---------------------------------------------------------------------------
 |                                                                           |
 |      `` Stand back, and make way for the true goddess of the V.G! ´´      |
 |                                                                           |
  ---------------------------------------------------------------------------

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        MMNRH#RL. XR ,MM   LKMNR2,    9M :MK
        ZMM5P9XK@RKMMNM9KK9L;75@MMMR  ;PPM      :: advanced variable geo one
         ZMMKZZ5PRKR@9XPK@###R; PL@MZ MM,       :: comboFAQ // version : 1.5
            MM@@K9PN5PK5P9999XHMZ ZKM9M         :: japanese sony playstation
            MR7jZ2X55XR@P5ZZ9KK9@R @M#          :: faq + ascii by : `shouji´
            M@LZ5PXZZZXPXRH#9ZZ5RMMM            :: fan : oodzume@hotmail.com
            MN599#Z5P5ZX5@Z9RHMMMM              :: sexy bunny elirin boobies
            MM:.:X5RXP52#XPRMMN
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_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  Copyright 2013 - 2014 `shouji´

  The following FAQ you are looking         The most updated issue of the FAQ
  through was made by me, `shouji´.         will be given to www.gamefaqs.com
      < oodzume@hotmail.com >          D    primarily. Unless denoted, if any
  Made for the use of only personal    I    other location has it, then nine-
  and/or private purposes. Whenever    S    times-outta-ten it was ripped out
  reproduced, electronically is the    C    from there. If placed on a freely
  way it must be done. However, the    L    assessable webpage/site, this FAQ
  correctness and accuracy of any &    A    may be altered to fit any certain
  all material listed with this FAQ    I    guidelines, but this disclaimer &
  isn`t 100% guaranteed. Any errors    M    copyright info must remain in its
  or omissions that inflict damages    E    original form and state. If there
  or problems towards anything will    R    is any problem by now with any of
  NOT be the author`s fault. That`s         the preceding info, then maybe it
  just how it works out. Comprende?         would be best to try another FAQ.

    For no reason should this FAQ be used for profitable and/or promotional
    purposes (ie - published in guides, magazines, hint books, etc). Nor is
    this document to be given away along with any purchases as a gift/extra
    or the like. It isn`t my forte to write all this up to get others rich.
    Anyone who has enough interest in this FAQ and would like to include it
    on their site, please ask me first in a letter describing your page (do
    include the URL) and I`ll get back to you ASAP. Don`t just take it. Ask
    me. I`m normally pretty lenient about it if you take that approach. All
    copyrights and trademarks associated with this FAQ are acknowledged. Do
    give credit where it`s due as well. I`d hate to damn your soul to hell.
      Plagiarism sucks. `Shouji´ has written, so it shall be spoken.   =)

 `Advanced Variable Geo´ and its characters are copyright 1996 TGL, Ltd.
 All rights reserved.

 This FAQ is available at the following places :
-----------------------------------------  Advanced Variable Geo // ComboFAQ  -
 - GameFAQs                                                       gamefaqs.com/

   A note to other sites: DO NOT rip off this document from GameFAQs.com (or
   any of the other listed sites) and just place it on your website. It is a
   real pain in the ass to find my work posted on other websites when I know
   that I didn`t send it to them. If any other gaming or FAQ hub is so eager
   to incorporate any of my FAQs to their site, then that`s great. But first
   take a moment and send me an email to ask me properly for them. For those
   that find that so difficult to do, then go forth and write your own FAQs.

                       .. Alright, I`m through ranting. Have a nice day. ^_^


  [ Table Of Contents ]  -- // ------------------------------------------------
_______________________________________________________________________________

 >  Advanced : 1  --  Introduction
 >  Advanced : 2  --  Controller + Button Notation
 >  Advanced : 3  --  Combo Listing Notation
 >  Advanced : 4  --  How To Read The Combos
 >  Advanced : 5  --  Character Combos

     - Ayako Yuuki           - Chiho Masuda          - Eleanor Goldsmith
     - Jun Kubota            - Kaori Yanase          - K-1 / K-2
     - Manami Kusunoki       - Reimi Jyahana         - Satomi Yajima
                             - Yuka Takeuchi

 >  Advanced : 6  --  Special Thanks
 >  Advanced : 7  --  Revision History
 >  Advanced : 8  --  Final Note


  [ Advanced : 1 : Introduction ]  -- // --------------------------------------
_______________________________________________________________________________

 A plethora of `Street Fighter II´ clones came out in the 90s, and only a small
 portion of them survived. Typically the ones that had some type of 'gimmick'
 would end up being the titles to stand the test of time. And while they may
 not have evolved to the point where `Street Fighter IV´ is today, some credit
 is due to those games they got as far as they did.

 `Variable Geo´ is one of those fighters. After all, a fighting game where the
 entire cast are all waitresses, and the loser has to strip? That`s original!


 AVG`s combo engine can come off as a tad stiff, and may take a bit of getting
 used to. Even the simplest of cancels. With some characters (Manami, Yuka), it
 can sometimes be difficult to cancel on reaction, or even hit confirm, and you
 have to know -for sure- that you will hit with an attack so that you can then
 cancel into a special. (Sometimes you even have to wait for a normal attack to
 finish most of its animation.) Yet on the flip side of the coin, with other
 characters (Chiho) you have to perform the cancel somewhat before the previous
 attack connects. It all depends on the character you select.

 As what might be expected from early CPS2-type fighters, there are a number of
 link combos. AVG does not have a chain combo system, so everything is more or
 less a link. If you take a look at the frame data in my MaxFAQ, you will see
 that nearly every character`s normal attack causes a great deal of frame
 advantage that can be utilized for links. Yuka can hit with Crouching HP, and
 cause enough hitstun to link on Standing LK. Ayako`s Crouching LP causes over
 12 frames of hitstun, allowing her to link into practically any of her basics.
 Even Satomi can hit with a Standing HP, and follow with a Standing LP.

 Both 1- and 2-frame links also exist. 1-frame links which involve using the
 same attack button, like Kaori`s Crouching HP > Crouching HP, seem just about
 impossible to pull off. But others, like Chiho`s Standing LP > Standing HK,
 are far easier. 2-frame links, like Chiho`s Crouching HP > Sliding, are a tad
 easier too, but still take practice. Sorry, there's no 'plinking' in AVG.

 Juggles are also rampant in AVG. Everyone is able to pull off a juggle of some
 type, mostly utilizing their special attacks. Eleanor and Manami have some of
 the game`s more insane juggles, but each character has their own way to keep
 the damage going. In 90% of the cases, juggles can only be fully exploited
 against a cornered opponent due to how the characters fly across the screen,
 and the automatic pushback the system forces.


 Let`s not get it twisted: `Variable Geo´ is/was a hentai series, or rather a
 "doujin fighter" in some respects, like `Pretty Fighter X´. It was probably
 not meant to have the best type of engine initially. It is playable, but not
 really the type of game that can be taken to a great deal of high level play.
 All in all, AVG can be very fun, and may involve some time to get used to its
 system before you are pulling off some of the more harder combos. The lack of
 a training mode doesn`t help either. Thankfully TGL took all the bad parts
 about this game and fixed and improved on them in the sequel, but even this
 version is worth at least a play through, if not for the story alone.


  [ Advanced : 2 : Controller + Button Notation ]  -- // ----------------------
_______________________________________________________________________________

[  //  2.1 - Controller Notation  ]  ------------------------------------------

  ub   u   uf     Jump Up-Back            Jump Up           Jump Up-Forward
    \  |  /
 b --  N  -- f    Retreat / Guard         Neutral           Advance
    /  |  \
  db   d   df     Crouch / Low Guard      Crouch            Offensive Crouch

 - Reverse forward and back if you`re on the right side of screen.


[  //  2.2 - Button Notation  ]  ----------------------------------------------

   L2              R2                      n/a                   n/a


   L1              R1                      n/a                   n/a

        Triangle                                 Heavy Punch (HP)

 Square          Circle              Light Punch (LP)        Heavy Kick (HK)

           X                                     Light Kick (LK)

 - Button notation can be changed at the Button Set menu in the Config Mode
   screen. This FAQ utilizes the default setup shown above.


  [ Advanced : 3 : Combo Listing Notation ]  -- // ----------------------------
_______________________________________________________________________________

 >    indicates the following attack will chain from the previous attack.
        -  s.LP > s.LK > s.HK

 XX   indicates 2-in-1s or Cancels (basic attacks into special moves/supers).
        -  s.HP XX Ki Kou Dan

 /\   indicates that you jump or rise in air after previous move or command.
        -  Throw /\ j.HP

 \/   indicates that you land to the ground after previous move or command.
        -  j.HK \/ s.LP > s.HK

 ,    indicates that no special combo method is needed between the two moves.
      typically used to denote links or post-stun mechanics.
        -  Throw, s.HP

 ( )  indicates a move that can be added into the combo, but not necessary.
      normally used when a certain move may alter the combo`s outcome.
      (moves/attacks in parenthesis aren`t included in posted hit number)
        -  s.LP (> s.LK) > s.HP

 [ ]  indicates the number of times a move must hit before continuing combo.
        -  s.HP [2 hit] > s.HK

 +    stands for "and"
        -  f + HK

 /    stands for "or"
        -  s.LP > s.HP/HK

 *    stands for new or updated combos/information since the last revision.


 s.    stands for STANDING           cl.   stands for STANDING CLOSE
 c.    stands for CROUCHING          cu.   stands for CROSS-UP
 j.    stands for JUMPING            jd.   stands for JUMP DIAGONAL


  [ Advanced : 4 : How To Read The Combos ]  -- // ----------------------------
_______________________________________________________________________________

 This is the format that all combos are listed in for this FAQ:


    o--- A    o--- B     o--- C     o--- D
   /         /          /          /           o--- E
  o4  ::  4 hit  ::  Easy  ::  shouji         /
      Opponent in corner. j.HK \/ s.LP > s.LK > Sliding
      (Jump HK \/ s.LP > s.LK > df + HK)
                    \
                     o--- F


 A  --  Combo Number
        The number of the combo. All the combos are listed in descending order
        by the amount of hits it does. (Unfortunately there is no in-game way
        to properly calculate damage.) The highest combos are at the top and go
        down to the smaller ones.

 B  --  Hit Counter / Combometer
        The number of hits the combo will do.

 C  --  Difficulty Rating
        The difficulty of the combo: Easy, Intermediate, and Difficult. 'Easy'
        combos are typically basic chain combinations and those with 2-in-1s.
        While 'Difficult' involve juggles, links, or specific timing.

 D  --  Source / Acknowledgment
        If the combo wasn`t created by me, credit is listed here where the
        source was from. A person`s name, magazine, or even gamertags (in
        addition to the forum) can be used here.

 E  --  The Combo
        The full combo, from the first hit to the last. Buttons are denoted by
        the 4-button method: LP and HP are the Punches, and LK and HK are
        Kicks. Specific and signature moves are cited with their proper
        Japanese names (ie - Souryuu Ken, En Ken Fu, etc.) and used within most
        of the combos.
        Some combos possess button-specific moves in them, such as a `LP Kaen
        Zan´. The `LP´ means to use that strength button when doing the move.
        Thus, b,d,db + LP. The use of a certain button can deal with things
        such as move principles and/or damage. Since Satomi attacks differently
        with each Kaen Zan, the LP-version will offer the best overall results
        for that particular combo. There are other times where it doesn`t
        matter what strength button you use, like for this Yuka combo: s.HK XX
        Idaten Soku. If you performed the Idaten Soku with LK or HK, the combo
        would be exactly the same.
        Each combo listed in this FAQ was performed on Yuka Takeuchi or Jun
        Kubota unless otherwise stated.

 F  --  The Shorthand Combo
        This is all the motions you have to do to pull off the combo that`s
        above it, but just written in shortened notation. Also useful if people
        don`t know the motion of a move by its name.


 There is normally a bunch of notes at the end of the combo listings. Above a
 note is the number pertaining to whichever combo(s) it`s for. The notes are
 there to give insight on complex maneuvers, timing, or any aspects that may
 prove to cause confusion.


  [ Advanced : 5 : Character Combos ]  -- // ----------------------------------
_______________________________________________________________________________

===============================================================================
  5.01  //  AYAKO YUUKI
===============================================================================

 o1  ::  5 hit  ::  Intermediate
     c.LP > s.HK [2 hit] XX LK Rave Storm
     (c.LP > s.HK XX qcb + LK)

 o2  ::  5 hit  ::  Intermediate
     c.LP > c.LP > s.HK [1 hit] XX LK Rave Storm
     (c.LP > c.LP > s.HK XX qcb + LK)

 o3  ::  5 hit  ::  Intermediate
     c.LP > c.LP > s.LP > c.LK XX Mach Spin
     (c.LP > c.LP > s.LP > c.LK XX qcf + K)

 o4  ::  5 hit  ::  Easy
     Opponent in corner. jd.HK \/ c.LP > s.HP XX LK Rave Storm
     (Jump Diagonal HK \/ c.LP > s.HP XX qcb + LK)

 o5  ::  5 hit  ::  Easy
     Opponent in corner. jd.HP \/ s.HK [2 hit] XX Mach Spin
     (Jump Diagonal HP \/ s.HK XX qcf + K)

 o6  ::  4 hit  ::  Easy
     LK Mach Spin [3 hit] \/ LK Rave Storm
     (qcf + LK \/ qcb + LK)

 o7  ::  4 hit  ::  Easy
     c.LK > c.LK > c.LK XX Mach Spin
     (c.LK > c.LK > c.LK XX qcf + K)

 o8  ::  4 hit  ::  Easy
     c.LP > c.LP > s.LP XX Mach Spin
     (c.LP > c.LP > s.LP XX qcf + K)

 o9  ::  4 hit  ::  Easy
     c.LP > c.LP > s.LP > c.LK
     (c.LP > c.LP > s.LP > c.LK)

 1o  ::  4 hit  ::  Easy
     s.LK > s.LK XX Mach Spin
     (s.LK > s.LK XX qcf + K)

 11  ::  4 hit  ::  Easy
     jd.HK \/ s.HP XX LK Rave Storm
     (Jump Diagonal HK \/ s.HP XX qcb + LK)

 12  ::  3 hit  ::  Intermediate
     On jumping opponent. c.HP, HK Rave Storm
     (c.HP, qcb + HK)

 13  ::  3 hit  ::  Easy
     jd.HK \/ c.LP /\ jd.HK
     (Jump Diagonal HK \/ c.LP /\ Jump Diagonal HK)

 14  ::  3 hit  ::  Easy
     c.LP > c.LP /\ jd.HK
     (c.LP > c.LP /\ Jump Diagonal HK)

 15  ::  3 hit  ::  Easy
     c.LP > c.LP > c.HK
     (c.LP > c.LP > c.HK)

[ Xtra ]
 - Combo o3
   The Mach Spin do reach far, but sometimes may just barely miss the opponent
   if Ayako does not hit her LPs very fast.


===============================================================================
  5.02  //  CHIHO MASUDA
===============================================================================

 o1  ::  15 hit  ::  Difficult
     Opponent 1/3 screen from corner. L Ryou Baku, s.LK (bomb hits), (dash
     forward)(opponent lands) c.LK > c.LK > c.HP XX HP Hien Geki [5 hit], s.HP,
     (opponent lands) HP Hien Geki
     (qcf,db + LP + LK, s.LK, (f,f) c.LK (charge db) > c.LK > c.HP XX f + HP
     (charge b), s.HP, f + HP)

 o2  ::  15 hit  ::  Difficult
     Opponent in corner. jd.HK \/ c.LK > c.LK > c.HP XX HP Hien Geki [5 hit],
     s.HP, (opponent lands) HP Hien Geki
     (Jump Diagonal HK (charge db) \/ c.LK > c.LK > c.HP XX f + HP (charge b),
     s.HP, f + HP)

 o3  ::  15 hit  ::  Difficult
     Opponent in corner. c.LK > c.LK > c.LK > c.HP XX HP Hien Geki [5 hit],
     s.HP, (opponent lands) HP Hien Geki
     (c.LK (charge db) > c.LK > c.LK > c.HP XX f + HP (charge b), s.HP, f + HP)

 o4  ::  13 hit  ::  Difficult
     Opponent in corner. jd.HK \/ c.LK > c.LK > c.HP XX HP Hien Geki [5 hit],
     s.HP, (opponent lands) HP Hien Geki
     (Jump Diagonal HK \/ c.LK (charge db) > c.LK > c.HP XX f + HP (charge b),
     s.HP, f + HP)

 o5  ::  13 hit  ::  Difficult
     Opponent in corner. Chiho 3/4 screen away. Shi Sen Retsu Ha [5 hit], HP
     Hien Geki [3 hit], s.HP, (opponent lands) HP Hien Geki
     (qcf,b,f + PP (charge b), f + HP (charge b), s.HP, f + HP)

 o6  ::  11 hit  ::  Intermediate
     Opponent in corner. jd.HK \/ c.LK > c.LK > c.HP XX HP Hien Geki [5 hit],
     s.HP XX HP Hien Geki
     (Jump Diagonal HK (charge db) \/ c.LK > c.LK > c.HP XX f + HP (charge b),
     s.HP XX f + HP)

 o7  ::  11 hit  ::  Intermediate
     jd.HK \/ c.LK > c.HP XX HP Hien Geki [5 hit], s.HP XX HP Hien Geki
     (Jump Diagonal HK (charge db) \/ c.LK > c.HP XX f + HP (charge b), s.HP XX
     f + HP)

 o8  ::  9 hit  ::  Difficult
     Opponent in corner. Chiho 3/4 screen away. LP Shi Sen Ken, HP Hien Geki [3
     hit], s.HP, (opponent lands) HP Hien Geki
     (qcb + LP (charge b), f + HP (charge b), s.HP, f + HP)

 o9  ::  9 hit  ::  Difficult
     L Ryou Baku, s.LK (bomb hits), (dash forward)(opponent lands) s.LK > s.LK
     > s.HK XX Shi Sen Retsu Ha
     (qcf,db + LP + LK, s.LK, (f,f) s.LK > s.LK > s.HK XX qcf,b,f + PP)

 1o  ::  9 hit  ::  Intermediate
     Opponent in corner. jd.HK \/ c.HP XX HP Hien Geki [5 hit], s.HK XX LP Hien
     Geki
     (Jump Diagonal HK (charge db) \/ c.HP XX f + HP (charge b), s.HK XX f +
     LP)

 11  ::  6 hit  ::  Difficult
     L Ryou Baku, s.LK (bomb hits), (dash forward)(opponent lands) s.LK > s.LK
     > s.HK XX LP Shi Sen Ken
     (qcf,db + LP + LK, s.LK, (f,f) s.LK > s.LK > s.HK XX qcb + LP)

 12  ::  5 hit  ::  Easy
     Opponent in corner. jd.HK \/ c.LK > c.LK > c.HK XX LP Shi Sen Ken
     (Jump Diagonal HK \/ c.LK > c.LK > c.HK XX qcb + LP)

 13  ::  4 hit  ::  Easy
     Opponent in corner. jd.HK \/ s.LP > s.LK > Sliding
     (Jump Diagonal HK \/ s.LP > s.LK > df + HK)

 14  ::  3 hit  ::  Intermediate
     jd.HK \/ c.LK /\ j.LP
     (Jump Diagonal HK \/ c.LK /\ Jump LP)

 15  ::  3 hit  ::  Easy
     c.LK > c.LK /\ j.LP
     (c.LK > c.LK /\ Jump LP)

 16  ::  2 hit  ::  Easy
     c.HK XX Shi Sen Ken
     (c.HK XX qcb + P)

[ Xtra ]
 - Combo o1,o2,o3,o4,o5,o6,o7,o8,1o
   The last hit of the first HP Hien Geki pops the opponent into the air,
   allowing Chiho to juggle with s.HP/HK.

 - Combo o1,o2,o3,o4,o5,o8
   After the s.HP, time it so that the opponent lands before they are hit with
   the second HP Hien Geki. It`s still a cancel, just delayed a split second to
   instead hit the opponent on the ground rather than juggle. For whatever
   reason, after they land from the s.HP juggle, they are unable to guard for a
   couple of frames, which allows the full five hits to connect.

 - Combo o1,o9,11
   You want to stand close because the L Ryou Baku is supposed to land behind
   the opponent. This allows Chiho to hit with the s.LK, which then knocks them
   back into the bomb blast. The blast pops the opponent into the air (similar
   to the HP Hien Geki), so that Chiho can dash forward to meet them as they
   land, catching with her ground combo.

 - Combo o2,o3,o4,o6
   Getting all the c.LKs to connect, and still keep Chiho in range to add the
   c.HP, is very difficult against some characters like Satomi and Yuka. You
   more or less have to press LK fast enough so that Chiho doesn`t slide back
   much so that the c.HP still catches.

 - Combo o5
   At least on the Playstation (not sure about any ROMs), when you perform the
   Shi Sen Retsu Ken, it causes slowdown. This is actually beneficial for Chiho
   because it gives enough time to charge back and execute the HP Hien Geki as
   the kunai are flying.

 - Combo o9
   To make it easier on you, buffer the Shi Sen Retsu Ha during the s.HK by
   doing a 360ş motion toward the opponent.

 - Combo 14
   Chiho`s j.LP isn`t that long-ranged, so you have to hit the opponent deep
   with the j.HK so you can be in range to hit with the j.LP on Chiho`s
   ascension.


===============================================================================
  5.03  //  ELEANOR (ELIRIN) GOLDSMITH
===============================================================================

 o1  ::  14 hit  ::  Difficult
     Opponent in corner. j.HK \/ cl.HK XX HK Elirin Sanren Bu [2 hit], Elirin
     Mach Punch
     (Jump HK \/ cl.HK XX qcb + HK,HK, Press P rapidly)

 o2  ::  10 hit  ::  Difficult
     Opponent in corner. j.HK \/ cl.HK XX HK Elirin Sanren Bu [2 hit], c.HK XX
     HP Elirin Mach Punch
     (Jump HK \/ cl.HK XX qcb + HK,HK, c.HK XX Press HP rapidly)

 o3  ::  8 hit  ::  Difficult
     Opponent in corner. c.HK XX Elirin Sanren Bu [1 hit], Elirin Sanren Bu [1
     hit], Elirin Sanren Bu [1 hit], Elirin Mach Punch
     (c.HK XX qcb + K,K, qcb + K,K, qcb + K,K, Press P rapidly)

 o4  ::  8 hit  ::  Difficult
     Opponent in corner. j.HK \/ cl.HK XX HK Eleanor Sanren Bu [2 hit], c.HK XX
     HK Eleanor Sanren Bu [1 hit], HK Eleanor Sanren Bu
     (Jump HK \/ cl.HK XX qcb + HK,HK, c.HK XX qcb + HK,HK qcb + HK,HK,HK)

 o5  ::  8 hit  ::  Difficult
     Opponent in corner. s.LP > s.LP > c.HK XX Elirin Sanren Bu [1 hit], Elirin
     Sanren Bu [1 hit], Elirin Mach Punch
     (s.LP > s.LP > c.HK XX qcb + K,K, qcb + K,K, Press P rapidly)

 o6  ::  8 hit  ::  Difficult
     Opponent in corner. c.HK XX Elirin Sanren Bu [1 hit], Elirin Sanren Bu [1
     hit], Elirin Mach Punch
     (c.HK XX qcb + K,K, qcb + K,K, Press P rapidly)

 o7  ::  8 hit  ::  Easy
     s.LP > s.LP > XX LP Elirin Mach Punch
     (s.LP > s.LP XX Press LP rapidly)

 o8  ::  7 hit  ::  Difficult
     Opponent in corner. j.HK \/ cl.HK XX HK Elirin Sanren Bu [2 hit], c.HK XX
     HP Elirin Nouten Punch
     (Jump HK \/ cl.HK XX qcb + HK (charge d),HK, c.HK XX u + HP)

 o9  ::  7 hit  ::  Difficult
     Opponent in corner. j.HK \/ cl.HK XX HK Elirin Sanren Bu [2 hit], c.HK XX
     HK Elirin Sanren Bu
     (Jump HK \/ cl.HK XX qcb + HK,HK, c.HK XX qcb + HK,HK,HK)

 1o  ::  7 hit  ::  Difficult
     Opponent in corner. j.HK \/ cl.HK XX HK Elirin Sanren Bu [2 hit], HK
     Elirin Sanren Bu
     (Jump HK \/ cl.HK XX qcb + HK,HK, qcb + HK,HK,HK)

 11  ::  6 hit  ::  Intermediate
     Opponent in corner. s.LP > s.LP > s.LP > c.HK XX Elirin Sanren Bu [2 hit]
     (s.LP > s.LP > s.LP > c.HK XX qcb + K,K,K)

 12  ::  6 hit  ::  Intermediate
     Opponent in corner. c.LP > c.LP > cl.HK XX Elirin Sanren Bu
     (c.LP > c.LP > cl.HK XX qcb + K,K,K)

 13  ::  5 hit  ::  Intermediate
     Opponent in corner. j.HK \/ c.LP > cl.HK XX HP Elirin Nouten Punch
     (Jump HK (charge d) \/ c.LP > cl.HK XX u + HP)

 14  ::  5 hit  ::  Intermediate
     c.LP > c.LP > c.LP > c.HK XX LP Elirin Fire
     (c.LP (charge db) > c.LP > c.LP > c.HK XX f + LP)

 15  ::  5 hit  ::  Intermediate
     c.LP > c.LP > c.LP > c.HK XX Elirin Chop
     (c.LP > c.LP > c.LP > c.HK XX hcb + P)

 16  ::  5 hit  ::  Easy
     c.LP > c.LK XX Elirin Sanren Bu
     (c.LP > c.LK XX qcb + K,K,K)

 17  ::  5 hit  ::  Easy
     j.HK \/ c.LP > c.HK XX Elirin Sanren Bu
     (Jump HK \/ c.LP > c.HK XX qcb + K,K,K)

 18  ::  5 hit  ::  Easy
     j.HK \/ cl.HK XX Elirin Sanren Bu
     (Jump HK \/ cl.HK XX qcb + K,K,K)

 19  ::  4 hit  ::  Intermediate
     Opponent in corner. c.HK XX Elirin Sanren Bu [1 hit], Elirin
     Sanren Bu [1 hit], Elirin Chop
     (c.HK XX qcb + K,K, qcb + K,K, hcb + P)

 2o  ::  4 hit  ::  Intermediate
     Opponent in corner. c.HK XX Elirin Sanren Bu [1 hit], Elirin
     Sanren Bu [2 hit]
     (c.HK XX qcb + K, qcb + K,K,K)

 21  ::  4 hit  ::  Intermediate
     s.LP > s.LP > s.LP /\ j.HK
     (s.LP > s.LP > s.LP /\ Jump HK)

 22  ::  4 hit  ::  Intermediate
     s.LP > s.LP > s.LP > c.HK
     (s.LP > s.LP > s.LP > c.HK)

 23  ::  4 hit  ::  Easy
     j.HK \/ c.LP > c.HK XX HP Elirin Chop
     (Jump HK \/ c.LP > c.HK XX hcb + HP)

 24  ::  3 hit  ::  Easy
     j.HK \/ c.HK XX LP Elirin Fire
     (Jump HK (charge db) \/ c.HK XX f + LP)

[ Xtra ]
 - Combo o2,o4,o8,o9
   The second hit of the Elirin Sanren Bu gives Eleanor +11 advantage, so you
   have to be fast to catch the opponent with the c.HK.

 - Combo o3,o4,o6,o9,11,19,2o
   Eleanor has quite a few corner juggles that utilize her Elirin Sanren Bu. It
   is quite an effective and easy juggle mechanic, but can be tricky to use to
   its full potential. In saying that, it might be easier to instead follow the
   the shorthand/button input notation of these combos so that you note which
   Elirin Sanren Bu is a brand new version, and which are continuations. In all
   cases Eleanor can juggle with the first elbow strike attack two or three
   times to keep the opponent bouncing. But you also typically have to input
   the second hit of the Sanren Bu, which will whiff, but places Eleanor close
   enough in range to continue the juggle (ie - Combo o3). The command of the
   Sanren Bu is -very- sensitive, and sometimes Eleanor will complete the three
   kicks on accident even if you press the Kick button only twice. It seems it
   is just an engine flaw, and there is not much that the player can do other
   than press the button fast so that it doesn`t accidentally register it more
   than the intended number of presses. If Eleanor ends a combo with a Sanren
   Bu, do the sequence in order swiftly. The second hit always whiffs, but the
   opponent will fall to be caught by the last kick.

 - Combo o5,11,12,14,15,21,22
   Getting all the LPs to connect -without- accidentally doing the Elirin Mach
   Punch is not easy. But you actually have to press the LPs in a rather rapid
   pace, but make sure you only press the button the exact times.

 - Combo 13
   Release down after the c.LP and attack with cl.HK. The charge will be stored
   a half-second, allowing you to press up + HP to do the Nouten Punch.


===============================================================================
  5.04  //  JUN KUBOTA
===============================================================================

 o1  ::  4 hit  ::  Intermediate
     c.LP > c.LP > c.LP /\ Jump HK
     (c.LP > c.LP > c.LP /\ Jump HK)

 o2  ::  4 hit  ::  Intermediate
     j.HK \/ c.LP > c.LP /\ Jump HK
     (Jump HK \/ c.LP > c.LP /\ Jump HK)

 o3  ::  4 hit  ::  Easy
     c.LP > c.LP > c.LP > c.HK
     (c.LP > c.LP > c.LP > c.HK)

 o4  ::  4 hit  ::  Easy
     j.HK \/ c.LP > c.LP > c.HK
     (Jump HK \/ c.LP > c.LP > c.HK)

 o5  ::  3 hit  ::  Easy
     s.HP [2 hit] XX LP Earth Shaker
     (s.HP XX qcb + LP)

 o6  ::  3 hit  ::  Easy
     c.HK XX LP Earth Shaker
     (c.HK XX qcb + LP)

 o7  ::  2 hit  ::  Easy
     Opponent in corner. s.HP [1 hit] XX HP Earth Shaker
     (s.HP XX qcb + HP)

 o8  ::  2 hit  ::  Easy
     Opponent in corner. c.HP XX HP Earth Shaker
     (c.HP XX qcb + HP)

 o9  ::  2 hit  ::  Easy
     c.LP XX LP Earth Shaker
     (c.LP XX qcb + LP)

[ Xtra ]
 - Combo o6
   In most cases you`ll get the full three hits in the corner. Out in the open,
   the LP Earth Shaker may only hit once.


===============================================================================
  5.05  //  KAORI YANASE
===============================================================================

 o1  ::  21 hit  ::  Easy
     Kaori 1/2 screen away. LP Ressen Shuu, Retsu Zan Dou
     (qcf + LP, qcf,hcb + HK)

 o2  ::  9 hit  ::  Intermediate
     Opponent in corner. Rasen Geri [4 hit] \/ s.LP > c.LK XX LK En Ken Fu
     (In air, d + HP \/ s.LP > c.LK XX qcb + LK)

 o3  ::  6 hit  ::  Easy
     Opponent in corner. j.HK \/ f + HK [2 hit] XX En Ken Fu
     (Jump HK \/ f + HK XX qcb + K)

 o4  ::  6 hit  ::  Easy
     c.LK > c.LK > c.LK XX LK En Ken Fu
     (c.LK > c.LK > c.LK XX qcb + LK)

 o5  ::  5 + 1 hit  ::  Difficult
     Opponent in corner. j.HK \/ c.HK XX LK En Ken Fu, San Shuu, cl.HP XX En
     Ken Fu
     (Jump HK \/ c.HK XX qcb + LK, When close, f + HP, cl.HP XX qcb + K)

 o6  ::  5 hit  ::  Intermediate
     c.HP, c.LK XX En Ken Fu
     (Jump HP \/ c.HP, c.LK XX qcb + K)

 o7  ::  5 hit  ::  Easy
     Shuu Geki > Shuu Geki > Shuu Geki > Shuu Geki > Shuu Geki
     (In air, d + HK (hold down) > Press HK > Press HK > Press HK > Press HK)

 o8  ::  5 hit  ::  Easy
     c.LP > c.LK XX LK En Ken Fu
     (c.LP > c.LK XX qcb + LK)

 o9  ::  1 + 2 hit  ::  Easy
     Opponent in corner. San Shuu, cl.HP XX LP Ressen Shuu
     (When close, f + HP, cl.HP XX qcf + LP)

 1o  ::  1 + 2 hit  ::  Easy
     San Shuu, s.HK XX En Ken Fu
     (When close, f + HP, s.HK XX qcb + K)

[ Xtra ]
 - Combo o2
   The Rasen Geri will only hit four times if you input the motion while Kaori
   is ascending. Otherwise it will hit three times.

 - Combo o5,o9,1o
   These combos will not work against Eleanor since the San Shuu does not cause
   her to FLOAT. She instead just falls to the ground after the throw.

 - Combo o5
   This combo is 'magically' difficult because it involves using some strict
   timing to activate the throw 'glitch' to work. This is another combo which
   is similar to Chiho`s HP Hien Geki ground landing combos, as you basically
   are "catching" the opponent with Kaori`s throw on the frame they hit the
   floor. But the engine allows it to combo, like the HP Hien Geki. After Kaori
   juggles the opponent with the first En Ken Fu (which I found easier to use
   the LK-version, but HK is optional too), keep holding forward on the
   joystick and press HP just as the opponent hits the ground. Kaori will catch
   them with her San Shuu throw as part of the combo, which causes a pop-up to
   then allow her to re-juggle with s.HP and another En Ken Fu. I haven`t been
   able to catch with another throw.

 - Combo o7
   The first Shuu Geki should hit really deep against the opponent, around
   their legs. Once it hits, continue to hold down on the joystick and keep
   pressing HK so Kaori continues to attack while "climbing" the opponent. She
   obviously will get more hits against opponents like Eleanor and Jun rather
   than Manami or Satomi.


===============================================================================
  5.06  //  K-1 / K-2
===============================================================================
( * K-1 and K-2 are more or less the same character, so combos work for each. )

 o1  ::  4 hit  ::  Difficult
     Opponent in corner. s.HP, s.LP > s.HK XX LK Thunder Spear
     (s.HP, s.LP > s.HK XX qcb + LK)

 o2  ::  4 hit  ::  Intermediate
     s.HP XX LP Thunder Spark
     (s.HP XX Press LP rapidly)

 o3  ::  3 hit  ::  Difficult
     Large opponent in corner. s.HP, s.LP /\ j.HK
     (s.HP, s.LK /\ Jump HK)

 o4  ::  3 hit  ::  Intermediate
     s.HP XX HP Thunder Spark
     (s.HP XX Press HP rapidly)

 o5  ::  3 hit  ::  Easy
     Opponent in corner. s.LP > c.HK XX LP Thunder Spark
     (s.LP > c.HK XX Press LP rapidly)

 o6  ::  3 hit  ::  Easy
     c.HK XX LP Thunder Spark
     (c.HK XX Press LP rapidly)

 o7  ::  3 hit  ::  Easy
     s.LP > s.HK XX Thunder Spear
     (s.LP > s.HK XX qcb + K)

 o8  ::  3 hit  ::  Easy
     j.HP \/ s.HP XX Thunder Spear
     (Jump HP \/ s.HP XX qcb + K)

[ Xtra ]
 - Combo o2,o4
   It helps to press both Punch buttons rapidly after the s.HP. That way you
   increase your chances of pulling off the Thunder Spark faster to catch.

 - Combo o3
   Jun is the perfect height for this combo, but some others like Eleanor and
   Reimi also work. There is only a 3-frame window that the s.LP will link
   after s.HP, then you have to jump immediately and hit j.HK as K-1 is rising.


===============================================================================
  5.07  //  MANAMI KUSUNOKI
===============================================================================

 o1  ::  7 hit  ::  Intermediate
     Opponent in corner. s.LP > s.LP > s.LP > c.HK XX HP Neko Rocket Punch, HP
     Neko Rocket Punch, HP Gorogoro Attack
     (s.LP > s.LP > s.LP > c.HK XX qcf + HP, qcf + HP (charge b), f + HP)

 o2  ::  7 hit  ::  Intermediate
     Opponent in corner. s.LP > s.LP > s.LP > c.HK XX HP Neko Rocket Punch, HP
     Neko Rocket Punch, Banzai Attack
     (s.LP > s.LP > s.LP > c.HK XX qcf + HP, qcf + HP (charge b), f + PP)

 o3  ::  7 hit  ::  Intermediate
     Opponent in corner. jd.HK \/ c.LP > c.LP > c.HK XX HP Neko Rocket Punch,
     HP Neko Rocket Punch, HP Gorogoro Attack
     (Jump Diagonal HK \/ c.LP > c.LP > c.HK XX qcf + HP, qcf + HP (charge b),
     f + HP)

 o4  ::  7 hit  ::  Intermediate
     Opponent in corner. jd.HK \/ c.LP > c.LP > c.HK XX HP Neko Rocket Punch,
     HP Neko Rocket Punch, Banzai Attack
     (Jump Diagonal HK \/ c.LP > c.LP > c.HK XX qcf + HP, qcf + HP (charge b),
     f + PP)

 o5  ::  5 hit  ::  Easy
     Opponent in corner. jd.HK \/ c.LP > c.LP > s.HK XX HP Neko Rocket Punch
     (Jump Diagonal HK \/ c.LP > c.LP > s.HK XX qcf + HP)

 o6  ::  5 hit  ::  Easy
     Opponent in corner. jd.HK \/ c.LP > c.LP > s.HK XX Gorogoro Attack
     (Jump Diagonal HK (charge db) \/ c.LP > c.LP (slide b) > s.HK XX f + P)

 o7  ::  5 hit  ::  Easy
     Opponent in corner. jd.HK \/ c.LP > c.LP > s.HK XX Banzai Attack
     (Jump Diagonal HK (charge db) \/ c.LP > c.LP (slide b) > s.HK XX f + PP)

 o8  ::  4 hit  ::  Intermediate
     Opponent in corner. c.HK XX LP Neko Rocket Punch, HP Neko Rocket Punch, HP
     Gorogoro Attack
     (c.HK XX qcf + LP, qcf + HP (charge b), f + HP)

 o9  ::  4 hit  ::  Easy
     c.LP > c.LP > c.HK XX HP Neko Rocket Punch
     (c.LP > c.LP > c.HK XX qcf + HP)

 1o  ::  4 hit  ::  Easy
     c.LP > c.LP > c.HK XX HP Gorogoro Attack
     (c.LP (charge db) > c.LP > c.HK XX f + HP)

 11  ::  4 hit  ::  Easy
     c.LP > c.LP > c.HK XX Banzai Attack
     (c.LP (charge db) > c.LP > c.HK XX f + PP)

 12  ::  3 hit  ::  Easy
     Opponent in corner. s.HP XX HP Neko Rocket Punch, c.HK
     (s.HP XX qcf + HP, c.HK)

 13  ::  3 hit  ::  Easy
     c.HK XX LP Neko Rocket Punch, HP Neko Rocket Punch
     (c.HK XX qcf + LP, qcf + HP)

 14  ::  3 hit  ::  Easy
     s.LP > s.LP /\ j.LK
     (s.LP > s.LP /\ Jump LK)

 15  ::  3 hit  ::  Easy
     j.HK \/ s.LP /\ j.LK
     (Jump HK \/ s.LP /\ Jump LK)

 16  ::  1 + 3 hit  ::  Intermediate
     Opponent in corner. Dadakko Punch, LP Neko Rocket Punch, HP Neko Rocket
     Punch, HP Gorogoro Attack
     (When close, f + HP, qcf + LP, qcf + HP (charge b), f + HP)

 17  ::  1 + 3 hit  ::  Intermediate
     Opponent in corner. Dadakko Punch, s.HK XX HP Neko Rocket Punch, Banzai
     Attack
     (When close, f + HP, s.HK XX qcf + HP (charge b), f + PP)

 18  ::  1 + 2 hit  ::  Intermediate
     Opponent in corner. Dadakko Punch, s.HK XX Gottsui Neko Rocket Punch
     (When close, f + HP, s.HK XX qcf,d,df + PK)

 19  ::  1 + 2 hit  ::  Easy
     Dadakko Punch, LP Neko Rocket Punch, HP Neko Rocket Punch
     (When close, f + HP, qcf + LP, qcf + HP)

[ Xtra ]
 - Combo o1,o2,o3,o4
   The first HP Neko Rocket Punch pops the opponent up high in the air, but the
   second one has to be performed fast to catch the falling opponent. Some
   characters (Jun) pop higher into the air than others (Yuka).

 - Combo o1,o2
   The three s.LPs have to be performed very fast after one another so Manami
   will still be in range for the c.HK.

 - Combo 16,17,18,19
   These combos will not work against Eleanor since the Dadakko Punch does not
   cause her to FLOAT. She instead just falls to the ground after the throw.


===============================================================================
  5.08  //  REIMI JYAHANA
===============================================================================

 o1  ::  9 hit  ::  Intermediate
     c.LK > c.LK > c.LK > c.LK > b + HK XX HK Rose Stinger
     (c.LK (charge db) > c.LK > c.LK > c.LK > b + HK XX f + HK)

 o2  ::  9 hit  ::  Intermediate
     c.LK > c.LK > c.LK > b + HK XX HK Rose Stinger
     (c.LK (charge db) > c.LK > c.LK > b + HK XX f + HK)

 o3  ::  9 hit  ::  Easy
     c.LK > c.LK > c.LK > c.LK XX HK Rose Stinger
     (c.LK (charge db) > c.LK > c.LK > c.LK XX f + HK)

 o4  ::  7 hit  ::  Intermediate
     c.LK > c.LK > c.LK > c.LK > b + HK XX Griffon Nail
     (c.LK > c.LK > c.LK > c.LK > b + HK XX hcb + PK)

 o5  ::  5 / 6 hit  ::  Intermediate
     Opponent in corner. c.LK > c.LK > c.LK > f + HK XX Hurricane Rose
     (c.LK (charge d) > c.LK > c.LK > f + HK XX u + K)

 o6  ::  5 hit  ::  Intermediate
     jd.HK \/ c.LK > b + HK XX Griffon Nail
     (Jump Diagonal HK \/ c.LK > b + HK XX hcb + PK)

 o7  ::  5 hit  ::  Easy
     c.LK > c.LK > c.LK > c.LK XX K Hurricane Rose
     (c.LK (charge d) > c.LK > c.LK > c.LK XX u + K)

 o8  ::  5 hit  ::  Easy
     c.LK > c.LK > c.LK > c.LK /\ jd.HK
     (c.LK > c.LK > c.LK > c.LK /\ Jump Diagonal HK)

 o9  ::  4 hit  ::  Easy
     Opponent in corner. c.LK > c.LK > f + HK XX LP Burning Rose
     (c.LK > c.LK > f + HK XX qcf + LP)

 1o  ::  4 hit  ::  Intermediate
     f + HK, c.LK > c.LK XX Hurricane Rose
     (f + HK, c.LK > c.LK XX u + HK)

 11  ::  3 hit  ::  Easy
     s.HP XX Griffon Nail
     (s.HP XX b,hcb + PK)

 12  ::  2 hit  ::  Easy
     c.HK XX Hurricane Rose
     (c.HK (charge d) XX u + K)

 13  ::  2 hit  ::  Easy
     c.HK XX Griffon Nail
     (c.HK XX b,hcb + PK)

 14  ::  2 hit  ::  Easy
     s.HP XX Burning Rose
     (s.HP XX qcf + P)

 15  ::  2 hit  ::  Easy
     c.HK XX Burning Rose
     (c.HK XX qcf + P)

 16  ::  2 hit  ::  Easy
     c.HK XX Rose Stinger
     (c.HK (charge db) XX f + K)

[ Xtra ]
 - Combo o1,o2,o5
   The charge motion created while doing the c.LKs can be 'stored' for about a
   half-second. This allows Reimi time to stand and chain in her b / f + HK,
   then quickly cancel into the special attack.

 - Combo o1
   In the corner, this will do 10 hits.

 - Combo o4,o6
   Using b + HK for Reimi`s "high kick" command attack doubles as the first
   input to her Griffon Nail, so just do a 'hcb' motion after to cancel.

 - Combo o5
   Either strength Hurricane Rose can be used. LK-version will hit twice but
   not knockdown; HK-version will hit once and knockdown.

 - Combo 12
   The full Griffon Nail will not connect, but the initial attack will hit to
   knock the opponent across the screen.


===============================================================================
  5.09  //  SATOMI YAJIMA
===============================================================================

 o1  ::  13 / 4 hit  ::  Intermediate
     Opponent in corner. Sliding, c.HP XX Satomi Bringer [9 hit], Kaen Zan
     (df + HK, c.HP XX qcb,hcf + HP, b,d,db + P)

 o2  ::  13 hit  ::  Intermediate
     Opponent in corner. j.HK \/ c.HP XX Satomi Bringer [9 hit], Kaen Zan
     (Jump HK \/ c.HP XX qcb,hcf + HP, b,d,db + P)

 o3  ::  12 hit  ::  Intermediate
     Opponent in corner. s.LP > s.LK > s.HP XX Satomi Bringer
     (s.LP > s.LK > s.HP XX qcb,hcf + HP)

 o4  ::  12 hit  ::  Intermediate
     Opponent in corner. s.LK > s.LK > s.HP XX Satomi Bringer
     (s.LK > s.LK > s.HP XX qcb,hcf + HP)

 o5  ::  11 hit  ::  Easy
     Opponent in corner. j.HP \/ s.HP XX Satomi Bringer
     (Jump HP \/ s.HP XX qcb,hcf + HP)

 o6  ::  6 hit  ::  Difficult
     Opponent in corner. Sliding, c.HP > Sliding XX HP Kaen Zan
     (df + HK, c.HP > df + HK XX b,d,db + HP)

 o7  ::  6 hit  ::  Easy
     s.LP > s.LP > c.LP XX Kaen Zan
     (s.LP > s.LP > c.LP XX b,d,db + P)

 o8  ::  6 hit  ::  Easy
     j.HK \/ c.LK > c.LP XX LP Kaen Zan
     (Jump HK \/ c.LK > c.LP XX b,d,db + LP)

 o9  ::  5 hit  ::  Easy
     s.LP XX LP Kaen Zan [3 hit], LP Kaen Zan
     (s.LP XX b,d,db + LP, b,d,db + LP)

 1o  ::  5 hit  ::  Easy
     j.HK \/ s.HP XX LP Kaen Zan
     (Jump HK \/ s.HP XX b,d,db + LP)

 11  ::  4 hit  ::  Intermediate
     Opponent in corner. s.LP > s.LP > s.LK /\ j.LK
     (s.LP > s.LP > s.LK /\ Jump LK)

 12  ::  4 hit  ::  Intermediate
     c.HK XX LK Shou En Kyaku [2 hit], LP Kaen Zan
     (c.HK XX qcb + LK, b,d,db + LP)

 13  ::  4 hit  ::  Easy
     LP Kaen Zan [3 hit], Kaen Zan
     (b,d,db + LP, b,d,db + P)

 14  ::  4 hit  ::  Easy
     s.LK > s.HP XX Shou En Kyaku
     (s.LK > s.HP XX qcb + K)

 15  ::  4 hit  ::  Easy
     j.HK \/ c.HK XX Kaen Zan
     (Jump HK \/ c.HK XX b,d,db + P)

 16  ::  3 hit  ::  Intermediate
     Opponent in corner. Sliding, s.HP XX LK Shou En Kyaku
     (df + HK, s.HP XX qcb + LK)

 17  ::  3 hit  ::  Intermediate
     Opponent in corner. Sliding, s.HP XX Kaen Zan
     (df + HK, s.HP XX b,d,db + P)

 18  ::  3 hit  ::  Intermediate
     Opponent in corner. s.HP, s.LP /\ j.LK
     (s.HP, s.LP /\ Jump LK)

 19  ::  3 hit  ::  Intermediate
     s.HP, s.LK > s.HP
     (s.HP > s.LK > s.HP)

 2o  ::  3 hit  ::  Easy
     Opponent in corner. Sliding, c.HP > s.HP
     (df + HK, c.HP > s.HP)

 21  ::  3 hit  ::  Easy
     LP Shinkuu Karatakewari \/ Kaen Zan
     (hcf + LP \/ b,d,db + P)

 22  ::  3 hit  ::  Easy
     Sliding XX Kaen Zan
     (df + HK XX b,d,db + P)

 23  ::  3 hit  ::  Easy
     c.HK XX Kaen Zan
     (c.HK XX b,d,db + P)

[ Xtra ]
 - Combo o1
   This combo should be treated like Chiho`s HP Hien Geki, where you wait a
   split second after the juggle to catch the opponent the moment they land on
   the ground. Thus it allows the full Satomi Bringer to connect, in addition
   to two hits from the Kaen Zan juggle afterward. If you cancel into the
   Satomi Bringer early, then just the elbow charge will hit to bounce the
   opponent up a little, which still allows for the final Kaen Zan juggle, but
   only one hit will catch.

 - Combo o6
   Getting the second Sliding to juggle can be tricky. Even if you hit with it,
   Satomi may not be very deep against the opponent and the HP Kaen Zan whiffs.

 - Combo 21
   In the open, the LP Kaen Zan is better to use. If the opponent is in the
   corner, you can catch with the HP-version.


===============================================================================
  5.10  //  YUKA TAKEUCHI
===============================================================================

 o1  ::  8 hit  ::  Intermediate
     s.LK > s.LK > s.LK > s.LK > s.LK XX HK Idaten Soku
     (s.LK > s.LK > s.LK > s.LK > s.LK XX qcb + HK)

 o2  ::  7 hit  ::  Intermediate
     c.LK > c.LK > c.LK > s.LK XX HK Idaten Soku
     (c.LK > c.LK > c.LK > s.LK XX qcb + HK)

 o3  ::  6 hit  ::  Intermediate
     VS Chiho in corner. j.HK \/ s.HK XX HP Souryuu Geki [3 hit] \/ HP Souryuu
     Geki
     (Jump HK \/ s.HK XX f,d,df + HP \/ f,d,df + HP)

 o4  ::  6 hit  ::  Intermediate
     VS Yuka in corner. s.LP > cl.HP, c.LK XX HK Idaten Soku
     (s.LP > s.HP, c.LK XX qcb + HK)

 o5  ::  6 hit  ::  Intermediate
     Opponent in corner. j.HP \/ c.HP > s.LK XX HK Idaten Soku
     (Jump HP \/ c.HP > s.LK XX qcb + HK)

 o6  ::  5 hit  ::  Difficult
     Opponent in corner. Full screen away. LP Ki Kou Dan, (dash forward x2)
     s.HK XX HK Idaten Soku
     (qcf + LP, (f,f, f,f) s.HK XX qcb + HK)

 o7  ::  5 hit  ::  Difficult
     Opponent in corner. cl.HP, s.LK > s.HP XX HK Idaten Soku
     (cl.HP, s.LK > s.HP XX qcb + HK)

 o8  ::  5 hit  ::  Difficult
     Opponent in corner. c.HP, s.LK > s.HK XX HK Idaten Soku
     (c.HP, s.LK > s.HK XX qcb + HK)

 o9  ::  5 hit  ::  Intermediate
     Opponent in corner. j.HK \/ cl.HP XX LP Souryuu Geki [2 hit] \/ HP Souryuu
     Geki
     (Jump HK \/ cl.HP XX f,d,df + LP \/ f,d,df + HP)

 1o  ::  5 hit  ::  Intermediate
     s.LP XX LP Souryuu Geki [3 hit] \/ HP Souryuu Geki
     (s.LP XX f,d,df + LP \/ f,d,df + HP)

 11  ::  5 hit  ::  Intermediate
     c.HP, c.HP > s.HK XX HK Idaten Soku
     (c.HP, c.HP > s.HK XX qcb + HK)

 12  ::  5 hit  ::  Easy
     Opponent in corner. j.HK \/ cl.HP XX HP Souryuu Geki
     (Jump HK \/ cl.HP XX f,d,df + HP)

 13  ::  5 hit  ::  Easy
     j.HK \/ LP Souryuu Geki [3 hit] \/ HP Souryuu Geki
     (Jump HK \/ f,d,df + LP \/ f,d,df + HP)

 14  ::  5 hit  ::  Easy
     s.LP > s.LK > s.HP XX HK Idaten Soku
     (s.LP > s.LK > s.HP XX qcb + HK)

 15  ::  5 hit  ::  Easy
     j.HP \/ cl.HP XX HK Idaten Soku
     (Jump HP \/ cl.HP XX qcb + HK)

 16  ::  4 hit  ::  Difficult
     Opponent in corner. c.HK XX Ki Kou Dan, HP Souryuu Geki
     (c.HK XX qcf + P, f,d,df + HP)

 17  ::  4 hit  ::  Intermediate
     c.HK XX HP Souryuu Geki
     (c.HK XX f,d,df + HP)

 18  ::  3 hit  ::  Intermediate
     s.LK > s.LK /\ j.LK
     (s.LK > s.LK /\ Jump LK)

 19  ::  3 hit  ::  Intermediate
     j.HP \/ s.LK /\ j.LK
     (Jump HP \/ s.LK /\ Jump LK)

 2o  ::  3 hit  ::  Easy
     Opponent in corner. j.HK \/ cl.HP XX LP Ki Kou Dan
     (Jump HK \/ cl.HP XX qcf + LP)

 21  ::  2 hit  ::  Easy
     Yuka 1/2 screen away. LP Ki Kou Dan, HK Idaten Soku
     (qcf + LP, qcb + HK)

 22  ::  2 hit  ::  Easy
     c.HK XX Ki Kou Dan
     (c.HK XX qcf + P)

[ Xtra ]
 - Combo o1
   I found it easier to hold forward on the joystick while mashing out the five
   s.LKs, so that Yuka slightly inches forward to cover small pixels of gaps
   and allow them to chain easier.

 - Combo o4
   For whatever reason, the s.LP > cl.HP will only connect against Yuka. On any
   other character it won`t catch, but the cl.HP, c.LK link works on everyone.

 - Combo o6
   Since you can`t attack during a dash, you have to wait until Yuka completely
   finishing her dashing animation before you can execute the s.HK. It`s fairly
   strict timing since the LP Ki Kou Dan does not provide a lot of hitstun.

 - Combo o7,o8
   Linking s.LK after cl.HP is a fairly strict, but not too difficult since
   Yuka`s s.LK has a lot of range. Combo o8 is essentially the same combo as
   o7, but the s.LK link after c.HP is far easier. Combo o7 is stronger.

 - Combo 1o
   Immediately do the HP Souryuu Geki after landing to juggle. In the corner
   this combo is harder because the game engine will 'push' Yuka away, making
   more of a gap between her and the opponent. But it is possible to still hit
   with the HP Souryuu Geki.

 - Combo 16
   The Ki Kou Dan will pop the opponent into the air, allowing Yuka to juggle
   with the HP Souryuu Geki.

 - Combo 18,19
   The tip of Yuka`s foot from her j.LK is able to catch any average sized
   character.


  [ Advanced : 6 : Special Thanks ]  -- // ------------------------------------
_______________________________________________________________________________

 - TGL (Technical Group Laboratory, Inc.)                        ( tgl.co.jp/ )
   Hope to see another Advanced V.G. fighting game, hopefully with an engine
   like in `Arcana Heart 3´ or `Skullgirls´.

 - Jeff "CJayC" Veasey + GameFAQs                             ( gamefaqs.com/ )
   The man and his FAQ-emporium lives on as the best site out there for all-
   game information.
   (GameFAQs : http://www.gamefaqs.com/users/CJayC)

 - Harold "Kageh" Hess                              ( harold_hess@hotmail.com )
   My TMChi bro who bought this and Advanced V.G. 2 for me when he was over in
   Japan.
   (GameFAQs : http://www.gamefaqs.com/users/!H+Bomb)


  [ Advanced : 7 : Revision History ]  -- // ----------------------------------
_______________________________________________________________________________

 v. 1.5 / 04 - 11 - 2014
 - Added details on why Kaori`s and Manami`s throw combos do not work against
   Eleanor due to the lack of the FLOAT mechanic.

 v. 1.0 / 04 - 10 - 2014
 - A few additional link combos added. Also with the overhaul of my MaxFAQ, I
   differentiated some characters` jumping attacks with a "Jump Diagonal" tag
   to know that those attacks differ from their vertical jumping variations.

 v. 0.0 / 03 - 30 - 2013
 - Advanced V.G. doesn`t by any means have a fantastic combo engine. It`s kind
   of stiff and you need some incredible execution on some combos. But there
   was enough in the game to herald a combo FAQ, so here it is. Even though I
   doubt many people will actually use it because, well, who plays this now?


  [ Advanced : 8 : Final Word ]  -- // ----------------------------------------
_______________________________________________________________________________

 Oss`!
 All fighting games deserve a combo FAQ, even little known ones like this. So
 here it is. Enjoy the mayhem.

   Have something to say about the game or this FAQ you want me or others to
   know? Find any of the above information wrong or misleading? Or maybe you
   have info or extras to add onto what`s posted. Whatever the case is, feel
   free to send it! Anything that is posted within the FAQ, you not only get
   full credit. Oh no no! You also receive unauthorized bragging rights that
   give you the Almighty-given gift of annoying the hell out of people with.
                                          .. By the way, thanks for reading!

   Sayounara, adios, ciao, xie xie, au revoir, and all that other crap.  ^_^
                                            - `shouji´ <oodzume@hotmail.com>
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  | `Can`t ride home on a bowl of goat.´                                    |
  |                                                             - Ron White |
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