plane        must be blocked low
Hard Push                S from back plane
Hand Swipe               L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Sweep                    d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them


Command Moves
-------------
Falling Slap             f + P                    overhead; can feint the 
                                                    Falling Slap into a 
                                                    special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Falling Slap comes out
Low Poke                 d + P                    2 hits
Crouch Punt              d + K                    2 hits; must be blocked low
Quick Poke               P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack     
Feint Leviathan's Strain d + K+S


Special Moves
-------------
Sight Of Heaven W. (BS)  qcf + P/S                P=slow, S=fast; will collide
                                                    with other projectiles as
                                                    both will be "destroyed"
                                                    in the process
Empire Heaven Smash (BS) f, d, df + P/S           P=low, S=high
Eyes Of The Emperor (BS) hcb + P/S                P=stationary teleport, 
                                                    S=teleports behind 
                                                    opponent; invulnerable for
                                                    split second while 
                                                    teleporting
Emperor God's Eye (BS)   hcb + K                  teleports Chonshu above 
                                                    opponent; can control
                                                    descent with b or f; 
                                                    invulnerable for split 
                                                    second while teleporting
  Rolling Dive           P/K/S                    
Emperor God Bop          f, f + P                 elbow must connect (not
                                                    blocked) to perform the
                                                    entire maneuver
Dragon's Light           qcf + K                  move must connect (not
                                                    blocked) to perform the
                                                    entire maneuver
  Teleport Attack        hcb + K
Imperial Exterminator    qcb + K in air           will not work on short 
                                                    jumps;  teleports above
                                                    and behind opponent; 
                                                    invulnerable for a split
                                                    second while teleporting;
                                                    can perform an air normal
                                                    after the teleport


S. Power Supers
---------------
Emperor Drain (BS)       f, hcf + K+S             not only causes damage to 
                                                    opponent, but will also
                                                    regenerate a portion of 
                                                    Chonshu's lifebar as well;
                                                    must connect (not blocked)
                                                    in order to do this 
                                                    however; will absorb 
                                                    projectiles
Air Emperor Drain        qcb, f + K+S in air      will not work on short 
                                                    jumps; not only causes 
                                                    damage to opponent, but 
                                                    will also regenerate a 
                                                    portion of Chonshu's 
                                                    lifebar as well; must 
                                                    connect (not blocked) in 
                                                    order to do this however;
                                                    will absorb projectiles


P. Power Super
--------------
Leviathan's Strain       f, hcf + S                 will absorb projectiles


Chain Attacks
-------------
Punch Starters
``````````````
P      --------> P (*, 1)   -----> S (E)  
P close          K (*, 1)          f + S (^, E)
                 d + K (*, 1, _)   d + S (_, E)
                                   df + S (*, A, E)
                   

d + P  --------> P (*, 1)   -----> S (E)
                 K (*, 1)          f + S (^, E)
                 d + K (*, _)      d + S (_, E)
                 S (1, _, E)       df + S (*, A, E)
          

P in air (O)---> K (1, H, O, E)
                 S (1, H, O, E)


Kick Starters
`````````````
K      --------> K (*, 1)   -----> S (E)  
K close          d + K (*, 1, _)   f + S (^, E)
                                   d + S (_, E)
                                   df + S (*, A, E)


d + K (_)------> P (*, 1)   -----> S (E)
                 K (*, 1)          f + S (^, E)
                 d + K (*, _)      d + S (_, E)
                 S (1, _, E)       df + S (*, A, E)
           
        
K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
S close (*)----> S          -----> S         -----> f, b + S (*, A, >, E)





*******************************************************************************
* 3.20 Laurence Blood                                                         *
*******************************************************************************
Colors
------
P - Blue costume w/ Yellow trim
L - Pink costume w/ White trim



Throw
-----
Backbreaker              f/b + S close


Basic Moves
-----------
Crawl                    hold df
Down Kick                K from u short jump      overhead
Toro                     S close                  2 hits


Plane Moves
-----------
Dive Palm                P from back plane        overhead
Slide Kick               K from back plane        must be blocked low
Hard Kick                S from back plane
Reaching Kick            L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Sweep                    d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them


Command Moves
-------------
Slide Cape Flick         Dash Forward, P
Swiping Kick             f + K                    pushes opponent to back 
                                                    plane; can feint the 
                                                    Swiping Kick into a 
                                                    special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Swiping Kick comes out
Ole                      K+S                      dodges low and high attacks
                                                    (including projectiles)
Back Kick                P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack  

   
Special Moves
-------------
Bloody Mixer             tap P repeatedly         absorbs projectiles
Bloody Spin (BS)         hcb + P/S                P=short, S=long
Bloody Cutter (BS)       Charge d for 2 seconds,
                           u + S
Bloody Saber             Charge b for 2 seconds,
                           f + S                     


S. Power Super
--------------
Bloody Slash             f, hcf + K+S             must get all 6 hits to
                                                    connect (not blocked) for
                                                    a extra 2 hit finish


P. Power Super
--------------
Bloody Shadow            f, hcf + S               cape swipe must connect (not
                                                    blocked) to perform entire
                                                    super


Chain Attacks
-------------
Punch Starters
``````````````
P in air (O)---> S (1, H, O, E)


Kick Starters
`````````````
f + K (*, ^)---> L (*, v, 1, E)
                 d + L (*, v, 1, _, E)


K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
S close--------> S (*)      -----> S (A, E)


Other Starters
``````````````
K+S (*)--------> S          -----> f, df, d + S (O, E)
                 d + S (_, E)
                 K (*, E)





*******************************************************************************
* 3.21 Jin Chonrei                                                            *
*******************************************************************************
Colors
------
P - Blue costume w/ Yellow trim
L - Green costume w/ White trim



Throw
-----
Blast Away               f/b + S close


Basic Move
----------
Crawl                    hold df


Plane Moves
-----------
Dive Swipe               P from back plane        overhead
Slide Knees              K from back plane        must be blocked low
Hard Push                S from back plane
Reaching Swipe           L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Sweep                    d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them


Command Moves
-------------
Axe Kick                 f + K                    overhead; can feint the 
                                                    Axe Kick into a 
                                                    special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Axe Kick comes out
Quick Punch              P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack     
Feint Empire Destiny B.  d + K+S


Special Moves
-------------
Emperor's Eye (BS)       qcf + P/S                P=slow, S=fast; will collide
                                                    with other projectiles as
                                                    both will be "destroyed"
                                                    in the process
Emperor Crunch (BS)      f, d, df + P/S           P=short, S=further
Emperor God Bop          f, f + P
Extended Emperor God Bop f, f, f + P
Dragon Transformation    qcf + K                  hold K to roll further; high
                                                    dodge; can roll past 
                                                    opponent
Imperial Disembodied     qcb + K                  hold K to roll back farther;
                                                    high dodge
Emperor Blast (BS)       qcb, f + S               not only causes damage to 
                                                    opponent, but will also
                                                    regenerate a portion of 
                                                    Chonrei's lifebar as well;
                                                    will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the 
                                                    process


S. Power Supers
---------------
Empire Destiny Slash     f, hcf + K+S and hold,   energy ball will travel as
                           release to activate      long as K+S is held (and 
                           super                    does no damage); as soon 
                                                    as K+S is released the 
                                                    energy ball will stop and
                                                    grow (this inflicts the 
                                                    damage and absorbs 
                                                    projectiles)
Empire Destiny Blow      f, hcf + K+S, tap S      absorbs projectiles; tap S:
                           repeatedly               0 times=one projectiles
                                                    1 time=two projectiles
                                                    2 times=three projectiles
                                                    3 times=four projectiles


P. Power Super
--------------
Emperor Roar Destroyer   f, hcf + S               absorbs projectiles


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> S (E)
P close (*)      d + K (*, _)      f + S (*, ^, E)
d + P (*)                          d + S (_, E)
                               
    
P in air (O)---> K (1, H, O, E)
                 S (1, H, O, E)


Kick Starters
`````````````
K close (*)----> S (*, 1)  -----> S (*, E)
                                  df + S (*, A, E)
                                  u + S (O, E)


K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
S close (*)----> f + K (O, E)
                 d + K (*, _, E)





*******************************************************************************
* 3.22 Franco Bash                                                            *
*******************************************************************************
Colors
------
P - Orange costume
L - Yellow costume



Throw
-----
Gut Crunch And Slam      f/b + S close


Basic Moves
-----------
Crawl                    hold df
Down Punch               S from short jump        overhead
Mega Upper               S close                  2 hits


Plane Moves
-----------
Dive Gut Punch           P from back plane        overhead
Slide Kick               K from back plane        must be blocked low
Hard Knee                S from back plane
Backfist                 L when opponent is in    overhead; pulls opponent to
                           back plane               front plane if attack 
                                                    touches them
Sweep                    d + L when opponent is   must be blocked low; pulls
                           in back plane            opponent to front plane 
                                                    if attack touches them


Command Moves
-------------     
Slide Jab                Dash Forward, d + P
Chopping Kick            f + K                    pushes opponent to back
                                                    plane; can feint the 
                                                    Chopping Kick into a 
                                                    special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Chopping Kick comes 
                                                    out
Rising Uppercut          tap S repeatedly when    wake up attack
                           you are knocked down
Barom Punch              K+S                      can feint the Barom Punch
                                                    into a special/super which
                                                    is done by performing a
                                                    special/super just before 
                                                    the Barom Punch comes out
Quick Jab                P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack     
Feint Guts Dunk          f + P+S
Feint Armageddon Buster  d + K+S


Special Moves
-------------
Zapper (BS)              qcf + P                  will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the 
                                                    process
Double Kong (BS)         qcb + P                  second part is an overhead
Guts Dunk (BS)           qcf, uf + K              the stomp from the last part
                                                    is an overhead
Golden Bomber (BS)       Charge db for 2 
                           seconds, f + S
Waving Blow              qcf + L                  last punch pushes opponent
                                                    to back plane


S. Power Supers
---------------
Megaton Scruncher        hcb + K+S                can link in a Guts Dunk when
                                                    they are falling from a 
                                                    connected (not blocked) 
                                                    super           
Final Omega Blast (BS)   f, hcf + K+S             the blast from his punch can
                                                    absorb projectiles; 
                                                    overhead


P. Power Super
--------------
Armageddon Buster        f, hcf + S               flex must connect (not 
                                                    blocked) in order for the
                                                    whole super to be 
                                                    performed; the axel smash
                                                    that results will stun
                                                    the opponent if it 
                                                    connects (it is possible
                                                    to miss the second part
                                                    even if the flex connects)


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> P (*, 1)   -----> P (*, E)
P close (*)      d + K (*, 1, _)   K (*, _, E)
d + P (*)        S (*, 1)          S (O, E)
                                   d + S (_, E)
                                   df + S (*, A, E)


P in air (O)---> S (1, H, O, E)


Kick Starters
`````````````
K (*)  --------> P (*, 1)   -----> P (*, E)
K close (*)      d + K (*, 1, _)   K (*, _, E)
d + K (*, _)     S (*, 1)          S (O, E)
                                   d + S (_, E)
                                   df + S (*, A, E)


f + K (*, ^)---> L (*, v, 1, E)
                

K in air (O)---> S (1, H, O, E)


Strong Starters
```````````````
None





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

              ---to face Alfred in a 1 player game:---

1 - Win the first 10 fights in a row with no losses
2 - Score over 750000 by 10th match
3 - connect either five P. Power Supers or seven S. Power Supers


*******************************************************************************
* 3.23 Alfred                                                                 *
*******************************************************************************
Colors
------
P - Yellow pants w/ Blue top
L - Black pants w/ Red top



Throw
-----
Sonic Wing               f/b + S close


Basic Moves
-----------
Slide To Front Plane     P/K/S from back plane   
Propeller Chop           S close                  2 hits


Plane Move
----------
Pause                    L / d + L when opponent 
                           is in back plane      


Command Moves
-------------
Slide Chop               Dash Forward, P
Fokker                   d + K in air             overhead; does not work with
                                                    short jumps
  Hop Off                b/f                      use b/f after Fokker connects
                                                    to hop off in that 
                                                    direction
Slide Kick               f + K
Retreat Kick             b + K                    if connected (not blocked), 
                                                    follow with Augmentor Wing
Slash Swipe              P+K                      use at the very moment you
                                                    are about to be hit by
                                                    the opponent (not 
                                                    projectiles) to avoid them
                                                    and counter attack  
Side Step                b + P+S                  dodges low and high attacks
                                                    (including projectiles)
Feint Critical Wing      d + P+S   


Special Moves
-------------
Augmentor Wing (BS)      qcf + P
Critical Wing (BS)       qcb + P/S                P=short, S=long
S. Tol                   f, uf, u + K             if dash hits, he throws
                                                    opponent; unblockable
Mayday Mayday            qcb + K in air
  Slash                  K                        overhead
    Kick Follow Up       K                        Slash must connect for this
                                                    follow up and the others 
                                                    to be possible
      Kick Follow Up     K
        Turn Slice Fin.  K     
Divergence (BS)          qcf + S                  absorbs projectiles


S. Power Supers
---------------
Shock Stall              hcf + K+S in air         dive must connect (not
                          (connect on ground        blocked) to perform entire
                          opponent)                 super
Shock Augmentor          hcf + K+S in air         dive must connect (not
                          (connect on airborne      blocked) to perform entire
                           opponent)                super


P. Power Super
--------------
Wave Rider               f, hcf + S               launches opponent if super 
                                                    connects (not blocked);
                                                    can follow with Augmentor
                                                    Wing


Chain Attacks
-------------
Punch Starters
``````````````
P close (*)----> P (*)      -----> P (*, E)
d + P (*)  :     d + P (*)         d + P (*, E)
           :     K (*, E)          f + K (E)
           :     f + K (E)         d + K (*, _, E)
           :     S (*, E) 
           :
           :
           ----> d + K (*, _)----> P (*, E)     
                                   d + P (*, E)
                                   d + K (*, _, E)


P in air-------> S (1, H, O, E)
  (*, 0)


Kick Starters
`````````````
d + K (*, _)---> P (*)      -----> P (*, E)
           :     d + P (*)         d + P (*, E)
           :                       f + K (E)
           :                       d + K (*, _, E)
           :
           ----> d + K (*, _)----> P (*, E)
                                   d + P (*, E)
                                   d + K (*, _, E)


K in air-------> P (1, H, O, E)
  (*, O)


Strong Starters
```````````````
S a step-------> P (*)      -----> P (*, E)
 away      :     d + P (*)         d + P (*, E)
           :     K (*, E)          f + K (E)
           :     f + K (E)         d + K (*, _, E)
           :     S (*, E)
           :
           :
           ----> d + K (*, _)----> P (*, E)     
                                   d + P (*, E)
                                   d + K (*, _, E)      


S in air-------> P (1, H, O, E)
  (*, O)         K (1, H, O, E)
                 S (1, H, O, E)




===============================================================================
4. Misc. And Easter Eggs
===============================================================================

-The person getting beat up in the intro by Xiang Fe and Rick is named Lao
-To get the first win pose of your character win the first round with a time
 over
-Duck King's chick imitates some of his moves while Duck is performing them
-Each character has two time over lose poses (although Bash and Cheng seem
 to use the same one for both situations).  One is for losing the round to a
 time over and the other is for a Draw Game.

-On Cheng's/Yamazaki's stage:
  *an "Andy's" sign can be seen
-On Kim's stage:
  *you can see Jubei sitting down and cheering 
  *very high up at the center of Kim's stage (you can see it if you land Kim's
   Phoenix Flattner) is Choi hanging on a wire
-On Tung's stage:
  *Choi is tied up near the left side of the stage
-On Duck's/Mary's stage:
  *above the guy sitting by the wall reads "Terry's on fire
   1994."
  *on the right side is a sign in the window reading "RB2 now on sale!"
-On Chonshu's/Chonrei's stage:
  *the large orb will sometimes have a demon face in it




===============================================================================
5. Conclusion
===============================================================================

5.1  What's Missing/Needed
-Cleanup and corrections
-Any other misc and easter eggs?  Let me know.
-If you have anything to add, any corrections I need to make, please email me
at billy_kane_32@hotmail.com.  Credit will be given for your contribution.

5.2  Credits
- SNK
- Gamefaqs
- Ghostpilot for his Cheng contribution on the f + P follow ups
- And me for writing this faq