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    FAQ/Move List by JCulbert

    Version: 1.0 | Updated: 01/01/70 | Search Guide | Bookmark Guide

    FIGHTERS MEGAMIX
    MUCH TOO LARGE Moves/Combo List
    and Strategy Guide
    Sega Saturn
    version 1.0
    by John Culbert (tigeraid@geocities.com)
    
    This FAQ and all my others can be accessed at the following sites:
    
    http://www.geocities.com/SiliconValley/Heights/1910 (my page)
    http://www.gamefaqs.com
    
    FORMAT/EASY READING:
    ********************
    
    For best results, view this document with a fixed-width font (eg. Courier)
    and 78 characters per line. This was created in MS-DOS editor, and therefore
    is best viewed in the same program.
    Because this beast of a document is so DAMN big, I have set it up so you can
    find a specific section if you wish. To go to a specific character's section,
    use the Find command in your word processor and search the document for that
    character's name, followed by a colon ( : ). For example, if you wanted to
    look at Tokio's section, you would choose to find " Tokio: ".
    
    >>>>>>>>>>>>>
    INTRODUCTION:   
    >>>>>>>>>>>>>
       
    	Probably the main reason I've written up this FAQ is because gamefaqs
    asked for it, and you'll note I'm not one to disappoint, if you've ever been
    to gamefaqs.com before :). I also wrote it up because there is pretty much NO
    info on the web for it; on gamefaqs there's a small Pai FAQ (which is good,
    but doesn't exactly get in-depth, and does have a lot of mistakes), and an
    Akira combo FAQ--there's also a poor excuse for a FMM "FAQ" there, written by
    some guy who thinks Jeffry, Akira and Kage suck, but thinks Pai and Jacky are
    the best--yeah, right. Hell, his review of Kids Akira even says "just like
    Akira, but somehow better"--what the hell does that mean!?!? It's not even a
    FAQ, as it doesn't give strategies, and just lays out the options screen
    among other things (that are already documented in the instruction booklet,
    no less), and other than that only gives his half-assed opinion of each
    character. So, I figured I'd work a little bit of my so-called magic and whip
    this document up.
    
    	Fighters Megamix, IMO, is basically a treat to tide us over until VF3
    for the Saturn (which I'm told is coming, but one would wonder what it will
    be like and wether or not the Saturn can handle it). The first thing you'll
    notice is the almost absurd number of fighters (but you can never have enough
    characters, unless they're pallette swaps like that joke MK3), both from
    Virtua Fighter and Fighting Vipers. Thankfully, each Virtua Fighter has many
    moves from their arcade counterpart VF3, though some are missing that I
    REALLY wish were in there, especially with Jeffry. The ability to Evade, and 
    Escape most Throws, is also present from VF3. 
    
    	The Fighting Vipers don't gain TOO much new stuff, with the exception
    of Side Throws (which are copied from the Virtua Fighters, no less--I hope
    Sega isn't turning out to be like the MK3 creators) and a couple of new
    moves.
    
    	You also have the option of playing in VF mode, or FV mode (see
    "A Word About..." for more info), which will appeal to either type of player.
    The game also has a LOT of secret fighters, and each time you go through a
    different course in the 1p Mode, you release more secret fighters, ranging
    from secret FV fighters, to guests from Virtua Cop and Sonic: the Fighters!
    
    	If this is turning out to be a review, I might as well add that the
    game is not perfect, at least not for the Virtua Fighters. First of all,
    Taka-Arashi is not present from VF3 (one of my favs--see my Taka FAQ, also on
    gamefaqs and my homepage), though I suppose this is no big deal, because this
    isn't VF3. Janet, one of the secret characters is, however, basically a copy
    of Aoi from VF3. Unfortunately, gameplay for the VFers is a little different
    in FMM; you'll notice a lot of moves do different damages or act differently, 
    especially when it comes to what happens to your opponent when they are hit.
    For example, NO Side Kick will stagger a crouching enemy (Renta-Hero's Side
    Kick staggers automatically however), and for another example, Akira's DE and
    SDE do not stagger crouchers either...  
    
    	Another thing you will notice is that this game is HIGHLY dependant
    on floats as opposed to other means of doing damage--the float system is
    extremely loose, some would say too loose. 90% of the attacks that float the
    enemy from VF3 will ALWAYS float, no matter what. For example, in VF3 you can
    usually juggle after Jeffry's Knee Strike with only a quick Elbow or Punch
    (if that), unless it's a lighter opponent, or on a slope (which doesn't exist
    in FMM); OR the Knee hits as a MC (in which case a big juggle is usually
    possible). HOWEVER, in FMM, you can follow Jeffry's Knee regularily with a
    plethora of juggles, NOT requiring the MC. This, I suppose, is good for
    novices and beginners to do damage, but let me tell you it can really get
    annoying for those of us used to VF3 floats. Another major difference that
    certainly hurts characters like Kage and Lau is that there is no longer any
    Ring-Outs!
    
    	All in all FMM is a good tide-over until VF3, and can be lot of fun
    if you have a lot of human competition (the CPU is so pitiful and repetitive
    it's silly).
    
    So, here we go...
    
    -----------------------------------------------------------------------------
    
    !!! VERY IMPORTANT NOTICE !!!
    
    I _personally_ never liked FV, nor do I like MOST of the FV fighters here in
    FMM, so you won't find much in-depth info on them, at least compared to the
    VF characters. As a matter of fact, the combos are pretty boring and small,
    and I will not be giving any tactics for them in an "offense" and "defense"
    section. There will still be a Moves Analysis section, however, so you can at
    least learn the basics. Sorry, but my friends and I usually play about 99%
    Virtua Fighter characters when playing this game. And as far as you FV fans
    from the arcade are concerned, why not go play VF3? :)
    
    !!NOTE!!!! In response to all you FV fans, I will propose a comprimise. I
    will not be providing any in-depth tactics, but if any FV PLAYERS wish to
    voice their style or technique of play with a specific FV character (or for
    that matter, any character, ESPECIALLY the secret ones besides Janet and
    Siba), I will be MORE THAN HAPPY to add in their tactics to this guide, for
    the next update. Please send anything you may have on the Vipers to me and it
    will be posted in this FAQ at the next update, giving you full credit.
    
    -----------------------------------------------------------------------------
    
    ALSO NOTE: because we only play mostly VF characters, this also means that
    we only play VF mode for the most part. ALL COMBOS LISTED ARE TESTED IN VF
    MODE!!! As well, some tactics and such may not apply to FV mode--altogether
    if you want a LITTLE bit of management on your float combos, more realistic
    damage, and more ground fighting and less air-to-air combat (foolish in this
    game), then play Virtua Fighter mode. :)
    
    #############################################################################
    
    >>>>>>>               
    LEGEND:
    >>>>>>>
    
       ________      Special       ________
      |___L1___|  Config Buttons  |___R1___|
    
    
    		.-------------- X {Special Config Button}
         D-PAD      |  .----------- Y {Special Config Button}
    		|  |  .-------- Z {Special Config Button}
       u/f u u/f    |  |  |
          \|/       |  |  |
        b--N--f     |  |  |
          /|\       O  O  O
       d/b d d/f    O  O  O
    		|  |  |
    		|  |  |
    		|  |  |________ C {Kick}
    		|  |___________ B {Punch}
    		|______________ A {Guard}
    		
    
    NOTE ON CONTROLLER:
    -------------------
    
    By default, only the A,B, and C buttons along with the D-Pad are functional.
    By using the "Beginner" setting, you can set the X, Y, and Z as various 
    combinations of buttons (eg. P+G, P+K, P+K+G, etc...), along with an Evade 
    button.
    
    SHORT FORMS USED IN THIS FAQ:
    -----------------------------
         
    HCT  = Half Circle Toward (roll the joystick from B to D to F)
    HCB  = Half Circle Back (roll the joystick from F to D to B)
     ,   = commands made one after the other
     +   = enter commands simultaniously
     N   = Neutral (return joystick to center)
     f   = Forward (tap joystick forward)
     b   = Back (tap joystick back)
     d   = Down (tap joystick down)
     u   = Up (tap joystick up)
     F   = HOLD Forward
     B   = HOLD Back
     D   = HOLD Down
     U   = HOLD Up
     P   = Punch
     K   = Kick
     G   = Guard
     MC  = Major Counter
     mC  = Minor Counter
     m-  = modified move (crouch dash)
    WALL = must be done with enemy's back close to wall
    
    Note: so, for those who don't understand the directional stuff, directions
          capitalized mean to HOLD in that direction. For example, when doing
          Akira's Elbow (f+P), it means to tap forward on the joystick and hit 
          punch at the same time. On the other hand, Akira's Dashing Palm is done 
          D,f+P, meaning that he must first crouch for a moment (HOLD down)
          then tap f+P at the same time.
    
    MOVES LIST LEGEND:
    ------------------
    
    Following each move in brace parenthesis are the following:
    -Hit Level: H(igh), M(edium), L(ow), G(round)
    -OR Throw Level: HT (High Throw), LT (Low Throw), CT (Catch Throw), 
    		 ST (Side Throw), BT (Back Throw), WT (Wall Throw)
    -R or UR: for reversible or unreversable
    -KD : indicates that it always knocks down
    -F : indicates that it floats
    -FMC: indicates that it floats on MC
    -St: indicates that this move staggers
    -StC: indicates that this move staggers crouchers
    -StCG: indicates that this move staggers crouching defenders only
    -Gr : indicates that this move leaves you on ground when it hits or misses
    -GrH: indicates that this move leaves you on ground when it hits
    -GrM: indicates that this move leaves you on ground when it misses
    
    So for example:
    
    -Double-Fist Strike: b,f+P+K  [M-UR-KD]
    
    Therefore, the Double-Fist Strike hits Mid, is unreversable and always knocks
    down. On the other hand with Kage,
    
    -Rising Chop: d+P+K [M-R-FMC]
    
    Therefore, the Rising Chop hits Mid and IS reversable, and only floats on a 
    MC.
    
    NOTE: Reversals do not have any info in parenthesis, just assume by the title
    what move they reverse. 
    
    #############################################################################
    
    ANOTHER NOTE: I have chosen to leave out the majority of jumping moves for 
    each character, except for some that may be useful. If you want them, they're 
    in the instruction book :).
    
    NOTE ON MOVES ANALYSIS: I will not cover every move here, just the ones I
    think are really important (for Akira, Kage, Sarah and Shun Di my FAQs for
    those fighters are a LOT more in-depth; these can be found at gamefaqs.com or 
    my homepage).
    
    NOTE ON THE SENBON PUNCH: Although I have not had considerably good human
    opponents to truely confirm this with, I have found in FMM that the Senbon
    Punch (PKG, see Wolf and Jeffry sections for more info) is fairly useless, as
    a simple G-cancelled Punch does the job just find. Players have discovered
    the same problem in VF3, but I find it's even more pointless in FMM. So, just
    in case you're wondering why all my offensive techniques revolve around PG
    and not PKG...
    
    #############################################################################
    
    >>>>>>>>>>>>>>>
    A WORD ABOUT...
    >>>>>>>>>>>>>>>
    
    ************
    *Game Modes*
    ************
    
    In Fighters Megamix you can choose to play in either VF or FV mode. Virtua
    Fighter mode is essentially the same as VF3, with somewhat higher float 
    heights, and normal damages compared to FV. When playing in FV mode, floats
    are MUCH higher and fighters have the ability to perform a "Flip-Out" by
    hitting P+K+G in mid-air; this can even be done when you are floated,
    allowing you to counter their attempted juggle with a jumping attack! In
    addition, when playing in FV mode, fighters will also take additional damage
    when they HIT the ground from a knock-down. Some knockdown moves will also
    smack the enemy across the arena, which is IMO another disadvantage as it
    doesn't always allow a Pounce and can limit Okizeme techniques. As well, when
    playing in FV mode, armor breaking moves are possible for ALL characters. You
    can break the Vipers' armor in VF mode too, but in FV mode you get the
    Guard-cancel "Super Moves", which counter attacks and get a cool triple-take
    when they knock your armor off. I suppose the only really cool feature of FV
    mode is the ability to knock opponents through the walls of the arena (or
    bounce of the ropes, as the case may be) by hitting the enemy with certain
    moves to finish them off. Still, PERSONALLY, you should play VF mode, but I
    am of course biased :). For more info on FV mode, consult a FV FAQ...
    
    ***************
    *Attack Levels*
    ***************
    
    This is were the specific attack hits on an opponent's body. 
    
    H- High level (can be ducked or blocked while standing)
    M- Mid level (CANNOT be ducked and MUST be blocked High; cannot be blocked
       Low)
    L- Low level (CANNOT be blocked High, must be blocked Low)
    D- Downed (cannot be blocked at all, hits fallen opponent)
    
    ****************************************
    *Floating and the Art of the Counterhit*
    ****************************************
    
    Floating is the term used when the enemy is knocked up in the air and stays 
    there long enough to be juggled. A lot of moves will "float" the opponent, 
    but not all the time. It depends on where you hit them, where they are, which 
    character they hit (lighter characters like Pai float better) and wether or 
    not they're on the ground. Note that opponents float the easiest when you hit 
    them with a move DURING the animations of their own move (MC).
    
    NOTE: IMO weight of a fighter does not affect floats too much in FMM,
    especially compared to VF3. Light enemies will travel further up into the air,
    but since there are few moves to juggle with that KEEP the enemy in the air
    (unlike in VF3), it doesn't affect the juggles I have in most cases. For this
    reason, none of my listed combos have weight designations, however I never
    checked to see which one works on which opponent--the majority of combos, even
    the big ones, will work on heavy and light enemies alike. BTW, there is a big
    exception: DURAL weighs even more than Jeffry, Wolf or Sanman (obviously
    because she's metal), so that's one character that all combos will not work
    on...
    
    Three things happen when you connect an attack as a major counter:
    1) The attack is given a 50% damage (maybe a little less now?) point bonus!
    2) The attack can have the potential to float the enemy high enough for a 
       good juggle
    3) As well, the attack can sometimes become more stunning (i.e. the opponent
       will lay on the ground longer) allowing you to get in a good Pounce.
    
    NOTE: there is also a "minor counter", which is done by attacking the enemy 
          during their RECOVERY frames--you are awarded a smaller damage bonus, 
          and it will also sometimes knock down/float (though usually less than 
          the MC). Also note that you can recieve a minor counter bonus with
          Throws (eg. duck a High attack & Throw), but it does considerably LESS 
          than a minor counter otherwise.
    
    *********
    *Stances*
    *********
    
    In VF3 your character can stand in two stances, closed stance and open 
    stance. Consider the diagram below as a bird's eye view, the Xs being the 
    character's feet position.
    
    	     Player 1    Player 2             Player 1     Player 2
    	       X         X                     X                 X
    		     X         X                     X     X
    		 Closed Stance                      Open Stance
    		 
    Think of the bottom of those diagrams as facing you, the player. Notice that 
    the legs closest to you in open stance are close together, but the opposite
    legs are extremely far apart. Thus, the open stance does not allow the 
    opponents to get very close together. But, in closed stance, one leg of
    player one is forward (in the diagram, the right) and their opponent's right
    leg is forward. This allows the opponents to get closer in to each other.
    This is one of the things that occur with different stances. Other things
    happen as well, such as moves hitting different attack levels and attacks 
    coming out different or having more range.
    
    ********
    *Throws*
    ********
    
    In VF3, there are many different ways in which to Throw your opponent; 
    remember that Throws are totally unblockable... Another change to VF Throws
    is that, like Tekken, they now have a missed animation where your fighter
    grabs at the air. This means that if you go for a Standing P+G Throw, and the 
    enemy ducks, you will not get the punch you did in VF2; instead, you'll grab
    at the air and give the enemy an opportunity to counter.
    
    NOTE: for the Fighting Vipers, some of the rules below may not be true. One
    prime example is that some of the Vipers' Throws are done with buttons other
    than P+G and P+K+G.
    
    -Types of Throws-
    
    HT- High Throw (only grabs standing opponents)
    LT- Low Throw (only grabs crouching opponents or a sitting Shun Di)
    ST- Side Throw (grabs opponents at a sideways angle in relation to your 
        character's front)
    BT- Back Throw (grabs opponents with backs facing your character)
    GT- Ground Throw (grabs fallen opponent only)
    WT- Wall Throw (animates Throw differently depending on position near wall)
    CT- Catch Throw (has execution time and recovery)
    
    Low Throws have instant execution, CAN be broken out of, and have an obvious 
    missed animation with the fighter reaching downward slightly. 
    
    A Side Throw has instant execution and CANNOT be broken out of. 
    
    Back Throws are instant like regular frontal Throws and cannot be broken 
    either.
    
    Ground Throws are attacks that grab the enemy off the ground, but have a 
    noticable execution time, allowing fast foes to avoid them. They also have a 
    slower recovery animation, meaning the enemy can also counter with a rising 
    attack; note that the Ground Throws cannot be broken, however. 
    
    Wall Throws are basically regular Throws that have been modified with 
    different animations if you or your opponent are near the wall. A cool 
    example is with Jeffry's Exchange Throw (d/b+P+G); in normal circumstances, 
    he'll just grab your arm, whip you around and leave your back exposed. 
    However, if Jeffry's back is to the wall, Jeffry will whip you INTO the wall, 
    drag your face along it, then knee you (ouch!) The only difference between 
    Wall Throws and regular Throws is that they are inescapable.
    
    Catch Throws are a special type of grab; they are inescapable, and usually
    lead to big damage multi-Throws, but also have a noticable execution time,
    allowing the enemy to counter quickly if they see it coming, and also have a
    slower recovery so the enemy can counter if it misses. These Catch Throws 
    only grab High and therefore can be ducked easy, so it is best to bait the
    enemy into blocking High and then snag them.
    
    Note on Regular Throws: "regular" refers to a Throw that grabs High and is
    escapable. Generally a character has three or four regular Throws, one being
    P+G, which is escaped with the same motion. Other Throws can also be 
    considered regular Throws, as long as they don't fall into ANY OF THE ABOVE
    CATEGORIES OTHER THAN HIGH THROW. For example, a Low Throw, or a Side Throw,
    is not considered "regular". 
    
    ***************
    *Throw Escapes*
    ***************
    
    Unlike VF2, most Throws in this game can now be escaped. The general rule is
    that any REGULAR or LOW Throw can be escaped. To escape from a Throw, tap the 
    motion the moment the opponent begins to Throw you (around 10 frames in).
    According to R.G.V.A posts and CreeD's Throwing FAQs, in order to escape from
    Throws you must input the FIRST and LAST motion of the joystick+P+G. For
    example, to escape Wolf's Twirl `n' Hurl (b, d/b, d, d/f, f+P+G), quickly tap
    b,f+P+G within the escape time (10 frames). To escape from P+G Throws (with
    no joystick motion), you hit P+G. When there is only ONE joystick motion, you
    break out of the Throw with the SAME motion. For example, to break out of
    Kage's Ten-Foot Toss (b+P+G), you must tap b+P+G. Finally, this single 
    joystick escape is also true for DUEL motion Throws. For example, to break
    out of Jacky's Trip-Hammer (f,b+P+G), quickly tap b+P+G.
    It is because of this technique that you MUST vary your Throws; if the enemy 
    knows any of the motions for your Throws, they can and will break out--that 
    is, unless you use a different Throw than they're expecting... MIX IT UP!
    
    ***********
    *Reversals*
    ***********
    
    Some characters in FMM have the ability to grab the enemy's oncoming attack
    and counter it. Only certain attacks can be reversed however. Generally, any
    attack using a single foot or fist can be reversed, and Akira, Janet and Pai
    can also reverse Knees (in addition, Akira and Janet can reverse Kickflips!).
    Any attack that is unreversable will have a "UR" beside it in the moves list.
    
    *********
    *Pounces*
    *********
    
    These are attacks on fallen enemies. Each character has at least a Jumping 
    Pounce, and a ground attack (eg. stomp). These are explained further in the
    moves list.
    
    *********
    *Dashing*
    *********
    
    You can dash by tapping f,f and you can also dash backward with b,b. To RUN
    forward, tap f,F. 
    Alternately, you can now tap f+E (or F+E) or b+E to dash (or run) as well. 
    
    ****************
    *Crouch Dashing*
    ****************
    
    An important part of offensive/defensive play for many characters. To perform 
    a Crouch Dash, tap d/f,D/F from a crouch (or, D,d/f,D/F). It can also be
    done in most cases from standing with d/f, D/F. Yet another motion that is
    effective for "From Crouching" Uppercuts (eg. Jeffry's Lifting Upper) is
    f,N,d,D/F. If done properly, you will perform a small sort of hop/slide
    forward while still in a crouch. You must continue to hold the D/F until you
    see them start the dash, then you are free to move into any attack you wish.
    The Crouch Dash is most important because it will avoid High attacks and get
    your fighter in there quickly; and, this helps even more for guys like Akira,
    who have many powerful attacks started from a crouch, which can also be done
    out of the Crouch Dash. Moves done out of a Crouch Dash are known as
    "modified moves".
    
    *********
    *Evading*
    *********
    
    To Evade, or dodge, press the E button. This will cause your fighter to slip 
    off to the side of the opponent AWAY FROM YOU, THE PLAYER (i.e. "dodging 
    in"). To "dodge out", or toward you the player, tap d+E. Dodging avoids a lot 
    of attacks that are not circular... The following is from Andrew Ryan Chang's
    VF3 Beginner's FAQ (dodge=evade):
    
    "Attacks can be classed into four categories: linear, backside-to-frontside 
     circular, frontside-to-backside circular, and circular. It is nearly 
     impossible to dodge the last. The first can usually be dodged in either 
     direction. Dodging an attack that comes across the opponent's backside 
     requires dodging towards their frontside, and vice-versa. Combo attacks and 
     G button taps will align a player with a person who has just sidestepped."
    
    A good example of a circular attack is Pai/Lau's Crescent Kick, meaning that
    if you try to evade this, you're (usually) screwed. :) As far as the combo
    attacks go, this basically means that a multiple attack like, say, Sarah's
    PPP, will "track" the enemy during their path of Evasion...
    
    ****************
    *Stagger Combos*
    ****************
    
    When you hit an opponent with certain moves, a stagger results; the enemy
    will stumble slightly and is unable to do anything; time for a combo! Each
    character's staggering moves (if any) are explained in their section.
    
    #############################################################################
    
    AKIRA:
    ******
    
    CHARACTER OVERVIEW:
    -------------------
    
    Akira does not lose a lot from VF3 in this game, for sure. With the ultra-
    deadly DLC during floats, and the ever-powerful DE, Akira is still a HUGE
    force to be reckoned with. He has a great offensive game utilizing the DE, or
    the LBF to set the enemy up nicely, and throwing in the Guard Break on
    blocking enemies to set them up for a big float combo. He also has a variety
    of defensive attacks (not to mention the reversals, of course), even though
    IMO he is best used offensively.
    In addition, Akira has a great bit of Throw variety--if you're looking to mix
    it up and also do instant, solid damage, you have the Inverted Bodycheck and
    Close-in Ram to work with. If you want major damage, the ST is the best
    Throw, allowing a possible f,f+K float. And if you want to have fun, the
    Surprise Exchange or RBC both mix it up well.
    Even though the SPoD is now blockable, Akira still serves up a can of
    whupass when mastered.
    
    Moves:
    ------
    
    -Punch:                 P                          [H-R]
    -Low Punch:             D+P                        [L-R]
    -Kick:                  K                          [H-R-KD]
    -Shin Kick:             d/f+K                      [M-R-FMC]
    -Low Kick:              D+K                        [L-R]
    -Turn-Toward Punch:     P (opponent behind)        [H-R]
    -Turn-Torward Hammer:   d+P (opponent behind)      [M-R]
    -Turn-Toward Low Punch: D+P (opponent behind)      [L-R]
    -Turn-Toward Kick:      K (opponent behind)        [H-R-KD]
    -Turn-Torward Low Kick: d+K (opponent behind)      [L-R]
    -Turn-Torward Sweep:    D+K (opponent behind)      [L-R-KD]
    -Ground Punch:          d/f+P (on fallen enemy)    [G]
    -Jumping Ground Punch:  u+P (on fallen enemy)      [G]
    -Punch-Kick:            P,K                        [HH-R]
    -Punch-Body Blow:       P,P                        [HM-R-]
    -Elbow:                 f+P                        [M-R-StC]
    -Dashing Elbow:         f,f+P                      [M-R-F]
    -Super Dashing Elbow:   f,f,f+P                    [M-R-F]
    -Standing Palm:         b,f+P                      [H-R]
    -Double-Fist Strike:    b,f+P+K                    [M-UR-KD]
    -Evading Bodycheck:     b,f+P+K+G                  [M-UR-KD]
    -Dashing Bodycheck:     b,f,f+P+K                  [M-UR-KD]
    -Single Palm:           D,f+P                      [M-R]
    -Double Palm:           D,b,f+P                    [M-UR]
    -Shoulder Slam:         D,f+P+K                    [M-UR-F]
    -Low Backfist:          d/f+P+K                    [L-R-FMC]
    -Yoho Uppercut:         d/f,d/f+P                  [M-R-F]
    -Single Jump Kick:      f,f+K                      [M-R-F]
    -Double Jump Kick:      f,f+K,K                    [MM-R-F]
    -Dragon Spear:          d/f+K+G                    [M-R]
    -Dragon Spear/Elbow:    d/f+K+G,f+P                [MM-R]
    -Dragon Lance Combo:    d/f+K+G,f+P,b,f,f+P+K      [MMM-KD]
    -Stun Palm:             P+K+G                      [M-R]
    -Stun Palm of Doom:     P+K+G,b,d/f+P+K,d,f or b+P [M-R-KD]
    -Knee Strike:           K+G,release G              [M-R-F]
    -Break Guard:           f+P+G                      [H-R]
    -Break Guard:           d+P+G                      [M-R]
    -Reaping Throw-Punches: P+G                        [HT]
    -Elbow Rush:            P+G                        [ST]
    -Push Down:             P+G                        [BT]
    -Inverted Bodycheck:    d/f+P+G                    [HT]
    -Wall Bodycheck:        d/f+P+G (back to wall)     [WT]
    -Surprise Exchange:     d/b+P+G                    [HT]
    -Close-in Ram:          b,f+P+G                    [HT]
    -Pull-in Headbutt:      d/b,f+P+G                  [HT]
    -Reverse Bodycheck:     b,d/f+P+G                  [HT]
    -Stumbling Trip:        b,d+P+G                    [HT]
    -Body Punch Reversal:   b+P+K
    -High Kick Reversal:    b+P+K
    -Elbow Reversal:        d/b+P+K
    -Mid-Kick Reversal:     d/b+P+K
    -Knee Reversal:         d/b+P+K
    -Somersault Reversal:   u/b+P+K
    -Low Punch Reversal:    d+P+K
    -Low Kick Reversal:     d+P+K
    
    -----------------------------------------------------------------------------
    
    TACTICS/MOVES ANALYSIS:
    -----------------------
    
    -Punch-Body Blow: quite a useful technique for Akira; this is because if the
    enemy ducks your Punch, the Body Blow is all but guarenteed. Basically it
    should be used against persistant crouchers who fear you coming in for a
    Throw--a great all-around pestering technique.
    
    -Knee Strike: IMO is not really needed, because he has better floats and the 
    motion is difficult to get off consistantly, at least on a Saturn controller. 
    Literally, the Knee is done K+G,release G. However, you must press K+G and 
    then release G WITHIN 1/60 OF A SECOND. The best described way of doing it is 
    by tapping the K button and sort of BARELY "scraping" the G button with your 
    ring finger. Best used if you've conditioned the enemy into crouching, 
    perhaps after a Punch...
    
    -Elbow: important because it staggers crouching opponents, and is 
    uncounterable (if blocked it cannot be countered)--an excellent attack up
    close, or if you know the enemy has crouched or is going to crouch. If 
    blocked, try for a Throw.
    
    -Dashing Elbow (DE) and Super Dashing Elbow (SDE): these are weakened 
    a fair bit in FMM, because they do not stagger crouchers, meaning Akira
    cannot stagger from a distance. Still, the DE should be considered Akira's
    most important attack, as it comes out lightning fast and is uncounterable if
    blocked--it also floats all the time, especially well on a MC (in VF3, it
    would only float on MC). If the DE is blocked, try for a Throw. If the enemy
    tries to counter with a really fast move when the DE is blocked, sometimes
    the best follow-up is ANOTHER DE to catch them in the act! The DE and SDE can
    also be buffered out a guard; meaning, perform the first motion (f, or f,f
    for the SDE) while holding G, then release and hit f+P--this will QUICKLY
    counter many blocked attacks, often floating enough for a good juggle. BTW,
    the SDE is basically just a long-range version of the DE, but has slower
    recovery.
    
    -Low Backfist (LBF): An ideal counter to anticipated High attacks, it will 
    slip under them and if a MC, will float for a quick juggle. It also allows a 
    nasty setup if blocked. Hold down as it is blocked, and the second you 
    recover go into a Single Palm (SgPlm)--if the enemy does anything but block, 
    you will interrupt it with the Palm for MC damage! And IF the block, you can 
    try for a Throw! Just remember that this tactic is not totally fool-proof;
    the SgPlm can be avoided, and remember though that the execution time of the
    LBF is rather slow, so make sure they're not in a position to MC you...
    
    -Yoho Uppercut: a very powerful attack in FMM, because it consistantly floats
    very high for a combo. It is still kind of slow however, and recovers VERY
    slow, so only use it when you're sure it'll connect. A good move to use 
    buffered out of one of Akira's setup Throws (eg. Surprise Exchange (SpEx).)
    
    -Single Palm (SgPlm): A useful attack from a crouch, especially to counter 
    High attacks; if blocked, try for a Throw or Low Punch, as it is virtually
    uncounterable if blocked. This can be buffered out of a Low Punch (d+P or 
    D+P) as a good defensive maneuver in close range.
    
    -Double Palm (DbPlm): basically a more powerful version of the SgPlm, use in
    the same fashion (also note that it's unreversable)--can get HUGE damage
    (although for some reason, less than in VF3); try for the u+P Pounce 
    Afterwards. Still, you should be careful with this move, because if blocked
    you can be countered, unlike the SgPlm--this is an excellent, powerful
    followup to the SpEx or ST. IMO one of Akira's coolest moves, it looks and
    sounds VERY painful.
    
    *To get "Autopalm" after SpEx: to perform a buffered DbPlm GUARENTEED after
    the Surprise Exchange (d/b+P+G) is actually quite easy. Once you press 
    d/b+P+G, then quickly roll to the forward position, then b+P. The roll to 
    forward actually ends up being the b in the DbPlm motion, because Akira has 
    now changed which way he is facing. Likewise, the b+P is actually f+P. And 
    REMEMBER: don't bother to hold d/b for the SpEx, you don't need to actually
    charge downward for the DbPlm in this case. Easy!
    
    -Shoulder Ram (SRM): short range, so it's a good counter to High attacks but
    ONLY if you're close enough (eg. after a crouch dash!), floating for a good
    combo. Recovery's fairly good if blocked too.
    
    -Dashing Bodycheck (DBC): still Akira's single most powerful move, doing up 
    to 80 pts. of damage and often allowing a Ground Punch (and that's without
    MC!). 
    Like the DE, SDE and many of Akira's other techniques, the DBC can be
    buffered out of your guard by hitting b,f while holding the G button, then
    the f+P+K as you recover from block stun--this makes it an EXTREMELY powerful
    counterhit to slower blocked attacks. Other than as a counter, you MUST learn
    your opponent's slowest moves, so that you can interrupt them at close range
    with this... do it until the motion is second nature to you. The DBC is also
    an excellent juggle after even the smallest of floats, as it can still hit
    the enemy VERY close to the ground. The DBC also does additional damage
    against the wall! BTW, this will force a crouching BLOCKING opponent into a
    standing position, where they can be thrown!
    
    -Guard Breaks: the Guard Breaks are no longer considered Throws, because they 
    will come out wether you're close to the enemy or not--they now also do 12 
    pts. of damage. These are GREAT moves to use up close against persistant 
    defenders, and will open the enemy up to a combo; you'll want to use the 
    Mid-level one on crouchers, of course, and stick to the High one vs. standing 
    defenders, because it comes out faster. The FOR-SURE follow-up is a SDE or
    possibly DBC. All in all the Guard Break is Akira's second-most useful attack
    after the DE in his offensive rush. A SJK is guarenteed after the Guard Break
    (for sure after d+P+G, I'm pretty sure not after f+P+G), which will of course
    float for a juggle. This can turn the simple mistake of the enemy blocking at
    the wrong time into a devastating combo for Akira. :) NOTE: the Guard Break will
    only take effect if the enemy is blocking! Either way, it's just a weak Upper or
    Elbow...
    
    -Evading Bodycheck (eBC): note Akira will usually turn around in time after 
    this move to allow a Ground Punch (but sometimes you remain facing in the 
    wrong direction), and it ALWAYS knocks down. This has slow recovery but comes
    out fairly fast, and of course has the built-in Evade--for these reasons, you
    should ONLY use this to counter linear attacks that you anticipate.
    
    -Stun Palm of Doom (SPoD): not as powerful as his new DLC, but still a 
    powerful move. Unfortunately, the Stun Palm is now considered a Mid-level 
    move and can be reversed, so only use it in for-sure situations because it 
    can now be blocked (but it WILL hit crouchers). BTW, if you hit a blocking
    enemy with a f+P+G Guard Break with their back to a wall, this will
    connect :).
    
    -Single/Double Jump Kick: The SJK will float for a good juggle and has DECENT
    recovery, and the DJK has horrible recovery but does BIG damage. Use it only
    in for-sure situations, eg. after a setup Throw. The SJK/DJK can also be 
    buffered out of a guard... NOTE: it is possible in FMM to connect a SDE after
    this!
    
    -Dragon Lance Combo (DLC): The new big combo for Akira, this drains MASSIVE
    amounts of damage, and unlike the SPoD does not involve a Throw and therefore
    can be used as a juggle--LEARN THIS!!!!!!! In order to do maximum damage with
    Akira you should juggle with the DLC at every opportunity.
    
    PERSONAL NOTE: I personally don't use the DLC very often in floats--sure it
    does the damage, but once the DLC is mastered, juggling with it becomes
    pretty boring and repetitive, and I like seeing other techniques used...
    (especially my favorite, the DbPlm!)
         
    -----------------------------------------------------------------------------
    
    -Throw Setups/What Throws to use:
    
    Akira has many opportunities to use his Throw techniques. The most obvious
    place is after the enemy has missed a slow-recovering attack (or you block 
    it). It is also possible to duck a High attack and Throw (with P+G, Pull-in 
    Headbutt, Inverted Bodycheck, Close-in Ram or RBC), although IMO if you are 
    in range for a Throw when you crouch a High attack, than you are also in 
    range to do some MEAN damage with the SgPlm, DbPlm or a Shoulder Ram float. 
    
    However, there are better places to use Throws. Basically, any time you are 
    close to a blocking opponent, its time to use a Throw. One example involves 
    the "delayed DLC combo"--you can delay the DBC in the DLC combo, and this may 
    catch enemies who have blocked the first two hits, or to nail them with a MC 
    as they try to counter. However, if the enemy learns fast and begins to 
    counter and/or block the delayed DBC, try a Throw! :) 
    Another good way to get in a Throw is if the enemy blocks your DE, SDE, 
    SgPlm, or f+P Elbow Strike; this CAN be avoided, but it is one of the 
    possibilites. Another simple Throw opportunity is if the enemy blocks a 
    single Punch, or even the P,P. 
    
    About the Throws:
    
    1. P+G Reaping Throw and Punches- This Throw is best done when dashing in for
       surprise or to counter a missed attack, or after ducking a High attack 
       from close (but for both cases, IMO if you can get in a better ATTACK, do 
       so!) Also a good move if you anticipate the enemy going for a Throw of
       their own.
    
    2. d/b,f+P+G Pull-in Headbutt- Also works after ducking attack (again, I must
       STRESS that you should use a powerful attack in this case!). This is also
       useful when dashing in to surprise the enemy. This is also a good move if
       a blocked attack recovers WITHIN Throw range (NOTE: depending on the move
       you have blocked, another buffered attack is definetely better, eg. DBC,
       DE, SJK or DBK).
    
    3. d/f+P+G Inverted Bodycheck- VERY fast Throw that will often surprise the
       enemy (as it initally doesn't look much like a "Throw". Should be used in
       the same fashion as the P+G, and IMO it is better (except that it won't
       take priority over all complex motion Throws). A Ground Punch will connect
       after this for great damage.
    
    4. b,f+P+G Close-in Ram- Pretty much the same as the Pull-in Headbutt.
    
    5. P+G Elbow Rush Side-Throw- a good move to use when you Evade AND you're
       left close to the enemy. However, if you can get in one of Akira's 
       powerful attacks, go for it instead.
    
    6. d/b+P+G SpEx- Pretty much the same as the P+G and d/f+P+G, it can't be
       buffered out of a Guard and doesn't have any range, so only when your foe
       leaves themselves real close and blocking, or after dashing in to surprise
       them. NOTE: the enemy can escape 99% of the combo follow-ups you attempt
       after the SpEx, either by dashing away or Eing. The only guarenteed 
       follow-up is the DbPlm, which often allows the u+P Pounce for over-all
       good damage anyways. See the DbPlm section for info on the guarenteed
       DbPlm.
    
    7. b,d+P+G Stumble Throw (ST)- use in the same places as the SpEx, but note
       that the follow-ups to the ST are a lot harder for the enemy to avoid, and
       it leaves you slightly closer to the enemy as opposed to the SpEx. Good
       follow-ups are a SJK, or buffered Yoho (do motions before ST animation is
       finished), or play it safe with a SDE+juggle.
    
    8. b,d/f+P+G- IMO one of Akira's best counters to blocked attacks IF they are
       left within range, because it does 40 pts. of damage alone and allows much
       more. Should be pretty much your most used Throw in the right conditions,
       however now it is possible to avoid the follow-up combo, so you must mix
       them up--you have to play the guessing game with the opponent at this 
       point, because a d/f+K no longer combos with this (misses!), so you MUST
       mix up your attack after this Throw.
    
    THROWS OVERALL:
    ---------------
    
    Altogether it would seem his best Throw is the Stumble Throw (b,d+P+G)
    because it easily allows a SJK float. It should be mixed up mainly with the
    Inverted Bodycheck, or the SpEx against opponents who are unsure of what to
    do when they get hit by it.
    
    -----------------------------------------------------------------------------
    
    -Offense:
    
    In order to be really effective with Akira, you must make the enemy crouch,
    or defend from a standing position. To do this, the most important moves are
    the DE/SDE, Elbow, Guard Breaks and the Punch. Come in with Punches and the
    Punch-Body Blow; if the enemy crouches, quickly G-cancel the Punch (doesn't
    help much in FMM, but I think it works a little) and come out with a
    Mid-level attack--or, more easily, just Punch and continue into the Body Blow
    (although this is weak.)
    
    The DE is even better in this case, and is IMO the ultimate offensive weapon
    (although, be careful against those who can reverse it). If the enemy blocks
    it, either try and Throw them, or even repeat the DE to catch them if they
    crouch (for a small float combo) or attempt a counter; it will also catch
    them if they know they cannot counter and try to dash away. In addition, the
    enemy may also attempt to hit you with a Low attack--if you think they will
    do so, whip out a Low reversal to nail them. If the enemy ducks in the first 
    place, the DE will knock down and float.
    
    Alternately, you can start mixing in the Guard Breaks; if you know the enemy
    likes to continue blocking High after the DE is blocked, f+P+G will set them
    up for an easy combo, and if you condition them into thinking you will throw
    out a Low Punch or the like and decide to block Low, go for d+P+G and combo.
    Also see the LBF section in the moves analysis for another offensive tactic.
    
    -----------------------------------------------------------------------------
    
    -Crouch Dashing:
    
    An important part of offensive/defensive play for Akira is the Crouch Dash.
    The Crouch Dash is most important because it will avoid High attacks and get 
    Akira in there quickly; and, this helps even more because Akira has many 
    powerful attacks started from a crouch, which can also be done out of the 
    Crouch Dash. Once the Crouch Dash is started, wait a brief moment, and when 
    the Dash is starting to finish, whip off the DbPlm, SgPlm or SRM+juggle for 
    BIG damage up close as MCs!
    
    -----------------------------------------------------------------------------
    
    -Defense:
    
    Against an offensive opponent, Akira can be deadly. In addition to 
    anticipating and reversing (see Nailing Reversals below) the enemy's attacks,
    Akira has other great defenses. If you see the enemy using a close attack,
    blocking is not a big deal--after blocking, buffer in the DE or hold F and
    counter with a PK if it is a quick attack; or, the DBC or one of the Jump 
    Kicks if it is slower recovering. If the enemy leaves themselves REALLY close
    after a blocked attack (eg. another Akira's DBC), the RBC is an excellent
    counter. However, it is often better if Akira can anticipate and MC the
    enemy's attacks; as anyone says, the best defense is a good offense--even
    against offensive opponents, throwing out the DE or P,P works well to
    interrupt their attacks (esp. the DE, which will take out even Low fast
    attacks). If you block an attack Low, the DbPlm, SgPlm or SRM are all
    excellent counters.
    
    If the enemy consistantly throws High attack strings (eg. Pai/Lau), you have 
    plenty of time to counter with a Low Punch into a DbPlm or SgPlm (if close), 
    or one of the m-Palm techniques by themselves, OR with the LBF+juggle!, but
    REMEMBER to try and hit them before their 3rd Punch, so in other words throw
    your MC QUICKLY! This is because they can finish their Triple Punch with a
    Mid-level attack--hell, Jeffry, Shun and Wolf (and others) can throw
    Mid-level attacks on their 3rd hit out of a Punch Rush (and of course Akira,
    Jacky and Sarah, among others, can throw Mid-level attacks after their FIRST
    Punch), so you MUST be fast on the counter.
    
    -----------------------------------------------------------------------------
    
    -Nailing Reversals:
    
    There are many ways to anticipate and reverse an enemy's attack. The first
    and most obvious is if the enemy develops a pattern of attacks that you
    notice, and can anticipate in time to counter. For example, if the enemy
    likes to rush in with Punches, the b+P+K will frequently catch them
    The other big time for a reversal is if you see a move coming with obvious
    start-up that you can reverse (eg. Sarah's Lunging Sweep (d/f+K+G). As well,
    yet another anticipation reversal you can use is if you manage to block
    standing all 3 punches by Lau or Pai--if you block all 3, the opponent will
    tend to go for the Crescent Sweep finish (P,P,P,d+K) to try and catch you
    (unless they know you're anticipating the Sweep, in which case they'll Throw
    or kickflip). You can either duck and guard, which is possible because the
    Crescent Sweep doesn't come out fast enough, or you can immediately Low
    reverse it. Either way, the next time you block the Triple Punch, try for the
    Low reversal again. Note though that this isn't always guarenteed; if the
    enemy ANTICIPATES your anticipation :), they can throw out the b+K Kickflip
    finisher to nail you (also note that the last attacks in Pai/Lau's Triple
    Punch rushes are guarenteed if the Punches were a MC!)
    
    Another example of a reversal chance, is if you crouch once or twice in the 
    round and you find the enemy hitting you with a certain Mid-level move, 
    possibly a slow-starting move. The next time you crouch, quickly stand to 
    reverse the Mid-level move appropriately, which they will probably throw out 
    on reflex. This tactic is a sort of "conditioning" technique, which is 
    another way to land a reversal--it is to FORCE your opponent to throw out an 
    attack that you can reverse. For example: from a few steps away, throw single 
    Punches--this is for the most part completely safe, unless you are close 
    enough that the opponent, if possible, can reverse it (in which case, you're 
    too close :). Now, since the recovery of the Punch is fast, you will often
    have time to notice the enemy's counter, and reverse it!
    
    There are many more setups but all in all, the best way to land a reversal is
    to anticipate or NOTICE a slow-executing, reversable move. And REMEMBER, if
    the opportunity to counter with a powerful move is there, TAKE IT!
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
    
    1. Yoho (d/f,d/f+P)
    2. SRM (D,f+P+K)
    3. DE or SDE (f,f+P or f,f,f+P)
    4. SJK (f,f+K)
    5. Knee Strike (K+G,release G)
    6. LBF (d/f+P+K on MC))
    7. Shin Kick (d/f+K on MC)
    
    Note: just to cut down on size, most combos off the Yoho generally work after
          A Knee Strike (although I can't get the Knee consistantly enough on the
          Saturn to try ALL of them...)
    
    Combos:
    -------
    
    1.  d/f,d/f+P, SJK or DJK, Pounce
    2.  d/f,d/f+P, DE, Pounce
    3.  d/f,d/f+P, D+P, SgPlm, Pounce
    4.  d/f,d/f+P, D+P, DbPlm, Pounce
    5.  d/f,d/f+P, d/f,d/f+P, Pounce
    6.  d/f,d/f+P, D+P, SRM, Pounce
    7.  d/f,d/f+P, PP, Pounce
    8.  d/f,d/f+P, DLC
    9.  d/f,d/f+P, eBC
    10. d/f,d/f+P, DBC, Pounce
    11. d/f,d/f+P, P,G, StPlm, Pounce
    12. d/f,d/f+P, PK, Pounce
    13. d/f,d/f+P, DFS
    
    14. SRM, PP, Pounce
    15. SRM, PK, Pounce
    16. SRM, D+P, SRM, Pounce
    17. SRM, D+P, SgPlm, Pounce
    18. SRM, D+P, DbPlm, Pounce
    19. SRM, DJK, Pounce
    20. SRM, Yoho, Pounce
    21. SRM, DE, Pounce
    22. SRM, eBC
    23. SRM, StPlm, Pounce
    24. SRM, DBC, Pounce
    25. SRM, DLC
    26. SRM, P,G, DE, Pounce
    
    27. DE or SDE, PP, Pounce
    28. DE or SDE, DBC
    29. DE or SDE, DE, Pounce
    30. DE or SDE, D+P, SgPlm, Pounce
    31. DE or SDE, D+P, DbPlm, Pounce
    32. DE or SDE (MC), DLC
    
    33. SJK, DE, Pounce
    34. SJK, DBC, Pounce
    35. SJK, m-SgPlm, Pounce
    36. SJK, m-DbPlm, Pounce
    37. SJK, DLC
     
    37. LBF (MC), PP, Pounce
    38. LBF (MC), DE, Pounce
    39. LBF (MC), DBC, Pounce
    40. LBF (MC), DLC
    
    -----------------------------------------------------------------------------
    
    SETUP THROWS:
    -------------
    
    After SpEx: any of the Yoho combos, or often DJK will connect easily here, or 
    	    SDE+juggle. DBC works after slight dash in (use f+E). DbPlm is
    	    also a GREAT follow-up (but not too damaging, just really cool),
    	    see moves analysis for info on easy buffering for it. If the
    	    enemy starts Eing out of the way, try the eBC... Either way, if
    	    you're looking for damage, a buffered Yoho is guarenteed and will
    	    float :).
    
    After ST:   Yoho (BUFFER IT into ST animations!)+juggle, or dash+SJK+juggle,
    	    or SDE+juggle
    
    After RBC:  SDE+juggle, or dash+DBC or dash+SJK+juggle (use f+E)--NOTHING IS
    	    GUARENTEED!
    
    After GB:   DE+juggle is safest, f,f+K+juggle is guarenteed at least after 
    	    d+P+G. POSSIBLY Yoho+juggle (buffered) on slower enemies.
    
    -----------------------------------------------------------------------------
    
    STAGGER COMBOS:
    ---------------
    
    After f+P: when you hit a crouching opponent with Akira's Elbow Strike, you
    	   you will stagger them. Good follow-ups are the SDE+juggle, or DBC. 
    	   There are other possibilities; be creative. In addition, you can
    	   THROW a staggered enemy by dashing in a grabbing them as they are
    	   standing from the stagger--timing is crucial, but it can be worth-
    	   while. And if you know they will just stand or crouch and Guard,
    	   dash in and use the appropriate Guard Break!
    
    #############################################################################
    
    KAGE:
    *****
     
    CHARACTER OVERVIEW:
    -------------------
    
    Kage is still as weakened as he is in VF3, mainly because the TFT can be
    escaped, meaning Kage actually has to have variety in Throws (gasp!) A lot of
    his attacks can be boring, but his basic G-cancelled Punch, Elbow and Heel
    Kick offense is very effective. As long as Kage can connect with the TFT or
    f+P+G often in a fight, he's still pretty powerful. On defense, Kage has
    quite a few moves to deal with rushes, including the ever-powerful d+K+G, but
    overall he's still better on offense.
    As far as the Throws go, he now has more variety, including the damaging and
    truly spectacular TFT-Izuna Drop, or the Flipping Stomp (b,d+P+G).
    
    Moves:
    ------
    
    -Punch:                       P                               [H-R]
    -Low Punch:                   D+P                             [L-R]
    -Kick:                        K                               [H-R-KD]
    -Side Kick:                   d/f+K                           [M-R-FMC]
    -Low Kick:                    D+K                             [L-R]
    -Turn-Toward Punch:           P (opponent behind)             [H-R]
    -Turn-Torward Low Punch:      d+P (opponent behind)           [L-R]
    -Turn-Toward Kick:            K (opponent behind)             [H-R-KD]
    -Turn-Torward Low Kick:       D+K (opponent behind)           [L-R-KD]
    -Flipping Knee:               u+K (opponent behind)           [M-UR-KD]
    -Flipping Kick I:             u/f+K (opponent behind)         [M-UR-KD]
    -Flipping Kick II:            u/b+K (opponent behind)         [M-UR-KD]
    -Turn-Away Punch:             b,b+P                           [H-R]
    -Turn-Away Kick:              b,b+K                           [H-R-KD]
    -Turn-Away Sweep:             b,b+K+G                         [L-R-KD]
    -Head Drop:                   u+P (near fallen enemy)         [G]
    -Flying Stomp:                u+P (mid-range to fallen enemy) [G]
    -Flying Knee Drop:            u+P (far from fallen enemy)     [G]
    -Heel Smash:                  d/f+K (on fallen enemy)         [G]
    -Double Punch:                P,P                             [HH-R]
    -Double Punch-Straight Kick:  P,P,K                           [HHH-R-KD]
    -Triple Punch:                P,P,P                           [HHH-R]
    -Triple Punch-Heel Kick:      P,P,P,K                         [HHHM-R-KD]
    -Triple Punch-Kickflip:       P,P,P,b+K                       [HHHM-R-KD]
    -Double Punch-Helix:          P,P,b+P                         [HHH-R]
    -Double Punch-Helix-Heel Kick:P,P,b+P,K                       [HHHM-R]
    -Punch-Kick:                  P,K                             [HH-R]
    -Elbow:                       f+P                             [M-R-StC]
    -Downward Chop:               D/F+P                           [M-R-KD]
    -Swipe Punch:                 d/b+P                           [H-R]
    -Swipe Punch-Kick:            d/b+P,K                         [HH-R]
    -Helix:                       b+P                             [H-R]
    -Helix-Heel Kick:             b+P,K                           [HM-R]
    -Slashing Shuto:              P+K                             [M-R]
    -Shuto Chop:                  f+P+K                           [M-R]
    -Shuto Chop Combo:            f+P+K,P+K                       [M-R-KD]
    -Spinning Chop:               d/f+P+K                         [M-R-KD]
    -Rising Chop:                 d+P+K                           [M-R-FMC]
    -Rising Dragon Punch:         f,d,d/f+P                       [M-R-KD-F]
    -Forward Roll:                HCT                             [n/a]
    -Backward Roll:               HCB                             [n/a]
    -2nd Roll:                    HCB+P after Zenten or Kouten    [n/a]
    -2nd Attack Roll:             HCT+P after Zenten or Kouten    [L-R]
    -Roll-Dragon Punch:           f,d,d/f+P after any Roll        [M-R-KD-F]
    -Back-Handspring:             u/b                             [n/a]
    -Somersault Kick:             u/b+K                           [M-R-KD]
    -Dodging Scissor Tackle:      d/b+K                           [L-R-KD]
    -Backheel Sweep:              f,f+K                           [L-R-KD]
    -Rising Knee:                 D,f+K                           [M-UR-F]
    -Overhead Flip Kick:          u/f+K+G                         [M-UR-KD]
    -Reverse Kickflip:            d/f+K+G                         [M-UR-KD]
    -Spinning Heel Kick:          d+K+G                           [M-R-KD]
    -Stepping Back Thrust:        b+K+G                           [H-R-F]
    -Kickflip:                    u/b+K+G                         [M-R-KD]
    -Corkscrew Kick:              f,f+K+G                         [M-UR-KD-Gr]
    -Thunder Dragon:              f,f+P+K+G                       [M/L-UR-KD-Gr]
    -Forward Roll-Sweep:          HCT+K                           [L-R-KD]
    -Backward Roll-Sweep:         HCB+K                           [L-R-KD]
    -Running Slide:               run+D+K                         [L-UR-KD]
    -Shoulder Throw:              P+G                             [HT]
    -Takedown-Smack:              u/f+P+G                         [CT]
    -Flip-over:                   f+P+G                           [H/B/ST]
    -Turn-Over:                   d/f+P+G                         [HT]
    -Flipping Stomp:              b,d+P+G                         [HT]
    -Reaping Throw:               b,f+P+G                         [HT]
    -Ten-Foot Toss:               b+P+G                           [HT]
    -Ten-Foot Toss-Izuna Drop:    b+P+G,u+P+G                     [HT]
    -Torso Takedown:              P+G                             [BT]
    -Torso Takedown:              P+K+G                           [B/LT]
    -Kirigasumi:                  P+G                             [ST]
    -Leg Twist:                   u+P+G (opponent close behind)   [CT]
    -Hand Reversal:               b+P+K
    
    -----------------------------------------------------------------------------
    
    TACTICS/MOVES ANALYSIS:
    -----------------------
    
    -Punch-Kick: Still a good all-around move, the PK is weakened because it no
    longer knocks down in VF3 or FMM. Still, because it comes out as fast as a
    Punch (obviously), it is an excellent counter to blocked attacks--hold 
    forward as you do it to increase the range...
    
    -Elbow: an important up-close attack; the Elbow comes out and recovers quite
    fast, and will also stagger a crouching opponent. Because of its recovery, 
    you have MANY options for stagger combos or Throws too. If blocked, you can 
    frequently follow with a Throw. The Elbow also works well as a counter-attack 
    after you block a move that you know leaves the enemy in a crouching position 
    (eg. Lau/Pai's d+K+G). 
    
    -Double Punch (PP): the Double Punch is important to a Kage player; if 
    blocked, you can quickly G-cancel and Throw or d/b+K, and if it connects, you
    can chain into a Helix, or a Triple Punch combination. It is also important
    for setting up an enemy to crouch. If blocked, the Double Punch recovers fast
    enough that Kage is free from counterattack. See offense for more info.
    
    -Double Punch-Helix-Heel Kick: if the Helix hits, the Heel Kick always will, 
    however it never knocks down. Still, you should use the whole thing rarely, 
    because the first 3 hits are High, so if the enemy crouches you're screwed. 
    However, The Double Punch-Helix by itself can be a somewhat useful setup
    technique; see the Helix section and offense for more info.
    
    -Triple Punch-Kickflip (PPPb+K), Triple Punch-Heel Kick (PPPK): Altogether,
    these moves are only used by scrubs. They are not totally useless provided 
    they are used in the right places. Other than float combos, the PPPK works
    well at pushing the enemy quite a far distance, especially if blocked. You're 
    usually safe from counter if this is blocked, except against quick moves (eg.
    Akira's DE), but if ducked, the opponent has plenty of time to counter during
    the PPP before either the Kickflip or the Heel Kick comes out. For the most
    part, use only in juggles.
    
    -Swipe Punch-Kick: The Swipe Punch can be chained into ANY of Kage's various 
    Punch series as well as a single Kick; the added advantage to this Punch is 
    that it has a slight Evade built into it, allowing you to avoid linear 
    attacks. It does, however, execute and recover slower than a normal punch--if 
    blocked or missed, it is still uncounterable as far as I know, but its slower 
    execution makes it better used on anticipation to a linear attack (eg. 
    Bahn's Dashing Elbow).
    
    -Helix-Heel Kick: I LOVE this new move! the Helix comes out nearly as fast as 
    a Punch, and the recovery is good too. If the Helix connects, the Heel Kick 
    always will, however it will NEVER knock down. The most important feature of 
    the Helix though is its execution speed; it is an excellent all-around 
    surprise move, and can also be used as a counterattack to a blocked or missed 
    attack that has relatively good recovery (eg. blocked Side Kick from Jeffry). 
    
    As well, it can be used for bait--the enemy must be REALLY fast in order to 
    counter you if they duck the Helix. Usually, you can snag them with a fast 
    Mid-level attack if the Helix is ducked (the follow-up Heel Kick is slow 
    enough to be interrupted); and Elbow is your best bet, allowing a stagger 
    combo. If the enemy blocks the Helix, try for a Throw--if the enemy is 
    lightning fast, they MAY be able to counter you first, but I have had great 
    success with Throws after a blocked Helix. If the enemy Evades, follow 
    through with the Heel Kick; chances are you SHOULD catch them before their 
    Evade is completed. NOTE: it is also possible to combo other attacks after 
    the Helix, other than the Heel Kick; See combos for more info.
    
    -Dodging Scissor Tackle: a good move, but often overused. It is LIGHTNING 
    fast, ducks under all High attacks (maybe even some Mid-level attacks ala 
    Shun Di?) and always knocks down. However, its recovery is HORRIBLE if 
    blocked or missed, and Kage can be Low Thrown or hit with just about anything 
    else. Therefore it is only good as a MC to High attacks, OR to counter linear 
    attacks, because this move has a slight evade built in. 
    
    -Backheel Sweep: This move is now completely useless in FMM, because you
    cannot tack it on the end of any knockdowns to hit as the enemy lands on the
    ground. This is still possible in VF3, but for some reason FMM won't allow 
    it, except after the TFT (and there are better combos to be used here) :(.
    
    -Downward Chop: Weak, but it is fairly useful because of its speed. When you 
    are in a crouch, it should be under a High attack, or to bait an enemy into 
    crouching themselves--however, if the enemy is within range, a Rising Knee is 
    often better than the Chop, as it allows MUCH more damage. If you are out of 
    range for the Knee, the Spinning Heel Kick is also a fine choice. There are 
    also many other choices for moves done from a crouch or crouch dash, so for 
    the most part this isn't too effective, except when you need a fast move from
    a crouch--if there's one thing good about it, it's that its recovery if
    blocked is slightly better than the Rising Knee (additions?).
    
    -Rising Dragon Punch (DP): hee,hee! I was wondering when a VF character would 
    get a DP! And this DP is no lousy move, for sure. Unfortunately, it doesn't 
    do a WHOLE lot of damage, but it certainly isn't weak. It comes out lightning
    fast, and of course has the same bad DP recovery. The DP is best used to get 
    under slow High attacks that you anticipate, or for that matter any attack--I 
    have yet to see the DP get interrupted by any attack other than a reversal, 
    so use it well. It is also a great move after the f+P+G Flip-over, or the TFT 
    (b+P+G). To top it all off, you can juggle after a DP with d+K for quick
    damage, OR another DP (this is realy weird, as the 2nd DP hits them VERY near 
    to the ground!)--AND, if the DP hits as a MC, it floats well enough for a BIG
    juggle (see combos).
    
    -Slashing Shuto: not overly useful, just to note that if it hits crouching
    enemies, or on a MC, a dash+Throw is guarenteed...
    
    -Rising Chop: not a bad move, it is generally overlooked. It will float on MC 
    for a good juggle, but its range is limited. If it hits a crouching opponent, 
    it will force them to a standing position where a Throw can connect... Not
    much else on this, Kage has better moves to counter High attacks--mix this in
    just for fun.
    
    -Shuto Chop Combo: an important attack, the Double Shuto Chop is a guarenteed 
    knockdown, allowing a Heel Smash, and also comes out quite fast. The Double 
    Shuto Chop is useful for counterattacking or float combos, but it also works 
    well after forcing an opponent into a crouch; immediately toss this out for a 
    quick, damaging combo. This is also useful after crouch-dashing a High 
    attack, but there are better options.
    
    -Rising Knee: does GREAT damage and allows a juggle in most cases. This is 
    most useful after crouching or crouch-dashing a High attack. However, this
    should be used with caution, because the recovery is BAD. See combos.
    
    -Spinning Heel Kick: ask any good Kage player and they will agree this is one 
    of, if not his best, attack. The Spinning Heel Kick ALWAYS knocks down and on
    a MC guarentees a Flipping Stomp Pounce (the close-range Head Drop usually
    connects as well on regular hit). It can also be done from a crouch with K+G 
    as well as d+K+G. Because of its fast execution time it is a great counter to 
    the enemy's crouching attacks, like pestering Low Punches. Above all else, 
    the Spinning Heel Kick is an ideal counterattack to blocked moves, thanks to 
    its quick execution speed.
    
    -Reverse Kickflip: a GREAT new move, it has awesome capabilities if used 
    CAREFULLY. If blocked or missed, it not only has bad recovery, but it also 
    leaves Kage with his BACK turned, allowing Back Throws or devastating floats. 
    If the Reverse Kickflip hits as a MC, a Turning Sweep (d+K with back turned) 
    will connect for great damage. This move is best used as a juggle, or a SURE 
    counter to High attacks; it is risky to use this on opponent's who can do 
    something about it.
    
    -Corkscrew Kick: still a good move, but a move to be careful with. The good 
    thing about it is that it hits Mid, and also has great range. Still, it comes 
    out kinda slow so it can often be anticipated, and recovers VERY slow, with 
    Kage getting off the ground. This will also, however, knock down crouching 
    defenders; against inexperienced opponents, use this around mid-range after a 
    Thunder Dragon was used sometime in the round--to novices they look similiar 
    in execution (quick foes will notice the Thunder Dragon has a little ground 
    roll first), and they will crouch to avoid the Dragon, only to be nailed with 
    the Corkscrew Kick. In addition, you can also use the Corkscrew Kick as a 
    counterattack; it can be buffered during a block, however other attacks are
    more useful--use it in this case against moves that leave the enemy at a
    slight distance when blocked (eg. Lau's Double Punch-Kick).
    
    -Kickflip: still a powerful attack that must be used CAREFULLY. The recovery 
    is insanely long if blocked or missed, giving the enemy a LOT of time to 
    think up a damaging counter. The good thing about it is that it allows Kage's 
    mid-range Flying Stomp pounce, for a total of 90 pts. or more of damage! Best 
    used in retaliation to blocked or missed attacks that leave the enemy close, 
    or as a juggle or after a stagger. By all means you must be SURE that it will 
    connect or you'll be one dead ninja.
    
    -Overhead Flip Kick: to be used carefully, it can be interrupted QUICKLY, and
    if missed or blocked can be countered easily. Because it is initially an
    airborne attack, it is ideal for hopping over Low attacks, and should only be
    used in this fashion. It is excellent when you can anticipate the enemy's Low
    attack. It is also possible to perform EXTREMELY powerful combos with it in
    the corner after the TFT (see combos).
    
    -Thunder Dragon: absolutely HORRIBLE recovery, and if ducked will leave your 
    back vulnerable. As for the attack level, it is written so because the Dragon 
    will hit High initially, but as Kage reaches maximum range, he will still hit 
    Low on the way down... This move can be buffered out of a block, to 
    counterhit in the same fashion as the Corkscrew, but there are better 
    attacks. IMO this is best used as a juggle after the TFT (see combos) or to 
    counterhit missed attacks from a far distance (although again, there are 
    better options here), and it can briefly duck under High attacks. 
    One important note about the Thunder Dragon is that it is COMPLETELY 
    unblockable due to its tremendous force, so it can be effective on defending 
    opponents from mid-range who may be expecting a dash-in Throw...
    
    -Stepping Back Thrust: overlooked by novice Kage players, the Stepping Back 
    Thrust is extremely useful, mostly because it will float enemies for a good 
    juggle. Note however that it should not be used conventionally; although it 
    is uncounterable if blocked, it can be ducked fairly easily and countered. 
    The Stepping Back Thrust should be used occasionally as a counter to missed 
    attacks from within range, although as usual there are better options. The 
    BEST place to use this move is juggling after the TFT; this is because it 
    actually allows you to juggle even further after it if timed correctly, in 
    combos like: (WALL) TFT, b+K+G, f,d,d/f+P, Heel Smash.
    
    -----------------------------------------------------------------------------
    
    -Throw Setups/What Throws to use:
    
    The key to winning with Kage is connecting with his Ten-Foot Toss. From here
    Kage can set up devastating combos that, if not destroying the enemy with big
    damage (esp in the corner!), can distance them well. HOWEVER, Kage has been
    severily weakened as far as the TFT is concerned in FMM/VF3--it can now be
    escaped :(. For this reason, you may still have to mix it up with other
    Throws if you're playing any foe whocan escape the Throw.
    
    There are THREE really good ways to set up Throws with Kage:
    
    1. After a Crouch Dash--see the Crouch Dash section.
    
    2. With a Punch or Helix offense--if the enemy ends up blocking the Helix,
    THROW! If the enemy blocks the Double or Triple Punch, G-cancel and THROW!
    
    3. After stagger--after an Elbow stagger (your first), see if the enemy has
    the know-how to shake out of it fairly fast. If not, the Heel Kick is the 
    best follow-up, or f+P+K,P+K. IF the are adept at shaking out, dash in (IMO 
    best with f+E) and THROW! The timing may take some practice, because you 
    cannot Throw until the enemy begins to come out of the stagger. Practice...
    
    Other simple places for Throws to be used are obvious; like after the enemy
    misses a big attack. Personally, I usually go for the TFT in this case,
    although of course if the enemy misses one of these big attacks (I'm talking
    things like a Kickflip, or Jane's d/f+P+K), you have many other options open
    to you.
    
    Your two most used Throws when not attempting to counter another Throw are
    the TFT (b+P+G) and f+P+G, both of which leave the enemy open to good damage.
    If you like some variety like me, mix in the b,d+P+G or d/f+P+G.
    
    About the Throws:
    
    1. P+G Shoulder Throw: not a bad Throw, it allows a Heel Smash for 60 pts.
       damage total. However, it is the easiest to escape from... remember though
       that it takes priority over complex Throws.
    
    2. u/f+P+G Takedown-Smack: its uses are pretty limited. However, I often TRY 
       to get this move in if I'm fighting a snobby bastard (usually using that
       prick Lion...) One place to use this is from its maximum range if the
       enemy tends to just stand there and block--note that this usually only
       works once per fight as the enemy will surely catch on to the idea, and
       sometimes standing there and blocking may in fact be a trap for you to try
       the Catch Throw, which they will duck and counter...
    
    3. f+P+G Flip-over: A great move allowing you to set up a powerful attack
       behind the enemy, it can basically be used in any place the P+G or b+P+G
       can be used. This and the TFT IMO should be your most used Throws, and if
       you mix them up enough the enemy cannot break out of them consistantly.
    
    4. d/f+P+G Turn-Over: for all intents and purposes, this is the same as P+G,
       except with different motions. Allows a Heel Smash for the same damage 
       too. Mix it in if you like variety.
    
    5. b,d+P+G Flipping Stomp: his most powerful non-combo Throw, mix it in for
       variety, however good TFT combos still do more damage.
    
    6. b,f+P+G Reaping Throw: see #4 :)
    
    7. b+P+G TFT: THE MOST IMPORTANT THROW FOR KAGE. Although it can now be
       broken out of, it can still be mixed in with other Throws to reduce that
       risk. See combos for more info.
    
    8. b+P+G,u+P+G Ten-Foot Toss-Izuna Drop: does great damage and looks very
       cool, mix it in with the TFT combos once in a while for variety.
    
    9. P+G Kirigasumi Side Throw: Basically any time you Evade and left close
       enough to connect with it.
    
    10. u+P+G Leg Twist (enemy behind): if missed you're in trouble, but you'd
        be surprised how many people fall for this. A useful place for it is in
        okizeme; this was posted by some guy on r.g.v.a (sorry, can't find his 
        name): If you knock down the opponent with a move that leaves your back 
        turned to them (eg. b,b+K+G or d/f+K+G), wait for them to rise then dash 
        forward (in other words, slightly away from them), and if they throw a 
        rising attack it will whiff; counter with u+P+G!! This of course is not 
        foolproof, because all the enemy has to do is roll to the side or not 
        attack at all, and come up to possibly MC the u+P+G, so be careful.
    
    THROWS OVERALL:
    ---------------
    
    Without a doubt, the TFT is still the dominating grab here. Because it can be
    escaped, the best Throws to mix in with it are the Flipping Stomp and f+P+G
    Flip-over.
    
    -----------------------------------------------------------------------------
    
    -Offense:
    
    The basis of offensive strategy for Kage revolves around the Crouch Dash and
    his various Punch rushes. Coming in with the Double Punch is probably the
    best--pester them with it, and if they decide to block, G-cancel and Throw
    (doesn't help much in FMM, but I still think G-cancelling works somewhat);
    alternately, you can use the d/b+K which may catch them for a MC for good
    damage. If they duck, G-cancel and Elbow Stagger. This is your basic 
    strategy--now, this of course is far from fool-proof. The enemy can not only 
    reverse (in most cases) your Punches, but they can also mix up various 
    attacks that will pass under your Punches (eg. Tokio's Low Sweep combos). 
    Therefore, it is often better to mix up your offense with Elbows and f+P+K,
    P+K as well, because if they are blocked (especially the Elbow), Kage can 
    recover quickly enough not to be countered. When the enemy crouches, P+K or
    d+P+K, or even a m-Rising Knee are other options when the enemy crouches.
    
    HELIX SETUPS: Because of the great recovery of the Helix and Double 
    Punch-Helix, Kage can often combo or Throw afterwards. If you don't 
    anticipate the enemy crouching the Punches, throw out the Double Punch-Helix 
    liberally; if they block, quickly whip off a Throw or Dodging Scissor Tackle 
    to snag 'em (mix up the Throws--if you do this often enough with the same 
    Throw, they will anticipate and escape it, awarding you no damage). If the 
    enemy chooses to try and dodge the Helix, the follow-up Heel Kick will often 
    snatch them in the act. If the enemy manages to duck the Helix, they have an 
    advantage, but you can still follow the Helix with an Elbow which MAY catch 
    them. If the Helix is not blocked, you can chain into the Heel Kick, or many 
    other combinations--d/b+K works but is kinda weak (although it will avoid 
    High attacks if you were a little slow). Another good follow-up is the 
    Turn-away Sweep (b,b+K+G), or if you're really feeling lucky, try a Kickflip
    (u/b+K+G). 
    
    The Helix strategy I have been using as of late, and is quite effective;
    basically it involves the enemy either getting hit with the Helix or Double
    Punch Helix and following with a combo, OR getting the Helix blocked and
    Throwing or Low attacking, OR getting the Helix ducked under and staggering
    with the Elbow... just note that it is NOT fool-proof, because the enemy can
    throw out a Low Punch or the like during your Helix that may catch you before
    you can react... for this reason, it should be mixed in with Elbow and Double
    Punch offense.
    
    -----------------------------------------------------------------------------
    
    -Crouch Dashing:
    
    An important part of offensive/defensive component of Kage's technique is the 
    Crouch Dash. Crouch Dashing is a great move for Kage mainly because he can 
    follow it with a throw--the Crouch Dash gets you in fast and against 
    inexperienced opponents, may surprise them into freezing up... The Crouch 
    Dash will most importantly avoid High attacks, so it is yet ANOTHER counter 
    against offensive rushes (you must however anticipate, because you can still 
    be hit with a Mid-level attack), and allows you to counter with a Throw.
    In addition to throwing, crouch dashing is important in TFT combos. It is
    possible to perform ANY attack from a crouch in a crouch dash, however they
    motion is simplified. For example, you can crouch dash in a Rising Knee with
    this motion: D,d/f,d/f,f+K (or, d/f,D/F,f+K). This combines a crouch dash 
    with the Knee by eliminating the D charge.
    
    -----------------------------------------------------------------------------
    
    -Defense:
    
    Kage also plays very well defending against offensive opponents. If you block
    many High Punches, you're doing something wrong :). If the enemy comes in
    with Punches, you should either reverse them (b+P+K) or duck and counter in
    any one of the many ways Kage can from here. To counter High attacks Kage can
    use any of the following:
    
    -D+P (then buffer into Rising Knee, Spinning Heel Kick or Downward Chop)
    -d/b+K (weak but very effective)
    -D,d/f+P
    -d+P+K (floats on MC)
    -f,d,d/f+P (early!)
    -D,f+K (from close--bad range)
    -d+K+G (IMO BEST!!!)
    -d/f+K+G (early...)
    -f,f+P+K+G
    -b,b+K+G
    -HCT+K
    
    Out of this list, the most effective is certainly the Spinning Heel Kick,
    because it comes out lightning fast AND can be done from either standing or
    crouching--if it connects, it will chain easily on a MC into the Flying 
    Stomp!! Now, remember that the opponent will also try to mix up their attack 
    levels (if they're any good), so you cannot always simply duck and 
    counter--the d+K+G is so effective because the SECOND you anticipate the High 
    attack (and even some Mid attacks) you can whip it off, but otherwise, if 
    you're not sure that a long enough Punch rush is coming your way, DON'T duck, 
    or you could eat a Mid-level move. 
    
    As for Low attacks, Kage can also deal fairly well with the enemy--if you
    manage to block the Low attack, you can usually counter best with the 
    D,d/f+P. If the Low attack you blocked has particularily long recovery time 
    (eg. Pai/Lau's d+K+G), you can try for a Rising Knee+juggle, or you could
    quickly stand and go for an Elbow stagger+combo. Now, instead of blocking
    the Low attack, you can also MC it with u/f+K+G, and follow with a Heel Smash.
    However, don't just try this every time, because from crouching most characters
    can whip off an attack High enough to knock you out of the air (and maybe even
    start a big float combo).
    
    As for blocking, Kage can also do well here. If you block a fast High attack
    a PK will do well enough as a mC. If it is slightly slower in recovery, the
    Spinning Heel Kick is definetely your best option. As mentioned above, if you
    block a Low attack, your best counter is the Downward Chop.
    
    -----------------------------------------------------------------------------
    
    -Nailing Reversals:
    
    Although reversals are not such a big part of Kage's repitiore compared to
    Aoi or Akira, it can still be an effective defense. A good philosophy from
    Tan Wu Meng <wumeng@pacific.net.sg> is: 
    
    "As long as you are in a situation where you can block the incoming attack, 
     you can reverse it (assuming it's reversible of course)." 
    
    You have to ask yourself how effective using the reversal will be in certain
    situations. The most obvious place to use the reversal is when you anticipate
    a Punch rush (OR, if you notice a single hand attack in time to react)--this 
    is quite useful against opponents that you find hitting you when you duck the 
    Punch rush. 
    
    For example, vs. Sarah--she can throw up to three High Punches. If you block, 
    she will likely G-cancel and Throw (or D+K,K), and if you duck, she can 
    G-cancel and Elbow stagger, OR if she anticipates early enough, she can
    follow a single Punch with a Side Kick!
    So if you duck and this occurs, the next time she comes in with the Punches, 
    try a reversal--in fact, if she starts the rush from a slight distance, fake 
    a duck (QUICKLY tap down) then tap b+P+K. OF COURSE, you can also use the 
    Spinning Heel Kick in cases such as this...
    
    You can also condition the enemy into throwing an attack WHEN you want. For
    example, if you notice Jeffry likes to smack you with his various uppercuts
    when you crouch, trick him into thinking you're crouching haphazardly. From
    JUST within the range of his Uppercut, throw crouching punches here and there
    then QUICKLY stand and tap b+P+K--if he goes for the usual uppercut, you got
    'im!
    The whole idea of conditioning involves noticing your opponents use of moves
    and patterns--the above example should not be used if your opponent tends to
    mix up Mid-level attacks (eg. throws a Toe Kick-Hammer now and then).
    
    THE BIG THING: _IF_ you can hit the enemy with a more powerful move, DO IT!
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
    
    1. Side Kick (d/f+K on MC)
    2. Rising Chop (d+P+K on MC)
    3. Rising Knee (D,f+K)
    4. Stepping Backthrust (b+K+G)
    5. Spinning Chop (d/f+P+K)
    6. DP (f,d,d/f+P)
    
    Combos:
    -------
    
    1.  d/f+K (MC), f+P, Heel Smash
    2.  d/f+K (MC), PPPK
    3.  d/f+K (MC), PG, DP
    
    4.  b+K+G, u/b+K+G
    5.  b+K+G, PPPK
    6.  b+K+G, d/f+K+G
    7.  b+K+G, DP, Heel Smash
    8.  b+K+G, d/b+K
    9.  b+K+G, b+P,K
    
    9.  d+P+K (MC), u/b+K+G
    10. d+P+K (MC), b+P,K
    11. d+P+K (MC), d/b+P,K, Low Pounce
    
    12. DP, DP :)
    13. DP, d+K
    14. DP (MC), PPPK
    15. DP (MC), u/b+K+G
    
    
    16. d/f+P+K, DP
    
    17. D,f+K, DP
    18. D,f+K, PPPK
    19. D,f+K, u/b+K+G
    
    -----------------------------------------------------------------------------
    
    SETUP THROWS:
    -------------
    
    After f+P+G: This is a fun Throw that can set the enemy up for quite a few 
    attacks. Against noivce opponents I will use the Triple Punch-Heel Kick, but 
    of course anyone with half a brain will duck the attacks. A faster version of 
    this that will often connect and allow a Pounce is the PPK (although this too
    might get ducked--not sure if it is guarenteed or not). You can also use 
    f+P+K,P+K, Low Pounce for good damage. HOWEVER, the three best follow-ups are
    a Kickflip (u/b+K+G), Spinning Chop (d/f+P+K) or a Dragon Punch (f,d,d/f+P).
    The latter two are better; the Kickflip can be avoided by dashing away (or
    ducking?), so only use it against those you're sure cannot get out in time.
    The Dragon Punch is much better overall because it connects solidly (is there
    a way to avoid it?) and can be followed with another DP. The Spinning Chop
    can also be followed with a DP for good damage.
    1. f+P+G, PPPK
    2. f+P+G, d+G+G, Pounce
    3. f+P+G, u/b+K+G
    4. f+P+G, DP, DP
    5. f+P+G, d/f+P+K, DP, Heel Smash
    6. f+P+G, f+P+K,P+K
    
    After b+P+G: Heh, heh. The TFT is the core of Kage's gameplay, allowing him 
    to drain major amounts of life (unfortunately there are no longer ring-outs,
    which hurts Kage's gameplay). Pretty much any attack will connect on an enemy 
    floated with the TFT; real easy follow-ups are the Kickflip (u/b+K+G; 
    requires slight dash; often considered boring or cheap!), Inverted Kickflip 
    (d/f+K+G) or Spinning Heel Kick (d+K+G). Moderately difficult follow-ups 
    require a slight controlled dash forward, like PPPK or b+K+G (which opens to 
    further punishment!). The most difficult TFT combos involve the wall,
    allowing even larger juggles doing up to 50% damage at default damage
    settings! Basically, you can have lots of fun with follow-ups here...
    
    1.  TFT, u/b+K+G
    2.  TFT, f,f+P+K+G (hit enemy as close to ground as possible)
    3.  TFT, b,b+P, d+K
    4.  TFT, PPK, Pounce
    5.  TFT, d/f+K+G, Pounce
    6.  TFT, u/f+K+G, Pounce
    7.  TFT, DP, Pounce
    8.  TFT, PPPK
    9.  TFT, u/f+K+G, DP (DAMN hard to time without the wall, but works!)
    9.  (WALL) TFT, PG, d+P, DP
    10. (WALL) TFT, DP, DP
    11. (WALL) TFT, b,b+P, PPPK (TFT `o' Doom! only in wall :( )
    12. (WALL) TFT, b,b+P, K
    13. (WALL) TFT, u/f+K+G, DP
    14. (WALL) TFT, u/f+K+G, PPPK, Heel Smash
    15. (WALL) TFT, u/f+K+G, b+P,K, Heel Smash
    16. (WALL) TFT, u/f+K+G, u/b+K+G
    17. (WALL) TFT, b+K+G, d+P, DP, Heel Smash
    18. (WALL) TFT, b+K+G, u/b+K+G
    19. (WALL) TFT, b+K+G, PPPK
    
    EXPLANATIONS: as far as the wall combos go, you TFT the enemy, then they
    bounce off the TOP of the wall (some damage), then begin to fall; from here,
    hit them with the first part of the attack AS EARLY AS POSSIBLE. If done
    correctly, the enemy should still be at Kage's head level after the b+K+G or
    u/f+K+G (or b,b+P, or DP, whatever)--then, the rest of the combo will
    connect! Combos like #11, #14, #16, and #19 can do upwards of 45-50% damage!
    IMO, although more difficult to time, the u/f+K+G is a better tool in these
    combos than the Stepping Back Thrust, as it does 5 pts. more damage...
    
    NOTE: there are MANY more possibilities. Anyone feel free to e-mail me more
          combos... some of the huge combos possible in VF3 I can't seem to get
          here... :( (eg. (WALL) TFT, u/f+K+G, DP, u/b+K+G worked on Aoi in VF3!)
    
    -----------------------------------------------------------------------------
    
    STAGGER COMBOS:
    ---------------
    
    After f+P: when you hit a crouching opponent with Kage's Elbow Strike, you
    	   you will stagger them. Try these:
    	   1. f+P (stagger), f+P+K,P+K
    	   2. f+P (stagger), d+K+G
    	   3. f+P (stagger), d/f+K
    	   4. f+P (stagger), dash+Throw (Throw must be done as they recover
    	      from stagger!)
    
    #############################################################################
    
    JACKY: 
    ******
    
    CHARACTER OVERVIEW:
    -------------------
    
    Good ol' Jerky. He hasn't lost much from VF3, and is still a turtler's
    nightmare. Jacky is awesome as far as offensive rushes, being that he can mix
    up just about any level of attack, from High to Mid or Low, from Mid to High,
    or Low to Mid... he can also chain his Double Punch into a Knee for an easy
    float, being one of his best offensive manuevers against crouching opponents.
    His float combos can be devastating, giving him his real damage. On defense
    Jacky's repetiore is limited but it suffices. Basically it consists of the
    Double Low Kick or the Low Backfist to counter High attacks--but this seems
    to work fine, unless the enemy anticipates the Low moves...
    Jacky has never been a Throwing character, but he gains another Throw that
    can be used easily in a Crouch Dash, revealing a defensive technique
    previously unused by Jacky players. He doesn't have many Throws, but the ones
    he has get the job done.
    
    Moves:
    ------
    
    -Punch:                      P                                [H-R]
    -Kick:                       K                                [H-R-KD]
    -Low Punch:                  D+P                              [L-R]
    -Side Kick:                  d/f+K                            [M-R-FMC]
    -Toe Kick:                   d+K                              [M-R]
    -Low Kick:                   D+K                              [L-R]
    -Turn-Away Hook:             b,b+P                            [H-R]
    -Turn-Away Spin Kick:        b,b+K                            [H-R-KD]
    -Turn Knuckle:               P (opponent behind)              [H-R]
    -Turn-Side Kick:             P,K (l.foot fwd; enemy behind)   [HM-R]
    -Turn-Spin Kick:             P,K (r.foot fwrd; enemy behind)  [HH-R-KD]
    -Turn-Low Spin Kick:         P,d+K (r.foot fwrd; enemy behind)[HL-R-KD]
    -Turn Slant Back Knuckle:    d+P (opponent behind)            [L-R]
    -Turn Slant-Low Spin Kick:   D+P,K (opponent behind)          [LL-R-KD]
    -Turn Kick:                  K (opponent behind)              [H-R-KD]
    -Turn Low Spin Kick:         d+K (opponent behind)            [L-R-KD]
    -Soccer Kick:                d/f+K (on fallen enemies)        [G]
    -Jumping Knee Drop:          u+P (on fallen enemies)          [G]
    -High Jumping Knee Drop:     U+P (on fallen enemies)          [G]
    -Punch-Spin Kick:            P,K (right foot forward)         [HH-R-KD]
    -Punch-Side Kick:            P,K (left foot forward)          [HM-R]
    -Punch-Kick:                 F,P,K                            [HH-R]
    -Punch-Low Spin Kick:        P,d+K                            [HL-R-KD]
    -Double Punch:               P,P                              [HH-R]
    -Double Punch-Snap Kick:     P,P,K                            [HHH-R-KD]
    -Double Punch-Knee:          P,P,f+K                          [HHM-R-F]
    -Double Punch-Low Kick:      P,P,d+K                          [HHL-R]
    -Flash Piston Punch:         P,P,P                            [HHH-R]
    -Combo Elbow:                P,P,f+P                          [HHM-R]
    -Combo Elbow-Heel Kick:      P,P,f+P,K                        [HHMM-R-KD]
    -Double Punch-Backfist:      P,P,b+P                          [HHH-R]
    -Double Punch-Back-Spin Kick:P,P,b+P,K                        [HHHH-R-KD]
    -Double Punch-Straight:      P,P,u+P                          [HHH-R-KD]
    -Elbow:                      f+P                              [M-R-StC]
    -Elbow-Heel Kick:            f+P,K                            [MH-R-KD]
    -Elbow-Back Knuckle:         f+P,P                            [MH-R]
    -Elbow-Knuckle-Heel Kick:    f+P,P,K                          [MHH-R-KD]
    -Elbow-Knuckle-Low Spin Kick:f+P,P,d+K                        [MHL-R-KD]
    -Spinning Backfist:          b+P                              [H-R]
    -Double Backfist:            B+P,P                            [HH-R-KD]
    -Backfist-Slant Backfist:    b+P,d/b+P                        [HL-R]
    -Backfist-Spin Kick:         b+P,K                            [HH-R-KD]
    -Backfist-Low Spin Kick:     b+P,d+K                          [HL-R-KD]
    -Smash Hook:                 d/f+P                            [H-R]
    -Hook Combo:                 d/f+P,P                          [HH-R]
    -Triple Hook:                d/f+P,P,P                        [HHM-R]
    -Lightning Straight:         d/f+P,P,f+P                      [HHH-R-KD]
    -Lightning Hook:             d/f+P,P,P,P                      [HHMM-R]
    -Slant Backfist:             d/b+P                            [L-R]
    -Slant-Low Spin Kick:        D/B+P,K                          [L-R-KD]
    -Beat Knuckle:               P+K                              [M-R-KD]
    -Beat Knuckle-Backfist:      P+K,P                            [MH-R-KD]
    -Beat Knuckle-Spin Kick:     P+K,K                            [MH-R-KD]
    -Beat-Backfist-Spin Kick:    P+K,P,K                          [MHH-R-KD]
    -Beat-Backfist-Low Spin:     P+K,P,d+K                        [MHL-R-KD]
    -Kick-Backfist:              K,P                              [HH-R-KD]
    -Kick-Backfist-Spin Kick:    K,P,K                            [HHH-R-KD]
    -Kick-Backfist-Low Spin:     K,P,d+K                          [HHL-R-KD]
    -Double Spin Kick:           K,K                              [HH-R-KD]
    -2-Way Spin Kick:            K,d+K                            [HL-R-KD]
    -Knee Strike:                f+K                              [M-R-F]
    -Dashing Punt Kick:          f,f+K                            [M-R-KD]
    -Side Hook Kick:             b+K                              [M-R-St]
    -Double Side Kick:           d/f+K,K                          [MM-R]
    -Double Low Kick:            D+K,K                            [LL-R]
    -Kickflip:                   u/b+K                            [M-R-KD]
    -Spin Kick:                  K+G                              [H-R-KD]
    -Spin Kick-Low Spin Kick:    K+G,d+K+G                        [HL-R-KD]
    -Leg Slicer:                 d+K+G                            [L-R-KD on MC]
    -Heel Sword:                 b+K+G                            [M-R-KD]
    -Spinning Middle Kick:       b,f+K+G                          [M-R-KD]
    -Lightning Kicks:            d+P+K,K,K,K,K                    [MMMHH-R-KD]
    -Lightning Storm:            d/b+P+K,K,K,K,K                  [MMMHH-R-KD]
    -Lightning Glow:             d/b+P+K,K,K,K,d+K                [MMMHL-R-KD]
    -Switch Step:                d,d                              [n/a]
    -Northern Light Bomb:        P+G                              [HT]
    -Neck Slashing:              P+G                              [ST]
    -Bulldog:                    P+G                              [BT]
    -Clothesline Drop:           f,f+P+G                          [HT]
    -Wall Clothesline:           f,f+P+G                          [WT]
    -Trip-Hammer:                f,b+P+G                          [HT]
    -Hanging Knee:               d/f,d/f+P+G                      [HT]
    
    -----------------------------------------------------------------------------
    
    TACTICS/MOVES ANALYSIS:
    -----------------------
    
    NOTE: I am _NOT_ a horribly good Jerky player (at least compared to my good
    characters) so if anyone has additions or especially corrections to these
    tactics, PLEASE speak out...
    
    -Punch-Low Spin Kick: An excellent move for surprise, if you know or see the
    the enemy block the first Punch in your offense. If blocked Low or missed,
    Jerky can be Low Thrown...
    
    -Double Punch-Knee (PPf+K), Double Punch-Low Kick (PPd+K): unlike most other 
    characters, Jerky can switch to fast Mid and Low attacks from his Double Low
    Punch, as well as G-cancelling to Throw or Elbow. The Knee will float on top
    of that! EXCELLENT offensive moves. See offense for more info.
    
    -Combo Elbow-Spin Kick: like the moves above, this combo also has a fast Mid
    level move following the Double Punch--if the Elbow connects, the Heel Kick
    always will and knock down for a Low Pounce. The recovery on the Heel Kick is
    bad enough to be countered by quick buffered moves if blocked.
    
    -Double Punch-Straight: Basically a knockdown version of the PPP, it often
    allows a Low Pounce. BAD recovery though, and it all hits High, so use with
    caution.
    
    -Elbow, Elbow-Heel Kick (f+PK): like most others, the Elbow is an important 
    attack as it will stagger crouching opponents for a combo. If the Elbow 
    connects (stagger or not), the Heel kick will always hit. See offense for 
    more info.
    
    -Elbow-Back Knuckle-Spin Kick, Elbow Back Knuckle Low Spin Kick: A good move
    as far as damage, the thing to note is that the other attacks are guarenteed
    if the Elbow staggers--otherwise, if blocked or missed the recovery is bad;
    your only hope is to mix up the High/low endings, or if you notice them block
    quickly enough, don't throw either of the endings at all.
    
    -Spinning Backfist combos: The Spinning Backfist has the advantage of fast
    execution time and decent recovery. It hits High however, so make sure it
    does connect, at least. If it is blocked, follow with the Low Spin Kick to
    knock down+Low Pounce--however, this is not guarenteed, but the Slant 
    Backfist follow-up is :). If the Backfist connects, finish with the Spin Kick 
    or 2nd Backfist for knockdown+Pounce (and good damage).
    
    -Smash Hook combos: overall not TOO useful, you must remember that if ducked,
    chain into the full Lightning Hook instead of the Straight, to snag them. If
    ducked, the enemy has to counter VERY fast before the 3rd Hook comes out and
    nails them. Altogether pretty weak, too.
    
    -Slant Backfist-Low Spin Kick: a useful move, the Slant Backfist passes 
    quickly under High attacks, and when chained into the Low Spin Kick will 
    knock down for a Pounce. If the enemy blocks Low, try to avoid going for the
    Low Spin Kick, and instead try and stand in time to stagger with the Elbow.
    
    -Beat Knuckle Combos: the awesome move becomes more awesome, IMO. It can now
    be chained into a series of attacks--if blocked, the Beat Knuckle has 
    tremendous recovery, but now you can chain into a Backfist and Low Spin Kick,
    which may surprise them. It is also possible to delay the Backfist only if
    the P+K is blocked, which may interrupt the enemy's counter--follow with K
    for the final Spin Kick in this case. If the P+K connects, the Backfist-Spin 
    Kick usually will but to play it safe when the P+K connects I usually stick 
    with the P+K,K+Low Pounce.
    
    -Kick combos: not useful at all, actually, but I might as well put this down.
    if the Kick is ducked, you can try for the Backfist-Low Spin Kick, but 
    chances are the enemy interrupts you under the Kick-Backfist... If BLOCKED,
    Jacky has a slight advantage, as you can cancel into a Low Spin Kick (K,d+K)
    emmediately to catch them...
    
    -Knee Strike: important move for Jerky, as it floats the best of all his 
    moves. The recovery is not too hot though, so only use it when you're sure.
    Actually, the P,P,f+K is better overall.
    
    -Dashing Punt Kick: still one of Jerky's most potent attacks, it always 
    knocks down and allows at least a Low Pounce, comes out FAST and recovers 
    fairly well, and also hits Mid-level. To top it off, its range is excellent!
    Abuse this move. :) (Actually, I could be wrong--as I said, I don't play 
    Jerky.)
    
    -Side Hook Kick: an often overlooked move, it's one of the few things that I
    really like about Jacky in FMM. Its recovery is fast enough that it is
    uncounterable if blocked, and it comes out fast, automatically staggering
    standing OR crouching opponents; you can then follow up with many different 
    moves. Use often. QUESTION: does this float on MC like it does in VF3? I sure
    doesn't stagger normally in VF3 that I know of... (then again, as I said I
    don't play Jerky often, and scrubs at the arcade probably wouldn't bother
    with this move).
    
    -Double Side Kick: A useful move, but be sure that if the Side Kick is a MC,
    chain into something else more damaging (see combos). This is best used after
    a stagger, for sure...
    
    -Kickflip: Still the attack that everyone fears from Jerky, it does major
    damage and allows a Pounce often. Best used after a float or stagger, as its
    recovery is VERY long. Also, if you think you have the timing the Kickflip is
    fast enough to interrupt ANYTHING...
    
    -Heel Sword: a FAST move with not-so-good recovery--SMASHES crouching 
    enemies.
    
    -Lightning Kicks: I only listed this to tell you NOT to use it! They look
    really cool and knock down for big damage if all connect, but you will RARELY
    get them to connect. They can be blocked or ducked halfway through the 
    sequence, allowin a lot of time to counter. However, some r.g.v.a posts have
    commented on the ticking ability of 1 or 2 Lightning Kicks, followed by a
    Clothesline Drop...
    
    -Lightning Storm/Glow: likewise for these, they look REALLY awesome but you
    will rarely get them all to connect. They can also be ducked or blocked mid-
    way through--they do have a slight advantage in that you can laternate the
    last hit High or low. However, if the enemy has even half-decent reflexes 
    they can duck and counter first.
    
    -----------------------------------------------------------------------------
    
    -Throw Setups/What Throws to use:
    
    Jacky has a few Throw setups, but he is certainly not a Throwing character,
    so don't go nuts trying to connect with one...
    
    The most useful setup is after the opponent has blocked your Double 
    Punch--quickly G-cancel (doesn't help much in FMM, but works somewhat) and
    nail them with a Throw, IMO best with the Clothesline Drop or Hanging Knee.
    This is an alternate to simply chaining into a Low attack (P,P,d+K).
    
    Throws also work after a stagger, be it from b+K or an Elbow. you must dash
    in and time the Throw so it grabs as the enemy is standing up full from the
    stagger. Technically, you cannot Throw a staggered opponent, so you must wait
    for them to come back to standing.
    
    Other places to Throw are after certain moves of Jerky's are blocked. The
    Elbow, for example, recovers quick enough to Throw often. After either the
    Backfist or Slant Backfist are blocked the enemy might be tad aprehensive and
    a Throw can catch them. The Side Hook Kick if blocked is uncounterable and
    therefore a Throw will catch enemies off guard here. Finally, a Throw can
    often be snuck in between the various Smash Hook combos.
    You can also Throw after blocking certain moves, best with the Clothesline.
    Any move that leaves the enemy close when you block it, you can probably
    Clothesline them; an example would be after blocking Pai's f,f+K Thrust Kick.
    Just imput f,f slightly early, then hit P+G.
    
    And of course you can Throw anytime the enemy leaves themselves open enough
    for one; however, I must stress again that Jerky is NOT a Throwing opponent;
    if you have one of these openings (eg. after a blocked or missed DBC from
    Akira), you should be going for a float combo or Kickflip...
    
    About the Throws:
    
    1. P+G Northern Light Bomb: decent damage, but leaves Jacky on the ground if
       it connects, so a Pounce is impossible--it is also quite easy to break out
       of, so you have better choices.
    
    2. P+G Neck Slashing (Side): A cool looking grab that sometimes allows a Low
       Pounce. Good move if you Evade and end up close to the enemy's side.
    
    3. P+G Bulldog (Back): Good damage and looks MEAN, but never allows a Pounce.
       If you think you can get in something better, like a Kickflip or float, go
       for it!
    
    4. f,f+P+G Clothesline Drop: lost a lot of strength because if you miss you
       no longer get an Elbow, allowing you to stagger if the enemy tries to 
       duck. It also never allows a Pounce! Still, it has GREAT range and can be
       used as a counter to blocked attacks. This also looks brutal when used
       against a wall :).
    
    5. f,b+P+G Trip-Hammer: still his most powerful Throw, doing 10 pts. more 
       than the Hanging Knee and usually allows a Soccer Kick. A great offensive
       Throw that can be done easily out of dash.
    
    6. d/f,d/f+P+G Hanging Knee: looks damn cool and sometimes allows a Low 
       Pounce, it should be your most used Throw (mix it up however against those
       who know how to escape Throws). It can also be combined with a crouch dash
       to avoid High attacks and counter...
    
    THROWS OVERALL:
    ---------------
    
    Both the Trip-Hammer and Hanging Knee are equally as powerful when the
    opening arises; the Trip-Hammer does more damage and allows a Soccer Kick,
    but the Hanging Knee will often allow a Low Pounce. The Clothesline shold not
    be forgotten becuase of its range, however...
    
    -----------------------------------------------------------------------------
    
    -Offense:
    
    As I said, I'm not a Jerky player, but the basic strategy is still known to
    me. IMO the idea with Jacky is to mix it up--I cannot stress that enough. He
    has so many different ways to alternate attack levels it's sickening. The 
    best offensive technique is the Double Punch; if blocked, chain into the Low
    Kick (P,P,d+K), or G-cancel and Throw them. If they duck the Double Punch,
    G-cancel and toss out an Elbow to stagger them, or even better, chain into
    the canned Knee (PPf+K). Pretty simple, right? At lower levels yes, but
    eventually the enemy will compensate for that and create a defense, like
    ducking and hitting you before the Double Punch is done, or Evade. Once this
    happens, start throwing out single Punches with the same idea, except this
    time you can chain into a Side Kick (P,K with left foot forward). Which
    brings me to another point--if you really wanna mix it up, you should use the
    Switch Step from a short distance to always ensure that your left foot is
    forward, allowing you to perform the Punch-Sidekick for this tactic. Once the
    enemy gets used to you starting a Punch rush from short range, switch over to
    the Backfist, which has a guarenteed Slant Backfist follow-up if blocked, and
    can chain into one of two powerful knockdowns if it hits. The only problem
    here is that Jacky cannot perform any Mid-level attacks from the Backfist, and
    you will rarely catch crouchers with the Slant Backfist, so again you must
    alternate...
    Etc, etc... again, there are other Jerky FAQs out there that can elaborate
    much better.
    
    -----------------------------------------------------------------------------
    
    -Crouch Dashing:
    
    Crouch-dashing will allow Jerky to avoid High attacks and get in offensively
    a lot quicker. However unlike other fighters, Jacky has a limited range of
    moves from a crouch (Shin Slicer and Double Low Kick), and neither are
    terribly effective. The only really effective thing here is to combine a
    Crouch Dash with the motions for the Hanging Knee Throw...
    
    -----------------------------------------------------------------------------
    
    Defense:
    
    Against High rushes, the best move for you is the Slant Backfist, which will
    travel under and allow a follow-up Low Spin Kick+Low Pounce. Other than that,
    you could just crouch and Throw, if they're left close enough, or Double Low
    Kick. It is also possible with really good reflexes to counter pretty much
    anything they throw at you with a Kickflip. If it doesn't work however, 
    you're in BIG trouble. Other than that, you can Crouch Dash in (see above), 
    or evade and follow best with the Double Side Kick (d/f+K,K) or Heel Sword 
    (b+K+G). 
    Against Low attacks, a Beat Knuckle is often fast enough to deal with
    anticipated ones; otherwise, you can block Low and try for a Double Low Kick
    mC...
    
    If you block a High attack, the Clothesline Drop often will connect if the
    move was fairly slow; the best over-all counterattack to a block attack is
    the Elbow-Heel Kick...
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
    
    1. Double Punch-Knee Strike (PPf+K)
    2. Knee Strike (f+K)
    3. Side Kick (d/f+K on MC)
    
    Note: just to cut down on size, the combos that work for the f+K will of
          course work for PPf+K
          
    Combos:
    -------
    
    1.  d/f+K (MC), PPP, d/f+K
    2.  d/f+K (MC), f+PK, Low Pounce
    3.  d/f+K (MC), f,f+K, Low Pounce
    4.  d/f+K (MC), d+K+G, Low Pounce
    
    5.  f+K, P,P,f+P,K
    6.  f+K, f,f+K, Low Pounce
    7.  f+K, u/b+K
    8.  f+K, d+P, u/b+K
    9.  f+K, P+K,K
    10. f+K, PsK, Low Pounce
    11. f+K, B+P,P
    12. f+K, P,G, Kickflip
    13. (WALL) f+K, P,G, PPu+P, Soccer Kick
    14. (WALL), f+K, P,G,P,G, d+K+G, Soccer Kick
    
    -----------------------------------------------------------------------------
    
    STAGGER COMBOS:
    ---------------
    
    After f+P: when you hit a crouching opponent with Jerky's Elbow, you will 
    	   stagger them. Try these:
    	   1. f+P (stagger), dash+Kickflip
    	   2. f+P (stagger), dash+Throw
    	   3. f+P (stagger), d/f+K,K
    	   4. f+P (stagger), P+K,K
    	   5. f+P (stagger), f,f+K, Low Pounce
    	   6. f+P (stagger), f+K, juggle (see above)
    	   7. f+P (stagger), D/B+P,K
    	   8. f+P (stagger), b,f+K+G
    
    As for b+K, generally all of these work, as the stagger is virtually the
    same, except it seems to knock them back slightly further, so you may have to
    dash for some follow-ups, or Throws...
    
    #############################################################################
    
    SARAH: 
    ******
    
    CHARACTER OVERVIEW:
    -------------------
    
    Still has the ability to do monster floats, and can easily go offensive with
    Punch and Elbow rushes. Sarah is a croucher's nightmare, for sure. Fighting
    defensively against her severly limits your options. Her damaging moves,
    however, leave her open to counter, so she must be played carefully. On
    defense she has a few key moves to counter High attacks, but all in all she
    best played offensively.
    Sarah has never had many Throws, and she gains three new ones here. b,f+P+G
    and b+P+G both kick ass and add new variety to her Throws, and she also gains
    a semi-useful Catch Throw.
    Sarah can still whup some ass if used carefully.
    
    Moves:
    ------
    
    -Punch:                      P                         [H-R]
    -Kick:                       K                         [H-R-KD]
    -Low Punch:                  D+P                       [L-R]
    -Side Kick:                  d/f+K                     [M-R-FMC]
    -Low Kick:                   D+K                       [L-R]
    -Turn-Away Hook:             b,b+P                     [H-R]
    -Turn-Away Spin Kick:        b,b+K                     [H-R-KD]
    -Spin Turn Kick:             D,b+K                     [H-R-KD]
    -Double Spin Turn Kick:      D,b+K,K                   [HH-R-KD]
    -Turn Knuckle:               P (opponent behind)       [H-R]
    -Turn Low Straight:          d+P (opponent behind)     [L-R]
    -Turn Kick:                  K (opponent behind)       [H-R-KD]
    -Turn Dragon Kick:           f+K (opponent behind)     [H-R-KD]
    -Turn Rising Kick:           d/f+K (opponent behind)   [H-R-KD]
    -Turn Low Spin Kick:         d+K (opponent behind)     [L-R-KD]
    -Soccer Kick:                d/f+K (on fallen enemies) [G]
    -Jumping Knee Drop:          u+P (on fallen enemies)   [G]
    -High Jumping Knee Drop:     U+P (on fallen enemies)   [G]
    -Hopping Spin Kick:          f+K+G                     [M-R-F]
    -Roundhouse Kick:            u+K+G                     [M-R-KD]
    -Punch-Kick:                 P,K                       [HH-R]
    -Punch-Side Kick:            P,d+K                     [HM-R]
    -Double Punch:               P,P                       [HH-R]
    -Double Punch-Snap Kick:     P,P,K                     [HHH-R-KD]
    -Triple Punch:               P,P,P                     [HHH-R]
    -Combo Rising Knee:          P,P,P,K                   [HHHM-UR-KD]
    -Combo Jump Kick:            P,P,P,u+K                 [HHHM-R-KD]
    -Combo Kickflip:             P,P,P,b+K                 [HHHM-R-KD]
    -Elbow Strike:               f+P                       [M-R-StC]
    -Elbow-Knee:                 f+P,K                     [MM-R-F]
    -Elbow-Side Chop:            f+P,d/f+P                 [MH-R]
    -Elbow-Heel Sword:           f+P,b+K                   [MM-R-KD]
    -Snap Side Chop:             d/f+P                     [H-R]
    -High Kick-Straight:         K,P                       [HH-R-KD]
    -Double Thrust Kick:         K,K                       [HH-R-KD]
    -Illusion Kick:              d/f+K,K                   [MH-R]
    -Mirage Kick:                d/f+K,K,K                 [MHH-R-KD]
    -Illusion-Jacknife:          d/f+K,Kf+K                [MHM-R-KD]
    -Illusion Low Kick:          d/f+K,K,b+K               [MHL-R]
    -Jacknife Kick:              d+K                       [M-R-KD]
    -Jacknife-Side Kick:         d+K,K                     [MM-R-KD]
    -Double Low Kick:            D+K,K                     [LL-R]
    -Knee:                       f+K                       [M-R-F]
    -Knee-Rising Knee:           f+K,d/f+K                 [MM-R]
    -Dashing Knee:               f,f+K                     [M-R-KD]
    -Double Kick:                b+K                       [HH-R-KD]
    -Dragon Cannon:              d/b+K                     [M-R-F]
    -Full Spin Heel Kick:        u+K                       [M-R]
    -Rising Knee:                D,f+K                     [M-UR-F]
    -Rising Knee Combo:          D,f+K,K                   [MM-UR-KD]
    -Kickflip:                   u/b+K                     [M-R-KD]
    -Toe Kick:                   d+P+K                     [M-R]
    -Toe Kick-Jacknife:          d+P+K,K                   [MM-R-F]
    -Spin Kick:                  K+G                       [M-R-F]
    -Leg Slicer:                 d+K+G                     [L-R-KD on MC]
    -Lunging Sweep:              d/f+K+G                   [L-R-KD]
    -Side Hook Kick:             d/b+K+G                   [M-R-St]
    -Tornado Kick:               u/f+K+G                   [M-R-KD]
    -Heel Sword:                 u/b+K+G                   [M-R-KD]
    -Moonsault:                  u/f+P or u/b+P            [n/a]
    -Heel Kick-Moonsault:        u+K,u+P                   [Mn/a-UR-KD]
    -Front Suplex:               P+G                       [HT]
    -Shellbreak Elbow:           P+G                       [ST]
    -Back Drop:                  P+G                       [BT]
    -Back Drop:                  P+K+G                     [B/LT]
    -Clothesline Drop:           f,f+P+G                   [HT]
    -Lightning Knee Smash:       b+P+G                     [HT]
    -Quadruple Knee Smash:       b+P+G                     [WT]
    -Scissor Grab:               b,f+P+G                   [HT]
    -Jumping Bulldog:            u/f+P+G                   [CT]
    
    -----------------------------------------------------------------------------
    
    TACTICS/MOVES ANALYSIS:
    -----------------------
    
    -Punch-Side Kick: Basically you just want to mix this up in your offensive 
    game, especially if you think they'll try to duck a Punch rush. This however, 
    never knocks down... The recovery on the Side Kick is exceptional, however.
    
    -Double Punch (PP): like the other characters, the Double Punch is Sarah's 
    best offensive technique, which can be G-cancelled (for what it's worth) to
    catch blocking enemies with a Throw, or crouching enemies with an Elbow
    stagger. See offense for more info.
    
    -Triple Punch Combos: after the Triple Punch (PPP), Sarah can perform a 
    Kickflip (PPPb+K), Rising Knee (PPPK) or Jump Kick (PPPu+K). The Kickflip is 
    a good finisher even if they block it; it is blockable unless the Punches hit
    as a MC, OR the last of the three punches connects. Also note though that the
    Kickflip does much less damage than its single counterpart, but altogether
    this combo does good damage and usually allows a Low Pounce. The Rising Knee
    is a powerful combo finisher, but it also VERY dangerous if missed or 
    blocked; use it only on two occasions--against REALLY stupid opponents, or as
    a juggle. The former means that if the enemy ducks the Triple Punch, but is
    so slow that you can nail them with the Mid-level Rising Knee (a good fighter
    will hit you before the Knee comes out). As far as juggling, this connects
    rather solidly after a Knee. The Rising Knee finish is blockable unless the
    Punches were a MC; it does, however, guarentee a Pounce. The final combo is
    PPPu+K--I really don't know why this is here, I hardly ever use it. Its 
    hang-time is less than the Rising Knee or Kickflip so a Pounce is easier, but 
    you are still vulnerable and it isn't that much faster.
    
    -Lunging Sweep: an awesome-looking move, it is slow in recovery and 
    execution, so only use it to MC a High attack. You can usually get in a Low 
    Pounce too.
    
    -Elbow: Like all other Elbows, this is uncounterable if blocked and will
    stagger a crouching opponent. Sarah's Elbow techniques are the core of her 
    up-close strategy. The Elbow comes out very fast and recovers very fast, so 
    that even if it is blocked, you can often surprise the enemy with a Throw. If 
    the Elbow connects on a crouching opponent, they will stagger to a standing 
    position, allowing you to connect with further attacks. The Elbow-Overhead 
    Edge Kick is a COOL looking combination, but the recovery is worse than the 
    Elbow-Knee Strike and it also cannot float, so IMO use rarely. The Chop 
    follow-up to the Elbow, like the Chop itself, is IMO useless; if the Elbow 
    staggers the Chop will of course connect, but what's the point when you can 
    also connect with a Stagger combo, Knee Strike or the Overhead Edge Kick? 
    Silliness. The Elbow-Knee Strike (f+PK), as anyone knows, is probably Sarah's
    best attack; it comes out VERY fast and if the Elbow connects, the Knee
    ALWAYS hits and knocks down--a Pounce is guarenteed. The Knee also has
    floating ability; and, it is easier to float after than her regular f+K
    because it recovers a frame faster. In addition, the Knee can also be delayed
    after the Elbow, so if the Elbow misses or is blocked, instead of a Throw,
    try the delay, and you may MC them with the Knee and can juggle for good
    damage. BTW, probably the best follow-up to the Elbow Stagger is the Knee
    Strike, because if the enemy is staggered they will float EXTRA high with the
    Knee. See Combos for more info.
    
    -Toe Kick-Punt Kick: If the Punt Kick connects it usually floats high enough
    for a good juggle. The Toe Kick also comes out fast--easily one of her best
    moves. It is a good surprise vs. crouching foes, and works well as a juggle
    too.
    
    -Punt Kick-Side Kick: if the Side Kick knocks down, a Low Pounce is 
    guarenteed for good damage. Altogether, use it in the same fashion as the
    Toe Kick-Punt Kick.
    
    -Dragon Cannon: this will float the enemy high enough to connect with a 
    juggle every time. Right at the BEGINNING of its execution this will duck 
    under High attacks and MC, so IMO it is best used in this case. Also note 
    that it hits Mid, but a lot of opponents will look at it and think it hits 
    High, so use this against your foe when they crouch. Also, if it is blocked, 
    it keeps the enemy in block stun a fair time, so try for a Throw just for the 
    helluv it...
    
    -Illusion/Mirage Kick Combos: although some may disagree, I think these are 
    some of Sarah's best moves. The Illusion Kick by itself does not knock down, 
    and the second kick can be ducked unless the first kick was a MC. However, it 
    can be chained into other kicks--if the opponent has blocked the Illusion 
    Kick you can switch to a Low Kick, likewise if the enemy manages to duck it, 
    OR the first kick doesn't hit as a MC, you can switch to a Punt Kick to snag 
    'em. Finally, if the kicks connect as a Major Counter or the first two kicks 
    hit a standing opponent, you can press kick again for the full Mirage Kick 
    combination, which also guarentees a Low Pounce, for a total of 74 pts. of 
    damage or more! Basically, you want to use these combinations as reactionary 
    moves, because of their execution speed--do NOT use them offensively if the 
    enemy knows how to block fast, because in all cases the recovery is pretty 
    bad. See offense for more info.
    
    -Rising Knee: this is a good counter if you manage to duck a slow-recovering 
    attack. In addition, you can often juggle. one good thing about the Rising
    Knee is that it cannot be reversed...
    
    -Knee Strike: an important move, but still has to be used carefully. Its 
    execution and especially recovery are not that great, but if the Knee Strike 
    connects it will float GREAT for a juggle. Use in moderation, mostly against 
    persistent crouchers--usually this is better tacked on the end of an Elbow.
    See Combos and Tactics for more info.
    
    -Lunging Knee: a good move, but not amazing. It has GREAT range and will hit 
    crouchers fairly fast, and also guarentees a Low Pounce. It comes out faster 
    than a regular knee, but it doesn't float enough to juggle and the recovery 
    isn't too good. This is a good follow-up to a stagger that leaves the enemy a 
    short distance away, and other than that it's not too useful. Can be used as 
    a juggle too.
    
    -Kickflip: still a great move, it has LIGHTNING fast execution, making it a 
    great reactionary move, especially against opponents dashing in. Usually 
    guarentees a Pounce on MC and does BIG damage; also useful as a juggle. Best 
    used in retaliation or to surprise an opponent.
    
    -Spin Kick: variable damage depending on distance, and usually floats ala Lau's
    K+G (see combos). Because of its circular path it is a good move to snag evading 
    opponents if they're close enough; also, unlike the other fighters, Sarah's 
    Crescent Kick hits MID-LEVEL. It also comes out fast, so it's a good move 
    against persistent crouching opponents; if it is blocked, Sarah also recovers 
    quite fast, so you can punish foolish enemies who try to counter it.
    
    -Overhead Edge Kick: haven't experimented with this move much, but it sure 
    looks damn cool. It has fast execution, making it a good move against 
    crouchers, and guarentees a Soccer Kick (d/f+K) on knockdown.
    
    -Hopping Spin Kick: not a bad move, it will float a little (see combos).
    Use it on anticipated Low attacks...
    
    -Moonsault: a cool new move, I find myself using this often; it can be 
    interrupted at close range and if hit with a non-knockdown move, Sarah will 
    stop with her back TURNED to the opponent, so NEVER use it within the enemy's 
    attack range. From that distance, it can be useful if the enemy comes 
    charging in, and if timed right you will land right behind them; if they 
    didn't suspect it and you landed close to them, The Double Low Kick or the 
    Mirage Kick are good follow-ups. If you landed a distance away, run in and 
    try for the Running Knee. You can probably be hit in the middle of the 
    Moonsault with a Kickflip, but it won't happen often unless the enemy 
    anticipates it.
    
    -----------------------------------------------------------------------------
    
    -Throw Setups/What Throws to use:
    
    As with her brother, Sarah is not primarily a Throw character. She does have
    some setups however. For one, the aformentioned G-cancel -> Throw after a
    blocked Punch rush. Other ideal places: if the enemy blocks your Elbow, try
    quickly for a Throw--this also works if the enemy is staggered from a crouch
    with the Elbow. Other than that, only the usual places, like missed attacks,
    or a buffered Clothesline Drop after blocking an attack--however, in either 
    of these cases a combo or otherwise more powerful attack is a much better
    option.
    
    About the Throws:
    
    1. P+G Front Suplex: quite weak and rarely allows a Pounce, the thing to 
       remember is that it will beat out complex motion Throws and also doubles
       as a P+G escape...
    
    2. P+G  (Side): Looks brutal and usually allows a Soccer Kick or Low Pounce.
       Use it when you are left close after an Evade.
       
    3. P+G (Back): IMO shouldn't be used when the enemy's back is turned; it is
       pretty weak compared to other fighters, and doesn't allow a Pounce--go for
       a float combo or Kickflip...
    
    4. f,f+P+G Clothesline Drop: lost a lot of strength because if you miss you
       no longer get an Elbow, allowing you to stagger if the enemy tries to 
       duck. It also never allows a Pounce! Still, it has GREAT range and can be
       used as a counter to blocked attacks (buffer the first f).
    
    5. b+P+G Lightning Knee Smash: Looks VERYU painful, so above all else it's
       intimidating. However, it is quite weak and if the enemy has ANY speed at
       all they can avoid a Pounce. Still, mix this in just because it looks so
       cool; good as a dash-in Throw...
    
    6. b,f+P+G Scissor Grab: the Throw of choice. It does huge damage compared to
       her other Throws, although as usual you can rarely get in a Pounce. Still,
       again mix it in. The disadvantage here is that the enemy's f+P+G escape
       will escape this Throw AND the Clothesline, limiting her options...
       
    7. u/f+P+G Jumping Bulldog: This move is a Catch Throw, meaning that it 
       cannot be escaped, but also has execution time and also recovery. The neat 
       thing about it is that she sidesteps as she lunges forward, so it may
       avoid some linear attacks; also note that if the enemy anticipates they 
       can hit you during the sprint, and if it misses (it CAN be ducked) you can 
       also be countered. If you miss and are left close to the enemy you can 
       often go for a Throw anyways, especially if you end up beside them. This 
       is best used as a surprise if you think they'll fall for it, or to counter 
       missed attacks from a distance, OR immediately after you hit them with a 
       long-ranged attack that doesn't knock down (not guarenteed of course--they 
       can still duck). You can also use it simply to surprise an enemy who's 
       just standing, blocking. Note however that you cannot Pounce afterward, 
       but it IS still her most powerful Throw.
    
    THROWS OVERALL:
    ---------------
    
    The Lightning Knee Smash sometimes allows a Low Pounce (not as common as in
    VF3, however), and it is certainly an intimidating move. However her best
    Throw is definetely the Scissor Grab as far as damage. Mix these two up
    heavily.
    
    -----------------------------------------------------------------------------
    
    -Offense:
    
    Unfortunately, Sarah loses her best offensive tactic from VF2, the Elbow/
    Clothesline (see S. Hyun Yim's <Esak+@cmu.edu> VF2 Sarah FAQ for more info,
    it's kinda irrelivent in this FAQ). However, because of Sarah's speed, she
    can still trick the opponent into getting hit. The best way to do this is to
    force the enemy to crouch, or in some way hit the crouching opponent. The 
    Elbow is still a very important tool in this case, along with the G-cancel.
    Throw various Punch combos at the enemy (but don't throw in the kicks!) and
    even a couple of Chops (d/f+P)--if they block High persistantly, you can than
    quickly switch to a Low attack (best the Double Low Kick or if the enemy is
    slow, d/f+K+G--however, the safest is a single Low Punch), or even better,
    G-cancel and Throw (the Clothesline being the best choice because of its 
    range, however if you are closer, any Throw will do besides the Catch Throw). 
    Now, if the enemy ducks your Punches, then you can really pour it on; if the
    enemy is really slow, you can hit them with the P,P,P,b+K, but this will
    rarely happen; a good canned combo in this case would be the Punch-Sidekick.
    HOWEVER, the best thing to do with Sarah if the enemy begins ducking your
    Punches is to G-Cancel them, then quickly throw a Mid-level move. The ideal
    choice here is the Elbow (f+P), which will stagger the enemy and allow the
    Knee Strike follow-up and juggle, or another stagger-combo. If the enemy 
    isn't too fast, or they are out of range of the Elbow, good moves to use are 
    the Illusion Kicks or the Punt Kick-Side Kick combo. In addition, if the 
    enemy is fast to move after the G-cancelled Punch, a Dragon Cannon can 
    sometimes catch them by surprise and float for juggle combo.
    
    The above strategy is the core of Sarah's offensive technique; unfortunately,
    she has little in the way of Low attacks, meaning she can have difficulty if
    the enemy blocks High persistantly--the G-cancel -> Throw is really the only
    thing she has here, other than evading to surprise them.
    
    -----------------------------------------------------------------------------
    
    -Crouch Dashing:
    
    Not as effective a technique as it is to other fighters, but can still be
    useful defensively. After a Crouch Dash, good follow-ups are the Rising Knee+
    High Pounce, or Mirage Kick+Pounce, or a Throw if you prefer.
    
    -----------------------------------------------------------------------------
    
    -Defense:
    
    Sarah plays well on defense, though not as good as offensive. The MC is very
    important here, as it is MUCH better for Sarah to hit the enemy out of their
    attack, than to block or duck it, then counter. If the enemy comes in with
    High rushes persistantly, a Rising Knee+Pounce is a GREAT counter, as well as
    an Illusion Kick chain from a crouch. If they come in with persistant Low
    attacks, the Toe Kick-Punt Kick or Punt Kick-Side Kick are ideal counters.
    If the enemy is mixing it up, try to find a pattern in their combos (esp. vs.
    guys like Jacky with their HHMM combos and such--counter appropriately when
    blocked with the Clothesline). Also note that if you manage to block one of
    the enemy's slower moves, you can counter with a combo of some sort, be it
    a Elbow-Knee Strike or Knee Strike -> Float Combo, or IMO the best being a
    Mirage Kick+Pounce...
    And of course, against faster recovering attacks, a PK is ALWAYS good 
    (remember to hold forward when doing it to slightly increase the range!)
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
          
    1. Knee Strike (f+K)
    2. Rising Knee (D,f+K)
    3. Dragon Cannon (d/b+K)
    4. Toe Kick-Punt kick (d+P+K,K)
    5. Elbow-Knee Strike (f+P,K)
    6. Spin Kick (K+G)
    7. Hopping Spin Kick (f+K+G)
    
    Combos:
    -------
    
    Note: assume all combos starting with f+K can be started with f+PK...
    
    1.  f+K, u/b+K
    2.  f+K, PPPK, Low Pounce
    3.  f+K, PPPb+K
    4.  f+K, b+K+G, Low Pounce
    5.  f+K, f+PK, Low Pounce
    6.  f+K, d+K,K, Low Pounce
    7.  f+K, d+P+K,K, Low Pounce
    8.  f+K, f+K, Low Pounce
    9.  f+K, D+P,f+K, Low Pounce
    10. f+K, m-D,b+K,K, Low Pounce
    
    10. d+P+K,K, PPPK, Low Pounce
    11. d+P+K,K, f+K, Low Pounce
    12. d+P+K,K, d+K,K, Low Pounce
    13. d+P+K,K, P,G, u/b+K
    
    14. d/b+K, PPPK, Low Pounce
    15. d/b+K, d/b+K, Low Pounce
    16. d/b+K, f+PK, Low Pounce
    17. d/b+K, P,G, f,f+K, Low Pounce
    18. d/b+K, P,G, d+K,K, Low Pounce
    
    19. K+G, PPPK, Low Pounce
    20. K+G, f,f+K, Low Pounce
    
    21. f+K+G, PPPK, Low Pounce
    22. f+K+G, u/b+K
    
    -----------------------------------------------------------------------------
    
    STAGGER COMBOS:
    ---------------
    
    After f+P: when you hit a crouching opponent with Sarah's Elbow, you will 
    	   stagger them. Try these: (some may require dash after stagger)
    	   1. f+P (stagger)K (canned)+juggle
    	   2. f+P (stagger), d/f+K,K,K, Low Pounce
    	   3. f+P (stagger), d+K,K, Low Pounce
    	   4. f+P (stagger), Throw
    	   5. f+P (stagger)b+K (canned), Low Pounce
    	   6. f+P (stagger), d+P+K,K, Low Pounce
    	   7. f+P (stagger), u/b+K
    	   8. f+P (stagger), D+K,K, Low Pounce
    	   9. f+P (stagger), P,P,P,b+K
    
    #############################################################################
    
    LAU:
    ****
    
    CHARACTER OVERVIEW:
    -------------------
    
    Lau Chan, aka "Mr. Punch", is still a very powerful character. He retains all
    of his old offensive capabilities, and adds to them with the new Turn-Away
    Lifting Palm, and for sure the Elbow-Palm Strike (despite the fact that this
    always knocks down now), and his Side Kick combos.
    If used carefully and properly a good Lau can pretty much beat anybody, with
    only reversals to hinder his offense (even then, he can still mix it up well
    enough to prevent it). On defense, Lau has the basics, but altogether if you
    play him defensively you're dead :).
    Lau also has a variety of Throws, and the always popular Stumble Throw to set
    up an easy combo.
    
    Moves:
    ------
    
    -Punch:                            P                           [H-R]
    -Low Punch:                        d+P                         [L-R]
    -Kick:                             K                           [H-R-KD]
    -Side Kick:                        d/f+K                       [M-R-FMC]
    -Low Kick:                         D+K                         [L-R]
    -Turn-Away Lifting Palm:           b,b+P                       [M-R-F]
    -Turn-Away Lifting Palm-Spin Kick: b,b+P,K+G                   [MH-R-KD]
    -Turn-Away Spin Kick:              b,b+K+G                     [H-R-F]
    -Turn-Toward Punch:                P (opponent behind)         [H-R]
    -Turn-Toward Knife Hand:           d+P (opponent behind)       [M-R]
    -Turn-Toward Kick:                 K (opponent behind)         [H-R-KD]
    -Turn-Torward Sweep:               d+K (opponent behind)       [L-R-KD]
    -Reverse Drop Kick:                u+K+G (opponent behind)     [M-UR-KD]
    -Reverse Kickflip:                 u/f+K (opponent behind)     [M-UR-KD]
    -Ground Stomp:                     d/f+K (on fallen opponents) [G]
    -Flying Stomp:                     u+P (on fallen opponents)   [G]
    -Flying Double Stomp:              U+P (on fallen opponents)   [G]
    -Punch-Kick:                       P,K                         [HH-R]
    -Double Punch:                     P,P                         [HH-R]
    -Punch-Turn-Away Lifting Palm:     P,b+P                       [HM-R]
    -Lau Special:                      P,b+P,f+P                   [HMM-R-KD]
    -Double Punch-Kick:                P,P,K                       [HHH-R-KD]
    -Triple Punch:                     P,P,P                       [HHH-R]
    -Triple Punch-Crescent:            P,P,P,K                     [HHHH-R-KD]
    -Triple Punch-Sweep:               P,P,P,d+K                   [HHHL-R-KD]
    -Triple Punch-Kickflip:            P,P,P,b+K                   [HHHM-R-KD]
    -Knife Hand:                       d/f+P                       [M-R]
    -Knife Hand-Punch:                 d/f+P,P                     [MH-R]
    -Knife Hand-Punch-Kick:            d/f+P,P,K                   [MHH-R-KD]
    -Knife Hand-Double Punch:          d/f+P,P,P                   [MHH-R]
    -Knife-Double Punch-Crescent:      d/f+P,P,P,K                 [MHHH-R-KD]
    -Knife-Double Punch-Sweep:         d/f+P,P,P,d+K               [MHHL-R-KD]
    -Knife-Double Punch-Kickflip:      d/f+P,P,P,b+K               [MHHM-R-KD]
    -Lifting Palm:                     D/F+P                       [M-R-FMC]
    -Lifting Palm-Tiger Strike:        D/F+P,d/f+P+K               [MM-R-F]
    -Lunging Knife Hand:               d/f,d/f+P                   [M-R]
    -Elbow:                            f+P                         [M-R-StC]
    -Elbow-Palm Strike:                f+P,b,f+P                   [MH-R-KD]
    -Tiger Strike:                     d/f+P+K                     [M-R-F]
    -Dashing Palm Strike:              b,f+P                       [H-R-KD]
    -Double Palm Strike:               b,f,f+P                     [M-UR-KD]
    -Kick-Crescent:                    K,K                         [HH-R-KD]
    -Side Kick-Face Punch:             d/f+K,f+P                   [MH-R]
    -Side Kick-Punch-Palm Strike:      d/f+K,f+P,b,f+P             [MHH-R]
    -Low Kick-Heel Kick:               d+K,K                       [LM-R-KD]
    -Double Low Kick:                  D+K,K                       [LL-R]
    -Triple Low kick:                  D+K,K,d+K                   [LLL-R]
    -Triple Low-Sweep:                 D+K,K,d+K,K+G               [LLLL-R-KD]
    -Rising Heel Kick:                 D,N+K                       [M-R-KD]
    -Back-Handspring:                  u/b                         [n/a]
    -Kickflip:                         u/b+K                       [M-R-KD]
    -Cartwheel Kick:                   u/f+K                       [M-R-F]
    -Spinning Low Kick:                f,d+K                       [L-R-KD]
    -Crescent Kick:                    K+G                         [H-R-F]
    -Crescent Sweep:                   d+K+G                       [L-R-KD]
    -Hop Kick:                         u/f+K+G                     [M-R]
    -Big Crescent:                     HCT+K+G                     [H-R-KD]
    -Waterwheel Drop:                  P+G                         [HT]
    -Head Drop:                        P+G                         [ST]
    -Reverse Reaping Throw:            P+G                         [BT]
    -Overhead Cannon:                  f+P+G                       [HT]
    -Fireman's Drop:                   b+P+G                       [HT]
    -Back Slam:                        b+P+G (back to wall)        [WT]
    -Neck Drop:                        b,f+P+G                     [HT]
    -Flipping Back Slam:               d/f,d/f+P+G                 [HT]
    -Stumble Throw:                    b,d+P+G                     [HT]
    			      
    -----------------------------------------------------------------------------
    
    TACTICS/MOVES ANALYSIS:
    -----------------------
    
    -Side Kick: a good attack for Lau, it will float on MC, and executes and
    recovers quite fast. In addition, Lau has the ability to chain into a canned
    combo from the Side Kick.
    
    -Turn-Away Lifting Palm (TAupKn) Combos: the only true "canned" combo after 
    the b,b+P is K+G, but I rarely use this. What is virtually guarenteed 
    however, is the d+P Turn-Toward DnKn, or the d+K Turn-Torward Sweep.
    Definetely one of his best moves. The TAupKn comes out fairly fast, but most
    importantly it can be chained immediately into the d+P Turn-toward DnKnP,
    which is uncounterable if blocked! Alternately, if the b,b+P connects and
    floats, the DnKn will connect and can be chained into the same DnKn combos as
    the normal d/f+P! A single b,b+P, d+P, PPPd+K can be COMPLETELY devastating
    to the enemy. DEFINETELY a move to master--see offensive tactics for more
    info.
    
    -Double Punch (PP): Lau's Double Punch tactics are not AS important as other
    fighters as far as offense, now that he has the b,b+P,d+P move, along with
    the DnKn offense. Not that it means it cannot be used, it should still be
    mixed up with other offensive maneuvers. Like most fighters, if blocked
    G-cancel and Throw or perform a Low attack, and if ducked, G-cancel and chain
    into a Mid-level attack. It should be noted that if you are going for an
    offense other than the b,b+P,d+P, a simply DnKn rush is in fact more
    effective because it hits Mid-level.
    
    -Double Punch-Kick (PPK): more useful to Lau than others, because if blocked 
    it is quite difficult to counter, and always knocks down if it connects,
    allowing a Low Pounce.
    
    -Punch-Turn-Away Lifting Palm (2/3 Lau Special): same idea as Akira's 2/3 
    SPoD and 2/3 DLC--just perform P,b+P to get the Punch-Turn-Away Lifting Palm.
    The advantage here is that Lau can still perform any Turn-Toward attack after
    2/3 Lau Special, although it is not technically "canned". Also note that the
    TaupKn in this combo usually doesn't float. See combos for more info.
    
    -Lau Special: someone on r.g.v.a a while back decided to call this move the
    "Lau Special", and AFAIK it stuck. This is a damaging 3-hit combination but
    make no mistake, it's no SPoD. If the whole combination is blocked Lau can be
    countered, so it should only be used when you are sure it will connect; which
    is not often. It can be used in float combos, though it is difficult--the
    reason being that you will get a Punch out of a rush starter, like a UpKn,
    which will not chain into the full Lau Special. HOWEVER, it is in fact 
    possible to perform the Lau Special out of a TURN-TOWARD Punch. An example
    combo of this nature is b,b+P, P,b+P,f+P. The neat thing here is that
    theoretically you can do repeated Lau Specials in this way: P,b+P,P,b+P,P,b+P
    etc... (not too useful, especially in floats, though.)
    
    -Triple Punch combos: altogether useless, except in combos. The Triple 
    Punch-Crescent (PPPK) hits all High and has horrible recovery; The Triple 
    Punch-Sweep (PPPd+K) is similiar, except that it hits HHHL, so REALLY stupid 
    enemies will fall for the last hit if they block the Triple Punch--still, 
    you're left open to a Low Throw among other things if the Sweep is blocked or 
    misses. Note however that the PPPd+K is important for doing the best damage 
    in float combos. The Triple Punch-Kickflip (PPPb+K) is the most useful of the
    three combos, because if blocked only REALLY fast longer-ranged attacks can
    counter it, and the final hit connects Mid, which may catch crouching enemies
    (though they must be pretty damn slow not to counter the Triple Punch in time
    once they duck it). Altogether only use these techniques in combos.
    
    -Knife Hand (DnKn): one of Lau's most important attacks, especially 
    offensively. The recovery of the DnKn by itself is not so hot, but its
    advantage is that it can be substituted as the 1st hit of a Punch rush. For
    example, you can perform PPPK, or DnKnPPK; the advantage here is that the
    DnKn Punch rushes start Mid-level. It is useful offensively because if the
    DnKn is blocked, you can chain into a single or even Double Punch to help
    reduce your recovery time and make the attack difficult to counter--from here,
    you mix it up to destroy the enemy's defense (see offense).
    
    -Lifting Palm (UpKn): still one of Lau's most important attacks, it can be
    chained into ANY full Punch rush, and also floats HIGH on MC. What I mean by
    "full" Punch rush is that unlike the DnKn, you can perform a full Triple
    Punch after the UpKn. So, you can perform DnKnPPK to get a Knife Hand-Double
    Punch-Crescent; but with the Lifting Palm, you can do UpKnPPPK for a Lifting
    Palm, Triple Punch-Crescent. Like the DnKn, the Lifting Palm is a good 
    offensive move when chained into at least a single Punch, and go from there
    (see offense for more info). If the UpKn connects but does not float, chain
    into a PK or PPK for an easy knockdown. If it floats, you can simply go into
    the follow-up PPPd+K or PPPK, or you can play around with juggles (see 
    combos). NOTE: in order to perform any of the follow-up Punches properly, you
    must return the joystick/D-Pad to N after the UpKn.
    
    -Modified Lifting Palm (m-UpKn): the Crouch Dash into Lifting Palm is pretty
    important to Lau , so I made it a separate move. The easiest way to perform
    the m-UpKn is f,N,d,D/F+P (it is imperitive that you return to neutral after
    the Forward tap). You can also use the easier Crouch Dash motion, d/f,D/F+P.
    However, it must be timed correctly at the end so that there is a brief pause
    before tapping P with D/F--otherwise, you'll get the Lunging Palm. The best
    part about the m-Upkn is that it can be "fine-tuned" so to speak; if using
    the f,N,d,D/F+P motion, you can delay the UpKn (if going under High attacks),
    or do it immediately for the true "from-standing" UpKn.
    The m-UpKn has all the properties of the regular Lifting Palm, and is useful 
    mainly because it allows you to perform a Lifting Palm from virtually a
    standing position, allowing for a faster offense with it, and making it
    connect on floating opponents, AND avoiding High attacks from fairly close
    (which is good, because there's a good chance you'll MC with it :). Just
    remember that you are still considered in a crouching NON-DEFENDING position,
    meaning you can be Low Thrown, hit with a Mid-level OR Low-level attack.
    
    -Lifting Palm-Tiger Strike: not a REALLY important combination, but worth
    mentioning. In order to perform the Tiger Strike, you must first return to N
    after the UpKn--this also means a brief pause in between moves, which in turn
    means that it is not a guarenteed combo. However if the UpKn connects a _MC_
    the Tiger Strike is guarenteed, and keeps the enemy floated, sky high :). Use
    with caution, and remember that the Tiger Strike will also still work after a
    m-UpKn.
    
    -Lunging Knife Hand (LgKn): Like the UpKn, this will start a full Punch rush,
    allowing up to 3 Punches after it. It is most useful from mid-range as a
    counter, because its start-up is quite slow (though its range is awesome!)
    When it's blocked, you can chain into at least a single Punch and go from
    there too.
    
    -Elbow, Elbow-Palm Strike: other fighters can chain into various other 
    attacks from the Elbow, resulting in a great reactionary counter. Lau's Elbow
    technique is important only for staggering and starting an offensive rush.
    Why the offensive rush? Well, the Elbow, like most, comes out incredibly 
    fast; if the enemy ducks, they will stagger and allow a combo; if it hits but
    does not stagger,  you can go for the Palm Strike, or a delayed Throw (my fav
    on more inexperienced foes). If it is blocked, you SHOULD chain into the Palm
    Strike because of its great recovery. See offense for more info, and combos
    for stagger info.
    
    -Tiger Strike: to be used carefully, but has a lot of potential. If it hits,
    it will float HIGH with or without MC (even on a crouching defender),
    allowing one of Lau's great float combos. This will also somewhat avoid High
    attacks as well, but it should still be used VERY carefully, the recovery if
    blocked or especially missed is very bad, allowing a good counter. Basically
    it should be used defensively or when you get a clean opening for it, because
    the execution time is also fairly slow, and can interrupted quickly. If it IS
    blocked, there is still a chance you can surprise the enemy with an
    attack--if they are kinda slow, go for a Throw, and otherwise try a Spinning
    Low Kick. Altogether the Tiger Strike is a really cool looking attack, with
    a loud scream from Lau :).
    
    -Dashing Palm Strike: overall not too useful, because it hits High and 
    unfortunately does not have the awesome recovery of the Palm in f+P,b,f+P.
    You could use it to counter missed attacks I suppose, but altogether too
    dangerous to be useful.
    
    -Double Palm Strike: HADOUKEN! This looks like Lau is about to throw a 
    Fireball... Unlike b,f+P, this hits Mid and cannot be reversed. Its recovery
    is quite bad, so only use it in sure-fire situations, like in a float combo.
    
    -Kick-Crescent (KK): Lau's double kick attack is even worse than most other 
    fighters, because the second hit is Crescent Kick, with BAD recovery. If
    ducked you're in trouble, so only use it, again, in a place where you're sure
    it'll connect...
    
    -Side Kick-Punch-Palm Strike: altogether a good combo; the only real 
    disadvantage is that the last hit can be ducked, even if the first two hits
    connected. The advantage here is that if the Side Kick floats, the combo
    usually connects for good damage--if the whole thing is blocked, the Palm
    Strike has GREAT recovery, and you can easily buffer in the b,f+P+G Neck Drop
    to catch the enemy.
    
    -Low Kick-Heel Kick: the literal motion is d+K,N+K, and IMO it shouldn't be
    thought of as a true "canned" combo, because it is the same deal as Akira's
    Low Punch-Single Palm buffering. Still, if the Low Kick hits under a High
    attack, the Heel Kick is guarenteed IIRC, allowing a Low Pounce for overall
    great damage.
    
    -Low Kick Combos: difficult to perform constantly at first, you must hold D
    and hit K twice, then return to N and hit d+K again, and follow with K+G.
    I haven't actually used this often enough to know all the little tidbits
    about it, so I can't tell you much. Perhaps if you MC with the Low Kick, all
    of the hits will connect... (additions?)
    
    -Rising Heel Kick: A powerful attack that is useful for snagging persistant
    Low attackers, from a short distance, or after you have ducked a High attack
    (of course, a UpKn is much better here, though).
    
    -Cartwheel Kick: more useful than in VF2, it floats easily, and is best used
    to avoid Low attacks. See combos for more info.
    
    -Spinning Low Kick: a useful attack, it comes out fast and hits Low. A good
    move to mix in with Throws when the enemy blocks High (often better than a
    Throw). See offense for more info.
    
    -Crescent Kick: quite dangerous, especially because the enemy has time to
    duck and pound you easily however. However, one should note that this will
    usually set up for a MONSTER float because of the decent recovery; if you hit
    the enemy ANYWHERE BUT RIGHT UP CLOSE with the Crescent, you can follow with
    an easy juggle, best with a PPd+K or TAupKn combo. Again, only use in
    sure-fire situations.
    
    -Crescent Sweep: also quite dangerous, because if blocked or missed, Lau can
    be hit with a Mid-level move or Low Throw. Be sure when it connects.
    
    -Big Crescent: same basic deal as the Crescent Kick, except more satisfying
    with Lau's "OeiyeeAA!!!!" and better damage. Can be used in some select float
    combos...
    
    -----------------------------------------------------------------------------
    
    -Throw Setups/What Throws to use:
    
    Throwing is the best way for Lau to do damage to a standing, blocking enemy.
    After they block UpKnP, DnKnP, LgKnP, PP, PPP, etc... you can Throw them with
    a fair amount of certainty--just remember to mix up the Throws against good
    opponents who can escape them.
    
    You can also follow a Crouch Dash with a Throw, best the Flipping Back Slam,
    because it can be easily modified for it. Use this when you're ahead and can
    afford to have fun, because a m-UpKn float is a much better idea here (except
    that, unless you delay the m-UpKn as late as possible, it doesn't have a lot
    of range). Of course, if you Crouch Dash and anticipate the enemy blocking
    High in this case, go for the Throw.
    
    Other than that, obvious places after missed or blocked moves work as well,
    but remember to ask yourself in this position if you want to Throw the enemy,
    or do a big damage float...
    
    About the Throws:
       
    1. P+G Waterwheel Drop: a good all-around Throw; it is weak, but allows a
       Ground Stomp and always switches sides with the enemy (useful if you're
       starting to get backed a the wall). It will also beat complex motion 
       Throws; remember to mix it up though, as it is easily escaped.
    
    2. P+G Head Drop (Side): a mean looking move, it is useful if left close
       after Eing. Remember though that you also have the option of a monster
       float combo...
    
    3. P+G Reverse Reaping Throw (Back): decent damage, get it in when you can...
    
    3. f+P+G Overhead Cannon: decent damage and leaves the enemy close for more
       punishment (though a Pounce rarely connects). Quick motion too; useful
       after dashing in, or if you NEED to get a Throw off fast. BTW, although
       Lau's Overhead Cannon Wall Throw is not in FMM, you will get an extra 5
       pts. of damage when you Throw them into the wall with this...
    
    4. b+P+G Fireman's Drop: a great Throw to use when dashing in, with easy
       motions and decent damage. If you CAN use another Throw, do so, because
       this is fairly weak and does not allow a Pounce. However, it will switch
       sides with the opponent, and you get a more powerful, cooler looking
       version with your back to the wall. :) BTW, this wall version WILL allow a
       Ground Stomp.
    
    5. b,f+P+G Neck Drop: still his most powerful Throw, doing 60 pts. of damage
       AND allowing at least a Ground Stomp for 70 pts. total. This has a more
       complex motion, but has little range; good after a blocked attack that
       leaves you close (eg. Side Kick-Punch-Palm Strike).
    
    6. d/f,d/f+P+G Flipping Back Slam: cool new Throw that can be combined with a 
       Crouch Dash, making it most useful under High attacks. It does more damage
       than the Neck Drop alone, but unlike b,f+P+G it does not allow a ground
       attack.
    
    7. b,d+P+G Stumble Throw: a great Throw that does a little bit of damage and
       allows a plethora of combos afterward. If you utilize the right combo, this
       will become his most powerful Throw. See combos for more info.
    
    THROWS OVERALL:
    ---------------
    
    Every Throw here appears to be useful in some way, however the ST seems to be
    the best option for damage. Other than that, the Neck Drop is still his most
    powerful Throw, allowing a Ground Stomp. The Flipping Back Slam should round
    out your repitiore as a defensive technique with a Crouch Dash possible.
    
    -----------------------------------------------------------------------------
    
    Offense:
    
    Offense is where Lau shines; playing a defensive Lau will tend to get you
    killed, as you must keep the pressure on the opponent. Here are the best ways
    for Laut to move in on the opponent:
    
    1. DnKnP: not only will this nail crouchers and allow the follow-up Punches
    to do some damage, but if blocked High is uncounterable (or maybe just hard
    to counter?) If blocked, you have many options; you can stop completely, then
    throw out a m-UpKn in hopes of a MC, or a TAUpKn, Kickflip or Double Palm
    Strike for the same reason. However if blocked you must continue into another
    rush (see below), or in the case of the Kickflip or Double Palm, suffer a
    counterattack. To do some damage, G-cancel and either do a Spinning Low Kick,
    or go for a Throw--remember to mix up the Throws against opponents who can
    escape this! If you anticipate that after blocking the DnKn the enemy will
    try to duck, G-cancel the Punches and perform an Elbow for a stagger. If you
    guessed wrong and the enemy continued to block High, chain the Elbow into the
    Palm Strike and continue that rush (see below).
    
    2. UpKnP or m-UpKnP: IMO should be used often, because although the
    possibilities if blocked are no different than the DnKnP, this has the
    advantage of floating on MC. The basic idea with the UpKn is to get a float,
    so the main reason to use the UpKnP or m-UpKnP rush is if the move managed to
    get blocked instead of MCing. From that, chain into at least a single Punch,
    and follow the same idea as the DnKnP rush above... If the UpKn connects but
    does not float, go into UpKnPPK for safety, or to really surprise the enemy,
    stop the Punches totally and go for a Throw :).
    
    3. Elbow-Palm Strike: Lars (larshs@vfhome.com) maintains that this is Lau's
    best overall rush, and I would have to agree it is effective, but only from
    close range so that the Elbow will ALWAYS connect or be blocked in any case.
    If the enemy crouches, he will be staggered and you can combo. If blocked,
    chain into the Palm Strike, which has great recovery and will allow you to
    either Throw (best with b,f+P+G IMO) or f,d+K. You can also simply pause
    briefly and hope for a MC with another attack, but IMO a Throw is the safest
    bet--however if you think the enemy's gonna try and counter with a High
    attack, you can try for a m-UpKn, among other things. Again, mix it up. The
    problem with the Elbow-Palm Strike in FMM is that the Palm Strike ALWAYS
    knocks down, so Lau will lose some initiative in his rush...
    
    4. Double Punch: either the Double or even single Punch will do here; IMO
    with Lau's other useful offenses this is not so important (especially because
    it hits High), however it is useful from a distance. IMO it can be used as
    bait; if an inexperienced opponent sees you casually tossing Punches, he may
    get restless and attempt a counter; from here, G-cancel and go into an
    appropriate counter--just remember that may need a fair bit of anticipation
    for this, especially if the opponent decides to counter with a FAST move (eg.
    Akira's SDE)...
    
    6. Side Kick-Punch-Palm Strike: not too useful because of the last hit
    hitting High, but if you think the opponent prefers to block High often, then
    the Palm recovers fast enough to Throw or Low attack. The Side Kick alone can
    work somewhat too; if blocked from mid-range, try to Evade and then hit the
    enemy...
    
    7. TAupKn: finally, the Turn-Away Lifting Palm is an offensive technique I've
    been working on lately. From here this a lot of attacks that will work, and
    AFAIK the enemy has little time to Back Throw you or otherwise counter if
    the TAupKn is blocked.
    If it connects, you can of course go into a float combo. If the TAupKn is
    blocked, you have two options; you can hit d+P,P for the Turn-toward DnKnP,
    which like its normal counterpart is uncounterable--then, follow the options
    in #1 above. Now, the opponent is CONDITIONED now into blocking that DnKn,
    so he knows he can't do much else and will have to try and deal with your
    attacks afterwards. After this, switch to d+K after the TAupKn for a
    knockdown! And to mix it up, the next time you do b,b+P,d+P, don't chain into
    any Punches (the Turn-Toward DnKn has faster recovery than the normal d/f+P,
    so it is also uncounterable)--this will throw the enemy off guard and you can
    again Throw or f,d+K. Now, say the enemy tries to duck the SECOND he blocks
    your b,b+P; if you really don't think the d+P is going to work here, surprise
    them with the u+K+G reverse Drop Kick! Above all else, Be DEVIOUS! :)
    
    NOTE: Now, just REMEMBER that the TAupKn is not THAT great in an offense 
    against an overly OFFENSIVE opponent. If it IS blocked, it does set the enemy
    up nicely; however, the problem is in execution. Although the TAupKn comes
    out fairly fast, it is NOT as fast as a Punch. And probably the best defense
    the enemy can use against Lau is to alternate really fast attacks like
    Punches to disuade the TAupKn--it is difficult to do this to Lau's DnKn, UpKn
    and Elbow rushes because they come out fast, but unfortunately if the enemy
    is expecting ANY rush that leaves Lau starting in a standing position, they
    can simply throw out a standing Punch and it will INTERRUPT the TAupKn--
    what's worse is that once this Punch hits, it leaves Lau with his back
    turned, easily yeilding a Back Throw or float. :( So basically, you only want
    to use the TAupKn offense when you know the enemy will either be hit, or
    BLOCK it. Basically, you need the element of surprise.
    
    -----------------------------------------------------------------------------
    
    -Crouch Dashing:
    
    Lau has two useful attacks from a Crouch Dash; the m-UpKn and m-Flipping Back
    Slam; both are useful for countering High attacks, and the Crouch Dash-Throw
    can also be used if the opponent stands there and blocks, hoping to counter
    you when you go offensive with a High attack.
    
    -----------------------------------------------------------------------------
    
    -Defense:
    
    For the most part being overly defensive is a good way to get killed with 
    Lau; however, it's different if you simply anticipate the enemy's attack.
    Against High attack rushes, the Tiger Strike can work if done early enough; 
    likewise, the TAupKn can interrupt SLOWER High attacks, but if the enemy is
    moving in with Punches or Elbows, do NOT attempt it or else you'll get MCed
    (see offense above). However your best move here is a m-UpKn, or a m-Flipping
    Back Slam (although you may be hit with a Mid-level attack out of the Crouch
    Dash Throw if you started from a bit of a distance). If the enemy is really
    stupid, you can simply duck and go from there, but it is likely the enemy, at
    high levels of play, if going offensive will mix in Mid-level attacks.
    
    After you have blocked an attack High, probably your best counter is the
    Elbow-Palm Strike, and you can also buffer in a Double Palm Strike. And, if
    the opponent is left close enough, d/f,d/f+P+G or b,f+P+G can work as well.
    If you blocked a Low attack, again the Elbow-Palm Strike or Double Palm
    Strike are good options, as is the Rising Heel Kick (D,N+K). However, often
    the best counter would be the UpKn, which may not float, but will at least
    start a rush...
    
    But, I must stress that the golden rule with Lau is "the best defense is a
    kick-ass offense!" With the speed of Lau's offensive attacks, the key should
    be not to let your opponent start an offensive rush on you, and turn THEM
    into the defensive fighter, which is RIGHT where you want them with Lau. 
    
    The only thing you have to be cautious about here is characters who can
    reverse your Punch rushes: Akira, Pai, Kage and Janet. Against Akira, Janet
    and Lau's daughter you need to mix up your offense between Punch/Hand
    attacks, Side Kicks and Elbows, so hopefully they won't know what level to
    reverse. Against Kage it's a little more easy because he can only reverse
    your Punches. Alternately, don't use Side Kick offensives often on Wolf, as
    he can reverse them too...
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
          
    1. Side Kick (d/f+K on MC)
    2. TAupKn (b,b+P)
    3. UpKn (D/F+P on MC)
    4. Tiger Strike (d/f+P+K)
    5. Cartwheel Kick (u/f+K)
    6. Crescent Kick (K+G at max. range)
    
    Combos:
    -------
    
    Note: to slightly increase range of PPPx juggles, hold F as you do them...
    
    1.  d/f+K (MC), PPPd+K
    2.  d/f+K (MC),f+P (canned), DnKnPPd+K 
    3.  d/f+K (MC), D+K,K, Ground Stomp
    4.  d/f+K (MC), D/F+K, Low Pounce
    
    5.  K+G, TAupKn,d+PPPd+K
    6.  K+G, f,d+K
    7.  K+G, b,f+P, Ground Stomp
    8.  K+G, LgKnPPPd+K
    9.  K+G, b,f,f+P, High Pounce
    10. K+G, d/f+P+K, f,d+K, Low Pounce
    11. K+G, PPPd+K
    12. K+G, b,b+P, P,b+P,f+P ("Turn-Toward Lau Special" :)
    
    12. TAupKn, d+K, Ground Stomp
    13. TAupKn, P,b+P,f+P ("Turn-Toward Lau Special" :)
    14. TAupKn, P,b+P, d+K, Ground Stomp
    15. TAupKn, P,b+P, High Pounce
    16. TAupKn, d+PPPd+K
    17. (WALL) TAupKn, PP,G, D+K,K, Ground Stomp
    
    18. UpKn (MC), f+P,b,f+P, Low Pounce
    19. UpKn (MC), b,f+P, Low Pounce
    20. UpKn (MC), PPPd+K, Ground Stomp
    21. UpKn (MC), PPPK, Low Pounce
    22. UpKn (MC),P (canned),G, DnKnPPK
    23. UpKn (MC),PP (canned),G, m-UpKnPPPd+K
    24. UpKn (MC),P (canned),G, DnKnPPPd+K
    25. UpKn (MC),P (canned),G, m-UpKnP, m-UpKnPPPd+K
    26. m-UpKn (MC)-Tiger Strike, m-UpKn-Tiger Strike, Low Pounce
    27. m-UpKn (MC)-Tiger Strike, TAupKn,K+G, Low Pounce
    28. m-UpKn (MC), b,f+P, Low Pounce
    29. m-UpKn (MC), KK, Low Pounce
    30. m-UpKn (MC), b,f,f+P, Low Pounce
    31. m-UpKn (MC), f,d+K
    32. m-UpKn (MC), HCT+K+G (OeiyeeAA!), High Pounce
    
    33. d/f+P+K, PPPd+K
    34. d/f+P+K, PPPK, Low Pounce
    35. d/f+P+K, d/f+P+K, High Pounce
    36. (WALL) d/f+P+K, PP,G, D+K,K,d+K
    37. (WALL) d/f+P+K, PP,G, d/f+P+K, Low Pounce
    38. d/f+P+K, DnKnPPK, Low Pounce
    39. d/f+P+K, P,G, f,d+K
    40. d/f+P+K, f+P,b,f+P, Low Pounce
    41. d/f+P+K, b,b+P, d+PPPd+K
    42. d/f+P+K, b,b+P, P,b+P,f+P ("Turn-Toward Lau Special" :)
    
    42. u/f+K, PPPd+K, Ground Stomp
    43. u/f+K, DnKnPPd+K, Ground Stomp
    
    44. b,b+K+G, d+K, Ground Stomp
    
    -----------------------------------------------------------------------------
    
    STAGGER COMBOS:
    ---------------
    
    After f+P: when you hit a crouching opponent with Lau's Elbow, you will 
    	   stagger them. Try these: (some may require dash after stagger)
    	   1. Elbow (stagger), m-UpKnPPK, Ground Stomp
    	   2. Elbow (stagger),b,f+P (canned)
    	   3. Elbow (stagger), d/f+K,f+P,b,f+P
    	   4. Elbow (stagger), Throw (best with b,d+P+G IMO)
    
    -----------------------------------------------------------------------------
    
    SETUP THROWS:
    -------------
    
    After ST: either the TAupKn or Cartwheel Kick are good combo starters from
    	  the ST. The Tiger Strike also works fairly well, and if you wanna
    	  keep it simple, a b,f,f+P or d+K+G works well too.
    	  1.  ST, u/f+K, PPPd+K
    	  2.  ST, u/f+K, D+K,K, Ground Stomp
    	  3.  ST, TAupKn,d+PPPd+K
    	  4.  ST, d/f+P+K, PPPd+K
    	  5.  ST, d/f+P+K, P,G, f,d+K 
    	  6.  ST, b,f,f+P, High Pounce
    	  7.  ST, d+K+G, Low Pounce
    	  8.  ST, d/f+P+K, P,G, b,f,f+P, High Pounce
    	  9.  ST, m-UpknPPPd+K
    	  10. ST, LgKnPPK, Low Pounce
    	  11. ST, b,f+P, Low Pounce
    	  12. ST, Throw (not practical, but good on foes who try to block)
    	  13. ST, HCT+K+G (OeiyeeAAA!), High Pounce
    	  14. ST, d/f+K,f+P,b,f+P
    
    #############################################################################
    
    PAI:
    ****
    
    CHARACTER OVERVIEW:
    -------------------
    
    Pai is still a good character, and has not lost much from VF3. The LBF gives
    her a good offensive move that she did not have previously, allowing her to
    start almost Lau-esque rushes. She also now has more floating ability, to let
    her do some real damage. She also a good set of defensive moves along with
    her reversals. The only place Pai is hurt compared to other characters is in
    the Throw depertment (see Throws).
    
    Moves:
    ------
    
    -Punch:                             P                          [H-R]
    -Low Punch:                         d+P                        [L-R]
    -Snap Kick:                         K                          [H-R-F]
    -Side Kick:                         d/f+K                      [M-R-FMC]
    -Low Kick:                          D+K                        [L-R]
    -Turn-Toward Punch:                 P (opponent behind)        [H-R]
    -Turn-Torward Low Chop:             d+P (opponent behind)      [L-R]
    -Turn-Toward Kick:                  K (opponent behind)        [H-R-KD]
    -Turn-Toward Sweep:                 d+K (opponent behind)      [L-R-KD]
    -Running Jump Kick:                 run+K                      [H-UR-KD]
    -Ground Punch:                      d/f+P (on downed opponent) [G]
    -Knee Drop:                         u+P (on downed opponent)   [G]
    -High Knee Drop:                    U+P (on downed opponent)   [G]
    -Punch-Kick:                        P,K                        [HH-R]
    -Double Punch:                      P,P                        [HH-R]
    -Double Punch-Kick:                 P,P,K                      [HHH-R-KD]
    -Triple Punch:                      P,P,P                      [HHH-R]
    -Triple Punch-Crescent:             P,P,P,K                    [HHHH-R-KD]
    -Triple Punch-Sweep:                P,P,P,d+K                  [HHHL-R-KD]
    -Triple Punch-Thrust Kick:          P,P,P,f+K                  [HHHH-R-KD]
    -Triple Punch-Kickflip:             P,P,P,b+K                  [HHHM-R-KD]
    -Step-in Swipe:                     f+P                        [M-R]
    -Mid Stab:                          b+P                        [M-R]
    -Low Bluefist:                      d/f+P                      [L-R]
    -Low Bluefist-Punch:                d/f+P,P                    [LH-R]
    -Low Bluefist-Punch-Upper:          d/f+P,P,f+P                [LHM-UR-F]
    -Low Bluefist-Punch-Kick:           d/f+P,P,K                  [LHH-R-KD]
    -Low Bluefist-2 Punch-Crescent:     d/f+P,P,P,K                [LHHH-R-KD]
    -Low Bluefist-2 Punch-Sweep:        d/f+P,P,P,d+K              [LHHL-R-KD]
    -Low Bluefist-2 Punch-Kickflip:     d/f+P,P,P,b+K              [LHHM-R-KD]
    -Low Bluefist-2 Punch-Thrust Kick:  d/f+P,P,P,f+K              [LHHH-R-KD]
    -Dodging Chop:                      d/b+P                      [H-R]
    -Puncture Fist:                     f,f+P                      [M-UR-F]
    -Puncture Fist-Snap Kick:           f,f+P,K                    [MH-R-KD]
    -Lunging Double Palm:               D,f+P                      [M-UR-FMC]
    -Axe Kick:                          K,K                        [HM-R-KD] 
    -Low Kick-Heel Kick:                d+K,K                      [LM-R-KD]
    -Low Kick-Low Spin Kick:            D+K,K                      [LL-R-KD]
    -Rising Heel Kick:                  D,N+K                      [M-R-KD] 
    -Thrust Kick:                       f,f+K                      [H-R-KD]
    -Swallow Kick:                      u/f+K                      [M-UR] 
    -Double Swallow Kick:               u/f+K,K                    [MM-UR-KD] 
    -Back-Handspring:                   u/b                        [n/a] 
    -Kickflip:                          u/b+K                      [M-R-KD]
    -Somersault-Cartwheel Kick:         u/b+K,f+K                  [MM-UR-KD]
    -Crescent Kick:                     K+G                        [H-R-F] 
    -Reverse Crescent:                  b+K+G                      [H-R-KD] 
    -Crescent Sweep:                    D+K+G                      [L-R-KD] 
    -Reverse Sweep:                     d/b+K+G                    [L-R-KD] 
    -Cartwheel Kick:                    f+K+G                      [MM-UR] 
    -Reverse Cartwheel:                 u/f+K+G                    [M-UR-KD]
    -Wrist Slam:                        P+G                        [HT]
    -Torso Pull-down:                   P+G                        [BT]
    -Torso Pull-Cartwheel:              P+G,K+G                    [BT]
    -Trapping Back Punch:               P+G                        [ST]
    -Overhead Cannon:                   f+P+G                      [HT]
    -Overhead Flip:                     d/f+P+G                    [HT]
    -Reaping Throw-Ground Punch:        f,f+P+G                    [HT]
    -DDT:                               f,b+P+G                    [HT]
    -Off-the Wall DDT:                  f,b+P+G                    [WT]
    -Rolling Slam:                      b,f+P+G                    [HT]
    -Stomach Throw:                     b,d+P+G                    [HT]
    -Spinning Elbow Strike:             D,f+P+G                    [HT]
    -Overhead Cartwheel:                f+P+K+G                    [LT]
    -High Punch Reversal:               b+P+K
    -High Kick Reversal:                b+P+K
    -Elbow Reversal:                    d/b+P+K
    -Knee Reversal:                     d/b+P+K
    -Mid-Kick Reversal:                 d/b+P+K
    
    -----------------------------------------------------------------------------
    
    TACTICS/MOVES ANALYSIS:
    -----------------------
    
    NOTE: As with Jerky, I'm not an accomplished Pai player, so please feel free
    to send additions and corrections for this section...
    
    -Double Punch (PP): one of Pai's primary offensive moves, it comes out and
    recovers quite fast. See offense for more info.
    
    -Double Punch-Kick (PPK): like her father's, Pai's PPK is more effective than
    most because of its quick recovery, and it always knocks down for a Low
    Pounce. A useful counter to blocked attacks.
    
    -Triple Punch (PPP): again like her father, Pai's PPPx combos are near
    useless except in combos. The first three Punches can be ducked and countered
    fairly easily, and you're as good as dead if you finish the combination with
    a Crescent (PPPK) or Thrust Kick (PPPf+K), because both have horrible
    recovery. The Sweep finish (PPPd+K) is slightly more useful, mainly because
    it connects the easiest in float combos, however even IF all of the PPP
    connects, the enemy can STILL crouch and block in time, and you can then be
    countered with a fast Mid-level move or Low Throw. The Kickflip finish 
    (PPPb+K) recovers FAIRLY well if blocked, but some fast counters will still
    hit you...
    
    -Step-in Swipe: I THINK this is more useful than VF2... I'm not a Pai player
    but it led well into combos in VF3--in FMM the only thing I have found to
    work makes it QUITE effective. If the enemy crouches in front of you, you can
    hit him with f+P, and a Throw will connect immediately after! See offense for
    more info.
    
    -Mid Stab: A good move to duck below High attacks. If it connects on a MC, it
    gives a small float that you can usually tack on PPPd+K after.
    
    -Low Bluefist Combos (LBF): an EXTREMELY useful move for Pai, the LBF is your
    main offensive rush starter. If it connects, you can chain into a Punch and
    Straight Kick, which will allow a Pounce, or a Punch-Upper which will float
    for a good juggle. If it is blocked, you can follow into a Punch and go from
    there (see offense for more info). The Low Bluefist-Double Punch-x
    combinations are, like there PPPx counterparts, quite useless except in the
    occasional combo...
    
    -Puncture Fist-Snap Kick: the Puncture Fist is often more effective on its
    own, as it will float for a combo, especially on MC. It has a slow recovering
    speed however, so it should only be used as a counter, or to slip under High
    attacks with proper timing. It is also a good follow-up to an offensive rush
    that is ducked.
    
    -Lunging Double Palm (DbPlm): best used after a crouch dash or ducking a
    High attack up close, and will float fairly well on MC. The recovery isn't
    that good so make sure it connects.
    
    -Axe Kick (KK): good all-around attack, useful after certain setups. Also, if
    the enemy anticipates a High Kick, but just ducks and waits instead of
    throwing a Low attack immediately, the 2nd overhead Kick can surprise them.
    Go for a Low Pounce afterwards.
    
    -Low Kick-Heel Kick: the literal motion is d+K,N+K, and IMO it shouldn't be
    thought of as a true "canned" combo, because it is the same deal as Akira's
    Low Punch-Single Palm buffering. Still, if the Low Kick hits under a High
    attack, the Heel Kick is guarenteed IIRC, allowing a Low Pounce for overall
    great damage.
    
    -Low Kick-Low Spin Kick: unlike other double Low Kick techniques, the 2nd hit
    of this always knocks down for fairly good damage. Useful under High attacks,
    but be careful; if blocked or missed, Pai can be hit with a Mid-level attack
    or Low Throw.
    
    -Rising Heel Kick: A powerful attack that is useful for snagging persistant
    Low attackers, from a short distance, or after you have ducked a High attack.
    It can also be used with proper timing after blocking slow-recovering Low
    attacks (eg. Sarah's Lunging Sweep).
    
    -Thrust Kick: a cool looking attack that comes out quite fast and allows a
    Low Pounce. Its disadvantage is that it hits H, and if ducked you're in
    trouble; altogether a good counter from a distance, but make sure it hits;
    it also connects well against airborne opponents, floating or jumping. It can
    also be used to counter blocked attacks by buffering the first f, then
    hitting f+K after coming out of block stun...
    
    -Single Swallow Kick (SSK), Double Swallow Kick (DSK): good for countering
    Low attacks, but even better to follow-up her setup Throws. Beware the
    recovery, however... (additions?)
    
    -Crescent Kick: quite dangerous, especially because the enemy has time to
    duck and pound you easily however. However, one should note that this will
    usually set up for a big float because of the decent recovery; if you hit
    the enemy ANYWHERE BUT RIGHT UP CLOSE with the Crescent, you can follow with
    an easy juggle, best with a PPPd+K combo. Only use in sure-fire situations.
    
    -----------------------------------------------------------------------------
    
    -Throw Setups/What Throws to use:
    
    Pretty much the same as her father, Pai has more Throw options, but she is
    still not primarily a Throw character.
    The most practical place to Throw the enemy is after they block your Double
    or Triple Punch, or after blocking the follow-up Punch in the LBF-Punch
    combo. G-cancel and Throw. You can also use her f,f+P+G as a counter to
    blocked attacks that leave the enemy close. Not much else I can think of.
    
    About the Throws:
       
    1. P+G Wrist Slam: decent damage and often allows a Ground Punch, use it when
       you know the enemy's going for a big complex motion Throw. Altogether it
       is not too useful though because it can be easily escaped.
    
    2. P+G Trapping Back Punch (Side): hey, if you're close and to the side, go
       for it!
    
    3. P+G Torso Pull (Back): you have two options here; against enemies who know
       how to struggle out of staggers, hit K+G immediately after Back Throwing
       'em for good damage+Low Pounce. Against those less fortunate, the Back
       Throw will work as a sort of Stumble Throw, allowing you to connect with a
       quick combo, like D+K,K or a Puncture Fist juggle.
    
    3. f+P+G Overhead Cannon: decent damage and leaves the enemy close for more
       punishment (though a Pounce rarely connects). Quick motions too; useful
       after dashing in, or if you NEED to get a Throw off fast.
    
    4. d/f+P+G Overhead Flip: A good Throw that does no damage but leaves the
       foe's back to you for a combo. See combos for more info.
    
    5. f,f+P+G Reaping Throw-Ground Punch: not overly useful, it does good damage
       and allows a Ground Punch for added punishment. However, it does share a
       common f+P+G escape motion, so good opponents should have no problem
       breaking out of it.
    
    6. f,b+P+G DDT: Pai's dreaded DDT gets a new motion, making it even easier to
       do out of dash. It should be your most used Throw along with d/f+P+G and
       b,d+P+G, as it does big damage, reverses the ring (in case your back is to
       the wall) and SOMETIMES allows a Ground Punch is the enemy is slow. And,
       the Wall Throw version looks BRUTAL. :)
    
    7. b,f+P+G Rolling Slam: overall not a bad Throw, but again shares the f+P+G
       escape motion. in addition, it doesn't always allow a Ground Punch or
       Pounce--it does however, reverse the ring...
    
    8. b,d+P+G Stomach Throw: still a great Throw to set up for major damage, it
       does a little hurt by itself and allows a big combo. It is also fairly
       easy to do out of a dash. See combos for more info.
    
    9. D,f+P+G Spinning Elbow Strike: along with Lion and Janet (and Taka, who
       isn't in FMM), Pai has the advantage of being able to Throw from a crouch.
       This Throw is great after a Crouch Dash AND can be combined with a Low
       Punch if the enemy is close. IMO this is your best choice out of the four
       common Throws to use, as it is overall the most useful--if this is the
       only f+P+G Throw you use, and you mix it up with your other Throws, the
       enemy will probably have difficulty anticipating it, unless you're
       obviously gonna crouch and Throw him. :)
    
    10. f+P+K+G Overhead Cartwheel: a decent move that often keeps the enemy in a
        crouch if they freeze up; the Puncture Fist+juggle, DSK or D+K,K are good
        options afterwards. Good if you anticipate or force the enemy into a
        crouch. See offense for more info.
    
    THROWS OVERALL:
    ---------------
    
    Pai has a huge disadvantage when it comes to Throws: unfortunately, FOUR of
    her Throws share a common escape motion--f,f+P+G, D,f+P+G, f+P+G and b,f+P+G
    can all be escaped with f+P+G. Against a good enemy this seriously limits
    Pai's ability to Throw the enemy securely; for this reason, it is best
    (against enemies who CAN escape Throws consistantly) to reserve yourself to
    using only one of these four Throws, and other than that, use the DDT,
    Overhead Flip and especially ST instead. I would recommend using your
    Spinning Elbow Strike the most, because it is a powerful follow-up to a
    Crouch Dash to avoid high attacks. Therefore, you're most used Throws should
    be the ST, Overhead Flip, DDT and D,f+P+G.
    
    -----------------------------------------------------------------------------
    
    Offense:
    
    Along with the basic PP offense (G-cancel and Elbow if they duck, Low attack
    or Throw if they block), Pai can also use the LBF to initiate a rush. If the
    LBF is blocked Low, throw out one of the Punches (lessens recovery), G-cancel
    and throw a Mid-level move--the f+P is a good option, allowing a Throw, or
    f,f+P+a juggle. Or, even better, the f+P+K+G Cartwheel over their head. If
    the enemy blocks the follow-up Punches of the LBF, G-cancel and Throw, or Low
    attack(s).
    
    Well, that's about it, to tell you the truth. I have played very little Pai
    beyond trying out some combos, and I was never much of a Pai player. ANYONE
    with additions to offensive strategy, please mail them to me (for VF3/FMM,
    there is little on Pai strategy, even from r.g.v.a.)
    
    -----------------------------------------------------------------------------
    
    -Crouch Dashing:
    
    Pai's greatest asset from a Crouch Dash is her D,f+P+G Throw; use this to
    counter anticipated High attacks for GOOD damage. She can also use the DbPlm
    out of a Crouch Dash for a possible float... (additions?)
    
    -----------------------------------------------------------------------------
    
    -Defense:
    
    IMO Pai's over-all best defenses are the Crouch Dash and her reversals. Other
    than that, b+P is a good counter to High attacks, and the DSK is a good move
    against anticipated Low attacks. 
    If you have blocked an attack High, a buffered Thrust Kick is a good option,
    along with a Puncture Fist for a possible float combo. In addition, you can
    also use the Reaping Throw-Ground Punch buffered out of your block to grab
    them.
    If you crouch block an attack, the most useful counter is the Rising Heel
    Kick (D,n+K), or possibly the DbPlm...
    
    Seriously, I have played LITTLE of Pai, so additions are welcome...
    
    -----------------------------------------------------------------------------
    
    Nailing Reversals:
    
    To cut down on the size of this monstrosity and also because I've pretty much
    already written it twice, I will not do this section. See Akira, Janet's or
    Kage's section for info on reversals; simply focus on High and Mid reversal
    tactics, because of course she has no Low reversal. For the most part, the
    basic idea of getting reversals to work is the same for any character; it's
    either anticipation or conditioning... (of course, additions for Pai
    specifically are welcome...)
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
          
    1. Puncture Fist (f,f+P)
    2. DbPlm (D,f+P on MC)
    3. K+G (K+G--max range)
    4. Kick (K)
    5. PPK  (P,P,K)
    6. LBF-Punch-Upper (d/f+P,P,f+P)
    7. Side Kick (d/f+K on MC)
    8. Mid Stab (b+P on MC)
    
    Combos:
    -------
    
    Note: I will cut down on size with this; all combos started with the Puncture
          Fist can also be started with the Low Blue Fist-Punch-Upper combo.
          ALSO NOTE: any combo started with K can be started with PPK or
          d/f+P,P,K as well.
    
    Combos:
    -------
    
    1.  f,f+P, f,f+P,K, Low Pounce
    2.  f,f+P, D+P, DbPlm, Low Pounce
    3.  f,f+P, PPPd+K
    4.  f,f+P, f,f+K, Low Pounce
    5.  f,f+P, P,G, DSK, Low Pounce
    
    6.  K+G, PPK, Low Pounce
    7.  K+G, PPPf+K, Low Pounce
    8.  K+G, PPPd+K
    9.  K+G, f,f+K, Low Pounce
    10. K+G, d/b+K+G, Ground Punch
    11. K+G, f,f+P,K, Low Pounce
    12. K+G, u/f+K,K, Low Pounce
    13. K, D+P, DbPlm, Low Pounce
    14. K, PPPd+K
    15. K, d/b+K+G, Ground Punch
    16. K, f,f+P,K, Low Pounce
    17. K, K, K,K, High Pounce :)
    
    17. DbPlm (MC), PPPd+K
    18. DbPlm (MC), f,f+P,K, Low Pounce
    19. DbPlm (MC), d/b+K+G, Ground Punch
    20. DbPlm (MC), K,K, Low Pounce
    21. DbPlm (MC), D+K,K, Ground Punch
    22. DbPlm (MC), K, f+P, Low Pounce
    23. DbPlm (MC), f,f+K, Low Pounce
    24. DbPlm (MC), D+P, DbPlm, Low Pounce
    25. DbPlm (MC), P,G, PPPd+K
    
    26. Side Kick (MC), PPPd+K
    27. Side Kick (MC), f,f+P,K, Low Pounce
    28. Side Kick (MC), Side Kick, Low Pounce
    
    -----------------------------------------------------------------------------
    
    SETUP THROWS:
    -------------
    		 
    After ST:            LBF-Punch-Upper+juggle is a good option, or a simple
    		     Side Kick if the opponent is fast. Probably the best
    		     all-around attack after this is the Puncture
    		     Fist+juggle, or DSK.
    
    After Overhead Flip: after the d/f+P+G Throw, you will be facing the enemy's
    		     back directly. I'm fairly sure D+K,K is guarenteed, or
    		     damn near guarenteed. If the enemy is really slow, go
    		     for PPPd+K, but a fast enemy can duck and counter in
    		     time. If you think this will happen however, the DSK
    		     or Puncture Fist work wonders...
    
    After Cartwheel:     probably the enemy may try to keep ducking; your best
    		     bet is either SJK/DSK, or a Side Kick--if the Side Kick
    		     connects normally, keep pestering 'till the enemy
    		     decides they want to get away. If the Side kick
    		     interrupts their turn-around attack, go for PPPd+K.
    		     And, if the enemy tends to E away in time, try D+K,K,
    		     which will track somewhat...
    
    NOTE: after any of these Throws, if you find the opponent likes to duck or,
    use KK. And if they try to run, the f,f+K often catches them...
    
    #############################################################################
    
    WOLF:
    *****
    
    CHARACTER OVERVIEW:
    -------------------
    
    Wolf has lost a bit from VF3, and certainly is not the nightmare here that he
    is in VF3. Without the d+K (MC) Throw he has to resort to old VF2 fighting
    tactics, using the single G-cancelled Punch to set up the opponent. Wolf also
    loses one of his best Throws, the simple d/f+P+G Body Slam (I have no idea
    why they left this out!), which was a fast, fairly damaging Throw that
    allowed a Falling Elbow. Wolf also loses his Ground Throw, which doesn't hurt
    him TOO much...
    Altogether Wolf still has a good repitiore of moves, and still has the
    notorious Twirl `n' Hurl to do the damage. His defense relies mostly on the
    Crouch Dash.
    
    Moves:
    ------
    
    -Punch:                             P                          [H-R]
    -Low Punch:                         d+P                        [L-R]
    -High Kick:                         K                          [H-R-KD]
    -Shin Kick:                         d/f+K                      [M-R-KD]
    -Low Kick:                          D+K                        [L-R]
    -Turn-Toward Punch:                 P (opponent behind)        [H-R]
    -Turn-Toward Low Punch:             d+P (opponent behind)      [L-R]
    -Turn-Toward Low Drop Kick:         d+K (opponent behind)      [L-R-KD]
    -Turn-Torward High Kick:            K (opponent behind)        [H-R-KD]
    -Falling Elbow:                     d/f+P (on downed opponent) [G]
    -Elbow Drop:                        u+P (on downed opponent)   [G]
    -High Elbow Drop:                   U+P (on downed opponent)   [G]
    -Back Drop Pounce:                  u+K (on downed opponent)   [G]
    -Punch-Kick:                        P,K                        [HH-R]
    -Double Punch:                      P,P                        [HH-R]
    -Double Punch-Upper:                P,P,P                      [HHM-R]
    -Double Punch-Elbow:                P,P,f+P                    [HHH-R]
    -Double Punch-Elbow-Swat:           P,P,f+P,b+P                [HHHH-R-KD]
    -D.Punch-Elbow-Double Arm Suplex:   P,P,f+P,d/b+P+K+G          [HHHLT-UR]
    -Elbow Stamp:                       b+P                        [M-R-KD]
    -Comet Hook:                        d/b+P                      [M-R-StC]
    -Uppercut:                          d/f+P                      [M-R-FMC]
    -Lifting Uppercut:                  D/F+P                      [M-R-FMC] 
    -Two-Fisted Uppercut:               D,f+P                      [M-UR-KD]
    -Body Blow:                         f+P                        [M-R]
    -Body Blow-Dragon Fish Blow:        f+P,P                      [M-R-KD]
    -Shoulder Ram:                      b,f+P                      [H-UR-KD]
    -Tomahawk Chop:                     u/f+P                      [M-UR]
    -Tomahawk Chop-Neck Drag:           u/f+P,f+P+G                [MHT-UR]
    -Grizzly Lariat:                    d/f+P+K                    [L-R-KD]
    -Low Drop Kick:                     f,d+K                      [L-R-KD]
    -Arrow Knuckle:                     d+P+K                      [M-R] 
    -Tomahawk Flash:                    f+P+K                      [H-R]
    -Level Back Chop:                   P+K                        [H-R]
    -Short Shoulder:                    b,f+P+K                    [M-UR-F] 
    -Knee Strike:                       f+K                        [M-R-F]
    -Drop Kick:                         u/f+K                      [M-UR-KD-GrM] 
    -123 Kid Roundhouse:                f+K+G                      [M-R-KD]
    -Front Roll Kick:                   b,f+K+G                    [M/G-UR-KD-Gr]
    -Scissor Kick:                      K+G                        [H-UR-KD-Gr]
    -Flying Knee Kick:                  f,f+K+G                    [H-UR-KD-Gr] 
    -Double High Kick:                  K,K                        [HH-R-KD]
    -Backfall Suplex:                   P+G                        [HT]
    -Spinning Arm Twist:                P+G                        [ST]       
    -Arm Lock:                          P+K+G                      [S/LT]
    -German Suplex:                     P+G                        [BT]
    -German Suplex:                     P+K+G                      [B/LT]
    -Tiger Suplex:                      b+P+G                      [BT]
    -Steiner Screwdriver:               d/f,d/f+P+G                [HT]
    -Twirl `n' Hurl:                    HCT+P+G                    [HT]
    -Side Suplex:                       d+P+K+G                    [LT]
    -Double-Arm Suplex:                 d/b+P+K+G                  [LT]
    -Arm Drag Takedown:                 f,f+P+G                    [CT]
    -Frankensteiner:                    u/f+P+G                    [CT]
    -Catch:                             f+P+G                      [CT]
    -Catch-Suplex:                      f+P+G,P+G                  [CT]
    -Catch-Front Suplex Toss:           f+P+G,b+P+G                [CT]
    -Catch-Push:                        f+P+G,d/f+P+G              [CT]     
    -Catch-Change:                      f+P+G,f+P+G                [CT]
    -Catch-Change-German Suplex:        f+P+G,f+P+G,P+G            [CT]
    -Catch-Change-Tiger Suplex:         f+P+G,f+P+G,b+P+G          [CT]
    -Catch-Change-Push:                 f+P+G,f+P+G,f+P+G          [CT]
    -High Kick Reversal:                b+P+K
    -Mid-Kick Reversal:                 d/b+P+K
    
    -----------------------------------------------------------------------------
    
    TACTICS/MOVES ANALYSIS:
    -----------------------
    
    -Shin Kick: IMO much better than his Side Kick in VF2, the Shin Kick ALWAYS
    knocks down and allows a Low Pounce (usually a High Pounce on MC!) for good
    damage. It comes out pretty fast, so it is an excellent mid-range counter,
    and if blocked its recovery IS slow enough to counter with a fast move (eg.
    PK). Some are disappointed with this new move, because it has less range, and
    worse recovery than the old Side Kick. Still, a good all-around move.
    
    -Double Punch (PP): like other characters, the Double Punch can be fairly
    useful in an offensive rush. However, Wolf's Punches are slower than most,
    and for the most part, a single Punch(+G-cancel) is a more effective setup
    tool for the Canadian. See offense.
    
    -Double Punch-Upper (PPP): DO NOT USE. This is one of the most dangerous
    moves Wolf possesses; for himself, that is. The delay between the Double
    Punch and the Upper is HORRIBLY long, allowing the enemy to quickly hit or
    Throw or reverse, often you wether they were hit by the Punches or not. Use
    only in a simple float combo.
    
    -Double Punch-Elbow Combos: Altogether, the Double Punch-Elbow Swat is pretty
    useless; however it is involved in a really good offensive technique of
    Wolf's; if the enemy ducks the Double Punch-Elbow, you can chain into a
    CANNED Double Arm Suplex Low Throw! And if blocked, the Double Punch-Elbow
    recovers fairly fast and you can attempt a follow-up. See offense for more
    info.
    
    -Comet Hook: also a great attack, if it hits crouching enemies, a buffered
    Throw is guarenteed out of the stagger! You can also follow with other
    attacks, like a Knee, if you wish.
    
    -Uppercut: still Wolf's primary floating tool, it comes out and recovers
    fairly fast, making it a good counter to missed or blocked attacks, or
    against an enemy you know is going to crouch; IMO a Low Throw is better in
    this case, however.
    
    -Lifting Upper: comes out a couple of frames faster then d/f+P, but works in
    the same fashion; useful after you duck a High attack with in range, but if
    you can get in a Throw, IMO it's a better idea. See Crouch Dashing for more
    info.
    
    -Two-Fisted Uppercut: a great attack that comes out quite fast and is
    difficult to counter if blocked; useful to counter pretty much any Punch
    rush, and even anticipated quick moves like Elbows. If it connects, go for a
    Low Pounce for sure.
    
    -Body Blow: great-all around move, it comes out fast and is useful against
    opponents who crouch up close. It is also uncounterable if blocked. The Body
    Blow will knock down on MC, allowing the follow-up Dragon Fish Blow to hit;
    this IMO should be the only place to use the second hit, because its recovery
    is not too good. Follow with a Low Pounce.
    
    -Shoulder Ram: very dangerous, and very powerful. If it connects up close it
    can do HUGE damage and always allows a Low Pounce. However, it can be ducked
    and if so, Wolf will flip over the enemy's back, and his back will be left
    wide open in recovery, so be VERY cautious with this. It's best used in
    combos, or to counter attacks from a distance that you may find easier than
    Crouch Dashing and Throwing...
    
    -Tomahawk Chop-Neck Drag: good damage with the hit Throw, it is pretty much
    only useful vs. Low attacks. (additions?)
    
    -Grizzly Lariat: an awesome move that is essentially Wolf's "Sweep", except
    that it comes out faster than most. Best used to counter High attacks, or to
    surprise standing defenders. It also has a wide sweeping arc, so it is quite
    difficult to Evade. See offense for more info.
    
    -Low Drop Kick: a fast Low attack, if you can ever pull the damn move off...
    stick with the Lariat instead...
    
    -Arrow Knuckle: one of Wolf's most important moves; whenever it hits it will
    force the opponent into a crouching stagger--from here, a Crouch Dash+Low
    Throw is DAMN close to guarenteed (though some on r.g.v.a still say it can
    be avoided). Other than that, mix the Low Throw up with other attacks in the
    combo, like a Shin Kick+Low Pounce. See offense and combos for more info.
    BTW, this will knock down on MC.
    
    -Tomahawk Flash: I am told that if it hits as a MC in this position a Low
    Throw IS guarenteed. Like the Arrow Knuckle, it will force the enemy into a
    crouch, but the stagger is not as long as the Arrow Knuckle; again, mix up
    the follow-ups. A Low Throw is still an effective follow-up, but can be more
    easily avoided. HOWEVER, the f+P+K is MUCH more useful from behind the enemy;
    here, it will shove the enemy into a crouch for QUITE a long time, and allow
    you to dash up and hit P+K+G for a Low Back Throw! See offense and combos for 
    more info.
    
    -Short Shoulder: a new float move for Wolf, and it's IMO much better than an
    Uppercut or Knee; it comes out fast but unlike the Uppercut, its recovery is
    slow--best used on crouching opponents during a rush, or when there is an
    obvious opening... see combos for more info.
    
    -Knee Strike: a powerful floating tool, but like the Short Shoulder it should
    only be used in a for-sure situation, as the recovery is not too hot. This is
    best used for floating when you have first blocked an attack, but not if it
    has really good recovery; for example, counter Akira's DbPlm with it if you
    want, but I wouldn't try countering his DE with it. See combos for more info.
    
    -Drop Kick: some say this is useless, but it's not that bad. Its recovery if
    blocked or missed leaves Wolf on the ground, vulnerable to a Pounce, but it
    comes out relatively fast, has good range and GREAT damage. Most useful
    against opponents dashing in, or when you see an attack coming at you that
    leaves them standing.
    
    -123 Kid Roundhouse: my friends named this move after watching WWF wrestling
    one night--we saw this guy named the "1-2-3 Kid", and he was doing all these
    "high-risk maneuvers". He ended up finishing his opponent with a spinning
    kick that looked (of course) absolutely fake, but also looked identical to
    Wolf's f+K+G. 
    Well, now that I'm through with my story, let me say that this is definetely
    one of Wolf's best moves. It is uncounterable if blocked, and has around the
    range of normal Side Kick. It is also quick enough to interrupt many moves
    from its proper range, even Low Punches, Side Kicks or Low Kicks. If it is
    blocked, you can also often surprise the enemy with a long-ranged Throw, my
    favorite being a Crouch Dash-Steiner Screwdriver. If it connects, go for a
    Low Pounce. See offense for more info.
    
    -----------------------------------------------------------------------------
    
    -Throw Setups/What Throws to use:
    
    In order to do the right damage with Wolf, you MUST Throw! All of your
    offensive rushes should focus on landing a Throw, best with the Twirl `n'
    Hurl or the Steiner Screwdriver. If the enemy misses an attack, dash in and
    Throw; if the enemy misses or you block a Low attack, Low Throw. If you block
    a slow recovering attack, Throw. If the enemy has blocked your standing Punch
    or Low Punch, G-cancel and Throw. If the block your Body Blow or 123 Kid
    Roundhouse, Throw! See offense for more info.
    
    About The Throws:
    
    1. P+G Backfall Suplex: altogether too dangerous to use. It does pretty good
    damage but does not allow a Pounce. The problem is that it is the easiest
    Throw to escape from, but it also takes priority over complex Throws.
    
    2. P+G Spinning Arm Twist (Side): altogether one of your best options after
    Eing. Use only if you're close enough, otherwise a Shin Kick+Low Pounce is
    IMO a better option.
    
    3. P+K+G Arm Lock (Side): looks brutal, and is mainly useful if the enemy
    starts go get tired of you P+G Side Throwing them and decides to crouch :).
    
    4. P+G German Suplex and b+P+G Tiger Suplex (Back): don't really know why the
    German Suplex is needed, unless you're going for variety. Both are
    essentially the same, but the Tiger Suplex does 5 pts. more damage...
    
    5. P+K+G German Suplex (Low Back): pretty much the only place this is going
    to connect is in the Catch-Switch-Push combo described in the combo
    section...
    
    6. d/f,d/f+P+G Steiner Screwdriver: IMO his best Throw. It is not as powerful
    as his Twirl `n' Hurl, but allows at least a Falling Elbow, and also can be
    combined with a Crouch Dash to increase range and avoid High attacks.
    
    7. HCT+P+G Twirl `n' Hurl: THE move for Wolf. Be TOTALLY merciless with this,
    using it at almost every Throw opportunity. Unfortunetly, it can now be
    escaped, but that just means you have to mix it up a little against better
    opponents. If this connects, it is possible to run after them and Pounce, but
    I tend not to try for this, just to be safe. BTW, if you throw the enemy into
    the wall, you'll do an extra little bit of damage!
    
    8. Low Throws: I tend to use the Side Suplex when I'm unsure of the Low Throw
    opportunity; this is mainly because it has a slightly longer range than
    d/b+P+K+G and is also relatively easy to pull off. The Double-Arm Suplex does
    more damage and easily allows a Falling Elbow, so use it most often when
    you're sure the Low Throw will work; an example would be after a d+P+K...
    
    9. f,f+P+G Arm Drag Takedown: a very-long ranged Catch Throw with decent
    damage--it is however, easy to duck and the recovery is slow. Good to
    surprise standing, defending foes from a short distance, who are anticipating
    you Crouch Dashing in for a Screwdriver.
    
    10. u/f+P+G Frankensteiner: pretty much the same as f,f+P+G, except with
    slightly less range. It will leave Wolf on his back if it misses, allowing
    the enemy a Pounce. The advantage to this Throw is that it will always
    reverse the ring, allowing an escape from the wall.
    
    11. f+P+G Catch combos: the f+P+G has decent range, and IMO is the most
    useful way to deal with a blocking opponent from a short distance, or to
    counter missed attacks. EVEN better, the Catch can often track Eing 
    opponents...After the Catch, your best frontal move is the Front Suplex Toss,
    which will reverse the ring and do decent damage. You can also use the Push
    to set the enemy up for a combo. Alternately, you can use the Switch to move
    behind your opponent, THEN push them for a combo, or Back Throw (however,
    these Back Throws are weaker than the ones used out of the Catch). See combos
    for more info.
    
    THROWS OVERALL:
    ---------------
    
    Wolf is hurt because the Twirl `n' Hurl can be escaped, and he is without his
    best "easy" Throw, the Body Slam. Still, if you mix in the Twirl `n' Hurl
    with the Steiner Screwdriver you should be alright.
    
    -----------------------------------------------------------------------------
    
    -Offense:
    
    Wolf's offense revolves around G-cancelled Punches, the Comet Hook and the
    Tomahawk Flash and Arrow Knuckle. From about mid-range, throw out standing
    Punches and always G-cancel them. Watch what the opponent does; most likely,
    they will attempt to rush in with Punches or a combination of some sort (or
    they may Side Kick; see Nailing reversals), which you can promptly counter
    with a Tomahawk Flash, or Crouch Dash+Steiner Screwdriver (or m-Lifting
    Upper+juggle). Once you are within range your Punches will either be
    reversed, blocked or ducked. If reversed, there's not much you can do except
    to mix the Punches up with Low Punches and other fast attacks. If they block
    your Punch, a standing Throw or Crouch Dash+Steiner Screwdriver is useful, as
    is a Grizzly Lariat; against enemies who can reverse the latter, a mix-up of
    the Lariat and Throws is essential. You can also G-cancel a Punch or Double
    Punch, then immediately throw out a Short Shoulder or Knee, which may MC
    their attempted counter.
    If they duck your Punches, G-cancel and Low Throw, or throw out an Arrow
    Knuckle and THEN Low Throw :). You can also attempt a float with a Knee or
    Short Shoulder (b,f+P+K). Yet again, you can also hit them with the Comet
    Hook (d/b+P) for a guarenteed buffered Throw!
    
    Most importantly, because of the speed of the G-cancelled Punch, it will
    often MC anything the opponent tries to counter with from a standing position
    (if they duck instead, see above :). When it does interrupt, a buffered Throw
    qill grab the enemy! Master the motions for the G-cancelled Punch buffered
    into either the Twirl `n' Hurl or the Steiner Screwdriver (perhaps the Catch
    works well here too?)
    
    As for the Arrow Knuckle/Tomahawk Flash offense, the problem is that the
    Arrow Knuckle, which staggers into a crouch QUITE well, is slow in recovery,
    whereas the Tomahawk Flash recovers quite fast, however the stagger is brief,
    and it hits High.
    So, the Arrow Knuckle is best used in the above example, when you're in range
    of a crouching opponent expecting a Low Throw. The Tomahawk Flash, against
    slower opponents, allows a Crouch Dash+Low Throw, but so far as I know the
    only for-sure follow-up to its stagger is the Shin Kick+Low Pounce. The good
    thing about the Tomahawk Flash is that, when mixed in with regular Punches to
    confuse the enemy into trying to counter, can often interrupt them, and at
    this point a Low Throw will connect for sure. 
    
    The Arrow Knuckle and Tomahawk Flash, mixed in with the 123 Kid Roundhouse,
    Body Blow and Uppercut for possible float can altogether confuse the opponent
    and defend against his counters, as well as being able to pin down their
    reversal if possible. If any of these attacks, the Body Blow in particular,
    is blocked you can often get in a Throw, best with the Steiner Screwdriver,
    because of its range.
    
    You can also start a rush with the Double Punch-Elbow which will chain into a
    Low Throw when the enemy crouches it; this is also good used in moderation
    with the above rushes...
    
    NOTE: on the subject of G-cancelled Punches, the way to win at high levels of
    play with Wolf was to use the Senbon Punch, which is performed PKG, a PK that
    is G-cancelled to give the Punch NO recovery--a PG by itself still has a
    recovery time, just not as much. HOWEVER, so far I have noticed in FMM that
    the PKG is really not needed, with G-cancelled Punches working just as well
    in Wolf's rush. Anyone with additions to this please reply.
    
    -----------------------------------------------------------------------------
    
    -Crouch Dashing:
    
    Quite an important part of Wolf play, mainly because it leads easily into the
    Steiner Screwdriver. The Crouch Dash is useful to avoid High attacks mainly,
    but also is useful, because of its initial speed, in moving in for a Throw
    during a Punch or Tomahawk Flash rush. Another way to use the Crouch Dash, if
    the enemy begins to escape the Screwdriver (the only other easy option here,
    with the Body Slam no longer available, is the P+G), is to perform a
    m-Lifting Uppercut; this will float well on a MC for good combo that could
    result in as much damage as a Steiner Screwdriver anyways.
    Just remember that when you are in a Crouch Dash you are literally considered
    crouching and NOT blocking, so you can be hit with any Mid-level, Low-level
    or Low Throw move.
    
    -----------------------------------------------------------------------------
    
    -Defense:
    
    Other than his Kick reversals, Wolf still has a good defense up his sleeve
    (but one should not play turtle with Wolf, mainly because it's boring). From
    close range, your best defensive attacks are the Elbow Stamp (b+P) and Low
    Punch (d+P). The Elbow Stamp pretty much takes out anything the enemy
    attempts to throw at you as long as they remain in a standing position, and
    the Low Punch, altough weakened in speed, can still lead well into a buffered
    Throw. Remember however that because of its slower speed that the enemy can
    interrupt it with a simple Punch, making it not so useful a defense as it was
    in VF2.
    From mid-range the Elbow Stamp still works well when things get hairy, but
    only against rushes leaving the enemy standing.
    Against High rushes the best counters are the Two-Fisted Upper, or a Crouch
    Dash followed by a Steiner Screwdriver, or a m-Lifting Uppercut. The other
    useful all-around attack is the 123 Kid Roundhouse, which deals well with
    enemies who like to peck away with Low attacks (Lion, Grace).
    Against particularily fast opponents who mix up levels and use fast attacks
    like Elbows and G-cancelled Punches, the m-Lifting Upper and Elbow Stamp are
    your best attacks, as they are quite fast and, in the case of the Upper,
    difficult to counter when blocked.
    
    And of course, you can block too :). If you block a fast recovering attack,
    a PK is a good retaliation, though it doesn't knock down anymore. You can
    also counter with the Steiner Screwdriver buffering it in during the block.
    The Knee Strike is also useful as a mC if they are left close enough when you
    block.
    
    -----------------------------------------------------------------------------
    
    -Nailing Reversals:
    
    Definetely not a big part of Wolf's repitiore, but certainly one to consider.
    Wolf's Side Kick counter is IMO the most useful of the two; beyond simple
    anticipation, you can coax your enemy into throwing a Side Kick in one of two
    ways. From a distance, if you crouch, most opponents will tend to send out a
    Side Kick; often if you know this is coming, you can stand in time to reverse
    it. You can also use it in your offensive technique; when using G-cancelled
    Punches from a short distance, an opponent may try to hit you with a Side
    Kick; so, if you anticipate this happening, whip out a Side Kick reversal.
    
    As for the High Kick reversal, I really haven't tested it out that much, so I
    don't know if it catches other High kicking attacks besides the basic
    standing Kick. And unfortunately the majority of good players rarely throw
    High Kicks except in a combo of sorts...
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
    
    1. Uppercut (d/f+P on MC)
    2. Lifting Upper (D/F+P on MC)
    3. Short Shoulder (b,f+P+K)
    4. Knee Strike (f+K)
    
    Combos:
    -------
    
    1.  b,f+P+K, PPP, Low Pounce
    2.  b,f+P+K, P,G, b,f+P+K, b,f+K+G
    3.  b,f+P+K, b,f+P, Low Pounce
    4.  b,f+P+K, P,P,f+P,b+P
    5.  b,f+P+K, P,G, b,f+P, Low Pounce
    6.  b,f+P+K, d/f+P+K, Low Pounce
    7.  b,f+P+K, D+P,f+P, Low Pounce
    8.  b,f+P+K, f+P,P, Low Pounce
    9.  b,f+P+K, d/f+K, Low Pounce
    
    10. f+K, P,G, b,f+P
    11. f+K, P,G, K+G
    12. f+K, P,G, f+K+G
    13. f+K, b+P, Low Pounce
    14. f+K, P,G, m-Lifting Upper, Low Pounce
    15. f+K, f+P,P, Falling Elbow
    16. f+K, D+P,f+P, Falling Elbow
    17. f+K, f+K, Low Pounce
    18. f+K, P,G,P,G, PPP
    
    19. d/f+P (MC), f+P,P, Falling Elbow
    20. D/F+P (MC), PPP
    21. D/F+P (MC), P,G, K+G
    
    -----------------------------------------------------------------------------
    
    SETUP THROWS:
    -------------
    		 
    After Catch-Push: pretty much any fast, mid-range attack will do. My favorite
    		  is the Arrow Knuckle followed by a Crouch Dash+Low Throw
    		  for big damage. You can also follow the Arrow Knuckle with
    		  a Shin Kick+Low Pounce. If you know your opponent to
    		  struggle extremely fast and is also fast to counter attack,
    		  a Drop Kick (u/f+K) will put an end to that. You can also
    		  try a Short Shoulder float combo...
    
    After Catch-Switch-Push: From here, the Tomahawk Flash tends to stagger into
    			 a crouch much more effectively than the Arrow
    			 Knuckle. Again you can follow the Tomahawk Flash
    			 with a simple Shin Kick+Low Pounce, but what's
    			 the point of that, when you could have done better
    			 damage with one of the _Throws_ following the Catch?
    			 Well, pretty much anything you want to try here will
    			 often work, but not all is guarenteed. HOWEVER, one
    			 DEADLY combination is extremely effective and
    			 damaging and, AFAIK, is virtually guarenteed:
    
    			 f+P+G,f+P+G,f+P+G, f+P+K, dash+P+K+G, Falling Elbow
    
    			 This is a Catch-Switch-Push followed by a stagger
    			 into crouch with the Tomahawk Flash, ending with
    			 small dash buffered into the German Suplex Low Back
    			 Throw and a Falling Elbow to finish it off!!!!
    			 Altogether this combo does around 105 pts. of damage
    			 if all is done correctly! Hell, I would even venture
    			 to call this Wolf's TKoD-like combo.
    
    -----------------------------------------------------------------------------
    
    STAGGER COMBOS:
    ---------------
    
    After f+P+K: from the front this does not stagger considerably unless it is a
    	     MC--if it is, the buffered Crouch dash+Low Throw is definetely
    	     the best follow-up. Otherwise, the stagger into crouch is not
    	     too long, so I'd recommend a fast knock-down attack like f+K+G
    	     or the d/f+K Shin Kick, both of which allowing a Low Pounce.
    
    After d+P+K: this attack staggers the enemy into a crouch as long, if not 
    	     longer, than an Elbow stagger. It is possible to crouch dash in
    	     and Low Throw the opponent; however, they may soon catch on and
    	     escape often; there are many other follow-ups:
    	     1.  d+P+K, d/f+K, Low Pounce
    	     2.  d+P+K, Knee Strike, f+P,P, Falling Elbow
    	     3.  d+P+K, f+K, d+P+K, Falling Elbow
    	     4.  d+P+K, d/f+P+K, Falling Elbow
    	     5.  d+P+K, u/f+K :)
    	     6.  d+P+K, f+K+G, Low Pounce
    	     7.  d+P+K, f+P,P, Low Pounce
    	     8.  d+P+K, b,f+P (dangerous if they crouch!!!)
    	     9.  d+P+K, b,f+P+K, d/f+P+K, Low Pounce
    	     10. d+P+K, b,f+P+K, b,f+P, Low Pounce
    	     11. d+P+K, b,f+P+K, f+P,P, Low Pounce
    
    #############################################################################
    
    JEFFRY:
    *******
    
    CHARACTER OVERVIEW:
    -------------------
    
    Jeffry lost quite a bit from VF3, mainly his cool new Throws and the Ground
    Throw. Still, he is a pretty good character if you rely on the basics (Elbow,
    DEU, Hell Dunk Hammer and single Punches) to open up your offense. He also
    has much more float potential in FMM than otherwise, allowing him to do some
    good damage. If you mix up the offense well he can still be devastating.
    Jeffry also has quite a few defensive maneuvers, the most ideal being the Mid
    Hell Stab. And of course, he still has devastating the Throws, the best being
    the XPD and Frontal Backbreaker.
    
    -Punch:                             P                          [H-R]
    -Low Punch:                         d+P                        [L-R]
    -High Kick:                         K                          [H-R-KD]
    -Front Kick:                        d/f+K                      [M-R-KD]
    -Low Kick:                          D+K                        [L-R]
    -Turn-Toward Punch:                 P (opponent behind)        [H-R]
    -Turn-Toward Starfleet:             d+P (opponent behind)      [L-UR-KD]
    -Turn-Toward Split Kick:            d+K (opponent behind)      [M-R-KD]
    -Turn-Torward High Kick:            K (opponent behind)        [H-R-KD]
    -Foot Stomp:                        d/f+K (on downed opponent) [G]
    -Body Splash:                       u+P (on downed opponent)   [G]
    -Raiden Drop:                       U+P (on downed opponent)   [G]
    -Punch-Kick:                        P,K                        [HH-R]
    -Double Punch:                      P,P                        [HH-R]
    -Double Punch-Upper:                P,P,P                      [HHM-R]
    -Double Punch-Hook Punch:           P,P,b+P                    [HHH-R-KD]
    -Ankle Kick:                        d/b+K                      [L-R] 
    -Low Heel Slide:                    d+K+G                      [L-R] 
    -Step Kick:                         d/f+K+G                    [L-R] 
    -Uppercut:                          d/f+P                      [M-R-FMC] 
    -Double Uppercut:                   d/f+P,P                    [MM-R]
    -Triple Uppercut:                   d/f+P,P,P                  [MMM-R-KD] 
    -Kenka Uppercut:                    d/f,d/f+P                  [M-R-F] 
    -Lifting Uppercut:                  D/F+P                      [M-R-FMC]
    -Elbow:                             f+P                        [M-R-StC]
    -Elbow-Hammer:                      f+P,b+P                    [MM-UR-KD]
    -Dashing Elbow:                     f,f+P                      [M-R-StC]
    -Dashing Elbow-Upper:               f,f+P,P                    [MM-R-KD/F] 
    -Drop Elbow:                        b+P                        [M-R-KD]
    -Starfleet Maneuver:                b,d/f+P                    [M-UR-KD]
    -Starfleet/Reverse Starfleet:       b,d/f+P,P                  [MM-UR-KD]
    -Hell Dunk Hammer:                  d+P+K                      [H-R]
    -Mid-Hell Stab:                     f+P+K                      [M-R-KD]
    -Stomach Crash:                     b,d/f+P+K                  [M-UR]
    -Stomach Crash-Overhead Toss:       b,d/f+P+K,d+P+G            [MHT-UR]
    -Headbutt:                          b,f+P+K                    [M-UR-KD]
    -Toe Kick:                          d+K                        [M-UR]
    -Toe Kick-Hammer:                   d+K,P                      [MM-UR-KD]
    -Toe Kick `o' Doom:                 d+K,QCT+P+G                [MHT-UR]
    -Knee Strike:                       f+K                        [M-R-F]
    -Big-Ass Boot:                      f,f+K                      [M-R-KD]
    -Shot Knee:                         b+K                        [M-R]
    -Shot Knee-Hook Punch:              b+K,P                      [MH-R-KD]
    -Heel Axe:                          b,f+K                      [M-R-KD]
    -Tornado Hammer:                    f,b+P                      [H-R-KD]
    -Kenka Hook:                        b,f+P                      [H-R-KD]
    -Kick-Toe Kick:                     K,K                        [HM-R-KD]
    -Kick-Toe Kick-Hammer:              K,K,P                      [HMM-UR-KD]
    -Fireman's Carry:                   P+G                        [HT]
    -Coconut Crush:                     P+G                        [ST]
    -Cranial Bash:                      P+K+G                      [S/LT]
    -Backbreaker:                       P+G                        [BT]
    -Backbreaker:                       P+K+G                      [B/LT]
    -Body Press:                        b+P+G                      [HT]
    -Box Throw:                         d/b+P+G                    [HT]
    -Crucifix Piledriver:               d/f,d/f+P+G                [HT]
    -Power Slam:                        f+P+G                      [HT]
    -Frontal Backbreaker:               b,f,f+P+G                  [HT]
    -Headbutt:                          b,f+P+G                    [HT]
    -Headbutt-Knee Smash:               b,f+P+G,b+P+G              [HT]
    -Double Headbutt:                   b,f+P+G,f+P+G              [HT]
    -Double Headbutt-Knee Smash:        b,f+P+G,f+P+G,b+P+G        [HT]
    -Triple Headbutt:                   b,f+P+G,f+P+G,f+P+G        [HT]
    -Iron Claw:                         d+P+K+G                    [LT] 
    -Machine-gun Knee:                  d,f+P+K+G                  [LT]
    -Powerbomb:                         d/f+P+K+G                  [LT]
    
    -----------------------------------------------------------------------------
    
    TACTICS/MOVES ANALYSIS:
    -----------------------
    
    -Front Kick: yet another change from a Side Kick, this kick appears to have
    less range, but seems quicker. Usually knocks down; a decent mid-range
    attack.
    
    -Double Punch (PP): like Wolf, Jeffry's Double Punch is a good offensive
    technique but not as important as it is to others. See offense for more info.
    
    -Double Punch-Upper (PPP): like Wolf's, should be used only in combos. The
    stall between the Double Punch and the Uppercut is painfully long, allowing
    an enemy that blocks or GETS HIT by the Double Punch to counter time.
    
    -Double Punch-Hook Punch: the Hook will come out faster than the Upper, but
    it hits High, making it easy to duck and counter. It will always knock down
    for good damage (significantly more than the PPP) and allow at least a Pounce
    though.
    
    -Uppercut combos: the single Uppercut is useful in that it floats on MC; you
    can then chain into the Double or Triple Upper for a juggle+Low Pounce. You
    can also try other juggles... the single Uppercut can be countered by really
    fast attacks if blocked, but this is still difficult. The Double Upper will
    never float, however it is uncounterable if blocked. The Triple Upper does
    awesome damage and allows a Body Splash, but I'm pretty sure the last Upper
    is not guarenteed normally (on a croucher, maybe?) This works quite well in
    float combos, and it's also involved in a great offensive technique (see
    offense).
    
    -Kenka Upper: using the literal motion, it in fact has limited range. However
    it is possible to slightly delay the Punch tap to execute a slight Crouch
    Dash first. You will then float them sky high. The recovery on this is not
    too good, so you should only use it as a counter, or to avoid High attacks.
    Altogether Jeffry has better options, namely the m-Lifting Upper.
    
    -Lifting Uppercut: same as Wolf, this comes out quicker than the standing
    version, and can be combined in a Crouch Dash to avoid High attacks. It will
    float well on MC and is difficult to counter if blocked. See offense.
    
    -Elbow, Elbow-Hammer: One of Jeffry's key up-close moves, the Elbow will
    stagger crouching opponents, and in this case the Hammer will connect easily
    for a knockdown and Low Pounce--you can also use a different stagger combo.
    Even better, the Hammer can be delayed after the Elbow to fake the enemy out;
    if it connects but does not stagger, you can delay and catch the attempted
    counter. Or, if you throw an Elbow from a distance. See offense for more
    info.
    
    -Dashing Elbow-Upper (DEU): primarily Jeff's best offensive move. In FMM, if
    you hit a crouching opponent with the DE, it will stagger; the follow-up
    Uppercut is guarenteed AND will float the opponent. This is changed since
    before, since the DEU used to force crouching opponents into a stunned,
    standing position, allowing a Throw. Still, at least as much damage is
    possible with a good float combo.
    The DE is also useful by itself against people who aren't in a crouch. If it
    is blocked it is difficult to counter; from here, you can G-cancel the DE and
    Throw! Even if the DE hits normally, it is often still a good idea to
    G-cancel and try for the Throw, unless the enemy is conditioned this way,
    meaning they will jam on a Throw escape. From this point, you can simply mix
    up the Throws, or you can toss out the full DEU to MC them.
    And to top it off, the Uppercut can be delayed, making a big guessing game
    from mid-range. See offense and defense for more info.
    
    -Drop Elbow: similiar to Wolf's Elbow Stamp, this always knocks down allowing
    a Foot Stomp, and is LIGHTNING fast. This is best mixed in with your
    offensive AND defensive tactics pretty much randomly, especially when you
    sense that the enemy's next attempt at attacking may in fact hit you. :) See
    offense for more info.
    
    -Starfleet Manuever, Starfleet/Reverse Starfleet: extremely useful moves. You
    may wonder why it's called the Starfleet maneuver--just watch ONE of the old
    Star Trek episodes, and I guarentee you'll see at least two of these per
    fight scene (I once flicked to an episode where Spock went crazy on the
    bridge and used about 20 Starfleet Maneuvers!)
    
    And Jeffry can also make good use of this :). The recovery is not too good
    for the single or double attack, but if on the odd chance it is blocked, make
    sure you carry on into the Reverse Starfleet, because it has SLIGHTLY better
    recovery and push-away. The Starfleet Manuever is useful for attacking
    rushing or dashing opponents, or to counter missed attacks from a distance;
    it can also take out a lot of slower Low attacks (Eg. Sarah's Lunging Sweep),
    although IF you have the opportunity to block the Low attack, DO IT so you
    can Low Throw. Altogether not too useful except in moderation, because of its
    recovery. Use carefully.
    
    -Hell Dunk Hammer: a great new move--it is an overhead punch that always
    forces an enemy into a crouch. Like Wolf's Arrow Knuckle, you have a plethora
    of follow-ups. The best over-all combo is to crouch dash and Low Throw for
    big damage. As soon as the enemy is conditioned into this, switch to
    something more simple, like a DEU, or Triple Uppercut (or, against
    struggling, a High Throw will often catch them). Also, if you are still
    having difficulty with the enemy after the Hell Dunk Hammer, simply repeat it
    to re-stagger them into a crouch! This is useful because the 2nd Hammer may
    often surprise them, THEN you can snatch them with the Crouch Dash+Low Throw.
    See combos and offense for more info.
    
    -Mid-Hell Stab: some may not agree, but I believe this is a better attack
    than his old Hell Stab (which still exists in VF3 only). This attack ALWAYS
    knocks down, often allowing a Low Pounce of overall good damage. It also has
    a built in crouch to avoid High attacks with ease; I guarentee few High
    Punches will be able to interrupt this! The Mid-Hell Stab is best used in
    mid-range battle to counter-attack rushes. See defense for more info. Oh BTW,
    as a side note, the Mid-Hell Stab does more damage to a crouching enemy...
    
    -Stomach Crash-Overhead Toss: overall good damage the Overhead Toss will only
    work if the Stomach Crash hits. The Crash itself is useful for evading High
    attacks, but use only in this respect, as the recovery if blocked is deadly.
    
    -Headbutt: AFAIK, this does not float like the old f+P+K Headbutt did in VF2.
    In addition, it also comes out and recovers slower than the old Headbutt.
    Still, it is fairly fast and also hits Mid, knocking down for a Foot Stomp.
    No real use for this that I have found yet. (additions?)
    
    -Toe Kick-Hammer: the Toe Kick isn't so hot offensively, but can be useful as
    bait, because the Hammer can be delayed in the same fashion as the
    Elbow-Hammer. Still, I'd prefer other attacks.
    
    -Toe Kick `o' Doom (TKoD): I'm not gonna waste space bothering to explain how
    to do it, since there is at least one VF2 FAQ (by Thomas H. Harper) that
    explains every little bit about the TKoD; and besides, it may do over 100
    pts. of damage, but good luck fitting it into real battle at high levels of
    play.
    
    -Knee Strike: still Jeffry's best floating tool, but again it has slow
    recovery, so only place it where you're sure it'll connect. It can be used
    after baiting the enemy into a crouch or to counter your Punches, getting a
    monster float. The Knee is also useful after blocking attacks that leave you
    close. See offense and combos for more info.
    
    -Big-Ass Boot: a totally satisfying attack that looks quite sickly and does
    good damage if it connects, often allowing a HIGH Pounce. Hell, the recovery
    if blocked fairly close if often quick enough to try for a Throw even! The
    big disadvantage of this kick is that its execution is particularily slow,
    as if Jeffry has a big sign on the bottom of his foot saying "hello! Right
    here, reverse me!"; against Pai, Akira or Wolf you are seriously asking for
    it by just throwing this out, and against the fighters they will still have
    time to hit you quickly. The Big-Ass Boot seems mainly useful for stopping
    dashing-in opponents from a distance. Another use for it is after the Box
    Throw, though this is NOT guarenteed and can be Evaded...
    
    -Shot Knee-Hook Punch: useful little attack, if the Shot Knee connects in any
    case, I'm pretty sure the Hook Punch is guarenteed (on crouchers? maybe
    not...). Both hits guarentee a knock-down and allow at least a Foot Stomp,
    often a Low Pounce. The Shot Knee comes out extremely fast, and is an overall
    useful attack up close; if blocked, try for a Throw just for the hell of it,
    but chances are you will be countered. Overall, I tend to use the simple
    standing G-cancelled Punch to interrupt up close instead of the Shot Knee, as
    it recovers (obviously) faster, and allows a Throw.
    
    -Heel Axe: FAST attack that is quite useful for countering Low attacks. It is
    also said to be guarenteed after the Box Throw, allowing a Body Splash for a
    fair bit of damage. Just be careful, because although it is quite fast it
    has slow recovery time. See offense and defense for more info.
    
    -Kenka Hook: a decent attack, it smashes the enemy to the ground and can do
    decent damage; it also has great speed. But, like many of Jeffry's fast
    attacks it is doomed to slow recovery. It also hits High, so be cautious
    when using it. A Low Pounce is guarenteed. Useful against rushing opponents
    who often mix levels, but I prefer the Drop Elbow in this case.
    
    -Kick-Toe Kick-Hammer (KKP): a dangerous attack to use because it starts with
    a slow recovering, High hitting Kick. However, it is good to note that this
    entire combo plus a Low Pounce and totally devastate the opponent. Against
    inexperienced opponents it is great for showing off, but otherwise not too
    practical. Against opponents who freeze up after the Box Throw (which, for
    this Throw, doesn't seem to happen often), it is also a useful follow-up
    here. But most importantly, because of the loose floating system in FMM, it
    is possible to tack on all three hits of this move plus a Low Pounce after a
    float!
    
    -----------------------------------------------------------------------------
    
    -Throw Setups/What Throws to use:
    
    Like Wolf, Jeffry must rely on his Throws to do any REAL damage. There are
    many ways to Throw with Jeffry; an obvious place being whenever the enemy
    leaves an obvious opening, like a missed attack from a short range; dash or
    crouch dash and Throw. You can also use Throws after blocking both High and
    Low attacks (see "About the Throws" below).
    As far as setting up Throws, you can do that in your offensive game. After
    the enemy blocks your G-cancelled Punch, G-cancelled Double Punch,
    G-cancelled DE, Elbow or even Big-Ass Boot from close, try for a Throw. This
    will be delved into further in the offense section.
    
    1. P+G Fireman's Carry: not overly useful. It is relatively weak and does not
    allow a Pounce. As well, it is also the easiest Throw to break out of. The
    only advantage is that it somewhat switches the ring, and it also takes
    priority over complex motion Throws.
    
    2. P+G Coconut Crush (Side): A cool looking Throw (stolen from King of Tekken
    2, no less) that does decent damage and sometimes allows a Low Pounce or Foot
    Stomp. A Side Throw is actually one of Jeffry's best options after Evading,
    period.
    
    3. P+K+G Cranial Bash (Side Low): a TOTALLY humiliting Throw that does good
    damage and looks DAMN painful. Not sure about a Pounce here... Useful once
    you've conditioned the enemy into thinking you'll use the Coconut Crush after
    Eing and try to crouch :).
    
    4. P+G Backbreaker (Back): the grand-daddy of all Back Throws has,
    unfortunately, been weakened to 80 pts. of damage (plus Foot Stomp). Still,
    go for it whenever possible. It also seems that a dash+Backbreaker after the
    Box Throw is VIRTUALLY guarenteed.
    
    5. P+K+G Backbreaker (Back Low): does the same damage as the High version.
    This is useful for doing even more damage however; after a Box Throw, you can
    hit them with the Hell Dunk Hammer (d+P+K) and THEN dash in and LOW Back
    Throw them, plus a Foot Stomp, for a total of 116 pts. of damage!
    
    6. b+P+G Body Press: does quite a bit of damage for such a simple Throw;
    against slower opponents, the Body Splash will connect, otherwise
    unfortunately a follow-up is more difficult in FMM.
    
    7. d/b+P+G Box Throw: should be one of your most used Throws, setting the
    enemy up for any number of devastating attacks, the biggest being the combo
    described in #5 above. Again, against better opponents, mix it in with other
    Throws.
    
    8. d/f,d/f+P+G Crucifix Piledriver: Still Jeffry's all-around best Throw, it
    is obviously his most damaging from the front, and usually allows a Foot
    Stomp.
    The XPD can be used best after blocking a slow-recovering attack, or combined
    with a crouch dash to counter High attacks. Mix it in with other Throws,
    because opponents will DEFINETELY be expecting this one...
    
    8. f+P+G Power Slam: still a decent Throw that often allows a Foot Stomp.
    Fast and good all-around damage. Use mainly up close, or after dashing in
    from standing.
    
    9. b,f,f+P+G Frontal Backbreaker: at LEAST as good as the XPD, IMO. It does
    slightly less damage, but allows a Foot Stomp too. It also has GREAT range
    because of the two forward taps in the motion. It is best used to counter
    missed attacks from a short distance, or EVEN better, as a counter to blocked
    attacks (buffer the first b,f out of the block).
    
    10. b,f+P+G Headbutt combos: the most powerful combination of this
    multi-Throw is the Double Headbutt-Knee Smash; usually can be followed with a
    Foot Stomp. I tend only to use these for variety (they look pretty cool), as
    he has more useful Throws that do the same or more damage.
    
    11. d+P+K+G Iron Claw (Low): The weakest of Jeffry's Low Throws, but
    OBVIOUSLY the most humiliating :). Do this if you're ahead in health and need
    to make the enemy feel dumb.
    
    12. d,f+P+K+G Machine-gun Knee (Low): probably the easiest of the Low Throws
    to do after crouch blocking an attack (obviously because of the first d
    motion) and does good damage--go for a Body Splash after.
    
    13. d/f+P+K+G Power Bomb (Low): the most useful of Jeffry's Low Throws, it
    does big damage and allows a Foot Stomp. It also has surprisingly good range
    AND this range can be extended further with a crouch dash. This is the best
    Throw to use after the Hell Dunk Hammer, or to counter missed Low attacks. It
    is also the most useful when the enemy ducks your offensive technique (see
    offense).
    
    THROWS OVERALL:
    ---------------
    
    Jeffry delivers a pack o' whupass as far as Throws go. If you wanna stick to
    the basics, both the Power Slam and Body Press do decent damage and allow a
    Foot Stomp at least. However, Your two best Throws, used in a Crouch Dash
    and/or to counter blocked attacks are the Frontal Backbreaker and XPD. The
    Box Throw is also good mixed in, allowing you to go for a series of damaging
    follow-ups.
    
    -----------------------------------------------------------------------------
    
    -Offense:
    
    Jeffry's offense relies on the following moves: G-cancelled Punch,
    G-cancelled Double Punch, DE(U), Elbow(Hammer), Drop Elbow, Low Throw(s),
    Knee Strike, Uppercut combos, and the Hell Dunk Hammer.
    
    Pressure your opponent with persistant G-cancelled Punches and Double
    Punches; if they are blocked OR they hit, the G-cancel can be followed by a
    Throw (XPD is the best here). If the enemy ducks the Punches, again G-cancel
    and throw a DEU+float combo, or Elbow+stagger combo, or Power Bomb (and of
    course, there are other Mid-level attacks available too). This is the basis
    of your offense.
    
    Once the enemy starts catching on, switch your offense. This time, come at
    them with the DE; unlike the Punches (which can possibly be countered with a
    fast ducking attack once they anticipate you well) it hits Mid, which will
    further confuse them; when they crouch you can follow into the Upper and
    juggle for a big combo. When they start the block the DE, G-cancel it and
    Throw!
    
    The other offense to mix in here is your Uppercut(s). The single Uppercut by
    itself should be thrown in when not expected; if it hits the crouching foe,
    go into the Double (or Triple?) Upper. You may also be able to interrupt for
    a float. If the Upper is blocked, Throw.
    
    Now, with the above strategies being mixed up heavily to really give the
    enemy a sweat, mix in a Knee Strike when you think they will try countering
    something (eg. after ducking your PP). The Hell Dunk Hammer can also be mixed
    in when they least expect it, to set them up for a big combo; this is best
    used on an opponent from short distance.  AND ABOVE ALL ELSE, mix in the Drop
    Elbow randomly, which will deal with ANYTHING they try to throw at you
    (except a single Punch, which has faster execution...)
    
    Of course, the whole offensive strategy, as I said, must be heavily mixed up,
    because the enemy DOES have ways of dealing with things they anticipate from
    you, including reversals, ways of ducking under your High attacks and
    countering first (eg. Shun's d/b+P Low Backpush), and also Evading. Against
    these, you will need to generate new ways of attacking the enemy (eg. if you
    notice them starting to Evade your offense, mix in the PPP to track them when
    you think they will Evade).
    
    -----------------------------------------------------------------------------
    
    Crouch Dashing:
    
    From the Crouch Dash, Jeffry can perform two important attacks; the m-Lifting
    Uppercut, and the c-XPD (stands for Crouch Dash-Crucifix Piledriver). The
    crouch dash with the Lifting Upper is generally a good offensive technique,
    and both attacks are ideal defenses against High attacks or rushes. And of
    course, the Crouch Dash is needed to properly Low Throw after the Hell Dunk
    Hammer.
    
    -----------------------------------------------------------------------------
    
    Defense:
    
    A good Jeffry plays the pecking, offensive game described above, but he does
    have a good defense to fall back on. Useful moves against High attacks are
    the Crouch Dash (see above), Mid-Hell Stab, Stomach Crash, and sometimes the
    Kenka Upper. And when in doubt, use the Drop Elbow!
    
    As for Low attacks, Jeffry has quite a few options. Against REALLY slow
    starting, anticipated Low attacks (eg. Sarah's Lunging Sweep) you can Low
    Throw them BEFORE it hits you, or dash backwards, then crouch dash back in
    for the Low Throw. Other than that, the Heel Axe, Starfleet-Reverse
    Starfleet and Mid-Hell Stab all work fairly well to take out Low attacks.
    
    If you block an attack High, the best counter for Jeffry is definetely a
    buffered Frontal Backbreaker. You can also a buffer a DEU if you find the
    enemy escaping your Throw.
    If you block Low, you can quickly return to neutral (which isn't needed if
    you use the Machine-gun Knee), then hit a Low Throw command to slam 'em.
    Other than that, the Lifting Upper may also float them. I tend to go for the
    Low Throw however because of the damage.
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
    
    1. Uppercut (d/f+P on MC)
    2. Lifting Upper (D/F+P on MC)
    3. Kenka Upper (d/f,d/f+P)
    4. Knee Strike (f+K)
    
    Combos:
    -------
    
    Note: to save space, the majority of the Uppercut combos will also work with
          the Lifting Uppercut.
    
    1.  d/f+P (MC), PPP, Low Pounce
    2.  d/f+P (MC), b,d/f+P,P, Low Pounce
    3.  d/f+P (MC), d/f+P,P,P, Low Pounce
    4.  d/f+P (MC), P,G, DEU, Low Pounce
    5.  d/f+P (MC), b+K,P, Low Pounce
    6.  d/f+P (MC), P,G, b,f+K, Low Pounce
    7.  d/f+P (MC), d+K,P, Low Pounce
    
    8.  f+K, d+K,P, Low Pounce
    9.  f+K (MC), f,f+K, High Pounce
    10. f+K, P,G,P,G, f+P+K, Low Pounce
    11. f+K, P,G, b,d/f+P,P, Low Pounce
    12. f+K, P,G,P,G, f+K, Low Pounce
    13. f+K, P,G,P,G, DEU, Low Pounce
    14. f+K, P,G, PPP, Low Pounce
    15. f+K, d/f+P,P,P, Low Pounce
    
    15. d/f,d/f+P, d/f+P,P,P, Low Pounce
    16. d/f,d/f+P, d/f,d/f+P, Low Pounce
    17. d/f,d/f+P, P,G, f+K, Low Pounce
    18. d/f,d/f+P, DEU, Low Pounce
    19. d/f,d/f+P, b,d/f+P+K, Low Pounce
    20. d/f,d/f+P, d+K,P, Low Pounce
    21. d/f,d/f+P, f+P,b+P
    
    -----------------------------------------------------------------------------
    
    SETUP THROWS:
    -------------
    		 
    After Box Throw: for awesome damage you can simply use a buffered dash+P+G
    		 for the Backbreaker (add a Foot Stomp), however THE best
    		 combo is the following:
    		 d/b+P+G, d+P+K, dash+P+K+G, Foot Stomp
    		 This is a Box Throw followed by a Hell Dunk Hammer that
    		 forces the enemy into crouch, followed by a buffered dash              
    		 and a Low Back Throw, finishing with a Foot Stomp! This
    		 combo will do a huge 116 pts. of damage! I am not certain if
    		 this combo is guarenteed however, so other follow-ups would
    		 be:
    		 1. DEU
    		 2. f,f+K
    		 3. b,f+K (guarenteed)
    		 4. KKP (on stupid enemies who don't know how to avoid it)
    		 5. b,d/f+P,P
    		 6. f+P+K
    
    -----------------------------------------------------------------------------
    
    STAGGER COMBOS:
    ---------------
    
    After f+P: the best follow-up if you have staggered with the Elbow would be
    	   the canned Hammer that follows+Low Pounce, but you can also dash
    	   up and Throw the enemy, if you time it to grab the enemy as they
    	   recover from the stagger. Other than that, my favorite stagger
    	   combo is f+P (stagger), DEU+Low Pounce.
    
    After f,f+P: A little more useful because of the range, remember to G-cancel
    	     the DE unless you want the Upper (which is actually what IMO you
    	     should want, as it floats). After which, you can try for Throw
    	     as they recover from the stagger, or another full DEU, or a Knee
    	     Float :).
    
    After d+P+K: this will stagger the enemy into a crouch, allowing a Crouch
    	     Dash+Low Throw to connect (see moves analysis). Other than that,
    	     you can mix up the combos after it, with good follow-ups being
    	     the DEU, Heel Axe, Mid-Hell Stab, or Triple Uppercut. There are,
    	     of course, other possibilities--be creative :).
    
    #############################################################################
    
    SHUN DI:
    ********
    
    CHARACTER OVERVIEW:
    -------------------
    
    Everyone says he's the weakest character in VF3; I would certainly say he's
    at a big disadvantage, but that just makes him more challenging to play :).
    In FMM, however, he loses EVEN more that he desperately needs. With only TWO
    frontal Throws, both of which are usually easy to escape, Shun has trouble
    connecting here. He must instead rely on his offensive confusion capabilities
    with the PP, PPE, Ankle Kick, Knuckle combos and Uppercuts. Thankfully Shun
    does have the powerful Chouwan, as well as a host of other floating attacks.
    He also has great defenses. As long as you try not to focus too much on
    Throws against really good opponents (which is pretty hard to do IMO), he's
    not that bad.
    
    Moves:
    ------
    
    -Punch:                             P                          [H-R]
    -Low Punch:                         d+P                        [L-R]
    -High Kick:                         K                          [H-R-KD]
    -Side Kick:                         d/f+K                      [M-R-FMC]
    -Low Kick:                          D+K                        [L-R]
    -Turn-Toward Punch:                 P (opponent behind)        [H-R]
    -Sitting Low Punch:                 d+P (opponent behind)      [L-R]
    -Turning Sweep:                     d+K (opponent behind)      [L-R-KD]
    -Turn-Torward High Kick:            K (opponent behind)        [H-R-KD]
    -Spinning Elbow Drop:               d/f+P (on downed opponent) [G]
    -Flipping Heel Drop:                u+P (on downed opponent)   [G]
    -Punch-Kick:                        P,K                        [HH-R]
    -Double Punch:                      P,P                        [HH-R]
    -Double Punch-Upper:                P,P,P                      [HHM-R-KD]
    -Double Punch-E:                    P,P,E or d+E               [HHn/a]-R]
    -Double Punch-E-Upper:              P,P,E or d+E,P             [HHn/a]-R-KD]
    -Backfist:                          b+P                        [H-R-FMC]
    -Knuckle Strike:                    f+P                        [M-R]
    -Knuckle-Hip Check:                 f+P,K                      [MM-UR-KD] 
    -Double Knuckle:                    f+P,P                      [MM-R]
    -Double Knuckle-Hip Check:          f+P,P,K                    [MMM-UR-KD]
    -Double Knuckle-Backfist:           f+P,P,P                    [MMH-R]
    -Double Knuckle-Backfist-Hip Check: f+P,P,P,K                  [MMHM-UR-KD]
    -Turn-away Punch:                   b,b+P                      [H-R] 
    -Turn-away Spin Kick:               b,b+K                      [H-R-KD] 
    -Low Backpush:                      d/b+P                      [L-R]
    -Low Backpush-Sweep:                d/b+P,K                    [LL-R-KD]
    -Spinning Ankle Kick:               d/b+K                      [L-R]
    -Ankle Kick-Fall Down:              d/b+K,G                    [L-R-GrH]
    -Ankle Kick-High Kick:              d/b+K,K                    [LH-R-F]
    -Ankle Kick-High Kick-Fall:         d/b+K,K,G                  [LHn/a-R-GrH]
    -Sweep:                             d/f+K+G                    [L-R-KD]
    -Uppercut:                          d/f+P                      [M-R-FMC]         
    -Chouwan Uppercut:                  d/f,f+P                    [M-R-F]
    -Lunging Fist:                      D,f+P                      [M-R-F]
    -Lunging Uppercut:                  b,d/f+P                    [M-R-F]
    -2-Handed Twisting Thrust:          P+K (adds 3 DP)            [M-UR-KD] 
    -Cartwheel Kick:                    f,f+K                      [M-UR-KD] 
    -Falling Kick:                      b+K                        [M-R-Gr] 
    -Hopping Spin Kick:                 K+G                        [M-UR-KD] 
    -Hopping Spin Kick-2 Hand Push:     K+G,P                      [MH-UR-KD]
    -Scorpion Tail:                     d+K+G                      [M-UR-KD] 
    -Back-hop Toe Kicks:                b+K+G                      [M-R-KD]
    -Double Kick:                       K,K                        [HH-R-KD] 
    -Double Kick-Low Backfist:          K,K,d+P                    [HHL-R-KD] 
    -Double Kick-Backfist:              K,K,P                      [HHH-R-KD]
    -Falling Double Kick:               d/b+K+G                    [HH-R-KD-Gr] 
    -Mule Kick:                         u+K                        [M-UR-F]
    -Drink:                             d+P+K+G (adds 1 DP)        [n/a] 
    -Backflip:                          d,u/b                      [n/a]
    -Sit Down:                          d,d                        [n/a]
    -Low Kick-Stand:                    Sit,d+K                    [L-UR-KD]
    -Flipping Heel Kick:                Sit,K                      [M-UR-KD]
    -Drink-Stand:                       Sit,P+K+G (adds 3 DP)      [n/a]
    -Lie Down:                          HCT or Sit,d,d             [n/a]
    -Sweep-Stand:                       Lie,d+K                    [L-R-KD] 
    -Rolling Scissor Kick:              Lie,F+K                    [LL-UR-KD]
    -Thrust Kick:                       Lie,K                      [M-R] 
    -Thrust Kick-Punch:                 Lie,K,P                    [MH-R]
    -Thrust Kick-P-Fall Kick:           Lie,K,P,K                  [MHM-R]
    -Handstand:                         HCB or u+P+K               [n/a]
    -Hand Hop Back:                     Handstand,b                [n/a]
    -Hand Hop Forward:                  Handstand,b                [n/a]
    -Stand Up:                          Handstand,u                [n/a]
    -Rolling Elbow:                     Handstand,P+K              [M-R-KD]
    -Handstand Kick:                    Handstand,K                [M-UR-KD] 
    -Flip-Mule Kick:                    Handstand,K+G              [M-UR-KD] 
    -Drunken Frankensteiner:            Handstand,P+G              [CT] 
    -Chouwan Upper-Backfist:            d/f,f+P,b+P (need 6 DP)    [MH-R-F]
    -Drunken Sweep:                     d+P+K (need 1 DP)          [L-UR-KD]
    -Double Drunken Sweep:              d+P+K,K (need 6 DP)        [LL-UR-KD]
    -Triple Drunken Sweep:              d+P+K,K,K (need 7 DP)      [LLL-R-KD]
    -Double Punch-Ankle Kick:           P,P,d+K (need 6 DP)        [HHL-R]
    -Double Punch-Ankle Kick-Fall:      P,P,d+K,G (need 6 DP)      [HHL-R-GrH]
    -D.Punch-Ankle Kick-High Kick:      P,P,d+K,K (need 6 DP)      [HHLH-R-KD]
    -D.Punch-Ankle Kick-High Kick-Fall: P,P,d+K,K,G (need 6 DP)    [HHLH-R-GrH]
    -Double Punch-E-Ankle Kick:         P,P,E,d+K (need 6 DP)      [HHL-R]
    -D.Punch-E-Ankle Kick-Fall:         P,P,E,d+K,G (need 6 DP)    [HHL-R-GrH]
    -D.Punch-E-Ankle Kick-High K:       P,P,E,d+K,K (need 6 DP)    [HHLH-R-KD]
    -D.Punch-E-A.Kick-H.Kick-Fall:      P,P,E,d+K,K,G (need 6 DP)  [HHLH-R-GrH]
    -Drunken Crash:                     f,f+P+K (need 8 DP)        [M-UR-KD] 
    -Uppercut-Thrust Punch:             d/f+P,P+K (need 8 DP)      [MH-R] 
    -Uppercut-T.Punch-Falling Kick:     d/f+P,P+K,K (need 8 DP)    [MHM-R] 
    -Thrust Kick-P-Ankle Kick:          Lie,K,P,d+K (need 10 DP)   [MHL-R] 
    -Thrust Kick-P-A.Kick-Fall:         Lie,K,P,d+K,G (need 10 DP) [MHL-R-GrH] 
    -Thrust Kick-P-A.Kick-H.Kick:       Lie,K,P,d+K,K (need 10 DP) [MHLH-R-KD] 
    -T.Kick-P-A.Kick-H.Kick-Fall:       Lie,K,P,d+K,K,G(need 10 DP)[MHLH-R-GrH] 
    -Dancing Elbows:                    P+G (adds 3 DP)            [HT]
    -Falling Elbow:                     P+G                        [ST]
    -Reverse Reaping Throw:             P+G                        [BT]
    -Flip-over:                         d/f+P+G                    [HT] 
    
    -----------------------------------------------------------------------------
    
    TACTICS/MOVES ANALYSIS:
    -----------------------
    
    -Double Punch (PP), Double Punch-Upper (PPP), Double Punch-E (PPE), Double
    Punch-E-Upper (PPEP): the Double Punch is a great offensive tool, as it can
    be finished with an Uppercut, or you can Evade to confuse 'em further (you
    can, BTW, also use d+E). You can also G-cancel the Punches if ducked and
    follow-up with a Mid-level move. See offense for more info.
    
    -Backfist: quite an important move, it recovers fairly quick if blocked, and
    floats on MC. It has great speed coming out, so it's a good move to interrupt
    High attacks that you anticipate. Often you can also set the enemy up to
    perform a High attack that you know is coming, or if they block the Backfist,
    try for a Chouwan. Just remember that it hits High, so try to be
    unpredictable or the enemy will duck and counter.
    NOTE: once you are past a certain drunkeness, the Backfist will float even
    without a MC!
    
    -Knuckle Strike Combos: First of all, Shun Di will follow the Hip Check by
    dancing far backwards, but ONLY if the Hip Check connects. The recovery of
    the whole thing is not so hot but the best part is that you can delay each
    hit easily. If you hit crouching enemies with it, try doing the whole combo.
    The next time, they'll probably smarten up and stand to block--then, do f+P,
    G-cancel+Throw. You can also mix it up by G-cancelling one of the hits, then
    Evading, or hitting them with a Low attack (best the Drunken Sweeps, if
    you're drunk enough). It is best to delay just before the Hip Check, because
    by itself it comes out quite fast and will interrupt any attempted counters.
    MIX IT UP! See offense for more info.
    
    -Low Backpush: one of Shun Di's most important moves, the Low Backpush comes
    out quite fast and is the ideal counter to High attacks--if it interrupts,
    follow with the Sweep. The Sweep can also be delayed somewhat, so you may
    interrupt an attempted counter. The Backpush can also be G-cancelled fairly
    quick, so if it is blocked Low, you can follow with a Lunging Fist. It
    shouldn't be used too often as a pecking attack, because its recovery isn't
    too great if missed. FOR SURE, do not do the Sweep unless you're sure it'll
    hit, because if blocked, it's Low Throw time!
    
    -Spinning Ankle Kick Combos: a GREAT move that sets up to really confuse the
    enemy. The Ankle Kick hits Low, but keeps Shun standing at the same time. IF
    the Ankle Kick connects you can chain into a GUARENTEED High Kick (unless the
    enemy was crouching), which can IN FMM ONLY be followed with a juggle for
    GREAT damage. What is even better is that IF the Ankle Kick HITS you can tap
    G and Shun will immediately fall on his face. From here it is possible to
    rise with any of your attacks (especially the Chouwan, or another Ankle
    Kick!), one of which is bound to hit the enemy. If blocked, you're left open
    to counterattack, BUT it is still possible to tap G and Fall Down, but ONLY
    if you actually delay the G. Practice the timing on this and the enemy will
    frequently miss their counter... See offense for more info...
    
    -Uppercut: really kinda useless because of the Chouwan Uppercut, which comes
    out and recovers faster. This will float on MC, but is really only useful
    when used with d/f+P,P+K,K when drunk.
    NOTE: once you are past a certain drunkeness, the Uppercut will float even
    without a MC!
    
    -Chouwan Uppercut: ask anyone who's a Shun Di player (a good one) what his
    best move in VF2 was, they'll probably say 2-Handed Twisting Thrust (P+K).
    In VF3, you can bet they'll say Chouwan Uppercut. This move ROCKS! BTW, the
    Chouwan is usually documented d,d/f,f+P (QCT), but it is possible with
    d/f,f+P (this motion also prevents you from accidentally doing the Lunging
    Fist). The Chouwan's speed is comparable to a Punch and it is uncounterable
    if blocked. It also floats, allowing a LOT of great follow-ups. It can also
    be chained into a Backfist if drunk enough, which will float even more! In a
    fight, ONE of your goals should be to connect with the Chouwan Uppercut.
    Above all else, remember the speed of the Chouwan, as it will interrupt most
    attacks.
    
    -Lunging Fist: a powerful attack that will also float (especially well on a
    MC), and can be buffered out of a Low Punch. This is best used under High
    attacks, because its recovery is not too good. See defense for more info.
    
    -Lunging Uppercut: the only advantage this has over the Chouwan is range. It
    comes out and recovers slower, and has a more complicated motion. Because of
    its range it is best done after Eing.
    
    -2-Handed Twisting Thrust: still one of Shun's best attacks, it does great
    damage and most importantly, makes him drink, gaining 3 drunken points. You
    have to make sure it connects in range, though, because if blocked CLOSE it
    can be countered (from a distance you're usually all right). During the twist
    Shun passes under High and even some Mid attacks, so it is yet ANOTHER way
    for Shun to counter High rushes. If it is blocked from a distance, expect
    them to dash in for a Throw or combo--counter with your own Throw, or the
    Falling Double Kick (d/b+K+G).
    
    -Cartwheel Kick: comes out fairly fast, but it blocked it can be countered
    easily. A good move, but HORRIBLY overused by scrubs. If it connects, a Low
    Pounce usually can be landed. Because of its initial speed it is a good
    intterupting attack or a surprise on crouching foes--it can also work in some
    float and stagger combos.
    
    -Falling Kick: for the most part, this is useless by itself. It is fast
    enough to interrupt most attacks, but otherwise it will ALWAYS leave you
    vulnerable to a Ground attack. You can try it whenever you're SURE it will
    interrupt, but there are better (and safer) options here.
    
    -Hopping Spin Kick-2 Hand Push: overall decent moves, the Hopping Spin Kick
    can be countered if blocked, so ALWAYS chain into the 2-Hand Push if
    blocked--even then, you should still try not to get it blocked. The main
    purpose of this move is bait. From a short distance, throw out the Spin Kick,
    then you can delay the 2 Hand Push to catch the enemy in their attempted
    counter. The 2 Hand Push will NEVER connect if the Spin Kick hits (i.e. it's
    not a true combo).
    
    -Scorpion Tail: a little-used move that is actually quite good. It comes out
    very fast, and since it also hits Mid-level, it is ideal for whacking
    crouching opponents. Watch the recovery, though.
    
    -Back-hop Toe Kicks: want to get away safe and quick? Then use this move. Not
    only does it look funny and knock the enemy over if it connects, but it also
    allows you to back of considerably far. The thing to note is that the only
    way this kick will connect is if you started EXTREMELY close, or if the enemy
    is dashing in. If the enemy tries to dash and perform any up-close move, you
    will interrupt them (however long-range moves like Kage's Thunder Dragon can
    hit you), so this is all-around a good escape technique--and if it doesn't
    hit, you will rarely be countered anyways, so it's quite safe.
    
    -Falling Double Kick: comes out quite fast and will leave you on the ground.
    This is a great defensive move as it will avoid many High attacks and rushes.
    It is also possible to interrupt the enemy's attempted counter-attack with
    this, if they block deceptive moves like P+K from max range. If this misses,
    remember that the enemy has plenty of time to Pounce...
    
    -Mule Kick: quite a good move in FMM, it executes and recovers quickly--if it
    hits, it will float easily. It is also unreversable :). See offense and
    combos for more info.
    
    -Drink: unfortunately, this will only give Shun 1 drunken point, and it has
    very long recovery. However, if done from a distance it is a good bait move;
    the enemy will rush in to counter you, but you often have enough time to
    finish drinking and counter with a fast attack (eg. Chouwan Upper!).
    
    -Sit Down Moves: when Shun sits down, he avoids High and most Mid attacks
    (remember he can be Low Thrown, however!). Sitting by itself is a good
    evasive maneuver, and I find myself tapping d,d again to lie down, which
    opens up more attacks in my arsenal--however, unless the enemy is mobile and
    may be able to easily hit you, your best bet is to drink, which will give you
    3 drunken points. If the Sit-Low Kick-Stand is blocked, you're in trouble,
    but otherwise it will knock down, so it is best to whip this out FAST after
    sitting under a missed attack. The Flipping Heel Kick should be mixed up with
    this when you notice the enemy anticipating the Low Kick and trying to block
    it. See defense for more info.
    
    -Lie Down Moves: even more useful than the Sit IMO, except that you cannot
    drink from this position. The Lie Down is used in the same fashion as the
    Sit, to avoid High or most Mid attacks and counter. And he has some mean
    counters from here... If you succeed in lying under an attack, quickly
    counter with d+K (which is fast enough to interrupt ANY attack they try to
    hit you lying down with) or F+K (which is slower, but has better range), OR
    you can perform simply Thrust Kick-Punch. The Falling Kick will only knock
    down on MC, and will leave you vulnerable to a Pounce otherwise. Remember
    that you only remain Lying down for about one second and Shun Di will then
    stagger to his feet, VERY vulnerable to attack. See defense for more info.
    					  
    -Handstand Moves: altogether good moves, you can choose to hop and Handstand
    to avoid Low attacks, or HCB Handstand to avoid High attacks! If you avoid a
    High attack, QUICKLY counter with the Handstand Kick. If you began the
    Handstand a good distance away, wait to see what the enemy will do--if you
    anticipate a High attack at this time, go for the Rolling Elbow, and if they
    go for a Low attack, try the Flip-Mule Kick. The Rolling Elbow is the best
    against opponents a short distance away because if blocked its recovery is
    pretty good and you can go from there. And if the enemy stands about
    mid-range and just blocks, the Frankensteiner always works :).
    
    -Chouwan Uppercut-Backfist: THE reason to get drunk IMO (although he has a
    lot of other cool stuff :). The Chouwan-Backfist just makes a more damaging
    Chouwan, because you can STILL juggle after the Backfist! The recovery is
    still pretty good as well, so remember any place that the Chouwan works, this
    will too, and GO FOR IT if you're drunk enough!
    
    -Triple Drunken Sweep: unfortunately, these are weakened quite a bit in FMM,
    because, at least AFAIK, only one will ever connect after a float combo,
    except in the corner, where I have gotten two. They just aren't as frequent;
    for example, you cannot perform Chouwan-Backfist, Uppercut, Drunken Sweeps,
    which was a good combo from VF3! Just stick with Pouncing, I guess. :(
    
    -Double Punch-Ankle Kick Combos: by themselves, you can delay the various
    Ankle Kick moves, to confuse the enemy. It is also a canned combo, so it
    SHOULD all always connect. This is basically an alternate to G-cancelling
    your Double Punch and Throwing a blocking opponent. Your choice. Use the
    Ankle Kick combinations as you would the normal Ankle Kick moves (see Ankle
    Kick).
    
    -Uppercut-Thrust Punch: an altogether awesome combination, it works well on
    crouching opponents, but never throw the falling Kick UNLESS the Uppercut was
    a MC (i.e. floats), otherwise you can be Pounced. This can mix it up well,
    too. You can G-cancel the Thrust Punch if blocked, then dash in and Throw, or
    throw the Drunken Sweeps. If the Uppercut-Thrust Punch connects but does not
    float, you can try delaying the Falling Kick to MC the enemy. Again, mix it
    up. See offense for more info.
    
    -----------------------------------------------------------------------------
    
    -Throw Setups/What Throws to use:
    
    Basically anytime you're around the enemy when they're blocking, it's time
    for a Throw. Until you are drunk, or if they begin to escape your Throws,
    always go for the P+G to drink. Afterwards, the d/f+P+G will set up a great
    Chouwan float. One of the ways to make them fall for a Throw is after they
    block PP, among other uncounterable attacks; this is already mentioned in
    the offensive strategies. You can also simply dash in on persistant blocking
    opponents and perhaps surprise them with a Throw. It is also possible to duck
    a High attack and Throw, though IMO you should be going for a Lunging Fist
    float for more damage.
    
    About the Throws:
    
    1. P+G Dancing Elbows: good 50 pts. of damage and more importantly, gets Shun
    drunk. You should go for this whenever possible, UNLESS a) you feel you're
    drunk enough :), or b) the enemy is consistantly escaping it.
    
    2. d/f+P+G Flip-over: useful because it sets up for a devastating combo,
    usually starting with the Chouwan. See combos for more info.
    
    3. P+G Falling Elbow (Side): as usual, doesn't allow a Pounce; also doesn't
    do that much damage. If you can go for a float when you Evade, do it.
    
    4. P+G Reverse Reaping Throw (Back): same as Lau's :(. Will not combo after
    d/f+P+G...
    
    THROWS OVERALL:
    ---------------
    
    IMO Shun really got fucked around for Throws in FMM, with only TWO frontal
    Throws. They are, thankfully, the best of his Throws from VF3, however it
    severly limits his options when mixing up Throws. From the front in VF3, he
    also had the Falling Elbow (which is now ONLY his Side Throw), and a Throw
    he could do when he was drunk too. They also changed his awesome Back Throw,
    which also gave him drunken points! So, basically, you only have two Throws
    to mix up with; try to go for P+G when you're not drunk, and if the enemy is
    wise to this, you must sacrifice the 3 DPs to get a Throw in with d/f+P+G.
    
    -----------------------------------------------------------------------------
    
    -Offense:
    
    Going offensive and mixing it up is Shun's best overall strategy. Press the
    attack with Double Punches, mainly; from these, you have many options. If the
    attacks connect, you can finish the combo in some way; if blocked, you can
    G-cancel and Throw, Evade (which is built in without a G-cancel for PP), or
    throw out a Low attack. If they duck, the 3rd Mid-level upper of the PP will
    rarely catch them, so again the best way to deal with this is to G-cancel,
    then throw out a Mid-level attack, like the Chouwan :). Again, mixing it up
    is the key--the enemy will eventually begin to counter your Double Punches,
    so mix in single punches to bait the enemy, and go offensive with delayed f+P 
    combos (eg. f+P, delay P,P, delay, Kick) along with the Chouwan to really
    screw 'em up, because this of course cannot be ducked. Then, try for another 
    offense; the Ankle Kick combos will work as well here, just so long as the
    enemy is blocking High. Likewise, the Double Punch-Ankle Kick combos can
    really confuse the enemy's guarding choices once you're drunk enough. And of
    course, don't be afraid to toss out the Chouwan Uppercut when you think it
    will connect... ANYTIME you see an opening you should be going for a Chouwan
    float!
    
    -----------------------------------------------------------------------------
    
    -Crouch Dashing:
    
    An important part of offensive/defensive component of Shun's technique is the
    Crouch Dash. This is a good way to avoid High attacks, and an easy follow-up
    is the m-Lunging Fist out of the Crouch Dash for a float combo.
    
    -----------------------------------------------------------------------------
    
    -Defense:
    
    Against offensive opponents, Shun has quite a few moves to deal with them.
    Against persistant High attacks or anticipated High attacks, P+K will dive
    under them, giving you good damage plus 3 Dunken Points. Another, less risky
    move to use is d/b+P,K. 
    
    Against Low moves, you can use one of your various hopping attacks (eg. Mule 
    Kick), or d+K+G if fast enough. And of course, if the Low attack has slower
    recovery, you can block and counter with the Lunging Fist for a float. The
    Lunging Fist by itself is fast enough to counter a lot of High attacks if you
    crouch, and of course the ever-present Chouwan will interrupt pretty much
    anything you anticipate for a float combo. If you block an attack, you have
    many options for counter-attack, the easiest being a simple PK. The Cartwheel
    Kick can also be buffered out of a block in this case for a guarenteed
    knockdown...
    
    Other Defensive Moves: if the enemy dashes in, perhaps for a Throw, b+P, or
    b+K+G or simply b+K can give them a good surprise (however b+K is only useful
    if it hits on MC). As well, don't forget the Sit, Lie Down or Hand Stand to
    avoid High attacks and set up various possibilities; you can also use the
    u+P+K Hand Stand to avoid Low attacks. 
    
    -----------------------------------------------------------------------------
    
    -Getting Shun Drunk:
    
    Getting the Dirty Old Man to drink his sake should be one of, if not your
    most important, goal in the fight. Once drunk, Shun's attacks gain more 
    damage (about 1.5 times more around 8 drinks or so, IIRC), plus he can 
    perform many powerful and devious attacks. The P+K is the most useful for
    getting him drunk, as it does good damage, knocks away and gives 3 Drunken
    Points. This is a dangerous move to use often though, except against 
    persistant High offenses. The P+G Throw is unfortunately very easy to escape,
    so you must mix it up with the d/f+P+G against opponents who know how to
    escape Throws (see Throw setups). Once you Sit, you can press P+K+G to drink,
    gaining 3 Drunken Points. The recovery time on this is VERY bad, so only use
    it from extreme range (VERY far across the ring), possibly to taunt the enemy
    into running at you, where you can frequently counter him in time with ease.
    d+P+K+G is the final way to get Shun drunk, unfortunately only giving him 1
    Drunken Point; however, it executes and recovers faster than any of his other
    Drinking moves. Not only should you use this often, but it can also be used
    as bait--from a short distance, take a drink; you'd be surprised that the
    recovery is actually pretty good and a lot of opponents will think "yes! 
    Plenty of time to hit him now!", but you'll recover in time to counter them,
    best with the Chouwan.
    
    Now, probably the best place to use the Standing Drink and Sitting Drink,
    surprisingly, is during a float or knockdown. You must ask yourself, "Should
    I Pounce or juggle, or can I afford to drink?" Frequently, drinking can lead
    to a better all-around situation for Shun. I tend to use the Sitting Drink if
    I MC with Lunging Fist (D,f+P) or Lunging Uppercut (b,d/f+P), giving me
    enough time to rise up again safely. Same with the Chouwan, actually--
    however, I will only do this early in the round, or when I'm winning quite a
    bit, because I can afford to spare a little bit of damage. Again, ask
    yourself when you think a good time to sacrifice a juggle is. The d+P+K+G
    Drink is a little easier to use in this case--don't do it after a float,
    because the Sitting Drink is definetely better here. However, you can use the
    Standing Drink after simply knocking the enemy down. Frequently, you can even
    perform a Spinning Elbow Drop (d/f+P) on the fallen opponent and STILL have
    time to perform the Standing Drink. Any place where you have time to use
    d/f+P, you probably have time to Drink. IMO if you can perform a Heel Drop,
    do it, as the damage is worth it.
    
    -----------------------------------------------------------------------------
    
    -Once You Are Drunk:
    
    When you are drunk IMO you should press the offensive much more; this is
    because you gain two useful combos, d/f+P,P+K,K, and P,P,d+K,K. The Uppercut-
    Thrust Punch-Falling Kick can be delayed to hopefully MC the opponent, and if
    the Uppercut floats the rest of the combo will connect for good damage.
    Remember too that the Uppercut by itself is uncounterable if blocked...
    The Double Punch-Ankle Kick combos are useful so far as the opponent blocks
    the Punches--you can also PP,E,d+K,K to mix it up and surprise them even 
    more. If the enemy starts to anticipate the Ankle Kick, throw a Double Punch,
    then hit Punch again in a moment for the delayed uppercut.
    
    You also gain the Chouwan-Backfist when you are drunk enough as well. This is
    dangerous to Shun if defended against, so it's only useful in float combos;
    if the Chouwan connects, the Backfist will always connect so only throw it
    out when you know the Chouwan will connect.
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
    
    1. Side Kick (d/f+K on MC)
    2. Chouwan Upper (QCT+P or d/f,f+P)
    3. Uppercut (d/f+P on MC)
    4. Lunging Upper (b,d/f+P)
    5. Lunging Fist (D,f+P)
    6. Ankle Kick-High Kick (d/b+K,K)
    7. Mule Kick (u+K)
    8. Backfist (b+P on MC)
    9. Chouwan Backfist (QCT+P,b+P or d/f,f+P,b+P)
    
    Combos:
    -------
    
    Note: {P} indicates that your u+P Pounce is a good bet after this combo. {D}
          indicates that it can also be an opportunity to Drink (d+P+K+G)!
    
    1.  d/f+P (MC), PPP {P}{D}
    2.  d/f+P (MC), f,f+K {P}{D}
    3.  d/f+P (MC), QCT+P {P}{D}
    4.  d/f+P (MC), QCT+P,b+P {D}
    
    5.  (WALL) b+P (MC), QCT+P, d+P+K,K,K
    6.  b+P (MC), QCT+P,b+P {D}
    7.  b+P (MC), f,f+K {P}{D}
    
    8.  QCT+P, PPd+K {D}{P}
    9.  QCT+P, d/f+P,P+K {P}{D}
    10. QCT+P, PPP {P}{D}
    11. QCT+P, QCT+P {P}{D}
    12. QCT+P, f,f+K {P}{D}
    13. QCT+P, QCT+P,b+P {P}{D}
    14. QCT+P, b,d/f+P {P}{D}
    15. QCT+P, P,G,P,G, d/f+P,P+K {P}{D}
    16. (WALL) QCT+P, P,G, D+P,f+P {P}{D}
    17. QCT+P,b+P, d/f+P {P}{D}
    18. (WALL) QCT+P,b+P, d+P+K,K,K
    19. QCT+P,b+P, QCT+P,b+P {P}{D}
    20. QCT+P,b+P, d/f+P,P+K {P}{D}
    
    21. b,d/f+P, b,d/f+P {D}
    22. b,d/f+P, PPP {P}{D}
    23. b,d/f+P, PPd+K {D}{P}
    24. b,d/f+P, d/f+P,P+K {P}{D}
    25. b,d/f+P, f+P,P,P,K
    26. b,d/f+P (MC), QCT+P, b,d/f+P {P}{D}
    27. b,d/f+P, QCT+P,b+P {P}{D}
    28. b,d/f+P, f+P,K
    29. b,d/f+P, d+K+G
    30. b,d/f+P, f,f+K {P}{D}
    31. b,d/f+P, P,G, d/f+P,P+K {P}{D}
    
    32. D,f+P (MC), m-Lunging Fist {P}{D}
    33. D,f+P (MC), f,f+K {P}{D}
    34. D,f+P (MC), PPP {P}{D}
    35. D,f+P (MC), d/f+P,P+K {P}{D}
    
    -----------------------------------------------------------------------------
    
    SETUP THROWS:
    -------------
    
    AFTER d/f+P+G: After this move, the Chouwan is GUARENTEED :). So for this
    	       reason, I rarely use anything else; the Lunging Uppercut will
    	       often work too, but I prefer the Chouwan. Of course, there are
    	       other options after this Throw, but d/f,f+P is the only REALLY
    	       effective one. If you're looking to have some fun, try d+K+G,
    	       or the Ankle Kick-High Kick, or d/b+K+G--basically anything
    	       that comes out fast enough.
    
    #############################################################################
    
    LION:
    *****
    
    CHARACTER OVERVIEW:
    -------------------
    
    Personally I can't stand Lion, with the exception of his brutal Throw combos,
    but those who like fast, pecking characters will take a liking to him. He has
    a good offensive strategy utilizing mostly PP and Low attacks with the
    occasional Elbow. He is also great on defense, with many attacks to deal with
    High and Mid offenses. He also has a GREAT variety of Throws at his
    disposal...
    
    Moves:
    ------
    
    -Punch:                             P                          [H-R]
    -Low Punch:                         d+P                        [L-R]
    -High Kick:                         K                          [H-R-KD]
    -Side Kick:                         d/f+K                      [M-R-FMC]
    -Low Kick:                          D+K                        [L-R]
    -Turn-Toward Double Punch:          P (opponent behind)        [HH-R]
    -Turn-Toward Low Swipe:             d+P (opponent behind)      [L-UR]
    -Turning Sweep:                     d+K (opponent behind)      [L-R-KD]
    -Turn-Torward Kick:                 K (opponent behind)        [H-UR-KD]
    -Turn-Torward Advancing Poke:       P+K (opponent behind)      [H-R]
    -Ground Peck:                       d/f+P (on downed opponent) [G]
    -Heel Slam:                         U+P (on downed opponent)   [G]
    -Elbow Drop:                        u+P (on downed opponent)   [G]
    -Punch-Kick:                        P,K                        [HH-R]
    -Double Punch:                      P,P                        [HH-R]
    -Double Punch-Swipe:                P,P,P                      [HHM-R-KD]
    -Double Punch-Low Swipe:            P,P,d+P                    [HHL-R-KD]
    -Dodging Peck:                      d/b+P                      [L-R]
    -Dodging Double Peck:               d/b+P,P                    [LL-R]
    -Creeping Peck:                     D/F+P                      [L-R]
    -Double Creeping Peck:              D/F+P,P                    [LL-R]
    -Lunging Low Poke:                  b,d/f+P                    [L-R]
    -Sweeping Hand:                     d+P+K                      [L-R]
    -Wind-Up Swipe:                     d/f+P+K                    [L-R-KD]
    -Eye Poke:                          f+P+K                      [H-UR]
    -Dodging Double Poke:               b+P+K                      [H-UR-KD]
    -Uppercut:                          d/f+P                      [M-R]
    -Uppercut-Swipe:                    d/f+P,P                    [MM-R-KD]
    -Dashing Upper:                     D,f+P                      [M-R-FMC]
    -Elbow:                             f+P                        [M-R-StC]
    -Elbow-Lunging Poke:                f+P,P                      [MM-R-KD]
    -Lunging Poke:                      f,f+P                      [M-R-KD]
    -Helix:                             b+P                        [M-R]
    -Helix-Reverse Helix:               b+P,P                      [MM-R]
    -Helix-Reverse Helix-Hop Spin Kick: b+P,P,K                    [MMM-R-KD]
    -Upward Slice:                      u+P+K                      [M-R-KD]
    -Knee:                              f+K                        [M-R-F]
    -Lunging Knee:                      f,f+K                      [M-R-KD]
    -Lunging Knee-Jump Kick:            f,f+K,K                    [MM-R-KD]    
    -Hop Kick:                          u+K                        [M-R]
    -Double Hop Kick:                   u+K,K                      [MH-R-KD]
    -Lunging Spin Kick:                 f,f+K+G                    [M-R-KD]
    -Double Low Kick:                   d+K,K                      [LL-R-KD]
    -Low Kick-Crescent:                 d+K,K+G                    [LH-R-F]
    -Handstand Kick:                    d/b+K                      [LL-R-KD]
    -Sweep:                             d+K+G                      [L-R-KD]
    -Lunging Sweep:                     d/f+K+G                    [L-R-KD]
    -Double Kick:                       K,K                        [HH-R-KD]
    -Turn-away Punch:                   b,b+P                      [H-R]
    -Turn-away Kick:                    b,b+K                      [H-R-KD]
    -Turn-Away Hop Kick:                b,b+K+G                    [H-R-KD]
    -Cartwheel:                         u/b                        [n/a]
    -Trip:                              P+G                        [HT]
    -Back Strike:                       P+G                        [ST]
    -Piggyback Slam:                    P+G                        [BT]
    -Crotch Slide:                      d/f+P+G                    [HT]
    -Kickflip Slam:                     D,f+P+G                    [HT]
    -Slap-Away:                         f,f+P+G                    [HT]
    -Frontal Piggyback:                 HCB+P+G                    [HT]
    -Reaping Throw:                     b+P+G                      [HT]
    -Sky Strike Kick:                   b,f+P+G                    [HT]
    -Wall Strike Kick:                  b,f+P+G (back to Wall)     [WT]
    -Jumping Neck Breaker:              u/f+P+G                    [HT]
    -Wall Neck Breaker:                 u/f+P+G                    [WT]
    
    -----------------------------------------------------------------------------
    
    TACTICS/MOVES ANALYIS:
    ----------------------
    
    BIG NOTE: even moreso than Pai, Jacky or even the FIGHTING VIPERS, I am no
    good with Lion, mainly because I hate him and refuse to ever play him. Still,
    this is a FAQ for the entire game, so I feel obligated to write his stuff
    down too. Just note that about 85% of the stuff here is from the web, IRC and
    usenet (tactics for VF3, no less), and the other 15% was the small amount I
    practiced with him. Additions are welcome, from whoever plays this annoying
    little bastard...
    
    -Double Punch-Swipe (PPP): Lion has the advantage, like Shun, of having the
    3rd hit of his PPP always knock down. However unlike Shun this 3rd hit is
    High, like the rest of the combo. Still, it does admirable damage, allows a
    Low Pounce or d/f+P, and AFAIK if the first Punch connects, all three will.
    The problem is that the 3rd hit has slow recovery if blocked or ducked, so
    the PPP best used as a counter to blocked attacks, or in float combos.
    
    -Double Punch-Low Swipe (PPd+P): Lion can now perform a CANNED Low hit after
    his Double Punch. This is only really useful if the Double Punch is blocked,
    and always knocks down. See offense for more info.
    
    -Dodging Double Peck: useful for evading High attacks; they are all-around
    good for defense OR offense, as the recovery of both hits recover fairly
    well; just try not to get them blocked by those who have Low Throws :). See
    offense and defense for more info.
    
    -Double Creeping Peck: Basically the same as above, but with more range. See
    defense for more info.
    
    -Lunging Low Poke: has a delay first, but also lunges under High attacks for
    a knockdown (only on MC). See defense for more info.
    
    -Sweeping Hand: one of Lion's best offensive moves, it is fast in execution
    and recovery; if it hits, it recovers fast enough after to set up different
    follow-ups, including a Throw. It sometimes knocks down. Again, I'm not a
    Lion expert... :)
    
    -Wind-Up Swipe: similiar to d+P+K, except that this always knocks down; yet
    ANOTHER way to counter High attacks, but just remember that this has BAD
    recovery...
    
    -Dodging Double Poke: one of Lion's best defensive moves, it dodges backwards
    to avoid a LOT of attacks, then counters for a knockdown. Useful against just
    about any kind of rush, except when the enemy crouches, of course...
    
    -Uppercut-Swipe: the Upper by itself is a useful offensive move that can lead
    to many things if blocked or if it connects. If the Swipe Connects, you can
    connect with the d/f+P Ground Peck.
    
    -Dashing Upper: lotsa debate there was on this move on r.g.v.a.. It seems
    that it hits Mid, but only at very close range, otherwise it will miss
    crouchers. It will also float, but only on MC. Therefore, the main use I see
    for it is to counter High attacks, best out of a Crouch Dash.
    
    -Elbow, Elbow-Lunging Poke: the Elbow will stagger crouching opponents; the
    Lunging Poke is then (and I'm pretty sure only then) guarenteed, or you can
    go for something more interesting if you wish. See offense for much more
    info.
    
    -Lunging Poke: if there ever was a scrub move for Lion (what am I TALKING
    about!?!? Most of his moves are scrubby! :) then this has got to be up there.
    It does GREAT damage and always knocks down, but it has such a slow startup
    that the enemy will be able to counter with just about anything; and it's
    reversal city if fighting Pai, Akira, Kage or Janet... I suppose it could be
    used as a counter to missed attacks from a distance, that's about it...
    
    -Helix Combos: quite a useful move, the Helix has decent range, comes out and
    recovers fairly fast, and of course hits Mid-level. This is most useful
    against crouching opponents or in combos. (additions?)
    
    -Upward Slice: Lion's Dragon Punch, if you will (if I dare dirty the
    Shoryuken's name with Lion ;) It comes out fairly fast but recovers not too
    well and doesn't have all that great range. Useful against crouching
    opponents or in combos.
    
    -Knee: thankfully for Lion players, Lion can know float easily with his Knee.
    Best used after forcing the enemy into a crouch with your offensive attack.
    Just don't use it liberally, as the recovery is not GREAT. See offense and
    combos for more info.
    
    -Lunging Knee-Jump Kick: powerful combination that is useful mainly as a long
    range counter or in float combos. Recovery isn't too hot.
    
    -Lunging Spin Kick: will somewhat avoid High attacks if anticipated and done
    EARLY, this does good damage and knocks down. The recovery is horrible, so
    only use in sure-fire situations.
    
    -Double Low Kick: the height of scrub attacks for Lion, these will knock down
    if both connect, but if blocked or missed Lion is easy fodder for Low Throws
    or some Mid-level moves. The Single Low Kick is actually more effective as a
    pecking tool, and if it connects, then chain into the Double Low Kick.
    
    -Low Kick-Crescent: amazingly enough, the Crescent in this combination will
    float float the enemy like Lau/Pai's K+G! If the d+K is a MC, I'm pretty sure
    the K+G is guarenteed, making this your best counter to High attacks,
    allowing a damaging float. See combos and defense for more info.
    
    -Handstand Kick: everyone on r.g.v.a. who played Lion fell in love with this
    move, but since I'm not a Lion player I know not too much about its
    advantages. I know that it will duck under High attacks for knockdown, doing
    good damage. It is also useful in an offensive rush if the enemy blocks your
    PP High, but I prefer the d+P Canned Swipe in this case (mind you, I don't
    prefer Lion at all, so why listen to me!!?! :) (additions?)
    
    -Sweep: fast counter to rushing opponents, or attacking opponents in general;
    can be countered with a Low Throw or Mid-level attack if blocked or missed.
    
    -Lunging Sweep: a forward lunge version of the above move; same
    disadvantages, but this one has more range, so its yet ANOTHER useful counter
    to High attacks.
    
    -----------------------------------------------------------------------------
    
    -Throw Setups/What Throws to use:
    
    Well, I don't know much about Throws with Lion (mind you, I don't know much
    about Lion period). After an Elbow stagger is one option, as is after a non-
    knockdown d+P+K. Also, after the enemy blocks your P or PP, or Elbow. See
    offense for more info. (additions?)
    
    About the Throws:
    
    1. P+G Trip: weak, looks boring and easy to escape. However, it is fairly
    easy to connect with d/f+P after this, and it will beat out complex motion
    Throws.
    
    2. P+G Back Strike (Side): um, use after you sidestep, I guess...
    
    3. P+G Piggyback Slam (Back): not too powerful compared to other Back Throws,
    go for it when you can (will NOT combo after Crotch Slide)...
    
    4. d/f+P+G Crotch Slide: a move befitting of Lion's annoying style, this is
    one of his primary Throws and allows a Plethora of follow-ups. See combos for
    more info.
    
    5. D,f+P+G Kickflip Slam: One of the most useful Throws in the game, it does
    decent damage by itself, and you can actually JUGGLE after it! As the enemy
    lands and you recover, you can hit them IN THE ANKLES with certain attacks,
    best with the f+K Knee which allows FURTHER comboing! (Thanks Jason! :).
    All-around useful after ducking an attack from close, and I'm pretty sure it
    can be combined with a Low Punch or d+P+K (the d motion here doubles as the
    motion for the Throw).
    
    6. f,f+P+G Slap-Away: good range and useful after blocking an attack.
    
    7. HCB+P+G Frontal Piggyback: great damage, even though it has a difficult
    motion for some (unless you play Wolf), and as a result is also slow to come
    out (meaning that P+G Throws will ALWAYS come out first in a Throw attempt).
    
    8. b+P+G Reaping Throw: Appears the same as P+G, however Lion yells
    differently and the damage is different. (additions?)
    
    9. b,f+P+G Sky Strike Kick: good damage and fairly easy to perform. Good if
    you wanna reverse the ring and put some distance between you and your
    opponent. Also has GREAT animation when done with your back to the wall... :)
    
    10. u/f+P+G Jumping Neckbreaker: difficult motion to pull off with
    consistancy, and also does not allow a Pounce--it is also one of his weaker
    Throws. If there's one thing good about it, it's that the enemy rarely
    suspects it and can escape with such an akward motion.
    
    THROWS OVERALL:
    ---------------
    
    Your best Throw is the Kickflip Slam, best used in a Crouch Dash. From 
    standing the Frontal Piggyback is VERY damaging, or b,f+P+G. If you wanna mix
    it up, the Crotch Slide is also a good way to set up for some damage.
    
    -----------------------------------------------------------------------------
    
    -Offense:
    
    Again, I can't offer much strategy. The Lion offense should revolve around
    the PP and the PPd+P to confuse the enemy; if it is blocked High, the d+P will
    knock down, or you can G-cancel and Throw. If the PP is ducked, G-cancel and
    go for an Elbow stagger. If you connect with d+P+K and it doesn't knock down,
    try for a u+K,K or a m-Dashing Upper for a possible float. Other than that,
    mixing in the various Low Pecks (the ones with good recovery) can help to
    keep the opponent on his toes. See other Lion FAQs available at
    www.vfhome.com or www.gamefaqs.com for a lot more info.
    
    -----------------------------------------------------------------------------
    
    -Crouch Dashing:
    
    Crouch Dashing puts Lion into position, most importantly, for his D,f+P+G
    Throw (m-Kickflip Slam is done f,N,d,D/F,f+P+G), or a m-Dashing Upper
    (f,N,d,D/F,f+P). The m-Kickflip Slam is useful offensively all-around, and
    both are useful against anticipated High attacks.
    
    -----------------------------------------------------------------------------
    
    -Defense: 
    
    Although Lion is primarily an offensive, pecking annoyer, he has many good
    moves for defense. Other than the Crouch Dash moves (see above), his primary
    defensive tool against rushes should be b+P+K, because it will avoid ALL
    attacks except for the ones with REALLY long range (eg. Kage's Corkscrew
    Kick); the disadvantage to this attack is that it hits High, so once you
    become predictable, the opponent need only stop and crouch when they see it
    coming...
    That's when you mix in d/f+P+K to avoid High attacks (it may also deal with
    Low attacks well, I don't know), and the D/B+P,P attacks. Basically any of
    Lion's moves that duck low or have a built-in evade.
    Again, I'm no Lion expert, so look to other Lion FAQs for more help if you
    wanna play this bastard...
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
    
    1. Side Kick (d/f+K on MC)
    2. Dashing Upper (D,f+P on MC)
    3. Knee (f+K)
    4. Low Kick-Crescent (d+K,K+G)
    
    Combos:
    -------
    
    1.  d/f+K (MC), d/f+K, Low Pounce
    2.  d/f+K (MC), P,P,P, Low Pounce
    
    3.  D,f+P (MC), PPP, Low Pounce
    4.  D,f+P (MC), P,G, d+K,K
    5.  D,f+P (MC), KK, Low Pounce
    6.  D,f+P (MC), m-Dashing Upper, Low Poumce
    7.  D,f+P (MC), f,f+K,K, Low Pounce
    8.  D,f+P (MC), b+P,P,K, Low Pounce
    
    9.  f+K, f,f+K,K, Low Pounce
    10. f+K, f+P,P
    11. f+K, PPP, Low Pounce
    12. f+K, f+K, High Pounce
    13. f+K, K,K, High Pounce
    
    13. d+K,K+G, PPP, Low Pounce
    14. d+K,K+G, d/f+K, Low Pounce
    15. d+K,K+G, D+P,f+P, Low Pounce
    16. d+K,K+G, f,f+K,K, Low Pounce
    
    NOTE: any additions with useful or cool combos for Lion, please feel free to
    send them to me.
    
    -----------------------------------------------------------------------------
    
    SETUP THROWS:
    -------------
    
    AFTER d/f+P+G: AFAIK, the best follow-ups are d/f+P,P and f+P,P. For more
    	       interesting ones, a Knee is probably guarenteed and you have
    	       many cool options here:
    	       1. d/f+P+G, f+K, K,K, Low Pounce (thanks chaj!)
    	       2. d/f+P+G, f+K, f,f+K+G, Low Pounce
    	       3. d/f+P+G, d/b+K
    	       4. d/f+P+G, b+P,P,K
    
    AFTER D,f+P+G: amazingly enough, you can hit the enemy in the ankles as they
    	       bounce from landing after this Throw. The best attack here is
    	       a f+K Knee Strike, which allows further punishment.
    	       1. D,f+P+G, f+K, PPP
    	       2. D,f+P+G, f+K, f+K, d/f+P
    	       3. D,f+P+G, d/b+P,P
    
    -----------------------------------------------------------------------------
    
    STAGGER COMBOS:
    ---------------
    
    After f+P: once you stagger them with Lion's Elbow, the follow-up P is
    	   guarenteed for good damage. You can also try a Crouch Dash+
    	   Kickflip Slam as they recover from the stagger, or f,f+K,K...
    
    #############################################################################
    
    DURAL:
    ******
    
    CHARACTER OVERVIEW:
    -------------------
    
    A great mis-match of other characters, Dural can easily rely on offensive
    strategies from Akira, Kage or Jacky, the most useful of course being Akira's
    DE. She also has some great defensive moves from Lion and Shun. She can now
    drink like Shun too, allowing her to perform a Double Dragon Punch. If you
    can get used to her great mix of others moves, she can be quite powerful,
    relying on power floats OR power Throws like the Twirl `n' Hurl or her own,
    DAMAGING TFT floats.
    
    Moves:
    ------
    
    -Punch:                             P                          [H-R]
    -Low Punch:                         d+P                        [L-R]
    -High Kick:                         K                          [H-R-KD]
    -Side Kick:                         d/f+K                      [M-R-FMC]
    -Low Kick:                          D+K                        [L-R]
    -Turn-Toward Double Punch:          P (opponent behind)        [HH-R]
    -Turn-Toward Low Double Punch:      d+P (opponent behind)      [LL-R]
    -Turning Sweep:                     D+K (opponent behind)      [L-R-KD]
    -Turning Low Drop Kick:             d+K (opponent behind)      [L-UR-KD]
    -Turn-Torward Dance Kick:           K (opponent behind)        [H-R-KD]
    -Flipping Knee Drop:                u+K (opponent behind)      [M-UR-KD]
    -Ground Punch:                      d/f+P (on downed opponent) [G]
    -Soccer Kick:                       d/f+K (on downed opponent) [G]
    -Body Splash:                       u+P   (on downed opponent) [G]
    -Flying Stomp:                      U+P   (on downed opponent) [G]
    -Somersault Drop:                   u+K   (on downed opponent) [G]
    -Punch-Kick:                        P,K                        [HH-R]
    -Double Punch:                      P,P                        [HH-R]
    -Double Punch-Spinning Elbow:       P,P,P                      [HHH-R-KD]
    -Punch-Side Kick:                   P,d+K                      [HM-R]
    -Double Punch-Elbow:                P,P,f+P                    [HHM-R]
    -Double Punch-Elbow-Kickflip:       P,P,f+P,u/b+K              [HHMM-R-KD]
    -Double Punch-Backfist-Spin Kick:   P,P,b+P,K                  [HHHH-R-KD]
    -Knife Hand:                        d/f+P                      [M-R]
    -Lifting Palm:                      D/F+P                      [M-R-FMC]
    -Elbow:                             f+P                        [M-R-StC]
    -Elbow-Hammer:                      f+P,b+P                    [MM-UR-KD]
    -Elbow-Knee Strike:                 F+P,K                      [MM-R-F]
    -Elbow-Lunging Poke:                f+P,P                      [MM-R-KD]
    -Elbow-Kickflip:                    f+P,u/b+K                  [MM-R-KD]
    -Elbow Stamp:                       b+P                        [M-R-KD]
    -Slant Backfist-Low Spin Kick:      D/B+P,K                    [LL-R-KD]
    -Dashing Elbow:                     f,f+P                      [M-R-F]
    -Shoulder Ram:                      b,f+P                      [H-UR-KD]
    -Double Uppercut:                   d/f+P,P                    [MM-R]
    -Chouwan Uppercut:                  QCT+P or d/f,f+P           [M-R-F]
    -Dragon Punch:                      f,d,d/f+P (need 1 DP)      [M-R-KD] 
    -Double Dragon Punch:               f,d,d/f+P x 2 (need 2 DP)  [MM-R-KD]
    -Axe Kick:                          K,K                        [HM-R-KD]
    -Knee Strike:                       f+K                        [M-R-F] 
    -Single Jump Kick:                  f,f+K                      [M-R-F]
    -Double Jump Kick:                  f,f+K,K                    [MM-R-KD]
    -Jacknife:                          d+K                        [M-R-KD]
    -Jacknife-Side Kick:                d+K,K                      [MM-R-KD]
    -Spinning Low Kick:                 f,d+K                      [L-R-KD]
    -Falling Double Kick:               d/b,d/b+K                  [HH-R-KD-Gr]
    -Falling Kick:                      b+K                        [M-R-Gr]
    -Turn-away Spin Kick:               b,b+K                      [H-R-KD]
    -Spinning Heel Kick:                D,n+K                      [M-R-KD]
    -Rising Knee:                       D,f+K                      [M-R-KD]
    -Hopping Spin Kick-2 Hand Push:     K+G,P                      [MH-UR-KD]
    -123 Kid Roundhouse:                f+K+G                      [M-R-KD]
    -Stepping Back Thrust:              b+K+G                      [H-R-F]
    -Side Hook Kick:                    d/b+K+G                    [M-R] 
    -Lunging Sweep:                     d/f+K+G                    [L-R-KD]
    -Low Crescent:                      d+K+G                      [L-R-KD]
    -Kickflip:                          u/b+K+G                    [M-R-KD]
    -Hop Spin Kick:                     u+K                        [M-R-F]
    -Corkscrew Kick:                    f,f+K+G                    [M-UR-KD]
    -Thunder Dragon:                    f,f+P+K+G                  [H/L-UR-KD]
    -Hopping Triple Kick:               f,f,f+K+G                  [M-R-KD]
    -Beat Knuckle:                      P+K                        [M-R-KD]
    -Hell Stab:                         d+P+K                      [H-R-KD]
    -Dodging Double Poke:               b+P+K                      [H-UR-KD]
    -Stomach Crash:                     d/b,f+P+K                  [M-UR-KD]
    -Dashing Body Check:                b,f,f+P+K                  [M-UR-KD]
    -Double Slashing Shuto:             D,f+P+K,P+K                [MM-R-KD]
    -Turn-Away Punch:                   b,b+P                      [H-R]
    -Turn-Away Low Sweep:               b,b+K+G                    [L-R-KD]
    -Switch:                            f+P+K+G                    [HT?]
    -Dancing Elbows:                    P+G (adds 3 DP)            [HT]
    -Backbreaker:                       P+K+G                      [BT]
    -Turn-Over:                         d/f+P+G                    [HT]
    -Ten-Foot Toss:                     b+P+G                      [HT]
    -Clothesline Drop:                  f,f+P+G                    [HT]
    -Twirl `n' Hurl:                    HCT+P+G                    [HT]
    -Machine-Gun Knee:                  d,f+P+K+G                  [LT]
    -Cartwheel:                         f+P+K+G                    [LT] 
    
    -----------------------------------------------------------------------------
    
    TACTICS/MOVES ANALYIS:
    ----------------------
    
    Note: Since Dural has many of the moves of other Virtua Fighters, I will
    leave the tactics out for most of them (see their sections); I will however
    document her unique moves, or the moves that work differently than they do
    for other characters.
    
    -Double Punch-Spinning Elbow: pretty sure this is a unique move for Dural, I
    haven't seen it anywhere else. Either way, it's useless. The Elbow comes out
    extremely slow after the Double Punch, so slow that it will not connect
    (AFAIK) under ANY conditions, even on a float. If the Elbow misses, it leaves
    you at a slight angle to the opponent's side; I'm guessing, though I haven't
    tested, that the Spinning Elbow has a small built-in Evade...
    
    -Double Punch-Elbow-Kickflip: if the Elbow connects, so will the Kickflip.
    Useful if the enemy crouches your Double Punch, or combos. Remember though,
    that this has SIGNIFICANTLY more recovery time than Jacky's PPf+PK
    (obviously).
    
    -Knife Hand (DnKn): Unlike Lau's, this is IMO useless. This is simply
    because, for some reason, it cannot be chained into anything that I know of.
    
    -Elbow-Kickflip: AWESOME combo for big damage, the canned Kickflip is a
    simple, guarenteed and POWERFUL follow-up to an Elbow stagger. This is also
    useful in even the smallest of floats.
    
    -Double Dragon Punch: This is a BIG way to do damage with Dural, in a float
    (especially after a TFT!) or stagger, or if you anticipate any slow-starting
    attack. Often an enemy will not be expecting this (except from Bahn :), so
    just for the helluv it, always do the 2nd one, and in case they block it may
    catch them unaware after.
    
    -Falling Double Kick: identical to Shun's, except it has its old VF2 motion.
    See Shun's section for more info.
    
    -Hop Spin Kick: a version of Sarah's hopping kick, this will float, quite
    well on MC. Reserve it for anticipated Low attacks...
    
    -Hopping Triple Kick: definetely up there as one of the most useless moves in
    FMM. It comes out quite slowly, recovers quite slowly, and the motion takes
    an extremely long time to execute. It also doesn't do any damage worthwhile.
    (additions?)
    
    -Beat Knuckle: again, a remnant of VF2, as it cannot be followed by any
    canned as Jacky now can. Still not a bad attack with quick execution, but
    pretty slow recovery. Good counter to crouchers from mid-range. Go for a Low
    Pounce for sure, often a HIGH Pounce...
    
    -Hell Stab: borrowed from VF2 Jeffry, I'm pretty sure it doesn't float (but I
    haven't seen it MC...)
    
    -Stomach Crash: another VF2 Jeffry move, it doesn't float and you can't chain
    into the d+P+G. It does however, still come out quickly and can duck under
    High attacks easily. It always knocks down, allowing a Low Pounce.
    
    -Double Slashing Shuto: I'm pretty sure these are the same as VF2 Kage's;
    if both connect they will knock down allowing a Soccer Kick/Ground Punch.
    Useful out of a crouch dash or under High attacks in general.
    
    -----------------------------------------------------------------------------
    
    -Throw Setups/What Throws to use:
    
    Each Throw is borrowed from another character, and most of the setups for the
    Throws are generally the same. The only really unique thing about Dural's
    Throws are the interesting combos she can do after a TFT.
    
    THROWS OVERALL:
    ---------------
    
    Overall the Throws you should be relying on are the Twirl `n' Hurl and the
    TFT. If you like using the Double Dragon Punch, you need to drink with P+G.
    And of course, the XPD to counter High attacks with the Crouch Dash...
    
    -----------------------------------------------------------------------------
    
    -Offense:
    
    Basically a mix-up of other's offensive strategies :). The Double Punch again
    is your best offense; if they duck, chain into the canned Elbow-Kickflip for
    good damage, or G-cancel and throw a normal f+P Elbow and do a stagger combo
    of your own. If they block your Double Punch, Throw or Slant Backfist-Low
    Spin Kick. And above all else, she also has Akira's DE :). See other Offense
    sections for more info.
    
    -----------------------------------------------------------------------------
    
    -Crouch Dashing:
    
    She can perform the Lifting Palm, or Throw (best the XPD), or Rising Knee, or
    the Double Slashing Shuto... take your pick.
    
    -----------------------------------------------------------------------------
    
    Defense:
    
    Nothing new here; see other character's defense. Well, in addition, remember
    that her version of the Stomach Crash is also useful under High attacks.
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
    
    1. Side Kick (d/f+K on MC)
    2. Knee Strike (f+K)
    3. DE (f,f+P)
    4. Single Jump Kick (f,f+K)
    5. Lifting Palm (D/F+P on MC)
    6. Chouwan Uppercut (QCT or d/f,f+P)
    7. Elbow-Knee Strike (F+P,K)
    8. Stepping Back Thrust (b+K+G)
    9. Hop Spin Kick (u+K)
    
    Combos:
    -------
    
    Note: any combo beginning with the Knee Strike can also be done with the
    Elbow-Knee Strike. As well, the Chouwan combos will work easily with the
    Lifting Palm too.
    
    1.  d/f+K (MC), DBC, Low Pounce
    2.  d/f+K (MC), f,f+P, Low Pounce
    3.  d/f+K (MC), f,d+K
    
    4.  f+K, P,P, Low Pounce
    5.  f+K, f+K, Low Pounce
    6.  f+K, f,f+P, Low Pounce
    7.  f+K, f,f+K,K, Low Pounce
    8.  f+K, DBC, Low Pounce
    9.  f+K, P+K, High Pounce
    10. f+K, P,P,f+P,u/b+K
    11. f+K, f+P,u/b+K
    12. f+K, u/b+K+G
    13. f+K, P,G, f,f+P, Low Pounce
    14. f+K, f,d,d/f+P,f,d,d/f+P
    
    15. DE, DE, Low Pounce
    16. DE, DBC, Low Pounce
    17. DE, f+P,u/b+K
    18. DE, SJK, Low Pounce
    
    19. SJK, DE, Low Pounce
    20. SJK, DBC
    21. SJK, P,P,f+P,u/b+K
    22. SJK, u/b+K+G
    23. SJK, KK
    
    24. QCT+P, P,P, Low Pounce
    25. QCT+P, QCT+P, Low Pounce
    26. QCT+P, f,d,d/f+P,f,d,d/f+P
    27. QCT+P, KK, Low Pounce
    28. QCT+P, DE, Low Pounce
    29. QCT+P, f+P,b+P, Low Pounce
    30. QCT+P, P,G, DBC, Low Pounce
    
    31. b+K+G, P,P, Low Pounce
    32. b+K+G, f,d,d/f+P,f,d,d/f+P
    33. b+K+G, DBC, Low Pounce
    34. b+K+G, P,G, f+P,b+P, Low Pounce
    35. b+K+G, P,G, DE, Low Pounce
    
    36. u+K, P,P, Low Pounce
    37. u+K, f+P,b+P, Low Pounce
    38. u+K, DE, Low Pounce
    
    -----------------------------------------------------------------------------
    
    SETUP THROWS:
    -------------
    
    AFTER b+P+G: probably the best reason to play Dural, for the most part she
    	     has even more devastating TFT combos than Kage (also easier for
    	     that damage to be done). Easy follow-ups are the DJK and DBC,
    	     and you can also have a lot more fun.
    	     1.  TFT, DJK
    	     2.  TFT, DBC
    	     3.  TFT, u/b+K+G
    	     4.  TFT, P+K, High Pounce
    	     5.  TFT, Double DP
    	     6.  TFT, PPK
    	     7.  TFT, P,G, DE, Low Pounce
    	     8.  TFT, PPf+PK, Low Pounce
    	     9.  TFT, P,G, DE, Low Pounce
    	     10. TFT, P,G, F+PK, Low Pounce
    	     11. TFT, P,G, u/b+K+G
    	     12. TFT, f+P,u/b+K
    	     13. TFT, b,f+P, Low Pounce
    	     14. TFT, P,G, d/f+P,P, Low Pounce
    	     15. TFT, d+K,K, Low Pounce
    	     16. TFT, m-Double Slashing Shuto, Low Pounce
    	     17. TFT, P,G, Double DP (TFT into wall)
    	     18. (WALL) TFT, b+K+G, PPK
    	     19. (WALL) TFT, b+K+G, DP (will Double DP work?!?)
    	     20. (WALL) TFT, b+K+G, u/b+K+G
    	     21. (WALL) TFT, b+K+G, f+P,u/b+K
    	     22. (WALL) TFT, b+K+G, DBC
    
    NOTE: anyone with cool combos for the TFT with Dural, please submit them!
    
    AFTER f+P+K+G (vs. Crouching enemies): try d+K,K, or a simple DE float.
    				       Basically any fast Mid or Low-level
    				       move.
    
    -----------------------------------------------------------------------------
    
    STAGGER COMBOS:
    ---------------
    
    After f+P: once you stagger them with Dural's Elbow, the follow-up P is
    	   guarenteed for good damage, as is b+P. However the best follow-up
    	   is the canned u/b+K Kickflip for huge damage, or the P+K Beat
    	   Knuckle+Low Pounce. You can also dash in for a Throw...
    
    #############################################################################
    
    TOKIO:
    ******
    
    CHARACTER OVERVIEW:
    -------------------
    
    If played with the basics, Tokio can be quite powerful. In order to do any
    real damage you must rely on floats with the Uppercut, going offensive with
    Elbow and Punch combos. On defense, he can counter High attacks fairly well.
    He has a small variety of Throws that are worth using.
    
    Moves:
    ------
    
    -Punch:                             P                          [H-R]
    -Low Punch:                         d+P                        [L-R]
    -Kick:                              K                          [H-R-KD]
    -Side Kick:                         d/f+K                      [M-R-FMC]
    -Low Kick:                          D+K                        [L-R]
    -Flying Stomp:                      u+P                        [G]
    -Ground Kick:                       d+K                        [G] 
    -Open Spin:                         P,K                        [HH-R-KD]
    -Open Chest:                        P,P                        [HM-R]
    -Open Arm:                          P,P,P                      [HMM-R]
    -Open Roll:                         P,P,K                      [HMH-R-KD]
    -Double Punch-Wall Press:           P,P,P (at wall)            [HHT]
    -Elbow:                             f+P                        [M-R-StC]
    -Elbow-Backhand:                    f+P,P                      [MM-R]
    -Open Arm Blow:                     f+P,P,P                    [MMM-R]
    -Lightning Arrow:                   f+P,P,d,f+P                [MMM-R-KD]
    -Uppercut:                          d/f+P                      [M-R-F]
    -Toe Kick:                          D,n+K                      [M-R]
    -Snap Knee:                         f+K                        [M-R-F]
    -Rolling High Kick:                 F,K                        [H-R-KD]
    -High Kick:                         f,f+K                      [H-R-KD]
    -Heel Drop:                         u,d+K                      [M-?]
    -Double Mid-Kick:                   d/f+K,K                    [MM-R]
    -Triple Mid-Kick:                   d/f+K,K,f+K                [MMM-R-KD]
    -Spin-off Kick:                     K+G                        [H-R-KD]
    -Spin-off Sunrise:                  K+G,K                      [HM-R-KD]
    -Spin Float:                        K+G,K,K                    [HMM-R-KD]
    -Spin Cossack:                      K+G,d+K                    [HL-R-KD]
    -Low Sweep:                         d+K+G                      [L-R-KD]
    -Sweep-High Kick:                   d+K+G,K                    [LH-R-KD]
    -Sweep-High-Side Kick:              d+K+G,K,K                  [LHM-R-KD]    
    -Sweepup:                           d+K+G,P                    [LH-R-KD]
    -Sweepup-Kick:                      d+K+G,P,K                  [LHH-R-KD]
    -Sweepup-Jabs:                      d+K+G,P,P                  [LHH-R-KD]
    -Sweepup-Jabs-Kick:                 d+K+G,P,P,K                [LHHH-R-KD]
    -Sweepup-Jabs-Kickflip:             d+K+G,P,P,b+K              [LHHM-R-KD]
    -Sweepup Fury:                      d+K+G,P,P,P                [LHHH-R-KD]
    -Sweepup Fury-Kick:                 d+K+G,P,P,P,K              [LHHHH-R-KD]
    -Sweepup Fury-Kickflip:             d+K+G,P,P,P,b+K            [LHHHM-R-KD]
    -Sweepup Fury-Sweep:                d+K+G,P,P,P,d+K            [LHHHL-R-KD]
    -Double Low Sweep:                  D+K+G,K                    [LL-R-KD]
    -Triple Low Sweep:                  D+K+G,K,K                  [LLL-R-KD]
    -Middle Kick:                       d/f+K+G                    [M-R-StCG]
    -Middle Kick Combo:                 d/f+K+G,f+K                [M-R-KD]
    -Catapult:                          f+K+G                      [H-R-KD]
    -Catapult-High Kick:                f+K+G,K                    [HH-R-KD]
    -Catapult-Mid Kick:                 f+K+G,d/f+K                [HM-R-KD]
    -Catapult-Low Kick:                 f+K+G,d+K                  [HL-R-KD] 
    -Reactor Combo:                     K,P                        [HH-R-KD]
    -Reactor Kick:                      K,P,K                      [HHH-R-KD]
    -Reactor Jabs:                      K,P,P                      [HHH-R-KD]
    -Reactor Jabs-Kick:                 K,P,P,K                    [HHHH-R-KD]
    -Reactor Jabs-Kickflip:             K,P,P,b+K                  [HHHM-R-KD]
    -Reactor Fury:                      K,P,P,P                    [HHHH-R-KD]
    -Reactor Fury-Kick:                 K,P,P,P,K                  [HHHHH-R-KD]
    -Reactor Fury-Kickflip:             K,P,P,P,b+K                [HHHHM-R-KD]
    -Reactor Fury-Sweep:                K,P,P,P,d+K                [HHHHL-R-KD]
    -Bellyflop:                         f,d+P+K+G                  [n/a]
    -Bellyflop-Kick:                    f,d+P+K+G,K                [M-R]
    -Kickflip:                          u/b+K                      [M-R-KD]
    -Wall Throw:                        P+G                        [HT]
    -Wall Press:                        P+G                        [WT]
    -Wall Exchange:                     P+G (back to wall)         [WT]
    -Arm Clutch:                        b+P+G                      [HT]
    -Reaping Throw:                     b,f+P+G                    [HT]
    -Neck Throw:                        f,b+P+G                    [HT]
    -Stomach Throw:                     f,b+P+K+G                  [HT]
    -Double Knee:                       b,f+K                      [WT]
    -Back Drop:                         P+G                        [BT]
    -Neck Slashing:                     P+G                        [ST]
    
    -----------------------------------------------------------------------------
    
    MOVES ANALYSIS:
    ---------------
    
    -Open Chest (PP): overall your best offensive attack because the second
    attack hits Mid and when it does, the 3rd Punch is guarenteed.
    
    -Open Roll (PPK): if the 2nd hit connects on a crouching enemy, the Kick is a
    guarenteed knockdown...
    
    -Elbow Combos: also quite useful offensively, the Elbow will stagger
    crouching opponents and the follow-up combos are guarenteed. Only go into the
    full three hits (either combo) if you're sure it'll connect--the recovery is
    not that good.
    
    -Double Punch-Wall Press (PPP~Wall): just to note, at least a Ground Kick
    (d+K) is virtually guarenteed here. This combo usually occurs when you are
    going for the PPP close to a wall. The Double Knee is a lot cooler if you can
    get it instead...
    
    -Uppercut: recovery's not all that good, but it is a VERY easy, simple
    floating attack that sets up for Tokio's damaging juggles. It will BRIEFLY
    duck under High attacks, but don't rely on it for this alone. Good as a
    simple counter to missed attacks, its range is pretty good. Also a good move
    to whip out if they duck your High Punch.
    
    -Snap Knee: another floating attack, but altogether not as useful as the
    Uppercut, as its recovery is slower and doesn't seem to float as high either.
    
    -Double/Triple Mid Kicks: useful on crouching opponents in any case, the
    single d/f+K is difficult to counter if blocked, and the full three hits
    always knock down if they connect.
    
    -Spin-off Kick combos: altogether just for flash, if the enemy anticipates
    the initial K+G and ducks you can be countered quickly. If they're a little
    sLow you can hit the ducking enemies with the follow-up kicks for a knockdown
    and if they block the K+G High, you can try for d+K to sweep them.
    
    -Sweep combos: decent moves, good after evasion. Not sure which hits are
    guarenteed when, so I can't really elaborate on it (additions?)
    
    -Middle Kick Combo: a powerful tool, it is best used after FORCING the enemy
    to block Low, because it will stagger crouching DEFENDERS and allow the 2nd
    knockdown kick to connect.
    
    -Catapult Combos: again, the initial Kick if ducked will leave you open to a
    FAST counter, but if it is blocked you can chain into a Low Kick, and if it
    is ducked, there's a chance you can hit them with the Mid Kick.
    
    -Reactor Combos: the full-bLown reactor combos are Tokio's deadliest attacks,
    but since the majority of the hits are High, they are very impractical when
    the enemy can do anything about them. However, they are the best way to do
    damage in a float combo...
    
    -Bellyflop: a little-known move that has it uses; it has slow recovery and
    can therefore be countered easily, however it is quite useful if you
    anticipate a High attack (maybe even some Mid attacks?), as it will duck
    under and you can then hit Kick for a quick counter.
    
    -Kickflip: your basic Kickflip, big damage but bad recovery. Good in some
    floats for variety, or after a stagger...
    
    -----------------------------------------------------------------------------
    
    About the Throws:
    
    1. P+G Wall Throw: a Throw that is NOT done close to the wall, it in fact
    throws the enemy against a far wall. Personally, I think it is only useful
    when you're sure you're close enough for them to smack into the wall and fall
    over, otherwise it becomes a simple guessing game of attacks when you run
    after to press the attack. I tend to stick with other Throws. Of course, this
    Throw is totally useless and does no damage on stages with no walls.
    
    2. P+G Wall Press: good damage and allows a Ground Kick.
    
    3. P+G Wall Exchange (back to wall): reverses the ring and slams the enemy
    into the wall for at least a Ground Kick.
    
    4. b+P+G Arm Clutch: decent damage and allows a Ground Kick. Mix it in.
    
    5. b,f+P+G Reaping Throw: same as above, basically.
    
    6. f,b+P+G Neck Throw: similiar to the Arm Clutch as it leaves them close for
    a Ground Kick.
    
    7. f,b+P+K+G Stomach Throw: good damage and throws the enemy a good distance
    while reversing the ring. Probably his best Throw, you can even Pounce if the
    enemy isn't too fast.
    
    8. b,f+K Double Knee (Wall): a brutal looking Throw that sometimes allows a
    Ground Kick. IMO more worthwhile than P+G (WALL).
    
    9. P+G Back Drop (Back): the Back Throw that's generic for most of the
    Vipers. Does decent damage.
    
    10. P+G Neck Slashing (Side): stolen from Jacky, looks brutal and sometimes
    allows a Ground Kick.
    
    THROWS OVERALL:
    ---------------
    
    IMO his best Throw is the Arm Clutch, allowing a Ground Kick. To put distance
    between you and your opponent, the Stomach Throw is ideal.
    
    -----------------------------------------------------------------------------
    
    TACTICS:
    --------
    
     -> SUBMIT YOUR TACTICS HERE!! <-
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
    
    1. Side Kick (d/f+K on MC)
    2. Uppercut (d/f+P)
    3. Snap Knee (f+K)
    
    Combos:
    -------
    
    1. f+K, f+P,P,P, Pounce
    2. f+K, f+K, Pounce
    3. f+K, d/f+K,K
    
    4. d/f+P, PPP, Pounce
    5. d/f+P, PPK, Pounce
    6. d/f+P, d/f+P, Pounce
    7. d/f+P, KPPK, Pounce
    8. d/f+P, KPPPK, Pounce
    
    Any _INTERESTING_ combos would be appreciated!
    
    -----------------------------------------------------------------------------
    
    STAGGER COMBOS:
    ---------------
    
    After f+P: the canned PP follow-up is best, or you can hit G quickly, then go
    	   for a throw, or any big, quick combo you feel lucky.
    
    After d/f+K+G: the canned f+K is best, you can also follow-up with f+P,P,P,
    	       among other things...
    
    #############################################################################
    
    GRACE:
    ******
    
    CHARACTER OVERVIEW:
    -------------------
    
    Fighting with Rollerblades--yeah right. She's fast, that's for sure, and has
    some good floating ability. Sticking to the basics with her Punch rushes and
    Side Kick combos, she can be quite effective. She can also counter rushes
    fairly well with a series of sweeps, provided the enemy doesn't anticipate.
    She has decent Throw options, but could use more IMO...
    
    Moves:
    ------
    
    -Punch:                             P                          [H-R]
    -Low Punch:                         d+P                        [L-R]
    -Kick:                              K                          [H-R]
    -Side Kick:                         d/f+K                      [M-R]
    -Low Kick:                          D+K                        [L-R]
    -Flying Stomp:                      u+P                        [G]
    -Ground Kick:                       d+K                        [G] 
    -Vertical Kick:                     d/f,d/f+K                  [M-R-F]
    -Overhead Axe Kick:                 u+G,d+K                    [M-R-StCG]
    -Hand Chop:                         P+K                        [M-R-StC]
    -Backhand Slap:                     f,f+P                      [M-R-KD]
    -Double Punch:                      P,P                        [HH-R]
    -Double Punch-Wall Press:           P,P,P (at wall)            [HHT]
    -Triple Punch:                      P,P,P                      [HHH-R]
    -Quad Punch:                        P,P,P,P                    [HHHH-R]
    -Machine-Gun Punch:                 P,P,P,P,P                  [HHHHH-R]     
    -Beat Leg:                          P,K                        [HH-R]
    -Beat Turn Leg:                     P,K,K                      [HHH-R-KD]
    -Combo Guard Kick:                  P,P,K                      [HHH-R-KD]
    -Jab-Low Spin:                      P,d+K                      [HL-R-KD]
    -Low Jab-Low Spin:                  D+P,K                      [LL-R-KD]
    -Kick-Straight:                     K,P                        [HH-R]
    -Kick-Straight-High Kick:           K,P,K                      [HHH-R]
    -Kick-Straight Combo:               K,P,K,K                    [HHHH-R]
    -Kick-Straight-Low Spin Kick:       K,P,d+K                    [HHL-R-KD]
    -Double High Kick:                  K,K                        [HH-R]
    -Triple High Kick:                  K,K,K                      [HHH-R-KD]
    -Camel Kick:                        d/f+K                      [M-R] 
    -Camel Spin:                        d/f+K,K                    [MM-R]
    -Camel Spin Cutter:                 d/f+K,K,K                  [MMM-R-St]
    -Cross Kick:                        K+G                        [H-R-KD]
    -Cross Step:                        K+G,K                      [HH-R-KD]
    -Cross Step Vertical:               K+G,K,K                    [HHM-R-F]
    -Cross Blade:                       K+G,d/f+K                  [HM-R-KD]
    -Cross Blade Vertical:              K+G,d/f+K,K                [HMM-R-KD]
    -Low Spin Kick:                     d+K+G                      [L-R-KD]
    -Double Low Spin Kick:              d+K+G,K                    [LL-R-KD]
    -Triple Low Spin Kick:              d+K+G,K,K                  [LLL-R-KD]
    -Quad Low Spin Kick:                d+K+G,K,K,K                [LLLL-R-KD]
    -Combo Low Spin Kick:               d+K+G,K,K,K,K              [LLLLL-R-KD]
    -Long Axe:                          f+K+G                      [M-R]
    -Long Axe-Turn Kick:                f+K+G,K                    [MH-R-F]
    -Kickflip:                          u/b+K                      [M-R-KD]
    -Wall Throw:                        P+G                        [HT]
    -Wall Scratch:                      P+G                        [WT]
    -Wall Exchange:                     P+G (back to wall)         [WT]
    -Overhead Toss:                     d,b+P+G                    [HT]
    -Shoulder Breaker:                  f,b+P+K+G                  [HT]
    -Frankenseiner:                     d+P+K+G                    [HT/jump]
    -Back Drop:                         P+G                        [BT]
    -Scissor Grab:                      P+G                        [ST]
    
    -----------------------------------------------------------------------------
    
    MOVES ANALYSIS:
    ---------------
    
    -Vertical Kick: can be combined with a Crouch Dash to slightly extend range,
    and always floats well. The recovery isn't too hot, so only use it in sure-
    fire situations.
    
    -Overhead Axe Kick: if you can ever master the damn motion, this is an
    excellent attack if the enemy ducks and guards near you, staggering easily
    and allowing a great follow-up. Overall the Camel Spin Cutter is more useful
    in this case however.
    
    -Hand Chop: this will staggers crouchers, but for some reason its recovery is
    not too good, so a lot of combos will not connect after this!
    
    -Backhand Slap: powerful and humiliating, it can sometimes be followed with a
    Ground Kick. Very bad recovery if blocked, so only use it when the enemy
    leaves a big opening.
    
    -Punch Combos: Grace can chain up to FIVE Punches, giving her plenty of time
    to G-cancel and follow-up for her offensive rush.
    
    -Combo Guard Kick: comes out very quickly after blocking an attack (simialar
    to most PKs) and allows a Pounce--very useful in this regard.
    
    -Jab-Low Spin: unfortunately, the Low Spin Kick can only be chained out of a
    single Punch, but this is still a good offensive tool for those who block a
    Punch and expect more of them :).
    
    -Camel Spin Cutter: possibly her best attack, the first hit is essentially a
    Side Kick, meaning fairly fast execution and recovery and hitting Mid. VERY
    useful on crouching opponents, and the best part is that the 3rd hit staggers
    automatically if they're standing or crouching! See combos for more info.
    
    -Cross Step/Blade combos: another useful combination that does big damage AND
    can chain into a float for further punishment. The first, however, hits High,
    so use only when the opportunity is open. If the first hit is ducked, try for
    the helluv it to chain into d/f+K and catch them before they can counter.
    
    -Combo Low Spin Kick: Grace can also chain up to five Sweeps, even though the
    damage is not TOO high. Still, it's an excellent counter to High attacks, but
    be sure they connect, because if blocked they can be countered with Low
    Throws or Mid-level attacks.
    
    -Long Axe-Turn Kick: very useful for hitting opponent at a distance, as it
    has good range AND will float. However, if the enemy is crouching at this
    distance, IMO the Camel Spin Cutter has more damage potential.
    
    -----------------------------------------------------------------------------
    
    About the Throws:
    
    1. P+G Wall Throw: a Throw that is NOT done close to the wall, it in fact
    throws the enemy against a far wall. Personally, I think it is only useful
    when you're sure you're close enough for them to smack into the wall and fall
    over, otherwise it becomes a simple guessing game of attacks when you run
    after to press the attack. I tend to stick with other Throws. Of course, this
    Throw is totally useless and does no damage on stages with no walls.
    
    2. P+G Wall Scratch (Wall): hey, if you're close to the wall, go for it.
    IIRC it allows a Ground Kick.
    
    3. P+G Wall Exchange (back to wall): reverses the ring and slams the enemy
    into the wall for at least a Ground Kick.
    
    4. d,b+P+G Overhead Toss: good damage and SOMETIMES you can get in a Pounce
    if the enemy is really slow. Always reverses the ring and you can somewhat
    delay after the downward tap to avoid High attacks. Good after a Crouch Dash.
    
    5. f,b+P+K+G Shoulder Break: painful looking Throw that does good damage. Mix
    it in.
    
    6. d+P+K+G Frankensteiner (mid-air over enemy's head): totally pointless
    idea, anyone who jumps like that in this game is retarded.
    
    7. P+G Back Drop (Back): the Back Throw that's generic for most of the
    Vipers. Does decent damage.
    
    8. P+G Scissor Grab (Side): stolen from Kage, looks cool, never allows a
    Pounce AFAIK.
    
    THROWS OVERALL:
    ---------------
    
    The Shoulder Throw seems to be your most powerful option, or the Overhead
    Toss when you've crouched a High attack.
    
    -----------------------------------------------------------------------------
    
    TACTICS:
    --------
    
     -> SUBMIT YOUR TACTICS HERE!! <-
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
    
    1. Vertical Kick (d/f,d/f+K)
    2. Long Axe-Turn Kick (f+K+G,K)
    3. Cross Step Vertical (K+G,K,K)
    
    Combos:
    -------
    
    1.  d/f,d/f+K, PPPPP
    2.  d/f,d/f+K, PPK, Pounce
    3.  d/f,d/f+K, d/f+K,K,K
    
    4.  f+K+G,K, d/f+K,K,K
    5.  f+K+G,K, KKK, Pounce
    6.  f+K+G,K, PPK, Pounce
    
    7.  K+G,K,K, PPK, Pounce
    8.  K+G,K,K, PPPPP, Pounce
    9.  K+G,K,K, KPK, Pounce
    
    -----------------------------------------------------------------------------
    
    STAGGER COMBOS:
    ---------------
    
    After u+G,d+K: Throw as they recover, or f+K+G,K+juggle.
    
    After d/f+K,K,K: IMO the best follow-up is ANOTHER Camel Spin Cutter :). You
    		 can also try for the f+K+G,K...
    
    #############################################################################
    
    BAHN:
    *****
    
    CHARACTER OVERVIEW:
    -------------------
    
    Probably the most poweruful Viper, and the closest to a Virtua Fighter. Bahn
    plays a bit like Akira, using the Single Punch to open the offense, where he
    can connect with powerful Elbow moves. He also has a decent defense with the
    Dodge Elbow, and can take away damage in the blink of an eye with the DBC. He
    doesn't have many Throws, but the ones he has get the job done. If played
    carefully, he's very powerful.
    
    Moves:
    ------
    
    -Punch:                             P                          [H-R]
    -Low Punch:                         d+P                        [L-R]
    -Kick:                              K                          [H-R-KD]
    -Straight Kick:                     d/f+K                      [M-R-KD]
    -Low Kick:                          D+K                        [L-R]
    -Flying Stomp:                      u+P                        [G]
    -Ground Kick:                       d+K                        [G] 
    -Ground Punch:                      d+P                        [G]
    -Double Ground Punch:               d+P,P                      [G]
    -Uppercut:                          d/f+P                      [M-R-F]
    -Iron Elbow:                        f+P                        [M-R-KD]
    -High Side Kick:                    f,f+K                      [H-R-KD]
    -Super Straight:                    F+P                        [H-R-KD]
    -Dodge Elbow:                       b,f+P                      [M-R-KD]
    -Dashing Body Check:                b,f,f+P+K                  [M-UR-KD]
    -Headbutt:                          P+K+G                      [H-UR-KD]
    -Hand Sweep:                        d/b,D/F+P                  [L-R-KD]
    -Dashing Elbow:                     f,f+P                      [M-R]
    -Combo Dashing Elbow:               f,f+P,P                    [MM-R-KD]
    -Combo Elbow Bodycheck:             f,f+P,b,f+P+K              [MM-UR-KD]
    -Dragon Punch:                      f,d,d/f+P                  [M-R-KD]
    -Double Dragon Punch:               f,d,d/f+P,f,d,d,d/f+P      [MM-R-KD]
    -Wall Throw:                        P+G                        [HT]
    -Wall Press:                        P+G                        [WT]
    -Wall Exchange:                     P+G (back to wall)         [WT]
    -Reaping Throw:                     b+P+G                      [HT]
    -Crushing Headbutt:                 b,f+P+K+G                  [HT]
    -Pull-in Headbutt:                  d/b,f+P+G                  [HT]
    -Atomic Drop:                       P+G                        [BT]
    -Elbow Rush:                        P+G                        [ST]
    
    -----------------------------------------------------------------------------
    
    MOVES ANALYSIS:
    ---------------
    
    -Straight Kick: a useful attack with good range and speed, and always knocks
    down for a Ground attack. Its recovery is not too good, so only use it when
    you're sure (eg. against crouchers from mid-range).
    
    -Uppercut: a VERY useful technique, it has decent range and ALWAYS floats for
    a juggle. The recovery is not too hot, so it's best used as a counter to
    missed or blocked attacks, or when you KNOW the enemy will be ducking when it
    hits.
    
    -Iron Elbow: when it knocks down it can be followed with a Ground Kick. This
    is an all-around useful attack up close, with great execution and decent
    recovery, always knocking down.
    
    -Super Straight: quite damaging, but its recovery is horrible. Use only in
    sure-fire situation--great range, so it's useful as a counter to missed
    attacks.
    
    -Dodging Elbow: Bahn's best defensive move, it will avoid any attack as long
    as it doesn't have huge range (eg. Kage's f,f+P+K+G). Its recovery isn't too
    hot, so use only in this case.
    
    -Dashing Body Check (DBC): same as Akira's. It has the same damage potential
    and slow recovery, and if it hits a crouching defender, it will force them to
    a standing position, open for a Throw! Often this is one of your best attacks
    if the enemy ducks your Punch.
    
    -Headbutt: smashes the enemy to the ground and allows a Ground Kick. Great
    execution, I suppose it's useful on crouching opponents up close...
    
    -Dashing Elbow combos: excellent attack, the Dashing Elbow is not quite as
    effective as Akira's, but has more damage potential (not counting a DLC
    float, of course), because it can be chained easily into a full DBC. Useful
    when the enemy crouches or as a long-range counter to missed or slow-starting
    attacks.
    
    -Double Dragon Punch: much more damage than Kage's DP, Bahn's is a little bit
    slower, but the Double DP will always connect; a useful juggle.
    
    -----------------------------------------------------------------------------
    
    About the Throws:
    
    1. P+G Wall Throw: a Throw that is NOT done close to the wall, it in fact
    throws the enemy against a far wall. Personally, I think it is only useful
    when you're sure you're close enough for them to smack into the wall and fall
    over, otherwise it becomes a simple guessing game of attacks when you run
    after to press the attack. I tend to stick with other Throws. Of course, this
    Throw is totally useless and does no damage on stages with no walls.
    
    2. P+G Wall Press (Wall): hey, if you're close to the wall, go for it. IIRC
    it allows a Ground Kick.
    
    3. P+G Wall Exchange (back to wall): reverses the ring and slams the enemy
    into the wall for at least a Ground Kick.
    
    4. b+P+G Reaping Throw: hey, looks damn boring, but gets the job done. Decent
    damage and allows at least a Double Ground Punch for good damage.
    
    5. b,f+P+K+G Crushing Headbutt: does great damage by itself, but stuns the
    enemy rather than knocks down. No follow-up AFAIK is guarenteed, so it
    becomes a guessing game after it. See combos for more info.
    
    6. d/b,f+P+G Pull-in Headbutt: still pretty hard to get off, and often allows
    a Pounce. Still, I tend to use this rarely.
    
    7. P+G Atomic Drop (Back): the infamous Vipers Back Throw that does good
    damage and allows a Double Ground Punch. In addition, it can be comboed after
    the P+G Wall Throw (see combos).
    
    8. P+G Elbow Rush (Side): stolen from Akira, go for it if you Evade and are
    left close enough.
    
    THROWS OVERALL:
    ---------------
    
    The Reaping Throw is instant damage and allows a Ground attack. Once the
    enemy gets wise to this, mix in the Crushing Headbutt to screw with them.
    And also, don't forget the very powerful P+G, Back Throw (see combos) :)
    
    -----------------------------------------------------------------------------
    
    TACTICS:
    --------
    
     -> SUBMIT YOUR TACTICS HERE!! <-
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
    
    1. Uppercut (d/f+P)
    
    Combos:
    -------
    
    1. d/f+P, d/f+P, Pounce
    2. d/f+P, DBC, Pounce
    3. d/f+P, f,f+P,b,f+P+K, Pounce
    4. d/f+P, F+P, Pounce
    5. d/f+P, Double DP (OUCH!)
    6. d/f+P, P+K+G, Pounce
    7. d/f+P, P, f,f+P,P, Pounce
    
    -----------------------------------------------------------------------------
    
    SETUP THROWS:
    -------------
    
    After P+G: it is possible to buffer a dash after Bahn pushes the enemy in the
    	   opposite direction with P+G, and briefly delay P+G for the
    	   Backbreaker! See an FV FAQ for more info on the timing.
    
    After b,f+P+K+G: again, it becomes a guessing game at this point; if you
    		 notice the enemy likes to block after this, just dash up and
    		 Throw again! If he struggles like crazy, a f,f+P combo works
    		 well, or the Double DP. If they crouch, go for the DBC. If
    		 they Evade, just hit Guard, because Bahn has no tracking
    		 ability (AFAIK.)
    
    #############################################################################
    
    RAXEL:
    ******
    
    CHARACTER OVERVIEW:
    -------------------
    
    Raxel has a great mix of mid-range and close attacks; he can go offensive
    fairly easily, but is best used as a reactionary fighter, playing on the
    enemy's mistakes. He also has many moves that counter High attacks. His
    Throws compliment his repitiore well, and can be quite damaging. Good
    character if played right.
    
    Moves:
    ------
    
    -Punch:                             P                          [H-R]
    -Low Punch:                         d+P                        [L-R]
    -Kick:                              K                          [H-R-KD]
    -Side Kick:                         d/f+K                      [M-R]
    -Low Kick:                          d+K                        [L-R]
    -Flying Stomp:                      u+P                        [G]
    -Ground Kick:                       d+K                        [G] 
    -Guitar Stab:                       d+P                        [G]
    -Rising Spin Kick:                  D,n+K                      [M-R]    
    -Backoff Kick:                      f+K                        [M-R]
    -Vertical Kick:                     K+G                        [M-R-F]
    -Slide Kick:                        d+K+G                      [L-R-KD]
    -Guitar Thrust:                     f,f+P                      [M-UR-KD]
    -Jab Spin:                          P,P                        [HH-R]
    -Double Punch-Wall Press:           P,P,P (at wall)            [HHT]
    -Jab Spin Punch:                    P,P,P                      [HHH-R]
    -Jab-High Kick:                     P,K                        [HH-R]
    -Combo Guard Kick:                  P,P,K                      [HHH-R-KD]
    -Double Kick:                       K,K                        [HM-R]
    -Triple Kick:                       K,K,K                      [HMM-R-KD]
    -Uppercut:                          d/f+P                      [M-R-F]
    -Double Uppercut:                   d/f+P,P                    [MM-R-KD]
    -Elbow:                             f+P                        [M-R-StC]
    -Elbow-Knuckle:                     f+P,P                      [MM-R]
    -Elbow-Knuckle-Straight:            f+P,P,P                    [MMH-R-KD] 
    -Elbow-Spin Kick:                   f+P,K                      [MM-R-KD]
    -Elbow-Spin Kick-Knuckle:           f+P,K,P                    [MMH-R-KD] 
    -Deathkick Combo:                   f+P,K,P,f+K+G              [MMHH-R-KD]
    -Low Deathkick Combo:               f+P,K,P,d+K+G              [MMHL-R-KD]
    -Spinning Uppercut:                 f,d,d/f+P                  [M-R-F]
    -Spinning Uppercut-Guitar Thrust:   f,d,d/f+P,f,f+P            [MM-UR-KD]
    -Side Kick-Jab:                     d/f+K,P                    [MH-R]
    -Death Spin Combo:                  d/f+K,P,f+K+G              [MHH-R-KD]
    -Low Death Spin Combo:              d/f+K,P,d+K+G              [MHL-R-KD]
    -Side Kick-Low Spin Kick:           d/f+K,d+K+G                [ML-R-KD]
    -Guitar Swing:                      d/f,d/f+P                  [H-UR-F]
    -Guitar Swing-Overhead Swing:       d/f,d/f+P,P                [HM-UR-KD]
    -Fast Crescent:                     f+K+G                      [H-R-KD]
    -Smashing Crescent:                 f+K+G,QCT+K                [HH-R-KD]
    -Death Crescent Combo:              f+K+G,QCT+K,QCT+K          [HHH-R-KD]
    -Kickflip:                          u/b+K                      [M-R-KD]
    -Wall Throw:                        P+G                        [HT]
    -Wall Press:                        P+G                        [WT]
    -Wall Exchange:                     P+G (back to wall)         [WT]
    -Neck Breaker:                      b,f+P+G                    [HT]
    -Overhead Cannon:                   f,f+P+G                    [HT]
    -Crashdown:                         u+G,d+P+G                  [HT]
    -Back Drop:                         P+G                        [BT]
    -Arm Whip:                          P+G                        [ST]
    
    -----------------------------------------------------------------------------
    
    MOVES ANALYSIS:
    ---------------
    
    -Rising Spin Kick: good speed coming out, it is ideal to countering High
    attacks after crouching, or after blocking a slow-recovering Low move.
    
    -Vertical Kick: minimal range, but it will float the enemy easily. It may
    briefly duck under High attacks as well, but if blocked you can be quickly
    countered. See combos for more info.
    
    -Slide Kick: bad recovery if blocked, but trips the enemy right off their
    feet for decent damage and it comes out FAST. Good if you anticipate any High
    attacks or even any other slow attack.
    
    -Guitar Thrust: great range and damage, but HORRIBLE recovery, and the
    execution isn't too hot either. Use rarely, except in a monster float, or to
    counter slow moves from a distance.
    
    -Jab Spin Punch (PPP): all hits connect High, so it can be dangerous to use
    altogether. However, you can use the PP and PPP in your offensive strategy.
    
    -Combo Guard Kick (PPK): as the name applies, this is an excellent
    counterattack to blocked standing attacks. Good damage and often allows a
    Pounce.
    
    -Uppercut: fairly good speed and can be chained into a second Upper followed
    by a Pounce. If it is blocked, TRY for a Throw.
    
    -Elbow combos: the Elbow will stagger, and at least the f+P,P,P will connect
    for sure. Not sure about the "Death" combos though. Mix the Elbow into your
    offensive strategy to deal with opponents who crouch under your Punches.
    
    -Side Kick combos: good follow-up to a stagger or float combo, the single
    Side Kick is difficult to counter, so it is best used at mid-range to deal
    with crouching enemies. Also useful combos after Evading from an attacking
    opponent.
    
    -Guitar Swing: could be thought of as Raxel's "Yoho", as it is pretty slow in
    execution and especially recovery. It will float, and either the follow-up
    Overhead attack or other juggle will connect. Can duck under High attacks
    with good timing and can be combined with a Crouch Dash.
    
    -----------------------------------------------------------------------------
    
    About the Throws:
    
    1. P+G Wall Throw: a Throw that is NOT done close to the wall, it in fact
    throws the enemy against a far wall. Personally, I think it is only useful
    when you're sure you're close enough for them to smack into the wall and fall
    over, otherwise it becomes a simple guessing game of attacks when you run
    after to press the attack. I tend to stick with other Throws. Of course, this
    Throw is totally useless and does no damage on stages with no walls.
    
    2. P+G Wall Press (Wall): hey, if you're close to the wall, go for it. IIRC
    it allows a Ground Kick.
    
    3. P+G Wall Exchange (back to wall): reverses the ring and slams the enemy
    into the wall for at least a Ground Kick.
    
    4. b,f+P+G Neck Breaker: really cool looking Throw doing good damage.
    
    5. f,f+P+G Overhead Cannon: also good damage, it will bring the enemy towards
    the wall (if there is one), and it is also easily done with a dash. And it
    can also be used after blocking an attack that leaves the enemy close to you
    in recovery.
    
    6. u,d+P+G Crashdown: IMO not worth the motions, if you screw up you jump,
    and that can be a bad thing.
    
    7. P+G Back Drop (Back): the Back Throw that's generic for most of the
    Vipers. Does decent damage.
    
    THROWS OVERALL:
    ---------------
    
    The Neck Breaker seems like the best option in most cases, or the Overhead
    Cannon if you're looking to put them near the wall for further punishment.
    
    -----------------------------------------------------------------------------
    
    TACTICS:
    --------
    
     -> SUBMIT YOUR TACTICS HERE!! <-
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
    
    1. Uppercut (d/f+P)
    2. Guitar Swing (d/f,d/f+P)
    3. Vertical Kick (K+G)
    
    Combos:
    -------
    
    1.  d/f+P, PPP, Ground Kick 
    2.  d/f+P, d/f+K,d+K+G
    3.  d/f+P, u/b+K
    
    4.  d/f,d/f+P,P, Pounce
    5.  d/f,d/f+P,G, PPP, Ground Kick
    6.  d/f,d/f+P, d/f+P,P
    
    7.  K+G, d/f,d/f+P,P, Pounce
    8.  K+G, d/f+P,P
    9.  K+G, PPP, Ground Kick
    10. K+G, P,G, D+K+G
    11. K+G, f,f+P
    
    -----------------------------------------------------------------------------
    
    STAGGER COMBOS:
    ---------------
    
    After f+P: after staggering with the Elbow, I'm pretty sure the follow-up P,P
    	   is guarenteed. You can also use the Slide Kick or a Side Kick
    	   combo. Or, dash in for a timed Throw...
    
    #############################################################################
    
    SANMAN:
    *******
    
    CHARACTER OVERVIEW:
    -------------------
    
    One of the better FV characters, he gains what Wolf and Jeffry lose, which
    IMO really sucks. He has a full Multi-Throws AS WELL AS GROUND THROWS! If
    used carefully with single Punches to open the enemy up to Throws, he is
    quite powerful.
    
    Moves:
    ------
    
    -Punch:                     P                                     [H-R]
    -Low Punch:                 d+P                                   [L-R]
    -Kick:                      K                                     [H-R-KD]
    -Straight Kick:             d/f+K                                 [M-R-KD]
    -Low Kick:                  d+K                                   [L-R]
    -Butt Drop:                 u+P                                   [G]
    -Ground Stomp:              d+K                                   [G] 
    -Shin Knockdown:            d+K+G                                 [L-R-KD]
    -Launch Fling:              d/f+P+G                               [M-UR-F]
    -Elbow Smash:               f,f+P                                 [H-R-KD]
    -Jab-Swing:                 P,P                                   [HH-R]
    -Double Punch-Wall Press:   P,P,P (at wall)                       [HHT]
    -Jab-Swing-Hammer:          P,P,P                                 [HHH-R-KD]
    -Jab-High Kick:             P,K                                   [HH-R]
    -Combo Guard Bomber:        P,P,K                                 [HHH-UR-KD]
    -Jab-Upper:                 P,d/f+P                               [HM-R]
    -Jab-Upper-Kick:            P,d/f+P,K                             [HMM-R-KD]
    -Uppercut:                  d/f+P                                 [M-R]
    -Double Uppercut:           d/f+P,P                               [MM-R]
    -Double Uppercut-Bomber:    d/f+P,P,K                             [MMM-UR-KD]
    -Windmill Chop:             b,f+P                                 [M-R]
    -Double Windmill:           b,f+P,P                               [MM-R]
    -Triple Windmill:           b,f+P,P,P                             [MMM-R]
    -Ignition Punch:            f+P                                   [M-R]
    -Double Steamroller:        f+P,P                                 [MM-R]
    -Triple Steamroller:        f+P,P,P                               [MMM-R]
    -Quad Steamroller:          f+P,P,P,P                             [MMMM-R]
    -Steamroller Combo:         f+P,P,P,P,P                           [MMMMM-R]
    -Bomber:                    P+K+G                                 [M-UR-KD]
    -Double Bomber:             P+K+G,P+K+G                           [MM-UR-KD] 
    -Overhead Hammer:           d+P+K+G                               [M-R]
    -Double Hammer Down:        d+P+K+G,d+P                           [MM-R-KD]
    -Hammer-Reverse:            d+P+K+G,d+P+G                         [MM-R]
    -Bowling Throw:             P+G                                   [HT]
    -Wall Press:                P+G                                   [WT]
    -Wall Exchange:             P+G (back to wall)                    [WT]
    -Giant Swing:               HCT+P+G                               [HT]
    -Neck Hang:                 HCB+P+G                               [HT]
    -Neck Hang-Triple Slam:     HCB+P+G,f,b+P+G                       [HT]
    -Neck Hang-Typhoon:         HCB+P+G,f,b+P+G,b,d,f,u,b+P+G         [HT]
    -Neck Hang Combination:     HCB+P+G,b,f+P+G,b,f+P+G,f,d,b,u,f+P+G [HT]
    -Bear Hug:                  f,b+P+G                               [HT]
    -Double Bear Hug:           f,b+P+G,b,b+P+G                       [HT]
    -Bear Hug Combination:      f,b+P+G,b,f+P+G,HCT+P+G               [HT]
    -Canadian Backbreaker:      f,b+P+K+G                             [HT]
    -Double Power Bomb:         f,b,f+P+G                             [WT]
    -Piledriver:                d/f,d/f+P                             [LT]
    -Iron Claw:                 d+P+G                                 [L/WT]
    -Back Drop:                 P+G                                   [BT]
    -Slow Giant Swing:          HCT+P (at feet)                       [G]
    -Neck Hang-Double Slam:     d,b,f+P (at head)                     [G]
    -Coconut Crush:             P+G                                   [ST]
    
    -----------------------------------------------------------------------------
    
    MOVES ANALYSIS:
    ---------------
    
    -Shin Knockdown: fairly quick to come out, its greatest feature is that it is
    the perfect set up for Sanman's d,b,f+P Ground Throw. A great way to hit an
    enemy when they block High persistantly.
    
    -Launch Fling: decent range and speed, the recovery's not too hot. The fat
    boy's only floating attack.
    
    -Jab-Swing-Hammer (PPP): slow recovery and always knocks down. The first Jab
    can be used offensively, but otherwise this is pretty useless except in
    juggles.
    
    -Combo Guard Bomber (PPK): like most PPKs for the Vipers, this is a great
    counterattack to blocked moves. Knocks down for a possible Pounce.
    
    -Jab-Upper-Kick: a powerful combination, the Jab-Upper is a great offensive
    attack, because if you condition the enemy into ducking you Jab, the Uppercut
    will connect (and I'm pretty sure the Kick always will to). Only use the
    first two hits unless the Uppercut connects.
    
    -Double Uppercut combos: basically useful on crouching opponents, Sanman
    cannot float with his Uppercut. Comes out fairly fast, and the single
    Uppercut has decent recovery IIRC.
    
    -Triple Windmill: kinda useless, they hit Mid and come out as fast as
    Punches, but don't knock down, and the recovery isn't too hot. (Additions?)
    
    -Steamroller Combos: good moves that can rack up the damage; to be used
    offensively, especially if the opponent likes to duck a lot.
    
    -Bomber: an amusing attack that can be chained into a Double version. Useful
    in juggles or to hit crouching foes from mid-range.
    
    -----------------------------------------------------------------------------
    
    About the Throws:
    
    1. P+G Bowling Throw: A useful but easily-escapable Throw. It does good
    damage and tosses the enemy across the screen, possibly into a wall. You can
    then run at them an mix up the attacks from here. This will take precedence
    over complex motion Throws.
    
    2. P+G Wall Press (Wall): hey, if you're close to the wall, go for it. IIRC
    it allows a Ground Kick.
    
    3. P+G Wall Exchange (back to wall): reverses the ring and slams the enemy
    into the wall for at least a Ground Stomp.
    
    4. HCT+P+G Giant Swing: weaker than Wolf's, you can do extra damage if you
    Throw the enemy into the wall. Mix this in with your multi-Throws.
    
    5. HCB+P+G Neck Hang Multi-Throws: the more difficult of his Multi-Throws,
    these can do BIG damage. Mix them up with his other Throws to prevent
    escaping. BTW, the "Neck Hang Combination" is a new Multi-Throw for Sanman
    in FMM.
    
    6. f,b+P+G Bear Hug Multi-Throws: easier to perform, and the Bear Hug is easy
    when dashing in or after blocking an attack. After the Double Bear Hug, it is
    also possible to do a Ground Throw for extra damage! BTW, the "Bear Hug
    Combination" is a new Multi-Throw for Sanman in FMM.
    
    7. b,f+P+K+G Canadian Backbreaker: decent damage, a decent Throw after
    blocking an attack as well. Mix it in.
    
    8. f,b,f+P+G Double Power Bomb: certainly more damaging and interesting than
    the boring ol' P+G near the wall.
    
    9. d/f,d/f+P Piledriver: useful after conditioning the enemy to duck your
    High Punch...
    
    10. d+P+G Iron Claw: same as above, except near a wall :)
    
    11. P+G Back Drop (Back): the Back Throw that's generic for most of the
    Vipers. Does decent damage.
    
    12. HCT+P+G Slow Giant Swing (Ground, at feet): if you knock the enemy down
    and their feet are facing you, hit HCT+P to pick 'em up. Note that you need
    a significant knockdown move to keep them there in time to pick them up; the
    recovery of the grab can allow the enemy to hit you with a rising attack. A
    good philosophy to follow is: if a Pounce can hit, so can this (within range
    of course).
    
    13. d,b,f+P Neck Hang-Double Slam (Ground, at head): if you knock the enemy
    down and their head is facing you, hit d,b,f+P to pick them up. More
    umiliating than the Swing, but you will rarely get the enemy's head facing
    you. One place where it is very easy to connect with is after d+K+G.
    
    14. P+G Coconut Crush (Side): A cool looking Throw stolen from Jeffry that
    does decent damage and sometimes allows a Low Pounce or Foot Stomp. A Side
    Throw is also one of Sanman's best options after Evading.
    
    THROWS OVERALL:
    ---------------
    
    When things get hairy, the simple P+G is easy and damaging. However when you
    want to do some real damage, the Twirl `n' Hurl seems the best, along with
    the Backbreaker. The Multi-Throws are powerful, but not practical unless
    there's an obvious opening.
    
    -----------------------------------------------------------------------------
    
    TACTICS:
    --------
    
     -> SUBMIT YOUR TACTICS HERE!! <-
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
    
    1. Launch Fling (d/f+P+G)
    
    Combos:
    -------
    
    1. d/f+P+G, b,f+P,P,P
    2. d/f+P+G, K, Pounce
    3. d/f+P+G, P+K+G,P+K+G
    4. d/f+P+G, d/f+P,P,K
    5. d/f+P+G, f+P,P,P,P,P
    
    #############################################################################
    
    KUMACHAN:
    *********
    
    He plays essentially the same as Sanman, so I won't bother with a section for
    him. AFAIK, the only really noticable difference is that Kumachan appears to
    have different multi-Throws, I think. See the instruction book for these. IMO
    he's not worth playing, as the sprites overlap far to often anyway and
    generally make the fight more confusing for both fighters.
    
    #############################################################################
    
    JANE:
    *****
    
    CHARACTER OVERVIEW:
    -------------------
    
    As far as sheer damage, Jane is probably the most powerful Viper. Her
    offensive moves are quite slow so she must be used carefully, and best on
    reaction to the enemy's attacks. Her defenses are also quite good, and she
    has a great selection of Throws. Again, if used carefully, she is quite
    powerful.
    
    Moves:
    ------
    
    -Punch:                     P                                     [H-R]
    -Low Punch:                 d+P                                   [L-R]
    -Kick:                      K                                     [H-R-KD]
    -Side Kick:                 d/f+K                                 [M-R]
    -Low Kick:                  d+K                                   [L-R]
    -Jumping Pounce:            u+P                                   [G]
    -Ground Kick:               d+K                                   [G]
    -Ground Punch:              d+P                                   [G]
    -Two-Handed Strike:         QCT+P                                 [M-UR-KD]
    -Uppercut:                  d/f+P                                 [M-R-F]                    
    -Lifting Uppercut:          D/F+P                                 [M-R-F]
    -Rising Kick:               D,n+K                                 [M-R]
    -Knee:                      f+K                                   [M-R-KD]
    -Launch Knee:               D,f+K                                 [M-R-F]
    -Power Smash:               f,f+P                                 [H-R-KD]
    -Tornado Strike:            HCT+P                                 [M-R-KD]
    -Low Tornado Strike:        f,d,d/f+P                             [L-R-KD]
    -Double Jab:                P,P                                   [HH-R]
    -Double Punch-Wall Scrape:  P,P,P (at wall)                       [HHT]
    -Double Punch-Clinch Knee:  P,P,f+K                               [HHT]
    -Double Jab-Stomach Punch:  P,P,P                                 [HHM-R]
    -Combo Guard Straight:      P,P,b+P                               [HHH-R]      
    -Jab-High Kick:             P,K                                   [HH-R]
    -Jab-Kick-Upper:            P,K,P                                 [HHM-R]
    -Double Jab-Rush Kick:      P,P,K                                 [HHH-R-KD]
    -Double Jab-Low Spin Kick:  P,P,d+K                               [HHL-R-KD]
    -Double Jab-Low Spin Upper: P,P,d+K,d/f+P                         [HHLM-R-KD]
    -Double Jab-Low Spin Strike:P,P,d+K,f+P                           [HHLM-R-KD]
    -Low Jab-Low Spin Kick:     D+P,K                                 [LLL-R-KD]
    -Body Blow:                 f+P                                   [M-R]
    -Body Blow-Smash:           f+P,P                                 [MM-R-KD]
    -Roundhouse Punch:          P+K                                   [M-R-KD]
    -Lunging Uppercut:          d/f+P+K                               [M-R-F]
    -Low Spin Kick:             d+K+G                                 [L-R-KD]
    -Low Spin Up:               d+K+G,K                               [LH-R-KD]
    -Double Low Spin Kick:      D+K+G,K                               [LL-R-KD]
    -Clinch Punch:              P+G                                   [HT]
    -Double Clinch Punch:       P+G,P                                 [HT]
    -Clinch Punch-Knee:         P+G,f+K                               [HT]
    -Wall Scrape:               P+G                                   [WT]
    -Wall Exchange:             P+G (back to wall)                    [WT]
    -Clinch Knee:               K+G                                   [HT]
    -Wall Knee:                 K+G                                   [WT]
    -Double Wall Knee:          K+G,K+G                               [WT]
    -Double Clinch Knee:        HCT+K+G                               [HT]
    -Triple Clinch Knee:        HCT+K+G,d,f+K                         [HT]
    -Backfall Suplex:           b+P+G                                 [HT]
    -Backbreaker:               f,d+P+G                               [HT]
    -Neck Breaker:              P+G                                   [BT]
    -Tiger Suplex:              P+K+G                                 [BT]
    -Head Drop:                 P+G                                   [ST]
    
    -----------------------------------------------------------------------------
    
    MOVES ANALYSIS:
    ---------------
    
    -Two-Handed Strike: a powerful attack that knocks the enemy flying. Use
    rarely however, as the start-up and especially recovery are not so hot.
    
    -Uppercut: fairly fast and of course it floats. Use mainly as a counter to
    missed or blocked attacks.
    
    -Lifting Uppercut: basically the same as the normal Uppercut, however it is
    done from a crouch and therefore is ideal to counter High attacks and can be
    combined with a Crouch Dash.
    
    -Launch Knee: basically the same properties as the Lifting Upper, however it
    has slower recovery so you should IMO stick to the Uppercut.
    
    -Power Smash: also to be used mainly as a counter to missed attacks, the
    recovery is not too hot. A Pounce is usually possible IIRC...
    
    -Low Tornado Smash: slow start-up, but will easily avoid High attacks.
    
    -Double Punch combos: just to note that the Double Punch of Jane's is much
    slower than other PPs, so it IMO should not be used normally in offensive
    rushes. HOWEVER, it is quite a useful offense if you know the enemy will
    block it, because you can then chain into the Clutch Knee or d+K to hit them
    with ease. If the manage to block the d+K, chain into an Uppercut :).
    
    -Low Jab-Low Spin Kick: the Low Jab is a decent attack for both offense and
    defense, and if it connects as a counter, go for the sweep.
    
    -Body Blow-Smash: not much experimenting here, but it seems that the Body
    Blow, like Wolf's, is a very useful offensive move; useful against crouching
    opponents.
    
    -Roundhouse Punch: a new move for Jane in FMM shared with Siba and Ura Bahn.
    It does a solid 55 pts. of damage or more on counter, and always knocks down
    for a Pounce. Not too fast in either respect, but IMO quite useful as a
    juggle :).
    
    -Lunging Uppercut: a useful counter to High attacks that will float. Only use
    in this case or when a BIG opening presents itself (eg. missed Kickflip),
    because the start-up and recovery is SLOW.
    
    -Low Spin Kick combos: IMO unless you're sure they'll connect, should not be
    used often. The problem is that, unlike a lot of other fighters, Jane cannot
    chain into a MID-level attack to catch the enemy if they block her sweep...
    
    -----------------------------------------------------------------------------
    
    About the Throws:
    
    1. P+G Clutch Punch combos: Jane has the advantage over most of the Vipers in
    locations without walls, because she does not do a Wall Throw for P+G. Both
    follow-ups allow a Ground Attack after usually.
    
    2. P+G Wall Scrape (Wall): hey, if you're close to the wall, go for it. IIRC
    it allows a Ground Kick. IMO you should be doing the Clutch Knees instead...
    
    3. P+G Wall Exchange (back to wall): reverses the ring and slams the enemy
    into the wall for at least a Ground Stomp.
    
    4. K+G Clinch Knee: by itself, useless. Against, a wall, double the fun :).
    
    5. HCT+K+G Clinch Knee combos: the full Triple Clinch Knee does great damage;
    unsure wether or not all three parts can be broken out of (additions?)
    
    6. b+P+G Backfall Suplex: good damage but never allows a Pounce. It will
    reverse the ring, however.
    
    7. f,d+P+G Backbreaker: Should be considered your best Throw, it does good
    damage, allows a Ground Attack after, and can be combined with a dash
    similiar to VF2 Pai's DDT (f,f,d+P+G).
    
    8. Back Throws: Tiger Suplex is more damaging, Neck Breaker's more
    satisfying :).
    
    9. P+G Head Drop (Side): stolen from Lau, and does decent damage. A Side
    Throw can be one of Jane's best options after Evading.
     
    THROWS OVERALL:
    ---------------
    
    For quick and easy damage the Clinch Punch is useful, however in the long run
    you'll be wanting to use the Backbreaker or Clinch Knee for maximum damage.
    
    -----------------------------------------------------------------------------
    
    TACTICS:
    --------
    
     -> SUBMIT YOUR TACTICS HERE!! <-
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
    
    1. Uppercut (d/f+P)
    2. Lifting Upper (D/F+P)
    3. Launch Knee (D,f+K)
    4. Lunging Uppercut (d/f+P+K)
    
    Combos:
    -------
    
    Note: any combo beginning with an Uppercut will work with the Lifting Upper
          as well.
    
    1.  d/f+P, f,f+P
    2.  d/f+P, d/f+P, Pounce
    3.  d/f+P, f+P,P
    4.  d/f+P, f+K, Pounce
    
    5.  D,f+K, m-D,f+K, Pounce
    6.  D,f+K, f+K, Pounce
    7.  D,f+K, f+P,P
    8.  D,f+K, P+K, Pounce
    
    9.  d/f+P+K, P+K, Pounce (OUCH!)
    10. d/f+P+K, d/f+P+K
    11. d/f+P+K, m-D,f+K, Pounce
    
    Note: additions, please! :)
    
    #############################################################################
    
    CANDY:
    ******
    
    CHARACTER OVERVIEW:
    -------------------
    
    This annoying little bitch can mix up the attack levels offensively, and
    really be a pain in the ass to turtlers. She also must rely on floats to do
    any real damage, but her floats are easily combined into her offense. She
    also has a great variety of defensive moves, and Throws to boot.
    
    Moves:
    ------
    
    -Punch:                     P                                     [H-R]
    -Low Punch:                 d+P                                   [L-R]
    -Kick:                      K                                     [H-R-KD]
    -Scorpion Kick:             d/f+K                                 [M-R-KD]
    -Low Kick:                  D+K or d/b+K                          [L-R]
    -Jumping Pounce:            u+P                                   [G]
    -Ground Kick:               d+K                                   [G]
    -Ground Punch:              d+P                                   [G]
    -Cat Upper:                 d/f+P                                 [M-R-F]
    -Vertical Kick:             K+G                                   [M-R-F]
    -Mule Kick:                 f,f+K+G                               [M-UR-KD]
    -Cat Slap:                  f,f+P                                 [H-R-KD]
    -Cat Scratch:               d/f,d/f+P                             [L-R-KD]
    -Rising Upper:              f,d,d/f+P                             [M-R-KD]
    -Double Punch:              P,P                                   [HH-R]
    -Double Punch-Wall Scratch: P,P,P (at wall)                       [HHT]
    -Cat Jabs:                  P,P,P                                 [HHH-R]
    -Combo Cat Kick:            P,P,P,K                               [HHHM-R-F]
    -Combo Low Kick:            P,P,P,d+K                             [HHHL-R-KD]
    -Punch-Kick:                P,K                                   [HH-R]
    -Low Jab-Low Kick:          D+P,K                                 [LL-R]
    -Swing Punch:               f+P                                   [M-R]
    -Double Swing Punch:        f+P,P                                 [MM-R]
    -Double Swing-Upper:        f+P,P,P                               [MMM-R-F]
    -Double Shin Kick:          D+K,K or d/b+K,K                      [LL-R]
    -Double Shin-High Kick:     D+K,K,n+K or d/b+K,K,K                [LLH-R-KD]
    -Triple Shin Kick:          D+K,K,K or d/b+K,K,d+K                [LLL-R-KD]
    -Double Shin-Scratch:       D+K,K,P or d/b+K,K,d+P                [LLL-R-KD]
    -Cat Tail:                  d+K                                   [M-R]
    -Cat Tail-High Kick:        d+K,K                                 [MH-R-KD]
    -Toe Kick:                  D,n+K                                 [M-R]      
    -Toe Kick-Scorpion:         D,n+K,K                               [MM-R-KD]
    -Toe Kick-Kickflip:         D,n+K,u/b+K                           [MM-R-KD]
    -Toe Kick-Heel Down:        D,n+K,K+G                             [M-R]
    -Candy Ass:                 P+K+G                                 [M-UR]
    -Double Candy Ass:          P+K+G,P+K+G                           [MM-UR-KD]
    -Quick Slap:                P+K                                   [M-R]
    -Quick Slap-Candy Ass:      P+K,P+K+G                             [MM-UR]
    -Slap-Candy Ass-Uppercut:   P+K,P+K+G,P                           [MMM-R-KD]
    -Slap-Candy Ass-Cat Kick:   P+K,P+K+G,K                           [MMM-R-KD]
    -Kickflip:                  u/b+K                                 [M-R-KD]
    -Wall Throw:                P+G                                   [HT]
    -Wall Press:                P+G                                   [WT]
    -Wall Exchange:             P+G (back to wall)                    [WT]
    -Face Sit:                  d/b,f+P+G                             [HT]
    -Cat Flip:                  d,b+P+G                               [HT]
    -Crotch Slide:              d+P+K+G                               [HT]
    -Air Grab:                  b+P+K+G                               [HT/jump]
    -Back Drop:                 P+G                                   [BT]
    -Knee Trap:                 P+K+G                                 [BT]
    -Back Punch:                P+G                                   [ST]
    
    -----------------------------------------------------------------------------
    
    MOVES ANALYSIS:
    ---------------
    
    -Cat Upper: good speed, decent recovery, and floats. Best used as a counter
    to missed or blocked attacks, or when you anticipate an enemy crouching.
    
    -Vertical Kick: an upward kick that floats for a big combo. Its recovery is
    not too hot, so only use it when the opportunity is obvious.
    
    -Mule Kick: a good attack that knocks down easily and will also avoid High
    attacks with proper timing.
    
    -Cat Slap: like Grace's f,f+P, this is damaging and humiliating, and can
    sometimes be followed with a Ground Attack. Very bad recovery if blocked, so
    only use it when the enemy leaves a big opening.
    
    -Cat Scratch: a fairly quick Low attack that will easily counter High moves.
    
    -Cat Jab combos (PPPx): like most PPPx combos, easily defended against in
    most circumstances; use mostly in combos.
    
    -Double Swing-Upper: good damage, fast, hits Mid-level and floats. Quite a
    good combination, the first hit or so can be used offensively; mix in with
    High Punches for for offensive rush.
    
    -Shin Kick combos: good if you find the enemy blocking High, as an alternate
    to throwing. If the 2nd Shin Kick connects, I'm pretty sure the 3rd hit
    (either one) will connect. Be careful that they cannot defend against this,
    though.
    
    -Toe Kick combos: the Toe Kick by itself is a great attack with decent
    recovery. This is best used to counter High attacks, and can be chained into
    the Kickflip for good damage. HOWEVER, it is often better to be chained into
    K+G, which is an AUTO-STAGGER!! See combos.
    
    -Candy Ass: an amusing attack that can be chained into a Double version.
    Useful in juggles or to hit crouching foes from mid-range.
    
    -Quick Slap combos: a new addition to Candy's repitiore in FMM, this is a
    fast Mid-level attack generally useful in hitting crouching opponents. If the
    2nd hit connects, I'm pretty sure either 3rd hit will as well. IMO I would
    rather use f+P,P,P for a float, though.
    
    -Kickflip: generic Kickflip, it has bad recovery but quick execution--often
    used in floats or staggers, and because of its fast execution, will beat
    most moves to the punch...
    
    -----------------------------------------------------------------------------
    
    About the Throws:
    
    1. P+G Wall Throw: a Throw that is NOT done close to the wall, it in fact
    throws the enemy against a far wall. Personally, I think it is only useful
    when you're sure you're close enough for them to smack into the wall and fall
    over, otherwise it becomes a simple guessing game of attacks when you run
    after to press the attack. I tend to stick with other Throws. Of course, this
    Throw is totally useless and does no damage on stages with no walls.
    
    2. P+G Wall Scratch (Wall): hey, if you're close to the wall, go for it.
    IIRC it allows a Ground Kick.
    
    3. P+G Wall Exchange (back to wall): reverses the ring and slams the enemy
    into the wall for at least a Ground Kick.
    
    4. d/b,f+P+G Face Sit: humiliating Throw that does decent damage; however the
    motions are a bitch, so use in moderation.
    
    5. d,b+P+G Cat Flip: good damage, and you can somewhat delay after the
    downward tap to avoid High attacks. Good after a Crouch Dash.
    
    6. d+P+K+G Crotch Slide: a popular move in this game, this is a great setup
    Throw, easily allowing a combo after. See combos.
    
    7. b+P+K+G Air Grab (both in air): both you and your opponent must be in the
    air; in FV, Candy could float the enemy then do this! Is it still possible?
    
    8. P+G Back Drop (Back): the Back Throw that's generic for most of the
    Vipers. Does decent damage. This is NOT comboable after a Crotch Slide!
    
    THROWS OVERALL:
    ---------------
    
    I'd have to say it's a mix up between the Cat Flip and Crotch Slide to do any
    damage. The other Throws are not particularily effective, or their motions
    are not worth trying.
    
    -----------------------------------------------------------------------------
    
    TACTICS:
    --------
    
     -> SUBMIT YOUR TACTICS HERE!! <-
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
    
    1. Uppercut (d/f+P)
    2. Vertical Kick (K+G)
    3. Double Swing-Upper (f+P,P,P)
    
    Combos:
    -------
    
    1.  d/f+P, f,f+P
    2.  d/f+P, d/f+P, Pounce
    3.  d/f+P, f+P,P,P
    4.  d/f+P, PPPd+K
    5.  d/f+P, P+K+G,P+K+G
    
    6.  K+G, PPPK
    7.  K+G, f+P,P,P, Pounce
    8.  K+G, d/f+P, Pounce
    
    9.  f+P,P,P, PPPd+K
    10. f+P,P,P, f,f+P, Pounce
    11. f+P,P,P, f+P,P,P, Pounce
    12. f+P,P,P f,d,d/f+P, Pounce
    
    -----------------------------------------------------------------------------
    
    STAGGER COMBOS:
    ---------------
    
    After D,n+K,K+G: f,f+K+G works well, as does f+P,P,P for a float (however you
    		 may be able to escape this?)
    
    -----------------------------------------------------------------------------
    
    SETUP THROWS:
    -------------
    
    After d+P+K+G: easily followed by f+P,P,P for a float; refrain from PPPx
    	       combos unless the enemy has no clue, because they can ducked
    	       easily. You can also use f,d,d/f+P :).
    
    #############################################################################
    
    PICKY:
    ******
    
    CHARACTER OVERVIEW:
    -------------------
    
    This bastard's almost as annoying as Lion. He has great floating ability, and
    can peck away at the enemy offensively with his Punch combos and Knees. His
    defense is a little weak, with no real "dodging" moves, so one must stay on
    the offensive, or Evade a lot, with Picky. He does IMO need more Throws.
    
    Moves:
    ------
    
    -Punch:                     P                                     [H-R]
    -Low Punch:                 d+P                                   [L-R]
    -Standing Knee:             K                                     [M-R]
    -Mid Spin Kick:             d/f+K                                 [M-R]
    -Low Kick:                  D+K                                   [L-R]
    -Jumping Pounce:            u+P                                   [G]
    -Ground Stomp:              d+K (up to 3)                         [G]
    -Ground Board:              d+P                                   [G]
    -High Spin Kick:            QCT+K                                 [H-R-KD]
    -Hopping Knee:              K+G                                   [M-R-KD]
    -Rising Knee:               D,f+K+G                               [M-R-F]
    -Board Bash:                b,f,f+P                               [M-UR-KD]
    -Overhead Board Bash:       u/b,d/f+P                             [M-UR-KD]
    -Rocket Missle:             d/b+K (at wall)                       [M-UR-KD]
    -Double Punch:              P,P                                   [HH-R]
    -Double Punch-Wall Press:   P,P,P (at wall)                       [HHT]
    -Double Punch-Board Bash:   P,P,P                                 [HHH-UR-KD]
    -Punch-Kick:                P,K                                   [HH-R]
    -Punch-Tail kick:           P,d+K                                 [HL-R]
    -Low Jab-Tail Kick:         D+P,K                                 [LL-R]
    -Double Punch-Kick:         P,P,K                                 [HHH-R-KD]
    -Double Punch-Toe Kick:     P,P,d+K                               [HHL-R]
    -Double Punch-Toe-High Spin:P,P,d+K,K                             [HHLH-R]
    -Double Punch-Uppercut:     P,P,f+P                               [HHM-R-F]
    -Double Punch-Upper-Spin:   P,P,f+P,K                             [HHMH-R-KD]
    -Double Punch-Upper-Midspin:P,P,f+P,f+K                           [HHMM-R-KD]
    -Double Punch-Knee:         P,P,f+K                               [HHM-R]
    -Double Punch-Knee-Kick:    P,P,f+K,K                             [HHMM-R]
    -Knee-High Spin:            K,K                                   [MH-R]
    -Uppercut:                  d/f+P                                 [M-R-F]
    -Uppercut-High Spin:        d/f+P,K                               [MH-R-KD]
    -Toe Kick:                  d+K                                   [M-R]                
    -Toe Kick-High Kick:        d+K,K                                 [MH-R-KD]
    -Toe Kick-Heel Drop:        d+K,K+G                               [MM-R-KD]
    -Wall Throw:                P+G                                   [HT]
    -Wall Press:                P+G                                   [WT]
    -Wall Exchange:             P+G (back to wall)                    [WT]
    -Overhead Cannon:           b,f+P+G                               [HT]
    -Crotch Slide:              d+P+K+G                               [HT]
    -Crotch Slide-Mule Kick:    d+P+K+G,b+K                           [HT]
    -Double Knee:               b,f+K                                 [WT]
    -Air Grab:                  b+P+K+G                               [HT/jump]
    -Frankensteiner:            d+P+K+G                               [HT/jump]
    -Back Drop:                 P+G                                   [BT]
    -Shellbreak Elbow:          P+G                                   [ST]
    
    -----------------------------------------------------------------------------
    
    MOVES ANALYSIS:
    ---------------
    
    -Rising Knee: a powerful floating tool with bad recovery. Use it mainly to
    counter High attacks and/or in a Crouch Dash.
    
    -Board Bash: big damage and sends the enemy flying, but has slow recovery.
    Use as a juggle or a counter to missed attacks from a distance.
    
    -Punch-Tail Kick: an important offensive move, if the Punch is blocked, the
    Tail Kick will connect.
    
    -Double Punch-Toe Kick: pretty much the same as above, to be used offensively
    if the enemy blocks your Double Punch.
    
    -Double Punch-Knee-Kick: if the enemy ducks the Double Punch, the Knee will
    often catch them and I'm pretty sure the Kick will then be guarenteeed. Good
    damage.
    
    -Uppercut: good floating tool, IMO you should never go into the Kick
    follow-up, when instead you can use a big juggle :). Best used to counter
    missed or blocked attacks, or on crouching enemies in your offensive rush.
    
    -Toe Kick combos: a good offensive manuever, the Toe Kick comes out fast and
    hits Mid.
    
    -----------------------------------------------------------------------------
    
    About the Throws:
    
    1. P+G Wall Throw: a Throw that is NOT done close to the wall, it in fact
    throws the enemy against a far wall. Personally, I think it is only useful
    when you're sure you're close enough for them to smack into the wall and fall
    over, otherwise it becomes a simple guessing game of attacks when you run
    after to press the attack. I tend to stick with other Throws. Of course, this
    Throw is totally useless and does no damage on stages with no walls.
    
    2. P+G Wall Press (Wall): hey, if you're close to the wall, go for it.
    IIRC it allows a Ground Kick.
    
    3. P+G Wall Exchange (back to wall): reverses the ring and slams the enemy
    into the wall for at least a Ground Kick.
    
    4. b,f+P+G Overhead Cannon: good damage, it will bring the enemy towards the
    wall (if there is one), and it is also easily done with a dash.
    
    5. d+P+K+G Crotch Slide: IMO you should always try for a better follow-up
    than the canned Mule Kick. See combos.
    
    6. b+P+K+G Air Grab (both in air): only works when both enemies are in the
    air. Like Candy, this could be done after a floating move in FV; still works
    here?
    
    7. d+P+K+G Frankensteiner (mid-air over enemy's head): totally pointless
    idea, anyone who jumps like that in this game is retarded.
    
    8. P+G Back Drop (Back): the Back Throw that's generic for most of the
    Vipers. Does decent damage. This is NOT comboable after a Crotch Slide...
    
    9. P+G Shellbreak Elbow (Side): stolen from Sarah, and does decent damage. A
    Ground Attack is sometimes possible.
    
    THROWS OVERALL:
    ---------------
    
    As you can see, the only two Throws worth mixing up are the Overhead Cannon
    and Crotch Slide...
    
    -----------------------------------------------------------------------------
    
    TACTICS:
    --------
    
     -> SUBMIT YOUR TACTICS HERE!! <-
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
    
    1. Uppercut (d/f+P)
    2. Rising Knee (D,f+K+G)
    3. Double Punch-Upper (P,P,f+P)
    
    Combos:
    -------
    
    1.  d/f+P, b,f,f+P
    2.  d/f+P, d/f+P,K
    3.  d/f+P, PPf+P, Pounce
    4.  d/f+P, PPf+K
    5.  d/f+P, PPP
    
    6.  D,f+K+G, PPP
    7.  D,f+K+G, PPf+P, Pounce
    8.  D,f+K+G, d/f+P,K
    
    9.  PPf+P, PPf+P, Pounce
    10. PPf+P, PPf+K, Pounce
    11. PPf+P, PPP, Ground Stomp
    12. PPf+P, KK
    13. PPf+P, d/f+P,K
    
    -----------------------------------------------------------------------------
    
    SETUP THROWS:
    -------------
    
    After d+P+K+G: I find KK a good follow-up as it hits crouching enemies. You
    	       can also try for an Uppercut float...
    
    #############################################################################
    
    MAHLER:
    *******
    								
    CHARACTER OVERVIEW:
    -------------------
    
    The ultimate scrub character, a player need only rap on the Punch button,
    occasionally hitting a Kick, to play well with Mahler. Characters with
    reversals are the only ones that would give Mahler a true fight, unless you
    are quite good at dealing with hi dial-a-combos. He also has a decent
    defense, but he really doesn't need it. Only two really good Throws...
    
    Moves:
    ------
    
    -Punch:                     P                                   [H-R]
    -Low Punch:                 d+P                                 [L-R]
    -Kick:                      K                                   [H-R]
    -Side Kick:                 d/f+K                               [M-R]
    -Low Kick:                  D+K                                 [L-R]
    -Jumping Pounce:            u+P                                 [G]
    -Ground Kick:               d+K (up to 3)                       [G]
    -Strong Uppercut:           d/f+P                               [M-R]
    -Strong Knee:               f+K                                 [M-R-KD]
    -Hurricane Punch:           HCT+P                               [M-R-KD]
    -Gust of Rage:              b,f,f+P                             [M-R-KD]
    -Double Punch:              P,P                                 [HM-R]
    -Blow Combo Upper:          P,P,P                               [HMM-R-F]
    -Blow Combo Straight:       P,P,f+P                             [HMM-R-KD]      
    -Punch-Kick:                P,K                                 [HH-R]
    -Punch-Kick-Upper:          P,K,P                               [HHM-R]
    -Low Jab-Low Kick:          D+P,K                               [LL-R]
    -Blow Combo-Low Spin:       P,P,d+K                             [HHL-R]
    -Extreme Death Prelude:     P,P,f+K                             [HMM-R]
    -Extreme Death Symphony:    P,P,f+K,P                           [HMMH-R]
    -Extreme Death Requiem:     P,P,f+K,P,f+P                       [HMMHM-R]
    -Extreme Death Finale:      P,P,f+K,P,f+P,HCT+P                 [HMMHMM-R-KD]
    -Blow Combo-Double Kick:    P,P,f+K,K                           [HMMH-R]
    -Stomach Blow:              f+P                                 [M-R]
    -Stomach Blow-Fist Strike:  f+P,P                               [MM-R]
    -Stomach Blow-Double Strike:f+P,P,P                             [MMM-R]
    -Stomach Blow Float:        f+P,P,P,P                           [MMMM-R-F]
    -High Kick-Side Kick:       K,K                                 [HM-R-KD]
    -High Kick-Fist Strike:     K,P                                 [HH-R]
    -Low Shot:                  d/b+K                               [L-R]
    -Low Shot-Accel:            d/b+K,K                             [LH-R]
    -Low Shot-Blow:             d/b+K,K,P                           [LHH-R]
    -Low Shot-Dark Prelude:     d/b+K,K,P,P,P                       [LHHM-R-F]
    -High Double Accel:         d/f+K,K                             [MH-R]
    -Mid Double Accel:          d/f+K,f+K                           [MM-R]
    -Low Double Accel:          d/f+K,d+K                           [ML-R]
    -Revolution:                d+K+G                               [L-R]
    -High Double Revolution:    d+K+G,K                             [LH-R]
    -Low Double Revolution:     d+K+G,d+K                           [LL-R]
    -Wall Throw:                P+G                                 [HT]
    -Wall Press:                P+G                                 [WT]
    -Wall Exchange:             P+G (back to wall)                  [WT]
    -Brain Buster:              d+P+G                               [HT]
    -Black Rainbow:             b,f,b+P+G                           [HT]
    -Neck Slam:                 HCT+P+G                             [HT]
    -Black Hole:                b+P+K+G                             [HT/jump]
    -German Suplex:             P+G                                 [BT]
    -Elbow Slam:                P+G                                 [ST]
    								
    -----------------------------------------------------------------------------
    
    MOVES ANALYSIS:
    ---------------
    
    -Hurricane Punch: slow recovery, but good damage. Use on counterattack.
    
    -Gust of Rage: same as above, pretty much. It can however be buffered out of
    a block.              
    
    -Double Punch combos: Both finishings are Mid, so if the enemy ducks, chain
    into them! If they block the Double Punch, hit d+K.
    
    -Extreme Death combos: Basically good in offense, only if the enemy ducks
    under the Double Punch. Antother dial-a-combo for Mahler.
    
    -Stomach Blow: a fast attack that can be chained into another. Useful
    offensively when the enemy ducks, because it will stagger...
    
    -Low Shot combos: another set of dial-a-combos for the FV boss. Use these if
    the enemy tends to block High often. If they block the d/b+K, you cannot
    chain into a Mid-level attack to hit them, so be cautious.
    
    -Accel combos: useful on crouching enemies; mix up the 2nd hits...
    
    -Revolution: also a move to be cautious with, it cannot be chained into a
    Mid-level attack, meaning you will probably get hit if this is blocked...
    
    -----------------------------------------------------------------------------
    
    About the Throws:
    
    1. P+G Wall Throw: a Throw that is NOT done close to the wall, it in fact
    throws the enemy against a far wall. Personally, I think it is only useful
    when you're sure you're close enough for them to smack into the wall and fall
    over, otherwise it becomes a simple guessing game of attacks when you run
    after to press the attack. I tend to stick with other Throws. Of course, this
    Throw is totally useless and does no damage on stages with no walls.
    
    2. P+G Wall Press (Wall): hey, if you're close to the wall, go for it.
    IIRC it allows a Ground Kick.
    
    3. P+G Wall Exchange (back to wall): reverses the ring and slams the enemy
    into the wall for at least a Ground Kick.
    
    4. d+P+G Brain Buster: the alternative to the Wall Throw, it does good damage
    but does not allow a Pounce.
    
    5. b,f,b+P+G Black Rainbow: good damage and easy to do out of a dash.
    
    6. HCT+P+G Neck Slam: a new Throw for Mahler in FMM, some speculate that it
    can be chained into a multi-Throw ala Sanman (additions?)
    
    7. P+G German Suplex (Back): damaging and can sometimes be followed with a
    Ground Attack.
    
    THROWS OVERALL:
    ---------------
    
    The Black Rainbow and Brain Buster are pretty much the only ones you really
    need. Mahler is not really a Throwing character.
    
    -----------------------------------------------------------------------------
    
    TACTICS:
    --------
    
     -> SUBMIT YOUR TACTICS HERE!! <-
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
    
    1. Stomach Blow Float (f+P,P,P,P)
    2. Blow Combo Upper (P,P,P)
    3. Low Shot-Dark Prelude (d/b+K,K,P,P,P)
    
    Combos:
    -------
    
    Note: I find Mahler's combos extremely boring a repetitive. All three of the
    float moves float about the same height and essentially work the same; follow
    with one of his Dial-a-Combos or Gust of Rage...
    (additions?)
    #############################################################################
    
    B.M.:
    *****
    
    Note: mostly he has the same moves as Mahler, except for u+G,d+K,K,K,P, which
    is an overhead Axe Kick (auto-stagger) followed by a Low sweep combo. Any
    more additions? I will add any in the next update.
    
    #############################################################################
    
    SECRET CHARACTER; SIBA:
    ***********************
    
    CHARACTER OVERVIEW:
    -------------------
    
    Siba is a botched character originally designed for VF1. For proof, look at
    some of the REALLY old VF1 machines; you'll see a picture of Siba alongside
    the other fighters near the top of the machine--however, the name below him
    says Akira!
    
    Anyways, Siba is definetely a power character. If you're looking for flashy
    moves, you won't find any. If you're looking for just plain brutal damage,
    Siba's your man. He has a decent offense mixing in single Punches with his
    Combo Punches, and Throwing in Elbows and the occasional Headbutt. Quite
    simple yet quite effective. He also has a decent defense with the Uppercuts,
    but altogether he's offensive and reactionary. He has little in the way of
    Throws (like Bahn), but the ones he has are good enough.
    
    Moves:
    ------
    
    -Punch:                             P                      [H-R]
    -Low Punch:                         d+P                    [L-R]
    -High Kick:                         K                      [H-R-KD]
    -Mid Kick:                          d/f+K                  [M-R-KD]
    -Low Kick:                          D+K                    [L-R]
    -Jumping Stomp:                     u+P                    [G]
    -Sword Stab:                        d+P                    [G]
    -Ground Kick:                       d+K                    [G]
    -Ankle Kick:                        d+K                    [L-R-KD]
    -Uppercut:                          d/f+P                  [M-R-F]
    -Lifting Uppercut:                  D/F+P                  [M-R-F]
    -Kick-Punch:                        K,P                    [HH-R-KD]
    -Kick-Upper-Crescent:               K,P,K+G                [HMH-R-KD]
    -Kick-Upper-Low Crescent:           K,P,d+K+G              [HML-R-KD]
    -Charging Sword:                    f,f+P                  [unblockable-R-KD]
    -Side Slash:                        b,f+P                  [unblockable-R-KD]
    -Sword Slash:                       b+P                    [unblockable-R-KD]
    -Overhead Slash:                    u+G,d+P                [unblockable-R-KD]
    -Jumping Slash:                     u+G,d+P+K              [unblockable-R-KD]
    -Roundhouse Punch:                  P+K                    [M-R-KD]
    -Headutt:                           P+K+G                  [M-UR-KD]
    -Elbow Strike:                      f+P                    [M-R-KD]
    -Jumping Spin Kick:                 u+K                    [M-R-KD]
    -Backflip:                          u/b                    [n/a]
    -Combo Punch:                       f,f+P+K                [H-R]
    -Combo Double Punch:                f,f+P+K,P              [HH-R]
    -Combo Punch Kick:                  f,f+P+K,K              [HH-R]
    -Combo Double Punch-Kick:           f,f+P,P,K              [HHH-R-KD]
    -Combo Triple Punch-Mid Kick:       f,f+P,P,P,K            [HHHM-R-KD]
    -Shoulder Throw:                    P+G                    [HT]
    -Crushing Headbutt:                 b,f+P+K+G              [HT]
    -Atomic Drop:                       P+G                    [BT]
    -Head Drop:                         P+G                    [ST]
     
    -----------------------------------------------------------------------------
    
    TACTICS/MOVES ANALYSIS:
    -----------------------
    
    -Mid Kick: a useful mid-range attack that executes and recovers quickly. It
    is ideal in an offensive rush, and ALWAYS knocks down.
    
    -Ankle Kick: very quick knockdown that is ideal when the enemy blocks High.
    Great in an offensive rush.
    
    -Uppercut: a very good floating tool that comes out and recovers fairly fast.
    Useful in an offensive rush when the enemy crouches, or as a counter to
    blocked or missed attacks.
    
    -Lifting Upper: does slightly more damage than the normal Uppercut, otherwise
    it works the same. Can be combined with a Crouch Dash and will avoid High
    attacks.
    
    -Kick combos: if you float the enemy High enough, these can be used as
    juggles; note that the Crescent will never connect as a combo (AFAIK); the
    full Kick-Upper-Low Crescent will connect normally however. Otherwise not too
    useful (except on the odd occasion that the Kick hits normally). Oh BTW, the
    Upper will only come out if the Kick hits...
    
    -Sword Attacks: all are unblockable, all are really slow. However they can
    all do SERIOUS damage, so often it is best to look for a place to fit them
    in. If the enemy is a persistant blocker, the b+P sometimes may catch them.
    u+G,d+P and u+G,d+P+K IIRC are good ways to counter Low attacks. As a whole
    the f,f+P is pretty useless as the slowest of all the the sword attacks, but
    it also has the most range.
    
    -Roundhouse Punch: It does a solid 55 pts. of damage or more on counter, and
    always knocks down for a Pounce. Not too fast in either respect, but quite
    useful as a juggle :).
    
    -Headbutt: smashes the enemy to the ground and allows a Ground Kick. Great
    execution, I suppose it's useful on crouching opponents up close...
    
    -Elbow Strike: a powerful and fast attack that, unlike other Elbows, always
    knocks down. Useful in your up-close offense. Follow with a Ground Kick.
    
    -Combo Punch combos: I'm pretty sure I'm the first person to actually find
    this move :). This was the only way for Akira to perform a PPPK combo in VF1
    (which incidentally, was the game Siba was supposed to be in originally; see
    character overview), and it carried over to Siba. Useful mainly in juggles or
    in offensive rushes.
    
    -----------------------------------------------------------------------------
    
    -Throw Setups/What Throws to use:
    
    Siba can utilize either the single blocked Punch or blocked Combo Punch to
    setup a Throw. Other than that, after ducking a High attack you have the
    option of the Shoulder Throw or the Lifting Upper if you wish. (additions?)
    
    About the Throws:
    
    1. P+G Shoulder Throw: altogether a good Throw. Decent damage and allows a
    Ground Kick too. It can easily be escaped however, so it must be mixed up
    with the Crushing Headbutt to prevent it. It will take priority over complex
    Throws, remember.
    
    2. b,f+P+K+G Crushing Headbutt: does great damage by itself, but stuns the
    enemy rather than knocks down. No follow-up AFAIK is guarenteed, so it
    becomes a guessing game after it. See combos for more info.
    
    3. P+G Atomic Drop (Back): the infamous Vipers Back Throw that does good
    damage and allows a Double Ground Punch.
    
    8. P+G Head Drop (Side): stolen from Lau, go for it if you Evade and are
    left close enough.
    
    THROWS OVERALL:
    ---------------
    
    What can I say here? The Shoulder Throw is really all you need until they
    start breaking out of it, in which case mix in the Crushing Headbutt...
    
    -----------------------------------------------------------------------------
    
    -Offense:
    
    Siba's offense is based on the single Punch and the Combo Punch. At basic
    levels, if the Punch rush is blocked, G-cancel and go into either a Throw or
    d+K for a knockdown. If the Punches are crouched, often the enemy won't be
    expecting the PPPK Mid-level from Siba :). You can also G-cancel and throw
    out an Elbow Strike or Headbutt, among other things. Mix in the Uppercut
    every now in then in hopes of a float as well.
    
    Siba's Mid Kick is also a useful offensive technique because it is fast and
    hits Mid. Likewise with his Elbow, except it has shorter range. If either are
    blocked, try for a Throw. It may also be possible, if you do it moderately,
    to do a b+P Cross Slash (unblockable) when the enemy blocks your Mid Kick.
    
    -----------------------------------------------------------------------------
    
    -Crouch Dashing:
    
    A P+G Throw will do, but more importantly you can perform a m-Lifting Upper
    to float the enemy under High attacks.
    
    -----------------------------------------------------------------------------
    
    -Defense:
    
    In defense, the m-Lifting Uppercut seems to be the best because of its speed
    and recovery. If on the off-chance you connect with a Low Punch as a counter,
    you can buffer into a Lifting Upper for a float.
    
    If you block an attack, the Combo Double Punch-Kick is an excellent counter,
    as is a simple Uppercut. If you block a Low attack, try for a Lifting Upper.
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
    
    1. Uppercut (d/f+P)
    2. Lifting Uppercut (D/F+P)
    
    Combos:
    -------
    
    Note: in most cases, all combos done with the Uppercut can also be done with
    a Lifting Uppercut.
    
    1. d/f+P, d/f+P, Pounce
    2. d/f+P, f,f+P (probably only on MC)
    3. d/f+P, f,f+P+K,P,P,K
    4. d/f+P, f+P, Pounce
    5. d/f+P, K,P,d+K+G (possibly only on MC?)
    6. d/f+P, P+K+G, Pounce
    7. d/f+P, P+K, Pounce
    
    -----------------------------------------------------------------------------
    
    SETUP THROWS:
    -------------
    
    After b,f+P+K+G: again, it becomes a guessing game at this point; if you
    		 notice the enemy likes to block after this, just dash up and
    		 Throw again! If he struggles like crazy, a simple Uppercut 
    		 float works well, or the Mid Kick. See Bahn for more info.
    
    #############################################################################
    
    SECRET CHARACTER; RENT-A-HERO:
    ******************************
    
    CHARACTER OVERVIEW:
    -------------------
    
    A FV-like fighter that has some merit. As long as he has his armor on, he can
    do some mean damage and floats fairly easily. Plays similiar to Tokio as far
    as offense. He also has the majority of Tokio's offense and Throws. A decent
    character.
    
    
    Moves:
    ------
    
    -Punch:                             P                      [H-R]
    -Low Punch:                         d+P                    [L-R]
    -High Kick:                         K                      [H-R-KD]
    -Side Kick:                         d/f+K                  [M-R-St]
    -Low Kick:                          D+K                    [L-R]
    -Jumping Stomp:                     u+P                    [G]
    -Ground Kick:                       d+K                    [G]
    -Punch-Kick:                        P,K                    [HH-R]
    -Double Punch:                      P,P                    [HH-R]
    -Double Punch-Kick:                 P,P,K                  [HHH-R-KD]
    -Double Punch-Upper:                P,P,P                  [HHH-R-F]
    -Elbow:                             f+P                    [M-R-StC]
    -Elbow-Backhand:                    f+P                    [MM-R]
    -Open Arm Blow:                     f+P,P,P                [MMM-R]
    -Lightning Arrow:                   f+P,P,d,f+P            [MMM-R-KD]
    -Uppercut:                          d/f+P                  [M-R-F]
    -Lifting Uppercut:                  D/F+P                  [M-R-F]
    -Ground Spark:                      QCT+P                  [H/G-UR-KD]
    -Knee:                              f+K                    [M-R-KD]
    -Overhead Axe Kick:                 u+G,d+K                [M-R]
    -Backflip:                          u/b                    [n/a]
    -Kickflip:                          u/b+K                  [M-R-KD]
    -Crescent Kick:                     K+G                    [H-R-F]
    -Low Spin Kick:                     d+K+G                  [L-R-KD]
    -Bellyflop:                         f,d+P+K+G              [n/a]
    -Bellyflop-Lunging Fist:            f,d+P+K+G,P            [H-R]
    -Running Jump Kick:                 run+K                  [M-R-KD]
    -Wall Throw:                        P+G                    [HT]
    -Wall Press:                        P+G                    [WT]
    -Wall Exchange:                     P+G (back to wall)     [WT]
    -Arm Clutch:                        b+P+G                  [HT]
    -Reaping Throw:                     b,f+P+G                [HT]
    -Neck Throw:                        f,b+P+G                [HT]
    -Stomach Throw:                     f,b+P+K+G              [HT]
    -Back Drop:                         P+G                    [BT]
    -Neck Slashing:                     P+G                    [ST]
    
    NOTE: Rent-a-Hero's armor is actually on a time limit. At the top of your
    health meter there is a certain number of objects that disappear one by one
    every so often. Once they are gone, Rent-a-Hero's armor is completely lost,
    and to top that off, he becomes almost a "normal guy", with only the
    following moves:
    
    -P
    -K
    -d+K
    -d+P
    -K+G
    -u/b
    -u/b+K
    
    He also takes considerably more damage from hits. Point in case: if you use
    him, play him FAST and get the fight over with!
    ALSO NOTE: Hero can also lose his armor by having it knocked off by attacks;
    however, he will still have on his shin guards, and will retain all of his
    moves...
    
    -----------------------------------------------------------------------------
    
    TACTICS/MOVES ANALYSIS:
    -----------------------
    
    -Side Kick: IMO the most useful Side Kick in the game :). It will stagger
    automatically, and also has the same great speed, range and recovery of
    normal Side Kicks. I'm pretty sure a second Side Kick (D/F+K,K) is canned
    after this, but IMO you should try for more damaging follow-ups.
    
    -Double Punch-Upper: unlike Jeffry's or Wolf's the Uppercut will float and
    comes out FAST. Unfortunately, all three hits are also High :(. So mainly,
    the Uppercut will only connect during an interrupt or as a counter to blocked
    attacks. The Double Punch by itself does fairly well offensively.
    
    -Elbow Combos: also quite useful offensively, the Elbow will stagger
    crouching opponents and the follow-up combos are guarenteed. Only go into the
    full three hits (either combo) if you're sure it'll connect--the recovery is
    not that good.
    
    -Uppercut: recovery's not all that good, but it is a VERY easy, simply
    floating attack that sets up for your juggles. It will BRIEFLY duck under
    High attacks, but don't rely on it for this alone. Good as a simple counter
    to missed attacks, its range is pretty good. Also a good move to whip out if
    they duck your High Punch.
    
    -Lifting Upper: does slightly more damage than the normal Uppercut, otherwise
    it works the same. Can be combined with a Crouch Dash and will avoid High
    attacks.
    
    -Ground Spark: one of the few projectiles in the game, the Ground Spark
    technically hits High, as the enemy need only stand and block to defend
    against it. It will also hit fallen opponents. Best used at a distance or
    when you've knocked the enemy down a slight distance away.
    
    -Kickflip: generic Kickflip, it has bad recovery but quick execution--often
    used in floats or staggers, and because of its fast execution, will beat
    most moves to the punch...
    
    -Crescent Kick: heh heh. Like Lau's, this Crescent will float the enemy for
    a juggle. It has fast execution and decent recovery, however it can be ducked
    so use only in opertune moments.
    
    -Low Spin Kick: fairly fast but cannot be chained into anything; meaning if
    blocked, you're dead :).
    
    -Bellyflop: a little-known move that has it uses; it has slow recovery and
    can therefore be countered easily, however it is quite useful if you
    anticipate a High attack (maybe even some Mid attacks?), as it will duck
    under and you can then hit Punch for a quick counter.
    
    -----------------------------------------------------------------------------
    
    -Throw Setups/What Throws to use:
    
    The basics, like after they block 2 hits of an Elbow combo, or after a single
    or Double Punch is blocked. You can also follow an Elbow or Side Kick stagger
    with a Throw with proper timing...
    
    About the Throws:
    
    1. P+G Wall Throw: a Throw that is NOT done close to the wall, it in fact
    throws the enemy against a far wall. Personally, I think it is only useful
    when you're sure you're close enough for them to smack into the wall and fall
    over, otherwise it becomes a simple guessing game of attacks when you run
    after to press the attack. I tend to stick with other Throws. Of course, this
    Throw is totally useless and does no damage on stages with no walls.
    
    2. P+G Wall Press: good damage and allows a Ground Kick.
    
    3. P+G Wall Exchange (back to wall): reverses the ring and slams the enemy
    into the wall for at least a Ground Kick.
    
    4. b+P+G Arm Clutch: decent damage and allows a Ground Kick. Mix it in.
    
    5. b,f+P+G Reaping Throw: around the same damage and allows a Ground Kick.
    
    5. f,b+P+G Neck Throw: also similiar to the Arm Clutch as it leaves them
    close for a Ground Kick.
    
    6. f,b+P+K+G Stomach Throw: good damage and throws the enemy a good distance
    while reversing the ring. Probably his best Throw, you can even Pounce if the
    enemy isn't too fast.
    
    7. P+G Back Drop (Back): the Back Throw that's generic for most of the
    Vipers. Does decent damage.
    
    9. P+G Neck Slashing (Side): stolen from Jacky, looks brutal and sometimes
    allows a Ground Kick.
    
    THROWS OVERALL:
    ---------------
    
    Essentially the same as Tokio; the Arm Clutch or Neck Throw to do damage,
    the Stomach Throw to put some distance between you and your foe.
    
    -----------------------------------------------------------------------------
    
    -Offense:
    
    At basic level, a mixture of the PP and Elbow combinations when they crouch.
    The Side Kick should be thrown in at crouchers from mid-range, and the Upper
    is a good alternative to an Elbow stagger on crouching enemies. If the enemy
    blocks the PP, G-cancel and try for a Throw, or d+K+G if they're a little
    slower.
    
    -----------------------------------------------------------------------------
    
    -Crouch Dashing: A Lifting Upper or Throw will work well to counter High
    attacks.
    
    -----------------------------------------------------------------------------
    
    -Defense:
    
    The Bellyflop is a great way to avoid High attacks, or d+K+G. If you block an
    attack, try to counter with PPK, or possibly an Uppercut if the recovery is a
    little slower. If the recovery of the blocked move is REALLY bad and
    definetely will leave the enemy in a standing position a K+G will counter
    fairly well for a monster float.
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
    
    1. Uppercut (d/f+P)
    2. Lifting Uppercut (D/F+P)
    3. Double Punch-Upper (PPP)
    4. Crescent Kick (K+G at max range)
    
    Combos:
    -------
    
    Note: any combo done with the Uppercut can generally be done with the Lifting
    Upper as well.
    
    1.  d/f+P, f+P,P,P, Pounce
    2.  d/f+P, d/f+P, Pounce
    3.  d/f+P, PPK, Ground Spark
    4.  d/f+P, u/b+K
    
    5.  PPP, PPP, Pounce
    6.  PPP, PPK, Ground Spark
    7.  PPP, f+P,P,P, Pounce
    8.  PPP, f+K, Ground Kick
    
    8.  K+G, PPP, Pounce
    9.  K+G, PPK, Pounce
    10. K+G, P,G,d+K+G
    
    -----------------------------------------------------------------------------
    
    STAGGER COMBOS:
    ---------------
    
    After d/f+K: the Side Kick will automatically stagger and a supposedly canned
    	     second Side Kick will connect. You can also try for an Elbow
    	     combo, Uppercut float, or Throw as they recover.
    
    After f+P: the canned P,P will then knock down with ease. You can also Throw
    	   as they recover, or G-cancel then try an Uppercut float.
    
    #############################################################################
    
    SECRET CHARACTER; KIDS AKIRA:
    *****************************
    
    Unlike what that stupid "FAQ" said, Kids Akira is identical in play and moves
    to regular Akira. It may be possible that, because of his size, some combos
    may not work on him, but other than that, they are identical.
    
    #############################################################################
    
    SECRET CHARACTER; KIDS SARAH:
    *****************************
    
    Kids Sarah is identical in play and moves to regular Sarah. It may be
    possible that, because of her size, some combos may not work on her, but
    other than that, they are identical.
    
    #############################################################################
    
    SECRET CHARACTERS; DEKU, BARK and BEAN:
    ***************************************
    
    Deku sucks really bad, and the other two aren't that great either. See
    www.gamefaqs.com and the FMM "Undocumented Moves FAQ" for their moves list.
    IMO stay away from these ones.
    
    #############################################################################
    
    SECRET CHARACTER; URA BAHN:
    ***************************
    
    CHARACTER OVERVIEW:
    -------------------
    
    Pretty much the same as regular Bahn, with a few treats thrown in and a
    cooler b+P+G :).
    
    Moves:
    ------
    
    -Punch:                             P                          [H-R]
    -Low Punch:                         d+P                        [L-R]
    -Kick:                              K                          [H-R-KD]
    -Straight Kick:                     d/f+K                      [M-R-KD]
    -Low Kick:                          D+K                        [L-R]
    -Flying Stomp:                      u+P                        [G]
    -Ground Kick:                       d+K                        [G] 
    -Ground Punch:                      d+P                        [G]
    -Double Ground Punch:               d+P,P                      [G]
    -Uppercut:                          d/f+P                      [M-R-F]
    -Roundhouse Punch:                  P+K                        [M-R-KD]
    -Iron Elbow:                        f+P                        [M-R-KD]
    -High Side Kick:                    f,f+K                      [H-R-KD]
    -Super Straight:                    F+P                        [H-R-KD]
    -Dodge Elbow:                       b,f+P                      [M-R-KD]
    -Dashing Body Check:                b,f,f+P+K                  [M-UR-KD]
    -Headbutt:                          P+K+G                      [H-UR-KD]
    -Hand Sweep:                        d/b,D/F+P                  [L-R-KD]
    -Dashing Elbow:                     f,f+P                      [M-R]
    -Combo Dashing Elbow:               f,f+P,P                    [MM-R-KD]
    -Combo Elbow Bodycheck:             f,f+P,b,f+P+K              [MM-UR-KD]
    -Combo Elbow-Strike-Double Kick:    f,f+P,d/f,d/f+P,K,K        [MMMH-R-KD]
    -Dragon Punch:                      f,d,d/f+P                  [M-R-KD]
    -Double Dragon Punch:               f,d,d/f+P,f,d,d,d/f+P      [MM-R-KD]
    -Stun Palm:                         d+P+K+G                    [M-R]  
    -Wall Throw:                        P+G                        [HT]
    -Wall Press:                        P+G                        [WT]
    -Wall Exchange:                     P+G (back to wall)         [WT]
    -Neck Throw:                        b+P+G                      [HT]
    -Crushing Headbutt:                 b,f+P+K+G                  [HT]
    -Pull-in Headbutt:                  d/b,f+P+G                  [HT]
    -Atomic Drop:                       P+G                        [BT]
    -Elbow Rush:                        P+G                        [ST]
    
    NOTE: PLEASE!!! ANYONE WHO KNOWS HOW TO FOLLOW THE STUN PALM PLEASE TELL ME!
    AFAIK THE SPoD MOTIONS FOR AKIRA DO NOT WORK WITH URA BAHN!
    
    -----------------------------------------------------------------------------
    
    MOVES ANALYSIS:
    ---------------
    
    -Straight Kick: a useful attack with good range and speed, and always knocks
    down for a Ground attack. Its recovery is not too good, so only use it when
    you're sure (eg. against crouchers from mid-range).
    
    -Uppercut: a VERY useful technique, it has decent range and ALWAYS floats for
    a juggle. The recovery is not too hot, so it's best used as a counter to
    missed or blocked attacks, or when you KNOW the enemy will be ducking when it
    hits.
    
    -Iron Elbow: when it knocks down it can be followed with a Ground Kick. This
    is an all-around useful attack up close, with great execution and decent
    recovery, always knocking down.
    
    -Roundhouse Punch: shared with Siba and Jane, it does a solid 55 pts. of
    damage or more on counter, and always knocks down for a Pounce. Not too fast
    in either respect, but IMO quite useful as a juggle :).
    
    -Super Straight: VERY damaging, but its recovery is horrible. Use only in
    sure-fire situation--great range, so it's useful as a counter to missed
    attacks.
    
    -Dodging Elbow: Ura Bahn's best defensive move, it will avoid any attack as
    long as it doesn't have huge range (eg. Kage's f,f+P+K+G). Its recovery isn't
    too hot, so use only in this case.
    
    -Dashing Body Check (DBC): same as Akira's. It has the same damage potential
    and slow recovery, and if it hits a crouching defender, it will force them to a
    standing position, open for a Throw! Often this is one of your best attacks if
    the enemy ducks your Punch.
    
    -Headbutt: smashes the enemy to the ground and allows a Ground Kick. Great
    execution, I suppose it's useful on crouching opponents up close...
    
    -Dashing Elbow combos: excellent attack, the Dashing Elbow is not quite as
    effective as Akira's, but has more damage potential, because it can be
    chained easily into a full DBC, or a possible further combo with the new
    d/f,d/f+P,K,K--a Yoho Uppercut into a Double Jump Kick! (NOT: Ura Bahn does
    not have these moves normally, only in this combo). Useful when the enemy
    crouches or as a long-range counter to missed or slow-starting attacks.
    
    -Double Dragon Punch: much more damage than Kage's DP, Ura Bahn's is a little
    bit slower, but the Double DP will always connect; a useful juggle.
    
    -----------------------------------------------------------------------------
    
    About the Throws:
    
    1. P+G Wall Throw: a Throw that is NOT done close to the wall, it in fact
    throws the enemy against a far wall. Personally, I think it is only useful
    when you're sure you're close enough for them to smack into the wall and fall
    over, otherwise it becomes a simple guessing game of attacks when you run
    after to press the attack. I tend to stick with other Throws. Of course, this
    Throw is totally useless and does no damage on stages with no walls.
    
    2. P+G Wall Press (Wall): hey, if you're close to the wall, go for it. IIRC
    it allows a Ground Kick.
    
    3. P+G Wall Exchange (back to wall): reverses the ring and slams the enemy
    into the wall for at least a Ground Kick.
    
    4. b+P+G Neck Throw: Looks better than Bahn's b+P+G, and always reverses the
    ring. Decent damage and allows at least a Double Ground Punch for good
    damage.
    
    5. b,f+P+K+G Crushing Headbutt: does great damage by itself, but stuns the
    enemy rather than knocks down. No follow-up AFAIK is guarenteed, so it
    becomes a guessing game after it. See combos for more info.
    
    6. d/b,f+P+G Pull-in Headbutt: still pretty hard to get off, and often allows
    a Pounce. Still, I tend to use this rarely.
    
    7. P+G Atomic Drop (Back): the infamous Vipers Back Throw that does good
    damage and allows a Double Ground Punch. In addition, it can be comboed after
    the P+G Wall Throw (see combos).
    
    8. P+G Elbow Rush (Side): stolen from Akira, go for it if you Evade and are
    left close enough.
    
    THROWS OVERALL:
    ---------------
    
    The Neck Throw is instant damage and allows a Ground attack. Once the enemy
    gets wise to this, mix in the Crushing Headbutt to screw with them. And also,
    don't forget the very powerful P+G, Back Throw (see combos) :)
    
    -----------------------------------------------------------------------------
    
    TACTICS:
    --------
    
    -> SUBMIT YOUR TACTICS HERE!! <-
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
    
    1. Uppercut (d/f+P)
    
    Combos:
    -------
    
    1. d/f+P, d/f+P, Pounce
    2. d/f+P, DBC, Pounce
    3. d/f+P, f,f+P,b,f+P+K, Pounce
    4. d/f+P, F+P, Pounce
    5. d/f+P, Double DP
    6. d/f+P, P+K+G, Pounce
    7. d/f+P, P, f,f+P,P, Pounce
    8. d/f+P, f,f+P,d/f,d/f+P, Pounce
    
    -----------------------------------------------------------------------------
    
    SETUP THROWS:
    -------------
    
    After P+G: it is possible to buffer a dash after Bahn pushes the enemy in the
    	   opposite direction with P+G, and briefly delay P+G for the
    	   Backbreaker! See an FV FAQ for more info on the timing.
    
    After b,f+P+K+G: again, it becomes a guessing game at this point; if you
    		 notice the enemy likes to block after this, just dash up and
    		 Throw again! If he struggles like crazy, a f,f+P combo works
    		 well, or the Double DP. If they crouch, go for the DBC. If
    		 they Evade, just hit Guard, because Bahn has no tracking
    		 ability (AFAIK.)
    
    #############################################################################
    
    SECRET CHARACTER; JANET:
    ************************
    
    CHARACTER OVERVIEW:
    -------------------
    
    I was happy to see this character, because Aoi is one of my favs from VF3.
    With the exception of Aoi's awesome Inashis and Ground Throws, Janet plays
    essentially the same. She has an awesome offense with the Sidewinder, Punch
    rush and Elbow, and also has a great defense with lots of good counter-
    attacks and, of course, reversals. She doesn't have such an awesome selection
    of Throws compared to Aoi, but she still has a food bit of variety.
    
    Moves:
    ------
    
    -Punch:                           P                    [H-R]
    -Low Punch:                       d+P                  [L-R]
    -Snap Kick:                       K                    [H-R]
    -Front Kick:                      d/f+K                [M-R-FMC]
    -Low Kick:                        D+K                  [L-R]
    -Turn-Toward Double Punch:        P (opponent behind)  [HH-R]
    -Turn-Toward Double Low Punch:    d+P (opponent behind)[LL-R]
    -Turning Sweep:                   d+K (opponent behind)[L-R-KD]
    -Turn-Torward High Kick:          K (opponent behind)  [H-R-KD]
    -Ground Chop:                     d/f+P                [G]
    -Jumping Chop:                    u+P                  [G]
    -Rocket Stomp:                    U+P                  [G]
    -Ankle Kick:                      d/b+K                [L-R]
    -Double Stop:                     d,d+P                [L-UR]
    -Sweep:                           d+K+G                [L-R-KD]
    -Sweeping Uppercut:               d/f+P                [M-R-F]
    -Rising Elbow:                    D,d/f+P              [M-R-FMC]
    -Elbow:                           f+P                  [M-R-StC]
    -Elbow-Spinning Strike:           f+P,P                [MM-R]
    -Spinning Elbow:                  f,f+P                [M-R-KD]
    -Phoenix Chop:                    d/f+P+K              [M-R]
    -Knee:                            f+K                  [M-R-F]
    -Knee-Snap Kick:                  f+K,K                [MM-R-KD]
    -Punch-Kick:                      P,K                  [HH-R]
    -Double Punch:                    P,P                  [HH-R]
    -Double Punch-Elbow:              P,P,f+P              [HHM-R]
    -Double Punch-Elbow-Spinning Chop:P,P,f+P,P            [HHMM-R-KD]
    -Double Punch-Kick:               P,P,K                [HHH-R-KD]
    -Triple Punch:                    P,P,P                [HHH-R]
    -Triple Punch-Sweep:              P,P,P,d+K            [HHHL-R-KD]
    -Triple Punch-Knee:               P,P,P,K              [HHHM-R-KD]
    -Slap:                            P+K                  [H-R]
    -Double Slap:                     P+K,P                [HH-R]
    -Triple Slap:                     P+K,P,P              [HHH-R]
    -Sidewinder:                      f+P+K                [M-R]
    -Sidewinder-Elbow:                f+P+K,P              [MM-R-KD]
    -Helix:                           f,f+P+K              [H-R-F]
    -Retreating Palm:                 b,b+P+K              [H-R-KD]
    -Axe Kick:                        K,K                  [HM-R]
    -Turn-Away Chop:                  b,b+P                [H-R]
    -Gun Shot:                        b,f+P+K (max 3 shots)[H/unblockable-UR-KD]
    -Slap Away:                       P+G                  [HT]
    -Spine Stomp Takedown:            P+G                  [BT]
    -Rotary Throw:                    P+G                  [ST]
    -Snake Twist:                     d/f+P+G              [HT]
    -Overhead Arm Toss:               D,f+P+G              [HT]
    -Stomach Throw:                   b+P+G                [HT]
    -Reverse Rake:                    HCB+P+G              [HT]
    -Half Snake Twist-Stomp:          d+P+K+G              [LT]
    -Body Punch Reversal:             b+P+K
    -High Kick Reversal:              b+P+K
    -Elbow Reversal:                  d/b+P+K
    -Mid-Kick Reversal:               d/b+P+K
    -Knee Reversal:                   d/b+P+K
    -Somersault Reversal:             u/b+P+K
    -Low Punch Reversal:              d+P+K
    -Low Kick Reversal:               d+P+K
    
    -----------------------------------------------------------------------------
    
    TACTICS/MOVES ANALYSIS:
    -----------------------
    
    -Front Kick: good speed coming out, great range and will float on MC. Its
    recovery is not as good as other d/f+K attacks, so for the most part only use
    it on MC when you're positive it will hit.
    
    -Ankle Kick: IIRC it knocks down on MC. It comes out fairly fairly fast and
    is an option if the enemy blocks High. It can also interrupt many slower Low          
    attacks (eg. Sarah's Lunging Sweep) if anticipated.
    
    -Double Stop: very limited range, but not useless. It is uncounterable and
    comes out very quick. If it hits as a MC to a standing attack, go for a throw
    or Helix float. The Double Stop will also stagger a crouching enemy, where it
    is best to continue an offense with f+P+K,P or f+P. You can also Crouch Dash
    in for D,f+P+G. This can be used both offensively and defensively; see
    offense and defense for more info :).
    
    -Sweep: not as powerful as Aoi's, because it cannot be G-cancelled. Without
    that, it is only useful as a normal Sweep--it does seem to come out faster
    than most, however. If blocked, you can be Low Thrown or otherwise, so only
    use in sure-fire situations. BTW, it has pretty good recovery compared to
    other sweep moves--try for a High Pounce when this knocks down!
    
    -Sweeping Uppercut: altogether more effective than Aoi's in VF3, this will
    ALWAYS float for a good combo and recovers FAIRLY well. Use best in your
    offensive rush when the enemy crouches, or as a counter to missed or blocked
    attacks.
    
    -Rising Elbow: will float on MC and can be combined with a Crouch Dash. IMO
    you should only use this from a Crouch Dash and/or under High attacks when
    you have conditioned the enemy into escaping your Overhead Arm Toss.
    
    -Elbow-Spinning Strike: the Elbow will stagger crouchers, upon which time the
    Spinning Strike is guarenteed. As well, the Spinning Strike can be delayed,
    so if the Elbow is blocked or missed, try to interrupt the enemy's counter
    with it. The disadvantage to this combination is that it doesn't knock down.
    
    -Spinning Elbow: overall not too effective. It comes out relatively fast and
    has great range, however if blocked I'm pretty sure it can be countered with
    a Throw, and it also doesn't have the float ability of the Helix.
    
    -Phoenix Chop: best used at mid-range, it can be Janet's most effective
    move. Up close if blocked it can be countered with a Throw, but otherwise it
    is difficult to do so. If it is blocked, try to follow-up with a quick attack
    (eg. f+P+K or d/b+K). The real good thing about it is that, if it hits, it
    will force the enemy into a crouching stagger ala Jeffry's d+P+K and Wolf's
    and f+P+K. If it interrupts, a Crouch Dash+Low Throw is guarenteed. If the
    Phoenix Chop connects normally, you can still use the Crouch Dash+Low Throw,
    however this is avoidable. See offense for more info.
    
    -Knee, Knee Snap Kick: probably the best SINGLE canned move for doing damage,
    f+K,K is always a knockdown and allows always a Ground Chop, and often a High
    Pounce. It also comes out pretty fast and hits Mid-level. This is ideal after
    blocking a slow-recovering attack, or after her HCB+P+G setup Throw. You can
    also use just the Knee and go for a float combo in most cases as well.
    
    -Double Punch-Elbow-Spinning Chop: the Elbow or the Spinning Chop can be
    delayed, best if blocked to hope for a MC. Useful against crouching enemies.
    
    -Triple Punch combos: fairly useful, the Knee finish will hit crouching   
    enemies with ease, forcing them to a standing position for a free Throw!
    Likewise the Sweep finish will hit standing defenders. Unfortunately, you can
    no longer G-cancel the Sweep, but you can somewhat delay the K or d+K.
    
    -Sidewinder-Elbow: probably Aoi's best move, the second hit can be delayed,
    and the first will also stagger crouching enemies (only if the block Low, I
    believe). If blocked, the Sidewinder is uncounterable and from there you can
    try for a Throw or Low attack, or a delayed canned Elbow. If the second hit
    knocks down, go for a High Pounce. Try not to use the second hit unless the
    enemy is staggered (or in a float), because it is not guarenteed and can be
    countered. See offense for more info.
    
    -Helix: a great all-around move, it comes out and recovers quite fast, and
    will also float. The disadvantage is that it hits High :(, so it is often not
    too good an idea in an offensive rush. The good thing is that, if BLOCKED,
    you are still relatively safe. It can also be evaded relatively easy, so it
    is definetely not the perfect attack. Ideal from mid-range as a counter to
    missed or blocked (buffer it) attacks.
    
    -Retreating Palm: a powerful attack, the only problem is that Janet cannot
    G-cancel it like Aoi. However, it will easily avoid offensive attacks of just
    about any kind (short of long-range moves like Kage's f,f+K+G) and always
    knocks down, for a possible Pounce.
    
    -Axe Kick: similair to Pai's, except the Kick does not knock down normally.
    If ducked, the second hit will connect (of course). If the second hit
    connects it will shove the enemy into a crouch ala the Phoenix Chop--however,
    I'm pretty sure a Low Throw is not guarenteed here, but on slower enemies it
    may nail them; mix up your follow-ups. Somewhat useful as bait, in that if
    the enemy is expecting just a single Kick, the second one may surprise them;
    alternately, they may expect the second kick and continue to block; only use
    one, then dash in and Throw :).
    
    -Gun Shot: pretty much useless, IMO. The only time I find it of any use is
    a) when the opponent has NO clue what's going on :)
    b) at a VERY far distance when the enemy chooses to run at you
    c) to counter VERY slow attacks from outside mid-range
    
    -----------------------------------------------------------------------------
    
    -Throw Setups/What Throws to use:
    
    Unfortunately, Janet is not as adept at Throws as Aoi. Not only does she lose
    many of Aoi Throws (including her multi-Throw), but she also loses the VERY
    important Ground Throw, which could add 25-35 more points of damage after
    some different knockdowns, the most obvios being after the Overhead Arm Toss.
    Still, Janet's Throws are powerful, sometimes allowing a HIGH Pounce, and are
    great alternatives to floating.
    
    Ideal places to use most High Throws are after the enemy blocks your Punch
    rush, or Elbow, or Sidewinder, or Helix :). You can also use the KK trick
    (see Axe Kick section). The Overhead Arm Throw is best used combined with a
    Crouch Dash to avoid High attacks. You are also given a free Throw chance if
    a crouching enemy gets hit by the Knee in PPPK...
    
    About the Throws:
    
    1. P+G Slap Away: quite weak and rarely allows a Pounce or Ground Chop.
    However it will take priority over complex motion Throws. Also does a
    little bit extra damage when she slaps them into the wall...
    
    2. P+G Spine Stomp Takedown (Back): decent damage (but low compared to other
    Back Throws) and allows a Ground Chop. Amazingly enough, this IS guarenteed
    after HCB+P+G...
    
    3. P+G Rotary Throw (Side): one of Janet's best options after Evading an
    attack, and befits her style of fighting.
    
    4. d/f+P+G Snake Twist: a good Throw mixed in to avoid escapes, it rarely
    allows a Pounce, but swivels your position around and does decent damage.
    
    5. D,f+P+G Overhead Arm Toss: her most powerful Throw, despite the fact that
    she cannot follow with a Ground Throw like Aoi could. Still, a Ground Chop
    and often High Pounce are possible. Best used after a Crouch Dash and/or to
    avoid High attacks.
    
    6. b+P+G Stomach Throw: a decent Throw that reverses the ring, does decent
    damage, and allows a Pounce on slower opponents. Mix it in.
    
    7. HCB+P+G Reverse Rake: has the most damage potential of all the High
    Throws; see combos for more info.
    
    8. d+P+K+G Half Snake Twist-Stomp: despite the fact that again, Janet has no
    Ground Throw to use after this like Aoi, it is still a powerful Throw that
    allows a Ground Chop often. Best used after blocking Low attacks, or when you
    anticipate the enemy crouching. OR, after forcing the enemy into a crouch
    with the Phoenix Chop (see combos...)
    
    THROWS OVERALL:
    ---------------
    
    The Overhead Arm Toss is of course your most powerful Throw. Both the Stomach
    Throw and the Serpent Twist can also be included to mix it up, but IMO when
    you have the chance, use the Reverse Rake to set up a nice combo.
    
    -----------------------------------------------------------------------------
    
    -Offense:
    
    Overall, the most important moves in your offensive rush are:
    1. PPx or PPPx
    2. f+P+K,P
    3. d/f+P+K
    4. f+P,P
    5. d/f+P
    6. any High Throw
    
    If the enemy blocks your PP, G-cancel (for what it's worth) and try for a
    Throw, or d+K+G if they have slow reflexes. If the enemy ducks your PP, it is
    best to chain into the canned f+P,P; or you can G-cancel and Low Throw, or
    Elbow stagger, or Sidewinder stagger, etc...
    
    Once the enemy starts to notice the Punch rush, they will have created a
    defense against it (i.e. a move that avoids it, or a reversal). Once that
    happens, start going in with the Sidewinder; if the enemy tries to duck and
    avoid it, they will be staggered, where the canned Elbow will connect and you
    can Pounce for good damage. If the enemy blocks the Sidewinder, it is best to
    try for a Throw, or simply start the rush over; you can also try and delay
    the Elbow follow-up if you know the enemy will try and counter--you'll
    counter him and knock down for a Pounce. If at this time you anticipate the
    enemy will try to counter it with a High attack, quickly duck then counter
    with the Overhead Arm Toss.
    
    Again, try something else different; once the enemy thinks they have the
    counter ready for you, mix in the Phoenix Chop from a few steps away; if it
    interrupts, you can Low Throw. If it connects normally, see combos for more
    follow-ups. If the enemy avoids it (i.e. dash back, or E), change your
    strategy again :). If it is blocked from its proper range, try and interrupt
    the enemy's attempted counter with a fast attack. IMO the Phoenix Chop is
    your best attack when you've ALREADY forced the enemy into a crouch, along
    with the Low Throw...
    
    Throughout all of this, mix in the occasional Uppercut when you see the enemy
    duck or otherwise leave themselves open. You can also mix in delayed Elbow
    combos on standing OR crouching enemies (however IMO the Sidewinder is better
    in this case).
    
    -----------------------------------------------------------------------------
    
    -Crouch Dashing:
    
    Janet has two real options from a Crouch Dash; the Overhead Arm Toss and the
    Rising Elbow. These two should be mixed up. When the expect the Throw, use
    the Rising Elbow to interrupt their attempted Throw escape. If they
    anticipate the Rising Elbow and attempt to counter it with a simple Punch or
    what have you, the Throw will often snag them.
    
    -----------------------------------------------------------------------------
    
    -Defense:
    
    Besides the obvious Crouch Dash under High attacks, the d+K+G will also avoid
    most High attacks. And, if you are SURE the enemy will be attacking when it
    hits, the b,b+P+K is an excellent counter to just about everything--I tend to
    reserve it for Punch rushes and that sort of thing, where I know there's a
    good chance another attack is coming. You can also use the d,d+P Double Stop
    (unreversable too, remember) to counter High and even slower Mid attacks,
    possibly for a stagger...
    
    If you block an attack standing, you can counter with a buffered Spinning
    Elbow or, IMO better because of the float opportunity, the Helix. You can
    also try countering with d/f+P or f+K,K if the attack leaves them within
    range.
    
    If you block an attack Low, the Low Throw is your best option (return to N
    after blocking, then hit d+P+K+G, all done FAST). You can also block and
    attempt a counter with a Sidewinder or Elbow for a stagger. And remember, the
    Ankle Kick (d/b+K) can often snuff slower Low attacks.
    
    -----------------------------------------------------------------------------
    
    -Nailing Reversals:
    
    The most obvious place to use a reversal is, of course, when you anticipate
    a move coming. The first and most obvious is if the enemy develops a pattern
    of attacks that you notice, and can anticipate in time to counter. For
    example, if the enemy likes to rush in with Punches, the b+P+K will
    frequently catch them. Another time for a reversal is if you see a move
    coming with obvious start-up animation that you can reverse (eg. Akira's
    LBF). As well, yet another anticipation reversal you can use is if you manage
    to block standing certain High attacks that can be chained into Low
    attacks--for example, against another Aoi, if you block her PPP and
    anticipate the enemy chaining into a Sweep, hit d+P+K.
    
    Another example of a reversal chance is if you crouch once or twice in the 
    round and you find the enemy hitting you with a certain Mid-level move, 
    possibly a slow-starting move. The next time you crouch, quickly stand to 
    reverse the Mid-level move appropriately, which they will probably throw out 
    on reflex.
    
    Yet another place to use a reversal is when you know the enemy is going to
    counter your fast-recovering attacks with a certain move. For example, if you
    know Jacky will counter your f+P+K with his f+P,K Elbow-Heel Kick, then
    quickly hit d/b+P+K the second you recover from the Sidewinder...
    
    See Akira's and Kage's section for more in-depth info on using reversals in
    general.
    
    -----------------------------------------------------------------------------
    
    COMBOS:
    *******
    
    Floating Moves:
    ---------------
    
    1. Front Kick (d/f+K on MC)
    2. Sweeping Uppercut (d/f+P)
    3. Knee (f+K)
    4. Rising Elbow (D,d/f+P on MC)
    5. Helix (f,f+P+K)
    
    Combos:
    -------
    
    1.  d/f+K (MC), PPPd+K
    2.  d/f+K (MC), d+K+G, High Pounce
    3.  d/f+K (MC), D+P,d/f+P, High Pounce
    
    4.  d/f+P, d/f+P, High Pounce
    5.  d/f+P, PPPK, High Pounce
    6.  d/f+P, D+P,d/f+P, High Pounce
    7.  d/f+P, f,f+P+K, High Pounce
    8.  d/f+P, f+P,P, Low Pounce
    9.  d/f+P, f+P+K,P, High Pounce
    10. d/f+P, P,G, f+K,K, High Pounce
    
    11. f+K, D+P,d/f+P, High Pounce
    12. f+K, d,d+P, High Pounce
    13. f+K, f+P+K,P, High Pounce
    14. f+K, PPPd+K
    
    15. D,d/f+P (MC), m-D,d/f+P, High Pounce
    16. D,d/f+P (MC), f+K,K, High Pounce
    17. D,d/f+P (MC), f+P+K,P, High Pounce
    18. D,d/f+P (MC), P,G, f+K,K, High Pounce
    19. D,d/f+P (MC), PPPd+K
    
    19. f,f+P+K, f+P+K,P, High Pounce
    20. f,f+P+K, PPPd+K
    21. f,f+P+K, D+P,d/f+P, High Pounce
    22. f,f+P+K, f+K K, High Pounce
    23. f,f+P+K, d+K+G
    24. f,f+P+K, d,d+P, High Pounce
    
    -----------------------------------------------------------------------------
    
    SETUP THROWS:
    -------------
    
    AFTER HCB+P+G: a great Throw that will set the enemy up with their back
    	       facing you. A Back Throw is in fact guarenteed (or virtually
    	       guarenteed--anyone seen this avoided?) after this! However,
    	       there are more damaging options. The best overall option is
    	       f+K,K followed by a Ground Chop or possibly High Pounce for
    	       great damage. Your Sweep+High Pounce will also always works,
    	       but overall kinda weak. If you know your enemy isn't the type
    	       to crouch here, a Helix is a great way to start floats, or the
    	       Sweeping Uppercut. Overall however, the Knee-Snap Kick or
    	       Knee+juggle is your best bet.
    
    -----------------------------------------------------------------------------
    
    STAGGER COMBOS:
    ---------------
    
    After f+P: If the Elbow staggers, the canned P is guarenteed, but this is
    	   pretty weak IMO. You can try for a Throw as they recover, or
    	   possibly f+K. Altogether I haven't experimented much with this, as
    	   the Sidewinder stagger is more reliable.
    
    After f+P+K: the canned Elbow is the best follow-up, as it knocks down and
    	     allows a High Pounce for great damage. You can also Throw as
    	     they recover, or try a f+K.
    
    After d/f+P+K: If the Phoenix Chop hits as a MC, go for the Low Throw.
    	       Otherwise, it's pretty much a guessing game, with nothing
    	       really guarenteed. To really mix things up, you can simply
    	       repeat the Chop for a possible MC and Low Throw :). If the
    	       enemy continues to simply duck and/or block, the Crouch Dash+
    	       Low Throw is reliable. You can also use f+P+K,P in the event
    	       that the enemy struggles, or f+K,K. If the enemy likes to
    	       stand and block afterwards, dash in for a Throw or d+K+G.
    
    ############################################################################
    
    SECRET CHARACTER; HORNET:
    *************************
    
    No need to list all of his moves: when he has his armor on, he has only the
    P, f+P, d+P, K, d/f+K, d+K and P+K+G of Bahn's. He also has his own f,f+P,
    which propels him along the ground to hit Low (useful for evading High moves) 
    and his P+G "Tire Wear" Throw :). He also has a Back Throw. However, once you
    break off or loose Hornet's armor (you can blow it off with b+P+K), you gain
    all of Bahn's moves, and loose Hornet's f,f+P Low attack. IMO a good trade,
    note however that Hornet takes considerably more damage when his armor is
    off. Altogether I would rather just play Bahn...
    
    ############################################################################
    
    //////////
    /CREDITS/
    /////////
    
    Special Thanks to the following FAQ writers and Internet VF personalities:
    
    -Sitson Lee <eflower@engsoc.carleton.ca> for translating AM2's charts and
     tactics
    -CreeD <meshe@clinic.net> for his awesome Throwing FAQ
    -Dodee (Steve Hamilton) <steveh@ime.net -=or=- dodee@vfhome.com> for his
     thorough VF3 moves list
    -Tan Wu Meng <wumeng@pacific.net.sg> for an awesome VF2 Kage FAQ
    -Takeshi Morozumi for a good VF3 Kage beginner's FAQ
    -Chia Wilson <caliburn@cyberway.com.sg> for a decent Kage FAQ
    -Steve Quinlan <quinlan@ug.cs.dal.ca> for his awesome Akira FAQs
    -Jirawat Uttayaya (jirawat@phys.ufl.edu) for his great Aoi FAQ
    -Lars Holst Soerensen (larshs@vfhome.com or larshs@vnet.ibm.com) for his
     great VF3 Lau FAQ
    -Ki Nam (hyundai_dk@po.ia.dk) for his helpful VF3 Shun FAQ
    -Mukura (mukura@basil.stthom.edu) for his "Undocumented Moves FAQ"
    -tlawson@acs.ucalgary.ca for his FAQ documenting the differences between
     VF3 and FMM
    -gamefaqs.com for posting this FAQ :) (www.gamefaqs.com)
    -vfhome.com for all the support (lets get the site back up! :)
    -#vfhome (IRC channel) for lots of help and discussion
    -Jason Chaj (on #vfhome) for lots of help
    -Jason Jamieson (cka@efni.com) for help in play testing, and an annoying
     bastard of a Kage :)
    -Hardcore Gaming (www.harcoregaming.com) for their awesome VF site.
    -Anti-Chicken homepage (http://www.geocities.com/TimesSquare/Arcade/3777/)
     for lots of great info; I support your cause guys!
    
    Finally, thanks to Sega for having a little bit of sense to put this game out
    (even though it's not the best VF) to tide us over until VF3 :)
    
    This and many other FAQs can be found at my homepage: 
    
    http://www.geocities.com/SiliconValley/Heights/1910
    or http://www.gamefaqs.com
    
    Feel free to e-mail comments, suggestions and ESPECIALLY additions to the
    character sections to:
    
    tigeraid@geocities.com
    
    "I said it before and I'll say it again--democracy simply doesn't work!"
    
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