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             ##+#-#### -x- # ,##= ;###
            ###=######.+xX=        -x##
          ,##=+####### #####,   #######
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            ##+  ##++=#Xxxx#=### .   #                         ##-xX-.+x+x+#
            ##x   ##+=-xxxx#=x##  .  #                          ##--xx...=##
             X#    +#==xxx#XX=+#  .   #                          ++=,=x###
             X#    +#+=X### ##x#   .  #x.                        #Xx+,..-###.
             ##  .   #==#= + ;X##  ..  #x                         ;x+x=+##
             ##- .   #=X#x # =###   .  #-                          .#+##x +
               #    .#x-  +# =#X#,,    .##                          X#X#-
              .#    ,##  ==X =#X#+=. ,, +#
              =#,   . #  +.# =#XX##; ;   .##
                # ,;. #,,-=+ =#Xxx##X==,   #=      Ranma 1/2 : Chougi Ranbu Hen
                #- ., #..-+  ;XXxxX###.-;.  X#x    MaxFAQ v0.0 // Super Famicom
                 #; . #..;- Xxx#xx#; #X;,;;  x#x   shouji : oodzume@hotmail.com
                  #X  #.,;  #x==Xx#=  #X=,., .##   
                  ##  #.,  ##+==Xx#=. ###X=    ##
                  xx= #, .##X+==#x#+. #  ##,;  ,#
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                       =###xXxXXX+=## #####     ##.  x#.
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                   =#xxxxx+ Xx++   .,---        -xXX#xxx+-
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  Copyright 2oo5 `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-
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  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.   =)

 `Ranma Nibunnoichi: Chouji Ranbu Hen´ and its characters are copyright 1994
 Rumic Soft, Ltd.
 All rights reserved.

 This FAQ is available at the following places :
---------------------------------------  Ranma Nibunnoichi: Chouji Ranbu Hen  -
 - 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 all my hard work at other locations I KNOW I
   didn`t send it to. With that said, I would like to take a moment to bitch
   "Just the FAQs" <faqs.simplenet.com> who have stolen my `Groove On Fight´
   and `Bulleta´ FAQs in the past. If anyone`s that eager to incorporate any
   of my FAQs to their site, then take a moment to write me a damn letter to
   ask me for them. Those that find that difficult to do, make your own FAQ.

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



  Table Of Contents  ]--------------|------------------------------------------
                                    |
------------------------------------|

  Jyusenkyou 1 : Story
    - Japanese
    - English

  Jyusenkyou 2 : FAQ Notation
    - Controller Notation
    - Button Notation
    - Abbreviations + Command Notation
    - Attack Info + Canceling Chart

  Jyusenkyou 3 : Basic Commands

  Jyusenkyou 4 : Game Modes Explanation
    - Story
    - VS. Mode
    - Tag Match
    - Option

  Jyusenkyou 5 : ??
    - Akane Tendou
    - Genma Saotome (panda)
    - Herb
    - Hinako Ninomiya-sensei
    - Kodachi Kunou
    - Mariko Konjyou
    - Mousse / Mu Tsu
    - Ranma Saotome (male)
    - Ranma-chan Saotome (female)
    - Ryouga Hibiki
    - Shampoo / Xian Pu
    - Tatewaki Kunou
    - Ukyou Kuonji

  Jyusenkyou 6 : System Dissection
    - Movement: Walking / Dashing / jumping
    - Attacking
    - Guarding
    - Throwing
    - Life Gauge
    - Taunting / Super Gauge
    - Combos

  Jyusenkyou 7 : Miscellaneous Info
    - Special Thanks
    - Secrets / Codes
    - Stages
    - Revision History
    - Final Note


  This FAQ is in compilation with the following: `Ranma Nibunnoichi: Chouji
  Ranbu Hen MiniFAQ´ and `Ranma Nibunnoichi: Chouji Ranbu Hen ComboFAQ´; which
  are also located at the sites above. The MaxFAQ breaks the game and its
  characters down to base terms and layout, giving all the essential info such
  as complete movelists, characters` infomation, key notes, and complete system
  breakdown. For a small and compact version of this, get the MiniFAQ.



  Jyusenkyou 1  ]-------------------|------------------------------------------
                                    |  Story
------------------------------------|

  1.o1 - Japanese  ]-----------------------------------------------------------


  1.o2 - English  ]------------------------------------------------------------



  Jyusenkyou 2  ]-------------------|------------------------------------------
                                    |  FAQ Notation
------------------------------------|

  2.o1 - 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 left and right if you`re on the right side of screen.
  - Directions that are capitalized indicate to hold that specific position.


  2.o2 - Button Notation  ]----------------------------------------------------

 L-shoulder        R-shoulder          Kiai/Chouhatsu             Ougi

          X Button                                Hard Punch (HP)

 Y Button          A Button            Weak Punch (WP)         Hard Kick (HK)

          B Button                                Weak Kick (WK)

  - Button notation can be changed at the Custom Control menu in the Option
    screen. This FAQ utilizes the default setup shown above.
  - You can program the R-shoulder button to be a quick attack/Ougi, allowing
    one of the character`s special moves to easily be done. (All attacks are
    noted in character move sections with a star (*) before the name.)


  2.o3 - Abbreviations + Command Notation  ]-----------------------------------

  P / K        -  Press any Punch / Kick button.
  +            -  Stands for "and".
  /            -  Stands for "or".
  qcf / qcb    -  Motion (d,df,f) or (d,db,b) on the joystick.
  hcf / hcb    -  Motion (b,db,d,df,f) or (f,df,d,db,b) on the joystick.
  .. rapidly   -  Repeat the listed command(s) in a swift succession. ("Press
                  Punch rapidly" means to swiftly hit any Punch button over and
                  over.)
  Charge       -  Hold the primary indicated direction for a minimum of two
                  full seconds before performing the following command(s).
  When close   -  Perform the following command(s) when player is near the
                  opponent.
  x~x          -  Anything within that range of directions/buttons will work.
  (movename)   -  A special move that has no specific name, but is noted in the
                  character`s movelist for having unique principles or command
                  to execute it. Although sometimes this notation means that I
                  don`t know the offical name for the move yet.
  (?)          -  Indicates information that I am not 1oo% sure on at the
                  moment. Most times this shows up for translations or moves
                  I haven`t gathered the full properties of yet.


  2.o4 - Attack Info + Canceling Chart  ]--------------------------------------

  All of the character`s normal attacks (ie - regular punches and kicks) are
  listed within a chart like the one below. Akane Tendou`s is shown:


       STANDING      STAND CLOSE    CROUCHING      JUMPING UP     JUMP DIAG.
    -------------- -------------- -------------- -------------- --------------
   | Slap         |              | Low Punch    | Elbow Drop   |              |
LP |              |     <---     |              |              |     <---     |
   | 1 O h        |              | 1 O h        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Downward     |              | Low Kick     | Knee Drop    |              |
LK |         Kick |     <---     |              |              |     <---     |
   | 1 O h        |              | 1 O l        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Schoolbag    | Schoolbag    | Low Schoolbag| Overhead     |              |
HP |         Slam |     Uppercut |         Slam |    Schoolbag |     <---     |
   | 1 X h        | 2 O hh    #1 | 1 O h        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | High Kick    | Skyscraper   | Sweep        | Upward       | Downward     |
HK |              |         Kick |              |     Sidekick |  Thrust Kick |
   | 1 X h        | 1 X h        | 1 X l     #2 | 1 - m        | 1 - m        |
    -------------- -------------- -------------- -------------- --------------

  1) Can`t be canceled on the second hit.
  2) Knockdown attack.


  The top row shows the position of the character for the attack: STANDING
  (away from the opponent), STAND CLOSE (near the opponent), CROUCHING (hold
  down), JUMPING UP (jumping vertical), and JUMP DIAG (jumping diagonal).

  Along the left side are the four attack strengths. As the chart is read from
  left to right, you`ll come in contact with information and symbols for each
  attack type:

                       --------------
                      | Schoolbag    |   <-- Attack name/description
                   HP |         Slam |
                      | 1 X h        |
                       --------------
                     /    |    \
             # of hits    |    Attack level(s)
                      Canceling

  The first part is the amount of hits the attack will do in full. Unless noted
  otherwise, a multi-hit attack will combo.

  The second part indicates the attack`s canceling properies.
  O  : The attack can be canceled (into a Oowaza or Ougi) after it hits.
  X  : The attack can`t be canceled at any time.
  -  : The attack has nothing it can be canceled into. This only is used with
       Jumping Up/Jump Diagonal attacks for characters that have no aerial
       special moves.

  The third part is the attack`s level(s): High (h), Mid (m), or Low (l).

  Arrows ( <--- ) inside of fields indicate that particular attack is exactly
  the same as the one to the left. (For the above, Akane`s Standing LK is the
  same attack as her Standing Close LK.) This includes damage, hits, and cancel
  properties.

  If there`s a note pertaining to that specific normal attack, a "#1" will be
  listed along the right side of that attack info box. Underneath the chart
  are notes that coorespond to the numbered "see belows" listed.



  Jyusenkyou 3  ]-------------------|------------------------------------------
                                    |  Basic Commands
------------------------------------|

  The following list are moves that most characters overall possesses.

  Standing Guard                    Hold b when attacked
  Crouching Guard                   Hold db when attacked

  Nage (throw)                      When close, b / f + HP
  Ground Recovery                   Normally stand after knockdown

  Kiai/Chouhatsu (taunt)            Press L-shoulder button
  Dizzy                             Hit opponent repeatedly
  Dizzy Recovery                    Tap buttons and motion pad when dizzy

  Oowaza 1                          Press LP + LK
  Oowaza 2                          Press HP + HK



  Jyusenkyou 4  ]-------------------|------------------------------------------
                                    |  Game Modes Explanation
------------------------------------|

  4.o1 - Story  ]--------------------------------------------------------------

  Arcade mode. Select one of the thirteen characters (Herb included with the
  code; see "Secrets / Codes" in "Jyusenkyou 7" section) to go through the
  game. Eleven opponents must be defeated in 2-out-of-3 rounds: the first ten
  will are selected randomly, followed by Herb.

  Losing against an opponent will bring up the Continue screen. You will have
  an infinite amount of time to decide on whether or not you wish to continue.
  With the cursor on "Tsudzukeru" ("Continue" on the left), pressing a button
  will activate the continue, allowing you to start the stage over against the
  opponent that defeated you. Selecting "Owaru" ("End" on the right) will
  deactivate the continue and end the game.

  Scores made here are added toward the HI at the top. If you continue from a
  loss, the score you last had will be retained.


  4.o2 - VS. Mode  ]-----------------------------------------------------------

  Vs. Mode is made for anywhere between 0- to 2-players. There are four modes
  to choose from (selected in Options): "HUMAN vs. HUMAN", "HUMAN (1P) vs.
  CPU", "CPU vs. HUMAN (2P)", or "CPU vs. CPU". In each mode, a character is
  selected to fight 2-out-of-3 rounds.

  After characters are chosen, a screen comes up to allow you to alter the
  player`s colors, attack power, and defense handicap. Finally, you will get
  to select a stage.


  4.o3 - Tag Match  ]----------------------------------------------------------


  4.o4 - Option  ]-------------------------------------------------------------

  The Option screen allows you to change the settings of the game. The modes
  are as follows (listed from top to bottom):

  - GAME LEVEL
    Select the difficulty of the CPU opponents on a scale of three units: 1 =
    Lo (weak), 3 = Hi (hard). "2" is the default.
    (Effects: Story, VS. Mode)

  - TIME LIMIT
    Select the amount of time for each round in seconds; 5o, 1oo, or Infinite.
    "1oo" is the default.
    (Effects: Story, VS. Mode, Tag Battle)

  - PLAYER COLOR
    Select the default color of your character out of four choices. (If you
    alter this, the color can be changed when you pick your character in VS.
    Mode. However in Story and Tag Mode, your character will be this selected
    color by default instead of always "1".)
    (Effects: Story, VS. Mode, Tag Battle)

  - SOUND
    Select the sound output for the game: Stereo or Mono.

  - PLAYER SELECT
    Select how you want "VS. Mode" battles to happen: "HUMAN vs. HUMAN", "HUMAN
    (1P) vs. CPU", "CPU vs. HUMAN (2P)", or "CPU vs. CPU".
    (Effects: VS. Mode)

  - CUSTOM CONTROL
    Change the button configuration of the punch and kick buttons. The last
    option will trigger the "Ougi" (R-shoulder) to be on or off.



  Jyusenkyou 5  ]-------------------|------------------------------------------
                                    |  ??
------------------------------------|

  The following section is a listing of all characters in alphabetical order
  (by first name) in addition to detailed information about each. Sections are
  listed in the following order:
  - Mini Movelist
    A brief listing of all the character`s special moves, throws, and super.
  - Poses
    Character`s win, lose, and taunt poses and speech.
  - Colors
    Character`s pallete swaps. Each character has four colors to choose from.
  - Quotes + Ending
    A listing of quotes the character says after beating an opponent. The
    complete translation of the character`s ending dialouge is also listed.
  - Basic Attack Info
    A chart of all the character`s normal attacks and canceling properties (see
    section 2.o4).


  The following sections will take every throw, command, and special move, and
  break them down to simpliest terms to note all properties and key elements
  that pertain to each. Attacks are listed in five catagories showing their
  information:
    jp:  Name of the special move in Japanese, as it`s written out Roumaji.
    en:  The English translation of the move.
    sp:  Speech the character says during the attack.
    cm:  Joystick command and button input needed to perform the move.
    ht:  Total number of hits the move scores.  It`s divided into two parts
         depending on the button strength: Weak 1 / Strong 2. (Weak is LP/LK,
         Strong is HP/HK.) The number that follows is the amount of hits for
         that version. ("Weak 1 / Strong 2" would be the attack does 1 hit with
         the LP button, and 2 hits with HP.) If there is a plus sign between
         numbers (ie - 1+1), that means the hits do not combo. If the attack
         doesn`t hit at all, an "n/a" will be present.
    ds:  Description of the move.
   "-":  Notes and additional information about the move. Any special effects
         or qualities that effect the character or the opponent would be
         listed here.


-------------------------------------------------------------------------------
  5.o1 - AKANE TENDOU

"Despite her appearance (?), she has tremendous rush power! One would best
engage her in close combat!"
-------------------------------------------------------------------------------

  (back roll)                       When close, b / f + HP

  Dash Oufuku Binta                 Press LP + LK
  Kaban Daisharin                   Press Punch rapidly, move b / f
* Dash Kidzuchi                     Charge b,f + P
  Mou Shou Gekitsui                 Charge d,u + K
  Tsukami Upper                     When close, press HP + HK

  Dash Tsukioshi                    After Kiai/Chouhatsu, f,f + HP


  Colors //
  1 : White blouse, blue uniform
  2 : White blouse, pink uniform
  3 : Blue blouse, dark blue uniform
  4 : Red blouse, yellow uniform

(  Poses  )  ------------------------------------------------------------------

  Win   : Raises an arm in victory and winks, "Yatta!" ("I did it!")
  Lose  : Turns away from opponent with an angry look.
  Taunt : Grows angry with a flaming aura surrounding her.

(  Quotes + Ending  )  --------------------------------------------------------

  - "Akimahen~e.
    ("??.")

(  Basic Attack Info  )  ------------------------------------------------------

       STANDING      STAND CLOSE    CROUCHING      JUMPING UP     JUMP DIAG.
    -------------- -------------- -------------- -------------- --------------
   | Slap         |              | Low Punch    | Elbow Drop   |              |
LP |              |     <---     |              |              |     <---     |
   | 1 O h        |              | 1 O h        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Downward     |              | Low Kick     | Knee Drop    |              |
LK |         Kick |     <---     |              |              |     <---     |
   | 1 O h        |              | 1 O l        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Schoolbag    | Schoolbag    | Low Schoolbag| Overhead     |              |
HP |         Slam |     Uppercut |         Slam |    Schoolbag |     <---     |
   | 1 X h        | 2 O hh    #1 | 1 O h        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | High Kick    | Skyscraper   | Sweep        | Upward       | Downward     |
HK |              |         Kick |              |     Sidekick |  Thrust Kick |
   | 1 X h        | 1 X h        | 1 X l     #2 | 1 - m        | 1 - m        |
    -------------- -------------- -------------- -------------- --------------

  1) Can`t be canceled on the second hit.
  2) Knockdown attack.

(  Nage / Normal Throws  )  ---------------------------------------------------

  en:  (back roll)
  sp:  "Hey!"
  cm:  When close, b / f + HP
  ht:  Strong 1
  ds:  Akane grabs opponent and rolls back on her back with a back toss.
       - Unblockable attack.
       - Knockdown attack.

(  Oowaza / Bold Moves  )  ----------------------------------------------------

  jp:  dasshu oufuku binta
  en:  Dash Round Trip Slap
  sp:  "Haa!"
  cm:  Press LP + LK
  ht:  Weak 2
  ds:  Akane advances pair of slaps.

  jp:  tsukami appa-
  en:  Catch Upper
  sp:  "Hey!"
  cm:  When close, press HP + HK
  ht:  Strong 1
  ds:  Akane grabs opponent by their collar and uppercuts them.
       - Unblockable attack.
       - Knockdown attack.
       - Akane can`t be right next to the opponent else she won`t catch. She
         has to stand a half-character distance away.
       - I don`t know if it`s random, but more times than usual Akane will
         knock the opponent dizzy with this move. Especially if you hit them
         with an HP or HK attack before it.

(  Ougi / Secret Moves  )  ----------------------------------------------------

  jp:  kaban daisharin
  en:  Bag Giant Swing
  sp:  "Yaaa~!"
  cm:  Press Punch rapidly, move b / f
  ht:  Weak 1 / Strong 1
  ds:  Akane spins around with her schoolbag extended.
       - Knockdown attack.
       - Akane can be moved back or forth during the Kaban Daisharin.

  jp:  dasshu kidzuchi
  en:  Dash Wooden Hammer
  sp:  "Yaaa~!"
  cm:  Charge b,f + P
  ht:  Weak 1 / Strong 1
  ds:  Akane advances, swinging a large wooden hammer downward.
       - Knockdown attack.

  jp:  mou shou gekitsui
  en:  Fierce Flying Shooting Down
  sp:  "Hey!" (only when catching)
  cm:  Charge d,u + K
  ht:  Weak 1 / Strong 1
  ds:  Akane leaps upward. If she catches an airborne opponent, she`ll grab
       them and slam them down to the ground.
       - Unblockable attack.
       - Knockdown attack.
       - Akane`s able to catch most characters out of their aerial attacks with
         the Mou Shou Gekitsui. It can be done against Mousse`s Higi: Takadzume
         Ken, Ryouga`s Tanuki Otoshi, and Kunou`s Tenchi Raimei Giri to catch
         him before his second attack (even if the first hit Shampoo.) Even
         more surprisingly, she can catch Ranma/Ranma-chan out of their Hiryuu
         Kourin Dan, despite them being covered in energy.

(  Hissatsu Waza / Certain Kill Art  )  ---------------------------------------

  jp:  dasshu tsukioshi
  en:  Dash (Sumo) Shove Technique
  sp:  "Iku yo!" ("Here I come!")
  cm:  After Kiai/Chouhatsu, f,f + HP
  ht:  Power 1
  ds:  Akane advances with a double palm shove.
       - Knockdown attack.


-------------------------------------------------------------------------------
  5.o2 - GENMA SAOTOME (panda)

"His strong point is the powerful close combat with his panda body! His
weakness is his slow movement."
-------------------------------------------------------------------------------

  (panda suplex)                    When close, b / f + HP

  Kaeru Rekishi Tai                 Press LP + LK / HP + HK
  Xiongmao Mou Hon Geki             Charge b,f + K
* Xiongmao Nouten Ki                Charge d,u + P
  Mukiryoku Otoshi                  In air, d + HK

  Panda Jigoku Meguri               After Kiai/Chouhatsu, f,f + HP


  Colors //
  1 : Black & white fur
  2 : Dark brown & brown fur
  3 : Blue & white fur
  4 : Dark green & green fur

(  Poses  )  ------------------------------------------------------------------

  Win   : Holds up a sign reading "Fu fu fu." (sound of chuckling)
  Lose  : Sits on ground and exhales with a sweatdrop on the side of his head.
  Taunt : Holds up two signs reading "Ya-i" ("Hey!") on the left and "Kakatte
          ko-i" ("Come on!") on the right.

(  Quotes + Ending  )  --------------------------------------------------------

  - "Akimahen~e.
    ("??.")

(  Basic Attack Info  )  ------------------------------------------------------

       STANDING      STAND CLOSE    CROUCHING      JUMPING UP     JUMP DIAG.
    -------------- -------------- -------------- -------------- --------------
   | Claw Stab    |              | Low Claw     | Butt Bomb    |              |
LP |              |     <---     |         Stab |              |     <---     |
   | 1 O h        |              | 1 X h        | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Claw Kick    |              | Low Kick     | Butt Bomb    |              |
LK |              |     <---     |              |              |     <---     |
   | 1 O h        |              | 1 O l        | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Downward     | Hip Spin     | Claw Thrust  | Air Claw     |              |
HP |         Claw |              |              |       Thrust |     <---     |
   | 1 X h        | 1 O h        | 1 O h        | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Reverse Kick | Hip Spin     | Sliding      | Air Claw     |              |
HK |              |              |              |       Thrust |     <---     |
   | 2 X hh       | 1 O h        | 1 X l     #1 | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------

  1) Knockdown attack.

(  Nage / Normal Throws  )  ---------------------------------------------------

  en:  (panda suplex)
  sp:  "Aho!"
  cm:  When close, b / f + HP
  ht:  Strong 1
  ds:  Genma grabs opponent and then pulls them over in a suplex.
       - Unblockable attack.
       - Knockdown attack.
       - Genma can`t be right next to the opponent else he won`t catch. He has
         to stand a half-character distance away.

(  Oowaza / Bold Moves  )  ----------------------------------------------------

  jp:  kaeru rekishi tai
  en:  "Frog At A State Of Death From Being Run Over"
  sp:  "Aho!"
  cm:  Press LP + LK / HP + HK
  ht:  Weak 1 / Strong 1
  ds:  Genma bows to the ground, then swings a paw upward.
       - Knockdown attack.

(  Ougi / Secret Moves  )  ----------------------------------------------------

  jp:  xiongmao mou hon geki
  en:  "Giant Panda Attacking With A Fierce Run"
  sp:  "Aho-ho~!"
  cm:  Charge b,f + K
  ht:  Weak 1 / Strong 1
  ds:  Genma advances with a shoulder ram.
       - Knockdown attack.
       - The HK version moves faster than the LK, and goes full-screen.
       - "Xiongmao" is Chinese for "giant cat bear," or "panda."

  jp:  xiongmao nouten ki
  en:  "Giant Panda Raising Up With The Crown Of His Head"
  sp:  "Aho-ho~!"
  cm:  Charge d,u + P
  ht:  Weak 1 / Strong 2
  ds:  Genma ascends with a headbutt.
       - Knockdown attack.
       - Genma is invincible during his ascension.
       - The "raising up" means "waking up" rather than "ascension." I believe
         it`s suppose to be a pun.

  jp:  mukiryoku otoshi
  en:  Lassitude Drop
  sp:  "Aho!"
  cm:  In air, d + HK
  ht:  Strong 1
  ds:  Genma falls down while lying on his back.
       - Knockdown attack.
       - Must be blocked high.

(  Hissatsu Waza / Certain Kill Art  )  ---------------------------------------

  jp:  panda jigoku meguri
  en:  Panda Hell Round
  sp:  "?? Aho-ho~!"
  cm:  After Kiai/Chouhatsu, f,f + HP
  ht:  Power 3
  ds:  Genma advances. If he hits opponent, he performs two suplexes, then
       throws the opponent into the air to juggle them with a Xiongmao Nouten
       Ki.
       - Unblockable attack.
       - Knockdown attack.


-------------------------------------------------------------------------------
  5.o3 - HERB

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

  (one hand throw)                  When close, b / f + HP

  Ryuu Ha Kyaku                     Press LP + LK / HP + HK
  Ryuu Zan Ha                       Charge b,f + P
  Ki Hou                            Charge b,f + K
* Ki Ryuu Tou Retsu Kuu Zan         Charge d,u + P

  Ryuu Sei Hishou                   After Kiai/Chouhatsu, hcf + HP


  Colors //
  1 : White & red armor, gold platings, pink hair
  2 : White & blue armor, red platings, blue hair
  3 : White & purple armor, dark green platings, pink hair
  4 : White & blue armor, blue platings, blue hair

(  Poses  )  ------------------------------------------------------------------

  Win   : Stands tall and crosses his arms over his chest while chuckling.
  Lose  : Stands with his arms at his sides, looking away from opponent.
  Taunt : Crosses his arms out as he flares up to charge energy.

(  Quotes + Ending  )  --------------------------------------------------------

  - "Akimahen~e.
    ("??.")

(  Basic Attack Info  )  ------------------------------------------------------

       STANDING      STAND CLOSE    CROUCHING      JUMPING UP     JUMP DIAG.
    -------------- -------------- -------------- -------------- --------------
   | Upward Chop  |              | Low Palm     | Double Palm  |              |
LP |              |     <---     |       Thrust |       Thrust |     <---     |
   | 1 O h        |              | 1 O h        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Sidekick     | Knee Thrust  | Low Kick     | Downward     |              |
LK |              |              |              |     Sidekick |     <---     |
   | 1 O h        | 1 O h        | 1 X l        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Palm Thrust  | Elbow Thrust | Strong Low   | Strong Double|              |
HP |              |              |  Palm Thrust |  Palm Thrust |     <---     |
   | 1 X h        | 1 O h        | 1 O h        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Strong       | Strong Knee  | Strong Low   | Strong Dw.   |              |
HK |     Sidekick |       Thrust |         Kick |     Sidekick |     <---     |
   | 1 X h        | 1 X h        | 1 X l     #1 | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------

  1) Knockdown attack.

(  Nage / Normal Throws  )  ---------------------------------------------------

  en:  (one hand throw)
  sp:  "Ha!"
  cm:  When close, b / f + HP
  ht:  Strong 1
  ds:  Herb grabs opponent and picks them up with one hand, then throws them to
       the ground.
       - Unblockable attack.
       - Knockdown attack.
       - Herb can`t be right next to the opponent else he won`t catch. He has
         to stand a half-character distance away.

(  Oowaza / Bold Moves  )  ----------------------------------------------------

  jp:  ryuu ha kyaku
  en:  Dragon Edge Leg
  sp:  "Ha!"
  cm:  Press LP + LK / HP + HK
  ht:  Weak 1 / Strong 1
  ds:  Herb leaps back into the air, then descends with a kick with his leg
       engulfed in a cone of energy.
       - Knockdown attack.

(  Ougi / Secret Moves  )  ----------------------------------------------------

  jp:  ryuu zan ha
  en:  Dragon Kill Break
  sp:  "Ryuu Zan Ha!"
  cm:  Charge b,f + P
  ht:  Weak 1 / Strong 1
  ds:  Herb swings his arm upward, throwing out an arc of energy.

  jp:  ki hou
  en:  Spirit Cannon
  sp:  "Ha!"
  cm:  Charge b,f + K
  ht:  Weak 1 / Strong 1
  ds:  Herb thrusts his glowing palm downward, creating a burst of energy on
       the ground.
       - Knockdown attack.
       - Must be blocked low.
       - The palm thrust or the blast can hit the opponent.

  jp:  ki ryuu tou retsu kuu zan
  en:  Spirit Dragon Sword Fissure Sky Kill
  sp:  "Ki Ryuu Tou!"
  cm:  Charge d,u + P
  ht:  Weak 1 / Strong 1
  ds:  Herb ascends while slashing his arms out, creating energy blades.
       - Knockdown attack.
       - Herb is invincible during his ascension.

(  Hissatsu Waza / Certain Kill Art  )  ---------------------------------------

  jp:  ryuu sei hishou
  en:  Dragon Spirit Flight
  sp:  "Ha! Ryuu Sei Hishou!"
  cm:  After Kiai/Chouhatsu, hcf + HP
  ht:  Power 1+1
  ds:  Herb leaps back into the air, then dives in an arc with his arm forward,
       while accompanied by a ball of energy.
       - Knockdown attack (energy ball only).
       - Depending where the opponent is on the screen can alter how this hits.
         Normally Herb will fly through the opponent and leave them in stun
         while the energy ball hits second. But the ball will not hit at the
         same time as Herb. If Herb and the ball are right on top each other,
         only Herb will hit them (since his arm is out and he strikes further)
         and the ball will pass right through. In fact, I think the ball _only_
         hits when it`s arcing back upward. The ball has a further arc than
         Herb, so if the opponent is over half-screen away, Herb will miss, but
         the ball can still hit.


-------------------------------------------------------------------------------
  5.o4 - HINAKO NINOMIYA-SENSEI

"She can change from a child into an adult! When her form changes, so does her
techniques!! The usage of too much 'Tsurisen Gaeshi' is prohibited."
-------------------------------------------------------------------------------

 Child Form
  (head punch)                      When close, b / f + HP

  Totsugeki Tentou Diving           Press LP + LK
  Totsugeki Tentou Sliding          Press HP + HK
  Happou Go-en Satsu                qcf + LP
  Joudan Happou Go-en Satsu         qcf + LK
* Happou Gojyuu-en Satsu            qcf + HP
  Joudan Happou Gojyuu-en Satsu     qcf + HK
  (transform to adult)              Press L-trigger


 Adult Form
  (ground throw)                    When close, b / f + HP

  Heel Sobat                        Press LP + LK / HP + HK
  Happou Go-en Satsu                qcf + LP
* Happou Gojyuu-en Satsu            qcf + HP
  Happou Tsurisen Gaeshi            qcf + K
  (transform to child)              (see "Happou Tsurisen Gaeshi" notes)

  Happou Tsurisen Bai-gaeshi        After Kiai/Chouhatsu, qcb + HP


  Colors //
  1 : Light yellow sweater, black mini-skirt
  2 : Pink sweater, black mini-skirt
  3 : Dark yellow sweater, brown mini-skirt
  4 : Purple sweater, black mini-skirt

(  Poses  )  ------------------------------------------------------------------

  Win   : (child) Places her arms in upside-down "L" shapes, "??"
  Lose  : (child) Squats with her index fingers hooked at the corner of her
          mouth, pulling it while sticking out her tongue.
          (adult) Flinches with a pained expression on her face.
  Taunt : (child) Grows into her adult form.
          (adult) Places her hands on her hips, "Hmph!"

(  Quotes + Ending  )  --------------------------------------------------------

  - "Akimahen~e.
    ("??.")

(  Basic Attack Info  )  ------------------------------------------------------

  Child Form //

       STANDING      STAND CLOSE    CROUCHING      JUMPING UP     JUMP DIAG.
    -------------- -------------- -------------- -------------- --------------
   | Slap         |              | Low Slap     | Flail Punch  |              |
LP |              |     <---     |              |              |     <---     |
   | 1 O h        |              | 1 O h        | 2 - mm    #1 |              |
    -------------- -------------- -------------- -------------- --------------
   | High Kick    |              | Low Kick     | Downward     |              |
LK |              |     <---     |              |  Double Kick |     <---     |
   | 1 O h        |              | 1 O l        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Overhead     |              | Strong Slap  | Strong Flail |              |
HP |        Punch |     <---     |              |        Punch |     <---     |
   | 1 X h        |              | 1 O h        | 2 - mm    #1 |              |
    -------------- -------------- -------------- -------------- --------------
   | Flail Kick   |              | Low Double   | Air Flail    |              |
HK |              |     <---     |         Kick |         Kick |     <---     |
   | 3 X hhh      |              | 1 X l     #2 | 2 - mm    #1 |              |
    -------------- -------------- -------------- -------------- --------------

  1) Unless it`s against Genma, Hinako won`t get both hits on her descent. You
     have to press the attack as she`s ascending to get the first hit, then the
     second will hit on her descent.
  2) Knockdown attack.


  Adult Form //

       STANDING      STAND CLOSE    CROUCHING      JUMPING UP     JUMP DIAG.
    -------------- -------------- -------------- -------------- --------------
   | Low Backfist |              | Low Slap     | Chop         |              |
LP |              |     <---     |              |              |     <---     |
   | 1 O h        |              | 1 O h        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | High Kick    | Knee Thrust  | Low Kick     | Knee Drop    |              |
LK |              |              |              |              |     <---     |
   | 1 O h        | 1 O h        | 1 O l        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Slap         | Elbow Thrust | Strong Slap  | Strong Chop  |              |
HP |              |              |              |              |     <---     |
   | 1 X h        | 1 O h        | 1 O h        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Shin Kick    | Strong Knee  | Strong Low   | Downward     |              |
HK |              |       Thrust |         Kick |     Sidekick |     <---     |
   | 1 X h        | 1 O h        | 1 X l     #1 | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------

  1) Knockdown attack.

(  Nage / Normal Throws (child)  )  -------------------------------------------

  en:  (head punch)
  sp:  "Aho!"
  cm:  When close, b / f + HP
  ht:  Strong 1
  ds:  Hinako leaps onto the opponent and punches them at the top of the head.
       - Unblockable attack.
       - Knockdown attack.
       - Hinako can`t be right next to the opponent else she won`t catch. She
         has to stand a half-character distance away.

(  Nage / Normal Throws (adult)  )  -------------------------------------------

  en:  (ground throw)
  sp:  "Haa!"
  cm:  When close, b / f + HP
  ht:  Strong 1
  ds:  Hinako grabs opponent and throws them to the ground.
       - Unblockable attack.
       - Knockdown attack.
       - Hinako can`t be right next to the opponent else she won`t catch. She
         has to stand a half-character distance away.

(  Oowaza / Bold Moves (child)  )  --------------------------------------------

  jp:  totsugeki tentou daibingu
  en:  Assault Tumbling Diving
  sp:  "Aho!"
  cm:  Press LP + LK
  ht:  Weak 1
  ds:  Hinako advances then trips, flipping over upside-down with a kick.
       - Must be blocked high.

  jp:  totsugeki tentou suraidingu
  en:  Assault Tumbling Sliding
  sp:  "Aho!"
  cm:  Press HP + HK
  ht:  Strong 1
  ds:  Hinako advances then trips, sliding along the ground on her front.
       - Knockdown attack.
       - Must be blocked low.

(  Oowaza / Bold Moves (adult)  )  --------------------------------------------

  jp:  hi-ru sobatto
  en:  Heel Sobat
  sp:  "Haa!"
  cm:  Press LP + LK / HP + HK
  ht:  Weak 1 / Strong 1
  ds:  Hinako leaps forward with a reverse high kick.

(  Ougi / Secret Moves (child)  )  --------------------------------------------

  jp:  happou go-en satsu
  en:  Eight Treasures Five Yen Kill
  sp:  "Go-en Satsu!"
  cm:  qcf + LP
  ht:  Weak 1
  ds:  Hinako holds out a coin between her fingers, creating a burst of pink
       energy.
       - Knockdown attack.

  jp:  joudan happou go-en satsu
  en:  Upper Level Eight Treasures Five Yen Kill
  sp:  "Go-en Satsu!"
  cm:  qcf + LK
  ht:  Weak 1
  ds:  Hinako holds out a coin between her fingers, creating a burst of pink
       energy upward.
       - Knockdown attack.

  jp:  happou gojyuu-en satsu
  en:  Eight Treasures Fifty Yen Kill
  sp:  "Gojyuu-en Satsu!"
  cm:  qcf + HP
  ht:  Strong 1
  ds:  Hinako holds out a coin between her fingers, creating a burst of pink
       energy.
       - Knockdown attack.

  jp:  joudan happou gojyuu-en satsu
  en:  Upper Level Eight Treasures Fifty Yen Kill
  sp:  "Gojyuu-en Satsu!"
  cm:  qcf + HK
  ht:  Strong 1
  ds:  Hinako holds out a coin between her fingers, creating a burst of pink
       energy upward.
       - Knockdown attack.
       - There is no real significant differences between the above four
         attacks save for what Hinako says and the position of the blast. The
         Punch Happou techniques are generally done to grounded opponents,
         while Kick attacks are for anti-air. The Gojyuu-en Satsu techniques
         also last about a half-second longer.

  en:  (transform to adult)
  cm:  Press L-Trigger
  ht:  n/a
  ds:  Hinako changes into her Adult form.

(  Ougi / Secret Moves (adult)  )  --------------------------------------------

  jp:  happou go-en satsu
  en:  Eight Treasures Five Yen Kill
  sp:  "Haa!"
  cm:  qcf + LP
  ht:  Weak 1
  ds:  Hinako holds out a coin between her fingers, creating a burst of pink
       energy.

  jp:  happou gojyuu-en satsu
  en:  Eight Treasures Fifty Yen Kill
  sp:  "Haa!"
  cm:  qcf + HP
  ht:  Strong 1
  ds:  Hinako holds out a coin between her fingers, creating a burst of pink
       energy.
       - There is no real significant differences between the above two attacks
         in themselves, but unlike Child Hinako, Adult Hinako`s versions do not
         knock the opponent down. The Gojyuu-en Satsu technique lasts about a
         half-second longer.

  jp:  happou tsurisen gaeshi
  en:  Eight Treasures Change Return
  sp:  "Tsurisen Gaeshi!"
  cm:  qcf + K
  ht:  Weak 1 / Strong 1
  ds:  Hinako forms a circle with her hands, throwing a pink energy blast.
       - With this move, Hinako releases the aura energy that makes her change
         into an Adult, thus this is the only way to personally make her a
         Child again. However, from a lot of trial and error with this, I`ve
         come to the conclusion there is no way to control it. There is no set
         number of blasts it takes for Hinako to resort into a Child; it`s
         apparently _random_. (If anyone later wants to correct me, I`ll gladly
         be interested in finding out how to purposely change her.) It does
         seem that that the more energy Hinako has, the more blasts she can do
         before changing back. For the record I`ve been able to get a maximum
         of seven blasts (at full strength) before she changes. Though there`s
         been times where she has changed back after only two or three blasts!
       - If Hinako changes back, the blast she shot will disappear. Though this
         only really happens when the screen is fully scrolled out.

  en:  (transform to child)
  cm:  n/a
  ht:  n/a
  ds:  Hinako changes into her Child form.
       - Hinako can only change back into a Child after performing X-amount of
         Happou Tsurisen Gaeshi, or when she is knocked dizzy.

(  Hissatsu Waza / Certain Kill Art  )  ---------------------------------------

  jp:  happou tsurisen bai-gaeshi
  en:  Eight Treasures Change Double Return
  sp:  "Tsurisen Gaeshi!"
  cm:  After Kiai/Chouhatsu, qcb + HP
  ht:  Power 1
  ds:  Hinako forms a circle with her hands, throwing a large pink and yellow
       energy blast.
       - Knockdown attack.


-------------------------------------------------------------------------------
  5.o5 - KODACHI KUNOU

"Contrary to her graceful movement, her (unfair?) pride is to attack the enemy
unprepared."
-------------------------------------------------------------------------------

  (ribbon toss)                     When close, b / f + HP

  Senju Konbou Midare Uchi          Press LP + LK / HP + HK
  Under(hand) Club Throw            Charge b,f + LP
  Over(hand) Club Throw             Charge b,f + HP
  Ribbon Ashibarai                  Charge b,f + K
* Shibire Hanataba                  Charge d,u + P

  Kuro Bara Fubuki                  After Kiai/Chouhatsu, hcb + HP


  Colors //
  1 : Dark blue & violet leotard, dark blue hair
  2 : Purple & red leotard, purple hair
  3 : Black & red leotard, black hair
  4 : Red & yellow leotard, red hair

(  Poses  )  ------------------------------------------------------------------

  Win   : Stand on a leg and spins while spinning her ribbon overhead in a
          spiral and laughing.
  Lose  : Sits up on the ground looking away, biting on her ribbon.
  Taunt : Raises upon her toes with a rose extended toward the opponent and her
          clubs outward, "??"

(  Quotes + Ending  )  --------------------------------------------------------

  - "Akimahen~e.
    ("??.")

(  Basic Attack Info  )  ------------------------------------------------------

       STANDING      STAND CLOSE    CROUCHING      JUMPING UP     JUMP DIAG.
    -------------- -------------- -------------- -------------- --------------
   | Club Poke    |              | Low Club     | Downward     |              |
LP |              |     <---     |         Poke |    Club Poke |     <---     |
   | 1 O h        |              | 1 O h        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Hop Back     |              | Low Double   | Upward Club  |              |
LK |  Ribbon Whip |     <---     |    Club Poke |         Poke |     <---     |
   | 1 X h        |              | 1 X l        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Ribbon Whip  | Club         | Strong Low   | Ribbon Snap  |              |
HP |              |     Uppercut |    Club Poke |              |     <---     |
   | 1 X h        | 1 O h        | 1 O h        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Kidzuchi     |              | Kidzuchi     | Air Kidzuchi |              |
HK |         Spin |     <---     |        Sweep |         Spin |     <---     |
   | 1 X h        |              | 1 X l     #1 | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------

  1) Knockdown attack.

(  Nage / Normal Throws  )  ---------------------------------------------------

  en:  (ribbon toss)
  cm:  When close, b / f + HP
  sp:  "Oho!"
  ht:  Strong 1
  ds:  Kodachi uses her ribbon to fling the opponent over her head in a high
       arc.
       - Unblockable attack.
       - Knockdown attack.
       - Sends opponent across screen.
       - Kodachi can`t be right next to the opponent else she won`t catch. She
         has to stand a half-character distance away.

(  Oowaza / Bold Moves  )  ----------------------------------------------------

  jp:  senju konbou midare uchi
  en:  Thousand Hand Club Disorder Strike
  sp:  "(swift waving sound)"
  cm:  Press LP + LK / HP + HK
  ht:  Weak 5 / Strong 5
  ds:  Kodachi stands on one foot and strikes a club rapidly before her.

(  Ougi / Secret Moves  )  ----------------------------------------------------

  jp:  anda- kurabu suru-
  en:  Under(hand) Club Throw
  sp:  "Oho!"
  cm:  Charge b,f + LP
  ht:  Weak 1
  ds:  Kodachi swings her arms upward, throwing out two clubs in an arc.

  jp:  o-ba- kurabu suru-
  en:  Over(hand) Club Throw
  sp:  "Oho!"
  cm:  Charge b,f + HP
  ht:  Strong 1
  ds:  Kodachi swings her arms downward, throwing out two clubs.

  jp:  ribon ashibarai
  en:  Ribbon Tripping Up
  sp:  "Oho!"
  cm:  Charge b,f + K
  ht:  Weak 1 / Strong 1
  ds:  Kodachi crouches, sending out her ribbon.
       - Knockdown attack with HK.
       - Must be blocked low.

  jp:  shibire hanataba
  en:  Numbness Bouquet
  sp:  "Haaaa~ ha ha ha!"
  cm:  Charge d,u + P
  ht:  Weak 1 / Strong 1
  ds:  Kodachi removes a bouquet of flowers spewing purple paralysis smoke.
       - Knockdown attack.

(  Hissatsu Waza / Certain Kill Art  )  ---------------------------------------

  jp:  kuro bara fubuki
  en:  Black Rose Snowstorm
  sp:  "Kuro Bara Fubuki!"
  cm:  After Kiai/Chouhatsu, hcb + HP, move b / f
  ht:  Power 1 (2)
  ds:  Kodachi stand on a leg and spins while spinning her ribbon overhead in a
       spiral, with black rose petals flying.
       - Knockdown attack.
       - Kodachi can be moved back or forth during the Kuro Bara Fubuki.
       - If blocked, it will hit two times.


-------------------------------------------------------------------------------
  5.o6 - MARIKO KONJYOU

"Magnificent movement, and the certain kill 'Flying Baton Cutter,' are her 'go-
go' offense pride!"
-------------------------------------------------------------------------------

  Baton Smash                       When close, f + LP
  (overhead throw)                  When close, b / f + HP

  Hurdle Jump Kick                  Press LP + LK / HP + HK
  Baton Cutter                      qcf + P
* Tumbling Kick                     qcb + K
  Flying Baton Cutter               In air, b,ub,u + P

  Hiten Pompom Uni Bomber           After Kiai/Chouhatsu, hcb + HP


  Colors //
  1 : Blue & yellow outfit, pink pompoms, yellow hair
  2 : White & pink outfit, blue pompoms, pink hair
  3 : Red & yellow outfit, yellow pompoms, yellow hair
  4 : Purple & orange outfit, purple pompoms, pink hair

(  Poses  )  ------------------------------------------------------------------

  Win   : Mariko twirls her baton upward, "Yatta!" ("Alright!")
  Lose  : Sits up on the ground looking at opponent with a hand to her cheek.
  Taunt : Cheers as she kicks her leg four times, "Go! Go! Mariko!"

(  Quotes + Ending  )  --------------------------------------------------------

  - "Akimahen~e.
    ("??.")

(  Basic Attack Info  )  ------------------------------------------------------

       STANDING      STAND CLOSE    CROUCHING      JUMPING UP     JUMP DIAG.
    -------------- -------------- -------------- -------------- --------------
   | Baton Tap    |              | Baton Poke   | Downward     |              |
LP |              |     <---     |              |    Baton Tap |     <---     |
   | 1 O h        |              | 1 O h        | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Snapkick     |              | Hip Slide    | Split Kick   | Double Knee  |
LK |              |     <---     |              |              |         Drop |
   | 1 O h        |              | 1 X l        | 1 X m        | 1 X m        |
    -------------- -------------- -------------- -------------- --------------
   | Baton Twirl  |              | Strong Baton | Strong Dw.   |              |
HP |              |     <---     |         Poke |    Baton Tap |     <---     |
   | 3 X hhh      |              | 1 O h        | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Handstand    | Axe Kick     | Strong Hip   | Dropkick     |              |
HK |   Split Kick |              |        Slide |              |     <---     |
   | 1 X h        | 2 X hh       | 1 X l     #1 | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------

  1) Knockdown attack.

(  Nage / Normal Throws  )  ---------------------------------------------------

  jp:  baton sumasshu
  en:  Baton Smash
  sp:  "Hey!"
  cm:  When close, f + LP
  ht:  Weak 4
  ds:  Mariko hits opponent with her baton four times.
       - Unblockable attack.

  en:  (overhead throw)
  sp:  "Hey!"
  cm:  When close, b / f + HP
  ht:  Strong 1
  ds:  Mariko grabs opponent and crouches, throwing them over her head.
       - Unblockable attack.
       - Knockdown attack.
       - Sends opponent across screen.
       - Mariko can`t be right next to the opponent else she won`t catch. She
         has to stand a half-character distance away.

(  Oowaza / Bold Moves  )  ----------------------------------------------------

  jp:  ha-doru janpu kikku
  en:  Hurdle Jump Kick
  sp:  "Hey!"
  cm:  Press LP + LK / HP + HK
  ht:  Weak 1 / Strong 1
  ds:  Mariko advances with a hopping split kick.
       - This attack has two hit properties. If Mariko is more than a character
         distance away, the end of her leg/foot will only hit the opponent for
         a small amount of damage. If she`s close, it`ll become a knockdown
         attack.

(  Ougi / Secret Moves  )  ----------------------------------------------------

  jp:  baton katta-
  en:  Baton Cutter
  sp:  "Baton Cutter!"
  cm:  qcf + P
  ht:  Weak 1 / Strong 1
  ds:  Mariko throws a spinning baton.

  jp:  tanburingu kikku
  en:  Tumbling Kick
  sp:  "Hey!"
  cm:  qcb + K
  ht:  Weak 2 (3) / Strong 2 (3)
  ds:  Mariko hops, then advances with a cartwheel kick.
       - Knockdown attack.
       - If blocked, each will hit three times.
       - The LK version will have Mariko hop backwards before the kick. The HK
         version has her hop forward to increase the distance.
       - Mariko is invincible during her hop, and during her handstand. There`s
         only a small gap in between where Mariko can be hit by an attack.

  jp:  furaingu baton katta-
  en:  Flying Baton Cutter
  sp:  "Baton Cutter!"
  cm:  In air, b,ub,u + P
  ht:  Weak 1 / Strong 1
  ds:  Mariko throws a spinning baton downward.

(  Hissatsu Waza / Certain Kill Art  )  ---------------------------------------

  jp:  hiten ponpon uni bomba-
  en:  Flying Heaven Pompom Urchin Bomber
  sp:  "Hey! Uni Bomber!"
  cm:  After Kiai/Chouhatsu, hcb + HP
  ht:  Power 1 (3)
  ds:  Mariko jumps upward, throwing both her pompoms downward to drift and
       hover in the air.
       - Knockdown attack.
       - If blocked, it will hit three times.


-------------------------------------------------------------------------------
  5.o7 - MOUSSE / MU TSU

"Various long range weapons are hidden on his body!!"
-------------------------------------------------------------------------------

  (bombing hold)                    When close, b / f + HP

  Higi Hakuchou Ken                 Press LP + LK
  Oki Bakudan                       Press HP + HK
* Tantou Nage                       qcf + P
  Higi Taka Zume Ken                In air, u,d + K

  Higi Keiran Ken                   After Kiai/Chouhatsu, hcb + HP


  Colors //
  1 : White & yellow outfit, black pants, black hair
  2 : Purple & violet outfit, purple pants, purple hair
  3 : Green & purple outfit, black pants, black hair
  4 : Yellow & red outfit, black pants, brown hair

(  Poses  )  ------------------------------------------------------------------

  Win   : Holds his arms out with weapons coming out the sleeves, "Ore o ??!"
          ("??")
  Lose  : Flinches with a pained expression on his face.
  Taunt : Holds his arms out with weapons coming out the sleeves, "Ore o nameru
          na yo!" ("You can`t put me down!")

(  Quotes + Ending  )  --------------------------------------------------------

  - "Akimahen~e.
    ("??.")

(  Basic Attack Info  )  ------------------------------------------------------

       STANDING      STAND CLOSE    CROUCHING      JUMPING UP     JUMP DIAG.
    -------------- -------------- -------------- -------------- --------------
   | Claw Slash   | Sword Slash  | Sai Stab     | Downward     |              |
LP |              |              |              |   Knife Stab |     <---     |
   | 1 O h        | 1 O h        | 1 O h        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Toe Kick     |              | Low Kick     | Knee Drop    |              |
LK |              |     <---     |              |              |     <---     |
   | 1 O h        |              | 1 O l        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Multi-weapon | Strong Sword | Strong Sai   | Downward     |              |
HP |       Extend |        Slash |         Stab |  Claw Extend |     <---     |
   | 1 X h        | 1 O h        | 1 X h        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Axe Kick     |              | Sweep        | Straight     |              |
HK |              |     <---     |              |     Sidekick |     <---     |
   | 1 X h        |              | 1 X l     #1 | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------

  1) Knockdown attack.

(  Nage / Normal Throws  )  ---------------------------------------------------

  en:  (bombing hold)
  sp:  "Ha!"
  cm:  When close, b / f + HP
  ht:  Strong 1
  ds:  Mousse leaves a bomb in opponent`s hand as he leaps back, leaving it to
       explode.
       - Unblockable attack.
       - Knockdown attack.
       - The blast doesn`t send the opponent across the screen, but Mousse does
         leap back full-screen distance.
       - Mousse can`t be right next to the opponent else he won`t catch. He has
         to stand a half-character distance away.

(  Oowaza / Bold Moves  )  ----------------------------------------------------

  jp:  higi hakuchou ken
  en:  Secret Technique: Swan Fist
  sp:  "Ha!"
  cm:  Press LP + LK
  ht:  Weak 2
  ds:  Mousse swings a child`s duckie training toilet downward.

  jp:  oki bakudan
  en:  Placement Bomb / Leave Behind A Bomb
  cm:  Press HP + HK
  ht:  Strong 1
  ds:  Mousse leaves a bomb on the ground, then leaps back to take cover as it
       explodes.
       - Knockdown attack.

(  Ougi / Secret Moves  )  ----------------------------------------------------

  jp:  tantou nage
  en:  Dagger Throw
  sp:  "Ha!"
  cm:  qcf + P
  ht:  Weak 1 / Strong 1
  ds:  Mousse throws three daggers.

  jp:  higi taka zume ken
  en:  Secret Technique: Hawk Talon Fist
  sp:  "Taka Zume Ken!"
  cm:  In air, u,d + K
  ht:  Weak 1 / Strong 1
  ds:  Mousse flips, then descends with a kick having claws in his shoes.
       - Knockdown attack with HK.
       - The HK version has a steeper slope.
       - You can roll the command motion to make this less of an effort to do.
         If you have Mousse jump up-forward or up-back, roll the D-pad up, then
         down to execute the move. You don`t have to let your thumb leave the
         pad that way and press each direction manually.

(  Hissatsu Waza / Certain Kill Art  )  ---------------------------------------

  jp:  higi keiran ken
  en:  Secret Technique: Hens Egg Fist
  sp:  "Keiran Ken!"
  cm:  After Kiai/Chouhatsu, hcb + HP
  ht:  Power 1
  ds:  Mousse holds out a hen and four eggs, then hurls the eggs across the
       screen to each explode.
       - Knockdown attack.


-------------------------------------------------------------------------------
  5.o8 - RANMA SAOTOME (male)

"Offence, defence, speed, a completely balanced character. His secret technique
'Hiryuu Shouten Ha' is invincible!"
-------------------------------------------------------------------------------

  (leg throw)                       When close, b / f + HP

  Zenten Missile Kick               Press LP + LK / HP + HK
  Kachuu Tenshin Amaguri Ken        Press Punch rapidly
  Mouko Takabisha                   qcf + P
* Hiryuu Shouten Ha                 qcb + P
  Zujyou Kyuushuu Kyaku             In air, d + HK

  Hiryuu Kourin Dan                 After Kiai/Chouhatsu, d,u + HP


  Colors //
  1 : Red mianzi, black pants, black hair
  2 : Dark blue mianzi, black pants, black hair
  3 : Pink mianzi, purple pants, purple hair
  4 : Yellow mianzi, dark blue pants, dark blue hair

(  Poses  )  ------------------------------------------------------------------

  Win   : Places his arms in upside-down "L" shapes, "Yatta ze!" ("Alright!")
  Lose  : Sits on the ground indian-style with his face resting in his palm.
  Taunt : Leaps back and places his hands around his mouth to taunt, "Ya ya!"

(  Quotes + Ending  )  --------------------------------------------------------

  - "Akimahen~e.
    ("??.")

(  Basic Attack Info  )  ------------------------------------------------------

       STANDING      STAND CLOSE    CROUCHING      JUMPING UP     JUMP DIAG.
    -------------- -------------- -------------- -------------- --------------
   | Jab          | Hook Punch   | Low Punch    | Downward     |              |
LP |              |              |              |        Punch |     <---     |
   | 1 O h        | 1 O h        | 1 O h        | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Floor Slide  |              | Low Kick     | Knee Drop    |              |
LK |         Kick |     <---     |              |              |     <---     |
   | 1 O l        |              | 1 O l        | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Strong Punch | Strong Hook  | Strong Low   | Strong Dw.   |              |
HP |              |        Punch |        Punch |        Punch |     <---     |
   | 1 X h        | 1 O h        | 1 O h        | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Reverse Heel | Handstand    | Sweep        | Straight     |              |
HK |     Crescent |         Kick |              |     Sidekick |     <---     |
   | 1 X h        | 1 X h        | 1 X l     #1 | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------

  1) Knockdown attack.

(  Nage / Normal Throws  )  ---------------------------------------------------

  en:  (leg throw)
  sp:  "Huu!"
  cm:  When close, b / f + HP
  ht:  Strong 1
  ds:  Ranma grabs opponent with his legs and turns on his back, throwing them
       to the ground.
       - Unblockable attack.
       - Knockdown attack.
       - Ranma can`t be right next to the opponent else he won`t catch. He has
         to stand a half-character distance away.

(  Oowaza / Bold Moves  )  ----------------------------------------------------

  jp:  zenten misairu kikku
  en:  Forward Roll Missile Kick
  sp:  "Huu!"
  cm:  Press LP + LK / HP + HK
  ht:  Weak 1 / Strong 1
  ds:  Ranma advances with a roll, kicking downward with his legs.
       - Knockdown attack.
       - Must be blocked low.

(  Ougi / Secret Moves  )  ----------------------------------------------------

  jp:  kachuu tenshin amaguri ken
  en:  Broiled Sweet Chestnuts Changing Position In The Fire Fist
  sp:  "Huu!"
  cm:  Press Punch rapidly
  ht:  Weak # / Strong #
  ds:  Ranma punches forward with one arm rapidly.
       - As a pun, this can be called the "Chestnuts Roasting On An Open Fire
         Fist".

  jp:  mouko takabisha
  en:  Fierce Tiger Domineering
  sp:  "Huu!"
  cm:  qcf + P
  ht:  Weak 1 / Strong 1
  ds:  Ranma punches his arms forward, creating a sphere of blue energy.

  jp:  hiryuu shouten ha
  en:  Flying Dragon Ascension Defeat
  sp:  "Hiryuu Shouten Ha!"
  cm:  qcb + P
  ht:  Weak 1 / Strong 1
  ds:  Ranma drops to a knee then stands with an arm raised, creating a tornado
       around his body.
       - Knockdown attack.
       - The full range that the Hiryuu Shouten Ha hits is actually as far as a
         character`s distance away from the blast.
       - Regardless of what the profile of Ranma says, the Hiryuu Shouten Ha
         isn`t 100% invincible. Though Ranma is unable to be hit from the start
         up until the tornado disappears, stopping most physical attacks and
         projectiles. But there are some attacks that can knock Ranma out of it
         even _while_ the wind is spinning. As long as the opponent is out the
         full range of the blast. Most of them are long range attacks that use
         a character`s weapon or projectile (ie - Mousse`s Standing HP), rather
         than any part of the character`s body itself.
         Akane:       Standing HP
         Genma:       n/a
         Herb:        n/a
         Hinako (A):  Happou Go-en Satsu, Happou Gojyuu-en Satsu
         Hinako (C):  Happou Go-en Satsu (1)
         Kodachi:     Standing LK, Standing HP, Crouching HP, Crouching HK,
                      Jumping HP, Ribbon Ashibarai, Shibire Hanataba
         Kunou:       Standing LP, Standing LK (1), Standing HP, Standing HK,
                      Crouching LP, Crouching LK, Crouching HP, Crouching HK,
                      Jumping HP, Jumping HK, Fumikomi-men Ippon (2), Tenchi
                      Raimei Giri (3), Daikaiten Ha Ma Suika Satsu (2)
         Mariko:      Flying Baton Cutter (4)
         Mousse:      Standing LP, Standing HP, Crouching LP, Crouching HP,
                      Jumping HP, Higi Keiran Ken
         Ranma:       Mouko Takabisha
         Ranma-chan:  Mouko Takabisha
         Ryouga:      Standing HP (5), Shishi Houkou Dan, Bakusai Tenketsu
         Shampoo:     n/a
         Ukyou:       Standing LP, Standing LK (1), Standing HP (6), Standing
                      HK, Crouching HK (6), Merikenko Bakudan, Oobera Fuusha
                      Giri

         (1) Though they can hit Ranma, the range on the attack is smaller than
             it seems. So you`d have to be at the tip of the blast to hit him.
         (2) Since Kunou moves forward with each of these attacks, he can be
             hit. However if you catch Ranma while Kunou is swinging his sword,
             they will hit Ranma through the tornado.
         (3) Kunou has to hit Ranma as he`s descending with the lightning.
         (4) The baton will only go through the tornado if the Hiryuu Shouten
             Ha was done first. If the tornado was used to counter the baton,
             obviously it will win out. But if the to tornado is present, the
             baton will go through it to hit Ranma.
         (5) I`m not entirely sure how he can do this, but Ryouga`s Standing HP
             can go through the tornado to snuff it out. But it`s still a short
             ranged attack, so he has to be at the edge of the tornado to hit.
         (6) For her Standing HP, Ukyou has to stand half-screen distance away
             from Ranma, else she`ll be hit. Her reach with the attack is long,
             but much of the spatula itself "counts as Ukyou," and can be hit
             and be used to damage her. Only the very end of it is safe. The
             same goes for Crouching HK, but she has to be about a character`s
             distance closer for that to hit.

       - I`m not entirely sure, but I think this can translate into "Flying
         Dragon That Defeats Death".

  jp:  zujyou kyuushuu kyaku
  en:  Overhead Descent Leg
  sp:  "Huu!"
  cm:  In air, d + HK
  ht:  Strong 1
  ds:  Ranma dives at a diagonal with a both feet.

(  Hissatsu Waza / Certain Kill Art  )  ---------------------------------------

  jp:  hiryuu kourin dan
  en:  Flying Dragon Descent Bullet
  sp:  "Hiryuu Kourin Dan!"
  cm:  After Kiai/Chouhatsu, d,u + HP
  ht:  Power 1
  ds:  Ranma drops to a knee then stands with an arm raised, creating a tornado
       around his body. He leaps into it and comes down over the opponent while
       engulfed in a cone of blue energy.
       - Knockdown attack.
       - Must be blocked high.
       - This will track the opponent no matter where they are on the screen.
       - Both the Hiryuu Shouten Ha and the downward punch will hit. Unlike the
         normal Hiryuu Shouten Ha, it will not knock the opponent down. It will
         put them in enough stun where Ranma can sometimes combo in the
         downward punch. However if it hits a crouching opponent, they`ll
         recover fast enough to block the downward punch.


-------------------------------------------------------------------------------
  5.o9 - RANMA-CHAN SAOTOME (female)

"Very agile! Her secret technique 'Hiryuu Shouten Ha", like male Ranma`s
posseses invincible strength!"
-------------------------------------------------------------------------------

  Body Kick                         When close, f + LP
  (leg throw)                       When close, b / f + HP

  Back Blow                         Press LP + LK
  Rolling Elbow                     Press HP + HK
  Kachuu Tenshin Amaguri Ken        Press Punch rapidly
  Mouko Takabisha                   Charge b,f + P
* Hiryuu Shouten Ha                 Charge d,u + K
  Zujyou Kyuushuu Kyaku             In air, d + HK
  Nidan Jump                        Jump ub / uf, then ub~uf

  Hiryuu Kourin Dan                 After Kiai/Chouhatsu, hcf + HP


  Colors //
  1 : Orange & blue bikini, red hair
  2 : Pink bikini, red hair, tan skin
  3 : Black bikini, brown hair
  4 : White bikini, yellow hair, tan skin

(  Poses  )  ------------------------------------------------------------------

  Win   : Places her arms out to either side in a pose, "Yatta!" ("Alright!")
  Lose  : Sits on the ground facing away from opponent with her hands on her
          bent knees, looking angry.
  Taunt : Hooks her index fingers at the corner of her mouth, pulling it while
          sticking out her tongue.

(  Quotes + Ending  )  --------------------------------------------------------

  - "Akimahen~e.
    ("??.")

(  Basic Attack Info  )  ------------------------------------------------------

       STANDING      STAND CLOSE    CROUCHING      JUMPING UP     JUMP DIAG.
    -------------- -------------- -------------- -------------- --------------
   | Jab          |              | Low Punch    | Downward     |              |
LP |              |     <---     |              |        Punch |     <---     |
   | 1 O h        |              | 1 O h        | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Sidekick     | Vertical     | Low Kick     | Hip Drop     |              |
LK |              |         Kick |              |              |     <---     |
   | 1 O h        | 2 O hh    #1 | 1 O l        | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Underhand    | Hop Double   | Strong Low   | Strong Dw.   |              |
HP |        Punch |         Chop |        Punch |        Punch |     <---     |
   | 1 X h        | 1 O h        | 1 O h        | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Reverse Heel | Handstand    | Sweep        | Downward     |              |
HK |     Crescent |  Double Kick |              |     Sidekick |     <---     |
   | 1 X h        | 2 X h        | 1 X l     #2 | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------

  1) Can`t be canceled on the second hit.
  2) Knockdown attack.

(  Nage / Normal Throws  )  ---------------------------------------------------

  jp:  bodi- kikku
  en:  Body Kick
  sp:  "Hu-ya!"
  cm:  When close, f + LP
  ht:  Weak 1
  ds:  Ranma-chan leaps and kicks opponent in their chest.
       - Unblockable attack.

  en:  (leg throw)
  sp:  "Hu-ya!"
  cm:  When close, b / f + HP
  ht:  Strong 1
  ds:  Ranma-chan grabs opponent with her legs and turns on her back, throwing
       them to the ground.
       - Unblockable attack.
       - Knockdown attack.
       - Ranma-chan can`t be right next to the opponent else she won`t catch.
         She has to stand a half-character distance away.

(  Oowaza / Bold Moves  )  ----------------------------------------------------

  jp:  bakku buro-
  en:  Back Blow
  sp:  "Huu!"
  cm:  Press LP + LK
  ht:  Weak 1
  ds:  Ranma-chan spins back, swinging her arm back to elbow (or backfist).
       - This attack has two hit properties. If Ranma-chan is more than a
         character distance away, she`ll perform a backfist to reach further.
         If she`s close, it`ll become an elbow attack.

  jp:  ro-ringu erubo-
  en:  Rolling Elbow
  sp:  "Huu!"
  cm:  Press HP + HK
  ht:  Strong 1
  ds:  Ranma-chan advances with a roll, striking out with an elbow.
       - Knockdown attack.

(  Ougi / Secret Moves  )  ----------------------------------------------------

  jp:  kachuu tenshin amaguri ken
  en:  Broiled Sweet Chestnuts Changing Position In The Fire Fist
  sp:  "Huu!"
  cm:  Press Punch rapidly
  ht:  Weak # / Strong #
  ds:  Ranma-chan punches forward with one arm rapidly.
       - As a pun, this can be called the "Chestnuts Roasting On An Open Fire
         Fist".

  jp:  mouko takabisha
  en:  Fierce Tiger Domineering
  sp:  "Huu!"
  cm:  Charge b,f + P
  ht:  Weak 1 / Strong 1
  ds:  Ranma-chan punches her arms forward, creating a sphere of yellow energy.

  jp:  hiryuu shouten ha
  en:  Flying Dragon Ascension Defeat
  sp:  "Hiryuu Shouten Ha!"
  cm:  Charge d,u + K
  ht:  Weak 1 / Strong 1
  ds:  Ranma-chan crouches low then stands with an arm raised, creating a
       tornado around her body.
       - Knockdown attack.
       - The full range that the Hiryuu Shouten Ha hits is actually as far as a
         character`s distance away from the blast.
       - Regardless of what the profile of Ranma-chan says, the Hiryuu Shouten
         Ha isn`t 100% invincible. Though Ranma-chan is unable to be hit from
         the start up until the tornado disappears, stopping most physical
         attacks and projectiles. But there are some attacks that can knock
         Ranma-chan out of it even _while_ the wind is spinning. As long as the
         opponent is out the full range of the blast. Most of them are long
         range attacks that use a character`s weapon or projectile (ie -
         Mousse`s Standing HP), rather than any part of the character`s body
         itself.
         Akane:       Standing HP
         Genma:       n/a
         Herb:        n/a
         Hinako (A):  Happou Go-en Satsu, Happou Gojyuu-en Satsu
         Hinako (C):  Happou Go-en Satsu (1)
         Kodachi:     Standing LK, Standing HP, Crouching HP, Crouching HK,
                      Jumping HP, Ribbon Ashibarai, Shibire Hanataba
         Kunou:       Standing LP, Standing LK (1), Standing HP, Standing HK,
                      Crouching LP, Crouching LK, Crouching HP, Crouching HK,
                      Jumping HP, Jumping HK, Fumikomi-men Ippon (2), Tenchi
                      Raimei Giri (3), Daikaiten Ha Ma Suika Satsu (2)
         Mariko:      Flying Baton Cutter (4)
         Mousse:      Standing LP, Standing HP, Crouching LP, Crouching HP,
                      Jumping HP, Higi Keiran Ken
         Ranma:       Mouko Takabisha
         Ranma-chan:  Mouko Takabisha
         Ryouga:      Standing HP (5), Shishi Houkou Dan, Bakusai Tenketsu
         Shampoo:     n/a
         Ukyou:       Standing LP, Standing LK (1), Standing HP (6), Standing
                      HK, Crouching HK (6), Merikenko Bakudan, Oobera Fuusha
                      Giri

         (1) Though they can hit Ranma-chan, the range on the attack is smaller
             than it seems. So you`d have to be at the tip of the blast to hit
             her.
         (2) Since Kunou moves forward with each of these attacks, he can be
             hit. However if you catch Ranma-chan while Kunou is swinging his
             sword, they will hit Ranma-chan through the tornado.
         (3) Kunou has to hit Ranma-chan as he`s descending with the lightning.
         (4) The baton will only go through the tornado if the Hiryuu Shouten
             Ha was done first. If the tornado was used to counter the baton,
             obviously it will win out. But if the to tornado is present, the
             baton will go through it to hit Ranma-chan.
         (5) I`m not entirely sure how he can do this, but Ryouga`s Standing HP
             can go through the tornado to snuff it out. But it`s still a short
             ranged attack, so he has to be at the edge of the tornado to hit.
         (6) For her Standing HP, Ukyou has to stand half-screen distance away
             from Ranma-chan, else she`ll be hit. Her reach with the attack is
             long, but much of the spatula itself "counts as Ukyou," and can be
             hit and be used to damage her. Only the very end of it is safe.
             The same goes for Crouching HK, but she has to be about a
             character`s distance closer for that to hit.

       - I`m not entirely sure, but I think this can translate into "Flying
         Dragon That Defeats Death".

  jp:  zujyou kyuushuu kyaku
  en:  Overhead Descent Leg
  sp:  "Huu!"
  cm:  In air, d + HK
  ht:  Strong 1
  ds:  Ranma-chan dives at a diagonal with a both feet.

  jp:  nidan jump
  en:  Two Step Jump
  cm:  Jump ub / uf, then ub~uf
  ht:  n/a
  ds:  Ranma-chan jumps twice.
       - Note that you can`t do this if you have Ranma-chan jump straight up.
         She has to jump either up-back or up-forward to be able to double
         jump.
       - Unlike Shampoo, Ranma-chan`s second jump can`t be controlled. Once you
         jump, pressing any of the upward directions will have Ranma-chan jump
         only in that same direction. So if she jumps up-back, the double jump
         will also be up-back. The only aspect that can be controlled is how
         far Ranma-chan jumps. For example, if you jump up-forward from the
         corner and press up-back to double jump, her arc will be a bit steep
         (about 45% distance). However if you press up-forward to double jump,
         it will carry Ranma-chan further (about 65% distance).

(  Hissatsu Waza / Certain Kill Art  )  ---------------------------------------

  jp:  hiryuu kourin dan
  en:  Flying Dragon Descent Bullet
  sp:  "Hiryuu Kourin Dan!"
  cm:  After Kiai/Chouhatsu, d,u + HP
  ht:  Power 1+1
  ds:  Ranma-chan crouches low then stands with an arm raised, creating a
       tornado around her body. She leaps into it and comes down over the
       opponent while engulfed in a cone of yellow energy.
       - Knockdown attack.
       - Must be blocked high.
       - This will track the opponent no matter where they are on the screen.
       - Both the Hiryuu Shouten Ha and the downward punch will hit. Unlike the
         normal Hiryuu Shouten Ha, it will not knock the opponent down. It will
         put them in enough stun where Ranma-chan can sometimes combo in the
         downward punch. However if it hits a crouching opponent, they`ll
         recover fast enough to block the downward punch.


-------------------------------------------------------------------------------
  5.1o - RYOUGA HIBIKI

"High strength, can be an all-around fighter but has his weakness in love."
-------------------------------------------------------------------------------

  (hip toss)                        When close, b / f + HP

  Tobikomi Nidan Zutsuki            Press LP + LK
  Sliding                           Press HP + HK
  Shishi Houkou Dan                 qcf + P
* Bakusai Tenketsu                  qcb + P
  Tanuki Otoshi                     In air, d + HK

  Shishi Houkou Dan Kansei Kata     After Kiai/Chouhatsu, d,u + HP


  Colors //
  1 : Yellow top, yellow bandanna, black pants, black hair
  2 : Green top, green bandanna, dark blue pants, dark blue hair
  3 : White top, white bandanna, black pants, black hair
  4 : Red top, red bandanna, purple pants, purple hair

(  Poses  )  ------------------------------------------------------------------

  Win   : Arches back a little with his hands as fists and a tear in his eye,
          "??"
  Lose  : Flinches with a pained expression on his face.
  Taunt : Crosses his arms to place wrists at his chest while charging energy.

(  Quotes + Ending  )  --------------------------------------------------------

  - "Fun, baka me. Tenbatsu da."
    ("Hmph, dummy. This is heaven`s punishment.")
  - "Ore ga .. tsuyoku nari sugita no ga ike nee n da."
    ("??")
  - "A-a-akane-san .. Ore to~ .. tsu~ tsu~ daaa~~. Dooshite mo ie~~~~n!!"
    (after defeating Akane)
    ("A-akane .. I .. eh heh ahh~~. By any means, I will return!.") (?)

(  Basic Attack Info  )  ------------------------------------------------------

       STANDING      STAND CLOSE    CROUCHING      JUMPING UP     JUMP DIAG.
    -------------- -------------- -------------- -------------- --------------
   | Chop         |              | Low Chop     | Downward     |              |
LP |              |     <---     |              |         Chop |     <---     |
   | 1 O h        |              | 1 O h        | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Downward     | Low Double   | Low Kick     | Downward     |              |
LK |         Kick |         Kick |              |         Kick |     <---     |
   | 1 O h        | 2 O hh    #1 | 1 O l        | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Grab Cross   | Uppercut     | Strong Low   | Strong Dw.   |              |
HP |              |              |         Chop |         Chop |     <---     |
   | 1 X h        | 1 O h        | 1 O h        | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Roundhouse   | Hopping Knee | Sweep        | Straight     |              |
HK |              |              |              |     Sidekick |     <---     |
   | 1 X h        | 1 X h        | 1 X h  #2,#3 | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------

  1) Can`t be canceled on the first hit.
  2) Knockdown attack.
  3) Unlike everyone else`s Crouching HK, Ryouga`s isn`t low. It can be blocked
     by standing. His Sliding Oowaza makes up for this (Which is still stupid
     since Ranma`s Crouching HK is low as is his Zenten Missile Kick).

(  Nage / Normal Throws  )  ---------------------------------------------------

  en:  (hip toss)
  sp:  "He-yeah!"
  cm:  When close, b / f + HP
  ht:  Strong 1
  ds:  Ryouga grabs opponent and throws them over his shoulder.
       - Unblockable attack.
       - Knockdown attack.
       - Ryouga can`t be right next to the opponent else he won`t catch. He has
         to stand a half-character distance away.

(  Oowaza / Bold Moves  )  ----------------------------------------------------

  jp:  tobikomi nidan zutsuki
  en:  Jumping Two Step Headbutt
  sp:  "He-yeah!"
  cm:  Press LP + LK
  ht:  Weak 2
  ds:  Ryouga leaps forward, swinging his head downward.

  jp:  suraidingu
  en:  Sliding
  sp:  "He-yeah!"
  cm:  Press HP + HK
  ht:  Strong 1
  ds:  Ryouga slides along the ground.
       - Knockdown attack.
       - Must be blocked low.

(  Ougi / Secret Moves  )  ----------------------------------------------------

  jp:  shishi houkou dan
  en:  Lion Roar Bullet
  sp:  "Shishi Houkou Dan!"
  cm:  qcf + P
  ht:  Weak 1 / Strong 1
  ds:  Ryouga thrusts his palms forward, creating a sphere of green energy.

  jp:  bakusai tenketsu
  en:  Blasting Pressure Points
  sp:  "Bakusai Tenketsu!"
  cm:  qcb + P
  ht:  Weak 1 / Strong 2
  ds:  Ryouga strikes his finger to the ground, creating an upward explosion of
       rocks.
       - Knockdown attack.
       - The full range that the Bakusai Tenketsu hits is actually as far as a
         character`s distance away from the blast.

  jp:  tanuki otoshi
  en:  tanuki drop
  sp:  "He-yeah!"
  cm:  In air, d + HK
  ht:  Strong 1
  ds:  Ryouga descends while sitting on a large tanuki statue.
       - A "tanuki" is a raccoon dog.

(  Hissatsu Waza / Certain Kill Art  )  ---------------------------------------

  jp:  shishi houkou dan kansei kata
  en:  Lion Roar Bullet Complete Style
  sp:  "Shishi Houkou Dan!"
  cm:  After Kiai/Chouhatsu, d,u + HP
  ht:  Power 1+1
  ds:  Ryouga yells out as he`s surrounded by a column of green energy, then
       lowers his head as a large wave of energy falls back down over him.
       - Knockdown attack (wave only).
       - The downward wave must be blocked high.


-------------------------------------------------------------------------------
  5.11 - SHAMPOO / XIAN PU

"She dazzles her opponent with amazing speed! Her sex appeal also cannot be
ignored!!"
-------------------------------------------------------------------------------

  (flipping heel crush)             When close, f + LP
  (hopping shoulder throw)          When close, b / f + HP

  Ryuubi Kyaku                      Press LP + LK
  Ten Shuu Raku                     Press HP + HK
  Raku Hou Ha                       qcf + P
* Tenshou Kyaku                     hcf + K
  Ryuusei Kyaku                     In air, d + HK
  Nidan Jump                        Jump ub / uf, then ub~uf

  Raku Ryuu Geki                    After Kiai/Chouhatsu, in air, d + HP


  Colors //
  1 : Red cheongsam, purple hair
  2 : Blue cheongsam, orange hair
  3 : Purple cheongsam, green hair
  4 : Pink cheongsam, purple hair

(  Poses  )  ------------------------------------------------------------------

  Win   : 
  Lose  : Squats with her hands over her eyes while crying.
  Taunt : Poses while holding out an open fan toward opponent, "??"

(  Quotes + Ending  )  --------------------------------------------------------

  - "Akimahen~e.
    ("??.")

(  Basic Attack Info  )  ------------------------------------------------------

       STANDING      STAND CLOSE    CROUCHING      JUMPING UP     JUMP DIAG.
    -------------- -------------- -------------- -------------- --------------
   | Finger Jab   |              | Knife Hand   | Downward     |              |
LP |              |     <---     |              |   Finger Jab |     <---     |
   | 1 O h        |              | 1 O h        | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Downward     |              | Low Kick     | Knee Drop    |              |
LK |         Kick |     <---     |              |              |     <---     |
   | 1 O h        |              | 1 O l        | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Double Palm  | Palm         | Strong Knife | Strong Dw.   |              |
HP |        Shove |     Uppercut |         Hand |   Finger Jab |     <---     |
   | 1 X h        | 1 O h        | 1 O h        | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Spinning     |              | Sweep        | Straight     |              |
HK |   Roundhouse |     <---     |              |     Sidekick |     <---     |
   | 1 X h        |              | 1 X l     #1 | 1 X m        |              |
    -------------- -------------- -------------- -------------- --------------

  1) Knockdown attack.

(  Nage / Normal Throws  )  ---------------------------------------------------

  en:  (flipping heel crush)
  sp:  "Aiya!"
  cm:  When close, f + LP
  ht:  Weak 1
  ds:  Shampoo leaps and comes down on opponent`s head with a heel kick.
       - Unblockable attack.

  en:  (hopping shoulder throw)
  sp:  "Aiyaa~!"
  cm:  When close, b / f + HP
  ht:  Strong 1
  ds:  Shampoo grabs opponent and jumps, throwing them over her shoulder.
       - Unblockable attack.
       - Knockdown attack.
       - Shampoo can`t be right next to the opponent else she won`t catch. She
         has to stand a half-character distance away.

(  Oowaza / Bold Moves  )  ----------------------------------------------------

  jp:  ryuubi kyaku
  en:  Dragon Tail Leg
  sp:  "Aiya!"
  cm:  Press LP + LK
  ht:  Weak 1+1
  ds:  Shampoo advances with a roundhouse, then turns and does a side kick.

  jp:  ten shuu raku
  en:  Revolving Heel Drop
  sp:  "Aiya!"
  cm:  Press HP + HK
  ht:  Strong 1
  ds:  Shampoo leaps forward while flipping, then comes down with a heel kick.
       - Knockdown attack.

(  Ougi / Secret Moves  )  ----------------------------------------------------

  jp:  raku hou ha
  en:  Falling Phoenix Break
  sp:  "Aiyaa~!" (only when catching)
  cm:  qcf + P
  ht:  Weak 1 / Strong 1
  ds:  Shampoo leaps upward. If she catches an airborne opponent, she`ll grab
       them and slam them down to the ground.
       - Unblockable attack.
       - Knockdown attack.
       - Shampoo`s able to catch most characters out of their aerial attacks
         with the Raku Hou Ha. It can be done against Mousse`s Higi: Takadzume
         Ken, Ryouga`s Tanuki Otoshi, and Kunou`s Tenchi Raimei Giri to catch
         him before his second attack (even if the first hit Shampoo.) Even
         more surprisingly, she can catch Ranma/Ranma-chan out of their Hiryuu
         Kourin Dan, despite them being covered in energy.

  jp:  tenshou kyaku
  en:  Heavenly Soaring Leg
  sp:  "Aiyaa~!"
  cm:  hcf + K
  ht:  Weak 2 / Strong 2
  ds:  Shampoo advances in the air. Is she hits opponent, she`ll attack with
       two kicks.
       - Knockdown attack.

  jp:  ryuusei kyaku
  en:  Falling Star Leg
  sp:  "Aiya!"
  cm:  In air, d + HK
  ht:  Strong 1
  ds:  Shampoo dives at a diagonal with a kick.

  jp:  nidan jump
  en:  Two Step Jump
  cm:  Jump ub / uf, then ub~uf
  ht:  n/a
  ds:  Shampoo jumps twice.
       - Note that you can`t do this if you have Shampoo jump straight up. She
         has to jump either up-back or up-forward to be able to double jump.
         However her second jump can be straight upward.

(  Hissatsu Waza / Certain Kill Art  )  ---------------------------------------

  jp:  raku ryuu geki
  en:  Falling Dragon Attack
  sp:  "Raku Ryuu Geki!"
  cm:  After Kiai/Chouhatsu, in air, d + HP
  ht:  Power 1
  ds:  Shampoo dives vertically with a kick while engulfed in the spirit of a
       golden dragon.
       - Knockdown attack.


-------------------------------------------------------------------------------
  5.12 - TATEWAKI KUNOU

"On account of his bokutou, his reach is long. His damage power is strong, but
because of the weight, his sword is somewhat slow."
-------------------------------------------------------------------------------

  (bokutou fling)                   When close, b / f + HP

  Tobinoki Tsuki                    Press LP + LK
  Fumikomi-men Ippon                Press HP + HK
  Ko Kuu Zan                        qcf + P
  Tenchi Raimei Giri                qcf + K

  Daikaiten Ha Ma Suika Satsu       After Kiai/Chouhatsu, hcb + HP


  Colors //
  1 : White keiko-gi, dark blue hakama
  2 : Blue keiko-gi, black hakama
  3 : Red keiko-gi, black hakama
  4 : Black keiko-gi, brown hakama

(  Poses  )  ------------------------------------------------------------------

  Win   : Places his hands atop the end of his standing up bokutou with his
          eyes closed, "Watashi no kachi da." ("My victory.")
  Lose  : Faces forward with his head down and hand covering his face.
  Taunt : Places his hands atop the end of his standing up bokutou with his
          eyes closed, "?? owari da."

(  Quotes + Ending  )  --------------------------------------------------------

  - "Akimahen~e.
    ("??.")

(  Basic Attack Info  )  ------------------------------------------------------

       STANDING      STAND CLOSE    CROUCHING      JUMPING UP     JUMP DIAG.
    -------------- -------------- -------------- -------------- --------------
   | Bokutou Tap  | Hilt Club    | Bokutou Poke | Downward     |              |
LP |              |              |              | Bokutou Stab |     <---     |
   | 1 O h        | 1 O h        | 1 O h        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Downward     | Side Slash   | Low Slash    | Downward     |              |
LK |        Slash |              |              | Bokutou Stab |     <---     |
   | 1 O h        | 1 O h        | 1 O l        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Stab         | Strong Hilt  | Up. Bokutou  | Air Bokutou  |              |
HP |              |         Club |        Slash |         Stab |     <---     |
   | 1 O h        | 1 O h        | 1 O h        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Overhead     | Strong Side  | Strong Low   | Air Bokutou  |              |
HK |       Strike |        Slash |        Slash |        Slash |     <---     |
   | 1 O h        | 1 O h        | 1 X l     #1 | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------

  1) Knockdown attack.

(  Nage / Normal Throws  )  ---------------------------------------------------

  en:  (bokutou fling)
  sp:  "Huu~!"
  cm:  When close, b / f + HP
  ht:  Strong 1
  ds:  Kunou uses his bokutou to fling the opponent over his head in a high
       arc.
       - Unblockable attack.
       - Sends opponent across screen.

(  Oowaza / Bold Moves  )  ----------------------------------------------------

  jp:  tobinoki tsuki
  en:  Jump Back Stab
  cm:  Press LP + LK
  ht:  Weak 1
  ds:  Kunou hops backward, stabbing his bokutou downward.

  jp:  fumikomi-men ippon
  en:  Stepping In Face Blow
  sp:  "Yaru!"
  cm:  Press HP + HK
  ht:  Strong 1
  ds:  Kunou advances with a slash.
       - Knockdown attack.
       - When fully scrolled out, Kunou will dash 1/2 screen distance before
         attacking.
       - The "fumikomi-men" is a real kendo technique, where the attacker steps
         in and slashes the moment their foot stomps the ground.

(  Ougi / Secret Moves  )  ----------------------------------------------------

  jp:  ko kuu zan
  en:  Arc Air Slash
  sp:  "Ko Kuu Zan!"
  cm:  qcf + P
  ht:  Weak 1 / Strong 1
  ds:  Kunou slashes upward, creating an arced air blast.
       - The LP version flies faster than the HP, but the HP version is larger.
       - Kunou`s Ko Kuu Zan dissipates after a small distance. When fully
         scrolled out, the LP version will travel 1/2 screen and the HP version
         will travel 1/4 screen.

  jp:  tenchi raimei giri
  en:  Heaven And Earth Thunder Cut
  sp:  "Huu~!"
  cm:  qcf + K
  ht:  Weak 1+1 / Strong 1+1
  ds:  Kunou ascends with an upward slash, then slashes downward with an
       electrified bokutou.
       - Knockdown attack (second hit only).
       - Kunou is invincible during his ascension.

(  Hissatsu Waza / Certain Kill Art  )  ---------------------------------------

  jp:  daikaiten ha ma suika satsu
  en:  Great Rotation Defeat Demon And Watermelon Kill
  sp:  "Da da da da da daaa~!"
  cm:  After Kiai/Chouhatsu, hcb + HP
  ht:  Power 2+3+2
  ds:  Kunou advances while spinning and slashing his bokutou around him.
       - Knockdown attack.
       - The placement of Kunou during this attack will alter the damage done
         to the opponent. During the attack, Kunou`s slashes wildly in three
         directions: downward, horizontal, and upward. In order he slashes:
         downward, upward, horizontal, downward, upward, horizontal, downward.
         The second and fifth slashes (both upward) will knock the opponent
         down, thus Kunou will miss the rest of his attack. For the most
         damage, either the middle three hits or the last two must connect.
       - Sometimes though, Kunou`s upward slashes will automatically miss to
         allow him to hit with all five normal slashes for the most amount of
         damage. There`s no specific positioning required, but against some
         opponents like Ranma-chan and Shampoo, the upward slashes will swing
         right in front of them while they are in hit animation.
       - I`m not entirely sure, but I think this can translate into "Great
         Rotations Which Destroy Demons and Watermelons Kill". This comes from
         the beach game "suika-wari" where a blindfolded person tries to break
         open a watermelon with a stick.


-------------------------------------------------------------------------------
  5.13 - UKYOU KUONJI

"It`s hard to approach her swinging her oobera. Her range is her strong point."
-------------------------------------------------------------------------------

  Yakiire Kohera Uchi               When close, f + LP
  (oobera fling)                    When close, b / f + HP

  Merikenko Bakudan                 Press LP + LK
  Oobera Fuusha Giri                Press HP + HK
  Kohera Nage                       qcf + P
  Tenkasu Kanshakudama Mix          qcf + K

  Yakiire Shippuu Dotou             After Kiai/Chouhatsu, f,f + HP


  Colors //
  1 : Red top, red bow, black leggings, black hair
  2 : Yellow top, yellow bow, dark blue leggings, dark blue hair
  3 : Orange top, pink bow, black leggings, black hair
  4 : Dark orange top, orange bow, purple leggings, purple hair

(  Poses  )  ------------------------------------------------------------------

  Win   : Stands tall while holding her oobera behind her, "Juu-nen hayai de."
          ("You`re 10 years too early.")
          - The opponent could only beat her in ten years.
  Lose  : 
  Taunt : Stands tall while holding her oobera behind her, "Kakugo ."
          ("??")

(  Quotes + Ending  )  --------------------------------------------------------

  - "Akimahen~e.
    ("??.")

(  Basic Attack Info  )  ------------------------------------------------------

       STANDING      STAND CLOSE    CROUCHING      JUMPING UP     JUMP DIAG.
    -------------- -------------- -------------- -------------- --------------
   | Kohera Stab  |              | Low Kohera   | Air Downward |              |
LP |              |     <---     |         Stab |  Kohera Stab |     <---     |
   | 1 O h        |              | 1 O h        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Upward       |              | Downward     | Double       |              |
LK |  Kohera Stab |     <---     |  Kohera Stab |  Kohera Stab |     <---     |
   | 1 O h        |              | 1 X l        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Oobera Slash | Oobera       | Low Oobera   | Air Oobera   |              |
HP |              |     Uppercut |     Uppercut |        Slash |     <---     |
   | 1 O h        | 1 O h        | 1 O h        | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------
   | Oobera Swat  | Handle Club  | Low Oobera   | Oobera Slam  |              |
HK |              |              |        Slash |              |     <---     |
   | 1 X h        | 1 O h        | 1 O l     #1 | 1 - m        |              |
    -------------- -------------- -------------- -------------- --------------

  1) Knockdown attack.

(  Nage / Normal Throws  )  ---------------------------------------------------

  jp:  yakiire kohera uchi
  en:  Tempering Small Spatula Strike
  cm:  When close, f + LP
  ht:  Weak 1
  ds:  Ukyou grabs opponent and stabs them in the top of their head with a
       small spatula.
       - Unblockable attack.
       - "Yakiire" is a stage of metal/sword forging.

  en:  (oobera fling)
  cm:  When close, b / f + HP
  ht:  Strong 1
  ds:  Ukyou uses her oobera to fling the opponent over her head in a high arc.
       - Unblockable attack.
       - Sends opponent across screen.

(  Oowaza / Bold Moves  )  ----------------------------------------------------

  jp:  merikenko bakudan
  en:  Flour Bomb
  cm:  Press LP + LK
  ht:  Weak 1
  ds:  Ukyou throws a flour to the ground, that erupts into a dust cloud.
       - If the opponent is hit, they will be stunned. (They will be put into
         dizzy animation.) However they can rapidly move the control pad to
         recover from the stun faster. In full, the stun lasts three seconds.
       - This does no damage and can be blocked.

  jp:  oobera fuusha giri
  en:  Giant Spatula Windmill Cut
  cm:  Press HP + HK
  ht:  Strong 1+1
  ds:  Ukyou swats with her large spatula, then spins and slashes with it
       horizontally.
       - Knockdown attack (second hit only).
       - Sends opponent across screen.

(  Ougi / Secret Moves  )  ----------------------------------------------------

  jp:  kohera nage
  en:  Small Spatula Throw
  cm:  qcf + P
  ht:  Weak 1 / Strong 1
  ds:  Ukyou throws a spatula. With HP, she will throw three spatulas.
       - The LP version flies faster than the HP.
       - Though she throws three spatulas with HP, the attack only hits once.

  jp:  tenkasu kanshakudama mikkusu
  en:  Tenkasu Firecracker Mix
  cm:  qcf + K
  ht:  Weak 2 / Strong 3
  ds:  Ukyou throws a combustable cloud in the air in front of her.
       - The hits send the opponent backwards in an elongated stun which they
         can`t recover from. They are in it long enough where Ukyou can attack
         with Standing HP or Oobera Fuusha Giri to combo (and possibly dizzy)
         the opponent.
       - "Tenkasu" is bits of tenpura batter that is usually thrown in as an
         okonomiyaki ingredient.

(  Hissatsu Waza / Certain Kill Art  )  ---------------------------------------

  jp:  yakiire shippuu dotou
  en:  Tempering Hurricane Waves
  cm:  After Kiai/Chouhatsu, f,f + HP
  ht:  Power 15
  ds:  Ukyou advances with a spatula swing. If she hits opponent, she continues
       to strike them with her spatula to either side of the stage.
       - Knockdown attack.
       - When fully scrolled out, Ukyou will dash more than 1/2 screen distance
         before attacking. However since Ukyou`s reach is so long, even if the
         opponent is in the corner, sometimes Ukyou will still hit them.
       - If Ukyou doesn`t hit during her advance or it`s blocked, she`ll still
         attack with a Standing HK, then an Oobera Fuusha Giri.
       - "Yakiire" is a stage of metal/sword forging.



  Jyusenkyou 6  ]-------------------|------------------------------------------
                                    |  System Dissection
------------------------------------|



  Jyusenkyou 7  ]-------------------|------------------------------------------
                                    |  Miscellaneous Info
------------------------------------|

  7.o1 - Special Thanks  ]-----------------------------------------------------

  - Rumic Soft
    This might be the best of the three Ranma 1/2 games. Very nice to have a
    fighting game dedicated to the cast though. Hope that another 2D one can
    one day come out.

  - Jeff "CJayC" Veasey + GameFAQs        http://gamefaqs.com/
    Long live his FAQ shrine.

  - Michael "MLo" Lo
    His old FAQ was the first thing I read when I bought this game some years
    ago. And I used it again to help clear up a few things, and get a couple of
    quotes.
    (GameFAQS : http://www.gamefaqs.com/features/recognition/550.html)


  7.o2 - Secrets / Codes  ]----------------------------------------------------

  - Play As Herb
    At the Title screen, highlight either "Story" or "Vs. Battle" and hold the
    L- and R-shoulder buttons. Then press Start. Herb will be at the center of
    the bottom row of characters between Akane and Ryouga.


  7.o3 - Stages  ]-------------------------------------------------------------

         ------------    ------------    ------------    ------------
        | Waikiki    |  | American   |  | Niagara    |  | Trevi no   |
        |      Beach |  | FT Stadium |  |    no Taki |  |      Izumi |
         ------------    ------------    ------------    ------------
    ------------                                              ------------
   |  Nankyoku  |                                            | Kiyomizu-  |
   |            |                                            | deru Budai |
    ------------                                              ------------
    ------------                                              ------------
   |  New York  |                                            |  Ness-ko   |
   |            |                                            |            |
    ------------                                              ------------
         ------------    ------------    ------------    ------------
        | Amazon     |  | Parthenon  |  |  Savanna   |  | Taj Mahal  |
        |   Mitsurin |  |    Shinden |  |            |  |            |
         ------------    ------------    ------------    ------------

  - Amazon Mitsurin / Amazon Jungle (Genma Saotome`s stage)
    Destination : Brazil, South America
    Genma`s stage is set inside of the vastly dense Amazon Rainforest beside
    the Amazon River. Among the twisted trees are an iguana, crocodile, swan,
    butterflies, and cheetah.

  - American Football Stadium (Mariko Konjyou`s stage)
    Destination : Unknown (This is the only stage with no specific geological
    location.)
    Mariko`s stage is set on the field of a generic crowded football stadium.
    (However there are "Furinkan" banners against the back walls, which is the
    name of the high school Akane, Kunou, and Ranma attend in Japan.) Players
    from each team and a referee are either standing or sitting watching the
    fight. Four cheerleaders wave their pompoms at the center of the stage.

  - Kiyomizudera Budai (Shampoo`s stage)
    Destination : Kyoto, Japan
    Shampoo`s stage is set upon the wooden porch of the famous Kiyomizudera
    ("Pure Water Temple") in Kyoto at sunset. (Kiyomizudera is one of the most
    celebrated temples of Japan. It was founded in 780 and remains associated
    with the Hosso sect, one of the oldest sects within Japanese Buddhism. In
    1994, the temple was added to the list of UNESCO world heritage sites.) A
    large arrange of people are leaning over the terrace, overlooking Kyoto.

  - Nankyoku / Antarctica (Ryouga Hibiki`s stage)
    Destination : Antarctica / South Pole
    Ryouga`s stage is set in Antarctica. Frozen water and layers of mountainous
    icebergs rest in the background.

  - Ness-ko / Loch Ness (Ukyou Kuonji`s stage)
    Destination : Soctland, United Kingdom
    Ukyou`s stage is set on a pier atop Loch Ness, the famous lake in Scotland
    known for being the home of Nessie, the fabled "Loch Ness Monster." A man
    eating a sandwich beside a bait house is on the left, while two girls are
    sitting on the edge of the pier on the right. A boat rocks on the lake,
    where at times you can see the shadow of the Loch Ness Monster swim by on
    the surface. In the background are the Highlands, along with the remains of
    Urquhart Castle.

  - New York (Mousse`s stage)
    Destination : Liberty Island, New York City, New York, United States
    Mousse`s stage is set on Liberty Island at night in New York Harbor, off
    the southwest coast of Manhattan. The Statue Of Liberty is seen standing
    amidst the waters, with the illuminated skyline of New York behind it. The
    World Trade Center towers and Empire State Building are easily noted too.

  - Niagara no Taki / Niagara Falls (Tatewaki Kunou`s stage)
    Destination : Ontario, Canada + New York, United States border
    Kunou`s stage is set on a vantage point overlooking Niagara Falls, the huge
    waterfalls between the US/Canada border. Steam is seen rising from where
    the water is crashing into the rocks below. Tourists are lined up along the
    fence watching the falls, or cheering on the fight. The Rainbow Bridge is
    seen on the left side of the stage.

  - Parthenon Shinden / Parthenon Temple (Herb`s stage)
    Destination : Athens, Greece
    Herb`s stage is set in front of the ancient ruins of the Parthenon (a Doric
    peripteral temple). Rocks and pieces of broken columns line the ground.

  - Savanna (Hinako Ninomiya`s stage)
    Destination : Africa
    Hinako`s stage is set on the African savanna. The ground is covered in
    yellow dry grass, with only some scarce thin trees. A herd of wildebeest
    are relaxing and grazing on the plains.

  - Taj Mahal (Kodachi Kunou`s stage)
    Destination : Agra, India
    Kodachi`s stage is set at the foot of the reflecting pool in front of the
    Taj Mahal at sunrise. (Taj Mahal was built by a Muslim, Emperor Shah Jahan
    in the memory of his dear wife and queen Mumtaz Mahal at Agra, India. It is
    an "elegy in marble" or some say an expression of a "dream." Taj Mahal
    ("Crown Palace") is a Mausoleum that houses the grave of queen Mumtaz Mahal
    at the lower chamber. The grave of Shah Jahan was added to it later.)
    People are either standing or sitting watching the fight.

  - Trevi no Izumi / Fontana di Trevi / Trevi Fountain (Akane Tendou`s stage)
    Destination : Rome, Italy
    Akane`s stage is set in front of the Fontana di Trevi. (The fountain was
    built by the architect Salvi (1735) in the time of Clement XII, and
    decorated by several artists of Bernini's school. It is the front of a
    large palace (Palazzo Poli) decorated with statues and bas-reliefs on heaps
    of rocks. The fountain is not only celebrated for its excellent water but
    for the legend that whoever drinks it or throws a coin in the fountain,
    will assure his return to Rome.) People sit upon the edge of the fountain
    watching, while two girls and a black cat lean looking in the water. A
    flock of birds is sitting between the people pecking the ground.

  - Waikiki Beach (Ranma Saotome`s + Ranma-chan Saotome`s stage)
    Destination : Honolulu, Oahu, Hawaii, United States
    Ranma`s stage is set on the beaches of Hawaii, right outside from the city
    of Honolulu. Behind the city in the back is Diamond Head State Monument.
    Principal Kunou reclines in a lawn chair under some palm trees, surrounded
    by a pair of dancing hula girls. Nabiki, Kasumi, and Cologne/Ko Lon are
    reclining on the beach beside an umbrella, while Soun is buried up to his
    head in the sand. To the far left is a surfer holding a board, while a
    plane randomly passes overhead.


  7.o4 - Revision History  ]---------------------------------------------------

 Version o.o : August 9, 2oo5
 - The FAQ`s initial creation and launch. All move information is available, as
   well as proper translations. I have to deal with the system dissection, the
   story, winnign quotes, and what Ukyou says during her attacks. Her voice is
   too grumbled, so I hopefully can find out through ZSNES for sure.


  7.o5 - Final Note  ]---------------------------------------------------------

 Oss`!
 A game I got back in high school and fell in love with since I thought that
 "Ranma 1/2" was the best anime ever to happen. It was my first exposure to it
 after all. It`s still good, but sadly there`s never been a good game about it
 that`s ever come out. At least for fighting games. The first SNES one that
 came out in the US with Ranma sounding like a 35-year old virgin was horrible.
 This one was a step better due to the bootleg SF2 engine in it, but it was
 just slow. The PS version, Renaissance, wasn`t even all that good either. So
 until Capcom decides to make one, I`ll have to settle with this one.

   Have something to say about the game or this FAQ you want me or others to
   know? Find any of the posted infomation 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>

   _________________________________________________________________________
  | `Gonna send you out on Knuckle Airlines.  Fist Class!´                  |
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----------------------------------------- (c) Deal With It Productions 2oo5 ---