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                         Garou: Mark Of The Wolves
               FAQ By: Goh_Billy (billy_kane_32@hotmail.com)
                             Version #: 7.4
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


Sections
--------
      1. Legend
      2. System
         2.1  Basics
         2.2  Top Meter
         2.3  Counter Hits
      3. Characters
         3.1  Rock Howard 
         3.2  Kim Dong Hwan
         3.3  Hotaru Futaba
         3.4  Khushnood Butt 
         3.5  Hokutomaru
         3.6  Kevin Rian 
         3.7  Freeman
         3.8  Tizoc 
         3.9  Bonne Jenet 
         3.10 Gato  
         3.11 Kim Jae Hoon 
         3.12 Terry Bogard 
    `````````````````````````````````
         3.13 Grant
         3.14 Kain Heinlein 
      4. Misc. And Easter Eggs
         4.1  Codes 
         4.2  Versus Handicaps
         4.3  Stage Movements
         4.4  Special Intros
         4.5  Special Win Victories
         4.6  Other
      5. Conclusion
         5.1  What's Missing/Needed
         5.2  Credits
				
	
===============================================================================
1. Legend
===============================================================================


  ub  u  uf        f - Forward        HP - Heavy Punch     P - Any Punch
    \ | /          b - Back           LP - Light Punch     K - Any Kick
  b--   --f        u - Up             HK - Heavy Kick      + - And  
    / | \          d - Down           LK - Light Kick      / - Or  
  db  d  df                                                , - Then 
                                     
                                     

qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)


===============================================================================
2. System
===============================================================================

++++++++++++++
| 2.1 Basics |
++++++++++++++

Dash Forward             f, f                     for characters: Butt, 
                                                    Kevin, Freeman, Tizoc, 
                                                    Jenet, Hoon, Grant, and
                                                    Kain; can attack out of
                                                    dash
  Halt                   b                        Tizoc halts very late
Forward Run              f, f, then hold f        for characters: Rock, Dong,
                           to continue run          Hotaru, Hokutomaru, Gato,
                                                    and Terry; can attack out
                                                    of run
  Halt                   b or stop holding f
Dash Backward            b, b                     character is invulnerable
                                                    for a second

Small Jump               tap ub/u/uf 
High Jump                press ub/u/uf
Dash/Run Jump            f, f, uf     

Small Roll Forward       press LP when being      invulnerable for a second
                           knocked down
Large Roll Forward       press HP when being      invulnerable for a second
                           knocked down 
Small Roll Backward      press LK when being      invulnerable for a second
                           knocked down
Large Roll Backward      press HK when being      invulnerable for a second
                           knocked down

Block High               b
Block Low                db                       will not block overheads
Just Defend              block a move at the      gains small amount of life
                           last second              back; guard stamina does
                                                    not decrease
  Guard Cancel           perform a special move 
                           or super during
                           just defend
Air Just Defend          block a move in air at   gains small amount of life
                           the last second          back; guard stamina does
                                                    not decrease; does not work
                                                    on Small Jumps
  Air Guard Cancel       perform an air special
                           move or super during
                           just defend
Guard Crush              if you guard too often   Top Attacks can bring
                           you will start to        opponents to the critical
                           blink red and            point of a guard crush
                           eventually you will      very fast
                           be guard crushed

Feint Move 1             f + LP+HP                reduces recovery in moves 
                                                    and allows more combo 
                                                    possibilities
Feint Move 2             d + LP+HP                reduces recovery in moves 
                                                    and allows more combo 
                                                    possibilities

Throw                    f/b + HP close           f and b determine where 
                                                    opponent is thrown
Throw Escape             f/b + HP/HK just as you
                           are being thrown

Crouching Strong Punch   d + HP                   great way to link specials
                                                    and supers
Low Dodge Overhead       LP+LK                    overhead (except Gato) 
                                                    and dodges low
High Attack              d + LP+LK                cancelable into specials
                                                    and supers (except Tizoc);
                                                    mid-high invincibility
Brake                    LP+LK during move        only works for certain moves;
                                                    refer to movelist


Taunt                    press start              causes something in the stage
                                                    to "move"
Special Taunt 1          f + start just after
                           winning the round
Special Taunt 2          b + start just after
                           winning the round

S-Power Supers           supers that require one 
                           stock
P-Power Supers           supers that require two
                           stocks


+++++++++++++++++
| 2.2 Top Meter |
+++++++++++++++++
  

  When in top meter you deal out more damage, heal slowly, and
have access to your top attack.  The top meter is set before each match.  
You may move it by pressing left and right.  In console mode you can increase 
or decrease the size of the meter by pressing up and down.  The smaller the
top meter, the more damage you deal out...but the easier it is to lose it, 
too.


Top Attack               HP+HK when in Top        decrease guard stamina by a
                           portion of your          lot; these moves are 
                           meter                    marked with TOP! in the
                                                    character's move list
                                                    section



++++++++++++++++++++
| 2.2 Counter Hits |
++++++++++++++++++++

  Counter hits in this game have a special property.  They have the ability
to either "stun" or "float" an opponent.  This allows you to expand your combo
possibilities.

"Stun" Counter Hits
```````````````````
  This usually occurs when you counter the opponent while they are simply on 
the ground.  That means that the move you are countering isn't launching in 
the air (ala a Rising Tackle), and the move you used to counter them doesn't 
pop the opponent in the air as well.  The message "Counter Hit" will appear
and you may notice the opponent will turn a bit.  During this, they are
stunned for a split second.  If you recover from the move you used to cause
this counter hit, you have a chance to attack them and combo.

"Float" Counter Hits
`````````````````````
  This usually occurs when you counter the opponent while they are in air or
if you counter an opponent with an attack that pops the opponent up (ala a
Power Dunk brake move).  The message "Counter Hit" will appear and you will
notice the opponent falling similar to how they fall when hit with Dong Hwan's
Launch Shiden Kyaku.  When this happens, you have another chance to juggle
or attack them.  Ever wonder how someone juggles with two brake moves?  This 
is it.  It's a great way to set up some nice combos.  Say you use Terry's
Power Dunk brake move (f, d, df + K, LP+LK).  If this causes a counter hit, 
you can perform another Power Dunk brake move and pop the opponent back into 
the air again and then finish the series with a Buster Wolf (qcf, qcf + K).  
Or maybe in Butt's case, you counter hit an air opponent with his Powerful 
Shippu Kyaku (qcf + HK).  Try landing a Kohou brake move (f, d, df + P, 
LP+LK), then his TOP! Zanretsuken (HP+HK), then finish with a Kyokugen Ko Hou
(qcf, qcf + K).  There are tons of possibilities, so be aware of recognizing
when you counter hit and take advantage of it.

Missed Follow Up On "Float" Counter Hits
`````````````````````````````````````````
  If you miss the chance to follow up on a counter hit float, you MIGHT have
another chance to get some extra damage.  This all depends on what the 
opponent does.  If the opponent uses a roll recovery, then you can't do
anything.  But if the opponent fails to do that, then you will have the 
ability to strike the opponent while they are on the ground.  When falling
from a float, the opponent will fall face first into the ground and will
lay on their stomach.  They will stay there for a split second before they 
get up.  During that time, you have the chance to hit them with a low attack,
such as a trip or a ground projectile.  You can only strike them once while
they are stunned like this.



===============================================================================
3. Characters
===============================================================================

*******************************************************************************
* 3.1 Rock Howard                                                             *
*******************************************************************************
Colors
------
LP - Red top
HP - Green top
LK - Blue top
HK - Purple top



Throw
-----
Koku Sen                 f/b + HP close           f and b determine where 
                                                    opponent is thrown


Basic Moves
-----------
Air Punch To Kick        HP, LK in air            the jumping HP part must
                                                    touch the opponent for
                                                    the LK part to come out;
                                                    overheads
Weak Punch To Strong     LP, HP in air            the jumping LP part must
                                                    touch the opponent for
                                                    the HP part to come out;
                                                    overheads


Command Moves
-------------
TOP! Overhead Kick       HP+HK                    overhead
Arcing Heal              LP+LK                    overhead; cancelable into
                                                    specials and supers; low
                                                    dodge; does not low dodge
                                                    ground projectiles however
Rising Elbow             d + LP+LK                cancelable into specials
                                                    and supers
Feint Reppu Ken          d + LP+HP
Feint Shine Knuckle      f + LP+HP  
Axe Kick                 HK close, f + HK         second part is an overhead;
                                                    the close HK must touch
                                                    the opponent for the Axe
                                                    Kick to come out


Special Moves
-------------
Reppu Ken                qcf + LP                 will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Double Reppu Ken         qcf + HP                 start up absorbs other 
                                                    projectiles; the actual 
                                                    released Reppu Ken will 
                                                    collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Hard Edge                qcb + P                  LP=short with 1 hit, HP=long
                                                    with 2 hits; HP only 
                                                    produces 2 hits if first
                                                    part touches the opponent
Crack Counter Jou-Dan    qcf + LK                 high counter attack; will 
                                                    not counter throws or
                                                    projectiles
Crack Counter Ge-Dan     qcf + HK                 low counter attack; will 
                                                    not counter throws or
                                                    projectiles
Rage Run Dunk            qcb + LK                 move must reach opponent
                                                    to execute otherwise Rock 
                                                    simply dashes; overhead;
                                                    low dodge  
Rage Run Shift           qcb + HK                 move must reach opponent
                                                    to execute otherwise Rock 
                                                    simply dashes; move 
                                                    "teleports" to the other
                                                    side of the opponent; 
                                                    a good set up to use the
                                                    Shinkuu Nage
Rising Tackle            Charge d for 2 seconds,  LP=low with 3 hits, HP=high
                           u + P                    with 4 hits 
Shinkuu Nage             360 + HP                 connects close; unblockable
  Brake                  LP+LK                    Shinkuu Nage must connect to
                                                    use the brake; good set up
                                                    to Raging Storm
    Rassetsu             continue to hold LP+LK
                           from previous brake,
                           release to perform


S-Power Supers
--------------
Raging Storm             qcf, qcf + LP            will absorb projectiles
Shine Knuckle            qcf, qcf + LK


P-Power Supers
--------------
Raging Storm             qcf, qcf + HP (hold      will absorb projectiles
                           HP to delay)                          
Shine Knuckle            qcf, qcf + HK            first part must connect (not 
                                                    blocked) with opponent to 
                                                    perform the entire super 
                                                    move
Deadly Rave              hcb, f + LP, LP, LP, LK  dash in must connect (not
                           LK, HP, HP, HK, HK       blocked) to be able to 
                                                    perform the entire 
                                                    maneuver
  Finish                 qcb + HP
 



*******************************************************************************
* 3.2 Kim Dong Hwan                                                           *
*******************************************************************************
Colors
------
LP - Black costume w/ Red trim and Red hair
HP - Yellow costume w/ Brown trim and Blue hair
LK - White costume w/ Blue trim and Red hair
HK - Pink costume w/ Red trim and Blonde hair



Throws
------
Tai Otoshi               f/b + HP close           f and b determine where 
                                                    opponent is thrown
Tai Hineri               f/d + HP close in air


Basic Moves
-----------
Super Jump               d, ub/u/uf
Triangle Jump            jump against wall and
                           then away
Down Tap To Strong       LP, HP in air            the jumping LP part must
                                                    touch the opponent for
                                                    the HP part to come out;
                                                    overheads
Straight Tap To Strong   LK, HP in air            the jumping LK part must
                                                    touch the opponent for
                                                    the HP part to come out;
                                                    overheads
Sky Break                HP close                 2 hits
One Two Tap              HK close                 2 hits


Command Moves
-------------
Ushiro Geri              b + HP in air            crossup
TOP! Kaiten Dong Hwan    HP+HK
Dropping Heal            LP+LK                    overhead; low dodge
Turn Kick                d + LP+LK                cancelable into specials
                                                    and supers
Feint L. Shiden Kyaku    d + LP+HP      
Feint Q. Shiden Kyaku    f + LP+HP
Quick Poke               d + LP                   must be blocked low
 

Special Moves
-------------
Kuu Sa Jin               f, d, df + P             LP=5 hits, HP=6 hits; HP 
                                                    version must touch 
                                                    opponent in order for
                                                    the kick "down" part to
                                                    come out
  Brake                  LP+LK                    good set up to Oresama Hou 
                                                    Ou Kyaku 
Quick Shiden Kyaku       qcf + LK                 must be blocked low
Launch Shiden Kyaku      qcf + HK                 must be blocked low; 
                                                    launches opponent; normals
                                                    will not follow up, but
                                                    specials and supers will;
                                                    good set up for one of his
                                                    S-Power Supers or his 
                                                    Oresama Hou Ou Kyaku 
Raimei Zan               qcb + K                  LK=short, HK=long; overhead;
                                                    low dodge
Ashi Binta               hcb + HP
Hishou Kyaku             d + K in air             LK=slow, HK=fast


S-Power Supers
--------------
Super Dong Hwan Kyaku    qcf, qcf + LP in air     first part must touch 
                                                    opponent to perform
                                                    the entire super move;
                                                    if opponent "makes it"
                                                    to the corner, a Kuu Sa 
                                                    Jin can be a follow up;
                                                    with good timing you can
                                                    link two S-Power Super
                                                    Dong Hwan Kyakus together
Raimei Dan               qcf, qcf + LK            can absorb projectiles, but
                                                    timing is strict; low dodge


P-Power Supers
--------------
Super Dong Hwan Kyaku    qcf, qcf + HP in air    first part must touch 
                                                   opponent to perform
                                                   the entire super move
Raimei Dan               qcf, qcf + HK (hold     the Raimei Zan looking
                            HK to empower)         start up maneuvers are
                                                   overheads; last part can
                                                   absorb projectiles, but
                                                   timing is strict; low 
                                                   dodge; if super is 
                                                   empowered and the entire
                                                   maneuver strikes the
                                                   opponent's guard, it will
                                                   cause a guard crush
Oresama Hou Ou Kyaku     qcf, qcf, qcf + HP      dash in must connect (not 
                                                    blocked) in order to 
                                                    perform the entire super
                                                    move
                 
                                   


*******************************************************************************
* 3.3 Hotaru Futaba                                                           *
*******************************************************************************
Colors
------
LP - Purple-Blue vest w/ White pants and Red hair bow
HP - Black vest w/ Off White pants and Blue hair bow
LK - Purple vest w/ Pink pants and Yellow hair bow
HK - Brown vest w/ Green pants and White hair bow



Throws
------
Ten Rankutou             f/b + HP close           f and b determine where 
                                                    opponent is thrown
Hantentou                any direction except
                           u + HP close in air


Basic Moves
-----------
Palm To Foot             LP, LK in air            the jumping LP part must
                                                    touch the opponent for
                                                    the LK part to come out;
                                                    overheads
Palm To Strong Palm      LP, HP in air            the jumping LP part must
                                                    touch the opponent for
                                                    the HP part to come out;
                                                    overheads


Command Moves
-------------
Koushuu Da               d + LK in air            can follow with another air
                                                    attack; overhead  
Kuuchuu Furi Muki        HP+HK in air             turns Hotaru around in air
TOP! Sen Kai En          HP+HK
Falling Heal             LP+LK                    overhead; low dodge; can 
                                                    cancel into Ren Geki Shou
Needle Kick              d + LP+LK                cancelable into specials
                                                    and supers
Feint Sou Shou Shin      d + LP+HP
Feint Hakki Shou         f + LP+HP


Special Moves
-------------
Hakki Shou               qcf + P                  LP=slow, HP=fast; will 
                                                    collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Sou Shou Shin            qcb + P                  LP=short, HP=long
Ten Shin Shou            f, d, df + K             LK=short and 2 hits, 
                                                    HK=further and 6 hits
Kobi Kyaku               qcb + K                  reflects projectiles; will 
                                                    reflect Butt's Haou 
                                                    Shoukou Ken; will only
                                                    absorb Kain's Himmlische 
                                                    Seele, Himmlischer Atem,
                                                    and Schwarze Lanze; will 
                                                    absorb Hokutomaru's Chou 
                                                    Hissatsu Shuriken, but 
                                                    will reflect the large 
                                                    shuriken at the end; does
                                                    NOT absorb and does NOT 
                                                    reflect Jenet's Buffrass
  Brake                  LP+LK                    good set up to Ten Shou Ran 
                                                    Ki
Ren Geki Shou            qcb + K in air           LK=steeper angle; must touch
                                                    opponent for move to 
                                                    execute
Shin Jou Tai             hcf + HK                 connects close; unblockable


S-Power Supers
--------------
Sou Shou Ten Ren Ge      qcf, qcf + LP
Ten Shou Ran Ki          qcf, qcf + LK            the dive portion must connect
                                                    (not blocked) to perform
                                                    the entire super


P-Power Supers
--------------
Sou Shou Ten Ren Ge      qcf, qcf + HP            the dive at the end is an 
                                                    overhead
Ten Shou Ran Ki          qcf, qcf + HK            the dive portion must connect
                                                    (not blocked) to perform
                                                    the entire super




*******************************************************************************
* 3.4 Khushnood Butt                                                          *
*******************************************************************************
Colors
------
LP - White pants w/ White top
HP - Black pants w/ Black top
LK - Orange pants w/ Orange top
HK - Pink pants w/ Green top



Throw
-----
Kyokugen Zu Tsuki        f/b + HP close           f and b determine where 
                                                    opponent is thrown

Basic Moves
-----------
Kick To Weak Punch       LK, LP in air            the jumping LK part must
                                                    touch the opponent for
                                                    the LP part to come out;
                                                    overheads
Kick To Strong Punch     LK, HP in air            the jumping LK part must
                                                    touch the opponent for
                                                    the HP part to come out;
                                                    overheads
Driving Force            HP close                 2 hits
Fake Roundhouse          HK far, HP 


Command Moves
-------------
TOP! Zanretsuken         HP+HK                    if opponent grazes the top
                                                    part of this move such as
                                                    jumping or falling into
                                                    it, you have time to 
                                                    combo with a Kyokugen Ko 
                                                    Hou
Heal Strike              LP+LK                    overhead; low dodge
Violent Poke             d + LP+LK                cancelable into specials
                                                    and supers
Feint Kyokugen Ko Hou    d + LP+HP
Feint Haou Shoukou Ken   f + LP+HP
Kyokugen Hiji            f + LP                   overhead; can feint the 
                                                    Kyokugen Hiji into a 
                                                    special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Kyokugen Hiji comes
                                                    out


Special Moves
-------------
Kohou Ken                qcf + P                  LP=slow, HP=fast; will 
                                                    collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Kohou                    f, d, df + P             LP=short, HP=further
  Brake                  LP+LK                    good set up to Kyokugen 
                                                    Ko Hou
Hien Shippu Kyaku        qcf + LK                 must touch opponent for move
                                                    to execute; low dodge
Powerful Shippu Kyaku    qcf + HK
Joudan Harai             qcb + LP                 high counter attack; will 
                                                    not counter throws or
                                                    projectiles; can follow
                                                    the counter move with many
                                                    things such as a Kohou 
                                                    Ken, Hien Shippu Kyaku, or
                                                    even a P-Power Haou
                                                    Shoukou Ken
Gedan Harai              qcb + LK                 low counter attack; will 
                                                    not counter throws or
                                                    projectiles; can follow
                                                    the counter move with many
                                                    things such as a Kohou 
                                                    Ken, Hien Shippu Kyaku, or
                                                    even a P-Power Haou
                                                    Shoukou Ken
Ryuu Sen Ken             Charge HP, release       hold HP for: 3 seconds=level
                                                    one, 5 seconds=level two,
                                                    10 seconds=level three, 20
                                                    seconds=level four  
Ko Sen Kyaku             Charge HK, release       hold HK for: 3 seconds=level
                                                    one, 5 seconds=level two,
                                                    10 seconds=level three, 20
                                                    seconds=level four; low 
                                                    dodge


S-Power Supers
--------------
Haou Shoukou Ken         qcf, qcf + LP            will absorb projectiles
Kyokugen Ko Hou          qcf, qcf + LK


P-Power Supers
--------------
Haou Shoukou Ken         qcf, qcf + HP            will absorb projectiles
Kyokugen Ko Hou          qcf, qcf + HK
Ryuuko Ranbu             qcf, qcf, qcf + HP, tap  tap HP: 0-2 times for 
                           HP to empower            thirteen hits, 3-6 for
                                                    nineteen hits (note that
                                                    the seventh hit must be
                                                    blocked low), 7-9 for
                                                    twenty-two hits (note 
                                                    that seventh hit must be
                                                    blocked low), 10+ for 
                                                    twelve hit level four
                                                    super 




*******************************************************************************
* 3.5 Hokutomaru                                                              *
*******************************************************************************
Colors
------
LP - Black costume w/ Red scarf
HP - Brown costume w/ Green scarf
LK - White costume w/ Purple scarf
HK - Orange costume w/ Gray scarf



Throws
------
Hikkaki                  f/b + HP close           f and b determine where 
                                                    opponent is thrown
Nonmen Tsukuri           any direction except
                           u + HP close in air


Basic Moves
-----------
Double Jump              ub/u/uf after initial
                           jump
Elbow To Hammer          LP, HP in air            the jumping LP part must
                                                    touch the opponent for
                                                    the HP part to come out;
                                                    overheads
Elbow To Kick            LP, LK in air            the jumping LP part must
                                                    touch the opponent for
                                                    the LK part to come out;
                                                    overheads
Elbow To Strong Kick     LP, HK in air            the jumping LP part must
                                                    touch the opponent for
                                                    the HK part to come out;
                                                    overheads
Kick To Elbow            LK, LP in air            the jumping LK part must
                                                    touch the opponent for
                                                    the LP part to come out;
                                                    overheads
Kick To Hammer           LK, HP in air            the jumping LK part must
                                                    touch the opponent for
                                                    the HP part to come out;
                                                    overheads
Kick To Strong Kick      LK, HK in air            the jumping LK part must
                                                    touch the opponent for
                                                    the HK part to come out;
                                                    overheads
Hammer To Elbow          HP, LP in air            the jumping HP part must
                                                    touch the opponent for
                                                    the LP part to come out;
                                                    overheads
Hammer To Kick           HP, LK in air            the jumping HP part must
                                                    touch the opponent for
                                                    the LK part to come out;
                                                    overheads
Hammer To Strong Kick    HP, HK in air            the jumping HP part must
                                                    touch the opponent for
                                                    the HK part to come out;
                                                    overheads
Strong Kick To Elbow     u, HK, LP                the jumping HK part must
                                                    touch the opponent for
                                                    the LP part to come out;
                                                    overheads
Strong Kick To Hammer    u, HK, HP                the jumping HK part must
                                                    touch the opponent for
                                                    the HP part to come out;
                                                    overheads
Strong Kick To Weak      u, HK, LK                the jumping HK part must
                                                    touch the opponent for
                                                    the LK part to come out;
                                                    overheads
Wild Swing               HP close                 2 hits
Palm To Swing            LP, HP                   the LP must touch the 
                                                    opponent to produce the
                                                    follow up attacks
  Oh No                  HP                       
Palm To Punt             LP, LK                   the LP must touch the
                                                    opponent to produce the
                                                    follow up
Kick To Roundhouse       LK, HK                   the LK must touch the 
                                                    opponent to produce the 
                                                    follow up attacks
  Oh No                  HP                       


Command Moves
-------------
TOP! Ninpou Bakuen Jump  HP+HK
Double Pound             LP+LK                    both parts are overheads;
                                                    low dodge; cancelable into
                                                    Kuuchuu Shuriken, Air 
                                                    Kyou, or Air Jitsu 
Quick Fist               d + LP+LK                cancelable into specials
                                                    and supers
  Invisible Advance      LK+HP                    can "teleport" past opponent
Feint Shuriken           d + LP+HP
Feint Karakusa Giri      f + LP+HP
Low Palm To Swing        d + LP, d + HP           the d + LP must touch the
                                                    opponent to produce the 
                                                    follow up attacks 
  Yikes                  HP              
Low Palm To Low Kick     d + LP, d + LK           the second part must be 
                                                    blocked low
Kick To Trip             d + LK, d + HK           the d + LK must touch the
                                                    opponent to produce the 
                                                    follow up attacks 
  Yikes                  HP                       if done early enough, you can
                                                    cancel the trip entirely
Kick To Swing            d + LK, d + HP           the d + LK must touch the
                                                    opponent to produce the 
                                                    follow up attacks  
  Yikes                  HP            
Sliding                  df + LK                  must be blocked low
Kuuten Keri              df + HK                  launches opponent; 
                                                    cancelable into 
                                                    Kuuchuu Shuriken, Air 
                                                    Kyou, or Air Jitsu; 
                                                    a good set up to
                                                    Ougi Chou Hissatsu 
                                                    Tatsumaki when opponent 
                                                    is in the corner


Special Moves
-------------
Shuriken                 qcf + LP                 projectile can be knocked 
                                                    away usually with strong
                                                    normals, specials, low 
                                                    dodge overheads, high 
                                                    attacks and so on that
                                                    hit at the right height; 
                                                    will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Triple Shuriken          qcf + HP                 projectile can be knocked 
                                                    away usually with strong
                                                    normals, specials, low 
                                                    dodge overheads, high 
                                                    attacks and so on that
                                                    hit at the right height;
                                                    will collide with other 
                                                    projectiles usually 
                                                    leaving the first one to
                                                    be "destroyed" as the 
                                                    other two continue their
                                                    path
Kuuchuu Shuriken         qcf + P in air           projectile can be knocked 
                                                    away usually with strong
                                                    normals, specials, low 
                                                    dodge overheads, high 
                                                    attacks and so on that
                                                    hit at the right height;
                                                    will collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process; can be done out
                                                    of a backward dash
Karakusa Giri            qcb + P                  LP=short with 1 hit, 
                                                    HP=long with 2 hits
  Dash                   hold P from previous 
                           motion
Kuuha Dan                qcf + K                  LK=short, HK=long
  Brake                  LP+LK                    good set up to Kuuten Keri
                                                    and then to the Ougi Chou 
                                                    Hissatsu Tatsumaki when
                                                    opponent is in the corner
Kyou                     qcb + LK                 teleports above where he
                                                    started
Air Kyou                 qcb + LK in air          teleports where he started;
                                                    can be done out of a
                                                    backward dash
Jitsu                    qcb + HK                 overhead; teleports above
                                                    opponent
Air Jitsu                qcb + HK in air          overhead; teleports above
                                                    opponent; can be done out
                                                    of a backward dash


S-Power Supers
--------------
Chou Hissatsu Shuriken   qcf, qcf + LP            will absorb projectiles
  Shuriken Ender         LP+LK
Ougi Chou Hissatsu Tats. qcf, qcf + LK
 

P-Power Supers
--------------
Chou Hissatsu Shuriken   qcf, qcf + HP            will absorb projectiles
  Shuriken Ender         LP+LK
Ougi Chou Hissatsu Tats. qcf, qcf + HK




*******************************************************************************
* 3.6 Kevin Rian                                                              *
*******************************************************************************
Colors
------
LP - Blue costume w/ Black vest
HP - Red costume w/ Black vest
LK - Orange costume w/ Blue vest
HK - Green costume w/ Green vest



Throw
-----
Poli Throw               f/b + HP close           f and b determine where 
                                                    opponent is thrown


Basic Move
----------
N/A


Command Moves
-------------
TOP! Blast Charge        HP+HK
Stomp                    LP+LK                    overhead; low dodge
Layback Kick             d + LP+LK                cancelable into specials
                                                    and supers
Feint High Punch         d + LP+HP
Feint Hell Rotor         f + LP+HP
Poli Kick                f + LK                   first part must be blocked
                                                    low


Special Moves
-------------
Hell Snipe               f, d, df + P             LP=short, HP=further
Hell Rotor               qcb + LP (hold LP to     hold LP for: 0 seconds=level
                           delay)                   one, 1 second=level two, 2
                                                    seconds=level three
  Abort Abide Mine       HK early         
  Abort Heavy Kick       HK late                  heavy kick attack determined
                                                    by direction being held
  Abort  
  Abort Light Kick       LK+HK                    light kick attack determined
                                                    by direction being held
  Abort Poli Kick        f + LK+HK                first part must be blocked
                                                    low
  Abort Light Punch      LP+HK                    light punch attack determined
                                                    by direction being held; 
                                                    since LPs are a quick, you
                                                    can use a series of Hell
                                                    Rotors and LP cancels to
                                                    build meter quickly
  Abort Heavy Punch      HP+HK                    heavy punch attack determined
                                                    by direction being held
  Abort Blast Charge     HP+HK when in Top meter
  Abort Stomp            LP+LK+HK                 overhead; low dodge
  Abort Layback Kick     d + LP+LK+HK             cancelable into specials
                                                    and supers
Downward Hell Rotor      qcb + HP (hold HP to     hold HP for:0 seconds=level
                           delay)                   one, 1 second=level two, 2
                                                    seconds=level three; 
                                                    overhead
  Abort Abide Mine       HK early
  Abort Heavy Kick       HK late                  heavy kick attack determined
                                                    by direction being held
  Abort 
  Abort Light Kick       LK+HK                    light kick attack determined
                                                    by direction being held
  Abort Poli Kick        f + LK+HK                first part must be blocked
                                                    low
  Abort Light Punch      LP+HK                    light punch attack determined
                                                    by direction being held; 
                                                    since LPs are a quick, you
                                                    can use a series of Hell
                                                    Rotors and LP cancels to
                                                    build meter quickly
  Abort Heavy Punch      HP+HK                    heavy punch attack determined
                                                    by direction being held
  Abort Blast Charge     HP+HK when in Top meter
  Abort Stomp            LP+LK+HK                 overhead; low dodge
  Abort Layback Kick     d + LP+LK+HK             cancelable into specials
                                                    and supers
Hell Trap                qcf + K                  first part must be blocked
                                                    low
  Brake                  LP+LK                    good set up to Gattling 
                                                    Freezer
Creeper                  qcb + LK
  Arm Sweep              LP                       must be blocked low
  Falling Heal           LK                       overhead
  Abort                  HP
Abide Mine               qcb + HK                 can roll past opponent
Hell Arrest              hcf + P                  connects close; unblockable


S-Power Supers
--------------
Lucky Strike             qcf, qcf + LP            launches opponent; normals
                                                    will not follow up, but
                                                    specials and supers will;
                                                    good set up to Gattling 
                                                    Freezer
Gattling Freezer         qcf, qcf + LK            "stuns" opponent for 2 
                                                    seconds if on ground and
                                                    causes opponent to fall 
                                                    slowly if in air


P-Power Supers
--------------
Lucky Strike             qcf, qcf + HP            first part must connect (not 
                                                    blocked) with opponent to 
                                                    perform the entire super 
                                                    move 
Gattling Freezer         qcf, qcf + HK            "stuns" opponent for 2 
                                                    seconds if on ground and
                                                    causes opponent to fall 
                                                    slowly if in air




*******************************************************************************
* 3.7 Freeman                                                                 *
*******************************************************************************
Colors
------
LP - White pants w/ Orange-Red hair
HP - Blue pants w/ White hair
LK - Red pants w/ Blonde hair
HK - Gray pants w/ Red hair



Throw
-----
Gore Fest                f/b + HP close           f and b determine where 
                                                    opponent is thrown


Basic Moves
-----------
Crazy Swipe Kick         HK close                 2 hits
Double Slap              LP a step away, LP       fist LP must connect for
                                                    second LP to come out
Elbow And Slaps          LP close, LP, LP         elbow must connect for
                                                    following LPs to come out


Command Moves
-------------
TOP! Overkill            HP+HK
Jumping Slap             LP+LK                    overhead; low dodge
Quick Sting              d + LP+LK                cancelable into specials
                                                    and supers
Feint Phobia             d + LP+HP                
Feint Full Blast         f + LP+HP 


Special Moves
-------------
Nightmare                qcf + P                  LP=short, HP=long
Phobia                   f, d, df + LP
Double Phobia            f, d, df + HP
V.O.D.                   qcb + P                  LP=short, HP=long
  Low Slice              qcb + LP                 must be blocked low
  Down Slice             qcb + HP    
    Straight Slice       qcb + LP
    Upward Slice         qcb + HP
Crow                     qcb + K                  LK=short, HK=long; both 
                                                    parts are overheads
Morbid Angel             hcf + K                  LK=short, HK=long; connects
                                                    on standing opponents 
                                                    (although getting this to
                                                    connect is tricky); 
                                                    unblockable
  Brake                  LP+LK                    Morbid Angel must connect to
                                                    use the break


S-Power Supers
--------------
Full Blast               qcf, qcf + LP (hold LP   will absorb projectiles
                           to delay)                          
Creeping Death           qcf, qcf + LK            high and low counter attack;
                                                    will not counter throws or
                                                    projectiles; if you connect
                                                    this while the opponent is
                                                    in the corner, you will
                                                    be able to hit them with
                                                    a low attack (d + HP,
                                                    d + HK, etc) directly after
                                                    the super


P-Power Supers
--------------
Full Blast               qcf, qcf + HP (hold HP   will absorb projectiles
                           to delay)                           
Creeping Death           qcf, qcf + HK            high and low counter attack;
                                                    will not counter throws or
                                                    projectiles




*******************************************************************************
* 3.8 Tizoc                                                                   *
*******************************************************************************
Colors
------
LP - Red costume w/ Yellow trim
HP - Green costume w/ White trim
LK - Blue costume w/ Yellow trim
HK - Gray costume w/ Red trim



Throws
------
Griffon Tower            f/b + HP close           f and b determine where 
                                                    opponent is thrown
  Griffon Fall           df, df + HP
Griffon Hug              f/b + HK close           f and b determine where 
                                                    opponent is thrown


Basic Move
----------
N/A


Command Moves
-------------
TOP! Gridro Super Kick   HP+HK                    low dodge
Wrestling Boot           LP+LK                    overhead; low dodge; 
                                                    cancelable into Active Crash
Forward Peck             d + LP+LK                
Feint Daedalus Attack    d + LP+HP 
Feint Move In            f + LP+HP                use this to buffer in 360s;
                                                    has some high invincibility


Special Moves
-------------
Active Tupon             f, d, df + P             LP=short, HP=long; 
                                                    unblockable
Poseidon Wave            b, d, db + LP            if you hit a standing
                                                    opponent with this, they
                                                    will hit the ground on
                                                    their stomach, thus they
                                                    are able to be followed up
                                                    with a low attack (d + HK,
                                                    d + LK, ect); since the
                                                    Poseidon Wave hits the
                                                    opponent pretty far back,
                                                    the follow up will only
                                                    work if they are near the
                                                    corner
Dash Back Poseidon Wave  b, d, db + HP            if you hit a standing
                                                    opponent with this, they
                                                    will hit the ground on
                                                    their stomach, thus they
                                                    are able to be followed up
                                                    with a low attack (d + HK,
                                                    d + LK, ect); since the
                                                    Dash Poseidon Wave hits the
                                                    opponent pretty far back,
                                                    the follow up will only
                                                    work if they are near the
                                                    corner
  Brake                  LP+LK
Olympus Over             qcb + LK                 overhead
Dash Back Olympus Over   qcb + HK                 overhead
  Brake                  LP+LK
Justice Hurricane        360 + P                  LP=weak, HP=strong; connects
                                                    close; unblockable
Active Crash             qcf + LP in air          connects close in air; 
                                                    unblockable
Hercule's Throw          hcf + LK                 connects close; unblockable;
                                                    bounces opponent off wall;
                                                    normals will not follow up, 
                                                    but specials and supers 
                                                    will (excluding ground 
                                                    grabs); can use Daedalus 
                                                    Attack as follow up or
                                                    you can even jump in and
                                                    perform an Active Crash
                                                    

S-Power Supers
--------------
Big Fall Griffon         720 + LP                  connects close; unblockable
Daedalus Attack          qcf, qcf + HK             downward clotheslines are 
                                                     overheads

P-Power Supers
--------------
Big Fall Griffon         720 + HP                  connects close; unblockable
Daedalus Attack          qcf, qcf + HK             downward clotheslines are 
                                                     overheads




*******************************************************************************
* 3.9 Bonne Jenet                                                             *
*******************************************************************************
Colors
------
LP - Purple costume
HP - Black costume
LK - Blue costume 
HK - Red costume



Throws
------
Bye-Bye Boo              f/b + HP close           f and b determine where 
                                                    opponent is thrown
Falling Crush            any direction except
                           u + HP close in air


Basic Moves
-----------
Super Jump               d, ub/u/uf
Kick To Palm             u, HK, LP                the jumping HK part must
                                                    touch the opponent for
                                                    the LP part to come out;
                                                    overheads
High Heel                HK close                 2 hits
Quick Triple Slap        LP close, LP, LP 
Double Slap              HP a step away, HP       first HP must touch for
                                                    second HP to come out


Command Moves
-------------
TOP! Rolling Thunder     HP+HK                    first part must connect (not 
                                                    blocked) to perform entire
                                                    move
Falling Elbow            LP+LK                    overhead; low dodge; 
                                                    cancelable into Harrier
                                                    Bee Dive
Rising Kick              d + LP+LK                cancelable into specials
                                                    and supers
Feint Aurora             d + LP+HP 
Feint Many Many Torped.  f + LP+HP 


Special Moves
-------------
Buffrass                 qcf + P                  LP=almost stationary, 
                                                    HP=long; will collide 
                                                    with other projectiles as 
                                                    both will be "destroyed" 
                                                    in the process; note that
                                                    there is a small window of
                                                    time before the execution
                                                    of this move and after it
                                                    travels where other
                                                    projectiles can sneak 
                                                    through
Crazy Ivan               qcb + P                  LP=stationary, HP=long
The Hind                 qcf + K                  LK=short and 3 hits, HK=long
                                                    and 5 hits; has a low 
                                                    dodge when she hops 
                                                    forward
  Brake                  LP+LK                    good set up to Aurora
Gulf Tomahawk            qcb + K                  LK=short, HK=long; overhead
Harrier Bee Dive         d + K in air             LK=steeper dive; follow ups
                                                    must use the same kick
                                                    that you started the
                                                    Harrier Bee Dive with; can
                                                    be done out of a backward
                                                    dash
  Harrier Bee Sting      K
    Follow Up Kick       K
      Follow Up Kick     K
         Finish          K  


S-Power Supers
--------------
Many Many Torpedoes      qcf, qcf + LP
Aurora                   qcf, qcf + LK            first part must connect (not 
                                                    blocked) with opponent to 
                                                    perform the entire super 
                                                    move 


P-Power Supers
--------------
Many Many Torpedoes      qcf, qcf + HP
Aurora                   qcf, qcf + HK            first part must connect (not 
                                                    blocked) with opponent to 
                                                    perform the entire super 
                                                    move 
Ab Oi Mademoiselle       LP, LK, HP during        
                           Just Defend




*******************************************************************************
* 3.10 Gato                                                                   *
*******************************************************************************
Colors
------
LP - Green pants w/ Orange-Yellow top
HP - Blue pants w/ White top
LK - Black pants w/ Black top
HK - Brown pants w/ Green top



Throws
------
Daien Shin               f/b + HP close           f and b determine where 
                                                    opponent is thrown
Dan Zetsu Dai            f/b + HK close           f and b determine where 
                                                    opponent is thrown


Basic Moves
-----------
Kick To Straight Punch   LK, LP in air            the jumping LK part must
                                                    touch the opponent for
                                                    the LP part to come out;
                                                    overheads
Standing Split           HK close                 2 hits
Fake Double Palm         HP far, HK
Fake High Kick           HK far, HP


Command Moves
-------------
Kuuchuu Furi Muki        HP+HK in air             turns Gato around in air
TOP! Mouko Kou Hazan     HP+HK
Double Kick              LP+LK                    will beat out low attacks,
                                                    however it is NOT an
                                                    overhead and you can't
                                                    dodge ground fireballs
Shoulder Strike          d + LP+LK                cancelable into specials
                                                    and supers
Feint Rai Ga             d + LP+HP
Feint Shin Ga            f + LP+HP
Sai Gaku                 f + LP                   overhead; can feint the 
                                                    Sai Gaku into a 
                                                    special/super which is
                                                    done by performing a 
                                                    special/super just before
                                                    the Sai Gaku comes out
Muran Geri               f + LK                   low dodge


Special Moves
-------------
Shin Ga                  qcf + P                  LP=short, HP=long
  Tsuika Kougeki         f, f, + P                follow up must use same P
                                                    you started with
Houzan Sai Heki Ga       Charge d for 2 seconds,  high counter attack; will 
                           u + HP                   not counter throws or
                                                    projectiles 
Rai Ga                   f, d, df + K             LK=short with 5 hits, 
                                                    HK=further with 6 hits; HK
                                                    version has a kick "down"
                                                    maneuver
  Brake                  LP+LK                    good set up to Zero Kiba 
Fuu Ga                   qcb + K                  LK=short jump, HK=long jump
  Kou Ga                 LP                       absorbs projectiles
  Kyuu Ga                HP                       overhead
  Sen Ga                 LK                       launches opponent; normals
                                                    will not follow up, but
                                                    specials and supers will;
                                                    good set up for Zero Kiba
  Katsu Ga               HK                       must be blocked low


S-Power Supers
--------------
Zero Kiba                qcf, qcf + LP            punch must connect (not 
                                                    blocked) in order to 
                                                    perform the entire super
                                                    move
Tatsu Kiba               qcf, qcf + LK


P-Power Supers
--------------
Zero Kiba                qcf, qcf + HP            punch must connect (not 
                                                    blocked) in order to 
                                                    perform the entire super
                                                    move
Tatsu Kiba               qcf, qcf + HK
Ten Ryuu Retsu Kiba      f, d, df + LP+LK         fist part must touch 
                                                    opponent for follow up
                                                    and finish to be possible;
                                                    super can decrease 
                                                    opponent's guard stamina
                                                    by a significant amount
  Follow Up              f, d, df + LP+LK
    Finish               f, d, df + LP+LK
                          



*******************************************************************************
* 3.11 Kim Jae Hoon                                                           *
*******************************************************************************
Colors
------
LP - White costume w/ Green trim and Blue hair
HP - Yellow costume w/ Brown trim and Brown hair
LK - Red costume w/ Green trim and Blue hair
HK - Black costume w/ Yellow trim and Purple hair



Throw
-----
Tai Otoshi               f/b + HP close           f and b determine where 
                                                    opponent is thrown


Basic Moves
-----------
Down Tap To Strong       LP, HP in air            the jumping LP part must
                                                    touch the opponent for
                                                    the HP part to come out;
                                                    overheads
Straight Tap To Kick     LK, HK in air            the jumping LK part must
                                                    touch the opponent for
                                                    the HP part to come out;
                                                    overheads
Sky Break                HP close                 2 hits
One Two Tap              HK close                 2 hits


Command Moves
-------------
TOP! Neri Chagi          HP+HK                    overhead
Dropping Heal            LP+LK                    overhead; low dodge
Turn Kick                d + LP+LK                cancelable into specials
                                                    and supers 
Feint Hou'ou Kyaku       d + LP+HP
Feint Shakka Shuu        f + LP+HP
Shou Kyaku Hou           Back Dash, LK            cancelable into specials
                                                    and supers; move itself 
                                                    launches opponent and is 
                                                    good set up to Hou'ou 
                                                    Kyaku  
Quick Poke               d + LP                   must be blocked low


Special Moves
-------------
Shakka Shuu              qcf + P (hold P to      LP=short with ability to 
                           delay in a high          hold stance for a short 
                           autoguard stance)        amount of time, HP=long 
                                                    with the ability to hold
                                                    stance for a long time
Ryuusei Kyaku            qcf + K                  LK=short, HK=long; first 
                                                    part must be blocked low
Hangetsu Zan             qcb + K                  LK=short, HK=long
Hien Zan                 Charge d for 2 seconds,  LK=low, HK=high
                           u + K
  Tenchuu Zan            d + HK                   only works with HK version
                                                    of the Hien Zan
  Brake                  LP+LK                    good set up to Hou'ou Kyaku
Hishou Kyaku             d + K in air             LK=slow, HK=fast; must touch
                                                    opponent for move to 
                                                    execute
  Hassei Waza Trip       df + K                   must be blocked low; follow 
                                                    up must use same K you 
                                                    started with
  Hassei Waza Ov.        qcb + K                  overhead; follow up must use
                                                    same K you started with


S-Power Supers
--------------
Houyoku Ten Shou Kyaku   qcf, qcf + LP            first part is an overhead;
                                                    good set up to Hou'ou 
                                                    Kyaku; low dodge
Hou'ou Kyaku             qcf, qcf + LK            dash in must connect (not 
                                                    blocked) in order to 
                                                    perform the entire super
                                                    move


P-Power Supers
--------------
Houyoku Ten Shou Kyaku   qcf, qcf + HP (hold HP   first part is an overhead; 
                          to charge a flame         flame kick portion will 
                          kick and release at       only work if super 
                          the right time to hit     connects (not blocked);
                          falling opponent)         low dodge
Hou'ou Kyaku             qcf, qcf + HK            dash in must connect (not 
                                                    blocked) in order to 
                                                    perform the entire super
                                                    move




*******************************************************************************
* 3.12 Terry Bogard                                                           *
*******************************************************************************
Colors
------
LP - Blue jeans w/ Brown jacket
HP - Brown jeans w/ Black jacket
LK - Blue jeans w/ Green jacket
HK - Blue-Green jeans w/ Red jacket



Throw
-----
Buster Throw             f/b + HP close           f and b determine where 
                                                    opponent is thrown


Basic Move
----------
High Roundhouse          HK close                 2 hits


Command Moves
-------------
TOP! Max Dunk            HP+HK                    first part must connect (not 
                                                    blocked) to perform entire
                                                    move
Hop Kick                 LP+LK                    overhead; low dodge
Uppercut                 d + LP+LK                cancelable into specials
                                                    and supers 
Feint Long Burn Knuckle  d + LP+HP          
Feint Short Burn Knuckle f + LP+HP 
Double Gut Punch         HP close, f + HP         the close HP must touch
                                                    the opponent for the
                                                    second Gut Punch to come
                                                    out


Special Moves
-------------
Power Wave               qcf + P                  LP=slow, HP=fast; will 
                                                    collide with other 
                                                    projectiles as both 
                                                    will be "destroyed" 
                                                    in the process
Burn Knuckle             qcb + P                  LP=short, HP=long
Power Charge             f, f + P
  Part Two               f, f + P                 follow up must use same P
                                                    you started with
    Finish               f, f + P                 follow up must use same P
                                                    you started with
Power Dunk               f, d, df + K             LK=short, HK=further; last
                                                    part is an overhead
  Brake                  LP+LK                    good set up to Buster Wolf 
Crack Shoot              qcb + K                  LK=short, HK=far; overhead


S-Power Supers
--------------
Power Geyser             qcf, qcf + LP            will absorb projectiles
Buster Wolf              qcf, qcf + LK            first part must touch 
                                                    opponent to perform
                                                    the entire super move


P-Power Supers
--------------
Power Geyser             qcf, qcf + HP            will absorb projectiles
Buster Wolf              qcf, qcf + HK            first part must touch 
                                                    opponent to perform
                                                    the entire super move



```````````````````````````````````````````````````````````````````````````````


*******************************************************************************
* 3.13 Grant                                                                  *
*******************************************************************************
Colors
------
LP - Red costume w/ White hair
HP - Orange costume w/ White hair
LK - Blue costume w/ Blonde hair
HK - Black costume w/ Red hair



Throw
-----
Ankoku Otoshi            f/b + HP close           f and b determine where 
                                                    opponent is thrown


Basic Move
----------
Step High Kick           HK far                   knocks opponent down


Command Moves
-------------
TOP! Majin Gan           HP+HK                    first part must touch 
                                                    opponent to perform
                                                    the entire move
Jumping Foot Swipe       LP+LK                    overhead; low dodge; 
                                                    cancelable into Messhou
                                                    Hisetsu
Elbow And Punch          d + LP+LK                cancelable into specials
                                                    and supers however you
                                                    must do it before the
                                                    punch portion of the move
                                                    comes out
Feint Majin Haten Dan    d + LP+HP 
Feint Kokuen Ryuu        f + LP+HP
Reach Punch              d + HP                   2 hits
Ma Heki                  df + HP


Special Moves
-------------
Kyou Chou Jin            f, d, df + LP            LP=low, HP=very high with
                                                    a ground pound; HP 
                                                    version's ground pound
                                                    must be blocked low
  Messhou Hisetsu        d + K                    LK=steeper dive; overhead
  Brake                  LP+LK                    good set up to Majin Haten 
                                                    Dan 
  Brake And Whiff        LP+LK very early         Grant will stop the move with
                                                    his hand out, but will not
                                                    strike his opponent
Kokuen Ryuu              qcb + P                  LP=stationary, HP=long; 
                                                    absorbs projectiles
Gou Retsu Shou           f, b, f + P              LP=short, HP=long; first 
                                                    part is an overhead; 
                                                    launches opponent; 
                                                    normals will not follow 
                                                    up, but specials and 
                                                    supers will; good set up
                                                    for Majin Haten Dan or a
                                                    quick Ma Heki and then a 
                                                    Majin Haten Dan; use this
                                                    on the opponent when they
                                                    are in the corner and 
                                                    land three Ma Hekis, 
                                                    then a Majin Haten Dan
Gou Dangai               qcf + K                  LK=short, HK=long
Messhou Hisetsu          d + K in air             LK=steeper angle; overhead


S-Power Supers
--------------
Majin Haten Dan          qcf, qcf + LP
Majin Engetsu Rin        qcf, qcf + LK            super must connect (not 
                                                    blocked) in order to 
                                                    perform the entire
                                                    maneuver


P-Power Supers
--------------
Majin Haten Dan          qcf, qcf + HP
Majin Engetsu Rin        qcf, qcf + HK            super must connect (not 
                                                    blocked) in order to 
                                                    perform the entire
                                                    maneuver




*******************************************************************************
* 3.14 Kain Heinlein                                                          *
*******************************************************************************
Colors
------
LP - White costume w/ Blue-Purple trim
HP - Red costume w/ Brown trim
LK - White costume w/ Brown trim
HK - Red costume w/ Black trim



Throw
-----
Schwarze Mond            f/b + HP close           f and b determine where 
                                                    opponent is thrown; can be
                                                    linked to things in 
                                                    corner, especially the 
                                                    Schwarze Lanze


Basic Moves
-----------
Kick To Weak Punch       u, HK, LP                the jumping HK part must
                                                    touch the opponent for
                                                    the LP part to come out;
                                                    overheads
Uppercut                 HP far                   2 hits
Energy Punt              HK                       3 hits


Command Moves
-------------
TOP! Schwarzer Stob      HP+HK
Front Flip               LP+LK                    overhead; low dodge
Backfist                 d + LP+LK                cancelable into specials
                                                    and supers
  Uppercut               HP                       good set up to Himmlischer 
                                                    Atem; Backfist must touch
                                                    opponent for this follow
                                                    up to come out
Feint Himmlischer Atem   d + LP+HP 
Feint Schwarze Pan. F.   f + LP+HP


Special Moves
-------------
Schwarze Flamme Low      Charge b for 2 seconds,  low dodge; will collide
                           f + LP                   with other projectiles 
                                                    as both will be 
                                                    "destroyed" in the 
                                                    process
Schwarze Flamme High     Charge b for 2 seconds,  low dodge; will collide
                           f + HP                   with other projectiles 
                                                    as both will be 
                                                    "destroyed" in the 
                                                    process
Schwarze Panzer          Charge b for 2 seconds,
                           f + LK
Schwarze Panzer Force    Charge b for 2 seconds,
                           f + HK
  Brake                  LP+LK
Schwarze Lanze           Charge d for 2 seconds,  LK=short and small 
                           u + K                    projectile, HK=long and 
                                                    wider projectile; will 
                                                    collide with other 
                                                    projectiles as both will
                                                    be "destroyed" in the 
                                                    process
  Brake                  LP+LK                    good set up to Himmlische 
                                                    Seele    


S-Power Supers
--------------
Himmlischer Atem         qcf, qcf + LP            absorbs projectiles
Himmlische Seele         qcf, qcf + LK            Kain can move and attack
                                                    after projectile is 
                                                    thrown; absorbs 
                                                    projectiles


P-Power Supers
--------------
Himmlischer Atem         qcf, qcf + HP            absorbs projectiles
Himmlische Seele         qcf, qcf + HK            Kain can move and attack
                                                    after projectile is 
                                                    thrown; absorbs 
                                                    projectiles




===============================================================================
4. Misc. And Easter Eggs
===============================================================================

*************
* 4.1 Codes *
*************

Random Select - Hold start at the select screen (Arcade mode only).
Play as Grant - At Dong hold start, and press u, u, d, d, u, d (Arcade mode 
                only).
Play as Grant - Press left past Rock (Console mode only).
Play as Kain - At Jae hold start, and press d, d, u, u, d, u (Arcade mode only).
Play as Kain - Press right past Terry (Console mode only).
To Fight Kain - Have a fighting level average of at least AAA.
Survival Mode - Hold LP+HP+LK+HP when pressing start to play (Arcade mode only).
 


************************
* 4.2 Versus Handicaps *
************************

--This is only available in Console Mode--

10 wins = opponent has raz power (this means they can charge their super meter
            by taunting)
20 wins = opponent starts out with a full super meter each round
30 wins = opponent's super meter charges much faster
40 wins = opponent's super meter fills automatically
50 wins = opponent's lifebar is entirely Top Meter



***********************
* 4.3 Stage Movements *
***********************

--Taunting during a match causes something in the stage to "move"--


Live House "Old Line" (Rock's Stage)
````````````````````````````````````
All Rounds: Red car on left has it's lights blink and people outside on 
            the balcony cheer.


Oriental Casino "Woo" (Dong's Stage)
````````````````````````````````````
All Rounds: Spectators in front cheer.


Philanthropy Belfry (Hotaru's Stage)
````````````````````````````````````
1st And 2nd Round: The large bells will ring.
3rd Round: Bats will fly out of the large bells.


Sarah Forest (Butt's Stage)
```````````````````````````
1st Round: The wolves howl and the eagle flaps it's wings while the bear on 
           the left stands.  Porcupine in the left corner also cheers.
2nd And 3rd Rounds: Bear on the left throws a bowl up in the air and gets it 
                    in the face.  The wolves howl, the eagle flaps it's wings,
                    and the squirrels on fallen weight jitter.  The porcupine 
                    in left corner also cheers.


5th Ave And 2nd St. (Hokutomaru's Stage)
````````````````````````````````````````
1st Round: The cop in center points toward the screen.  The man in the suit 
           and the cop next to him pause and then point toward the screen.  
           The guy with the microphone pauses and looks at the screen. The 
           rest of the people in the stage generally move faster.
2nd Round: The cop in the center pulls his victim up in a full nelson.  In the
           right corner a cop and lady pause and look at screen.  In the
           center there is a person in red inside the green car.  He/she 
           cheers you on.  The rest of the people generally move faster.
3rd Round: The cop sitting on the hood of the red car wipes his face. The 
           rest of the people generally move faster.
            

S.S.P. Maneuver Field (Kevin's Stage)
`````````````````````````````````````
1st Round: The men in purple on the right cheer, while the guy in left corner
           cheers as well.
2nd And 3rd Rounds: Nothing (?)


Slam "Free Field" (Freeman's Stage)
```````````````````````````````````
All Rounds: Nothing (?)


Universal Arena (Tizoc's Stage)
-------------------------------
All Rounds: The screen in the back will show the audience cheering or booing.


Blue Wave Harbour (Jenet's Stage)
`````````````````````````````````
1st Round: The pirates in right corner cheer and the girl in the center goes 
           crazy on the guy that has her leg.
2nd Round: The pirates in right corner cheer and the pirates in the center get
           scared.
3rd Round: The pirates in right corner, center, and the one in the left corner
           cheer.


Barbaroi Falls (Gato's Stage)
`````````````````````````````
1st Round: Nothing (?)
2nd Round: Nothing (?)
3rd Round: Nothing (?)


Yok Chong Market (Jae's Stage)
``````````````````````````````
Dong Or Jae Must Be In The Match - If Dong brags his group will cheer for him. 
                                   If Jae brags his group will cheer.


Freight Express (Terry's Stage)
```````````````````````````````
Round 1: Nothing (?)
Round 2: The traveler's in back cheer.
Round 3: Nothing (?)


Dark Palace Basement (Grant's Stage)
````````````````````````````````````
All Rounds: The flames flare.


Dark Palace Donjon (Kain's Stage)
`````````````````````````````````
All Rounds: A gust of leaves blow by.


Kevin In Story Mode
```````````````````
Marky takes off his helmet and spins it on his hand.



**********************
* 4.4 Special Intros *
**********************

-Rock vs Terry
-Rock vs Kain
-Dong vs Jae
-Hotaru vs Gato
-Hotaru at the Philanthropy Belfry stage
-Hokutomaru vs Jenet/Grant/Kain
-Hokutomaru at the 5th Ave And 2nd St. stage
-Kevin in Story Mode
-Freeman at the Slam "Free Field" stage
-Tizoc vs Grant
-Tizoc vs Kain
-Jenet vs Grant/Kain
-Jae vs Freeman/Gato/Grant/Kain
-Grant vs Kain
-vs Grant in Story Mode


*****************************
* 4.5 Special Win Victories *
*****************************

Rock
````
-Finish match with Top Attack or Shine Knuckle
-Finish match with Raging Storm

Dong
````
-Win match with any of his supers

Hotaru
``````
-Win match against Gato
-Win match with any of her supers or her Top Attack

Butt
````
None

Hokutomaru
``````````
-Win match with any of his supers

Kevin
`````
-Win match with Kevin in Story Mode

Freeman
```````
-Win match with any of his supers

Tizoc
`````
None

Jenet
`````
-Win match with any of her supers

Gato
````
-Win a match against Hotaru

Jae
```
-Win match with any of his supers, his Top Attack, or any special moves

Terry
`````
-Win a match against Rock

Grant
`````
-Win a match against Kain

Kain
````
-Win a match against Rock
-Win a match against Terry


*************
* 4.6 Other *
*************

-The big guy in Jenet's pirate crew is Lao (the guy getting beat up in the
 Real Bout 2 intro by Rick and Xiang Fe)
-Cheng looks to be cheering you on in Dong's stage
-Hokutomaru's stage has the follow things
        
       + Kaede and Moriya from the Last Blade series are in the middle
       + Picture of Mai and Andy holding hands on the building in the back
       + Picture of Alfred under the Mai and Andy sign 
       + Real Bout 2 advertisement at the very left corner
       + Just right of the theatre located on the left side of the stage is 
         another Real Bout advertisement
       + During the third round, who looks to be Ryo, is scratching his head
         in the far right corner
 


===============================================================================
5. Conclusion
===============================================================================

5.1  What's Missing/Needed
-Cleanup and corrections
-If you have anything to add, any corrections I need to make, please email me
at billy_kane_32@hotmail.com.  Credit will be given for your contribution.

5.2  Credits
-SNK
-Gamefaqs
-And me for writing this faq