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    FAQ/Move List by Goh_Billy

    Version: 7.4 | Updated: 03/05/08 | Printable Version | Search This Guide

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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