------------------------------------------------------------------------------
        THE KING OF FIGHTERS '98 ULTIMATE MATCH MOVELIST/GUIDE ver 0.4c
                                     by Tel 
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 LEGAL: This guide is intended for personal use only, and may not be sold,
 distributed, printed or published for profit. You are not allowed to use 
 portions of this guide in your work without obtaining permission first. This
 guide will only be hosted at www.GameFAQS.com.

 The King of Fighters '98 Ultimate Match and its characters are the copyright
 of SNK Playmore Corporation.

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

 INDEX 
 1) Introduction
 2) Version history
 3) Game system
 4) Movelist
 5) Miscellaneous
    - Additional information
    - Versus CPU notes
    - Glitches and bugs
    - Glossary
    - PS2 version notes
    - PS2 Challege Mode
    - PS2 command macros
    - KOF'98 UM soundtrack information
 6) Special thanks
 7) Contact information

==============================================================================
 1) INTRODUCTION
==============================================================================

 Welcome to my King of Fighters '98 Ultimate Match (KOF98UM) movelist/guide
 and thank you for reading. This guide will while provide a basic movelist a
 nd move properties description, while noting any significant changes from
 KOF'98. Please note that this is NOT, and will never be a combo guide, and
 whatever combos mentioned in here are as examples to highlight a move's 
 property.

 ABOUT KOF'98UM
 KOF'98 Ultimate Match is a 10th year anniversary edition of KOF'98, which is
 arguably one of the most popular, if not the most popular KOF version. Some
 changes to the game are:

 - Balance tweaks all round to all characters to some degree. Some characters
   get new moves, some have their attack animations and properties changed.
 - A new character select screen and new pre-fight portraits for the returning
   and EX characters.
 - A new custom mode on top of Advanced and Extra Mode known as Ultimate Mode.
 - Some changes to both Extra and Advanced modes.
 - Kasumi Todoh, Eiji Kisaragi, Geese Howard, Wolgang Krauser and Mr. Big join
   the cast of playable arcade characters. Riot of the Blood Iori and Leona
   are fightable as sub-bosses, and Goenitz and Orochi return to round out the
   final bosses cast. This means every playable character from KOF'94 till '98
   return in 98UM.
 - EX versions of Blue Mary, Geese, King and Ryuji Yamazaki are added to the
   cast. These are based somewhat off their Real Bout and Art of Fighting
   versions.
 - New special introductions for certain matchups, such as Terry versus Geese.
 - All stages from KOF 98 were redone in partial 3D.
 - Some stages from previous KOF and RBFF games were re-added or remade for 
   98UM, together with several new stages. The graphics are not interlaced
   anymore.
 - The theme music for the the returning characters have also been re-added
   into the game. In the PS2 version, you can choose between the original
   arcade tracks, or the PS2-exclusive arranged tracks.
 - The '98 Advanced Mode system that determined how stocks were transferred
   (the smiley/neutral/frowning faces) is removed. Now all characters will
   always transfer stock to their teammates. This goes for Extra and Ultimate
   modes too.

==============================================================================
 2) VERSION HISTORY
==============================================================================
 
 Version 0.1 (19 May 2008)
 - First release. I haven't actually played the game yet, so most of the
   information here were tested from '98 and corrected from there.

 Version 0.1a (30 May 2008)
 - Made some changes to the system notes and glossary. Some additions and
   corrections were made to Kyo,Ryo,Athena,Shingo,Yashiro,Billy,Lucky,Heavy D!
   , Geese(both),Chizuru, EX Mary and Goenitz's notes.
 - Fixed a whole bunch of spelling mistakes throughout.
 - Added a list of special introductions in the 'Miscellaneous' section.

 Version 0.1b (2 June 2008)
 - Corrected information regarding the Throw Escape and elaborated the system
   notes.
 - Made some slight changes to the notes for Kyo, Robert, Leona, Mr Big, Omega
   Rugal and Orochi.
 - Added soundtrack information under the 'Miscellaneous' section.

 Version 0.1c (12 June 2008)
 - Updated the notes for Kim,Heidern,Orochi Shermie,EX Andy and Orochi. 
 - Corrected the DM commands for various characters.

 Version 0.2 (23 June 2008)
 - Updated the notes for Kyo,Ryo,Clark,Kim,Choi,King,Athena,Yashiro,Iori,
   Heidern,Takuma,Brian,Heavy D!,Geese,Krauser,Eiji,EX Joe/Ryo/Billy/Yamazaki
   and Orochi.
 - Corrected some of Heidern's moves names.
 - Added some contributor information related to the original KOF'98 for basic
   throws and EX Yuri.

 Version 0.2a (1 July 2008)
 - Corrected some notes for Heavy D!,ROTB Leona,Rugal (both),Goenitz and
   Orochi. 
 - Updated Orochi's move names now that they have official names.
 - Updated the soundtrack information slightly.

 Version 0.3 (14 July 2008)
 - Updated the cancel charts for the '96 Bosses Team, Eiji, Kasumi, Goenitz
   and Orochi.
 - Corrected the system notes on throws and replaced the information on the 
   Cover Attack. Added in a new section on the Quick MAX in the glossary.
 - Updated the notes for just about every character.
 - Added in information on the PS2 version, as well as the boss criteria and
   Challenge Mode.
 - Corrected some of the soundtrack information.

 Version 0.3a (18 July 2008)
 - Some minor updates for Ryo,Robert,Ralf,Mai,King,Iori,EX Kyo/Terry/King and
   Omega Rugal.
 - Added in another bug in the 'Miscellaneous' section. Corrected one of the
   special team ending combinations.

 Version 0.3b (24 July 2008)
 - Some minor corrections for Lucky and Rugal.
 - Added information for the Duick Dodge in the glossary.
 - Updated the boss criteria based on further testing.

 Version 0.3c (7 August 2008)
 - Added in a new glitch for Brian in the 'Miscellaneous' section.
 - Updated the notes for Joe,Ryo,Ralf,King(both),Krauser and EX Yamazaki.

 Version 0.3d (8 September 2008)
 - Some updates for Kensou,Yamazaki,Krauser,Iori (both),Eiji,EX King,ROTB
   Leona and Goenitz.
 - Revised the mid-boss requirement for fighting the ROTB characters after
   further testing.

 Version 0.3e (11 September 2008)
 - Minor updates for Takuma and Orochi Yashiro.

 Version 0.4 (3 October 2008)
 - Updated the notes for King,Takuma,EX Yuri,EX Blue Mary,Goenitz and Orochi.
 - Made some corrections and additions regarding macros. Added in the macros
   for Player 2. Special thanks to Carlos Quijas for providing those macros.
 
 Version 0.4a (28 November 2008)
 - Added information about random Mode selection, and the Team Roulette.
 - Corrected the extra colour button combinations. (Special thanks to Carlos
   Quijas for the information provided in this release.)

 Version 0.4b (21 December 2008)
 - Some additions for Benimaru, Yuri, Ralf and Blue Mary. (Special thanks to
   Frankie D' Erasmo for the information provided in this release.)

 Version 0.4c (5 January 2009)
 - Some additional information on the Roulette
 - Corrections for Chizuru, Heidern and Goenitz's Yonokaze.
 - Added in a bug related to EX Geese. (Special thanks to Carlos Quijas for 
   the information provided in this release.)

==============================================================================
 3) GAME SYSTEM
==============================================================================

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

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

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

 ACTION                                
 tap                        lightly tap joystick/button
 press                      push joystick/button
 hold                       push and hold joystick/button
 qcf (1/4 circle forward)   motion joystick from d to f (d,df,f)
 qcb (1/4 circle backward)  motion joystick from d to b (d,db,b)
 hcf (1/2 circle forward)   motion joystick from b to f (b,db,d,df,f)
 hcb (1/2 circle backward)  motion joystick from f to b (f,df,d,db,b)
 dp (dragon punch)          motion joystick f,d,df
 rdp (reverse dragon punch) motion joystick b,d,db
 charge b,f + (button)      hold back for 2 seconds, then push forward+button
 charge d,u + (button)      hold down for 2 seconds, then push up+button
 P (Punch)                  Press A or C
 K (Kick)                   Press B or D
 any                        Press A/B/C/D
 in air                     Move is done in mid-air (during a jump) *
 (air)                      Move can be done on the ground or in mid-air *
 (near)                     Perform move within throw distance 

 * Some aerial moves can be launched during a back/front step or used directly
   from the ground by extending the command so it ends with a jump. For 
   example, Athena's Phoenix Arrow can be done from the ground by motioning
   qcb,ub+K. You cannot cancel a ground normal attack into an aerial special
   or DM.

 BASIC MOVES                         ACTION
 press Start                         Taunt opponent
 push joystick f                     Walk forward
 push joystick B                     Walk backward
 tap b,b                             Backstep
 tap ub,u or uf                      Low jump (hop)
 press ub,u or uf                    Normal jump
 tap df-db then lightly ub-uf        Fast hop
 tap db-df then ub-uf                High Jump
 press b when attacked               Standing Block
 press db when attacked              Crouching block
 press b in air when attacked        Air block
 AB when knocked down                Fallbreaker (recovery roll)
 AB while blocking (1 stock)         Guard Cancel Emergency Evade (backward) 
 f+AB while blocking (1 stock)       Guard Cancel Emergency Evade (forward)
 Press CD (air)                      Blowback Attack
 CD while blocking (1 stock)         Guard Cancel Blowback Attack 
 b/f + C/D (near)                    Basic Throw (unblockable)
 b/f + P/K when grabbed              Throw Escape

 - You can only air block aerial attacks, some ground special moves and normal
   projectiles. See the 'Miscellaneous' section for further details.
 - During a vertical hop, your character will perform their diagonal jump
   attack animation instead of their normal vertical jump attack animation.
   Not all characters' vertical jump attacks have a different animation.
 - You can cancel into certain aerial command attacks/specials/DMs during a
   backstep. It usually won't hit however.
 - The Blowback Attack knocks down and is cancelable into specials/DMs. Unlike
   later KOF games, Blowback Attacks cannot be canceled into command attacks.
   Blowback attacks can be blocked high or low.
 - You need to be fully charged or have one ready stock bar to use the Guard
   Cancel Blowback Attack. The Guard Cancel Blowback attack does less damage,
   but is much faster and your character is invincible during the DM flash.
   Note that it is possible for your opponent to block this if they used a
   light attack and you pressed CD late.
 - All basic throws now do the same amount of damage, including the button-
   mashing ones. The button-mashing holds will only hit up to 4 times now as
   opposed to 10 in '98, though each hit does more damage.
 - You can use any button for the Throw Escape, unlike in later KOF. Note that
   not all throws have the same escape timing, and some throws such as Chris' 
   (D) and Lucky's (C) throws are harder to escape from than others.
 - During some unbreakable throws like Goro's Juuji Shime and Shermie's SDM
   Shermie Flash, you have to mash the buttons rapidly to increase the damage.
   Your opponent can do the same to escape sooner. Such normal throws cannot 
   be Throw Escaped from, and must hit at least once before it can be broken
   out of.
 - The Cover Attack from '98 is removed: your teammates will no longer
   interfere if you were dizzied or caught in a button-mashing hold, so
   you'll just have to mash the buttons more frantically. :)
 * In regard to button-mashing moves, you actually only need to tap the 
   button you executed the move with (though hitting several doesn't hurt), 
   and rolling the joystick does not affect the outcome.
 * Back in '98, not all basic throws do the same amount of damage, especially
   in regard to the button-mashing holds. The difference is too little to be
   very noticable however, though Mature and Vice's D throws do somewhat less
   damage than the other characters.
 # You can now randomize your mode by holding down Start (Select in the PS2
   version). If you get Ultimate Mode, the combinations are randomized as
   well.

------------------------------------------------------------------------------
 EXTRA MODE
------------------------------------------------------------------------------

 tap f,f                             Front step
 press and hold ABC                  POW charge
 press ABC when fully charged        Maximum (MAX) mode
 press ABC during certain attacks    Quick MAX activation
 press AB                            Evade (dodge)
 any during Attack Evade             Dodge attack
 press AB during attack              Quick Evade (need charge or MAX mode)

 - Your health bar is yellow in Extra mode.
 - In Extra mode, you need to charge your stock bar manually by pressing and
   holding ABC. You may charge any time you're on the ground, and can stop
   charging any time. You also fill your bar by taking hits from non-throw
   attacks, or from blocking attacks.
 * You charge your gauge much faster now. You also recover faster when you
   release ABC.
 - Unlike in '98, you will not go into Maximum (MAX) mode automatically when
   fully charged, though you can perform your Desperation Move (DM) or any
   action that uses stock. To enter MAX mode, simply press ABC again. During
   Maximum mode, you will do increased damage. Once the gauge runs out or upon
   launching a DM, the mode will end. You cannot charge your bar while in MAX
   mode.
 * A Guard Cancel Blowback attack always empties your MAX mode bar in Extra
   mode, regardless of how full the gauge was. On the other hand, a Guard
   Cancel Emergency Evade will NEVER empty your gauge no matter how little
   of it was left.
 - If your lifebar is flashing red (critical), you can perform DMs infinitely
   without having to charge your gauge first. If you are in MAX mode, you will
   perform the Super Desperation Move (SDM) instead. Note that if you have
   a charged bar but did not go into MAX mode, you will still perform the DM
   version AND lose the stock bar to boot.
 * Unlike KOF'98, there is now a short delay after using a DM before you can
   perform another when your lifebar is critical. This is indicated by your
   lifebar not flashing for a brief period. The duration varies between the
   characters and (S)DMs.
 * When your health is critical, your MAX mode duration will last longer as
   well.
 - The Quick MAX allows you to cancel certain attacks and go into MAX mode
   instantly. This also allows you to recover faster from whatever move you
   Quick MAXed from, so it is possible to use this to extend your combo or set
   up for a (S)DM. Only physical attacks can be Q. MAXed from, but you can Q.
   MAX from just about any physical attack if it hits or is blocked, and it
   can be done in mid-air as well.
 - Pressing AB results in your character dodging into the background, during
   which they are immune to anything but special throws. Dodges recover much
   faster now, making them far harder to punish than compared to 98 (though
   there is still a very slight period of vulnerabilty as the dodge ends).
 - You may press any attack button during the dodge to perform a dodge attack
   that does little damage, but is cancelable into specials/DMs (not command
   attacks however). Attacking ends your invincibility period.
 - If you are fully charged, you can dodge when making a normal or ground
   based command attack. This will use your stock unless you are already in 
   MAX mode, where it reduces your gauge instead. 
 * It's possible for you to make an attack, Quick Evade, then use a Dodge 
   Attack and cancel out of it to extend your combo slightly. It also allows
   you to cancel normally uncancelable moves like Kyo's Goufu You and combo
   after.
 - You can cancel into certain aerial command attacks/specials/DMs during a
   forward step but your character is unable to attack otherwise until they 
   land. Note that most of the aerial attacks won't hit however. You can dodge
   low attacks with a well-timed front/back step, but the step distance and 
   duration is fixed, meaning it will take the same amount of time to land
   whether it was done from a distance or right in front of opponent.
 * Unlike in '98, there is no advantage given if you lose a character, so the
   POW charge bar is the same length for all team members. However, your
   charge level willl now carry over to the next character. Better yet, the 
   POW charge bar is also shorter now, about the same length as the second
   character's bar in 98.

------------------------------------------------------------------------------
 ADVANCED MODE
------------------------------------------------------------------------------

 tap f,f (hold)                      Forward run
 Press ABC (1 stock)                 MAX mode
 Press AB                            Emergency Evade (forward roll) 
 b+AB                                Emergency Evade (backwards)
 AB while attacking (1 stock)        Quick Emergency Evade
 Use both P/K when motioning a DM    Quick SDM (requires 3 stock bars)

 - Your health bar is green in Advanced mode.
 - In Advanced Mode, you need one free stock bar to enter MAX mode. While in
   MAX mode, you do increased damage, and can perform SDMs. Once you perform 
   an SDM or when the gauge runs out, the mode ends. Unlike Extra Mode's MAX 
   mode, you do NOT get to perform a DM for free while the mode is active: you
   need at least one free stock bar, and you can only perform SDMs.
 - You build stock by making attacks: normal and command attacks have to hit
   or be blocked to gain stock, special moves build stock on launch, and again
   upon connecting. You also gain some stock from getting hit by most 
   non-throw attacks.
 - You still gain stock while in MAX mode, but at a reduced rate, and only
   from special moves.
 - You can now perform SDMs outside of MAX mode by pressing both the Punch
   or Kick buttons used for the DM version, (qcf,qcf+AC for Kyo's Mu Shiki
   for example). This requires 3 stock bars however. You will get the (A/B)
   version SDM if you used the 3-stock version.
 - In Advanced mode, you roll to avoid attacks. Unlike the dodge in Extra
   mode, you are only invincible for about half the roll animation, and you
   can be thrown at any point with basic or special throws.
 - If you have at least one free stock, you can perform a roll while blocking.
 * You can now perform a roll to cancel a normal or ground-based command attack
   if it hits or is blocked, like in KOF'2002. This requires one stock.
 - In Advanced mode, you character runs forward and will continue to do so
   while the joystick is pushed forward. You may cancel the run into any
   attack, a hop/jump or a forward roll. There is a very slight period of
   vulnerability before you can stop running and block.
 - You can hold up to 3 stocks initially, Each teammate you lose increases the
   number of stocks you can hold to a maximum of 5 bars.
 * All characters will now always transfer their accumulated stock over to the
   next character. A partially filled bar will now carry over as well. Unlike
   in '98, characters will only transfer the stock they have: there are no
   bonuses or penalties to your stock gauge when losing a character.

------------------------------------------------------------------------------
 ULTIMATE MODE
------------------------------------------------------------------------------

 - Your health bar is blue in Ultimate mode.
 - Ultimate Mode is a new addition that allows you to mix and match the
   features of Advanced and Extra modes together. The available options are
   as follows (in corresponding order):
   a) forward run or front step.
   b) roll or dodge.
   c) Advanced/Extra mode style stock gauges. 
 - Picking the relevant mode gauge gives you the benefits of that mode. The
   Extra Mode bar lets you Quick MAX and launch free DMs when low on health,
   while the Advanced Mode bar lets you hold multiple stocks and launch SDMs 
   regardless of health level.
 - You transfer stocks to the next chracter regardless of which charge method
   you chose.

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

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

 CANCEL CHART PROPERTIES
 c   - Cancelable into command attacks, special moves and DMs.
 s   - Cancelable into special moves and DMs. Uppercase (S) is used for
       command attacks.
 r   - Repeatable into itself (LIGHT ATTACKS ONLY).
 -   - Not cancelable or repeatable.

 NOTE: To read the chart, [M]/r/c means the attack is a mid-level attack,
       is a light attack that can combo with itself and is cancelable. For
       hard attacks, double slashes ([M]/c/c) means that attack does 2 hits
       and is cancelable on the indicated hit(s).

 MOVE PROPERTIES
 KD  - Move knocks down an opponent, but can use recovery roll (Fallbreaker).
       (S)DMs, throws and sweeps (crouching D) generally knock down, so only
       the NR property will be used if the move isn't recoverable.
 NR  - No Recovery: Move knocks down with no recovery roll permitted. 
 OTG - Over the Ground: Move can hit an opponent that has been knocked down.
 J   - Juggles opponent, can followup after move. Juggles always knock down.
       so the KD notation won't be used. If no followup was done, a juggled
       character may use the Fallbreaker upon landing.
 T   - Throw move, cannot be reversed. Basic throws will not be noted.
 P   - Projectile, cannot be reversed, though certain moves absorb or reflect
       them.
 RV  - Reversal move. Works against non-throw, non-projectile moves only.
 #   - See notes. 

 * Please refer to the 'Miscellaneous' section after the movelist for further
   details.

 #. The 'default macro' is the action that happens when you hit the 'Command'
    button in the PS2 version. You have to use it up close for the sequence to
    register properly, so assume all normal attacks to be the close version. 
 #. The macro combos for Player 1 are usable in all modes (with or without MAX
    mode) in the open or the corner. 
 #. Player 2's macros all involve performing a DM, so you need stock for them
    to register properly. Also, not all of the macro combos will work in MAX
    mode due to normal and command attacks pushing back further or the altered
    properties of the SDM version.

==============================================================================
 4) MOVELIST
==============================================================================

 JAPAN HERO TEAM       | Kyo Kusanagi     | Benimaru Nikaido | Goro Daimon
                                                          
 FATAL FURY TEAM       | Terry Bogard     | Andy Bogard      | Joe Higashi

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

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

 PSYCHO SOLDIER TEAM   | Athena Asamiya   | Sie Kensou       | Chin Gentsai

 WOMEN FIGHTERS TEAM   | Chizuru Kagura   | Mai Shiranui     | King

 KOREA TEAM            | Kim Kaphwan      | Chang Koehan     | Choi Bounge

 '97 NEW FACES TEAM    | Yashiro Nanakase | Shermie          | Chris

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

------------------------------------------------------------------------------
 SUB BOSSES
------------------------------------------------------------------------------

 IORI TEAM             | Iori Yagami      | Mature           | Vice

 OYAJI TEAM            | Heidern          | Takuma Sakazaki  | Saisyu Kusanagi

 AMERICAN SPORTS TEAM  | Heavy D!         | Lucky Glauber    | Brian Battler

 '96 BOSSES TEAM       | Geese Howard     | Wolfgang Krauser | Mr. Big

 OROCHI TEAM           | Orochi Yashiro   | Orochi Shermie   | Orochi Chris 
 
 EDIT CHARACTERS
 - Eiji Kisaragi
 - Kasumi Todoh
 - Shingo Yabuki
 - Rugal Bernstein

 EX CHARACTERS
 - Kyo Kusanagi (KOF'95 version)
 - Terry Bogard (Real Bout Fatal Fury version)
 - Andy Bogard (KOF'95 version)
 - Joe Higashi (KOF'94 version)
 - Ryo Sakazaki (KOF'94 version)
 - Robert Garcia (KOF'94 version)
 - Yuri Sakazaki (KOF'94 version)
 - Mai Shiranui (RBFF version)
 - King (Art Of Fighting 2 version)
 - Ryuji Yamazaki (RBFF version)
 - Blue Mary (RBFF version)
 - Billy Kane (RBFF version)
 - Geese Howard (RBFF version)

 BOSSES
 - 'Riot Of The Blood' Leona Heidern
 - 'Riot Of The Blood' Iori Yagami
 - Omega Rugal
 - Goenitz
 - Orochi

 * To use the EX characters or Orochi Team members, hold Start (Select in the
   PS2 version) over the original character's portrait and press a button. You
   cannot have both versions of the same character in the same team. All EX
   characters have the same normal and command attacks as the normal versions.
 * EX and alternate characters' names are displayed in red.
 * You can now get EX characters when you use the Roulette. The Roulette is
   found next to Rugal's portrait in the arcade version. Note that a randomly
   selected character will be using a random colour scheme as well. In the PS2
   version, you may even get edited colours if you saved any schemes in Colour
   Edit mode.
 # In the PS2 version, hold down L1 to randomly select your character, or R1
   to randomly select one of the default teams if you haven't picked any 
   characters yet.
 # Also, if you have the 'Same Character' option turned on in the PS2 version,
   it's possible for the roulette to give you two or even all three identical
   characters or their EX versions where applicable. 
 * All EX characters now have four win poses like the normal versions. The
   Orochi Team are exception to this, and have only one win pose each.
 * I will only provide information about the altered or new moves for the EX
   or alternate characters. Please refer to the original character's movelist
   for the full move description.
 * The bosses are not playable in the arcade version. With the exception of
   Omega Rugal, the other bosses need to be unlocked in the PS2 version by
   defeating them first in Arcade Mode.
 * You cannot have both versions of Iori, Leona, and Rugal in the same team.
 * ROTB Iori and Omega Rugal have only one win pose, while ROTB Leona and
   Orochi have two.

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

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

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

 SPECIAL MOVES
 dp+P                          100 Shiki: Oniyaki             [M],#
 qcf+K,K                       75 Shiki Kai                   [M],J,#
 hcb+K                         212 Shiki: Kototsuki You       [M],#
 rdp+K                         R.E.D. Kick                    [M],NR,#
 qcb+P                         Nue Tsumi                      [M],RV,KD,#
  > reverse high attack        Geshiki: Ryuu Iri              [#],NR
  > reverse low attack         Geshiki: Tora Fuse             [#],NR

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

 qcf+C                         115 Shiki: Dokugami            [M],#
  1> hcb+P                     401 Shiki: Tsumi Yomi          [M]      
   2> f+P                      402 Shiki: Batsu Yomi          [M],KD      

 [DM]
 qcb,hcf+P (can hold)          Ura 108 Shiki: Orochi Nagi     [M],P,#
 qcf,qcf+P                     Saishu Kessen Ougi: Mu Shiki   [M],P,#
   > tap P during DM version   Chouhatsu                      [-]


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

 #. Kyo can link his crouching B into his close standing C.
 #. Kyo's far D is faster now.
 1. NARAKU OTOSHI: Knocks down opponent in mid-air. Is usable during a 
    backstep.
 2. GOUFU YOU: The 2nd hit is an overhead when used on its own. Becomes 
    cancelable when canceled into. In MAX mode, this will no longer combo, 
    hits only once and also pushes opponent back further, preventing most of
    his specials (other than the Dokugami) from hitting.
 #. The Goufu You won't combo against some characters like King, Yuri, Leona
    and Choi. You'll get the single hit version like when he is MAXed.
 3. 88 SHIKI: Both hits are low attacks. Combos from light attacks.
 4. ONIYAKI: A hits once, C hits twice. The C version now knocks down on
    either hit. Both versions have autoguard when Kyo sticks his elbow out,
    before he jumps and will hit twice on a Counter Hit.
 5. 75 SHIKI KAI: Juggles opponent on the 2nd hit, although it is easier to
    followup from the D version. While in MAX mode, the 2nd kick tends to miss
    when this is chained into unless used from a cross-up or in the corner.
 6. R.E.D KICK: B version is faster and combos from the D Shiki Kai, while
    D version arcs higher and further. The B version still misses against some
    crouching opponents like in '98: if the Goufu You will not get both hits
    against a character, this will miss when that character is crouching as
    well.
 7. KOTOTSUKI YOU: Kyo is immune to low physical attacks during the dash, but
    not floor-level projectiles.
 8. NUE TSUMI: Kyo does an upward-aimed punch that knocks down. There is a
    very brief period during the start that allows this to reverse attacks of
    any level. You can't juggle after the punch hits, even on a Counter Hit.
 9. ARAGAMI: The followups can be performed regardless of whether this hits or
    not. The move can negate normal projectiles. Kyo has autoguard as he steps
    forward, before he strikes. If you perform this after juggling with the
    75 Shiki Kai in the corner, the Yanosabi > Migiri Ugachi can combo after.
10. YANOSABI: Is a no-recovery knockdown punch. Can be used as a finisher for
    the Konokizu, or as a followup for the Aragami (won't combo however) with
    its own set of followups.
11. NANASE: Kyo hops forward with a knockdown kick. This no longer travels as
    far.
12. DOKUGAMI: Kyo's punch can negate normal projectiles, and he has autoguard
    as he steps forward swinging the punch. The followups can now connect if
    this hits opponent in mid-air. You can Quick Max this, then perform a 
    close C to restart your combo.
13. OROCHI NAGI: A version is immune to most low attacks, C version is immune
    to mid/high attacks for the DM version. The immunity begins when Kyo is
    holding up a flaming hand, and lasts while the move is being delayed. Kyo
    is vulnerable as he slides forward to attack. SDM version has no 
    invincibility, but damages and juggles opponent on contact while negating
    normal projectiles. The flame wave can destroy normal/DM projectiles and
    is not negatable. The DM version combos from a canceled Goufu You, while
    the SDM version does not (see above).
 #. Unlike later KOF versions, delaying this has no effect on its speed.
 #. If only the first two hits of the flame wave connect on a mid-air opponent
    during the SDM version, the move will juggle.
 #. The only reliable ways I know of to combo into the SDM Orochi Nagi are:
    a) Quick MAX the 2nd hit of the 75 Shiki Kai when using the Extra gauge.
    b) combo into the 75 Shiki Kai normally, then use the 3-stock AC version
    in Advanced Mode.
    c) combo into the 75 Shiki Kai when opponent is cornered or use a cross-up
    while in MAX mode (you must hit deep enough for both kicks to connect), 
    and perform the SDM as usual.
14. MU SHIKI: The initial fire column is a projectile that negates normal and
    some DM projectiles. During the entire move, Kyo's body can negate normal
    projectiles, and opponent coming in contact with him will be hit, even if
    they were behind him. You can taunt opponent after the DM version if any
    of the punches connect. The DM version also Guard Crushes a blocking
    opponent on the last hit. This has no invincibility on startup however,
    and cannot hit opponent juggled from the 75 Shiki Kai.

    Default P1 macro: d+B > C > Dokugami chain

    Default P2 macro: d+B > d+A > (A) Mu Shiki

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

 SPECIAL MOVES
 qcf+P                          Raijin Ken                    [M],P,#
 qcf+P in air                   Kuuchuu Raijin Ken            [M],P,KD,#
 qcb+P                          Shinkuu Katategoma            [M],KD,#
 hcb,f+P (near)                 Benimaru Corridor             [U],T,NR
 qcf+K                          Iai Geri                      [M],#
 hcb+K                          Handou Sandan Geri            [M],KD,#
 dp+K                           Super Inazuma Kick            [M],KD
 
 [DM]
 qcf,qcf+P                      Raikou Ken                    [M],P,#
 hcb,hcb+P (near)               Electrigger                   [U],T,NR,#
 qcb,qcb+K                      Raikou Katategoma             [M],#

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

 #. Benimaru has a higher jump ceiling than most characters.
 #. Benimaru's jumping C is cancelable into the Flying Drill but not the 
    aerial Raijin Ken. The Flying Drill won't combo however. 
 1. JACKKNIFE KICK: Benimaru steps forward with a cancelable kick.
 2. RAIJIN KEN: A is aimed forward, C goes diagonally upward. Both versions
    do 3 hits and negate normal projectiles.
 3. KUUCHUU RAIJIN KEN: This knocks down now.
 4. SHINKUU KATATEGOMA: The move can hit in front and behind Benimaru as he's
    spinning. A does 3 hits, C does 6.
 5. IAI GERI: Combos from light attacks. If it hits late (after his knee is
    fully extended), it becomes a no-recovery knockdown.
 6. HANDOU SANDAN GERI: Combos from hard attacks. The last hit knocks down.
    B is faster while D goes further.
 #. The B version Handou Sandan Geri and Super Inazuma Kick has Benimaru
    flipping backwards so he lands a little further back, making it a
    little safer if blocked.
 7. RAIKOU KEN: A version goes forward, C version diagonally upward. SDM
    version is aimed forward. This negates normal and some DM projectiles.
 8. ELECTRIGGER: The initial grab launches faster now.
 9. RAIKOU KATATEGOMA: New move; Benimaru performes a Raijin Ken-covered
    Shinkuu Katategoma. The SDM version has him finishing with a multi-hit
    Super Inazuma Kick if the move hits or is blocked. For some reason, this
    will combo from 3 crouching Bs, but not two of them.

    Default P1 macro: d+A > D > (B) Handou Sandan Geri

    Default P2 macro: d+B x3 > (B) Raikou Katategoma

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

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


 COMMAND ATTACKS
 f+A                            Tama Tsubushi                 [O],NR,#
 df+C                           Zujou Barai                   [M],S,#

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

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

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

 #. The Tsukami Tataki Tsuke is automatically done when Goro is within throw
    distance of his opponent. You get the Juuji Shime when you perform a C 
    throw directly next to opponent.
 #. You can increase the damage of the Juuji Shime by mashing the buttons 
    rapidly.
 1. TAMA TSUBUSHI: A no-recovery downward bash. This is now an overhead. You
    can't combo into this, but the Kirikabu Gaeshi can combo after this hits.
 2. ZUJOU BARAI: Goro crouches and does a upward punch. Move is cancelable.
    This juggles if it hits a mid-air opponent.
 3. KUMO TSUKAMI NAGE: Anti-air throw, will miss crouching opponents. Can hit
    certain tall opponents like Rugal, Chang, and Yamazaki.
 4. KIRIKABU GAESHI: Combos off hard attacks. This can hit a floored opponent,
    such as after a sweep (if opponent did not use a Fallbreaker), or after 
    the first two inputs of the Arashi no Yama. Goro is immune to low physical
    attacks during this move.
 5. JIRAI SHIN: C version is a feint. A version is low, full-screen attack
    that must be crouched or jumped over. The move launches much faster now,
    but can no longer OTG opponent.
 6. CHOU OOSOTOGARI: Goro is invincible during part of the initial grab 
    animation. This combos from light attacks only.
 7. NEKKO GAESHI: Reversal, counters mid level normal and command attacks 
    only and cannot reverse any attack above or below Goro's arm level. This
    can only reverse attacks during the initial frames, before Goro's arms 
    stop moving.
 8. URA NAGE: Ranged throw. Goro is immune to low physical attacks during
    the dash, but not against floor-level projectiles.
 9. CHOU UKEMI: Works like a normal roll, but has shorter range and less 
    invincibility time. This cannot roll past opponent on the ground, but can
    be canceled into.
10. ARASHI NO YAMA: Goro will grab a nearby opponent, but only after a
    short pause from startup, making this serve somewhat as a reversal. Goro
    now has autoguard and is immune to throws when his arms are raised. (In
    '98 he couldn't be stunned from hits, but still takes full damage)

    Default P1 macro: Tama Tsubushi > Kirikabu Gaeshi

    Default P2 macro: D > Zujou Barai > Jigoku Gokuraku Otoshi

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

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

 COMMAND ATTACKS
 f+A                            Back Knuckle                  [M],S
 df+C                           Rising Upper                  [M],S,#

 SPECIAL MOVES
 qcf+P                          Power Wave                    [M],P,#
 qcb+P                          Burning Knuckle               [M],KD
 qcb+K                          Crack Shoot                   [M],#
 dp+P                           Rising Tackle                 [M],KD,#
 dp+K                           Power Dunk                    [M],NR,#
 hcf+K                          Power Charge                  [M],J,#
 > dp+P                         Rising Tackle                 [M],KD,#

 [DM]
 qcb,db,f+P                     Power Geyser                  [M],P,#
 qcf,qcf+K                      High Angle Geyser             [M],P,#

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

 #. Terry's standing CD can dodge some low attacks, but not floor-level 
    projectiles.
 #. Terry's crouching D is a low attack, but has odd properties: it can hit
    low hopping opponents and defeat some moves with low invincibility, such
    as Kyo and Saisyu's (A) Orochi Nagi.
 #. Terry's far D will not hit if opponent runs up close to him before he
    finishes extending his leg.
 1. BACK KNUCKLE: Is cancelable on either hit. The move pushes back pretty 
    far though, so only the Power Charge will combo reliably after.
 2. RISING UPPER: A fast upward aimed punch; can combo from light attacks. 
    Move juggles if it Counter hits against a jumping opponent at the 
    corner.
 3. POWER WAVE: Knocks down if it hits up close or on a Counter Hit. Neither
    version goes full-screen, and only the A version is chainable, but this
    move cannot be reflected.
 4. CRACK SHOOT: This move can avoid low attacks, with the D version going
    higher and further.
 5. RISING TACKLE: A version does 5 hits, while C does 7 and goes higher and 
    further. This has autoguard before the first hit. 
 6. POWER DUNK: Is a no-recovery attack if both hits connect. The 'dunk' is 
    not an overhead although it looks like one.
 7. POWER CHARGE: This can be canceled into the Rising Tackle if it hits or
    is blocked, though it won't do full hits. In Extra Mode, you can also
    Quick MAX this as a setup for the Power Geyser. When in MAX mode, the
    Rising Tackle will only do one hit if used after this. Alternately, you
    can follow up the juggle with a (D) Power Dunk or a jumping attack. 
 8. POWER GEYSER: The geyser negates projectiles, including some DMs and
    cannot be negated even if Terry is hit. The SDM version does not get full
    hits against a jumping or juggled opponent. If Terry is hit during the 
    first or second hit of the SDM version, the move will end prematurely.
    The SDM version will now do all 3 hits if you chained into it in the
    corner (if used on its own, the subsequent geysers will still miss).
 9. HIGH ANGLE GEYSER: The last hit (the geyser) negates normal and DM
    projectiles.

    Default P1 macro: D > Rising Upper > (D) Power Charge > (D) Power Dunk

    Default P2 macro: d+B > d+A > (B) High Angle Geyser
      
------------------------------------------------------------------------------
 ANDY BOGARD                                               [ Fatal Fury Team ]
------------------------------------------------------------------------------

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

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

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

 [DM]
 qcf,qcf+P                      Hishou Ryuusei Ken            [M],P,#
 qcb,db,f+K                     Chou Reppa Dan                [M],#

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

 #. Andy's jumping punches are cancelable into the Gen'ei Shiranui, but it
    won't combo.
 1. AGE MEN: 2-hit upward aimed punch; can chain from light attacks. Move 
    juggles a jumping/juggled opponent: if so, the Shouryuu Dan can connect.
    Either hit is cancelable.
 2. UWA AGITO: Overhead kick, unless you cancel into it, which makes it 
    cancelable into the Gen'ei Shiranui.
 3. HISHOU KEN: Knocks down and negates normal projectiles. This can combo off
    hard attacks or the Age Men.
 4. GEKI HISHOU KEN: New move. Andy does a very large Hishou Ken (similar to
    his RBFF version) which cannot be chained into.
 5. GEKIHEKI HAISUI SHOU: Unblockable attack that leaves opponent juggled. Has
    no miss animation, but an opponent can roll out of it before it hits when
    used on its own. This is NOT a throw, and can be reversed.
 6. KUUHA DAN: D goes further and higher than B version. Only B version can 
    combo from normal attacks. Neither version will do full 5 hits against 
    jumping or juggled opponents.
 7. SHOURYUU DAN: The A version does 7 hits up close, C version does 6. Unlike
    in later KOF, this can be recovery rolled from.
 9. ZAN'EI KEN: Dashing elbow attack. Can follow with the Gadankou if it hits,
    is blocked or when near opponent. 
10. GADANKOU: This move homes in on opponent: Andy will turn around and 
    launch it the other way if an opponent rolls or jumps past him during 
    the Zan'ei Ken.
11. GEN'EI SHIRANUI: Diving elbow attack, can used during a front or backstep.
    Only the Shimo Agito will combo reliably in the open.
12. SHIMO AGITO: This does not hit low, unlike in later KOF games.
13. UWA AGITO: This is similar to his f+B command attack, except done from the
    Gen'ei Shiranui. It is possible to combo into this if the Gen'ei Shiranui
    was done from a canceled Uwa Agito (command attack) in the corner, but it
    doesn't hit reliably. The recovery time is significantly improved now.
14. HISHOU RYUUSEI KEN: Andy will perform the entire move regardless of 
    whether it hits or not. The last attack is a projectile: he performs it 3
    times during the SDM version. This will now combo off light attacks.
 #. Back in '98, there was an interesting glitch with the Hishou Ryuusei Ken 
    if the initial punches KOed the final team member before the beam hits: 
    the background would turn white like usual upon the KO, except both 
    characters' portraits remain on-screen, and the screen freezes slightly
    longer than usual before Andy launches the beam. This had no impact to
    gameplay, but is pretty cool to watch. :)
15. CHOU REPPA DAN: The DM version will not do full 7 hits on a jumping or 
    juggled opponent. B version is faster, while D version goes higher and
    has full screen range. SDM version is a faster, 16-hit version of the 
    B version and can get full hits against jumping/juggled opponents.

    Default P1 macro: d+B x2 > Age Men > (A) Zan'ei Ken > Gadankou.

    Default P2 macro: d+C > (A) Hishou Ryuusei Ken

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

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

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

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

 [DM]
 qcf,hcb+P                   Explosive Hurricane Tiger Heel   [M],NR,#
 qcf,qcf+P                   Screw Upper                      [M],P,#

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

 #. Joe has no far D animation.
 #. You can increase the damage of the Knees of Hades by mashing the buttons 
    rapidly.
 1. SLIDING: Combos from hard attacks only and knocks down.
 2. LOW KICK: This will push opponent back further in MAX mode.
 3. BAKURETSU KEN: Can combo from light attacks. You use either Bakuretsu 
    Finish regardless of whether this hits or not, and the (A) version is an
    overhead.
 4. HURRICANE UPPER: Projectile move, A is faster and combos from a single
    hard attack, while Joe throws two tornados for the C version, which knocks
    down on the 2nd hit. Neither version can hit an opponent directly next to
    Joe but the tornado(s) cannot be reflected.
 5. TIGER KICK: This will now only hit once normally, and though it still
    hit twice when blocked or on a Counter Hit.
 6. OUGON NO KAKATO: Both versions will juggle if they hit a jumping opponent,
    though it is easier to followup from the B version. The move does 3 hits,
    but will get only 2 hits against an opponent on the ground. The B version 
    is no longer chainable, so neither version will combo from normals.
 7. EXPLOSIVE HURRICANE TIGER HEEL: Joe launches several Hurricane Uppers
    towards the end of the move, which cannot be reversed.
 8. SCREW UPPER: Projectile move, cannot be negated and negates other normal
    and DM projectiles. The SDM version does more damage and hits when used 
    from a distance. The move may not get full hits against a jumping opponent
    if it hits before the tornado travels forward. The button version used
    during the SDM version determines the tornado's speed, with the C version
    travelling faster, but doing less hits and slightly less damage than the
    A version.
 #. The Screw Upper cannot be negated, but if two Joes throw it at each other,
    both will get hit if they were within range of each other's tornados.

    Default P1 macro: d+C > Low Kick > (B) Slash Kick

    Default P2 macro: d+B > d+A > (A) Explosive Hurricane Tiger Heel

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

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

 COMMAND ATTACKS
 f+A                            Hyouchuu Wari                 [O],#

 SPECIAL MOVES
 qcf+P                          Ko'oh Ken                     [M],P,KD,#
 dp+P                           Kohou                         [M],KD,#
 qcf+K                          Moh Koh Raijin Satsu          [O],NR,#
 qcb+P/AC                       Moh Koh Raijin Gou            [M],#
 hcb+K                          Hien Shippuu Kyaku            [M],KD,#
 hcf+P (near)                   Kyokugen-ryuu Renbu Ken       [U],J,#

 [DM]
 f,hcf+P                        Haoh Shokou Ken               [M],P#
 qcf,hcb+P                      Ryuko Ranbu                   [M],#
 qcf,qcf+P                      Tenchi Haoh Ken               [M],NR,#

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

 #. Ryo can chain his crouching B with a crouching/standing C. The timing is
    fairly strict however.
 #. Ryo's far B is slower now.
 #. Ryo's close C range has been decreased, and you may get the far version
    after a jump-in instead. His far C is faster however.
 #. In UM, the Haoh Shokou Ken, Kohou and Kyokugen-Ryuu Renbu Ken's commands
    overlap each other somewhat. This isn't a problem if you're launching the
    Kyokugen-Ryuu Renbu Kyaku or Haoh Shokou Ken on their own, but if you 
    chained into them (or tried to dash in with the Kyokugen-Ryuu Renbu Ken),
    you may wind up getting one of the other moves instead. Alternately, wait
    for a moment or leave the joystick neutral after hitting with your normal
    attack before performing your intended move.
 1. HYOUCHUU WARI: Overhead chop, unless canceled into. You can Quick MAX this
    and combo the Tenchi Haoh Ken after when using an Extra Mode gauge.
 2. KO'OH KEN: Both versions knock down. C goes further, but is not chainable.
 3. KOHOU: (A) hits once normally, (C) hits twice up close and either hit will
    now knock down. Both will hit twice on a Counter Hit.
 4. MOH KOH RAIJIN SATSU: No-recovery chop. B is faster while D arcs higher
    and further.
 5. MOH KOH RAIJIN GOU: A version is chainable from hard attacks only. You
    can cancel the 2nd hit into either Kohou, though using the C version
    will only do one hit. The C version is now slower, but allows you to 
    follow with the Hien Shippuu Kyaku. Alternately, you can motion qcb+AC to
    get an alternate version similar to the A version, except you can cancel
    it into his Hien Shippu Kyaku as well. All versions have autoguard on
    Ryo's palm just before he performs the first hit.
 6. HIEN SHIPPUU KYAKU: B is faster and chainable from light buttons and will
    now always do 2 hits in combos. D version goes further and does 3 hits up
    close (it will no longer do one less hit in combos). Ryo can go past low
    attacks during this move, though the D version may end up arcing over
    a crouching opponent. You can Quick MAX this in the corner to juggle
    opponent, the Tenchi Haoh Ken or Kohou can combo after.
 7. KYOKUGEN-RYUU RENBU KEN: Unblockable attack that leaves opponent juggled.
    This cannot be reversed, but opponent can roll away before the first hit
    if this is done on its own. Note that the Ryuko Ranbu and Haoh Shokou Ken
    won't combo from this.
 8. HAOH SHOKOU KEN: Negates normal projectiles. Only the A version will combo
    from hard attacks. The SDM version does 5 hits and will negate other DM
    projectiles but cannot be chained into.
 9. RYUKO RANBU: Ryo is invincible during the startup flash. If blocked, Ryo
    will perform the bulk of the autocombo, which does chipping damage. 
10. TENCHI HAOH KEN: The DM version now does more damage normally, but less
    Counter damage. The SDM version does little damage but dizzies a hit
    opponent, unless they were already dizzied. SDM version Guard Crushes a
    blocking opponent. This can combo from light attacks.

    Default P1 macro: C > Kyokugen-Ryuu Renbu Ken > jumping CD

    Default P2 macro: C > (C) Haoh Shokou Ken

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

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

 COMMAND ATTACKS
 f+A                            Kouryuu Koukyaku Geri         [O],#
 f+B                            Ryuu Hanshuu                  [M],S,#

 SPECIAL MOVES
 qcf+P                          Ryuu-Geki Ken                 [M],P,KD,#
 dp+P                           Ryuuga                        [M],KD,#
 dp+K                           Ryuu Zanshou                  [M],KD,#
 hcf+K (near)                   Kyokugen-ryuu Renbu Kyaku     [U],J,#
 qcb+K in air                   Hien Ryuujin Kyaku            [M],KD
 hcb+K                          Hien Senpuu Kyaku             [M],#

 [DM]
 f,hcf+P                        Haoh Shokou Ken               [M],P,#
 qcf,hcb+P                      Ryuko Ranbu                   [M],#
 qcf,qcf+K (air)                Muei Senpuu Juudan Kyaku      [M],#

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

 #. Robert's jumping kicks are cancelable into the Hien Ryuujin Kyaku, but it
    won't combo.
 #. Robert has no far A animation.
 #. Robert's crouching B is now cancelable.
 1. KOURYUU KOUKYAKU GERI: Overhead attack. Is cancelable into the Hien 
    Ryuujin Kyaku when canceled into, but it will only hit at the corner.
 2. RYUU HANSHUU: Cancelable kick. When used after the Kyokugen-ryuu Renbu 
    Kyaku or if it hits oppponent in mid-air, you can follow up with a Ryuuga
    or Ryuu Zanshou. You need to launch this late to get both hits from the (C)
    Ryuuga.
 3. RYUU-GEKI KEN: Is slower to launch than Ryo's Ko'oh Ken, but stays on
    screen longer (more so with the C version). Combos from hard attacks only.
    Unlike in '98, this can no longer hit if Robert was hit, even if the
    projectile is already on-screen.
 4. RYUUGA: Anti-air uppercut. C version does 2 hits, goes higher and will now
    knock down on either hit. Both will hit twice on a Counter Hit.
 5. RYUU ZANSHOU: Anti-air flip kick. The B version does slightly more damage
    than the A Ryuuga, but both versions do less damage than the C Ryuuga. The
    D version goes higher and lands Robert further back. You can now cancel
    this into the Hien Ryuujin Kyaku if it hits or is blocked.
 6. KYOKUGEN-RYUU RENBU KYAKU: Unblockable command attack that juggles a hit
    opponent. This move cannot be reversed, but can rolled past before it hits
    when used on its own.
 7. HIEM RYUUJIN KYAKU: Robert will no longer rebound off opponent if this
    was blocked (he continues diving to land in front of opponent instead).
 8. HIEN SENPUU KYAKU: B does 3 hits, D does 4, but will usually get only 3 in
    unless used on tall characters. Robert is immune to low attacks during the
    move. Either version can combo from light attacks. 
 9. HAOH SHOKOU KEN: Negates normal projectiles. A version is now chainable 
    from hard attacks or the Ryuu Hanshu. The SDM version does 5 hits and will
    negate most other DM projectiles but cannot be chained into.
10. RYUUKO RANBU: Robert is invincible during the startup flash. If blocked,
    Robert will perform the bulk of the autocombo, which does chipping damage.
    The SDM version will now combo from a close or crouching C > Ryuu Hanshuu.
11. MUEI SENPUU JUUDAN KYAKU: Robert is immune to low attacks from the 2nd/5th
    (DM/SDM) hits onwards. He won't perform the Ryuu Zanshou finisher if this
    misses or was blocked. The ground version will now combo from light
    attacks, though it will do one less hit (the SDM will not combo off a 
    canceled Ryu Hanshuu however). You can now perform this move in mid-air,
    which only combos from a canceled Kouryuu Koukyaku Geri in the corner. The
    air version does 7/11 hits (DM/SDM) as opposed to 9/12 for the ground 
    version, and has a slightly different animation. 

    Default P1 macro: C > Kyokugen-Ryuu Renbu Kyaku > Ryuu Hanshuu > Ryuuga

    Default P2 macro: d+B > B > (B) Muei Senpuu Juudan Kyaku
  
-------------------------------------------------------------------------------
 YURI SAKAZAKI                                         [ Art of Fighting Team ]
-------------------------------------------------------------------------------

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

 COMMAND ATTACKS
 f+B                        En Yoku                              [O],#

 SPECIAL MOVES
 qcf+P                      Ko'oh Ken                            [M],P,KD,#
 dp+P                       Yuri Chou Upper (Kuuga)              [M],KD,#
  > dp+C during C version   Double Yuri Chou Upper (Ura Kuuga)   [M],KD
 qcb+P                      Yuri Chou Knuckle                    [M],KD,#
 qcf+K (air)                Rai'oh Ken                           [M],P,NR,#
 qcb+K                      Yuri Chou Mawashi Geri               [M],KD

 [DM]
 f,hcf+P                    Haoh Shokou Ken                      [M],P,KD,#
 qcf,qcf+P                  Hien Rekkou                          [M],#
 qcf,hcb+K                  Hien Hou'ou Kyaku                    [M],NR(SDM),#

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

 #. Yuri's far C is now cancelable.
 1. EN YOKU: Overhead, unless canceled into. You can't combo into or out of it
    however.
 2. KO'OH KEN: Either version chains from hard attacks and knocks down.
 3. KUUGA: Either version combos from light attacks. The Ura Kuuga can be used
    to follow the C version regardless of whether it hit or not. The (A)
    version Kuuga may only do one hit on certain characters in the open, even
    on a Counter Hit, though both hits will connect reliably in the corner.
 4. YURI CHOU KNUCKLE: Yuri steps forward with a knockdown punch. Neither
    version can be chained into. A recovers faster while C travels further.
 5. RAI'OH KEN: Is a no-recovery attack. Can now be performed in mid-air.
 6. YURI CHOU MAWASHI GERI: B does 2 hits and combos from light attacks. C
    does 3 hits and combos from hard attacks only. Both versions can go past
    low attacks.
 7. HAOH SHOKOU KEN: Projectile, negates normal projectiles. C version travels
    faster, while A version now combos from hard attacks. The SDM version does
    5 hits and will negate other DM projectiles but cannot be chained into.
 8. HIEN REKKOU: Yuri does 3/6 (DM/SDM) multi-hit Yuri Chou Uppers. She will
    perform the entire move regardless of whether it hits or not. This combos
    from light attacks.
 9. HIEN HOU'OU KYAKU: Yuri will perform several hits if this is blocked, but
    it does no chipping damage. The SDM version is a no-recovery knockdown.
    This combos from light attacks.

    Default P1 macro: d+B x2 > d+A > Kuuga > Ura Kuuga

    Default P2 macro: d+B > d+C > (B) Hien Hou'ou Kyaku

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

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

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

 SPECIAL MOVES
 charge d,u+P               Moon Slasher                      [M],KD,#
 charge b,f+P               Baltic Launcher                   [M],P,J,#
 charge b,f+K               Grand Saber                       [M],KD,#
  > f+D during D version    Gliding Buster                    [M],KD,#
 charge d,u+K               X-Caliber                         [M],KD,#
 qcb+P                      I-Slasher                         [M],P,KD,#
 qcb+K                      Earring Explosive                 [#],P,J,KD,#

 [DM]
 qcf,hcb+P in air           V-Slasher                         [M]
 qcf,qcf+P                  Gravity Storm                     [M],#
 qcb,hcf+K                  Rebel Spark                       [M],#

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

 #. Leona has no far standing A animation.
 #. Leona can dash under mid-level normal projectiles.
 #. Leona's crouching A is faster and links into itself easier.
 #. Leona's jumping kicks/CD can cancel into the V-Slasher.
 #. Leona's far D takes her off the ground for a brief moment, allowing her to
    dodge some low attacks.
 1. STRIKE ARCH: Overhead, no recovery kick. Is cancelable into the V-Slasher
    when canceled into.
 #. Since Leona doesn't have a special move done with qcf+K, you can perform 
    the Strike Arch by motioning qcf+B, then motion hcb+P to easily combo into
    the V-Slasher.
 2. MOON SLASHER: Either version combos off light attacks. C goes slightly
    forward.
 3. BALTIC LAUNCHER: Both versions juggle and negate normal projectiles, with
    A/C doing 6/12 hits respectively. Leona can avoid low attacks during the C
    version.
 4. GRAND SABER: This move cannot be reversed. Leona will not perform the
    slash if she can't reach opponent during the B version, while D version
    will always attack at the end of the dash. You can only use the Gliding
    Buster if the D version hits or is blocked, which will now combo from 
    hard attacks.
 5. GLIDING BUSTER: Leona lands behind opponent if this was blocked.
 6. X-CALIBER: If blocked, the B version will land Leona behind opponent. This
    cannot be reversed.
 7. I-SLASHER: Knockdown projectile. Leona can now move after the projectile 
    is thrown. This can no longer negate normal projectiles, but it stays 
    on-screen when blocked, though it cannot hit anymore after that. The
    projectile will disappear if Leona blocks an attack or was hit. The C
    version travels faster than in '98. Even though the move cannot hit after
    being blocked, opponent will be forced into blocking animation if they
    held the joystick back.
 8. EARRING EXPLOSIVE: Hit lows once it reaches leg level. B version has a
    short arc, bounces forward once then explodes (the explosion can hit). D
    version travels in a long arc without bouncing. You can now follow-up if
    it hits after you regain control of Leona like in later KOF games.
 9. V-SLASHER: Leona is invincible during the startup flash and is now
    invincible during the dive as well. A dives at a steeper angle than C.
10. GRAVITY STORM: Leona will always perform the initial kicks. If either kick
    hits during the DM version, she will attempt to perform the finishing 
    explosive grab. For the SDM version, the last kick must hit for her to
    finish the move. The DM version combos from light or hard attacks, but not
    reliably and may miss against some characters, especially in the open (it's
    more likely to connect in the corner from light attacks, but it can still
    miss on some characters). The SDM will combo properly off light attacks.
11. REBEL SPARK: D version travels full screen. Either version combos from 
    hard attacks. Leona is invincible during the startup flash. This move
    cannot be reversed.

    Default P1 macro: d+B > d+A > Moon Slasher

    Default P2 macro: D (2 hits) > Strike Arch > V-Slasher

-------------------------------------------------------------------------------
 RALF JONES                                             [ Ikari Warriors Team ]
-------------------------------------------------------------------------------

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

 SPECIAL MOVES
 tap P repeatedly (move f)      Vulcan Punch                  [M],KD,#
  > press ABCD                  Cancel                        [-],#
 charge b,f+P                   Gatling Attack                [M],KD,#
 charge d,u+P or qcf+P in air   Kyukohka Bakudan Punch        [M,O],NR,OTG,#
 charge b,f+K                   Ralf Kick                     [M],KD,#
 hcf+K (near)                   Super Argentine Backbreaker   [U],T,NR

 [DM]
 qcf,qcf+P                      Galactica Phantom             [U],#
 qcf,hcb+P                      Baribari Vulcan Punch         [M],NR,#
 qcb,hcf+K                      Umanori Vulcan Punch          [M],NR

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

 #. Ralf has no far standing A animation. His standing A isn't cancelable,
    but the Super Argentine Backbreaker will combo from it.
 #. Ralf can dodge some low attacks during his close standing D.
 #. Ralf's far and crouching C attacks are now slower.
 1. VULCAN PUNCH: Knockdown move that hits twice on a Counter hit. Ralf can
    move forward, but not backward with this move. You can now cancel this
    by pressing ABCD.
 2. GATLING ATTACK: Both versions combo from light attacks. Like in 98, the A
    version will only get 2 hits on an opponent on the ground.
 #. The only way to connect all 3 hits of the (A) Gatling Attack is to use it
    against a cornered opponent when they are waking up. 
 3. KYUHKOHKA BAKUDAN PUNCH: The ground version can hit on the way up or down,
    but not both ways at once. The descending punch is a no-recovery overhead
    and can be performed in mid-air. You can cancel into the mid-air version
    from his jumping punches, but it won't combo. The diving punch can now hit
    a floored opponent like in KOF'XI.
 4. RALF KICK: D version goes further than B. Both versions can go past low
    attacks. This has a chance to do a Critical Hit, and on the very rare
    occasion of scoring a Counter AND Critical Hit, an opponent hit in mid-air
    will be juggled. The B version Guard Crushes a blocking opponent. This
    will not hit until Ralf has kicked out, so it can't hit at startup.
 5. GALACTICA PHANTOM: Unblockable punch. DM version has less startup pause.
    Ralf can no longer be stunned from any physical or projectile attack 
    during the SDM version, but will take full damage from hits and can still
    be thrown. The SDM version now does over 90% damage by default, and will
    instantly KO any non-boss character on a Counter Hit.
 6. BARIBARI VULCAN PUNCH: Ralf will perform the entire autocombo regardless of
    whether it hits or not. He is invincible during the startup flash and as
    he steps forward with the initial Vulcan Punch.
   
    Default P1 macro: C > Super Argentine Backbreaker

    Default P2 macro: C > (B) Umanori Vulcan Punch > (C) Kyukohka Bakudan 
    Punch

-------------------------------------------------------------------------------
 CLARK STILL                                            [ Ikari Warriors Team ]
-------------------------------------------------------------------------------

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

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

 SPECIAL MOVES
 tap P repeatedly       Vulcan Punch                          [M],KD,#
 hcf+A                  Super Arabian Burglary Backbreaker *  [U],T,NR,#
 hcf+c                  Rolling Cradle *                      [U],T,NR,#
 hcf+K (near)           Super Argentine Backbreaker *         [U],T,NR
 dp+P                   Napalm Stretch *                      [#],T,NR,#
 dp+K (near)            Frankensteiner *                      [U],T,NR,#
 qcf+P after * moves    Flashing Elbow                        [#],OTG,NR

 [DM]
 hcb,hcb+P (near)       Ultra Argentine Backbreaker           [U],T,NR
 hcf,hcf+K              Running Three                         [U],T,NR,#
 hcb,hcb+K              Napalm Strike                         [#],T,NR

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

 #. Clark has no far standing A animation. His standing A isn't cancelable,
    but the Super/Ultra Argentine Backbreaker will combo from it.
 #. Clark can dodge some low attacks during his close standing D.
 1. STOMPING: A cancelable kick. Combos from the first hit of Clark's close
    C, but his specials won't connect in such a case.
 2. VULCAN PUNCH: Does 3(A)/5(C) hits and knocks down. You can move Clark
    forward during this. If you Quick MAX this, opponent will be juggled.
 3. SUPER ARABIAN BURGLARY BACKBREAKER/ROLLING CRADLE: The Super Arabian 
    Burglary Backbreaker stops at half-screen distance, while the Rolling
    Cradle has Clark running full-screen distance. Both are immune to low
    physical attacks during the dash.
 4. NAPALM STRETCH: Anti-air throw, does not hit opponent on the ground. This
    can no longer be air blocked.
 5. FRANKENSTEINER: Clark is immune to low attacks during the grab. Cannot be
    chained into, unlike later KOF games.
 6. FLASHING ELBOW: Follow-up for the (*) marked moves. May miss if used in
    corners.
 7. RUNNING THREE: Clark is immune to low physical attacks during the dash.
 8. NAPALM STRIKE: New anti-air throw (S)DM similar to his Napalm Stretch,
    except he lifts opponent off-screen and slams them down with an explosion.
    It is slower to start than the Napalm Stretch, but Clark is invincible
    while rising. As with other air throws, this can hit an opponent above
    Clark, but not below him. The SDM version has Clark staying off-screen for
    a longer period of time.
 #. Since Clark doesn't have a hcb+P move here, you can motion hcb+P twice to
    combo his close C into the Ultra Argentine Backbreaker.

    Default P1 macro: C > Super Argentine Backbreaker > Flashing Elbow

    Default P2 macro: d+B > d+A > Ultra Argentine Backbreaker

-------------------------------------------------------------------------------
 ATHENA ASAMIYA                                         [ Psycho Soldier Team ]
-------------------------------------------------------------------------------

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

 COMMAND ATTACKS
 f+B                            Renkantai                     [M],S(2nd),#
 d+B in air                     Phoenix Bomb                  [O],KD,S

 SPECIAL MOVES
 qcb+P                          Psycho Ball                   [M],P
 qcb+K                          Psycho Reflector              [M],P,KD,#
 qcb+K in air                   Phoenix Arrow                 [M],KD(D),#
 qcf+K                          Psychic Teleport              [-],#
 dp+P (air)                     Psycho Sword                  [M],KD,#
 hcf+P (near)                   Super Psychic Throw           [U],T,J,#

 [DM]
 qcf,qcf+P                      Psycho Ball Revolution        [M],P,#
 hcb,hcb+P (air)                Shining Crystal Bit           [M],P,#
  a> qcb+P (can hold)           Crystal Shoot                 [M],P,#
  b> press ABCD                 Cancel                        [-]
 qcf,qcf+K in air               Phoenix Fang Arrow            [M],#

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

 #. Athena can triangle jump.
 #. Athena has no far standing B animation.
 1. RENKANTAI: Cancelable command attack, can combo from light attacks. This
    will only do one hit if canceled from a hard attack, and her specials/DMs
    will not combo in the open.
 2. PHOENIX BOMB: Cancelable overhead attack that knocks down and combos off
    her jumping punches. Is usable from a front/backstep. Athena will rebound
    back if this hits or is blocked. You can only combo after on a Counter Hit
    however.
 3. PSYCHO REFLECTOR: Reflects projectiles, including some DMs. The D version
    does more hits but is slower.
 #. In '98, some reflected projectiles do far more damage than usual. Notably
    painful examples are EX Yuri's Rai'oh Ken and Rugal's Kaiser Wave: if in 
    MAX mode and held down to do 3 hits, a reflected Kaiser Wave does 50% 
    damage! Not every reflected projectile does increased damage however: a 
    returned Haoh Shokou Ken SDM does slightly less damage.
 4. PHOENIX ARROW: B does 3 hits, while D does 5, with the last hit being a
    knockdown kick. For the D version, Athena will turn around and perform the
    last kick if opponent managed to get behind her during the move.
 5. PSYCHIC TELEPORT: Teleport move, has no invincibility, but has no recovery
    time either, so Athena can attack immediately upon stopping. (D) goes 
    further than B.
 6. PSYCHO SWORD: Both versions now do 7 hits and the same amount of damage,
    though C goes higher. Either will combo from light attacks.
 7. SUPER PSYCHIC THROW: Juggles opponent upon hitting. This will only damage
    opponent upon them landing, so if you juggle after, you will only get
    damage from whatever move you followed this with. This will combo from a
    single light attack only.
 8. PSYCHO BALL REVOLUTION: New DM, Athena launches a larger version of the
    Psycho Ball, which can combo off her Super Psychic Throw. Both versions
    travel slowly and weave up and down during flight (the C version weaves
    more). Athena is pushed backwards slightly when the projectile is thrown,
    and can move shortly after. Getting hit will cause the projectile to
    disappear, and the move's damage is pretty poor.
 9. SHINING CRYSTAL BIT: Both DM and SDM versions can negate normal and DM 
    projectiles, but the DM version is dependant on the crystal's orbit when
    used against low projectiles. The ground version can hit low. You can 
    cancel this move by pressing ABCD if you didn't use the Crystal Shoot.
    It is possible for the DM version to do 2 hits on a Counter Hit. This
    starts up faster now, like in KOF'2000 onwards.
 #. The SDM version is immune to Orochi's Harae when the crystals are orbiting
    at Athena's chest level, but neither move will negate each other, and she
    can be hit halfway if the crystal orbits away before the discs go past 
    her. This has no immunity against the Oomiwa however.
10. CRYSTAL SHOOT: When used from a ground Shining Crystal Bit, A version 
    flies straight forward while C goes forward then diagonally upward.
    Aerial versions flies downward a little then forward. SDM version will
    negate (S)DM projectiles, while the DM version negates normal projectiles.
11. PHOENIX FANG ARROW: When done too high or low, the move may not combo 
    after the initial Phoenix Arrow.

    Default P1 macro: d+B x2 > Psycho Sword

    Default P2 macro: B > Super Psychic Throw > (hop) > Shining Crystal Bit > 
    Cancel

-------------------------------------------------------------------------------
 SIE KENSOU                                             [ Psycho Soldier Team ]
-------------------------------------------------------------------------------

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

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

 SPECIAL MOVES
 qcb+P                          Cho Kyuudan                   [M],#
 qcb+P in air                   Ryuu Sogeki                   [M],#
 hcf+A                          Ryuu Renga: Chiryuu           [M],KD,#
 hcf+C                          Ryuu Renga: Tenryuu           [M],KD,#
 dp+P (near)                    Ryuu Renda                    [U],J,#
 rdp+K                          Ryuu Gakusai                  [M],KD,#
 
 [DM]
 qcb,qcb+P                      Nikku Man o Kuu               [-],#
 qcf,qcf+P (near)               Senki Hakkei                  [U],#
 qcf,hcb+B                      Shinryuu Seioh Rekkyaku       [M],#
 qcf,hcb+D                      Shinryuu Tenbu Kyaku          [M],#

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

 #. Kensou has no far A animation.
 #. Kensou's taunt can now hit opponent for minor damage.
 1. KOBOKUSHU: Overhead palm strike. Becomes cancelable when canceled into,
    but nothing will combo after. This is faster now.
 2. KOUSENTAI: Canceable into the Ryu Sogeki. Kensou can dodge some low 
    attacks during this.
 3. CHO KYUUDAN: Kensou crouches during this move, allowing him to duck under 
    some high attacks.
 4. RYUU SOGEKI: This can combo from a jumping A against tall characters like
    Chang or Yamazaki.
 5. RYUU RENGA: (A) goes forward, (C) goes diagonally upward and can avoid low
    attacks. Both versions knock down and will now combo from light attacks.
    The C version has autoguard shortly before the first hit.
 6. RYUU RENDA: Has no miss animation, but opponent can roll out of it before
    the first hit when used on its own. You can tap P during the C version to
    do two extra hits. The move juggles opponent.
 7. RYUU GAKUSAI: Both versions will now knock down on any hit.
 8. NIKKU MAN O KUU: Kensou eats a meat but, gaining a bit of health steadily
    in the process. He chokes halfway during the SDM version. Unlike in '98 
    however, he will only lose half the health he gained when he chokes, and
    he gains significantly more health at a faster pace than the DM version.
    Kensou is vulnerable throughout the entire move's duration.
 9. SENKI HAKKEI: Unblockable short-ranged attack. Opponent can roll out of
    it before the first hit if launched on it own..
10. SHINRYUU SEIOH REKKYAKU: Unlike later KOF games, this is NOT an overhead.
    The move is aimed forward and will now combo from light attacks.
11. SHINRYUU TENBU KYAKU: This version is aimed diagonally upward, and will
    also combo from light attacks now.
 #. The SDM version for both 'Shinryuu' moves have the same animation and
    starts with Kensou going diagonally upwards like the Tenbu Kyaku before
    performing two multi-hit Ryuu Gakusai.

    Default P1 macro: D > Ryuu Renda > Ryu Renga: Tenryu

    Default P2 macro: D > (A) Senki Hakkei

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

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

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

 SPECIAL MOVES
 qcf+P                          Kisui Shuu                 [M],P,#
 qcb+P                          Hyotan Geki                [M],P,#
 dp+P                           Ryuurin Hourai             [M],KD,#
 hcf+K                          Kaiten-teki Kuutotsu Ken   [M],KD,#

 d,d+P                          Suikan Kanou               [-],#
  a> f+P                        Choushuu Rikugyo           [M],KD,#
  b> f+K                        Kaiten-teki Kuutotsu Ken   [M],KD,#
  c> press ABCD                 Cancel                     [-],#

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

 [DM]
 qcf,hcb+P                      Goen Shorai                [M],#
 qcf,qcf+P                      Goen Enpo                  [M],P,#
 hcb,hcb+P (near)               Daikyuu Inshuu             [U],T,#
 qcf,qcf+K                      Sentori Suiho              [M],OTG,#

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

 #. Chin has a lower jump ceiling than the other characters.
 #. You can increase the damage of the Gou Inshu by mashing the buttons 
    rapidly.
 #. The 2nd hit of Chin's close D is an overhead.
 1. SUIHO HYOTAN GEKI: Overhead, unless canceled into. You can now combo into
    this, but the move is cancelable either way.
 2. KISUI SHUU: Chin spits wine diagonally upwards. Neither version can be
    chained into. A is faster to launch, while C lasts longer.
 3. HYOTAN GEKI: A does one hit, C does 2. Both negate normal projectiles.
 4. RYUURIN HOURAI: A does 6 hits, C does 9. Chin has autoguard while stepping
    forward during the C version.
 5. KAITEN-TEKI KUUTOTSU KEN: Chin can roll under high attacks and mid-level
    projectiles during this move, with the D version going further.
 6. SUIKAN KANOU: Chin sways drunkenly, during which he is immune to high and
    mid-level attacks. You may cancel this by pressing ABCD.
 7. CHOUSHUU RIKUGYO: Chin leaps forward with a knockdown slam. This is NOT an
    overhead. Does 2 hits up close.
 8. BOGETSU SUI: Chin lies down, during which he can avoid high and mid-level
    attacks. You can move him around or cancel this with ABCD.
 9. RYUDA HANYO: Chin leaps forward with a knockdown kick. This move can
    avoid low attacks.
10. RIGYO HANYO: Chin rolls backwards with a knockdown kick.
11. GOEN SHORAI: (C) does more hits, goes further and does slightly more 
    damage than (A) for the DM version. SDM is identical for both versions.
    Chin's entire body can hit during the move, and opponent will take damage
    on contact, even if they were behind him.
12. GOEN ENPO: A version is aimed diagonally upward, C goes forward. SDM
    version changes directions automatically. The move can negate normal and
    DM projectiles. DM versions hit twice on Counter hit. Both versions can
    negate floor-level projectiles, but not as the (A) version is ending.
    This can hit up to 5 times against Ralf's Galactica Phantom SDM, though
    any hit after the 2nd will do far less damage (and you risk instant KO if
    he manages to hit you!).
13. DAIKYUU INSHUU: New unblockable throw DM. SDM version dizzies opponent but
    does less damage. The animation is identical to his Gou Inshu throw mashed
    to 10 hits.
14. SENTORI SUIHO: New DM, Chin walks forward slowly, ramming into opponent
    and walking forward slowly before taunting at the end. This can OTG in the
    corner but does pathetic damage, is pretty slow and has no invincibility
    throughout. The SDM version is identical to the DM version in appearance
    and does no extra damage. This is really little more than a taunt.

    Default P1 macro: C > Suiho Hotan Geri > (A) Hyotan Geki

    Default P2 macro: d+B > B > (C) Goen Enpo

-------------------------------------------------------------------------------
 CHIZURU KAGURA                                         [ Women Fighters Team ]
-------------------------------------------------------------------------------

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

 COMMAND ATTACKS
 f+A              Jokatsu: Sousou (Zheng Zheng)               [O],#
 f+B              Jokatsu: Sousou (Cang Cang)                 [M],S,#
 df+D             Jokatsu: Sousou (Cong Cong)                 [L],#

 SPECIAL MOVES
 qcf+P            108 Katsu: Tamayura no Shitsune             [M/O-C],KD,#
 dp+P             100 Katsu: Tenjin no Kotowari               [M],KD,#
 hcb+any          212 Katsu: Shinsoku no Norito               [M],J/NR,#
  > qcb+any       212 Katsu: Shinsoku no Norito ~ Tenzui      [M],NR,#
 d,d+any          212 Katsu Otsu Shiki: Choumon no Isshin     [M],#

 [DM]
 qcb,hcf+P        Rimen 85 Katsu: Reigi no Ishizue            [M],P,#
 qcf,qcf+K        Rimen 1 Katsu: Sanrai no Fujin              [M],#

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

 #. Chizuru has a new Guard Cancel Blowback Attack animation.
 #. Hitting any of Chizuru's mirror images will stun and damage her as well.
    All illusory attacks cannot be reversed however.
 #. Chizuru has a very low profile during her crouching D, and can dodge some
    mid-level attacks with it.
 #. It's possible for an opponent to crouch under Chizuru's close C.
 1. ZHENG ZHENG: Overhead slap. Is cancelable when canceled into.
 2. CANG CANG: A cancelable forward kick. You can't combo into this, but
    Chizuru can avoid some low attacks as she hops forward.
 3. CONG CONG: A low sliding kick. Combos from light attacks.
 4. TAMAYURA NO SHITSUNE: A knockdown swipe that reflects projectiles 
    (including some DMs). C version is not chainable, but is an overhead and
    Chizuru is immune to non-throw attacks as she spins before stepping 
    forward with the swipe. A recovers faster now.
 5. TENJIN NO KOTOWARI: The A version is an illusion and only does one hit now
    , though it still hits twice when blocked or on a Counter Hit.
 6. SHINSOKO NO NORITO: The A/B versions are illusions, while C/D has Chizuru
    performing the attack herself. The P version is an upward, knockdown swipe
    that juggles while K version is a forward no-recovery swipe. The Tenzui
    followup requires you to use a Punch button if you used the A/C versions,
    and a Kick button if you used the B/D versions. This is faster to launch 
    now. By default, no version can hit opponent directly next to Chizuru, 
    even at the corner. However, you can press the same button used to have
    her perform the atttack earlier, allowing you to combo it from hard 
    attacks (the B version will miss in the open, all other versions will
    combo). 
 7. TENZUI: Can be performed regardless of whether the Shinsoku no Norito hits
    or not. The light version is a jumping swipe that knocks down, but does
    not combo from the K Shinsoku no Norito (it will miss against crouching
    opponents. The hard version is an overhead, no-recovery swipe that combos
    from any Shinsoku no Norito. You need to use the same attack type as you
    did for the Shinsoku no Norito, meaning you need to use the A/C versions
    if you performed the Shinsoku no Norito from a Punch button.
 8. CHOUMON NO ISSHIN: Chizuru hops forward with a downward swipe. This is NOT
    an overhead. The P versions are illusions while the C/D versions travel
    further. Chizuru can dodge low attacks during this move. This is faster
    now. As with the Shinsoku no Norito, you can press the same button used
    to have Chizuru attack earlier, allowing you to combo into any version
    from hard attacks or a canceled Zheng Zheng.
 9. REIGI NO ISHIZUE: Cannot be reversed. C version cannot be chained into but
    Chizuru is invincible while stepping forward. If this hits, opponent 
    cannot use any command, special or DM moves until the purple glow wears 
    off. The move's effect will not take place if Chizuru traded hits with
    opponent, though they still take damage. The A version will now combo off
    light attacks or the (A) Shinsoku no Norito in the corner (works with the
    SDM as well). The effect lasts for approximately 6 counts of the timer.
10. SANRAI NO FUJIN: Chizuru can move freely while her illusion is attacking,
    but may only use basic attacks. This will not get full hits if opponent is
    near/at the corner. The DM version's duration is shorter now.

    Default P1 macro: D > Zheng Zheng > (D) Shinsoku no Norito > (D) Shinsoku 
    no Norito ~ Tenzui

    Default P2 macro: D > Zheng Zheng > Reiji No Ishizue

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

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

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

 SPECIAL MOVES
 qcf+P                          Kacho Sen                     [M],P
 qcb+P                          Ryuu Enbu                     [M],P,#
 dp+P                           Hakuro no Mai                 [M],KD,#
 qcb+P in air                   Musasabi no Mai (Kuuchuu)     [M],KD
 charge d,u/uf/ub+P             Musasabi no Mai (Chijou)      [-],#
 hcf+K                          Hissatsu Shinobi Bachi        [M],KD,#
 dp+K                           Hishou Ryuu'en Jin            [M],P,KD,#

 [DM]
 qcf,qcf+P                      Mizudori no Mai               [M],P,#
 qcb,qcb+P (air)                Hou'ou no Mai                 [M],#
 qcb,hcf+K                      Chou Hissatsu Shinobi Bachi   [M],#

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

 #. Mai can triangle jump.
 1. DAIRIN FUSHA OTOSHI: Move is not recoverable if it hits an opponent in 
    mid-air. Can be canceled into a Musasabi no Mai (Kuuchuu) or the Hou'ou
    no Mai, and is usable during a back/front step. This is NOT an overhead.
 2. KOKU'EN NO MAI: Overhead kick, cannot be chained into. It's difficult,
    but possible to follow this with a standing A or a far C in the corner. If
    canceled into, the Musasabi no Mai (Kuuchuu) will combo after.
 3. BENITSURU NO MAI: 1st hit always hit low, and 2nd hit always knocks down.
    This combos off light attacks, but the 1st hit is not cancelable when
    canceled into unlike in later KOF versions.
 4. RYU ENBU: Negates normal projectiles and cannot be reversed.
 5. HAKURO NO MAI: A does 3 hits, C does 5. Both versions knock down and combo
    from hard attacks.
 6. MUSASABI NO MAI (Kuuchuu): This move can be used during a backstep.
 7. MUSASABI NO MAI (Chijou): Mai leaps toward the wall (ub-behind her, 
    u-nearest, uf-opposite wall) and if you held down the P button, she 
    launches a Musasabi no Mai (Kuuchuu). Otherwise, she will simply drop
    back down.
 9. HISSATSU SHINOBI BACHI: Does 2 hits up close, though the D version can
    still hit twice at about half-screen distance if opponent was in the
    corner. Mai can dodge some low attacks once she leaps forward with the 
    elbow attack. If the roll at the start hits opponent from behind 
    (possible only if they tried to roll past her), the move will do 3 hits
    instead.
10. HISHOU RYUU'EN JIN: This move cannot be reversed and will negate normal
    projectiles.
11. MIZUDORI NO MAI: Each fan during the DM version is treated as a normal
    projectile and will clash with other normal projectiles. The SDM version
    can negate normal projectiles, but both versions will still lose against
    DM projectiles. This launches faster now, and there is less gap between 
    the 2nd and 3rd fans, making it more likely to get full hits against an
    opponent in mid-air.
12. HOU'OU NO MAI: Does more hits against a mid-air opponent. Can now be done
    in mid-air.
13. CHOU HISSATSU SHINOBI BACHI: Mai's entire body can hit once she is ablaze,
    and she is immune to low attacks once she leaps forward with the elbow
    attack.

    Default P1 macro: D > Hissatsu Shinobi Bachi

    Default P2 macro: d+C > (D) Chou Hissatsu Shinobi Bachi

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

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

 COMMAND ATTACKS
 df+D                           Sliding Kick                  [L],S

 SPECIAL MOVES
 qcf+K                          Venom Strike                  [M],P
 qcf,qcf+K                      Double Strike                 [M],P,KD,#
 hcb+P                          Mirage Kick                   [M],KD,#
 hcb+K                          Tornado Kick                  [M],KD,#
 dp+P                           Surprise Rose                 [M],KD,#
 dp+K                           Trap Shot                     [M],KD,#

 [DM]
 qcf,hcb+K                      Illusion Dance                [M],#
 qcb,qcb+K                      Silent Flash                  [M],#         

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

 #. King's crouching B is now cancelable.
 #. King can dodge some low attacks (not floor level projectiles though)
    during her standing CD.
 1. SLIDING KICK: A low slide kick that can go under high attacks and mid
    level projectiles. This is now cancelable, but the cancel timings when
    canceled into and used standalone are different.
 2. VENOM STRIKE: B version dissipates at about 60% screen distance, while
    D disappears at nearly full screen range. The D version travels faster
    now.
 3. DOUBLE STRIKE: Neither hit will go full-screen for the B version, while
    only the 2nd hit can do so for the D version.
 4. MIRAGE KICK: (C) now knocks down. This can combo from light attacks.
 5. TORNADO KICK: B does 4, D does 6 hits. Both versions travel diagonally
    upward (with D going further and at a shallower angle) and are immune to
    low attacks.
 6. SURPRISE ROSE: Can hit on the way up or down, although it may not do full
    hits unless the entire move hits an opponent on the ground. The A version
    dives at a steeper angle, and may not get full hits in combos unless at
    the corner, although either version will hit properly when canceled from
    the first hit of her standing D.
 7. TRAP SHOT: This will now combo easier from light attacks. If chained from
    hard attacks, it may not hit reliably unless used from the first hit of 
    her close D.
 8. ILLUSION DANCE: B is faster while D goes higher and can hit from 
    full-screen distance. King will now jump forward directly without the
    backward flip for the B version DM (SDM is unchanged), which allows it to
    combo from hard attacks or the Sliding Kick. The D and SDM versions are
    now invincible as King leaps forward, like in later KOF games.
 9. SILENT FLASH: Now combos from light attacks. If the initial flip traded 
    hits with an opponent, and King wasn't knocked down or pushed out of 
    range, she recovers faster than her opponent, and can combo after with
    another attack.

    Default P1 macro: D (2 hits) > Sliding Kick > (C) Mirage Kick

    Default P2 macro: D (2 Hits) > (B) Illusion Dance

------------------------------------------------------------------------------
 KIM KAPHWAN                                                    [ Korea Team ]
------------------------------------------------------------------------------

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

 COMMAND ATTACKS
 f+A                            Dora Yup Chagi             [M],S,#
 f+B                            Neri Chagi                 [O],#   

 SPECIAL MOVES
 qcf+K in air                   Hishou Kyaku               [M],#
 d,d+K                          Haki Kyaku                 [L],OTG(D),#
 qcb+K                          Hangetsu Zan               [M],KD,#
 qcb+P (perform 3x)             Sanren Geki                [M],NR/KD,#
 charge b,f+K                   Ryuusei Raku               [L],NR,#
 charge d,u+P                   Kuu Sajin                  [M],KD
 charge d,u+K                   Hien Zan                   [M],KD
  > d+D during D version        Tenshou Zan                [M],NR,#
 
 [DM]
 qcf,qcf+K in air               Hou'ou Tenbu Kyaku         [M],#
 qcb,db,f+K (air)               Hou'ou Kyaku               [M],#

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

 #. Kim's close C is cancelable on the 1st hit only.
 #. Kim's jumping CD is cancelable into the Hishou/Hou'ou (Tenbu) Kyaku.
 #. Kim's crouching D is now cancelable.
 1. DORA YUP CHAGI: Combos from hard attacks and is cancelable into the Hishou
    and Hou'ou Kyaku (the Hishou Kyaku won't hit however). Kim is immune to
    low attacks during this move.
 2. NERI CHAGI: Overhead kick, won't combo from normal attacks. If canceled
    into, becomes cancelable on the 2nd hit.
 3. HISHOU KYAKU: Usable from a front/back step, though it won't hit. D does
    more hits and dives at a slightly shallower angle.
 4. HAKI KYAKU: The D version can now hit a floored opponent. Both versions hit
    low, cannot be reversed and negate floor-level projectiles. As with '98, 
    you can dash in with another attack if the B version hits up close, or 
    cancel it into the Hou'ou Kyaku.
 5. HANGETSU ZAN: Either version will now knock down.
 6. SANREN GEKI: The A version's third input ends with the Neri Chagi (which
    combos from the earlier inputs and remains an overhead, but is a 
    no-recovery knockdown), while the C version ends with a single-hit Kuu 
    Sajin. Either version combos from light attacks.
 7. RYUUSEI RAKU: The 1st hit is a low attack, while the 2nd is not 
    recoverable. The 2nd hit for the D version is NOT an overhead.
 8. KUU SAJIN: A does 2 hits, C does 3 and goes higher/further. Both versions
    combo from light attacks.
 9. HIEN ZAN: The B version will now always knock down. The Tenshou Zan can 
    only be used to follow-up the D version, and is NOT an overhead. 
10. HOU'OU TENBU KYAKU: Kim is invincible during the startup flash.
11. HOU'OU KYAKU: If blocked, Kim will perform several hits which do chipping
    damage. This move can be done in mid-air. Kim is immune to low physical
    attacks during either version.

    Default P1 macro: C (1 hit) > (A) Sanren Geki chain > (D) Haki Kyaku

    Default P2 macro: C (1 Hit) > Dora Yup Chagi > (D) Hou'ou Kyaku

-------------------------------------------------------------------------------
 CHANG KOEHAN                                                    [ Korea Team ]
-------------------------------------------------------------------------------

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

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

 SPECIAL MOVES
 tap P repeatedly (move b/f)    Tekkyuu Dai Kaiten            [M],KD,#
  > press ABCD                  Cancel                        [-]
 hcb,f+P (near)                 Dai Hakai Nage                [U],T,NR
 charge b,f+P                   Tekkyuu Funsai Geki           [M],KD,A,#
 charge d,u+K                   Tekkyuu Hien Zan              [M,O],KD,#

 [DM]
 qcf,hcb+P                      Tekkyuu Dai Bousou            [M],# 
 qcf,qcf+P                      Tekkyuu Dai Assatsu           [#]   

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

 #. Neither of Chang's throws will switch sides with opponent.
 #. You can increase the damage of the Hagan Geki by mashing the buttons
    rapidly.
 #. Chang has no far standing B animation.
 #. Chang's close standing C does 2 hits, neither which are cancelable.
 #. Chang's crouching C is only cancelable at the start.
 #. Chang's crouching D cannot hit an opponent who is very near him.
 1. HIKI NIGE: Low slide attack; knocks down. Chainable from hard attacks.
 2. TEKKYUU DAI KAITEN: the ball negates normal/DM projectiles. Does 2 hits on 
    a Counter hit and combos from light attacks. (A) spins 5 times while (C) 
    10 times. You can move back and forth during this move and can cancel it
    anytime by pressing ABCD. This move cannot be reversed.
 3. TEKKYUU FUNSAI GEKI: C version is slower than A, but goes further. Both
    versions have autoguard before Chang attacks. The swinging ball during the
    C version can hit an opponent who is trying to jump over Chang. This
    cannot be reversed.
 4. TEKKYUU HIEN ZAN: The falling attack is an overhead if Chang's entire body
    lands on oppnent, but not if only his feet connect. This can hit on the
    way up or down, but not both ways.
 5. TEKKYUU DAI BOUSOU: Chang is invincible during the startup pose. The final
    attack is determined randomly. SDM version Guard Crushes a blocking 
    opponent.
 6. TEKKYUU DAI ASSATSU (DM): The falling attack is an overhead. Chang dashes
    forward a little before launching for the C version, during which he has 
    autoguard against high and mid-level attacks.
 7. TEKKYUU DAI ASSATSU (SDM): The falling attack hits low and works like 
    Goro's Jirai Shin, meaning it can hit at any range if opponent wasn't
    crouching or jumping even if they were not in contact with Chang's body. 
 #. The Tekkyuu Dai Assatsu (all versions) will now hit twice, though it will
    do far more damage on a Counter Hit. Both hits for the DM version have 
    been altered to connect in mid-air, unlike the SDM version where the 2nd
    hit occurs upon landing and can be recovery rolled from after the first
    hit connects.

    Default P1 macro: D > Dai Hakai Nage

    Default P2 macro: D > (A) Tekkyuu Dai Assatsu

------------------------------------------------------------------------------
 CHOI BOUNGE                                                    [ Korea Team ]
------------------------------------------------------------------------------

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

 COMMAND ATTACKS
 f+A                            Nidan Zan                     [M],S,KD,#
 f+B                            Toorima Geri                  [M],#

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

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

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

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

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

 #. Choi can triangle jump. He has a higher jump ceiling than most characters.
 #. You can increase the damage of the Zujou Sashi by mashing the buttons
    rapidly.
 #. Choi has no far standing D animation.
 #. Choi's jumping A and CD has difficulty hitting most standing opponents
    unless they were very tall.
 1. NIDAN ZAN: Choi rolls forward, then performs 2 slashes. Either hit is
    cancelable, but the 2nd knocks down.
 2. TOORIMA GERI: If it hits, you can follow up with his far standing A/B or 
    Hou'ou Kyaku. Choi can avoid low attacks during this move.
 3. KAITEN HIEN ZAN: Only combos off the 1st hit of the Nidan Zan. If blocked,
    the A version lands Choi behind opponent. You may only use the Kishuu Hien
    Zuki before this hits. If this hits or was blocked, you can now perform the
    Hishou Kyaku after he rebounds off.
 4. HISHOU SHISSOU ZAN: Choi runs forward then leaps with a knockdown slash.
    You can now cancel this into the Hishou Kyaku if it hits or is blocked.
 5. TATSUMAKI SHIPPUU ZAN: The C version will now do full hits in the open.
 6. HISHOU KUURETSU ZAN: The direction you use will determine where Choi jumps
    with ub being the wall behind him, u being the nearest wall and uf being
    the opposite wall. You have to hold the K button used to attack, or Choi
    will land when he reaches the wall. B version goes diagonally downward,
    while D flies straight forward. Can followup with the Houkou Tenkan. If
    Choi can't reach the wall, he will drop down without attacking.
 7. SENPUU HIEN ZASHI: Similar to the Hishou Kuuretsu Zan, but Choi doesn't
    jump to the wall first. Both versions go straight forward and can followup
    with the Houkou Tenkan.
 8. HOUKOU TENKAN: Usable from Hishou Kuuretsu Zan or Senpuu Hien Zashi. Choi
    will fly in the direction motioned and attack. Can juggle if it hits a
    jumping opponent. You can vary the direction between hits but If you perform
    the motions too quickly, this move won't hit as Choi will keep rolling in 
    mid-air before he can stab out. This can be performed up to 3 times in a 
    row, regardless of whether you hit or not. Any of the hits juggles a
    mid-air opponent, and if Choi lands before opponent, it's possible to
    followup with another attack, or with itself.
 9. SHIN! CHOUZETSU TATSUMAKI SENPUU ZAN: Choi can negate normal and DM
    projectiles during this move, though certain (S)DM projectiles can hit him
    out of this. (C) lasts longer for the DM version. The SDM version travels
    faster and juggles opponent: you can hit up to three times before it ends.
    Some projectile (S)DMs, such as Joe's Screw Upper or the SDM Haoh Shokou
    Ken can hit Choi out of this. Choi can still be hit with physical attacks
    during startup even when the tornado is forming, and is only protected
    when you can move him.
10. HOU'OU KYAKU: This can combo from light attacks or after the Toorima Geri.

    Default P1 macro: d+B > d+A > (C) Tatsumaki Shippuu Zan

    Default P2 macro: C > Toorima Geri > A > (B) Hou'ou Kyaku

------------------------------------------------------------------------------
 YASHIRO NANAKASE                                        ['97 New Faces Team ]
------------------------------------------------------------------------------

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

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

 SPECIAL MOVES
 dp+P                           Upper Duel                    [M],KD,#
 hcf+P                          Jet Counter                   [#]
  > qcf+P                       Jet Counter: Still            [M],#
 hcb+P                          Mighty Missile Bash           [M],KD,#
 qcb+K                          Sledgehammer                  [O],NR,#

 [DM]
 qcf,qcf+P (can hold)           Final Impact                  [M],#
 qcb,hcf+P (tap P repeatedly)   Million Bash Stream           [M],#

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

 #. Yashiro can link his close standing A with a close standing C/D. The 
    timing is very strict however.
 1. REGRET BASH: When used on its own, it is an overhead that knocks down with
    no recovery possible. Becomes cancelable when canceled into. This can now
    hit a floored opponent, so you can perform this twice in a row if it hit
    when done on its own.
 2. STEP SIDE KICK: Forward kick: pushes an opponent back slightly, so if 
    comboed into, the Upper Duel won't connect. This move is cancelable.
 3. UPPER DUEL: Looks like an anti-air, but will only trigger if opponent is
    near Yashiro. Has autoguard before the first hit. A version combos from 
    light attacks.
 4. JET COUNTER: The C version is an overhead and cannot be chained into.
 5. JET COUNTER: STILL: The C version knocks down. If you motioned qcf+C
    after the (A) Jet Counter, Yashiro performs a different punch that
    juggles opponent, but you can't follow-up unless you Quick MAX it.
 6. MIGHTY MISSILE BASH: A does 2 hits, C does 4. Both will combo from hard
    attacks. You can Quick MAX this to juggle opponent, making it useful as
    a setup for the Final Impact.
 7. SLEDGEHAMMER: Overhead, no-recovery bash. Yashiro can jump over attacks
    with this if timed well. Neither version can be chained into, and the
    D version goes higher and further.
 8. FINAL IMPACT: is unblockable when fully charged. SDM version is faster to 
    charge. Has three charge levels, indicated by Yashiro's arm going higher
    per level. Move can combo from his A attacks but not a close standing B.
 9. MILLION BASH STREAM: Tap P repeatedly to increase the number of hits the 
    move does.

    Default P1 macro: D > Regret Bash > (A) Jet Counter > (C) Jet Counter: 
    Still

    Default P2 macro: D > Regret Bash > Million Bash Stream > Regret Bash
    (misses)

------------------------------------------------------------------------------
 SHERMIE                                                 ['97 New Faces Team ]
------------------------------------------------------------------------------

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

 COMMAND ATTACKS                
 f+B                            Shermie Stand                 [O-2nd],#

 SPECIAL MOVES
 hcf+P (near)                   Shermie Spiral *              [U],T,NR
 hcf+K                          Shermie Shoot                 [U],T,NR
 qcb+P (near)                   Shermie Whip *                [M],T,NR
 qcb+K                          Axle Spinning Kick            [O],KD,#
 dp+K                           Shermie Clutch *              [#],NR
 qcf+K after * moves            Shermie Cute                  [#],OTG,NR

 [DM]
 hcf,hcf+P (near)               Shermie Carnival              [U],T,NR
 hcb,hcb+P (near)               Shermie Flash                 [U],T,NR,#

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

 #. Shermie has no far standing A,B and D animations.
 #. You can combo Shermie's standing/crouching A into her standing B.
 #. Shermie's standing B is now cancelable on either hit.
 #. Shermie's far C is faster now.
 #. Shermie can avoid low attacks with a well-timed standing CD.
 1. SHERMIE STAND: The 2nd hit is an overhead. If canceled into, the 2nd hit
    is cancelable instead, but nothing will combo after.
 2. SHERMIE SHOOT: Ranged unblockable throw. Shermie is immune to low physical
    attacks during the dash. This can combo from her hard attacks.
 3. SHERMIE WHIP: Can grab standing or jumping opponents. Move has long
    recovery time if it misses. This move cannot be reversed.
 4. AXLE SPINNING KICK: An overhead kick that cannot be chained into. (D) 
    version goes higher than B version. Both versions have invincibility at 
    the beginning, but Shermie is vulnerable as she kicks.
 5. SHERMIE CLUTCH: Anti-air throw, cannot hit standing or crouching opponents
    and D version goes higher than B.
 6. SHERMIE CUTE: Followup attack for (*) marked moves. May miss when used at
    corners.
 7. SHERMIE CARNIVAL: Shermie is immune to physical attacks during the startup
    flash.
 8. SHERMIE FLASH: Range is shorter than the Shermie Carnival, but it launches
    instantly. During the SDM version, opponent can mash the buttons 
    repeatedly to break the hold sooner, while you have to mash to keep
    opponent pinned.

    Default P1 macro: d+C > Shermie Spiral > Shermie Cute

    Default P2 macro: C > (A) Shermie Flash

------------------------------------------------------------------------------
 CHRIS                                                   ['97 New Faces Team ]
------------------------------------------------------------------------------

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

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

 SPECIAL MOVES
 qcf+P                          Slide Touch                   [M],KD,#
 qcf+K                          Scramble Dash                 [-],#
 qcf+K in air                   Gliding Stomp                 [0],KD,#    
 hcb+P                          Shooting Dancer Thrust        [M/L],KD(A),#
 hcb+K                          Shooting Dancer Step          [M/O],NR,# 
 dp+P                           Direction Change              [U],T,#
 dp+K                           Hunting Air Blast             [M],KD
 
 [DM]
 qcf,qcf+P                      Chain Slide Touch             [M],#
 qcb,qcb+K                      Twister Drive                 [M] 

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

 #. Chris has no far standing A animation.
 #. Chris can link a standing/crouching A into a crouching C.
 #. Chris' jumping CD is now slower.
 1. SPINNING ARRAY: Cancelable punch. Can combo from light attacks. 
 2. REVERSE ANCHOR KICK: Overhead on the 2nd hit, unless canceled into, which
    makes it cancelable instead.Can be chained into, but special moves will
    only combo if you canceled this from a single light attack. This recovers
    slightly slower now.
 3. CARRY OFF KICK: A low sliding kick. Chris can go under mid-level 
    projectiles with this. It recovers slightly slower now.
 3. SLIDE TOUCH: C version does more damage, but is not chainable.
 4. SCRAMBLE DASH: Teleport move, does not hit. Chris is immune to non-throw
    attacks for a very short time at the start of the dash. The D version has
    Chris jumping midway and is immune to low attacks until he lands.
 5. GLIDING STOMP: Overhead move, knocks down. Can be canceled from a jumping
    C or CD, but it won't combo even on a Counter hit. B version has a steeper
    diving angle.
 6. SHOOTING DANCER THRUST: A version hits low on the 2nd hit, C version is a
    mid-level attack. The A version will now knock down on the 2nd hit.
 7. SHOOTING DANCER STEP: Both versions knock down on the 2nd hit, which is an
    overhead and cannot be recovered from. However, 2nd hit won't combo unless
    the 1st hit Counter hits a mid-air opponent. You can perform a Gliding 
    Stomp after the 2nd hit, but it won't combo. 
 8. DIRECTION CHANGE: Unblockable command throw, does no damage, but switches
    sides with an opponent and leaves them stunned. This tends to miss if
    canceled into from a hard attack, though a crouching or far C at certain
    distance can link into the C version.
 9. CHAIN SLIDE TOUCH: C version is chainable only from the 1st hit of his far
    standing C or a standalone Spinning Array. The SDM version is NOT a
    projectile despite its looks and can still be reversed.

    Default P1 macro: d+B > d+A > Spinning Array > (C) Shooting Dancer Thrust

    Default P2 macro: d+A > Spinning Array > (B) Twister Drive
 
------------------------------------------------------------------------------
 RYUJI YAMAZAKI                                           [ '97 Special Team ]
------------------------------------------------------------------------------ 

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

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

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

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

 #. Yamazaki's jumping C is aimed upward, meaning it'll miss most crouching
    opponents.
 1. BUSSASHI: Overhead attack, does 2 hits. If canceled into, either hit is
    cancelable. The move will only get one hit when canceled from a hard 
    attack, and won't chain from light buttons.
 2. HEBI TSUKAI: A version is aimed upward, will only get one hit against
    standing opponents (will miss crouching opponents). B version goes 
    straight forward while C version hits low. All versions cannot be reversed
    but delaying the move has no effect on it damage.
 3. HEBI DAMASHI: Cancels the Hebi Tsukai if it is being delayed. Can use 
    together with Hebi Tsukai by motioning qcb+A/B/C+D to gain Power gauge
    without attacking.
 4. SABAKI NO AIKUCHI: A version does 2 hits, C version 4. Both will knock
    down.
 5. YAKIIRE: Move is an overhead, no-recovery knockdown on the 2nd hit.
 6. SUNAKAKE: Can be canceled into the Hebi Tsukai.  
 7. BAI GAESHI: A version absorbs enemy projectile and gains some stock, while
    C version has Yamazaki launching a projectile of his own, which negates
    normal projectiles. Can be used against some DM projectiles. This can hit
    by itself and does 2 hits when used standalone, and one hit when chained 
    into. Combos from light attacks.
 8. SADOMAZO: Reversal move, can counter jumping,high and medium level 
    attacks, including special moves/DMs. The counterattack may miss when
    triggered against very high jumping or cross-up attacks.
 9. GUILLOTINE: Can hit a jumping opponent, though the downward grab may miss
    if they were high up. The grab can still hit if the initial punch misses
    or is blocked, and can cross-up a crouching opponent up close.
10. DRILL: Tap P repeatedly (using both A and C) after Yamazaki throws his
    opponent to increase the damage and change the attack animation. Yamazaki
    will taunt his opponent if you tap P as he's finishing the move.
 #. To tell between the Drill's charge levels, watch Yamazaki's pose as he
    is shaking while opponent is lying down after the initial 2 hits. He will
    lean backwards once per level up until level 3. At level 3, he will spread
    his arms to the side. There is no indicator for reaching level 4, so just
    keep tapping P until you see Yamazaki lower his arm. Yamazaki's face gets
    more maniacal at each level as well, so you know he's at level 3 when he
    starts drooling. :)

    Default P1 macro: C > Bakudan Pachiki

    Default P2 macro: B x2 > (A) Drill
     
------------------------------------------------------------------------------
 BLUE MARY                                                [ '97 Special Team ]
------------------------------------------------------------------------------

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

 COMMAND ATTACKS
 f+A                            Hammer arch                   [0],#
 f+B                            Double Rolling                [M/L],#
 df+B                           Climbing Arrow                [M],#

 SPECIAL MOVES
 qcf+P                          M. Spider                     [U],T,NR,#
 hcb,f+P (near)                 Real Backdrop                 [U],T,NR
 qcf+K                          Spin Fall                     [M],#
 qcb+B                          M. Reverse Facelock           [-],RV,NR,#
 qcb+D                          M. Head Buster                [-],RV,J,#

 dp+K                           Vertical Arrow                [M],#
  > dp+K                        M. Snatcher                   [#],T,NR

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

 [DM]
 qcf,hcb+P                      M. Splash Rose                [M]
 qcf,qcf+K                      M. Dynamite Swing             [M],NR,#
 hcb,hcb+K (near)               M. Typhoon                    [U],T,NR

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

 #. Both of Mary's basic throws switch sides with opponent.
 #. Mary's far D can avoid some low attacks, but not floor-level projectiles.
 1. HAMMER ARCH: Overhead punch; becomes cancelable when canceled into.
 2. DOUBLE ROLLING: The 2nd kick hits low. You can't cancel this, unlike in
    later KOF.
 3. CLIMBING ARROW: An upward aimed kick that knocks back. Combos from light
    attacks only.
 4. M. SPIDER: An unblockable ranged grab. Mary is immune to low attacks.
 5. REAL BACKDROP: Switches sides with opponent, and combos off light attacks.
 6. SPIN FALL: Is NOT an overhead, unlike more recent KOF versions.
 7. REVERSE FACELOCK: Reversal move, counters jumping or high level normal and
    command attacks, or high/mid-level physical special moves/(S)DMs.
 8. HEAD BUSTER: Reversal move, counters mid/low level normal/command attacks
    or low specials/(S)DMs. This juggles opponent.
 9. VERTICAL ARROW: Anti-air kick, D goes higher than B version. The M.
    Snatcher can grab a mid-air opponent if they were nearby even if the 
    Vertical Arrow misses.
10. STRAIGHT SLICER: Low hitting kick, can follow with the Crab Clutch if it
    hits. D goes full-screen, but launches slower. The B version will now 
    combo from light attacks. The Crab Clutch switches sides with opponent.
11. DYNAMITE SWING: The D version goes higher and further. The grab may miss
    even if the initial knee strike connects if opponent was too high or far
    away.

    Default P1 macro: C (2 hits) > Hammer Arch > Real Backdrop

    Default P2 macro: C (2 Hits) > Hammer Arch > M. Typhoon

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

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

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

 SPECIAL MOVES
 tap A repeatedly               Senpuu Kon                    [M],#
 tap C repeatedly               Shuuten Renpa Kon             [M],#
 hcf+P                          Sansetsu Kon: Chuudan Uchi    [M],#
  > qcf+P                       Kaen Sansetsu: Chuudan Zuki   [M],KD
 dp+P                           Sen'en Sakkon                 [M],KD
 dp+K (move b/f in air)         Kyoushuu Hishou Kon           [M],KD/J,#
 qcb+B                          Karyuu Tsuigeki Kon           [-],RV,#
 qcb+D                          Suiryuu Tsuigeki Kon          [-],RV,#

 [DM]
 qcf,hcb+P                      Chou Kaen Senpuu Kon          [M],P,#
 qcf,qcf+P                      Dai Senpuu                    [M],NR,#

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

 #. You can increase the damage of the Jigoku Otoshi by mashing the buttons
    rapidly.
 #. Billy's crouching D has been reworked, and he only does the staff sweep
    without the kick at the beginning. It is much faster however.
 #. Billy's staff is considered part of his body, and hitting it will damage
    him, even if Billy wasn't directly hit.
 1. DAI KAITEN GERI: Will combo from light attacks and can avoid low attacks.
 2. BOUTAKA TOBIGERI: A vaulting forward kick that cannot be chained into. 
    Overhead, knocks down and can avoid low attacks.
 3. SENPUU KON: Hits multiple times, and negates normal projectiles. Does more
    hits and damage if opponent tries to roll past Billy.
 4. SHUUTEN RENPA KON: Does not negate normal projectiles, unlike the Senpuu
    Kon. Each hit will push opponent back, so only a maximum of 6 hits will
    connect.
 5. SANSETSU KON: If move hits or is blocked, can followup with the Kaen 
    Sansetsu: Chuudan Zuki. This move is NOT a projectile, and will not clash
    with projectiles.
 6. SEN'EN SAKKON: Billy jumps and spins his staff. Both versions knock down,
    and can avoid low attacks, with (C) doing 2 hits.
 7. KYOUSHUU HISHOU KON: Both versions chain from hard attacks, and (D) 
    juggles in the corner. You can move Billy in mid-air to change his landing
    position. Both versions will do more hits in MAX mode, but the (D) version
    can no longer be chained into. Strangely, the D version cannot juggle with
    the SDM Chou Kaen Senpuu Kon if used on its own: you have to cancel into
    it even though it doesn't combo for the SDM to connect.
 8. KARYUU TSUIGEKI KON: Reversal move, counters jumping/mid-air attacks,
    and physical specials/DMs. Even when triggered, opponent may still be able
    to hit Billy before his counterattack connects.
 9. SUIRYUU TSUIGEKI KON: Reversal, counters standing and crouching normal or
    command attacks. The trigger animation may not get full hits against an
    opponent at a distance.
10. CHOU KAEN SENPUU KON: The flames negate normal and some DM projectiles.
    (A) is faster to launch and can catch opponent in the corner after the (D)
    Kyoushuu Hishou Kon. The C version has further range for the projectile 
    Billy throws at the end, which cannot be reflected and is a DM projectile.
    The SDM version's projectile negates some DM projectiles and travels full
    screen.
11. DAI SENPUU: Billy can avoid low attacks at the start of this move, when he
    jumps.

    Default P1 macro: d+C > Sansetsu Kon: Chuudan Uchi > Kaen Sansetsu: 
    Chuudan Zuki

    Default P2 macro: d+B > B > (A) Dai Senpuu

------------------------------------------------------------------------------
 IORI YAGAMI                                                     [ Iori Team ]
------------------------------------------------------------------------------ 

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

 COMMAND ATTACKS
 f+A,A                  Geshiki: Yumebiki              [M],S,#
 f+B                    Geshiki: Goufu In "Shinigame"  [O],#
 b+B in air             Geshiki: Yuri Ori              [M],#
 
 SPECIAL MOVES
 qcf+P                  108 Shiki: Yami Barai          [M],P
 qcb+P (perform 3x)     147 Shiki: Aoi Hana            [M,M,O],NR,#
 dp+P                   100 Shiki: Oniyaki             [M],KD,#
 dp+K                   311 Shiki: Tsumagushi          [M],# 
 hcb+K                  212 Shiki: Kototsuki In        [M],NR
 hcb,f+P (near)         Kuzukaze                       [U],#

 [DM]
 qcf,hcb+P              Kin 1211 Shiki: Ya Otome       [M],#
 qcb,hcf+P              Ura 108 Shiki: Ya Sakazuki     [M],P,#

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

 #. Iori's crouching D must be blocked low, but is treated as a mid-level
    attack. This means reversals that work against mid-level normal attacks 
    can counter it, like Yamazaki's Sadomazo. It can also hit moves with
    low-level invincibility, like Kyo's (A) Orochi Nagi.
 1. YUMEBIKI: Either hit is cancelable. This combos from light attacks. If
    done from a hard attack, the 2nd hit will miss.
 2. SHINIGAME: Overhead kick, cannot be chained into. Becomes cancelable if 
    canceled into.
 3. YURI ORI: This move is a cross-up attack and cannot hit unless used while
    jumping over opponent. Usable during his backstep.
 4. AOI HANA: A version is faster and chains from light attacks, while C goes
    further. The 2nd hit knocks down, while the 3rd hit is an overhead and 
    cannot be recovered from. The first two inputs now have longer recovery 
    time if blocked or missed, but can be Quick MAXed, and doing so on the 2nd
    input will juggle opponent.
 5. ONIYAKI: A version does one hit, C does 3. Both versions knock down. The
    A version now has shorter range, but hits twice on Counter Hit.
 6. TSUMAGUSHI: Either version cancels into the Aoi Hana. This cannot be 
    chained into, but can avoid low attacks.
 7. KUZUKAZE: Unblockable throw. Does no damage, but switches sides and leaves
    opponent vulnerable momentarily. This launches faster now and combos from
    a single light attack, but opponent recovers slightly faster as well
    (though not as quickly as in KOF'XI).
 8. YA OTOME: Iori is immune to non-throw attacks during the startup flash,
    and against high/mid level attacks during the dash. The DM version can now
    be recovery rolled from. You can now combo into the SDM version, which is
    fully invincible during the startup flash.
 9. YA SAKAZUKI: Opponent cannot move or perform any actions if hit by this,
    but can mash the buttons repeatedly to escape quicker. The DM version now
    immobilizes opponent for a shorter amount of time and only deals damage
    once upon hitting. The SDM version can negate some DM projectiles and
    opponent will take minor, but gradual damage while immobilized until they
    escape or was hit. You cannot use the Yami Barai, or repeat this move 
    while opponent is immobilized, and the Kuzukaze will miss. I could be 
    wrong, but the move seems to be slightly faster now.

    Default P1 macro: C > Yumebiki (1 hit) > (C) Aoi Hana

    Default P2 macro: C > Yumebiki (1 Hit) > Ya Otome

------------------------------------------------------------------------------
 MATURE                                                          [ Iori Team ]
------------------------------------------------------------------------------

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

 COMMAND ATTTACKS
 f+B                            Crematory                     [M],#

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

 [DM/SDM]
 qcf,qcf+P                      Nocturnal Lights              [M],#
 qcb,hcf+K                      Heaven's Gate                 [M],NR,#

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

 #. Mature has no far standing A and B animations.
 1. CREMATORY: A forward 2-hit kick (which later became her 2k2 far B). This
    is not cancelable, but combos from light attacks. 
 2. DEATH ROW: A version is faster while C goes further. The 3rd input knocks
    down.
 3. SACRILEGE: A is faster while C version goes higher and further. Both
    versions are chainable from light attacks. This will now knock down, like
    in 2k2. A does 5 hits, C does 6.
 4. DESPAIR: Launches faster now. The C version can cross-up at certain
    distances against a crouching opponent.
 5. METAL MASSACRE: Only chains from hard attacks.
 6. DEICIDE: Blockable throw move, cannot be reversed. The B version will now
    juggle opponent, but will not switch sides and does less damage. Neither
    version will hit oppponent directly in front of Mature, nor can they be
    chained into.
 7. NOCTURNAL LIGHTS: Chainable from light attacks. Mature will stop after 4
    attacks if the move is blocked or misses.
 8. HEAVEN'S GATE: Only chainable from hard attacks. This move cannot be
    reversed. The SDM version now has shimmering blood skull effects as she
    is dragging opponent to the corner, except these will not damage opponent
    unlike the lightning pillars during her KOF'96 SDM.

    Default P1 macro: d+A x3 > (A) Death Row

    Default P2 macro: d+B > B (2 Hits) > (A) Nocturnal Lights

------------------------------------------------------------------------------
 VICE                                                            [ Iori Team ]
------------------------------------------------------------------------------

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

 COMMAND ATTACKS
 f+A                            Monstrosity                   [O],#

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

 [DM]
 hcf,hcf+P                      Withering Surface             [U],T,NR,#
 hcb,hcb+K (near)               Negative Gain                 [U],T,NR
 qcf,qcf+K                      Dying Fetus                   [#],T,NR

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

 #. Vice has no far standing A.
 1. MONSTROSITY: Overhead attack. Becomes cancelable when canceled into. The
    move has pretty short range: it's possible it to miss if your close C/D
    wasn't done right next to opponent.
 2. BLACKEND: Combos from light attacks only. Can follow with Mithan's Robe.
    Vice is immune to physical attacks during part of the grab animation.
 3. DEICIDE: The B version is chainable from hard attacks or a canceled 
    Monstrosity. This switches sides with opponent, but note that it will
    not hit on its own if opponent was directly in front of Vice.
 4. MAYHEM: C version goes slightly further but is chainable only with hard
    attacks. Either version can be followed with the Mithan's Robe if it hits
    or is blocked.
 5. OUTRAGE: D version goes further, but is slower. B version is chainable
    from light attacks. You can now cancel this, and it no longer pushes
    opponent back, so it can do up to 10 hits.
 6. RAVENOUS: This can juggle if it hits opponent in mid-air at the corner.
    The move does more hits on opponent in mid-air.
 7. GORE FEST: Short ranged unblockable throw. Combos from hard attacks.
 8. MITHAN'S ROBE: Air throw, usable if the Blackend or Mayhem connects or
    if the Mayhem is blocked.
 9. WITHERING SURFACE: Long-ranged unblockable throw. Vice jumps higher for
    the A version while C and SDM versions go further. This can go past low
    attacks.
10. DYING FETUS: New anti-air throw DM. Vice starts with a Mithan's Robe, and
    performs a Withering Surface upon hitting.

    Default P1 macro: D (2 hits) > Monstrosity > (D) Mayhem > Mithan's Robe

    Default P2 macro: D (2 Hits) > (B) Negative Gain

------------------------------------------------------------------------------
 HEIDERN                                                        [ Oyaji Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Backstabbing                  [U],NR
 b/f+D (near)                   Lead Belcher                  [U]
 AIR THROW
 anywhere but u+C/D (near)      Critical Drive                [U],NR

 COMMAND ATTTACKS
 f+B                            Steiner's Knuckles            [O],#

 SPECIAL MOVES
 charge b,f+P                   Cross Cutter                  [M],P,#
 charge d,u+P                   Moon Slasher                  [M],KD,#
 charge d,u+K                   Neck Roller                   [M],KD,#
 hcb+P (near)                   Storm Bringer                 [U],T,NR,#
 hcb+K                          Kill Bringer                  [-],RV,NR,#

 [DM]
 qcf,qcf+P                      Final Bringer                 [M],#
 qcb,hcf+K                      Heidern End                   [M],#

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

 #. Heidern's Backstabbing will no longer switch sides with opponent.
 #. Heidern has no far A animation.
 #. Heidern's Guard Cancel Blowback Attack now has a different animation.
 #. Heidern's close C is now cancelable on the 1st hit, allowing you to combo
    into the Final Bringer in the open. The Storm Bringer will combo as well.
 #. Heidern's far D is much faster now, but has shorter range as he no longer
    steps forward and turns before performing the kick.
 #. Both the Neck Roller and Final Bringer will have Heidern leap toward's
    opponent's location, so any button version can reach opponent from any
    distance, provided they don't move out of the way or block, of course.
 1. STEINER'S KNUCKLES: The 2nd hit is an overhead, unless canceled into, 
    which makes it cancelable on the 1st hit instead.
 2. CROSS CUTTER: Launches slightly faster now. Certain characters can crouch
    under the projectile.
 3. MOON SLASHER: Either version combos off light attacks. C goes slightly
    forward. The C version does ridiculously high damage on a Counter Hit.
 4. NECK ROLLER: If blocked, the B version will land Heidern behind opponent. 
    This cannot be reversed.
 5. STORM BRINGER: Mash the buttons repeatedly to increase the amount of 
    health Heidern drains (and regains). Opponent can do the same to end the
    move quicker. Certain characters can crouch under this. This will combo
    from a single light attack, or the 1st hit of his close C.
 6. KILL BRINGER: Reversal move, counters jumping and mid-level normal and
    command attacks. Heidern can only reverse attacks when his hand is 
    outstretched, but before it is fully unclenched. This launches much 
    faster now, making it more likely to reverse an attack. Both button 
    versions are also identical now. As with the Storm Bringer, either player
    can mash the buttons to affect the amount of health Heidern drains.
 7. FINAL BRINGER: If blocked, the A version will land Heidern behind 
    opponent. This cannot be reversed. You can combo this off the 2nd hit of
    his close C in the corner.
 8. HEIDERN END: Launches faster and the B version will now combo from light
    attacks. This cannot be reversed. Since Heidern is so tall, this move can
    hit opponent in mid-air. The D version is slower, but Heidern dashes 
    forward slightly before stabbing forward.

    Default P1 macro: C (1 hit) > Storm Bringer

    Default P2 macro:  C (2 Hits) > Steiner's Knuckles (1 Hit) > (B) Heidern
    End

------------------------------------------------------------------------------
 TAKUMA SAKAZAKI                                                [ Oyaji Team ]
------------------------------------------------------------------------------

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

 COMMAND ATTACKS
 f+A                         Oni Guruma                [M],NR,#
 f+B                         Kawara Wari               [O],#

 SPECIAL MOVES
 qcf+P                       Ko'oh Ken                 [M],P
 f,b,f+P                     Zanretsu Ken              [M],KD,#
 qcb+P                       Moh Koh Burai Gan         [M],KD,A,#
 charge db,f+K               Hien Shippuu Kyaku        [M],KD/J,#
 hcb+K                       Shoran Kyaku              [U],T,NR,#

 [DM]  
 qcf,qcf+P (near)            Shin Kishin Geki          [U],T,#
 f,hcf+P                     Haoh Shikou Ken           [M],P,#
 qcf,hcb+P                   Ryuuko Ranbu              [M],NR,#

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

 1. ONI GURUMA: Is a no-recovery knockdown when used on its own. Will not
    knock down when canceled into and becomes cancelable instead. This combos
    from light attacks.
 2. KAWARA WARI: Overhead knee strike. Becomes cancelable when canceled into.
    This combos from light attacks, though only the Ko'oh Ken, Haoh Shikou Ken
    and Ryuko Ranbu will combo after. The move will not combo from hard
    attacks in MAX mode.
 3. ZANRETSU KEN: Both version do equal damage, but C stays out longer while
    starting slightly slower. If any of the punches connect, opponent will 
    take full hits. This combos off the (D) Hien Shippu Kyaku or a close C.
 4. MOH KOH BURAI GAN: Takuma has autoguard on his arm as he punches. This can
    now reflect projectiles, and Guard Crushes a blocking opponent. The A 
    version will combo from a single light attack, except when in MAX mode.
 5. HIEN SHIPPUU KYAKU: The B version knocks down while (D) juggles opponent.
    Takuma can go past low attacks and floor-level projectiles during this.
 6. SHORAN KYAKU: Ranged unblockable throw. Takuma is immune to low physical
    attacks during the dash.
 7. SHIN KISHIN GEKI: This is now a throw move with a miss animation, meaning
    it cannot be rolled away from at the start when used on its own, and 
    Takuma will not perform the punches if this misses.
 8. HAOH SHIKOU KEN: This is now a DM and launches much faster. It can combo
    off a canceled command attack or the (D) Hien Shippuu Kyaku. You can combo
    into Takuma's SDM version, unlike Ryo, Robert and Yuri's. You can no 
    longer delay the move.
 9. RYUUKO RANBU: Takuma is invincible during the startup flash.

    Default P1 macro: A x2 > d+B > d+A > Oni Guruma

    Default P2 macro: A x2 > d+B x2 > Oni Guruma > (A) Ryuko Ranbu

------------------------------------------------------------------------------
 SAISYU KUSANAGI                                                [ Oyaji Team ]
------------------------------------------------------------------------------

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

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

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

 [DM]
 qcb,hcf+P (can hold)           Ura 108 Shiki: Orochi Nagi    [M],P,#
 qcf,qcf+P                      1127 Shiki: Tsumugari         [M],A,#

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

 #. Saisyu's far standing C is cancelable into specials/DMs, but only his
    (S)DMs will chain. 
 #. If you cancel Saisyu's close C on the 2nd hit into the Gou Tsui, only his
    (S)DMs will combo.
 1. GOU TSUI: An overhead punch, unless canceled into, which makes it 
    cancelable. Unlike in '98 canceling into this from the 1st hit of his 
    close C will now do more damage than 2 hits from his close C.    
 2. KUBU TSUCHI: You can followup after this hits with the Oniyaki. You can't
    combo into this move however.
 3. HOMURAGASANE: The flames from either hit can negate normal projectiles.
    The 2nd hit will now juggle. You can Quick Max either hit as a setup for
    his DMs.
 4. ONIYAKI: A version does one hit, C version 2 hits and goes higher. Either
    version will hit twice on a Counter Hit.
 5. KAMUKAKARI: The 1st hit is an overhead. This cannot be chained into, but
    Saisyu is immune to low attacks. For some weird reason, Blue Mary's Head
    Buster can reverse this move (when it's only supposed to reverse normal
    and command attacks).
 6. NATAGURUMA: (B) does 2 hits and chains from light attacks, D version does
    3 hits. The last hit hit is an overhead, no-recovery knockdown. This can
    cross-up when used up close.  
 7. OROCHI NAGI: A version is immune to most low attacks, C/SDM versions are 
    immune to mid/high attacks. The immunity begins while Saisyu is holding
    his flaming hands, and lasts while the move is being delayed. Saisyu is   
    vulnerable as he slides forward to attack. The flame wave can destroy 
    normal/DM projectiles and cannot be negated. The move can combo from the 
    (A) Yami Barai if it hit at a distance. If the DM version Counter Hits
    in the corner, you can follow up with the Oniyaki or a standing A/C.
 8. TSUMUGARI: Saisyu will stop at the first hit if it misses. If the last
    hit of the DM version does Counter damage (possible only if opponent was
    trying to counterattack), you can followup with the Oniyaki. This will now
    combo from light attacks.

    Default P1 macro: C (1 hit) > Gou Tsui > (C) Homuragasane > jumping C

    Default P2 macro: C (2 Hits) > Gou Tsui > (A) Orochinagi

------------------------------------------------------------------------------
 HEAVY D!                                             [ American Sports Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Stomach Buster                [U],T
 b/f+D (near)                   Reverse Stomach Buster        [U],T

 COMMAND ATTACKS
 f+A                            Rock Crush                    [O],#

 SPECIAL MOVES
 qcf+P                          R.S.D. (Rolling Soul Diver)   [M],KD,#
 qcb+P (perform 2x)             Ducking Combination           [M,#],KD/NR
 dp+P (near)                    Dancing Beat                  [U],#
 qcf+K                          Blast Upper                   [M],P,KD,#
 qcb+K                          Soul Flower                   [M],P,KD,#
 d,d+P                          Shadow                        [#]

 [DM]
 qcf,qcf+P (can hold)           D. Magnum                     [M],P,#
 qcb,hcf+P                      D. Crazy                      [M],#
 qcf,qcf+K                      D. Shadow                     [-],#

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

 #. You can increase the damage of D!'s throws by mashing the buttons rapidly.
 #. D!'s diagonal jumping B is aimed downward, making it useful as a cross-up.
 #. D!'s crouching D is now cancelable.
 #. D!'s jumping D is aimed forward and cannot hit a crouching opponent.
 #. D!'s crouching B pushes back more in MAX mode, so you get less hits from 
    tapping it repeatedly.
 1. ROCK CRUSH: An overhead punch, unless canceled into, which makes it 
    cancelable.
 2. R.S.D.: This will now knock down. C version is slower, but does 3 hits and
    goes slightly further. When Shadowed, D! will perform this twice, but only
    if it hits or is blocked.
 3. DUCKING COMBINATION: D! is immune to non-throw attacks as he warps
    forward. When Shadowed, it does 3 hits to knock down, and the 2nd input
    must be entered on the first hit. Neither version will combo from normals,
    and the C version travels further, but is slower to start.
 4. DUCKING COMBINATION (2nd input): (A) is an overhead, no-recovery knockdown
    (is recoverable when Shadowed), while the C version is a a low knockdown 
    that combos from the 1st input. When Shadowed, D! ends the A version with 
    an R.S.D., and a Blast Upper for (C).
 5. DANCING BEAT: The first hit Guard Crushes opponent, so the remaining
    punches will hit. This can be avoided by rolling during the start when 
    used on its own, and the subsequent hits are blockable. When Shadowed,
    this juggles opponent. Opponent will be juggled higher when D! is in
    MAX mode, allowing the D. Magnum to combo after.
 6. BLAST UPPER: Negates normal projectiles. B version combos from light
    attacks, while D! steps forward a little for the D version. When 
    Shadowed, D! performs this twice, though it won't get both hits in on a
    mid-air opponent.
 7. SOUL FLOWER: Negates normal projectiles and can hit opponent trying to
    roll past D!. When Shadowed, the 'blast' occurs twice and both hits can
    connect against a mid-air opponent. In the corner and with the D. Shadow
    activated, the move will juggle if done after a Quick MAXed Dancing Beat.
 8. SHADOW: Does not hit, but improves D!'s other special moves for one use.
    When D! uses a special move, a Throw Escape or is hit, the Shadow effect
    will end. Repeating the command allows this to hit, with the last hit
    knocking down.
 9. D. MAGNUM: The projectile cannot be negated, though it doesn't clash with
    other projectiles either. Delaying the move does not affect its damage or
    make it unblockable however.
10. D. CRAZY: D! is invincible during the startup flash until the first hit.
    He will perform the entire move regardless of whether it hit or not.
11. D. SHADOW: New move, does not hit, but D!'s specials are automatically
    Shadowed for a period of time, and getting hit will not remove its effect.
    SDM version lasts longer. While the the move's effects are active, there
    will be an afterimage trailing behind Heavy D! during all his actions.

    Default P1 macro: d+B x3 > d+A > Rock Crush > (C) R.S.D. 

    Default P2 macro: d+B x2 > d+C > (A) D. Crazy

------------------------------------------------------------------------------
 LUCKY GLAUBER                                        [ American Sports Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Dunk Buster                   [U],T,NR
 b/f+D (near)                   Lucky Crush                   [U],T

 COMMAND ATTACKS
 d+A in air                     Dunk Otoshi                   [M],NR,#
 f+B                            Lucky Kick                    [M],O,#

 SPECIAL MOVES
 qcf+P                          Death Bound                   [M],P/KD,#
 qcb+P (air)                    Death Dunk                    [M],P,OTG,#
 d,d+A/B/C/D                    Death Shoot                   [M],P/KD,#
 qcf+K                          Lucky Vision                  [-],#
 qcb+K                          Cyclone Break                 [M],#
 dp+K                           Death Heel                    [M],NR,#

 [DM]
 qcf,qcf+P                      Hell Bound                    [M],P,#
 qcf,qcf+K (near)               Lucky Driver                  [U],T,#

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

 #. You can increase the damage of the Lucky Crush by mashing the buttons
    rapidly.
 #. Lucky's close D is now cancelable.
 #. Lucky's jumping CD is cancelable into the Death Dunk, but he will land
    before the basketball can launch.
 1. DUNK OTOSHI: A no-recovery knockdown punch.
 2. LUCKY KICK: A high kick, combos from hard attacks. This is no longer 
    cancelable on its own, but is an overhead instead. Becomes cancelable
    when canceled into, but only the (C) Hell Bound will combo after, and 
    only when near/at the corner.
 3. DEATH BOUND: The C version travels at a slightly shallower angle than A 
    (both travel diagonally upward). When canceled into in the corner, Lucky
    will do a knockdown punch instead which is cancelable into another special
    move (the Hell Bound can combo after as well).
 4. DEATH DUNK: Lucky jumps forward further for the C version (which has
    a different animation from the A version). You can now perform this in
    mid-air. Lucky can jump past most low and mid-level attacks during this,
    and the basketball can now hit a floored opponent. The A version travels
    in a loose V shape, while the C version now has Lucky throw the basketball
    straight down, which bounces vertically with very little forward range.
    Lucky will jump backward after throwing the basketball for the aerial
    versions. You can perform the aerial version from a hop or backstep, but
    the basketball won't have time to launch (meaning you have to be jumping
    to get the basketball out).
 5. DEATH SHOOT: Lucky hops (which can avoid low attacks) and tosses a 
    basketball. Where the basketball lands is determined by the button used,
    with A being directly in front of Lucky and D at the opposite corner.
    It's possible to follow up with another attack if the basketball hits.
    If canceled into in the corner, Lucky will do a knockdown kick during 
    the hop instead, which is an overhead.
 6. LUCKY VISION: (B) is immune to mid and high level attacks, while (D) is
    immune to low-level attacks and floor-level projectiles during the dash. 
    D goes further than B. The invincibility period for this move is far 
    longer than most other moves: Lucky gains the appropriate immunity from
    the start of the dash until he stops.
 7. CYCLONE BREAK: Does more hits against opponent in mid-air. You can link
    this into the Lucky Driver if it hits opponent on the ground, though the
    timing is very strict.
 8. DEATH HEEL: If both hits connect, this cannot be recovery rolled from. The
    D version works differently now, and Lucky does several spins on the 
    ground like during the Lucky Driver before performing the actual jumping
    kicks. Either version will now combo from light attacks.
 9. HELL BOUND: A is faster, while Lucky steps forward slightly further for 
    the C version. SDM versions are identical. This negates normal and any
    negatable (S)DM projectiles.
10. LUCKY DRIVER: This is now a short-ranged unblockable throw move and Lucky
    will not perform the move's entire animation if it misses. This also means
    you can no longer combo this off the Lucky Kick.

    Default P1 macro: d+B > d+A > (D) Death Heel

    Default P2 macro: D > Lucky Kick > (C) Hell Bound

------------------------------------------------------------------------------
 BRIAN BATTLER                                        [ American Sports Team ]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                     PROPERTIES
 b/f+C (near)                   Atomic Drop                   [U],T,NR
 b/f+D (near)                   Rock Buster                   [U],T

 COMMAND ATTACKS
 d+C in air                     Buster Tomahawk               [O],NR,#

 SPECIAL MOVES
 qcf+P in air                   Screw Body Press              [M],#
 hcf+P                          Brian Tornado                 [M],KD(B),#
 hcf+K                          Hyper Tackle                  [M],J,#
 dp+K                           Rocket Tackle                 [M],KD,#

 qcb+P                          Brian Hammer                  [M],NR,#
  > qcb+P                       Double Hammer                 [M],#
    > qcb+P                     D.D.T                         [#],T,NR
  OR 
  > hcf+P                       Tiger Driver                  [#],T,NR
   a> d,d+P                     Samurai Bomb                  [#],T,NR
   b> d,d,d+K                   Shoulder Backbreaker          [#],T,NR
    b1> d,u+P                   Buster & Bomb                 [#],T,NR
  
 [DM]
 qcf,qcf+P                      American Supernova            [#],T,NR,#
 qcb,hcf+P                      Galaxy Cyclone                [M],#
 qcf,qcf+K                      Big Bang Tackle               [M],#

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

 #. Neither of Brian's throws will switch sides with opponent.
 #. Brian's far C is no longer cancelable, but is now an overhead.
 #. Brian's sweep is now cancelable.
 #. You can now cancel Brian's jumping A into a Buster Tomahawk and/or Screw
    Body Press, though they can only connect on a Counter Hit against a 
    mid-air opponent.
 1. BUSTER TOMAHAWK: An overhead bash that becomes a no-recovery knockdown
    if it hits opponent in mid-air. Usable during a front/back step. It is
    now cancelable into the Screw Body Press when canceled from a jumping A.
 2. SCREW BODY PRESS: Usable during a front/back step. Either version can 
    cross-up when used at certain height and distance. C does more hits than
    A version. 
 3. BRIAN TORNADO: A does 3 hits, C does 5. Both versions knock down and go
    past low attacks/floor-level projectiles.
 4. HYPER TACKLE: Brian has autoguard when he rears back, before he charges.
    Both versions now juggle opponent upon hitting (the Galaxy Cyclone and
    Big Bang Tackle can combo after), and the B version can now be chained
    into from hard attacks.
 5. ROCKET TACKLE: (D) has autoguard on Brian's shoulder just before he jumps.
    Both versions can combo from light attacks and (D) will now knock down.
 6. BRIAN HAMMER: The 2nd hit is a no-recovery knockdown. The Double Hammer or
    Tiger Driver must be performed on the 1st hit, and can only be done if
    the move hits or is blocked. The D.D.T and Tiger Driver will miss if this
    was blocked, and you cannot perform the Samurai Bomb or Shoulder
    Backbreaker unless the Tiger Driver hits. This combos from either standing
    hard attack, but the followups may miss if you canceled from the 2nd hit of
    his close C or a close D.
 7. AMERICAN SUPERNOVA: Anti-air throw, does not hit opponent on the ground at
    all. Brian is now invincible as he leaps. C version jumps higher. For some
    reason, this can't connect from his Hyper Tackle juggle. 
 8. GALAXY CYCLONE: New DM, Brian performs a very fast, single hit version of
    the Brian Tornado. This negates normal projectiles but Brian will stop
    directly in front of opponent if blocked. The (A) DM version does not
    travel full-screen.
 9. BIG BANG TACKLE: Negates normal and single-hit DM projectiles (Rugal's
    charged Kaiser Wave will hit). All 3 tackles do the same amount of damage,
    but once any of them hit, the subsequent tackles will do far less damage.
    The move has strange properties: a tackle may hit once against some 
    characters (like Ryo), and twice against others to do significantly more
    damage, although generally it does 2 hits up close. This can combo off 
    light attacks. Despite the energy glow around Brian, this move can be
    reversed.
 #. Interestingly, the move can now 3 get hits against some characters (try
    Benimaru) on the first tackle. It only deals slightly more damage when
    compared with the huge difference between a tackle doing one or two hits.

    Default P1 macro: C (1 hit) > Brian Hammer > Tiger Driver > Shoulder
    Backbreaker > Buster & Bomb

    Default P2 macro: D > (B) Hyper Tackle > d+D (will miss) > Galaxy Cyclone
    (will miss) *

    * Yes, Brian's Player 2 macro combo is invalid and mistimed so that the
      Galaxy Cyclone will miss.

------------------------------------------------------------------------------
 GEESE HOWARD                                                ['96 Bosses Team]
------------------------------------------------------------------------------

 THROW                    MOVE NAME                           PROPERTIES
 b/f+C/D                  Tate Katate Nage                    [U]
 
 COMMAND ATTACKS
 f+B                      Raikou Mawashi Geri                 [O],#
 df+C on downed foe       Raimei Gouha Nage                   [#],OTG,T,NR

 SPECIAL MOVES
 qcf+A                    Reppuu Ken                          [M],P,#
 qcf+C                    Double Reppuu Ken                   [M],P,KD,#
 qcb+P in air             Shippuu Ken                         [M],P,KD,#
 hcb+P                    Jaei Ken                            [M],KD,#
 dp+P                     Hishou Nichirin Zan                 [M],KD,#
 hcb+B                    Joudan Atemi Nage                   [-],RV,NR,#
 hcb+D                    Chuudan Atemi Nage                  [-],RV,NR,#
 hcf+B                    Gedan Atemi Nage                    [-],RV,J,#
 hcb,f+P (near)           Shinkuu Nage                        [U],T,NR

 [DM]
 db,hcb,df+P              Rising Storm                        [M],P,#
 qcf,hcb+P                Deadly Rave                         [M],#

        Cancel chart      A          B          C        D   
        -------------------------------------------------------
        Standing near    [M]/-/c    [M]/-/c    [M]/-    [M]/-/-
        Standing far     [M]/-/c    [M]/-/-    [M]/-    [M]/c
        Crouching        [M]/r/c    [L]/-/-    [M]/c    [L]/s
        Vertical jump    [O]/-      [O]/-      [O]/s    [O]/-
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-
 
 #. Geese only has one basic throw animation now that the Shinkuu Nage is a
    command throw.
 #. Geese's diagonal jumping C does 2 hits.
 1. RAIKOU MAWASHI GERI: An overhead kick. You can't combo into it, but
    Geese can go past some low physical attacks during this.
 2. RAIMEI GOUHA NAGE: New move (sort of). This can only be done when opponent
    is knocked down and Geese has to be standing over opponent's torso for it
    to launch. Switches sides with opponent. This has a miss animation.
 3. REPPUU/DOUBLE REPPUU KEN: Short range projectile(s) that combo from light
    attacks. Both knock down and both hits of the Double Reppu Ken will now
    connect in combos unlike in '96, though the 2nd hit can still miss. Either
    hit can absorb normal projectiles.
 4. SHIPPUU KEN: Negates normal projectiles, but does not travel out of the
    screen.
 5. JAEI KEN: Geese will perform all 3 hits if this is blocked, but stops at
    the initial hit if it misses altogether. Only the A version can be chained
    into, and only from hard atttacks. You can Quick MAX the C version in the
    corner to juggle opponent.
 6. HISHOU NICHIRIN ZAN: Either hit knocks down, and the 2nd hit is not
    reversible. A is faster and combos off light attacks while C goes higher
    and further. This will juggle in the corner if you Quick MAX the 2nd hit.
 7. JOUDAN ATEMI NAGE: Counters jumping normals, and any high or mid-level
    physical specials/DMs.
 8. CHUUDAN ATEMI NAGE: Counters mid-level normal and command attacks only.
 9. GEDAN ATEMI NAGE: New move (to '96 Geese anyway). Counters low-level
    attacks, including special moves/DMs. This has a different trigger 
    animation from his other two reversals: he does an upward aimed punch
    that juggles opponent. The Deadly Rave is an easy follow-up.
10. RISING STORM: Negates normal and some (S)DM projectiles, but has no
    invincibility. The 'cage' effect is different from the one in '96: it now
    (somewhat) resembles the one from the original Real Bout Fatal Fury. If
    this hits late (when the cage is about to fade), the move will juggle.
    The SDM version is red in colour. This can combo from light attacks.
 #. As with previous games, you can also perform the Rising Storm by motioning 
    hcb,hcb,df+P. The input is very lax in '98UM, so motioning hcb 3 times
    works as well.
11. DEADLY RAVE: New move (sort of: the animation was in '96, but the move was
    never implemented into the game). This is now an autocombo and Geese will
    stop at the initial shoulder charge if blocked. Either version combos off
    light attacks, and the C version travels full-screen.

    Default P1 macro: C > (A) Jaei Ken

    Default P2 macro: d+B > d+A > (A) Deadly Rave

------------------------------------------------------------------------------
 WOLFGANG KRAUSER                                            ['96 Bosses Team]
------------------------------------------------------------------------------

 THROW                    MOVE NAME                           PROPERTIES
 b/f+C                    Cliffhanger Drop                    [U],T
 b/f+D                    Kaiser Driver '91                   [U],T,NR

 SPECIAL MOVES
 qcb+P/K                  Blitz Ball                          [M],P,#
 qcf+K                    Leg Tomahawk                        [O],J,#
 dp+K                     Kaiser Kick                         [M],KD,#
 rdp+K                    Kaiser Dual Sobat                   [M],KD(D),#
 qcf+P                    Phoenix Throw                       [-],RV,#
 hcb,f+P (near)           Kaiser Suplex                       [U],T,NR,#
 hcb,f+K (near)           Lift Up Blow                        [U],T,NR,#

 [DM]
 f,hcf+P (can hold)       Kaiser Wave                         [M],P,#
 qcf,hcb+P                Unlimited Desire                    [M],#
 hcb,hcb,hcb+P (near)     Gigantic Cyclone                    [U],T,NR,#

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

 1. BLITZ BALL: P versions are high fireballs that can be crouched under,
    while K versions are thrown at leg level, but does not hit low. Krauser
    can move shortly after the A/B versions are launched.
 #. You cannot perform the Kaiser Wave while a Blitz Ball is on-screen (the
    Phoenix Throw will launch instead).
 2. LEG TOMAHAWK: An arcing jump kick. Is now an overhead, and juggles 
    opponent. Does 2 hits on a mid-air opponent and can go past low and some
    mid-level attacks.
 3. KAISER KICK: A jumping drop kick that can go past low and some mid-level
    attacks. D goes further, but both versions combo from hard attacks.
 4. KAISER DUAL SOBAT: 2-hit knockdown kick. B version is now done on the
    spot and combos off light attacks, while Krauser hops forward during the
    D version. The 2nd hit can be canceled into another special move, and if
    you Quick MAX it, the Kaiser Wave or Unlimited Desire can combo after.
    The B version knocks opponent back, but does not knock down.
 #. The command for the Kaiser Dual Sobat and Kick version Blitz Ball overlap
    each other, so you will need to motion it accurately or you'll get the
    Blitz Ball instead. Alternately, you can motion d,b,db to launch the move.
 5. PHOENIX THROW: Krauser's reversal from RBFF2: he grabs opponent and slams
    them down with flames. This reverses jumping normal or command attacks,
    or high and mid-level special moves/(S)DMs.
 6. KAISER SUPLEX: Krauser is immune to physical attacks during part of the
    grab animation. Now has a miss animation. This move will combo from light
    attacks only.
 7. LIFT UP BLOW: New command throw, Krauser tosses opponent up, then catches
    them with a flaming punch. This launches faster than the Kaiser Suplex but
    has no invinciblity. Move switches sides with opponent. Unlike the Kaiser
    Suplex, this combos from both light and hard attacks.
 8. KAISER WAVE: Launches faster than in '96, and can now be delayed to 
    increase its damage. The DM version will negate other negatable DM 
    projectiles like the Haoh Shokou Ken and clash with the SDM version. The
    SDM version will defeat any reflectable SDM projectile. The projectile 
    animation is the one from RBFF and covers a larger area than the '96 
    version. Note that Krauser's version cannot hit an opponent directly in
    front of him, unlike Rugal's. Surprisingly, the projectile's hit area is
    smaller than it looks, and it is possible to high jump past the move 
    (though it's not recommended to actually do so!).
 #. The (C) Kaiser Wave is fast enough to combo from the A/B Blitz Ball if it
    hits at a distance. Since you cannot have both projectiles on-screen at
    once, you have to wait for the Blitz Ball to actually hit first before you
    can launch the Kaiser Wave.
 9. UNLIMITED DESIRE: New autocombo DM. Krauser ends the DM version with a 
    flaming Leg Tomahawk, which juggles opponent in the corner. He is immune
    to physical attacks during the startup flash. This can combo from light 
    attacks.
10. GIGANTIC CYCLONE: Krauser's P. Power special from RBFF Special: he 
    surrounds himself with a tornado as it does multiple hits on opponent. No,
    it isn't a typo, the command is indeed hcb 3 times. The SDM version's
    tornado is amber coloured.

    Default P1 macro: D > (B) Kaiser Dual Sobat > (B) Leg Tomahawk (will miss
    against some characters)

    Default P2 macro: d+C > (C) Kaiser Wave

------------------------------------------------------------------------------
 MR. BIG                                                     ['96 Bosses Team]
------------------------------------------------------------------------------

 THROWS                      MOVE NAME                        PROPERTIES
 b/f+C                       Million Dollar Buster            [U],T,NR
 b/f+D                       High Lift Throw                  [U],T

 COMMAND ATTACKS
 f+A                         Prick Stick                      [O],#

 SPECIAL MOVES
 qcf+P                       Ground Blaster                   [M],P,KD,#
 tap P repeatedly            Crazy Drum                       [M],KD,#
 dp+P                        Californian Romance              [M],KD,#
 hcb+P                       Cross Diving                     [M],KD,#
 hcb+K                       Spinning Lancer                  [M],KD,#
 hcb,f+P                     Drum Shot                        [U],T,#
 
 [DM]
 qcf,qcf+P                   Blaster Wave                     [M],P,#
 hcb,hcb+P (near)            Raging Spear                     [U],T,NR,#

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

 #. Mr. Big's crouching D now serves as his sweep like everyone else's, and his
    crouching C no longer hits low.
 1. PRICK STICK: New move; Mr. Big twirls a baton, then stabs it downwards.
    This is an overhead. You can combo into this from a hard attack, but it
    is not cancelable.
 2. GROUND BLASTER: Short ranged ground level projectile that knocks down. You
    can combo the A version from a hard attack.
 3. CRAZY DRUM: Mr. Big steps forward while swinging his batons repeatedly.
    This will not knock down, unlike in NGBC or the PS2 XI. It also pushes
    opponent back pretty far, so you won't get more than 2 hits even in the
    corner.
 4. CALIFORNIAN ROMANCE: Uppercut move. (A) is performed standing still, while
    Mr. Big dashes forward before launching the uppercut for the C version.
    The A version now has autoguard and does up to 3 hits. Both versions combo
    from light attacks.
 5. CROSS DIVING: Mr. Big dives forward with his batons extended. This move
    knocks down and can avoid low attacks. The A version combos from hard
    attacks.
 6. SPINNING LANCER: Mr. Big spins while holding out his batons. D spins more
    times, goes further and knocks down. This can now reflect projectiles.
    Only the B version can be chained into.
 7. DRUM SHOT: New command throw: Mr. Big grabs opponent, then performs a
    stationary, 10-hit version of the Crazy Drum.
 8. BLASTER WAVE: Short ranged projectile similar to Benimaru's Raikou Ken.
    This can negate normal/DM projectiles, but the DM version cannot hit an
    opponent who is very close to Mr. Big and inside the range of the batons.
    The SDM version will push opponent back significantly if blocked. 
 9. RAGING SPEAR: Mr. Big lifts opponent above him and stabs his batons into
    opponent rapidly, with the SDM version finishing with him slamming
    oppoenent to the ground.

    Default P1 macro: d+B > d+A > (C) Californian Romance

    Default P2 macro: D > (C) Raging Spear

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

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

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

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

 [DM/SDM]
 hcb,hcb+P (near)             Ankoku Jigoku Gokuraku Otoshi   [U],T,NR
 qcf,qcf+P (can hold)         Hoeru Daichi                    [M],P,#
 hcf,hcf+K                    Araburu Daichi                  [U],T,NR,#

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

 #. Orochi Yashiro's basic attacks, throws and command attacks are the same as 
    the normal version, despite the different names.
 #. Yashiro can link his close standing A with a close standing C/D. The 
    timing is very strict however.
 1. SAKU: When used on its own, it is an overhead that knocks down with no
    recovery possible. Becomes cancelable when canceled into. This can now hit
    a floored opponent, so you can perform this twice in a row if it hits on 
    its own.
 2. KUJIKU DAICHI: Does no damage, but switches sides with opponent and leaves
    them temporarily vulnerable. C version goes further. Yashiro can jump past
    low attacks during this.
 3. NIRAGU DAICHI: Short range throw; only chainable from light attacks. The
    move will deal damage only when opponent hits the floor, but you can hit 
    opponent before they land with another attack, though the Saku cannot hit
    from this.
 4. ODORU DAICHI: Ranged throw; can combo from hard or canceled command
    attacks. Yashiro is immune to low physical attacks during the dash.
 5. HOERU DAICHI: is unblockable when fully charged. SDM version is faster to 
    charge. Has three charge levels, indicated by Yashiro's arm going higher
    per level. You can't combo into this, and the beam does not negate
    projectiles, but it cannot be negated either. This launches faster now.
 6. ARABURU DAICHI: The D version has full-screen range. B has the same range
    as the (C) Kujiku Daichi. This is much faster now.

    Default P1 macro: C > Saku > Musebu Daichi

    Default P2 macro: D > Saku > Ankoku Jigoku Gokuraku Otoshi

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

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

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

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

 #. Orochi Shermie's basic attacks, throws and command attacks are the same as 
    the normal version, despite the different names.
 #. Orochi Shermie has no far standing A,B and D animations.
 #. You can combo Shermie's standing/crouching A into her standing B.
 #. Shermie's standing B is now cancelable on either hit.
 #. Shermie's far C is faster now.
 #. Shermie can avoid low attacks with a well-timed standing CD.
 1. KOURAI: The 2nd hit is an overhead. If canceled into, the 2nd hit is
    cancelable instead. The Yatanagi no Muchi can combo from this. The Ankoku
    Raikou Ken can combo as well, but not very reliably and the SDM version 
    will miss.
 2. MUGETSU NO RAIUN: Stationary projectile; the location depends on button
    pressed, with A being directly in front of Shermie and D being almost full
    screen range. This negates normal projectiles. If it hits, you can 
    followup if near opponent. This is faster now.
 3. YATANAGI NO MUCHI: The first hit negates normal projectiles, while Shermie
    throws out a short-ranged knockdown projectile for the 2nd hit. A version
    combos off light attacks.
 4. SHAJITSU NO ODORI: This move can avoid low attacks and cannot be reversed,
    but doesn't knock down and cannot be chained into.
 5. RAIJIN NO TSUE: Overhead, no-recovery knockdown lightning kick that cannot
    be reversed. D goes higher and will miss most standing opponents. This is
    usable during a back/front step but only combos off a Counter hit jumping
    CD in the corner.
 6. ANKOKU RAIKOU KEN: Negates normal/DM projectiles. All versions are pointed
    straight forward.
 7. SHAKUMEI, GEN'EI, SHINSHI: Is not chainable, but Shermie can avoid low
    attacks with it. DM version hits twice on a Counter hit, but both DM and
    SDM versions do massive Counter damage. This is faster now and can negate
    projectiles. If blocked, the move chips multiple times.

    Default P1 macro: d+C > Mugetsu no Raiun

    Default P2 macro: d+C > Ankoku Raikou Ken

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

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

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

 SPECIAL MOVES
 qcf+P                      Taiyou wo Iru Honoo            [M],P,#
 qcb+P                      Kagami wo Hofuru Honoo         [M],KD,P,#
 dp+P                       Tsuki wo Tsumu Honoo           [M],KD,#
 hcf+K (near)               Shishi wo Kamu Honoo           [U],#
 
 [DM/SDM]
 qcb,hcf+P (can hold)       Ankoku Orochi Nagi             [M],P,#     
 qcf,qcf+P                  Daichi o Harau Gouka           [M],P,#

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

 #. Orochi Chris' basic attacks, throws and command attacks are the same as 
    the normal version, despite the different names.
 #. Chris has no far standing A animation.
 #. Chris can link a standing/crouching A into a crouching C.
 #. Chris' jumping CD is now slower.
 1. MUYOU NO ONO: Cancelable punch. Can combo from light attacks. 
 2. JUKEI NO ONI: Overhead on the 2nd hit, unless canceled into, which
    makes it cancelable instead. Can be chained into from a single light or
    hard attack, but only the Kagami wo Hofuru Honoo and Ankoku Orochi Nagi
    will combo after. This recovers slightly slower now.
 3. SETSUDAN NO KOTO: A low sliding kick. Chris can go under mid-level 
    projectiles with this. This recovers slower now.
 4. TAIYOU WO IRU HONOO: This move can negate normal projectiles, but cannot
    hit from up close. If it hits, Chris can followup with another move while
    opponent is still stunned. The flames cannot be negated, so against DM
    projectiles, both will pass through each other.
 5. KAGAMI WO HOFURU HONOO: Knockdown move, Chris can avoid low attacks. The
    flames can negate normal projectiles and this cannot be reversed. C 
    version goes slightly further.
 6. TSUKI WO TSUMU HONOO: A version hits once, C version does 4 hits. (A) 
    hits twice on a Counter hit.
 7. SHISHI WO KAMU HONOO: The first hit Guard Crushes a blocking opponent,
    effectively making the remaining hits unblockable. This move can be
    followed with the (A) Tsuki wo Tsumu Honoo. This has no miss animation,
    and cannot be reversed but can be avoided by rolling before it hits.
 8. ANKOKU OROCHI NAGI: All versions are immune to mid/high attacks. The 
    immunity begins while Chris is holding up a flaming hand, and lasts while
    the move is being delayed. Chris is vulnerable as he slides forward to 
    attack. The flame wave can destroy normal/DM projectiles and cannot be 
    negated. The A version will combo from normal/command attacks), C does
    not. You can now combo into the SDM version.
 9. DAICHI O HARAU GOUKA: Negates normal and DM projectiles and cannot be
    reversed. Chris charges 3 times during the SDM version, similar to Brian
    Battler's Big Bang Tackle.

    Default P1 macro: D > Shishi wo Kamu Honoo > (A) Tsuki wo Tsumu Honoo

    Default P2 macro: d+B > d+A > Muyou No Ono > (A) Ankoku Orochi Nagi

------------------------------------------------------------------------------
 EIJI KISARAGI                                                          [Edit]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                      PROPERTIES
 b/f+C/D (near)                 Kuuchuu Ippan Seoi             [U]

 SPECIAL MOVES
 qcf+P                          Kikou Hau                      [M],P,KD,#
 qcf+P in air                   Kagenui                        [M],P,OTG,#
 qcb+P                          Kasumi Kiri                    [M],P,KD,#
 dp+P                           Ryuu Kagejin                   [M],P,KD,#
 qcf+K                          Kage Utsushi                   [-],#
 hcb+K                          Kotsu Hazaki Kiri              [M],KD,#
 rdp+K                          Tenba Kyaku                    [M],KD,#

 [DM]
 qcf,hcb+P                      Zantetsu Nami                  [M],P,#
 qcf,hcb+K                      Zantetsu Kamakiriken           [M],#

        Cancel chart      A          B          C        D    
        -------------------------------------------------------
        Standing near    [M]/r/c    [M]/c/c    [M]/c    [M]/-/c    
        Standing far     [M]/r/c    [M]/-/c    [M]/c    [M]/-
        Crouching        [M]/-/c    [L]/r/-    [M]/c    [L]/c/-
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-
 
 #. Eiji's sweep does 2 hits, which is cancelable on the first and knocks down
    on the second.
 #. The Kikou Hau, Kasumi Kiri, Ryuu Kagejin, Kotsu Hazaki Kiri and Kiritetsu
    Nami all have projectile properties and cannot be reversed, even though
    the Kasumi Kiri and Kotsu Hazaki Kiri do not clash with or negate 
    projectiles.
 1. KIKOU HAU: Eiji does a palm attack with a burst of energy that knocks
    down. C version has longer range but cannot be chained into. This is
    slower than the XI version and the A version will only combo off hard
    attacks.
 2. KAGENUI: New move; Eiji throws a kunai dart diagonally downwards. This can
    hit a floored opponent. Both button versions are identical.
 3. KASUMI KIRI: Eiji does a quick energy slash. Combos from light attacks. 
    Unlike in XI, the move cannot negate normal projectiles but it launches
    significantly faster and will now knock down.
 4. RYUU KAGEJIN: Eiji creates a crescent-shape projectile in front of him
    that reflects projectiles, including some DMs. Combos off hard attacks
    only.
 5. KAGE UTSUSHI: Eiji does a quick dash forward. B is immune to high and
    mid-level attacks, while D is immune to low attacks and goes further.
 6. KOTSU HAZAKI KIRI: Eiji dashes forward with a knockdown slash. The B 
    version will not combo from light attacks unlike in XI. D version cannot
    be chained into, but Eiji dashes faster.
 7. TENBA KYAKU: Eiji hops forward with a multi-hit kick. D goes higher and
    further. Move avoids low attacks. Unlike in XI, the move will neither
    juggle or stun opponent long enough for you to combo after unless you use
    a Quick MAX. Only the D version is chainable, and only from the 1st hit
    of his crouching D.
 8. ZANTETSU NAMI: Eiji throws a DM projectile, with the C version travelling
    faster. The move launches very quickly, though it is slower than in XI.
    Eiji will throw two projectiles during the SDM version, making for a
    nasty surprise if opponent tried to roll past the first projectile. This
    combos from light attacks.
 9. ZANTETSU KAMAKIRIKEN: Autocombo DM. Launches very quickly and combos
    from light attacks. Eiji is immune to low attacks during the dash. Note
    that the command has changed from '95. He will create a mirror image
    behind opponent that mimics his attacks during the SDM version.

    Default P1 macro: d+A > D (2hits) > Kasumi Kiri

    Default P2 macro: D (2 Hits) > (B) Zansetsu Kamakiriken

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

 THROWS                         MOVE NAME                      PROPERTIES
 b/f+C (near)                   Mukade Tatamikakeru            [U]
 b/f+D (near)                   Kagyuu Kake                    [U]

 COMMAND ATTACKS
 f+A                            Hiji Ate                       [O],#

 SPECIAL MOVES
 qcf+P (air)                    Kasane Ate                     [M],P,KD,#
 dp+P                           Taikuu Kasane Ate              [M],P,KD,#
 hcb,f+P (near)                 Tatsumaki Souda                [U],T,J,#
 qcb+P                          Futa Tanagokurodan             [M],#
  > hcf+K                       Morote Gaeshi                  [#],T,NR
    > d,d+C                     Kinoewaru                      [#],OTG
 dp+K                           Ikazuchi Houkou                [M],P,#    
 hcf+B                          Messhin Mutou                  [-],RV,J,#
 hcf+D                          Sasshou Inshuu                 [-],RV,KD,#
 qcb+K                          Hakuzan Tou                    [M],KD,#

 [DM]
 qcf,qcf+P (can hold)           Chou Kasane Ate                [M],P,#
 qcf,qcf+P in air               Kuuchuu Chou Kasane Ate        [M],P,#

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

 #. Kasumi is based off her KOF'96 version, not the later versions.
 #. Kasumi's crouching B is now cancelable.
 1. HIJI ATE: Her overhead elbow strike from KOF'99. Becomes cancelable when
    canceled into and combos off hard attacks, but only the (C) Futa 
    Tanagokurodan will combo after in the open, and the Morote Gaeshi won't
    connect. In the corner, the Chou Kasane Ate will combo when this is
    canceled into.
 2. KASANE ATE: Short ranged projectile that knocks down and negates normal 
    projectiles. Can be done in mid air, which is faster to launch, but
    slower to recover.
 3. TAIKUU KASANE ATE: A mid-level, diagonally upward version of the Kasane 
    Ate, similar to Todoh's version in Capcom VS SNK 2.
 4. TATSUMAKI SOUDA: Command throw that juggles opponent. Has no miss
    animation, and opponent can escape by rolling during the startup when
    used standalone.
 5. FUTA TANAGOKURODAN: New move; Kasumi steps forward with a punch (her '96
    crouching C). The followups can only be performed if this hits, and is
    her Shingan Kazura Otoshi (S)DM's trigger animation turned into a special
    move. This combos off light attacks and the 2nd input switches sides with
    opponent. Note that the followups cannot connect if the punch does not
    hit deep enough, which happens when this is chained from a canceled Hiji
    Ate.
 6. IKAZUCHI HOUKOU: Kasumi's AoF3 qcb+P move where she yells out, and a small
    blast of energy appears in front of her. This combos from hard attacks.
    You can Quick MAX from this move despite its projectile-like properties.
 7. MESSHIN MUTOU: Reversal, counters jumping, high and overhead normal and
    command attacks. Also reverses high/mid-level physical specials/DMs. This
    will now juggle opponent but does less damage than before.
 8. SASSHOU INSHUU: Reverses mid and low-level normal/command attacks only.
 9. HAKUZAN TOU: An upward-aimed punch that has autoguard. This no longer
    juggles opponent.
10. CHOU KASANE ATE: Once launched, the waves cannot be negated even if Kasumi
    was hit. The DM version does one hit now, and only the A version can be
    chained into. The DM version's range is much shorter now, covering about
    half-screen distance. SDM version goes full-screen distance and can juggle
    at sweep distance if opponent was cornered: you can even follow with
    another Chou Kasane Ate. Delaying the move will increase its damage.
11. KUUCHUU CHOU KASANE ATE: New move. DM version has about half-screen 
    distance.
 #. The SDM Chou Kasane Ate (both ground and air versions) will do less hits 
    and damage the further away opponent is.

    Default P1 macro: d+B x2 > Futa Tanagokurodan chain

    Default P2 macro: d+C > Chou Kasane Ate

------------------------------------------------------------------------------
 SHINGO YABUKI                                                          [Edit]
------------------------------------------------------------------------------

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

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

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

 [DM]
 qcf,qcf+P            Kake Hourin                             [M],J,#
 qcb,hcf+P            Burning Shingo                          [M],#

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

 #. You can link Shingo's crouching B into a close C.
 #. Shingo's far C is faster now.
 #. Shingo's command attacks, specials and DMs all have a chance to do a
    Critical Hit, which freezes both characters (opponent in hit stun, and
    Shingo in whatever attack animation he was in) for a moment. For all of 
    their dramatic effect, I personally haven't been able to follow up any 
    Critical Hits.
 1. GOUFU "KAKKODAKE": Cancelable on the 2nd hit. Unlike in later games, you
    can't combo into this.
 2. ARAGAMI MIKANSEI: Combos from light attacks and will now knock down if
    it wasn't a Critical Hit. May miss if done from a hard attack canceled
    into the Goufu Kakkodake. On a Counter AND Critical Hit, this stuns
    opponent long enough for you to follow with another attack.
 3. DOKUGAMI MIKANSEI: Has a random chance of doing 2 hits (not necessarily a
    Critical Hit), though the first hit may miss if opponent was at a 
    distance. This cannot be recovery rolled from on a Critical Hit.
 4. ONIYAKI MIKANSEI: C version hits twice on a Counter Hit.
 5. NIE TOGI: Only the first hit is unblockable, and this can be avoided by
    rolling before it hits when used on its own. Move juggles opponent and
    can combo off light and hard attacks.
 6. SHINGO KICK: B version combos from hard attacks, while D goes further.
 7. OBORO GURUMA MIKANSEI: Both versions combo off light attacks. B does 1 hit
    while D does 3 and cannot be recovery rolled from. The D version may have
    Shingo randomly fall with an overhead attack after the 3rd kick (it won't
    connect from the kicks however).
 8. TSUKI HIJI: Is an overhead, no recovery elbow bash when used on its own. 
    It can also reverse mid and low level normal/command attacks: Shingo will
    stumble with a kick that knocks opponent down. In '98, the kick has a
    tendency to miss if opponent was at a distance. The elbow bash launches
    faster now.
 9. KAKE HOURIN: Either version combos from hard attacks and juggles opponent.
    The SDM version Guard Crushes a blocking opponent and can be canceled into
    a special move to hit them before they recover.
10. BURNING SHINGO: This will now combo off light attacks.

    Default P1 macro: d+B > C > Aragami Mikansei

    Default P2 macro: d+B > d+C > (A) Burning Shingo

------------------------------------------------------------------------------
 RUGAL BERNSTEIN                                                        [Edit]
------------------------------------------------------------------------------

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

 COMMAND ATTACKS
 f+B                            Double Tomahawk                [O],S,#
 
 SPECIAL MOVES
 qcf+P                          Reppuu Ken                     [M],P,#
 f,hcf+P (can hold)             Kaiser Wave                    [M],P,KD,#
 hcb+P                          God Press                      [M],T,NR,#
 qcf+K                          Dark Barrier                   [M],P,KD,#
 dp+K                           Genocide Cutter                [M],KD,#

 [DM]
 qcf,hcb+P                      Gigantic Pressure              [M],T,NR,#
 qcf,qcf+K                      Dead End Screamer              [U],T,NR,#
 
        Cancel chart      A          B          C        D    
        -------------------------------------------------------
        Standing near    [M]/-/c    [M]/-/c    [M]/c/c  [M]/c/-    
        Standing far     [M]/r/-    [M]/-/c    [M]/c    [M]/-
        Crouching        [M]/r/c    [L]/r/-    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/-
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-
 
 #. You can increase the damage of the Scorpion Deathlock by mashing the 
    buttons rapidly.
 #. Rugal's far B and C are now cancelable. His far C is faster as well.
 #. Rugal's Guard Cancel Blowback Attack animation has changed.
 #. During Rugal's far A, only his glove can hit. His arm cannot hit opponent.
 1. DOUBLE TOMAHAWK: The 1st kick is cancelable, while the 2nd is an overhead.
    This combos from light attacks.
 2. REPPUU KEN: The A version recovers faster now, allowing Rugal to move
    after it is thrown.
 3. KAISER WAVE: Both versions launch faster now but the move is still not
    chainable. Does up to 3 hits when fully charged. The A version launches
    much faster now , while the C version's projectile travels very quickly.
    Rugal's version will now negate normal and DM projectiles even when 
    uncharged. Against Krauser's (or his own) Kaiser Wave DM, the charge 
    levels determine its effect. If both Rugal and Krauser launch an uncharged
    or equally charged version, both Kaiser Waves will clash. Otherwise, a 
    charged version will negate an uncharged or lower charged version. This
    will always clash with Omega Rugal's thrown Gravity Smash regardless of
    charge level, though a charged version can still go through the shield.
 4. GOD PRESS: Can combo from light attacks and cannot be reversed.
 5. DARK BARRIER: Reflects projectiles, including some (S)DMs. This can also
    hit on its own and knocks down.
 7. GENOCIDE CUTTER: The B version launches very quickly, and either hit will
    now knock down. The D version has a massive hit area around Rugal once 
    he's off the ground and can now hit an opponent above him, making it far
    better than in '98.
 8. GIGANTIC PRESSURE: This move cannot be reversed. It can combo off light
    attacks.
 9. DEAD END SCREAMER: Ranged unblockable attack. Rugal jumps further with the
    D version. This move cannot be reversed, and is much faster now, though 
    you still can't combo into it.

    Default P1 macro: d+B x2 > far B > Double Tomahawk (1 hit) > God Press

    Default P2 macro: C (2 Hits) > Double Tomahawk (1 Hit) > Gigantic Pressure

------------------------------------------------------------------------------
 KOF'95 KYO KUSANAGI                                                    [Edit]
------------------------------------------------------------------------------

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

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

 SPECIAL MOVES
 qcf+P                         108 Shiki: Yami Barai          [M],P
 dp+P                          100 Shiki: Oniyaki             [M],#
 qcf+K,K                       75 Shiki Kai                   [M],J,#
 hcb+K                         212 Shiki: Kototsuki You       [M],#
 rdp+K                         101 Shiki: Oboro Guruma        [M],NR,#
   
 [DM]
 qcb,hcf+P (can hold)          Ura 108 Shiki: Orochi Nagi     [M],P,#

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

 MOVES LOST: Aragami and Dokugami (and followups), R.E.D Kick, Nue Tsumi, 
 Mu Shiki.

 #. Kyo's voiceovers and sound effects when his attacks hit or are blocked are
    taken from KOF'95. Sounds weird to say the least.
 1. YAMI BARAI: Kyo's old KOF'94/95 floor-level projectile.
 2. OBORO GURUMA: B does 1 hit while D does 3 and cannot be recovery rolled
    from. Either version combos from light attacks, though the D version may
    miss in the open when used after the 75 Shiki Kai. In the corner, you can
    follow the 75 Shiki Kai with the B version, then hit opponent with an 
    Oniyaki before they land.

    Default P1 macro: C > (D) 75 Shiki Kai > (dash forward) > (D) Oboro Guruma

    Default P2 macro: C > (D) 75 Shiki Kai > (A) Orochinagi
 
------------------------------------------------------------------------------
 EX TERRY BOGARD                                                        [Edit]
------------------------------------------------------------------------------

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

 COMMAND ATTACKS
 f+A                            Back Knuckle                  [M],S
 df+C                           Rising Upper                  [M],S,#

 SPECIAL MOVES
 qcf+A                          Power Wave                    [M],P,#
 dp+P                           Round Wave                    [L],P,#
 qcb+P                          Burning Knuckle               [M],KD
 qcb+K                          Crack Shoot                   [M],#
 charge d,u+P                   Rising Tackle                 [M],KD,#
 hcf+K                          Fire Kick                     [L],J,#
  > charge d,u+P                Rising Tackle                 [M],KD,#

 [DM]
 qcb,db,f+P                     Power Geyser                  [M],P,#

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

 MOVES LOST: Power Dunk, High Angle Geyser.

 1. POWER WAVE: Is faster and both versions are chainable. This version will
    travel full-screen range, but can be reflected.
 2. ROUND WAVE: New move. Cannot be chained into, but hits low. This is NOT
    the KOF'99 version and has a different animation. If this hits or is
    blocked, you can cancel it into a special move (you can even use another
    Round Wave, but it won't connect) or the Power Geyser.
 3. RISING TACKLE: The command is the KOF'94/Fatal Fury motion.
 4. FIRE KICK: A low sliding kick that juggles opponent. It's still pretty
    hard to follow up the juggle however, and the only move that can hit
    reliably is the Rising Tackle. Note that in order for the Rising Tackle
    to hit, you must cancel into it as soon as Terry performs the 2nd kick
    (if done right, there won't even be a recovery animation for the move).
 5. POWER GEYSER: The geyser effect has been changed to resemble the RBFF
    version. Despite its larger appearance, the hit area is identical to the 
    regular Terry's version.

    Default P1 macro: D > Rising Upper > Fire Kick > Rising Tackle

    Default P2 macro: D > Rising Upper > (A) Power Geyser

------------------------------------------------------------------------------
 EX ANDY BOGARD                                                         [Edit]
------------------------------------------------------------------------------

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

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

 SPECIAL MOVES
 qcb+P                          Hishou Ken                    [M],P,#
 qcb+K (perform 4x)             Gekiheki Haisui Shou          [M],NR,#
 hcf+K                          Kuuha Dan                     [M],#
 dp+P                           Shouryuu Dan                  [M],KD,#
 db,f+P                         Zen'ei Ken                    [M],#
  > qcf+P                       Gadankou                      [M],KD,#
 hcf+P                          Bakushin                      [U],T,NR,# 

 [DM]
 qcf,qcf+P (tap P)              Dan Da Dan                    [M],P,#
 qcb,db,f+K                     Chou Reppa Dan                [M],#

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

 MOVES LOST: Geki Hishou Ken, Gen'ei Shiranui, Hishou Ryuusei Ken.

 1. HISHOU KEN: This version is a ranged projectile. C travels faster than A.
 2. GEKIHEKI HAISUI SHOU: New to EX Andy and is based off his KOF'95 version.
    Each hit is split into a seperate input, is blockable and the last hit no
    longer juggles, but is a no-recovery knockdown instead. The first two 
    inputs recover very quickly if blocked.
 3. SHOURYUU DAN: Has a different animation (resembles the one from KOF'94. 
    Any of the hits will knock down.
 4. BAKUSHIN: Andy's hcb+C from RBFF Special. He runs up to opponent, climbs
    on them and smacks their head, then jumps off and poses as they explode.
    This is unblockable, but cannot be chained into (it will stop in front of
    opponent if canceled into).
 5. DAN DA DAN: This does 2 hits normally, but you can tap P to increase it to
    6/12 (DM/SDM) hits to increase its damage significantly. This move cannot
    be reversed.
 6. CHOU REPPA DAN: The move's effects has been changed to resemble the RBFF
    version.

    Default P1 macro: d+C > Gekiheki Haisui Shou

    Default P2 macro: d+B > Age Men (2 Hits) > (A) Dan Da Dan

------------------------------------------------------------------------------
 EX JOE HIGASHI                                                         [Edit]
------------------------------------------------------------------------------

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

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

 SPECIAL MOVES
 tap P repeatedly (move f)   Bakuretsu Ken                    [M],#
  > qcf+P                    Bakuretsu Finish                 [M],KD,#
 hcf+P                       Hurricane Upper                  [M],#
 dp+K                        Tiger Kick                       [M],KD,,#
 qcb+K                       Ougon no Kakato                  [M],J,#
 hcf+K                       Slash Kick                       [M],KD
 dp+P                        Pressure Knee                    [M],KD,#
  > qcb+K                    Ougon no Fukurahagi              [#],NR,#

 [DM]
 qcf,qcf+P                   Screw Upper                      [M],P,#
 qcf,qcf+K                   Thunder Fire                     [M],#

        Cancel chart      A          B          C        D    
        ------------------------------------------------------
        Standing near    [M]/-/c    [M]/-/c    [M]/c    [M]/-  
        Standing far     [M]/-/c    [M]/-/-    [M]/-    [M]/-
        Crouching        [M]/-/c    [L]/r/-    [M]/c    [L]/s
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/- 
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-
 
 MOVES LOST: Ougon no Kakato, Explosive Hurricane Tiger Heel. 

 #. EX Joe has a different taunt animation from the regular version's.
 1. BAKURETSU KEN: Is the Fatal Fury/KOF'94 style animation and you can move
    Joe forward during this. Both versions now push opponent back less to
    allow for more hits, though the C version will get more hits in.
 2. BAKURETSU FINISH: Both versions are mid-level attacks that knock down. A
    does a single hit and is faster, while C does 2 hits, goes further and
    chains easier from the Bakuretsu Ken. 
 3. HURRICANE UPPER: EX Joe throws a single tornado that goes full-screen, 
    with the C version travelling faster. Each version has a different 
    animation. Unlike the normal Joe, you can combo into the C version, and
    the move can hit from up close. EX Joe's version can be reflected.
 4. PRESSURE KNEE: New move. Joe steps forward, then does a jumping knee 
    strike that knocks down. The Ougon no Fukurahagi is a flaming KOF'95
    version Ougon no Kakato that cannot be recovered from, and can only be
    performed if the Pressure Knee hits or is blocked. A version combos
    off light attacks. Despite its similar appearance to the Tiger Kick, the
    Pressure Knee is NOT an anti-air and cannot hit once Joe leaves the
    ground.
 5. THUNDER FIRE: Joe's RBFF2 P. Power Special; which is a flaming kick
    autocombo ending with an RBFF style flaming Tiger Kick (SDM ends with a
    RBFF style flaming Slash Kick). Joe will perform the entire move 
    regardless of whether it hit or not. This combos off light attacks. You 
    can combo the DM version from a hard attack canceled into the Low Kick,
    but not the SDM version (unless you used the 3-stock BD Advanced Mode
    version, or Quick MAXed the Low Kick).

    Default P1 macro: d+B > d+A > (A) Pressure Knee > Ougon no Fukurahagi

    Default P2 macro: C > Low Kick > (B) Thunder Fire

------------------------------------------------------------------------------
 EX RYO SAKAZAKI                                                        [Edit]
------------------------------------------------------------------------------

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

 COMMAND ATTACKS
 f+A                            Hyouchuu Wari                 [O],#

 SPECIAL MOVES
 qcf+P                          Ko'oh Ken                     [M],P,#
 qcf+P in air                   Kuuchuu Ko'oh Ken             [M],P,OTG,#
 dp+P                           Kohou                         [M],KD,#
 f,b,f+P                        Zanretsu Ken                  [M],NR,#
 hcb+K                          Hien Shippuu Kyaku            [M],KD,#

 [DM]
 f,hcf+P                        Haoh Shokou Ken               [M],P#
 qcf,hcb+P                      Ryuko Ranbu                   [M],#

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

 MOVES LOST: Moh Koh Raijin Satsu, Moh Koh Raijin Gou, Kyokugen-ryuu Renbu 
 Ken, Tenchi Haoh Ken.
 
 #. EX Ryo has a different pre-fight animation from the regular version's.
 1. KO'OH KEN: This version is a ranged projectile. You can perform this in
    mid-air, which can now OTG opponent.
 2. KOHOU: Has a different animation from the regular Ryo's version (he does
    it facing away from the screen instead).
 3. ZANRETSU KEN: Both versions do equal damage, but C stays out longer. If 
    any of the punches connect, opponent will take full hits. Ryo can combo 
    this off a single hard attack. This can no longer be recovery rolled from,
    thus allowing you to follow with a well-timed Kuuchuu Ko'oh Ken.
 4. HIEN SHIPPUU KYAKU: Now resembles the KOF'94 version (it even uses the
    '94 sound effects); Ryo flies forward with a kick, and does another kick
    for the D version. This version will not arc over a crouching opponent,
    and Ryo will not perform the 2nd kick if the D version misses. B combos
    from light attacks. 

    Default P1 macro: C > (A) Kohou > Kuuchuu Ko'oh Ken

    Default P2 macro: d+B > d+C > (A) Ryuko Ranbu

------------------------------------------------------------------------------
 EX ROBERT GARCIA                                                       [Edit]
------------------------------------------------------------------------------

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

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

 SPECIAL MOVES
 qcf+P                          Ryuu-Geki Ken                 [M],P,#
 dp+P                           Ryuuga                        [M],KD,#
 qcb+K in air                   Hien Ryuujin Kyaku            [M],KD
 hcb+K                          Hien Senpuu Kyaku             [M],#
 f,b,f+K                        Gen'ei Kyaku                  [M],J,#

 [DM]
 f,hcf+P                        Haoh Shokou Ken               [M],P,#
 qcf,hcb+P                      Ryuko Ranbu                   [M],#

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

 MOVES LOST: Ryuu Zanshou, Kyokugen-ryuu Renbu Kyaku, Muei Senpuu Juudan Kyaku

 1. RYUU-GEKI KEN: This version is a ranged projectile.
 2. HIEN SENPUU KYAKU: Is the KOF'94 version where Robert flies forward with
    a single kick, followed with another for the D version. Robert will not
    perform the 2nd kick if the D version misses. Ironically, the D version
    combos off light attacks, but the B version doesn't.
 3. GEN'EI KYAKU: Both versions do equal damage, but D stays out longer. If 
    any of the kicks connect, opponent will take full hits. Robert can combo 
    the B version off a single hard attack. This will now juggle opponent, but
    the timing to follow with the Ryuuga is pretty strict without a Quick MAX,
    and you can only followup near or at the corner.

    Default P1 macro: d+B x2 > (D) Hien Senpuu Kyaku.

    Default P2 macro: C > Ryuu Hanshuu > (A) Ryuko Ranbu
  
-------------------------------------------------------------------------------
 EX YURI SAKAZAKI                                                        [Edit]
-------------------------------------------------------------------------------

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

 COMMAND ATTACKS
 f+B                        En Yoku                              [O],#

 SPECIAL MOVES
 qcf+P                      Ko'oh Ken                            [M],P,#
 qcf+K in air               Rai'oh Ken                           [M],P,OTG,#
 qcb+P                      Saifa                                [M],P,KD,#
 hcb+K                      Hyakuretsu Binta                     [U],T,NR

 [DM]
 f,hcf+P                    Haoh Shokou Ken                      [M],P,KD,#
 qcf,qcf+P                  Shin! Chou Upper                     [M],#
 qcf,hcb+K                  Hien Hou'ou Kyaku                    [M],NR(SDM),#

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

 MOVES LOST: (Double) Yuri Chou Upper, Yuri Chou Knuckle, Yuri Chou Mawashi 
 Geri, Hien Rekkou

 1. KO'OH KEN: This version is a ranged projectile.
 2. RAI'OH KEN: This version is a downward-angled ranged projectile and is
    now done from mid-air only. It can now hit a floored opponent. It doesn't
    matter if done from a forward or backward jump, Yuri will still fall 
    straight down after throwing the projectile.
 #. Back in '98, Yuri would take tremendous amounts of damage if she took a
    reflected Rai'oh Ken from Athena's or Rugal's reflector moves.
 3. SAIFA: A version launches faster now and combos from light attacks. C is
    slower but combos from hard attacks. Either version will now reflect
    projectiles.
 4. HYAKURETSU BINTA: Yuri's unblockable running grab > multiple slaps. She is
    immune to low physical attacks during the dash.
 5. SHIN! CHOU UPPER: If the first hit misses, Yuri performs a single hit Yuri
    Chou Upper. This combos off light attacks and does a LOT of damage. If
    chained into from a jump-in or an attack canceled late, the 2nd hit may
    miss, resulting in the move doing significantly less damage.

    Default P1 macro: d+B > d+A > (A) Saifa

    Default P2 macro: d+B > d+A > (A) Shin! Chou Upper

-------------------------------------------------------------------------------
 EX MAI SHIRANUI                                                         [Edit]
-------------------------------------------------------------------------------

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

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

 SPECIAL MOVES
 qcf+P                          Kacho Sen                     [M],P
 qcb+P                          Ryuu Enbu                     [M],P,KD,#
 qcb+P in air                   Musasabi no Mai (Kuuchuu)     [M],KD
 charge d,u/uf/ub+P             Musasabi no Mai (Chijou)      [-],#
 hcf+K                          Hissatsu Shinobi Bachi        [M],KD,#
 qcb+K                          Sayo Chidori                  [M],#
 charge d,u+K                   Kagerou no Mai                [M],P,KD,#
 qcf+K in air                   Gen'ei Shiranui               [M],#
  a> Press P when landing       Gen'ei Shiranui: Shimo Agito  [M],KD,#
  b> Press K when landing       Gen'ei Shiranui: Uwa Agito    [O],#

 [DM]
 qcf,qcf+P (can hold)           Hana Arashi                   [M],NR,#
 qcb,hcf+K                      Chou Hissatsu Shinobi Bachi   [M],#

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

 MOVES LOST: Hakuro no Mai, Hishou Ryuu'en Jin, Mizudori no Mai, Hou'ou no Mai

 1. RYUU ENBU: EX Mai's version knocks down.
 2. SAYO CHIDORI: Fan swipe, can negate normal projectiles. Is cancelable into
    the Ryuu Enbu. The move pushes back less now, so you can combo into it and
    the Ryuu Enbu will combo after. This is much faster now, and the B version
    will combo from light attacks.
 3. KAGEROU NO MAI: New move. This is her RBFF version where Mai poses, then a
    pair of flaming mirror images appear by her side to damage and knock down
    opponent on contact. The images also negate normal projectiles.
 4. GEN'EI SHIRANUI: New move. Works similar to Andy's version, with the K
    followup being an overhead.
 5. HANA ARASHI: Can combo off light attacks and cannot be recovery rolled 
    from. You can now hold down the button to have Mai continue dashing until
    she comes in contact with opponent, or when the button is released. Unlike
    in '98, this can now do full (or nearly full) hits against a mid-air
    opponent.
 6. CHOU HISSATSU SHINOBI BACHI: EX Mai's version will now travel diagonally
    upward, working as an anti-air. The D and SDM versions will have Mai roll
    forward first like the regular Hissatsu Shinobi Bachi, while the B version
    DM has her leaping immediately with the flaming elbow strike.

    Default P1 macro: d+C > (D) Sayo Chidori > Ryuu Enbu

    Default P2 macro: D > (A) Hana Arashi

-------------------------------------------------------------------------------
 EX KING                                                                 [Edit]
-------------------------------------------------------------------------------

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

 COMMAND ATTACKS
 df+D                           Sliding Kick                  [L],S

 SPECIAL MOVES
 qcf+K                          Venom Strike                  [M],P,#
 hcb+K                          Tornado Kick                  [M],KD,#
 dp+K                           Trap Shot                     [M],KD,#
 rdp+K (near)                   Moushuu Kyaku                 [U],J,#

 [DM]
 qcf,qcf+P                      Surprise Rose                 [O],#
 qcf,qcf+K                      Double Strike                 [M],P,#      

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

 MOVES LOST: Mirage Kick, Illusion Dance, Silent Flash     

 1. VENOM STRIKE: EX King's version will travel full-screen. King recovers
    before the B version leaves the screen. The projectile also has a 
    different appearance.
 2. TORNADO KICK: This is the KOF'94 version where King flips forward with
    two kicks that knock down. Combos from hard attacks only. If only the
    first kick connects in the corner after a Moushuu Kyaku, you can follow
    with a Trap Shot. Certain characters can crouch under the kicks, and
    unlike in later KOF, this cannot hit until King completes her flip.
 3. MOUSHUU KYAKU: King's '94 hcb+K kick autocombo move, except this is now
    unblockable and juggles opponent. The move has no miss animation, and King
    will continue to perform the entire move if opponent managed to roll out 
    of the way before the first hit connects if used on its own. This can 
    combo off light attacks or the Sliding Kick, but can miss if chained into
    from an attack that didn't hit deep enough.
 4. SURPRISE ROSE: This version is a DM. This can hit on the way up or down,
    and King will perform an autocombo if the diving kick hits. The A version
    dives at a steeper angle, and the autocombo may miss on the way down. This
    combos off light attacks, with the SDM version having invincibility from
    startup till she lands. This will not hit opponent juggled from the 
    Moushuu Kyaku.
 5. DOUBLE STRIKE: This version is a DM and launches faster. Each Strike is
    treated as a DM projectile, so the 1st hit will clash with a DM projectile
    while the second goes on to hit. The SDM version's projectiles are larger,
    but all versions will lose out to other SDM projectiles. The SDM version
    has no difference in speed between button versions. When following up the
    Moushuu Kyaku juggle, use the D version in the open, and (B) in the corner
    for both hits of the DM version to connect.

    Default P1 macro: D (2 hits) > Moushuu Kyaku > (walk forward) > Trap Shot

    Default P2 macro: D (2 Hits) > Sliding Kick > (D) Double Strike

------------------------------------------------------------------------------
 EX RYUJI YAMAZAKI                                                      [Edit]
------------------------------------------------------------------------------ 

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

 COMMAND ATTACKS
 f+A                            Bussashi                      [0-1st],#
 
 SPECIAL MOVES
 qcb+A/B/C (can hold)           Hebi Tsukai                   [M],OTG(C),#
  > hold until released         Daija                         [M],KD,# 
  > D when holding              Hebi Damashi                  [-],#
 dp+P                           Sabaki no Aikuchi             [M],NR,#
 dp+B                           Yakiire                       [O],NR,#
 qcf+P                          Bai Gaeshi                    [M],#
 hcf+K                          Sadomazo                      [-],RV,#
 d,d+B on downed foe            Todome                        [#],OTG,NR,#

 [DM]
 qcf.qcf+P                      Guillotine                    [M],NR,#
 hcb,hcb+P (near)               Drill                         [U],T,NR,#
   1> tap P 0-4x (DM/SDM ver)   Punch Ranbu/Rapid Stomps       - 
   2> tap P 5-8x                Kick Ranbu/Rapid Aikuchi       -
   3> tap P 9-12x               Rapid Pachiki/Rapid Shime Age  -
   4> tap P > 13x               Repeated Hebi Tsukai           -
   5> press ABC (need stock)    Repeated Bai Gaeshi            -
    > tap P as Drill ends       Taunt                          -

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

 MOVES LOST: Sunakake, Bakudan Pachiki

 1. HEBI TSUKAI: EX Yamazaki's version is slower, does not combo from light
    attacks, and does only one hit. The animation resembles the RBFF version
    (his arms are thicker). The C version can OTG opponent, though it won't
    hit from up close. The delay animation is slightly different, and you 
    cannot delay the move for as long as the normal Yamazaki's, as the Daija
    will launch.
 2. DAIJA: When the Hebi Tsukai is delayed long enough, Yamazaki will release
    a 3-hit version that knocks down. All button versions are identical: he 
    does a low, then mid, and finally high Hebi Tsukai. The move is ready when
    Yamazaki says 'Ikuze' 3 times. This will juggle in the corner if all 3
    hits connect.
 3. SABAKI NO AIKUCHI: The animation has been changed to resemble the RBFF
    version: Yamazaki steps foward with a downward slash, and does another
    no-recovery slash only if the move hits. The A version combos off light
    attacks. If done near, but not at the corner, the (C) Hebi Tsukai can 
    combo after. 
 4. YAKIIRE: EX Yamazaki's will combo from light attacks and the Todome will
    combo after.
 5. BAI GAESHI: A version absorbs enemy projectile. You can repeat the command
    anytime later to launch Yamazaki's return projectile (the stored charge 
    lasts for only that round however). The C version is unchanged.
 6. TODOME: Yamazaki's OTG followup from RBFF2: he stomps on opponent twice,
    then kicks them away before laughing maniacally. Yamazaki is invincible 
    while laughing, but opponent wakes up before he recovers, so this leaves 
    him vulnerable if done at the corner. Yamazaki has to be standing over
    a floored opponent to use this.
 7. DRILL: EX Yamazaki has a level 5 version like in RBFF where he throws
    multiple Bai Gaeshi projectiles. To use it, press ABC after hitting level
    4 (he will not glow red here, unlike in RBFF). This costs an extra stock 
    to use. In Extra mode, you can only perform the level 5 version if your
    health is critical. The timing is pretty strict however, and you must
    press ABC before Yamazaki goes into Hebi Tsukai pose. You'll know you got
    it right when another DM flash appears.
 #. You can also automatically get the level 5 Drill by mashing the A,B and
    C buttons once you reach level 3. See the regular Yamazaki's notes to tell
    the difference between Drill levels.
 #. A level 5 DM is only slightly less damaging than a level 4 SDM, but the
    SDM version isn't really worth the extra stock, as it only deals about 10% 
    more damage than the lower level SDM versions. If you're using the Extra 
    Mode gauge however, you might as well go for the level 5 version each 
    time, since it can only be done when your health is critical.

    Default P1 macro: B x2 > d+A > Yakiire > Todome

    Default P2 macro: C > (A) Guillotine > Yakiire (will miss) > Todome

------------------------------------------------------------------------------
 EX BLUE MARY                                                           [Edit]
------------------------------------------------------------------------------

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

 COMMAND ATTACKS
 f+A                                  Hammer arch              [0],#
 f+B                                  Double Rolling           [M/L],#
 df+B                                 Climbing Arrow           [M],#

 SPECIAL MOVES
 qcf+P in air                         M. Spider *              [U],T,NR,#

 qcb+P                                Real Counter             [-],#
   a> hcf+P (near)                    Backdrop *               [U],T,NR 
   b> hcf+K (near)                    Facelock *               [U],T,NR

 dp+K                                 Vertical Arrow           [M],#
  > dp+K                              M. Snatcher              [#],T,NR

 Charge b,f+K                         Straight Slicer          [L],#
  > qcf+K                             Stun Fang                [M],NR,#
 
 charge d,u+K                         Young Dive               [O],#
  > press P                           Dangerous Spider *       [U],T,NR,#
  > press K                           Reverse Kick             [M],#

 d,d+B on downed foe                  Leg Press                [#],OTG

 [DM]
 hcb,hcb+K (near)                     M. Driving Smasher       [U],T,NR

 qcf,qcf+P                            M. Escalation            [-],#
  1> dp+K during Vertical Arrow       Double Snatcher *        [#],T,NR
  2> qcf+K during Straight Slicer     Double Clutch *          [#],T,NR
  3> qcf+K                            Spin Fall                [M],#
   3a> qcf+P during Spin Fall         Double Spider *          [#],T,NR,#
  4> d+P during (*) moves             M. Dynamite Swing        [#],T,OTG,NR

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

 MOVES LOST: Real Backdrop, M. Reverse Facelock, M. Head Buster, Crab Clutch,
 M. Splash Rose, M. Typhoon 

 #. EX Mary is based off a combination of all her RBFF and KOF Maximum Impact:
    Regulation A versions.
 #. Despite the different names, the animations for the Backdrop and Double
    Clutch/Snatcher/Spider are identical to the normal Mary's equivalently
    named moves.
 1. M. SPIDER: EX Mary's version is done in mid-air: Mary will dive diagonally
    downwards with the grab. The A version dives at a shallower angle.
 2. REAL COUNTER: Mary's dodge move from RBFF/KOF'99. Does not attack, but can
    avoid non-throw attacks while she taunts. Either followup can be used
    against a nearby opponent and have identical miss animations.
 #. You can launch the Backdrop directly without getting the Real Counter 
    taunt animation first by motioning hcb,hcb,f+P. You have to be pretty 
    quick about it though. For some reason, you can't do the same using a Kick
    button to get the Facelock however. Special thanks to Carlos Quijas for
    looking into EX Mary's P1 macro to determine the exact command for the
    Backdrop.
 3. STUN FANG: Mary crouches and punches with a tazer. This cannot be used if
    the Straight Slicer was blocked, unlike in RBFF Special. In the corner,
    the Leg Press can combo after. Unlike the regular Mary's Creb Clutch, this
    does not switch sides.
 4. YOUNG DIVE: Mary jumps forward, then crashes down. This is an overhead, 
    and the B version jumps lower. The followups can be used anytime before 
    she lands, even after it hits, though Mary will land before you have time
    to launch a Reverse Kick if you waited for the B version to hit first.
 5. DANGEROUS SPIDER: Is identical to her M. Spider. Both button versions
    are identical.
 6. REVERSE KICK: A knockdown version of Mary's diagonal jumping D. This can
    combo from the D Young Dive. If Mary managed to jump behind opponent, she
    will perform this the other way instead, serving as a cross-up. Both
    button versions are identical.
 7. LEG PRESS: A quick stomp. Mary has to be standing over a knocked down
    opponent to use this, and it can miss if mistimed.
 8. M. DRIVING SMASHER: Mary's P. Power Special from the original RBFF where
    she grabs opponent and does a leaping German suplex (with the Typhoon's
    rose effect instead of the pink lightning splash from RBFF though). The
    SDM version has her performing an identical suplex on the ground first
    before performing the leaping one, and the rose is blue coloured.
 9. M. ESACALATION: Mary's P. Power Special from RBFF2. This does not hit, but
    changes the followup for the Straight Slicer to the Double Clutch, while
    giving access to the Spin Fall and Double Spider followup. When any of 
    her followups connect, you may motion d+P for the Dynamite Swing (this 
    version is a followup-only grab). Once you perform the Dynamite Swing, 
    the mode ends. Otherwise, you can use the other moves as many times as 
    you want until the Escalation's duration wears off. While the Escalation
    is active, all of Mary's actions (including basic movements) will have an
    afterimage trailing behind her. Mary has to complete the startup flash
    to enter the Escalation mode, and if hit out of it, the move's effects
    won't take place. You can combo into and out of the mode startup however.

    Default P1 macro: C (2 hits) > Hammer Arch > Real Counter > Backdrop

    Default P2 macro: C (1 Hit) > Hammer Arch > M. Escalation > d+C > Straight
    Slicer > Double Clutch > M. Dynamite Swing

------------------------------------------------------------------------------
 EX BILLY KANE                                                          [Edit]
------------------------------------------------------------------------------

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

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

 SPECIAL MOVES
 tap A repeatedly               Senpuu Kon                    [M],#
 tap C repeatedly               Shuuten Renpa Kon             [M],#
 hcf+P                          Sansetsu Kon: Chuudan Uchi    [M],#
  > qcf+P                       Kaen Sansetsu: Chuudan Zuki   [M],KD
 qcb+P                          Suzume Otoshi                 [M],KD,#
 dp+K (move b/f in air)         Kyoushuu Hishou Kon           [M],KD/J,#
 qcb+K                          Karyuu Tsuigeki Kon           [M],#

 [DM]
 qcf,hcb+P                      Chou Kaen Senpuu Kon          [M],P,#
 qcf,qcf+P                      Salamander Stream             [M],P,#
 qcf,qcf+K                      Kuren Satsu Kon               [M],P,#

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

 MOVES LOST: Sen'en Sakkon, Suiryuu Tsuigeki Kon, Dai Senpuu

 #. EX Billy has a different taunt animation from the regular version's.
 1. SUZUME OTOSHI: Is aimed diagonally upward, but can hit certain tall 
    opponents who are standing.
 2. KARYUU TSUIGEKI KON: New to EX Billy. This version has Billy performing
    the trigger animation (he segments his staff and does a short combo like
    in RBFF2). (B) combos off light attacks, though it may not get full hits
    when used after a jump-in followed with a hard attack.
 3. SALAMANDER STREAM: Billy's P. Power Special from RBFF2. This move cannot
    be reversed, but only the last hit can actually negate projectiles. This
    will now combo off light attacks.
 4. KUREN SATSU KON: Billy's P. Power Special from the original RBFF where he
    jumps up while spinning his staff in flames. SDM version has him tossing
    a fire wheel diagonally downwards from mid-air (like the Chou Kaen Senpuu
    Kon, but the projectile's damage is very low however). This move cannot be
    reversed.

    Default P1 macro: d+B > B > (B) Karyuu Tsuigeki Kon

    Default P2 macro: d+B > B > (B) Kuren Satsu Kon
   
------------------------------------------------------------------------------
 EX GEESE HOWARD                                                        [Edit]
------------------------------------------------------------------------------

 THROW                    MOVE NAME                           PROPERTIES
 b/f+C/D                  Tate Katate Nage                    [U]
 
 COMMAND ATTACKS
 f+B                      Raikou Mawashi Geri                 [O],#
 df+C on downed foe       Raimei Gouha Nage                   [#],OTG,T,NR

 SPECIAL MOVES
 qcf+A                    Reppuu Ken                          [M],P,#
 qcf+C                    Double Reppuu Ken                   [M],P,#
 qcb+A in air             Shippuu Ken                         [M],P,#
 qcb+C in air             Double Shippuu Ken                  [M],P,#
 hcb+P                    Jaei Ken                            [M],KD/NR,#
 hcb+B                    Joudan Atemi Nage                   [-],RV,NR,#
 hcb+D                    Chuudan Atemi Uchi                  [-],RV,KD,#
 hcb,f+C (near)           Shinkuu Nage                        [U],T,NR

 [DM]
 db,hcb,df+P              Rising Storm                        [M],P,#
 hcb,hcb+P                Rashoumon                           [U],T,NR,#

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

 MOVES LOST: Gedan/Chuudan Atemi Nage, Hishou Nichirin Zan, Deadly Rave 

 1. REPPUU KEN: This version is a ranged projectile. Launches slower than the
    normal Geese's version but can still combo from a single light attack.
    Geese can move shortly after the projectile is thrown.
 2. DOUBLE REPPUU KEN: The 2nd hit is a ranged projectile, which is larger
    than the Reppuu Ken's version. The first hit can negate normal projectiles
    and Geese will continue to throw out the second projectile. This is slower
    to launch than the normal Geese's version, but still chainable from hard
    attacks. EX Geese's version will not knock down, but the projectile can
    hit a jumping opponent, and can serve as an anti-air if timed well.
 3. SHIPPUU KEN: This version is a ranged projectile and clashes with normal
    projectiles. The C version throws two projectiles. There is a slight delay
    before Geese throws out the projectile.
 4. JAEI KEN: EX Geese's version has flame effects on his hands, and does 2
    hits. He will perform both hits for the A version (which combos from light
    attacks) regardless of whether they hit or not. The C version has Geese
    performing a slam that switches sides (essentially the Joudan Atemi Nage's
    trigger animation) if the charge hits.
 5. CHUUDAN ATEMI UCHI: Reverses mid-level normal/command attacks like the
    Chuudan Atemi Nage, but Geese counters with a glowing punch, followed by 
    the 2nd hit of his Double Reppu Ken instead.
 6. RISING STORM: This version is the 'claw' type animation from RBFF2 and
    does not cover the area behind or directly above Geese. On the other hand,
    it covers a larger area in front of him than the normal Geese's version 
    (this version can hit from almost half-screen away). The SDM version is 
    yellow coloured.
 7. RASHOUMON: Unblockable throw; knocks opponent to the far end of the screen
    and can combo off light attacks. The SDM version has Geese performing two
    continuous Raimei Gouha Nage before performing the actual throw.

    Default P1 macro: d+B > d+A > (A) Jaei Ken

    Default P2 macro: d+B > d+A > (A) Rising Storm

-------------------------------------------------------------------------------
 'RIOT OF THE BLOOD' LEONA HEIDERN                                 [ Sub-Boss ]
-------------------------------------------------------------------------------

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

 SPECIAL MOVES
 charge d,u+P               Moon Slasher                      [M],KD,#
 charge b,f+P               Baltic Launcher                   [M],P,J,#
 charge b,f+K               Grand Saber                       [M],KD,#
  > f+D during D version    Gliding Buster                    [M],KD,OTG,#
 charge d,u+K               X-Caliber                         [M],P,KD,#
 qcb+P                      I-Slasher                         [M],P,KD,#

 [DM]
 qcf,hcb+P in air           V-Slasher                         [M]
 qcf,qcf+P                  Gravity Storm                     [M],#
 qcb,hcf+K                  Rebel Spark                       [M],#

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

 MOVES LOST: Strike Arch, Earring Explosive

 #. ROTB Leona is not playable in the arcade version. In the PS2 version,
    she can be selected (if already unlocked) by holding Select over Leona
    and pressing an attack button.
 #. ROTB Leona's moves are identical to the regular Leona's, but she has a 
    different dashing animation, moves much faster and does more damage.
    Her attack speed is unchanged however.
 #. ROTB Leona can dash under mid-level normal projectiles.
 1. MOON SLASHER: ROTB Leona's version has significantly higher priority, and
    is far less likely to trade hits against jumping attacks compared with the
    regular Leona's in a similar situation.
 2. GRAND SABER: The B version can hit a floored opponent. Neither version
    is chainable, unlike normal Leona's.
 3. X-CALIBER: is Leona's 96/97 version where she will slash out in mid-air
    regardless of whether it hit or not. As with the normal Leona's version,
    the move cannot be reversed. This move has longer range than it looks,
    and can still hit even if Leona was hit. The move can hit past projectiles
    (even DMs), but does not negate them.
 4. I-SLASHER: ROTB Leona's version negates normal projectiles. She recovers
    faster and can move immediately after throwing out the projectile.

    Default P1 macro: d+A x2 > Moon Slasher

    Default P2 macro: D (2 Hits) > (B) Rebel Spark

------------------------------------------------------------------------------
 'RIOT OF THE BLOOD' IORI YAGAMI                                  [ Sub-Boss ]  
------------------------------------------------------------------------------ 

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

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

 [DM]
 qcf,hcb+P              Kin 1211 Shiki: Ya Otome       [M],#
 qcb,hcf+P              Ura 108 Shiki: Ya Sakazuki     [M],P,#

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

 #. ROTB Iori is not playable in the arcade version. In the PS2 version,
    he can be selected (if already unlocked) by holding Select over Iori
    and pressing an attack button.
 #. ROTB Iori's moves are identical to the regular Iori's, but he moves much
    faster and does more damage. His attack speed is unchanged however.
 #. ROTB Iori has a lower jump ceiling than the normal Iori, but he hops and
    jumps further. His crouching B is cancelable.
 #. ROTB Iori does not have the Tsumagushi, and his Kuzukaze command is the
    same as Iori's from '96/97.
 1. YUMEBIKI: The first hit is much faster than the regular Iori's version, so
    you have to cancel it faster as well, which makes canceling into the Ya
    Otome pretty difficult.
 2. AOI HANA: ROTB Iori's 3rd input knocks opponent further back (more so
    with the A version) than the normal Iori's version. The 1st and 2nd inputs
    have more range than regular Iori's, while the 3rd input has less.
 3. KUZUKAZE: Has no miss animation, and combos from hard attacks, unlike the
    regular Iori's. If cornered, you can combo a close C into this, then
    repeat to bring opponent out of the corner like in '97.
 4. YA OTOME: The SDM version's speed is identical to the DM version (Iori
    does not rear back and roar first, unlike the regular Iori's SDM). The
    DM version will only do damage on the last hit.
 5. YA SAKAZUKI: ROTB Iori's DM version deals gradual damage and holds
    opponent in place for the same duration as the SDM version.

    Default P1 macro: C > Yumebiki (1 hit) > (C) Aoi Hana

    Default P2 macro: d+B x2 > Yumebiki (1 Hit) > (C) Ya Otome

------------------------------------------------------------------------------
 OMEGA RUGAL                                                      [Final Boss]
------------------------------------------------------------------------------

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

 COMMAND ATTACKS
 f+B                            Double Tomahawk                [O],S,#
 
 SPECIAL MOVES
 qcf+P (air, can hold)          Gravity Smash                  [M],P,KD,#
 hcb+P                          Vanishing Rush                 [M],KD/J(C),#
 qcf+K                          Dark Barrier                   [M],P,KD,#
 dp+K                           Genocide Cutter                [M],KD,#

 [DM]
 qcf,hcb+P                      Gigantic Pressure              [M],T,NR
 qcf,qcf+P                      Rugal Execution                [M],NR,#
 qcf,qcf+K                      Destruction Omega              [M],#
 
        Cancel chart      A          B          C        D    
        -------------------------------------------------------
        Standing near    [M]/-/c    [M]/-/c    [M]/c/c  [M]/c/-    
        Standing far     [M]/r/-    [M]/-/c    [M]/c    [M]/-
        Crouching        [M]/r/c    [L]/r/-    [M]/c    [L]/c
        Vertical jump    [O]/-      [O]/-      [O]/s    [O]/s
        Diagonal jump    [O]/-      [O]/-      [O]/s    [O]/s

 MOVES LOST: Reppuu Ken, Kaiser Wave, God Press, Dead End Screamer

 #. Omega Rugal isn't playable in the arcade version. He is available by
    default in the PS2 version and can be selected by holding Select over
    Rugal and pressing an attack button.
 1. GRAVITY SMASH: Hold down the P button to keep Rugal within the shield. The
    shield negates normal and most single hit negatable DM projectiles, and
    you can continue to throw out the projectile. The projectile clashes with
    some single hit DM projectiles. The aerial version combos off Rugal's 
    jumping hard attacks, with the projectile travelling diagonally downwards
    (A has a shallower angle than C). On a Counter Hit, the shield can either
    hit twice directly (when P is held down), or hit once and combo into the
    projectile. The C version's projectile travels faster now. You can combo
    into the shield from a close D or Double Tomahawk.
 2. VANISHING RUSH: A version combos from light attacks. The C version only
    combos off a close D or Double Tomahawk, but can hit opponent jumping or
    rolling behind him. This move cannot be reversed, but can't go past 
    projectiles, and Rugal can still be hit out of it with physical attacks
    even when he has vanished. This does loads of damage, be it hitting or 
    chipping. The C version will now juggle opponent. At the right distance
    (somewhere around your round start distance from opponent), you can even
    juggle with the (B) Genocide Cutter twice before finishing with a Gigantic
    Pressure or Destruction Omega.
 3. DARK BARRIER: Identical to the playable Rugal's version, except it does
    significantly more damage.
 4. GENOCIDE CUTTER: Omega Rugal's version does an extra kick to do 3 hits in
    total and significantly more damage than the normal Rugal's. If the 1st
    kick hits, but the second missed (such as when the B version was used
    against a jumping opponent), the move will juggle. The hit area for the
    move is modified so that the move will usually do all 3 hits against a
    jumping opponent however, so it's harder to juggle with this unless you
    set it up from a (C) Vanishing Rush.
 5. GIGANTIC PRESSURE: Omega Rugal's version does far more damage than the
    normal Rugal's, and recovers much faster if blocked.
 6. RUGAL EXECUTION: Cannot be reversed. The A version DM will now combo from
    hard attacks or a Double Tomahawk.
 7. DESTRUCTION OMEGA: Launches very quickly and can combo off light attacks.
    This can catch a juggled opponent, but you have to hit with the tip of
    Rugal's glove to connect in such a case (if used closer, it won't hit).

    Default P1 macro: C (2 hits) > Double Tomahawk (1 hit) > (A) Vanishing 
    Rush

    Default P2 macro: C (2 Hits) > Double Tomahawk (1 Hit) > Destruction Omega

------------------------------------------------------------------------------
 GOENITZ aka "Goenitz The Wildly Blowing Wind"                    [Final Boss]
------------------------------------------------------------------------------

 THROWS                         MOVE NAME                      PROPERTIES
 b/f+C (near)                   Meifu no Mon                   [U],NR
 b/f+D (near)                   Soukatsu Satsu                 [U],NR

 COMMAND ATTACKS
 f+A                            Uranagi                        [M],S,#

 SPECIAL MOVES
 hcf+A/B/C/D                    Yonokaze                       [M],P,KD,OTG,#
 qcb+A                          Wanpyou Tokobuse               [M],KD,#
 qcb+C                          Wanpyou Mametsu                [M],KD,#
 qcb+K                          Hyouga                         [-],#
 hcb,f+K                        Shin Kototsuki Souga           [M],NR,#

 [DM]
 hcb,hcb+P (near)               Yamidoukoku                    [U],T,NR
 qcb,hcf+P                      Shin Ya Otome: Mizuchi         [M],#
 qcb,hcf+P (SDM version)        Shin Ya Otome: Jissoukoku      [M],#

        Cancel chart      A          B          C        D    
        -------------------------------------------------------
        Standing near    [M]/-/-    [M]/r/c    [M]/c    [M]/c    
        Standing far     [M]/-/c    [M]/-/-    [M]/-/-  [M]/-/-
        Crouching        [M]/-/c    [L]/-/-    [M]/c    [L]/-
        Vertical jump    [O]/-      [O]/-      [O]/-    [O]/-
        Diagonal jump    [O]/-      [O]/-      [O]/-    [O]/-
 
 #. Goenitz isn't playable in the arcade version.
 #. You can increase the damage of the Soukatsu Satsu by mashing the buttons
    rapidly.
 #. Goenitz's basic throws do far more damage than usual, making him the only
    exception to the rule of all basic throws doing the same damage in UM.
 #. Goenitz has a new jumping CD animation.
 #. Goenitz now has close animations for his A and D attacks. Strangely, his
    close A is not cancelable, but far A is.
 #. Goenitz can dodge some low attacks with his far standing D, but not
    floor-level projectiles.
 #. Goenitz can dash under most mid-level normal projectiles (not DMs though)
    during a normal dash or the Shin Kototsuki Souga, though King's (either
    version) Venom and Double Strike can hit him for some reason.
 1. URANAGI: New command attack; Goenitz doea a cancelable backhand strike.
    This can combo from light attacks.
 2. YONOKAZE: Goenitz summons a column of wind. The location depends on the
    button used, with A being directly in front of Goenitz and D being almost
    full-screen distance. This can now hit a floored opponent. Due to its size
    , the tornado can only be rolled past while running and cannot be jumped
    over. This will now clash with normal projectiles, and DMs will negate it
    to hit Goenitz.
 3. WANPYOU: Goenits gestures an arm forward, and wind slices out of it
    similar to Vice's Outrage. The A version is aimed forward, while C goes
    diagonally upward. The C version can now hit an opponent on the ground if
    they were nearby. The A version can now be chained into, and both will no
    longer push opponent away with each hit and now knocks down at the end. 
    This builds a ridiculous amount of stock upon hitting.
 4. HYOUGA: Goenitz vanishes in a gust of wind, then dashes/jumps (B/D) 
    forward. He is completely invincible as he vanishes, but is vulnerable as
    he reappears, just before he stops.
 5. SHIN KOTOTSUKI SOUGA: New move; Geonitz dashes up to opponent, claws
    them, then lifts them up by the face as a Yonokaze engulfs opponent and
    knocks them away. Does severe damage, and you can follow with a Yonokaze.
    This combos from light attacks.
 6. YAMIDOUKOKU: Goenitz grabs opponent's head with one hand, then summons a
    tornado to engulf opponent. This is unblockable and now has a miss
    animation. The SDM version's tornado is amber coloured.
 7. SHIN YA OTOME: The A version travels straight forward, while Goenitz jumps
    during the C version, which can function as an anti-air. Launches very
    quickly and can now be chained into. The A version can go under mid-level 
    projectiles once Goenitz is hunched forward, while the C version can jump
    past floor-level ones. Goenitz is fully invincible as he vanishes at the 
    start of the SDM version, but only the (A) version can be chained into, 
    and only from a single hard attack. The DM versions can combo off light 
    attacks or the Uranagi, but are vulnerable to physical attacks during the
    startup flash.

    Default P1 macro: d+C > Uranagi > Shin Kototsuki Souga

    Default P2 macro: B x3 > Uranagi > (A) Shin Ya Otome

------------------------------------------------------------------------------
 OROCHI                                                           [Final Boss]
------------------------------------------------------------------------------

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

 SPECIAL MOVES            
 qcf+A                    Harae                                [M],P,#
 qcf+D                    Tadasu                               [-],#
 hcb+A/B/C/D              Honosusori                           [M],P,KD,OTG,#
 qcf+B/C                  Utsushi Iwai                         [-],RV,KD,#
 dp+K                     Ukei                                 [M],KD,#

 [DM]
 qcf,qcf+P                Oomiwa                               [M],P,#
 qcf,qcf+K                Marukare                             [U],#

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

 #. Orochi has 2 win poses (he had 3 in '97), but it seems they are 
    determined randomly.
 #. Orochi isn't playable in the arcade version.
 #. Orochi has a slightly reworked pre-fight animation and Chris no longer
    appears in it.
 #. Orochi has no far animations for all of his standing attacks. All of his
    ground attacks are cancelable and empty (whiff) cancelable.
 #. Orochi now has SDM versions of his DMs, and will now benefit from being
    in MAX mode.
 #. Orochi now has a crouching animation, and new animations for his D and
    crouching attacks and MAX mode activation.
 1. HARAE: Orochi tosses several black discs forward that cannot be negated.
    Does severe damage and negates any negatable projectile in the game, 
    including (S)DMs. If it hits at a distance, Orochi recovers quick enough
    to perform the Oomiwa after. It may do less hits against a mid-air
    opponent.
 2. TADASU: Anti-projectile move. There is no visual indicator for this move,
    but if done when a projectile is very close to Orochi, he returns a 
    projectile of his own. The return projectile is fairly slow, negatable and
    does little damage, but juggles opponent. Note that this move cannot hit 
    by itself, and the return projectile won't appear if Orochi was hit. This
    cannot return multi-hitting projectiles like the Haoh Shokou Ken SDM, but
    because it recovers so quickly, you can launch this multiple times to 
    return multiple projectiles like King's Double Strike or Mai's Mizudori no
    Mai.
 #. If you canceled a hard attack into the Tadasu from up close, Orochi 
    recovers quickly enough to combo with another hard attack, as his Player 2
    macro shows.
 3. HONOSUSORI: Orochi creates a column of energy (location depends on the 
    button used, with A being closest to him and D furthest). The column 
    cannot be negated, knocks down and negates any negatable projectile in the
    game, including (S)DMs. The columns launch much faster now (the pause on
    startup is gone) and the move does more damage as well. It can also OTG
    opponent, though it requires better timing than Goenitz's Yonokaze as the
    column only appears for a brief period.
 4. UTSUSHI IWAI: Orochi points a finger forward. If it meets a physical 
    attack, a white disc appears on his fingertips and shatters, knocking down
    opponent. B is pointed forward and counters mid-level attacks only, while
    C is aimed diagonally upward and reverses special moves/DMs or jumping and
    high-level attacks. Neither version can reverse low attacks.
 5. UKEI: Orochi's old standing D animation now reworked to serve as an 
    anti-air similar to Rugal's Genocide Cutter, except Orochi does not leave
    the ground. Does severe damage on a Counter Hit. (B) combos off light
    attacks. This will knock opponent to the far end of the screen.
 6. OOMIWA: Orochi raises and crosses his arms as bright white light fills the
    screen. He is completely invincible while the light is on-screen. This can
    hit at any distance and cannot be rolled past. This launches faster than 
    in '97, with the SDM version doing more hits. The move does significantly
    less damage if it hits a mid-air or juggled opponent.
 #. The SDM Oomiwa can do 100% damage under certain circumstances. I don't 
    know what the exact conditions are, but this can happen on a Counter Hit,
    or against a rolling opponent.
 7. MARUKARE: Orochi sucks opponent in, and upon contact, stabs his hand into
    opponent, pulls out a blue ball of energy from their chest and crushes it.
    This is unblockable and cannot be rolled past, but has no invincibility.
    The SDM version has the blood skull pillar effect seen during Mature, Vice
    and Rugal's SDMs as Orochi crushes the orb.

    Default P1 macro: d+B x2 > (B) Ukei

    Default P2 macro:  C > Tadasu > C > Oomiwa

==============================================================================
 5) MISCELLANEOUS
==============================================================================

 ADDITIONAL INFORMATION
 
 Select character colour schemes
 - Each character now has eight colour schemes; one for each attack button,
   and four new ones accessed by pressing AB, AC, BC or CD when selecting
   your character.

 Select win pose
 - Each normal/EX character has four win poses, and holding down an attack
   button after winning a match determines the pose you get. The Orochi Team,
   ROTB Iori and Omega Rugal have only one win pose. Orochi and ROTB Leona
   have two win poses, but Orochi's win poses are determined by random.

 Special intros
 - Certain versus combinations result in a different opening pose for one or
   both characters. This usually applies for team members fighting each other,
   though other combinations exist. Some combinations are:

   Kyo vs Iori/Benimaru/Shingo/Saisyu/Chizuru
   Benimaru vs any female character
   Iori vs Yashiro/Billy/Eiji/Chizuru/Orochi
   King vs Joe/Ryo
   Terry vs Geese/Mary/Andy
   Geese vs Andy/Billy
   Krauser vs Kim/Billy/Mai/Terry/Andy/Joe/Geese/Ryo/Rugal
   Andy vs Mai
   Robert vs Kensou
   Takuma vs Ryo/Robert/Yuri
   Heidern vs Rugal/Leona/Ralf/Clark
   Kasumi vs Ryo/Robert/Yuri/Takuma
   Mr. Big vs Ryo/Robert/Takuma
   Kim vs Iori/Yashiro/Chris/Shermie/Yamazaki/Rugal/Billy/Orochi/Goenitz/Geese
   Chizuru vs Yashiro/Chris/Shermie/Orochi/Goenitz/Vice/Mature/Rugal/Yamazaki
   Rugal vs Saisyu/Mature/Goenitz/Chris
   Saisyu vs Vice
   Yashiro/Chris/Shermie vs Lucky/Brian/Yamazaki/Goenitz
   Orochi vs Goenitz/Yashiro/Shermie
   
 * EX characters, Orochi Yashiro/Shermie/Chris and Omega Rugal will get the
   special intros and endings but Riot Of The Blood Iori and Leona will not.

 Special team endings
 - Using certain team combinations will result in a special picture displayed
   after the staff roll. They are:

   FROM '98                                  NEW TO '98UM
   Kyo/Terry/Ryo                             Geese/Krauser/Mr. Big
   Kyo/Iori/Chizuru                          Andy/Mai/Eiji
   Kyo/Saisyu/Shingo                         Iori/Eiji/Billy
   Kyo/Saisyu/Chris                          Heidern/Ralf/Clark
   Shingo/Benimaru/Goro                      Ryo/Robert/Takuma
   Yashiro/Chris/Yamazaki                    Eiji/Kasumi/Mr. Big
   Shermie/Mature/Vice                       Kasumi/Leona/Athena
   Rugal/Mature/Vice                         Iori/Yamazaki/Yashiro
   Chris/Kensou/Shingo                       Kasumi/Mai/King
   Athena/Yuri/Mai                           Yamazaki/Mature/Vice
   Takuma/Ryo/Yuri                           Mr. Big/Choi/Chang
   Chin/Chang/Choi                           
   Ralf/Lucky/Blue Mary                      PS2 ONLY
   Ralf/Brian/Chang                          Orochi/Goenitz/Rugal
   Terry/Clark/Lucky                         Orochi/ROTB Leona and Iori *
   Heidern/Leona/Ralf
   Yuri/Goro/Joe
   Billy/Chang/Joe
   Kim/Takuma/Saisyu
   Shingo/Mature/King
   Benimaru/Andy/Robert
   Robert/Kensou/Choi
   
 * Yes, you MUST use the ROTB versions of Iori and Leona. This is the only
   exception in the game, and all other combinations involving Leona or Iori
   are obtained using the normal versions.
  
------------------------------------------------------------------------------
 VERSUS CPU NOTES
------------------------------------------------------------------------------

 - After facing 3 teams, you will be challenged by a sub-boss. Who you fight
   depends on your actions against the 3 teams you fought earlier.

   1) Rugal Bernstein: Score all 9 (S)DM KOs, and win all 3 rounds straight
      (without losing a character).
   2) Riot of The Blood Iori/Leona: Score 6-8 (S)DM KOs. You must win all 3
      rounds straight. Whether you fight Iori or Leona is determined by 
      random.
   3) Kasumi/Eiji: Score between 3-5 (S)DM KOs or fail to get the straight
      matches. Again, it's randomly determined whether you face Kasumi or 
      Eiji.
   4) Shingo: Score between 0-2 (S)DM KOs.

 - After the sub-boss, you will fight one more match against the CPU before
   fighting the boss team and final boss.

   1) Orochi Team & Orochi: Score 6 or more (S)DM KOs throughout the game. 
      You will automatically pass this criteria if you fought the Riot of 
      The Blood characters or Rugal.
   2) 96' Bosses Team & Goenitz: Score between 3-5 (S)DM KOs throughout the
      game.
   3) Iori/Oyaji/USA Sports Team & Omega Rugal: Score less than 3 (S)DM KOs
      throughout the game.
 
 - Like in '97, you will face Chris first, then Shermie, and finally Yashiro
   when fighting the Orochi Team.
 - There are no boss intro scenes, nor is there an ending after you beat the
   boss (not even Omega Rugal's intro and ending scene from '98 is shown).
 - The AI routines in '98UM are different from '98. The game AI isn't
   necessarily more difficult (it's actually pretty dumb even at highest
   setting), but most of the old patterns the CPU had in '98 are gone.
 - Unlike in '98, the CPU will fight in all 3 modes. This is determined
   randomly.
 - Omega Rugal, Goenitz and Orochi take far less damage than usual.

------------------------------------------------------------------------------
 GLITCHES AND BUGS
------------------------------------------------------------------------------

 Unblockable projectiles
 - Yes, the old '98 bug is still here. This can be done by any character who
   has a projectile and command throw (be it ranged or close, so long as it
   is unblockable and is capable of missing). Simply throw a projectile
   against a character who is waking up after a knockdown, then motion your
   command throw to make it unblockable. You can also do this with a teleport
   move if your character has one. The CPU will now exploit this bug too. :)

 Iori's Kuzukaze infinite
 - Iori can perform an infinite combo new to 98 UM by dashing forward with a
   a standing/crouching A after a Kuzukaze connects and repeating it, similar
   to his '96 close C > Kuzukaze infinite.

 Heidern's Moon Slasher glitch
 - Heidern's old Moon Slasher bug remains in UM: if you miss with a Moon
   Slasher, the next Storm/Kill/Final Bringer you perform will drain noticably
   more health than usual (assuming you didn't hit with another Moon Slasher
   before connecting with the Storm/Kill/Final Bringer, that is).

 Brian's Galaxy Cyclone glitch
 - Brian's Galaxy Cyclone normally chips once if blocked, but if used when
   Leona's I-Slasher is out, the move will chip far more times than usual if
   blocked, though it will still only hit once.

 EX Geese's Rising Storm glitch
 - If your character runs right into EX Geese as he performs a Rising Storm,
   they will push Geese away from the 'claw' and the move will not hit. In 
   the corner, Geese will remain where he is, but the Rising Storm still 
   won't hit. This works for almost every character, with the exceptions being
   Benimaru, Goro, Yuri, Kensou, Chizuru, King, Chang, Chris, Yamazaki, 
   Heidern, Heavy D!, Brian, Goenitz, Krauser and Mr. Big. You can find a
   video of this bug here: http://www.youtube.com/watch?v=1I7N0jad-j0

------------------------------------------------------------------------------
 GLOSSARY
------------------------------------------------------------------------------

 Here is an advanced move property glossary:

 AIR BLOCK
 In 98, you can block in mid-air. Moves that can be air blocked are:
 - Any normal projectile.
 - Any jumping normal/command attack.
 - Any ground special move that takes the character off the ground, like Kyo's
   R.E.D Kick and 75 Shiki Kai.

 Moves that cannot be air blocked are:
 - Any (S)DM, including aerial ones.
 - Any anti-air throw.
 - Any standing/crouching normal/command attack, including some sweeps.
 - Special moves that do not go off the ground, like Kyo's Dokugami and
   Leona's Moon Slasher.
 - You cannot air block at the beginning of a jump/hop, and as you land.

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

 AUTOGUARD
 Moves with autoguard can block incoming attacks during certain frames of 
 their animation. An example will be Kyo's Aragami as he steps forward: if
 he meets a projectile or physical attack, he will automatically block it and
 continue withe the punch. You will still take blocking damage from special
 moves however. While you can autoguard moves that do multiple hits, the
 autoguard frames may end before it's finished blocking the entire attack, 
 so you may end up taking the remaining hits. Autoguard moves can block 
 normally unblockable physical attacks like Ralf's Galactica Phantom, and you
 will not take any chipping damage from doing so.

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

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

 GUARD CRUSH
 Guard Crush happens when a character blocks too much until their Guard Meter 
 is depleted; the character will be stunned for a moment when they block.
 There is no indicator for a Guard Crush in 98 UM. Some moves like Kyo's Mu
 Shiki DM and Takuma Moh Koh Burai Gan will automatically Guard Crush a
 blocking opponent.

 INVINCIBILITY
 Moves that have invincibility mean physical and projectile attacks will miss
 against them. Certain moves have full invincibility, while others may be only
 immune to low or high attacks. Most moves with invincibility are not immune
 to throws, though Goro's Chou Oosotogari is an exception. Physical attacks
 with invincibility can still be reversed however.

 MAXIMUM (MAX) MODE
 MAX mode is done by pressing ABC when you are fully charged in Extra Mode
 or have at least one stock bar in Advanced Mode. While in MAX mode, your
 character will be glowing yellow, during which they do more damage. Do note
 that in MAX mode, normal and command attacks may push opponent further back
 than usual, therefore preventing some combos that would be possible normally.

 PROJECTILES
 Projectile moves are not considered physical attacks, and cannot be countered
 by most reversal moves, although certain moves can reflect or absorb them.
 Normal projectiles generally clash with each other (there are some normal
 projectiles that cannot be negated), while DM projectiles will negate normal
 projectiles. Certain DM projectiles will clash with other DM projectiles, 
 while others are not negateable and will defeat them. 

 Moves that classify as negatable (S)DM projectiles are:
 Athena's Psycho Ball Revolution, Ryo/Robert/Yuri's Haoh Shokou Ken, Takuma's
 Haoh Shikou Ken, Rugal/Krauser's Kaiser Wave, Billy's DM Chou Kaen Senpuu
 Kon, Yamazaki's Bai Gaeshi return projectile, EX King's Double Strike, Omega
 Rugal's Gravity Smash

 Some projectiles that cannot be negated are:
 Terry's Power Geyser (and the actual geyser during the High Angle Geyser),
 Joe's Screw Upper, Heavy D!'s D. Magnum, Orochi Yashiro's Hoeru Daichi and
 Orochi's Harae, Honosusori and Oomiwa.

 QUICK DODGE
 If you are using Extra Mode, or opt to use dodges in Ultimate mode, you can
 perform a Quick Dodge if your attack hits or is blocked. This requires stock
 unless you are in MAX mode using the Extra Mode gauge, of which it will
 reduce your remaining MAX gauge by half instead. Unlike a Quick MAX, you can
 only Quick Dodge from normal and command attacks, and only gound-based ones.
 Unlike a Quick MAX however, you are canceling whatever remaining frames of
 the move you Quick Dodged from, so this allows you to cancel normally
 uncancelable attacks like Kyo's 88 Shiki and combo after with a Dodge Attack.

 QUICK MAX (EXTRA GAUGE ONLY)
 If you are using Extra Mode, or the Extra gauge in Ultimate Mode, you can
 go into MAX mode instantly while attacking, allowing you to avoid the usual 
 vulnerability period from a normally activated MAX mode, while giving you
 the opportunity to extend your combo. You need to be fully charged to use the
 Quick MAX. The criteria for using the Quick MAX are:

 - You can only Quick MAX from physical attacks. That means no throws, 
   moves that do not hit (like dashes) or projectiles.
 - Your attack must hit or be blocked, but you can Quick MAX in mid-air.
 - You have to Quick MAX as the move connects, not anytime before or after.
   This means you cannot Quick MAX during the gap between hits for multiple
   hit moves.
 - With some physical moves that end with a throw, like EX Geese's (C) Jaei
   Ken or Kyo/Iori/Goenitz's 'Kototsuki' moves, you have to Quick MAX on the
   connecting hit, before the respective character does the throw.
 - In order to benefit from the speedier recovery, you have to Quick MAX on
   the last hit for multi-hit moves. Quick MAXing during the earlier hits have
   no effect on its recovery time.

 Note that unlike KOF 2002's Quick MAX activation, this version does NOT
 cancel the remaining frames of your attack animation and reset you to neutral
 stance, so you can't actually restart your combo the way you could in 2k2. 
 You do recover faster from the move you Q. MAXed with however, which can 
 allow for combo situations that wouldn't be possible normally.
 
 REVERSALS (COUNTER MOVES)
 Reversals are passive moves that do not attack on its own (though Kyo's Nue
 Tsumi and Shingo's Tsuki Hiji are exceptions). However, if a reversal move
 is struck by a physical attack within certain animation frames, the character
 will 'catch' the incoming attack and launch a counter-attack of their own.
 If a reversal fails to catch an attack, which happens when done too early or 
 late or when used against the wrong type of attack, the character attempting
 the reversal will take Counter damage. Not all reversals have the same 
 timings: Blue Mary's Head Buster can reverse attacks on startup, while 
 Heidern's Kill Bringer only reverses attacks after his hand is extended. 
 Reversals are not subject to a move's invincibility or autoguard frames and
 if a reversal can counter special moves, it also works against unblockable 
 physical attacks.

 THROWS
 Throws cannot be reversed, and will not do Counter damage. All special throws
 cannot be escaped from, though opponent can mash the buttons during Shermie's
 SDM Shermie Flash to escape sooner. Most throws can only hit a grounded 
 opponent, and some anti-air throws can only hit a mid-air opponent. Most, but
 not all special throws cannot be recovered from if they knock down. Any
 unblockable throw move, be it close or ranged cannot be rolled past. Ranged
 unblockable throw moves are usually immune to low physical attacks (but not
 floor-level projectiles). Unlike in later games, you can Throw Escape using
 any button. Throws do not add to the hit counter in 98UM.

 TRIANGLE JUMP
 Athena, Mai and Choi can triangle jump by jumping towards either edge of the
 screen, then jumping off in the opposite direction. This means, if you jumped
 backwards, push uf at the screen edge, and if you jumped forward, push ub 
 instead. You character will stop at the screen's edge, then hop off in the 
 opposite direction. You can only use a triangle jump if you  didn't make an
 attack while jumping, but you can attack following a triangle jump. You do not
 have to be at the corner to use a triangle jump: this can be done as long as
 your character can reach the screen's edge.

------------------------------------------------------------------------------
 PS2 VERSION NOTES
------------------------------------------------------------------------------

 The Playstation 2 version of KOF'98UM comes with extras not found in the
 arcade version. Some of the extra features are:
 - Single mode.
 - Endless Survival mode. Defeat at least 64 opponents (the entire game
   roster), and you will unlock part of the gallery.
 - Practice mode.
 - A picture and video gallery.
 - Colour edit.
 - Challenge Mode. Complete all 30 challenges and you will unlock everything
   in the gallery, as well as all the bosses if you haven't already done so
   in Arcade Mode.
 - An arranged soundtrack. You can toggle between the arcade and arranged 
   music in the Options screen.
 - The option to use the default 3D backgrounds in UM or the original 2D
   backgrounds from '98 and previous games.
 - The original KOF'98 (NeoGeo Mode).
 - New team ending pictures for the PS2-only teams.
 - Online play (in Japan only).

 Unlock Goenitz, Orochi, Riot of The Blood Leona and Iori
 - To unlock the bosses, beat them in Arcade Mode and they will be available
   for use the next time you start a new game. Alternately, complete Challenge
   Mode to unlock all the bosses.

 Random Mode select
 - During Mode selection, hold down Select to randomly determine your mode
   before each battle.

 Random select
 - Hold down L1 at the character select screen, and the cursor will move
   around randomly, or hold down R1 to randomly select one the default teams.
   You can only use the team random if you haven't picked a character yet.
 - In the Options screen, you have the option to filter out bosses and the 
   returning characters ('96 Bosses Team, Eiji and Kasumi) from the Roulette.
 - If the 'Same Character' option is turned on, the Roulette will work 
   accordingly as well and may give you identical characters.

 EX/Alternate character select
 - In the PS2 version, alternate/EX characters are selected by holding down
   the Select button instead.

------------------------------------------------------------------------------
 PS2 CHALLENGE MODE
------------------------------------------------------------------------------

 Here is a description of the 30 challenges found in Challenge Mode. The
 challenges are spread out over 4 rows. Completing one row unlocks the other,
 although you only need to complete 6 challenges in row 3 to unlock row 4.

 NOTE: On challenges where you can select your character, you can pick the
 EX characters or the Orochi Team, but the bosses are disabled.

 #. You will automatically fail a challenge if you run out of time.

 Very special thanks to the people at the Orochinagi forums for the various
 tips and tricks for clearing the challenges.

 Completing Challenge Mode will unlock all the bosses and the pictures and
 videos in the gallery, as well as 4 exclusive combo videos (the combos are 
 very impressive, although some of them are practically impossible in a normal
 match). Finally, completing Challenge Mode unlocks the 'Same Character' 
 option in 'Battle Settings. This allows you to use a character more than 
 once in your team, so you can have normal and EX versions of the same 
 character together in the same team.

                                     ROW 1
------------------------------------------------------------------------------
 CHALLENGE 1
 Requirement: Throw Escape Kyo 5 times using anyone.
 Note: Kyo will walk forward and attempt to throw you.

 CHALLENGE 2
 Requirement: Using Kyo, Guard Cancel Blowback Attack (CD) Terry 5 times.
 Note: Terry will perform his Burning Knuckle repeatedly.

 CHALLENGE 3
 Requirement: Using anyone, Fallbreaker (AB when knocked down) 5 times against 
 Goro.
 Note: You cannot move or attack. Goro will sweep you, then perform a Kirikabu
 Gaeshi (hcf+C), which will hit if you fail to recovery roll.  

 CHALLENGE 4
 Requirement: Using anyone, defeat Leona.
 Note: Leona will roll forward continuously. Basic and special throws will not
 connect.
 #. An easy way of beating this challenge is picking Billy and simply mashing
 the A or C buttons. This works for EX Joe or Chang as well.

 CHALLENGE 5
 Requirement: Using anyone, Guard Cancel Emergency Evade (AB) from Yamazaki's
 (C) Hebi Tsukai 5 times.
 Note: You must roll forward. Backward rolls do not count.

 CHALLENGE 6
 Requirement: Defeat Iori using anyone.
 Note: Iori will Guard Cancel Blowback Attack (CD) your attacks. All throws
 will miss, and any other unblockable attacks are made blockable (so no
 Galactica Phantom). You have unlimited stocks.
 #. An easy way to beat this challenge is to use EX King and abuse her Double
 Strike SDM.

 CHALLENGE 7
 Requirement: Using Iori, combo into a command attack, then cancel into a 
 special move against Andy.
 #. Simply do a close C > f+A > qcb+C and you'll clear this challenge. Or just
 use his default macro if you're lazy. :P

 CHALLENGE 8
 Requirement: Using Eiji or Kasumi, defeat Yuri, Robert, Ryo and Takuma.
 Note: Yuri, Robert and Ryo are the EX versions. Your stock will carry over
 between battles. The timer is set at unlimited, so you must defeat all
 opponents by KO.

                                     ROW 2
------------------------------------------------------------------------------
 CHALLENGE 9
 Requirement: Using anyone, perform a hop-in combo linked into a command
 attack and a special move against Benimaru.
 #. An easy example is hop D > close C > f+A > hcb+P with Chris or Yashiro.

 CHALLENGE 10
 Requirement: Using anyone, Guard Crush Clark and hit him while he's stunned.
 Throws and unblockable attacks are disabled.
 #. Iori's standard combo (hop A/B/C/D > close C > f+A > qcb+P 3x) should 
 Guard Crush somewhere in between the hits after enough times.

 CHALLENGE 11
 Requirement: Using Kyo, score 5 Counter Hit Oniyaki (dp+P) against Ralf.
 Note: Ralf will perform his hop CD repeatedly. 

 CHALLENGE 12
 Requirement: Using anyone, combo into any DM against Joe.
 Note: An easy example is Terry's close C (2 hits) > Power Geyser.

 CHALLENGE 13
 Requirement: Using anyone, Quick Dodge, then Dodge Attack and cancel into a
 special against Kensou.
 Note: You don't have to combo your attack into the Dodge Attack. Here's an
 easy example with Kyo: close C > AB > Dodge Attack > qcf+C

 CHALLENGE 14
 Requirement: Perform a Quick MAX combo using anyone against Athena.
 #. An easy example would be qcf+D,D > Quick MAX > dp+C using Kyo.

 CHALLENGE 15
 Requirement: Defeat Yamazaki, Mary, Mai, Joe, Andy, Kim, Krauser, and Terry
 using Geese (either version).
 Note: Everyone except Kim and Krauser are the EX versions. Your stock will 
 carry over between battles. The timer is set at unlimited, so you must defeat
 all opponents by KO.

 CHALLENGE 16
 Requirement: Using anyone, perform a 50% damage combo on Ryo.
 Note: Special throws will not count (the CPU's health keeps refilling), so
 you need to use physical or projectile attacks. You have unlimited stock.
 #. An easy combo would be (MAX mode) crouching C > charge db,f+D > f,hcf+P 
 with Takuma. Or you can just charge up Orochi Yashiro's Hoeru Daichi SDM 
 (qcf,qcf+P) to complete this easily.

                                     ROW 3
------------------------------------------------------------------------------
 CHALLENGE 17
 Requirement: Defeat Yuri using anyone.
 Note: Yuri will Guard Cancel Blowback Attack (CD) your attacks. This is 
 basically the same as challenge 6, except you don't have unlimited stocks.
 #. Like in Challenge 6, you can always use the normal King and abuse her 
 Double Strike if you're feeling lazy.

 CHALLENGE 18
 Requirement: Using Geese, connect 3 Rising Storms on Mai in mid-air.
 Note: You MUST hit Mai in mid-air for it to count. If Geese is hit, whiffs a
 Rising Storm, blocks an attack, hits with any other move or if the Rising 
 Storm hits Mai when she is on the ground, the counter will reset.
 #. You can always cheat and program the Rising Storm's command as a macro if
 you're having trouble getting it to launch consistently.

 CHALLENGE 19
 Requirement: Perform Goro's close D > df+C > hcb,hcb+P combo against Chizuru.
 #. Simply use player 2's default macro to clear this challenge automatically.

 CHALLENGE 20
 Requirement: Using Kyo, perform a Quick MAX into a Quick Dodge, then Dodge 
 Attack and combo into a DM against Brian.
 #. The recommended combo from the Orochinagi forums is f+B > ABC on 1st hit >
 AB on 2nd hit > Dodge Attack > qcb,hcf+C. You can also motion qcb+C for the
 Dodge Attack so you only have to motion hcf+C to launch the Orochi Nagi.

 CHALLENGE 21
 Requirement: Using Kyo, Iori and Chizuru, defeat Yamazaki, Mature, Vice, 
 Orochi Yashiro, Orochi Shermie, Orochi Chris, Goenitz and Orochi.
 Note: The timer is set at unlimited, so you must defeat all opponents by KO.
 Goenitz and Orochi will take normal damage equivalent to the other non-boss
 characters.

 CHALLENGE 22
 Requirement: Using EX Kyo, juggle King with 4 separate moves in one combo.
 #. The recommended combo from the Orochinagi forums is (in corner) qcf+D,D > 
 rdp+B > Quick MAX > qcf+B,B > dp+C

 CHALLENGE 23
 Requirement: Perform a 70% damage combo on Takuma. Ralf's Galatica Phantom is
 disabled. As with Challenge 16, special throws will not count towards your
 combo damage. You have unlimited stocks.
 #. The recommended combo from Orochinagi is: (using Kasumi and near the 
 corner), fully charge the SDM Chou Kasane Ate (qcf,qcf+P) > juggle with DM
 Chou Kasane Ate.

 CHALLENGE 24
 Requirement: Using Heavy D!, perform a 26-hit combo against Terry. You are at
 red life and have unlimited stock.
 #. The suggested combo is jump B (cross up) > d+B 6x > d+A > Quick MAX >
 qcb,hcf+P. There is also a macro available in the Orochinagi forums.

                                     ROW 4
------------------------------------------------------------------------------
 CHALLENGE 25
 Requirement: Using EX Robert, perform a 31-hit combo against Heidern. (S)DMs
 are disabled.
 #. The combo is: (at corner) hop A/B/C > close C > f,b,f+B (Quick MAX on last
 hit) > f+B > f,b,f+B > dp+C (2 hits).

 CHALLENGE 26
 Requirement: Using EX Mary, perform a 7-hit combo on Saisyu.
 #. The combo is: (at corner) close C (2 hits) > f+A > AB > Dodge Attack >
 charge b,f+B > qcf+K > d,d+B. You can also start from a jump-in to end the
 combo at the Stun Fang.

 CHALLENGE 27
 Requirement: Using anyone, defeat Ralf before he finishes his SDM Galactica
 Phantom.
 Note: You will fail the challenge if Ralf finishes the Galactica Phantom, if
 you get KOed (even a Double KO) or if you hit him before he starts the move.
 #. I completed this challenge by using Ralf as well and performing a SDM
 Galactica Phantom before the CPU, then a close C immediately upon recovering.
 Other suggestions include performing Athena's SDM Shining Crystal Bit up
 close, or Chang's (C) Tekkyu Dai Kaiten in MAX mode.

 CHALLENGE 28
 Requirement: Using Ryo, Quick MAX a special move into a DM on Mr. Big.
 #. In the corner, hcb+D (Quick MAX on 3rd hit) > qcf,qcf+P.

 CHALLENGE 29
 Requirement: Using EX King, perform a 33 hit combo on Ryo. You have to charge
 manually, and (S)DMs are disabled.
 #. The recommended combo from Orochinagi is: (at corner) hop A/B > close D 
 (2 hits) > rdp+K > hcb+K (get only the 1st hit in) > dp+K > Quick MAX on last
 hit > dp+K.

 CHALLENGE 30
 Requirement: Using anyone, defeat ROTB Iori, ROTB Leona, Goenitz, Omega Rugal
 and Orochi.
 Note: The timer is set at unlimited, so you must defeat all opponents by KO.
 The bosses will take normal damage equivalent to the other characters.

------------------------------------------------------------------------------
 PS2 COMMAND MACROS
------------------------------------------------------------------------------

 You may notice in the Options screen there is a button assigned to 'Command',
 which by default is R2. The Command button is used to activate a macro, which
 is essentially a shortcut, allowing you to perform one or more actions (or a
 combo) in a sequence without having to motion for it. To program the macro, 
 go into Practice Mode, and in the option screen, select'Command'. You will be
 taken to another screen with these options:

 RECORD - record your actions. You can move around freely, and when you're
 ready, press Select to begin recording, and press Start when you're done.
 While recording, press Select to cancel your recording. You can record up to
 10 seconds of data.

 CHECK - return you to the game so you can test your macro.

 SKILL - brings up a list of your character's moves.

 EDIT - brings you to the macro editing screen (see below).

 SORT - automatically sorts and arrange your actions into the timeline while
 removing redundant frame data. This is useful for cleaning up your timeline
 after recording your macro before you edit it, but keep in mind it may end
 up deleting some frame data that you want to keep, so if your recorded combo
 turned out well, you may want to skip this step.

 CLEAR - clear all your programmed commands.

 DEFAULT - resets to the default macro.

 EXIT - save you macro and exit.

 CANCEL - exit and return to Practice Mode without saving.

 EDITING YOUR MACRO
 In the 'EDIT' screen, you will be shown a list of commands. At the top is
 the timeline for the macro, with each block representing one frame (the game
 runs at 60 frames per second). 

 1. The L1 and R1 buttons and arrow keys move back/forward one block, while 
    L2 and R2 move 15 blocks at once.
 2. The directional arrows, LP/LK/SP/SK represent the movement/attack inputs.
 3. 'DEL' and 'BS' are 'Delete' and 'Backspace'.
 4 'INS' or Triangle is 'Insert'. Toggling this on will replace the frame
    action you highlighted with another action.
 5. The red button next to the 'END' option is used to input multiple
    button presses, such as LP+LK+SP to go into MAX mode. 
 6. The 'END' option returns you to the previous screen.

 #. The macro you programmed is character-specific, and is saved only for that
 character. Obviously, if you programmed a macro to take advantage of a
 particular mode's features (such as Quick MAXing), your macro won't execute
 with the intended results if you're using the wrong mode. 
 #. The game will automatically reverse the left/right directions when you
 switch sides, so you only need to program your macro from your initial
 perspective.
 #. The macro settings are stored separately for each player, so you will need
 to program Player 2's macros manually. Also, Player 1 and Player 2 each have
 different default macros.

 USING YOUR MACRO
 Once you have programmed and saved your macro, pressing the button assigned
 to 'Command' will have your character performing the programmed sequence.
 If you move the joystick or pressed a button while a macro is running, you
 will abort it. Obviously, your character must be at the right distance for
 the macro to run as intended: if you programmed a macro intended to use
 a character's close attack, then you have to be within range for the macro
 to run correctly.

 A more detailed explanation on using macros can be found in the Orochinagi
 KOF'98UM boards.
 
------------------------------------------------------------------------------
 KOF'98 ULTIMATE MATCH OFFICIAL SOUNDTRACK
------------------------------------------------------------------------------

 Below is the track listing for the '98UM OST. I can't be sure of some of the
 translations though, as my understanding of the Japanese language is very
 minimal. This is the official arcade soundtrack (OST), not the arranged
 soundtrack (AST), so most of the music in this compilation are from the 
 original MVS arcade versions of KOF'98 and other earlier games.

   DISC ONE  
   1. CIPHER'08 (intro) *
   2. CIPHER'08 ?(title screen) *
   3. HTP (How To Play) *
   4. The King Of Fighters 2 (Player Select) *
   5. Next STAGE (stage select) *
   6. ESAKA? (Japan Hero Team)
   7. Victor's voice (win screen) *
   8. Kurikinton ~gomame guitar version~ (Fatal Fury Team)
   9. Art Of Fight (Art of Fighting Team)
  10. Rumbling on the city (Ikari Warriors Team)
  11. Shin! Shinretsu no Dora (Psycho Soldier Team - China stage)
  12. Fairy (Women Fighters Team)
  13. Choi Bounge Ondo (Choi's intro when he starts first)
  14. Soul Town (Korea Team)
  15. Bloody ('97 New Faces Team)
  16. HCNC (challenger/vs CPU Shingo/Eiji/Kasumi intro) *
  17. Oko? No select 2 (challenger player select) *
  18. Arashi no Saxophone 2 (Iori Team)
  19. IN SPITE OF ONE'S AGE (Oyaji Team)
  20. SLUM No.5 (USA Sports Team)
  21. C62 (Ryuji Yamazaki)
  22. Blue Mary's BLUES (Blue Mary)
  23. LONDON MARCH (Billy Kane)
  24. Arashi no Saxophone ('95 Rival Team - Iori/Billy/Eiji)
  25. Still Green (Shingo Yabuki)
  26. Footprint (intermission) *
  27. The R (Rugal)
  28. ESAKA ('95 Kyo Kusanagi)
  29. Ne! ('94 Women Fighters Team - King/Mai/Yuri)
  30. ESAKA FOREVER (Kyo vs Iori)
  31. COOL JAM (Iori vs Kyo)

   DISC TWO
   1. Geese ni Katanori (Geese Howard)
   2. Requiem Minor K.626 Dies Irae (Wolfgang Krauser)
   3. Dust man (Mr.Big)
   4. Blood (vs CPU Riot Of The Blood Iori/Leona intro) *
   5. CONTROL CRISIS (Riot Of The Blood Iori/Leona)
   6. Rhythmic Hallucination (Orochi Yashiro)
   7. FANATIC WALTZ (Orochi Shermie)
   8. MAD FANTASY (Orochi Chris)
   9. The Origin of Mind (Orochi)
  10. Shinobi no Michi (Eiji Kisaragi)
  11. ART OF FIGHT (EX Art of Fighting Team)
  12. FUNKY ESAKA ('95 Kyo/Benimaru/Goro)
  13. One More (continue) *
  14. CS (continue bonus select) *
  15. CLUB-M ~flute in the sky~ (EX Fatal Fury Team)
  16. Get'n Up ('96 Women Fighters Team - Kasumi/Mai/King)
  17. Ryoko No Hen ('94 Art of Fighting Team - Takuma/Ryo/Robert)
  18. Kamikirimushi (Sakazaki family team - Ryo/Takuma/Yuri)
  19. DESERT REQUIEM ('94 Ikari Warriors Team - Heidern/Ralf/Clark)
  20. Diet (EX '94 Women Fighters Team - EX King/Mai/Yuri)
  21. C62-Shiro Kuni- (EX Ryuji Yamazaki)
  22. Ranking (Ranking Screen) *
  23. Kiss Me? (EX Blue Mary)
  24. N.D.R (EX Billy Kane)
  25. Mai Mai kiyuun (EX Mai)
  26. Chi o Hau bass (EX King)
  27. Geese ni Shouyu (EX Geese)
  28. Psycho Soldier REMIX'96 (Psycho Soldier team)
  29. Big Boss (vs boss order select/vs CPU Rugal Bernstein intro) *
  30. TRASH HEAD (Goenitz)
  31. XXX (Omega Rugal)
  32. Music of praise (credits) *

  (*) indicates tracks new to or recomposed for 98UM.
 
 - To get the EX teams' music tracks, all 3 team members have to be the EX
   version.
 - You won't be able to hear the EX characters tracks and special team
   combinations' themes in the arcade version unless in a versus 2P match,
   since the CPU won't fight using non-default teams or EX characters.
 - However, in a vs 2P match, the track played will be based on Player 2's
   first character, and the track will not change between characters.

==============================================================================
 6) SPECIAL THANKS
==============================================================================

 Very special thanks to these people who made the guide possible:
 
 Charles MacDonald
 - For kindly giving me permission to use Chris' works in all my previous,
   present and future works. Thank you very much for your continuous support.

 Chris MacDonald aka Kao Megura
 - For setting the standard in FAQ writing and inspiring me to write this. I
   referred to Chris' KOF'02, SNK vs CAPCOM, KOF'03 and KOF'98 guides when
   writing this.

 SNK Playmore Corporation
 - For (re)making this game.

 The Elemental Queens (Ice n' Ember)
 - For kindly giving me full access to their 98UM guide. Most of the move 
   names were taken from there.

 GameFAQs
 - For hosting my work.
   
 The Orochinagi Forums (http://kingoffighters.planets.gamespy.com/forums)
 - Thanks to the people at the 98 UM boards who gave enough information to
   make this guide possible. Special thanks to Acidicenema, Sonictempest,
   Penpen, TamaYak, frionel and Gunsmith.

 Carlos Quijas (ver 0.1b)
 - For detailed information about Orochi's Tadasu.
 - (ver 0.3f) for some information and corrections regarding Goenitz and
    macros.
 - For information on using EX Blue Mary's Backdrop in combos.
 - (ver 0.4a) for information on the Mode and Team Roulette, and correcting
   the button combination for the new colour schemes.
 - (ver 0.4c) for all the information included in this update, including the
   video link depicting EX Geese's Rising Storm glitch.

 http://nihongo.j-talk.com/parser/
 - I used this site to make sense of some of the translations, especially
   regarding the soundtrack.

 Frankie D`Erasmo (ver 0.1d)
 - For correcting some information on King, Athena, Takuma and Iori, and 
   giving some interesting information related to the original '98 regarding
   basic throws and several EX characters.
 - (ver 0.3a) for some more information on Ryo, Robert, Ralf, Mai and EX Kyo.
 - (ver 0.4) for some additional information for King's Silent Flash.
 - (ver 0.4b) for some information and corrections for Benimaru Yuri, Ralf
   and Blue Mary.

==============================================================================
 7) CONTACT INFORMATION
==============================================================================

 IMPORTANT! READ THIS FIRST!
 Feel free to e-mail me to contribute information, correct mistakes or just
 to give comments about this guide. But please do follow some rules:
 
 1) NO FLAMING of any kind and no foul language WHATSOEVER. If you want to
    criticize my work, be constructive about it.
 2) NO L337 $pe@k and SMS lingo. These will be deleted on sight.
 3) Mails are to be in ENGLISH ONLY. You don't have to be grammatically 
    perfect, just as long as I can understand it.
 4) DON'T send me basic combos. This is a move list, not a combo guide. Don't
    ask for combos either.
 5) Do NOT send me anything you aren't sure of. Only mail me if you've seen it
    being done or if you've tried it yourself. I don't put anything in here
    that I haven't seen or couldn't do (at least not without notice), and
    neither should you.
 6) Please check the most current version of the guide first before sending 
    me a question or contribution.

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

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

 Thank you for reading.

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