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    FAQ/Move List by Shirow

    Version: Final | Updated: 06/23/03 | Search Guide | Bookmark Guide

       _____________________________________________________________________
    /·/---------------------------------------------------------------------\·\
    
       [  Game     ]   :   Garou : Mark of the Wolves
       [  System   ]   :   Arcade
       [  Author   ]   :   Kertra
       [  E-mail   ]   :   kartel <at> servihoo <dot> com
       [  Version  ]   :   Final
       [  Date     ]   :   June 14, 2002
     
    \·\---------------------------------------------------------------------/·/
     ' ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ '
     '              İ 2001-2002, Kertra. All rights reserved.              '
     '                                                                       '
     '  This document is Copyright 2001-2002, Kertra and is protected by   '
     '  US Copyright Law, and the Berne Copyright Convention of 1976. You    '
     '  may not use this for profitable purposes. Any reproduction, partial  '
     '  or integral, of this document without the author's permission is     '
     '  illegal and strictly prohibited. Webmasters, please refer to the     '
     '  Copyright section for my conditions if you want to host this FAQ.    '
     '                                                                       '
     '  All of the info contained in this FAQ has been confirmed and tested  '
     '  by myself along with help from direct/indirect contributors but as   '
     '  nobody is perfect, there may be errors/mistakes that you can point   '
     '  out simply by e-mailing me. The author is not responsible for any    '
     '  black eyes that may arise due to a sweet damaging combo connecting   '
     '  against a scrub or a crowd laughing at you, the Garou player, after  ' 
     '  you screwed up a pathetically easy combo. Should the first case      '
     '  happen, strike back. Should the second case happen, question your    ' 
     '  skills. In any case, welcome to my third MOTW FAQ and I hope you'll  ' 
     '  enjoy your stay!                                                     '
     '                                                                       '
     '  Garou : Mark of the Wolves and all related characters İ 2000, SNK.   '
     '                                                                       '
     |"""#"""#"""#"""#"""#"""#"""#"""#"""#"""#"""#"""#"""#"""#"""#"""#"""#"""|
         #   #   #   #   #   #   #   #   #   #   #   #   #   #   #   #   #
          # #                         #  #  #                         # #
           #                           #¤#¤#                           #
                                        ' '
    
     The latest version of this FAQ can be found at GameFAQs.
    
     Best viewed in WordPad . Anything else may make you go Riot of the Blood.
    
     Say no to everything! Say yes to nothing!
    
     Why you should read this guide: - You have nothing to do.
                                     - You want to suffer from severe brain
                                       damage.
                                     - You want to get ready for Mark of the 
                                       Wolves 2.
    
     If you are French, play "IV My People" by NTM, Zoxea, Busta Flex and let's
     get rappin'.
    
     Otherwise, "Gravel Pit" by Wu-Tang Clan will do.
    
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    ___TABLE OF CONTENTS_________________________________________________________
    
    
    "How do we prove we exist? Maybe we do not exist." 
                               - Vivi
    
        I. Introduction
    
       II. Control Notation
    
      III. Feint Moves
    
       IV. Just Defense
           ·-Guard Cancelling
    
        V. Movelist
           ·- Rock Howard
           ·- Terry Bogard
           ·- Kim Dong Hwan
           ·- Kim Jae Hoon
           ·- Hotaru Futaba
           ·- Gato
           ·- Bonne Jenet
           ·- Marco Rodriguez
           ·- Hokutomaru
           ·- Freeman
           ·- Tizoc
           ·- Kevin Rian
           ·- Grant
           ·- Kain 
    
       VI. Break Moves
           ·- Rock Howard
           ·- Terry Bogard
           ·- Kim Dong Hwan
           ·- Kim Jae Hoon
           ·- Hotaru Futaba
           ·- Gato
           ·- Bonne Jenet
           ·- Marco Rodriguez
           ·- Hokutomaru
           ·- Freeman
           ·- Tizoc
           ·- Kevin Rian
           ·- Grant
           ·- Kain 
    
      VII. T.O.P. System
           ·- Rock Howard
           ·- Terry Bogard
           ·- Kim Dong Hwan
           ·- Kim Jae Hoon
           ·- Hotaru Futaba
           ·- Gato
           ·- Bonne Jenet
           ·- Marco Rodriguez
           ·- Hokutomaru
           ·- Freeman
           ·- Tizoc
           ·- Kevin Rian
           ·- Grant
           ·- Kain 
    
     VIII. Super Moves
           ·- Rock Howard
           ·- Terry Bogard
           ·- Kim Dong Hwan
           ·- Kim Jae Hoon
           ·- Hotaru Futaba
           ·- Gato
           ·- Bonne Jenet
           ·- Marco Rodriguez
           ·- Hokutomaru
           ·- Freeman
           ·- Tizoc
           ·- Kevin Rian
           ·- Grant
           ·- Kain 
    
       IX. Potential Powers
           ·- Rock Howard
           ·- Terry Bogard
           ·- Kim Dong Hwan
           ·- Kim Jae Hoon
           ·- Hotaru Futaba
           ·- Gato
           ·- Bonne Jenet
           ·- Marco Rodriguez
           ·- Hokutomaru
           ·- Freeman
           ·- Tizoc
           ·- Kevin Rian
           ·- Grant
           ·- Kain 
    
        X. Best regular flowcharts
           ·- Rock Howard
           ·- Terry Bogard
           ·- Kim Dong Hwan
           ·- Kim Jae Hoon
           ·- Hotaru Futaba
           ·- Gato
           ·- Bonne Jenet
           ·- Marco Rodriguez
           ·- Hokutomaru
           ·- Freeman
           ·- Tizoc
           ·- Kevin Rian
           ·- Grant
           ·- Kain 
    
       XI. Chain/break combos
           ·- Rock Howard
           ·- Terry Bogard
           ·- Kim Dong Hwan
           ·- Kim Jae Hoon
           ·- Hotaru Futaba
           ·- Gato
           ·- Bonne Jenet
           ·- Marco Rodriguez
           ·- Hokutomaru
           ·- Freeman
           ·- Tizoc
           ·- Kevin Rian
           ·- Grant
           ·- Kain 
    
      XII. Character analysis
           ·- Rock Howard
           ·- Terry Bogard
           ·- Kim Dong Hwan
           ·- Kim Jae Hoon
           ·- Hotaru Futaba
           ·- Gato
           ·- Bonne Jenet
           ·- Marco Rodriguez
           ·- Hokutomaru
           ·- Freeman
           ·- Tizoc
           ·- Kevin Rian
           ·- Grant
           ·- Kain 
    
     XIII. Infinites
           ·- Kevin Rian
           ·- Grant
           ·- Kain
    
      XIV. Misc
           ·- Cross-over chart
           ·- Cancellable moves chart
           ·- Trivia
           ·- Secrets
           ·- Basic tips
    
       XV. Outro
    
      XVI. Legal disclaimer
    
     XVII. Contact info
    
    XVIII. Revision history
    
      XIX. Credits
    
    
    IMPORTANT NOTE: Marco Rodriguez is also known as Kushnood Butt and Tizoc as
                    The Griffon Mask and uh...vice-versa... SNK screwed up with
                    the translations again... :)
                    
                    Terry Bogard owns you all for free!! 
    
    (Press CTRL+F to find the section or part you're interested in quickly.)
    
    
    =============================================================================
    
    I. INTRODUCTION
    
    =============================================================================
    
    "It's like I'm assisting suicide. Hate not me, hate your weakness!"
                                   - Iori Yagami
    
    
    This is a System & Combo FAQ for Garou: Mark of the Wolves (which btw got
    Best DC Fighting Game on DC if you didn't already know!). I'm writing this
    because there is no good Combo FAQ for the game. The System part has been
    added because while all the new features of the game are very important, I
    haven't seen any guide that deals with those exclusively and as the author
    of 2 character guides for the game (Butt and Terry -- along with a Kain
    Infinites FAQ which has been removed now), I received a lot of mails from 
    people requesting help on the Feint Moves and the rest.
    
    So, here I am, writing this big FAQ in the hope that upon reading this,
    players will realize how complex Garou is and they will stop punching
    buttons without even knowing what's going on. I am also giving descriptions
    of all the Super Moves and Potential Powers since they are another important
    aspect of the game. I highly recommend that you read James Kuroki's FAQ too
    as it contains full movelists for each character along with move descriptions
    and tons of stuff.
    
    Well, what originally intended to be a S & C FAQ turns into a full FAQ /
    Movelist. There are quite a few mistakes in the lists in Kuroki's FAQ (no
    offense to him of course) and so, I decided to work on my own lists. I have
    done my own translations in most cases except a few ones which I directly 
    took from his FAQ -- this explains why our move names differ but that doesn't
    really matter, right? :) I've only put movelists though -- again, Kuroki's
    FAQ is great because it has descriptions for every move, something which I
    can't be bothered with (tight schedules...).
    
    Finally, keep in mind that all the info contained in this FAQ was verified
    with the Neo-Geo version of the game which is just the same as the Arcade
    version. It also applies to the Dreamcast version of course but just to
    get things clear, don't mail me stuff that can only be found in the DC
    version (like the art galleries and I know how some things were seriously
    messed up during the conversion) because I won't bother to add those.
    
    This FAQ is written with the assumption that you have played a SNK fighter
    before and that you are quite familiar with the terms associated to all
    fighting games. If, however, this is your first fighting game (and you did
    well to start with MOTW!), there are a lot of terms in this FAQ that you
    probably will not understand and which will only confuse you. Should this 
    be the case, I advise you to read Andrew Park's (aka EX Andy) Beginner's
    Guide which can be found under The King of Fighters '97 listing at GameFAQs.
    Even though MOTW is a different series, the same terms apply and will help
    you fully understand my FAQ.
    
    
    GAROU: MARK OF THE WOLVES GAME DATA
    -----------------------------------
    
    Genre: Fighting
    System(s): Arcade, Neo-Geo, Dreamcast
    Number of players: 1 or 2 -- 1 ; Story Mode
                                 2 ; Versus Mode
    Number of characters: 10 selectable + 2 hidden on Arcade
                          12 selectable on console -- 2 are off-screen
    Publisher: SNK
    Rating(s): Arcade & Neo-Geo - Among Top 5 Games (Neo-Geo Freak, C+)
               Dreamcast - Top Fighting Game of 2001 (GameSpot)
    
    If you want my opinion on any of the ports, then you can just read my reviews
    available at GameFAQs. </shameless plug>
    
    
    =============================================================================
    
    II. CONTROL NOTATION
    
    =============================================================================
    
    "Repeat after me: I will never take on a god again."
                                - Omega Rugal
    
                                                 /Ż\         /Ż\
               ub   u   uf                      | A |       | B |
                 \  |  /                         \_/         \_/
               b -- n -- f                   
                 /  |  \                         /Ż\         /Ż\
               db   d   df                      | D |       | C |
                                                 \_/         \_/
    
      General Notations:
     --------------------
       n    - neutral                             A     - Weak Punch
       d    - down                                B     - Weak Kick
       u    - up                                  C     - Strong Punch
       b    - back                                D     - Strong Kick
       f    - forward                             
    
       
      Special Notations:
     --------------------
       db   - down-back                           P     - Press A or C
       df   - down-forward                        K     - Press B or D         
       ub   - up-back                             AB    - Low dodge attack/
                                                          Break move          
       uf   - up-forward                          CD    - T.O.P. Attack
       qcf  - d,df,f                              START - Taunt
       qcb  - d,db,b             
       hcf  - b,db,d,df,f  
       hcb  - f,df,d,db,b
       dp   - f,d,df
       rdp  - b,d,db
       c    - charge for 2 seconds
       h    - hold last button
    
      NOTE: A/B/C/D position may be different. The buttons always represent the 
            same thing though.
            Button configuration can be changed on home versions.
            All commands assume that you are facing right.
    
    
    =============================================================================
    
    III. FEINT MOVES
    
    =============================================================================
    
    "The object of war is not to die for your country, but to make the opposite
     son-of-bitches die for theirs!"
                                           - George Patton
    
    
    Feint moves are not new but they have undergone some changes to make this
    feature even better. A feint move is the opening animation of a special
    move (specific to each character). However, your character will only perform
    the opening animation (can be any number of frames) and will even cry out
    in some cases but he/she will not perform the whole move. Instead, your
    recovery time will decrease such that you will have time to attack your
    opponent again without the latter being able to block since he's still
    himself recovering from your previous attack.
    
    In fact, the feint moves even enable you to perform normally impossible 
    combos like a standing C onto a crouching C cancelled into a special move. 
    In some situations, you even have the possibility to include more than one 
    feint move in a combo for a lot of damage. Basically, you are just recovering 
    faster than your opponent and thus have the advantage of an unblockable 
    attack.
    
    This is the primary utility of the feint moves but they also have other
    uses. The one I've described above can be used both against CPU opponents
    and characters.
    
    Another use is to confuse your opponent since you'll trick them into thinking
    you are really going to perform the move. What happens is that he'll think
    that you will soon have to recover from the special move or another case is
    that he'll hope to counter you before being hit himself. You then only need
    to attack him since you don't have to recover from anything and he'll very
    likely drop his guard.
    
    
    There are only 2 commands for the feint moves, regardless of the character:
                                     f + AC, &
                                     d + AC.
    
    As I've explained above, here is the easiest combo you may pull with a feint
    move:
                   stand C -> feint move -> crouch C -> special move
    
    This is only the easiest example. There are a lot of combos you can pull
    for each character and you can use any special moves you want, Super Moves
    and Potential Powers too.
    
    You may even go up to 3 feint moves with certain characters and under
    certain conditions like this example -- one of Terry's combos.
    
        stand C -> feint move -> stand C -> feint move -> hop -> crouch C
    
    In some cases, you may feint a move and perform a normal move but on hitting
    the opponent, that hit won't register as a combo. It happens that the hits
    don't add but it _is_ a combo, so give it what you've got.
    
    
    Although there are only the 2 commands listed, each feint move represents
    an existing move for that character. In some cases, one holds for either
    version of the same move while in others, each feint move is different, i.e.
    the first one may be a special move and the second one a P.Power.
    
    
    Here is the list for what the feint moves represent for each character:
    
    
     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
     |   CHARACTER      |         f + AC          |          d + AC          | 
     |__________________|_________________________|__________________________|
     |                  |                         |                          |
     |  Rock Howard     |      Shine Knuckle      |         Reppu Ken        |
     |                  |      (qcf,qcf + K)      |         (qcf + A)        |
     |__________________|_________________________|__________________________|
     |                  |                         |                          |
     |  Terry Bogard    |    Weak Burn Knuckle    |    Strong Burn Knuckle   |
     |                  |        (qcb + A)        |         (qcb + C)        |
     |__________________|_________________________|__________________________|
     |                  |                         |                          |
     |  Kim Dong Hwan   |    Weak Shiden Kyaku    |    Strong Shiden Kyaku   |
     |                  |        (qcf + B)        |         (qcf + D)        |
     |__________________|_________________________|__________________________|
     |                  |                         |                          |
     |  Kim Jae Hoon    |       Shakka Shuu       |       Hou'ou Kyaku       |
     |                  |        (qcf + P)        |      (qcf,qcf + K)       |
     |__________________|_________________________|__________________________|
     |                  |                         |                          |
     |  Hotaru Futaba   |       Hakki Shou        |      Sou-Shou Shin       |
     |                  |        (qcf + P)        |        (qcb + P)         |
     |__________________|_________________________|__________________________|
     |                  |                         |                          |
     |  Gato            |        Shin-Ga          |          Rai-Ga          |
     |                  |        (qcf + P)        |       (f,d,df + K)       |
     |__________________|_________________________|__________________________|
     |                  |                         |                          |
     |  Bonne Jenet     |   Many Many Torpedoes   |          Aurora          |
     |                  |      (qcf,qcf + P)      |       (qcf,qcf + K)      |
     |__________________|_________________________|__________________________|
     |                  |                         |                          |
     |  Marco Rodriguez |    Haou Shoukou Ken     |     Kyokugen Ko Hou      |
     |                  |      (qcf,qcf + P)      |       (qcf,qcf + K)      |
     |__________________|_________________________|__________________________|
     |                  |                         |                          |
     |  Hokutomaru      |     Karakusa-Giri       |        Shuriken          |
     |                  |        (qcb + P)        |        (qcf + P)         |
     |__________________|_________________________|__________________________|
     |                  |                         |                          |
     |  Freeman         |       Full Blast        |         Phobia           |
     |                  |      (qcf,qcf + P)      |       (f,d,df + P)       |
     |__________________|_________________________|__________________________|
     |                  |                         |                          |
     |  Tizoc           |     Hercule's Throw     |     Daedalus Attack      |
     |                  |     (close, hcf + B)    |      (qcf,qcf + K)       |
     |__________________|_________________________|__________________________|
     |                  |                         |                          |
     |  Kevin Rian      |       Hell Rotor        |       Hell Arrest        |
     |                  |       (qcb + P)         |     (close, hcf + P)     | 
     |__________________|_________________________|__________________________|
     |                  |                         |                          |
     |  Grant           |       Kokuen-Ryuu       |     Majin Haten Dan      |
     |                  |       (qcb + P)         |      (qcf,qcf + P)       |
     |__________________|_________________________|__________________________|
     |                  |                         |                          |
     |  Kain            |     Schwarzer Panzer    |     Himmlisher Atem      |
     |                  |     (charge b,f + K)    |      (qcf,qcf + P)       |
     |__________________|_________________________|__________________________|
    
    
     
    =============================================================================
    
    IV. JUST DEFENSE
    
    =============================================================================
    
    "We seek the meaning of life because we are mortal."
                                  - Philosopher Minu
    
    This is another new feature in the game and, without doubt, the best and most
    important one. Just Defense occurs when you defend a move at the last second.
    As you do so, the words "JUST DEFENDED" will flash across the screen and if
    you play close attention, you'll notice how your character will have a new
    blocking pose where he'll seem to be repelling the attack with his bare 
    hands. In fact, this is to enable Guard Cancel which is one of the advantages
    of Just Defense.
    
    Just Defense is, I'll say it again, one of the most important aspects of the
    game and this alone can decide the outcome of a match. Firstly, for each time
    you Just Defend a move, you'll recover some life. And this is made sweeter by
    the fact that you actually have the possibility to Just Defend multiple times
    against moves that cause multiple hits.
    
    That is, you can Just Defense Terry's Power Charge on the first hit and if
    you remain blocking for the other hits, you'll have performed it once and
    will gain back some life. However, if you are skilled enough to release the
    direction between each hit to press it again so as to achieve Just Defense
    3 times in all, you'll have gained even more life back.
    
    In fact, most anti-air moves like the Rai-Ga and the Rising Tackle can be
    avoided this way as it is impossible to block such moves. You don't have
    the ability to block while you're in the air, this isn't MvC fOO!. So, it 
    is essential to become familiar with the option.
    
    The amount of life you gain depends on the nature of the move and also how 
    damaging the move is. For instance, you'll gain much more life back from
    a Just Defended Power Geyser than from a mere Power Wave. As you can see,
    anything can be Just Defended.
    
    The last advantage is that Just Defense gives you the ability to Guard Cancel
    out of it such that you'll recover before the opponent and thus attack them.
    This explains the weird stance of your character as he performs it. Once you
    have Just Defendeded a move, you can quickly counter-attack the surprised
    opponent with your most damaging combo. All you need to do is to perform 
    whatever motion you intend while your character is still in the Just Defense
    stance and it'll come out more quickly.
    
    (Refer to subsection for more info on Guard Cancel).
    
    
    It is essential to master Just Defense or, at least, to become familiar with
    it because you'll need it a lot at the higher levels of MOTW. Some opponents
    take a lot of time to pull out their moves and if you have mastered the
    option, you'll easily be able to protect yourself while dealing damage at
    the same time. And vets will know that Kain can be easily defeated this
    way... :)
    
    
    --- GUARD CANCELLING --------------------------------------------------------
    
    
    I have received a few e-mails requesting help on Guard c+Cancelling, so I'll
    try to give concise notes on it in this subsection. Guard Cancelling can
    only be achieved during a Just Defend. The name of the feature itself is
    relatively easy to figure out; it's jusr as if you were blocking and you
    then cancelled that block into a move.
    
    As you Just Defend any move, your character takes a blocking position but
    if you pay close attention, you'll notice how he/she seems ready to attack
    at the same time (okay, I know this doesn't make any sense but you've got
    to see it to understand :)). This is when you need to input the command of
    a special/super move and the latter will be a Guard Cancel. You need to be
    quite quick with the command and this isn't as easy as it sounds. Don't 
    worry though, it becomes easy once you get the timing. When done right, the
    words 'GUARD CANCEL' will appear on the screen.
    
    The advantage of Guard Cancel is that it takes your opponent before he can
    block and thus, it's a sure hit. Anyway, if you're good at Just Defending
    close attacks, you would be wise to spend some time getting familiar with
    Guard Cancelling. It will be of a tremendous help and will allow you to win
    in close situations.
    
    (Note: For those familiar with Strret Fighter III: Third Strike, Guard
     Cancelling is just like Parry. After all, MOTW is SNK's response to SFIII.)
    
    
    
    =============================================================================
    
    V. MOVELIST
    
    =============================================================================
    
    "Only a fool trusts his life to a weapon!"
                           - Gray Fox/Cyborg Ninja
    
    
        =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
          Basically, this is a rewrite of Kuroki's FAQ because there 
          are some quite important mistakes in it. All the credit goes 
          to him for most move names since they aren't on SNK's page 
          anymore. (But I changed some names though -- own knowledge.)
    
        =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    The movelist for each character is seperated like this:
    
    |------------- [Throws] ------------|
    
    |--------- [Command moves] ---------| -> Some chars. don't have command moves.
    
    |--------- [Special Moves] ---------|
    
    |---------- [Super Moves]-----------|
    
    |------- [Potential Powers] --------|
    
    
    (BR) next to special move indicates that it is a break move.
    
    (BR -- X) means that only a certain version of the move is a break; obviously,
              it will be either A / C or B / D.
    
    T.O.P. Attacks have been left out since I've spent a seperate section on
    those with all descriptions.
    
    Feint Moves are also in their own section.
    
    Quick notation:
    ---------------
    
    dir.     : press the listed direction
    qcf      : roll the joystick from d to f (d, df, f)
    qcb      : roll the joystick from d to b (d, db, d)
    hcf      : roll the joystick from b to f (b, db, d, df, f)
    hcb      : roll the joystick from f to b (f, df, d, db, b)
    charge   : hold listed direction for 2 seconds
    360°     : rotate joystick clockwise once
    720°     : rotate joystick clockwise twice
    P        : press A or C
    K        : press B or D
    (air)    : ground move can be performed in air too
    hold     : hold button to delay the move
    empower  : hold down button to make move become more powerful
    /        : either command or button can be used
    ?-?      : indicates that the range between the first move and the
               second move may be used (eg. b-f means any direction among
               b,db,d,df and d can be used) -- range always anticlockwise
    *        : indicates that move is a follow-up (the move cannot be pulled 
               alone)
    
    
    Sources for move names and lists:
    ---------------------------------
    
    * James Kuroki's MOTW FAQ
    * My KOF 2001 FAQ
    
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    ROCK HOWARD
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    |--------------------------------- [Throws] --------------------------------|
    
     Koku Sen                                       close to opponent, f / b + C
    
    |------------------------------ [Special Moves] ----------------------------|
    
     Reppu Ken                                      qcf + A
     Double Reppu Ken                               qcf + C
     Hard Edge                                      qcb + P
     Rising Tackle                                  charge d,u + P
     Shinkuu Nage (BR)                              close to opponent, 360° + C
     Rassetsu*                                      after breaking Shinkuu Nage,
                                                    hold AB and release to perform
     Crack Counter Jou-Dan                          qcf + B
     Crack Counter Ge-Dan                           qcf + D 
     Rage Run "Dunk"                                qcb + B
     Rage Run "Shift"                               qcb + D
    
    |------------------------------- [Super Moves] -----------------------------|
    
     Raging Storm                                   qcf,qcf + A
     Shine Knuckle                                  qcf,qcf + B  
    
    |----------------------------- [Potential Powers] --------------------------|
    
     Raging Storm                                   qcf,qcf + C
     Shine Knuckle                                  qcf,qcf + D
     Deadly Rave "Neo"                              hcb,f + A, A, A, B, B, C, C,
                                                    D, D, qcb + C
    
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    TERRY BOGARD
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    |--------------------------------- [Throws] --------------------------------|
    
     Buster Throw                                   close to opponent, f / b + C
    
    |------------------------------ [Special Moves] ----------------------------|
    
     Power Wave                                     qcf + P
     Burn Knuckle                                   qcb + P
     Power Charge                                   f,f + P (x3)
     Crack Shoot                                    qcb + K
     Power Dunk (BR)                                f,d,df + K
    
    |------------------------------- [Super Moves] -----------------------------|
    
     Power Geyser                                   qcf,qcf + A
     Buster Wolf                                    qcf,qcf + B
    
    |----------------------------- [Potential Powers] --------------------------|
    
     Power Geyser                                   qcf,qcf + C
     Buster Wolf                                    qcf,qcf + D
    
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    KIM DONG HWAN
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    |--------------------------------- [Throws] --------------------------------|
    
     Tai-otoshi                                     close to opponent, f / b + C
     Tai-hineri                                     in air and close to opponent,
                                                    any dir. except u + C
    
    |------------------------------ [Command Moves] ----------------------------|
    
     Big Jump                                       d, ub-uf
     Sankaku-tobi                                   in air and near corner,
                                                    opposite dir.
     Ushiro-geri                                    in air, b + C 
    
    |------------------------------ [Special Moves] ----------------------------|
    
     KuuSaJin (BR)                                  f,d,df + P
     Hishou Kyaku                                   in air, d + K
     Shiden Kyaku                                   qcf + K
     Raimei Zan                                     qcb + K
     Ashi Binta                                     hcb + C
    
    |------------------------------- [Super Moves] -----------------------------|
    
     Super Dong Hwan Kyaku                          in air, qcf,qcf + A
     Raimei Dan                                     qcf,qcf + B
    
    |----------------------------- [Potential Powers] --------------------------|
    
     Super Dong Hwan Kyaku                          in air, qcf,qcf + C
     Raimei Dan                                     qcf,qcf + D (empower)
     Ore-sama Hou-Ou Kyaku                          qcf,qcf,qcf + C
    
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    KIM JAE HOON
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    |--------------------------------- [Throws] --------------------------------|
    
     Tai-Otoshi                                     close to opponent, f / b + C
    
    |------------------------------ [Command Moves] ----------------------------|
    
     Shou-Kyaku Hou                                 press B during backstep (b,b)
    
    |------------------------------ [Special Moves] ----------------------------|
    
     Shakka Shuu                                    qcf + P (hold)
     Ryuusei Kyaku                                  qcf + K
     Hangetsu Zan                                   qcb + K
     Hien Zan (BR)                                  charge d,u + K
     Tenchuu Zan*                                   d + D from (D) Hien Zan
     Hishou Kyaku                                   in air, d + B / D
     Hassei Waza {1}*                               d + B / D from Hishou Kyaku
     Hassei Waza {2}*                               qcb + B / D from Hishou Kyaku
    
    |------------------------------- [Super Moves] -----------------------------|
    
     Hou-yoku Ten-Shou Kyaku                        qcf,qcf + A
     Hou'ou Kyaku                                   qcf,qcf + B
    
    |----------------------------- [Potential Powers] --------------------------|
    
     Hou-yoku Ten-Shou Kyaku                        qcf,qcf + C (hold and let go)
     Hou'ou Kyaku                                   qcf,qcf + D
    
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    HOTARU FUTABA
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    |--------------------------------- [Throws] --------------------------------|
    
     Ten Ranku-tou                                  close to opponent, f / b + C
     Hanten-tou                                     in air and close to opponent,
                                                    any dir. except u + C
    
    |------------------------------ [Command Moves] ----------------------------|
    
     Kou-shuu Da                                    in air, d + B
     Kuuchuu Furi-Muki                              in air, CD
    
    |------------------------------ [Special Moves] ----------------------------|
    
     Hakki Shou                                     qcf + P
     Sou-Shou Shin                                  qcb + P
     Ko-bi Kyaku (BR)                               qcb + K
     Ten-Shin Shou                                  f,d,df + K
     Ren-Geki Shou                                  in air, qcb + K
     Shin-Jou Tai                                   close to opponent, hcf + D
    
    |------------------------------- [Super Moves] -----------------------------|
    
     Sou-Shou Ten-Ren-Ge                            qcf,qcf + A
     Ten-Shou Ran-Ki                                qcf,qcf + B
    
    |----------------------------- [Potential Powers] --------------------------|
    
     Sou-Shou Ten-Ren-Ge                            qcf,qcf + C
     Ten-Shou Ran-Ki                                qcf,qcf + D
    
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    GATO
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    |--------------------------------- [Throws] --------------------------------|
    
     Dai-en Shin                                    close to opponent, f / b + C
     Dan-Zetsu Dai                                  close to opponent, f / b + D
    
    |------------------------------ [Command Moves] ----------------------------|
    
     Sai-Gaku                                       f + A
     Mu-ran-Geri                                    f + B
     Kuuchuu Furi-Muki                              in air, CD
    
    |------------------------------ [Special Moves] ----------------------------|
    
     Shin-Ga                                        qcf + A / C
     Tsuika Kougeki*                                f,f + A / C from Shin-Ga
     Hou-zan Sai Heki-Ga                            charge d,u + C
     Rai-Ga (BR)                                    f,d,df + K
     Fuu-Ga                                         qcb + K
     Kou-Ga*                                        A during Fuu-Ga
     Sen-Ga*                                        B during Fuu-Ga
     Kyuu-Ga*                                       C during Fuu-Ga
     Katsu-Ga*                                      D during Fuu-Ga
    
    |------------------------------- [Super Moves] -----------------------------|
    
     Zero Kiba                                      qcf,qcf + A
     Tatsu Kiba                                     qcf,qcf + B
    
    |----------------------------- [Potential Powers] --------------------------|
    
     Zero Kiba                                      qcf,qcf + C
     Tatsu Kiba                                     qcf,qcf + D
     Ten-Ryuu Retsu-Kiba                            f,d,df + AB (x3)
    
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    BONNE JENET
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    |--------------------------------- [Throws] --------------------------------|
    
     Bye-bye Boo                                    close to opponent, f / B + C
     Falling Crush                                  in air and close to opponent,
                                                    any dir. except u + C
    
    |------------------------------ [Command Moves] ----------------------------|
    
     Big Jump                                       d, ub-uf
    
    |------------------------------ [Special Moves] ----------------------------|
    
     Buffrass                                       qcf + P
     Crazy Ivan                                     qcb + P
     The Hind (BR)                                  qcf + K
     Gulf Tomahawk                                  qcb + K
     Harrier Bee                                    in air, d + K, K, K, K, K
    
    |------------------------------- [Super Moves] -----------------------------|
    
     Many Many Torpedoes                            qcf,qcf + A
     Aurora                                         qcf,qcf + B
    
    |----------------------------- [Potential Powers] --------------------------|
    
     Many Many Torpedoes                            qcf,qcf + C
     Aurora                                         qcf,qcf + D
     Ab Oi Mademoiselle                             A, B, C during Just Defense
                                                    (tap quickly)
    
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    MARCO RODRIGUEZ
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    |--------------------------------- [Throws] --------------------------------|
    
     Kyokugen Zu-Tsuki                              close to opponent, f / b + C
    
    |------------------------------ [Command Moves] ----------------------------|
    
     Kyokugen Hiji                                  f + A
    
    |------------------------------ [Special Moves] ----------------------------|
    
     Kohou Ken                                      qcf + P
     Kohou (BR)                                     f,d,df + P
     Hien Shippu Kyaku                              qcf + K
     Jou-dan Harai                                  qcb + A
     Ge-dan Harai                                   qcb + B
     Ryuu-Sen Ken                                   hold C and let go (empower :
                                                    4 levels)
     Ko-Sen Kyaku                                   hold D and let go (empower :
                                                    4 levels)
    
    |------------------------------- [Super Moves] -----------------------------|
    
     Haou Shoukou Ken                               qcf,qcf + A
     Kyokugen Ko Hou                                qcf,qcf + B
    
    |----------------------------- [Potential Powers] --------------------------|
    
     Haou Shoukou Ken                               qcf,qcf + B
     Kyokugen Ko Hou                                qcf,qcf + D
     Ryuuko Ranbu                                   qcf,qcf,qcf + C, tap C --
                                                    4 levels :
                                                    Level 1 : 0 -- 2 times 
                                                    Level 2 : 3 -- 6 times 
                                                    Level 3 : 7 -- 9 times 
                                                    Level 1 : 10+ times 
    
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    HOKUTOMARU
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    |--------------------------------- [Throws] --------------------------------|
    
     Hikkaki                                        close to opponent, f / b + C
     Non-men Tsukuri                                in air and close to opponent,
                                                    any dir. except u + C
    
    |------------------------------ [Command Moves] ----------------------------|
    
     Sliding                                        df + B
     Kuuten Keri                                    df + D
     Ni-dan Jump                                    in air, ub-uf
    
    |------------------------------ [Special Moves] ----------------------------|
    
     Shuriken                                       qcf + P
     Kuuchuu Shuriken                               in air, qcf + P
     Karakusa-Giri                                  qcb + P (hold -- dash)
     Kuuha Dan (BR)                                 qcf + K
     Rakka-Zan: Kyou                                qcb + B (air)
     Rakka-Zan: Jitsu                               qcb + D (air)
    
    |------------------------------- [Super Moves] -----------------------------|
    
     Chou Hissatsu Shuriken                         qcf,qcf + A (press AB to end)
     Ougi - Chou Hissatsu Tatsumaki                 qcf,qcf + B
    
    |----------------------------- [Potential Powers] --------------------------|
    
     Chou Hissatsu Shuriken                         qcf,qcf + C (press AB to end)
     Kyuukyoku Ougi - Chou Bakuen Tatsumaki         qcf,qcf + D
    
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    FREEMAN
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    |--------------------------------- [Throws] --------------------------------|
    
     Gore Fest                                      close to opponent, f / b + C
    
    |------------------------------ [Special Moves] ----------------------------|
    
     Nightmare                                      qcf + P
     V.O.D.                                         qcb + P (x3)
     Phobia                                         f,d,df + P
     Morbid Angel (BR)                              hcf + K
     Crow                                           qcb + K
    
    |------------------------------- [Super Moves] -----------------------------|
    
     Full Blast                                     qcf,qcf + A
     Creeping Death                                 qcf,qcf + B
    
    |----------------------------- [Potential Powers] --------------------------|
    
     Full Blast                                     qcf,qcf + A
     Creeping Death                                 qcf,qcf + B
    
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    TIZOC
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    |--------------------------------- [Throws] --------------------------------|
    
     Griffon Tower                                  close to opponent, f / b + C
     Grif-Fall*                                     df,df +  C from Griffon Tower
     Gri-Hug                                        close to opponent, f / b + D
    
    |------------------------------ [Special Moves] ----------------------------|
    
     Justice Hurricane                              close to opponent, 360° + P
     Active Crash                                   in air, qcf + A
     Active Tupon                                   f,d,df + P
     Poseidon Wave (BR -- C)                        b,d,db + P
     Hercule's Throw                                close to opponent, hcf + B
     Olympus Over (BR -- D)                         qcb + K
    
    |------------------------------- [Super Moves] -----------------------------|
    
     Big Fall Griffon                                close to opponent, 720° + A
     Daedalus Attack                                 qcf,qcf + B
    
    |----------------------------- [Potential Powers] --------------------------|
    
     Big Fall Griffon                                close to opponent, 720° + C
     Daedalus Attack                                 qcf,qcf + D
    
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    KEVIN RIAN
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    |--------------------------------- [Throws] --------------------------------|
    
     Poli-Throw                                     close to opponent, f / b + C
    
    |------------------------------ [Command Moves] ----------------------------|
    
     Poli-Kick                                      f + B
    
    |------------------------------ [Special Moves] ----------------------------|
    
     Hell Rotor                                     qcb + P (empower -- 3 levels,
                                                    press D to cancel)
     Hell Arrest                                    close to opponent, hcf + P
     Hell Snipe                                     f,d,df + P
     Hell Trap (BR)                                 qcf + K
     Creeper                                        qcb + B
     Creeper: Low Attack*                           A during Creeper
     Creeper: Mid Attack*                           B during Creeper
     Creeper: Cancel*                               C during Creeper
    
    |------------------------------- [Super Moves] -----------------------------|
    
     Lucky Strike                                   qcf,qcf + A
     Gattling Freezer                               qcf,qcf + B
    
    |----------------------------- [Potential Powers] --------------------------|
    
     Lucky Strike                                   qcf,qcf + C
     Gattling Freezer                               qcf,qcf + D
    
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    GRANT
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    |--------------------------------- [Throws] --------------------------------|
    
     Ankoku Otoshi                                  close to opponent, f / b + C
    
    |------------------------------ [Command Moves] ----------------------------|
    
     Ma-Heki                                        df + C
    
    |------------------------------ [Special Moves] ----------------------------|
    
     Kokuen-Ryuu                                    qcb + P
     Kyou Chou-Jin (BR)                             f,d,df + P
     Messhou Hisetsu {1}*                           d + K from Kyou Chou-Jin    
     Gou Retsu-Shou                                 f,b,f + P
     Gou Dangai                                     qcf + K
     Messhou Hisetsu {2}                            in air, d + K
    
    |------------------------------- [Super Moves] -----------------------------|
    
     Majin Haten Dan                                qcf,qcf + A
     Majin Engetsu Rin                              qcf,qcf + B
    
    |----------------------------- [Potential Powers] --------------------------|
    
     Majin Haten Dan                                qcf,qcf + C
     Majin Engetsu Rin                              qcf,qcf + D
    
    
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    KAIN
    +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
    
    |--------------------------------- [Throws] --------------------------------|
    
     Schwarze Mond                                  close to opponent, f / b + C
    
    |------------------------------ [Special Moves] ----------------------------|
    
     Schwarze Flamme                                charge b,f + P
     Schwarze Panzer                                charge b,f + K
     Schwarze Lanze (BR)                            charge d,u + K
    
    |------------------------------- [Super Moves] -----------------------------|
    
     Himmlischer Atem                               qcf,qcf + A
     Himmlische Seele                               qcf,qcf + B
    
    |----------------------------- [Potential Powers] --------------------------|
    
     Himmlischer Atem                               qcf,qcf + C
     Himmlische Seele                               qcf,qcf + D
    
    
    =============================================================================
    
    VI. BREAK MOVES
    
    =============================================================================
    
    "Sorry, mister! You see, I'm strong!"
                           - Rai
    
    
    As you may have seen in the movelist section, some moves have been marked
    with (BR) and these have been referred to as Break Moves in the key.
    
    Break moves involves stopping some special moves before they stop by 
    themselves and following with another attack if you want. This is achieved 
    by pressing AB during the move and as you do so, your character will stop 
    the motion and will recover faster.
    
    The break moves are another important aspect that is essential in beating
    the game and in mastering your favorite character. If you pull your breakable
    move and it's blocked, you can thus stop it and will recover faster. This 
    will make it harder for the opponent to hit you as you'll be able to block
    his attack. Thus, you won't be so easily punished. Of course, you need to
    remember that only a couple of moves are breakable for each character.
    
    
    Another advantage is that if that move connects, you can break it and follow
    with another move, even Super Moves or P. Potentials. Breaking gives way to
    more damaging combos involving more moves and is thus very important.
    
    As you can see, you'll need to be able to break the moves quickly to take
    advantage of it and add more hits or simply to recover faster if your attack
    is blocked.
    
    
    Below is the list of the breakable moves for each character:
     
    
        |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
        |      CHARACTER          |          BREAKABLE MOVES          |
        |_________________________|___________________________________|
        |                         |                                   |
        |      Rock Howard        |   Shinkuu Nage (close, 360° + C)  |
        |_________________________|___________________________________|
        |                         |                                   |
        |      Terry Bogard       |     Power Dunk (f,d,df + K)       |
        |_________________________|___________________________________|
        |                         |                                   |
        |      Kim Dong Hwan      |       KuuSaJin (f,d,df + P)       |
        |_________________________|___________________________________|
        |                         |                                   |
        |      Kim Jae Hoon       |    Hien Zan (charge d,u + K)      |
        |_________________________|___________________________________|
        |                         |                                   |
        |      Hotaru Futaba      |      Ko-bi Kyaku (qcb + K)        |
        |_________________________|___________________________________|
        |                         |                                   |
        |      Gato               |       Rai-Ga (f,d,df + K)         |
        |_________________________|___________________________________|
        |                         |                                   |
        |      Bonne Jenet        |        The Hind (qcf + K)         |
        |_________________________|___________________________________|
        |                         |                                   |
        |      Marco Rodriguez    |         Kohou (f,d,df + P)        |
        |_________________________|___________________________________|
        |                         |                                   |
        |      Hokutomaru         |         Kuuha Dan (qcf + K)       |
        |_________________________|___________________________________|
        |                         |                                   |
        |      Freeman            |        Morbid Angel (hcf + K)     |
        |_________________________|___________________________________|
        |                         |                                   |
        |      Tizoc              |   Strong Olympus Over (qcb + D)   |
        |                         | Strong Poseidon Wave (b,d,db + C) |
        |_________________________|___________________________________|
        |                         |                                   |
        |      Kevin Rian         |         Hell Trap (qcf + K)       |
        |_________________________|___________________________________|
        |                         |                                   |
        |      Grant              |     Kyou Chou-Jin (f,d,df + P)    |
        |_________________________|___________________________________|
        |                         |                                   |
        |      Kain               |  Schwarze Lanze (charge d,u + K)  |
        |_________________________|___________________________________|
    
    
    
    =============================================================================
    
    VII. T.O.P. SYSTEM
    
    =============================================================================
    
    "You mess with BORO, you get SORRO"
                    - BORO
    
    
    T.O.P. stands for Tactical Offensive Position. Before the first match when 
    the character pics pop up, your lifebar will appear along with a white bar.
    As you will then see, this causes your lifebar to de divided into 3 distinct
    parts. These are the beginning, middle and end parts. You now have to choose
    where you'll set the T.O.P. in one of those 3 places. The choice is actually
    up to you since each player may find it more useful in a certain part (I,
    myself, always place T.O.P. in the beginning part since I can use it to get
    Miracle wins).
    
    After having placed the T.O.P. gauge, you will logically fight. Once your 
    lifebar reaches that part which is in the orange (thus T.O.P.) section, your
    character will start to flash as the words "T.O.P. IN!" appear. As long as
    your remain in the T.O.P. area (i.e. your character remains flashing), you'll
    be able to benefit from certain advantages.
    
    Firstly, you'll be able to use your T.O.P. attack. Each character has a 
    different T.O.P. attack although the command is the same regardless of the
    fighter, i.e. CD. Your T.O.P. attacks can be used in combos for certain
    characters and in general, these are very useful.
    
    You will also recover some life slowly when you are not hit. The life gained
    is quite small but very helpful since you'll have recovered some substantial
    life back if you're not hit for a long time. A great thing to do is to Just 
    Defense all your opponent's moves while in T.O.P., this is a great way to get
    SS+ wins.
    
    Also, while you are in T.O.P., your offensive power increases similar to the
    Counter Mode in KOF. All your attacks will be more powerful and you will thus
    have a great advantage as it will also enable you to cause guard crush on 
    your opponent if you're playing aggressively.
    
    As you can see, T.O.P. is yet another important aspect of the game. Your 
    character returns to normal once his lifebar falls out of the T.O.P. range
    after he's hit.
    
    
    Now, I'll move on to describing the T.O.P. Attack of each character.
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Rock Howard ğğğğğğğğğğ Overhead Kick
    
    Just like the name! Rock will do a cross-up and kick the opponent from high
    up. Of course, it isn't always a cross-up but that's how you should use it
    as it will enable you to then take your opponent by surprise. The Overhead
    Kick is a bit slow to come out and cannot be comboed. Moreover, the recovery
    time is lame and if it misses, you'll be open for anything. The Overhead 
    Kick shouldn't be used often because it can get pretty predictable since the
    range is always the same. Actually, just use it a couple of time to cross-up
    and to fool the opponent.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Terry Bogard ğğğğğğğğğğ Max Dunk
    
    Terry will ram into the opponent with his shoulder (the animation is like a
    low Power Charge) and will then continue with a 2-hit Power Dunk. The first
    attack needs to connect for Terry to do the whole move. Otherwise, he'll
    stop at the first hit and in this case, watch out for the recovery which
    is very lame! If the whole move is blocked, be even more afraid because the
    recovery is even bigger. The Max Dunk is quite powerful too and comboable.
    However, it is slow to come out and Terry can be easily thrown out during
    the first frames. So, use it exclusively in combos -- jump D -> stand C ->
    Max Dunk is very damaging and a sure winner!
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Kim Dong Hwan ğğğğğğğğğğ Kaiten Dong Hwan
    
    Dong Hwan will kick the opponent high once and will follow with a spinning
    attack. The whole move hit 5 times and is powerful enough. The Kaiten Dong
    Hwan is quite quick to come out but a well-timed projectile will easily
    stop him in his tracks and if you're unlucky enough, you'll be open for 
    anything afterwards. It also has a nice recovery but if it misses against 
    a close opponent, that won't change anything since Dong Hwan still needs to
    get up after charging forward like a mad bull. Comboable and you would be
    wise to take advantage of this instead of using it like a stupid masher.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Kim Jae Hoon ğğğğğğğğğğ High-Angle Neri Chagi
    
    Jae Hoon will lift his foot up before bringing it down for an axe kick. The 
    fact that he needs to turn around, raise his foot and turn towards the 
    opponent to strike down again makes the High-Angle Neri-Chagi a sloooooooow
    move. However, the very good thing is that his T.O.P. attack has no lag
    whatsoever and it is amazing at causing guard crush. Since it is so slow to
    come out, there's no point in wondering whether it is comboable...There are
    drawbacks to using the High-Angle Neri-Chagi but if you are careful enough
    and time it well, pull it 3 or 4 times and you'll earn a helpful guard crush.
    Otherwise, I don't recommend using this at all because, even if the recovery
    is sweet (although you will now tell me that there is no recovery, so what
    the hell am I talking about? :)), any opponent will hit you even before the
    move comes out.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Hotaru Futaba ğğğğğğğğğğ Sen-Kai En
    
    Hotaru will flip in the air as she hits the opponent once with a sommersault
    kick. The Sen-Kei En is quick to come out but it has no forward range and you
    should pull it only when you are quite close to the opponent. It is also
    comboable but be warned that in some cases, the T.O.P. will miss because the
    normal move has pushed the opponent away. And since the recovery sucks, you
    will be punished for your mistake. Also, don't let its look fool you, the
    Sen-Kai is not a good anti-air. Okay, it may work from time to time, specially
    against those big and slow characters but otherwise, don't use it against
    air-borne opponents. It is very easy to crush and besides, the fact that
    Hotaru flips only vertically and doesn't move forward at all makes it too
    predictable. Another thing is that the jump isn't that good either. Use her
    T.O.P. in combos but even then, be careful. Want something better? Don't use
    it at all!
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Gato ğğğğğğğğğğ Mou-Ko Kou Hakan
    
    Gato steps forward and strikes once with his palm (a bit like Jet Li would
    do in "The One" -- great movie which you should see). The attack is insanely
    powerful but also extremely slow to come out. Gato really takes too much
    time to step forward and the palm comes out as if the whole of it is glued
    to his body! :(  And I haven't even talked of the recovery yet...Which is,
    do I really need to tell you, lame. There are truthfully no situations where
    you can safely use the Mou-Ko Kou Hazan because anybody can throw you out of
    it. More simply, don't use it!
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Bonne Jenet ğğğğğğğğğğ Rolling Thunder
    
    Jenet will so a sommersault and if that hits, she'll do a thrust attack.
    The Rolling Thunder is quick to come out and can be used in combos to ensure
    that it connects. Note though that the first hit (during the sommersault) 
    must connect for Jenet to do the whole move. If it is blocked or completely
    misses, she will fall back again and won't perform the diving kick. In both
    cases, the recovery is quite lame and you'll quite easily be punished. The
    Rolling Thunder has no forward range and this means that she can be knocked
    out but luckily, the speed of the move still makes that difficult (which is
    great!). It is also an excellent anti-air against agressive opponents.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Marco Rodriguez ğğğğğğğğğğ Zanretsu-Ken
    
    Although Marco's T.O.P. attack holds the infamous name of the Zanretsu-Ken,
    it is not exactly the same as that of Ryo. Marco will still punch the 
    opponent repeatedly but he does so only 9 times and he always ends with a
    quick uppercut. The move is a bit slow to come out but it is surprisingly
    comboable after a stand C which makes it useful in such situations. The 
    recovery is a big problem though. If it is blocked, you will still be in
    a difficult situation because Marco takes some time before he can resume his
    fighting stance again and if the opponent manages to hop back as you pull it,
    you're in for some damage once he finishes. It is also quite easy to Just
    Defense it and to Guard Cancel into an attack, so you shouldn't use it
    alone. Use it in a combo all the time (or don't use it).
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Hokutomaru ğğğğğğğğğğ Nin-Pou Baku-En
    
    A very funny move! Hokutomaru places a scroll in his mouth (I suppose he
    eventually eats it too :)) and the ground suddenly explodes to enable him
    to fly towards the opponent, hitting the latter with his hand. This part
    of the animation seems to be a rip-off from Strider Hiryuu's flying pose and
    it's very funny. The motion is in a diagonal direction and this makes the
    Nin-Pou Bakuen Jump a good anti-air. But you need to time it well though
    since it starts before and if you mess up, you'll be counter when you land.
    Comboable after a close C/D but you need to cancel on the first hit of the
    strong punch. If you let both hits connect, the T.O.P. may not connect 
    since tbe second hit makes Hokutomaru retreat a few steps. 
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Freeman ğğğğğğğğğğ Overkill
    
    Freeman swings his hand forward as a red slash appears above his body. This
    slash will cause a grey spark to appear by the enemy if it hits. The Overkill
    is a bit slow to come out but it is still comboable. Otherwise, the recovery
    time sucks which is why I'd advise to use it only in combos since you can do
    so. The times Freeman takes to resume his fighting stance gives your opponent
    the time to use practically any combo. The Overkill is also a quite good 
    anti-air but opponents may be able to predict where it will hit and thus
    jump such that you cannot hit them. It has good priority though and can win
    in some close situations thanks to its range.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Tizoc ğğğğğğğğğğ Gri-Dro Super Kick
    
    Tizoc (or The Griffon Mask if you wish) clasps his feet together and performs
    a drop kick. He moves forward as he does so and this gives the Gri-Dro Super
    Kick a great range. It is, however, slow to come out but even then, it has
    good chances of connecting against an opponent who has just messed up. The
    cool thing about this T.O.P. is that, instead of falling like he should
    normalyl do, Tizoc ends up crouching and immediately gets up upon doing so.
    Basically, this means that the attack has no recovery. Rather surprising
    considering Tizco's build but hey, I'm not going to refuse such an advantage
    either! Very powerful attack too and causes guard crush easily but it's 
    always better to use it from far. There is a risk you'll be hit out of it
    if you pull it close to the opponent since it's so slow to come out. A good
    trick is to do a standing C and then, immediately whiff it into the T.O.P.
    Grant's far C can be easily cancelled. When you first perform it, your
    opponent will think you will really pull one and is bound to attack you as
    his far C has a lame recovery. If you cancel the far C into the Gri-Dro
    Super Kick, the move comes out faster and will connect. Anyway, even if
    they have the time to pull their own move, your friggin' damaging T.O.P. 
    attack will suck their move in, so why bother! :)
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Kevin Rian ğğğğğğğğğğ Blast Charge
    
    Kevin does a quick shoulder charge followed by a spin attack, hitting 3
    times in all. The Blast Charge comes out quite quickly but has a lame
    recovery time. As it is, use it only in combos because otherwise, you run
    the risk of being punished by a combo-maniac like me! :) Quite useful at 
    times and being one of the quickest T.O.P. attacks, you can rely on it 
    against opponents who mess up with their own moves. Quite powerful attack
    too!
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Grant ğğğğğğğğğğ Majin Gan-En
    
    Grant charges forward with a sliding kick and if the kick connects against
    the opponent (hits or blocked), he'll continue with a shoulder attack and
    end with a strong punch. The Majin Gan-En is rather slow to come out and this
    isn't a surprise because it is a powerful T.O.P. Attack. The move has a
    very nice recovery and can be abused from time to time against less skilled
    opponents. The range during the charge is quite good too but makes the move
    useless against opponent who are more than half a screen away. A good way
    of ensuring the Majin Gan is to combo it after Grant's Gou Retsu-Shou 
    (f,b,f + P) but you need to be quick to perform the T.O.P. for the latter
    to connect.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Kain ğğğğğğğğğğ Schwarzer Stob
    
    Kain performs a Slash Kick which causes the opponent to be engulfed in his
    cool purple flames upon hitting. This T.O.P. is a bit slow to come out but
    still comboable. Use it in combos most of the time to avoid being hit back
    after the attack is blocked. The recovery too is slow as Kain needs to 
    resume his stance and quicker opponents will have no trouble taking advantage
    of that. The move's animation is quick though. Kain will move forward very
    quickly and the Schwarzer Stoß has a nice range too and you can use it against
    some far off opponents and it can still hit. 
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    =============================================================================
    
    VIII. SUPER MOVES
    
    =============================================================================
    
    "Resistance is futile. It will only make things more painful."
                           - Odin
    
    
    This section deals with the Super Moves which require 1 S. Power. Your gauge
    is filled as you perform attacks and once it's full, you can use your Super
    Move. When you pull out such moves, the background turns black and the
    animation freezes for about 1 1/2 seconds.
    
    Each character has 2 Super Moves.
    
    -----------------------------------------------------------------------------
    ROCK HOWARD
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Raging Storm
    Command: qcf,qcf + A
    Description: Rock will concentrate for a fraction of a second before 
                 unleashing all his energy in the form of a shield that goes
                 upwards. The Raging Storm is rather slow to come out but it is
                 great against an air-borne opponent although Rock can be hit
                 as he is about to perform the move since there are no invincible
                 frames in it. Thus, a quicker opponent will have no trouble 
                 attacking you during that time which means the Raging Storm is
                 quite unreliable and you will be easily punished if you are not
                 careful with it. It is not even comboable, which makes it even
                 more useless against human opponents.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
     
    Move name: Shine Knuckle
    Command: qcf,qcf + B
    Description: Rock will dash toward the opponent as he does a move similar to
                 Terry's Burn Knuckles but he will be surrounded by a gold wave
                 instead and it has more range. However, although the Shine 
                 Knuckle causes Rock to dash forward a lot, note that it won't 
                 hit the opponent when there is a full screen distance between
                 you two. Instead, he will stop just in front of the opponent
                 without even hitting him once which means you can be punished
                 if you perform the Shine Knuckle in such situations. Although
                 the Shine Knuckle also doesn't have any invincibility time, it
                 is extremely quick to come out and the move's speed makes that
                 it'll take the opponent by surprise a lot of times. You can 
                 combo into it from a normal move like a stand C or even a 
                 counter special move if you're feeling naughty! Try to pull it
                 just as the opponent is about to land to make all the hits 
                 connect because it is quite difficult to Just Defense it since
                 it is so quick.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    TERRY BOGARD
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Power Geyser
    Command: qcf,qcf + A
    Description: Terry will punch the ground (which didn't do anything to him by 
                 the way) and as he does so, a wave of energy will rise. The 
                 Power Geyser is orignally meant to be an anti-air but of course,
                 that doesn't mean you need to use it in such situations 
                 exlusively. Still, use it whenever you can as anti-air. It is
                 rather slow to come out though and Terry does take some time to
                 recover, so it is easy for the opponent to attack you after a
                 missed Power Geyser. It is comboable after a normal move too
                 although this is relatively hard to achieve iin some cases.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Buster Wolf
    Command: qcf,qcf + B
    Description: Terry will perform a Burn Knuckle wanna-be to dash forward and
                 upon connect with the opponent, all hell will break loose as
                 the Lonesome Wolf releases a burst of energy which will hit the
                 poor opponent. The Buster Wolf is a much better Super Move than
                 the Power Geyser because it is very quick to come out and it is
                 extremely easy to include it in combos. It can even be used off
                 a counter such that it will be impossible for the opponent to 
                 Just Defend and you will be able to deal a lot of damage. When
                 you want to pull it alone, do so just as the opponent is about
                 to land and time it to prevent him from defending.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    KIM DONG HWAN
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Super Dong Hwan Kyaku
    Command: in air, qcf,qcf + A
    Description: Dong Hwan will charge down at the opponent with a dive kick and
                 will continue with a a series of kicks, taking the opponent up
                 at the same time. The S. Power Super Dong Hwan Kyaku does 6
                 hits in all for some nice damage. Since it is an air move, it
                 may seem useless but since this is Dong Hwan, that is no longer
                 a problem. Simply wait until your opponent is unsure of his next
                 move while you happen to be up and pull it. Chances that it'll
                 connect will be quite high. Otherwise, don't use it anywhen 
                 because of the recovery and you don't want to know what may
                 happen in thsi case... :) Actually, Dong Hwan recovers quite
                 quickly from it but since the opponent will very likely be
                 near you when you land since the trajectory is predictable, 
                 it doesn't make any difference. If you manage to connect it,
                 you can follow up with certain moves because Dong Hwan lands
                 well before the opponent. So, it can be very useful and enables
                 damaging combos.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Raimei Dan
    Command: qcf,qcf + B
    Description: The Raimei Dan isn't really useful as one would expect. Its
                 animation is quite similar to the Raimei Zan but it does only
                 1 (although more damaging, of course) hit. The opening frames
                 have invincibility but beyond that, it isn't that hard to knock
                 Dong Hwan out of it and so, you'd better be careful. It isn't
                 comboable after normal moves which is a pity because alone, it
                 is predictable and can be Just Defended. Actually, the best way
                 of pulling it is to do the following combo: qcf + D -> Raimei 
                 Dan. By doing so, you are first sending the opponent up and you
                 may then use the Raimei Dan to combo in. Timing is required but
                 it's not that hard.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    KIM JAE HOON
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Hou-yoku Ten-Shou Kyaku
    Command: qcf,qcf + A
    Description: Jae Hoon will hop towards the enemy with a Hangetsu Zan (sorta)
                 and will continue with several Hien Zan. He'll take the enemy
                 up (logically!) before finishing them off with another Hien Zan.
                 This Super Move does 7 hits and is comboable after a close 
                 normal move. The most important thing you need to know about the
                 Hou-yoku Ten-shou Kyaku is that the hop covers a very small 
                 distance. You need to be close to the opponent to pull if or the
                 move will miss and since Jae Hoon goes up, you can just imagine
                 what will happen if this occurs. This is why I recommend to use
                 it in combos (best one: close C -> qcf,qcf + A). Of course, just
                 pull it quickly when the opponent messes up since it is very 
                 fast to come out and it has a high chance of connecting. The
                 hop is an overhead and this make it even better as some chars
                 tend to crouch-block Super Moves. You'll thus surprise them
                 with the overhead and every hit will connect. Otherwise, this
                 move is a good anti-air but if you don't time it well, not all
                 the hits will connect and besides, Jae Hoon has much better 
                 anti-airs. No need to use this one!
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Hou'ou Kyaku
    Command: qcf,qcf + B
    Description: Jae Hoon will rush forward and if the first attack connects,
                 he'll follow with a series of kicks for an 8-hit move until 
                 the opponent is literally burning. Like most rush Supers Moves,
                 it won't connect when there is a full screen distance between
                 you and the opponent. The Hou-ou Kyaku is very quick to come
                 out and also has a good recovery. Rely on it when the opponent
                 forgets to block and when you're confident your next attack
                 will connect. It is also comboable and will deal good damage
                 when you use it after a stand C.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    HOTARU FUTABA
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Sou-Shou Ten-Ren-Ge
    Command: qcf,qcf + A
    Description: Hotaru quicly dashes forward and starts pummeling the opponent.
    The Sou-Shou Ten-Ren-Ge has Hotaru starts hitting right from the beginning
    and it has an excellent range although it will not hit against an opponent
    if there is a full screen seperation. Logically, since she starts hitting
    even in missed form, the Super will do less hits if she "meets" the opponent
    some steps forward. The whole move does 17 hits and it can be used in combos
    but this is relatively hard to achieve. Try to get used to using it combos
    though and you'll find it very useful. If there is a full distance between
    you, Hotaru will land right in front of the opponent after she has gone up
    to finish it. So, you'd be better not pulling the Super in such situations.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Ten-Shou Ran-Ki
    Command: qcf,qcf + B
    Description: Hotaru does a flip (along with the usual energy beam, of course)
    and as the opponent falls down, she goes after him and sits on top of them to
    release a huge ball of energy in a very naughty animation. The opening frames 
    have invincibility and will fool beginnners such that the Ten-Shou Ran-Ki 
    will work. Moreover, since it starts with a flip, it can also be used as an 
    anti-air. Okay, it's not a 
    first-class anti-air but it's still useful. You must however be careful with
    the timing because if you mess up, you'll be wide open for anything. Even if
    the flip misses, Hotaru may still land on the opponent and do the last
    animation which is still quite damaging. Can be chained in combos. Use after 
    breaking her Kobi-Kyaku and lie back! 
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    GATO
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Zero Kiba
    Command: qcf,qcf + A
    Description: Gato punches the opponent once (looks a lot like his stand C and
    does pretty much same damage) before jumping at him to twist his head with
    his legs. There are some cool light effects during the final part as he twists
    the opponent's head. The first punch needs to hit for Gato to perform the 
    whole move since the other part is a grappling technique. This first part
    doesn't have too much range which makes the Zero Kiba useless when used 
    alone. It can only be used close and is easy to Just Defend. The recovery
    after the first hit is somewhat crap too. Use this Super mainly in combos
    or after breaking the Rai-Ga but in this case, be careful with the timing!
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Tatsu Kiba
    Command: qcf,qcf + B
    Description: Gato kicks straight up and goes up for 7 hits if the first one
    connects, his body surrounded by an aura of energy all the time. The Tatsu
    Kiba is, above all, an anti-air. In fact, because the move has no forward
    range, use it to punish airborne opponents. Also quick to come out and can
    be used in combos to ensure that it isn't a mere waste of your power gauge.
    Since Gato goes all the way up, the recovery is lame though. Never pull this
    if you're unsure whether it will connect because Gato takes some time to come
    down and recovery, making it possible for your opponent to pull anything. The
    Tatsu Kiba also has a nice invincibility time at the beginning, and this 
    should make it hard for your opponent to kick Gato out of it.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    BONNE JENET
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Many Many Torpedoes
    Command: qcf,qcf + A
    Description: Jenet jumps forward and moves her feet so swiftly to hit her
                 opponent that they look like torpedoes. The Many Many Torpedoes
                 is quick to come out and can be used in combos, whether normal
                 or chain. Moreover, it has invincibility at start and a frame
                 rate of zero, which make it one of the best supers in the game.
                 The recovery is good too but not much of a difference if you
                 stop close to the opponent which is bound to happen since the 
                 move has 3/4 screen distance as range. It is bound to do block
                 damage (excellent one too!) but prepare to take REAL damage in 
                 return! Use it in combos since these are not so hard to perform.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Aurora
    Command: qcf,qcf + B
    Description: Jenet jumps and spins, forming little waves with her robe which
                 hit the opponent for good damage. She ends with a blown kiss.
                 The Aurora does nice damage overall. The move needs to connect
                 for her to perform the last animation (i.e. the blown kiss). 
                 Otherwise, she doesn't perform it and just lands down. Typical
                 anti-air move made even better that the fact that the Aurora
                 also has forward range which is quite surprising concerning   
                 Super Moves. Even if you miss an airborne opponent, you may
                 still hit him afterwards if he foolishly attempts to follow you.
                 Bad recovery though since she needs to resume her stance. As a
                 matter of fact, Jenet actually resumes her stance quickly but 
                 she's slow to land. Good Super overall, just be on the safe side
                 and use it in combos.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    MARCO RODRIGUEZ
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Haou Shoukou Ken
    Command: qcf,qcf + A
    Description: Super projectile as the name itself states. The Haou Shoukou Ken
                 is a bit slow to come out but travels quickly. Moreover, it has 
                 full range too which makes it better than most other supers.
                 Unluckily, it cannot be used in combos, even chain ones, since
                 it so slow to come out. Maroc remains in the position he takes
                 to release the projectile and this gives it a lame recovery. If
                 the opponent is freakish enough to jump avoid it, be prepared
                 for one sound kicking on your butt (no pun intended :)). Since
                 this is a projectile, you'd be better using it when you are
                 able to anticipate your opponent's next attack.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Kyokugen Ko Hou
    Command: qcf,qcf + B
    Description: By the breathtaking association of words, one can easily guess
                 the nature of this move: a super uppercut! Thus, no forward range
                 but instead, an extremely quick move and great anti-air. The
                 opening frames also have invincibility to make it even better
                 and it can be used in combos or after a breaked Ko Hou for 
                 maximum damage. The time for Marco to resume his stance upon
                 landing is quick but would ya bet, that doesn't change anything!
                 Use this exclusively in combos, off counters or as reversals due
                 to the lame recovery.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    HOKUTOMARU
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Chou Hissatsu Shuriken
    Command: qcf, qcf + A (press AB to end)
    Description: Hokutomaru quickly throws several shurikens at the opponent. The
                 last shuriken is bigger than the rest. If you press AB during the
                 Chou Hissatsu Shuriken to finish it, Hokutomaru will throw the
                 bigger one as you as you press the buttons. You may do this to
                 reduce the recovery because the time for Hokutomaru to resume his
                 stance normally is quite big because he turns around as he throws
                 the last one. Besides, even though the move is quick to come out
                 (use in combos), the opponent can attack you if they manage to 
                 jump over the shurikens. Since it can be used in combos, go for
                 it. Or use it when the opponent screws up since it is fast to
                 come out.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Ougi - Chou Hissatsu Tatsumaki
    Command: qcf, qcf + B
    Description: Hokutomaru holds a scroll and spins up as wind gathers around 
                 his body. The full move does 9 hits but if you include it in a
                 chain combo, it will hit for less. Even when you perform it 
                 alone, it is kinda hard to get the full 9 hits because when it
                 connects as a counter, it loses hit (and thus damage which makes
                 everything really pointless since this is supposed to be an 
                 anti-air for god's sake!). You need to get the opponent really
                 close or if they are airborne, get them to touch Hokutomaru's
                 shoulder, to have the  Ougi - Chou hit hard. It also has good
                 priority and even if your opponent tries to get in with a 
                 cross-over attack, the Super will suck them in. You can also
                 use it as a combo after breaking the Kuu Ha Dan but you will
                 lose some damage along the way. This is still cool if your 
                 opponent is the turtler type because if the move misses, prepare
                 for some punishment due to a crappy recovery!
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    FREEMAN
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Full Blast 
    Command: qcf,qcf + A (hold)
    Description: Freeman performs a giant red slash with his hands which has an
                 excellent range. The Full Blast can be charged for 3 seconds but
                 the damage doesn't increase. When uncharged, it is quite quick
                 to come out and can be used in combos to ensure that it will
                 hit. In any case, the recovery is lame, so use it in combos on
                 ground situations if you can. Remember to release the A button
                 immediately thoygh. Since the Full Blast can be held, it has 
                 various uses. You can use it as an anticipation move if you are
                 sure your opponent will mess up. The good range means it can 
                 still hit even if there's some distance between you. Hold the
                 button to trick the opponent into attacking you and release it
                 as soon as they move and they'll very likely eat Freeman's first
                 Super. It can also be used as anti-air but you need to time it
                 well!
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Creeping Death
    Command: qcf,qcf + B
    Description: Freeman walks (half a screen distance) as you can see his shadow
                 in a very stylish manner. If the opponent attemps to hit Freeman
                 while he is walking with the shadow, Freeman will stop his attack
                 and will proceed to slash them thrice. The screen turns black as
                 he does so and you can only see the shadows of the two characters
                 along with the slashes. As you can see, the Creeping Death is a
                 counter move and you need to be careful while using it. You can
                 try pulling it as soon as the opponent messes up and you feel 
                 that he's going to attack but that's extremely hard to achieve.
                 The best way yet remains to upll it immediately after a blocked
                 combo since the opponent will attempt to hit you, thinking he may
                 be able to use the recovery to his advantage. If the move misses,
                 you'll be easily punished because Freeman does a stupid pose at 
                 the end. And it is extremely easy to avoid this move, all your 
                 opponent needs to do is to prevent from attacking and he just
                 has to attack as soon as Freeman does the last animation (so,
                 it is very different from Lin's desperation move - Lin rOxOrs
                 by the wat! :)). The Creeping Death is a very good super but you
                 need to be familiar with it and to know all its pros and cons.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    TIZOC
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Big Ball Griffon
    Command: when close, 720° + A
    Description: This is the standard grappler's super à la Tizoc. Tizoc grabs
                 the opponent and slams them onto the ceiling (or the top of the
                 screen), before putting him under his feet and landing painfully
                 on the poor opponent. As you wold expect, the Big Ball Griffon
                 is very powerful but a drag to pull. Personally, I still cannot
                 achieve the 720° without jumping and thus, don't get to pull
                 it often. If you are skilled enough to perform the motion ON THE
                 GROUND, good for you. If, however, you find it too difficult, 
                 you can still resort to the old trick of doing a jump attack and
                 having the latter miss (weak punch works best here) before
                 performing the move. This trick sure works but of course, you
                 need some luck or the opponent will hit you and you won't be 
                 able to have the move connect. Another great thing about the
                 Big Ball Griffon is that Tizoc jumps back after landing on the
                 opponent and the latter cannot try wake-up techniques to take
                 you by surprise.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Daedalus Attack 
    Command: qcf,qcf + B
    Description: Tizoc raises his hand up and proceeds to punch the enemy hard 3
                 times. The Daedalus Attack is NOT a grappling technique and it's
                 also not that damaging. A bit slow to come out and very bad
                 recovery. Although it is not really comboable, you can try
                 buffering a crouch/stand A into the Daedalus Attack. Some chars
                 tend to be weak against that. The opening frames have good
                 invincibility, you can try to make full use of that. Note that
                 although Tizoc dashes forward as he lets loose with his huge
                 fists, the move doesn't have a full screen distance. Instead, if
                 the opponent is that far away, he'll do the last attack just in
                 front of him but it will not connect. You can guess what should
                 normally happen next...
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    KEVIN RIAN
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Lucky Strike
    Command: qcf,qcf + A
    Description: Kevin rolls forward -- the roll is a bit like the one when he 
                 does his Abide Mine but the difference is that this one hits.
                 He'll follow with a few punches and finish with an uppercut.
                 The uppercut causes the opponent to be juggled and you can add
                 another move at the end. Moves that work best as follow-up are
                 the Gatling Freezer (although a bit pointless), the weak Hell
                 Snipe and the Hell Rotor (good timing required here). The Lucky
                 Strike is fast to come out and can therefore be used in combos.
                 The first frames also have invincibility and this will force
                 your opponent to block if they're aware of it. Of course, that
                 can be bad for you but luckily, this super also has a quite good
                 recovery.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Gattling Freezer
    Command: qcf,qcf + B
    Description: Kevin kicks up and a bunch of explosions (ripped off Leona?) are
                 observed. The Gattling Freezer is a chain combo friendly move. 
                 If it connects against an opponent on the ground, that char will
                 be frozen for a short period (he'll still be gold) and you have
                 the possibility of comboing in another move, even the Lucky 
                 Strike if you satisfy the conditions. If it hits an airborne
                 opponent, the latter will not really be frozen but he'll land
                 very slowly and this gives you time to add another move in for
                 more hits. But the Gattling Freezer is quite useless as anti-air
                 because it's very quick to come out and chances that you'll miss
                 are high. Even on the ground, it may not connect against 
                 crouching opponents. Although the move is quick to come out,
                 Kevin can still be hit out of it as he takes a military pose
                 before he kicks up. Crouching opponents will thus be able to
                 counterhit him, so be careful. Use it in combos (normal ones or
                 breakable ones) so that it'll hit at all times!
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    GRANT
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Majin Haten Dan
    Command: qcf,qcf + A
    Description: Grant kicks up and forms a big projectile at an angle of 120°
                 (as from his side) that covers the whole vertical distance (i.e.
                 from the floor to the ceiling!). Obviously, the Majin Haten Dan
                 is an anti-air. Quite quick to come out and can be comboed after
                 Grant's f + C normal move. So, you can use it in such combos or
                 even better, use it in chain combos since Grant can perform those
                 quite easily. The opening frames have invincibility which makes
                 that your opponent will have a hard time hitting Grant out of it
                 and the Majin Haten Dan is not so easy to Just Defend. Lame
                 recovery though since Grant turns around once after releasing 
                 the projectile. Use this super in combos, as anti-air or off a
                 counter for maximum damage!
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Majin Engetsu Rin
    Command: qcf,qcf + B
    Description: Grant spins forward and he forms a circular beam around his body
                 as he does so. If the move does connect, he'll finish with a
                 charge but if it misses, he doesn't perform the charge and just
                 stops instead. The whole move does 14 hits and note that if he
                 performs the charge, Grant teleports to the other side such that,
                 in a sense, the Majin Engetsu Rin is a cross-over. In any case,
                 just keep in mind that you'll switch side with the opponent if 
                 the move connects. The Majin Engetsu Rin also has full range and
                 Grant will do tick damage even to a far-away scrub. Can be used
                 in combos, normal or chain. Also use it off counters to have it
                 connect but note that it does less hits off counters or if you're
                 so desperate as to be using it as an anti-air. This super also
                 has a surprisingly good recovery.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    KAIN
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Himmlischer Atem
    Command: qcf,qcf + A
    Description: Kain raises his hand and an arrow projectile lands just in front
                 of him. The projectile comes down quickly and can be used as an
                 anti-air. The Himmlischer Atem can be used just after the
                 Himmlische Seele (as you will be able to see later) and you can
                 have the 2 supers combo if you are close enough. The fact that
                 the projectile lands just in front of Kain is somewhat bad since
                 it will miss against far away opponent. The Himmlischer Atem is
                 thus more useful in close situations. Pull it immediately when
                 the opponent jumps with an attack as it is quite hard to Just
                 Defense.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Himmlische Seele
    Command: qcf,qcf + B
    Description: Kain releases a blue ball of enery that has full range, i.e. the
                 ball of enery will travel the whole screen if need be until it
                 finally goes off-screen. Logically, the more it has travelled,
                 the less hits it will do. If you pull it close to the opponent 
                 and it immediately connects, it will do 7 hits. Avoid pulling
                 it against a cornered opponent since it will do at most only 3
                 hits as it is quick to get off-screen. You also have the ability
                 to add in more hits as the ball hits multiple times and does so
                 at a leasurely place. You can add Kain's regular projectile if 
                 you wish or even the Himmlishcer Atem if you have a power gauge.
                 Freaks will want to pull 2 Himmlische Seele in quick succession but
                 this is pointless because the second one will miss altogher as
                 the opponent will be knocked out. It is also a juggle and you
                 can even add more hits at the end if you're quick enough. The
                 Himmlische Seele is his best super as I'll show in the combos 
                 and infinites sections!
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    =============================================================================
    
    IX. POTENTIAL POWERS
    
    =============================================================================
    
    "I'm a little monster who kicks big butt!"
                       - Choi
    
    
    Potential Powers are even more powerful than Super Moves. In most cases, the
    Potential Powers are just stronger versions than Super Moves but some
    characters have hidden Powers, some of which are harder to pull. In order to
    pull these, the gauge needs to be at P. Power. When you perform such moves,
    the background agains turn black and the animation freezes but you'll notice
    some absolutely beautiful light effects that are really worth it too.
    
    
    -----------------------------------------------------------------------------
    ROCK HOWARD
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Raging Storm
    Command: qcf, qcf + C (hold to delay)
    Description: Similar to the S. Power, Rock will unleash his energy to form
                 a shield which can also act as an anti-air. When not held, it
                 takes more time to come out and if you charge it to the max
                 (about 8 seconds), it is 2 times more damaging. The advantage
                 with this one is that since it has so much charging time, you
                 can pull it against a cornered opponent and they'll be so
                 confused, trying to Just Defend that they'll eat the move when
                 you release the button. In general, you can take your opponent
                 by surprise using this and make the full 4 hits connect.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Shine Knuckle
    Command: qcf, qcf + D
    Description: The P. Potential Shine Knuckle is a real beauty. Rock will start
                 just as he does during the S. Power but on hitting the opponent,
                 he'll perform an elbow attack followed by an ultra-damaging
                 Rising Tackle. The first hit must connect for Rock to perform 
                 the whole move. If it is blocked, Rock will stop right here.
                 The P. Potential suffers from the same drawback as its weaker
                 counterpart, i.e. it will not connect if there is a full screen
                 distance between Rock and the opponent. Rock will end up close
                 to the opponent and will be wide open for any attack. Again,
                 this is made up by its comboability and for a P. Potential, the
                 Shine Knuckle is very quick to come out.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Deadly Rave "Neo"
    Command: hcb,f + A, A, A, B, B, C, C, D, D, qcb + C
    Description: This is a "younger" version of Geese's Ryuuko Ranbu! :) Rock
                 will hit the enemy joyfully with his fists and his legs and
                 he'll finish by performing an energy blast DBZ-style if you get
                 to perform the last command which is the qcb+C. The Deadly Rave
                 "Neo" is quite hard to pull the first time but if you use Rock
                 a lot, you'll have no problem performing it after some time as
                 long as you are wise enough to practice. A trick you can do is
                 to perform the hcb,f+A quickly and to tap A repeatedly until
                 Rock performs all the hits. Then, quickly move on to B, tap 
                 until he performs the hits, etc...If you mess up when you reach
                 C or D, it is possible to do another move quickly and the latter
                 will combo in. Your best option in this case is the Hard Edge
                 (hcb + P) because it is fairly quick to come out compared to his
                 other moves. It also seems that if you pull the Deadly Neo "Rave"
                 in a situation where only a couple of hits are needed to beat
                 your opponent, just input those and once the words K.O. flash,
                 Rock will perform everything else by himself (that's how I got
                 to see the full move the first time :)). The Deadly Rave "Neo"
                 is comboable too, abuse this sweet ability to batter all your
                 silly opponents senseless. Like Geese's Ryuuko Ranbu, you can
                 also stop on a given hit and instead of tapping the required 
                 buttons, perform other commands to have his special moves
                 add up to the first hits of the Deadly Rave. I'll put an example
                 in the combos section.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    TERRY BOGARD
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Power Geyser
    Command: qcf,qcf + C
    Description: Terry will punch te ground three times and each time, he'll
                 form a Power Geyser, which makes the entire move hit thrice.
                 The first two geysers come out in quick succession while a
                 fraction of a section goes by between the second and third
                 geyser. Because of this, when you use the P. Potential Power
                 Geyser as an anti-air, it will net only 2 hits most of the time.
                 The second geyser will miss since it comes out so quickly after
                 the first one which will sent the opponent up. A nice thing is
                 that the P. Potential version comes out quicker than its weak
                 counterpart and it may hit the opponent by surprise if you 
                 time it well. It is possible to combo it after a normal move 
                 but good luck in doing so often... :)
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Buster Wolf
    Command: qcf,qcf + D
    Description: Same animation as its weak version except that it comes out
                 slower but it deals more hits upon connecting with the opponent.
                 The Buster Wolf is comboable too -- and this is much easier to 
                 achieve -- and you can use it off a counter when the opponent is
                 unable to block for breathtaking damage. The drawback is its
                 recovery time but if you are quick enough, you may be able to
                 Just Defend whatever your opponent decides to throw your way.
                 However, better be safe than sorry, so use it most often in
                 combos or off counters.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    KIM DONG HWAN
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Super Dong Hwan Kyaku
    Command: in air, qcf,qcf + C
    Description: This time, Dong Hwan will perform 7 hits and each time, he'll
                 include cool lighting effects which cause each kick to be even
                 more damaging. Again, your best bet to pull it is to wait for
                 the opponent to mess up on the ground while you happen to be up
                 and to immediately use it. The fact that Dong Hwan also travels
                 forward while going towards the opponent is a bonus although 
                 the first kick can be Just Defended. A nice P. Potential but 
                 doesn't have many uses. Tizoc is weak against it, abuse it
                 to beat him quickly. Just wait for him to jump (which he does
                 often) and drool at the magnificency of the Super Don Hwan
                 Kyaku.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Raimei Dan
    Command: qcf,qcf + D (hold)
    Description: Thankfully, the P. Potentail Raimei Dan is better than its weak
                 version. There are 3 levels to this charge move! The basic one
                 (Level 1) does only 2 hits. Level 2 will hit thrice and if you
                 hold as much as possible, it will do 4 hits and this level is
                 very damaging! Note that the first hit is an overhead and this
                 can save your ass in a lot of your occasions (like your opponent
                 not knowing about that :)). It is not comboable after a normal
                 move but can be used in a chain combo in the same way as the
                 S. Power, i.e. qcf + D -> Raimei Dan. You will need to time it
                 though to have the P. Potential combo in. However, only one hit
                 of the move will connect but you'll observe that the opponent
                 will get up as Dong Hwan is performing the third hit and it may
                 happen that the third and the fourth hit will connect as the
                 silly newbie forgets to block.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Ore-sama Hou-ou Kyaku
    Command: qcf,qcf,qcf + C
    Description: The Ore-sama Hou-ou Kyaku is a hidden P. Potential. Dong Hwan
                 will run towards the opponent in a weird way (like a clown!)
                 and will hit him continuously just as his dad would do. The move
                 does 16 hits and has Dong Hwan take the opponent up to finish
                 with a Hien Zan like...er...his dad...:) The Ore-same etc... is
                 extremely damaging and very fast to come out. Combo it after the
                 standing C and laugh as your opponent eats kick after kick.
                 When there is a full screen distance between Dong Hwan and the
                 opponent, he'll end up just in front of the opponent without
                 attacking and he takes some time before he is able to block
                 again. So, don't use it in those situations if you don't want to
                 die in a silly way!
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
    
    
    -----------------------------------------------------------------------------
    KIM JAE HOON
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Hou-yoku Ten-Shou Kyaku
    Command: qcf,qcf + C (hold and let go to follow up)
    Description: This potential does 10 hits and like its weak counterpart, 
                 involves several Hien Zans. If you hold the C button and time
                 it accordingly, Jae Hoon will dash forwad with a fire kick and
                 will add another hit on the falling opponent. You need to keep
                 holding the button all the time untl you let it go though. If 
                 you release it at some point during the move and press it again
                 before letting go, he will not perform the extra kick. This 
                 potential is quick to come out and can be used in combos. In 
                 fact, have fun using it in combos because it has a lame recovery
                 along with no forward range and you'll be easily punished if 
                 it is blocked or misses.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Hou'ou Kyaku
    Command: qcf,qcf + D
    Description: Jae Hoon rushes forward and kicks the opponent multiple times,
                 finishing with a stylish Hien Zan. The first kick needs to
                 connect for him to perform the whole move, otherwise he just 
                 stops (actually great since it lowers the recovery). Very 
                 quick to come out and can be used in ground or chain combos.
                 You can also pull it quickly when the opponent messes up since,
                 as I've already stated, it is a very fast move. This is one of
                 the very few potential powers that have full range and this fact
                 alone makes it very useful. Anyway, you shouldn't have problems
                 getting it to connect and in addition, it is a very strong move.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    HOTARU FUTABA
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Sou-Shou Ten-Ren-Ge
    Command: qcf,qcf + C
    Description: Just the same as the Super Move except that it does one hit less
                 and Hotaru finishes with a knee attack this one. The Sou-Shou
                 Ten-Ren-Ge isn't really that damaging for a Potential Power. It
                 is still quick to come out and can be used in combos to have
                 all the hits connects. The recovery is exceedling crap though,
                 specially due to the last knee attack. You can use this to cause
                 guard damage, that's truthfully the only reason I find to it
                 other than in ground combos. It also has a full range such that
                 the knee attack may hit a far-away scrub. In any case, it can
                 take the opponent by surprise.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Ten-Shou Ran-Ki
    Command: qcf,qcf + D
    Description: Same as Super, Hotaru does the sommersault, lands onto the happy
                 opponent and unleashes all her energy in a huge ball. She uses
                 more energy here though and believe me, the Ten-Shou Ran-Ki is
                 one hell of a Potential...Warning, major damage indeed!! Even if
                 the opening animation misses, she may still land onto the opponent
                 for the naughty animation and that alone will deal a pack of 
                 damage. The sommersault is quick to come out and make the Ten-Shou
                 Ran-Ki useful in ground combos and it is great as anti-air even
                 though you need to be careful about the timing. The opening 
                 frames have invincibility and careless openents may thus still
                 eat it.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    GATO
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Zero Kiba
    Command: qcf,qcf + C
    Description: Gato punches the opponent (same animation and strength as his
                 stand C), and will then jump to twist the opponent's neck with
                 his legs. He will end by slamming the opponent on the ground
                 some distance away and punching down at the same time. The move
                 does 3 hits and is very powerful, major damage coming your 
                 opponent's way if it connects. The first hit (i.e. the punch)
                 needs to connect for Gato to perform the whole move. Otherwise,
                 he just stops after the punch. Can be used in combos but 
                 actually, it is better off a counter or after juggles. 
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Tatsu Kiba
    Command: qcf,qcf + D
    Description: Gato kicks straight up as his body is surrounded by orange energy
                 and he spins as he goes up. The Tatsu Kiba does 9 hits and has
                 invincibility during the opening animation where Gato first does
                 the small jump. Lame recovery since Gato needs to land and for 
                 this reason, use this Potential Power in combos or off a counter.
                 It is also a good anti-air but note that the direction is straight
                 up and you need to be careful with the timing or Gato will just
                 fly past the airborne opponent. Nice move but wait, there's a 
                 third hidden one...
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Ten-Ryuu Retsu-Kiba
    Command: f,d,df + AB (up to 3 times)
    Description: Can be hard to pull but if you want to be a good Gato player, 
                 mastering the Ten-Ryuu Retsu-Kiba in combos should be your first
                 task. This is his strongest Potential Power by far if you get to
                 pull it the 3 times. First hit is a shoulder attack, second is
                 a palm attack (with a doubtful pose too) and the third is a
                 strong punch with some cool energy effects surrounding it.
                 If it is blocked, there is no need to pull the whole move because
                 the recovery increases as you perform more hits. So, if the 
                 opponent is swift enough to block the move, stop after the 
                 shoulder attack and you might still make it through. :)
                 Also quick to come out and can thus be used in combos. You can
                 also pull it just as the opponent messes up but the shoulder
                 attack doesn't have too much range and you need to be quite
                 close to the opponent for it to connect. Anyway, you cannot go
                 on if the shoulder attack doesn't touch the opponent. Also good
                 at causing guard crush -- only 1 needed, next attack is good -- 
                 but truthfully,  you'd have to be a complete scrub to use the 
                 Ten-Ryuu Retsu-Kiba solely for this purpose. Are you a scrub?
                 
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    BONNE JENET
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Many Many Torpedoes
    Command: qcf,qcf + C
    Description: Same as its weak counterpart except it does more hits and this 
                 time, the Many Many Torpedoes travels the whole screen. It will
                 do a measly 3 hits if there is a full screen separation between
                 Jenet and the opponent and the latter is dumb enough to eat it
                 but hey, that will do! :) Still comboable and is great at 
                 causing guard crush if you are _that_ desperate. Try putting 
                 it in normal combos everytime because it hits for less in 
                 chain combos or off counters. Also, the opening frames have 
                 invincibility and Jenet cannot be hit out of the move at this
                 instant. 
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Aurora
    Command: qcf,qcf + D
    Description: Jenet spins up-forward and hits multiple times before ending
                 with a blown kiss (practically the same as when she hops back
                 except that this one hits). The Aurora can be used as an anti-
                 air but you need to be careful with the timing due to the angle
                 at which Jenet jumps. If there is a full screen sepetation
                 between her and the opponent, she'll land just in front of the
                 latter and he'll be able to pull anything. Jenet takes a lot of
                 time to land and punishment is bound to come your way! ;(
                 Concerning the kiss, the move needs to be successful for Jenet
                 to perform that part. If it is blocked, she will not perform it.
                 (This actually is just as if the move missed since the opponent
                 will be on the ground while Jenet will be taking herself for
                 one of those mutants that can fly!) Use the Aurora in chain
                 combos to have it fully connect without losing hits.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    MARCO RODRIGUEZ
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Haou Shoukou Ken
    Command: qcf,qcf + C
    Description: Marco will throw a huge projectile which does 4 hits. The move 
                 is slow to come out, so it cannot be comboed. However, there is
                 some invincibility at the start of the move when Marco thrusts
                 his hands forward such that he cannot be throw out of it at this
                 instant. The Haou Shoukou Ken travels faster than its S. Power
                 counterpart and similarly, it will travel the whole screen.
                 Moreover, since it is so big, it can even negate certain
                 projectiles and even pass through those. Basically, if you
                 pull the Haou Shoukou Ken while the opponent throws his usual
                 projectile (provided he has one), the Super Move will cut it
                 and is bound to connect since the opponent is still recovering.
                 Of course, this isn't as easy as it sounds since you need to 
                 time the Haou Shoukou Ken well because of the little delay which
                 I've already mentioned. It will also take airborne opponents by
                 surprise a lot of times since it is so fast.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Kyokugen Ko Hou
    Command: qcf,qcf + D
    Description: The Kyokugen Ko Hou is a strong uppercut move where Marco will
                 go up as his hand is surrounded by energy. The move does 10 hits
                 and is comboable. In fact, use it only in combos because it has
                 a pretty lame recovery time and if it misses, you'll be severely
                 punished. This is a typical anti-air but the weird this is that
                 it'll be less damaging if it connects as one. Its other purpose
                 is as a reversal though since all the hits will connect and like
                 I mentioned earlier, the Kyokugen Ko Hou is very damaging.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Ryuuko Ranbu
    Command: qcf,qcf,qcf + C (tap C repeatedly)
             Level 1: 0 - 2 times
             Level 2: 3 - 6 times
             Level 3: 7 - 9 times
             Level 4: 10+ times
    Description: (Thanks to KFCrispy <kfcrispy@hotmail.com for helping with the 
                  Ryuuko Ranbu's description.)
                 (Thanks to Fancy D <heavy3d@hotmail.com> for giving me the number
                  of his for each level.)
                 Marco will hit the opponent repeatedly with both his fists and
                 his legs. Initially, I said in my Marco FAQ (which you can check
                 out at GameFAQs -- shameless plug :)) that the move always ended
                 with an uppercut but eventually, KFCrispy pointed out that this
                 isn't true. The weakest version of the Ryuuko Ranbu (i.e. Level 
                 1) will do 13 hits while Level 4 can net a whooping 22 hits. But
                 you need to mash the buttons as if you were playing MvC if you 
                 wish to get the full hits. Anyway, provided you reach the damn 
                 22 hits, the move ends with different animations although I 
                 still cannot say what determines the ending. It seems you'll be
                 blessed with the other ending if you press the button _a lot_ of
                 times (try getting 15+). To get one with it, the Ryuuko Ranbu is
                 your best P. Potential (hence explaining why it's hidden). It is
                 extremely quick to come out and as damaging as can be. It can be
                 used in combos too such that by doing so, you are sure the move
                 will effectively connect.
    
                 Here's also the number hits for each level!
                 Level 1 : 13 hits
                 Level 2 : 19 hits
                 Level 3 : 22 hits
                 Level 4 : 12 hits
              
                 The hits for Level 4 are, obviously, extremely powerful.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    HOKUTOMARU
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Chou Baku-en Kunai 
    Command: qcf,qcf + C (press AB to end)
    Description: Hokutomaru throws several burning "small daggers" (sorry but I
                 don't know the true name for this weapon but if  you're into
                 details, they're similar to Zantetsu's projectile in The Last
                 Blade 2!) which cause the opponent to burn too as he falls down.
                 Pressing AB during the move causes Hokutomaru to finish it early,
                 i.e. he'll throw the big dagger before. It seems that only the
                 big one causes the opponent to burn, the smaller ones just hit.
                 The Chou Baku-en Kunai does 7 hits when not stopped and is quite
                 damaging. It is quick to come outand can be used in ground and
                 chain combos alike. Use it quickly if the opponent screws up and
                 it may connect as it is very quick. Anyways, if it is blocked,
                 you just have to finish it and the recovery will be lowered.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Kyuukyoku Ougi - Chou Bakuen Tatsumaki
    Command: qcf,qcf + D
    Description: This time, Hokutomaru spins up and is surrounded by fire. The
                 opponent will burn only on the last hit, when Hokutomaru gets 
                 to the tops of the screen. Bad recovery of course since he needs
                 to land down, so don't use this alone. Can be used as anti-air
                 but just like with the Super Move, you need to be careful with
                 the timing to get the maximum damage. Otherwise, some hits will
                 be lost. Wait for the opponent to be just above Hokutomaru's
                 shoulder and quickly pull it in such cases. It is also quick to 
                 come out and can be used in combos but it loses hits in this 
                 case and isn't so damaging anymore. Has great priority too and
                 will win against cross-overs as long as you pull it at the right
                 time.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    FREEMAN
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Full Blast
    Command: qcf,qcf + C (hold)
    Description: You will see the same horizontal slash as in the Super Move and
                 it'll be quickly followed by a giant vertical one (although at 
                 a slight angle). Can be held for about 3 seconds but this doesn't
                 increase the damage. You may hold the button to trick your
                 opponent since once the button is released, the Full Blast is 
                 quick to come out and has high priority. It can also be used in
                 combos but obviously, you need to let go of the C button 
                 immediately in such cases or the opponent will have enough time
                 to block. The vertical range has slightly greater range than
                 the horizontal one. If the horizontal slash misses due to screen
                 distance, the vertical one may still connect thanks to this. But
                 it doesn't knock the opponent down in this case and so, there
                 is still risk of retaliation. You may also use the Full Blast 
                 as anti-air but be careful with the timing.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Creeping Death
    Command: qcf,qcf + D
    Description: Freeman walks forward with a shadow and if the opponent attempts
                 to hit him while he walks, the screen turns black and he'll slash
                 the opponent 7 times. You can also see Freeman's shadow and the
                 opponent's during the animation and, of course, the slashes. The
                 last one is a bigger version of his T.O.P. Attack. Major damage
                 with this move, os if you want to use it, note the following
                 things. This is a counter move and if the opponent doesn't hit
                 Freeman, he won't perform it (other than the walking animation,
                 that is!). The best way to have it connect is to perform it
                 immediately after a blocked combo since the opponent is liable
                 to try and attack you at that instant. Another way is to trick
                 the opponent into thinking that you will perform a special move
                 and to pull it as they try to counter you. The range of the walk
                 is less than half a screen, so you can't pull the Creeping Death
                 from afar. As it is a counter, it isn't hard to avoid it. In fact,
                 your opponent is safe as long as he doesn't attack. He doesn't 
                 even need to block. Thus, if you pull it at the wrong moment,
                 it is damn easy to punish you afterwards. If you want to become
                 a good Freeman player, mastering the Creeping Death is essential
                 because it can decide the outcome of a versus match (specially
                 against overly aggressive opponents)!
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    TIZOC
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Big Ball Griffon
    Command: when close, 720° + C
    Description: Tizoc grabs the opponent and slams him onto the ceiling before
                 spinning down and does a suplex. The Big Ball Griffon is very
                 damaging and 2 of it are enough to take care of any opponent.
                 To pull it, you can try jumping and performing the motion as you
                 land but that seldom works against challengers. The trick of
                 a missed high move into the Potential is also predictable and
                 thus makes it more difficult to make the move connect. It works
                 great as a reversal once you get the thang of it though. You
                 can also use it off Guard Cancel since your opponent won't block
                 and after a feint move (but this is slightly more difficult).
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Daedelus Attack
    Command: qcf,qcf + D
    Description: Tizoc rushes forward and punches the opponent 7 times while there
                 are some flashy light effects in the background. Good damage if
                 you compare it to the S. Power Daedalus Attack and P. Power Big
                 Ball Griffon, at least this one won't be a waste of power. Slow
                 to come out but the opening frames have invincibility, so kicking
                 Tizoc out of it is harder than you would think. Also does good
                 block damage but has crappy recovery and any opponent will be 
                 able to punish you if the Daedelus Attack is blocked. Use it as
                 a reversal such that your opponent cannot block. You can also
                 try if after a feint move but don't count on that to work often.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    KEVIN RIAN
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Lucky Strike
    Command: qcf,qcf + C
    Description: Kevin rolls forward (and the roll still hits) and proceeds to
                 punch the opponent several times before finishing with the 
                 uppercut. However, he will add a last strong explosive punch 
                 after the uppercut such that you no longer have the possibility
                 to follow up like you could do after the Super Move version. The
                 Lucky Strike deals good damage and is quick to come out. So, use
                 it in combos because the recovery may pose a slight problem. Has
                 a 3/4 screen distance. If the opponent is a screeen away, Kevin
                 rushes forward such that he performs the last punch very close 
                 to the opponent and the light covers the latter too but it 
                 doesn't connect. Instead, you're bound to have a move connect in
                 your belly if you're stupid enough to do that.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Gattling Freezer
    Command: qcf,qcf + D
    Description: Kevin kicks up and several explosions are observed, much more
                 than in the Super Move version. It actually does 5 hits and the
                 opponent is frozen for a longer time and you can follow-up with
                 certain moves to deal more damage. If you pull it against an
                 airborne opponent, the latter will not be frozen but he'll fall
                 so slowly that you can follow-up. If you use it an anti-air, be
                 careful with the timing though. If you mistime it, the opponent
                 will be able to pass through it and will very likely punish your
                 sorry ass immediately afterwards. The Gattling Freezer is quick
                 to come out and can be used in combos too.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    GRANT
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Majin Haten Dan
    Command: qcf,qcf + C
    Description: Grant kicks up and launches a projectile of the form of an arrow
                 at an angle of 120°. The projectile has a full vertical distance,
                 i.e. it goes up to the ceiling and will touch an air-borne 
                 opponent. Use, above all, as anti-air or as reversal as it is
                 quite quick to come out. The projectile is gold this time and
                 is extremely powerful. Be careful with the timing if you're using
                 the Majin Haten Dan as an anti-air since it hits at an angle 
                 and you need to take that into account or you'll miss. The
                 opening frames have invincibility and moreover, the whole move
                 has nice priority. Bad recovery though, so use it in combos
                 as much as you can.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Majin Engetsu Rin 
    Command: qcf,qcf + D
    Description: Grants spins forward as his legs form an orange beam. The Majin
                 Engetsu Rin has full range but this time, you don't switch side
                 with the opponent after the charge. However, the move must still
                 connect for Grant to perform the last charge attack. If it is
                 blocked, he'll stop at the thirteenth hit. Quick to come out
                 and can be used in combos. The recovery is lame, so use it in
                 combos all the time as it is very damaging and is a great P.
                 Potential. It loses hits off counters and in chain combos too
                 but don't let that deter you from using it since the damage is
                 still great.
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    -----------------------------------------------------------------------------
    KAIN
    -----------------------------------------------------------------------------
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Himmlischer Atem
    Command: qcf,qcf + C
    Description: Kain raises his hand and 3 projectile blue projectile arrows
                 land just in front of him. The range sucks and makes the 
                 Himmlischer Atem useful only in close situations. You can also
                 pull it as anti-air since it is quite quick to come out and
                 difficult to avoid in such cases. Sadly, it cannot be comboed
                 after breaking the Schwarz Cutter such that this P. Potential
                 doesn't really have a lot of uses. Just use it as anti-air!
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    Move name: Himmlische Seele
    Command: qcf,qcf + D
    Description: His best P. Potential by far and if you have the game on Neo-Geo
                 or Dreamcast (where you can good with the power bar), you will 
                 love it even more! Kain forms a ball of orange energy which
                 will travel the whole screen distance if need be. The ball is
                 quite slow to travel such that even if it misses the first time,
                 you can trap the opponent such that he fall in it later. The
                 Himmlische Seele hits multiple times and you can follow-up with
                 a normal move meanwhile and after the ball has gone (while the
                 opponent is landing). It is also comboable after a stand C or
                 after breaking his Schwarz Cutter. Furthermove, it is possible
                 to combo it after throwing a cornered opponent -- the opponent
                 must be thrown in the corner though, i.e. no switching sides if
                 you want to do this. Check infinites section and have fun!! :)
    
    
    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
    
    
    =============================================================================
    
    X. BEST REGULAR FLOWCHARTS
    
    =============================================================================
    
    "You are wrong because I am right."
                  - Doodleheimer (from The Book of Doodleheimer?)
    
    
    Instead of typing long lists of combos, I have decided to put flowcharts to
    save space. And please note that I'm only putting each character's best
    combos. Feel free to send me great (flashy or damaging) combos but don't
    bother to tell me about small ones which I probably already know because
    I will not include those.
    
    If, for certain combos, hits don't add at a certain point, this means that
    the combo should be performed against a cornered opponent. I'm saying it
    right now because I won't point out if a combo is against a cornered opponent
    in each case.
     
    
    -----------------------------------------------------------------------------
    ROCK HOWARD
    -----------------------------------------------------------------------------
    
     (·········································································)
    
    
            |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻ|
            |  jump D  | ------> |  stand C   | ------> |  qcf + A  |
            |__________|         |____________|         |  qcb + P  |
                                                        |___________|
                 |                     |
                 |                     |
                \|/                    |
                                       |         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           |ŻŻŻŻŻŻŻŻŻŻŻŻ|              | ------> |  qcf,qcf + K  |
           |  crouch C  |              |         |_______________|
           |____________|              |
                                       |
                 |                     |
                 |                     |
                \|/                    |         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                                        -------> |  Deadly Rave "Neo"  |
        |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|                     |_____________________|
        |  charge d,u + C  |
        |__________________|                                |
                                                            |
                                                           \|/
     
                                                   |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                                                   |  stop at 9 hits  |
                                                   |     crouch C     |
                                                   |__________________|
     
                                                            |
                                                            |
                                                           \|/
    
                                                      |ŻŻŻŻŻŻŻŻŻŻŻ|
                                                      |  qcb + C  |
                                                      |___________|
    
    
    -----------------------------------------------------------------------------
    TERRY BOGARD
    -----------------------------------------------------------------------------
    
     (·········································································)
    
    
          |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻ|               |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
          |  jump D  | ------> |  stand C   | ------------> |  f,f + P (x3)  |
          |__________|         |  crouch C  |       |       |________________|
                               |____________|       |
                                                    |     
                |ŻŻŻŻŻŻŻŻŻ|          |              |       |ŻŻŻŻŻŻŻŻŻŻŻ|
                |  f + A  | <------- |              |-----> |  qcf + P  |
                |_________|          |              |       |___________|
                                    \|/             |
                     |                              |
                     |         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|    |       |ŻŻŻŻŻŻŻŻŻŻŻ|
                     |         |  qcf,qcf + P  |    |-----> |  qcb + A  |
                     |         |  qcf,qcf + K  |    |       |___________|
                     |         |_______________|    |
                    \|/                             |
                                                    |       |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
             |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|                      |-----> |  f,d,df + K  |
             |  qcf,qcf + C  |                      |       |______________|
             |_______________|                      |
                                                    |
                                                   \|/
    
                                              |ŻŻŻŻŻŻŻŻŻŻ|
                                              |  T.O.P.  |
                                              |__________|
    
    
    -----------------------------------------------------------------------------
    KIM DONG HWAN
    -----------------------------------------------------------------------------
    
     (·········································································)
    
      It is better to start your combos with stand C when playing with Dong Hwan
      but D is still fine.
    
      * - Not a real combo but fools opponent.
    
    
            |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
            |  jump C  | ------> |  stand C  | ------> |  qcb + B*    |
            |__________|         |___________|         |  f,d,df + P  |
                                                       |  T.O.P.      |
                                       |               |______________|
                                       |
                                       |
                                      \|/
    
                             |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                             |  qcf,qcf,qcf + C  |
                             |___________________|
    
    
    -----------------------------------------------------------------------------
    KIM JAE HOON
    -----------------------------------------------------------------------------
    
     (·········································································)
    
      When using QCF + P in his combos, do not hold!
    
    
                                                         |ŻŻŻŻŻŻŻŻŻŻŻ|
              |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻ|         |  qcf + P  |
              |  Jump D  | ------> |  stand C  | ------> |  qcf + D  |
              |__________|         |___________|         |  qcb + B  |
                                                         |___________|
                   |                     |
                   |                     |
                   |                     |
                  \|/                   \|/
    
             |ŻŻŻŻŻŻŻŻŻŻŻŻ|       |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
             |  crouch C  |       |  qcf,qcf + P  |
             |____________|       |  qcf,qcf + K  |
                                  |_______________|
                   |
                   |
                   |
                  \|/
    
          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻ|
          |  charge d,u + D  | ------> |  d + D  |
          |__________________|         |_________|
       
    
     (·········································································)
    
    
      |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      |  jump D  | ------> |  stand C  | ------> |  qcf,qcf + C  |
      |__________|         |___________|         |_______________|
    
                                                         |
                                                         |   
                                                        \|/
    
                           |ŻŻŻŻŻŻŻŻŻ|          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                           |  d + D  | <------- |  charge d,u + D  |
                           |_________|          |__________________|
    
    
    -----------------------------------------------------------------------------
    HOTARU FUTABA
    -----------------------------------------------------------------------------
    
     (·········································································)
    
    
                                                             |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
        |ŻŻŻŻŻŻŻŻŻŻ|              |ŻŻŻŻŻŻŻŻŻŻŻ|              |  qcf + P     |
        |  jump D  | -----------> |  stand C  | -----------> |  qcb + P     |
        |__________|              |___________|              |  f,d,df + K  |
                                                             |______________|
             |                          |
             |                          |
            \|/                         |
                                       \|/
       |ŻŻŻŻŻŻŻŻŻŻŻ|
       |  stand B  |            |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
       |___________|            |  qcf,qcf + P  |
                                |  qcf,qcf + K  |
             |                  |_______________|
             |
            \|/
    
       |ŻŻŻŻŻŻŻŻŻŻŻ|
       |  qcb + B  |
       |  T.O.P.   |
       |___________|
    
    
    -----------------------------------------------------------------------------
    GATO
    -----------------------------------------------------------------------------
    
     (·········································································)
    
    
                                                           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                                                    -----> |  qcf + A / C  |
                                                   |       |_______________|
                                                   |               
                                                   |              |
      |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻ|           |             \|/
      |  jump D  | ------> |  stand D  | ----------|
      |__________|         |___________|           |       |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                                                   |       |  f,f + A / C  |
                                 |                 |       |_______________|
                                 |                 |
                                 |                 |
                                 |                 |       |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                                \|/                |-----> |  f,d,df + K  |
                                                   |       |______________|
                       |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|      |
                       |  qcf,qcf + P       |      |
                       |  qcf,qcf + K       |      |       |ŻŻŻŻŻŻŻŻŻŻŻ|
                       |  f,d,df + AB (x3)  |       -----> |  qcb + D  |
                       |____________________|              |___________|
    
                                                                 |
                                                                \|/
    
                                                            |ŻŻŻŻŻŻŻŻŻ|
                                                            |  B / C  |
                                                            |_________|
                      
    
    -----------------------------------------------------------------------------
    BONNE JENET
    -----------------------------------------------------------------------------
    
     (·········································································)
    
    
         |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻ|                     |ŻŻŻŻŻŻŻŻŻŻŻ|
         |  jump C  | ------> |  stand D  | ------------------> |  qcf + A  |
         |__________|         |___________|          |          |___________|
                                                     |
              |                     |                |
              |                     |                |          |ŻŻŻŻŻŻŻŻŻŻŻ|
              |                     |                |--------> |  qcb + A  |
             \|/                   \|/               |          |___________|
                                                     |
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|        |
      |  d + D,D,D,D  |     |  qcf,qcf + P  |        |          |ŻŻŻŻŻŻŻŻŻŻŻ|
      |_______________|     |  qcf,qcf + K  |        |--------> |  qcf + B  |
                            |_______________|        |          |___________|
                                                    \|/
    
                                               |ŻŻŻŻŻŻŻŻŻŻ|
                                               |  T.O.P.  |
                                               |__________|
    
    
    -----------------------------------------------------------------------------
    MARCO RODRIGUEZ
    -----------------------------------------------------------------------------
    
     (·········································································)
    
    
          |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
          |  jump D  | ------> |  crouch C  | ------> |  qcf + P     |
          |__________|         |____________|         |  qcf + B     |
                                                      |  qcf + D     |
                                     |                |  f,d,df + P  |
                                     |                |______________|
                                     |
                                    \|/
    
                           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                           |  qcf,qcf + C      |
                           |  qcf,qcf + D      |
                           |  qcf,qcf,qcf + C  |
                           |___________________|
    
    
     (·········································································)
    
    
             |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
             |  jump D  | ------> |  stand C  | ------> |  qcf + P     |
             |__________|         |___________|         |  qcf + B     |
                                                        |  f,d,df + P  |
                  |                     |               |______________|
                  |                     |
                  |                     |
                 \|/                   \|/
    
            |ŻŻŻŻŻŻŻŻŻŻŻ|        |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
            |  stand C  | -----> |  qcf,qcf + P      |
            |  corner   |        |  qcf,qcf + K      |
            |___________|        |  qcf,qcf,qcf + P  |
                                 |___________________|
                  |
                  |
                  |
                 \|/
    
            |ŻŻŻŻŻŻŻŻŻŻŻ|
            |  qcf + D  |
            |___________|
    
    
    -----------------------------------------------------------------------------
    HOKUTOMARU
    -----------------------------------------------------------------------------
    
     (·········································································)
    
      The "jump A, C" means that you need to press A and then C quickly afterwards
      during the same jump, i.e. 2 normal moves while jumping once.
    
      May have to cancel stand C after first hit in some places.
    
    
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻ|                   |ŻŻŻŻŻŻŻŻŻŻŻ|
      |  jump A, C  | ------> |  stand C  | ----------------> |  qcf + A  |
      |_____________|         |___________|        |          |___________|
                                                   |
            |                       |              |
            |                       |              |          |ŻŻŻŻŻŻŻŻŻŻŻ|
           \|/                     \|/              --------> |  qcf + K  |
                                                              |___________|
       |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
       |  df + D  |         |  qcf, qcf + P  | 
       |__________|         |________________|
    
            |
            |
            |------------------------------
            |                              |
           \|/                            \|/
    
      |ŻŻŻŻŻŻŻŻŻŻŻ|                |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      |  qcf + P  |                |  qcf,qcf + K  |
      |___________|                |_______________|
    
    
    -----------------------------------------------------------------------------
    FREEMAN
    -----------------------------------------------------------------------------
    
     (·········································································)
    
      For combos using his V.O.D., I'll put the command as qcf + P except when
      you have to use a specific version. When there is no specific version,
      if the combo is blocked, mix the versions and you can fool the opponent.
    
      And remember, quickly pull the Creeping Death after a blocked combo and
      it can connect as I explained previously.
    
      For qcf,qcf + C, do not hold.
    
    
       |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻ|                      |ŻŻŻŻŻŻŻŻŻŻ|
       |  jump D  | ------> |  stand D  | -------------------> |  T.O.P.  |
       |__________|         |___________|          |           |__________|
                                                   |
                                  |                |
                                  |                |           |ŻŻŻŻŻŻŻŻŻŻŻ|
                                  |                |---------> |  qcf + A  |
                                  |                |           |___________|
                                 \|/               |
                                                   |
                          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|        |           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                          |  qcf,qcf + P  |        |---------> |  f,d,df + A  |
                          |_______________|        |           |______________|
                                                   |
                                                   |
                                                  \|/
    
                                             |ŻŻŻŻŻŻŻŻŻŻŻ|
                                             |  qcb + P  |
                                             |   (x3)    |
                                             |___________|
    
    
    -----------------------------------------------------------------------------
    TIZOC
    -----------------------------------------------------------------------------
    
     (·········································································)
    
    
      Well, since Tizoc is a grappler, he has only a couple of combos. Actually,
      even since is weird because grapplers usually have a few combos so they
      can have their throws connect but it isn't the case with Tizoc. Anyway,
      no regrets, his strength makes up for that.
    
    
      To get his T.O.P. connect, perform a standing C and cancel immediately
      into the T.O.P. attack. This can fool human opponents and even if the
      T.O.P is blocked, do this three times and you'll earn a useful guard crush.
    
    
      It is possible to do the weak Poseidon Wave and to add another hit once the
      opponent falls. To perform this, the opponent MUST be cornered upon being
      hit by the Poseidon Wave. Then, press B once the opponent is lying on the
      ground and the hit will combo in. Don't be too quick with the crouch B or 
      you will miss and be wide open for anything.
    
    
    -----------------------------------------------------------------------------
    KEVIN RIAN
    -----------------------------------------------------------------------------
    
     (·········································································)
    
       Kevin has the longest chain in the game. I'm only putting the best one
       and from here, you may easily deduce your own because there are many
       things you can try with his great moves.
    
    
       |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻ|                      |ŻŻŻŻŻŻŻŻŻŻ|
       |  jump C  | ------> |  stand C  | -------------------> |  T.O.P.  |
       |__________|         |___________|          |           |__________|
                                                   |
                                  |                |
                 ---------------- |                |           |ŻŻŻŻŻŻŻŻŻŻŻ|
                |                 |                |---------> |  qcb + P  |
                |                \|/               |           |___________|
                |                                  |
                |         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|        |
                |         |  qcf,qcf + B  |        |           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                |         |_______________|        |---------> |  f,d,df + A  |
                |                                  |           |______________|
                |                /|\               |
                |                 |                |
                |                \|/               |           |ŻŻŻŻŻŻŻŻŻŻŻ|
                |                                   ---------> |  qcf + K  |
                |         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|                    |___________|
                 -------> |  qcf,qcf + A  | 
                          |_______________|
    
    
    -----------------------------------------------------------------------------
    GRANT
    -----------------------------------------------------------------------------
    
     (·········································································)
    
    
       |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻ|                   |ŻŻŻŻŻŻŻŻŻŻŻ|
       |  jump C  | ------> |  f + C  | ----------------> |  qcb + A  |
       |__________|         |_________|         |         |___________|
                                                |
            |                    |              |
            |                    |              |         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
            |                    |              |-------> |  f,d,df + A  |
            |                    |              |         |______________|
           \|/                  \|/             |
                                                |
      |ŻŻŻŻŻŻŻŻŻŻŻ|      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|      |         |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      |  stand A  | ---> |  qcf,qcf + P  |      |-------> |  f,b,f + P  |
      |___________|      |_______________|      |         |_____________|
                                                |
            |                                   |
            |                                   |         |ŻŻŻŻŻŻŻŻŻŻ|
            |                                   |-------> |  T.O.P.  |
            |                                   |         |__________|
           \|/                                  |
                                               \|/
    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|         
    |  qcf,qcf + K  |                   |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|        |ŻŻŻŻŻŻŻŻŻ|
    |_______________|                   |  f,d,df + C  | -----> |  d + K  |
                                        |______________|        |_________|
    
    
     
    -----------------------------------------------------------------------------
    KAIN
    -----------------------------------------------------------------------------
    
     (·········································································)
    
      Kain doesn't have a lot of regular combos (but if you're impatient and 
      want to kick major ass with him, go the the chain/break combos and prepare
      to drool :)).
    
    
                     |ŻŻŻŻŻŻŻŻŻŻ|          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                     |  jump C  | -------> |  charge d,u + K  |
                     |__________|          |__________________|
       
                          |
                          |
                         \|/
       
                    |ŻŻŻŻŻŻŻŻŻŻŻ|          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                    |  stand C  | -------> |  charge b,f + A  |
                    |___________|          |  charge b,f + D  |
                                           |__________________|
                          |
                          |
                         \|/
       
                  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                  |  qcf,qcf + K  | (check Infinites section)
                  |_______________|
    
    
    
    =============================================================================
    
    XI. CHAIN/BREAK COMBOS
    
    =============================================================================
    
    
    Initially, I meant to work only on chain combos and did so. But then, I
    realized that break combos _are_ chain combos since they involve more than
    one move. Get it? No...? Doesn't matter, just read on.
    
    Again, I'm putting only the best combos and so, don't tell me about crappy
    ones. And I'd really like to get some damaging counter combos for the 
    characters that you feel have been left out (i.e. those which you use a lot).
    
    If, for certain combos, hits don't add at a certain point, this means that
    the combo should be performed against a cornered opponent. I'm saying it
    right now because I won't point out if a combo is against a cornered opponent
    in each case.
    
    -----------------------------------------------------------------------------
    ROCK HOWARD
    -----------------------------------------------------------------------------
    
     (·········································································)
    
     
                                    |ŻŻŻŻŻŻŻŻŻŻ|
                                    |  T.O.P.  |
                                    |__________|
      
                                         /|\
                                          |
                                          |
     
       |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
       |  Requires Rock   | ------> |  360° + C  | ------> |  qcf,qcf + P  |
       |  to be cornered  |         |   break    |         |  qcf,qcf + K  |
       |__________________|         |____________|         |_______________|
     
                                          |
                                          |
                                         \|/
     
                                    |ŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                                    |  qcb + B  | ------> |  qcf,qcf + D  |
                                    |___________|         |_______________|
    
    
    -----------------------------------------------------------------------------
    TERRY BOGARD
    -----------------------------------------------------------------------------
    
     (·········································································)
    
    
          |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻ|          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
          |  jump D  | ------> |  stand C   | ------>  |  f,d,df + K  |
          |__________|         |  crouch C  |          |    break     | 
                               |____________|          |______________|
     
                                                               |
                                                               |
                                                              \|/
    
                                                       |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                                                       |  f,d,df + K   |
                                                       |  qcb + A      |
                                                       |  qcf,qcf + P  |
                                                       |  qcf,qcf + K  |
                                                       |_______________|
    
    
     (·········································································)
    
    
                                   |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|         |  counterhit  |         |ŻŻŻŻŻŻŻŻŻŻŻ|
          |  qcb + C     | ------> |  airborne    | ------> |  stand C  |
          |  qcb + D     |         |  opponent    |         |  stand D  |
          |______________|         |______________|         |  qcf + P  |
                                                            |___________|
                                         |
                                         |
                                        \|/
    
                                 |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                                 |  f,d,df + K   |
                                 |  qcf,qcf + C  |
                                 |  qcf,qcf + D  |
                                 |_______________|
    
    
    -----------------------------------------------------------------------------
    KIM DONG HWAN
    -----------------------------------------------------------------------------
    
     (·········································································)
    
    
          |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻ|           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
          |  jump C  | ------> |  stand C  | --------> |  f,d,df + P  |
          |__________|         |___________|           |    break     |
                                                       |______________|
      
                                                              |
                                                              |
                                    |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|          |
                                    |  f,d,df + P  | <------- |
                                    |______________|          |
                                                              |
                                                              |
                                                              |
                               |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|          |
                               |  qcf,qcf,qcf + C  | <--------
                               |___________________|
    
    
     (·········································································)
    
    
         |ŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻ|            |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
         |  qcf + B  | ------> |  stand C  | ---------> |  f,d,df + P  |
         |___________|         |___________|            |    break     |
                                                        |______________|
                                     |
                                     |                          |
                                    \|/                         |
                                                                |
                              |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|                  |
                              |  f,d,df + P  | <----------------
                              |______________|
    
    
     (·········································································)
    
    
          |ŻŻŻŻŻŻŻŻŻŻŻ|                                 |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
          |  qcf + D  | ------------------------------> |  f,d,df + P  |
          |___________|               |                 |  qcb + K     |
                                      |                 |  T.O.P.      |
               |                      |                 |______________|
               |                      |
               |                      |   
              \|/                     |
                                      |           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           |ŻŻŻŻŻŻŻŻ|                  ---------> |  qcf,qcf + B      |
           |  jump  |                             |  qcf,qcf,qcf + C  |
           |________|                             |___________________|
    
               |
               |         |ŻŻŻŻŻŻŻŻŻ|
               |-------> |  d + K  |
               |         |_________|
               |
               |
               |
               |         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
               |-------> |  qcf,qcf + A  | ------> |  f,d,df + P  |
               |         |_______________|         |  hcb + C     |
               |                                   |______________|
               |
               |
              \|/
    
        |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
        |  qcf,qcf + C  |
        |_______________|
    
    
     (·········································································)
    
      The following combo cannot be done through normal gameplay. You need to 
      fool with the dip switches on the Neo-Geo version and if you are playing
      on Dreamcast, you'll have to set the power gauge to max everytime. But
      try pulling it in Practice even though you won't be able to do it without
      cheating, it's very flashy and worth it!
    
    
         |ŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻ|          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
         |  qcf + D  | ------> |  jump  | -------> |  qcf,qcf + A  |
         |___________|         |________|          |_______________|
     
                                                           |
                                                           |
                                                          \|/
        
                                                  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                                                  |  qcf,qcf,qcf + C  |
                                                  |___________________|
     
    
    -----------------------------------------------------------------------------
    KIM JAE HOON
    -----------------------------------------------------------------------------
    
     (·········································································)
    
      Thanks to Fancy D <heavy3d@hotmail.com> for poiting out that this chain 
      is possible. I'm putting it here so that you know that in any combos which
      involve qcf,qcf + A at a point, you can follow with qcf,qcf + B provided
      you have the power bar.
    
    
                  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                  |  qcf,qcf + A  | ------> |  qcf,qcf + B  |
                  |_______________|         |_______________| 
    
    
      Here's the most basixc variation of this combo but don't forget to try
      out anything that comes to your mind. MOTW is crazy, crazy combos will
      work, let us be crazy and look great while doing so!!
    
    
        |ŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
        |  b,b + B  | ------> |  qcf,qcf + A  | ------> |  qcf,qcf + B  |
        |___________|         |_______________|         |_______________|   
      
    
     (·········································································)
    
     
          |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
          |  jump D  | ------> |  crouch C  | ------> |  charge d,u + K  |
          |__________|         |____________|         |      break       |
                                                      |__________________|
       
                                                                |
                                                                |
                ----------------------------------------------- |
               |                    |                          \|/
               |                    |
              \|/                  \|/                 |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                                                       |  charge d,u + D  |
        |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|   |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|          |__________________|
        |  qcf,qcf + C  |   |  qcf,qcf + A  | 
        |_______________|   |  qcf,qcf + K  |                   |
                            |_______________|                   |
               |                                               \|/
               |
               |             |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|          |ŻŻŻŻŻŻŻŻŻ|
               | ----------> |  charge d,u + D  | -------> |  d + D  |
               |             |__________________|          |_________|
               |
              \|/
     
         |ŻŻŻŻŻŻŻŻŻŻ|
         |  T.O.P.  |
         |__________|
    
    
     (·········································································)
    
    
              ----------------------------------------------------
             |                                                    |
             |                                                   \|/
      
        |ŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
        |  b,b + B  | ------> |  qcf,qcf + C  | ------> |  charge d,u + D  |
        |___________|         |_______________|         |__________________|
    
             |                        |                           |
             |                        |                           |
             |                       \|/                         \|/
             |
             |                  |ŻŻŻŻŻŻŻŻŻŻ|                 |ŻŻŻŻŻŻŻŻŻ|
              ----------------> |  T.O.P.  |                 |  d + D  |
                                |__________|                 |_________|
    
    
     (·········································································)
    
      This combo cannot be pulled in usual gameplay since you require more than
      the P. Potential but it's nice and damaging!
    
    
        |ŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
        |  b,b + B  | ------> |  qcf,qcf + C  | ------> |  qcf,qcf + K  |
        |___________|         |_______________|         |_______________|   
    
    
    ----------------------------------------------------------------------------
    HOTARU FUTABA
    -----------------------------------------------------------------------------
    
     (·········································································)
    
    
           |ŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻ|          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           |  jump  | ------> |  qcb + B  | ------>  |  f,d,df + K  |
           |________|         |___________|          |______________|
      
                                    |
                                    |
                                   \|/
    
                            |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                            |  qcf,qcf + K  |
                            |_______________|
    
    
     (·········································································)
    
    
         |ŻŻŻŻŻŻŻŻŻŻŻ|           |ŻŻŻŻŻŻŻŻŻŻŻ|          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
         |  stand C  | ------->  |  qcb + B  | -------> |  qcf + P     |
         |___________|           |  break    |          |  f,d,df + K  |
                                 |___________|          |  T.O.P.      |
                                                        |______________| 
                                       |
                                       |
                                      \|/
      
                               |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                               |  qcf,qcf + P  |
                               |  qcf,qcf + K  |
                               |_______________|
    
    
    -----------------------------------------------------------------------------
    GATO
    -----------------------------------------------------------------------------
    
     (·········································································)
    
    
      |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      |  jump D  | ------> |  stand D  | ------> |  f,d,df + K  |
      |__________|         |___________|         |     break    |
                                                 |______________|
                                 |
                                 |                       |
                                \|/                      |      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                                                         |----> |  f,d,df + K  |
                           |ŻŻŻŻŻŻŻŻŻŻŻ|     |ŻŻŻŻŻ|     |      |______________|
                           |  qcb + D  | --> |  B  | --> |
                           |___________|     |_____|     |
                                                         |
                                                         |
                                                        \|/
    
                                                 |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                                                 |  qcf,qcf + P  |
                                                 |  qcf,qcf + K  |
                                                 |_______________|
    
    
    -----------------------------------------------------------------------------
    BONNE JENET
    -----------------------------------------------------------------------------
    
     (·········································································)
    
    
            |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻ|
            |  jump C  | ------> |  stand D  | ------> |  qcf + B  |
            |__________|         |___________|         |   break   |
                                                       |___________|
       
                                                             | 
                                                             |
                                                            \|/
       
                                                     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                                                     |  qcf,qcf + P  |
                                                     |  qcf,qcf + K  | 
                                                     |_______________|
    
    
    -----------------------------------------------------------------------------
    MARCO RODRIGUEZ
    -----------------------------------------------------------------------------
    
    
     (·········································································)
    
      [Combos contributed by Meta-Ukyo <meta-ukyo@wanadoo.fr>]
    
    
        |ŻŻŻŻŻŻŻŻŻŻŻ|          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
        |  stand C  | ------>  |  f,d,df + P  | ------>  |  qcf + K      |
        |___________|          |    break     |          |  qcf,qcf + D  |
                               |______________|          |_______________|
    
    
      [Combos contributed by KFCripsy <kfcrispy@hotmail.com>]
    
    
         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻ|
         |  f,d,df + C  | ------> |  qcf + D  | ------> |  stand C   |
         |    break     |         |___________|         |  crouch D  |
         |______________|                               |____________|
    
    
      [Combo contributed by Gary Hobson <great_takuma@hotmail.com>] 
    
    
             |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻ|
             |  Corner  | ------> |  jump D  | ------> |  stand C  |
             |__________|         |__________|         |___________|
    
                                                             |
                                                             |
                                                            \|/
       
                                                       |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
       |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻ|          |  f,d,df + C  |
       |  qcf,qcf + D  | <------ |  T.O.P.  | <------  |    break     |
       |_______________|         |__________|          |______________|
    
    
    
    -----------------------------------------------------------------------------
    HOKUTOMARU
    -----------------------------------------------------------------------------
    
     (·········································································)
    
      "Jump A, C" means you must perform A and C during one jump, i.e. as you 
       jump, quickly press A and tap C immediately afterwards. 
    
      May have to cancel stand C after first hit in some places.
    
    
       |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻ|          |ŻŻŻŻŻŻŻŻŻŻŻ|
       |  jump A, C  | ------> |  stand C  | -------> |  qcf + K  | ------
       |_____________|         |___________|          |   break   |       |
                                                      |___________|       |
                                                                          |
                                                            |             |
                                                            |             |
                                                           \|/            |
                                                                          |
                                                      |ŻŻŻŻŻŻŻŻŻŻ|        |
                                                      |  df + D  |        |
                                                      |__________|        |
                                                                          |
                                                            |             |
                                                            |-------------
                                                            |
                                  --------------------------
                                 |                   |
                                \|/                 \|/
        
                           |ŻŻŻŻŻŻŻŻŻŻŻ|     |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                           |  qcf + A  |     |  qcf,qcf + D  |
                           |___________|     |_______________|
    
    
    -----------------------------------------------------------------------------
    FREEMAN
    -----------------------------------------------------------------------------
    
     (·········································································)
    
    
      Unbelievable enough, Freeman doesn't have long combos like all the other
      characters because the Morbid Angel (his break move - hcf + K) is hard
      to connect. 
    
      When playing with him and as chain combos, pull the Morbid Angel. If 
      Freeman grabs the opponent, break it immediately and pull any combo
      that I mentioned in the Regular Combos section.
    
    -----------------------------------------------------------------------------
    TIZOC
    -----------------------------------------------------------------------------
    
     (·········································································)
    
    
      Like Freeman, Tizoc doesn't have long chains. But then, that's normal with
      Tizoc since he's a wrestler.
    
    
      To fool the opponent,
    
      f,d,df + C -> break -> f,d,df + P
    
      The opponent will try to attack and thus, the Active Tupon will catch them
      off-guard. Press A or C depending on distance between Tizoc and opponent.
    
    
      BABAYOU also pointed out that you can chain his Hercule's Throw into the
      Active Crash, i.e. close to opponent hcf + B -> in air, qcf + A.
    
    
    -----------------------------------------------------------------------------
    KEVIN RIAN
    -----------------------------------------------------------------------------
    
     (·········································································)
    
      Cartes sur table! Kevin Rian can be the cheapest player in the game. And
      there is no doubt that he has the longest chains in the game (and he has
      infinites too, that cheapo :)). He has truthfully too many chain combos
      to list, so I'll be putting the best ones. You can use the ones I've
      listed to make your own. Have fun! :)
    
      Notice how the second hit is a crouch C? DON'T CHANGE IT!!
    
      (I have a feeling this will be a bit hard to understand. If it's the case,
       e-mail me and tell me about it. If I get enough e-mails requesting the
       format to be changed just for Kevin, I'll do it in an update.)
    
       You'll notice that in some cases, you'll come across a combo where 3 Super
       Moves are included. This isn't really a mistake. Just ignore that route
       and go for the special moves' ones instead whenever this happens. I'd also
       like to point out that on home versions, you can pull these combos by
       cheating -- putting gauge MAX all the time.
    
    
                                                         --------------------
                                                        |                    |
                                                       \|/                   |
                                                                             |
      |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻ|              |
      |  jump D  | ------> |  crouch C  | ------> |  qcf + K  | -------      |
      |__________|         |____________|         |   break   |        |     |
                                                  |___________|        |     |
                                 |                                     |     |
                                 |                                     |     |
                                 |                                     |     |
                                 |             |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|        |     |
                                 |     ------> |  f,d,df + A  | <------|     |
                                 |    |        |______________|        |     |
                                 |    |                                |     |
                                 |    |                                |     |
                                 |    |                                |     |
                                 |    |           |ŻŻŻŻŻŻŻŻŻŻŻ|        |     |
                                 |    | --------> |  qcb + A  | <------|     |
                                 |    |           |___________|        |     |
                                 |    |                                |     |
                                 |    |                                |     |
                                 |    |                                |     |
                                 |    |       |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|        |     |
                                 |     ------ |  qcf,qcf + A  | <------      |
                                 |            |_______________|              |
                                 |                                           |
                                 |                    |                      |
                                 |                    |                      |
                                 |                   \|/                     |
                                 |                                           |
                                 |            |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|              |
                                  ----------> |  qcf,qcf + B  | -------------
                                              |_______________|
    
                                                      |
                                ----------------------------------
                               |                                  |
                              \|/                                \|/
      
                       |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|                  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                       |  qcf,qcf + B  | ---------------> |  qcb + A     |
                       |_______________|                  |  f,d,df + A  |
                                                          |  T.O.P.      |
                                                          |______________| 
    
    
     (·········································································)
    
    
      |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻ|             |ŻŻŻŻŻŻŻŻŻŻŻ|
      |  jump D  | ------> |  crouch C  | ----------> |  qcf + K  |
      |__________|         |____________|             |   break   |
                                                      |___________|
    
                                                            |
                                                            |
                                                           \|/
    
                        |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|            |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                        |  qcb + A     | <--------- |  qcf,qcf + D  |
                        |  f,d,df + A  |            |_______________|
                        |______________|
    
    
    -----------------------------------------------------------------------------
    GRANT
    -----------------------------------------------------------------------------
    
     (·········································································)
    
    
       |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻ|       |ŻŻŻŻŻŻŻŻŻŻŻ|
       |  jump C  | ------> |  f + C  | ----> |  qcf + D  |
       |__________|         |_________|       |___________|
    
                                                    |
                                                    |          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                                                    |--------> |  f,d,df + C  |
                                                    |          |______________|
                                                    |
                                                    |                 |
                                                   \|/                |
                                                                     \|/
                                            |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                                            |  qcf,qcf + K  |    |ŻŻŻŻŻŻŻŻŻ|
                                            |  qcf,qcf + C  |    |  d + D  |
                                            |_______________|    |_________|
    
    
     (·········································································)
    
    
        |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|                                |ŻŻŻŻŻŻŻŻŻŻ|
        |  f,d,df + C  | -----------------------------> |  T.O.P.  |
        |    break     |               |                |__________|
        |______________|               |
                                       |
               |                       |                |ŻŻŻŻŻŻŻŻŻŻŻ|
               |                       |--------------> |  qcb + A  | 
              \|/                      |                |___________|
                                       |
        |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|               |
        |  f,d,df + C  |               |                |ŻŻŻŻŻŻŻŻŻŻŻ|
        |______________|               |--------------> |  qcf + B  |
                                       |                |___________|
               |                       |
               |                       |
              \|/                      |                |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                                        --------------> |  qcf,qcf + P  |
          |ŻŻŻŻŻŻŻŻŻ|                                   |  qcf,qcf + K  |
          |  d + D  |                                   |_______________|
          |_________|
    
    
     (·········································································)
    
       
             |ŻŻŻŻŻŻŻŻŻŻŻŻŻ|                              |ŻŻŻŻŻŻŻŻŻŻ|
             |  f,b,f + P  | ---------------------------> |  T.O.P.  |
             |_____________|              |               |__________|
                                          | 
                   |                      |
                   |                      |               |ŻŻŻŻŻŻŻŻŻŻŻ|
                   |                      |-------------> |  qcb + P  |
                  \|/                     |               |___________|
                                          |
            |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|              |
            |  f,d,df + C  |              |               |ŻŻŻŻŻŻŻŻŻŻŻ|
            |______________|              |-------------> |  qcf + B  |
                                          |               |___________|
                   |                      |
                   |                     \|/
                  \|/
                                  |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
              |ŻŻŻŻŻŻŻŻŻ|         |  qcf,qcf + P  |
              |  d + D  |         |  qcf,qcf + K  |
              |_________|         |_______________|
    
    
    -----------------------------------------------------------------------------
    KAIN
    -----------------------------------------------------------------------------
    
     (·········································································)
    
      Kain's break combos are harder to perform.
    
    
       |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
       |  jump C  | ------> |  charge d,u + K  | ------> |  charge b,f + C  |
       |__________|         |      break       |         |  charge b,f + B  |
                            |__________________|         |  charge d,u + K  |
                                                         |__________________|
                                     |
                                     |
                                    \|/
    
                             |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                             |  qcf,qcf + D  |
                             |_______________|
    
    
     (·········································································)
    
    
          |ŻŻŻŻŻŻŻŻŻŻ|
          |  jump C  |
          |  corner  |
          |__________|
    
               |
               |
              \|/
    
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|       
      |  charge d,u + K  |          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      |      break       | -------> |  qcf,qcf + B  | ------> |  qcf,qcf + B  |
      |__________________|          |_______________|         |_______________|
    
                                            |                         |
                                            |                         |
                                            |                        \|/
                                            |
                                            |               |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ| 
                                            |               |  charge b,f + P  |
                                             -------------> |  charge d,u + K  |
                                                            |  charge b,f + K  |
                                                            |__________________|
    
    
     (·········································································)
    
    
                 |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
                 |  corner  |         |  charge b,f + C  | 
                 |  f + C   | ------> |  charge d,u + K  |
                 |  throw   |         |__________________|
                 |__________|
     
                      |
                      |
                     \|/
                                          |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
               |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|          |  charge b,f + C  |
               |  qcf,qcf + D  | ------>  |  charge d,u + K  |
               |_______________|          |  charge b,f + K  |
                                          |__________________|
    
    
    
    =============================================================================
    
    XII. CHARACTER ANALYSIS
    
    =============================================================================
    
    "Now, the finish! Get up, fool!"
                  - K'
    
    
    In this section, I will briefly analyse each character's pros and cons. I've
    typed this up after hours of gameplay (I've been playing nothing but MOTW for
    some time now), and do feel that all the info contained here is from an
    unbiased viewpoint (who's ever going to believe that!!? :D). Feel free to send
    me your own opinions if you want to, I'd like to know what you think about a 
    character and how his special moves fare. Be polite though, don't go ahead 
    and just flame me because I gave your favorite character a low rating.
    
    
    -----------------------------------------------------------------------------
    ROCK HOWARD
    -----------------------------------------------------------------------------
    
    Rock Howard is the son of Geese Howard, the man behind everything! And he's
    been trained by Terry Bogard! Need I add more? :)
    
    Well, Rock _is_ strong but he has some drawbacks. Well, not a lot of those 
    but they do hamper him in my books. I suppose this is because it's his first
    appearance and they didn't want to do the same mistake they did with K' in
    KOF (remember, he got toned down from '99 to 2000 because he was insanely
    strong on his _first appearance_ and even long-time '99 K' users had trouble 
    adapting to the changes). Rock will probably be a killing machine in Garou 
    2... :)
    
    Rock has a great arsenal of moves although his breakable one is just plain
    stupid. The Shinkuu Nage is a close move and this means that when you pull
    it, it just has to connect. Why the hell would you want to break it for a
    Rasetsu (break Shinkuu Nage and hold AB) which doesn't always connect?!
    His Double Reppu Ken, while damaging, is slwo to come out and suffer from an
    even worse recovery time.
    
    His other moves are fabulous though. Great comboable moves and since he plays
    somewhat similar to Terry, he isn't that hard to understand. His counter 
    moves (Crack Counter Jou-Dan/Ge-Dan) can make you win a whole match and are
    very useful. His Rising Tackle is cool too although it is different from
    the original one. Note that Rock also goes forward a bit as he performs it
    and goes up and this sometimes causes a couple of hits to miss.
    
    His Raging Storm is an average anti-air and the Shine Knuckle is comboable 
    and works well off counters. Truthfully, forget about the Raging Storm 
    because you will be using the Shine Knuckle most of the time. Then, comes
    the infamous Deadly Rave "Neo" which is probably the most damaging Potential
    Power in the move. In addition, he is quick! One of the best characters (but
    not the best -- scroll down if you can't wait to know who is the best :P)!
    
    OVERALL: He is the son of Geese Howard, DA MAN! 'Nuff said!
    
    
    -----------------------------------------------------------------------------
    TERRY BOGARD
    -----------------------------------------------------------------------------
    
    Although there is Rock Howard who steps up to replace his deceased father, 
    don't let that fool you! Terry Bogard is still Da Man! He may have lost his
    Rising Tackle but all his over moves are now better. I mean, most of his 
    moves can hit as counter and as a result, he has a vast array of combos with
    some ultra damaging ones.
    
    As usual, his Power Wave is a great projectile and can confuse certain 
    opponents. Don't abuse it though due to its recovery time but you can throw
    characters off-guard with it. The Power Charge -- new move but old name --
    is incredible at causing guard crush. Just pull it repeatedly and laugh!
    His Power Dunk is a very efficient anti-air and in addition, enables his
    more damaging combos since it is his breakable move. By using it as a 
    counter and breaking it, Terry can use _a lot_ of combos. He has really too
    many combos for only one guy (but then, that's what he's all about!).
    
    Even more incredible, his Crack Shoot seems to be blessed with the ability
    to counter anything. In the past, this was one of his less used moves. Now,
    it's the opposite simply because it is among the moves that causes counters
    most of the time _in the whole game_. His Super Moves and P. Potentials are
    useful in certain situations too and the Buster Wolf is easily comboed onto
    special moves to make them connect at all times. 
    
    However, let us not forget the fact that Terry is now 10 years older plotwise.
    As a result, he has lost in speed. But that doesn't mean he is not deadly. 
    He is still fast but to all you KOF maniacs, keep in mind that his speed
    abilities are not the same. Otherwise, Terry remains what he's always been;
    one of the best SNK characters and in addition, he's quite beginner-friendly.
    You'll definitely use him a lot!
    
    OVERALL: Like fine wine, Terry Bogard gets better as he gets older...
    
    
    -----------------------------------------------------------------------------
    KIM DONG HWAN
    -----------------------------------------------------------------------------
    
    He's actually weaker than Jae Hoon but still doing good. He rules the air, so
    if you're playing with him try to get your opponent up so you can make him get
    a taste of Dong's skills. His Kuu Sa Jin is, without doubt, his best move --
    damaging and fast, plus it's damaging as hell. He also has the great ability
    to chain his Super moves and this alone makes him good but you need to be a
    skilled player to be able to use this.
    
    But anyway, Dong is a bit weak when it comes to close situations and he isn't
    good at keep-away. He has great super-jump though but at times, they aren't
    really useful specially against someone with long-range moves like Tizoc. His
    other moves aren't really damaging although he does have good combos.
    
    If you like to jump a lot and want a good air character, Dong Hwan should be
    your first choice but otherwise, he's in the low tier.
    
    OVERALL: Alien vs. Predator (lame)
    
    
    -----------------------------------------------------------------------------
    KIM JAE HOON
    -----------------------------------------------------------------------------
    
    Much stronger than Dong Hwan, explained by the fact that he trains while his
    bro thinks he doesn't need it. As you may have noticed, Jae Hoon is controlled
    exactly like his father, so former Kiphwan players shouldn't have any problem
    controlling him.
    
    For sheer speed, Jae Hoon is an excellent choice. His Hou-yoku Ten-Shou Kyaku
    can be followed for longer, more damaging combos and his P. Powers deal good
    damage. He's also the only character to have a useful command move. Not only
    that but his Shou-Kyaku Hou (the command move) can launch devastating combos.
    
    OVERALL: Alien vs. Predator 2 (awesome)
    
    
    
    -----------------------------------------------------------------------------
    HOTARU FUTABA
    -----------------------------------------------------------------------------
    
    Although she's quick and has good moves, she belongs to the lower tier because
    when you compare her with the rest, there aren't so many reasons to choose
    her and she comes a bit short of qualities.
    
    Hotaru rules the air but that's not much to say since she's not good in close
    situations. Moreover, her normal moves are not that good -- poor range and no
    priority. She does have good supers though but they suffer from lame recovery
    and thus make her quite vulnerable to attacks after those.
    
    Well, t'is not her fault you know, she's young...(but then, Bao is younger
    than Hotaru, so what the heck?!). She has some good combos but not really
    cool/long/damaging ones like the other characters. Use her if you just wanna
    have fun and winning is the last of your priorities. :)
    
    OVERALL: Low-tier. -- *waiting for Jazzie to insult me*
    
    
    -----------------------------------------------------------------------------
    GATO
    -----------------------------------------------------------------------------
    
    Thankfully, Gato is a better character than his sister, Hotaru. Jumping in
    with attacks is really not recommended against him and he's capable of being
    extremely mean in close situations. He has strong moves and at the same time,
    is fast enough to surprise any opponent with one of those damaging combos of 
    his.
    
    He has good Super Moves and Potential Powers to show his strength and these
    are very easily comboable to ensure that they do hit. His third Potential
    Power (hidden), the Ten-Ryuu Retsu-Kiba, takes some time to get used to
    because of the command. However, once you are able to combo it and to pull
    it quickly, behold! It is very damaging and will tear your opponents apart.
    
    He's a bit slow on the recovery side but then, this is pretty logical 
    considering the strength of his special moves. It's a pity he doesn't have
    a wider range or real moves -- although he does have follow-ups -- but that
    doesn't change anything to Gato.
    
    OVERALL: He's an overpowered bastard.
    
    
    -----------------------------------------------------------------------------
    BONNE JENET
    -----------------------------------------------------------------------------
    
    Jenet is a good player overall but requires some skill because her combos are
    not evident and most of all, her best moves require timing. She isn't really
    strong too but is faster than most characters and can thus confuse the poor
    opponent -- specially with that annoying super jump which can be cancelled 
    into the Harrier Bee if the opponent is stupid enough to try and attack her.
    
    She's much more efficient in defensive situations. Her projectile, the 
    Buffrass (probably stolen from Krizalid), makes difficult for her opponents
    to come in close and deal excellent tick damage at the same time. Moreover,
    if your opponent has a projectile and attemps to throw it continuously, she
    can easily escape since she has good jumps and is very swift.
    
    Jenet is not meant to be used aggressively though. Of course, you can take
    the opponent by surprise from time to time but don't abuse thsi strategy.
    
    OVERALL: Better than Blue Mary but not as good as Mai Shiranui.
    
    
    -----------------------------------------------------------------------------
    MARCO RODRIGUEZ
    -----------------------------------------------------------------------------
    
    The Kyokugen student takes moves directly from Ryo and Takuma while throwing
    in some new ones. Now, as soon as you pick Marco, just keep this one thing in
    mind all the time: Marco is versatile, real versatile!! He is at easy in any
    situation and is great in the sense that he can very quickly change from a 
    defensive to an aggressive strategy.
    
    But he is a bit slow although his strength and comboability makes up for it.
    He is also strong as keep-away and cheesing but personally, I don't like going
    for cheese moves (but if that's what you like, go for Marco). Like every
    Kyokugen character, he has an excellent anti-air in the Ko Hou which means 
    that jumping in against him is not advised.
    
    However, he doesn't fare well in air situations due to crappy normal moves and
    his speed. But that doesn't change anything since most of the time, he'll
    be the most aggressive one and thus, hopefully, you won't have to jump a 
    lot. Also watch out for the recovery time of most of his moves although
    just as with Takuma, you can be a scrub by using his projectiles.
    
    OVERALL: Top-tier!
    
    
    -----------------------------------------------------------------------------
    HOKUTOMARU
    -----------------------------------------------------------------------------
    
    When I first saw Hokutomaru acting like a sissy and a lousy brat, I first
    thought he was a joke character (Hibiki, anyone...?) and ended up hating him.
    I even started thinking what the hell was going on in the producer's mind.
    Well, all this was before I decided to try him out. Because Hokutomaru 
    rOxOrs. He actually is quite close to the top-tier listing but doesn't make
    it there mainly because he lacks strength.
    
    Like I said, Hokutomaru lacks strength but that shouldn't be much of a 
    surprise to someone who's already played the game. Even his Supers are not
    really damaging. However, Hokutomaru is extremely rapid and he has the non-
    negligible advantage of being able to pull out his annoying projectile even
    in the air. His teleport moves can quickly become annoying and you can use
    those to get in the opponent's back and land a nice combo from behind.
    
    He also has good combos and his chain combos are not that hard to perform.
    My only rant here is that his second super loses some damage in break combos
    but I suppose that would be too much asking... :)  Anyway, he would be fine
    even without combos since he can rely on his speed to confuse the opponent.
    He's really good at trapping the opponent as he can use his teleport moves
    while the opponent will find it hard to retaliate. 
    
    OVERALL: New-gen ninja! Watch out, Eiji!
    
    
    -----------------------------------------------------------------------------
    FREEMAN
    -----------------------------------------------------------------------------
    
    There has been some stupid rumours around Freeman when the game first came 
    out and I get the feeling that the same questions will pop up whenever a
    stupid player gets the game. But putting all the junk and stupid fads aside,
    only one thing remains: Freeman is a top-tier character. And no, this (sound)
    judgement is not based on his cool looks and seiyuu or whatever else you may
    come up with. OK, he does look cool but once you can stop drooling to play
    with him, you won't take long to realize that the guy's got a handful of
    advantages over the rest.
    
    Firstly, like all characters of his type (i.e. "dark" type - Yagami, Setsuna,
    and the likes), he is blessed with an amazing speed. Whether on ground or in
    air, Freeman is at ease and can dish out serious damage with attacks that are
    quick to come out. But I haven't even mentioned the most amazing part yet.
    Most of his moves have an invincibility time and even if that misses, since
    his moves are anticipating ones due to their animation, he'll scrap his skin
    through most of the time.
    
    His second super can be weary at times but is actually very helpful in versus
    matches, specially if your opponent is an aggressive psycho. And rejoice 
    because that is extremely damaging and it is always a true treat to be able
    to pull it against someone. He is also very versatile and can challenge any
    kind of players -- his moves enable him to deal with a lot of strategies.
    Ain't that kewl?
    
    But the best part is how Freeman doesn't take long to get used too. Of course,
    you still need to play a lot with him to really own the game but anybody can
    just choose him and still beat (almost) all the CPU characters. The fact is
    that his counter combos are relatively easy compared to the rest of the cast.
    The most exhilarating part is how most of his moves are extremely counter-
    friendly.
    
    While you need to time your moves well when controlling the other characters,
    the lag and invincibility in Freeman's moves makes it really easy to connect
    multihit counter combos on the poor CPU. Anyway, Freeman is a good character
    to start with and you can just guess how he is in the hands of a skilled
    player.
    
    OVERALL: People want him to be Orochi...ARE YOU CRAZY??!!!
    
    
    -----------------------------------------------------------------------------
    TIZOC
    -----------------------------------------------------------------------------
    
    Tizoc is a pure grappler and is thus not intended for everybody. Actually, 
    other grapplers actually have some moves and are relatively easy to play
    with but don't even think about these things applying to Tizoc. Firstly, he
    is very slow and most of his moves, except the unblockable (i.e. close ones),
    have crappy recovery. His attacks take a lot of time to come out and in most
    cases, your opponent will have no trouble hitting Tizoc out of it. However,
    he will win if hits are traded since his attacks have insane priority.
    
    As a result, he's good at causing guard crush but sometimes, this isn't even
    remotely useful. The Hercules Throw is perhaps his most useful move since it
    enables follow-ups and as his moves deal a lot of damage, that's very helpful.
    His Daedalus Attack is not that strong and some players may thus tend to
    overlook it. On the other hand, the Aurora can be disgustingly powerful (if
    you're the opponent :)) but the command is hard (720° + P).
    
    One thing you need to always keep in mind if you want to play with Tizoc is
    that you will never get Miracles with him. Tizoc is happy to take hits as
    long as he can pull one of his powerful grappling techniques. He isn't for
    flashy players either since he is slow and requires strategy instead of 
    just attacking.
    
    As you may see, playing Tizoc requires a lot of practice and time. And keep
    in mind that he's intended for close situations, so no turtling and defending
    from a distance with him. He's extremely strong, obviously, but at a cost:
    speed. Anyways, he'll be your best pick if you usually play with grapplers
    because Tizoc is a pure wrestler.
    
    OVERALL: Pure grapplers, for experts (and fans) only!!
    
    
    -----------------------------------------------------------------------------
    KEVIN RIAN
    -----------------------------------------------------------------------------
    
    He's great and may have long chain combos but I personally don't like him.
    That's not too say he isn't a good character though because this would just 
    be my legendary bias getting in the way. :)
    
    Anyways, he's the perfect character for beginners who are not familiar with
    the game system yet as he has good, easy combos and decent overall stats.
    But he's not good at keep-away though although some of his moves do have good
    range. However, Kevin is more meant for close, ground situations. The Hell 
    Trap, his break move, needs to be pulled up-close for it to connect, so I 
    guess that just shows it.
    
    His super moves more than make up for it though. He has the option to chain
    his 2 Supers and as I explained above, even has infinites although they 
    cannot be pulled normally. But even then, his long combos are enough to deal
    massive damage once you become familiar with him. 
    
    Kevin does possess strength but he is behind in terms of speed. Well, I guess
    one can't have everything. :) As I said, if you're a beginner, you'd do well
    to start with him since he doesn't take long to become familiar with. Of 
    course, there are better overall players than him though but he's great for
    a starter.
    
    OVERALL: "Up-close and personal".
    
    
    -----------------------------------------------------------------------------
    GRANT
    -----------------------------------------------------------------------------
    
    Don't let his size fool you! Grant is quick in addition to possessing sheer
    power. His moves are quite quick to come out and deal a lot of damage such
    that he doesn't even need combos. Most of all, his Gou Retsu-Shou is juggle-
    friendly and gives him extremely strong and easy chain combos. Although his
    typical anti-air, the Kyou Chou-Jin, has crappy recovery, it is a break move
    and as such, has plenty of uses.
    
    Well, he is the usual boss, so he has to have a good array of moves. His
    Majin Haten-Dan is yet another great anti-air and it has a good invincibility
    too to make it one of the most fearsome anti-airs in the game. More 
    surprisingly, Grant has a hell lot of combos, which is surprising since he
    is much bigger than Kain.
    
    But there is one section where Grant rules: GUARD CRUSH! Give him enough time
    (as CPU) or get frenzy (playing with him) and Guard Crush will become your
    best friend. His teleport move is absolutely fantastic because it enables 
    him to avoid certain projectiles aside from being very powerful. Add this to
    the fact that he can use this move in a quite easy infinite if you're a scrub.
    
    Grant is weak in the ai and a god on the ground. Due to his bulk, he's somewhat
    hampered in air situations and can barely scrap his way through but on the
    ground, he'll batter every other character senseless (yep, even the mighty 
    Terry!).
    
    Overall, Grant is a very good character but you need to be familiar with him
    to be able to use him effectively. His best combos require some practice and
    timing while it is tough to use the Ma-Heki as it should be since it is kinda
    hard to pull and include in combos. Worth his title though! But still keep note
    that the version you get to play is weaker and deals less damage but he's
    still great!
    
    OVERALL: Godzilla + Jet Li!
    
    
    -----------------------------------------------------------------------------
    KAIN
    -----------------------------------------------------------------------------
    
    
    The true final boss and heck, he really does live up to his name! He's a 
    charge character but that doesn't hamper him in the least. For one thing, 
    his projectile can be used very cheaply against CPU opponents and even 
    against nOObs. His other moves are all quite damaging and worth using a lot.
    He doesn't have many combos though (since all his moves are charge ones) but
    he doesn't need those. However, he does have 2 spectacular Super Moves and
    P. Potentials which are quick to come out and which deal massive damage.
    One of the few characters which have easy infinites (okay, these can _only_
    be done in Practice mode on a home version of MOTW without cheating but 
    that's still awesome in my book!) and his normal attacks have quite high
    priority compared to the rest of the case.
    
    The version you get to play with is weaker and believe it or not, players
    tend to control him better than the CPU since he's so predictable with his
    projectiles as the latter. The Schwarze Lanze, which is his breakable move, 
    is _the_ move as it is very strong and once you break in it, any of Kain's 
    supers will connect. 
    
    The problem is to get it to connect because it is a charge d,u motion and 
    thus rather predictable. He can also use the weak and strong version of his
    projectile randomly to trick the opponent since there is no way to tell 
    what you're going to pull next until you actually do it. Yeah, excellent 
    character but playing with him is considered cheap (with a reason too! :)).
    
    OVERALL: Good but rather predictable at times. Geese remains unsurpassed!
    
    
    =============================================================================
    
    XIII. INFINITES
    
    =============================================================================
    
    
    Here are the infinites which you can perform in the game. Garou is a bug-free
    game and there aren't many infinites. Moreover, the easiest infinites can 
    only be done in Practice Mode on the Neo-Geo and the Dreamcast versions, they
    cannot be performed on Arcade unless you fool with the dip switches (only
    Kevin and Kain, I have done Grant's easily on Arcade).
    
    -----------------------------------------------------------------------------
    KEVIN RIAN
    -----------------------------------------------------------------------------
    
    Kevin's infinites cannot be pulled on Arcade but they exist and you can abuse
    these against human challengers on home versions if the latter are stupid 
    enough to play against you when you are playing with Kevin and the power 
    gauge has been set at MAX.
    
    [In Arcade, you can probably mess with the dip switches and have your gauge
     always at maximum but don't ask me how to do so, I don't know!]
    
    
    Kevin Infinite #1<><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    -----------------
    
    The easiest of them all is to just perform the Gattling Freezer over and over
    again. It doesn't matter which version you pull but it is essential that the
    opponent is on the ground when you perform it. It will not work against an
    airborne opponent.
    
    So, you'll get
    
    qcf,qcf + B -> qcf,qcf + D
    
    You can mix the versions or use the same version all the time. It's your 
    choice, just do whatever suits you best.
    
    
    Kevin Infinite #2<><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    -----------------
    
    This one works only against cornered opponents.
    
    Do the usual combo of
    
    Jump D -> crouch C -> qcf,qcf + K.
    
    Then, repeat the combo over and over again after each Gattling Freezer.
    
    
    You'll get
    
    Jump D -> crouch C -> qcf,qcf + K -> jump D -> crouch C -> qcf,qcf + K ->
    jump D -> etc...
    
    The crouch C can be replaced with a stand C if you're more familiar with
    the latter.
    
    One thing that you need to keep in mind is that you have to be very quick
    if you pull the Super Move. The Potential Power freezes the opponent a longer
    time but this doesn't mean you can sleep. :)
    
    
    Kevin Infinite #3<><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    -----------------
    
    This infinite involves only the Super Move of the Gattling Freezer. It will
    not work if you use the Potential Power.
    
    Do the usual
    
    Jump D -> crouch C
    
    but here, perform the Hell Trap and break it (I recommend to use the strong
    version).
    
    You'll have
    
    Jump D -> crouch C -> qcf + D (break).
    
    As soon as the move breaks, pull the Gattling Freezer (Super Move _ONLY_)
    and you'll end up with the following combo:
    
    Jump D -> crouch C -> qcf + D (break) -> qcf,qcf + B.
    
    And you just need to pull the Super Move Gattling Freezer over and over 
    again. You need to be quick with each super though or the opponent will
    fall down.
    
    In short,
    
    Jump D -> crouch C -> qcf + D (break) -> qcf,qcf + B -> qcf,qcf + B -> ...
    
    
    As a matter of fact, you can use the Potential Power depending on the
    opponent's height. I suggest you try it yourself and see if it works. Well,
    Potential Powers do make an infinite (and the good thing is that they take
    less time to get to the 99 hits :)) but if you pull one too quickly or too
    fast, you'll screw the chain.
    
    
    Kevin Infinite #4<><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    -----------------
    
    This one is a blend between the above infinites.
    
    Condition required: opponent cornered and skill.
    
    Start with #2: Jump D -> crouch C -> qcf,qcf + K -> jump D -> crouch C ->...
    
    At any point within the combo, you can switch over to #3.
    
    A likely route for those who are impatient to break moves will be:
    
    Jump D -> crouch C -> qcf,qcf + K -> jump D -> crouch C -> qcf,qcf + K ->
    jump D -> crouch C -> qcf + K (break) -> qcf,qcf + K
    
    And finally, you have to go on with #1 and you'll end up with the sick
    pattern of:
    
    Jump D -> crouch C -> qcf,qcf + K -> jump D -> crouch C -> qcf,qcf + K ->
    jump D -> crouch C -> qcf + K (break) -> qcf,qcf + K -> qcf,qcf + K ->
    qcf,qcf + K -> qcf,qcf + K -> 9,512,012,147 hits :)
    
    Note that when the Hell Trap is used, the next Gattling Freezer connects
    against an airborne opponent. So, you have to be fairly quick when pulling
    the following ones.
    
    -----------------------------------------------------------------------------
    GRANT
    -----------------------------------------------------------------------------
    
    [Grant's infinites have been taken from the Combo FAQ by MGA <miguel@anit.es>
     available where you found this guide. Kudos to him for giving me permission
     to use his info.]
    
    There are 2 known infinites for Grant. The first one I haven't been able to
    do myself but I've heard it is indeed possible. The second one is easier but
    still requires skill!
    
    Both infinites require the opponent to be conered for them to work. Doing
    these anywhere else (well, trying to do them, I mean :)) guarantee you
    screwing up and being open for anything. Yes, even that 21-hit combo which
    you've been trying to pull for what seems like ages now.
    
     (·········································································)
    
      Grant Infinite #1
      -----------------
    
    
            |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
            |  f + C        |         |ŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻ|
            |  different    | ------> |  f + AC  | ------> |  f + C  | 
            |  normal move  |         |  feint   |         |_________|
            |_______________|         |__________|
                                                                |
                 /|\                                            |
                  |                                            \|/
                  |
                  |                                        |ŻŻŻŻŻŻŻŻŻŻ|
                   --------------------------------------- |  f + AC  |
                                                           |__________|
    
    
     * The trick here is that the feint move will make Grant recover faster and
       he'll thus be able to do the f+C which will have the time to hit the
       opponent. This infinite is next to impossible to perform!
    
    
     (·········································································)
    
      Grant Infinite #2
      -----------------
    
    
           |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
           |  f + C        |         |ŻŻŻŻŻŻŻŻŻŻŻ|         |ŻŻŻŻŻŻŻŻŻ|
           |  different    | ------> |  qcf + D  | ------> |  f + C  |
           |  normal move  |         |___________|         |_________|
           |_______________|
                                                                |
                 /|\                                            |
                  |                                            \|/
                  |
                  |                                       |ŻŻŻŻŻŻŻŻŻŻŻ|
                   -------------------------------------- |  qcf + D  |
                                                          |___________|
    
    
     * This one is easier to perform. You need only 10 hits (pointed out in MGA's
       FAQ, confirmed by me) to beat the opponent since Grant is so friggin' 
       strong but you can go up to 99 hits (even beyond but the counter stops
       at 99) in Practice Mode.
    
    
    -----------------------------------------------------------------------------
    KAIN
    -----------------------------------------------------------------------------
    
    
    Kain has a a lot of infinites. Well, actually, they ressemble each other but
    hey, that still makes many. Anyway, some of you may know that I had written
    a Kain Infinite Combos before. I couldn't just leave these out and point you
    to that FAQ since it would make this one kinda incomplete. So, I mailed 
    CJayC and asked him to take it down. I then tried to reformat it to include
    it in this one but truthfully, once I had finally done it, I read it and 
    found out that it was hard to understand because there were a lot of notes
    to add and the flowchart made it look like a mess (as a matter of fact, this
    also happened with Kevin's infinites which is why I resorted to notes if you
    want to know everything!). In the end, I decided to just copy everything
    onto this guide without really changing anything. There are a few minor
    things that I've changed or erased, but nothing important. Here goes!
    
    [In Arcade, you can probably mess with the dip switches and have your gauge
     always at maximum but don't ask me how to do so, I don't know!]
    
    
    Firstly, the number of hits for his Super Moves and P. Potentials.
    
     '-----------'
      SUPER MOVES
     .-----------.
    
     Himmlischer Atem (qcf,qcf + A) ---> 1 hits
    
     Himmlische Steele (qcf,qcf + B) ---> 8 hits
    
     '-------------'
      P. POTENTIALS
     .-------------.
    
     Himmlischer Atem (qcf,qcf + C) ---> 3 hits
    
     Himmlische Steele (qcf,qcf + D) ---> 14 hits 
    
    
    Now, I'll explain how to perform Kain's infinites (quite similar to how I
    did in Kevin's section).
    
    All the combos mentioned need not be started in the corner. But it is wise
    to ensure that the opponent will eventually get cornered early enough during
    the combo. Otherwise, something may mess up later and you'll have screwed 
    everything. 
    
    
    Kain Infinite #1<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    ----------------
    
    qcf,qcf + D --> qcf,qcf + D --> qcf,qcf + D --> qcf,qcf + D -> etc -> 99 hits
    
    The easiest of 'em all and if you cannot pull it, you seriously need to
    practice. Since the Himmlische Steele is now a P. Potential, it remains
    on-screen a lot longer. As a result, getting the following one to connect
    is easy.
    
    You may pull the next P. Potential:
    
    - While the previous one is still on-screen and is hitting the opponent.
      No matter how many hits this previous one has done, the following one
      wil connect.
    
    - When the previous one has already disappeared. The opponent should get
      thrown up. Just do it again and it will hit the opponent and bring him
      where you'll easily carry on.
    
    - When the opponent is falling down after being thrown up. You must be fast 
      with this one though or the opponent will already be on the ground and
      the next won't combo.
    
    
    Kain Infinite #2<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    ----------------
    
    qcf,qcf + B --> qcf,qcf + B --> qcf,qcf + B --> qcf,qcf + B --> etc...
    
    The Super Move infinites is, logically, harder to perform. Mainly due to
    the fact that it has a shorter animation and does less hits. After the first
    Himmlische Steele, only 4-6 hits of the following ones will connect in each
    case. Thus, getting the timing well is hard and you may fail to pull it at
    the crucial moment.
    
    
    Kain Infinite #3<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    ----------------
    
    qcf,qcf + C --> qcf,qcf + C --> qcf,qcf + C --> qcf,qcf + C --> lotsa hits!!
    
    As unbelievable as it may seem, it is possible to pull this friggin' freakin'
    combo. Timing is essential though (and skill too!).
    
    The second Himmlischer Atem must be pulled just as the first one does 3 hits.
    When you perform it, the opponet should appear to be dizzy.
    
    Then, try to keep the opponent high up and be quick with each move.
    
    
    Kain Infinite #4<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    ----------------
    
    Combining all his Powers, there are several patterns.
    
    qcf,qcf + A --> qcf,qcf + D --> qcf,qcf + A --> qcf,qcf + D --> got it?
    
    Somewhat tough but gets easier with practice.
    
    
    qcf,qcf + C --> qcf,qcf + D --> qcf,qcf + D -> qcf,qcf + C -> and so on...
    
    Very easy since the Himmlische Steele will hit the opponent practically
    anywhere as long as you're quick to perform it.
    
    
    qcf,qcf + D --> qcf,qcf + C --> READ NOTES (**)
    
    ** You can now do different things. In fact, do whatever you want. I'm not
       going to list every single one of them since there are millions of 
       possibilities in Practice Mode.
    
    
    Kain Infinite #5<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    ----------------
    
    It is now time to use special moves too to make his infinites even flashier.
    
    
    Stand C --> qcf,qcf + D --> anything from above
    
    Charge d,u + D (Schwarze Lance) --> break (AB) --> qcf,qcf + D --> whatever
                                                                       you
                                                                       want
                                                                       freak
    
    This is his the best you can do and it is very flashy! :)
    
    
    Kain Infinite #6<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
    ----------------
    
    Here, you need to corner the opponent. As some of you may already know,
    Kain's throw is a juggle and you can follow with moves. Keeping this in mind,
    we can do the following:
    
    f + C (corner) --> qcf,qcf + D --> etc...
    
    The Super Move after the throw doesn't seem to connect. Use the Potential
    Power as the first move instead and from there, you can do whatever you 
    wish for a nice infinite.
    
    
    =============================================================================
    
    XIV. MISC
    
    =============================================================================
    
    
    #############################################################################
    /\/\/\/\/\/\/\/\
    CROSS-OVER CHART
    #############################################################################
    
    
    Oyé! Oyé! This is the Cross--over Chart section and well, do I really need 
    to explain what it contains?! :)
    
    
    KEY ::::::::::::::::::::::::::::::  A/B/C/D - jump commands
                                        -> O - Move is a cross-over
                                        -> X - Move is not a cross-over
                                        Other move - List of other moves which
                                        are/can be cross-overs
                                        (command)--command - Means that cross-
                                        over move is a follow-up to the first 
                                        move
    
      
      |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
      |    CHARACTER    |  A  |  B  |  C  |  D  |        OTHER MOVES        |
      |_________________|_____|_____|_____|_____|___________________________|
      |                 |     |     |     |     |                           |
      |   ROCK HOWARD   |  O  |  X  |  O  |  X  |          qcb + D          |
      |_________________|_____|_____|_____|_____|___________________________|
      |                 |     |     |     |     |                           |
      |  TERRY BOGARD   |  X  |  O  |  X  |  O  |        f,d,df + K         |
      |_________________|_____|_____|_____|_____|___________________________|
      |                 |     |     |     |     |                           |
      |  KIM DONG HWAN  |  O  |  O  |  X  |  O  |       in air, d + K       |
      |                 |     |     |     |     |    in air, qcf,qcf + P    |
      |_________________|_____|_____|_____|_____|___________________________|
      |                 |     |     |     |     |                           |
      |  KIM JAE HOON   |  O  |  O  |  X  |  X  |       in air, d + K       |
      |_________________|_____|_____|_____|_____|___________________________|
      |                 |     |     |     |     |                           |
      |  HOTARU FUTABA  |  O  |  O  |  X  |  O  |       in air, d + B       |
      |                 |     |     |     |     |      in air, qcb + K      |
      |                 |     |     |     |     |        qcf,qcf + C        |
      |_________________|_____|_____|_____|_____|___________________________|
      |                 |     |     |     |     |                           |
      |      GATO       |  X  |  O  |  X  |  O  | f,d,df + K ; (qcf + K)--B |
      |                 |     |     |     |     |        (qcb + D)--C       |
      |                 |     |     |     |     |        (qcb + D)--D       |
      |_________________|_____|_____|_____|_____|___________________________|
      |                 |     |     |     |     |                           |
      |   BONNE JENET   |  X  |  O  |  O  |  O  |   qcb + D ; qcf,qcf + K   |
      |                 |     |     |     |     | in air, d + K, K, K, K, K |
      |_________________|_____|_____|_____|_____|___________________________|
      |                 |     |     |     |     |                           |
      | MARCO RODRIGUEZ |  X  |  X  |  X  |  X  |          qcf + D          |
      |_________________|_____|_____|_____|_____|___________________________|
      |                 |     |     |     |     |                           |
      |   HOKUTOMARU    |  O  |  O  |  X  |  O  |            none           |
      |_________________|_____|_____|_____|_____|___________________________|
      |                 |     |     |     |     |                           |
      |     FREEMAN     |  O  |  O  |  O  |  O  |     qcb + D ; hcf + K     |
      |                 |     |     |     |     |        qcf,qcf + B        | 
      |_________________|_____|_____|_____|_____|___________________________|
      |                 |     |     |     |     |                           |
      |      TIZOC      |  X  |  X  |  O  |  X  | (close, f + C)--df,df + C |
      |                 |     |     |     |     |   qcb + K ;  f,d,df + C   |
      |                 |     |     |     |     |       close, hcf + B      |
      |_________________|_____|_____|_____|_____|___________________________|
      |                 |     |     |     |     |                           |
      |   KEVIN RIAN    |  O  |  X  |  X  |  X  |    f,d,df + C ; qcb + D   |
      |_________________|_____|_____|_____|_____|___________________________|
      |                 |     |     |     |     |                           |
      |      GRANT      |  X  |  O  |  X  |  X  |     in air, d + B / D     |
      |                 |     |     |     |     |    (f,d,df + C)--d + C    |
      |                 |     |     |     |     |        qcf,qcf + K        |
      |_________________|_____|_____|_____|_____|___________________________|
      |                 |     |     |     |     |                           |
      |      KAIN       |  X  |  X  |  X  |  X  |           none            |
      |_________________|_____|_____|_____|_____|___________________________|
    
    
    
    #############################################################################
    /\/\/\/\/\/\/\/\/\/\/\/\
    CANCELLABLE MOVES CHART
    #############################################################################
    
    
    KEY ::::::::::::::::::::::::::::::  A/B/C/D - normal commands
                                        Standing - cancellable standing normal 
                                                   commands
                                        Crouching - cancellable crouching normal
                                                    commands
                                        Far standing - cancellable standing far
                                                       normal commands
     
                                        eg. Standing  means  standing A and D
                                            A - - D          are cancellable
    
            ____________________________________
        ===|When not associated with feint moves|===
            ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    
         |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
         |    CHARACTER    |  STANDING  |  CROUCHING  |  STANDING FAR  |
         |_________________|____________|_____________|________________|
         |                 |            |             |                |
         |   ROCK HOWARD   |  A - C D   |   A B C -   |    A - - -     |
         |_________________|____________|_____________|________________|
         |                 |            |             |                |
         |  TERRY BOGARD   |  A B C -   |   A B C -   |    A - - -     |
         |_________________|____________|_____________|________________|
         |                 |            |             |                |
         |  KIM DONG HWAN  |  A B C -   |   - B C -   |    - B - -     |
         |_________________|____________|_____________|________________|
         |                 |            |             |                |
         |  KIM JAE HOON   |  - - C D   |   - B C -   |    A B - -     |
         |_________________|____________|_____________|________________|
         |                 |            |             |                |
         |  HOTARU FUTABA  |  A B C -   |   A B C -   |    A B - -     |
         |_________________|____________|_____________|________________|
         |                 |            |             |                |
         |      GATO       |  A B C D   |   A B C -   |    A B - -     |
         |_________________|____________|_____________|________________|
         |                 |            |             |                |
         |   BONNE JENET   |  A B C D   |   A B C -   |    A B - -     |
         |_________________|____________|_____________|________________|
         |                 |            |             |                |
         | MARCO RODRIGUEZ |  - - C D   |   A - C -   |    - - - -     |
         |_________________|____________|_____________|________________| 
         |                 |            |             |                |
         |   HOKUTOMARU    |  A B C D   |   A B C -   |    A B - -     |
         |_________________|____________|_____________|________________|
         |                 |            |             |                |
         |     FREEMAN     |  A B C D   |   A B C -   |    A B - -     | 
         |_________________|____________|_____________|________________|
         |                 |            |             |                |
         |      TIZOC      |  A B - -   |   A - - -   |    A B C -     |
         |_________________|____________|_____________|________________|
         |                 |            |             |                |
         |   KEVIN RIAN    |  - - C -   |   - - C -   |    - B - -     |
         |_________________|____________|_____________|________________|
         |                 |            |             |                |
         |      GRANT      |  - - - -   |   - - - -   |    - - - D     |
         |_________________|____________|_____________|________________|
         |                 |            |             |                |
         |      KAIN       |  A B C -   |   A - - -   |    - - C -     |
         |_________________|____________|_____________|________________|
    
    
    
    #############################################################################
    /\/\/\
    TRIVIA
    #############################################################################
    
    
    A "Trivia" section? Just what the hell is this? This is only a small part
    but in here, you'll find all the things worth noting about the characters &
    games but that don't need to have a 2-page long section spent on them. I'm
    bound to miss stuff here, just mail me if you want to share something.
    
    
    · Kain's throw can be followed after if pulled against a cornered opponent.
      The only requirement is that he needs to throw the opponent towards the
      corner (basically, press f+C all the time). If this isn't proof that SNK
      drastically changed the Garou Dentetsu series, then I ask of you: "What
      is?".
    
    
    · Kain's Stand D does 3 hits. CHEAPO!! Too bad it cannot be cancelled.
    
    
    · Kain can link his crouch C onto his crouch D.
    
    
    · Although Jenet normally cannot cancel her far standing C, it can be comboed
      onto another strong punch: far C -> C.
    
    
    · Try this combo for Freeman: standing A -> standing A -> f + A. I have not
      put this in the flowchart sections because it is not damaging but it's
      definitely worth a look. The third hit is slap. You can also start with
      a jump D to increase the number of hits to 4.
    
    
    · Rock has the same Power than Geese originally had when he was still alive
      (assuming, of course, he really is dead). The Deadly Rave "Neo" looks
      very much like his dad's Ryuuko Ranbu (albeit the damage probably).
    
    
    · Some characters can now chain Super Moves, something unheard of in the
      Garou Dentetsu series before.
    
    
    · Play close to attention to the backgrounds (if you can...) and to the 
      endings. There are a lot of references to past characters.
    
    
    · Tizoc actually shows his face in his ending. Namco should learn from this.
    
    
    · A lot of people keep wondering who is "The Gym Buster" in Marco's ending.
      I won't say who he is here except for this one tip: he's a very violent 
      guy with $$$$$ on his mind all the time. It's damn easy to guess now.
    
    
    That's all for now. I'll probably add more later as I feel some things need
    to be mentioned but I'm feeling tired right now (my way of saying this is the
    last section I worked on :)). Feel free to send whatever you want meantime.
    I'll see if they're worth mentioning and will add these in an update with
    proper credit.
    
    
    #############################################################################
    |------|
    SECRETS
    #############################################################################
    
    
    This Secrets section is meant exclusively for Arcade players although some
    apply on the Neo-Geo version. In the case that the secret or code applies
    for the home version, I'll put (NG) next to it.
    
    
    PLAY AS GRANT 
    -------------
    
    Place the cursor on Dong Hwan, hold START and press Up, Up, Down, Down, Up,
    Down. A pic of Grant will appear. Note that you need to keep holding START
    until you press a button to select Grant. Otherwise, you will have to input
    the code again.
    
    
    PLAY AS KAIN
    ------------
    
    Place the cursor on Jae Hoon, hold START and press Down, Down, Up, Up, Down,
    Up. A pic of Kain will appear. Same notes as with Grant.
    
    I know you are wondering why my codes differ from the ones up at GameFAQs.
    These are the real codes. I had originally submitted them to the site but
    the guy who posted the other codes had them removed. The codes up there
    are meant for some versions of MOTW and work on emulators. However, they
    do not always work on Arcade machines, it all depends. The 2 codes above
    work EVERYTIME. If Grant/Kain doesn't appear, you are messing up. Try again.
    
    
    FIGHT AGAINST KAIN (NG)
    -----------------------
    
    In order to fight Kain, your fighting average must be AAA. If this condition
    is met, you'll see a sequence after beating Grant (featuring Kain, of course)
    and will then be challenged by Kain. Beat him to see the real ending.
    
    
    ROULETTE (NG)
    -------------
    
    Hold START and press any button. When you select a character with roulette,
    before each match (except the first), a screen appears where you'll see a
    "real-time" roulette with all the characters quickly appearing. Press a 
    button to have it stop on a character or just wait for it to stop. Note that
    you may get Grant and Kain through roulette.
    
    
    SURVIVAL MODE
    -------------
    
    Hold ABCD and press START. You will then play a Survival Mode (quite hard
    one too).
    
    
    CHOOSE OUTFIT (NG)
    ------------------
    
    Each button gives a specific outfit. Just press a button and you'll get its
    respective colors. You can check out t-bob's Colors FAQ to know all the
    colors.
    
    
    CHOOSE YOUR WINNING POSE (NG)
    -----------------------------
    
    Press a button immediately after beating the opponent. Each button gives
    a winning pose.
    
    
    SPECIAL TAUNTS (NG)
    -------------------
    
    After beating the opponent and before the character takes his winning pose,
    press either f + AC or b + AC. Each character has 2 special taunts and
    inputting one of these commands gives one of these taunts. I think these 
    taunts don't change anything in the background though.
    
    
    
    #############################################################################
    |---------|
    BASIC TIPS
    #############################################################################
    
    
    Okay, now you know all the advanced and character-specific stuff. But are you
    bloody sure you know the basic tips? 
    
    
    · Get to know a bunch of combos for each character if you have no favorites.
      This should be your first task too if you can't choose characters because
      you feel there is a wide choice and always resort to the roulette.
    
    
    · Should you intend to master a character and always use him against human
      opponents, it is essential you know EVERYTHING about his normal moves,
      all his combos and specific situation strategies. You MUST know all about
      recovery times, pros and cons -- to put it bluntly, you must know that
      character just as you know yourself.
    
    
    · Get familiar with chain combos, be quick! Chain combos are now an important
      part of Garou and if you are not comfortable with those, there is no way
      you'll win. Why? Because the new game engine is such that reversals, juggles
      and all the rest occur all the time. So, it is necessary to be able to
      take advantage of your opponent floating.
    
    
    · Fully understand all the aspects of the game. In this case, I'm referring 
      to S. Power, P. Potential, T.O.P., Just Defense, Counterhit. They do have
      a part to play you know...In fact, Just Defense is 30% of the game once
      you care to think of it!
    
    
    · Don't be snobby specially if you're a heavy arcade player. While good 
      players are sought and respected, snobs are never popular and this 
      attitude will even spark fights. And besides, why brag...? However strong
      you are, you are bound to lose one day.
    
    
    · When someone challenges you, don't look at him immediately. Instead, keep
      looking at the screen until he chooses his character. Once the bloody idiot
      does so, turn slowly to look at him and snicker. These are the signs of a
      great player and he'll very liklely be afraid and thus play badly. Of 
      course, there are chances that he's better than you. In this case, keep
      staring at him and he'll be unable to focus on the game (of course, this
      will not always work against real expert players, so you can think of
      a losing statement meanwhile :D).
    
    
    · Taunt during matches to make them more fun and always use the special 
      taunts at the end of the rounds. While taunting has always been present
      in fighters, it is even better in MOTW. I don't know if somebody has
      already pointed this out, so might as well do it. In MOTW, taunting 
      during matches causes a detail in the background to change (example: the
      bell in Hotaru's stage). Moreover, some of the special taunts are great
      to watch.
    
    
    · Drink beer! Uh...No...Forget that last one...*feels ashamed but thirsty*
    
    
    · When you win, don't forget to point out how my guide helped you to attain
      perfection. :)
    
    
    =============================================================================
    
    XV. OUTRO
    
    =============================================================================
    
    
    Well, that's it! My  FAQ for one of the best 2D fighters is finally complete. 
    I have put all the sections that I felt should belong to such a FAQ and don't 
    feel that anything is missing. So, I'll only be adding corrections and/or 
    contributions from readers if I ever decide to update it. If you feel that 
    some good combos are missing for a character or that I omitted to include 
    some important notes on his/her Supers or in any other section, read the 
    e-mail policy and send me your contributions.
    
    Also, pray remember. This FAQ may contain everything important about the game
    and you can practice a lot, get used to all the combos of your favorite
    character, become great at Just Defending...But all this doesn't mean that
    you have mastered that character. To master a character, you need to play
    with the guy/gal against challengers, A LOT OF CHALLENGERS!! And it is only
    after you are able to do 25 straight wins against 25 different guys with that
    character that you can boast to have mastered a character. And even then,
    who knows what awaits next...?
    
    
    One last note: TERRY BOGARD OwnZ jOO ALL 4 FR33!!1!!111!!!1!11!!! Whatever
                   the game, whatever the series, whether he's been toned down...
                   He remains The Legendary Wolf! :)
                   (Choi rules everybody in KOF...Well, sort of...)
    
    
    =============================================================================
    
    XVI. LEGAL DISCLAIMER
    
    =============================================================================
    
    
    Copyright 2001-2002, Kertra. All rights reserved.
    
    This document is a free publication and as such, cannot be used for 
    profitable purposes. Copying or reproducing this document or any part of 
    it without the author's permission is illegal and will be treated 
    accordingly. This document is protected by US Copyright Law, and the Berne 
    Copyright Convention of 1976. 
    
    In other words, you cannot use this FAQ to make money and you cannot host
    it on your site without my permission. You are not allowed to rip part of
    it and to include it in your own work, thus claiming that the information
    belongs to you. Even if you want to use some info contained in this guide
    while giving me credit, you must e-mail me and ask me first. 
    
    "If somebody steals your FAQ and sells it, you can sue them.  Even if they 
    didn't sell it, you can still sue for statutory damages."
           - CJayC
    
    Keep these words in mind!
     
    Webmasters, if you wish to post this FAQ on your site, e-mail me first but 
    note that I will give you permission only if you abide by these conditions:
        - Your site must be a non-profitable and non-commercial one. 
        - It (the guide, not your site ^_^)must remain unaltered, not a single 
          character is to be removed or added.
        - No banners or advertisements of any form are to be attached to it.
        - Full credit is given to me.
    
    If I do give you permission to post my FAQ, please note that I won't send 
    you updates. It is your duty as a webmaster to check GameFAQs for the latest
    versions.
    
    Garou : Mark of the Wolves and all related characters İ 2000, SNK.
    
    
    =============================================================================
    
    XVII. CONTACT INFO
    
    =============================================================================
    
    
    If you want to mail me for contributions, comments, feedback or you want to 
    send me some hot pics, feel free to do so. The address is found at the top 
    of this FAQ. Note however that I will only accept certain types of e-mails 
    and I will ignore the rest. Here's the list of those:
    
    · For God's sake, put the game as the subject line. I have no psychic powers
      and will not try to dechiper what your mail is about if you don't put the
      game as the subject.
    
    
    · If you send me combos, check that they do work and send them is a readable
      format. You don't need to make flowcharts yourself but make sure that I
      will easily comprehend what you are trying to say.
    
    
    · Do not ask me about roms and do not ask me how to unlock galleries in the
      Dreamcast version. Roms...never!! Galleries...these things don't interest me
      in the least (besides, this guide is for the Arcade and Neo*Geo versions
      and they don't have this additional options..
    
    
    · I only accept e-mails in English since this is an English guide. Plain ol'
      English and no stupid messages of the type "hey dOOd, whassa teh!!111!!1".
      Get it?
    
    
    · No flashy colors, don't send me executables, files. In short, type whatever
      you wish to say and I will read it.
    
    
    · If you're just dropping a line to say "Thanks" or something like that, please
      note that I may not reply. I always do my best to reply but sometimes cannot
      due to strict time schedules. But you mails are still welcome! :)
    
    
    Get it? OK, now you can e-mail me if you wish!
    
    
    =============================================================================
    
    XVIII. REVISION HISTORY
    
    =============================================================================
    
    
    Version 1.00 (1/25/02) - FAQ finally complete after 3 weeks. Submitted to
                             GameFAQs along with a bunch of other updated ones.
    
    
    Version 2.00 (1/28/02) - Major overhaul. Now a FAQ/Movelist. Move names in
                             other sections have been changed in some cases.
                             Also fixed the other sections; new stuff almost
                             everywhere.
    
    
    Version 2.10 (1/30/02) - Fixed all sections and minor corrections. 
                             Tweaked the format a bit.
    
    
    Version 2.15 (2/8/02) - Typos corrected. Freeman sections changed a bit but
                            nothing really important.
    
    
    Version 2.20 (2/9/02) - Rearranged Dong Hwan flowchart and corrections on
                            Rock's Deadly Rave "Neo".
    
    
    Version 2.30 (2/13/02) - Nice update. More notes have been added on Super
                             Moves and P. Potentials. Freeman overview again
                             changed (forgot to add some stuff I intended to
                             in v 2.15).
    
    
    Version 2.40 (2/15/02) - I have at last been able to state how Marco's
                             Ryuuko Ranbu worked thanks to Fancy D. Several
                             mistakes fixed and nice combos added for Jae Hoon.
                             As a further note, I may add a 'Basic strategies'
                             section on how to deal with the CPU opponents. I'll
                             confirm that in the next update.
    
    
    Version 2.45 (2/17/02) - Guard Cancelling subsection added (in Just Defense
                             section). As a sidenote, I will not add the 'Basic 
                             Strategies' because I do not play the game as often
                             now. Sure, I can do it from memory but I can already
                             imagine the number of e-mails flowing in to state 
                             that my strategies suck. :)
                             Also added notes in Knowledge section and fixed some
                             loose stuff.
    
    
    Version 2.50 (2/20/02) - Isn't it surprising how you can proofread a guide a
                             few times but yet, typos still remain? Anyway, I
                             corrected these and improved some of the T.O.P.
                             descriptions (so the update wasn't totally useless :).
    
    
    Version 2.60 (3/12/02) - Edited a few sections.
    
    
    Version 2.65 (3/18/02) - Tweaked a few stuff in Kain sections. Also changed 
                             'Knowledge' to Trivia'.
    
    
    Version 2.70 (4/11/02) - A couple of notes added.
    
    
    Final Version (4/25/02) - E-mail change.
    
    
    Final Version (7/14/02) - Noticed a few mistakes and dealt with those.
    
    
    =============================================================================
    
    XIX. CREDITS
    
    =============================================================================
    
    
    This guide would never have been possible without the following persons and
    I'd like to thank them all for their direct or indirect help. Thanks, guys!
    
    
    - SNK (Shin Nihon Kikaku)
      (v 1.00) For releasing this helluva sweet game and all the other titles 
               which got me into video games. If it weren't for KOF, Garou, 
               Metal Slug and LB, I would have stopped gaming but its popular 
               series just kept getting better with each new release. And MOTW 
               is the rOxOr1ng god of 2D fighting games, a work of art, a 
               masterpiece, a dream come true, etc...
      (v 2.00) Managed to get some info from their website.
    
    
    - Jeff "CJayC" Veasey <www.gamefaqs.com>
      For posting my FAQs and reviews on his rOxOr1ng site!! Without him,
      you wouldn't be reading this guide and learning lotsa combos. Also, don't
      forget to check out the Fighting Games message board. This is, simply put,
      the best place to hang out on the net!
    
    
    - James Kuroki
      For writing a rOxOr1ng full FAQ for Garou. 
      (v 1.00) Took move names from his FAQ.
      (v 2.00) Turned this into a FAQ/Movelist. Instead of backtracking in some
               cases, I took the names from his FAQ. A few names have been
               translated by myself (hence discrepancies). Cheers, man!
    
    
    - MGA
      For giving me permission to extract Grant's infinites from his own Combo
      FAQ available where you found mine. He typed those up in the original FAQ
      and I did a flowchart out of it. BTW, there are some helpful tips to
      doing long strings in his guide, check it out. 
    
    
    - Fancy D
      For pointing out various mistakes I made in the FAQ. Most importantly, he
      told me the number of hits for each level of Marco's Ryuuko Ranbu. Also 
      pointed out that Jae Hoon's qcf,qcf + A could be linked into his qcf,qcf 
      + B (commands used to show S. Moves).
    
    
    - BABAYOU
      For reminding of my failure to list Jenet's third Potential (An Oi Mad.)
      and for pointing out that Tizoc did have a chain combo.
    
    
    - KFCrisy
      For helping me with the Ryuuko Ranbu's rOxOr1ng description (in my sOxOr1ng
      Marco FAQ :)) and for a sweet Marco combo.
    
    
    - Meta-Ukyo
      For contributing Marco's break combos. The third regular flowchart for
      Marco consists of combos which he was kind enough to contribute to my
      character guide.
    
    
    - Gary Hobson
      For contributing another sweet (but hard) Marco combo.
    
    
    - EX Andy
      His flowcharts in his KOF '98 Heady D! guide convinced me to use the same 
      rOxOr1ng system here.
    
    
    - Special thanks to Kao Megura, Joe Palanca and John Culbert for writing 
      ace guides for fighters -- they were the ones who inspired me to write 
      FAQs in the first place.
    
    
    - NTM, IV My People, B.O.S.S., La Brigade, KDD, IAM, Secteur A, et tant 
      d'autres!
      For keeping me sane while I typed this up. French rap rules everything else!
    
    
    - And you for reading this guide!
    
    
    Check out my CRP while you're at it (shameless self-promotion :)):
    http://www.gamefaqs.com/features/recognition/8556.html
    
    
    İ 2001-2002, Kertra.
    Garou: Mark of the Wolves - System & Combo FAQ.
    Free Internet Publication. All Rights Reserved.
    
                                     - EOF -
    
    
    
    

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