=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
                       Real Bout Fatal Fury Special
               FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                             Version #: 7.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


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  Corners
      3. Characters
         3.1  Terry Bogard     
         3.2  Andy Bogard     
         3.3  EX Andy Bogard         
         3.4  Joe Higashi 
         3.5  Mai Shiranui 
         3.6  Duck King 
         3.7  Tung Fu Rue  
         3.8  EX Tung Fu Rue
         3.9  Bob Wilson  
         3.10 Sokaku Mochizuki  
         3.11 Billy Kane
         3.12 EX Billy Kane 
         3.13 Wolfgang Krauser
         3.14 Laurence Blood 
         3.15 Jin Chonrei   
         3.16 Jin Chonshu  
         3.17 Hon-Fu 
         3.18 Ryuji Yamazaki 
         3.19 Blue Mary
         3.20 EX Blue Mary 
         3.21 Franco Bash 
         3.22 Kim Kaphwan 
         3.23 Cheng Sinzan
      ----------------------------
         3.24 Geese Howard 
      4. Misc. And Easter Eggs
         4.1  Special Intros
         4.2  Other
      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       x - Times 
  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
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 opposite plane
v - knocks opponent back to original plane if previous move connected
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                     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

Recovery Roll            b, db, d + L after       requires H. Power or higher
                           being knocked down
Dizzy Recovery           shake joystick and tap
                           the buttons rapidly
                           when dizzied

Defensive Attack         f + LP while blocking    you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Taunt                    S from far
Break Shot               perform move marked      requires H. Power or higher
                           with (BS) while 
                           blocking



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


Switch To Opposite Plane L
  Dive Attack            P from opposite plane    
  Dive Kick/Slide Kick   K from opposite plane    overhead/must be blocked
                                                    low (depending on 
                                                    character)
  Reach Attack           S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
  Sweep                  d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them
  Switch Back            L


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

front plane character:
*can short jump and high jump (cannot attack in air)
*cannot perform normals or command moves (the button press will send them to 
 the opposing plane or pull opponent to theirs)
*cannot crawl

back plane character:
*can short jump and high jump (cannot attack in air)
*cannot perform normals or command moves (the button press will send them to 
 the opposing plane or pull opponent to theirs)
*cannot crawl



++++++++++++++++++++++++++++++
| 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 and Recovery Rolls.

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 Corners |
+++++++++++++++

  In each stage (with the exception of Geese's), there are objects located at
both corners.  These objects are weakened when a character is attacked against
them with a successful (not blocked) normal or special.  Each "bounce" off the
wall from a successful blow adds a value of damage of 1 to that object.  
Multiple hitting normals and specials, however, add damage a little 
differently.  Moves such as Terry's Crack Shoot, Tung's Thousand Kicks, or 
Sokaku's Possession Blast will "bounce" the opponent off the object multiple 
times.  These multiple hitting moves will add a damage value of 2, even though 
the opponent graphically bounces off the object more than 2 times.
  All objects in this game have a durability value of 7.  That means that once 
the object is subjected to 7 values of damage, it will be destroyed.  When the 
object is subjected to 6 values of damage, it will be shown to be weakened.  
This warns the player that the next successful attack against it will destroy 
it.  
  Which ever character is "bounced" off the object when it is in it's weakened
state will destroy the object and be subject to being dizzied.  The weakened
object also has one other property worth mentioning.  Normally, any connected
super that "bounces" the opponent off the object will not add a damage value.
However, a super can break the object once it reaches a value of 6. Object 
damage (including completely damaged objects) are reset in each round.



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

*******************************************************************************
* 3.1 Terry Bogard                                                            *
*******************************************************************************
Colors
------
P - Blue jeans w/ Red jacket and hat
L - Gray jeans w/ Blue 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 opposite plane    
Dive Kick                K from opposite plane    overhead
Backfist/Reach Punch     S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Sweep                    d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
Slide Punch              Dash Forward, d + P
Uppercut                 df + P
Flying Turn Kick         f + K                    knocks opponent into 
                                                    opposite 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             f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Burning Knuckle    f + P+K
Feint Power Geyser       d + K+S


Special Moves
-------------
Power Wave               qcf + P                  will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Round Wave               qcf + S                  hits in both planes; must 
                                                    be blocked low by opponent
                                                    when they are in the back
                                                    plane; absorbs projectiles
Burning Knuckle          qcb + P/S                P=short, S=long
Rising Tackle            Charge d for 2 seconds,
                           u + P
Power Charge             b, f, f + P              hold P to increase the
                                                    distance of the maneuver;
                                                    launches opponent; can
                                                    follow with a Rising 
                                                    Tackle
Power Dunk (BS)          f, d, df + K             last part of the move is an
                                                    overhead
Crack Shoot              qcb + K
Bashing Sway             qcf + L                  Terry switches to the 
                                                    opposite plane; if 
                                                    opponent is hit by this 
                                                    move they will be dragged
                                                    to the other plane with 
                                                    him


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

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


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

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


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


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

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


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





*******************************************************************************
* 3.2 Andy Bogard                                                             *
*******************************************************************************
Colors
------
P - White costume w/ Red trim
L - Off White costume w/ Blue trim



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


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


Plane Moves
-----------
Dive Palm                P from opposite plane    
Dive Kick                K from opposite plane    overhead
Backhand/Reach Kick      S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Sweep                    d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
Slide Palm               Dash Forward, d + P
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
Crunch Kick              f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Zanei Ken          f + P+K
Feint Hi Sho Ken         d + P+K
Feint Choreppa Dan       d + K+S


Special Moves
-------------
Hi Sho Ken               qcb + P                  projectile does NOT travel
                                                    full screen distance; will
                                                    collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Shoryudan                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
Explosion Quake          hcb + S                  palm strike must connect
                                                    (not blocked) to perform
                                                    entire maneuver
Kuhadan (BS)             hcf + K


S. Power Super
--------------
Choreppa Dan             Charge d for 2 seconds,
                           df, f + K+S           


P. Power Super
--------------
Zanei Reppa              hcf + S          


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)      
P close (*)|                       S (E)
d + P (*)  |                       d + S (_, E)
           |                       df + S (*, A, E)
           |
           ----> d + K (*, _)----> d + S (_, E)
                                   df + S (*, A, E)
           
        
df + P (*)-----> S (*)      -----> S (*)     -----> S (*)  -----> f + S (E)
         
       
P in air (0)---> K (1, H, O, E)
                 S (1, H, O, E)


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

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


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





*******************************************************************************
* 3.3 EX Andy Bogard                                                          *
*******************************************************************************
 
 To select EX Andy, move to Andy's icon, hold start, K, K, S, S, hold K (while
  still holding start), hold S (while still holding start and K), then P or L 
                  (while still holding start, K, and S) 


Colors
------
P - Black costume w/ Purple trim
L - Blue costume w/ Brown trim



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


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


Plane Moves
-----------
Dive Palm                P from opposite plane    
Dive Kick                K from opposite plane    overhead
Backhand/Reach Kick      S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Sweep                    d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
Slide Palm               Dash Forward, d + P
Rising Palm              df + P
Ground Slash             d + S on downed          pursue attack
                           opponent       
Crunch Kick              f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation


Special Moves
-------------
Geki Hi Sho Ken          qcb + S                  absorbs projectiles
Spider Hold              d, d + S in air          connects when you perform
                                                    move and land close to
                                                    opponent on ground; 
                                                    unblockable
Zanei Ken                Charge db, f + S / 
                           db, f + S
Yami Abisegeri (BS)      b, d, db + K
Illusion Shiranui        Dash Forward, f, df,     teleports behind opponent
                           d + L                    and attacks 


S. Power Super
--------------
Choreppa Dan             Charge d for 2 seconds,
                           df, f + K+S           


P. Power Super
--------------
Neo Zanei Reppa          hcf + S          


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> S         -----> d + S (G, E)     
P close (*)|                  |    d + S (_, E)
d + P (*)  |                  |    df + S (*, A, E)
           |                  |    
           |                  |
           |                  ---> f + S (*, ^)---> b + S (*, v, E) 
           |
           |
           ----> d + K (*, _)----> d + S (_, E)
                                   df + S (*, A, E)
           
        
df + P (*)-----> S          -----> S         -----> S (*, A, E)  
         
       
P in air (0)---> K (1, H, O, E)
                 S (1, H, O, E)


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

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


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





*******************************************************************************
* 3.4 Joe Higashi                                                             *
*******************************************************************************
Colors
------
P - Blue shorts w/ Red trim
L - Yellow shorts w/ Gray 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 opposite plane    
Slide Kick               K from opposite plane    must be blocked low
Reach Kick               S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Sweep                    d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
Slide Fist               Dash Forward, d + P
Slide Shin Kick          Dash Forward, d + K
Quick Uppercut           b + P
Rising Elbow             df + P
High Kick                b + K                    knocks opponent to opposite
                                                    plane
Slide Kick               df + K                   must be blocked low
Special Taunt            d + S on downed          pursue taunt
                           opponent                 
Jaw Opener               f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Tiger Kick         b + P+K
Feint Hurricane Upper    d + P+K


Special Moves
------------- 
Hurricane Upper          hcb + P                  will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Exploding Hurricane      hcb + S                  first tornado will collide 
                                                    with other projectiles and
                                                    "destroy" them as well as
                                                    be "destroyed", while the
                                                    second and third tornadoes
                                                    will continue their path
TNT Punch                tap P repeatedly
  Dynamite Fist          qcf + P                  overhead
Tiger Kick (BS)          f, d, df + K
Pressure Knee            f, d, df + S
  Explosive Heel         qcb + K                  Pressure Knee must connect 
                                                    (not blocked) for this
                                                    follow up to be possible
Golden Heel              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
---------------
Slide Screw              f, hcf + S               absorbs projectiles


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


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


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


b + P (*)------> S (*)      -----> S (*)     -----> S (*)  -----> f + S (E)


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


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


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

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


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





*******************************************************************************
* 3.5 Mai Shiranui                                                            *
*******************************************************************************
Colors
------
P - Red costume
L - Blue costume



Throws
------
Fuushakuzushi            f/b + S close 
Yumezakura               d + 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/Palm        P from opposite plane    
Dive Kick                K from opposite plane    overhead
Reach Kick/Fan Swipe     S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Sweep                    d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
Triangle Jump            jump toward the wall, 
                           then away
Slide Fan                Dash Forward, d + P
Slide Back Kick          Dash Forward, d + K
Tail Strike/Fan Strike   b + P                    knocks opponent to opposite 
                                                    plane; can feint the 
                                                    Tail Strike/Fan Strike 
                                                    into a special/super which
                                                    is done by performing a 
                                                    special/super just before
                                                    the Tail Strike/Fan Strike
                                                    comes out
Double Foot Strike       tap S repeatedly when    wake up attack
                           you are knocked down 
Rising Fan               f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Ka Cho Sen         d + P+K


Special Moves
-------------
Ka Cho Sen               qcf + P                  will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Ryu Em Bu (BS)           qcb + P                  absorbs projectiles
Midare Kacho Sen         qcb + S
  Part Two               qcb + S
    Part Three           qcb + S
      Finish             qcb + S
Shinobi Bachi            hcf + S
Kagerono Mai             Charge d for 2 seconds,  absorbs projectiles
                           u + 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
--------------
Crimson Explosion        f, db, f + S /           hop in must touch opponent
                           f, hcf + S               in order to perform the
                                                    entire super; unblockable


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

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

Kick Starters
`````````````
K (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)        
K close (*)      d + K (*, _)      S (E) 
d + K (*, _)                       d + S (_, E)
                         
           
K in air-------> S (1, H, O, E)
  (*, O)        


Strong Starters
````````````````
S close (*)----> S (*)      -----> S (*)     -----> d + S (E) 





*******************************************************************************
* 3.6 Duck King                                                               *
*******************************************************************************
Colors
------
P - Orange top w/ Blue vest
L - Yellow top w/ Green vest



Throws
------
Slam Dunk                f/b + S close
Neck Slam                d + S close in air


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


Plane Moves
-----------
Dive Elbow               P from opposite plane    
Slide Kick               K from opposite plane    must be blocked low
Backhand/Reach Slap      S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Sweep                    d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
Slide Backfist           Dash Forward, d + P
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           f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Duck Dance         d + K+S


Special Moves
-------------
Head Spin Attack         qcf + P
Riding Spin Attack       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
Neo Break Storm          f, d, df + K
Dancing Dive (BS)        qcb + K                  
Cross Head Spin          qcb + L                  moves to opposite plane
                                       
                 
S. Power Supers
---------------
Break Spiral             hcf, uf, d + K+S close   unblockable 


P. Power Super
-------------- 
Duck Dance               d, d + P+K+S             hold P+K+S for:
                                                    0-1 second=level 1        
                                                    2 seconds=level 2
                                                    3 seconds=level 3
                                                    4 seconds=level 4

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


  Air Cannonball         f, df, d + K+S in air    requires level 1 charge or
                                                    higher   
  Cannonball             Charge b for 2 seconds,  requires level 1 charge or
                           f, b, f + K+S            higher
  Dance Kick             qcb, qcb + K+S           requires level 2 charge or
                                                    higher
  Heaven's Knee          qcf, qcf + K+S           requires level 3 charge or
                                                    higher
  Duck Rave              hcb + S, P, P, K, P,     requires level 4 charge;
                           K, K, S, S               spin dash must connect in
                                                    order to perform entire 
                                                    super
    Finish               f, d, df + S


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

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


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





*******************************************************************************
* 3.7 Tung Fu Rue                                                             *
*******************************************************************************
Colors
------
P - Red top
L - Black top


Throw
-----
Energy Assault           f/b + S close


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


Plane Moves
-----------
Dive Punch               P from opposite plane    
Spin Punch               K from opposite plane    overhead
Energy Swipe             S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Sweep                    d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
Slide Stab               Dash Forward, d + P
Slide Boot               Dash Forward, d + K
Rising Fist              df + P
Shoulder Strike          f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Furious Face Shot  d + P+K                     
Feint Senpu Gouken       d + K+S


Special Moves
-------------
Furious Face Shot        qcf + P                  will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Shin Shippu              qcb + P/S                P=short, S=long
Thousand Kicks (BS)      f, d, df + K  
Charging Surge           Charge db for 2          absorbs projectiles
                           seconds, f + S
Super Taunt              S far, tap S


S. Power Super
-------------- 
Senpu Gouken             f, df, d, u + K+S        hits in both planes


P. Power Super
-------------- 
Geki Hou                 f, hcf + S, hold S       absorbs projectiles; Tung
                           to empower               "ghost" will cause damage 
                                                    if opponent touches him


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


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


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


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


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


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





*******************************************************************************
* 3.8 EX Tung Fu Rue                                                          *
*******************************************************************************
 
 To select EX Tung, move to Tung's icon, hold start, K, K, S, S, hold K (while
  still holding start), hold S (while still holding start and K), then P or L 
                  (while still holding start, K, and S)


Colors
------
P - Green top
L - Blue top


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


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


Plane Moves
-----------
Dive Punch               P from opposite plane    
Spin Punch               K from opposite plane    overhead
Energy Swipe             S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Sweep                    d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
Slide Stab               Dash Forward, P
Slide Boot               Dash Forward, K
Rising Fist              df + P
Shoulder Strike          f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Surge Blast        d + P+K                     
Feint Senpu Gouken       d + K+S


Special Moves
-------------
Shin Shippu (BS)         qcb + P/S                P=short, S=long; Break Shot
                                                    works for S version only  
Surge Blast              Charge db for 2          absorbs projectiles
                           seconds, f + P
Geki Hou                 tap S repeatedly         absorbs projectiles; to
                                                    avoid using the Super
                                                    Taunt when far away,
                                                    try holding b or f while
                                                    tapping S; Tung "ghost"
                                                    will cause damage if 
                                                    opponent touches him
Thousand Kicks           f, d, df + K close       unblockable
Super Taunt              S far, tap S


S. Power Super
-------------- 
Senpu Gouken             f, df, d, u + K+S        hits in both planes


P. Power Super
-------------- 
Million Kicks            f, df, d + S      


Chain Attacks
--------------
Punch Starters
``````````````
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





*******************************************************************************
* 3.9 Bob Wilson                                                              *
*******************************************************************************
Colors
------
P - White pants w/ Blue top
L - Yellow pants w/ Dark Blue top



Throws
------
Falcon                   f/b + S close 
  Hornet Attack          df, df + S
    Frog Hunting         tap S repeatedly               
Air Falcon               d + S close in air


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


Plane Moves
-----------
Dive Headbutt            P from opposite plane    
Dive Kick                K from opposite plane    overhead
Reach Kick/Headbutt      S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Sweep                    d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
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 + P      
Flying Fish              tap S repeatedly when    wake up attack
                           you are knocked down
Leg Drop                 u + S on downed          pursue attack
                           opponent 
Low Kick                 f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Mad Spin Wolf      d + K+S  


Special Moves
-------------
Monkey Dance (BS)        f, d, df + K
Rolling Turtle           qcb + K                  move with b or f
Wild Wolf                Charge b for 2 seconds,  last 2 hits are overheads 
                           f + K
Bison Horns              Charge d for 2 seconds,
                           u + S
Sidewinder Slide         qcb + S                  all parts must be blocked
                                                    low


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


P. Power Super
--------------
Mad Spin Wolf            qcb, qcb + S
  Wolf Fang              tap S repeatedly


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


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


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


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


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


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

Strong Starters
```````````````
S close (*)----> S (*)      -----> S (*)     -----> S (*)   -----> f + S--+
                                   u + S (E)        u + S (E)             | 
                                                                          | 
                                                                          |
                                                                          |
                                                          u + S (G, E) <--+





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



Throws
------
Fall Back Slam           f + S close
No Way Out Crush         b + S close  
  Hell's Gate            f, df, d + S
Falling Slam             d + 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 Staff               P from opposite plane    
Dive Low Foot            K from opposite plane    must be blocked low
Energy Hand/Reach Staff  S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Staff Sweep              d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
Slide Palm               Dash Forward, d + P
Slide Knee               Dash Forward, d + K
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
Low Staff                f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Makibishi Masher   d + P+K
Feint Thunder            d + K+S


Special Moves
-------------
Makibishi Masher         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 Ape Hunting (BS)    qcb + P                  projectile Sokakus must 
                                                    connect (not blocked) for
                                                    entire move to be 
                                                    performed; it is possible
                                                    for Sokakus to hit low
                                                    enough that the move
                                                    must be blocked low; 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                        this follow up will not work
                                                    in the back plane; hits in 
                                                    both planes; if opponent 
                                                    is in back plane, this 
                                                    move is unblockable and 
                                                    will pull opponent back 
                                                    to the front plane        
Thunder God Trick        f, d, df + K
The Wailer               hcb + K                  absorbs projectiles
Possession Blast         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           qcb + L                  moves to opposite plane
                                                      
                                               
S. Power Super
--------------
Thunder                  f, df, d, qcf + K+S      hits in both planes; absorbs
                                                    projectiles

P. Power Super
--------------
Sokaku Splat             f, df, d, qcf + 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 (*)  --------> K (*)      -----> f + S (*, ^)---> qcb + L (E)
P close (*)|                  |    d + S (_, E)  
d + P (*)  |                  |    df + S (*, A, E)
           |                  |    
           |                  |
           |                  ---> S         -----> d + S (G, E)
           |
           |
           ----> d + K (*, _)----> d + S (_, E)
                                   df + S (*, A, E)


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


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


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


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





*******************************************************************************
* 3.11 Billy Kane                                                             *
*******************************************************************************
Colors
------
P - Blue costume 
L - Black costume 



Throws
------
Pole Toss                f/b + S close 
Pole Strangle            f + K 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
Swipe Pole               S from uf/ub short jump  overhead


Plane Moves
-----------
Dive Spin Pole           P from opposite plane    
Dive Pole Thrust         K from opposite plane    must be blocked low
Reach Pole               S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Pole Sweep               d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
Slide Pole Bust          Dash Forward, d + P
Double Trip              d + S                    both parts must be blocked
                                                    low
Pole Strike              d + S on downed          pursue attack
                           opponent       
Lean Back Pole           f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Power Hi Sho Bonk  b + P+K


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             qcb + P
Whirlwind Pole           tap P repeatedly         absorbs projectiles
Dragon Flame (BS)        qcb + K
Power Hi Sho Bonk        db, qcf + K              control descent with b or f


S. Power Super
--------------
Super Fire Wheel         qcf, hcb + K+S           absorbs projectiles


P. Power Super
-------------- 
Guren Sakkon             qcf, hcb + S                   


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)      
P close (*)|     S (*, E)     |    d + S (_, E) 
d + P (*)  |                  |    
           |                  |
           |                  |
           |                  ---> S         -----> d + S (G, E)
           |  
           |
           ----> d + K (*, _)----> d + S (_, E)
                                  

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


Kick Starters
`````````````
K close (*)----> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)      
d + K      |                  |    d + S (_, E)
 (*, _)    |                  |    
           |                  |
           |                  |
           |                  ---> S         -----> d + S (G, E)
           |     
           |
           ----> d + K (*, _)----> d + S (_, E)


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


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





*******************************************************************************
* 3.12 EX Billy Kane                                                          *
*******************************************************************************

    To select EX Billy, move to Billy's icon, hold start, K, K, S, S, hold K 
  (while still holding start), hold S (while still holding start and K), then
                  P or L (while still holding start, K, and S)


Colors
------
P - Brown costume w/ Magenta bandana
L - Purple costume w/ Orange bandana



Throws
------
Pole Toss                f/b + S close 
Pole Strangle            f + K 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
Swipe Pole               S from uf/ub short jump  overhead


Plane Moves
-----------
Dive Spin Pole           P from opposite plane    
Dive Pole Thrust         K from opposite plane    must be blocked low
Reach Pole               S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Pole Sweep               d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
Slide Pole Bust          Dash Forward, d + P
Double Trip              d + S                    both parts must be blocked
                                                    low
Pole Strike              d + S on downed          pursue attack
                           opponent       
Lean Back Pole           f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Power Hi Sho Bonk  b + P+K


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             qcb + P
Senpu Kon                tap P repeatedly     
Karyu Tsuigeki Kon (BS)  qcb + K                  high counter attack
Suiryu Tsuigeki Kon (BS) qcb + S                  counter attack to jump 
                                                    maneuvers and special
                                                    moves (not projectiles)
Power Hi Sho Bonk        db, qcf + K              control descent with b or f


S. Power Super
--------------
Super Fire Wheel         qcf, hcb + K+S           absorbs projectiles


P. Power Super
-------------- 
Scarlet Uppercut         f, df, d + S           


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)      
P close (*)|     S (*, E)     |    d + S (_, E) 
d + P (*)  |                  |    
           |                  |
           |                  |
           |                  ---> S         -----> d + S (G, E)
           |  
           |
           ----> d + K (*, _)----> d + S (_, E)

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


Kick Starters
`````````````
K close (*)----> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)      
d + K      |                  |    d + S (_, E)
 (*, _)    |                  |    
           |                  |
           |                  |
           |                  ---> S         -----> d + S (G, E)
           |     
           |
           ----> d + K (*, _)----> d + S (_, E)


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


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





*******************************************************************************
* 3.13 Wolfgang Krauser                                                       *
*******************************************************************************
Colors
------
P - Red pants w/ Gold armor and Purple hair
L - Black 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 Push                P from opposite plane    
Slide Kick               K from opposite plane    must be blocked low
Reach Swipe              S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Sweep                    d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
Slide Chop               Dash Forward, d + P
Slide Shin Kick          Dash Forward, d + K
Ground Punch             f + K+S                  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                 f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint High Blitz Ball    d + P+K
Feint Kaiser Wave        d + K+S


Special Moves
-------------
High Blitz Ball          qcb + P                  will collide with other 
                                                    projectiles as both
                                                    will be "destroyed" in 
                                                    the process
Low Blitz Ball           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
Phoenix Thrust           hcf + S                  counter attack to jump 
                                                    maneuvers and special
                                                    moves (not projectiles);
                                                    will slam opponent into
                                                    opposite plane
Scum Gale                hcf + P close            unblockable; opponent is 
                                                    tossed to the other side
                                                    of Krauser and is 
                                                    "stunned" for a split 
                                                    second


S. Power Super
-------------- 
Kaiser Wave              Charge b 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          hcb, f, df, d + S        unblockable
                           sweep distance away
                           or closer
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 (*)  --------> K (*)      -----> S         -----> d + S (G, E)
P close (*)|     S (*, E)          d + S (_, E)  
           |                       df + S (A, E)
           |                       
           |
           ----> d + K (*, _)----> d + S (_, E)
                                   df + S (A, E)


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


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


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


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


Strong Starters
``````````````` 
S close (*)----> S (*)      -----> qcf + S   -----> d + S (G, E)
                 




*******************************************************************************
* 3.14 Laurence Blood                                                         *
*******************************************************************************
Colors
------
P - Blue costume 
L - Black costume 



Throws
------
Spine Slice              f/b + S close
Backbreaker              d + S close in air


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


Plane Moves
-----------
Dive Palm                P from opposite plane    
Dive Kick                K from opposite plane    overhead
Reach Kick               S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Sweep                    d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
Slide Cape Flick         Dash Forward, d + P
Secret Saber             b + P
Down Saber               d + P in air             overhead; does not work on
                                                    short jumps
Swiping Kick             f + K                    pushes opponent to opposite 
                                                    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
Slide Trip               d + S                    must be blocked low
Ole                      P+K                      dodges low and high attacks
                                                    (including projectiles)
Bull Kick                f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Bloody Slash       d + K+S

   
Special Moves
-------------
Elbow Charge             qcf + P
  Bloody Palm            qcf + P
    Bloody Saber Finish  qcf + P
Bloody Spin (BS)         Charge b for 2 seconds,  P=short, S=long
                           f + P/S
Bloody Axle              f, d, df + S
  Bloody Cutter          P/K/S 
  Bloody Shooter         qcb + P/K/S              will collide with other 
                                                    projectiles as both
                                                    will be "destroyed" in 
                                                    the process
  Bloody Press           f/b + S when close       unblockable
                           to opponent
                                

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


P. Power Super
--------------
Certain Death            qcf, hcb + S             dash in must connect (not
                                                    blocked) to perform entire
                                                    super


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

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

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


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


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


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


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




*******************************************************************************
* 3.15 Jin Chonrei                                                            *
*******************************************************************************
Colors
------
P - Blue costume 
L - Black costume



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


Basic Moves
-----------
Crawl                    hold df
Driving Elbow            S close                  2 hits


Plane Moves
-----------
Dive Elbow/Push          P from opposite plane    
Low Foot/Knee Slide      K from opposite plane    must be blocked low
Reach Swipe              S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Sweep                    d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
Axe Kick                 f + K                    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 Poke               f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Empire Destiny S.  d + K+S


Special Moves
-------------            
Emperor Crunch (BS)      f, d, df + P/S           P=short, S=further; Break 
                                                    Shot works for S version
                                                    only
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
Teio Tashin Ken          qcb + K                  reflects projectiles
Tengan Ken               qcf + S (hold S to       holding S empowers move; 
                           delay)                   hold S for:
                                                       0 second=level one, 1  
                                                         hit; will collide 
                                                         with other 
                                                         projectiles as both
                                                         will be "destroyed" 
                                                         in the process
                                                       1 second=level two, 2
                                                         hits; absorbs 
                                                         projectiles
                                                       2 seconds=level three,
                                                         3 hits; absorbs 
                                                         projectiles
                                                       3 seconds=level four, 5
                                                         hits; absorbs 
                                                         projectiles
Emperor Blast            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             absorbs projectiles


P. Power Super
--------------
Emperor Dragon Voice S.  f, hcf + S               absorbs projectiles


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

d + P (*)------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)
           |                       S (E)  
           |                       d + S (_, E)
           |                       
           |
           ----> d + K (*, _)----> d + S (_, E)

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


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


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


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





*******************************************************************************
* 3.16 Jin Chonshu                                                            *
*******************************************************************************
Colors
------
P - Red costume 
L - Purple costume



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


Basic Moves
-----------
Crawl                    hold df
Wind Stab                P far                    2 hits
Wave Swipe               P close                  2 hits
Kick Swipe               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 Elbow/Push          P from opposite plane    
Low Foot/Knee Slide      K from opposite plane    must be blocked low
Reach Swipe              S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Sweep                    d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
Slide Kick Swipe         Dash Forward, d + K      2 hits
Slide Falling Slap       Dash Forward, f + P      both hits are overheads; can
                                                    feint the Slide Falling
                                                    Slap into a special/super
                                                    which is done by performing
                                                    a special/super just before
                                                    the Slide Falling Slap
                                                    comes out
Low Poke                 d + P                    2 hits
Falling Slap             b + P                    both hits are overheads; can
                                                    feint the Falling Slap into
                                                    a special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Falling Slap comes out
Crouch Punt              d + K                    2 hits; must be blocked low
Forward Roll             df + S                   must be blocked low 
Side Poke                f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation 
Feint Emperor Drain      d + K+S


Special Moves
-------------
Sight Of Heaven W.       qcf + P/S                P=slow, S=fast; will 
                                                    collide with other 
                                                    projectiles as both
                                                    will be "destroyed" in 
                                                    the process
Empire Heaven Smash      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; Break Shot
                                                    works for S version only
Emperor God's Eye        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
Imperial Exterminator    b, db, d + 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            qcb, f + 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
--------------
Teio Syukukyo Ken        qcb, f + S               will absorb projectiles


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


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





*******************************************************************************
* 3.17 Hon-Fu                                                                 *
*******************************************************************************
Colors
------
P - Black pants w/ Red top
L - Red pants w/ White 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 Kick                P from opposite plane    
Slide Kick               K from opposite plane    must be blocked low
Reach Kick/Reach Nun.    S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Sweep/Nunchaku Sweep     d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
Slide Nunchaku Shot      Dash Forward, d + P
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            f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation 
Feint Seikuu Rekka Kon   b + P+K


Special Moves
-------------
Seikuu Rekka Kon (BS)    f, d, df + P/S           P=short, S=further; Break
                                                    Shot for S version only
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       qcb + K
Lightning On Earth       Charge db for 2          must be blocked low
                           seconds, f + K         
   Low Headbutt Exit     tap K repeatedly         must be blocked low
Hissho Kyakushu Kyaku    qcb + S                  landing it close will give
                                                    you two hits               
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
  Nunchaku Bail          360 x 4 immediately      rotate your 360s clockwise
                           after Exploding          if facing right, and
                           Goro connects (not       counter clockwise if
                           blocked)                 facing left


P. Power Super
--------------
Neo Storm In Gadentsa    qcb, db, f + S           dash in must connect (not 
                                                    blocked) in order to 
                                                    perform the entire super


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


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


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


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


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


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


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





*******************************************************************************
* 3.18 Ryuji Yamazaki                                                         *
*******************************************************************************
Colors
------
P - Black costume w/ Blonde hair
L - Purple costume w/ White hair



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


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


Plane Moves
-----------
Dive Fist                P from opposite plane    
Dive Kick                K from opposite plane    overhead
Reach Kick               S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Sweep/Hand Sweep         d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
Slide Stomach Boot       Dash Forward, d + K
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               d + S on downed          pursue attack
                           opponent                  
Swipe Away               f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation


Special Moves
-------------
Judgement Dagger (BS)    f, db, f + P             move must connect (not 
                                                     blocked) to perform 
                                                     entire maneuver
Snake Tamer              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 Ape Hunting
                                                    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
Sado Maso                hcf + K                  high counter attack       


S. Power Super
-------------- 
Guillotine               hcb, f + K+S             


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
                                                   

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


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


df + P (*)-----> S (*)      -----> S (*)     -----> S (*)  -----> S (*) ----+
                                                                            |
                                                                            |
                                                                            |
                                                                            |
                                           d + S (G, E) <----- b + S     <--+


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


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


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


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





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



Throw
-----
Spine Crush               f/b + S close
  Elbow Finish            b, b + S


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


Plane Moves
-----------
Dive Palm                P from opposite plane    
Dive Low Kick            K from opposite plane    must be blocked low
Reach Kick               S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Sweep                    d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
Slide Punch              Dash Forward, d + P
Slide Step Roller        Dash Forward, f + K      second part must be blocked
                                                    low
Step Roller              b + K                    second part must be blocked
                                                    low
Leg Drop                 u + S on downed          pursue attack
                           opponent  
Throat Elbow             f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation


Special Moves
-------------
Spin Fall                qcf + P
Vertical Arrow (BS)      f, d, df + K
  Mary Snatcher          f, d, df + K             the first part must connect
                                                    (not blocked) for the 
                                                    follow up to be possible
Straight Slice           Charge b for 2 seconds,  must be blocked low
                           f + K
  Stun Slice             b, f + K                 first part much touch
                                                    opponent for this follow
                                                    up to be possible
Mary Head Buster         qcb + K                  high counter attack; 
                                                    launches opponent into the
                                                    air; can follow with 
                                                    Vertical Arrow
Stun Gun Smasher         qcb + S                  counter attack to jump 
                                                    maneuvers and special
                                                    moves (not projectiles)
Good Night Backbreaker   df, df + P+K close       unblockable


S. Power Super
--------------
Mary Splash Rose         f, hcf + K+S             dash in must connect (not 
                                                    blocked) in order to 
                                                    perform the entire super


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


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


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


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

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


Strong Starters
```````````````
S close (*)----> S (*)      -----> S (_)     -----> b, f + K----> u + S (G, E)





*******************************************************************************
* 3.20 EX Blue Mary                                                           *
*******************************************************************************
 
 To select EX Mary, move to Mary's icon, hold start, K, K, S, S, hold K (while
  still holding start), hold S (while still holding start and K), then P or L 
                  (while still holding start, K, and S)


Colors
------
P - Black pants w/ Red jacket 
L - Black pants w/ Blue jacket 



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
Axe Kick                 K close                  2 hits
Rising Slap              S close                  2 hits


Plane Moves
-----------
Dive Palm                P from opposite plane    
Dive Low Kick            K from opposite plane    must be blocked low
Reach Kick               S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Sweep                    d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
Slide Punch              Dash Forward, d + P
Rising Foot              df + P
Leg Press                d + K on downed          pursue attack
                           opponent
Mary Dodge               P+K                      dodges low and high attacks
                                                    (including projectiles)
  Good Night Backbreaker hcb + S when close       unblockable
Throat Elbow             f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation 


Special Moves
-------------
Mary Snatcher            f, d, df + K             catches airborne opponents

  Face Lock              db, f + S                Mary Snatcher must catch 
                                                    opponent in air before 
                                                    this follow up can be
                                                    possible
Straight Slice           Charge b, f + K /
                           b, f + K
  Mary Crab Clutch       hcf + K                  Straight Slice must connect
                                                    (not blocked) for this
                                                    follow up to be possible
Mary Spider (BS)         qcf + S                  unblockable


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


P. Power Super
--------------
Mary Spinning Toss       P, P, b, K, S            rising knee must connect 
                                                    (not blocked) for entire
                                                    super to be performed


Chain Attacks
-------------
Punch Starters
``````````````
P (*)  --------> S (*, E)   -----> hcb + S (2, E)
P close (*)
         
       
d + P (*)------> d + S (*, A, E)


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


Kick Starters
`````````````
K (*)  --------> S (*, E)   -----> hcb + S (2, E)
K close (*)


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

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


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





*******************************************************************************
* 3.21 Franco Bash                                                            *
*******************************************************************************
Colors
------
P - Orange costume
L - Green 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 Punch               P from opposite plane    
Dive Knee                K from opposite plane    overhead
Backfist/Reach Punch     S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Sweep                    d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------     
Slide Jab                Dash Forward, d + P
Chopping Kick            f + K                    pushes opponent to opposite
                                                    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              P+K                      can feint the Barom Punch
                                                    into a special/super which
                                                    is done by performing a
                                                    special/super just before 
                                                    the Barom Punch comes out
Small Swing              f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Zapper             d + P+K


Special Moves
-------------
Zapper                   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                qcf, uf + K              the stomp from the last part
                                                    is an overhead
Golden Bomber            Charge db for 2
                           seconds, f + S
Waving Blow              hcf + L                  Franco switches to the 
                                                    opposite plane; if 
                                                    opponent is hit by this 
                                                    move they will be dragged
                                                    to the other plane with 
                                                    him


S. Power Supers
---------------           
Megaton Scruncher        qcb, db, f + K+S         hold K+S to increase the
                                                    distance of the maneuver


P. Power Super
--------------
Armageddon Buster        hcb + S                  uppercut must connect (not 
                                                    blocked) in order for the
                                                    whole super to be 
                                                    performed; super stuns 
                                                    opponent
  Super Taunt            do nothing
  
 ---you have the length of time before your P bar runs out or at the end of a---
  ---combination of 12 attacks to perform the following maneuvers in a combo:---
     ---(Note - you can use special moves in your combination, but this will--- 
                    ---effectively end the string of moves)---

   Gut Punch             P
   Straight Punch        f + P
   Uppercut              b + P
   Low Punch             d + P
   Knee Strike           K
   Straight Kick         f + K
   Swipe Kick            b + K
   Low Foot              d + K
   Low Blow Uppercut     S
   Reaching Back Kick    f + S
   Low Swipe Kick        d + S
   Barom Punch           P + K


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


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


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


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


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


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





*******************************************************************************
* 3.22 Kim Kaphwan                                                            *
*******************************************************************************
Colors
------
P - White costume
L - Black costume



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


Basic Moves
-----------
Crawl                    hold df
Cyclone Kick             S far
Deep Roundhouse          S close                  2 hits


Plane Moves
-----------
Dive Kick                P from opposite plane    
Dive Swipe Kick          K from opposite plane    overhead
Reach Kick               S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Sweep                    d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
Slide Snap Kick          Dash Forward, d + P
Axe Kick                 f + K                    overhead
Gut Kick                 f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation 
Feint Phoenix Flattner   d + K+S


Special Moves
-------------
Ku Sajin (BS)            f, d, df + P
Hakikyaku                qcb + P                  must be blocked low; absorbs
                                                    low projectiles         
Crescent Moon Slash      qcb + K/S                K=short, S=long
Flying Swallow Slice     Charge d for 2 seconds,
                           u + K
   Sky Raising Slash     d + K                    Flying Swallow Slice must 
                                                    connect (not blocked) for
                                                    follow up to be possible
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 (*)      -----> f + S (*, ^)---> b + S (*, v, E)
P close (*)|                       S (E)  
d + P (*)  |                       d + S (_, E)
           |                       df + S (*, A, E)
           |
           ----> d + K (*, _)----> d + S (_, E)
                                   df + S (*, A, E)


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


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





*******************************************************************************
* 3.23 Cheng Sinzan                                                           *
*******************************************************************************
Colors
------
P - Green shirt
L - Orange shirt



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


Basic Moves
-----------
Crawl                    hold df
Hop Split                K far
Head Soften              S close                  2 hits


Plane Moves
-----------
Dive Palms               P from opposite plane    
Dive Energy Palms        K from opposite plane    overhead
Reach Swipe              S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Double Foot Sweep        d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
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
Prop Tantrum             d + S                    all parts must be blocked low
Glowing Orb              P+K                      knocks opponent to opposite 
                                                    plane
Slapping Palm            f + P while blocking     you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Avalanche Crunch   f + P+K
Feint Kiten Hinzan       d + P+K


Special Moves
-------------
Kiten Hinzan             qcf + P                  will collide with other 
                                                    projectiles as both
                                                    will be "destroyed" in 
                                                    the process
High Kiten Hinzan        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
Avalanche Crunch (BS)    Charge b for 2 seconds,  K=short, S=long; Break Shot  
                           f + K/S                  works for S version only
Full Reverse Pellet      hcb + K                  high counter attack


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


P. Power Super
--------------
Collapse Of Creation     hcb + S                  use b or f to move; the 
                                                    descend portion must
                                                    touch the opponent to
                                                    perform the entire super
                                                         

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



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


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


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


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


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





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

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

1 - Do not lose a round
2 - Score over 750000 by Krauser match
3 - Have a score of B or higher in all matches


*******************************************************************************
* 3.24 Geese Howard                                                           *
*******************************************************************************
Colors
------
P - Red pants w/ Yellow trim and Flesh Color skin
L - Black pants w/ Off White trim and Gray skin



Throws
------
Shinkuu Nage             f/b + S close    
Mauling Tiger Crunch     df + S close


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


Plane Moves
-----------
Dive Elbow               P from opposite plane    
Dive Low Foot            K from opposite plane    must be blocked low
Reach Fist               S from opposite plane    pulls opponent to your 
                                                    plane if attack touches
                                                    them
Sweep                    d + S from opposite      must be blocked low; pulls
                           plane                    opponent to your plane 
                                                    if attack touches them


Command Moves
-------------
Slide Punch              Dash Forward, d + P
Slide Tap Kick           Dash Forward, d + K
Rising Palm              df + P
Rolling Sweep            b + K                    knocks opponent into 
                                                    opposite 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
Dive Swipe               P+K                      overhead
Raimei Gouha Nage        d + S close on downed    pursue attack
                           opponent         
Slash Uppercut           f + P while blocking    you will find this will
                                                    work if you perform it
                                                    while blocking a whiffed
                                                    attack or perform directly
                                                    after an attack hits your
                                                    block animation; on heavy
                                                    attacks (HP/HK/supers/etc),
                                                    wait a little longer to
                                                    perform after the move 
                                                    hits your block animation
Feint Reppu Ken          d + P+K
Feint Raging Storm       d + K+S

                                                          
Special Moves
-------------
Reppu Ken                qcb + P                  absorbs projectiles
Double Reppu Ken         qcb + S                  absorbs projectiles
Shippu Ken               qcb + P in air           overhead; absorbs 
                                                    projectiles
  Second Shippu Ken      P                        can control descent with
                                                    b or f; Shippu Ken must be
                                                    performed from high jump 
                                                    for this follow up to be
                                                    possible; overhead; 
                                                    absorbs projectiles
Shin Shippu Ken          qcb + S in air           overheads; absorbs 
                                                    projectiles
  Shin Shippu Ken F. U.  qcb + S in air           overheads; absorbs 
                                                    projectiles
  Jump Kick              P/K/S                    overhead
Evil Image Charge (BS)   Charge b, f + K /        dash must connect (not 
                           b, f + K                 blocked) to perform entire
                                                    maneuver
Evil Image Throw         Charge b, f + S/         dash must connect (not
                           b, f + S                 blocked) to perform entire
                                                    maneuver
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             db, hcb, df + K+S        absorbs projectiles


P. Power Supers
---------------
Thunder Break            f, df, d + S             hits in both planes; absorbs
                                                    projectiles
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 (*)      -----> f + S (*, ^)---> b + S (*, v, E)     
P close (*)|     S (*, E)          S (*, A, E)
           |                       d + S (_, E)
           |                       df + S (*, A, E)
           | 
           ----> d + K (*, _)----> d + S (_, E)
                                   df + S (*, A, E)



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


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

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


Kick Starters
`````````````
K (*)  --------> K (*)      -----> f + S (*, ^)---> b + S (*, v, E)     
K close (*)|                       S (*, A, E)
d + K      |                       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
```````````````
None


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

**********************     
* 4.1 Special Intros *
**********************

VS. Special Intros
``````````````````

Terry vs Mai
Terry vs Andy
Terry vs Tung
Terry vs Krauser
Terry vs Geese
Andy vs Mai
Andy vs Tung
Andy vs Geese
Joe vs Terry/Andy/Billy/Geese
Mai vs Krauser
Mai vs Mary
Duck vs Terry/Geese
Duck vs Mai/Mary
Tung vs Cheng
Bob vs Bob/Laurance
Bob vs Krauser/Geese
Billy vs Geese
Krauser vs Geese
Krauser vs Krauser
Laurance vs Mai/Chonrei/Chonshu/Mary
Laurance vs Krauser/Laurance
Chonshu vs Kim/Chonrei
Hon-Fu vs Hon-Fu
Hon-Fu vs Yamazaki/Cheng
Yamazaki vs Joe
Mary vs Terry
Mary vs Mary
Mary vs Geese
Kim vs Krauser/Laurance/Geese
Kim vs Yamazaki
Kim vs Kim
Cheng vs Joe/Krauser/Yamazaki


1 Player Special Intros
```````````````````````
vs Joe
vs Mai
vs Duck
vs Tung
vs Sokaku
vs Billy
vs Krauser
vs Yamazaki
vs Mary
vs Bash
vs Kim
vs Cheng
vs Geese


*************
* 4.2 Other *
*************

-Richard comes out for a special win victroy when Bob beats Krauser in 1
 Player mode
-Joe has a special win victory if he gets a perfect
-Krauser has a special win victory if he gets a perfect
-Hon-Fu has a special win victory if he gets a perfect
-Kim has a special win victory if he gets a perfect
-Geese has a special win victory if he gets a perfect
-Kim will have his sons come out if he is defeated
-Duck King's chick imitates some of his moves while Duck is performing them
-Characters such as Michael Max and Jubei will randomly fly by in the air at
 the Beach stage
-Certain moves that are used to break the right wall (the palm tree trunks) on
 the Beach stage will cause a crab to drop from the sky.  Terry's Crack Shoot
 is a good move to produce this affect.  
-Sometimes chicks will come out of the right wall on the Japan stage when it
 is destroyed
-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.




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

5.1  What's Missing/Needed
-Cleanup and corrections
-Any other misc or 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
- ThePatrick for some move motion corrections
- And me for writing this faq