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    FAQ/Move List by Berserker

    Version: Kev | Updated: 09/20/13 | Printable Version | Search Guide | Bookmark Guide

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          _____  _   _       _  _    _   _____  _______  _____  _____  ______ 
         |_   _|| \ | |     | || |  | | / ____||__   __||_   _|/ ____||  ____|
           | |  |  \| |     | || |  | || (___     | |     | | | |     | |__   
           | |  | . ` | _   | || |  | | \___ \    | |     | | | |     |  __|  
          _| |_ | |\  || |__| || |__| | ____) |   | |    _| |_| |____ | |____ 
         |_____||_| \_| \____/  \____/ |_____/    |_|   |_____|\_____||______|
                      __  __  __  __           __      __        __ 
                     / _ /  \|  \(_    /\ |\/|/  \|\ |/ _   /  \(_  
                     \__)\__/|__/__)  /--\|  |\__/| \|\__)  \__/__)
    
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    INJUSTICE: GODS AMONG US                                        GUIDE/MOVE LIST
    
    PLAYSTATION 3                                                          XBOX 360
    
    UPDATED: 09/20/13                                                  VERSION: Kev
    -------------------------------------------------------------------------------
    
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       ||                                                                     ||
       ||                      Authored by: Berserker                         ||
       ||              Email: berserker_kev(at)yahoo(dot)com                  ||
       ||                                                                     ||
       ||         Homepage: http://www.berserkersblog.blogspot.com            ||
       ||          Youtube: http://www.youtube.com/BerserkerSTARS             ||
       ||             Facebook: www.facebook.com/berserker.kev                ||
       ||                                                                     ||
       ||        This document Copyright 2013 Kevin Hall (Berserker)          ||
       ||Injustice Gods Among Us Copyright 2013 Warner Bros Entertainment Inc.||
       ||                                                                     ||
       ||---------------------------------------------------------------------||
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    ==================== - T A B L E  O F  C O N T E N T S - ======================
    
    --    Press Ctrl + F and type in the code listed beside each section for     --
    -                   quicker navigation through the guide                      -
    ---                                                                         ---
      ___  
     |_  | 
       | |      ______     ______     ______     ______     ______
       | |     |______|   |______|   |______|   |______|   |______|  INTRO & BASICS
       | |                                                               [IB00]
       |_|
    
          - Intro  . . . . . . . . . . . . . . . . . . . . . . . . . . . [IB01]
          - Controls . . . . . . . . . . . . . . . . . . . . . . . . . . [IB02]
          - Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . [IB03]
          - Story Mode . . . . . . . . . . . . . . . . . . . . . . . . . [IB04]
     _______
    |_____  |
     _____| |   ______     ______     ______     ______     ______
    |  _____|  |______|   |______|   |______|   |______|   |______|  DETAILED MOVE
    | |_____                                                              LIST
    |_______|                                                            [DM00]
    
    __ MAIN CAST __________________________________________________________________
    
          - Aquaman  . . . . . . . . . . . . . . . . . . . . . . . . . . [DM01]
          - Ares . . . . . . . . . . . . . . . . . . . . . . . . . . . . [DM02]
          - Bane . . . . . . . . . . . . . . . . . . . . . . . . . . . . [DM03]
          - Batman . . . . . . . . . . . . . . . . . . . . . . . . . . . [DM04]
          - Black Adam . . . . . . . . . . . . . . . . . . . . . . . . . [DM05]
          - Catwoman . . . . . . . . . . . . . . . . . . . . . . . . . . [DM06]
          - Cyborg . . . . . . . . . . . . . . . . . . . . . . . . . . . [DM07]
          - Deathstroke  . . . . . . . . . . . . . . . . . . . . . . . . [DM08]
          - Doomsday . . . . . . . . . . . . . . . . . . . . . . . . . . [DM09]
          - The Flash  . . . . . . . . . . . . . . . . . . . . . . . . . [DM10]
          - Green Arrow  . . . . . . . . . . . . . . . . . . . . . . . . [DM11]
          - Green Lantern  . . . . . . . . . . . . . . . . . . . . . . . [DM12]
          - Harley Quinn . . . . . . . . . . . . . . . . . . . . . . . . [DM13]
          - Hawkgirl . . . . . . . . . . . . . . . . . . . . . . . . . . [DM14]
          - The Joker  . . . . . . . . . . . . . . . . . . . . . . . . . [DM15]
          - Killer Frost . . . . . . . . . . . . . . . . . . . . . . . . [DM16]
          - Lex Luthor . . . . . . . . . . . . . . . . . . . . . . . . . [DM17]
          - Nightwing  . . . . . . . . . . . . . . . . . . . . . . . . . [DM18]
          - Raven  . . . . . . . . . . . . . . . . . . . . . . . . . . . [DM19]
          - Shazam . . . . . . . . . . . . . . . . . . . . . . . . . . . [DM20]
          - Sinestro . . . . . . . . . . . . . . . . . . . . . . . . . . [DM21]
          - Solomon Grundy . . . . . . . . . . . . . . . . . . . . . . . [DM22]
          - Superman . . . . . . . . . . . . . . . . . . . . . . . . . . [DM23]
          - Wonder Woman . . . . . . . . . . . . . . . . . . . . . . . . [DM24]
    
    __ DLC CHARACTERS _____________________________________________________________
    
          - Batgirl  . . . . . . . . . . . . . . . . . . . . . . . . . . [DM25]
          - Lobo . . . . . . . . . . . . . . . . . . . . . . . . . . . . [DM26]
          - Martian Manhunter  . . . . . . . . . . . . . . . . . . . . . [DM27]
          - Scorpion . . . . . . . . . . . . . . . . . . . . . . . . . . [DM28]
          - Zatanna  . . . . . . . . . . . . . . . . . . . . . . . . . . [DM29]
          - Zod  . . . . . . . . . . . . . . . . . . . . . . . . . . . . [DM30]
    
     _______
    |_____  |
     _____| |   ______     ______     ______     ______     ______
    |_____  |  |______|   |______|   |______|   |______|   |______| BRIEF MOVE LIST
     _____| |                                                            [BM00]
    |_______|
    
     _     _
    | |   | |
    | |___| |   ______     ______     ______     ______     ______
    |_____  |  |______|   |______|   |______|   |______|   |______|      ARENAS
          | |                                                            [AR00]
          |_|
    
     _______
    |  _____|
    | |_____    ______     ______     ______     ______     ______
    |_____  |  |______|   |______|   |______|   |______|   |______|     SECRETS  
     _____| |                                                            [SE00]
    |_______|
    
          - Extra Costumes . . . . . . . . . . . . . . . . . . . . . . . [SE01]
          - Trophies/Achievements  . . . . . . . . . . . . . . . . . . . [SE02]
     _______
    |  _____|
    | |_____    ______     ______     ______     ______     ______
    |  ___  |  |______|   |______|   |______|   |______|   |______|  S.T.A.R. LABS
    | |___| |                                                           MISSIONS
    |_______|                                                            [SL00]
    
          - Superman Missions  . . . . . . . . . . . . . . . . . . . . . [SL01]
          - Batman Missions  . . . . . . . . . . . . . . . . . . . . . . [SL02]
          - Catwoman Missions  . . . . . . . . . . . . . . . . . . . . . [SL03]
          - The Flash Missions . . . . . . . . . . . . . . . . . . . . . [SL04]
          - Shazam Missions  . . . . . . . . . . . . . . . . . . . . . . [SL05]
          - Bane Missions  . . . . . . . . . . . . . . . . . . . . . . . [SL06]
          - Harley Quinn Missions  . . . . . . . . . . . . . . . . . . . [SL07]
          - Deathstroke Missions . . . . . . . . . . . . . . . . . . . . [SL08]
          - Green Arrow Missions . . . . . . . . . . . . . . . . . . . . [SL09]
          - Lex Luthor Missions  . . . . . . . . . . . . . . . . . . . . [SL10]
          - Nightwing Missions . . . . . . . . . . . . . . . . . . . . . [SL11]
          - Green Lantern Missions . . . . . . . . . . . . . . . . . . . [SL12]
          - Cyborg Missions  . . . . . . . . . . . . . . . . . . . . . . [SL13]
          - Hawkgirl Missions  . . . . . . . . . . . . . . . . . . . . . [SL14]
          - The Joker Missions . . . . . . . . . . . . . . . . . . . . . [SL15]
          - Doomsday Missions  . . . . . . . . . . . . . . . . . . . . . [SL16]
          - Sinestro Missions  . . . . . . . . . . . . . . . . . . . . . [SL17]
          - Raven Missions . . . . . . . . . . . . . . . . . . . . . . . [SL18]
          - Aquaman Missions . . . . . . . . . . . . . . . . . . . . . . [SL19]
          - Solomon Grundy Missions  . . . . . . . . . . . . . . . . . . [SL20]
          - Killer Frost Missions  . . . . . . . . . . . . . . . . . . . [SL21]
          - Black Adam Missions  . . . . . . . . . . . . . . . . . . . . [SL22]
          - Wonder Woman . . . . . . . . . . . . . . . . . . . . . . . . [SL23]
          - Ares Missions  . . . . . . . . . . . . . . . . . . . . . . . [SL24]
     _______
    |_____  |
          | |   ______     ______     ______     ______     ______
          | |  |______|   |______|   |______|   |______|   |______| EVERYTHING ELSE
          | |                                                            [EE00]
          |_|
    
    ===============================================================================
                                        ___                                  [IB00]
                                       |_  | 
                                         | |
                                         | |
                                         | |
                                         |_|
                              I N T R O  &  B A S I C S
    ===============================================================================
    
      _____ 
      \_   \
       / /\/
    /\/ /_  ________
    \____/  N T R O \______________________________________________________________
    -------------------------------------------------------------------------------
                                                                             [IB01]
    I have enjoyed Mortal Kombat games ever since the original and have always kept 
    up with them faithfully.  I enjoy all fighting games to a certain extent but 
    mainly play them from a single player standpoint and less for competition 
    unlike I used to.  With Injustice, I am highly pleased with the amount of 
    quality in the game, so I had to attempt a guide for it.  The game's graphics 
    are quite fluid and the overall fighting engine is addicting even without the 
    usual Netherrealm Studios violence and MK characters.
    
    If you're not a Resident Evil fan then you probably don't know me at all.  I'm 
    a VERY hardcore Resident Evil fan that rarely leaves the boundaries of an RE 
    game or Capcom action game when writing.  To put it simply, I have very little 
    experience with writing for a fighting game so let me know if I can improve in 
    any areas.  The only other fighting game guide I have written is a Chris 
    Redfield guide for Marvel vs Capcom 3.
    
    This guide contains a detailed list of all special moves, super moves and 
    character powers for each fighter.  The full move list section list out 
    everything per character with no extra detail making it easier to use for a 
    reference while playing the game.  I've finished nearly half of the STAR Labs 
    Missions in the STAR Labs section and it is all VERY detailed since I'm getting 
    the stars as I go through it, so... if I don't get them, that missions isn't 
    filled out yet!  As always, you can email me at my email address 
    berserker_kev(@)yahoo(dot)com if you have any questions, suggestions or 
    comments.
    
    - Berserker (BK)
    
       ___ 
      / __\
     / /   
    / /___ ______________
    \____/ O N T R O L S \_________________________________________________________
    -------------------------------------------------------------------------------
                                                                             [IB02]
    ==> BASIC CONTROLS PER CONSOLE ------------------------------------------------
    
    --> Playstation 3 (PS3)                 --> Xbox 360 (X360)
    
    []           - L. Attack                X            - L. Attack
    /\           - M. Attack                Y            - M. Attack
    X            - H. Attack                A            - H. Attack
    O            - Special (S) Attack       B            - Special (S) Attack
    R2           - Meter Burn (MB)          RT           - Meter Burn (MB)
    L2           - Flip Stance (FS)         LT           - Flip Stance (FS)
    R1           - Interact                 RB           - Interact
    L1           - Throw                    LB           - Throw
    L3           - N/A                      LS           - N/A
    R3           - N/A                      RS           - N/A
    Start        - Pause Menu               Start        - Pause Menu
    Select       - Reset (in training)      Back         - Reset (in training)
    L thumbstick - Move fighter             L thumbstick - Move fighter
    R thumbstick - N/A                      R thumbstick - N/A
    D-pad        - Move fighter             D-pad        - Move fighter
    
    ==> D-PAD/JOYSTICK DIRECTION TERMS --------------------------------------------
    
    This is a diagram showing off the inputs for directions in a Mortal Kombat 
    style.  In this guide all inputs are shown using the notations in the diagram 
    below.  All diagrams assume that a player is on the first player (left) side.
    
    ub u uf
     b n f
    db d df
    
    
       ub      u     uf
          \    |    /
           \   |   /
            \  |  /
        b --   n   -- f
            /  |  \
           /   |   \
          /    |    \
       db      d     df
    
    
    ub - Up and Back
    u  - Up
    uf - Up and Forward
    b  - Back
    n  - Neutral
    f  - Forward
    db - Down and Back
    d  - Down
    df - Down and Forward
    
    ==> BUTTON TERMS --------------------------------------------------------------
    
    The following is a list of attack buttons for Injustice along with the 
    notations that I use to describe each input in this guide.
    
    L  - Light Attack
    M  - Medium Attack
    H  - Heavy Attack
    S  - Special/Character Power
    T  - Throw
    I  - Interact
    FS - Flip Stance
    MB - Meter Burn
    
    ==> ARCADE STICK SHORTCUTS ----------------------------------------------------
    
    The following is a list of button combinations that can be used in place of 
    certain buttons when using an arcade stick.  Since arcade stick buttons are so 
    big, it's often better to use shortcuts such as these.
    
    L + H     - Throw
    L + M     - Interact
    M + H     - Flip Stance
    L + M + H - Meter Burn
    
    As far as I know, either the Meter Burn or the Flip stance button must be 
    pressed together or you must press one of the combinations listed above along 
    with the single button for each one to perform a super move.  From what I have 
    tried, a super move has no true arcade stick setup shortcut.
    
    ==> RELEASE CHECK AND ALTERNATE CONTROL ---------------------------------------
    
    Release Check and Alternate Control are found under the "Control Preset" or 
    "Controls" menu under the pause and settings menu respectively.  They are both 
    displayed up under the control configurations and can be turned on or off.  By 
    default, Release Check is turned on and Alternate Control is turned off.
    
    o Release Check
    
    Release Check allows a player to perform a special move by holding down a 
    button and performing the motion then releasing the button.  This is an older 
    technique that was used for other fighting games to perform moves faster.  
    Basically, with Superman's heat vision, you can hold L then press d, b, and 
    then release L to perform the heat vision with Release Check turned on.  With 
    Release Check turned off, all button taps must be made after the appropriate 
    directions.  If you don't use it, you might as well just turn it off.
    
    o Alternate Control
    
    Alternate Control changes all direction sequences for special moves into 
    commands that are more like Street Fighter.  To perform a d, f, L move with 
    this turned on, press d, df, f, L.  To perform a b, f, L move with Alternate 
    Control turned on, press b, db, d, df, f, L.  This is most noticeable with 
    back, forward moves.  All of the changes are displayed on the command lists 
    from the move list menu while the game is paused.
    
       ___ 
      / __\
     /__\//
    / \/  \ __________
    \_____/ A S I C S \____________________________________________________________
    -------------------------------------------------------------------------------
                                                                             [IB03]
    ==> BASIC ATTACKS -------------------------------------------------------------
    
    Each fighter has their own unique set of normal attacks that can be performed 
    with the Light (L), Medium (M), or Heavy (H) attack buttons.  Characters often 
    have additional basic attacks that can be performed while pressing in a 
    direction along with the attack button, such as back + L, down + H, etc.
    
    ==> SPECIAL MOVES -------------------------------------------------------------
    
    Special Moves are performed by entering a certain sequence of directions and 
    then tapping a certain button.  There is no limit to the amount of special 
    moves that can be performed, but each of them has recovery animations and other 
    flaws so use them wisely.
    
    ==> CHARACTER POWER -----------------------------------------------------------
    
    A character power is performed by pressing the Character Power/Special (S) 
    button.  Each character power is unique per character.  Some characters gain 
    enhancements when their power is activated and some characters perform an extra 
    attack when the button is pressed.  Each character power has a cool down period 
    or some certain method to recharge the power before it can be used again.  Some 
    character powers that offer enhancements will give a player status effects 
    (such as decreased damaged) during the cool down period.
    
    ==> BLOCKING ------------------------------------------------------------------
    
    Unlike Mortal Kombat, Injustice does not have a block button.  Hold away from 
    your opponent to block a standing attack and hold down (or down/back) to block 
    a low attack.
    
      -- High Attacks
      High Attacks must be guarded while standing.
    
      -- Mid Attacks
      Mid Attacks can be guarded while standing or ducking.
    
      -- Low Attacks
      Low Attacks must be guarded while ducking.  They will hit a standing opponent 
      low if blocked high.
    
      -- Overhead Attacks
      Overhead attacks must be guarded while standing.  They will hit a crouching 
      opponent overhead if blocked low.  Keep in mind that jumping attacks are 
      considered overhead attacks so they must be guarded while standing.
    
    ==> JUGGLING ------------------------------------------------------------------
    
    As with Mortal Kombat games, Injustice allows a player to juggle an opponent 
    for increased damage after being launched.  Launchers are different depending 
    on the character, so you'll need to experiment to find a launcher with each 
    fighter and how to juggle an opponent after the launcher.
    
    ==> ATTACK STRINGS ------------------------------------------------------------
    
    Each character has certain combinations of basic attacks that can be stringed 
    together for a combo.  These string attacks are listed up under the "Combo 
    Attacks" for each character and they are also listed in the character sections 
    in this guide.
    
    ==> THROWS --------------------------------------------------------------------
    
    Each fighter has a forward and backward throw.  Press either the throw button 
    or tap both L + H buttons together to trigger the backward throw and tap 
    forward along with either button(s) to toss an opponent forward.  The throw 
    will have the same animation, but the opponent will be tossed behind or further 
    in front of your character depending on the direction that you press before the 
    grab.
    
    ==> BREAKING A THROW ----------------------------------------------------------
    
    To break a throw, press the throw button as your character is being grabbed by 
    your opponent.  This will cause your character to stop the grab and push the 
    opponent away from your character.
    
    ==> SUPER METER ---------------------------------------------------------------
    
    The super meter is on the bottom left (first player) or bottom right (second 
    player) portion of the screen.  The super gauge is charged whenever a player 
    performs a special move.  The gauge also charges when your opponent is hit with 
    any type of attack or when your character receives damage from your opponent.  
    The gauge is split up into four sections.  The four sections are used for meter 
    burn attacks (one per section) and the full gauge can be used to perform a 
    character's super attack.
    
    ==> METER BURN ----------------------------------------------------------------
    
    Pressing the Meter Burn button during certain special moves will result in an 
    enhanced version of that special move.  Meter Burn special moves take off one 
    of the four sections of the super gauge.  Meter Burn attacks are much like EX 
    attacks in Street Fighter IV.  Most of the time, the Meter Burn special move 
    will be more powerful and take off more health if the opponent is hit with the 
    Meter Burn special move, but sometimes the special move might have a different 
    property.  For instance, with Batman's grapple, it will cause Batman to reel 
    himself in then stop in front of the dazed opponent allowing for a combo attack 
    while your opponent is dazed instead of the usual flying kick that Batman 
    performs.
    
    ==> DIRECTIONAL HARD ATTACKS --------------------------------------------------
    
    Both b + H and f + H can be charged and meter burned with every character.  
    Charging these attacks will delay their animation and meter burning the attacks 
    will give your character super armor to withstand one attack while performing 
    the hard attack.  The Meter Burn version of the attack basically has to be 
    charged - simply hold down on the H button then press the MB button to give the 
    attack extra armor.  Like all Meter Burn attacks, this will take one bar of the 
    super meter.  Meter Burning combined with charging a hard attack is a great way 
    to catch your opponent off guard and force your way through their attacks from 
    close range.
    
    ==> SUPER MOVE ----------------------------------------------------------------
    
    Each character has their own version of a super attack that can be performed 
    once the super meter is fully charged.  Press the Flip Stance (FS) and Meter 
    Burn (MB) buttons together at the same time to perform a character's super 
    move.  Super moves hit differently depending on the fighter that you have.  
    Most super moves are close range, but some can only hit at mid-range and some 
    are grabs.  Most super moves can be blocked.  Your character will usually have 
    priority over most attacks while performing a super move.  Super moves can be 
    added to a combo or performed during a juggle depending on the type of super 
    move.
    
    ==> CLASH ---------------------------------------------------------------------
    
    The Clash is a technique that can only be used when your character has their 
    second health bar.  A Clash is performed by pressing forward + Meter Burn (MB) 
    while your character is being hit with an attack.  The two characters will 
    prepare to collide and attack once a Clash has been initiated and both players 
    can wager part of their super gauge (using the on-screen button below the super 
    meter) in order to inflict more damage (attacker) or regain some health 
    (defender).  Players cannot see how much an opponent wagers.
    
    Keep in mind with all of this that the "defender" is the player that STARTS the 
    Clash (performs the forward + MB input).  If the defender wins, that character 
    will regenerate an amount of health determined by the difference of how much 
    meter was wagered.  If the defender loses the Clash, that character will 
    receive an amount of damage that is determined by the difference of how much 
    the attacker wagered.  Because of this technique, it can be useful to save your 
    super meter until later into the battle in order to initiate or strike down 
    this technique.
    
    ==> STAGE TRANSITIONS ---------------------------------------------------------
    
    Most arenas have areas where an opponent can be knocked into another part of 
    the stage.  These transition areas can be activated by hitting an opponent with 
    a Back + Heavy (H) attack while the opponent stands with their character's back 
    to the transition area.  Transition areas are always in one of the far corners 
    of an arena if they exist in the stage.  Once activated, your character will 
    hit the opponent and knock their character through an environment where their 
    character will get damaged while traveling to another section of the arena.
    
    Transitions take a great amount of health from a character that is basically 
    equal to super move damage.  On most stages, there are transitions between two 
    parts of the area.  A player can knock an opponent to one area and then knock 
    the opponent back to the first area.
    
    ==> STAGE INTERACTIONS --------------------------------------------------------
    
    In Injustice, along with knowing your fighter you also need to know your arena. 
    Each arena has different portions of the background that can be interacted 
    with.  When standing near an object that can be interacted with, the Interact 
    button will appear beside your character's life gauge at the top of the screen. 
    Pressing the interact button will cause your character to use part of 
    environment to attack your opponent or escape from your opponent.  For 
    instance, a player might be able to jump and grab pipe then tear it down to 
    freeze your opponent with the liquid nitrogen inside of it, or your character 
    might be able to hop off an object to escape out of a corner.
    
    The powers of the character will determine what they can do to certain objects. 
    For instant, Superman has super strength so he will be able to toss a big stone 
    tablet display in Aquaman's stage while Batman can only rebound off that object 
    to jump further.  Some interactions are similar only performed in a different 
    way - such as punching the tank in Aquaman's stage compared to rotating a valve 
    handle to release water from the same tank.  Keep in mind that projectile 
    environmental objects are unblockable.  Some environmental attacks can actually 
    be added to a combo.  For instance, with some stages, your character will kick 
    your opponent into the background for the interaction - the kick can actually 
    be added to a sequence of attacks.
    
    ==> METER BURNING INTERACTABLE ATTACKS ----------------------------------------
    
    Some interactable attacks can be Meter Burned for added super armor while 
    performing them.  Hold down on the MB button then press the interact button 
    while grabbing an object in order to use Meter Burned while performing the 
    attack.  Examples of interactables that can be Meter Burned are the green 
    canister and missiles on the Ferris Aircraft (Hangar) stage.  Hold down on the 
    MB button while picking up/using either object to Meter Burn the attack.
    
     __    
    / _\   
    \ \    
    _\ \ _________________
    \__/ T O R Y  M O D E \________________________________________________________
    -------------------------------------------------------------------------------
                                                                             [IB04]
    The following is a list of all story mode fights and minigames that are found 
    in each chapter.  In each chapter you will play as the character that the 
    chapter represents and must beat each opponent in a single round fight.  There 
    are also a few button-tap minigames spread throughout the chapters that I label 
    below.
    
    Complete each of the minigames successfully and your opponent will start the 
    match with less life.  Finish all of the minigame successfully to earn an 
    achievement/trophy  Beating a minigame does not ALWAYS mean getting through it 
    without messing up.  You can mess up on a few button taps and get through a 
    minigame successfully.  The easiest minigame to mess up on is the Joker vs 
    Nightwing minigame - it requires the most precision of all.
    
    ==> CHAPTER 01 - BATMAN -------------------------------------------------------
    ______
    VERSUS
    ŻŻŻŻŻŻ
    o vs Deathstroke
    o vs Bane
    o vs Lex Luthor (minigame)
    o vs The Joker
    
    Minigame (vs Lex Luthor)
    
    Press the button that appears on the bottom right-hand side of the screen in 
    order to toss batarangs at Lex Luthor as he tries to advance toward Batman.  
    During the third wave, Lex Luthor will dash instead of run, so you'll need to 
    press the buttons quicker as they appear.
    
    ==> CHAPTER 02 - GREEN LANTERN ------------------------------------------------
    ______
    VERSUS
    ŻŻŻŻŻŻ
    o Raven
    o Cyborg
    o Sinestro (minigame)
    o Yellow Lantern
    
    Minigame (vs Sinestro)
    
    Press the button/buttons sequences that appear(s) on the bottom of the screen 
    in order to counter each of Sinestro's attacks.  Eventually, you will have to 
    mash all four face buttons in order to counter a move that Sinestro will 
    perform.  The counter sequences will go back to entering buttons sequences 
    after the face button mash, so be ready.
    
    ==> CHAPTER 03 - AQUAMAN ------------------------------------------------------
    ______
    VERSUS
    ŻŻŻŻŻŻ
    o The Flash
    o Shazam
    o Aquaman
    o Ares
    
    ==> CHAPTER 04 - THE JOKER ----------------------------------------------------
    ______
    VERSUS
    ŻŻŻŻŻŻ
    o Batman
    o Harley Quinn
    o Hawkgirl
    o Nightwing (minigame)
    
    Minigame (vs Nightwing)
    
    The Joker must toss cards at Nightwing to knock him back and keep him from 
    advancing forward as he runs.  Each full deck of cards that Joker tosses will 
    knock Nightwing back.  Watch the buttons that appears on the cards and press 
    them quickly in the order shown without pressing any extra buttons.  DO NOT 
    press the buttons as Joker tosses the cars.  This is easily the hardest 
    minigame to complete since ALL decks of cards must hit Nightwing perfectly in 
    order to keep from failing.  The final deck requires major speed and absolute 
    protection.
    
    TIP: You can pause the game and look at the button sequence on the entire deck 
    of cards in order to see what the sequence will be before starting.  If you 
    have problems with pressing the sequence, DO NOT look at the screen while 
    performing the final sequence - pause the game to view the sequence then 
    unpause it and look down at your controller then enter it as fast as you can.  
    You might even want to think about muting your TV while inputting the last 
    sequence.  It is so easy to get distracted by the on-screen actions and sounds.
    
    ==> CHAPTER 05 - GREEN ARROW --------------------------------------------------
    ______
    VERSUS
    ŻŻŻŻŻŻ
    o Solomon Grundy (minigame)
    o Killer Frost
    o Wonder Woman
    o Black Adam
    
    Minigame (vs Solomon Grundy)
    
    This minigame is the only one that uses the left analog.  You take control of 
    Green Arrow in a first person view while he aims at an approaching Solomon 
    Grundy.  Use the targeting cursor on the screen to aim at Grundy and then press 
    the L button to fire an arrow at him.  Hit him the amount of times displayed on 
    the bottom of the screen.  Grundy will start to hurl objects your way (knives, 
    hatchets and chairs) after the first wave, so shoot the objects out of the air 
    to keep them from hitting Green Arrow.  This minigame has four waves 
    altogether. The main objective here is to keep Grundy from getting to Green 
    Arrow.  If you get hit by some of the objects, you can still walk away from 
    this one with a completion and not lose much health or credit for beating 
    Grundy.
    
    ==> CHAPTER 06 - CYBORG -------------------------------------------------------
    ______
    VERSUS
    ŻŻŻŻŻŻ
    o Deathstroke
    o Lex Luthor
    o Catwoman
    o Cyborg
    
    ==> CHAPTER 07 - DEATHSTROKE --------------------------------------------------
    ______
    VERSUS
    ŻŻŻŻŻŻ
    o Shazam
    o The Flash
    o Killer Frost
    o Wonder Woman
    
    ==> CHAPTER 08 - BATMAN -------------------------------------------------------
    ______
    VERSUS
    ŻŻŻŻŻŻ
    o Catwoman
    o Nightwing
    o Green Arrow (minigame)
    o Green Lantern
    
    Minigame (vs Green Arrow)
    
    Batman must dodge Green Arrow's arrows by tapping buttons or button sequences. 
    This minigame is much like the Green Lantern vs Sinestro minigame overall, but 
    the final counter is three button taps long.
    
    ==> CHAPTER 09 - LEX LUTHOR ---------------------------------------------------
    ______
    VERSUS
    ŻŻŻŻŻŻ
    o Harley Quinn
    o The Joker
    o Hawkgirl
    o Shazam
    
    ==> CHAPTER 10 - THE FLASH ----------------------------------------------------
    ______
    VERSUS
    ŻŻŻŻŻŻ
    o Yellow Lantern
    o Solomon Grundy
    o Sinestro
    o Green Arrow
    
    ==> CHAPTER 11 - WONDER WOMAN -------------------------------------------------
    ______
    VERSUS
    ŻŻŻŻŻŻ
    o Bane (minigame)
    o Ares
    o Raven
    o Wonder Woman
    o Batman
    
    Minigame (vs Bane)
    
    Wonder Woman must block Bane's machine gun fire with her gauntlets.  This 
    minigame is much like the countering minigame with Green Lantern and Batman, 
    but the button sequences are in great number starting from the beginning.  
    Players will have to tap four buttons very quickly during the waves of blocking 
    and you must prepare to tap all face buttons quickly in order to keep the block 
    meter from dropping below the line in the meter that appears on the screen 
    during the final block.  The final portion is the only part that might catch 
    you off guard.  Lay down the controller and tap the buttons to keep from tiring 
    out when hammering at them.
    
    ==> CHAPTER 12 - SUPERMAN -----------------------------------------------------
    ______
    VERSUS
    ŻŻŻŻŻŻ
    o Black Adam (minigame)
    o Aquaman
    o Doomsday
    o Superman
    
    NOTE: The final battle against Superman is the hardest battle in story mode and 
    requires some cheap tactics to beat at times.  It's best to get far away from 
    Superman and perform constant Heat Vision (d, b + L) and Heat Zap (d, b + H) 
    from a distance.  Perform the Heat Vision in the air and meter burn it often. 
    Don't even use Superman's super move since meter burning his normal attacks are 
    so much better.  The combo f + M, H is a good poking combo and it can be 
    followed up with Super Breath (d, b + M) for extra damage.  User Meter Burn 
    Super Breath to juggle after the combo to freeze Superman and set him up for 
    another combo.
    
    Minigame (vs Black Adam)
    
    Black Adam will stand at the far end of the street and toss cars at Superman. 
    Watch the cars that are being tossed at Superman and press the button that 
    appears on each one in order to fire a heat vision blast to destroy each car 
    before it hits Superman.  As the minigame progresses, Black Adam will start to 
    throw several cars in a row and you will have to press the buttons faster as 
    they appear.  You can get hit by a few cars and still pass this minigame 
    successfully.  Is Superman actually destroying cars with civilians in them?  Oh 
    dear.
    
    
    ===============================================================================
                                        _______                              [DM00]
                                       |_____  |
                                        _____| |
                                       |  _____|
                                       | |_____
                                       |_______|
                          D E T A I L E D  M O V E  L I S T S
    ===============================================================================
    
    This section list all special moves, super moves and character powers per 
    fighter along with a detailed description of each one.  I decided to leave out 
    normal attacks, combo attacks and all other moves that don't really need a 
    description for this section.  If you are looking for a very short move list 
    then visit the third section of this guide for a complete move list that is 
    very simple and free of tons of access information.
    
    This section lists frame data for each move per character.  All of the frame 
    data is taken directly from the pause menu in the game and provided as a 
    reference for your convenience.  I'll post up a written explanation of frame 
    data soon for those that don't know how to read and understand it.  For now, if 
    you are new to using frame data and do not know how to use it, then please 
    visit the following videos on youtube for an in-depth explanation:
    
    --> How to Read and Use Frame Data (Part 1) by OneHandedTerror
    http://youtu.be/rCwWa6GOUUU
    
    --> How to Read and Use Frame Data (Part 2) by OneHandedTerror
    http://youtu.be/nmipAe4A3c4
                    _                                                        [DM01]
                   /_\    __ _  _   _   __ _  _ __ ___    __ _  _ __  
    ************* //_\\  / _` || | | | / _` || '_ ` _ \  / _` || '_ \ *************
                 /  _  \| (_| || |_| || (_| || | | | | || (_| || | | |
    ************ \_/ \_/ \__, | \__,_| \__,_||_| |_| |_| \__,_||_| |_| ************
                            |_|                                       
    
    First Appearance: More Fun Comics #73 (September 1941)
    
    _______________________________________________________________________________
    BASIC ATTACKS                                                     A Q U A M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Flounder Fist - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 2.00   | 9       | 11       | 9         | 0          |
    '-------------------------------------------------------------------'
    
    -- Trident Push - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 13      | 14       | 22        | 0          |
    '-------------------------------------------------------------------'
    
    -- Trident Spin - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.00   | 12      | 28       | 35        | 4          |
    '-------------------------------------------------------------------'
    
    -- Mera's Fury - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 2.00   | 9       | 19       | 16        | -4         |
    '-------------------------------------------------------------------'
    
    -- Trident Slam - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 25      | 29       | 44        | -10        |
    '-------------------------------------------------------------------'
    
    -- Whirl Pool - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 29      | 27       | 75        | 6          |
    '-------------------------------------------------------------------'
    
    -- Surface Dwellers - f + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 7       | 22       | 13        | 3          |
    '-------------------------------------------------------------------'
    
    -- Stingray Sweep - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 6.75   | 10      | 27       | 53        | -13        |
    '-------------------------------------------------------------------'
    
    -- For Neptune - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 29      | 27       | 77        | 6          |
    '-------------------------------------------------------------------'
    
    -- Shark Strike - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 6       | 20       | 6         | -4         |
    '-------------------------------------------------------------------'
    
    -- Rising Trident - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 7       | 25       | 66        | -17        |
    '-------------------------------------------------------------------'
    
    -- Sea Sweep - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 10      | 32       | 33        | -15        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                                       A Q U A M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Urchin Kick - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 8       | 24       | 2         | -10        |
    '-------------------------------------------------------------------'
    
    -- Air Stab - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 10      | 24       | 15        | -6         |
    '-------------------------------------------------------------------'
    
    -- Trident Jab - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 13      | 24       | 53        | -2         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                            A Q U A M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                                    A Q U A M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- For Neptune - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Whirl Pool - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                                     A Q U A M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Seven Seas - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 13      | 19       | 16        | -5         |
    '-------------------------------------------------------------------'
    
    -- Aquatic Ace - L, L, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.51  | 8       | 34       | 10        | -41        |
    '-------------------------------------------------------------------'
    
    -- Marine Marvel f + L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 4.25   | 21      | 15       | 62        | 2          |
    '-------------------------------------------------------------------'
    
    -- Tidal Wave - f + L, H, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.89   | 28      | 26       | 67        | 8          |
    '-------------------------------------------------------------------'
    
    -- From the Depths - b + L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 16      | 19       | 6         | -6         |
    '-------------------------------------------------------------------'
    
    -- Huzzah - b + L, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 10      | 33       | 41        | -3         |
    '-------------------------------------------------------------------'
    
    -- Tsunami Slam - M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.75   | 17      | 32       | 4         | -6         |
    '-------------------------------------------------------------------'
    
    -- Atlantean Strength - M, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 6.32   | 17      | 34       | 11        | -1         |
    '-------------------------------------------------------------------'
    
    -- Orin Origin - b + M, u + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.55   | 14      | 37       | 70        | -22        |
    '-------------------------------------------------------------------'
    
    -- Deep Sea - f + M, L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.12   | 19      | 22       | 14        | 10         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                                     A Q U A M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Trident Rush - d, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 19.54  | 9       | 38       | -70       | -92        |
    '-------------------------------------------------------------------'
    Aquaman attacks with a wave of trident stabs.  Tap forward or backward during 
    this attack to make Aquaman advance or retreat during stabs.
    
    -- Trident Rush - d, f, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.94  | 13      | 37       | -33       | -48        |
    '-------------------------------------------------------------------'
    Meter Burn Trident Rush makes Aquaman perform several more trident stabs.
    
    -- From the Deep - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.00   | 18      | 46       | 58        | -21        |
    '-------------------------------------------------------------------'
    Aquaman stabs the ground with his trident and makes a water pool appear below 
    his opponent then a trident surfaces to stab the opponent.
    
    -- From the Deep - d, b, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.40   | 12      | 20       | 53        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn From the Deep makes Aquaman summon a lightning bolt that will bounce 
    the opponent after the trident stab.
    
    -- Water Shield - d, d, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 0.00   | 0       | 45       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Aquaman creates a shield of water around him that gives him super armor against 
    most normal attacks.  He will still take damage but cannot easily be knocked 
    out of this move.
    
    -- Water Shield - d, d, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.00   | 0       | 27       | 55        | 6          |
    '-------------------------------------------------------------------'
    Meter Burn Water Shield causes the shield to explode and damage a nearby 
    opponent.
    
    -- Trident Scoop - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.80   | 14      | 31       | 48        | -22        |
    '-------------------------------------------------------------------'
    Aquaman scoops downward with his trident and then launches his opponent into 
    the air behind him.
    
    -- Trident Toss - b, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 11.00  | 17      | -27      | 7         | -27        |
    '-------------------------------------------------------------------'
    Aquaman tosses his trident toward his opponent.
    
    _______________________________________________________________________________
    SUPER MOVE                                                        A Q U A M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Atlantean Rage - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 32.50  | 131     | 46       | 14        | -24        |
    '-------------------------------------------------------------------'
    Aquaman strikes his opponent with his trident then calls forth a massive tidal 
    wave to hit his opponent.  A shark in the tidal wave bites the opponent.
    
    _______________________________________________________________________________
    CHARACTER POWER                                                   A Q U A M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Water of Life - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 21       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Water streams down Aquaman's body and allows him to slip out of his opponent's 
    attacks more easily.  Basically, if your opponent is performing a combo while 
    Aquaman has the Water of Life active, Aquaman will recover more quickly from 
    each attack (while getting hit) and he may be able to guard during the middle 
    of the combo.
    
    _______________________________________________________________________________
    STRATEGY INFO                                                     A Q U A M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Aquaman Forum on TestYourMight.com
    http://www.testyourmight.com/forums/aquaman.344/
    
                                   _                                         [DM02]
                                  /_\   _ __  ___  ___ 
    **************************** //_\\ | '__|/ _ \/ __| ***************************
                                /  _  \| |  |  __/\__ \
    *************************** \_/ \_/|_|   \___||___/ ***************************
    
    First Appearance: Wonder Woman #1 (Summer 1942)
    
    _______________________________________________________________________________
    BASIC ATTACKS                                                           A R E S
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Devil's Fist - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 2.00   | 8       | 11       | 24        | 1          |
    '-------------------------------------------------------------------'
    
    -- Waring Cross - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 10      | 14       | 22        | 2          |
    '-------------------------------------------------------------------'
    
    -- Thundering Slap - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 14      | 19       | 15        | 0          |
    '-------------------------------------------------------------------'
    
    -- Sliding Strike - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 15      | 15       | 19        | -1         |
    '-------------------------------------------------------------------'
    
    -- Downward Hammerfist - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 19      | 18       | 9         | 0          |
    '-------------------------------------------------------------------'
    
    -- Fierce Gauntlet - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 33      | 18       | 84        | 14         |
    '-------------------------------------------------------------------'
    
    -- Front Knee - f + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 12      | 13       | 22        | -2         |
    '-------------------------------------------------------------------'
    
    -- Savage Uppercut - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 18      | 19       | 67        | -2         |
    '-------------------------------------------------------------------'
    
    -- Raging Fists - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 28      | 16       | 83        | 16         |
    '-------------------------------------------------------------------'
    
    -- Low Sweep - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 2.00   | 6       | 16       | 9         | -4         |
    '-------------------------------------------------------------------'
    
    -- Fearful Cut - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 10      | 33       | 67        | -21        |
    '-------------------------------------------------------------------'
    
    -- Surprise Strike - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 17      | 27       | 36        | -9         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                                             A R E S
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Spearing Stab - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 5       | 25       | 1         | -11        |
    '-------------------------------------------------------------------'
    
    -- Crowning Elbow - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 8       | 21       | 14        | -7         |
    '-------------------------------------------------------------------'
    
    -- Mighty Hammerfist - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 10      | 24       | 52        | -3         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                                  A R E S
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                                          A R E S
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Raging Fists - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Fierce Gauntlet - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
     
    _______________________________________________________________________________
    COMBO ATTACKS                                                           A R E S
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Deity Ruler - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 15      | 16       | 21        | -1         |
    '-------------------------------------------------------------------'
    
    -- Supreme General - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.12   | 7       | 20       | 21        | -1         |
    '-------------------------------------------------------------------'
    
    -- Reign of Terror - L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 14      | 18       | 14        | -2         |
    '-------------------------------------------------------------------'
    
    -- Honor the Gods - L, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 11      | 23       | 76        | 1          |
    '-------------------------------------------------------------------'
    
    -- Olympian Might - b + L, A
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.45  | 14      | 26       | 58        | -2         |
    '-------------------------------------------------------------------'
    
    -- Furious Anger - f + L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.55   | 16      | 20       | 34        | 0          |
    '-------------------------------------------------------------------'
    
    -- Bloodshed - f + L, d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 8.55   | 18      | 20       | 42        | -4         |
    '-------------------------------------------------------------------'
    
    -- Divine Order - M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 6       | 19       | 16        | -4         |
    '-------------------------------------------------------------------'
    
    -- Cerberus Pain - M, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 18      | 15       | 56        | 0          |
    '-------------------------------------------------------------------'
    
    -- Mighty Aggression - b + M, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 16      | 18       | 65        | 3          |
    '-------------------------------------------------------------------'
    
    -- Invading Force - b + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.75   | 16      | 25       | 54        | -4         |
    '-------------------------------------------------------------------'
    
    -- Bow to Me - f + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 4.75   | 17      | 16       | 60        | -1         |
    '-------------------------------------------------------------------'
    
    -- Malevolent Violence - H, d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 20      | 29       | 60        | 2          |
    '-------------------------------------------------------------------'
    
    -- Immortal Rush - H, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 25      | 27       | 73        | -2         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                                           A R E S
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Phase Shifter - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 32       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Ares makes himself transparent for a few seconds.  This move can be performed 
    again to make Ares show himself immediately.
    
    -- Phase Shifter - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 14       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Phase Shifter will make Ares fully invisible to where even his 
    transparent image cannot be seen.
    
    -- God Smack - d, d, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 12.00  | 45      | 37       | 32        | N/A        |
    '-------------------------------------------------------------------'
    
    -- Close God Smack - d, d, M, b
    -- Far God Smack - d, d, M, f
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 12.00  | 33      | 37       | 32        | N/A        |
    '-------------------------------------------------------------------'
    Ares jumps into the air then leaps forward and smashes the ground with his 
    fists.  
    
    -- God Smack - d, d, M (MB)
    -- Close God Smack - d, d, M, b (MB)
    -- Far God Smack - d, d, M, f (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 12.00  | 33      | 37       | 88        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn God Smack will make the attack launch a character for juggling 
    afterwards.
    
    -- Dark Energy - d, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 7.00   | 21      | -66      | 4         | 2          |
    '-------------------------------------------------------------------'
    Ares fires a dark projectile forward.
    
    -- Dark Energy - d, f, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 14.00  | 16      | -61      | 39        | -3         |
    '-------------------------------------------------------------------'
    
    Meter Burn Dark energy will increase the size and damage of the projectile as 
    well as make it an overhead attack.
    
    -- Warp Transmission (behind) - d, f, H
    -- Warp Transmission (front) - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 20      | 19       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Ares teleports behind or in front of his opponent.
    
    _______________________________________________________________________________
    SUPER MOVE                                                              A R E S
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Annihilator - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 33.00  | 114     | 61       | 114       | -28        |
    '-------------------------------------------------------------------'
    Ares hits the opponent with his sword then summons his army to fire arrows at 
    his opponent.  Ares grows bigger then smashes his opponent with his hand.
    
    _______________________________________________________________________________
    CHARACTER POWER                                                         A R E S
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Weapons of War - S
    
    Ares can take control of two different weapons and use them against his foe for 
    his character power.  Each weapon has a separate cool down period, so Ares 
    actually has two powers.
    
    -- Straight Sword - hold/tap S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 9.00   | 13      | 2        | -4        | -15        |
    '-------------------------------------------------------------------'
    
    -- Downward Sword - hold/tap S, u
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 9.00   | 23      | 9        | 78        | 14         |
    '-------------------------------------------------------------------'
    
    -- Rising Sword - hold/tap S, d
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 9.00   | 22      | 24       | -2        | -2         |
    '-------------------------------------------------------------------'
    Ares attacks his foe with a sword.  Hold the S button down to make the sword 
    appear then continue to hold it to make it float in the air behind Ares.  Press 
    up or down to make the sword move into the air or below Ares for different 
    attacks once the button is released.  Release the button to perform the attack.
    
    -- Straight Axe - hold/tap b + S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 14.98  | 13      | 0        | 27        | -41        |
    '-------------------------------------------------------------------'
    
    -- Downward Axe - hold/tap b + S, u
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 10.85  | 23      | 0        | 32        | -6         |
    '-------------------------------------------------------------------'
    
    -- Rising Axe - hold/tap b + S, d
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.42   | 22      | 34       | -2        | -22        |
    '-------------------------------------------------------------------'
    Ares attacks his foe with an axe.  Hold the S button down to make the axe 
    appear then continue to hold it to make it float in the air behind Ares.  Press 
    up or down to make the axe move into the air or below Ares for different 
    attacks once the button is released.  Release the button to perform the attack.
    
    _______________________________________________________________________________
    STRATEGY INFO                                                           A R E S
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Aquaman Forum on TestYourMight.com
    http://www.testyourmight.com/forums/ares.370/
    
                                 ___                                         [DM03]
                                / __\  __ _  _ __    ___ 
    ************************** /__\// / _` || '_ \  / _ \ *************************
                              / \/  \| (_| || | | ||  __/
    ************************* \_____/ \__,_||_| |_| \___| *************************
    
    First Appearance: Batman: Vengeance of Bane #1 (January 1993)
    
    _______________________________________________________________________________
    BASIC ATTACKS                                                           B A N E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Brute Jab - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 3.00   | 9       | 20       | 19        | -2         |
    '-------------------------------------------------------------------'
    
    -- Brute Hammerfist - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 12      | 25       | 11        | -1         |
    '-------------------------------------------------------------------'
    
    -- Brute Kick - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 15      | 40       | 35        | -6         |
    '-------------------------------------------------------------------'
    
    -- Shin Splint - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 2.00   | 17      | 9        | 16        | 12         |
    '-------------------------------------------------------------------'
    
    -- Earthquake Stomp - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 3.00   | 18      | 23       | 16        | -2         |
    '-------------------------------------------------------------------'
    
    -- Thundering Dropkick - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 32      | 36       | 69        | -4         |
    '-------------------------------------------------------------------'
    
    -- Shattering Cross - f + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 21      | 37       | 5         | 7          |
    '-------------------------------------------------------------------'
    
    -- Lucho Powerpunch - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 14.00  | 26      | 38       | 16        | -23        |
    '-------------------------------------------------------------------'
    
    -- Fist Slam - f + M, d
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 11      | 33       | 46        | 0          |
    '-------------------------------------------------------------------'
    
    -- Devastator - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 40      | 25       | 80        | 9          |
    '-------------------------------------------------------------------'
    
    -- Quick Kick - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 2.00   | 11      | 10       | 17        | 3          |
    '-------------------------------------------------------------------'
    
    -- Rising Double Fist - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 16      | 22       | 71        | -7         |
    '-------------------------------------------------------------------'
    
    -- Fist Trip - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 19      | 30       | 33        | -14        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                                             B A N E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Demolish - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 11      | 25       | 40        | 27         |
    '-------------------------------------------------------------------'
    
    -- Crushing - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 13      | 31       | 8         | -13        |
    '-------------------------------------------------------------------'
    
    -- Pulverize - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 11      | 26       | 46        | -9         |
    '-------------------------------------------------------------------'
    
    -- Body Splash - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 9.00   | ?       | ?        | ?         | ?          |
    '-------------------------------------------------------------------'
    NOTE: In the pause menu, Bane's data for his Body Splash is the same 
    as his Pulverize air attack and it does not match the in-game damage,
    so the rest of the data is probably wrong too.
    
    _______________________________________________________________________________
    THROWS                                                                  B A N E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 9.00   | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 9.00   | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                                          B A N E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Devastator - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Thundering Dropkick - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                                           B A N E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Punching Bag - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 7       | 29       | 3         | -1         |
    '-------------------------------------------------------------------'
    
    -- Juiced - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.93   | 21      | 39       | 15        | -14        |
    '-------------------------------------------------------------------'
    
    -- Feel the Pain - L, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 6.32   | 24      | 28       | 60        | 3          |
    '-------------------------------------------------------------------'
    
    -- Bring It - b + L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 1.90   | 20      | 18       | 18        | -2         |
    '-------------------------------------------------------------------'
    
    -- Bitter Taste - b + L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 16      | 28       | 55        | 1          |
    '-------------------------------------------------------------------'
    
    -- Dead One - L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.75   | 14      | 36       | 32        | -3         |
    '-------------------------------------------------------------------'
    
    -- Final Strike - L, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 6       | 33       | 50        | -4         |
    '-------------------------------------------------------------------'
    
    -- Secret Six - M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 15      | 32       | 29        | -2         |
    '-------------------------------------------------------------------'
    
    -- Venom Strength - M, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 17      | 40       | 49        | -7         |
    '-------------------------------------------------------------------'
    
    -- Knightfall - b + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 6.65   | 21      | 28       | 45        | 4          |
    '-------------------------------------------------------------------'
    
    -- Master of Disguise - b + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 19      | 27       | 48        | 5          |
    '-------------------------------------------------------------------'
    
    -- Veritas Leberat - f + M, d, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.60   | 20      | 36       | 33        | -2         |
    '-------------------------------------------------------------------'
    
    -- Infinite Crisis - f + M, d, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 27      | 61       | 24        | -30        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                                           B A N E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Body Press - d, b, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 16.00  | 20      | 20       | 14        | N/A        |
    '-------------------------------------------------------------------'
    Bane reaches out and grabs his opponent then holds the foe over his head and 
    slams the opponent into the ground.
    
    -- Body Press - d, b, f, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 16.00  | 0       | 205      | -205      | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Body Press will make Bane perform a backbreaker that takes off more 
    damage.
    
    -- Raging Charge - b, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 15.00  | 32      | 45       | 20        | -11        |
    '-------------------------------------------------------------------'
    Bane races forward and rams his opponent.
    
    -- Raging Charge - b, f, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 23      | 66       | 3         | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Raging Charge will make Bane perform a follow-up falling elbow to 
    the grounded opponent.
    
    -- Double Punch - b, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.75   | 16      | 20       | 4         | -5         |
    '-------------------------------------------------------------------'
    Bane spins toward his opponent and performs an overhead punch followed by an 
    uppercut.
    
    -- Double Punch - b, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 25      | 29       | 42        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Double Punch will make Bane perform an extra jumping punch at the 
    end of the combination to take off more damage.
    
    -- Venom Uppercut - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.00  | 14      | 44       | 40        | -31        |
    '-------------------------------------------------------------------'
    Bane uppercuts upward while jumping and knocks his opponent into the air.  
    
    -- Venom Uppercut - d, b, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.55   | 16      | 85       | 26        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Venom Uppercut will cause Bane to perform an extra kick with both 
    legs while still in the air to take more damage.
    
    -- Ring Slam - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 13.00  | 9       | 43       | 14        | N/A        |
    '-------------------------------------------------------------------'
    Bane snatches his opponent out of the air and performs one of four different 
    throws based on the opponent's positioning.
    
      Face Up - Bane tosses the opponent to the other side of the screen
      Face Down - Bane slams the opponent into the ground
      Feet Facing Up - Bane grabs the foe's legs and slams the foe to the ground
      Feet Facing Down - Bane flips the opponent to the other side of the screen
    
    _______________________________________________________________________________
    SUPER MOVE                                                              B A N E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Break the Bat - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 36.00  | 136     | 44       | 14        | N/A        |
    '-------------------------------------------------------------------'
    Bane juices himself up with venom then performs an unblockable grab.  If 
    successful, he punches the opponent twice in the gut, slams them on the ground 
    then performs a backbreaker.
    
    _______________________________________________________________________________
    CHARACTER POWER                                                         B A N E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Venom Boost - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 9        | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Bane can use up to three doses of venom at a time.  Each one will increase his 
    overall damage and give him extra armor during special attacks.  When the 
    effect of the venom wears off, Bane will inflict less damage, take more damage 
    from enemy attacks and he will move slower until the cool down period for the 
    attack is over with.  The amount of weakness that Bane suffers during the cool 
    down period will depend on how many dosages of venom he took prior to the cool 
    down period.
    
    _______________________________________________________________________________
    STRATEGY INFO                                                           B A N E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Bane Forum on TestYourMight.com
    http://www.testyourmight.com/forums/bane.342/
    
                         ___         _                                       [DM04]
                        / __\  __ _ | |_  _ __ ___    __ _  _ __  
    ****************** /__\// / _` || __|| '_ ` _ \  / _` || '_ \ *****************
                      / \/  \| (_| || |_ | | | | | || (_| || | | |
    ***************** \_____/ \__,_| \__||_| |_| |_| \__,_||_| |_| ****************
    
    First appearance: Detective Comics #27 (May 1939)
    
    _______________________________________________________________________________
    BASIC ATTACKS                                                       B A T M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Palm Strike - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 2.00   | 6       | 12       | 8         | 4          |
    '-------------------------------------------------------------------'
    
    -- Hammer Fist - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 10      | 29       | 7         | -3         |
    '-------------------------------------------------------------------'
    
    -- Roundhouse - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 13      | 22       | 10        | 1          |
    '-------------------------------------------------------------------'
    
    -- Crusader Kick - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 9       | 16       | 9         | 0          |
    '-------------------------------------------------------------------'
    
    -- Batarang Swipe - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 12      | 24       | 11        | -9         |
    '-------------------------------------------------------------------'
    
    -- Flying Kick - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 29      | 22       | 81        | 12         |
    '-------------------------------------------------------------------'
    
    -- Caped Crusade - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 14      | 24       | 11        | 1          |
    '-------------------------------------------------------------------'
    
    -- Wheel Kicks - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 29      | 26       | 79        | 8          |
    '-------------------------------------------------------------------'
    
    -- Low Jab - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 7       | 12       | 14        | 0          |
    '-------------------------------------------------------------------'
    
    -- Uppercut - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 7       | 29       | 62        | -16        |
    '-------------------------------------------------------------------'
    
    -- Low Hammerfist - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 15      | 20       | 42        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                                         B A T M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Flying Knee - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 5       | 22       | 4         | -8         |
    '-------------------------------------------------------------------'
    
    -- Straight Kick - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 7       | 22       | 17        | -4         |
    '-------------------------------------------------------------------'
    
    -- Flip Kick - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 10      | 16       | 10        | 10         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                              B A T M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                                      B A T M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Wheel Kicks - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Flying Kick - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                                       B A T M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Showdown - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 9       | 18       | 16        | 1          |
    '-------------------------------------------------------------------'
    
    -- Injustice - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 9       | 41       | -5        | -6         |
    '-------------------------------------------------------------------'
    
    -- Vengeance - L, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 4.51   | 21      | 25       | 67        | 5          |
    '-------------------------------------------------------------------'
    
    -- Tricky Bat - L, M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 22      | 46       | 11        | -23        |
    '-------------------------------------------------------------------'
    
    -- Intimidation - L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 13      | 19       | 16        | 6          |
    '-------------------------------------------------------------------'
    
    -- Mind Games - L, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 4.51   | 17      | 18       | 80        | -5         |
    '-------------------------------------------------------------------'
    
    -- Millionaire - b + L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 12      | 25       | 11        | -4         |
    '-------------------------------------------------------------------'
    
    -- High Tech - b + L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 8.12   | 18      | 17       | 46        | -5         |
    '-------------------------------------------------------------------'
    
    -- Darkness - b + L, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 18      | 26       | 67        | -6         |
    '-------------------------------------------------------------------'
    
    -- Tragic - M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 1.90   | 11      | 18       | 14        | 8          |
    '-------------------------------------------------------------------'
    
    -- Caped Crusader - M, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 15      | 14       | 88        | -1         |
    '-------------------------------------------------------------------'
    
    -- Stay Down - b + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.97  | 10      | 3        | 55        | -15        |
    '-------------------------------------------------------------------'
    
    -- Winged Avenger - F + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.22   | 6       | 25       | 45        | -7         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                                       B A T M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Straight Grapple - d, f + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 8.80   | 20      | 27       | -11       | -32        |
    '-------------------------------------------------------------------'
    Batman fires his grapple gun forward.  If he hits the opponent with the grapple 
    gun, he will reel himself in and performing a flying kick to hit the opponent.  
    
    -- Straight Grapple - d, f + L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 31       | -31       | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Straight Grapple makes it to where Batman reels himself toward a 
    dazed opponent, allowing him to combo the opponent while the opponent is dazed.
    
    -- Sky Grapple - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 10.00  | 14      | 44       | 57        | -42        |
    '-------------------------------------------------------------------'
    Batman fires his grapple gun diagonally upward.  If he hits the opponent, he 
    will slam the opponent down to the ground behind him.
    
    -- Sky Grapple - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 4.25   | 0       | 12       | 83        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Sky Grapple will make the opponent bounce after being slammed.
    
    -- Batarang - b, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.80   | 20      | -155     | -7        | -18        |
    '-------------------------------------------------------------------'
    Batman tosses two batarangs forward.
    
    -- Batarang - b, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.75   | 8       | 0        | 65        | 38         |
    '-------------------------------------------------------------------'
    Meter Burn can be used to detonate the batarangs for additional damage.
    
    -- Up Batarang - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 6.00   | 19      | -167     | 6         | -5         |
    '-------------------------------------------------------------------'
    Batman tosses a batarang diagonally upward.
    
    -- Up Batarang - d, b, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 5.00   | 6       | 0        | 102       | 38         |
    '-------------------------------------------------------------------'
    Meter Burn will make the batarang explode.
    
    -- Slide Kick - b, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 16      | 50       | -2        | -35        |
    '-------------------------------------------------------------------'
    Batman slides toward the opponent's feet to knock them down.
    
    -- Slide Kick - b, f, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 4.75   | 15      | -125     | 16        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Slide Kick will make Batman toss a batarang to juggle the opponent 
    after the slide.
    
    -- Scatter Bombs (Air) - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.00   | 8       | 31       | 7         | -16        |
    '-------------------------------------------------------------------'
    Batman detonates scatter bombs in the air in front of him while jumping.  This 
    will knock back airborne foes and stagger standing opponents.
    
    -- Cape Parry - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 12.00  | 1       | 42       | 14        | -84        |
    '-------------------------------------------------------------------'
    Batman covers his front side with his cape and will perform a takedown counter 
    if hit with most high or mid attacks.
    
    _______________________________________________________________________________
    SUPER MOVE                                                          B A T M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- The Dark Knight - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 33.35  | 121     | 44       | 14        | -14        |
    '-------------------------------------------------------------------'
    Batman hits his foe with a gas filled batarang to stun the opponent then shocks 
    the opponent, knees the opponent, hits them with a batarang.  Batman jumps over 
    the Batmobile that races onto the screen behind him shortly before it hits the 
    opponent.
    
    _______________________________________________________________________________
    CHARACTER POWER                                                     B A T M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Double Jump - u + b or up + f
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Batman can perform another jump in the air to take him higher.  While jumping 
    forward a second time, he will spread out his cape to make him float down.  He 
    can perform a M or H attack while falling.
    
    -- Mechanical Bats - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 15       | -15       | -15        |
    '-------------------------------------------------------------------'
    
    -- Release the Bats - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.80   | 5       | 0        | 46        | 15         |
    '-------------------------------------------------------------------'
    
    -- Bat Swarm - d + S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 10      | 8        | 81        | 12         |
    '-------------------------------------------------------------------'
    Batman can summon mechanical bats that will fly downward and fly around him.  
    Once they are summoned, they can be launched toward a foe to damage the foe by 
    tapping the S button again - launching the bats can be performed during combos. 
    While three bats surround Batman, tap d + S to make the bats fly around him - 
    this will make them hit the opponent if the opponent is in close range.
    
    _______________________________________________________________________________
    STRATEGY INFO                                                       B A T M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Batman Forum on TestYourMight.com
    http://www.testyourmight.com/forums/batman.234/
    
                ___  _               _        _        _                     [DM05]
               / __\| |  __ _   ___ | | __   /_\    __| |  __ _  _ __ ___  
    ********* /__\//| | / _` | / __|| |/ /  //_\\  / _` | / _` || '_ ` _ \ ********
             / \/  \| || (_| || (__ |   <  /  _  \| (_| || (_| || | | | | |
    ******** \_____/|_| \__,_| \___||_|\_\ \_/ \_/ \__,_| \__,_||_| |_| |_| *******
    
    First Appearance: The Marvel Family #1 (December, 1945)
    
    _______________________________________________________________________________
    BASIC ATTACKS                                                B L A C K  A D A M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Sweeping Jab - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 2.00   | 6       | 19       | -2        | -4         |
    '-------------------------------------------------------------------'
    
    -- Sweeping Backhand - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 10      | 17       | 14        | -2         |
    '-------------------------------------------------------------------'
    
    -- Furious Dropkick - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.00   | 8       | 36       | 27        | -3         |
    '-------------------------------------------------------------------'
    
    -- Knee Strike - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 12      | 22       | 6         | 4          |
    '-------------------------------------------------------------------'
    
    -- Vicious Hammerfist - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 3.00   | 15      | 22       | 14        | -3         |
    '-------------------------------------------------------------------'
    
    -- Mighty Adam - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 30      | 27       | 76        | 7          |
    '-------------------------------------------------------------------'
    
    -- Vengeful Kick - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 12      | 20       | 33        | 1          |
    '-------------------------------------------------------------------'
    
    -- Revolving Contact - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 28      | 27       | 67        | 6          |
    '-------------------------------------------------------------------'
    
    -- Outward Strike - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 6       | 15       | 11        | -1         |
    '-------------------------------------------------------------------'
    
    -- Rising Uppercut - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 7       | 27       | 65        | -13        |
    '-------------------------------------------------------------------'
    
    -- Electric Sting - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 12      | 37       | 13        | -21        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                                  B L A C K  A D A M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Heavy Knee - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 6       | 28       | -3        | -15        |
    '-------------------------------------------------------------------'
    
    -- Thundering Axekick - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 9       | 29       | 10        | -11        |
    '-------------------------------------------------------------------'
    
    -- Malicious Dropkick - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 12      | 29       | 48        | -7         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                       B L A C K  A D A M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                               B L A C K  A D A M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Revolving Contact - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Mighty Adam - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                                B L A C K  A D A M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Fearless - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 13      | 24       | 10        | 0          |
    '-------------------------------------------------------------------'
    
    -- Corruption - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 4.51   | 22      | 31       | 48        | -1         |
    '-------------------------------------------------------------------'
    
    -- End Phase - L, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 17      | 29       | 43        | 3          |
    '-------------------------------------------------------------------'
    
    -- Empty Tomb - L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.55   | 16      | 23       | 34        | 5          |
    '-------------------------------------------------------------------'
    
    -- Black Nile - b + L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.75   | 20      | 28       | 53        | -3         |
    '-------------------------------------------------------------------'
    
    -- Obelisk - M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 11      | 19       | 12        | 1          |
    '-------------------------------------------------------------------'
    
    -- Sceptre - M, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 6.32   | 16      | 24       | 41        | 2          |
    '-------------------------------------------------------------------'
    
    -- Dark Age - M, M, b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 12      | 26       | 84        | -5         |
    '-------------------------------------------------------------------'
    
    -- Khem-Adam - f + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.45  | 10      | 29       | 52        | 5          |
    '-------------------------------------------------------------------'
    
    -- Nine Bows - b + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 17      | 31       | 32        | 3          |
    '-------------------------------------------------------------------'
    
    -- Ka Servant - b + M, H, u + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 14      | N/A      | 49        | N/A        |
    '-------------------------------------------------------------------'
    
    -- Eye of Horus - b + M, H, u + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 12      | N/A      | 11        | N/A        |
    '-------------------------------------------------------------------'
    
    -- Might of Aton - b + M, H, u + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 17      | N/A      | 46        | N/A        |
    '-------------------------------------------------------------------'
    
    -- Ra Power - b + M, H, u + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.83  | 10      | N/A      | 9         | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                                B L A C K  A D A M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Lightning Storm - d, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.00   | 15      | 36       | 16        | -3         |
    '-------------------------------------------------------------------'
    Black Adam reaches forward with his hands to shock his opponent.  He must be 
    very close in order for the move to shock his foe.
    
    -- Lightning Storm - d, f, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 8.68   | 12      | 44       | 14        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Lightning Storm will cause Black Adam to shock his opponent even 
    longer and take twice the amount of damage.  Even though it takes off very 
    slightly less damage the move becomes unblockable with meter burn usage.
    
    -- Black Magic - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.85   | 22      | 38       | 10        | -26        |
    '-------------------------------------------------------------------'
    Black Adam summons a cloud of enemy below his opponent then two bolts of 
    electricity strike from nearby clouds that surround the opponent.
    
    -- Black Magic - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.63   | 1       | -4       | 96        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Black Magic creates an additional cloud that strikes the opponent 
    with a third bolt that launches the opponent into the air for juggling.
    
    -- Lightning Cage - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 24      | 30       | 24        | -3         |
    '-------------------------------------------------------------------'
    Black Adam hits the ground underneath him with both his fist and create a 
    slight shockwave of electricity that will damage any nearby foe.
     
    -- Lightning Cage - d, b, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.00   | 9       | 30       | 72        | 3          |
    '-------------------------------------------------------------------'
    Meter Burn Lightning Cage will make Black Adam summon a bolt of electricity to 
    hit the opponent again and set the opponent up for juggling.
    
    -- Lightning Strike - d, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 10.00  | 25      | 47       | 15        | -13        |
    '-------------------------------------------------------------------'
    Black Adam creates a black cloud up above him then makes it fire a lightning 
    bolt toward his opponent.
    
    -- Lightning Strike - d, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 19.26  | 3       | 27       | 13        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Lightning Strike will make the cloud strike the opponent with 
    lightning two more times.
    
    -- Close Boot Stomp (air) - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 10.00  | 12      | 20       | 2         | -15        |
    '-------------------------------------------------------------------'
    
    -- Close Boot Stomp (air) - d, b, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 10.00  | 2       | 20       | 64        | 9          |
    '-------------------------------------------------------------------'
    
    -- Far Boot Stomp (air) - d, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 10.00  | 17      | 21       | 2         | -15        |
    '-------------------------------------------------------------------'
    
    -- Far Boot Stomp (air) - d, f, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 10.00  | 2       | 21       | 64        | 9         |
    '-------------------------------------------------------------------'
    Black Adam dives toward his foe with his feet from the air.  Meter Burn Boot 
    Stomp will cause the move to launch the opponent for juggling after the attack 
    connects.
    
    -- Lightning Bomb - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 8.00   | 117     | -81       | 177       | 110       |
    '-------------------------------------------------------------------'
    
    -- Close Lightning Bomb - d, b, M, b
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 8.00   | 106     | -70       | 166       | 99        |
    '-------------------------------------------------------------------'
    
    -- Far Lightning Bomb - d, b, M, f
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 8.00   | 126     | -90       | 186       | 119       |
    '-------------------------------------------------------------------'
    Black Adam tosses an electric bomb toward the ground.  The bomb will detonate 
    after a few seconds and launch the opponent into the air.
    
    _______________________________________________________________________________
    SUPER MOVE                                                   B L A C K  A D A M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Teth-Adam - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 35.65  | 125     | 37       | 14        | -9         |
    '-------------------------------------------------------------------'
    Black Adam rushes toward his opponent and hits the opponent a few times.  He 
    will eventually grab the opponent then yell "Shazam" and slam the foe into the 
    ground shortly before lightning strikes the grounded opponent.  He will finish 
    off the move with a falling stomp with both feet.
    
    _______________________________________________________________________________
    CHARACTER POWER                                              B L A C K  A D A M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Orbs of Seth - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 12.00  | 9       | -421     | 0         | N/A        |
    '-------------------------------------------------------------------'
    
    Black Adam summons three electric orbs around him that will hit an opponent if 
    the foe is in close range to him.  The orbs will damage but they will not 
    stagger the opponent.
    
    _______________________________________________________________________________
    STRATEGY INFO                                                B L A C K  A D A M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Black Adam Forum on TestYourMight.com
    http://www.testyourmight.com/forums/black-adam.367/
                 ___        _                                                [DM06]
                / __\ __ _ | |_ __      __ ___   _ __ ___    __ _  _ __  
    ********** / /   / _` || __|\ \ /\ / // _ \ | '_ ` _ \  / _` || '_ \ **********
              / /___| (_| || |_  \ V  V /| (_) || | | | | || (_| || | | |
    ********* \____/ \__,_| \__|  \_/\_/  \___/ |_| |_| |_| \__,_||_| |_| *********
    
    First Appearance: Batman #1 (Spring 1940)
    
    _______________________________________________________________________________
    BASIC ATTACKS                                                   C A T W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Quick Claw - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 2.00   | 6       | 20       | 15        | -3         |
    '-------------------------------------------------------------------'
    
    -- Forward Paw - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 15      | 24       | 8         | -3         |
    '-------------------------------------------------------------------'
    
    -- Kashmir Kick - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.85   | 13      | 33       | -4        | -14        |
    '-------------------------------------------------------------------'
    
    -- Tabby Tap - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 2.00   | 14      | 18       | 5         | -2         |
    '-------------------------------------------------------------------'
    
    -- Balinese Boot - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 9.00   | 23      | 23       | 60        | 0          |
    '-------------------------------------------------------------------'
    
    -- Tail Spin - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 23      | 34       | 68        | -3         |
    '-------------------------------------------------------------------'
    
    -- Calico Cut - f + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 16      | 14       | 19        | 2          |
    '-------------------------------------------------------------------'
    
    -- Pole Cat - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 15      | 24       | 8         | -6         |
    '-------------------------------------------------------------------'
    
    -- Siamese Slam - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 13.85  | 23      | 34       | 58        | -1         |
    '-------------------------------------------------------------------'
    
    -- Whip Trip - df + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 25      | 42       | 30        | -33        |
    '-------------------------------------------------------------------'
    
    -- Sphynx Slice - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 7       | 13       | 12        | 0          |
    '-------------------------------------------------------------------'
    
    -- Mad Manx - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 14      | 24       | 68        | -9         |
    '-------------------------------------------------------------------'
    
    -- Persian Pounce - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 10      | 27       | 21        | -11        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                                     C A T W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Kitty Kicker - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 5       | 10       | 5         | 21         |
    '-------------------------------------------------------------------'
    
    -- Air Whip - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 11      | 26       | 13        | -8         |
    '-------------------------------------------------------------------'
    
    -- Kill Claws - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 10      | 26       | 51        | -4         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                          C A T W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                                  C A T W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Siamese Slam - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Tail Spin - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                                   C A T W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Plaything - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 15      | 15       | 17        | 0          |
    '-------------------------------------------------------------------'
    
    -- Cat Style - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.99   | 14      | 15       | 30        | -15        |
    '-------------------------------------------------------------------'
    
    -- Hi Kitty - L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 17      | 17       | 11        | -1         |
    '-------------------------------------------------------------------'
    
    -- Scratching Post - L, M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.12   | 12      | 27       | 25        | -3         |
    '-------------------------------------------------------------------'
    
    -- Tomcat - L, f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.16  | 18      | 7        | 43        | 2          |
    '-------------------------------------------------------------------'
    
    -- Cat's Eye - L, M, b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 4.51   | 15      | 20       | 33        | -4         |
    '-------------------------------------------------------------------'
    
    -- Toying With - f + L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 10      | 19       | 17        | -3         |
    '-------------------------------------------------------------------'
    
    -- Ball of Yarn - f + L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.71   | 14      | 23       | 14        | -2         |
    '-------------------------------------------------------------------'
    
    -- Kitty Kitty - f + L, L, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 6.00   | 17      | 25       | 49        | -1         |
    '-------------------------------------------------------------------'
    
    -- Crafty - b + L, M, u + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 15      | 18       | 19        | -1         |
    '-------------------------------------------------------------------'
    
    -- Scaredy Cat - b + L, M, u + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 13      | 25       | 75        | -4         |
    '-------------------------------------------------------------------'
    
    -- Purrfect - b + L, M, d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 6.32   | 18      | 12       | 28        | -3         |
    '-------------------------------------------------------------------'
    
    -- Whiplash - M, d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 1.90   | 16      | 23       | 13        | 3          |
    '-------------------------------------------------------------------'
    
    -- Curious Cat - M, d + M, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 18      | 19       | 79        | -5         |
    '-------------------------------------------------------------------'
    
    -- You Kitten Me - M d + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 8.12   | 19      | 19       | 40        | -4         |
    '-------------------------------------------------------------------'
    
    -- Hellcat - b + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.10   | 19      | 26       | 55        | 3          |
    '-------------------------------------------------------------------'
    
    -- Fur Tail - f + M, u + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 13      | 30       | 41        | -2         |
    '-------------------------------------------------------------------'
    
    -- Whip Cream - f + M, u + H, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.32   | 14      | 35       | 59        | -18        |
    '-------------------------------------------------------------------'
    
    -- Hissing - f + M, d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 2.85   | 13      | 24       | 43        | -8         |
    '-------------------------------------------------------------------'
    
    -- Pick Pocket - f + M, d + H, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 18      | 23       | 82        | -5         |
    '-------------------------------------------------------------------'
    
    -- Wildcat - H, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 23      | 20       | 12        | 1          |
    '-------------------------------------------------------------------'
    
    -- Safecracker - H, H, b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 2.57   | 18      | 27       | 61        | -3         |
    '-------------------------------------------------------------------'
    
    -- Kitty-Cornered - H, H, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.29   | 20      | 29       | 33        | -6         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                                   C A T W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Cat Claws - b, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.71   | 16      | 30       | 57        | -14        |
    '-------------------------------------------------------------------'
    Catwoman strikes forward with both of her claws.  If she hits her opponent she 
    will perform two upward claw strikes to knock the opponent away from her.  
    
    -- Cat Claws - b, f, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.16   | 2       | 14       | 49        | -17        |
    '-------------------------------------------------------------------'
    Meter Burn Cat Claws will make Catwoman immediately perform two overhead claw 
    strikes after the uppercut to bounce the opponent off the ground for extra 
    juggling.
    
    -- Cat Dash - b, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.00   | 16      | 26       | 71        | -14        |
    '-------------------------------------------------------------------'
    Catwoman lunges toward her opponent with her claws and strikes the opponent 
    then the foe falls to the ground slowly.
    
    -- Cat Dash - b, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.28   | 4       | 21       | 73        | -11        |
    '-------------------------------------------------------------------'
    Meter Burn will make Catwoman perform an extra strike after the first.
    
    -- Straight Whip - d, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 10.00  | 19      | 29       | 51        | -3         |
    '-------------------------------------------------------------------'
    Catwoman snaps her whip forward.  This will knock an opponent back and down to 
    the ground.
    
    -- Up Whip - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 10.00  | 15      | 24       | 52        | 2          |
    '-------------------------------------------------------------------'
    Catwoman strikes her whip diagonally upward in front of her.  This will knock 
    down any airborne opponent.
    
    -- High Feline Evade - d, b, M 
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 3       | 10       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Low Feline Evade - d, b, M, u
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 1       | 10       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Catwoman leans back to dodge an attack depending on which evade is performed. 
    Evading will add one scratch to her character power for extra attacks.
    
    -- Cat Stance - d, d, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 14       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Cartwheel - L (during cat stance)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.80   | 13      | 12       | 71        | -3         |
    '-------------------------------------------------------------------'
    
    -- Up Whip - M (during cat stance)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.00   | 10      | 33       | 52        | -8         |
    '-------------------------------------------------------------------'
    
    -- Pounce - H (during cat stance)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 13.00  | 9       | 25       | 17        | -5         |
    '-------------------------------------------------------------------'
    Catwoman kneels down and puts one hand on the ground while in cat stance.  From 
    cat stance, she can perform a cartwheel, whip upwards or perform a pounce 
    toward her opponent to scratch her foe.
    
    _______________________________________________________________________________
    SUPER MOVE                                                      C A T W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Nine Lives - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 33.75  | 137     | 54       | 137       | -19        |
    '-------------------------------------------------------------------' 
    Catwoman hits her opponent a few times then knocks her foe into the air.  She 
    slams her foe to the ground with her whip and leaps on the opponent when they 
    get up then claws their face.
    
    _______________________________________________________________________________
    CHARACTER POWER                                                 C A T W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Cat Scratch - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 23.21  | 17      | 28       | -51       | -61        |
    '-------------------------------------------------------------------'
    Catwoman can perform a full five hit combo by tapping the S button when she has 
    five scratches.  Scratches are given to Catwoman randomly when she attacks her 
    opponent and they increase in chance of her receiving them as she gets more.  
    She can gain a scratch instantly by performing a successful evade.  Scatches 
    are displayed next to Catwoman's super meter and she can only hold five at a 
    time.
    
    _______________________________________________________________________________
    STRATEGY INFO                                                   C A T W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Catwoman Forum on TestYourMight.com
    http://www.testyourmight.com/forums/catwoman.313/
    
                           ___        _                                      [DM07]
                          / __\_   _ | |__    ___   _ __  __ _ 
    ******************** / /  | | | || '_ \  / _ \ | '__|/ _` | *******************
                        / /___| |_| || |_) || (_) || |  | (_| |
    ******************* \____/ \__, ||_.__/  \___/ |_|   \__, | *******************
                               |___/                     |___/
    
    First Appearance: DC Comics Presents #26 (October 1980)
    
    _______________________________________________________________________________
    BASIC ATTACKS                                                       C Y B O R G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Micro Chip - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 2.00   | 6       | 15       | 7         | -8         |
    '-------------------------------------------------------------------'
    
    -- Power Knee - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 8       | 30       | -2        | -4         |
    '-------------------------------------------------------------------'
    
    -- Jaw Smash - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.00   | 12      | 26       | 13        | 7          |
    '-------------------------------------------------------------------'
    
    -- Cross Swipe - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 11      | 23       | 13        | -3         |
    '-------------------------------------------------------------------'
    
    -- Drone Kick - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 5.00   | 16      | 27       | -6        | -13        |
    '-------------------------------------------------------------------'
    
    -- Left Field - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 29      | 29       | 74        | 5          |
    '-------------------------------------------------------------------'
    
    -- Cyber Kick - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 12      | 32       | 3         | -7         |
    '-------------------------------------------------------------------'
    
    -- Touchdown - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 29      | 27       | 77        | 6          |
    '-------------------------------------------------------------------'
    
    -- Quick Jab - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 7       | 12       | 14        | 1          |
    '-------------------------------------------------------------------'
    
    -- Rising Fist - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 7       | 27       | 65        | -13        |
    '-------------------------------------------------------------------'
    
    -- Cyber Trip - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 12      | 33       | 29        | -18        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                                         C Y B O R G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Knee Drop - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 5       | 22       | 4         | -8         |
    '-------------------------------------------------------------------'
    
    -- Photon Kick - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 7       | 20       | 17        | -4         |
    '-------------------------------------------------------------------'
    
    -- Multiprocessor Slam - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 10      | 22       | 55        | 0          |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                              C Y B O R G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                                      C Y B O R G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Touchdown - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Left Field - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                                       C Y B O R G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Android - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 5       | 15       | 20        | 0          |
    '-------------------------------------------------------------------'
    
    -- Humanity - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 8.12   | 25      | 13       | 58        | 18         |
    '-------------------------------------------------------------------'
    
    -- Comeback - L, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 14      | 39       | 27        | -7         |
    '-------------------------------------------------------------------'
    
    -- Chrome Plated - L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 2.85   | 11      | 24       | 0         | -1         |
    '-------------------------------------------------------------------'
    
    -- Man Within - L, M, b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 14      | 19       | 5         | -2         |
    '-------------------------------------------------------------------'
    
    -- Solid Metal - b + L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 17      | 28       | 4         | -2         |
    '-------------------------------------------------------------------'
    
    -- Blowout - b + L, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 14      | 34       | 56        | 0          |
    '-------------------------------------------------------------------'
    
    -- Sideline - f + M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 15      | 20       | 49        | 3          |
    '-------------------------------------------------------------------'
    
    -- Lost Faith - b + M, H, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.22   | 10      | 24       | 18        | -7         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                                       C Y B O R G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Nova Blaster - b, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.00   | 11      | -161     | 0         | -21        |
    '-------------------------------------------------------------------'
    
    -- Nova Blaster - b, f, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.00   | 12      | -175     | 14        | 12         |
    '-------------------------------------------------------------------'
    
    -- Nova Blaster (air) - b, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.00   | 9       | -165     | 4         | 2          |
    '-------------------------------------------------------------------'
    
    -- Nova Blaster (air) - b, f, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 15.60  | 16      | -159     | 14        | 9          |
    '-------------------------------------------------------------------'
    Cyborg fires a forward shot from his arm cannon while on the ground or in the 
    air.  Meter Burn Nova Blast will make Cyborg fire a shot diagonally upward into 
    the air while on the ground and he will fire a shot diagonally downward while 
    in the air.
    
    -- Power Fist - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 12.00  | 13      | 27       | 46        | -14        |
    '-------------------------------------------------------------------'
    Cyborg uppercuts forward with his arm to stop airborne attacks.
    
    -- Power Fist - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.40   | 17      | 12       | 77        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Power Fist will make Cyborg perform an additional disruptor attack 
    after the uppercut.
    
    -- Techno Tackle - d, b, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 9.00   | 16      | 50       | 4         | N/A        |
    '-------------------------------------------------------------------'
    Cyborg lunges forward and tackles his opponent.
    
    -- Techno Tackle - d, b, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 14.00  | 0       | 82       | -82       | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Techno Tackle will make Cyborg shoot the opponent in the face with 
    his arm cannon following the tackle.
    
    -- Sonic Disruptor - d, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.00   | 18      | 29       | 43        | 3          |
    '-------------------------------------------------------------------'
    
    -- Up Sonic Disruptor - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.00   | 19      | 28       | 54        | 4          |
    '-------------------------------------------------------------------'
    Cyborg fires out a disruptor blast that knocks his opponent away from him. 
    Holding down M will delay the Sonic Disruptor for both moves and holding M and 
    tapping down twice will cancel both moves.
    
    -- Target Acquired - d, d, H
    -- Close Target Acquired - d, d, H, b
    -- Far Target Acquired - d, d, H, f
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 110     | -66      | 166       | 99         |
    '-------------------------------------------------------------------'
    Cyborg targets the ground with a laser then fire out two rockets from his back. 
    The rockets hit the targeted area and make an explosion that will damage an 
    opponent near the blast.  Holding the H button will delay all Target Acquired 
    moves.
    
    -- Forward Grapple - d, uf
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 76       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Back Grapple - d, ub
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 76       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Cyborg grapples the top portion of the screen and raises himself up into the 
    air a great distance.  He can grapple forward or backward while moving 
    diagonally upward.
    
    _______________________________________________________________________________
    SUPER MOVE                                                          C Y B O R G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Target Lock - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 34.70  | 120     | 45       | 16        | -18        |
    '-------------------------------------------------------------------'
    Cyborg forms a large arm and smacks his opponent to stun the foe then he forms 
    a big cannon and blasts the opponent with a large energy beam.
    
    _______________________________________________________________________________
    CHARACTER POWER                                                     C Y B O R G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Repair Circuit - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 65       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Cyborg pounds his fists together and stands in place with a red aura around 
    him. This will recharge his health very slightly for a few seconds.  Continue 
    to hold the S button to recharge health until Cyborg's power runs out.  This 
    move can be canceled by performing a special attack or by dashing backwards or 
    forwards.
    
    _______________________________________________________________________________
    STRATEGY INFO                                                       C Y B O R G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Cyborg Forum on TestYourMight.com
    http://www.testyourmight.com/forums/cyborg.311/
    
               ___              _    _           _                _          [DM08]
              /   \ ___   __ _ | |_ | |__   ___ | |_  _ __  ___  | | __ ___ 
    ******** / /\ // _ \ / _` || __|| '_ \ / __|| __|| '__|/ _ \ | |/ // _ \ ******
            / /_//|  __/| (_| || |_ | | | |\__ \| |_ | |  | (_) ||   <|  __/
    ****** /___,'  \___| \__,_| \__||_| |_||___/ \__||_|   \___/ |_|\_\\___| ******
    
    First Appearance: New Teen Titans (vol. 1) #2 (December 1980)
    
    _______________________________________________________________________________
    BASIC ATTACKS                                             D E A T H S T R O K E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Non-Lethal - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 2.00   | 8       | 13       | 23        | -1         |
    '-------------------------------------------------------------------'
    
    -- Target Kick - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 11      | 26       | 2         | -10        |
    '-------------------------------------------------------------------'
    
    -- Slicing Moon - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 14      | 22       | 7         | 4          |
    '-------------------------------------------------------------------'
    
    -- Spinning Kick - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 2.00   | 15      | 28       | 7         | -6         |
    '-------------------------------------------------------------------'
    
    -- Rifle Butt - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 3.00   | 13      | 24       | 12        | -5         |
    '-------------------------------------------------------------------'
    
    -- Piercing Sun - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 31      | 24       | 79        | 10         |
    '-------------------------------------------------------------------'
    
    -- Assassin's Fist - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 7       | 23       | 8         | -8         |
    '-------------------------------------------------------------------'
    
    -- Flying Axe - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 26      | 22       | 71        | 10         |
    '-------------------------------------------------------------------'
    
    -- Toe Kick - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 2.00   | 7       | 17       | 6         | -3         |
    '-------------------------------------------------------------------'
    
    -- Spinning Hook - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 12      | 15       | 76        | -1         |
    '-------------------------------------------------------------------'
    
    -- Sweep Kick - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 15      | 27       | 35        | -12        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                               D E A T H S T R O K E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Double Knee - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 5       | 17       | 2         | -10        |
    '-------------------------------------------------------------------'
    
    -- Double Kick - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 9       | 24       | 15        | -6         |
    '-------------------------------------------------------------------'
    
    -- Razor's Edge - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 9       | 24       | 53        | -2         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                    D E A T H S T R O K E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                            D E A T H S T R O K E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Flying Axe - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Piercing Sun - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                             D E A T H S T R O K E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Carbine - L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.75   | 8       | 27       | 9         | -2         |
    '-------------------------------------------------------------------'
    
    -- Terminator - L, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 6.32   | 19      | 30       | 44        | -11        |
    '-------------------------------------------------------------------'
    
    -- High Noon - L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.75   | 12      | 43       | -21       | -24        |
    '-------------------------------------------------------------------'
    
    -- Human Hunting - L, H, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 18      | 19       | 66        | 0          |
    '-------------------------------------------------------------------'
    
    -- Contract Killer - b + L, u + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 20      | 26       | 77        | -4         |
    '-------------------------------------------------------------------'
    
    -- Never Saw It - b + L, d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 8.55   | 17      | 43       | 17        | -23        |
    '-------------------------------------------------------------------'
    
    -- Tango Down - M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 11      | 28       | 33        | -2         |
    '-------------------------------------------------------------------'
    
    -- Silent Approach - M, H, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 6.32   | 16      | 30       | 46        | -2         |
    '-------------------------------------------------------------------'
    
    -- Search and Destroy - f + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 15      | 26       | 57        | 9          |
    '-------------------------------------------------------------------'
    
    -- Retractable Stock - b + M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 11      | 31       | 4         | -6         |
    '-------------------------------------------------------------------'
    
    -- Identity Crisis - b + M, M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 6.32   | 15      | 43       | 38        | -8         |
    '-------------------------------------------------------------------'
    
    -- Checkmate - b + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.75   | 16      | 36       | 30        | -3         |
    '-------------------------------------------------------------------'
    
    -- Slade Way - b + M, H, f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.12   | 16      | 35       | 23        | -22        |
    '-------------------------------------------------------------------'
    
    -- Cold Steel - H, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 13      | 31       | 49        | -6         |
    '-------------------------------------------------------------------'
    
    -- Diamond Blade - H, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 15      | 26       | 65        | -1         |
    '-------------------------------------------------------------------'
    
    -- Kill Confirmed - H, M, H, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.57   | 10      | 33       | 44        | -7         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                             D E A T H S T R O K E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Quick Fire - d, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 5.85   | 10      | -164     | -2        | -25        |
    '-------------------------------------------------------------------'
    Deathstroke fires both of his pistols forward twice.
    
    -- Quick Fire - d, f, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 13.57  | 8       | -164     | -18       | -47        |
    '-------------------------------------------------------------------'
    Meter Burn Quick Fire will make Deathstroke perform four more shots.
    
    -- Low Shots - b, d, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 5.85   | 14      | -169     | -11       | -23        |
    '-------------------------------------------------------------------'
    Deathstroke ducks and fires both of his pistols forward twice.
    
    -- Low Shots - b, d, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 8.56   | 12      | -167     | -2        | -27        |
    '-------------------------------------------------------------------'
    Meter Burn Low Shots will make Deathstroke perform two more shots.
    
    -- Machine Gun - d, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 13.57  | 22      | -161     | -28       | -35        |
    '-------------------------------------------------------------------'
    Deathstroke takes out his machine gun and fires it forward.
    
    -- Machine Gun - d, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.75   | 10      | -130     | -12       | -26        |
    '-------------------------------------------------------------------'
    Meter Burn Machine Gun will make Deathstroke launch a grenade after the machine 
    gun shots.
    
    -- Upward Machine Gun - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 13.57  | 22      | -161     | -28       | -35        |
    '-------------------------------------------------------------------'
    Deathstroke takes out his machine gun and fires shots diagonally upward into 
    the air.
    
    -- Upward Machine Gun - d, b, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.75   | 10      | -130     | 12        | -26        |
    '-------------------------------------------------------------------'
    Meter Burn Upward Machine Gun will make Deathstroke launch a grenade after the 
    machine gun shots.
    
    -- Sword Spin - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.75   | 7       | 29       | -13       | -21        |
    '-------------------------------------------------------------------'
    Deathstroke spins in place with his sword and hits the opponent twice if they 
    are in range.  
    
    -- Sword Spin - d, b, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 13      | 29       | 58        | -12        |
    '-------------------------------------------------------------------'
    
    -- Sword Spin - d, b, H (MB) + d
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 5.00   | 10      | 47       | 23        | -29        |
    '-------------------------------------------------------------------'
    Meter Burn Sword Spin will make Deathstroke perform an extra overhead slice 
    after the spin.  If you tap down after pressing the Meter Burn button, 
    Deathstroke will perform a low slice instead of an overhead slice.
    
    -- Quick Fire (air) - d, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 5.85   | 11      | -157     | -10       | -33        |
    '-------------------------------------------------------------------'
    Deathstroke takes out his handguns and fires two shots forward while in the 
    air.  This move cannot take advantage of Meter Burn like his ground version.
    
    -- Sword Flip - d, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.51   | 8       | 32       | 13        | -21        |
    '-------------------------------------------------------------------'
    Deathstroke leaps toward his opponent and spins while holding out his sword 
    then performs a downward strike before landing.
    
    _______________________________________________________________________________
    SUPER MOVE                                                D E A T H S T R O K E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Eye For an Eye - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 37.55  | 117     | 39       | 27        | -25        |
    '-------------------------------------------------------------------'
    Deathstroke slices his opponent and then tosses his blade into the air.  He 
    moves in close and fires two shots at his opponent with his pistols then leaps 
    into the air and kicks his sword down at his opponent.  He will land and hit 
    the opponent with fire from dual machine guns afterwards.
    
    _______________________________________________________________________________
    CHARACTER POWER                                           D E A T H S T R O K E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Enhanced Reflexes - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 85       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Deathstroke's gun attacks become unblockable while this enhancement is 
    activated.  While it is cooling down, all of his gun attacks will miss his 
    opponent however.
    
    _______________________________________________________________________________
    STRATEGY INFO                                             D E A T H S T R O K E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Deathstroke Forum on TestYourMight.com
    http://www.testyourmight.com/forums/deathstroke.327/
                   ___                                   _                   [DM09]
                  /   \ ___    ___   _ __ ___   ___   __| |  __ _  _   _ 
    ************ / /\ // _ \  / _ \ | '_ ` _ \ / __| / _` | / _` || | | | *********
                / /_//| (_) || (_) || | | | | |\__ \| (_| || (_| || |_| |
    ********** /___,'  \___/  \___/ |_| |_| |_||___/ \__,_| \__,_| \__, | *********
                                                                   |___/
    First Appearance: Superman: The Man of Steel #18 (Nov. 1992)
    
    _______________________________________________________________________________
    BASIC ATTACKS                                                   D O O M S D A Y
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Smashing Blow - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 2.00   | 10      | 14       | 4         | 0          |
    '-------------------------------------------------------------------'
    
    -- Angry Swipe - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 14      | 23       | 11        | -4         |
    '-------------------------------------------------------------------'
    
    -- Geyser Lift - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 14      | 25       | 59        | 7          |
    '-------------------------------------------------------------------'
    
    -- Hammering Fist - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 23      | 16       | 12        | 2          |
    '-------------------------------------------------------------------'
    
    -- Heavy Stone - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 24      | 15       | 46        | 1          |
    '-------------------------------------------------------------------'
    
    -- Crushing Strike - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 30      | 21       | 83        | 11         |
    '-------------------------------------------------------------------'
    
    -- Brute Force - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 21      | 38       | 0         | -12        |
    '-------------------------------------------------------------------'
    
    -- Megaton - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 31      | 22       | 80        | 11         |
    '-------------------------------------------------------------------'
    
    -- Low Fist - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 7       | 16       | 7         | -2         |
    '-------------------------------------------------------------------'
    
    -- Upward Strike - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 11      | 17       | 72        | -5         |
    '-------------------------------------------------------------------'
    
    -- Sweeping Hook - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 11      | 24       | 39        | -8         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                                     D O O M S D A Y
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Heavy Hitter - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 6       | 26       | 0         | -12        |
    '-------------------------------------------------------------------'
    
    -- Powerdriver - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 5       | 19       | 13        | 25         |
    '-------------------------------------------------------------------'
    
    -- Earth Shattering - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 9       | 22       | 51        | -4         |
    '-------------------------------------------------------------------'
    
    -- Falling Brimstone - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 9.00   | 7       | 17       | 10        | -8         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                          D O O M S D A Y
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                                  D O O M S D A Y
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Megaton - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Crushing Strike - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                                   D O O M S D A Y
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Complete Destruction - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 14      | 31       | 2         | -14        |
    '-------------------------------------------------------------------'
    
    -- Hunter - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 6.32   | 15      | 31       | 23        | 3          |
    '-------------------------------------------------------------------'
    
    -- Worlds Collide - L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 15      | 23       | 8         | -8         |
    '-------------------------------------------------------------------'
    
    -- Reign Supreme - L, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 8.12   | 20      | 28       | 57        | 2          |
    '-------------------------------------------------------------------'
    
    -- Prehistoric Kryptonian - b + L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 20      | 26       | 37        | 7          |
    '-------------------------------------------------------------------'
    
    -- Crisis - M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 17      | 38       | 17        | -22        |
    '-------------------------------------------------------------------'
    
    -- The Ultimate - M, M, L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 9.03   | 24      | 35       | 8         | -1         |
    '-------------------------------------------------------------------'
    
    -- Agony - M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 14      | 32       | 1         | -4         |
    '-------------------------------------------------------------------'
    
    -- Infinite Power - M, H, d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 6.32   | 20      | 37       | 51        | -23        |
    '-------------------------------------------------------------------'
    
    -- Alpha-Omega - f + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.75   | 20      | 27       | 53        | -13        |
    '-------------------------------------------------------------------'
    
    -- Ravage - b + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 2.85   | 13      | 22       | 43        | -8         |
    '-------------------------------------------------------------------'
    
    -- Countless Deaths - b + M, H, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.98   | 10      | 29       | 51        | 3          |
    '-------------------------------------------------------------------'
    
    -- The Destroyer - H, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.65   | 31      | 22       | 56        | 10         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                                   D O O M S D A Y
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Air Snatch - d, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 11.00  | 6       | 27       | 42        | N/A        |
    '-------------------------------------------------------------------'
    Doomsday snatches his opponent out of the air and breaks them over his back. 
    
    -- Air Snatch - d, f, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 8.00   | 0       | 103      | -103      | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Air Snatch makes Doomsday toss the opponent into the air afterward 
    so that they land on his spiky back.
    
    -- Venom - d, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.00   | 15      | 20       | 50        | -9         |
    '-------------------------------------------------------------------'
    Doomsday rams forward with his shoulder spikes outward.
    
    -- Venom - d, f, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.00  | 14      | 20       | 44        | 6          |
    '-------------------------------------------------------------------'
    Meter Burn Venom will make Doomsday ram a second time.  Both rams can hit an 
    opponent for a two hit combo.
    
    -- Upward Venom - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 13      | 41       | 35        | -35        |
    '-------------------------------------------------------------------'
    Doomsday performs a diagonally upward ram.
    
    -- Upward Venom - d, b, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.60   | 11      | 65       | 17        | -57        |
    '-------------------------------------------------------------------'
    Meter Burn Upward Venom will make Doomsday kick his opponent down to the ground 
    after the ram.
    
    -- Earth Shake - d, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 11.90  | 18      | 26       | 12        | -9         |
    '-------------------------------------------------------------------'
    Doomsday smacks the ground with one of his fists and creates a shockwave.  Both 
    the ground pound and the shockwave can hit from close range for a two hit 
    combo.  From long range, the shockwave does not take off much by itself.
    
    -- Earth Shake - d, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 10.00  | 16      | 31       | 72        | 1          |
    '-------------------------------------------------------------------'
    Meter Burn Earth Shake will make Doomsday perform the attack with two arms and 
    make the shockwave bigger and more damaging, but Doomsday cannot hit the 
    opponent from close range with his arm anymore.  The normal Earth Shake from 
    close range takes more than meter burn from long range.
    
    -- Supernova - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 10.95  | 15      | 53       | -26       | N/A        |
    '-------------------------------------------------------------------'
    Doomsday leaps high into the air and falls with a downward elbow spike attack. 
    Both him rising and falling can hit the opponent.
    
    -- Supernova - d, b, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 9.00   | 11      | 53       | 10        | N/A        |
    '-------------------------------------------------------------------'
    With Meter Burn Supernova, Doomsday autolocks onto his foe and automatically 
    falls on them no matter their range.
    
    _______________________________________________________________________________
    SUPER MOVE                                                      D O O M S D A Y
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Mass Destruction - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 34.00  | 111     | 47       | 14        | -15        |
    '-------------------------------------------------------------------'
    Doomsday grabs his opponent then slams them into the ground and pummels them 
    all the way to the ocean floor on the other side of the planet.  He will pummel 
    them all the way back to the arena afterwards and then slam them into the 
    ground.
    
    _______________________________________________________________________________
    CHARACTER POWER                                                 D O O M S D A Y
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Doom to All - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 56       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Doomsday encases himself in an extra coating of rock armor for a few seconds.  
    He cannot be knocked down or launched into the air while he has this armor.
    
    _______________________________________________________________________________
    STRATEGY INFO                                                   D O O M S D A Y
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Doomsday Forum on TestYourMight.com
    http://www.testyourmight.com/forums/doomsday.347/
    
                   _____  _               ___  _              _              [DM10]
                  /__   \| |__    ___    / __\| |  __ _  ___ | |__  
    *************** / /\/| '_ \  / _ \  / _\  | | / _` |/ __|| '_ \ ***************
                   / /   | | | ||  __/ / /    | || (_| |\__ \| | | |
    ************** \/    |_| |_| \___| \/     |_| \__,_||___/|_| |_| **************
    
    First Appearance: [Jay Garrick] Flash Comics #1 (January 1940)
                      [Barry Allen] Showcase #4 (Oct. 1956)
    
    _______________________________________________________________________________
    BASIC ATTACKS                                                  T H E  F L A S H
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Fast Punch - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 3.00   | 8       | 15       | 5         | 1          |
    '-------------------------------------------------------------------'
    
    -- Lightning Jabs - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.85   | 9       | 16       | 9         | -8         |
    '-------------------------------------------------------------------'
    
    -- Dashing Elbow - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 14      | 21       | 6         | -6         |
    '-------------------------------------------------------------------'
    
    -- Side Chop - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 15      | 16       | 15        | 4          |
    '-------------------------------------------------------------------'
    
    -- Power Kick - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 12.45  | 29      | 21       | 83        | -6         |
    '-------------------------------------------------------------------'
    
    -- Spinning Backhand - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 16      | 26       | 0         | -2         |
    '-------------------------------------------------------------------'
    
    -- Flashy Kick - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 30      | 23       | 80        | 9          |
    '-------------------------------------------------------------------'
    
    -- Quick Kick - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 2.00   | 7       | 15       | 4         | 0          |
    '-------------------------------------------------------------------'
    
    -- Boots Up - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 12      | 14       | 22        | 0          |
    '-------------------------------------------------------------------'
    
    -- Trip Kick - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 11      | 28       | 35        | -12        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                                    T H E  F L A S H
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Straight Kick - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 5       | 22       | 4         | -8         |
    '-------------------------------------------------------------------'
    
    -- Air Race - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.57   | 7       | 17       | 9         | -4         |
    '-------------------------------------------------------------------'
    
    -- Double Fist - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 11      | 15       | 11        | 11         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                         T H E  F L A S H
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                                 T H E  F L A S H
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Flashy Kick - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Power Kick - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                                  T H E  F L A S H
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Speed Force - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 3       | 10       | 25        | 5          |
    '-------------------------------------------------------------------'
    
    -- Greased Lightning - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 13      | 21       | 15        | 0          |
    '-------------------------------------------------------------------'
    
    -- Hot Pursuit - L, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 6.32   | 15      | 32       | 16        | -11        |
    '-------------------------------------------------------------------'
    
    -- In a Jiff - L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.55   | 7       | 12       | 7         | -9         |
    '-------------------------------------------------------------------'
    
    -- Light Speed - L, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.29   | 9       | 22       | 3         | -8         |
    '-------------------------------------------------------------------'
    
    -- Terminal Velocity - M, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 10      | 13       | 17        | 0          |
    '-------------------------------------------------------------------'
    
    -- Quick Step - d + L, d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 4.75   | 8       | 16       | 23        | 0          |
    '-------------------------------------------------------------------'
    
    -- Natural Disasters - d + L, d + M, d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 4.51   | 13      | 23       | 41        | -10        |
    '-------------------------------------------------------------------'
    
    -- On the Double - b + M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.75   | 9       | 21       | 9         | 3          |
    '-------------------------------------------------------------------'
    
    -- Roller Coaster - b + M, M, f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.81   | 17      | 24       | 41        | -6         |
    '-------------------------------------------------------------------'
    
    -- Bolt of Lightning - H, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.76   | 5       | 21       | 37        | -22        |
    '-------------------------------------------------------------------'
    
    -- Forced Acceleration - f + M, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.23   | 5       | 23       | -4        | -24        |
    '-------------------------------------------------------------------'
    
    -- Fastest Man Alive - f + M, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.70   | 16      | 20       | 50        | 10         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                                  T H E  F L A S H
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Speed Dodge - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 42       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Flash stretches out his arms and phases in and out of the Speed Zone.  While he 
    does this, many projectiles and normal attacks will pass through him without 
    taking damage from him.
    
    -- Speed Dodge - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.00  | 12      | 36       | 48        | -2         |
    '-------------------------------------------------------------------'
    Meter Burn Speed Dodge will cause Flash to send out a wave of sonic force that 
    will damage his opponent if the foe is in close range afterwards.
    
    -- Lightning Charge - b, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.00   | 11      | 28       | 45        | -21        |
    '-------------------------------------------------------------------'
    Flash lunges forward and rams his opponent with both of his fists.
    
    -- Lightning Charge - b, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.80   | 7       | 25       | 59        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Lightning Charge will cause Flash to perform an upward diagonal 
    uppercut afterwards to cause further damage.
    
    -- Lightning Kick - d, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.00  | 14      | 15       | 15        | 5          |
    '-------------------------------------------------------------------'
    Flash performs a fast close range kick to the mid-section.  This move can be 
    charged for a while by holding the button.  While it is being charged a player 
    can dash forwards or backwards to cancel the move.
    
    -- Lightning Kick - d, f, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.92   | 12      | 35       | 35        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Lightning Kick will cause Flash to kick three more times after the 
    first kick.
    
    -- Sonic Pound - d, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 10.00  | 25      | 19       | 24        | -1         |
    '-------------------------------------------------------------------'
    
    -- Sonic Pound - d, f, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   |  7.00  | 7       | 18       | 69        | 11         |
    '-------------------------------------------------------------------'
    
    -- Close Sonic Pound - d, f, H, b
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 10.00  | 15      | 19       | -26       | -31        |
    '-------------------------------------------------------------------'
    
    -- Close Sonic Pound - d, f, H, b (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   |  7.00  | 7       | 18       | 69        | 11         |
    '-------------------------------------------------------------------'
    
    -- Far Sonic Pound - d, f, H, f
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 10.00  | 15      | 19       | -26       | -31        |
    '-------------------------------------------------------------------'
    
    -- Far Sonic Pound - d, f, H, f
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   |  7.00  | 7       | 18       | 69        | 11         |
    '-------------------------------------------------------------------'
    Flash leaps into the air then performs a ground pound as he lands.  The range 
    of this can be controlled slightly by pressing back or forward after the move. 
    Meter Burn Sonic Pound will make the move take less damage, but the opponent 
    will be launched into the air for juggling.
    
    -- Flying Uppercut - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 6       | 30       | 58        | -17        |
    '-------------------------------------------------------------------'
    Flash perform a diagonal upward punch into the air.  This is basically the 
    Meter Burn portion of his Lighting Charge move.
    
    -- Running Man Stance - d, d, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 17       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Flash will kneel down and charge a dash and eventually dash forward with an 
    upward punch into the air followed by a downward punch.  Flash can also perform 
    the attacks listed below.
    
    -- Lightning Charge - f + L (from running man stance)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.00   | 6       | 28       | 45        | -21        |
    '-------------------------------------------------------------------'
    
    -- Sonic Pound - f + M (from running man stance)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.80  | 7       | 24       | 35        | -34        |
    '-------------------------------------------------------------------'
    
    -- Charging Slide - f + H (from running man stance)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 8       | 22       | 23        | -17        |
    '-------------------------------------------------------------------'
    
    -- Cancel - b, b (from running man stance)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | ?       | ?        | N/A       | N/A        |
    '-------------------------------------------------------------------'
    While running flash can perform a flying punch with both hands, an upward punch 
    and downward punch or a slide.  Running Man stance can be cancelled by tapping 
    back twice also.
    
    _______________________________________________________________________________
    SUPER MOVE                                                     T H E  F L A S H
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Speed Zone - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 38.50  | 163     | 42       | 14        | -15        |
    '-------------------------------------------------------------------'
    Flash rushes into the opponent to stun them then he travels all the way around 
    the world and performs an uppercut from the other side then leaps into the air 
    and spikes his foe back down to the ground.
    
    _______________________________________________________________________________
    CHARACTER POWER                                                T H E  F L A S H
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Time Loop - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 21       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Flash moves so fast that his opponent will appear to move slow when Time Loop 
    is activated.  The opponent can only fight back in slow motion allowing Flash 
    to perform combos that were otherwise too slow to connect.  If the opponent 
    hits Flash during Time Loop, the power will automatically end.
    
    _______________________________________________________________________________
    STRATEGY INFO                                                  T H E  F L A S H
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Flash Forum on TestYourMight.com
    http://www.testyourmight.com/forums/flash.236/
    
               ___                             _                             [DM11]
              / _ \ _ __  ___   ___  _ __     /_\   _ __  _ __  ___ __      __
    ******** / /_\/| '__|/ _ \ / _ \| '_ \   //_\\ | '__|| '__|/ _ \\ \ /\ / / ****
            / /_\\ | |  |  __/|  __/| | | | /  _  \| |   | |  | (_) |\ V  V / 
    ******* \____/ |_|   \___| \___||_| |_| \_/ \_/|_|   |_|   \___/  \_/\_/ ******
    
    First Appearance: More Fun Comics #73 (November 1941)
    
    _______________________________________________________________________________
    BASIC ATTACKS                                              G R E E N  A R R O W
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Outlander - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 2.00   | 8       | 14       | 22        | 2          |
    '-------------------------------------------------------------------'
    
    -- Bow Poke - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 10      | 21       | 8         | -4         |
    '-------------------------------------------------------------------'
    
    -- Bow Slice - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 15      | 29       | 6         | -4         |
    '-------------------------------------------------------------------'
    
    -- Longbow - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 16      | 20       | 8         | -4         |
    '-------------------------------------------------------------------'
    
    -- Quick Slash - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 15      | 31       | 14        | -16        |
    '-------------------------------------------------------------------'
    
    -- Satisfaction - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 28      | 27       | 79        | 6          |
    '-------------------------------------------------------------------'
    
    -- Money Shot - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 13      | 17       | 21        | -1         |
    '-------------------------------------------------------------------'
    
    -- Canary's Kiss - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 28      | 28       | 67        | 6          |
    '-------------------------------------------------------------------'
    
    -- Bow Jab - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 7       | 18       | 8         | -2         |
    '-------------------------------------------------------------------'
    
    -- Rising Bow - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 14      | 27       | 69        | -17        |
    '-------------------------------------------------------------------'
    
    -- Sweep Kick - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 19      | 23       | 39        | -9         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                                G R E E N  A R R O W
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Slicing Bow - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 6       | 24       | 2         | -10        |
    '-------------------------------------------------------------------'
    
    -- Anchor Point - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 11      | 24       | 15        | -6         |
    '-------------------------------------------------------------------'
    
    -- Spinning Release - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 10      | 24       | 53        | -2         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                     G R E E N  A R R O W
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                             G R E E N  A R R O W
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Canary's Kiss - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Satisfaction - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                              G R E E N  A R R O W
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Minus Ten - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 11      | 15       | 21        | 1          |
    '-------------------------------------------------------------------'
    
    -- More Fun - L, L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.12   | 16      | 36       | 0         | -1         |
    '-------------------------------------------------------------------'
    
    -- Thrill Seeker - L, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 20      | 26       | 64        | -1         |
    '-------------------------------------------------------------------'
    
    -- Final Shot - b + L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.65   | 13      | 19       | 47        | 15         |
    '-------------------------------------------------------------------'
    
    -- Quiver - M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 12      | 25       | 7         | -4         |
    '-------------------------------------------------------------------'
    
    -- Night Ranger - M, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.12   | 18      | 33       | 29        | 2          |
    '-------------------------------------------------------------------'
    
    -- Light It Up - b + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.55   | 13      | 20       | 54        | 15         |
    '-------------------------------------------------------------------'
    
    -- Longbow Hunter - f + M, d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 2.85   | 10      | 36       | 0         | -10        |
    '-------------------------------------------------------------------'
    
    -- Queen's Gambit - f + M, d + L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 4.51   | 17      | 32       | 62        | 1          |
    '-------------------------------------------------------------------'
    
    -- Beast Slayer - H, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.36   | 18      | 38       | 11        | -21        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                              G R E E N  A R R O W
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Sky Alert - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 10.00  | 17      | 27       | 4         | -19        |
    '-------------------------------------------------------------------'
    Green Arrow shoots two arrows above his head to hit airborne foes that jump 
    into him.
    
    -- Sky Alert - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 26.00  | 5       | 28       | 27        | -20        |
    '-------------------------------------------------------------------'
    Meter Burn Sky Alert will make Green Arrow shoot a total of four arrows at 
    once.
    
    -- Dead On (air) - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 10.00  | 15      | -180     | 21        | -2         |
    '-------------------------------------------------------------------'
    While in the air, Green Arrow fires two arrows below him.
    
    -- Dead On (air) - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 22.00  | 3       | -180     | 21        | -2         |
    '-------------------------------------------------------------------'
    Meter Burn Dead On will make Green Arrow shoot a total of four arrows below 
    him.
    
    -- Savage Blast - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 23      | 7        | 51        | 4          |
    '-------------------------------------------------------------------'
    Green Arrow retreats while hopping backwards then fires an explosive arrow 
    toward the ground.
    
    -- Savage Blast - d, b, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 13.65  | 6       | 17       | 25        | -27        |
    '-------------------------------------------------------------------'
    Meter Burn Savage Blast will make Green Arrow fire an extra explosive arrow 
    further in front of him past the first arrow.  The second arrow can juggle the 
    opponent after the first arrow explosion.
    
    -- Stinger - b, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 18      | 20       | 28        | -25        |
    '-------------------------------------------------------------------'
    Green Arrow slides and rams his opponent.
    
    -- Stinger - b, f, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 7.60   | 22      | -170     | 51        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn will make Green Arrow fire out an arrow toward the opponent while 
    the opponent falls back.
    
    -- Up Haven Blast - d, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 7.00   | 31      | 7        | 70        | 23         |
    '-------------------------------------------------------------------'
    Green arrow fires an explosive arrow that explodes in the air in front of him.
    
    -- Up Haven Blast - d, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 13.65  | 11      | 0        | 63        | 5          |
    '-------------------------------------------------------------------'
    Meter Burn Up Haven Blast will make Green Arrow fire an additional explosive 
    arrow further away from the first arrow explosion.
    
    -- Hurricane Bow - d, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.86   | 15      | 21       | -16       | -38        |
    '-------------------------------------------------------------------'
    Green Arrow steps forward and spins his bow to hit his foe.  If the hits are 
    successful, Green Arrow will slap the opponent with the bow while turning to 
    finish off the attack.
    
    _______________________________________________________________________________
    SUPER MOVE                                                 G R E E N  A R R O W
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Arsenal Assault - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 32.08  | 139     | 42       | 60        | N/A        |
    '-------------------------------------------------------------------'
    Green Arrow fires an explosive arrow toward the area in front of him (this is 
    unblockable).  The explosive arrow hits the foe then knocks the opponent into 
    the air.  Green Arrow slides under the opponent and fires a grapple bow that 
    ties around the opponent's body and pulls the foe back down to the ground.  
    Green Arrow jumps over the opponent and fires three explosive arrows at the 
    opponent to finish the sequence.
    
    _______________________________________________________________________________
    CHARACTER POWER                                            G R E E N  A R R O W
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Take Aim - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 1.00   | 22      | -185     | 84        | 3          |
    '-------------------------------------------------------------------'
    Green Arrow fires a lightly damaging arrow.  Hold down on the S button to delay 
    the shot.  Green Arrow can duck and jump while still aiming and he can fire 
    from any of those positions.  These controls stay in effect for any elemental 
    arrow type that he fires also.
    
    -- Frozen Arrow - d, b, S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 36       | -36       | -36        |
    '-------------------------------------------------------------------'
    
    -- Electric Arrow - d, f, S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 5.00   | 0       | 36       | -36       | -36        |
    '-------------------------------------------------------------------'
    
    -- Burning Arrow - d, d, S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 8.00   | 0       | 36       | -36       | -36        |
    '-------------------------------------------------------------------'
    By entering each of the above command, Green Arrow will fill his quiver full of 
    elemental arrows.  Frozen arrows are limited to one arrow at a time and will 
    freeze an opponent in place, electric arrows are limited to two arrows at a 
    time and will stagger an opponent with electricity and burning arrows are 
    limited to three at a time and will knock down an opponent to the ground after 
    burning the foe.
    
    _______________________________________________________________________________
    STRATEGY INFO                                              G R E E N  A R R O W
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Green Arrow Forum on TestYourMight.com
    http://www.testyourmight.com/forums/green-arrow.323/
    
         ___                             __                _                 [DM12]
        / _ \ _ __  ___   ___  _ __     / /   __ _  _ __  | |_  ___  _ __  _ __  
    ** / /_\/| '__|/ _ \ / _ \| '_ \   / /   / _` || '_ \ | __|/ _ \| '__|| '_ \ **
      / /_\\ | |  |  __/|  __/| | | | / /___| (_| || | | || |_|  __/| |   | | | |
    * \____/ |_|   \___| \___||_| |_| \____/ \__,_||_| |_| \__|\___||_|   |_| |_| *
    
    First Appearance: [Alan Scott] All-American Comics #16 (July 1940)
                      [Hal Jordan] Showcase #22 (October 1959)
    
    _______________________________________________________________________________
    BASIC ATTACKS                                          G R E E N  L A N T E R N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Ring Cross - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 2.00   | 7       | 16       | 18        | -2         |
    '-------------------------------------------------------------------'
    
    -- Push Kick - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 10      | 24       | 13        | -9         |
    '-------------------------------------------------------------------'
    
    -- Hurricane Kick - H*
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 20      | 18       | 12        | 13         |
    '-------------------------------------------------------------------'
    * Hold H to charge attack
    
    -- Feet Slide - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 2.00   | 9       | 21       | 2         | -12        |
    '-------------------------------------------------------------------'
    
    -- Sweeping Uppercut - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 14      | 24       | 11        | -2         |
    '-------------------------------------------------------------------'
    
    -- High Tension - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 29      | 24       | 76        | 7          |
    '-------------------------------------------------------------------'
    
    -- Forward Punch - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 16      | 13       | 22        | 2          |
    '-------------------------------------------------------------------'
    
    -- Standing Flipkick - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 18      | 28       | 71        | 3          |
    '-------------------------------------------------------------------'
    
    -- Low Ring Jab - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 7       | 12       | 14        | 0          |
    '-------------------------------------------------------------------'
    
    -- Rising Cut - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 10      | 24       | 67        | -11        |
    '-------------------------------------------------------------------'
    
    -- Low Cross - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 13      | 22       | 25        | -9         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                            G R E E N  L A N T E R N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Lowering Dropkick - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 5       | 22       | 1         | -11        |
    '-------------------------------------------------------------------'
    
    -- Downward Overhand - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 7       | 25       | 14        | -7         |
    '-------------------------------------------------------------------'
    
    -- Cyclone Kick - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 10      | 13       | 10        | 10         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                 G R E E N  L A N T E R N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                         G R E E N  L A N T E R N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Standing Flipkick - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- High Tension - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                          G R E E N  L A N T E R N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Triple Barrage - L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.61   | 10      | 25       | -7        | -17        |
    '-------------------------------------------------------------------'
    
    -- Volley Smash - L, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 4.29   | 18      | 27       | 47        | -3         |
    '-------------------------------------------------------------------'
    
    -- Justice is Served - b + L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 8.55   | 20      | 34       | 30        | 0          |
    '-------------------------------------------------------------------'
    
    -- Parallel Nature - b + L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.75   | 13      | 38       | 62        | -4         |
    '-------------------------------------------------------------------'
    
    -- Warp Power - M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 13      | 27       | 6         | -4         |
    '-------------------------------------------------------------------'
    
    -- Hyperbolic - M, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 12      | 25       | 37        | -1         |
    '-------------------------------------------------------------------'
    
    -- Grand Slam - M, M, H, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.05   | 20      | 32       | 50        | -2         |
    '-------------------------------------------------------------------'
    
    -- True Might - f + M, d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 2.85   | 17      | 22       | 58        | -6         |
    '-------------------------------------------------------------------'
    
    -- Guardian - f + M, d + L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.98   | 13      | 23       | 49        | 1          |
    '-------------------------------------------------------------------'
    
    -- Lantern Corps - b + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 18      | 25       | 15        | 4          |
    '-------------------------------------------------------------------'
    
    -- Brightest Day - b + M, H, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.12   | 19      | 25       | 57        | -3         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                          G R E E N  L A N T E R N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Oa's Rocket - b, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 8.00   | 15      | -160     | -5        | -12        |
    '-------------------------------------------------------------------'
    Green Lantern holds his power ring forward and fires out a green projectile.  
    
    -- Oa's Rocket - b, f, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 16.55  | 9       | 13       | 66        | 18         |
    '-------------------------------------------------------------------'
    Meter Burn Oa's Rocket will cause the projectile to explode for extra damage 
    and launch the opponent into the air.
    
    -- Rocket Power - d, b, M
    -- Close Rocket Power - d, b, M, b
    -- Far Rocket Power - d, b, M, f
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.00  | 44      | 14       | 22        | 20         |
    '-------------------------------------------------------------------'
    Green Lantern forms two green missiles above him then launches them forward.  
    They will explode after flying half-screen.
    
    -- Rocket Power - d, b, M (MB)
    -- Close Rocket Power - d, b, M, b (MB)
    -- Far Rocket Power - d, b, M, f (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 17.60  | 8       | -44      | 40        | -4         |
    '-------------------------------------------------------------------'
    Meter Burn Rocket Power will make Green Lantern launch a third missile that 
    will go full screen.
    
    -- Lantern's Might - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.13   | 10      | 41       | 20        | -27        |
    '-------------------------------------------------------------------'
    Green Lantern holds out his ring hand to catch his foe with the ring's power 
    then slams the opponent to the ground behind him.
    
    -- Lantern's Might - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 3.85   | 0       | 34       | -34       | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Lantern's Might will cause Green Lantern to perform a second slam.
    
    -- Minigun - b, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.42   | 24      | 33       | -9        | -26        |
    '-------------------------------------------------------------------'
    Green Lantern forms a machine gun then sweeps the immediate area in front of 
    him with bullets that hit multiple times.  All of the machine gun's bullets 
    will only go half screen.
    
    -- Minigun - b, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 16.05  | 5       | 28       | -36       | -65        |
    '-------------------------------------------------------------------'
    Meter Burn Minigun will make Green Lantern perform two more sweeps with the 
    machine gun.
    
    -- Turbine Smash - b, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.00   | 26      | 0        | 21        | -23        |
    '-------------------------------------------------------------------'
    
    -- Turbine Smash - b, f, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.00   | 21      | -57      | 34        | 2          |
    '-------------------------------------------------------------------'
    
    -- Turbine Smash (air) - b, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.00   | 26      | 19       | 24        | -20        |
    '-------------------------------------------------------------------'
    
    -- Turbine Smash (air) - b, f, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.00   | 21      | -51      | 28        | -4         |
    '-------------------------------------------------------------------'
    Green Lantern forms a jet engine turbine then uses it to propel himself forward 
    and ram the opponent.  Meter Burn Turbine Smash will cause Green Lantern to 
    form the turbine then toss it toward the opponent.  Meter Burn for Turbine 
    Smash has to be done VERY quickly after the move input.
    
    -- Oa's Rocket (air) b, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 8.00   | 16      | 14       | -7        | -24        |
    '-------------------------------------------------------------------'
    Green Lantern fires a projectile shot diagonally downward while up in the air. 
    This move cannot take advantage of Meter Burn like the ground version.
    
    _______________________________________________________________________________
    SUPER MOVE                                             G R E E N  L A N T E R N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Beware My Power - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 30.90  | 115     | 51       | 8         | -21        |
    '-------------------------------------------------------------------'
    Green Lantern surrounds himself in green aura and teleports the opponent to Oa. 
    He hits his opponent overhead with a green hammer, smashes the opponent with 
    two green buses then makes four green airplanes that all collide on his foe.
    
    _______________________________________________________________________________
    CHARACTER POWER                                        G R E E N  L A N T E R N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Green Lantern's Light - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 54       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Green Lantern is bathed in green light that causes him to take more damage with 
    his attacks for a short while.
    
    _______________________________________________________________________________
    STRATEGY INFO                                          G R E E N  L A N T E R N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Green Lantern Forum on TestYourMight.com
    http://www.testyourmight.com/forums/green-lantern.324/
    
                              _                  ____         _              [DM13]
           /\  /\ __ _  _ __ | |  ___  _   _    /___ \ _   _ (_) _ __   _ __  
    ***** / /_/ // _` || '__|| | / _ \| | | |  //  / /| | | || || '_ \ | '_ \ *****
         / __  /| (_| || |   | ||  __/| |_| | / \_/ / | |_| || || | | || | | |
    **** \/ /_/  \__,_||_|   |_| \___| \__, | \___,_\  \__,_||_||_| |_||_| |_| ****
                                       |___/                                  
    
    First Appearance: [animation] Batman: The Animated Series "Joker's Favor" 
                                  (September 1992)
                      [comic] The Batman Adventures #12 (September 1993)
    
    _______________________________________________________________________________
    BASIC ATTACKS                                            H A R L E Y  Q U I N N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Revolver Slap - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 3.00   | 6       | 11       | 25        | 5          |
    '-------------------------------------------------------------------'
    
    -- Revolver Slam - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 15      | 14       | 17        | 1          |
    '-------------------------------------------------------------------'
    
    -- Spot Kick - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 21      | 23       | 13        | 2          |
    '-------------------------------------------------------------------'
    
    -- Gun Smack - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 19      | 18       | 16        | -4         |
    '-------------------------------------------------------------------'
    
    -- Take Aim - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 5.00   | 12      | 28       | 10        | -1         |
    '-------------------------------------------------------------------'
    
    -- Harley Swing - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 32      | 29       | 69        | 3          |
    '-------------------------------------------------------------------'
    
    -- Ear Smash - f + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 5.00   | 14      | 16       | 20        | 2          |
    '-------------------------------------------------------------------'
    
    -- Overhead Bash - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 27      | 18       | 14        | 3          |
    '-------------------------------------------------------------------'
    
    -- Hammer Slam - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 39      | 32       | 73        | 1          |
    '-------------------------------------------------------------------'
    
    -- Revolver Poke - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 7       | 12       | 15        | 0          |
    '-------------------------------------------------------------------'
    
    -- Spinning Pistols - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.90   | 10      | 27       | 59        | -21        |
    '-------------------------------------------------------------------'
    
    -- Single Shot - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 12      | 30       | 19        | 3          |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                              H A R L E Y  Q U I N N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Side Kick - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 5       | 12       | 5         | -7         |
    '-------------------------------------------------------------------'
    
    -- Double Kick - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 6       | 14       | 18        | -3         |
    '-------------------------------------------------------------------'
    
    -- Double Stomp - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 8       | 8        | 8         | 8          |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                   H A R L E Y  Q U I N N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                           H A R L E Y  Q U I N N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Hammer Slam - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Harley Swing - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                            H A R L E Y  Q U I N N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Naughty-Naughty - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 13      | 18       | 14        | -2         |
    '-------------------------------------------------------------------'
    
    -- I Hope It Hurts - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.80   | 24      | 5        | 51        | 9          |
    '-------------------------------------------------------------------'
    
    -- Girls Best Friend - L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 14      | 14       | -9        | 1          |
    '-------------------------------------------------------------------'
    
    -- Rude Joke - L, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 25      | 21       | 58        | -5         |
    '-------------------------------------------------------------------'
    
    -- Irresistible - b + L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 4       | 15       | 58        | -1         |
    '-------------------------------------------------------------------'
    
    -- Let's Play - b + L, M, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 5       | 25       | 56        | 8          |
    '-------------------------------------------------------------------'
    
    -- For Mistah J. - f + L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 5.00   | 14      | 16       | 20        | 2          |
    '-------------------------------------------------------------------'
    
    -- Miss Me - M, b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 10.97  | 8       | 23       | 20        | -26        |
    '-------------------------------------------------------------------'
    
    -- Hi Puddin - M, d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 8.55   | 14      | 16       | 47        | 10         |
    '-------------------------------------------------------------------'
    
    -- Pleased to Meetcha - M, u + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.75   | 16      | 24       | 61        | -8         |
    '-------------------------------------------------------------------'
    
    -- He Loves Me - b + M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.75   | 9       | 29       | 7         | 5          |
    '-------------------------------------------------------------------'
    
    -- Don't Get Hurt - b + M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.41   | 19      | 17       | 9         | -10        |
    '-------------------------------------------------------------------'
    
    -- That's Cute - f + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 14      | 23       | 78        | 11         |
    '-------------------------------------------------------------------'
    
    -- Lollipops - H, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.50   | 14      | 19       | 31        | -1         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                            H A R L E Y  Q U I N N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Pop Pop - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 33      | -149     | -10       | -14        |
    '-------------------------------------------------------------------'
    Harley fires out a red projectile from her gun.  This move can be charged to 
    make it take more damage.  The projectile will move slower when it is charged 
    and it will be unblockable after a full charge.  There is a chance a charged 
    projectile can be a dud however.  This move can be canceled by dashing either 
    forwards or backwards while charging a shot.
    
    -- Pop Pop - d, b, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 5.00   | 0       | -183     | -17       | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Pop Pop will cause Harley to instantly recover after the shot.
    
    -- Line of Fire - d, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 4.00   | 21      | -185     | 26        | 3          |
    '-------------------------------------------------------------------'
    Harley fires off a shot in front of her with her handgun.
    
    -- Line of Fire - d, f, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 5.00   | 23      | -180     | 19        | 8          |
    '-------------------------------------------------------------------'
    Meter Burn Line of Fire will make Harley fire a second shot with her other 
    handgun.
    
    -- Heads Up - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 4.00   | 23      | -187     | 26        | 5          |
    '-------------------------------------------------------------------'
    Harley will point into the air and fire diagonally upward with both of her 
    handguns.
    
    -- Heads Up - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 5.00   | 22      | -175     | 14        | 3          |
    '-------------------------------------------------------------------'
    Meter Burn Heads Up will make Harley turn her back and fire a second time with 
    both handguns.
    
    -- Oopsy Daisy (air) - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 4.00   | 11      | 32       | 8         | -25        |
    '-------------------------------------------------------------------'
    Harley spreads her legs while in the air then fires diagonally downward with 
    both handguns.
    
    -- Oopsy Daisy (air) - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 5       | 27       | 6         | -5         |
    '-------------------------------------------------------------------'
    Meter Burn Oopsy Daisy will make Harley fire another shot with both handguns.
    
    -- Cupcake Bomb - b, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 9.00   | 21      | 15       | 14        | -13        |
    '-------------------------------------------------------------------'
    Harley turns her back then tosses a cupcake with a bomb inside at her opponent. 
    The cupcake will fly in an arc much like Stryker's grenades from MK.
    
    -- Cupcake Bomb - b, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 12.80  | 5       | -9       | 49        | -11        |
    '-------------------------------------------------------------------'
    Meter Burn will make Harley throw three cupcakes all at once.
    
    -- Play Doctor - d, b, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 10.00  | 14      | 27       | 0         | N/A        |
    '-------------------------------------------------------------------'
    Harley grabs her opponent then impales her foe with an syringe.
    
    -- Play Doctor - d, b, f, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 16.00  | 0       | 104      | -104      | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Play Doctor will make Harley inject her foe with poison that will 
    drain health slowly for a few seconds after the move is over.
    
    -- Silly Slide - b, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 31       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Harley slides forward.  This is used for quicker movement and it can also be 
    canceled into her tantrum stance that is listed below.
    
    -- Tantrum Stance - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 5.00   | 19      | 91       | -225      | -153       |
    '-------------------------------------------------------------------'
    Harley performs a dropkick then falls to the ground on her stomach with her 
    legs dangling in the air.  From this pose, she can perform the following moves 
    listed below.
    
    -- Forward Cartwheel - L (from tantrum stance)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 17      | 22       | 68        | -16        |
    '-------------------------------------------------------------------'
    
    -- Hand Stand - M (from tantrum stance)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 5.00   | 19      | 33       | 14        | -16        |
    '-------------------------------------------------------------------'
    
    -- Bullet Frenzy - H (from tantrum stance)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.24   | 18      | 57       | -14       | -24        |
    '-------------------------------------------------------------------'
    
    -- Forward Somersault - f (from tantrum stance)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 31       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Backward Somersault - b (from tantrum stance)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 60       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Harley can perform an overhead cartwheel, a handstand followed by a low-hitting 
    kick, fire handgun bullets upwards or somersault forwards or backwards after 
    the tantrum stance.
    
    _______________________________________________________________________________
    SUPER MOVE                                               H A R L E Y  Q U I N N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Mallet Bomb - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 35.41  | 121     | 3        | 43        | -46        |
    '-------------------------------------------------------------------'
    Harley hits her opponent with her mallet then tosses the mallet at her foe.  
    She races toward her opponent with a dashing punch but cancels it by sliding 
    under her foe then plants a cake with a bomb inside up under her opponent.  
    Harley takes cover and holds her ears as the bomb goes off.
    
    _______________________________________________________________________________
    CHARACTER POWER                                          H A R L E Y  Q U I N N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Bag-O-Tricks - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Harley's character power has a few random possibilities that can help her.  All 
    of the effects are totally random.  She will pull a random object out of her 
    bag that will give her an extra attack or enhancement.
    
    -- Mr. J - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Harley pulls out a picture of Joker and kisses it then tosses it behind her. 
    This grants her extra damage output for a short while.
    
    -- TNT - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 15.00  | 0       | 95       | 18        | N/A        |
    '-------------------------------------------------------------------'
    Harley pulls out dynamite from her bag and toss it forward shortly before it 
    explodes.
    
    -- Ivy's Flower - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Harley pulls out a flower gift from Poison Ivy that will heal her slightly for 
    a few seconds.
    
    _______________________________________________________________________________
    STRATEGY INFO                                            H A R L E Y  Q U I N N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Harley Quinn Forum on TestYourMight.com
    http://www.testyourmight.com/forums/harley-quinn.237/
                                            _           _        _           [DM14]
                     /\  /\ __ _ __      __| | __ __ _ (_) _ __ | |
    *************** / /_/ // _` |\ \ /\ / /| |/ // _` || || '__|| | ***************
                   / __  /| (_| | \ V  V / |   <| (_| || || |   | |
    ************** \/ /_/  \__,_|  \_/\_/  |_|\_\\__, ||_||_|   |_| ***************
                                                 |___/             
    
    First Appearance: Flash Comics #1 (January 1940)
    
    _______________________________________________________________________________
    BASIC ATTACKS                                                   H A W K G I R L
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Jabbing Mace - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 3.00   | 13      | 9        | 11        | 2          |
    '-------------------------------------------------------------------'
    
    -- Mace Swing - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 15      | 24       | 1         | 2          |
    '-------------------------------------------------------------------'
    
    -- Spinning Moon - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.85   | 12      | 21       | 46        | -12        |
    '-------------------------------------------------------------------'
    
    -- Skyward Kick - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 13      | 27       | 66        | -11        |
    '-------------------------------------------------------------------'
    
    -- Whirling Smash - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 14      | 25       | 7         | 1          |
    '-------------------------------------------------------------------'
    
    -- Great Divine - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 32      | 29       | 73        | 4          |
    '-------------------------------------------------------------------'
    
    -- Thanagarian Palm - f + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 3.00   | 6       | 11       | 25        | -5         |
    '-------------------------------------------------------------------'
    
    -- Ascension - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 29      | 24       | 79        | 10         |
    '-------------------------------------------------------------------'
    
    -- Low Mace Jab - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 6       | 14       | 19        | -2         |
    '-------------------------------------------------------------------'
    
    -- Cloud Nine - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 10      | 24       | 65        | -13        |
    '-------------------------------------------------------------------'
    
    -- Vicious Spike - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 14      | 29       | 39        | -9         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                                     H A W K G I R L
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Downward Mace - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 5       | 19       | 5         | 21         |
    '-------------------------------------------------------------------'
    
    -- Falling Star - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 7       | 24       | 7         | 27         |
    '-------------------------------------------------------------------'
    
    -- Descending Meteor - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 11      | 19       | 11        | 36         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                          H A W K G I R L
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                                  H A W K G I R L
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Ascension - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Great Divine - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                                   H A W K G I R L
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Mace Smash - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 13      | 9        | 23        | 2          |
    '-------------------------------------------------------------------'
    
    -- Morning Star - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 15      | 16       | 72        | -1         |
    '-------------------------------------------------------------------'
    
    -- Meteor Hammer - L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 16      | 14       | 19        | 2          |
    '-------------------------------------------------------------------'
    
    -- Mace Maximum - L, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 16      | 14       | 85        | -4         |
    '-------------------------------------------------------------------'
    
    -- Birds of Prey - L, M, b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 20      | 11       | 50        | -1         |
    '-------------------------------------------------------------------'
    
    -- Crashing Nth - b + L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.46   | 16      | 26       | 33        | -33        |
    '-------------------------------------------------------------------'
    
    -- Betrayal f + L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.75   | 13      | 21       | 24        | 0          |
    '-------------------------------------------------------------------'
    
    -- Tactical Strike - f + L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 14      | 9        | 72        | -2         |
    '-------------------------------------------------------------------'
    
    -- Short Fuse - M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 2.85   | 20      | 13       | 6         | -1         |
    '-------------------------------------------------------------------'
    
    -- Thanagarian Strength - M, M, u + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.12   | 12      | 27       | 44        | 2          |
    '-------------------------------------------------------------------'
    
    -- Dawn Star - b + M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 1.90   | 15      | 24       | 12        | -3         |
    '-------------------------------------------------------------------'
    
    -- The Old Ones - b + M, M, b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 6.32   | 20      | 27       | 33        | -9         |
    '-------------------------------------------------------------------'
    
    -- Golden Age - b + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.46   | 23      | 22       | 48        | -16        |
    '-------------------------------------------------------------------'
    
    -- Heavy Nth - H, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 13      | 26       | 6         | -1         |
    '-------------------------------------------------------------------'
    
    -- Bloody War - H, M, b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.12   | 15      | 31       | 53        | 2          |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                                   H A W K G I R L
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Mace Charge - b, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 13.00  | 21      | 25       | 7         | -55        |
    '-------------------------------------------------------------------'
    
    -- Mace Charge (air) - b, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 13.00  | 13      | 49       | 48        | -8         |
    '-------------------------------------------------------------------'
    
    -- Mace Charge - b, f, M (MB)
    -- Mace Charge (air) - b, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.00   | 14      | 56       | 7         | -55        |
    '-------------------------------------------------------------------'
    Hawkgirl swoops backward then dashes forward and hits her opponent with her 
    mace.  Meter Burn Mace Charge will make Hawkgirl perform another hit with her 
    mace after the dashing attack.
    
    -- Mace Toss - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.00   | 29      | -22      | 3         | 1          |
    '-------------------------------------------------------------------'
    
    -- Mace Toss - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.00  | 18      | 12       | 52        | 14         |
    '-------------------------------------------------------------------'
    
    -- Mace Toss (air) - d, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 22      | -37      | -25       | -27        |
    '-------------------------------------------------------------------'
    
    -- Mace Toss (air) - d, f, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 10.00  | 8       | 6        | 49        | -30        |
    '-------------------------------------------------------------------'
    Hawkgirl tosses her mace forward while on the ground or in the air.  Meter Burn 
    Mace Toss will make Hawkgirl dash forward and ram after the mace hits.
    
    -- Downward Mace (air) - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 22      | -37      | -25       | -27        |
    '-------------------------------------------------------------------'
    Hawkgirl will toss her mace diagonally downward while in the air.
    
    -- Downward Mace (air) - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 10.00  | 8       | 6        | 49        | -30        |
    '-------------------------------------------------------------------'
    Meter Burn Downward Mace will make Hawkgirl dash forward and ram after the mace 
    hits.
    
    -- Heavenward Stomp (air) - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 9.00   | 11      | 23       | 15        | -10        |
    '-------------------------------------------------------------------'
    Hawkgirl falls downward from the air and kicks her opponent with both legs.  
    This will instantly knock her foe to the ground.
    
    -- Wing Evade - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        |  0.00  | 0       | 15       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Hawkgirl will hop backwards while spreading out her wings.  After this move, a 
    player can tap L to make Hawkgirl toss her mace diagonally upwards, tap M to 
    perform a quick overhead kick or tap H to perform a dashing flying kick.
    
    _______________________________________________________________________________
    SUPER MOVE                                                      H A W K G I R L
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- The Power of Nth - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 36.00  | 117     | 56       | 14        | -15        |
    '-------------------------------------------------------------------'
    Hawkgirl grabs her opponent then takes the foe up into the clouds.  She flies 
    forward and smacks the opponent in the face with her mace then flies upward and 
    downwards and smacks the foe in the face again and back down to the ground.
    
    _______________________________________________________________________________
    CHARACTER POWER                                                 H A W K G I R L
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Soaring Hawk - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Hawkgirl will fly for a short amount of time after tapping the S button.  Her 
    soaring hawk power has no recharge time, but she must land every few seconds 
    before flying again.  The following attacks and moves can be done while she 
    flies.
    
    -- Mace Jab - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 8       | 15       | 5         | -7         |
    '-------------------------------------------------------------------'
    
    -- Flip Kick - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 9       | 32       | 21        | -24        |
    '-------------------------------------------------------------------'
    
    -- Double Kick - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 10      | 46       | 32        | -41        |
    '-------------------------------------------------------------------'
    
    -- Fly Up - u
    -- Fly Down - d
    -- Fly Towards - f
    -- Fly Away - b
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    STRATEGY INFO                                                   H A W K G I R L
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Hawkgirl Forum on TestYourMight.com
    http://www.testyourmight.com/forums/hawkgirl.365/
    
                    _____  _              __          _                      [DM15]
                   /__   \| |__    ___    \ \   ___  | | __ ___  _ __ 
    ***************  / /\/| '_ \  / _ \    \ \ / _ \ | |/ // _ \| '__| ************
                    / /   | | | ||  __/ /\_/ /| (_) ||   <|  __/| |   
    *************** \/    |_| |_| \___| \___/  \___/ |_|\_\\___||_| ***************
    _______________________________________________________________________________
                                    T H E  J O K E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    First Appearance: Batman #1 (Spring 1940)
    
    _______________________________________________________________________________
    BASIC ATTACKS                                                  T H E  J O K E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Quick Slash - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 2.00   | 8       | 13       | 8         | 0          |
    '-------------------------------------------------------------------'
    
    -- Downward Punch - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 11      | 16       | 19        | -1         |
    '-------------------------------------------------------------------'
    
    -- Straight Kick - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 15      | 26       | 12        | -1         |
    '-------------------------------------------------------------------'
    
    -- Footsie - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 2.00   | 9       | 25       | 4         | 0          |
    '-------------------------------------------------------------------'
    
    -- Spinning Humor - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 25      | 36       | 20        | -1         |
    '-------------------------------------------------------------------'
    
    -- Crowbar Slam - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 32      | 25       | 65        | 6          |
    '-------------------------------------------------------------------'
    
    -- Belly Buster - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 13      | 20       | 10        | 0          |
    '-------------------------------------------------------------------'
    
    -- Downward Crowbar - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 32      | 25       | 66        | 6          |
    '-------------------------------------------------------------------'
    
    -- Knee Slapper - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 6       | 17       | 9         | -1         |
    '-------------------------------------------------------------------'
    
    -- Upward Crowbar - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 15      | 27       | 69        | -14        |
    '-------------------------------------------------------------------'
    
    -- Sweep Kick - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 14      | 29       | 34        | -14        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                                    T H E  J O K E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Straight Heel - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 5       | 21       | 5         | -7         |
    '-------------------------------------------------------------------'
    
    -- Air Hinge Kick - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 8       | 21       | 18        | -3         |
    '-------------------------------------------------------------------'
    
    -- Flying Crowbar - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 9       | 21       | 56        | 1          |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                         T H E  J O K E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                                 T H E  J O K E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Downward Crowbar - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Crowbar Slam - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                                  T H E  J O K E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Suicide King - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 16      | 22       | 12        | -3         |
    '-------------------------------------------------------------------'
    
    -- Last Laugh - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 8.12   | 19      | 27       | 34        | 8          |
    '-------------------------------------------------------------------'
    
    -- Give Me a Smile - L, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 4.51   | 16      | 33       | 56        | 1          |
    '-------------------------------------------------------------------'
    
    -- Punch Line - b + L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 8.55   | 23      | 37       | 36        | -4         |
    '-------------------------------------------------------------------'
    
    -- Die Laughing - M, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.71   | 14      | 21       | 1         | -9         |
    '-------------------------------------------------------------------'
    
    -- Put It There Pal - M, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.00   | 16      | 35       | 30        | 0          |
    '-------------------------------------------------------------------'
    
    -- HA HA HA HA - M, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 6.00   | 19      | 23       | 52        | 1          |
    '-------------------------------------------------------------------'
    
    -- Clown Prince - f + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 19      | 23       | 13        | -7         |
    '-------------------------------------------------------------------'
    
    -- Full Deck - f + M, H, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 15      | 29       | -1        | -4         |
    '-------------------------------------------------------------------'
    
    -- Joke's On You - f + M, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 8.55   | 15      | 27       | 35        | 0          |
    '-------------------------------------------------------------------'
    
    -- Mad Love - H, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.61   | 10      | 19       | -8        | -29        |
    '-------------------------------------------------------------------'
    
    -- Shank Shank - H, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.70   | 18      | 25       | -1        | -42        |
    '-------------------------------------------------------------------'
    
    -- No More Jokes - H, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.55   | 20      | 25       | 28        | -3         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                                  T H E  J O K E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Crowbar - b, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 8.56   | 23      | 56       | -30       | -25        |
    '-------------------------------------------------------------------'
    Joker lunges forward with a crowbar and smacks the opponent to the ground then 
    hits the opponent two more times with the crowbar.
    
    -- Crowbar - b, f, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 8.46   | 22      | 39       | -39       | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Crowbar will make Joker hit the foe three more times.
    
    -- Laughing Gas - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.00   | 47      | 10       | -8        | -19        |
    '-------------------------------------------------------------------'
    Joker tosses out a canister of laughing gas that flies in an arc toward his 
    opponent.
    
    -- Laughing Gas - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 13.75  | 12      | 17       | 82        | 14         |
    '-------------------------------------------------------------------'
    Meter Burn Laughing Gas will make Joker fire off a round from his revolver that 
    will make the canister explode and launch his opponent.
    
    -- Rolling Laughing Gas - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 32      | -146     | -2        | -26        |
    '-------------------------------------------------------------------'
    Joker kicks a canister of laughing gas toward his opponent.
    
    -- Rolling Laughing Gas - d, b, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.75  | 17      | 16       | 89        | 18         |
    '-------------------------------------------------------------------'
    Meter Burn Rolling Laughing Gas will make Joker fire off a round from his 
    revolver that will make the canister explode and launch his opponent.
    
    -- BANG! - d, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 8.00   | 16      | -167     | 6         | 4          |
    '-------------------------------------------------------------------'
    Joker takes out his revolver and fires a shot at his opponent.  This move can 
    be delayed by holding the L button and Joker can cancel is by performing a 
    forwards or backwards dash.
    
    -- Chattering Teeth - d, b, H
    -- Mid Chattering Teeth - d, b, H, u
    -- Far Chattering Teeth - d, b, H, f
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 87      | -56      | 159       | 82         |
    '-------------------------------------------------------------------'
    Joker tosses out several chattering teeth that detonate within a few seconds. 
    The explosion will launch an opponent into the air.
    
    -- Acid Blossom - b, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.00  | 10      | 24       | 2         | 4          |
    '-------------------------------------------------------------------'
    Joker leans forward and fires acid out of his suit's flower.
    
    _______________________________________________________________________________
    SUPER MOVE                                                     T H E  J O K E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Let's Be Serious - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 31.50  | 122     | 24       | 4         | -12        |
    '-------------------------------------------------------------------'
    Joker tosses a pie at his opponent.  If the pie hits, Joker will smack the 
    stunned opponent two times with his crowbar then blast the foe in the face with 
    his revolver.  He will hit the opponent over the head with a gas canister then 
    point a rocket launcher at the grounded opponent's head and fire off a rocket.
    
    _______________________________________________________________________________
    CHARACTER POWER                                                T H E  J O K E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Joker's Wild - S
    -- Low Parry - d + S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 9.00   | 2       | 28       | 13        | N/A        |
    '-------------------------------------------------------------------'
    Joker will slash forward with his knife to parry his opponent's high or mid 
    attack.  Hold down and tap S to perform a low parry.  If the parry is 
    successful, Joker will stab the opponent and gain one "Ha" for his Ha meter 
    that is beside his super meter.  For every "Ha" added to the Ha meter, Joker 
    will have an increase in his overall movement speed.  The meter will gradually 
    decrease however.
    
    _______________________________________________________________________________
    STRATEGY INFO                                                  T H E  J O K E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Joker Forum on TestYourMight.com
    http://www.testyourmight.com/forums/the-joker.242/
    
                       _  _  _                 ___                  _        [DM16]
                 /\ /\(_)| || |  ___  _ __    / __\_ __  ___   ___ | |_ 
    *********** / //_/| || || | / _ \| '__|  / _\ | '__|/ _ \ / __|| __| **********
               / __ \ | || || ||  __/| |    / /   | |  | (_) |\__ \| |_ 
    ********** \/  \/ |_||_||_| \___||_|    \/    |_|   \___/ |___/ \__| **********
    
    First Appearance: [Crystal Frost] Firestorm #3 (June 1978)
                      [Dr. Louise Lincoln] Firestorm (vol. 2) #21 (March 1984)
    
    _______________________________________________________________________________
    BASIC ATTACKS                                            K I L L E R  F R O S T
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Chill Out - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 2.00   | 6       | 14       | 6         | 1          |
    '-------------------------------------------------------------------'
    
    -- Snowblow - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 9       | 9        | 22        | 0          |
    '-------------------------------------------------------------------'
    
    -- Shutter - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 16      | 21       | 56        | 15         |
    '-------------------------------------------------------------------'
    
    -- Freezer Burn - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 3.00   | 18      | 21       | 4         | -5         |
    '-------------------------------------------------------------------'
    
    -- Icebreaker - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 19      | 17       | 37        | -3         |
    '-------------------------------------------------------------------'
    
    -- Frost Kick - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 29      | 29       | 74        | 5          |
    '-------------------------------------------------------------------'
    
    -- Frozen Cut - f + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 13      | 19       | 16        | -4         |
    '-------------------------------------------------------------------'
    
    -- Ice Spike - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 27      | 30       | 6         | -4         |
    '-------------------------------------------------------------------'
    
    -- Glaze - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 19      | 30       | 60        | -5         |
    '-------------------------------------------------------------------'
    
    -- Glacier Kick - u + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.95   | 15      | 29       | 44        | -7         |
    '-------------------------------------------------------------------'
    
    -- Low Poke - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 7       | 11       | 14        | 0          |
    '-------------------------------------------------------------------'
    
    -- Icepick - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 10      | 19       | 71        | -6         |
    '-------------------------------------------------------------------'
    
    -- Sweeping Kick - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 15      | 26       | 37        | -10        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                              K I L L E R  F R O S T
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Flying Sidekick - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 10      | 26       | 0         | -12        |
    '-------------------------------------------------------------------'
    
    -- Dropkick - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 11      | 21       | 13        | -8         |
    '-------------------------------------------------------------------'
    
    -- Downward Axekick - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 9       | 16       | 9         | 34         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                   K I L L E R  F R O S T
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                           K I L L E R  F R O S T
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Glaze - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Frost Kick - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                            K I L L E R  F R O S T
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Ice Cold - L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.55   | 14      | 22       | 53        | -6         |
    '-------------------------------------------------------------------'
    
    -- Freezing Effect - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 11      | 15       | 17        | -1         |
    '-------------------------------------------------------------------'
    
    -- Severe Blizzard - L, L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 16      | 29       | 3         | 2          |
    '-------------------------------------------------------------------'
    
    -- Dancing Ice - L, L, b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 16      | 17       | 66        | -2         |
    '-------------------------------------------------------------------'
    
    -- Frozen Twister - L, L, H, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.99   | 12      | 10       | 27        | -22        |
    '-------------------------------------------------------------------'
    
    -- Cold Blooded - f + L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 7       | 21       | 13        | 0          |
    '-------------------------------------------------------------------'
    
    -- Tempest - f + L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.99   | 16      | 21       | 30        | -18        |
    '-------------------------------------------------------------------'
    
    -- Arctic Frost - f + L, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 17      | 12       | 20        | 4          |
    '-------------------------------------------------------------------'
    
    -- Diamond Dust - b + L, u + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 12      | 21       | 70        | -6         |
    '-------------------------------------------------------------------'
    
    -- Hailstone - M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 13      | 29       | -3        | -10        |
    '-------------------------------------------------------------------'
    
    -- Thin Ice - M, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 17      | 27       | 48        | -6         |
    '-------------------------------------------------------------------'
    
    -- Hailstorm - b + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 11      | 28       | 46        | -3         |
    '-------------------------------------------------------------------'
    
    -- Freezing Rain - f + M, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.41   | 6       | 38       | 38        | -10        |
    '-------------------------------------------------------------------'
    
    -- Cold as Ice - f + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 8.55   | 26      | 29       | 20        | -3         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                            K I L L E R  F R O S T
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Frostbite - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 1       | 11       | 2         | N/A        |
    '-------------------------------------------------------------------'
    Killer Frost holds up her arms to parry a high or mid attack.  The parry will 
    slightly freeze her opponent in place and avoid the attack.
    
    -- Frostbite - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 19       | -19       | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Frostbite will freeze the opponent in place and allow Killer Frost a 
    chance to hit the foe afterwards.
    
    -- Iceberg - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.20  | 16      | 41       | -1        | -27        |
    '-------------------------------------------------------------------'
    Killer Frost creates a gust of wind below her foe then impales the opponent 
    with an ice spike.
    
    -- Iceberg - d, b, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.50   | 19      | -192     | 63        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Iceberg will make the ice spike bigger and keep the opponent impaled 
    in the air for longer, allowing Killer Frost to juggle the opponent afterwards.
    
    -- Flash Freeze - d, b, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 10.30  | 23      | 24       | 44        | N/A        |
    '-------------------------------------------------------------------'
    Killer Frost reaches forward and grabs her opponent then freezes her foe and 
    knocks her opponent to the ground with a punch.
    
    -- Flash Freeze - d, b, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 16       | -16       | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Flash Freeze cancels the attack after the freeze and allows the 
    player to attack the frozen foe with whatever attack of your choosing.
    
    -- Black Ice - b, d, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 21      | 12       | 47        | -4         |
    '-------------------------------------------------------------------'
    Killer Frost crouches downward then slides forward with a low slide attack.
    
    -- Frozen Daggers - b, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 10.70  | 17      | -73      | 9         | -16        |
    '-------------------------------------------------------------------'
    Killer Frost tosses two ice daggers forward.
    
    _______________________________________________________________________________
    SUPER MOVE                                               K I L L E R  F R O S T
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Endless Whiteout - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 35.65  | 137     | 45       | 13        | -11        |
    '-------------------------------------------------------------------'
    Killer Frost hits her opponent with ice from below their current area - this 
    hits low.  If the attack connects, she impales the opponent on ice spikes then 
    crushes the opponent in between two spiked ice walls then slams an overhead 
    spike wall on top of her foe.
    
    _______________________________________________________________________________
    CHARACTER POWER                                          K I L L E R  F R O S T
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Freezing Cold - S (can be charged)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 16       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Freezing Cold has no cool down period - it must be charged in order to activate 
    it.  Once activated, Killer Frost's normal attacks will freeze her opponent in 
    place for a second after every hit.  This will cause the opponent to stagger 
    more slowly in between Killer Frost's attacks so that she can link more attacks 
    than usual.
    
    -- Air Dash - f, f or b, b
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Killer Frost dashes for a short distance while in the air.
    
    _______________________________________________________________________________
    STRATEGY INFO                                            K I L L E R  F R O S T
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Killer Frost Forum on TestYourMight.com
    http://www.testyourmight.com/forums/killer-frost.371/
    
                    __                 __         _    _                     [DM17]
                   / /   ___ __  __   / /  _   _ | |_ | |__    ___   _ __ 
    ************* / /   / _ \\ \/ /  / /  | | | || __|| '_ \  / _ \ | '__| ********
                 / /___|  __/ >  <  / /___| |_| || |_ | | | || (_) || |   
    ************ \____/ \___|/_/\_\ \____/ \__,_| \__||_| |_| \___/ |_| ***********
    
    First Appearance: Action Comics #23 (April 1940)
    
    _______________________________________________________________________________
    BASIC ATTACKS                                                L E X  L U T H O R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Photon Shot - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 2.00   | 8       | 17       | 4         | -1         |
    '-------------------------------------------------------------------'
    
    -- Cyber Hammerfist - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 13      | 22       | 13        | -8         |
    '-------------------------------------------------------------------'
    
    -- Photon Kick - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.00   | 15      | 34       | 36        | -1         |
    '-------------------------------------------------------------------'
    
    -- Nuclear Trip - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 2.00   | 14      | 20       | -1        | 6          |
    '-------------------------------------------------------------------'
    
    -- Alpha Slam - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 18      | 20       | 5         | -5         |
    '-------------------------------------------------------------------'
    
    -- Ion Push - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 29      | 29       | 74        | 5          |
    '-------------------------------------------------------------------'
    
    -- Downward Destruction - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 9.00   | 15      | 23       | 57        | -8         |
    '-------------------------------------------------------------------'
    
    -- Double Shot - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 33      | 23       | 82        | 11         |
    '-------------------------------------------------------------------'
    
    -- Sky Fall - u + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 9.75   | 6       | 13       | 39        | -16        |
    '-------------------------------------------------------------------'
    
    -- Low Shot - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 7       | 15       | 11        | -1         |
    '-------------------------------------------------------------------'
    
    -- Geyser Uppercut - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 10      | 28       | 65        | -15        |
    '-------------------------------------------------------------------'
    
    -- Low Push Kick - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 12      | 26       | 37        | -10        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                                  L E X  L U T H O R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- High Pressure - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 10      | 17       | 10        | 26         |
    '-------------------------------------------------------------------'
    
    -- Overcharge Kick - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 11      | 22       | 11        | 31         |
    '-------------------------------------------------------------------'
    
    -- Hyper Axe - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 13      | 29       | 47        | -8         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                       L E X  L U T H O R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                               L E X  L U T H O R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Double Shot - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Ion Push - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                                L E X  L U T H O R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Mad Man - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 13      | 15       | 16        | 1          |
    '-------------------------------------------------------------------'
    
    -- Criminal Mind - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 4.51   | 24      | 15       | 63        | -1         |
    '-------------------------------------------------------------------'
    
    -- Prototype - L, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 27      | 41       | 24        | -25        |
    '-------------------------------------------------------------------'
    
    -- Highest Currency - b + L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 2.85   | 14      | 20       | 10        | -4         |
    '-------------------------------------------------------------------'
    
    -- Die Hard - M, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.12   | 18      | 41       | 43        | -15        |
    '-------------------------------------------------------------------'
    
    -- World Domination - M, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.12   | 18      | 41       | 43        | -15        |
    '-------------------------------------------------------------------'
    
    -- Early Triumph - M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 15      | -46      | -12       | -13        |
    '-------------------------------------------------------------------'
    
    -- New Destiny - M, M, b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 6.32   | 27      | 29       | 32        | -3         |
    '-------------------------------------------------------------------'
    
    -- Evil Scientist - M, M, d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 4.51   | 25      | 33       | 58        | 2          |
    '-------------------------------------------------------------------'
    
    -- LexCorp - b + M, u + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 23      | 32       | 20        | -3         |
    '-------------------------------------------------------------------'
    
    -- Megalomania - b + M, u + H, d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 24      | 32       | 38        | -21        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                                L E X  L U T H O R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Gravity Pull - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.65  | 21      | 36       | -4        | -42        |
    '-------------------------------------------------------------------'
    Lex Luthor pulls an opponent toward him with a gravity wave then knocks the foe 
    back with a force wave.
    
    -- Gravity Pull - d, b, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 3        | -3        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Gravity Pull will cancel the attack after the gravity pull allowing 
    a player to hit the opponent while they are still stunned.
    
    -- Gravity Mine - d, d, H
    -- Close Gravity Mine - d, d, H, b
    -- Far Gravity Mine - d, d, H, f
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 5.00   | 78      | -197     | 152       | 42         |
    '-------------------------------------------------------------------'
    Lex Luthor tosses a gravity mine on the ground that will shock an opponent if 
    the foe steps on it.
    
    -- Gravity Mine - d, d, H (MB)
    -- Close Gravity Mine - d, d, H, b (MB)
    -- Far Gravity Mine - d, d, H, f (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 5.00   | 78      | -197     | 152       | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Gravity Mine will cause Lex to detonate the mine and launch the foe 
    into the air once it has shocked the opponent.
    
    -- Orbital Strike - d, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 8.00   | 74      | -5       | 51        | N/A        |
    '-------------------------------------------------------------------'
    Lex Luthor points toward his foe and a target cursor appears below the 
    opponent.  Lex fires a laser from a satellite down at his opponent.  This move 
    is unblockable so the attack must be dodged.
    
    -- Orbital Strike - d, f, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 14.26  | 45      | -11      | 67        | 14         |
    '-------------------------------------------------------------------'
    Meter Burn Orbital Strike will cause three rockets to fire down his opponent.  
    Unlike the normal version, the Meter Burn version is blockable but much harder 
    to avoid.
    
    -- Lex Probe - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 109     | -64      | 89        | 73         |
    '-------------------------------------------------------------------'
    Lex Luthor tosses a probe into the air that fires out a purple laser toward his 
    opponent after a few seconds.
    
    -- Lex Probe - d, b, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.90   | 96      | -70      | 124       | 55         |
    '-------------------------------------------------------------------'
    Meter Burn Lex Probe will make Lex toss out two probes that will fire a laser 
    each.
    
    -- Lance Blast - d, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 23      | -66      | -4        | -17        |
    '-------------------------------------------------------------------'
    Lex Luthor holds a lance and fires an electric projectile toward his opponent. 
    This move can be charged to fire out a close range electric blast near Lex.  A 
    fully charged Lance Blast is unblockable.  While charging, the move can be 
    cancelled by dashing forwards or backwards.
    
    -- Up Lance Blast - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 21      | -63      | 10        | -1         |
    '-------------------------------------------------------------------'
    Lex Luthor holds a lance diagonally upward and fires an electric projectile 
    toward his opponent.  Like with the move above, this move can be charged to 
    fire out a close range electric blast near Lex.  A fully charged Lance Blast is 
    unblockable.  While charging, the move can be cancelled by dashing forwards or 
    backwards.
    
    -- Corp Charge - b, f, M
    -- Corp Charge (air) - b, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.00   | 6       | 16       | 47        | -23        |
    '-------------------------------------------------------------------'
    Lex Luthor activates the thruster on the back of his suit then rams the 
    opponent.  This can be done on the ground or in the air.
    
    _______________________________________________________________________________
    SUPER MOVE                                                   L E X  L U T H O R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Coordinates Received - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 36.10  | 119     | 42       | -51       | -55        |
    '-------------------------------------------------------------------'
    Lex Luthor performs a punching combo toward his foe then traps them in an 
    electric force field.  He turns and then fires his satellite laser.  He catches 
    the laser and forms an energy sphere with it then tosses the sphere at his 
    opponent.
    
    _______________________________________________________________________________
    CHARACTER POWER                                              L E X  L U T H O R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Energy Shield - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 56       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Lex stands in place and punches buttons his suit to create an energy field 
    around him.  This energy shield can be charged up to three levels based on how 
    long a player holds the S button.  Press and hold the button until Lex finishes 
    for max charge.  At level 1, the shield will absorb one attack, but still take 
    normal damage from Lex.  At level 2, the shield will absorb one attack and only 
    take 50% damage from Lex and the shield will last twice as long as level 1.  At 
    level 3, the shield will absorb an attack and take no damage from Lex and the 
    shield will last four times as long as level 1.
    
    _______________________________________________________________________________
    STRATEGY INFO                                                L E X  L U T H O R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Lex Luthor Forum on TestYourMight.com
    http://www.testyourmight.com/forums/lex-luthor.343/
    
                    __  _         _      _              _                    [DM18]
                 /\ \ \(_)  __ _ | |__  | |_ __      __(_) _ __    __ _ 
    *********** /  \/ /| | / _` || '_ \ | __|\ \ /\ / /| || '_ \  / _` | **********
               / /\  / | || (_| || | | || |_  \ V  V / | || | | || (_| |
    ********** \_\ \/  |_| \__, ||_| |_| \__|  \_/\_/  |_||_| |_| \__, | **********
                           |___/                                  |___/
    
    First Appearance: [Superman] Superman #158 (January 1963)
                      [Dick Grayson] Nightwing (vol. 1) #1 (September 1995)
    
    _______________________________________________________________________________
    BASIC ATTACKS (ESCRIMA)                                       N I G H T W I N G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Straight Snap Strike - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 2.00   | 6       | 19       | 1         | -3         |
    '-------------------------------------------------------------------'
    
    -- Circular Strike - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 12      | 26       | 2         | -10        |
    '-------------------------------------------------------------------'
    
    -- Scissors Swipe - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 14      | 23       | 38        | -7         |
    '-------------------------------------------------------------------'
    
    -- Quick Scissor - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 14      | 22       | 14        | -6         |
    '-------------------------------------------------------------------'
    
    -- Overhead Strike - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 15      | 20       | 54        | -4         |
    '-------------------------------------------------------------------'
    
    -- Spinning Blast - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 29      | 29       | 74        | 5          |
    '-------------------------------------------------------------------'
    
    -- Stick Smash - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 10      | 16       | 19        | -1         |
    '-------------------------------------------------------------------'
    
    -- Circular Power - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 29      | 19       | 76        | 15         |
    '-------------------------------------------------------------------'
    
    -- Spinning Heel Kick - u + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 9.00   | 25      | 21       | 42        | 10         |
    '-------------------------------------------------------------------'
    
    -- Bird's Nest - u + H, d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 25      | 23       | 39        | 9          |
    '-------------------------------------------------------------------'
    
    -- Escrima Strike - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 9       | 13       | 14        | 4          |
    '-------------------------------------------------------------------'
    
    -- Escrima Uppercut - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 12      | 19       | 74        | -4         |
    '-------------------------------------------------------------------'
    
    -- Cross Overhead Strike - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 13      | 28       | 35        | -12        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BASIC ATTACKS (STAFF)                                         N I G H T W I N G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Face Poke - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 11      | 11       | 26        | 1          |
    '-------------------------------------------------------------------'
    
    -- Overhead Strike - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 22      | 21       | 69        | -3         |
    '-------------------------------------------------------------------'
    
    -- Lifting Wind - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.00   | 22      | 26       | 75        | -11        |
    '-------------------------------------------------------------------'
    
    -- One Handed Poke - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 9.00   | 14      | 16       | 60        | 0          |
    '-------------------------------------------------------------------'
    
    -- Smashing Tiger - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 28      | 26       | 74        | 5          |
    '-------------------------------------------------------------------'
    
    -- Big Show - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 33      | 29       | 73        | 2          |
    '-------------------------------------------------------------------'
    
    -- Crouching Talon - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 6       | 15       | 11        | 1          |
    '-------------------------------------------------------------------'
    
    -- Hidden Baston - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 8       | 23       | 4         | -9         |
    '-------------------------------------------------------------------'
    
    -- Hawkeye - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 14      | 27       | 36        | -11        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS (ESCRIMA)                                         N I G H T W I N G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Escrima Drop - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 6       | 23       | 3         | -9         |
    '-------------------------------------------------------------------'
    
    -- Flying Escrimas - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 11      | 23       | 16        | -5         |
    '-------------------------------------------------------------------'
    
    -- Extended Kick - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 7       | 18       | 53        | -1         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS (STAFF)                                           N I G H T W I N G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Air Poke - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 7       | 18       | 8         | -4         |
    '-------------------------------------------------------------------'
    
    -- Flying Staff - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 8       | 18       | 21        | 0          |
    '-------------------------------------------------------------------'
    
    -- Staff Smack - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 9       | 18       | 59        | 4          |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                        N I G H T W I N G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    NOTE: Nightwing switches back to Escrima after any throw.
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                                N I G H T W I N G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Circular Power - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Spinning Blast - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS (ESCRIMA)                                       N I G H T W I N G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Side Kick - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 5       | 23       | 12        | -8         |
    '-------------------------------------------------------------------'
    
    -- Razor's Edge - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.12   | 16      | 15       | 51        | 21         |
    '-------------------------------------------------------------------'
    
    -- Dark Justice - L, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.99   | 6       | 26       | 43        | -13        |
    '-------------------------------------------------------------------'
    
    -- Stick and Move - b + L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.75   | 11      | 23       | 13        | -1         |
    '-------------------------------------------------------------------'
    
    -- Shooting Star b + L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 12      | 18       | 53        | 2          |
    '-------------------------------------------------------------------'
    
    -- Surrender Now b + L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 12      | 27       | 34        | -3         |
    '-------------------------------------------------------------------'
    
    -- Renegade - M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 9       | 21       | 14        | -2         |
    '-------------------------------------------------------------------'
    
    -- Lone Bird - M, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 6.32   | 14      | 21       | 44        | -5         |
    '-------------------------------------------------------------------'
    
    -- Gotham Hero - f + M, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 8       | 18       | 17        | -3         |
    '-------------------------------------------------------------------'
    
    -- Wide Wing - f + M, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.99   | 8       | 23       | 31        | -9         |
    '-------------------------------------------------------------------'
    
    -- Lightning Crash - H, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 14      | 27       | 49        | -2         |
    '-------------------------------------------------------------------'
    
    -- Freefall - H, H, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 4.51   | 22      | 22       | 51        | -4         |
    '-------------------------------------------------------------------'
    
    -- In the Zone - d + L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 11      | 9        | 29        | 8          |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS (STAFF)                                         N I G H T W I N G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Trapeze Artist - L, b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 8.55   | 14      | 16       | 59        | 0          |
    '-------------------------------------------------------------------'
    
    -- Outsider - L, f + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 2.85   | 9       | 14       | 22        | 2          |
    '-------------------------------------------------------------------'
    
    -- Last Chance - L, d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 6.65   | 14      | 27       | 35        | -11        |
    '-------------------------------------------------------------------'
    
    -- Wing Span - L, f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 15      | 20       | 32        | -3         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES (ESCRIMA)                                       N I G H T W I N G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- WingDing (air) - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.41  | 9       | 30       | -13       | -36        |
    '-------------------------------------------------------------------'
    Nightwing's Wind Ding unleashes three projectiles diagonally down toward his 
    opponent while he is in the air.
    
    -- WingDing (air) - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 9.70   | 27      | 21       | 36        | -6         |
    '-------------------------------------------------------------------'
    Meter Burn will make Nightwing toss one more projectile toward his opponent 
    after the first three.
    
    -- Ground Spark - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 8.00   | 31      | -178     | 17        | -4         |
    '-------------------------------------------------------------------'
    Nightwing hits both Escrimas together, making them electrify, then slams the 
    ground and makes a wave of electricity move quickly toward his opponent.  This 
    move can be charged by holding the button and the charging can be canceled by 
    dashing forward or backward.
    
    -- Ground Spark - d, b, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 12.00  | 7       | -174     | 39        | 11         |
    '-------------------------------------------------------------------'
    Meter Burn will cause the wave of the ground spark to take more damage and 
    knock down his foe.
    
    -- Escrima Fury - d, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.52   | 14      | 39       | 42        | -24        |
    '-------------------------------------------------------------------'
    Nightwing performs a five hit combo forward with his Escrima stick if the first 
    strike lands and launches the opponent with the final hit.
    
    -- Escrima Fury - d, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.00  | 10      | 7        | 49        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn makes Nightwing perform a nine hit combo with Escrima Fury.
    
    -- Flip Kick - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 10.00  | 20      | 30       | 9         | -8         |
    '-------------------------------------------------------------------'
    Nightwing flips toward his opponent then hits them with both his feet while in 
    the air.
    
    -- Flip Kick - d, b, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 9.75   | 3       | 24       | 62        | -12        |
    '-------------------------------------------------------------------'
    Meter Burn Flip Kick makes the opponent bounce off the ground and launches the 
    foe.
    
    -- Scatter Bomb - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.00   | 31      | -178     | 17        | -4         |
    '-------------------------------------------------------------------'
    Nightwing fires out an explosive blast diagonally upwards.
    
    -- Scatter Bomb - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 12.00  | 7       | -174     | 39        | 11         |
    '-------------------------------------------------------------------'
    Meter Burn Scatter Bomb will cause the attack to hit two more times.
    
    _______________________________________________________________________________
    SPECIAL MOVES (STAFF)                                         N I G H T W I N G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Staff Spin - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.68  | 12      | 32       | 19        | -38        |
    '-------------------------------------------------------------------'
    Nightwing performs a spinning five hit combo forward with his staff that ends 
    with an overhead attack.
    
    -- Staff Spin - d, b, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 13.00  | 28      | 16       | 67        | 18         |
    '-------------------------------------------------------------------'
    Meter Burn Staff Spin will cause the combo to end with a swing that will take 
    off more damage.
    
    -- Ground Blast - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 5.00   | 21      | 24       | 11        | 9          |
    '-------------------------------------------------------------------'
    Nightwing slams his electrified staff into the ground creating a vortex of 
    electricity below his opponent.
    
    -- Ground Blast - d, b, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 6.00   | 26      | 15       | 85        | 18         |
    '-------------------------------------------------------------------'
    Meter Burn Ground Blast will make Nightwing perform the slam twice and launch 
    his opponent into the air.
    
    -- Flying Grayson - b, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 13.00  | 17      | 19       | 46        | -3         |
    '-------------------------------------------------------------------'
    Nightwing vaults forward with his staff and perform a dropkick to his opponent.
    
    _______________________________________________________________________________
    SUPER MOVE                                                    N I G H T W I N G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Dark As Night - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 32.80  | 112     | 50       | 21        | -14        |
    '-------------------------------------------------------------------'
    Nightwing slams his opponent with both Escrima sticks to stun his foe then hops 
    on his bike and rides back and forth while cutting his opponent with his arm 
    blades.  Nightwing eventually turns his bike and rides toward his foe then 
    leaps off his bike and drive his electrified staff down onto his opponent.
    
    _______________________________________________________________________________
    CHARACTER POWER                                               N I G H T W I N G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Style Change - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | -31      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Nightwing's power will allow him to change from Escrima sticks to his staff and 
    staff to Escrima sticks.  Basically, it's his style change button.
    
    _______________________________________________________________________________
    STRATEGY INFO                                                 N I G H T W I N G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Nightwing Forum on TestYourMight.com
    http://www.testyourmight.com/forums/nightwing.312/
    
                               __                                            [DM19]
                              /__\  __ _ __   __ ___  _ __  
    ************************ / \// / _` |\ \ / // _ \| '_ \ ***********************
                            / _  \| (_| | \ V /|  __/| | | |
    *********************** \/ \_/ \__,_|  \_/  \___||_| |_| **********************
    
    First Appearance: DC Comics Presents #26 (October 1980)
    
    _______________________________________________________________________________
    BASIC ATTACKS                                                         R A V E N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Raven Poke - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 2.00   | 7       | 10       | 10        | 1          |
    '-------------------------------------------------------------------'
    
    -- Raven Claw - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 13      | 21       | 12        | 0          |
    '-------------------------------------------------------------------'
    
    -- Forest Raven - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.85   | 15      | 16       | 54        | -16        |
    '-------------------------------------------------------------------'
    
    -- Sweeping Strike - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 3.00   | 15      | 14       | 16        | -3         |
    '-------------------------------------------------------------------'
    
    -- Clawing Strike - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 16      | 21       | 13        | 3          |
    '-------------------------------------------------------------------'
    
    -- Tourniquet - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 30      | 23       | 80        | 11         |
    '-------------------------------------------------------------------'
    
    -- Twisting Talon - f + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 3.00   | 16      | 13       | 19        | 3          |
    '-------------------------------------------------------------------'
    
    -- Slashing Claw - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.85   | 13      | 21       | 7         | -8         |
    '-------------------------------------------------------------------'
    
    -- Linking Talon - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 29      | 27       | 77        | 6          |
    '-------------------------------------------------------------------'
    
    -- Low Strike - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 6       | 16       | 11        | -1         |
    '-------------------------------------------------------------------'
    
    -- Wingspan - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 10      | 19       | 75        | -5         |
    '-------------------------------------------------------------------'
    
    -- Raven Slash - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 5.00   | 13      | 28       | 35        | -7         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                                           R A V E N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Perching Prey - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 13      | 28       | 35        | -7         |
    '-------------------------------------------------------------------'
    
    -- Raven's Strife - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 8       | 19       | 14        | -7         |
    '-------------------------------------------------------------------'
    
    -- Raven's Fury - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 8       | 25       | 51        | -3         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                                R A V E N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                                        R A V E N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Linking Talon - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Tourniquet - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                                         R A V E N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Midnight - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 10      | 20       | 17        | -1         |
    '-------------------------------------------------------------------'
    
    -- Black Rose - L, L, f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 15      | 25       | 38        | 0          |
    '-------------------------------------------------------------------'
    
    -- Blood Moon - L, L, b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 12      | 28       | 51        | -2         |
    '-------------------------------------------------------------------'
    
    -- Darkness Falls - L, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.12   | 16      | 23       | 52        | -3         |
    '-------------------------------------------------------------------'
    
    -- Phantom Cloak - f + L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 12      | 25       | 46        | 3          |
    '-------------------------------------------------------------------'
    
    -- Tears of Sorrow - b + L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 1.90   | 12      | 19       | 10        | -5         |
    '-------------------------------------------------------------------'
    
    -- Stonehenge - b + L, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.12   | 18      | 29       | 50        | -5         |
    '-------------------------------------------------------------------'
    
    -- Silent Vesper - M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 12      | 22       | 64        | -1         |
    '-------------------------------------------------------------------'
    
    -- Blackest Night - M, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.04   | 28      | 24       | 76        | 6          |
    '-------------------------------------------------------------------'
    
    -- Twilight's End - b + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.55   | 18      | 24       | 60        | -1         |
    '-------------------------------------------------------------------'
    
    -- Titan Trash - f + M, M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 11      | 30       | 43        | 0          |
    '-------------------------------------------------------------------'
    
    -- Forever Dust - f + M, M, H, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.64   | 10      | 29       | -2        | -15        |
    '-------------------------------------------------------------------'
    
    -- Second Life - f + M, M, u + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 13      | 19       | 58        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                                         R A V E N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Empty Void - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 9       | 5        | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Raven creates a black void that will absorb a projectile and give Raven a tiny 
    amount of super meter.
    
    -- Empty Void - d, b, L (MB)
    -- Empty Void - d, b, L (MB), d
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 10.00  | 25      | 13       | 47        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Empty Void will allow Raven to send a more powerful projectile back 
    at her opponent from the ground.  If you tap down while pressing the Meter Burn 
    button, Raven will make the projectile appear over the opponent's head then 
    make it fall on the foe.
    
    -- Soul Crush - d, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.65   | 13      | 44       | -25       | -20        |
    '-------------------------------------------------------------------'
    Raven reaches forward with glowing hands and holds her opponent in place then 
    crushes the foe with a purple ball of energy that appears around the foe.  This 
    telekinetic attack is mid-range so it can hit from a great distance.
    
    -- Soul Crush - d, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.65   | 5       | 12       | 92        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Soul Crush makes Raven lift the opponent upwards slightly after the 
    attack allowing her to juggle the foe on the way down.  The Meter Burn version 
    takes slightly less damage.
    
    -- Singularity - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.70   | 16      | 33       | -20       | -10        |
    '-------------------------------------------------------------------'
    Raven swings her fist forward and grapples the opponent with a close range 
    telekinetic hold then slams the foe into the ground.
    
    -- Singularity - d, b, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 5.78   | 0       | 15       | 77        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Singularity will make Raven slam the foe harder and launches the foe 
    back into the air.
    
    -- Shadow Raven - d, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 8.00   | 19      | 33       | -1        | -14        |
    '-------------------------------------------------------------------'
    Raven fire a shadow raven made up of dark energy out of her hand.
    
    _______________________________________________________________________________
    SUPER MOVE                                                            R A V E N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Deadly Sin - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 33.75  | 110     | 43       | 20        | -9         |
    '-------------------------------------------------------------------'
    Raven zaps her foe to the demon dimension where demons attack the opponent.  
    Raven summons a giant demon (her father, Trigon) and he hits the opponent with 
    his eye beams and then knocks the foe back into the real world.
    
    _______________________________________________________________________________
    CHARACTER POWER                                                       R A V E N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Demon Stance - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 49       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Demon Stance gives Raven a new set of attacks for a short time.  Raven's skin 
    will turn a purple hue instead of the usual blue color.  All of the moves 
    listed below will replace or be added to her existing move set.
    
    -- Event Horizon - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.60  | 22      | 32       | 16        | 6          |
    '-------------------------------------------------------------------'
    Raven will pull her foe toward her then hit the opponent with a surge of demon 
    energy from close range.
    
    -- Event Horizon - d, b, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.70   | 7       | 31       | 68        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Event Horizon will make Raven electrify the head of her opponent 
    with demon energy and damage the foe a bit and hold the opponent in place for 
    Raven to attack afterwards.  The range of this move can just about hit a player 
    from the other end of the screen.
    
    -- Negative Mass - d, f, L
    -- Close Negative Mass - d, f, L, b
    -- Far Negative Mass - d, f, L, f
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.00   | 23      | 24       | 37        | 0          |
    '-------------------------------------------------------------------'
    Raven creates a pillar of dark light that shoots up from the ground.  This can 
    be done from three different ranges as shown above.
    
    -- Negative Mass - d, f, L (MB)
    -- Close Negative Mass - d, f, L, b (MB)
    -- Far Negative Mass - d, f, L, f (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.60   | 23      | -1       | 82        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Negative Mass will cause a demon shadow to uppercut the foe from 
    under the ground after the dark pillar.
    
    -- Front Dark Transmission (air) - d, b, H
    -- Behind Dark Transmission (air) - d, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 18      | 40       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Front Dark Transmission - d, b, H
    -- Behind Dark Transmission - d, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 18      | 19       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Raven disappears leaving behind dark energy Ravens and then teleports in front 
    of or behind her opponent depending on your choosing.  She can teleport on the 
    ground or in the air.
    
    _______________________________________________________________________________
    STRATEGY INFO                                                         R A V E N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Raven Forum on TestYourMight.com
    http://www.testyourmight.com/forums/raven.368/
    
                        __  _                                                [DM20]
                       / _\| |__    __ _  ____ __ _  _ __ ___  
    ****************** \ \ | '_ \  / _` ||_  // _` || '_ ` _ \ ********************
                       _\ \| | | || (_| | / /| (_| || | | | | |
    ****************** \__/|_| |_| \__,_|/___|\__,_||_| |_| |_| *******************
    
    First Appearance: [Captain Marvel/Shazam] Whiz Comics #2 (February 1940)
    
    _______________________________________________________________________________
    BASIC ATTACKS                                                       S H A Z A M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- God Punch - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 3.00   | 8       | 17       | 2         | -2         |
    '-------------------------------------------------------------------'
    
    -- Knee Strike - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 9       | 23       | 12        | 1          |
    '-------------------------------------------------------------------'
    
    -- Hook Kick - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 12      | 27       | 5         | 3          |
    '-------------------------------------------------------------------'
    
    -- Hook Punch - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 3.00   | 8       | 18       | 17        | -3         |
    '-------------------------------------------------------------------'
    
    -- Thundering Elbow - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 3.00   | 20      | 25       | 54        | -11        |
    '-------------------------------------------------------------------'
    
    -- Power Cross - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 30      | 27       | 75        | 7          |
    '-------------------------------------------------------------------'
    
    -- Roundhouse Kick - f + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 3.00   | 10      | 19       | 20        | -2         |
    '-------------------------------------------------------------------'
    
    -- Hercules Uppercut - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 16      | 28       | 5         | -5         |
    '-------------------------------------------------------------------'
    
    -- Mighty Slam - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 29      | 28       | 76        | 6          |
    '-------------------------------------------------------------------'
    
    -- Low Jab - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 6       | 15       | 10        | 1          |
    '-------------------------------------------------------------------'
    
    -- Lifting Cut - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 12      | 19       | 73        | -4         |
    '-------------------------------------------------------------------'
    
    -- Sweeping Kick - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 10      | 20       | 39        | -11        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                                         S H A Z A M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Jumping Strike - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 6       | 24       | 2         | -10        |
    '-------------------------------------------------------------------'
    
    -- Mercury's Sidekick - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 7       | 24       | 15        | -6         |
    '-------------------------------------------------------------------'
    
    -- Achilles' Fist - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 10      | 24       | 53        | -2         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                              S H A Z A M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                                      S H A Z A M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Mighty Slam - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Power Cross - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                                       S H A Z A M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- One-Two Punch - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 7       | 17       | 16        | 2          |
    '-------------------------------------------------------------------'
    
    -- Solomon's Wisdom - L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 9       | 24       | 7         | -3         |
    '-------------------------------------------------------------------'
    
    -- Hercules' Strength - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 14      | 22       | 77        | -1         |
    '-------------------------------------------------------------------'
    
    -- Atlas' Stamina - L, M, b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 11      | 26       | 46        | 1          |
    '-------------------------------------------------------------------'
    
    -- Zeus' Power - L, M, f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 13      | 36       | 46        | -3         |
    '-------------------------------------------------------------------'
    
    -- Achilles' Courage - f + L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 2.85   | 15      | 22       | 51        | 3          |
    '-------------------------------------------------------------------'
    
    -- Mercurys Speed - b + L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 5       | 23       | 8         | -2         |
    '-------------------------------------------------------------------'
    
    -- Mighty Colossus - b + L, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 6.32   | 8       | 38       | 9         | -6         |
    '-------------------------------------------------------------------'
    
    -- One-Two Kick - M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 18      | 25       | 39        | -9         |
    '-------------------------------------------------------------------'
    
    -- Mighty Charge - b + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.30   | 12      | 40       | 31        | -9         |
    '-------------------------------------------------------------------'
    
    -- Mighty Force - f + M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 20      | 25       | 20        | -1         |
    '-------------------------------------------------------------------'
    
    -- Roaring Strike - f + M, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 9       | 23       | 610        | 0          |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                                       S H A Z A M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Atlas Torpedo - b, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 9.00   | 17      | 0        | 36        | -12        |
    '-------------------------------------------------------------------'
    Shazam performs a spinning torpedo toward his opponent.
    
    -- Atlas Torpedo - b, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 5.70   | 0       | 60       | -60       | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Atlas Torpedo makes Shazam grab the opponent's leg and then slam the 
    opponent into the ground after the torpedo hits.
    
    -- Bolt of Zeus - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 7.00   | 26      | -162     | -3        | -10        |
    '-------------------------------------------------------------------'
    Shazam forms a lightning bolt in his hand and then tosses it forward.  This 
    projectile will stagger his opponent if it hits.
    
    -- Bolt of Zeus - d, b, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 13.00  | 39      | -165     | 33        | 2          |
    '-------------------------------------------------------------------'
    Meter Burn Bolt of Zeus causes lightning to strike Shazam's hand and he will 
    toss out a bigger thunderbolt that will take more damage and knock his opponent 
    down.
    
    -- Herculean Might - d, b, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 12.00  | 11      | 27       | 25        | N/A        |
    '-------------------------------------------------------------------'
    Shazam grabs his opponent then turns and slams the foe into the ground along 
    with him as a lighting bolt hits the opponent.
    
    -- Herculean Might - d, b, f, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 4.50   | 0       | 27       | -27       | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Herculean Might causes the opponent to bounce off the ground and fly 
    into the air allowing for juggling after this attack.
    
    -- Achilles' Clutch - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 9.00   | 13      | 35       | 23        | N/A        |
    '-------------------------------------------------------------------'
    This is a command grab that can only be done on juggled opponents or standing 
    opponents.  Shazam grabs his opponent and leaps into the air then tosses the 
    opponent to the ground.
    
    -- Achilles' Clutch - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 5.00   | 0       | 46       | -46       | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Achilles' Clutch causes Shazam to fly down and kick his opponent 
    with both feet after the throw for extra damage.
    
    -- Advancing Mercury Storm - d, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 25      | 11       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Shazam phases out and then phases back in further ahead.
    
    -- Eluding Mercury Storm - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 25      | 9        | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Shazam phases out and then phases back in further behind him.
    
    _______________________________________________________________________________
    SUPER MOVE                                                          S H A Z A M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- The Power of SHAZAM - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 38.50  | 115     | 42       | 6         | -10        |
    '-------------------------------------------------------------------'
    Shazam uppercuts his foe high into the air.  He meets his foe in the air and 
    punches the opponent a few times then hits the foe with an elbow that knocks 
    them downward.  While the opponent falls, Shazam grabs the opponent by the leg 
    and then performs a spinning swing and slams the foe back down to the ground.
    
    _______________________________________________________________________________
    CHARACTER POWER                                                     S H A Z A M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Solomon of Judgment - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 43       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Shazam summons down lightning that augments his hands with electricity which 
    makes all of his punch attacks take off a greater amount of damage.
    
    _______________________________________________________________________________
    STRATEGY INFO                                                       S H A Z A M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Shazam Forum on TestYourMight.com
    http://www.testyourmight.com/forums/shazam.346/
    
                        __  _                    _                           [DM21]
                       / _\(_) _ __    ___  ___ | |_  _ __  ___  
    ****************** \ \ | || '_ \  / _ \/ __|| __|| '__|/ _ \ ******************
                       _\ \| || | | ||  __/\__ \| |_ | |  | (_) |
    ****************** \__/|_||_| |_| \___||___/ \__||_|   \___/ ******************
    _______________________________________________________________________________
                                    S I N E S T R O
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    First Appearance: Green Lantern (vol. 2) #7 (August 1961)
    
    _______________________________________________________________________________
    BASIC ATTACKS                                                   S I N E S T R O
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Ring Jab - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 2.00   | 7       | 22       | -3        | -4         |
    '-------------------------------------------------------------------'
    
    -- Axe Swing - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 10      | 15       | 16        | 0          |
    '-------------------------------------------------------------------'
    
    -- Comet Kick - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.00   | 11      | 32       | 51        | 0          |
    '-------------------------------------------------------------------'
    
    -- Axe Stab - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 16      | 25       | 9         | -9         |
    '-------------------------------------------------------------------'
    
    -- Ring Hammerfist - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 3.00   | 14      | 16       | 47        | -9         |
    '-------------------------------------------------------------------'
    
    -- Smashing Fist - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 28      | 27       | 75        | 5          |
    '-------------------------------------------------------------------'
    
    -- Front Kick - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 13      | 22       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Thrashing Hammerfist - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 34      | 25       | 74        | 8          |
    '-------------------------------------------------------------------'
    
    -- Low Jab - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 7       | 12       | 14        | -2         |
    '-------------------------------------------------------------------'
    
    -- Ascending Construct - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 11      | 23       | 68        | -14        |
    '-------------------------------------------------------------------'
    
    -- Low Axe Swing - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 14      | 29       | 34        | -14        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                                     S I N E S T R O
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Lowering Kick - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 8       | 23       | 3         | -9         |
    '-------------------------------------------------------------------'
    
    -- Descending Stab - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 9       | 23       | 16        | -5         |
    '-------------------------------------------------------------------'
    
    -- Downward Slice - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 13      | 23       | 54        | -1         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                          S I N E S T R O
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 9.00   | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 9.00   | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                                  S I N E S T R O
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Thrashing Hammerfist - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Smashing Fist - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                                   S I N E S T R O
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Distortion - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 14      | 30       | 2         | -6         |
    '-------------------------------------------------------------------'
    
    -- Positive Matter - L, L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 7       | 32       | 2         | -8         |
    '-------------------------------------------------------------------'
    
    -- Sinful Pride - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 12      | 32       | 53        | -7         |
    '-------------------------------------------------------------------'
    
    -- Ego Trip - L, L, u + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.12   | 16      | 52       | 27        | -21        |
    '-------------------------------------------------------------------'
    
    -- Tainted Reputation - L, b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 13      | 28       | 4         | -3         |
    '-------------------------------------------------------------------'
    
    -- Yellow Element - L, b + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.27   | 26      | 20       | 54        | 5          |
    '-------------------------------------------------------------------'
    
    -- Lost Will - b + L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 6.65   | 16      | 24       | 38        | -5         |
    '-------------------------------------------------------------------'
    
    -- Zero Compassion - b + L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.75   | 17      | 22       | 69        | -9         |
    '-------------------------------------------------------------------'
    
    -- Dashed Hope - M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 17      | 20       | 10        | -1         |
    '-------------------------------------------------------------------'
    
    -- Devastating - M, M, d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 8.12   | 17      | 25       | 22        | -11        |
    '-------------------------------------------------------------------'
    
    -- Fearless - M, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 20      | 26       | 55        | -5         |
    '-------------------------------------------------------------------'
    
    -- Blind Ambition - b + M, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 6.65   | 20      | 27       | 39        | -3         |
    '-------------------------------------------------------------------'
    
    -- In Blackest Day - b + M, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 26      | 22       | 68        | 11         |
    '-------------------------------------------------------------------'
    
    -- Fallen Hero - b + M, b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 18      | 19       | 72        | -12        |
    '-------------------------------------------------------------------'
    
    -- War of Light - f + M, d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 2.85   | 17      | 22       | 4         | -5         |
    '-------------------------------------------------------------------'
    
    -- Power Burn - f + M, d + L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.12   | 10      | 12       | 69        | -4         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                                   S I N E S T R O
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Fear Blast - d, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.00   | 9       | -153     | -14       | -34        |
    '-------------------------------------------------------------------'
    Sinestro fires an energy projectile from his hand.
    
    -- Fear Blast - d, f, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 12.46  | 17      | -175     | 0         | -25        |
    '-------------------------------------------------------------------'
    Meter Burn Fear Blast will make Sinestro throw out two more projectiles.
    
    -- Impact Event - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 8.00   | 19      | -139     | 16        | -43        |
    '-------------------------------------------------------------------'
    Sinestro creates an energy rock up above his opponent then slams it down on the 
    foe's head.
    
    -- Impact Event - d, b, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.65   | 15      | -165     | 56        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Impact Event will make Sinestro slam down an extra rock and launch 
    his opponent.
    
    -- Arachnid Sting - d, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 5.00   | 12      | 47       | 61        | -36        |
    '-------------------------------------------------------------------'
    Sinestro forms four energy stingers on his back then uppercuts his foe away 
    from him.
    
    -- Arachnid Sting - d, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 10.00  | 24      | -158     | 44        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Arachnid Sting will cause Sinestro to fire out all four stingers at 
    his foe after the uppercut for greater damage.
    
    -- Axe of Terror (air) - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 18      | 23       | 61        | -2         |
    '-------------------------------------------------------------------'
    While in the air, Sinestro creates an axe made of energy below his opponent 
    then it flies upward toward Sinestro.
    
    -- Final Shackles - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 0.00   | 21      | 41       | 39        | -26        |
    '-------------------------------------------------------------------'
    Sinestro creates a yellow aura below his opponent that shackles the foe with 
    two glowing confines if it hits the opponent.  The shackles will hold the foe 
    in place for a few seconds.
    
    _______________________________________________________________________________
    SUPER MOVE                                                      S I N E S T R O
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Sinestro's Might - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 34.70  | 126     | 30       | 14        | -13        |
    '-------------------------------------------------------------------'
    Sinestro fires out a wall of energy that stuns his foe then he takes them 
    through a portal and into outer space.  Sinestro grabs two meteors and then 
    slams them both into the opponent and then fire a laser at them that sends them 
    crashing back down to Earth.
    
    _______________________________________________________________________________
    CHARACTER POWER                                                 S I N E S T R O
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Beware Your Fears - S (hold)
    -- Energy Shot - S (while construct is active)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 5       | 163      | 89        | 20         |
    '-------------------------------------------------------------------'
    Sinestro's power must be charged by holding down the button.  Once fully 
    charged, a construct will appear behind Sinestro.  The construct can fire laser 
    if you tap the S button.  It can fire out a total of three lasers before 
    disappearing.
    
    _______________________________________________________________________________
    STRATEGY INFO                                                   S I N E S T R O
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Sinestro Forum on TestYourMight.com
    http://www.testyourmight.com/forums/sinestro.366/
    
      __       _                                 ___                      _  [DM22]
     / _\ ___ | | ___  _ __ ___   ___  _ __     / _ \_ __ _   _ _ __   __| |_   _ 
     \ \ / _ \| |/ _ \| '_ ` _ \ / _ \| '_ \   / /_\/ '__| | | | '_ \ / _` | | | |
     _\ \ (_) | | (_) | | | | | | (_) | | | | / /_\\| |  | |_| | | | | (_| | |_| |
     \__/\___/|_|\___/|_| |_| |_|\___/|_| |_| \____/|_|   \__,_|_| |_|\__,_|\__, |
                                                                            |___/
    
    First Appearance: All-American Comics #61 (October 1944)
    
    _______________________________________________________________________________
    BASIC ATTACKS                                        S O L O M O N  G R U N D Y
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Decimate Fist - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 12      | 17       | 19        | -4         |
    '-------------------------------------------------------------------'
    
    -- Muddy Boot - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 13      | 22       | 13        | 2          |
    '-------------------------------------------------------------------'
    
    -- Marsh Mash - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.00   | 30      | 27       | 46        | -2         |
    '-------------------------------------------------------------------'
    
    -- Light Headed - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 23      | 19       | 22        | -5         |
    '-------------------------------------------------------------------'
    
    -- Swampy Stomp - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 3.00   | 28      | 18       | 50        | 4          |
    '-------------------------------------------------------------------'
    
    -- Grundy Blast - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 29      | 27       | 86        | 6          |
    '-------------------------------------------------------------------'
    
    -- Cyrus Kick - f + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 26      | 29       | 3         | -4         |
    '-------------------------------------------------------------------'
    NOTE: The frames for this move could be wrong in the game.  It has "5.00" 
    listed as its damage when it should be "2.00"
    
    -- Butcher Slash - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 26      | 29       | 3         | -4         |
    '-------------------------------------------------------------------'
    
    -- Grundy Crush - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 30      | 26       | 78        | 7          |
    '-------------------------------------------------------------------'
    
    -- Gut Punch - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 11      | 10       | 17        | 3          |
    '-------------------------------------------------------------------'
    
    -- Rising Backhand - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 8       | 24       | 66        | -12        |
    '-------------------------------------------------------------------'
    
    -- Low Hook - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 19      | 23       | 38        | -9         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                          S O L O M O N  G R U N D Y
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Hinge Kick - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 12      | 32       | -6        | -18        |
    '-------------------------------------------------------------------'
    
    -- Quick Kick - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 15      | 25       | 15        | 35         |
    '-------------------------------------------------------------------'
    
    -- Double Boot - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 14      | 32       | 45        | -10        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                               S O L O M O N  G R U N D Y
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                       S O L O M O N  G R U N D Y
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Grundy Crush - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Grundy Blast - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                        S O L O M O N  G R U N D Y
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Heavy Hand - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 13      | 41       | -9        | -16        |
    '-------------------------------------------------------------------'
    
    -- Driven To Kill - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 17      | 21       | 14        | -7         |
    '-------------------------------------------------------------------'
    
    -- Destroy - L, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 17      | 21       | 77        | 1          |
    '-------------------------------------------------------------------'
    
    -- Face of Evil - L, b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 13      | 22       | 51        | -5         |
    '-------------------------------------------------------------------'
    
    -- Born On a Monday - b + L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.36   | 20      | 27       | 21        | -22        |
    '-------------------------------------------------------------------'
    
    -- Reanimated - f + L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 25      | 19       | 17        | -3         |
    '-------------------------------------------------------------------'
    
    -- No Pain - f + L, M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 34      | 27       | 38        | 7          |
    '-------------------------------------------------------------------'
    
    -- Death To All - f + L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 25      | 17       | 70        | -3         |
    '-------------------------------------------------------------------'
    
    -- Already Dead - b + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 22      | 15       | 80        | -1         |
    '-------------------------------------------------------------------'
    
    -- Rest in Peace - f + M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.75   | 21      | 15       | 18        | -2         |
    '-------------------------------------------------------------------'
    
    -- Slaughter Swamp - f + M, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 20      | 34       | 45        | 0          |
    '-------------------------------------------------------------------'
    
    -- Bad Blood - H, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.50   | 14      | 17       | 77        | -1         |
    '-------------------------------------------------------------------'
    
    -- Dead's Blood - H, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.30   | 28      | 22       | 39        | 12         |
    '-------------------------------------------------------------------'
    
    -- Tombstoned - d + L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 12      | 16       | 43        | -3         |
    '-------------------------------------------------------------------'
    
    -- Swampland - d + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.26   | 39      | 30       | 15        | 1          |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                        S O L O M O N  G R U N D Y
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Cleaver Spin - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 10.00  | 25      | 38       | 40        | -22        |
    '-------------------------------------------------------------------'
    Solomon Grundy spins while moving forward and then cuts his foe with a cleaver 
    that knock the opponent to the ground.
    
    -- Cleaver Spin - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 9.00   | 8       | 26       | 58        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Cleaver Spin will make the cleaver bounce the opponent after the 
    swing.
    
    -- Walking Corpse - b, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 12.00  | 35      | 38       | 11        | -4         |
    '-------------------------------------------------------------------'
    Solomon Grundy dashes forward and grabs his opponent then headbutts the foe.
    
    -- Walking Corpse - b, f, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 7.00   | 0       | 118      | -118      | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Walking Corpse will make Solomon Grundy toss his opponent toward the 
    wall behind him after the headbutt.
    
    -- Grave Rot - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 44       | -44       | N/A        |
    '-------------------------------------------------------------------'
    Green gas will shoot out of Solomon Grundy's back and surround him for a few 
    seconds.  The gas will damage the opponent if the opponent gets near him.  The 
    gas will not stun or stagger an opponent, but it is unblockable.
    
    -- Grave Rot - d, b, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 2.00   | 60      | -62      | 51        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Grave Rot will make the gas take more health from the foe.
    
    -- Dead Air - b, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 10.00  | 21      | 67       | 43        | -42        |
    '-------------------------------------------------------------------'
    Solomon Grundy grabs his foe and tosses the foe behind him.
    
    -- Dead Air - b, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 0.00   | 0       | 27       | 67        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Dead Air will make Solomon Grundy toss the foe upward so that the 
    opponent can be juggled on the way down.  Both throws take the same amount of 
    health from the opponent.
    
    -- Swamp Hands - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 9.00   | 33      | 35       | 28        | 1          |
    '-------------------------------------------------------------------'
    Solomon Grundy stomps the ground and makes zombie hands appear below his foe.  
    The hands hit low and will knock the opponent to the ground.
    
    -- Swamp Hands - d, b, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 6.00   | 13      | 31       | 77        | 2          |
    '-------------------------------------------------------------------'
    Meter Burn Swamp Hands will cause the zombie hands to damage the foe a little 
    less but the hands will hold the opponent in place for a few seconds.
    
    -- To the Grave - d, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 5       | 37       | 54        | N/A        |
    '-------------------------------------------------------------------'
    Solomon Grundy will grab his opponent out of the air and toss the foe behind 
    him.
    
    _______________________________________________________________________________
    SUPER MOVE                                           S O L O M O N  G R U N D Y
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Grave Digger - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 37.00  | 9       | 29       | 40        | N/A        |
    '-------------------------------------------------------------------'
    Solomon Grundy will enter a state of increased speed and defense during his 
    super move.  All of his normal attacks will change to a grab (even air 
    attacks).  If he grabs his opponent, he will cut the opponent with a knife out 
    of his back then slam the opponent into the ground.  Grundy will move toward 
    his opponent then pull a tombstone out of his chest and bash the foe over the 
    head with the tombstone.
    
    _______________________________________________________________________________
    CHARACTER POWER                                      S O L O M O N  G R U N D Y
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- The Pain Chain - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 9.00   | 18      | 31       | 14        | -6         |
    '-------------------------------------------------------------------'
    Solomon Grundy's character power is a close range grab that can be linked to 
    many different grabs.  If no moves are performed, Grundy will fly into the air 
    with his foe and then slam the foe down to the ground.  Depending on which grab 
    sequence he does, Solomon Grundy will get an extra boost in a certain attribute 
    for the remainder of the fight or until he performs another grab that changes 
    the current attribute.
    
    -- Power Chain - f, b, S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 8.80   | 0       | 211      | -211      | -211       |
    '-------------------------------------------------------------------'
    
    -- Power Final Hit - d, f, S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 10.80  | 0       | 249      | -249      | -249       |
    '-------------------------------------------------------------------'
    Increases damage on all attacks if successful.
    
    -- Health Chain - d, d, S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 5.00   | 0       | 256      | -256      | -256       |
    '-------------------------------------------------------------------'
    
    -- Health Final hit - u, u, S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 7.00   | 0       | 313      | -313      | -313       |
    '-------------------------------------------------------------------'
    Reduces damage taken on all attacks if successful.
    
    -- Defense Chain - d, u, S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 6.00   | 0       | 184      | -184      | -184       |
    '-------------------------------------------------------------------'
    
    -- Defense Final Hit - u, d, S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 16.00  | 0       | 143      | -143      | -143       |
    '-------------------------------------------------------------------'
    Reduces block damage taken from all attacks if successful.
    
    _______________________________________________________________________________
    STRATEGY INFO                                        S O L O M O N  G R U N D Y
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Solomon Grundy Forum on TestYourMight.com
    http://www.testyourmight.com/forums/solomon-grundy.239/
    
                 __                                                          [DM23]
                / _\ _   _  _ __    ___  _ __  _ __ ___    __ _  _ __  
    *********** \ \ | | | || '_ \  / _ \| '__|| '_ ` _ \  / _` || '_ \ ************
                _\ \| |_| || |_) ||  __/| |   | | | | | || (_| || | | |
    *********** \__/ \__,_|| .__/  \___||_|   |_| |_| |_| \__,_||_| |_| ***********
                           |_|                                         
    
    First Appearance: Action Comics #1 (June 1938)
    
    _______________________________________________________________________________
    BASIC ATTACKS                                                   S U P E R M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Hook Punch - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 3.00   | 8       | 17       | 18        | -2         |
    '-------------------------------------------------------------------'
    
    -- Overhead Smash - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 10      | 20       | 14        | -4         |
    '-------------------------------------------------------------------'
    
    -- Fist of Justice - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.00   | 10      | 29       | 53        | -6         |
    '-------------------------------------------------------------------'
    
    -- Quick Heat - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 3.00   | 19      | 27       | 11        | -9         |
    '-------------------------------------------------------------------'
    
    -- Kryptonian Strike - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 29      | 29       | 85        | 5          |
    '-------------------------------------------------------------------'
    
    -- Charge Punch - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 29      | 29       | 85        | 5          |
    '-------------------------------------------------------------------'
    
    -- Cross Swipe - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 8       | 33       | 2         | -3         |
    '-------------------------------------------------------------------'
    
    -- Charge Overload - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 30      | 26       | 78        | 7          |
    '-------------------------------------------------------------------'
    
    -- Flying Low - df + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 16      | 38       | 26        | -24        |
    '-------------------------------------------------------------------'
    
    -- Quick Jab - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 6       | 14       | 12        | -2         |
    '-------------------------------------------------------------------'
    
    -- Uppercut - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 9       | 23       | 69        | -9         |
    '-------------------------------------------------------------------'
    
    -- Low Poke - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 12      | 26       | 38        | -9         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                                     S U P E R M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Steel Fist - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 5       | 26       | 0         | -12        |
    '-------------------------------------------------------------------'
    
    -- Double Fist - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 9       | 26       | 13        | -8         |
    '-------------------------------------------------------------------'
    
    -- Hammer Punch - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 11      | 26       | 51        | -4         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                          S U P E R M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                                  S U P E R M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Charge Overhead - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Charge Punch - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                                   S U P E R M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- It's a Bird - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 10      | 16       | 15        | 2          |
    '-------------------------------------------------------------------'
    
    -- Great Purge - L, L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.71   | 15      | 23       | 8         | 1          |
    '-------------------------------------------------------------------'
    
    -- Kryptonite Bash - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 6.32   | 25      | 42       | 21        | -10        |
    '-------------------------------------------------------------------'
    
    -- Speeding Bullet - M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 11      | 28       | 8         | -1         |
    '-------------------------------------------------------------------'
    
    -- The Last Son - M, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 4.51   | 20      | 35       | 64        | -3         |
    '-------------------------------------------------------------------'
    
    -- Unstoppable - b + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.60   | 13      | 25       | 42        | -1         |
    '-------------------------------------------------------------------'
    
    -- Solitude Strikes - f + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.75   | 19      | 25       | 84        | -2         |
    '-------------------------------------------------------------------'
    
    -- Steel Rush - f + M, d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 1.90   | 16      | 21       | 47        | -4         |
    '-------------------------------------------------------------------'
    
    -- Man of Steel - f + M, d + L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 6.32   | 27      | 27       | 53        | 5          |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                                   S U P E R M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Super Breath - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.00  | 20      | 13       | 44        | 1          |
    '-------------------------------------------------------------------'
    Superman steps forward and breathes a gust of wind with his super breath.  This 
    will knock an opponent to the other side of the arena.
    
    -- Super Breath - d, b, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.00  | 10      | 18       | 71        | -3         |
    '-------------------------------------------------------------------'
    Meter Burn Super Breath will make Superman breathe a chilly breath that will 
    damage and freeze his opponent allowing him to hit the foe afterwards.
    
    -- Heat Vision - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 26      | 10       | 46        | -22        |
    '-------------------------------------------------------------------'
    
    -- Heat Vision - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 8.00   | 0       | 0        | 59        | 10         |
    '-------------------------------------------------------------------'
    
    -- Heat Vision (air) - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 25      | 40       | 12        | -47        |
    '-------------------------------------------------------------------'
    
    -- Heat Vision (air) - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 8.00   | 0       | 0        | 38        | -11        |
    '-------------------------------------------------------------------'
    Superman fires his heat vision from his eyes in a laser that starts downward 
    and moves upwards.  He can perform this in the air or on the ground.  Meter 
    Burn Heat Vision will make Superman fire out a shot that will make his opponent 
    fly backwards after the burn.
    
    -- Rising Grab - d, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.62   | 11      | 31       | 10        | -8         |
    '-------------------------------------------------------------------'
    Superman flies upwards and grabs his foe then tosses the opponent to the 
    ground.  This can grab any opponent that is in the air - jumping or being 
    juggled.
    
    -- Rising Grab - d, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 8.58   | 0       | 117      | -117      | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Rising Grab will make Superman fly higher and slam the opponent to 
    the ground.
    
    -- Flying Punch - b, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.00   | 21      | 22       | 52        | -16        |
    '-------------------------------------------------------------------'
    Superman rushes forward and punches his opponent.
    
    -- Flying Punch - b, f, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 14      | 39       | 12        | -33        |
    '-------------------------------------------------------------------'
    Meter Burn Flying Punch will make Superman perform an overhead punch and 
    uppercut after the first punch.
    
    -- Flying Smash (air) - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 9.00   | 16      | 16       | 48        | -27        |
    '-------------------------------------------------------------------'
    Superman flies diagonally downward from the air with both fists and slams into 
    the opponent.
    
    -- Flying Smash (air) - d + H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 7.20   | 0       | 131      | -131      | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Flying Smash will make Superman grab the opponent by the neck and 
    then slam the foe into the ground.
    
    -- Heat Zap - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 12.00  | 38      | -42      | 69        | 19         |
    '-------------------------------------------------------------------'
    Superman leans back and collects a heat vision blast then fires out a heat 
    vision projectile forward.
    
    -- Low Scoop - d, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 5.00   | 16      | 24       | 77        | -26        |
    '-------------------------------------------------------------------' 
    Superman uses an arm to scoop his opponent up by the legs and then tosses the 
    foe into the air.  The attack allows for juggling after the opponent is thrown 
    into the air.
    
    _______________________________________________________________________________
    SUPER MOVE                                                      S U P E R M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Kryptonian Crush - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 38.00  | 105     | 61       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Superman flies forward and grabs the opponent then uppercuts his foe all the 
    way up into outer space.  He flies up toward the opponent then spikes the foe 
    back down to Earth.
    
    _______________________________________________________________________________
    CHARACTER POWER                                                 S U P E R M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Fury of Krypton - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | 0       | 21       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Superman's attacks take off more damage for a limited amount of time once this 
    power is activated.  Superman will have a red aura around him.  
    
    -- Air Dash - f, f or b, b
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Superman can dash forward or backward while in the air.
    
    _______________________________________________________________________________
    STRATEGY INFO                                                   S U P E R M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Superman Forum on TestYourMight.com
    http://www.testyourmight.com/forums/superman.235/
    
       __    __                _             __    __                        [DM24]
      / / /\ \ \___  _ __   __| | ___ _ __  / / /\ \ \___  _ __ ___   __ _ _ __  
    * \ \/  \/ / _ \| '_ \ / _` |/ _ \ '__| \ \/  \/ / _ \| '_ ` _ \ / _` | '_ \ **
       \  /\  / (_) | | | | (_| |  __/ |     \  /\  / (_) | | | | | | (_| | | | |
    **  \/  \/ \___/|_| |_|\__,_|\___|_|      \/  \/ \___/|_| |_| |_|\__,_|_| |_| *
    
    First Appearance: All Star Comics #8 (Dec-Jan 1941) (December 1941)
    
    _______________________________________________________________________________
    BASIC ATTACKS (LASSO)                                    W O N D E R  W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Warrior's Jab - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 3.00   | 8       | 18       | 18        | -2         |
    '-------------------------------------------------------------------'
    
    -- Amazon's Fist - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 9       | 31       | -1        | -7         |
    '-------------------------------------------------------------------'
    
    -- Shin Kick - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 5.00   | 14      | 14       | 22        | -3         |
    '-------------------------------------------------------------------'
    
    -- Cross Punch - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 12      | 12       | 8         | 4          |
    '-------------------------------------------------------------------'
    
    -- Lasso Slam - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 17      | 27       | 46        | -5         |
    '-------------------------------------------------------------------'
    
    -- Amazon's Blast - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 30      | 27       | 87        | 7          |
    '-------------------------------------------------------------------'
    
    -- Amazon's Heel - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 30      | 26       | 78        | 7          |
    '-------------------------------------------------------------------'
    
    -- Knee Chop - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 0.50   | 6       | 14       | 12        | -2         |
    '-------------------------------------------------------------------'
    
    -- Rising Lasso - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 14      | 27       | 73        | -9         |
    '-------------------------------------------------------------------'
    
    -- Leg Takedown - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 11      | 23       | 32        | -6         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BASIC ATTACKS (SWORD)                                    W O N D E R  W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Blade Slice - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 3.00   | 7       | 17       | 2         | -2         |
    '-------------------------------------------------------------------'
    
    -- Sword Poke - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 16      | 18       | 18        | 8          |
    '-------------------------------------------------------------------'
    
    -- Amazon's Boot - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.00   | 18      | 21       | 40        | 3          |
    '-------------------------------------------------------------------'
    
    -- Edge Swing - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 11      | 16       | 67        | 0          |
    '-------------------------------------------------------------------'
    
    -- Low Stab - b + Y
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 5.00   | 14      | 20       | 16        | 1          |
    '-------------------------------------------------------------------'
    
    -- Warrior's Strike - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 12.45  | 29      | 18       | 86        | -5         |
    '-------------------------------------------------------------------'
    
    -- Amazon's Attack - f + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 3.00   | 6       | 12       | 7         | 3          |
    '-------------------------------------------------------------------'
    
    -- Warrior's Bash - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 30      | 12       | 78        | 7          |
    '-------------------------------------------------------------------'
    
    -- Low Poke - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 7       | 14       | 12        | 3          |
    '-------------------------------------------------------------------'
    
    -- Upward Stab - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 8       | 24       | 72        | -12        |
    '-------------------------------------------------------------------'
    
    -- Sword Sweep - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 8       | 26       | 41        | -1         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS (LASSO)                                      W O N D E R  W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Quick Kick - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 5       | 30       | -4        | -16        |
    '-------------------------------------------------------------------'
    
    -- Boot Bash - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 11      | 30       | 9         | -12        |
    '-------------------------------------------------------------------'
    
    -- Lasso Slam - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 14      | 29       | 47        | -8         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS (SWORD)                                      W O N D E R  W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Quick Kick - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 5       | 15       | 5         | 21         |
    '-------------------------------------------------------------------'
    
    -- Air Slice - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 11      | 22       | 17        | -4         |
    '-------------------------------------------------------------------'
    
    -- Sword Slam - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 8       | 22       | 54        | 0          |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                   W O N D E R  W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    NOTE: Wonder Woman switches back to Lasso after any throw.
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                           W O N D E R  W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Amazon's Heel - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Amazon's Blast - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS (LASSO)                                    W O N D E R  W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Entrapment - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 11      | 24       | 8         | 2          |
    '-------------------------------------------------------------------'
    
    -- Ends of the Earth - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 20      | 36       | 29        | -1         |
    '-------------------------------------------------------------------'
    
    -- Demi God - b + L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 10      | 24       | 13        | 3          |
    '-------------------------------------------------------------------'
    
    -- Gods and Mortals - b + L, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 11      | 26       | 78        | -1         |
    '-------------------------------------------------------------------'
    
    -- Warrior Princess - d + L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 7       | 16       | 20        | -1         |
    '-------------------------------------------------------------------'
    
    -- Destiny Calling - M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.75   | 7       | 16       | 84       | -9          |
    '-------------------------------------------------------------------'
    
    -- Hephaestus Rush - b + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.90   | 16      | 35       | 30        | -4         |
    '-------------------------------------------------------------------'
    
    -- Athena's Wisdom - H, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.75   | 11      | 24       | 70        | 2          |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS (SWORD)                                    W O N D E R  W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Double Edge - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 14      | 24       | 12        | -3         |
    '-------------------------------------------------------------------'
    
    -- Fires of Hestia - L, L, b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 11      | 16       | 66        | 0          |
    '-------------------------------------------------------------------'
    
    -- Go in Peace - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 6.32   | 20      | 31       | 32        | 2          |
    '-------------------------------------------------------------------'
    
    -- War of the Gods - f + L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 10      | 19       | 16        | 2          |
    '-------------------------------------------------------------------'
    
    -- Strength of the Sword - f + L, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 4.51   | 24      | 40       | 8         | -7         |
    '-------------------------------------------------------------------'
    
    -- Eyes of the Hunter - M, b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.75   | 11      | 16       | 66        | 0          |
    '-------------------------------------------------------------------'
    
    -- Weeping Angel - M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.75   | 24      | 26       | 10        | 0          |
    '-------------------------------------------------------------------'
    
    -- By the Gods - M, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 6.32   | 23      | 51       | 30        | -17        |
    '-------------------------------------------------------------------'
    
    -- Aegis Wrath - b + M, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 6.65   | 16      | 37       | 48        | -8         |
    '-------------------------------------------------------------------'
    
    -- Justice - b + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 6.65   | 18      | 27       | 37        | -4         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES (LASSO)                                    W O N D E R  W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Straight Tiara - b, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 7.00   | 17      | 36       | -12       | -14        |
    '-------------------------------------------------------------------'
    Wonder Woman takes off her tiara and tosses it forward like a boomerang.
    
    -- Straight Tiara - b, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 3.00   | 6       | 10       | 12        | 3          |
    '-------------------------------------------------------------------'
    Meter Burn Straight Tiara will make the tiara hit the opponent two times - on 
    the way forward and back.
    
    -- Amazonian Uppercut - d, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.80   | 18      | 36       | 70        | -18        |
    '-------------------------------------------------------------------'
    Wonder Woman flies diagonally upward with a punch.
    
    -- Amazonian Uppercut - d, f, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.12   | 32      | 46       | 43        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Amazonian Uppercut will make Wonder Woman perform a horizontal 
    dashing air punch after the first punch.
    
    -- Amazonian Smash (air) - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 8.00   | 16      | 25       | 2         | -5         |
    '-------------------------------------------------------------------'
    From the air, Wonder Woman will fly diagonally downward with a punch.
    
    -- Amazonian Smash (air) - d, b, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.00   | 3       | 31       | 69        | -14        |
    '-------------------------------------------------------------------'
    Meter Burn Amazonian Smash will make Wonder Woman fly diagonally upwards after 
    the first hit to hit the opponent again and knock the foe to the ground.
    
    -- Lasso Grab - d, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 12.00  | 24      | 14       | 53        | 14         |
    '-------------------------------------------------------------------'
    Wonder Woman swings her lasso forward and catches her opponent then brings the 
    opponent toward her.  She performs an uppercut to knock the foe to the ground.
    
    -- Lasso Grab - d, f, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 15.00  | 0       | 213      | -213      | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Lasso Grab will make Wonder Woman grab and hold the opponent then 
    taunt her foe shortly before tossing the opponent back to the ground.  The foe 
    will have a dizziness (stars) above the head - at that time Wonder Woman will 
    take off more damage and her foe will take off less damage with attacks for a 
    few seconds.
    
    -- Lasso Spin - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 20      | 25       | 57        | -9         |
    '-------------------------------------------------------------------'
    Wonder Woman spins and knocks her opponent into the air with an uppercut.  The 
    opponent is open to juggling while airborne after the attack.
    
    -- Bracelets of Submission - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 4       | 19       | -67       | -35        |
    '-------------------------------------------------------------------'
    Wonder Woman will parry a projectile or attack while holding her bracelets 
    upwards.  After a parry, her fists will have a yellow glow around them and her 
    punch attacks will take off more damage per hit for a limited amount of time.
    
    -- Up Tiara - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 7.00   | 17      | 38       | 339       | -16        |
    '-------------------------------------------------------------------'
    
    -- Down Tiara (air) - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 17      | 54       | -30       | -32        |
    '-------------------------------------------------------------------'
    Wonder Woman tosses her tiara diagonally upward while on the ground and 
    diagonally downward while in the air.
    
    -- Straight Tiara (air) - b, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 7.00   | 15      | 54       | -30       | -32        |
    '-------------------------------------------------------------------'
    Wonder Woman tosses her tiara forward like a boomerang while up in the air. 
    This attack cannot be Meter Burned like her ground forward tiara toss.
    
    -- Demigoddess' Might (air) - d, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.00  | 15      | 39       | 21        | -14        |
    '-------------------------------------------------------------------'
    While in the air, Wonder Woman performs a dashing punch forward.
    
    _______________________________________________________________________________
    SPECIAL MOVES (SWORD)                                    W O N D E R  W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Shield Toss - b, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 7.00   | 17      | 27       | -2        | -4         |
    '-------------------------------------------------------------------'
    Wonder Woman tosses her shield forward like a boomerang.
    
    -- Shield Toss - b, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 3.00   | 6       | 11       | 11        | 0          |
    '-------------------------------------------------------------------'
    Meter Burn Shield Toss will cause Wonder Woman's shield to hit on the way back.
    
    -- Amalthea Bash - b, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.00   | 11      | 20       | 9         | -12        |
    '-------------------------------------------------------------------'
    Wonder Woman performs a shield ram forward.
    
    -- Amalthea Bash - b, f, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 21      | 18       | 61        | 9          |
    '-------------------------------------------------------------------'
    Meter Burn Amalthea Bash will cause Wonder Woman to perform a second shield ram 
    after the first.
    
    -- Shield Strike - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.81   | 1       | 30       | -46       | -12        |
    '-------------------------------------------------------------------'
    Wonder Woman swings her shield forward for a close range shield attack that can 
    also parry attacks.  Once parried, Wonder Woman will perform a sword strike.  
    She can perform her sword strike parry with a M and H button tap for two extra 
    hits.
    
    -- Up Shield - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 7.00   | 17      | 27       | -3        | -4         |
    '-------------------------------------------------------------------'
    
    -- Down Shield (air) - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 17      | 49       | -25       | -25        |
    '-------------------------------------------------------------------'
    Wonder Woman tosses her shield diagonally upward while on the ground and 
    diagonally downward while in the air.
    
    _______________________________________________________________________________
    SUPER MOVE                                               W O N D E R  W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Justice Javelin - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 37.85  | 126     | 39       | 20        | -13        |
    '-------------------------------------------------------------------'
    Wonder Woman rushes forward and hits her opponent with her shield then wraps 
    her foe up with her lasso.  Two Amazonians appear and attack her opponent then 
    Wonder Woman ends the combination with a forward pull with her lasso followed 
    by an uppercut with her sword.
    
    _______________________________________________________________________________
    CHARACTER POWER                                          W O N D E R  W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Style Change - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 29       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Wonder Woman's character power allows her to equip her shield or lasso.  It is 
    basically a style change like Nightwing's character power.
    
    -- Air Dash - f, f or b, b
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Wonder Woman can dash forward or backward while in the air.
    
    _______________________________________________________________________________
    STRATEGY INFO                                            W O N D E R  W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Wonder Woman Forum on TestYourMight.com
    http://www.testyourmight.com/forums/wonder-woman.238/
    
                           ___         _          _        _                 [DM25]
                          / __\  __ _ | |_  __ _ (_) _ __ | |
    ******************** /__\// / _` || __|/ _` || || '__|| | *********************
                        / \/  \| (_| || |_| (_| || || |   | |
    ******************* \_____/ \__,_| \__|\__, ||_||_|   |_| *********************
                                           |___/             
    
    _______________________________________________________________________________
    BASIC ATTACKS                                                     B A T G I R L
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Oracle Jab - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 2.50   | 7       | 11       | 28        | 0          |
    '-------------------------------------------------------------------'
    
    -- Chest Breaker - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.50   | 11      | 11       | 15        | -3         |
    '-------------------------------------------------------------------'
    
    -- Spin Kick - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 13      | 15       | 49        | 3          |
    '-------------------------------------------------------------------'
    
    -- Low Blow - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 3.50   | 14      | 31       | 3         | -7         |
    '-------------------------------------------------------------------'
    
    -- Elbow Drop - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 3.00   | 15      | 14       | 9         | 0          |
    '-------------------------------------------------------------------'
    
    -- Straight Justice - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 15.50  | 30      | 24       | 77        | 8          |
    '-------------------------------------------------------------------'
    
    -- Final Fist - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.50   | 8       | 15       | 19        | -5         |
    '-------------------------------------------------------------------'
    
    -- Academic Pain - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.50  | 28      | 15       | 65        | 5          |
    '-------------------------------------------------------------------'
    
    -- Knee Buster - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.50   | 8       | 13       | 12        | 0          |
    '-------------------------------------------------------------------'
    
    -- Debonair Strike - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.50   | 9       | 27       | 66        | -14        |
    '-------------------------------------------------------------------'
    
    -- Crisis Kick - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 11      | 27       | 36        | -9         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                                       B A T G I R L
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Flying Kick - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 6       | 12       | 6         | 22         |
    '-------------------------------------------------------------------'
    
    -- Double Down - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 6       | 14       | 14        | -7         |
    '-------------------------------------------------------------------'
    
    -- Bat-Boots - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 10      | 11       | 10        | 10         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                            B A T G I R L
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                                    B A T G I R L
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Academic Pain - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Straight Justice - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                                     B A T G I R L
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Oracle's Visions - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.30   | 6       | 12       | 19        | -3         |
    '-------------------------------------------------------------------'
    
    -- Miss Gordon - L, L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.96   | 14      | 10       | 22        | -3         |
    '-------------------------------------------------------------------'
    
    -- All Star - L, L, u + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 12      | 30       | 25        | -15        |
    '-------------------------------------------------------------------'
    
    -- No Man's Land - L, L, u + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 2.57   | 12      | 11       | 69        | 1          |
    '-------------------------------------------------------------------'
    
    -- Secret Identity - L, L, u + M, d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 1.71   | 13      | 28       | 18        | -8         |
    '-------------------------------------------------------------------'
    
    -- Foxy Origin - L, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | !8      | 24       | 55        | 5          |
    '-------------------------------------------------------------------'
    
    -- Gotham Knight-ess - L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.33   | 7       | 14       | 11        | -4         |
    '-------------------------------------------------------------------'
    
    -- Red Handed - L, M, b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 6.77   | 18      | 8        | 67        | 1          |
    '-------------------------------------------------------------------'
    
    -- Ballad of Babs - L, M, b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 4.51   | 19      | 6        | 57        | -6         |
    '-------------------------------------------------------------------'
    
    -- Dressed to Thrill - b + L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.22   | 13      | 17       | 67        | -2         |
    '-------------------------------------------------------------------'
    
    -- The Killing Joke - M, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.38   | 12      | 11       | 23        | 2          |
    '-------------------------------------------------------------------'
    
    -- Pretty in Black - M, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 15      | 21       | 60        | -4         |
    '-------------------------------------------------------------------'
    
    -- Dark Secrets - M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.12   | 13      | 17       | 65        | -3         |
    '-------------------------------------------------------------------'
    
    -- Mentor's Method - b + M, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.03   | 14      | 10       | 60        | 3          |
    '-------------------------------------------------------------------'
    
    -- No Joke - b + M, u + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.12   | 11      | 13       | 75        | -7         |
    '-------------------------------------------------------------------'
    
    -- The Hard Way - b + M, d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 2.85   | 11      | 6        | 30        | -6         |
    '-------------------------------------------------------------------'
    
    -- DeTangled - f + M, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.38   | 9       | 11       | 20        | -2         |
    '-------------------------------------------------------------------'
    
    -- Noir Thrill - f + M, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.96   | 11      | 14       | 68        | -4         |
    '-------------------------------------------------------------------'
    
    -- Virus Purge - f + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 13      | 10       | 63        | -2         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                                     B A T G I R L
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Smoke Bomb - d, d, H
    -- Air Smoke Bomb - d, d, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.00  | 15      | 18       | 23        | -18        |
    '-------------------------------------------------------------------'
    Batgirl will disappear with a puff of smoke then zip down from above her foe 
    with her grapple gun and then grab the opponent and kick off the opponent to 
    knock the foe back.
    
    -- Smoke Bomb - d, d, H (MB)
    -- Air Smoke Bomb - d, d, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 67       | -67       | -67        |
    '-------------------------------------------------------------------'
    Meter Burn Smoke Bomb will cause Batgirl to stick the opponent with the grapple 
    cable and leave the opponent hanging in air for a few seconds after she kicks 
    off the foe.
    
    -- Batarang - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 6.00   | 19      | -59      | -3        | -5         |
    '-------------------------------------------------------------------'
    Batgirl tosses a Batarang forward.
    
    -- Batarang - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.41  | 12      | 30       | 19        | -9         |
    '-------------------------------------------------------------------'
    Meter Burn Batarang will cause Batgirl to toss three Batarangs toward the 
    ground after the first toss.
    
    -- Batarang - d, b, L (MB), u
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.84  | 12      | -57       | 38        | -9        |
    '-------------------------------------------------------------------'
    Press up after the Meter Burn Batarang will cause Batgirl to toss three 
    Batarangs upwards after the first toss.
    
    -- Flying Bat - d, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 6       | 26       | 58        | -17        |
    '-------------------------------------------------------------------'
    Batgirl performs an upward shoulder strike and hits her foe with her arm 
    blades.
    
    -- Flying Bat - d, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 9        | -9        | -9         |
    '-------------------------------------------------------------------'
    Meter Burn Flying Bat will make Batgirl return to the ground after the flying 
    uppercut so that she may juggle her foe while the opponent falls from the first 
    attack.
    
    -- Redemption - b, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.51  | 24      | 15       | -8        | 1          |
    '-------------------------------------------------------------------'
    Batgirl lunges forward with a punch and then performs another five punches to 
    knock her foe to the ground.
    
    -- Redemption - b, f, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.47   | 22      | 20       | 80        | -5         |
    '-------------------------------------------------------------------'
    Meter Burn Redemption will cancel the final punch and make Batgirl perform an 
    uppercut as the final hit of the punch sequence, which allows her to juggle the 
    opponent on the way down.
    
    -- Bat-Evade - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        |  0.00  | 0       | 16       | -16       | -16        |
    '-------------------------------------------------------------------'
    Batgirl does a spinning jump backwards.  From this evasion move, she can 
    perform the moves listed below.
    
    -- Flying Kick - L (during Bat Evade)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 10.00  | 10      | 27       | 47        | 9          |
    '-------------------------------------------------------------------'
    Batgirl tosses out a smoke bomb and performs a flying kick forward while in the 
    air.
    
    -- Scatter Bombs - M (during Bat Evade)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 12.00  | 14      | 60       | 15        | -39        |
    '-------------------------------------------------------------------'
    Batgirl tosses out a group of scatter bombs in front of her much like Batman's 
    scatter bomb air move.
    
    -- Dive Kick - H (during Bat Evade)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 3       | 15       | 40        | -15        |
    '-------------------------------------------------------------------'
    Batgirl tosses out a smoke bomb and performs a diving kick diagonally 
    downwards.
    
    -- Meter Burn - MB (during Bat Evade)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.00  | 9       | 18       | 23        | -27        |
    '-------------------------------------------------------------------'
    Tapping Meter Burn during the Bat-Evade will make Batgirl perform her air Smoke 
    Bomb move.  Batgirl will disappear with a puff of smoke then zip down from 
    above her foe with her grapple gun and then grab the opponent and kick off the 
    opponent to knock the foe back.
    
    -- Bat-Wheel - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 10.36  | 12      | 19       | 6         | -41        |
    '-------------------------------------------------------------------'
    Batgirl performs a cartwheel kick forward and hits the opponent twice and then 
    she performs a spinning punch that hits her foe overhead.
    
    -- Low Punch - d (during Bat-Wheel)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.66   | 18      | -18      | 36        | 18         |
    '-------------------------------------------------------------------'
    Tapping down while Batgirl performs her Bat-Wheel will make Batgirl end the 
    move with a sweep instead of a spinning punch.
    
    -- Side Kick - u (during Bat-Wheel)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 13.07  | 12      | -12      | 62        | 12         |
    '-------------------------------------------------------------------'
    Tapping up while Batgirl performs her Bat-Wheel will make Batgirl end the move 
    with a forward kick instead of a spinning punch.
    
    -- Bab's Bola - b, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 35      | -67      | 57        | 3          |
    '-------------------------------------------------------------------'
    Batgirl tosses out two batarangs with a cord around them that will coil around 
    her opponent if it hits her foe and cause the opponent to remain tied up in 
    place for a few seconds before the opponent can break free.
    
    -- Bab's Bola - b, f, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 6.00   | 0       | -67      | -65       | -67        |
    '-------------------------------------------------------------------'
    Meter Burn Bab's Bola will make Batgirl detonate the batarangs.  The explosion 
    will damage the opponent and cause the foe to fly into the air and allow 
    Batgirl to juggle the opponent on the way down.  
    
    _______________________________________________________________________________
    SUPER MOVE                                                        B A T G I R L
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- High-Wire Act - FS + MB (in air)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 30.90  | 102     | 53       | 14        | -18        |
    '-------------------------------------------------------------------'
    Batgirl will strike forward with her electrified knuckles to stun her foe.  
    After stunning the foe, she will take out a bat object and strap it to the 
    opponent.  She will climb on the opponent back as two cables shoot of the bat 
    object and attach to the ground below the opponent.  Batgirl will fire her 
    grapple gun into the air and take her opponent into the air with her while the 
    cables on the ground stretch.  While up high in the air with the moon in the 
    background, Batgirl will release her opponent.  The foe will fall quickly to 
    the ground as the cables retract and slam into the ground then Batgirl will 
    fall on the foe with her foot blades.
    
    _______________________________________________________________________________
    CHARACTER POWER                                                   B A T G I R L
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Gotham's Gauntlets - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 0.00   | 0       | 36       | -36       | -36        |
    '-------------------------------------------------------------------'
    Pressing the S button will make Batgirl cycle between her punch blades and her 
    electrified knuckles.  She will always start out with her punch blades.  Unlike 
    other characters with weapon changes, Batgirl will still perform the same 
    attacks with either weapon equipped.  Punch blades will make Batgirl take off 
    the most damage with her normal attacks.  Electrified knuckles will cause her 
    to take off less damage when the opponent is hit with an attack but the 
    electrified knuckles will increase block damage per attack when her foe guards.
    
    _______________________________________________________________________________
    STRATEGY INFO                                                           L O B O
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Lobo Forum on TestYourMight.com
    http://www.testyourmight.com/forums/batgirl.375/
    
    
                                 __         _                                [DM26]
                                / /   ___  | |__    ___ 
    ************************** / /   / _ \ | '_ \  / _ \ **************************
                              / /___| (_) || |_) || (_) |
    ************************* \____/ \___/ |_.__/  \___/ **************************
    
    _______________________________________________________________________________
    BASIC ATTACKS                                                           L O B O
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Violent Jab - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 3.00   | 7       | 16       | 1         | -1         |
    '-------------------------------------------------------------------'
    
    -- Headhunter Hook - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 12      | 26       | 6         | -8         |
    '-------------------------------------------------------------------'
    
    -- Quick Cutter - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 11      | 31       | 2         | -9         |
    '-------------------------------------------------------------------'
    
    -- Shin Strike - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 2.00   | 10      | 24       | 11        | -9         |
    '-------------------------------------------------------------------'
    
    -- Czarnian Might - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 25      | 31       | 15        | -4         |
    '-------------------------------------------------------------------'
    
    -- One-Shot - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 30      | 32       | 73        | 12         |
    '-------------------------------------------------------------------'
    
    -- Butt Head - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 20      | 29       | 2         | -3         |
    '-------------------------------------------------------------------'
    
    -- Lock and Load - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 31      | 29       | 69        | 13         |
    '-------------------------------------------------------------------'
    
    -- Gut Buster - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 6       | 17       | 9         | -1         |
    '-------------------------------------------------------------------'
    
    -- Rising Hook - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 11      | 25       | 74        | -14        |
    '-------------------------------------------------------------------'
    
    -- Bad Trip - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 13      | 30       | 27        | -14        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                                             L O B O
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Flying Boot - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 5       | 28       | -2        | -14        |
    '-------------------------------------------------------------------'
    
    -- Space Kick - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 8       | 26       | 11        | -10        |
    '-------------------------------------------------------------------'
    
    -- Dawg Punch - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 9       | 28       | 49        | -6         |
    '-------------------------------------------------------------------'
    
    -- Party Crasher - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 9       | 28       | 49        | -6         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                                  L O B O
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                                          L O B O
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Lock and Load - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- One-Shot - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                                           L O B O
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Mindless Violence - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 13      | 23       | 7         | 1          |
    '-------------------------------------------------------------------'
    
    -- Bad Boy - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 7       | 37       | 7         | -7         |
    '-------------------------------------------------------------------'
    
    -- Worthless Scum - L, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.12   | 23      | 23       | 57        | 6          |
    '-------------------------------------------------------------------'
    
    -- Lights Out - L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.75   | 10      | 31       | 21        | 2          |
    '-------------------------------------------------------------------'
    
    -- Hired Gun - L, M, L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 9.03   | 13      | 22       | 10        | 10         |
    '-------------------------------------------------------------------'
    
    -- Feetal's Gizz - b + L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.55   | 24      | 26       | 60        | 4          |
    '-------------------------------------------------------------------'
    
    -- Disemboweled - b + L, M, L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 8.12   | 26      | 34       | 4         | 1          |
    '-------------------------------------------------------------------'
    
    -- Skull Rider - M, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 4.75   | 16      | 35       | 0         | -18        |
    '-------------------------------------------------------------------'
    
    -- Game Over - M, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 26      | 40       | 30        | -23        |
    '-------------------------------------------------------------------'
    
    -- Mister Machete - b + M, L + u
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 6.65   | 30      | 22       | 74        | -8         |
    '-------------------------------------------------------------------'
    
    -- Space Dolphins - f + M, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 13      | 41       | 0         | -11        |
    '-------------------------------------------------------------------'
    
    -- Rampage - f + M, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 31      | 37       | 37        | -3         |
    '-------------------------------------------------------------------'
    
    -- The Last Czarnian - f + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 4.75   | 25      | 26       | 37        | -8         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                                           L O B O
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Spin Cycle - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 11.00  | 12      | 22       | 14        | 12         |
    '-------------------------------------------------------------------'
    Lobo grabs his opponent out of the air and swings the opponent then tosses his 
    foe to the other side of the stage.
    
    -- Spin Cycle - d, b, L (MB)
    -- Spin Cycle - d, b, L (MB), b
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 14.00  | 0       | N/A      | -125      | -125       |
    '-------------------------------------------------------------------'
    Meter Burn Spin Cycle causes Lobo to swing the opponent even more and toss the 
    opponent for greater damage.  Press back on the controller to make Lobo toss 
    the opponent in the opposite direction.
    
    NOTE: When you press back, press toward the direction that you grabbed the 
    opponent from in order to throw the opponent forward.
    
    -- Pump Shot - d, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 9.00   | 17      | 38       | 1         | -1         |
    '-------------------------------------------------------------------'
    Lobo takes out his shotgun and fires forward (high) with it.  If nuclear shells 
    are loaded, Lobo will take off more damage and the blast will knock the 
    opponent down.
    
    -- Mid Pump Shot - d, f, L, b
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 6       | 41       | 2         | -9         |
    '-------------------------------------------------------------------'
    Lobo takes out his shotgun and fires forward (mid) with it.  If nuclear shells 
    are loaded, Lobo will take off more damage and the blast will knock the 
    opponent down.
    
    -- Low Pump Shot - d, f, L, d
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 5.00   | 5       | 32       | 28        | -9         |
    '-------------------------------------------------------------------'
    Lobo takes out his shotgun and fires downward with it and knock the opponent 
    down.  If nuclear shells are loaded, Lobo will take off more damage and the 
    blast will bounce the opponent into the air for possible juggling.
    
    -- Pump Shot - d, f, L (MB)
    -- Mid Pump Shot - d, f, L, b (MB)
    -- Low Pump Shot - d, f, L, d (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.00   | 16      | 29       | 34        | 2          |
    '-------------------------------------------------------------------'
    Meter Burn Pump Shot will make Lobo perform another shot forward after 
    whichever of the shots he did first.  The second shot will always be directly 
    forward.
    
    -- Czarnian Toss - d, b, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 19      | 27       | 28        | -11        |
    '-------------------------------------------------------------------'
    Lobo grabs the opponent by the leg and tosses his foe into the air behind him.
    
    -- Czarnian Toss - d, b, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 8.00   | 0       | 83       | -83       | -83        |
    '-------------------------------------------------------------------'
    Meter Burn Czarnian Toss causes Lobo to leap into the air after the throw and 
    spike his opponent down to the ground for a ground bounce.
    
    -- Space Hook - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 23      | 40       | 8         | -14        |
    '-------------------------------------------------------------------'
    Lobo strikes his chain forward and pulls his opponent in then blasts his foe 
    with his shotgun.  If nuclear shells are loaded, the shotgun blast will take 
    off greater damage.
    
    -- Space Hook - d, b, M (MB)
    -- Space Hook - d, b, M (MB), b
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 15.00  | 0       | 119      | -119      | -119       |
    '-------------------------------------------------------------------'
    Meter Burn Space Hook will cause Lobo to grab the opponent after pulling them 
    in with the chain and toss the foe to the ground.  This only takes off 1% more 
    than the normal version with nuclear shells loaded.
    
    -- Low Space Hook - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 10.00  | 20      | 32       | 14        | -16        |
    '-------------------------------------------------------------------'
    Lobo strikes his chain forward and downward and grab the opponent around the 
    leg then pull the foe to the ground as he pulls the opponent toward him.  Lobo 
    will perform a stomp to the opponent's head.
    
    -- Low Space Hook - d, b, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 8.00   | 0       | 106      | -106      | -106       |
    '-------------------------------------------------------------------'
    Meter Burn Low Space Hook will cause Lobo to perform an extra stomp after the 
    first stomp once the opponent is on the ground near him.
    
    -- Hook Charge - b, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.75   | 16      | 30       | 11        | -25        |
    '-------------------------------------------------------------------'
    Lobo strikes the ground in front of him with his chain and then pull himself 
    forward and rams.
    
    -- Hook Charge - b, f, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 12.00  | 8       | 26       | 44        | 3          |
    '-------------------------------------------------------------------'
    Meter Burn Hook Charge will make Lobo perform a faster ram forward after he 
    pulls himself forward.  The ram will take off more damage.
    
    _______________________________________________________________________________
    SUPER MOVE                                                              L O B O
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- The Main Man - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 32.80  | 126     | 47       | 1         | -14        |
    '-------------------------------------------------------------------'
    Lobo hits the opponent with his chain and then rams the opponent with his bike. 
    While the foe is the air, Lobo shoots the opponent with his shotgun then laughs 
    as the opponent falls to the ground behind his bike.  He steps on the gas and 
    causes flames to shoot out of the back of his bike and burn his foe.  Lobo 
    flips off the opponent that is being burned shortly before he takes off forward 
    with his bike.  The flame burst knocks the opponent to the other side of the 
    stage.
    
    _______________________________________________________________________________
    CHARACTER POWER                                                         L O B O
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Nuclear Shells - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 49       | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Each time Lobo fires his shotgun with ANY attack that uses the shotgun, he will 
    fire off nuclear shells.  The gun icon will be glowing near Lobo's super bar 
    when it is equipped with nuclear shells.  The shotgun will take off greater 
    damage when Lobo fires with nuclear shells loaded.
    
    Lobo must reload his shotgun with nuclear shells each time he fire or else he 
    will only fire out a normal blast that will take less damage.  Nuclear shells 
    will often knock down the opponent or make the foe bounce.  ANY special moves, 
    combo attack or basic attack that involve a shotgun blast will use the nuclear 
    shells and take off more damage if they are loaded.  Even his throw will take 
    off more damage with nuclear shells in the chamber of his gun.
    
    _______________________________________________________________________________
    STRATEGY INFO                                                           L O B O
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Lobo Forum on TestYourMight.com
    http://www.testyourmight.com/forums/lobo.374/
    
    
                                            _    _                           [DM27]
                        /\/\    __ _  _ __ | |_ (_)  __ _  _ __  
    ****************** /    \  / _` || '__|| __|| | / _` || '_ \ ******************
                      / /\/\ \| (_| || |   | |_ | || (_| || | | |
                      \/    \/ \__,_||_|    \__||_| \__,_||_| |_|
                                       _                    _              
                  /\/\    __ _  _ __  | |__   _   _  _ __  | |_  ___  _ __ 
                 /    \  / _` || '_ \ | '_ \ | | | || '_ \ | __|/ _ \| '__|
                / /\/\ \| (_| || | | || | | || |_| || | | || |_|  __/| |   
    *********** \/    \/ \__,_||_| |_||_| |_| \__,_||_| |_| \__|\___||_| **********
    
    _______________________________________________________________________________
    BASIC ATTACKS                                  M A R T I A N  M A N H U N T E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Space Punch - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 3.00   | 8       | 23       | 2         | -7         |
    '-------------------------------------------------------------------'
    
    -- Alien Jab - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 12      | 22       | 14        | -6         |
    '-------------------------------------------------------------------'
    
    -- Mars Kick - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.00   | 10      | 28       | 41        | -2         |
    '-------------------------------------------------------------------'
    
    -- Ankle Breaker - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 5.00   | 11      | 21       | 13        | -6         |
    '-------------------------------------------------------------------'
    
    -- Martian Slam - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 18      | 37       | 20        | -19        |
    '-------------------------------------------------------------------'
    
    -- Trauma Punch - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 12.45  | 29      | 24       | 65        | 10         |
    '-------------------------------------------------------------------'
    
    -- Ravage Blow - f + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 5       | 16       | 3         | 0          |
    '-------------------------------------------------------------------'
    
    -- Heel Drop - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 11      | 18       | 41        | -3         |
    '-------------------------------------------------------------------'
    
    -- Powering Overhead - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 30      | 18       | 62        | 8          |
    '-------------------------------------------------------------------'
    
    -- Quick Pain - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 6       | 15       | 11        | -1         |
    '-------------------------------------------------------------------'
    
    -- Double Punch - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 7       | 26       | 53        | -10        |
    '-------------------------------------------------------------------'
    
    -- Mental Trip - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 12      | 27       | 9         | -13        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                  M A R T I A N  M A N H U N T E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Martian Grab - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 10.00  | 13      | 23       | 18        | -10        |
    '-------------------------------------------------------------------'
    Martian Manhunter grabs forward while extending his arm (low grab).  If he 
    grabs his opponent's leg, he will slam the foe into the ground behind him.
    
    -- Martian Grab - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 6.00   | 0       | N/A      | 32        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Martian Grab will cause Martian Manhunter to slam his opponent with 
    greater force making the opponent bounce off the ground and set the opponent up 
    for juggling after the slam.
    
    -- Psyche Orb - d, f, L
    -- Close Psyche Orb - d, f, L, b
    -- Mid Psyche Orb - d, f, L, f
    -- Far Psyche Orb - d, f, L, u
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.00   | 13      | 43       | 47        | 35         |
    '-------------------------------------------------------------------'
    Martian Manhunter forms an orb of telekinetic energy that detonates after a few 
    seconds.  The orb will damage the opponent if that character stands near the 
    orb when it detonates.
    
    -- Psyche Orb - d, f, L (MB)
    -- Close Psyche Orb - d, f, L, b (MB)
    -- Mid Psyche Orb - d, f, L, f (MB)
    -- Far Psyche Orb - d, f, L, u (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.00   | 11      | 43       | 68        | 25         |
    '-------------------------------------------------------------------'
    Meter Burn Psyche Orb will make Martian Manhunter create a more powerful 
    telekinetic orb that will detonate on contact with the opponent or explode 
    after a few seconds.  The Meter Burn version of the orb has a reddish color and 
    last longer than the normal Psyche Orb.
    
    -- Alien Pillar - d, b, M
    -- Close Alien Pillar - d, b, M, b
    -- Far Alien Pillar - d, b, M, f
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.00   | 22      | 31       | 45        | -17        |
    '-------------------------------------------------------------------'
    Martian Manhunter holds up one of his hands and summons a gust of telekinetic 
    energy from the ground.  This telekinetic energy will cause the opponent to 
    bounce upwards if it hits.
    
    -- Alien Pillar - d, b, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.00   | 12      | 24       | 70        | 0          |
    '-------------------------------------------------------------------'
    Meter Burn Alien Pillar will cause Martian Manhunter to hold up both of his 
    hands and unleash a gust of telekinetic energy that will move out of the ground 
    below the opponent.  This version will appear below the ground wherever the 
    opponent currently stands and bounces the opponent very slightly higher than 
    the normal version.
    
    -- Full Alien Pillar - d, b, M, u
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.00   | 22      | 31       | 45        | -17        |
    '-------------------------------------------------------------------'
    By pressing up after performing the Alien Pillar move, the gust of telekinetic 
    energy will appear on the ground a full screen away from Martian Manhunter.
    
    -- Telekinetic Strike - d, d, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 8.00   | 29      | 18       | 16        | -9         |
    '-------------------------------------------------------------------'
    Martian Manhunter holds up his hand and sends down a focused bolt of 
    telekinetic energy down to the ground in front of him.
    
    -- Telekinetic Strike - d, d, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 10.00  | 13      | 6        | 21        | 4          |
    '-------------------------------------------------------------------'
    Meter Burn will cause three bolts of telekinetic energy to fall down from the 
    air above the opponent.  Martian Manhunter is basically performing all three 
    types of Telekinetic Strikes at once.
    
    -- Close Telekinetic Strike - d, d, M, b
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 8.00   | 29      | 18       | 13        | -9         |
    '-------------------------------------------------------------------'
    The telekinetic bolt lands near Martian Manhunter.
    
    -- Far Telekinetic Strike - d, d, M, f
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 8.00   | 29      | 18       | 21        | -4         |
    '-------------------------------------------------------------------'
    The telekinetic bolt lands on the ground at the other side of the screen.
    
    -- Psionic Push - b, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.00   | 14      | 32       | 44        | -6         |
    '-------------------------------------------------------------------'
    Martian Manhunter charges his telekinetic energy and sends out a short-range 
    blast in front of him as he holds up his hand.  This blast will knock the 
    opponent to the other side of the screen.
    
    -- Psionic Push - b, f, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 6.40   | 0       | N/A      | 14        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Psionic Blast will cause Martian Manhunter to teleport into the air 
    after the Psionic Push hits and then knock his opponent to the ground with a 
    powerful punch.
    
    -- Phase Charge - b, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.70   | 23      | 38       | 50        | -19        |
    '-------------------------------------------------------------------'
    Martian Manhunter dashes forward and phases out then cause the opponent to 
    phase out and fall out of the air if this move hits.
    
    -- Phase Charge - b, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 9.69   | 0       | N/A      | 60        | N/A        |
    '-------------------------------------------------------------------'
    Besides taking more damage, the Meter Burn Phase Charge will cause the opponent 
    to fall out of the air slowly and open the foe up to juggling after the Phase 
    Charge.
    
    -- Phase Assault - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 28      | 36       | 56        | -36        |
    '-------------------------------------------------------------------'
    Martian Manhunter phases into the ground and reappears below his opponent then 
    uppercuts the foe into the air.  This allows for juggling as the opponent falls 
    if the uppercut hits.
    
    -- Phase Assault (air) - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 28      | 36       | 23        | -36        |
    '-------------------------------------------------------------------'
    Martian Manhunter can perform his Phase Assault in the air.
    
    -- Downward Phase Assault - d, b, H, d
    -- Downward Phase Assault (air) - d, b, H, d
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 8.00   | 26      | 36       | 43        | -8         |
    '-------------------------------------------------------------------'
    By pressing up directly after performing the Phase Assault, Martian Manhunter 
    will teleport into the air above his opponent and then perform a downward punch 
    from the air - notice that this move is overhead.  It can be done on the ground 
    or in the air just like the normal phase assault.
    
    _______________________________________________________________________________
    COMBO ATTACKS                                  M A R T I A N  M A N H U N T E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    -- Shattered Psyche - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 10      | 17       | 2         | -2         |
    '-------------------------------------------------------------------'
    
    -- Ravaged World - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 6.32   | 18      | 25       | 35        | 2          |
    '-------------------------------------------------------------------'
    
    -- Alien Invasion - L, L, u + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.71   | 13      | 34       | 35        | -28        |
    '-------------------------------------------------------------------'
    
    -- Sole Survivor - f + L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 11      | 19       | 16        | -5         |
    '-------------------------------------------------------------------'
    
    -- Big Green Buddy - f + L, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 6.32   | 28      | 21       | 47        | 1          |
    '-------------------------------------------------------------------'
    
    -- Light to the Light - b + L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.55   | 13      | 29       | 45        | 1          |
    '-------------------------------------------------------------------'
    
    -- Darkness in the Heart - M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 15      | 21       | 14        | -1         |
    '-------------------------------------------------------------------'
    
    -- Stranded - M, M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 8.12   | 22      | 18       | 12        | -4         |
    '-------------------------------------------------------------------'
    
    -- Extraterrestrial - M, M, b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 31      | 24       | 54        | 4          |
    '-------------------------------------------------------------------'
    
    -- Zero Hour - b + M, H, H, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 8.47   | 13      | 32       | 25        | -6         |
    '-------------------------------------------------------------------'
    
    -- Clear Mind - f + M, d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 6.30   | 18      | 26       | 15        | -10        |
    '-------------------------------------------------------------------'
    
    -- Reckoning - f + M, u + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.50   | 16      | 26       | 45        | -14        |
    '-------------------------------------------------------------------'
    
    -- Bloodwynd - f + M, u + L, L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 7.69   | 10      | 45       | 0         | -11        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                    M A R T I A N  M A N H U N T E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    -- Sole Crush - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 7       | 14       | 7         | 23         |
    '-------------------------------------------------------------------'
    
    -- Flying Fist - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 8       | 21       | 12        | -9         |
    '-------------------------------------------------------------------'
    
    -- Air Claw - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 8       | 27       | 49        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                         M A R T I A N  M A N H U N T E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 13        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 13        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                 M A R T I A N  M A N H U N T E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Powering Overhead - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Trauma Punch - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SUPER MOVE                                     M A R T I A N  M A N H U N T E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Son of Mars - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 33.75  | 19      | 33       | 0         | -17        |
    '-------------------------------------------------------------------'
    Martian Manhunter punches forward with both of hands.  If the hit is 
    successful, both characters teleport to Mars.  Martian Manhunter changes into 
    his opponent then punches the opponent twice - once from the front and then 
    another punch from the back.  Martian Manhunter uppercuts the dazed foe into 
    the air and then grows and meets the opponent into the air with two rocks in 
    each hand then smashes his foe in between the two rocks.  The opponent falls 
    back down to the arena floor once teleported back.
    
    _______________________________________________________________________________
    CHARACTER POWER                                M A R T I A N  M A N H U N T E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Alien Mobility - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | 0       | 0        | 0         | N/A        |
    '-------------------------------------------------------------------'
    Martian Manhunter's eyes glow red and any attack that is performed will make 
    his limbs stretch out further to make his attacks cover a greater distance.  
    His arms and legs will stretch during each normal attack performed for a 
    limited time.
    
    -- Air Dash - f, f or b, b
    -- Air Dash - f, f or b, b (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    Martian Manhunter can dash while in the air.  If the Meter Burn button is 
    pressed following an air dash, Martian Manhunter will perform an extra dash 
    afterwards at the cost of one bar of meter.  He can keep chaining Meter Burn 
    dashes after an air dash so long as he has enough meter to Meter Burn.  Keep in 
    mind that he can only Meter Burn an AIR DASH, not a ground dash.
    
    _______________________________________________________________________________
    STRATEGY INFO                                  M A R T I A N  M A N H U N T E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Martian Manhunter Forum on TestYourMight.com
    http://www.testyourmight.com/forums/martian-manhunter.389/
    
    
                      __                           _                         [DM28]
                     / _\  ___  ___   _ __  _ __  (_)  ___   _ __  
    **************** \ \  / __|/ _ \ | '__|| '_ \ | | / _ \ | '_ \ ****************
                     _\ \| (__| (_) || |   | |_) || || (_) || | | |
    **************** \__/ \___|\___/ |_|   | .__/ |_| \___/ |_| |_| ***************
                                           |_|                     
    _______________________________________________________________________________
    BASIC ATTACKS                                                   S C O R P I O N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Cross Punch - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 2.00   | 6       | 14       | 3         | -1         |
    '-------------------------------------------------------------------'
    
    -- Neck Chop - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 9       | 22       | 14        | -6         |
    '-------------------------------------------------------------------'
    
    -- Hell Spin - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 18      | 15       | 22        | 9          |
    '-------------------------------------------------------------------'
    
    -- Shin Blast - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 2.00   | 16      | 25       | 0         | -9         |
    '-------------------------------------------------------------------'
    
    -- Axe Kick - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 9.00   | 25      | 25       | 52        | -7         |
    '-------------------------------------------------------------------'
    
    -- Inner Power - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 29      | 27       | 51        | 4          |
    '-------------------------------------------------------------------'
    
    -- Lethal Legs - f + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 8       | 22       | -4        | -8         |
    '-------------------------------------------------------------------'
    
    -- Doom Slice - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 15      | 25       | 11        | -9         |
    '-------------------------------------------------------------------'
    
    -- Blade Overhead - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 31      | 25       | 54        | 6          |
    '-------------------------------------------------------------------'
    
    -- Punishing Jab - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 8       | 14       | 12        | -1         |
    '-------------------------------------------------------------------'
    
    -- Toasty Poke - df + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 2.00   | 6       | 13       | 10        | 0          |
    '-------------------------------------------------------------------'
    
    -- Uppercut Fury - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 10      | 24       | 74        | -14        |
    '-------------------------------------------------------------------'
    
    -- Front Sweep - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 9       | 27       | 26        | -8         |
    '-------------------------------------------------------------------'
    
    -- Gut Pain - df + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.00   | 9       | 24       | 4         | -9         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                                   S C O R P I O N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Bloody Spear - b, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 8.60   | 14      | -24      | 35        | -35        |
    '-------------------------------------------------------------------'
    Scorpion tosses out a spear to hook his opponent.  The hook will take damage if 
    it hits and Scorpion will reel in his opponent then perform a flaming uppercut 
    to hit his foe.
    
    -- Bloody Spear - b, f, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 0       | 12       | 71        | -12        |
    '-------------------------------------------------------------------'
    Meter Burn Bloody Spear will make Scorpion cancel his flaming uppercut and 
    allow a player to combo the opponent after Scorpion reels in his foe after the 
    spear impale.
    
    -- Hell Fire - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 6.00   | 26      | 32       | -1        | N/A        |
    '-------------------------------------------------------------------'
    Scorpion summons an unblockable flame from below his opponent that will burn 
    his opponent if the foe stands in place.
    
    -- Hell Fire - d, b, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 9.00   | 5       | 32       | -1        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Hell Fire will cause Scorpion to summon an even bigger flame that 
    will take more damage and reduce the startup animation for this move.  This 
    move can hit a player that is on the ground after a knockdown (OTG (Off the 
    Ground).
    
    -- Teleport Punch - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 23      | 11       | 26        | -21        |
    '-------------------------------------------------------------------'
    Scorpion jumps out of the screen behind him then teleports behind his opponent 
    and punches the opponent from behind while landing.
    
    -- Teleport Punch - d, b, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.25   | 7       | 21       | 59        | 9          |
    '-------------------------------------------------------------------'
    Meter Burn Teleport Punch will cause Scorpion to perform an elbow followed by 
    an uppercut after the teleport.  Meter Burning the move will reduce the startup 
    animation for it.
    
    -- Teleport Punch (air) - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 25      | 11       | 24        | -26        |
    '-------------------------------------------------------------------'
    While in the air, Scorpion jumps out of the screen behind him then teleports 
    behind his opponent and punches the opponent from behind while landing.  The 
    main difference here is that Scorpion falls from the air down toward his 
    opponent while jump punching his foe.
    
    -- Teleport Punch (air) - d, b, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.25   | 7       | 21       | 59        | 9          |
    '-------------------------------------------------------------------'
    Meter Burn Teleport Punch (air) will cause Scorpion to perform an elbow 
    followed by an uppercut after the teleport.  Scorpion will teleport back to the 
    ground to perform the elbow and uppercut.
    
    -- Leg Takedown - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 10.00  | 15      | 46       | 16        | -21        |
    '-------------------------------------------------------------------'
    Scorpion will slide toward his opponent then take them to the ground with his 
    legs.
    
    -- Flip Kick - d, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.00   | 10      | 19       | 31        | -1         |
    '-------------------------------------------------------------------'
    Scorpion performs a back flip while kicking upwards with his flaming feet.
    
    -- Air Throw - d + T (in the air)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Unblockable| 9.00   | 8       | 4        | 25        | 10         |
    '-------------------------------------------------------------------'
    Scorpion grabs his foe while in the air then tosses the foe to the ground.  
    This is an actual air grab that can only be done in the air.  It can be added 
    to a combo.
    
    _______________________________________________________________________________
    COMBO ATTACKS                                                   S C O R P I O N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Eternal Vengeance - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 14      | 18       | 18        | 3          |
    '-------------------------------------------------------------------'
    
    -- Torment - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 14      | 21       | 15        | -3         |
    '-------------------------------------------------------------------'
    
    -- Damnation - L, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 14      | 25       | 56        | -1         |
    '-------------------------------------------------------------------'
    
    -- Burning Soul - f + L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 10      | 20       | -1        | 0          |
    '-------------------------------------------------------------------'
    
    -- Dead End - f + L, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 12      | 22       | 36        | 8          |
    '-------------------------------------------------------------------'
    
    -- Bloodbath - b + L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.65   | 8       | 28       | 52        | -12        |
    '-------------------------------------------------------------------'
    
    -- Underworld - M, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 10      | 15       | 19        | 5          |
    '-------------------------------------------------------------------'
    
    -- Brimstone - M, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 8.12   | 15      | 39       | 21        | -6         |
    '-------------------------------------------------------------------'
    
    -- Gravedigger - M, u + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 6.65   | 14      | 28       | 19        | 4          |
    '-------------------------------------------------------------------'
    
    -- Doom Blade - f + M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 14      | 43       | -8        | -18        |
    '-------------------------------------------------------------------'
    
    -- Soulless - f + M, M, d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 6.32   | 13      | 26       | 37        | -11        |
    '-------------------------------------------------------------------'
    
    -- Revenge - f + M, M, u + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.09   | 13      | 36       | 21        | -12        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                                     S C O R P I O N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Flying Revenge - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 5       | 17       | 5         | -7         |
    '-------------------------------------------------------------------'
    
    -- Painless Slam - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 8       | 21       | 18        | -3         |
    '-------------------------------------------------------------------'
    
    -- Souless Slice - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 8       | 21       | 55        | 1          |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                          S C O R P I O N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 19        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 19        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                                  S C O R P I O N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Blade Overhead - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Inner Power - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SUPER MOVE                                                      S C O R P I O N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Welcome to the Netherrealm - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 33.75  | 133     | 36       | 14        | -7         |
    '-------------------------------------------------------------------'
    Scorpion kicks his opponent from behind and teleports him and his foe to the 
    Netherrealm.  While him and his foe are on an island made of hard rocks in the 
    middle of a pool of lava, Scorpion holds up his arms to summon to rocks pillars 
    on each side of the island.  He shoots out two spears to grab his opponent then 
    sends out two fire waves along the spears to burn his foe.  Scorpion slams his 
    opponent into the left rock pillar then into the right rock pillar and then 
    slams the foe to the rock floor as they both teleport back to the arena.
    
    _______________________________________________________________________________
    CHARACTER POWER                                                 S C O R P I O N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Shroud of Flames - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.00   | 24      | 0        | 22        | -4         |
    '-------------------------------------------------------------------'
    Scorpion summons flames that surround his upper torso.  The flames make an 
    explosion at first that can hit a close opponent and the flames will damage an 
    opponent that is near Scorpion anytime after that until the flames extinguish 
    after a few seconds.  The flames will hit a close range opponent and they are 
    unblockable.  This character power can actually be used to chain some attack 
    combinations - you can perform it in the middle of a combo to link it.
    
    _______________________________________________________________________________
    STRATEGY INFO                                                   S C O R P I O N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Scorpion Forum on TestYourMight.com
    http://www.testyourmight.com/forums/scorpion.376/
    
                      _____        _                                         [DM29]
                     / _  /  __ _ | |_  __ _  _ __   _ __    __ _ 
    **************** \// /  / _` || __|/ _` || '_ \ | '_ \  / _` | ****************
                      / //\| (_| || |_| (_| || | | || | | || (_| |
    **************** /____/ \__,_| \__|\__,_||_| |_||_| |_| \__,_| ****************
    
    Want to see a Zatanna section in my guide.  I usually buy a character JUST so I 
    can add that character's section to my guide but I'm not this time since I 
    don't have the spare money.  If you want to see Zatanna here then buy her for 
    me.  Send $5 to my Paypal address and I will add her.
    
    Paypal Address: berserker_kev@yahoo.com
    I also have a Paypal link on the right hand side of my blog as you scroll down: 
    www.berserkersblog.blogspot.com
    _______________________________________________________________________________
    BASIC ATTACKS                                                     Z A T A N N A
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _______________________________________________________________________________
    AIR ATTACKS                                                       Z A T A N N A
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _______________________________________________________________________________
    THROWS                                                            Z A T A N N A
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _______________________________________________________________________________
    BOUNCE CANCELS                                                    Z A T A N N A
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _______________________________________________________________________________
    COMBO ATTACKS                                                     Z A T A N N A
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _______________________________________________________________________________
    SPECIAL MOVES                                                     Z A T A N N A
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _______________________________________________________________________________
    SUPER MOVE                                                        Z A T A N N A
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _______________________________________________________________________________
    CHARACTER POWER                                                   Z A T A N N A
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _______________________________________________________________________________
    STRATEGY INFO                                                     Z A T A N N A
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
                                   _____          _                          [DM30]
                                  / _  / ___   __| |
    ***************************** \// / / _ \ / _` | ******************************
                                   / //\ (_) | (_| |
    ***************************** /____/\___/ \__,_| ******************************
    _______________________________________________________________________________
    BASIC ATTACKS                                                             Z O D
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Super Jab - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 3.00   | 9       | 9        | 11        | 7          |
    '-------------------------------------------------------------------'
    
    -- Low Blow - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 0.00   | 11      | 25       | 0         | -9         |
    '-------------------------------------------------------------------'
    
    -- Crisis Kick - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 9.00   | 10      | 23       | 29        | 2          |
    '-------------------------------------------------------------------'
    
    -- Leg Breaker - b + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 3.00   | 12      | 27       | 0         | -11        |
    '-------------------------------------------------------------------'
    
    -- Rifle Smash - b + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 20      | 35       | -1        | -15        |
    '-------------------------------------------------------------------'
    
    -- Round House - b + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 33      | 26       | 52        | 5          |
    '-------------------------------------------------------------------'
    
    -- Quick Trip - f + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 5.00   | 15      | 12       | 22        | -3         |
    '-------------------------------------------------------------------'
    
    -- Downward Slam - f + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 31      | 12       | 65        | 12         |
    '-------------------------------------------------------------------'
    
    -- Low Punch - d + L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 7       | 10       | 16        | -1         |
    '-------------------------------------------------------------------'
    
    -- Flying Fist - d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 11      | 21       | 55        | -10        |
    '-------------------------------------------------------------------'
    
    -- Shin Kick - d + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 7.00   | 15      | 29       | 20        | -11        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    AIR ATTACKS                                                               Z O D
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    -- Jump Kick - L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.00   | 5       | 20       | 0         | -12        |
    '-------------------------------------------------------------------'
    
    -- Elbow Drop - M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 6       | 26       | 13        | -8         |
    '-------------------------------------------------------------------'
    
    -- Double Down - H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 11.00  | 13      | 26       | 51        | -4         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    THROWS                                                                    Z O D
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Forward Throw - f + T or f + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    -- Reverse Throw - T or b + L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Throw      | 11.00  | 10      | 21       | 14        | -5         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    BOUNCE CANCELS                                                            Z O D
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Downward Slam - f, f, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    -- Round House - b, b, MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | N/A    | N/A     | N/A      | N/A       | N/A        |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    COMBO ATTACKS                                                             Z O D
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    -- Military Leader - L, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 12      | 21       | 8         | -3         |
    '-------------------------------------------------------------------'
    
    -- The Last Days - L, L, d + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 6.32   | 19      | 18       | 20        | 5          |
    '-------------------------------------------------------------------'
    
    -- Absolute Power - L, L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 19      | 21       | 11        | -5         |
    '-------------------------------------------------------------------'
    
    -- Supreme Ruler - L, L, M, L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 3.64   | 17      | 38       | 48        | -8         |
    '-------------------------------------------------------------------'
    
    -- Phantom Survivor - L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 15      | 27       | 0         | -6         |
    '-------------------------------------------------------------------'
    
    -- Impossible - L, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 12      | 33       | 13        | -7         |
    '-------------------------------------------------------------------'
    
    -- The Hunter - b + L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.85   | 16      | 23       | 21        | -8         |
    '-------------------------------------------------------------------'
    
    -- Darkness Reign - b + L, M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.32   | 16      | 24       | 36        | -7         |
    '-------------------------------------------------------------------'
    
    -- High Command - M, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 2.00   | 12      | 19       | 14        | 6          |
    '-------------------------------------------------------------------'
    
    -- Betrayal - M, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 4.75   | 11      | 27       | 51        | -8         |
    '-------------------------------------------------------------------'
    
    -- The Glory of Krypton - M, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 0.00   | 12      | -14      | 20        | 1          |
    '-------------------------------------------------------------------'
    
    -- You Will Fall - M, M, L + H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.25   | 17      | 37       | 48        | -8         |
    '-------------------------------------------------------------------'
    
    -- Fallen Kryptonian - f + M, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 1.90   | 12      | 26       | 19        | -6         |
    '-------------------------------------------------------------------'
    
    -- I Will Kill You - f + M, L, u + M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 18      | 35       | 52        | -20        |
    '-------------------------------------------------------------------'
    
    -- You Are A Fool! - f + M, L, u + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.05   | 8       | 35       | 27        | -19        |
    '-------------------------------------------------------------------'
    
    -- Tyrant - f + M, L, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.51   | 14      | 26       | 46        | -4         |
    '-------------------------------------------------------------------'
    
    -- Fallen General - b + M, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.50   | 15      | 22       | 62        | 2          |
    '-------------------------------------------------------------------'
    
    -- I Always Win - d + L, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 4.75   | 13      | 15       | 20        | -1         |
    '-------------------------------------------------------------------'
    
    _______________________________________________________________________________
    SPECIAL MOVES                                                             Z O D
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Side Arm - b, f, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 6.00   | 19      | 2        | 15        | -14        |
    '-------------------------------------------------------------------'
    Zod takes out his plasma run and fires a plasma burst forward.
    
    -- Side Arm - b, f, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 6.83   | 11      | -13      | 26        | 1          |
    '-------------------------------------------------------------------'
    Meter Burn Side Arm will make Zod fire out two additional plasma blasts.
    
    -- Kryptonian Rifle - d, b, L
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 35      | -100     | 57        | -31        |
    '-------------------------------------------------------------------'
    Zod takes out his rifle and fired forth a blast of energy that bounce the 
    opponent if it hits.
    
    -- Kryptonian Rifle - d, b, L (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.70   | 2       | -555     | 49        | -14        |
    '-------------------------------------------------------------------'
    Meter Burn will make Zod fire out two additional blast diagonally upwards. With 
    the basic speed of fire, these will juggle a long range opponent.
    
    -- Fast Kryptonian Rifle - d, b, L, f
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 35      | -556     | 57        | -32        |
    '-------------------------------------------------------------------'
    Zod will fire out a fast energy blast from his rifle.
    
    -- Fast Kryptonian Rifle - d, b, L, f (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.70   | 2       | -555     | 49        | -16        |
    '-------------------------------------------------------------------'
    Meter Burn Fast Kryptonian Rifle will cause Zod to fire out two additional fast 
    energy blasts.  Like the normal speed projectile, this will cause his opponent 
    to bounce on all blast from long range.
    
    -- Slow Kryptonian Rifle - d, b, L, b
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 35      | -556     | 57        | -32        |
    '-------------------------------------------------------------------'
    Zod will fire out a flow energy blast from his rifle.
    
    -- Slow Kryptonian Rifle - d, b, L, b (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.70   | 2       | -555     | 49        | -14        |
    '-------------------------------------------------------------------'
    Meter Burn Slow Kryptonian Rifle will cause Zod to fire out two additional slow 
    energy blasts.  Unlike the other two speeds, the slow version will not juggle 
    an opponent from long range, but it will juggle an opponent for all three blast 
    from close range.
    
    -- Kryptonian Rifle (air) - d, b, L
    -- Fast Kryptonian Rifle (air) - d, b, L, f
    -- Slow Kryptonian Rifle (air) - d, b, L, b
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | High       | 7.00   | 22      | -563     | 64        | -18        |
    '-------------------------------------------------------------------'
    Zod takes out his rifle while in the air and fires an energy blast directly 
    forward.  The speed of the blast can be changed just like the ground version.
    
    -- Kryptonian Rifle (air) - d, b, L (MB)
    -- Fast Kryptonian Rifle (air) - d, b, L, f (MB)
    -- Slow Kryptonian Rifle (air) - d, b, L, b (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 5.70   | 4       | -47      | 58        | 12         |
    '-------------------------------------------------------------------'
    Meter Burn Kryptonian Rifle in the air will cause Zod to fire out two 
    additional energy blast diagonally toward the ground.  Just like the ground 
    version, the air meter burn version can juggle an opponent for multiple blasts.
    
    -- Zod Charge - b, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 19      | 14       | 10        | -15        |
    '-------------------------------------------------------------------'
    Zod flies forward and grab his opponent then flies into the air and slams his 
    foe to the ground.
    
    -- Zod Charge - b, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 15.00  | 0       | 131      | 10        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Zod Charge will cause Zod to cling onto his opponent after the slam 
    and punch the foe in the face two times then knock the opponent away with a 
    heat vision blast.
    
    -- Zod Charge (air) - b, f, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 11.00  | 1       | 46       | 14        | -39        |
    '-------------------------------------------------------------------'
    Zod Charge in the air is basically the same as it is on the ground except Zod 
    will start the move in the air.  He will still grab the opponent then slam the 
    foe to the ground.
    
    -- Zod Charge (air) - b, f, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 15.00  | 0       | 131      | 10        | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Zod Charge in the air is the same as it is on the ground as well 
    basically.  Zod will slam the opponent into the ground the punch his foe twice 
    in the head shortly before blast the opponent away with his heat vision.
    
    -- Ground Blast - d, b, M
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 5.00   | 26      | 27       | 3         | -18        |
    '-------------------------------------------------------------------'
    Zod fires out his heat vision toward the ground and creates a small explosion 
    that can bounce his foe into the air.  All versions of Ground Blast can be 
    charged (hold the button) for some slight delay in the explosion.  While 
    charging, Zod can cancel the blast by dashing forwards or backwards.  This hits 
    low, so be sure to block low.
    
    -- Ground Blast - d, b, M (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 10.61  | 15      | 10       | 15        | 15         |
    '-------------------------------------------------------------------'
    Meter Burn will cause Zod to keep his heat vision focused on the ground after 
    the fire explosion and then move it forward to create several more explosions 
    after the first.  If this hits, the first few explosions will hit the opponent 
    in sequence and then the final blast will bounce the foe.  This move can be 
    delayed by holding the button just like the normal version.
    
    -- Close Ground Blast - d, b, M, b
    -- Far Ground Blast - d, b, M, f
    -- Very Far Ground Blast - d, b, M, u
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 5.00   | 8       | 27       | 3         | -18        |
    '-------------------------------------------------------------------'
    Zod can control the range of his Ground Blast by pressing forward or backwards 
    after performing the command.
    
    -- Close Ground Blast - d, b, M, b (MB)
    -- Far Ground Blast - d, b, M, f (MB)
    -- Very Far Ground Blast - d, b, M, u
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Low        | 10.61  | 15      | 10       | 15        | 15         |
    '-------------------------------------------------------------------'
    Zod can control the range of the Meter Burn version of his Ground Blast just 
    like the normal version.
    
    -- Phantom Strike - b, f, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 7.00   | 13      | 41       | 52        | -1         |
    '-------------------------------------------------------------------'
    Zod steps forward with a palm strike that unleashes Phantom Zone energy from 
    his gauntlet that will knock his opponent to the ground.
    
    -- Phantom Strike - b, f, H (MB)
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 10.45  | 0       | 137      | -137      | N/A        |
    '-------------------------------------------------------------------'
    Meter Burn Phantom Strike will make Zod step forward with a more powerful 
    Phantom Zone energy blast that will trap his opponent in the Phantom Zone. Zod 
    will strike the Phantom Zone crystal with a punch afterwards and send his foe 
    flying to the other side of the screen.
    
    -- General Parry - d, b, H
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 12.00  | 3       | 20       | 13        | N/A        |
    '-------------------------------------------------------------------'
    Zod swings his arm forward in an attempt to parry his opponent's high or mid 
    attack.  For a punch parry, Zod will grab his opponent's arm and turn the 
    opponent around then kick his foe in the leg and twist the opponent's arm 
    shortly before kicking the foe down to the ground.  For a kick parry, Zod will 
    grab his opponent's leg then smash his elbow into the middle of his foe's leg 
    and then punch the foe to the other side of the arena.
    
    _______________________________________________________________________________
    SUPER MOVE                                                                Z O D
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Galactic Destruction - FS + MB
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 35.00  | 12      | 46       | 14        | -18        |
    '-------------------------------------------------------------------'
    Zod flies diagonally up into the air and grabs his opponent.  If successful, 
    Zod will carry his foe into space and slam his opponent all the way through the 
    moon to the other side.  Zod will meet his foe on the other side of the moon 
    and then blast the foe with heat vision to send the opponent back down to 
    Earth.
    
    _______________________________________________________________________________
    CHARACTER POWER                                                           Z O D
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Phantom Wraith - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | N/A        | 0.00   | 5       | N/A      | 0         | N/A        |
    '-------------------------------------------------------------------'
    Zod will use his gauntlet to call forth a Phantom Wraith from the Phantom Zone. 
    The Phantom Wraith will teleport into the area behind his foe.  Zod can only 
    control the Phantom Wraith while Zod is not being hit by an attack or grounded.
    
    -- Wraith Slash - S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Mid        | 5.00   | 13      | N/A      | 1         | N/A        |
    '-------------------------------------------------------------------'
    The Phantom Wraith will slash forward and hit Zod's opponent.
    
    -- Wraith Grab d, f, S or d, b, S
    .-------------------------------------------------------------------.
    | Properties | Damage | Startup | Recovery | Advantage | Advantage  |
    |            |        |         |          | on Hit    | if Guarded |
    +===================================================================+
    | Overhead   | 7.00   | 13      | N/A      | 1         | N/A        |
    '-------------------------------------------------------------------'
    The Phantom Wraith will grab Zod's foe and then bite the opponent from behind.
    
    _______________________________________________________________________________
    STRATEGY INFO                                                             Z O D
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -- Zod Forum on TestYourMight.com
    http://www.testyourmight.com/forums/zod.383/
    
    
    ===============================================================================
                                        _______                              [BM00]
                                       |_____  |
                                        _____| |
                                       |_____  |
                                        _____| |
                                       |_______|
                             B R I E F  M O V E  L I S T
    ===============================================================================
    
    This section list all the moves for each fighter as briefly as possibly.  There 
    are no descriptions here to interfere with your reading while using this as a 
    quick reference for the game.  Everything is listed with the bare minimal 
    notations and should be easily printable for those that just want a move sheet 
    reference.  DLC characters are listed in alphabetical order with the main cast.
    
    _______________________________________________________________________________
                                     A Q U A M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Flounder Fist - L                           Urchin Kick - L
    Trident Push - M                            Air Stab - M
    Trident Spin - H                            Trident Jab - H
    Mera's Fury - b + L
    Trident Slam - b + M                        THROWS
    Whirl Pool - b + H                          ------
    Surface Dwellers - f + L                    
    Stingray Sweep - f + M                      Forward Throw - f + T or f + L + H
    For Neptune - f + H                         Reverse Throw - T or b + L + H
    Shark Strike - d + L
    Rising Trident - d + M                      BOUNCE CANCELS
    Sea Sweep - d + H                           --------------
    
    SPECIAL MOVES                               For Neptune - f, f, MB
    -------------                               Whirl Pool - b, b, MB
    
    Trident Rush - d, f, L (!)                  SUPER MOVE
    From the Deep - d, b, M (!)                 ----------
    Water Shield - d, d, H (!)
    Trident Scoop - d, b, L                     Atlantean Rage - FS + MB
    Trident Toss - b, f, M
                                                CHARACTER POWER
    (!) = Meter Burn                            ---------------
    
    COMBO ATTACKS                               Water of Life - S*
    -------------
                                                * Aquaman recovers faster from
    Seven Seas         - L, L                     attacks allowing him to block
    Aquatic Ace        - L, L, M, H               some combos mid-hit.
    Marine Marvel      - f + L, H
    Tidal Wave         - f + L, H, M
    From the Depths    - b + L, M
    Huzzah             - b + L, M, H
    Tsunami Slam       - M, M
    Atlantean Strength - M, M, H
    Orin Origin        - b + M, u + H
    Deep Sea           - f + M, L + H
    
    _______________________________________________________________________________
                                        A R E S
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Devil's Fist - L                            Spearing Stab - L
    Waring Cross - M                            Crowning Elbow - M
    Thundering Slap - H                         Mighty Hammerfist - H
    Sliding Strike - b + L
    Downward Hammerfist - b + M                 THROWS
    Fierce Gauntlet - b + H                     ------
    Front Knee - f + L                          Forward Throw - f + T or f + L + H
    Savage Uppercut - f + M                     Reverse Throw - T or b + L + H
    Raging Fists - f + H
    Low Sweep - d + L                           BOUNCE CANCELS
    Fearful Cut - d + M                         --------------
    Surprise Strike - d + H
                                                Raging Fists - f, f, MB
    SPECIAL MOVES                               Fierce Gauntlet - b, b, MB
    -------------
                                                SUPER MOVE
    Phase Shifter - d, b, L (!)                 ----------
    God Smack - d, d, M (!)
    Close God Smack - d, d, M, b (!)            Annihilator - FS + MB
    Far God Smack - d, d, M, f (!)
    Dark Energy - d, f, L (!)                   CHARACTER POWER
    Warp Transmission (behind) - d, f, H        ---------------
    Warp Transmission (front) - d, b, H
                                                Straight Sword - hold/tap S
    (!) = Meter Burn                            Downward Sword - hold/tap S, u
                                                Rising Sword - hold/tap S, d
    COMBO ATTACKS                               Straight Axe - hold/tap b + S
    -------------                               Downward Axe - hold/tap b + S, u
                                                Rising Axe - hold/tap b + S, d
    Deity Ruler - L, L
    Supreme General - L, L, M
    Reign of Terror - L, M
    Honor the Gods - L, M, H
    Olympian Might - b + L, H
    Furious Anger - f + L, M
    Bloodshed - f + L, d + H
    Divine Order - M, M
    Cerberus Pain - M, M, H
    Mighty Aggression - b + M, L
    Invading Force - b + M, H
    Bow to Me - f + M, H
    Malevolent Violence - H, d + M
    Immortal Rush - H, H
    
    _______________________________________________________________________________
                                        B A N E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Brute Jab - L                               Demolish - L
    Brute Hammerfist - M                        Crushing - M
    Brute Kick - H                              Pulverize - H
    Shin Splint - b + L                         Body Splash - d + H
    Earthquake Stomp - b + M
    Thundering Dropkick - b + H                 THROWS
    Shattering Cross - f + L                    ------
    Lucho Powerpunch - f + M                    Forward Throw - f + T or f + L + H
    Fist Slam - f + M, d                        Reverse Throw - T or b + L + H
    Devastator - f + H
    Quick Kick - d + L                          BOUNCE CANCELS
    Rising Double Fist - d + M                  --------------
    Fist Trip - d + H                           Devastator - f, f, MB
                                                Thundering Dropkick - b, b, MB
    SPECIAL MOVES
    -------------                               SUPER MOVE
                                                ----------
    Body Press - d, b, f, H (!)
    Raging Charge - b, f, L (!)                 Break the Bat - FS + MB
    Double Punch - b, f, M (!)
    Venom Uppercut - d, b, M (!)                CHARACTER POWER
    Ring Slam - d, b, L                         ---------------
    
    (!) = Meter Burn                            Venom Boost - S*
    
    COMBO ATTACKS                               * Up to three venom doses can be
    -------------                                 taken to increase damage. During
                                                  cooldown Bane will take much less
    Punching Bag - L, L                           damage and opponent will take
    Juiced - L, L, M                              more damage from Bane.
    Feel the Pain - L, L, H
    Bring It - b + L, L
    Bitter Taste - b + L, L, M
    Dead One - L, M
    Final Strike - L, M, H
    Secret Six - M, M
    Venom Strength - M, M, H
    Knightfall - b + M, H
    Master of Disguise - b + M, H
    Veritas Leberat - f + M, d, M
    Infinite Crisis - f + M, d, H
    
    _______________________________________________________________________________
                                     B A T G I R L
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Oracle Jab - L                              Flying Kick - L
    Chest Breaker - M                           Double Down - M
    Spin Kick - H                               Bat-Boots - H
    Low Blow - b + L
    Elbow Drop - b + M                          THROWS
    Straight Justice - b + H                    ------
    Final Fist - f + M
    Academic Pain - f + H                       Forward Throw - T + f or f + L + H
    Knee Buster - d + L                         Reverse Throw - T or b + L + H
    Debonair Strike - d + M
    Crisis Kick - d + H                         BOUNCE CANCELS
                                                --------------
    SPECIAL MOVES
    -------------                               Academic Pain - f, f, MB
                                                Straight Justice - b, b, MB
    Smoke Bomb - d, d, H (!)
    Air Smoke Bomb - d, d, H (!)                SUPER MOVE
    Batarang - d, b, L (!)*                     ----------
    Flying Bat - d, f, M (!)
    Redemption - b, f, H (!)                    High-Wire Act - FS + MB (in air)
    Bat-Evade - d, b, H (!)**
    Bat-Wheel - d, b, M ***                     CHARACTER POWER
    Bab's Bola - b, f, L (!)                    ---------------
    
    (!) = Meter Burn                            Gotham's Gauntlets - S*
      * Hold u during MB to throw upwards
     ** Can follow up with L, M, H or MB        * Switches between punch blades and
    *** Can follow up with d or u                 electrified knuckles.
    
    COMBO ATTACKS
    -------------
    
    Oracle's Visions - L, L
    Miss Gordon - L, L, L
    All Star - L, L, u + M
    No Man's Land - L, L, u + M, H
    Secret Identity - L, L, u + M, d + L
    Foxy Origin - L, L, H
    Gotham Knight-ess - L, M
    Red Handed - L, M, b + M
    Ballad of Babs - L, M, b + H
    Dressed to Thrill - b + L, M
    The Killing Joke - M, L
    Pretty in Black - M, L, M
    Dark Secrets - M, H
    Mentor's Method - b + M, L
    No Joke - b + M, u + H
    The Hard Way - b + M, d + H
    DeTangled - f + M, L
    Noir Thrill - f + M, L, M
    Virus Purge - f + M, H
    
    _______________________________________________________________________________
                                      B A T M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Palm Strike - L                             Flying Knee - L
    Hammer Fist - M                             Straight Kick - M
    Roundhouse - H                              Flip Kick - H
    Crusader Kick - b + L
    Batarang Swipe - b + M                      THROWS
    Flying Kick - b + H                         ------
    Caped Crusade - f + M
    Wheel Kicks - f + H                         Forward Throw - f + T or f + L + H
    Low Jab - d + L                             Reverse Throw - T or b + L + H
    Uppercut - d + M
    Low Hammerfist - d + H                      BOUNCE CANCELS
                                                --------------
    SPECIAL MOVES
    -------------                               Wheel Kicks - f, f, MB
                                                Flying Kick - b, b, MB
    Straight Grapple - d, f + L (!)
    Sky Grapple - d, b, L (!)                   SUPER MOVE
    Batarang - b, f, M (!)                      ----------
    Up Batarang - d, b, M (!)
    Slide Kick - b, f, H (!)                    The Dark Knight - FS + MB
    Scatter Bombs (Air) - d, b, M
    Cape Parry - d, b, H                        CHARACTER POWER
                                                ---------------
    (!) = Meter Burn
                                                Double Jump - u + b or up + f
    COMBO ATTACKS                               Mechanical Bats - S
    -------------                               Release the Bats - S
                                                Bat Swarm - d + S
    Showdown - L, L
    Injustice - L, L, M
    Vengeance - L, L, H
    Tricky Bat - L, M, M
    Intimidation - L, M
    Mind Games - L, M, H
    Millionaire - b + L, L
    High Tech - b + L, L, M
    Darkness - b + L, L, H
    Tragic - M, M
    Caped Crusader - M, M, H
    Stay Down - b + M, H
    Winged Avenger - F + M, H
    
    _______________________________________________________________________________
                                   B L A C K  A D A M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Sweeping Jab - L                            Heavy Knee - L
    Sweeping Backhand - M                       Thundering Axekick - M
    Furious Dropkick - H                        Malicious Dropkick - H
    Knee Strike - b + L
    Vicious Hammerfist - b + M                  THROWS
    Mighty Adam - b + H                         ------
    Vengeful Kick - f + M
    Revolving Contact - f + H                   Forward Throw - f + T or f + L + H
    Outward Strike - d + L                      Reverse Throw - T or b + L + H
    Rising Uppercut - d + M
    Electric Sting - d + H                      BOUNCE CANCELS
                                                --------------
    SPECIAL MOVES
    -------------                               Revolving Contact - f, f, MB
                                                Mighty Adam - b, b, MB
    Lightning Storm - d, f, L (!)
    Black Magic - d, b, L (!)                   SUPER MOVE
    Lightning Cage - d, b, H (!)                ----------
    Lightning Strike - d, f, M (!)
    Close Boot Stomp (air) - d, b, H (!)        Teth-Adam - FS + MB
    Far Boot Stomp (air) - d, f, H (!)
    Lightning Bomb - d, b, M                    CHARACTER POWER
    Close Lightning Bomb - d, b, M, b           ---------------
    Far Lightning Bomb - d, b, M, f
                                                Orbs of Seth - S*
    (!) = Meter Burn
                                                * Unblockable orbs surround Black
    COMBO ATTACKS                                 Adam.
    -------------
    
    Fearless - L, L
    Corruption - L, L, M
    End Phase - L, L, H
    Empty Tomb - L, H
    Black Nile - b + L, M
    Obelisk - M, M
    Sceptre - M, M, H
    Dark Age - M, M, b + L
    Khem-Adam - f + M, H
    Nine Bows - b + M, H
    Ka Servant - b + M, H, u + L
    Eye of Horus - b + M, H, u + M
    Might of Aton - b + M, H, u + H
    Ra Power - b + M, H, u + L + H
    
    _______________________________________________________________________________
                                    C A T W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Quick Claw - L                              Kitty Kicker - L
    Forward Paw - M                             Air Whip - M
    Kashmir Kick - H                            Kill Claws - H
    Tabby Tap - b + L
    Balinese Boot - b + M                       THROWS
    Tail Spin - b + H                           ------
    Calico Cut - f + L
    Pole Cat - f + M                            Forward Throw - f + T or f + L + H
    Siamese Slam - f + H                        Reverse Throw - T or b + L + H
    Whip Trip - df + H
    Sphynx Slice - d + L                        BOUNCE CANCELS
    Mad Manx - d + M                            --------------
    Persian Pounce - d + H
                                                Siamese Slam - f, f, MB
    SPECIAL MOVES                               Tail Spin - b, b, MB
    -------------
                                                SUPER MOVE
    Cat Claws - b, f, L (!)                     ----------
    Cat Dash - b, f, M (!)
    Straight Whip - d, f, L                     Nine Lives - FS + MB
    Up Whip - d, b, L
    High Feline Evade - d, b, M                 CHARACTER POWER
    Low Feline Evade - d, b, M, u               ---------------
    Cat Stance - d, d, H
                                                Cat Scratch - S*
    (!) = Meter Burn
                                                * Catwoman gains scratches randomly
    SPECIAL MOVES (CAT STANCE)                    while attacking or after a dodge.
    --------------------------                    She will perform a combo of up to
                                                  5 hits depending on how many
    Cartwheel - L                                 scratches she has and/or how many
    Up Whip - M                                   times the S button is pressed.
    Pounce - H
    
    COMBO ATTACKS
    -------------
    
    Plaything - L, L
    Cat Style - L, L, M
    Hi Kitty - L, M
    Scratching Post - L, M, M
    Tomcat - L, f + M
    Cat's Eye - L, M, b + H
    Toying With - f + L, L
    Ball of Yarn - f + L, L, M
    Kitty Kitty - f + L, L, M, H
    Crafty - b + L, M, u + H
    Scaredy Cat - b + L, M, u + H
    Purrfect - b + L, M, d + H
    Whiplash - M, d + M
    Curious Cat - M, d + M, L
    You Kitten Me - M d + M, H
    Hellcat - b + M, H
    Fur Tail - f + M, u + H
    Whip Cream - f + M, u + H, L
    Hissing - f + M, d + H
    Pick Pocket - f + M, d + H, L
    Wildcat - H, H
    Safecracker - H, H, b + M
    Kitty-Cornered - H, H, H
    
    _______________________________________________________________________________
                                      C Y B O R G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Micro Chip - L                              Knee Drop - L
    Power Knee - M                              Photon Kick - M
    Jaw Smash - H                               Multiprocessor Slam - H
    Cross Swipe - b + L
    Drone Kick - b + M                          THROWS
    Left Field - b + H                          ------
    Cyber Kick - f + M
    Touchdown - f + H                           Forward Throw - f + T or f + L + H
    Quick Jab - d + L                           Reverse Throw - T or b + L + H
    Rising Fist - d + M
    Cyber Trip - d + H                          BOUNCE CANCELS
                                                --------------
    SPECIAL MOVES
    -------------                               Touchdown - f, f, MB
                                                Left Field - b, b, MB
    Nova Blaster - b, f, L (!)
    Nova Blaster (air) - b, f, L (!)            SUPER MOVE
    Power Fist - d, b, L (!)                    ----------
    Techno Tackle - d, b, f, H (!)
    Sonic Disruptor - d, f, M                   Target Lock - FS + MB
    Up Sonic Disruptor - d, b, M
    Target Acquired - d, d, H                   CHARACTER POWER
    Close Target Acquired - d, d, H, b          ---------------
    Far Target Acquired - d, d, H, f
    Forward Grapple - d, uf                     Repair Circuit - S*
    Back Grapple - d, ub
                                                * Hold the button to make Cyborg
    (!) = Meter Burn                              repair himself (restore health).
    
    COMBO ATTACKS
    -------------
    
    Android - L, L
    Humanity - L, L, M
    Comeback - L, L, H
    Chrome Plated - L, M
    Man Within - L, M, b + M
    Solid Metal - b + L, M
    Blowout - b + L, M, H
    Sideline - f + M, M
    Lost Faith - b + M, H, L
    
    _______________________________________________________________________________
                                 D E A T H S T R O K E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Non-Lethal - L                              Double Knee - L
    Target Kick - M                             Double Kick - M
    Slicing Moon - H                            Razor's Edge - H
    Spinning Kick - b + L
    Rifle Butt - b + M                          THROWS
    Piercing Sun - b + H                        ------
    Assassin's Fist - f + M
    Flying Axe - f + H                          Forward Throw - f + T or f + L + H
    Toe Kick - d + L                            Reverse Throw - T or b + L + H
    Spinning Hook - d + M
    Sweep Kick - d + H                          BOUNCE CANCELS
                                                --------------
    SPECIAL MOVES
    -------------                               Flying Axe - f, f, MB
                                                Piercing Sun - b, b, MB
    Quick Fire - d, f, L (!)
    Low Shots - b, d, L (!)                     SUPER MOVE
    Machine Gun - d, f, M (!)                   ----------
    Upward Machine Gun - d, b, M (!)
    Sword Spin - d, b, H (!)                    Eye For an Eye - FS + MB
    Sword Spin - d, b, H (!) + d
    Quick Fire (air) - d, f, L                  CHARACTER POWER
    Sword Flip - d, f, H                        ---------------
    
    (!) = Meter Burn                            Enhanced Reflexes - S*
    
    COMBO ATTACKS                               * Deathstroke's gunshots become
    -------------                                 unblockable.  During cooldown
                                                  all gunshots miss.
    Carbine - L, M
    Terminator - L, M, H
    High Noon - L, H
    Human Hunting - L, H, M
    Contract Killer - b + L, u + M
    Never Saw It - b + L, d + H
    Tango Down - M, H
    Silent Approach - M, H, L
    Search and Destroy - f + M, H
    Retractable Stock - b + M, M
    Identity Crisis - b + M, M, M
    Checkmate - b + M, H
    Slade Way - b + M, H, f + M
    Cold Steel - H, M
    Diamond Blade - H, M, H
    Kill Confirmed H, M, H, L
    
    _______________________________________________________________________________
                                    D O O M S D A Y
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Smashing Blow - L                           Heavy Hitter - L
    Angry Swipe - M                             Powerdriver - M
    Geyser Lift - H                             Earth Shattering - H
    Hammering Fist - b + L                      Falling Brimstone - d + H
    Heavy Stone - b + M
    Crushing Strike - b + H                     THROWS
    Brute Force - f + M                         ------
    Megaton - f + H
    Low Fist - d + L                            Forward Throw - f + T or f + L + H
    Upward Strike - d + M                       Reverse Throw - T or b + L + H
    Sweeping Hook - d + H
                                                BOUNCE CANCELS
    SPECIAL MOVES                               --------------
    -------------
                                                Megaton - f, f, MB
    Air Snatch - d, f, L (!)                    Crushing Strike - b, b, MB
    Venom - d, f, H (!)
    Upward Venom - d, b, H (!)                  SUPER MOVE
    Earth Shake - d, f, M (!)                   ----------
    Supernova - d, b, M (!)
                                                Mass Destruction - FS + MB
    (!) = Meter Burn
                                                CHARACTER POWER
    COMBO ATTACKS                               ---------------
    -------------
                                                Doom to All - S*
    Complete Destruction - L, L
    Hunter - L, L, M                            * Doomsday forms rock armor and
    Worlds Collide - L, M                         cannot be knocked down.
    Reign Supreme - L, M, H
    Prehistoric Kryptonian - b + L, H
    Crisis - M, M
    The Ultimate - M, M, L + H
    Agony - M, H
    Infinite Power - M, H, d + H
    Alpha-Omega - f + M, H
    Ravage - b + M, H
    Countless Deaths - b + M, H, L
    The Destroyer - H, H
    
    _______________________________________________________________________________
                                   T H E  F L A S H
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Fast Punch - L                              Straight Kick - L
    Lightning Jabs - M                          Air Race - M
    Dashing Elbow - H                           Double Fist - H
    Side Chop - b + M
    Power Kick - b + H                          THROWS
    Spinning Backhand - f + M                   ------
    Flashy Kick - f + H
    Quick Kick - d + L                          Forward Throw - f + T or f + L + H
    Boots Up - d + M                            Reverse Throw - T or b + L + H
    Trip Kick - d + H
                                                BOUNCE CANCELS
    SPECIAL MOVES                               --------------
    -------------
                                                Flashy Kick - f, f, MB
    Speed Dodge - d, b, L (!)                   Power Kick - b, b, MB
    Lightning Charge - b, f, M (!)
    Lightning Kick - d, f, L (!)                SUPER MOVE
    Sonic Pound - d, f, H (!)                   ----------
    Close Sonic Pound - d, f, H, b (!)
    Far Sonic Pound - d, f, H, f (!)            Speed Zone - FS + MB
    Flying Uppercut - d, b, H
    Running Man Stance - d, d, M                CHARACTER POWER
                                                ---------------
    (!) = Meter Burn
                                                Time Loop - S*
    SPECIAL MOVES (RUNNING MAN STANCE)
    ----------------------------------          * Flash speeds himself up to make
                                                  his opponent move in slow motion.
    Lightning Charge - f + L
    Sonic Pound - f + M
    Charging Slide - f + H
    Cancel - b, b
    
    COMBO ATTACKS
    -------------
    
    Speed Force - L, L
    Greased Lightning - L, L, M
    Hot Pursuit - L, L, H
    In a Jiff - L, M
    Light Speed - L, M, H
    Terminal Velocity - M, L
    Quick Step - d + L, d + M
    Natural Disasters - d + L, d + M, d + H
    On the Double - b + M, M
    Roller Coaster - b + M, M, f + H
    Bolt of Lightning - H, M
    Forced Acceleration - f + M, L
    Fastest Man Alive - f + M, L, H
    
    _______________________________________________________________________________
                                  G R E E N  A R R O W
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Outlander - L                               Slicing Bow - L
    Bow Poke - M                                Anchor Point - M
    Bow Slice - H                               Spinning Release - H
    Longbow - b + L
    Quick Slash - b + M                         THROWS
    Satisfaction - b + H                        ------
    Money Shot - f + M
    Canary's Kiss - f + H                       Forward Throw - f + T or f + L + H
    Bow Jab - d + L                             Reverse Throw - T or b + L + H
    Rising Bow - d + M
    Sweep Kick - d + H                          BOUNCE CANCELS
                                                --------------
    SPECIAL MOVES
    -------------                               Canary's Kiss - f, f, MB
                                                Satisfaction - b, b, MB
    Sky Alert - d, b, L (!)
    Dead On (air) - d, b, L (!)                 SUPER MOVE
    Savage Blast - d, b, M (!)                  ----------
    Stinger - b, f, H (!)
    Up Haven Blast - d, f, M (!)                Arsenal Assault - FS + MB
    Hurricane Bow - d, f, L
                                                CHARACTER POWER
    (!) = Meter Burn                            ---------------
    
    COMBO ATTACKS                               Take Aim - S
    -------------                               Frozen Arrow - d, b, S
                                                Electric Arrow - d, f, S
    Minus Ten - L, L                            Burning Arrow - d, d, S
    More Fun - L, L, L
    Thrill Seeker - L, L, H
    Final Shot - b + L, H
    Quiver - M, M
    Night Ranger - M, M, H
    Light It Up - b + M, H
    Longbow Hunter - f + M, d + L
    Queen's Gambit - f + M, d + L, H
    Beast Slayer - H, H
    
    _______________________________________________________________________________
                                G R E E N  L A N T E R N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Ring Cross - L                              Lowering Dropkick - L
    Push Kick - M                               Downward Overhand - M
    Hurricane Kick - H                          Cyclone Kick - H
    Feet Slide - b + L
    Sweeping Uppercut - b + M                   THROWS
    High Tension - b + H                        ------
    Forward Punch - f + M
    Standing Flipkick - f + H                   Forward Throw - f + T or f + L + H
    Low Ring Jab - d + L                        Reverse Throw - T or b + L + H
    Rising Cut - d + M
    Low Cross - d + H                           BOUNCE CANCELS
                                                --------------
    SPECIAL MOVES
    -------------                               Standing Flipkick - f, f, MB
                                                High Tension - b, b, MB
    Oa's Rocket - b, f, L (!)
    Rocket Power - d, b, M (!)                  SUPER MOVE
    Close Rocket Power - d, b, M, b (!)         ----------
    Far Rocket Power - d, b, M, f (!)
    Lantern's Might - d, b, L (!)               Beware My Power - FS + MB
    Minigun - b, f, M (!)
    Turbine Smash - b, f, H (!)                 CHARACTER POWER
    Turbine Smash (air) - b, f, H (!)           ---------------
    Oa's Rocket (air) b, f, L
                                                Green Lantern's Light - S*
    (!) = Meter Burn
                                                * Increases damage output for all
    COMBO ATTACKS                                 attacks.
    -------------
    
    Triple Barrage - L, M
    Volley Smash - L, M, H
    Justice is Served - b + L, M
    Parallel Nature - b + L, H
    Warp Power - M, M
    Hyperbolic - M, M, H
    Grand Slam - M, M, H, L
    True Might - f + M, d + L
    Guardian - f + M, d + L, H
    Lantern Corps - b + M, H
    Brightest Day - b + M, H, H
    
    _______________________________________________________________________________
                                 H A R L E Y  Q U I N N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Revolver Slap - L                           Side Kick - L
    Revolver Slam - M                           Double Kick - M
    Spot Kick - H                               Double Stomp - H
    Gun Smack - b + L
    Take Aim - b + M                            THROWS
    Harley Swing - b + H                        ------
    Ear Smash - f + L
    Overhead Bash - f + M                       Forward Throw - f + T or f + L + H
    Hammer Slam - f + H                         Reverse Throw - T or b + L + H
    Revolver Poke - d + L
    Spinning Pistols - d + M                    BOUNCE CANCELS
    Single Shot - d + H                         --------------
    
    SPECIAL MOVES                               Hammer Slam - f, f, MB
    -------------                               Harley Swing - b, b, MB
    
    Pop Pop - d, b, M (!)                       SUPER MOVE
    Line of Fire - d, f, L (!)                  ----------
    Heads Up - d, b, L (!)
    Oopsy Daisy (air) - d, b, L (!)             Mallet Bomb - FS + MB
    Cupcake Bomb - b, f, M (!)
    Play Doctor - d, b, f, L (!)                CHARACTER POWER
    Silly Slide - b, f, H                       ---------------
    Tantrum Stance - d, b, H
                                                Bag-O-Tricks - S
    (!) = Meter Burn                            Mr. J - S*
                                                TNT - S*
    SPECIAL MOVES (TANTRUM STANCE)              Ivy's Flower - S*
    ------------------------------
                                                * random effects. Harley can
    Forward Cartwheel - L                         increase damage output (Mr. J)
    Hand Stand - M                                toss unblockable bomb (TNT) or
    Bullet Frenzy - H                             regain health (flower)
    Forward Somersault - f
    Backward Somersault - b
    
    COMBO ATTACKS
    -------------
    
    Naughty-Naughty - L, L
    I Hope It Hurts - L, L, M
    Girls Best Friend - L, M
    Rude Joke - L, M, H
    Irresistible - b + L, M
    Let's Play - b + L, M, L
    For Mistah J. - f + L, H
    Miss Me - M, b + H
    Hi Puddin - M, d + H
    Pleased to Meetcha - M, u + H
    He Loves Me - b + M, M
    Don't Get Hurt - b + M, M
    That's Cute - f + M, H
    Lollipops - H, H
    
    _______________________________________________________________________________
                                    H A W K G I R L
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Jabbing Mace - L                            Downward Mace - L
    Mace Swing - M                              Falling Star - M
    Spinning Moon - H                           Descending Meteor - H
    Skyward Kick - b + L
    Whirling Smash - b + M                      THROWS
    Great Divine - b + H                        ------
    Thanagarian Palm - f + L
    Ascension - f + H                           Forward Throw - f + T or f + L + H
    Low Mace Jab - d + L                        Reverse Throw - T or b + L + H
    Cloud Nine - d + M
    Vicious Spike - d + H                       BOUNCE CANCELS
                                                --------------
    SPECIAL MOVES
    -------------                               Ascension - f, f, MB
                                                Great Divine - b, b, MB
    Mace Charge - b, f, M (!)
    Mace Charge (air) - b, f, M (!)             SUPER MOVE
    Mace Toss - d, b, L (!)                     ----------
    Mace Toss (air) - d, f, L (!)
    Downward Mace (air) - d, b, L (!)           The Power of Nth - FS + MB
    Heavenward Stomp (air) - d + H
    Wing Evade - d, b, M                        CHARACTER POWER
                                                ---------------
    (!) = Meter Burn
                                                Soaring Hawk - S
    COMBO ATTACKS
    -------------                               CHARACTER POWER (SOARING HAWK)
                                                ------------------------------
    Mace Smash - L, L
    Morning Star - L, L, M                      Mace Jab - L
    Meteor Hammer - L, M                        Flip Kick - M
    Mace Maximum - L, M, H                      Double Kick - H
    Birds of Prey - L, M, b + H                 Fly Up - u
    Crashing Nth - b + L, H                     Fly Down - d
    Betrayal f + L, L                           Fly Foward - f
    Tactical Strike - f + L, H                  Fly Away - b
    Short Fuse - M, M
    Thanagarian Strength - M, M, u + H
    Dawn Star - b + M, M
    The Old Ones - b + M, M, b + H
    Golden Age - b + M, H
    Heavy Nth - H, M
    Bloody War - H, M, b + L
    
    _______________________________________________________________________________
                                    T H E  J O K E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Quick Slash - L                             Straight Heel - L
    Downward Punch - M                          Air Hinge Kick - M
    Straight Kick - H                           Flying Crowbar - H
    Footsie - b + L
    Spinning Humor - b + M                      THROWS
    Crowbar Slam - b + H                        ------
    Belly Buster - f + M
    Downward Crowbar - f + H                    Forward Throw - f + T or f + L + H
    Knee Slapper - d + L                        Reverse Throw - T or b + L + H
    Upward Crowbar - d + M
    Sweep Kick - d + H                          BOUNCE CANCELS
                                                --------------
    SPECIAL MOVES
    -------------                               Downward Crowbar - f, f, MB
                                                Crowbar Slam - b, b, MB
    Crowbar - b, f, H (!)
    Laughing Gas - d, b, L (!)                  SUPER MOVE
    Rolling Laughing Gas - d, b, M (!)          ----------
    BANG! - d, f, L
    Chattering Teeth - d, b, H                  Let's Be Serious - FS + MB
    Mid Chattering Teeth - d, b, H, u
    Far Chattering Teeth - d, b, H, f           CHARACTER POWER
    Acid Blossom - b, f, M                      ---------------
    
    (!) = Meter Burn                            Joker's Wild - S*
                                                Low Parry - d + S*
    COMBO ATTACKS
    -------------                               * Joker counters any melee move.
    
    Suicide King - L, L
    Last Laugh - L, L, M
    Give Me a Smile - L, L, H
    Punch Line - b + L, H
    Die Laughing - M, L
    Put It There Pal - M, L, M
    HA HA HA HA - M, L, H
    Clown Prince - f + M, H
    Full Deck - f + M, H, M
    Joke's On You - f + M, L
    Mad Love - H, M
    Shank Shank - H, M, H
    No More Jokes - H, H
    
    _______________________________________________________________________________
                                 K I L L E R  F R O S T
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Chill Out - L                               Flying Sidekick - L
    Snowblow - M                                Dropkick - M
    Shutter - H                                 Downward Axekick - H
    Freezer Burn - b + L
    Icebreaker - b + M                          THROWS
    Frost Kick - b + H                          ------
    Frozen Cut - f + L
    Ice Spike - f + M                           Forward Throw - f + T or f + L + H
    Glaze - f + H                               Reverse Throw - T or b + L + H
    Glacier Kick - u + H
    Low Poke - d + L                            BOUNCE CANCELS
    Icepick - d + M                             --------------
    Sweeping Kick - d + H
                                                Glaze - f, f, MB
    SPECIAL MOVES                               Frost Kick - b, b, MB
    -------------
                                                SUPER MOVE
    Frostbite - d, b, L (!)                     ----------
    Iceberg - d, b, M (!)
    Flash Freeze - d, b, f, M (!)               Endless Whiteout - FS + MB
    Black Ice - b, d, H
    Frozen Daggers - b, f, L                    CHARACTER POWER
                                                ---------------
    (!) = Meter Burn
                                                Air Dash - f, f or b, b
    COMBO ATTACKS                               Freezing Cold - S (can be charged)*
    -------------
                                                * Attacks freeze opponent in place
    Ice Cold - L, H                               for a few seconds allowing for 
    Freezing Effect - L, L                        different strings of combos.
    Severe Blizzard - L, L, L
    Dancing Ice - L, L, b + M
    Frozen Twister - L, L, H, H
    Cold Blooded - f + L, L
    Tempest - f + L, L, M
    Arctic Frost - f + L, L, H
    Diamond Dust - b + L, u + H
    Hailstone - M, M
    Thin Ice - M, M, H
    Hailstorm - b + M, H
    Freezing Rain - f + M, L
    Cold as Ice - f + M, H
    
    _______________________________________________________________________________
                                   L E X  L U T H O R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Photon Shot - L                             High Pressure - L
    Cyber Hammerfist - M                        Overcharge Kick - M
    Photon Kick - H                             Hyper Axe - H
    Nuclear Trip - b + L
    Alpha Slam - b + M                          THROWS
    Ion Push - b + H                            ------
    Downward Destruction - f + M
    Double Shot - f + H                         Forward Throw - f + T or f + L + H
    Sky Fall - u + H                            Reverse Throw - T or b + L + H
    Low Shot - d + L
    Geyser Uppercut - d + M                     BOUNCE CANCELS
    Low Push Kick - d + H                       --------------
    
    SPECIAL MOVES                               Double Shot - f, f, MB
    -------------                               Ion Push - b, b, MB
    
    Gravity Pull - d, b, M (!)                  SUPER MOVE
    Gravity Mine - d, d, H (!)                  ----------
    Close Gravity Mine - d, d, H, b (!)
    Far Gravity Mine - d, d, H, f (!)           Coordinates Received - FS + MB
    Orbital Strike - d, f, H (!)
    Lex Probe - d, b, H (!)                     CHARACTER POWER
    Lance Blast - d, f, L                       ---------------
    Up Lance Blast - d, b, L
    Corp Charge - b, f, M                       Energy Shield - S (can be charged)*
    Corp Charge (air) - b, f, M
                                                * Lex creates a shield that can
    (!) = Meter Burn                              take one hit.  Amount of damage
                                                  received depends on how long the
    COMBO ATTACKS                                 move is charged.
    -------------
    
    Mad Man - L, L
    Criminal Mind - L, L, M
    Prototype - L, L, H
    Highest Currency - b + L, H
    Die Hard - M, L
    World Domination - M, L, H
    Early Triumph - M, M
    New Destiny - M, M, b + H
    Evil Scientist - M, M, d + L
    LexCorp - b + M, u + H
    Megalomania - b + M, u + H, d + H
    
    _______________________________________________________________________________
                                        L O B O
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Violent Jab - L                             Flying Boot - L
    Headhunter Hook - M                         Space Kick - M
    Quick Cutter - H                            Dawg Punch - H
    Shin Strike - b + L                         Party Crasher - d + H
    Czarnian Might - b + M
    One-Shot - b + H                            THROWS
    Butt Head - f + M                           ------
    Lock and Load - f + H
    Gut Buster - d + L                          Forward Throw - T + f or f + L + H
    Rising Hook - d + M                         Reverse Throw - T or b + L + H
    Bad Trip - d + H
                                                BOUNCE CANCELS
    SPECIAL MOVES                               --------------
    -------------
                                                Lock and Load - f, f, MB
    Spin Cycle - d, b, L (!)*                   One-Shot - b, b, MB
    Pump Shot - d, f, L (!)
    Mid Pump Shot - d, f, L, b (!)              SUPER MOVE
    Low Pump Shot - d, f, L, d (!)              ----------
    Czarnian Toss - d, b, f, M (!)
    Space Hook - d, b, M (!)*                   The Main Man - FS + MB
    Low Space Hook - d, b, H (!)
    Hook Charge - b, f, H (!)                   CHARACTER POWER
                                                ---------------
    (!) = Meter Burn
    * Press b after MB move for back throw      Nuclear Shells - S*
    
    COMBO ATTACKS                               * Reloads shotgun with nuclear
    -------------                                 shells.
    
    Mindless Violence - L, L
    Bad Boy - L, L, M
    Worthless Scum - L, L, H
    Lights Out - L, M
    Hired Gun - L, M, L + H
    Feetal's Gizz - b + L, M
    Disemboweled - b + L, M, L + H
    Skull Rider - M, L
    Game Over - M, L, H
    Mister Machete - b + M, L + u
    Space Dolphins - f + M, L
    Rampage - f + M, L, H
    The Last Czarnian - f + M, H
    
    _______________________________________________________________________________
                             M A R T I A N  M A N H U N T E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Space Punch - L                             Sole Crush - L
    Alien Jab - M                               Flying Fist - M
    Mars Kick - H                               Air Claw - H
    Ankle Breaker - b + L
    Martian Slam - b + M                        THROWS
    Trauma Punch - b + H                        ------
    Ravage Blow - f + L
    Heel Drop - f + M                           Forward Throw - f + T or f + L + H
    Powering Overhead - f + H                   Reverse Throw - T or b + L + H
    Quick Pain - d + L
    Double Punch - d + M                        BOUNCE CANCELS
    Mental Trip - d + H                         --------------
    
    SPECIAL MOVES                               Powering Overhead - f, f, MB
    -------------                               Trauma Punch - b, b, MB
    
    Martian Grab - d, b, L (!)                  SUPER MOVE
    Psyche Orb - d, f, L (!)                    ----------
    Close Psyche Orb - d, f, L, b (!)
    Mid Psyche Orb - d, f, L, f (!)             Son of Mars - FS + MB
    Far Psyche Orb - d, f, L, u (!)
    Alien Pillar - d, b, M (!)                  CHARACTER POWER
    Close Alien Pillar - d, b, M, b             ---------------
    Far Alien Pillar - d, b, M, f
    Full Alien Pillar - d, b, M, u              Alien Mobility - S*
    Telekinetic Strike - d, d, M (!)            Air Dash - f, f or b, b (!)**
    Close Telekinetic Strike - d, d, M, b
    Far Telekinetic Strike - d, d, M, f         * Can extend arms and legs during
    Psionic Push - b, f, H (!)                    attacks for a certain amount of
    Phase Charge - b, f, M (!)                    time to give more range for
    Phase Assault - d, b, H                       attacks.
    Phase Assault (air) - d, b, H
    Downward Phase Assault - d, b, H, d         ** Can dash in the air. Meter Burn
    Downward Phase Assault (air) - d, b, H, d      during the dash to perform
                                                   Another dash for a cost of 1 bar
    (!) = Meter Burn                               of meter.
    
    COMBO ATTACKS
    -------------
    
    Shattered Psyche - L, L
    Ravaged World - L, L, M
    Alien Invasion - L, L, u + H
    Sole Survivor - f + L, M
    Big Green Buddy - f + L, M, H
    Light to the Light - b + L, H
    Darkness in the Heart - M, M
    Stranded - M, M, M
    Extraterrestrial - M, M, b + H
    Zero Hour - b + M, H, H, H
    Clear Mind - f + M, d + H
    Reckoning - f + M, u + L
    Bloodwynd - f + M, u + L, L + H
    
    _______________________________________________________________________________
                                   N I G H T W I N G
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS (ESCRIMA)                     AIR ATTACKS (ESCRIMA)
    -----------------------                     ---------------------
    
    Straight Snap Strike - L                    Escrima Drop - L
    Circular Strike - M                         Flying Escrimas - M
    Scissors Swipe - H                          Extended Kick - H
    Quick Scissor - b + L
    Overhead Strike - b + M                     AIR ATTACKS (STAFF)
    Spinning Blast - b + H                      -------------------
    Stick Smash - f + M
    Circular Power - f + H                      Air Poke - L
    Spinning Heel Kick - u + H                  Flying Staff - M
    Bird's Nest - u + H, d + H                  Staff Smack - H
    Escrima Strike - d + L
    Escrima Uppercut - d + M                    THROWS (ESCRIMA)
    Cross Overhead Strike - d + H               ----------------
    
    BASIC ATTACKS (STAFF)                       Forward Throw - f + T or f + L + H
    ---------------------                       Reverse Throw - T or b + L + H
    
    Face Poke - L                               THROWS (STAFF)
    Overhead Strike - M                         --------------
    Lifting Wind - H
    One Handed Poke - b + L                     Forward Throw - f + T or f + L + H
    Smashing Tiger - b + H                      Reverse Throw - T or b + L + H
    Big Show - f + H
    Crouching Talon - d + L                     NOTE: Nightwing switches back to
    Hidden Baston - d + M                       Escrima after any Staff throw.
    Hawkeye - d + H
                                                BOUNCE CANCELS
    SPECIAL MOVES (ESCRIMA)                     --------------
    -----------------------
                                                Circular Power - f, f, MB
    WingDing (Air) - d, b, L (!)                Spinning Blast - b, b, MB
    Ground Spark - d, b, M (!)
    Escrima Fury - d, f, M (!)                  SUPER MOVE
    Flip Kick - d, b, H (!)                     ----------
    Scatter Bomb - d, b, L (!)
                                                Dark As Night - FS + MB
    (!) = Meter Burn
                                                CHARACTER POWER
    SPECIAL MOVES (STAFF)                       ---------------
    ---------------------
                                                Style Change - S*
    Staff Spin - d, b, H (!)
    Ground Blast - d, b, M (!)                  * Switches between Staff and
    Flying Grayson - b, f, H                      Escrima.
    
    (!) = Meter Burn
    
    COMBO ATTACKS (ESCRIMA)
    -----------------------
    
    Slide Kick - L, L
    Razor's Edge - L, L, M
    Dark Justice - L, L, H
    Stick and Move - b + L, L
    Shooting Star b + L, L, M
    Surrender Now b + L, H
    Renegade - M, M
    Lone Bird - M, M, H
    Gotham Hero - f + M, L
    Wide Wing - f + M, L, H
    Lightning Crash - H, H
    Freefall - H, H, H
    In the Zone - d + L, M
    
    COMBO ATTACKS (STAFF)
    ---------------------
    
    Trapeze Artist - L, b + L
    Outsider - L, f + L
    Last Chance - L, d + H
    Wing Span - L, f + M
    
    _______________________________________________________________________________
                                       R A V E N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Raven Poke - L                              Perching Prey - L
    Raven Claw - M                              Raven's Strife - M
    Forest Raven - H                            Raven's Fury - H
    Sweeping Strike - b + L
    Clawing Strike - b + M                      THROWS
    Tourniquet - b + H                          ------
    Twisting Talon - f + L
    Slashing Claw - f + M                       Forward Throw - f + T or f + L + H
    Linking Talon - f + H                       Reverse Throw - T or b + L + H
    Low Strike - d + L
    Wingspan - d + M                            BOUNCE CANCELS
    Raven Slash - d + H                         --------------
    
    SPECIAL MOVES                               Linking Talon - f, f, MB
    -------------                               Tourniquet - b, b, MB
    
    Empty Void - d, b, L (!)                    SUPER MOVE
    Empty Void - d, b, L (!), d                 ----------
    Soul Crush - d, f, M (!)
    Singularity - d, b, M (!)                   Deadly Sin - FS + MB
    Shadow Raven - d, f, L
                                                CHARACTER POWER
    (!) = Meter Burn                            ---------------
    
    COMBO ATTACKS                               Demon Stance - S
    -------------
                                           SPECIAL MOVES (DEMON STANCE)
    Midnight - L, L                        ----------------------------
    Black Rose - L, L, f + M
    Blood Moon - L, L, b + M               Event Horizon - d, b, M (!)
    Darkness Falls - L, L, H               Negative Mass - d, f, L (!)
    Phantom Cloak - f + L, H               Close Negative Mass - d, f, L, b (!)
    Tears of Sorrow - b + L, M             Far Negative Mass - d, f, L, f (!)
    Stonehenge - b + L, M, H               Front Dark Transmission (air) - d, b, H
    Silent Vesper - M, M                   Behind Dark Transmission (air) - d, f, H
    Blackest Night - M, M, H               Front Dark Transmission - d, b, H
    Twilight's End - b + M, H              Behind Dark Transmission - d, f, H
    Titan Trash - f + M, M, M
    Forever Dust - f + M, M, H, H          (!) = Meter Burn
    Second Life - f + M, M, u + L
    
    _______________________________________________________________________________
                                    S C O R P I O N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Cross Punch - L                             Flying Revenge - L
    Neck Chop - M                               Painless Slam - M
    Hell Spin - H                               Souless Slice - H
    Shin Blast - b + L
    Axe Kick - b + M                            THROWS
    Inner Power - b + H                         ------
    Lethal Legs - f + L
    Doom Slice - f + M                          Forward Throw - f + T or f + L + H
    Blade Overhead - f + H                      Reverse Throw - T or b + L + H
    Punishing Jab - d + L
    Toasty Poke - df + L                        BOUNCE CANCELS
    Uppercut Fury - d + M                       --------------
    Front Sweep - d + H
    Gut Pain - df + H                           Blade Overhead - f, f, MB
                                                Inner Power - b, b, MB
    SPECIAL MOVES
    -------------                              SUPER MOVE
                                               ----------
    Bloody Spear - b, f, L (!)
    Hell Fire - d, b, M (!)                    Welcome to the Netherrealm - FS + MB
    Teleport Punch - d, b, H (!)
    Teleport Punch (air) - d, b, H (!)          CHARACTER POWER
    Leg Takedown - d, b, H                      ---------------
    Flip Kick - d, f, M
    Air Throw - d + T                           Shroud of Flames - S*
    
    (!) = Meter Burn                            * Surrounds Scorpion in flames that
                                                  damages opponent when in close
    COMBO ATTACKS                                 range.
    -------------
    
    Eternal Vengeance - L, L
    Torment - L, L, M
    Damnation - L, L, H
    Burning Soul - f + L, L
    Dead End - f + L, L, H
    Bloodbath - b + L, M
    Underworld - M, L
    Brimstone - M, L, M
    Gravedigger - M, u + H
    Doom Blade - f + M, M
    Soulless - f + M, M, d + H
    Revenge - f + M, M, u + H
    
    _______________________________________________________________________________
                                      S H A Z A M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    God Punch - L                               Jumping Strike - L
    Knee Strike - M                             Mercury's Sidekick - M
    Hook Kick - H                               Achilles' Fist - H
    Hook Punch - b + L
    Thundering Elbow - b + M                    THROWS
    Power Cross - b + H                         ------
    Roundhouse Kick - f + L
    Hercules Uppercut - f + M                   Forward Throw - f + T or f + L + H
    Mighty Slam - f + H                         Reverse Throw - T or b + L + H
    Low Jab - d + L
    Lifting Cut - d + M                         BOUNCE CANCELS
    Sweeping Kick - d + H                       --------------
    
    SPECIAL MOVES                               Mighty Slam - f, f, MB
    -------------                               Power Cross - b, b, MB
    
    Atlas Torpedo - b, f, M (!)                 SUPER MOVE
    Bolt of Zeus - d, b, M (!)                  ----------
    Herculean Might - d, b, f, L (!)
    Achilles' Clutch - d, b, L (!)              The Power of SHAZAM - FS + MB
    Advancing Mercury Storm - d, f, H
    Eluding Mercury Storm - d, b, H             CHARACTER POWER
                                                ---------------
    (!) = Meter Burn
                                                Solomon of Judgment - S*
    COMBO ATTACKS
    -------------                               * Punch moves become unblockable
                                                  and take more damage.
    One-Two Punch - L, L
    Solomon's Wisdom - L, M
    Hercules' Strength - L, L, M
    Atlas' Stamina - L, M, b + H
    Zeus' Power - L, M, f + H
    Achilles' Courage - f + L, M
    Mercurys Speed - b + L, M
    Mighty Colossus - b + L, M, H
    One-Two Kick - M, M
    Mighty Charge - b + M, H
    Mighty Force - f + M, M
    Roaring Strike - f + M, M, H
    
    _______________________________________________________________________________
                                    S I N E S T R O
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Ring Jab - L                                Lowering Kick - L
    Axe Swing - M                               Descending Stab - M
    Comet Kick - H                              Downward Slice - H
    Axe Stab - b + L
    Ring Hammerfist - b + M                     THROWS
    Smashing Fist - b + H                       ------
    Front Kick - f + M
    Thrashing Hammerfist - f + H                Forward Throw - f + T or f + L + H
    Low Jab - d + L                             Reverse Throw - T or b + L + H
    Ascending Construct - d + M
    Low Axe Swing - d + H                       BOUNCE CANCELS
                                                --------------
    SPECIAL MOVES
    -------------                               Thrashing Hammerfist - f, f, MB
                                                Smashing Fist - b, b, MB
    Fear Blast - d, f, L (!)
    Impact Event - d, b, M (!)                  SUPER MOVE
    Arachnid Sting - d, f, M (!)                ----------
    Axe of Terror (air) - d, b, L
    Final Shackles - d, b, L                    Sinestro's Might - FS + MB
    
    (!) = Meter Burn                            CHARACTER POWER
                                                ---------------
    COMBO ATTACKS
    -------------                               Beware Your Fears - S (hold)
                                                Energy Shot - S (while construct
    Distortion - L, L                           is active)
    Positive Matter - L, L, L
    Sinful Pride - L, L, M
    Ego Trip - L, L, u + H
    Tainted Reputation - L, b + M
    Yellow Element - L, b + M, H
    Lost Will - b + L, M
    Zero Compassion - b + L, H
    Dashed Hope - M, M
    Devastating - M, M, d + M
    Fearless - M, M, H
    Blind Ambition - b + M, L
    In Blackest Day - b + M, L, H
    Fallen Hero - b + M, b + H
    War of Light - f + M, d + L
    Power Burn - f + M, d + L, H
    
    _______________________________________________________________________________
                               S O L O M O N  G R U N D Y
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Decimate Fist - L                           Hinge Kick - L
    Muddy Boot - M                              Quick Kick - M
    Marsh Mash - H                              Double Boot - H
    Light Headed - b + L
    Swampy Stomp - b + M                        THROWS
    Grundy Blast - b + H                        ------
    Cyrus Kick - f + L
    Butcher Slash - f + M                       Forward Throw - f + T or f + L + H
    Grundy Crush - f + H                        Reverse Throw - T or b + L + H
    Gut Punch - d + L
    Rising Backhand - d + M                     BOUNCE CANCELS
    Low Hook - d + H                            --------------
    
    SPECIAL MOVES                               Grundy Crush - f, f, MB
    -------------                               Grundy Blast - b, b, MB
    
    Cleaver Spin - d, b, L (!)                  SUPER MOVE
    Walking Corpse - b, f, H (!)                ----------
    Grave Rot - d, b, H (!)
    Dead Air - b, f, M (!)                      Grave Digger - FS + MB
    Swamp Hands - d, b, M (!)
    To the Grave - d, f, L                      CHARACTER POWER
                                                ---------------
    (!) = Meter Burn
                                                The Pain Chain - S*
    COMBO ATTACKS
    -------------                               Power Chain - f, b, S
                                                Power Final Hit - d, f, S
    Heavy Hand - L, L
    Driven To Kill - L, L, M                    Health Chain - d, d, S
    Destroy - L, L, H                           Health Final Hit - u, u, S
    Face of Evil - L, b + M
    Born On a Monday - b + L, H                 Defense Chain - d, u, S
    Reanimated - f + L, M                       Defense Final Hit - u, d, S
    No Pain - f + L, M, M
    Death To All - f + L, H                     * Each follow-up grab will enhance
    Already Dead - b + M, H                       Grundy in damage output, block
    Rest in Peace - f + M, M                      damage decrease or high defense
    Slaughter Swamp - f + M, M, H
    Bad Blood - H, M
    Dead's Blood - H, H
    Tombstoned - d + L, H
    Swampland - d + M, H
    
    _______________________________________________________________________________
                                    S U P E R M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS                               AIR ATTACKS
    -------------                               -----------
    
    Hook Punch - L                              Steel Fist - L
    Overhead Smash - M                          Double Fist - M
    Fist of Justice - H                         Hammer Punch - H
    Quick Heat - b + L
    Kryptonian Strike - b + M                   THROWS
    Charge Punch - b + H                        ------
    Cross Swipe - f + M
    Charge Overload - f + H                     Forward Throw - f + T or f + L + H
    Flying Low - df + H                         Reverse Throw - T or b + L + H
    Quick Jab - d + L
    Uppercut - d + M                            BOUNCE CANCELS
    Low Poke - d + H                            --------------
    
    SPECIAL MOVES                               Charge Overhead - f, f, MB
    -------------                               Charge Punch - b, b, MB
    
    Super Breath - d, b, M (!)                  SUPER MOVE
    Heat Vision - d, b, L (!)                   ----------
    Heat Vision (air) - d, b, L (!)
    Rising Grab - d, f, M (!)                   Kryptonian Crush - FS + MB
    Flying Punch - b, f, H (!)
    Flying Smash (air) - d + H (!)              CHARACTER POWER
    Heat Zap - d, b, H                          ---------------
    Low Scoop - d, f, L
                                                Air Dash - f, f or b, b
    (!) = Meter Burn                            Fury of Krypton - S*
    
    COMBO ATTACKS                               * All attacks take more damage
    -------------
    
    It's a Bird - L, L
    Great Purge - L, L, L
    Kryptonite Bash - L, L, M
    Speeding Bullet - M, M
    The Last Son - M, M, H
    Unstoppable - b + M, H
    Solitude Strikes - f + M, H
    Steel Rush - f + M, d + L
    Man of Steel - f + M, d + L, H
    
    _______________________________________________________________________________
                                 W O N D E R  W O M A N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    BASIC ATTACKS (LASSO)                     AIR ATTACKS (LASSO)
    ---------------------                     -------------------
    
    Warrior's Jab - L                         Quick Kick - L
    Amazon's Fist - M                         Boot Bash - M
    Shin Kick - H                             Lasso Slam - H
    Cross Punch - b + L
    Lasso Slam - b + M                        AIR ATTACKS (SWORD)
    Amazon's Blast - b + H                    -------------------
    Amazon's Heel - f + H
    Knee Chop - d + L                         Quick Kick - L
    Rising Lasso - d + M                      Air Slice - M
    Leg Takedown - d + H                      Sword Slam - H
    
    BASIC ATTACKS (SWORD)                     THROWS (LASSO)
    ---------------------                     --------------
    
    Blade Slice - L                           Forward Throw - f + T or f + L + H
    Sword Poke - M                            Reverse Throw - T or b + L + H
    Amazon's Boot - H
    Edge Swing - b + L                        THROWS (SWORD)
    Low Stab - b + Y                          --------------
    Warrior's Strike - b + H
    Amazon's Attack - f + L                   Forward Throw - f + T or f + L + H
    Warrior's Bash - f + H                    Reverse Throw - T or b + L + H
    Low Poke - d + L
    Upward Stab - d + M                       BOUNCE CANCELS
    Sword Sweep - d + H                       --------------
    
    SPECIAL MOVES (LASSO)                     Amazon's Heel - f, f, MB
    ---------------------                     Amazon's Blast - b, b, MB
    
    Straight Tiara - b, f, M (!)              SUPER MOVE
    Amazonian Uppercut - d, f, H (!)          ----------
    Amazonian Smash (air) - d, b, H (!)
    Lasso Grab - d, f, L (!)                  Justice Javelin - FS + MB
    Lasso Spin - d, b, H
    Bracelets of Submission - d, b, L         CHARACTER POWER
    Up Tiara - d, b, M                        ---------------
    Down Tiara (air) - d, b, M
    Straight Tiara (air) - b, f, M            Air Dash - f, f or b, b
    Demigoddess' Might (air) - d, f, H        Style Change - S*
    
    (!) = Meter Burn                          * Switches between Lasso and Sword
                                                and Shield.
    SPECIAL MOVES (SWORD)
    ---------------------
    
    Shield Toss - b, f, M (!)
    Amalthea Bash - b, f, H (!)
    Shield Strike - d, b, L*
    Up Shield - d, b, M
    Down Shield (air) - d, b, M
    
    (!) = Meter Burn
    * This can be used for a high parry and 
    the parry attack can be followed up with 
    a M and H attack.
    
    COMBO ATTACKS (LASSO)
    ---------------------
    
    Entrapment - L, L
    Ends of the Earth - L, L, M
    Demi God - b + L, L
    Gods and Mortals - b + L, L, H
    Warrior Princess - d + L, M
    Destiny Calling - M, H
    Hephaestus Rush - b + M, H
    Athena's Wisdom - H, H
    
    COMBO ATTACKS (SWORD)
    ---------------------
    
    Double Edge - L, L
    Fires of Hestia - L, L, b + L
    Go in Peace - L, L, M
    War of the Gods - f + L, M
    Strength of the Sword - f + L, M, H
    Eyes of the Hunter - M, b + L
    Weeping Angel - M, M
    By the Gods - M, M, H
    Aegis Wrath - b + M, L
    Justice - b + M, H
    
    _______________________________________________________________________________
                                     Z A T A N N A
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Want to see a Zatanna section in my guide.  I usually buy a character JUST so I 
    can add that character's section to my guide but I'm not this time since I 
    don't have the spare money.  If you want to see Zatanna here then buy her for 
    me.  Send $5 to my Paypal address and I will add her.
    
    Paypal Address: berserker_kev@yahoo.com
    I also have a Paypal link on the right hand side of my blog as you scroll down: 
    www.berserkersblog.blogspot.com
    
    _______________________________________________________________________________
                                         Z O D
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    BASIC ATTACKS                                AIR ATTACKS
    -------------                                -----------
    
    Super Jab - L                                Jump Kick - L
    Low Blow - M                                 Elbow Drop - M
    Crisis Kick - H                              Double Down - H
    Leg Breaker - b + L
    Rifle Smash - b + M                          THROWS
    Round House - b + H                          ------
    Quick Trip - f + M
    Downward Slam - f + H                        Forward Throw - f + T or f + L + H
    Low Punch - d + L                            Reverse Throw - T or b + L + H
    Flying Fist - d + M
    Shin Kick - d + H                            BOUNCE CANCELS
                                                 --------------
    SPECIAL MOVES
    -------------                                Downward Slam - f, f, MB
                                                 Round House - b, b, MB
    Side Arm - b, f, L (!)
    Kryptonian Rifle - d, b, L (!)               SUPER MOVE
    Fast Kryptonian Rifle - d, b, L, f (!)       ----------
    Slow Kryptonian Rifle - d, b, L, b (!)
    Kryptonian Rifle (air) - d, b, L (!)         Galactic Destruction - FS + MB
    Fast Kryptonian Rifle (air) - d, b, L, f (!)
    Slow Kryptonian Rifle (air) - d, b, L, b (!) CHARACTER POWER
    Zod Charge - b, f, M (!)                     ---------------
    Zod Charge (air) - b, f, M (!)
    Ground Blast - d, b, M (!)                   Phantom Wraith - S
    Close Ground Blast - d, b, M, b (!)          Wraith Slash - S
    Far Ground Blast - d, b, M, f (!)            Wraith Grab d, f, S or d, b, S
    Very Far Ground Blast - d, b, M, u (!)
    Phantom Strike - b, f, H (!)                 * Calls forth a wraith from the
    General Parry - d, b, H                        phantom zone that appears next
                                                   to opponent.  Use the S button
    (!) = Meter Burn                               to controls the wraith's
                                                   attacks.
    COMBO ATTACKS
    -------------
    
    Military Leader - L, L
    The Last Days - L, L, d + M
    Absolute Power - L, L, M
    Supreme Ruler - L, L, M, L + H
    Phantom Survivor - L, M
    Impossible - L, M, H
    The Hunter - b + L, M
    Darkness Reign - b + L, M, H
    High Command - M, L
    Betrayal - M, L, H
    The Glory of Krypton - M, M
    You Will Fall - M, M, L + H
    Fallen Kryptonian - f + M, L
    I Will Kill You - f + M, L, u + M
    You Are A Fool! - f + M, L, u + M, H
    Tyrant - f + M, L, H
    Fallen General - b + M, H
    I Always Win - d + L, M
    
    
    ===============================================================================
                                       _     _                               [AR00]
                                      | |   | |
                                      | |___| |
                                      |_____  |
                                            | |
                                            |_|
                                     A R E N A S
    ===============================================================================
       ___ 
      / __\
     / /   
    / /___ _______________________________
    \____/ H A R A C T E R  C L A S S E S \________________________________________
    -------------------------------------------------------------------------------
    When it comes to the different stage interactions, all characters fall into one 
    of four different classes.  Each of the four classes will manipulate objects 
    differently.  The four character classes are presented as follows.
    
    -- ACROBATIC ------------------------------------------------------------------
    
    The Flash
    Killer Frost
    Raven
    Scorpion
    
    Acrobatic characters cannot lift heavy objects that power characters can lift. 
    They will jump off the object to leap over their opponent.  Acrobatic 
    characters cannot use bombs like gadget characters.
    
    o To change jumping directions near an object that can be jumped on, press 
      toward the direction that you want your character to leap toward then press 
      the interact button.
    
    o Some object actions can be extended or delayed by holding the interact button 
      while performing the action.  For instance, you might be able to slide longer 
      on an overhead pipe by holding down the interact button during the slide.
    
    o Flash has a special grab that can be performed by pressing f + H near certain 
      objects that he can normally jump off of.
    
    -- GADGET ---------------------------------------------------------------------
    
    Batgirl
    Batman
    Catwoman
    Deathstroke
    Green Arrow
    Harley Quinn
    The Joker
    Nightwing
    
    Gadget characters are much like Acrobatic characters except that they have a 
    choice of placing a bomb on most object that they can jump off of.  To jump off 
    an object, press the interact button while standing next to it.
    
    o To place a bomb on an object press down + Interact while standing next to 
      it.  The character will place a bomb then vault off the object.  Any piece of 
      the object that hits their opponent will take damage from the opponent.
    
    o To change jumping directions near an object that can be jumped on, press 
      toward the direction that you want your character to leap toward then press 
      the interact button.
    
    o Some object actions can be extended or delayed by holding the interact button 
      while performing the action.  For instance, you might be able to slide longer 
      on an overhead pipe by holding down the interact button during the slide.
    
    o Batman has a special grab that can be performed by pressing f + H near 
      certain objects that he can normally jump off of (and lay a bomb on).
    
    -- POWER (FLYING) -------------------------------------------------------------
    
    Black Adam
    Hawkgirl
    Green Lantern
    Sinestro
    Superman
    Wonder Woman
    
    Power Flying characters can lift bigger objects that Acrobatic and Gadget 
    characters cannot lift.  Flying characters will fly further into the air while 
    interacting with some objects that can be thrown and they might do the same for 
    objects that they can throw their opponent into.  Power Flying characters 
    cannot leap off objects or use overhead pipes to swing.
    
    -- POWER (GROUND) -------------------------------------------------------------
    
    Aquaman
    Ares
    Bane
    Cyborg
    Doomsday
    Lex Luthor
    Lobo
    Shazam
    Solomon Grundy
    
    Like Power Flying characters, Power Ground characters can lift bigger objects 
    that Acrobatic and Gadget characters cannot lift.  Ground characters will stay 
    on the ground while interacting with objects that can be thrown and objects 
    that they can throw their opponent into.  Power Ground characters cannot leap 
    off objects or use overhead pipes to swing.
       _   
      /_\  
     //_\\ 
    /  _  \ __________
    \_/ \_/ R E N A S \____________________________________________________________
    -------------------------------------------------------------------------------
    This section lists out each stage in Injustice along with each section of the 
    stage.  Most stages have more than one area that can be fought in.  All stages 
    with multiple areas have transitions that can be performed by pressing b + H to 
    hit your opponent once your opponent is on a certain side of the area.
    
    All stages have a variety of interactions that characters can take advantage of 
    as well.  Each portion of a stage listing starts with a slight interaction 
    diagram to show the order of the interactions and transitions in that area.  
    All interactions are described briefly and then described based on the four 
    classes in the last section.
    
         _        _    _                         _             _                 
        /_\  _ __| | _| |__   __ _ _ __ ___     /_\  ___ _   _| |_   _ _ __ ___  
       //_\\| '__| |/ / '_ \ / _` | '_ ` _ \   //_\\/ __| | | | | | | | '_ ` _ \ 
      /  _  \ |  |   <| | | | (_| | | | | | | /  _  \__ \ |_| | | |_| | | | | | |
      \_/ \_/_|  |_|\_\_| |_|\__,_|_| |_| |_| \_/ \_/___/\__, |_|\__,_|_| |_| |_|
                                                         |___/                   
    _______________________________________________________________________________
                                  C E L L  B L O C K
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    Interaction Positioning:
    
                    Rack - Flower - TVs - Pipe - Level Transition
    
    o Rack
    
    Some characters can jump off the rack, some characters can grab an opponent and 
    knock the opponent into the rack and some characters can pick up the rack and 
    smash it against the ground.  The rack will break after two hits from a 
    character.
    
    ACROBAT        - character will jump off the rack*
    GADGET         - character will jump off the rack**
    POWER (FLYING) - character will knock opponent into the rack
    POWER (GROUND) - character will grab the rack and smash it to the ground
    
    * Press forward + interact to grab the opponent and toss them into the rack
    ** Press forward + interact to grab the opponent and toss them into the rack
    ** Press down + interact to place a bomb on the rack
    
    o Poisonous Flower
    
    Some characters can grab the top flower and throw it downward and some 
    character can step on the bottom vine to make poison gas shoot out of the top 
    flower.
    
    ACROBAT        - character will stomp the ground vine
    GADGET         - character will stomp the ground vine
    POWER (FLYING) - character will grab the flower and throw it (while jumping)
    POWER (GROUND) - character will grab the flower and throw it (while jumping)
    
    o TVs (overhead)
    
    Some characters will perform a diving kick off the TVs, some characters will 
    place a bomb on the TVs and some characters will tear off the TVs and throw 
    them downwards.
    
    ACROBAT        - character will perform a dive kick off the TVs
    GADGET         - character will place a bomb on the TVs
    POWER (FLYING) - character will tear off and throw the TVs
    POWER (GROUND) - character will tear off and throw the TVs
    
    o Pipe (overhead)
    
    Characters can jump and grab either side of the pipe to pull it down and make 
    liquid nitrogen spew out to freeze their opponent.
    
    ACROBAT        - character will tear down the pipe
    GADGET         - character will tear down the pipe
    POWER (FLYING) - character will tear down the pipe
    POWER (GROUND) - character will tear down the pipe
    
    o Level Transition
    
    The character flies into the holding room and hits the wall then Scarecrow 
    rushes toward the character and sprays the character with gas.  The character 
    hallucinates that a giant Scarecrow tears through the top of the room and hits 
    them over the head with his fist and slams the character through the floor.  
    The character falls and lands in the mess hall.
    
    _______________________________________________________________________________
                                   M E S S  H A L L
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    Interaction Positioning:
    
           Stove - Pig Carcass - Stone Faces - Chandelier - Level Transition
    
    o Stove
    
    Some characters can jump off the stove, some characters can grab an opponent 
    and knock the opponent into the stove and some characters can pick up the stove 
    and smash it against the ground.  The stove will not break from a character 
    hitting it.
    
    ACROBAT        - character will jump off the stove*
    GADGET         - character will jump off the stove**
    POWER (FLYING) - character will knock opponent into the stove
    POWER (GROUND) - character will grab the stove and smash it to the ground
    
    * Press forward + interact to grab the opponent and toss them into the stove
    ** Press forward + interact to grab the opponent and toss them into the stove
    ** Press down + interact to place a bomb on the stove
    
    o Pig Carcass
    
    Characters will grab the pig carcass and toss it forward so that it slides 
    toward the opponent.  The pig carcass will remain on the side that it slides 
    toward but it can be tossed to the other side.
    
    ACROBAT        - character will grab the pig carcass and slide it forward
    GADGET         - character will grab the pig carcass and slide it forward
    POWER (FLYING) - character will grab the pig carcass and slide it forward
    POWER (GROUND) - character will grab the pig carcass and slide it forward
    
    o Stone Faces (overhead)
    
    Characters will grab the stone faces and toss them downwards.
    
    ACROBAT        - character will grab the stone faces and throw them
    GADGET         - character will grab the stone faces and throw them
    POWER (FLYING) - character will grab the stone faces and throw them
    POWER (GROUND) - character will grab the stone faces and throw them
    
    o Chandelier (overhead)
    
    Some character will grab the chandelier and swing off of it and some characters 
    will tear off the chandelier and throw it downward.
    
    ACROBAT        - character will swing on the chandelier
    GADGET         - character will swing on the chandelier
    POWER (FLYING) - character will tear off the chandelier and throw it
    POWER (GROUND) - character will tear off the chandelier and throw it
    
    o Level Transition
    
    The character will bust through the door and then ram into Killer Croc from 
    behind.  Killer Croc will grab the character by the head then toss the 
    character toward the Penguin.  The Penguin will hit the character in the face 
    with his umbrella then the character will stumble backward as Two-Face picks up 
    a chair and bashes the character over the head with it.  As the character 
    staggers back toward the other side of the room, the Riddler will smack the 
    character with his Kane and then Kill Croc will punch the character toward the 
    door on the other side of the room.  The character will bounce into the Cell 
    Block.
    
                         _    _    _                _    _      
                        /_\  | |_ | |  __ _  _ __  | |_ (_) ___ 
                       //_\\ | __|| | / _` || '_ \ | __|| |/ __|
                      /  _  \| |_ | || (_| || | | || |_ | |\__ \
                      \_/ \_/ \__||_| \__,_||_| |_| \__||_||___/
    _______________________________________________________________________________
                                  T H R O N E  R O O M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Interaction Positioning:
    
        Water Tank - Sphere - Water Pipe - Throne - Stone Tablet - Water Tank
    
    o Water Tanks
    
    There are two water tanks on both ends of the Throne Room.  Some character will 
    turn the valve handles to let a burst of water out of the tank and some 
    character will bust open the glass with their fist and flood the area in front 
    of them.
    
    ACROBAT        - character will turn the valve handle
    GADGET         - character will turn the valve handle
    POWER (FLYING) - character will punch the glass and unleash the water
    POWER (GROUND) - character will punch the glass and unleash the water
    
    o Glass Sphere
    
    Characters can either leap off the sphere or pick up the sphere and toss the 
    object at their opponent.  Gadget characters can place a bomb on this object.
    
    ACROBAT        - character will leap off the object
    GADGET         - character will leap off the object (or bomb)
    POWER (FLYING) - character will ground throw the object
    POWER (GROUND) - character will air throw the object
    
    o Throne
    
    Characters can kick or punch an opponent into the throne in the center portion 
    of the stage.  They will perform a melee attack while standing next to the 
    throne and pressing the interact button.  This move can be added to a combo.
    
    ACROBAT        - character will kick opponent toward the throne
    GADGET         - character will kick opponent toward the throne
    POWER (FLYING) - character will kick opponent toward the throne
    POWER (GROUND) - character will kick opponent toward the throne
    
    o Water Pipe (overhead)
    
    Character can jump and grab onto the overhead pole and slide to the other side. 
    Holding down on the button will make them slide on the pole longer.  Only 
    Acrobat and Gadget character can use this interaction.
    
    ACROBAT        - character will grab and slide along the pole
    GADGET         - character will grab and slide along the pole
    POWER (FLYING) - character will not interact
    POWER (GROUND) - character will not interact
    
    o Stone Tablet
    
    Characters can either leap off the tablet or pick up the tablet and toss the 
    object at their opponent.  Gadget characters can place a bomb on this object.
    
    ACROBAT        - character will leap off the object
    GADGET         - character will leap off the object (or bomb)
    POWER (FLYING) - character will ground throw the object
    POWER (GROUND) - character will air throw the object
    
                         ___         _                          
                        / __\  __ _ | |_  ___  __ _ __   __ ___ 
                       /__\// / _` || __|/ __|/ _` |\ \ / // _ \
                      / \/  \| (_| || |_| (__| (_| | \ V /|  __/
                      \_____/ \__,_| \__|\___|\__,_|  \_/  \___|
    _______________________________________________________________________________
                                    C R I M E  L A B
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Interaction Positioning:
    
                 Bat Bombs - Batcomputer - Console - Level Transition
    
    o Bat Bombs
    
    After a certain amount of environmental damage has been done while on the left 
    side of the Crime Lab, the left glass display with the batsuit inside will 
    shatter open and drop out to Bat Bombs.  They can be picked up with the 
    interact button and thrown by tapping any attack button.  If the opponent hits 
    the character that holds the bombs, the character that holds the bombs will 
    take damage.
    
    ACROBAT        - character will toss a Bat Bomb forward
    GADGET         - character will toss a Bat Bomb forward
    POWER (FLYING) - character will toss a Bat Bomb forward
    POWER (GROUND) - character will toss a Bat Bomb forward
    
    o Batcomputer
    
    Characters can kick or punch an opponent into the Batcomputer in the center 
    portion of the stage.  They will perform a melee attack while standing next to 
    the Batcomputer and pressing the interact button.  This move can be added to a 
    combo.
    
    ACROBAT        - character will kick opponent toward the Batcomputer
    GADGET         - character will kick opponent toward the Batcomputer
    POWER (FLYING) - character will kick opponent toward the Batcomputer
    POWER (GROUND) - character will kick opponent toward the Batcomputer
    
    o Console
    
    Pressing the red button on the console on the right side of the stage will 
    cause the Batmobile in the background to fire rockets forward and hit an 
    opponent that stands in the way.
    
    ACROBAT        - character will leap off the button while pressing it
    GADGET         - character will leap off the button while pressing it
    POWER (FLYING) - character will press the button
    POWER (GROUND) - character will press the button
    
    o Level Transition
    
    The character will fly through the console monitors then smash into the cave 
    wall behind it.  After rolling and hitting a steel bar on the way down the 
    character will hit a rock wall at the bottom then hit a railing and a steel 
    girder then bounce off the Batboat and land on the bottom floor.
    
    _______________________________________________________________________________
                                      L A G O O N
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Interaction Positioning:
    
                        Level Transition - Machine - Barrels
    
    
    o Level Transition
    
    The character is knocked into the elevator then their opponent rushes into the 
    elevator after the character.  The elevator closes and moves upwards to the top 
    floor and the opponent dents in the walls of the elevator while hitting the 
    character.  The opponent is thrown against the glass on the side shortly before 
    the elevator reaches the top and the opponent throws the character against the 
    doors and into the top portion of the Batcave.
    
    o Machine (overhead)
    
    Some characters will perform a diving kick off the machine, some characters 
    will place a bomb on the machine and some characters will tear off the machine 
    and throws it downwards.  The electric cables from the torn machine will damage 
    a character that gets knocked up into them.
    
    ACROBAT        - character will perform a dive kick off the machine
    GADGET         - character will place a bomb on the machine
    POWER (FLYING) - character will tear off and throw the machine
    POWER (GROUND) - character will tear off and throw the machine
    
    o Barrels
    
    Characters can be knocked through the barrels on the right side of the room in 
    order to extend the stage to the right a bit more.
    
    ACROBAT        - character will knock opponent into barrels
    GADGET         - character will knock opponent into barrels
    POWER (FLYING) - character will knock opponent into barrels
    POWER (GROUND) - character will knock opponent into barrels
    
         ___                  _          _    _                          __  _   
        / __\___  _ __  _ __ (_) ___    /_\  (_) _ __  ___  _ __  __ _  / _|| |_ 
       / _\ / _ \| '__|| '__|| |/ __|  //_\\ | || '__|/ __|| '__|/ _` || |_ | __|
      / /  |  __/| |   | |   | |\__ \ /  _  \| || |  | (__ | |  | (_| ||  _|| |_ 
      \/    \___||_|   |_|   |_||___/ \_/ \_/|_||_|   \___||_|   \__,_||_|   \__|
    _______________________________________________________________________________
                                      H A N G E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Interaction Positioning:
    
             Jet Engine - Tool Chest - Missile - Storage Tanks - Rockets
    
    o Jet Engine (overhead)
    
    Some characters will grab the jet engine and hold onto it as it falls downward 
    and some character will grab the jet engine and push it downwards.  The jet 
    engine will always be pulled back to the left portion of the screen by the 
    cable it is attached to.
    
    ACROBAT        - character will grab the jet engine fall forward with it
    GADGET         - character will grab the jet engine fall forward with it
    POWER (FLYING) - character will grab the jet engine and push it forward
    POWER (GROUND) - character will grab the jet engine and push it forward
    
    o Tool Chest
    
    Characters will grab the tool chest and throw it toward their opponent
    
    ACROBAT        - character will grab the chest and slide it forward
    GADGET         - character will grab the chest and slide it forward
    POWER (FLYING) - character will grab the chest and throw it forward
    POWER (GROUND) - character will grab the chest and throw it forward
    
    o Missile (overhead)
    
    Some characters will perform a diving kick off the missile, some characters 
    will place a bomb on the missile and some characters will grab the missile and 
    throws it downwards.
    
    ACROBAT        - character will perform a dive kick off the missile
    GADGET         - character will place a bomb on the missile
    POWER (FLYING) - character will grab the missile and slam it into the ground
    POWER (GROUND) - character will grab the missile and slam it into the ground
    
    o Storage Tanks
    
    Characters can grab a tank and hit the opponent with it to knock them into the 
    missile that hangs in the background portion of the stage.  They will tank 
    while standing next to one of the three near the right middle portion of the 
    screen and pressing the interact button.
    
    NOTE: From long range, your character will throw the storage tank.  The 
    opponent must be on the left side of the screen and your character must be 
    facing to the left in order to interact with the storage tank however - it 
    doesn't work the other way around.
    
    ACROBAT        - character will knock opponent toward the missile
    GADGET         - character will knock opponent toward the missile
    POWER (FLYING) - character will knock opponent toward the missile
    POWER (GROUND) - character will knock opponent toward the missile
    
    o Rockets
    
    Some character will push the button on the console to fire a rocket forward and 
    some character will pick up a rocket from the holder in the background then 
    toss it toward forward.  The rockets in the background will constantly be 
    reloaded.
    
    ACROBAT        - character will push the button to shoot a rocket
    GADGET         - character will push the button to shoot a rocket
    POWER (FLYING) - character will grab a rocket then jump upwards and toss it
    POWER (GROUND) - character will grab a rocket then jump upwards and toss it
    
                  ___             _                                  __ 
                 / __\___   _ __ | |_  _ __  ___  ___  ___    ___   / _|
                / _\ / _ \ | '__|| __|| '__|/ _ \/ __|/ __|  / _ \ | |_ 
               / /  | (_) || |   | |_ | |  |  __/\__ \\__ \ | (_) ||  _|
               \/    \___/ |_|    \__||_|   \___||___/|___/  \___/ |_|  
                       __         _  _  _               _       
                      / _\  ___  | |(_)| |_  _   _   __| |  ___ 
                      \ \  / _ \ | || || __|| | | | / _` | / _ \
                      _\ \| (_) || || || |_ | |_| || (_| ||  __/
                      \__/ \___/ |_||_| \__| \__,_| \__,_| \___|
    _______________________________________________________________________________
                                  L A B O R A T O R Y
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Interaction Positioning:
    
             Ship - Doomsday - Crystal - Teleporter - Level Transition
    
    o Ship
    
    Some characters can jump off the ship, some characters can grab an opponent and 
    knock the opponent into the ship and some characters can pick up the ship and 
    knock the opponent into the background with it.  The ship will not break from a 
    character hitting it.
    
    ACROBAT        - character will jump off the ship*
    GADGET         - character will jump off the ship**
    POWER (FLYING) - character will pick up the ship and slap opponent with it
    POWER (GROUND) - character will pick up the ship and slap opponent with it
    
    * Press forward + interact to grab the opponent and toss them into the stove
    ** Press forward + interact to grab the opponent and toss them into the stove
    ** Press down + interact to place a bomb on the stove
    
    o Doomsday
    
    Characters can kick or punch an opponent into the shackled Doomsday in the 
    background on the left portion of the stage.  They will perform a melee attack 
    while standing next to the Doomsday and pressing the interact button.  This 
    move can be added to a combo.
    
    ACROBAT        - character will kick opponent toward the Doomsday
    GADGET         - character will kick opponent toward the Doomsday
    POWER (FLYING) - character will kick opponent toward the Doomsday
    POWER (GROUND) - character will kick opponent toward the Doomsday
    
    o Crystal (overhead)
    
    Characters will grab the crystal and toss it downwards.
    
    ACROBAT        - character will grab the crystal and throw it
    GADGET         - character will grab the crystal and throw it
    POWER (FLYING) - character will grab the crystal and throw it
    POWER (GROUND) - character will grab the crystal and throw it
    
    o Teleporter (during juggle)
    
    The teleporter is a unique interaction that can only be used when juggling an 
    opponent.  Knock an opponent into the air while standing next to the teleporter 
    with the red light.  While an opponent is in the air after a knock up, press 
    the interact button to make the teleporter gun fire and teleport the opponent 
    to the phantom zone and then back out to damage the opponent.  This works the 
    same for all characters.
    
    ACROBAT        - teleporter gun will open fire on launched opponent
    GADGET         - teleporter gun will open fire on launched opponent
    POWER (FLYING) - teleporter gun will open fire on launched opponent
    POWER (GROUND) - teleporter gun will open fire on launched opponent
    
    o Level Transition
    
    The character will break through the wall then hit many shards of ice along the 
    ramp while sliding down to the bottom area.  The character will break through a 
    thin coating of ice then fall into the Managerie below.
    _______________________________________________________________________________
                                   M A N A G E R I E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Interaction Positioning:
    
                   Level Transition - Insect - Starfish - Portals
    
    o Crystallized Insect (overhead)
    
    Some characters will perform a diving kick off the crystal, some characters 
    will place a bomb on the crystal and some characters will pick up the crystal 
    and throw it downwards.
    
    ACROBAT        - character will perform a dive kick off the crystal
    GADGET         - character will place a bomb on the crystal
    POWER (FLYING) - character will throw the crystal
    POWER (GROUND) - character will throw the crystal
    
    o Starfish
    
    Characters can either leap off the starfish sphere or pick up the sphere and 
    toss the object at their opponent.  Gadget characters can place a bomb on this 
    object.
    
    ACROBAT        - character will leap off the object
    GADGET         - character will leap off the object (or bomb)
    POWER (FLYING) - character will ground throw the object
    POWER (GROUND) - character will air throw the object
    
    o Portals
    
    Characters will dash through the background portal then move through the right 
    portal and perform a special move.  The attack will vary per character.  The 
    lights along the side of the portal doors must fully charge to be able to use 
    them again.
    
    ACROBAT        - character will dash through background portal and perform
                     special move through right portal
    GADGET         - character will dash through background portal and perform
                     special move through right portal
    POWER (FLYING) - character will dash through background portal and perform
                     special move through right portal
    POWER (GROUND) - character will dash through background portal and perform
                     special move through right portal
    
    o Level Transition
    
    The character is knocked into the phantom zone via the crystal teleporter on 
    the left side of the room.  While falling into the phantom zone the character 
    hits a crystal that frees a creature.  The creature grabs the character and 
    then bites the character on the right shoulder while carrying the character 
    backwards.  A crystal hits the creature and causes it to let go of the 
    character.  The character flies through a portal on the other side of the area 
    and winds up back in the Laboratory.
    
             ___        _    _                           ___  _  _          
            / _ \ ___  | |_ | |__    __ _  _ __ ___     / __\(_)| |_  _   _ 
           / /_\// _ \ | __|| '_ \  / _` || '_ ` _ \   / /   | || __|| | | |
          / /_\\| (_) || |_ | | | || (_| || | | | | | / /___ | || |_ | |_| |
          \____/ \___/  \__||_| |_| \__,_||_| |_| |_| \____/ |_| \__| \__, |
                                                                      |___/
    _______________________________________________________________________________
                                     R O O F T O P
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Interaction Positioning:
    
      Bat Signal - Air Conditioner - Helicopter - Water Tower - Level Transition
    
    o Bat Signal
    
    Some characters can jump off the stove, some characters can grab an opponent 
    and knock the opponent into the stove and some characters can pick up the stove 
    and smash it against the ground.  The stove will not break from a character 
    hitting it.
    
    ACROBAT        - character will jump off the bat signal*
    GADGET         - character will jump off the bat signal**
    POWER (FLYING) - character will air throw the bat signal
    POWER (GROUND) - character will air throw the bat signal
    
    *  Press forward + interact to grab the opponent and toss them into the bat 
       signal
    ** Press forward + interact to grab the opponent and toss them into the bat 
       signal
    ** Press down + interact to place a bomb on the bat signal
    
    o Air Conditioner
    
    Characters can either leap off the air conditioner or pick up the air 
    conditioner and toss the object at their opponent.  Gadget characters can place 
    a bomb on this object.
    
    ACROBAT        - character will leap off the object
    GADGET         - character will leap off the object (or bomb)
    POWER (FLYING) - character will air throw the object
    POWER (GROUND) - character will air throw the object
    
    o Helicopter
    
    Characters can kick or punch an opponent into the helicopter in the background 
    in the middle portion of the stage.  They will perform a melee attack while 
    standing next to the helicopter and pressing the interact button.  This move 
    can be added to a combo.
    
    ACROBAT        - character will kick opponent toward the helicopter
    GADGET         - character will kick opponent toward the helicopter
    POWER (FLYING) - character will kick opponent toward the helicopter
    POWER (GROUND) - character will kick opponent toward the helicopter
    
    o Water Tower
    
    Some character must be on the ground while near the water tower so they can 
    break the one of the boards of that hold it up with their leg and make push the 
    tower down and some character must jump and grab the top of the tower so that 
    they can push the tower down.
    
    ACROBAT        - character will kick bottom framework and push down tower
    GADGET         - character will kick bottom framework and push down tower
    POWER (FLYING) - character will push down tower from above
    POWER (GROUND) - character will push down tower from above
    
    o Level Transition
    
    The character hits the building on the right side of the area shortly before a 
    wrecking ball smashes the character further into the wall.  The characters fall 
    onto a railway below and a train hits the character.  The train falls of its 
    track and shoves the character through a sign and to the alley below.
    
    _______________________________________________________________________________
                                       A L L E Y
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Interaction Positioning:
    
              Level Transition - Dumpster - Fire Hydrant - Parking Signs
    
    o Ace Chemical Tanker
    
    Some character will pull the gas tank off the bottom of the tanker and throw it 
    forward and some characters will punch the top of the tanker and make it spew 
    forth a blast of chemicals toward the opponent.
    
    ACROBAT        - character will grab the fuel tank and throw it
    GADGET         - character will grab the fuel tank and throw it
    POWER (FLYING) - character will punch the tank and make it chemicals spew out
    POWER (GROUND) - character will punch the tank and make it chemicals spew out
    
    o Dumpster
    
    Characters will grab the dumpster and throw it toward their opponent.  Power 
    characters will destroy the dumpster and other characters will leave the 
    dumpster in the area after they slide it forward.
    
    ACROBAT        - character will grab the dumpster and slide it forward
    GADGET         - character will grab the dumpster and slide it forward
    POWER (FLYING) - character will grab the dumpster and hit the ground with it
    POWER (GROUND) - character will grab the dumpster and hit the ground with it
    
    o Fire Hydrant
    
    Some characters will unscrew the faucet on the hydrant and make it spew forth 
    water and some characters will pick up the hydrant and throw it forward.
    
    ACROBAT        - character will unscrew the hydrant
    GADGET         - character will unscrew the hydrant
    POWER (FLYING) - character will tear up the hydrant and throw it forward
    POWER (GROUND) - character will tear up the hydrant and throw it forward
    
    o Hotel Signs (overhead)
    
    Some characters will tear off the arrow sign and throw it downwards and some 
    character will tear down the HOTEL sign and throw it downwards.  All characters 
    must jump to grab the sign.
    
    ACROBAT        - character will tear down the arrow and throw it
    GADGET         - character will tear down the arrow and throw it
    POWER (FLYING) - character will tear down the HOTEL sign and throw it
    POWER (GROUND) - character will tear down the HOTEL sign and throw it
    
    o Level Transition
    
    The character gets knocked into the Ace Chemicals tanker.  The tanker explodes 
    and sends the character flying toward a building.  The character bounces off 
    the stairs along the side of the building then hits the sign on another 
    building and bounces off a stone statue then lands on the Rooftop.
    
                      _  _           __    __               _    _            
         /\  /\ __ _ | || |   ___   / _|   \ \  _   _  ___ | |_ (_)  ___  ___ 
        / /_/ // _` || || |  / _ \ | |_     \ \| | | |/ __|| __|| | / __|/ _ \
       / __  /| (_| || || | | (_) ||  _| /\_/ /| |_| |\__ \| |_ | || (__|  __/
       \/ /_/  \__,_||_||_|  \___/ |_|   \___/  \__,_||___/ \__||_| \___|\___|
    _______________________________________________________________________________
                                       P L A Z A
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Interaction Positioning:
    
             Statue - Bust - Fountain - Security Robot - Level Transition
    
    o Statue
    
    Some characters will grab the staff off the statue and hit the ground with it 
    and some characters will jump toward the statue and shove it down to the 
    ground.
    
    ACROBAT        - character will grab the spear and hit the ground with it
    GADGET         - character will grab the spear and hit the ground with it
    POWER (FLYING) - character will push down the statue
    POWER (GROUND) - character will push down the statue
    
    o Bust
    
    Characters can either leap off the bust or pick up the bust and toss the object 
    at their opponent.  Gadget characters can place a bomb on this object.
    
    ACROBAT        - character will leap off the object
    GADGET         - character will leap off the object (or bomb)
    POWER (FLYING) - character will ground throw the object
    POWER (GROUND) - character will air throw the object
    
    o Patrol Robot
    
    Some character will hit the red button on the top of the patrol robot to make 
    it move toward the opponent and explode and some character will pick up the 
    robot and jump into the air then throw it downwards.  These robots will keep 
    reappearing on the stage.
    
    ACROBAT        - character will hit the button on top of the robot
    GADGET         - character will hit the button on top of the robot
    POWER (FLYING) - character will grab the robot and jump then toss it
    POWER (GROUND) - character will grab the robot and jump then toss it
    
    o Fountain
    
    Characters can kick or punch an opponent into the fountain in the background in 
    the middle portion of the stage.  They will perform a melee attack while 
    standing next to the fountain and pressing the interact button.  This move can 
    be added to a combo.
    
    ACROBAT        - character will kick opponent toward the fountain
    GADGET         - character will kick opponent toward the fountain
    POWER (FLYING) - character will kick opponent toward the fountain
    POWER (GROUND) - character will kick opponent toward the fountain
    
    o Security Robot
    
    Some characters can jump off the robot, some characters can grab an opponent 
    and knock the opponent into the robot.  The robot will not be destroyed no 
    matter what is done to it.
    
    ACROBAT        - character will jump off the robot
    GADGET         - character will jump off the robot*
    POWER (FLYING) - character will grab and knock opponent into the robot
    POWER (GROUND) - character will grab and knock opponent into the robot
    
    * Press down + interact to place a bomb on the robot
    
    o Level Transition
    
    The character gets knocked into the security robot on the right side of the 
    screen then the robot grabs the character out of the air and throws the 
    character toward Giganta and Atom Smasher in the background.  Giganta grabs the 
    character with her left hand and smacks Atom Smasher twice with that hand while 
    holding the character then throws the character toward the roof of the Great 
    Hall.  The character breaks through the roof and falls into the hall.
    
    _______________________________________________________________________________
                                   G R E A T  H A L L
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Interaction Positioning:
    
          Replica - Planet - Transport Ship - Teleporters - Level Transition
    
    o Watchtower Replica
    
    Characters can either leap off the Watchtower Replica or pick up the replica 
    and smack the opponent into the background statue.  Gadget characters can place 
    a bomb on this object.
    
    ACROBAT        - character will leap off the object
    GADGET         - character will leap off the object (or bomb)
    POWER (FLYING) - character will smack the opponent into the statue
    POWER (GROUND) - character will smack the opponent into the statue
    
    o Planet Replica (overhead)
    
    Some characters will perform a diving kick off the planet, some characters will 
    place a bomb on the planet and some characters will pick up the planet and 
    throw it downwards.
    
    ACROBAT        - character will perform a dive kick off the crystal
    GADGET         - character will place a bomb on the crystal
    POWER (FLYING) - character will throw the crystal
    POWER (GROUND) - character will throw the crystal
    
    o Transport Ship (overhead)
    
    Some characters can grab the bottom of the shuttle and ride it to the left or 
    right - the shuttle will stay on the side that it rides over to.  Hold the 
    interact button to keep hanging onto the shuttle.  Some character will grab the 
    shuttle out of the air and throw it downward.
    
    ACROBAT        - character will hang onto the shuttle
    GADGET         - character will hang onto the shuttle
    POWER (FLYING) - character will throw the shuttle downwards
    POWER (GROUND) - character will throw the shuttle downwards
    
    o Teleporters
    
    All characters will step into the teleporter on the right side of the stage and 
    teleport to the other teleporter further to the left.
    
    ACROBAT        - character will teleport to the other teleporter
    GADGET         - character will teleport to the other teleporter
    POWER (FLYING) - character will teleport to the other teleporter
    POWER (GROUND) - character will teleport to the other teleporter
    
    o Level Transition
    
    The character shatters the glass and gets knocked into the portal behind the 
    glass case.  The character falls inside of Darkseid's inner sanctum in 
    Apokolips.  Darkseid leaps off his throne punches the character then uppercut 
    the character and grabs the character then performs a swing and tosses the 
    character back through the portal.  Before the portal closes Darkseid shoots 
    the character with his Omega Beam from his eyes.  The character gets hit by the 
    Omega Beam while falling out of the portal and into the Plaza.
    
            _____                                                          
            \_   \ _ __   ___  _   _  _ __  __ _   ___  _ __    ___  _   _ 
             / /\/| '_ \ / __|| | | || '__|/ _` | / _ \| '_ \  / __|| | | |
          /\/ /_  | | | |\__ \| |_| || |  | (_| ||  __/| | | || (__ | |_| |
          \____/  |_| |_||___/ \__,_||_|   \__, | \___||_| |_| \___| \__, |
                                           |___/                     |___/
    _______________________________________________________________________________
                               C O M M A N D  C E N T E R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Interaction Positioning:
    
                      Level Transition - Pipe - Monitors - Turbine
    
    o Pipe (overhead)
    
    Characters can jump and grab either side of the pipe to pull it down and make 
    hot steam spew out to damage their opponent.
    
    ACROBAT        - character will tear down the pipe
    GADGET         - character will tear down the pipe
    POWER (FLYING) - character will tear down the pipe
    POWER (GROUND) - character will tear down the pipe
    
    o Monitors (overhead)
    
    Some characters will perform a diving kick off the monitors, some characters 
    will place a bomb on the monitors and some characters will tear off the 
    monitors and throw them downwards.
    
    ACROBAT        - character will perform a dive kick off the monitors
    GADGET         - character will place a bomb on the monitors
    POWER (FLYING) - character will tear off and throw the monitors
    POWER (GROUND) - character will tear off and throw the monitors
    
    o Turbine
    
    All characters are able to charge an attack while standing next to the turbine 
    while it has purple electricity moving out of it.  This is the only stage 
    interaction attack that can be blocked but a player can charge the attack by 
    holding down on the interaction button in order to make the attack take off 
    more and be unblockable.  It must reach full charge to become unblockable.
    
    ACROBAT        - character will charge an attack
    GADGET         - character will charge an attack
    POWER (FLYING) - character will charge an attack
    POWER (GROUND) - character will charge an attack
    
    o Level Transition
    
    The character gets knocked through the wall and lands in a tunnel.  When the 
    character stands up, a driller just so happens to be coming toward the 
    character and then it grinds the character while carrying the character to the 
    lab.  The driller bust through the wall of the lab then the character falls to 
    the ground.
    
    _______________________________________________________________________________
                                 L U T H O R' S  L A B
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Interaction Positioning:
    
             Level Transition - Suit of Armor - Laser - Lights - Console
    
    
    o Mechanized Suit of Armor
    
    Characters can either leap off the suit of armor or pick up the suit and toss 
    the object at their opponent.  Gadget characters can place a bomb on this 
    object.
    
    ACROBAT        - character will leap off the object
    GADGET         - character will leap off the object (or bomb)
    POWER (FLYING) - character will ground throw the object
    POWER (GROUND) - character will ground throw the object
    
    o Laser (overhead)
    
    All characters grab the overhead laser then aim it down toward the left side of 
    the stage and fire it.
    
    ACROBAT        - character will grab the laser then fire it to the left
    GADGET         - character will grab the laser then fire it to the left
    POWER (FLYING) - character will grab the laser then fire it to the left
    POWER (GROUND) - character will grab the laser then fire it to the left
    
    o Lights (overhead)
    
    Characters will tear down a ceiling light and toss it downwards.
    
    ACROBAT        - character will grab the lights and throw them
    GADGET         - character will grab the lights and throw them
    POWER (FLYING) - character will grab the lights and throw them
    POWER (GROUND) - character will grab the lights and throw them
    
    o Console
    
    Some characters will hit the green button to make the device in the back shoot 
    a set of green lasers and some characters will rip up the device and jump then 
    throw it downward.
    
    ACROBAT        - character will jump on the green button then hop away
    GADGET         - character will jump on the green button then hop away
    POWER (FLYING) - character will tear up the device then jump and throw it
    POWER (GROUND) - character will tear up the device then jump and throw it
    
    o Level Transition
    
    The characters smashes into a vent then falls out the other side and lands on a 
    conveyor belt.  The character is smashed twice by two compacters then flipped 
    over to the side by the conveyor belt.  While flying back, the character is 
    knocked through a sets of armor by a mechanical hand and into a vent then the 
    character crashes back inside the Command Center.
    
      __          _                _         _                _                   
      \ \   ___  | | __ ___  _ __ /_/___    /_\   ___  _   _ | | _   _  _ __ ___  
       \ \ / _ \ | |/ // _ \| '__|  / __|  //_\\ / __|| | | || || | | || '_ ` _ \ 
    /\_/ /| (_) ||   <|  __/| |     \__ \ /  _  \\__ \| |_| || || |_| || | | | | |
    \___/  \___/ |_|\_\\___||_|     |___/ \_/ \_/|___/ \__, ||_| \__,_||_| |_| |_|
                                                       |___/                      
    _______________________________________________________________________________
                                   C E L L  B L O C K
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Interaction Positioning:
    
                    Rack - Flower - TVs - Pipe - Level Transition
    
    o Rack
    
    Some characters can jump off the rack, some characters can grab an opponent and 
    knock the opponent into the rack and some characters can pick up the rack and 
    smash it against the ground.  The rack will break after two hits from a 
    character.
    
    ACROBAT        - character will jump off the rack*
    GADGET         - character will jump off the rack**
    POWER (FLYING) - character will knock opponent into the rack
    POWER (GROUND) - character will grab the rack and smash it to the ground
    
    * Press forward + interact to grab the opponent and toss them into the rack
    ** Press forward + interact to grab the opponent and toss them into the rack
    ** Press down + interact to place a bomb on the rack
    
    o Poisonous Flower
    
    Some characters can grab the top flower and throw it downward and some 
    character can step on the bottom vine to make poison gas shoot out of the top 
    flower.
    
    ACROBAT        - character will stomp the ground vine
    GADGET         - character will stomp the ground vine
    POWER (FLYING) - character will grab the flower and throw it (while jumping)
    POWER (GROUND) - character will grab the flower and throw it (while jumping)
    
    o TVs (overhead)
    
    Some characters will perform a diving kick off the TVs, some characters will 
    place a bomb on the TVs and some characters will tear off the TVs and throw 
    them downwards.
    
    ACROBAT        - character will perform a dive kick off the TVs
    GADGET         - character will place a bomb on the TVs
    POWER (FLYING) - character will tear off and throw the TVs
    POWER (GROUND) - character will tear off and throw the TVs
    
    o Pipe (overhead)
    
    Characters can jump and grab either side of the pipe to pull it down and make 
    liquid nitrogen spew out to freeze their opponent.
    
    ACROBAT        - character will tear down the pipe
    GADGET         - character will tear down the pipe
    POWER (FLYING) - character will tear down the pipe
    POWER (GROUND) - character will tear down the pipe
    
    o Level Transition
    
    The character flies into the holding room and hits the wall then Scarecrow 
    rushes toward the character and sprays the character with gas.  The character 
    hallucinates that a giant Scarecrow tears through the top of the room and hits 
    them over the head with his fist and slams the character through the floor.  
    The character falls and lands in the mess hall.
    _______________________________________________________________________________
                                    M E S S  H A L L
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Interaction Positioning:
    
           Stove - Pig Carcass - Stone Faces - Chandelier - Level Transition
    
    o Stove
    
    Some characters can jump off the stove, some characters can grab an opponent 
    and knock the opponent into the stove and some characters can pick up the stove 
    and smash it against the ground.  The stove will not break from a character 
    hitting it.
    
    ACROBAT        - character will jump off the stove*
    GADGET         - character will jump off the stove**
    POWER (FLYING) - character will knock opponent into the stove
    POWER (GROUND) - character will grab the stove and smash it to the ground
    
    * Press forward + interact to grab the opponent and toss them into the stove
    ** Press forward + interact to grab the opponent and toss them into the stove
    ** Press down + interact to place a bomb on the stove
    
    o Pig Carcass
    
    Characters will grab the pig carcass and toss it forward so that it slides 
    toward the opponent.  The pig carcass will remain on the side that it slides 
    toward but it can be tossed to the other side.
    
    ACROBAT        - character will grab the pig carcass and slide it forward
    GADGET         - character will grab the pig carcass and slide it forward
    POWER (FLYING) - character will grab the pig carcass and slide it forward
    POWER (GROUND) - character will grab the pig carcass and slide it forward
    
    o Stone Faces (overhead)
    
    Characters will grab the stone faces and toss them downwards.
    
    ACROBAT        - character will grab the stone faces and throw them
    GADGET         - character will grab the stone faces and throw them
    POWER (FLYING) - character will grab the stone faces and throw them
    POWER (GROUND) - character will grab the stone faces and throw them
    
    o Chandelier (overhead)
    
    Some characters will grab the chandelier and swing off of it and some 
    characters will tear off the chandelier and throw it downward.
    
    ACROBAT        - character will swing on the chandelier
    GADGET         - character will swing on the chandelier
    POWER (FLYING) - character will tear off the chandelier and throw it
    POWER (GROUND) - character will tear off the chandelier and throw it
    
    o Level Transition
    
    The character will bust through the door and then ram into Killer Croc from 
    behind.  Killer Croc will grab the character by the head then toss the 
    character toward the Penguin.  The Penguin will hit the character in the face 
    with his umbrella then the character will stumble backward as Two-Face picks up 
    a chair and bashes the character over the head with it.  As the character 
    staggers back toward the other side of the room, the Riddler will smack the 
    character with his Kane and then Kill Croc will punch the character toward the 
    door on the other side of the room.  The character will bounce into the Cell 
    Block.
    
                               _                              _  _      
                  /\/\    ___ | |_  _ __  ___   _ __    ___  | |(_) ___ 
                 /    \  / _ \| __|| '__|/ _ \ | '_ \  / _ \ | || |/ __|
                / /\/\ \|  __/| |_ | |  | (_) || |_) || (_) || || |\__ \
                \/    \/ \___| \__||_|   \___/ | .__/  \___/ |_||_||___/
                                               |_|                      
    _______________________________________________________________________________
                                      S T R E E T
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    Interaction Positioning:
    
                  Car - Security Truck - Hover Car - Level Transition
    
    o Car
    
    Some characters can jump off the car, some characters can grab an opponent and 
    knock the opponent into the car and some characters can pick up the car and 
    smash it against the ground.  The car will not break from a character hitting 
    it or strapping a bomb to it.
    
    ACROBAT        - character will jump off the car*
    GADGET         - character will jump off the car**
    POWER (FLYING) - character will knock opponent into the car
    POWER (GROUND) - character will grab the car and smash it to the ground
    
    * Press forward + interact to grab the opponent and toss them into the car
    ** Press forward + interact to grab the opponent and toss them into the car
    ** Press down + interact to place a bomb on the car
    
    o Security Truck
    
    The security truck is a unique interaction that can only be used when juggling 
    an opponent.  Knock an opponent into the air while standing next to the 
    security truck and the red light on the gun at the top of it will glow red - it 
    blinks while on the ground.  While an opponent is in the air after a knock up, 
    press the interact button to make the gun fire and juggle the opponent.  This 
    works the same for all characters.
    
    ACROBAT        - security truck will open fire on launched opponent
    GADGET         - security truck will open fire on launched opponent
    POWER (FLYING) - security truck will open fire on launched opponent
    POWER (GROUND) - security truck will open fire on launched opponent
    
    o Hover Car (overhead)
    
    Some characters will perform a diving kick off the hover car, some characters 
    will place a bomb on the hover car and some characters will grab the hover car 
    and throw it downwards.
    
    ACROBAT        - character will perform a dive kick off the hover car
    GADGET         - character will place a bomb on the hover car
    POWER (FLYING) - character will throw the hover car
    POWER (GROUND) - character will throw the hover car
    
    o Level Transition
    
    The character will get knocked toward a building and crash through several 
    levels of the building's floors before finally crashing through the other side. 
    The character will land on the Rooftop area.
    
    _______________________________________________________________________________
                                    R O O F T O P S
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Interaction Positioning:
    
                           Power Conduit - Level Transition
    
    o Power Conduit
    
    Characters can either leap off the power conduit or rip up the cable behind it 
    and strike forward with the electric cable.  Gadget characters can place a bomb 
    on this object.
    
    ACROBAT        - character will leap off the object
    GADGET         - character will leap off the object (or bomb)
    POWER (FLYING) - character will ground throw the object
    POWER (GROUND) - character will ground throw the object
    
    o Security Bots (overhead)
    
    A Security Bot will hover into the area and hover overhead or hover in place at 
    times.  Power characters will naturally grab the bot and throw it downwards.  
    The bot can be grabbed and its gun can be fired by an acrobat or gadget 
    character - the type of ammo depends on the colored stripes that are on the 
    bot.
    
      Grey   = machine gun
      Purple = electricity
      Red    = fire
    
    ACROBAT        - character will fire the gun on the bot
    GADGET         - character will fire the gun on the bot
    POWER (FLYING) - character will grab and throw the bot
    POWER (GROUND) - character will grab and throw the bot
    
    o Level Transition
    
    The character will crash into a sign piece on the right side of the roof then 
    bounce into a security bot then crash through the rooftop.  After falling 
    through several floors, the character will fall into the museum and hit an 
    exhibit then bounce to the floor.
    _______________________________________________________________________________
                                      M U S E U M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Interaction Positioning:
    
      Level Transition - RPG & Canister - Helicopter/Rotor - Car - Display Case
    
    o RPG and Gas Canister
    
    After enough damage to the environment has been done by fighting on the left 
    side of the museum, the display case with the RPG and Gas Canister inside will 
    break and both weapons will fall to the floor.
    
    ACROBAT        - character will 
    GADGET         - character will 
    POWER (FLYING) - character will 
    POWER (GROUND) - character will 
    
    o Helicopter/Tail Rotor (overhead)
    
    Some characters will tear off the tail rotor of the helicopter and toss it 
    downwards and some characters will grab the entire back end of the helicopter 
    and throw it downwards.
    
    ACROBAT        - character will tear off and throw the tail rotor
    GADGET         - character will tear off and throw the tail rotor
    POWER (FLYING) - character will throw the back end of the helicopter
    POWER (GROUND) - character will throw the back end of the helicopter
    
    o Hanging Car (overhead)
    
    Some characters will perform a diving kick off the hanging car, some characters 
    will place a bomb on the car and some characters will grab the car and throw it 
    downwards.
    
    ACROBAT        - character will perform a dive kick off the hover car
    GADGET         - character will place a bomb on the hover car
    POWER (FLYING) - character will throw the hover car
    POWER (GROUND) - character will throw the hover car
    
    o Display Case
    
    Characters can be knocked through the display case on the right side of the 
    room in order to extend the stage to the right a bit more.
    
    ACROBAT        - character will knock opponent into the display case
    GADGET         - character will knock opponent into the display case
    POWER (FLYING) - character will knock opponent into the display case
    POWER (GROUND) - character will knock opponent into the display case
    
    o Level Transition
    
    The character will get knocked through the left side of the building then crash 
    into the building next door and a few pipes before crashing out the other end 
    of the building.  The character's face will plow into the car on the Street 
    outside.
    
        __ _              _              _        _____     _                 _ 
       / _\ |_ _ __ _   _| | _____ _ __ /_/___    \_   \___| | __ _ _ __   __| |
       \ \| __| '__| | | | |/ / _ \ '__|  / __|    / /\/ __| |/ _` | '_ \ / _` |
       _\ \ |_| |  | |_| |   <  __/ |     \__ \ /\/ /_ \__ \ | (_| | | | | (_| |
       \__/\__|_|   \__, |_|\_\___|_|     |___/ \____/ |___/_|\__,_|_| |_|\__,_|
                    |___/                                                      
    _______________________________________________________________________________
                                   C E L L  B L O C K
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Interaction Positioning:
    
                Level Transition - Guard - Turret - Metallo - Cryo Pod
    
    o Robotic Guard
    
    Some characters can jump off the guard, some characters can grab an opponent 
    and knock the opponent into the guard and some characters can pick up the guard 
    and smash it against the ground.  The car will not break from a character 
    hitting it or strapping a bomb to it.
    
    ACROBAT        - character will jump off the guard*
    GADGET         - character will jump off the guard**
    POWER (FLYING) - character will knock opponent into the guard
    POWER (GROUND) - character will grab the guard and smash it to the ground
    
    * Press forward + interact to grab the opponent and toss them into the guard
    ** Press forward + interact to grab the opponent and toss them into the guard
    ** Press down + interact to place a bomb on the guard
    
    o Turret (overhead)
    
    Some characters grab the overhead laser then aim it down toward the left side 
    of the stage and fire it and some characters grab the laser and throw it 
    downward.  It can only be fired and thrown to the right.
    
    ACROBAT        - character will grab the laser then fire it to the right
    GADGET         - character will grab the laser then fire it to the right
    POWER (FLYING) - character will grab the laser head then throw it
    POWER (GROUND) - character will grab the laser head then throw it
    
    o Metallo (middle cyborg)
    
    Characters can either leap off Metallo or pick up Metallo and toss him at their 
    opponent.  Gadget characters can place a bomb on Metallo.
    
    ACROBAT        - character will leap off Metallo
    GADGET         - character will leap off Metallo (or bomb)
    POWER (FLYING) - character will throw Metallo
    POWER (GROUND) - character will throw the object
    
    o Cryo Pod
    
    Some characters can jump off the cryo pod, some characters can grab an opponent 
    and knock the opponent into the cryo pod and some characters can pick up the 
    cryo and smash it against the ground.  The car will not break from a character 
    hitting it or strapping a bomb to it, but only ONE bomb may be placed on it.
    
    ACROBAT        - character will jump off the cryo pod*
    GADGET         - character will jump off the cryo pod**
    POWER (FLYING) - character will throw the cryo pod to the ground
    POWER (GROUND) - character will throw the cryo pod to the ground
    
    * Press forward + interact to grab the opponent and toss them into the pod
    ** Press forward + interact to grab the opponent and toss them into the pod
    ** Press down + interact to place a bomb on the pod
    
    o Level Transition
    
    The character crashes through the wall on the left then hits an outside 
    helicopter.  The character lands inside the helicopter and causes the 
    helicopter pilot to make the helicopter go out of control and hit a building 
    then fall to the ground.  The helicopter will crash and the character will fall 
    out onto the Yard.
    _______________________________________________________________________________
                                        Y A R D
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Interaction Positioning:
    
        Weights - Gorilla Grod - Explosive Tanks - Generator - Level Transition
    
    o Weights
    
    Characters can either leap off the side of the weight or pick up the entire 
    weight and slam it to the ground.  Gadget characters can place a bomb on this 
    object.
    
    ACROBAT        - character will leap off the object
    GADGET         - character will leap off the object (or bomb)
    POWER (FLYING) - character will smash the object to the ground
    POWER (GROUND) - character will smash the object to the ground
    
    o Gorilla Grod
    
    Characters can kick or punch an opponent into Gorilla Grod in the background in 
    the middle portion of the stage.  They will perform a melee attack while 
    standing next to Gorilla Grod and pressing the interact button.  This move can 
    be added to a combo.
    
    ACROBAT        - character will kick opponent toward Gorilla Grod
    GADGET         - character will kick opponent toward Gorilla Grod
    POWER (FLYING) - character will kick opponent toward Gorilla Grod
    POWER (GROUND) - character will kick opponent toward Gorilla Grod
    
    o Explosive Tanks
    
    Character will either ground throw or air throw an explosive canister toward 
    the opponent.
    
    ACROBAT        - character will ground throw a canister
    GADGET         - character will ground throw a canister
    POWER (FLYING) - character will air throw a canister
    POWER (GROUND) - character will air throw a canister
    
    o Generator
    
    Some characters can jump off the generator, some characters can grab an 
    opponent and knock the opponent into the generator and some characters can pick 
    up the generator and smash it against the ground.  The generator will not break 
    from a character hitting it.
    
    ACROBAT        - character will jump off the generator*
    GADGET         - character will jump off the generator**
    POWER (FLYING) - character will knock opponent into the generator
    POWER (GROUND) - character will grab the generator and smash it to the ground
    
    *  Press forward + interact to grab the opponent and toss them into the 
       generator
    ** Press forward + interact to grab the opponent and toss them into the 
       generator
    ** Press down + interact to place a bomb on the generator
    
    o Level Transition
    
    The character will crash through the wall of the right building then hit a gas 
    tank and cause it to explode then sent a character through an air duct in the 
    ceiling.  The character will crash into two cryo pods on the way out of the air 
    duct then fall to the Cell Block shortly before the second cryo pod lands on 
    the character.
    
           _____  _                                         _             
          /__   \| |__    ___  _ __ ___   _   _  ___   ___ (_) _ __  __ _ 
            / /\/| '_ \  / _ \| '_ ` _ \ | | | |/ __| / __|| || '__|/ _` |
           / /   | | | ||  __/| | | | | || |_| |\__ \| (__ | || |  | (_| |
           \/    |_| |_| \___||_| |_| |_| \__, ||___/ \___||_||_|   \__,_|
                                          |___/                           
    _______________________________________________________________________________
                                      T E M P L E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Interaction Positioning:
    
          Level Transition - Brazier - Chain & Lion Heads - Statues - Tree
    
    o Brazier
    
    Some characters will grab some hot coal from the brazier then leap off of it 
    and throw the coal at their opponent and some characters will grab the brazier 
    and throw it forward.
    
    ACROBAT        - character will jump off the brazier and throw coal
    GADGET         - character will jump off the brazier and throw coal
    POWER (FLYING) - character will grab the brazier and throw it forward
    POWER (GROUND) - character will grab the brazier and throw it forward
    
    o Chains and Lion Heads (ground and overhead)
    
    Some characters will pull the chain next to the central pillars to make the 
    nearby lion head spew flames below it and to the side of it and some characters 
    will tear off the lion head from the pillar and throw it downwards.  Power 
    characters must jump to grab a lion head.
    
    ACROBAT        - character will pull the chain
    GADGET         - character will pull the chain
    POWER (FLYING) - character will tear off and throw the lion head
    POWER (GROUND) - character will tear off and throw the lion head
    
    o Central Statues
    
    Characters can kick or punch an opponent into the statues in the background in 
    the middle portion of the stage.  They will perform a melee attack while 
    standing next to statues and pressing the interact button.  This move can be 
    added to a combo.
    
    ACROBAT        - character will kick opponent toward the statues
    GADGET         - character will kick opponent toward the statues
    POWER (FLYING) - character will kick opponent toward the statues
    POWER (GROUND) - character will kick opponent toward the statues
    
    o Tree
    
    Some characters can grab their opponent and toss them into the tree, some will 
    uproot the tree and smash it on the ground.  The tree will not break from a 
    character hitting it or strapping a bomb to it.
    
    ACROBAT        - character will grab opponent and toss them into tree*
    GADGET         - character will grab opponent and toss them into tree* **
    POWER (FLYING) - character will uproot the tree then hit the ground with it
    POWER (GROUND) - character uproot the tree then hit the ground with it
    
    * Jump and press interact near the top of the tree to leap off the top of it
    ** Press down + interact while jumping to place a bomb on the top of the tree
    
    o Level Transition
    
    The character flies over the brazier and hits a statue then tumbles down the 
    stairs to the right of the statue and hits a brazier on the way down then flips 
    over the side of a ledge.  The character hits several trees on the way down to 
    the Port and the statue piece that fell down with the character falls on the 
    character.
    _______________________________________________________________________________
                                        P O R T
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Interaction Positioning:
    
            Cannon - Rope & Barrels - Stacked Barrels - Level Transition
    
    o Cannon
    
    Some characters will fire the cannon forward and some characters will pick up 
    the canon and jump then throw it downward.
    
    ACROBAT        - character will fire the cannon forward
    GADGET         - character will fire the cannon forward
    POWER (FLYING) - character will grab the cannon then jump and throw it
    POWER (GROUND) - character will grab the cannon then jump and throw it
    
    o Rope and Barrels (ground and overhead)
    
    Acrobat and Gadget characters can cut the rope to make the net with barrels 
    fall.  Power characters can grab the net of barrels out of the air and throw 
    them downwards and Acrobat and Gadget characters can leap off the net with 
    barrels in it.
    
    ACROBAT        - character will cut the rope/swing off the barrel net (air)
    GADGET         - character will cut the rope/swing off the barrel net (air)
    POWER (FLYING) - character will grab the barrel net and throw it downward
    POWER (GROUND) - character will grab the barrel net and throw it downward
    
    o Stacked Barrels
    
    Some characters can grab a barrel and roll it forward and some characters can 
    pick up a barrel and throw it forward.  All five barrels can be used.
    
    ACROBAT        - character will roll a barrel
    GADGET         - character will roll a barrel
    POWER (FLYING) - character will pick up and throw a barrel
    POWER (GROUND) - character will pick up and throw a barrel
    
    o Level Transition
    
    The character will smash against a building then land on a catapult.  An Amazon 
    will cut the rope on the catapult and send the character flying through an 
    Amazonian statue and its lantern.  The character will fall through the rooftop 
    of the temple then land on the ground near the statue.
    
            __    __        _         _      _                             
           / / /\ \ \ __ _ | |_  ___ | |__  | |_  ___ __      __ ___  _ __ 
           \ \/  \/ // _` || __|/ __|| '_ \ | __|/ _ \\ \ /\ / // _ \| '__|
            \  /\  /| (_| || |_| (__ | | | || |_| (_) |\ V  V /|  __/| |   
             \/  \/  \__,_| \__|\___||_| |_| \__|\___/  \_/\_/  \___||_|   
    _______________________________________________________________________________
                                      B R I D G E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    Interaction Positioning:
    
        Level Transition - Controls - Center Console - Moon - Computer Terminal
    
    o Shuttercraft Controls
    
    Pressing the red switch on the control panel on the left side of the stage will 
    cause the shuttercraft in the background to take off and burn an opponent that 
    stands in the way.
    
    ACROBAT        - character will leap off the button while pressing it
    GADGET         - character will leap off the button while pressing it
    POWER (FLYING) - character will press the button
    POWER (GROUND) - character will press the button
    
    o Flying Robots (overhead)
    
    Flying Robots will hover out from the right side of the stage and fly to the 
    left side.  These can be grabbed by jumping and pressing the interact button.
    
    ACROBAT        - character will toss the robot
    GADGET         - character will toss the robot
    POWER (FLYING) - character will toss the robot
    POWER (GROUND) - character will toss the robot
    
    o Center Console
    
    Characters can kick or punch an opponent into the console in the center portion 
    of the stage.  They will perform a melee attack while standing next to the 
    console and pressing the interact button.  This move can be added to a combo.
    
    ACROBAT        - character will kick opponent toward the console
    GADGET         - character will kick opponent toward the console
    POWER (FLYING) - character will kick opponent toward the console
    POWER (GROUND) - character will kick opponent toward the console
    
    o Moon
    
    Characters can either leap off the Moon exhibit or pick up the moon and toss 
    the object at their opponent.  Gadget characters can place a bomb on this 
    object.
    
    ACROBAT        - character will leap off the object
    GADGET         - character will leap off the object (or bomb)
    POWER (FLYING) - character will ground throw the object
    POWER (GROUND) - character will air throw the object
    
    o Computer Terminal
    
    Characters can leap off the console or grab their opponent and toss them into 
    the console.  Gadget characters can place a bomb on this object.
    
    ACROBAT        - character will leap off the object
    GADGET         - character will leap off the object (or bomb)
    POWER (FLYING) - character will grab opponent and fly then toss opponent
    POWER (GROUND) - character will grab opponent then toss opponent
    
    o Level Transition (left side of stage)
    
    The character that is knocked down will fly through several shuttles and fall 
    down a gap and land on a fan then one of the shuttles from earlier will fall on 
    the character nose first.  The character will land on the glowing sphere in the 
    bottom form and burn then be tossed out toward the walkway.
    _______________________________________________________________________________
                                     R E A C T O R
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    Interaction Positioning:
    
                  Valve - Center Console - Laser - Level Transition
    
    o Exhaust Valve
    
    Characters can either pull the lever to the side to make flames shoot out of 
    the valve or they can pick up the valve and smash it on the ground.
    
    ACROBAT        - character will pull the lever
    GADGET         - character will pull the lever
    POWER (FLYING) - character will grab the valve and smash it on the ground
    POWER (GROUND) - character will grab the valve and smash it on the ground
    
    o Flying Robots (overhead)
    
    Flying Robots will hover out from the right side of the stage and fly to the 
    left side.  These can be grabbed by jumping and pressing the interact button.
    
    ACROBAT        - character will toss the robot
    GADGET         - character will toss the robot
    POWER (FLYING) - character will toss the robot
    POWER (GROUND) - character will toss the robot
    
    o Center Console
    
    Characters can kick or punch an opponent into the console in the center portion 
    of the stage.  They will perform a melee attack while standing next to the 
    console and pressing the interact button.  This move can be added to a combo.
    
    ACROBAT        - character will kick opponent toward the console
    GADGET         - character will kick opponent toward the console
    POWER (FLYING) - character will kick opponent toward the console
    POWER (GROUND) - character will kick opponent toward the console
    
    o Laser
    
    Characters can grab the laser and rotate it so that it shoots forward or tear 
    off the laser head and toss it forward.
    
    ACROBAT        - character will rotate the laser toward opponent
    GADGET         - character will rotate the laser toward opponent
    POWER (FLYING) - character will tear off the laser head and throw it forward
    POWER (GROUND) - character will tear off the laser head and throw it forward
    
    o Level Transition
    
    The character will bust through the wall and gets sucked out into space then 
    hit a satellite.  A ship will crash into the character then plunge into the 
    Bridge wall and knock the Bridge floor.
    
        __    __                                                               
       / / /\ \ \ __ _  _   _  _ __    ___    /\/\    __ _  _ __    ___   _ __ 
       \ \/  \/ // _` || | | || '_ \  / _ \  /    \  / _` || '_ \  / _ \ | '__|
        \  /\  /| (_| || |_| || | | ||  __/ / /\/\ \| (_| || | | || (_) || |   
         \/  \/  \__,_| \__, ||_| |_| \___| \/    \/ \__,_||_| |_| \___/ |_|   
                        |___/                                                  
    _______________________________________________________________________________
                                    E N T R A N C E
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Interaction Positioning:
    
          Car - Fountain - Motorcycle - Gargoyle & Pillar - Level Transition
    
    o Car
    
    Some characters can jump off the car, some characters can grab an opponent and 
    knock the opponent into the car and some characters can pick up the car and 
    smash it against the ground.  The car will not break from a character hitting 
    it or strapping a bomb to it.
    
    ACROBAT        - character will jump off the car*
    GADGET         - character will jump off the car**
    POWER (FLYING) - character will knock opponent into the car
    POWER (GROUND) - character will grab the car and smash it to the ground
    
    * Press forward + interact to grab the opponent and toss them into the car
    ** Press forward + interact to grab the opponent and toss them into the car
    ** Press down + interact to place a bomb on the car
    
    o Fountain
    
    Characters can kick or punch an opponent into the fountain in the background in 
    the middle portion of the stage.  They will perform a melee attack while 
    standing next to the fountain and pressing the interact button.  This move can 
    be added to a combo.
    
    ACROBAT        - character will kick opponent toward the fountain
    GADGET         - character will kick opponent toward the fountain
    POWER (FLYING) - character will kick opponent toward the fountain
    POWER (GROUND) - character will kick opponent toward the fountain
    
    o Motorcycle
    
    Some characters will grab the motorcycle and ride it toward the opponent and 
    some characters will grab the motorcycle and jump into the air then throw it 
    downward.
    
    ACROBAT        - character will grab the motorcycle and ride it*
    GADGET         - character will grab the motorcycle and ride it*
    POWER (FLYING) - character will grab the motorcycle and jump then throw it
    POWER (GROUND) - character will grab the motorcycle and jump then throw it
    
    * The interact button can be held down to delay the charge forward with the 
      motorcycle.
    
    o Stone Gargoyle and Pillar (overhead)
    
    Some character can jump off the pillar below the gargoyle and some characters 
    can jump and grab the gargoyle then throw it downwards.
    
    ACROBAT        - character will jump off the pillar below the gargoyle
    GADGET         - character will jump off the pillar below the gargoyle
    POWER (FLYING) - character will grab the stone gargoyle and throw it
    POWER (GROUND) - character will grab the stone gargoyle and throw it
    
    o Level Transition
    
    The character will crash through the wall of the mansion then plow through a 
    floor and then the roof then slide along the shingles and hit a tower at the 
    top of the roof then fall through a rooftop and land in the Great Room.
    _______________________________________________________________________________
                                   G R E A T  R O O M
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Interaction Positioning:
    
        Level Transition - Armor - Chair - Chandelier - Table - Piano - S. Armor
    
    o Suit of Armor
    
    Some characters can jump off the suit of armor, some characters can grab an 
    opponent and knock the opponent into the armor and some characters can pick up 
    the armor and smash it against the ground.  The armor will not break from a 
    character hitting it.
    
    ACROBAT        - character will jump off the armor*
    GADGET         - character will jump off the armor**
    POWER (FLYING) - character will grab the armor and smash it to the ground
    POWER (GROUND) - character will grab the armor and smash it to the ground
    
    * Press forward + interact to grab the opponent and toss them into the armor
    ** Press forward + interact to grab the opponent and toss them into the armor
    ** Press down + interact to place a bomb on the armor
    
    o Chair
    
    All characters will grab the legs of the chair then toss the chair forward.
    
    ACROBAT        - character will grab the legs of the chair then toss it forward
    GADGET         - character will grab the legs of the chair then toss it forward
    POWER (FLYING) - character will grab the legs of the chair then toss it forward
    POWER (GROUND) - character will grab the legs of the chair then toss it forward
    
    o Chandelier (overhead)
    
    Some characters will grab the chandelier and swing off of it and some 
    characters will tear off the chandelier and throw it downward.
    
    ACROBAT        - character will swing on the chandelier
    GADGET         - character will swing on the chandelier
    POWER (FLYING) - character will tear off the chandelier and throw it
    POWER (GROUND) - character will tear off the chandelier and throw it
    
    o Table
    
    Characters can kick or punch an opponent into the table in the background in 
    the middle portion of the stage.  They will perform a melee attack while 
    standing next to the table and pressing the interact button.  This move can be 
    added to a combo.
    
    ACROBAT        - character will kick opponent toward the table
    GADGET         - character will kick opponent toward the table
    POWER (FLYING) - character will kick opponent toward the table
    POWER (GROUND) - character will kick opponent toward the table
    
    o Piano
    
    All characters will grab the piano and slide/throw it forward.
    
    ACROBAT        - character will grab the piano and slide it forward
    GADGET         - character will grab the piano and slide it forward
    POWER (FLYING) - character will grab the piano and jump then throw it forward
    POWER (GROUND) - character will grab the piano and jump then throw it forward
    
    o Samurai Armor
    
    Some characters can jump off the samurai armor, some characters can grab an 
    opponent and knock the opponent into the armor and some characters can pick up 
    the armor and smash it against the ground.  The armor will not break from a 
    character hitting it.
    
    ACROBAT        - character will jump off the armor*
    GADGET         - character will jump off the armor**
    POWER (FLYING) - character will grab the armor and smash it to the ground
    POWER (GROUND) - character will grab the armor and smash it to the ground
    
    * Press forward + interact to grab the opponent and toss them into the armor
    ** Press forward + interact to grab the opponent and toss them into the armor
    ** Press down + interact to place a bomb on the armor
    
    o Level Transition
    
    The character will fly through the wall then hit several bookcases and fly out 
    the balcony on the other side of the library then hit a column and crash 
    through the window of a room then slide along the floor tile and through the 
    wall at the other end then fall out into the Entrance yard.
    
    
    ===============================================================================
                                        _______                              [SE00]
                                       |  _____|
                                       | |_____
                                       |_____  |
                                        _____| |
                                       |_______|
                                    S E C R E T S
    ===============================================================================
       __ 
      /__\
     /_\  
    //__ _________________________
    \__/ X T R A  C O S T U M E S \________________________________________________
    -------------------------------------------------------------------------------
                                                                             [SE01]
    
    The following are lists of all outfits per character in Injustice.  All outfits 
    that are unlockable in the game, received free from performing a certain task 
    or available by purchasing the skin pack they are contained in are listed here. 
    This section contains a list of ALL outfits as of July 30, 2013 - many more 
    will probably be added in the coming weeks, so I'll add to this list 
    eventually.  So far the DLC characters only have one outfit, so I haven't 
    bothered to list them yet.
    
    All costumes that are unlocked through your WBID account (iOS costumes) require 
    that you sign in through Settings -> WBID from the Options menu on the main 
    menu.  Once you are signed in, they might not unlock instantly, but they will 
    unlock after the WBID synchs with your online account.  Any WBID that has the 
    costumes unlocked can be used with any Xbox gamertag or PSN profile.  So, if 
    you have a friend that has the outfits unlocked already on his profile, you can 
    sign in with his WBID on your console and unlock the outfits shortly 
    afterwards.
    
    ******* SELECTING SECOND PLAYER OUTFITS ***************************************
    * To select the palette swap second player outfit for your character, press   *
    * the button to select your outfit then hold down on the START button while   *
    * choosing the outfit to select the palette swap version of the outfit. Every *
    * outfit has two different colored versions.                                  *
    *******************************************************************************
    _______
    AQUAMAN
    ŻŻŻŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| Blackest Knight Aquaman - Obtained by purchasing Blackest Knight pack 2
     _
    |_| Flashpoint Aquaman - Obtained by purchasing the Flash Point skin pack or 
                             season pass
     _
    |_| Regime Aquaman - Unlocked through one armory key in the Archives
    -------------------------------------------------------------------------------
    ____
    ARES
    ŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| Classic Ares - Obtained after downloading compatibility pack 4 (Zod 
                       compatibility update)
     _
    |_| Regime Ares - Unlocked through one armory key in the Archives
    -------------------------------------------------------------------------------
    ____
    BANE
    ŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| Luchador Bane - Obtained downloading compatibility pack 2 (Batgirl 
                        compatibility update)
     _
    |_| Knight Fall Bane – Obtained after downloading and rating the iOS version of 
                           Injustice
     _
    |_| Regime Bane – Unlocked through one armory key in the Archives
    -------------------------------------------------------------------------------
    ______
    BATMAN
    ŻŻŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| Arkham City Batman – Obtained by pre-ordering Injustice from Wal-mart or 
                             purchasing the Arkham City skin pack
     _
    |_| Batman Beyond – Unlocked by purchasing a Batman character card for the iOS 
                        version of Injustice*
     _
    |_| Blackest Night Batman – Obtained by pre-ordering Injustice from Best Buy or 
                                by purchasing Blackest Knight pack 2
     _
    |_| Flashpoint Batman - Obtained after downloading compatibility pack 1 (Lobo 
                            compatibility update)
     _
    |_| Insurgency Batman – Unlocked through one armory key in the Archives
     _
    |_| New 52 Batman – Obtained in the Special Edition of Injustice or by 
                        purchasing the New 52 skin pack
     _
    |_| Red Son Batman - Obtained by purchasing the Red Son 2 skin pack
    
    * NOTE: An alternate way to unlock the Batman Beyond skin WITHOUT the need of 
      the iOS version of Injustice is to perform ALL three transitions on the 
      Metropolis stage while playing online.  This can be done in any sort of 
      online match, even a private online match.  Perform all three stage 
      transitions in one match and this will be unlocked on your console.  It 
      unlocks a Batman card automatically on the iOS version, which automatically 
      unlocks him on your game!  Naturally, you need to win that online match to 
      unlock the costume.  Be sure to be logged in with your WBID before doing this 
      though (Settings -> WBID).
    -------------------------------------------------------------------------------
    __________
    BLACK ADAM
    ŻŻŻŻŻŻŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| Regime Black Adam – Unlocked through one armory key in the Archives
    -------------------------------------------------------------------------------
    ________
    CATWOMAN
    ŻŻŻŻŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| Ame-Comi Catwoman - Obtained by purchasing the Ame-Comi skin pack
     _
    |_| Arkham City Catwoman – Obtained by pre-ordering Injustice from Wal-mart or 
                               purchasing the Arkham City skin pack
     _
    |_| Regime Catwoman – Unlocked through one armory key in the Archives
     _
    |_| Silena Kyle Catwoman - Obtained by purchasing the Bad Girls skin pack
    -------------------------------------------------------------------------------
    ______
    CYBORG
    ŻŻŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| Regime Cyborg – Unlocked through one armory key in the Archives
     _
    |_| Teen Titan Cyborg - Obtained by purchasing the Teen Titans skin pack
    -------------------------------------------------------------------------------
    ___________
    DEATHSTROKE
    ŻŻŻŻŻŻŻŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| Flashpoint Deathstroke – Obtained by purchasing the Flash Point skin pack 
                                 or season pass
     _
    |_| Insurgency Deathstroke – Unlocked through one armory key in the Archives
     _
    |_| Red Son Deathstroke - Obtained by purchasing the Red Son 2 skin pack
     _
    |_| Teen Titan Deathstroke - Obtained by purchasing the Teen Titans skin pack
    -------------------------------------------------------------------------------
    ________
    DOOMSDAY
    ŻŻŻŻŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| Blackest Knight Doomsday - Obtained by purchasing Blackest Knight pack 1
     _
    |_| Containment Suit Doomsday - Obtained after downloading compatibility pack 3 
                                    (Scorpion compatibility update)
     _
    |_| Regime Doomsday – Unlocked through one armory key in the Archives
    -------------------------------------------------------------------------------
    _________
    THE FLASH
    ŻŻŻŻŻŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| Blackest Knight Flash - Obtained by purchasing Blackest Knight pack 1
     _
    |_| Earth 2 Flash - Obtained by purchasing the Earth 2 skin pack
     _ 
    |_| Elseworld's Finest Flash – Unlocked by getting 3 stars on all S.T.A.R. Lab 
                                   missions
     _
    |_| New 52 Flash – Unlocked by registering for a WBID from and logging in 
                       logging in to link your account while online with Injustice*
     _
    |_| Regime Flash – Unlocked through one armory key in the Archives
    
    * NOTE: The option for registering a WBID will appear the first time Injustice 
      is turned on while online.  It can also be found under Settings -> WBID.
    -------------------------------------------------------------------------------
    ___________
    GREEN ARROW
    ŻŻŻŻŻŻŻŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| Arrow – Obtained by being one of the first 5000 people to vote in the pre-
                release Battle Arena promotion or by subscribing to the newsletter 
                of the Official Injustice WB site before July 1, 2013*
     _
    |_| Insurgency Green Arrow – Unlocked through one armory key in the Archives
    
    * NOTE: The Arrow costume has it's own unique voice.  Stephen Amell, who plays 
      Oliver Queen/Green Arrow from the Arrow TV series does the voice for this 
      costume.
    -------------------------------------------------------------------------------
    _____________
    GREEN LANTERN
    ŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| John Stewart Green Lantern - Obtained after downloading compatibility pack 
                                     5 (Martian Manhunter compatibility update)
     _
    |_| New 52 Green Lantern – Obtained by completing a bonus battle in the iOS 
                               version of Injustice
     _
    |_| Red Son Green Lantern - Obtained by purchasing the Red Son 2 skin pack
     _
    |_| Regime Green Lantern – Unlocked through one armory key in the Archives
     _
    |_| Yellow Lantern – Unlocked by winning one Ranked Match
    -------------------------------------------------------------------------------
    ____________
    HARLEY QUINN
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| Ame-Comi Harley Quinn - Obtained by purchasing the Ame-Comi skin pack
     _
    |_| Arkham Harley Quinn – Obtained by purchasing a Joker character card for the 
                              iOS version of Injustice
     _
    |_| Classic Harley Quinn - Obtained by purchasing the Bad Girls skin pack
     _
    |_| Insurgency Harley Quinn – Unlocked through one armory key in the Archives
    -------------------------------------------------------------------------------
    ________
    HAWKGIRL
    ŻŻŻŻŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| Blackest Knight Hawkgirl - Obtained by purchasing Blackest Knight pack 2
     _
    |_| Earth 2 Hawkgirl - Obtained by purchasing the Earth 2 skin pack
     _
    |_| Regime Hawkgirl – Unlocked through one armory key in the Archives
    -------------------------------------------------------------------------------
    _________
    THE JOKER
    ŻŻŻŻŻŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| Arkham City Joker – Obtained by pre-ordering Injustice from Wal-Mart or 
                            purchasing the Arkham City skin pack
     _
    |_| Final Confrontation Joker - Obtained by purchasing the Killing Joke skin 
                                    pack
     _
    |_| Insurgency Joker – Unlocked through one armory key in the Archives
     _
    |_| Red Hood Joker - Obtained by purchasing the Killing Joke skin pack
     _
    |_| Tourist Joker - Obtained by purchasing the Killing Joke skin pack
    -------------------------------------------------------------------------------
    ____________
    KILLER FROST
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| Regime Killer Frost – Unlocked through one armory key in the Archives
    -------------------------------------------------------------------------------
    __________
    LEX LUTHOR
    ŻŻŻŻŻŻŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| Kryptonite Lex Luthor – Unlocked by completing S.T.A.R. Lab missions
     _
    |_| Insurgency Lex Luthor – Unlocked through one armory key in the Archives
    -------------------------------------------------------------------------------
    _________
    NIGHTWING
    ŻŻŻŻŻŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| New 52 Nightwing – Obtained by reaching Level 30
     _
    |_| Regime Nightwing – Unlocked through one armory key in the Archives
    -------------------------------------------------------------------------------
    _____
    RAVEN
    ŻŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| Regime Raven – Unlocked through one armory key in the Archives
     _
    |_| Teen Titan Raven - Obtained by purchasing the Teen Titans skin pack
    -------------------------------------------------------------------------------
    ______
    SHAZAM
    ŻŻŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| New 52 Shazam – Unlocked by completing all Star Lab Missions for Shazam
     _
    |_| Regime Shazam – Unlocked through one armory key in the Archives
    -------------------------------------------------------------------------------
    ________
    SINESTRO
    ŻŻŻŻŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| Regime Sinestro – Unlocked through one armory key in the Archives
    -------------------------------------------------------------------------------
    ______________
    SOLOMON GRUNDY
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| Boss Grundy – Complete a Classic Battle tournament on any difficulty with 
                      any character
     _
    |_| Earth 2 Solomon Grundy - Obtained by purchasing the Earth 2 skin pack
     _
    |_| Red Son Solomon Grundy – Obtained by pre-ordering Injustice from GameStop 
                                 or purchasing the Red Son skin pack
     _
    |_| Regime Solomon Grundy – Unlocked through one armory key in the Archives
    -------------------------------------------------------------------------------
    ________
    SUPERMAN
    ŻŻŻŻŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| Blackest Knight Superman - Obtained by purchasing Blackest Knight pack 1
     _
    |_| Godfall Superman – Complete the game in Story Mode
     _
    |_| Man of Steel Superman - Obtained by purchasing The Man of Steel skin pack
     _
    |_| New 52 Superman – Available in the Collector's Edition of Injustice or by 
                          purchasing the New 52 skin pack
     _
    |_| Prison Superman – Unlocked by completing all battles in the iOS version of 
                          Injustice
     _
    |_| Regime Superman – Unlocked through one armory key in the Archives
     _
    |_| Red Son Superman – Obtained by pre-ordering Injustice from GameStop or 
                           purchasing the Red Son skin pack
    -------------------------------------------------------------------------------
    ____________
    WONDER WOMAN
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    -------------------------------------------------------------------------------
     _
    |_| #600 Wonder Woman - Obtained by purchasing the Bad Girls skin pack
     _
    |_| Ame-Comi Wonder Woman - Obtained by purchasing the Ame-Comi skin pack
     _
    |_| Flashpoint Wonder Woman – Obtained by purchasing the Flash Point skin pack 
                                  or season pass
     _
    |_| New 52 Wonder Woman – Available in the Special Edition of Injustice or by 
                              purchasing the New 52 skin pack
     _
    |_| Red Son Wonder Woman Costume – Obtained by pre-ordering Injustice from 
                                       GameStop or purchasing the Red Son skin pack
     _
    |_| Regime Wonder Woman Costume – Unlocked through one armory key in the 
                                      Archives
    -------------------------------------------------------------------------------
    
       _   
      /_\  
     //_\\ 
    /  _  \ ______________________________________
    \_/ \_/ C H I E V E M E N T S/T R O P H I E S \________________________________
    -------------------------------------------------------------------------------
     _                                                                       [SE02]
    |_| All Star
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Get 100 Stars in S.T.A.R. Lab Mode
    -------------------------------------------------------------------------------
     _
    |_| Almost There
    
    Gamerpoints: 20
    Trophy Type: Bronze
    Requirement: Complete 50% of Story Mode
    -------------------------------------------------------------------------------
     _
    |_| Arkham City Lockdown
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Defeat every villain with Batman
    -------------------------------------------------------------------------------
     _
    |_| Around and Around We Go
    
    Gamerpoints: 20
    Trophy Type: Bronze
    Requirement: Perform every level interaction once
    -------------------------------------------------------------------------------
     _
    |_| Around The World
    
    Gamerpoints: 15
    Trophy Type: Bronze
    Requirement: Knock opponent through all transitions across all levels
    -------------------------------------------------------------------------------
     _
    |_| Beginner's Luck!
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Win a single online match
    -------------------------------------------------------------------------------
     _
    |_| Breaking Records
    
    Gamerpoints: 10
    Trophy Type: Silver
    Requirement: Win 100 complete Online Matches
    -------------------------------------------------------------------------------
     _
    |_| Buddy System
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Enter Online Practice with someone on your friends list
    -------------------------------------------------------------------------------
     _
    |_| Bull in a China Shop
    
    Gamerpoints: 100
    Trophy Type: Silver
    Requirement: Cause maximum damage in all arenas (does not include Practice 
                 mode)
    -------------------------------------------------------------------------------
     _
    |_| Cosplay
    
    Gamerpoints: 5
    Trophy Type: Bronze
    Requirement: Unlock a costume in the Archives
    -------------------------------------------------------------------------------
     _
    |_| Feel the Burn!
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Perform every Meter Burn special move of every character
    -------------------------------------------------------------------------------
     _
    |_| FINISHED
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Win a match with the super move of any character
    -------------------------------------------------------------------------------
     _
    |_| Go Sit in the Corner
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Win a multiplayer match with a timeout
    -------------------------------------------------------------------------------
     _
    |_| Gonna Need More Closet Space
    
    Gamerpoints: 20
    Trophy Type: Silver
    Requirement: Unlock All costumes in the Archives
    -------------------------------------------------------------------------------
     _
    |_| Groundbreaking
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Use every interactable and win in a multiplayer match
    -------------------------------------------------------------------------------
     _
    |_| Heavy Hitter
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Perform a 10 hit combo with every character
    -------------------------------------------------------------------------------
     _
    |_| Hoarder
    
    Gamerpoints: 50
    Trophy Type: Silver
    Requirement: Unlock everything in the Archives
    -------------------------------------------------------------------------------
     _
    |_| Holy Knockout Batman!
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Win 10 complete Ranked matches
    -------------------------------------------------------------------------------
     _
    |_| I Can Back it Up
    
    Gamerpoints: 5
    Trophy Type: Bronze
    Requirement: Equip a new background image
    -------------------------------------------------------------------------------
     _
    |_| I Conquered All
    
    Gamerpoints: 20
    Trophy Type: Bronze
    Requirement: Beat All S.T.A.R. Lab Missions (Excluding DLC)
    -------------------------------------------------------------------------------
     _
    |_| I Voted!
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Vote Correctly in a KOTH match
    -------------------------------------------------------------------------------
     _
    |_| Iconic Representation
    
    Gamerpoints: 5
    Trophy Type: Bronze
    Requirement: Equip a new Icon
    -------------------------------------------------------------------------------
     _
    |_| It Has Begun
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Complete 1 S.T.A.R. Lab Mission
    -------------------------------------------------------------------------------
     _
    |_| Justice for All
    
    Gamerpoints: 80
    Trophy Type: Silver
    Requirement: Complete 100% of Story Mode
    -------------------------------------------------------------------------------
     _
    |_| Learning is Fun
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Complete Tutorial
    -------------------------------------------------------------------------------
     _
    |_| Looking Good!
    
    Gamerpoints: 5
    Trophy Type: Bronze
    Requirement: Equip a new Character Portrait
    -------------------------------------------------------------------------------
     _
    |_| Lucky Break
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Win 1 complete Ranked match
    -------------------------------------------------------------------------------
     _
    |_| Metahuman
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Perform every special move of every character
    -------------------------------------------------------------------------------
     _
    |_| Mini-Master
    
    Gamerpoints: 25
    Trophy Type: Bronze
    Requirement: Win all story mode minigames
    -------------------------------------------------------------------------------
     _
    |_| Only a Real Master
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Make a comeback when at low health (10% or less)
    -------------------------------------------------------------------------------
     _
    |_| Over The Top!
    
    Gamerpoints: 10
    Trophy Type: Silver
    Requirement: Play 200 complete Online Matches
    -------------------------------------------------------------------------------
     _
    |_| Overachiever
    
    Gamerpoints: 15
    Trophy Type: Bronze
    Requirement: Get 3 stars on 1 S.T.A.R. Lab Mission
    -------------------------------------------------------------------------------
     _
    |_| Overthrown
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Dethrone the King in an online match
    -------------------------------------------------------------------------------
     _
    |_| Perfect Aim
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Win a match as Deathstroke without missing a shot (minimum 12 
                 shots)
    -------------------------------------------------------------------------------
     _
    |_| Platinum Trophy (PS3 only)
    
    Gamerpoints: N/A
    Trophy Type: Platinum
    Requirement: You've unlocked all Trophies!
    -------------------------------------------------------------------------------
     _
    |_| Practice Makes Perfect
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Enter Practice Mode
    -------------------------------------------------------------------------------
     _
    |_| Rise to the Top
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Complete Classic Battle with any character
    -------------------------------------------------------------------------------
     _
    |_| Sidekick
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Reach Level 10
    -------------------------------------------------------------------------------
     _
    |_| Statistical Advantage
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: View Your Hero Card
    -------------------------------------------------------------------------------
     _
    |_| Streak Ender
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Defeat a Survivor
    -------------------------------------------------------------------------------
     _
    |_| Superhuman!
    
    Gamerpoints: 10
    Trophy Type: Silver
    Requirement: Perform every character's super move
    -------------------------------------------------------------------------------
     _
    |_| The Caped Crusader
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Win with Batman using every special move and his Super move
    -------------------------------------------------------------------------------
     _
    |_| The Hero We Deserve
    
    Gamerpoints: 100
    Trophy Type: Gold
    Requirement: Reach Level 100
    -------------------------------------------------------------------------------
     _
    |_| Throwdown!
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Perform 8 throws and win in a multiplayer match
    -------------------------------------------------------------------------------
     _
    |_| Top Rung
    
    Gamerpoints: 25
    Trophy Type: Silver
    Requirement: Complete Classic Battle with all characters
    -------------------------------------------------------------------------------
     _
    |_| Tourist
    
    Gamerpoints: 30
    Trophy Type: Silver
    Requirement: Send an opponent through all three Metropolis transitions in one 
                 fight
    -------------------------------------------------------------------------------
     _
    |_| True Marksman
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Win a match with Green Arrow using only arrows
    -------------------------------------------------------------------------------
     _
    |_| Ultimate Battler
    
    Gamerpoints: 50
    Trophy Type: Silver
    Requirement: Complete Battle Mode
    -------------------------------------------------------------------------------
     _
    |_| Unstoppable Force
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Win a Clash sequence with any character
    -------------------------------------------------------------------------------
     _
    |_| World's Finest
    
    Gamerpoints: 100
    Trophy Type: Gold
    Requirement: Complete All S.T.A.R. Lab Missions with 3 Stars
    -------------------------------------------------------------------------------
     _
    |_| Wrecking Ball
    
    Gamerpoints: 10
    Trophy Type: Bronze
    Requirement: Knock an opponent through a transition
    -------------------------------------------------------------------------------
    
    
    ===============================================================================
                                        _______                              [SL00]
                                       |  _____|
                                       | |_____ 
                                       |  ___  |
                                       | |___| |
                                       |_______|
                         S. T. A. R.  L A B S  M I S S I O N S
    ===============================================================================
    
    The following is a walkthrough of each STAR Labs mission in the game.  It 
    should come as no surprise that I haven't finished them all yet since there are 
    so freaking many!  The game has a total of 240 STAR Labs missions by default. 
    Shazam, Lex Luthor and The Flash all have outfits that can be unlocked by 
    completing STAR Labs missions and there are also achievements/trophies 
    associated with completing the missions as well.
    
    By purchasing the Red Son skin pack (first one), 20 new STAR Lab missions will 
    be added to your list that involve the Red Son characters in that skin pack 
    (Superman, Wonder Woman, Solomon Grundy).  If you are a season pass holder or 
    buy the "S.T.A.R. Labs Missions" from your console store, each of the DLC 
    characters that were included in the season pass (Lobo, Batgirl, Scorpion, Zod) 
    will get their own set of STAR Lab missions - season pass holders get these 
    extra missions for free.
    
                        ____                                                 [SL01]
    - - - - - - - - -  / __/__ __ ___  ___  ____ __ _  ___ _ ___  - - - - - - - - -
                      _\ \ / // // _ \/ -_)/ __//  ' \/ _ `// _ \
    - - - - - - - -  /___/ \_,_// .__/\__//_/  /_/_/_/\_,_//_//_/ - - - - - - - - -
                               /_/  M I S S I O N S
    -------------------------------------------------------------------------------
    MISSION 001 - Getting Started
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Flash tries to reason with Superman about letting his emotions get in the way. 
    Completer the moves listed on top of the screen before saving Lois.
    
    * Strengthen your skills (mission completion)
    * Land a 5 Hit Combo
    * Execute Combo greater than 30%
    
    This mission is the first of the many training missions in S.T.A.R. Labs.  
    Perform all the moves that are displayed on the screen against Flash in order 
    to complete the mission.  It's actually impossible to finish this mission 
    without completing all objectives since the super move that is required at the 
    end of all training in order finish the mission is a 7-hit combo and it takes 
    off more than 30% so if you can't complete this mission with a 3-star 
    ranking... YOU LIE!  And I will tell all my friends about your failings.
    
    -------------------------------------------------------------------------------
    MISSION 002 - The Yellow Sun
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Determined to get past Bane, Superman uses the sun's power to build his 
    strength.  Stand in the rays of the sun to charge Superman's health.
    
    * Defeat Bane (mission completion)
    * Land a Level Transition
    * Win with 50 or more seconds remaining
    
    Superman starts out with only about 50% of his health for this mission.  The 
    sun's rays will shimmer down on the street at times and Superman can stand in 
    the rays to regain his health.  Bane is hard to defeat if you stay away from 
    him and constantly perform Heat Vision against him.  Try to keep him away and 
    stay in the sun's ray for a while then go all out on him with attacks.
    
    The level transition for this Metropolis stage is on the far right side of the 
    screen.  Lead Bane over to that side then leap behind him and hit him with a 
    back + H attack to perform a level transition to send him flying into a 
    building.  Beating him with 50 or more seconds remaining shouldn't be much of a 
    problem.  The only slightly tricky objective is getting the CPU Bane to 
    cooperate for a level transition setup.  It's easy to perform both bonus 
    objectives together here.
    
    -------------------------------------------------------------------------------
    MISSION 003 - Kryptonite Batarangs
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Lex has attached a mind-control device to Batman.  Defeat Batman while avoiding 
    his Kryptonite batarangs.
    
    * Defeat Batman (mission completion)
    * Use an Interactive Object
    * Avoid getting hit by a Batarang
    
    Batman's batarangs are made of Kryptonite for this mission and he takes a great 
    deal of damage from Superman per hit with each batarang toss.  ALL of his 
    batarang attacks will take more, so Superman must watch out for his diagonal 
    upward toss, his horizontal batarang toss and his Meter Burn Slide Kick where 
    he tosses a batarang after the slide kick.  The Meter Burn Slide Kick is by far 
    the hardest to avoid since it's just an upgraded version of a close range 
    attack, so it's best to avoid close range battles with Batman if you're going 
    for the last objective.
    
    To keep him from hitting Superman with a batarang, stay at long range from him 
    and keep performing a mixture of Superman's heat vision (d, b, L) and his heat 
    zap (d, b, H).  The heat vision can be performed in the air, so its really the 
    best move to use but the heat zap takes more damage.  Add in a Meter Burn heat 
    vision for a guaranteed hit if Batman blocks the heat vision.  If he keeps 
    getting knocked down by each attack, then keep spamming him with more.  After 
    Batman blocks a hit, don't immediately do another - wait for him toss a 
    batarang then leap over it and shoot heat vision to hit him.  This objective is 
    hard and very luck-based, so just keep trying.
    
    Another way that I have found to beat Batman without getting hit by his 
    batarangs is to stay on top of him and spam him with just about any combination 
    of attacks.  Hitting him with constant jumping L attacks and L, L, L ground 
    combination attacks work well for keeping him busy.  Hit him with L, L, L then 
    chain into a Low Scoop (d, f, L) then hit him with another L, L, L while he 
    flies back and then ready another L, L, L combo for when Batman gets up.  You 
    can literally trap him up in a mix of L attacks.  Your miles may vary on this 
    though.  He will sometimes randomly break out of this barrage of attacks with a 
    sudden wake up attack.
    
    The best interactable object to use for the Interactive Object objective is the 
    car that hangs from the ceiling on the right side of the stage or the rotor 
    blade on the back of the helicopter along the left side of the stage.  Just 
    jump into the air and toss either one with the interact button and the 
    objective will automatically be executed.  Superman doesn't even have to hit 
    Batman with the object.
    
    -------------------------------------------------------------------------------
    MISSION 004 - Heating Up
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Overcome the Alternate Superman that Lex brought to Earth.  Hit the matching 
    on-screen button to power up your heat vision.
    
    * Win the battle (mission completion)
    * Win without missing any button inputs
    * Cross the line 5 times
    
    In this mission, Superman and his alternate, are lo