hide results

    FAQ/Move List by JKuroki

    Version: 5.0 | Updated: 04/02/00 | Printable Version | Search Guide | Bookmark Guide

    Garou -Mark of the Wolves- -- FAQ v5.0
    For the MVS arcade system and Neo Geo home systems
    by James Kuroki (orochi@ix.netcom.com)
    
    Last update:  4/2/00
    
    Unpublished work copyright 1999-2000 James Kuroki
    
    This is a document intended for free use.  It may be reproduced, so long 
    that this disclaimer or the above copyright is not removed, or modified 
    in any way.  This must also be free, and cannot be used to make a profit.  
    This FAQ may not be used for promotional purposes, which include (but 
    not limited to) prizes at tournaments, or magazine articles.  Do not 
    plagarize, as that is a sign of disrespect, and just plain stupid.
    
    If you are going to post this FAQ on your web page, email me, 
    James Kuroki (orochi@ix.netcom.com) first, OK?
    
    Garou and all the charcters are copyrights of SNK of 
    Japan and America.
    
    
    -------------------------------------------------------------------------
    Latest versions of this FAQ can be found at:
    -------------------------------------------------------------------------
    
    Gamefaqs                                                 www.gamefaqs.com
    About.com Guide to Video Game Strategies           vgstrategies.about.com
    Under the Neo Geo Moon                      welcome.to/undertheneogeomoon
    King Of Fighters Millennium                      welcome.to/kofmillennium
    Cheat Heaven                                             Cheat-Heaven.com
    Kazuya                                              www.emuhp.com/kazuya/
    Garou - Mark of the Wolves Studio              chrisgado.free.fr/home.htm
    
    
    =================
    TABLE OF CONTENTS
    =================
    
    1)   HOW TO PLAY
                 -FAQ Notations
                 -Life and Power
                 -New Game Features
    2)   PROFILES AND STORIES
                 -Rock Howard
                 -Terry Bogard
                 -Kim Dong Hwan
                 -Kim Jae Hoon
                 -Hotaru Futaba
                 -Gato
                 -Bonne Jenet
                 -Marco Rodriguez
                 -Hokutomaru
                 -Freeman
                 -The Griffon Mask
                 -Kevin Rian
                 -Grant
                 -Kain R. Heinlein
    3)   MOVE LIST
                 -Rock Howard
                 -Terry Bogard
                 -Kim Dong Hwan
                 -Kim Jae Hoon
                 -Hotaru Futaba
                 -Gato
                 -Bonne Jenet
                 -Marco Rodriguez
                 -Hokutomaru
                 -Freeman
                 -The Griffon Mask
                 -Kevin Rian
                 -Grant
                 -Kain R. Heinlein
    4)   MOVE ANALYSIS
                 -Rock Howard
                 -Terry Bogard
                 -Kim Dong Hwan
                 -Kim Jae Hoon
                 -Hotaru Futaba
                 -Gato
                 -Bonne Jenet
                 -Marco Rodriguez
                 -Hokutomaru
                 -Freeman
                 -The Griffon Mask
                 -Kevin Rian
                 -Grant
                 -Kain R. Heinlein
    5)   TAUNTS, POSES, AND PHRASES
                 -Rock Howard
                 -Terry Bogard
                 -Kim Dong Hwan
                 -Kim Jae Hoon
                 -Hotaru Futaba
                 -Gato
                 -Bonne Jenet
                 -Marco Rodriguez
                 -Hokutomaru
                 -Freeman
                 -The Griffon Mask
                 -Kevin Rian
                 -Grant
                 -Kain R. Heinlein
    6)   COMBINATION ATTACKS AND COMBOS
                 -Rock Howard
                 -Terry Bogard
                 -Kim Dong Hwan
                 -Kim Jae Hoon
                 -Hotaru Futaba
                 -Gato
                 -Bonne Jenet
                 -Marco Rodriguez
                 -Hokutomaru
                 -Freeman
                 -The Griffon Mask
                 -Kevin Rian
                 -Grant
                 -Kain R. Heinlein
    7)   SECRETS
    8)   MISCELLANEOUS
    9)   AUTHOR'S COMMENTS
    10)  SPECIAL THANKS
    11)  REVISION HISTORY
    
    
    NOTE:  The official name of the game is "Garou: -Mark of the Wolves-" in
    both Japan and the US.  It is not longer Fatal Fury.
    
    =========================================================================
    1.  HOW TO PLAY
    =========================================================================
    
    ---Joystick Layout-------------------------------------------------------
    
       ub   u   uf    Jump Backward         Jump Up      Jump Forward
         \  |  /        (up-back)             (up)         (up-forward)
       b -- n -- f    Walk Back / Block       Neutral    Walk Forward
         /  |  \        (back)                             (forward)
       db   d   df    Crouch Block          Crouch       Crouch
                        (down-back)           (down)       (down forward)
    
    ---Button Layout---------------------------------------------------------
                            
          B  C  D                   Weak Kick    Strong Punch    Strong Kick
       A              Weak Punch
    
    -------------------------------------------------------------------------
    
    ---Other Commands--------------------------------------------------------
    
    AB                              -  low dodge attack
    d + AB                          -  high dodge attack
    during T. O. P. mode, CD        -  T. O. P. Attack
    f, f                            -  dash (front step for some characters)
    b, b                            -  back dash
    tap u quickly                   -  small jump 
    when close, f or b + C          -  throw
    right when grabbed, f or b + C  -  Throw Escape
    A, right before down            -  Down Evade - forward (small)
    B, right before down            -  Down Evade - back (small)
    C, right before down            -  Down Evade - forward (big)
    D, right before down            -  Down Evade - back (big)
    f + AC or d + AC                -  Feint Move
    Start Button                    -  Taunt
    
    
    ---Move Notations--------------------------------------------------------
    
       qcf    :  Roll the joystick from d to f  (d,df,f)
       qcb    :  Roll the joystick from d to b  (d,db,b)
       hcf    :  Roll the joystick from b to d to f  (b,db,d,df,f)
       hcb    :  Roll the joystick from f to d to b  (f,df,d,db,b)
       charge :  hold listed direction for 2 or more seconds
       360    :  Roll the joystick in a circle, either way
       720    :  Roll the joystick in a circle twice, either way
       (air)  :  move is possible in air
       (BR)   :  move is a Brake Move, and is cancellable with AB
    
    
    -------------------------------------------------------------------------
    Life Guage and Power Meter
    -------------------------------------------------------------------------
    
    Your life guage is located at the top of your screen, and displays the 
    amount of damage you can take.  Each hit you take will decrease the 
    guage, and when it is empty, you lose the round.  You play best of 3
    rounds with your opponent, and the winner moves on to the next match.
    
    Unlike the Real Bout series, you no longer have two bars, one 
    overlapping the other.  Once one bar is depleted, you lose.
    
    The power meter is located at the bottom of the screen.  The bar can 
    charge up twice, once for the S. Power (Supers) and twice for the P. 
    Power (Potentials).  There are no Break Shots (B. Power) in this game.
    
    Supers and Hidden Powers have been simplified.  Every character has 2
    Supers and 2 Potentials.  It is qcf, qcf + A for Super number 1 and 
    qcf, qcf + B or Super number 2, and qcf, qcf + C for Potential number
    1, and qcf, qcf + D for Potential number 2.  This goes with all
    characters, except for The Griffon, where the buttons are the same but 
    his motion is a 720.  Also the Potentials now seem to be just 
    powered-up versions of the Supers (like the MAX Supers of KOF).  There 
    are some Hidden supers with certain characters.
    
    -------------------------------------------------------------------------
    Guard Crush
    -------------------------------------------------------------------------
    
    If you guard too often, your body will turn red, indicating that your
    Guard Crush meter is almost to its critical point.  Another heavy hit,
    and you will be wide open for a big combo.  To prevent this, use the
    Just Defense system explained below.
    
    
    -------------------------------------------------------------------------
    Feint Moves
    -------------------------------------------------------------------------
    
    As with previous installments of the Garou Densetsu series, each
    character has two feint moves.  Do them by pressing either d + AC or
    f + AC.  You can not only use this to fake the opponent out, but you 
    can use the moves to combo.
    
    For example, Dong Hwan has nothing to connect after a Close C.  But if
    you press Close C --> feint move --> A, it actually combos.
    
    Feint moves seem useless enough, but in fact are a very important factor
    to mastering the game.
    
    
    -------------------------------------------------------------------------
    T. O. P. System
    -------------------------------------------------------------------------
    
    The T. O. P. System is a completely new system incorporated into the
    latest installation of the Fatal Fury series.  
    
    It stands for Tactical Offensive Position.
    
    Before each match, you adjust the T. O. P. meter about 3 places on the 
    life meter (beginning, middle, end).  When your life meter reaches the 
    T. O. P. guage, your character flashes, and you get several advantages:
    
      1)  Offensive Power Up
      2)  Life recovery (slowly)
      3)  Ability to use T. O. P. attack
    
    When your life meter falls out a T. O. P. range, you return to normal.
    
    T. O. P. Attacks have several uses.  One, it does heavy damage, same as
    a good special.  Plus the guard crush power of the attacks are big.
    
    
    -------------------------------------------------------------------------
    Just Defense
    -------------------------------------------------------------------------
    
    If you defend a move at the last second, your character will flash
    blue, and you will gain health (the amount you gain back varies with 
    the move).  It is similar to parrying in Street Fighter 3.  
    
    You can also do this in the air.   
    
    Just Defense have these special advantages:
    
      1)  Life Recovery
      2)  Guard Stamina does not decrease
      3)  Ability to use Guard Cancel 
    
    You can Just Defend anything, including Supers and anti-airs.  Plus
    you can Just Defend multiple times, where otherwise you would get hit.
    For instance, you cannot air block Rock's Rising Tackle, but you can
    Just Defend it several times.
    
    Remember, this is not like Samurai Spirits or Gekka no Kenshi (Last 
    Blade) where you make an opening, or like Street Fighter 3, where you 
    can move first.  Just think of it as a block where you gain energy.
    
    Just Defense is an essential to learn, as you gain energy back, allows
    you to block otherwise unblockable moves in the air, and it gives you a
    chance to counter-attack (Guard Canel).
    
    -------------------------------------------------------------------------
    Braking
    ------------------------------------------------------------------------- 
    
    You can stop certain special moves in the middle of it.  
    
    Each character has at least one Brake-able move.
    
    For instance, during Terry's Power Dunk, pressing AB (same time) at a 
    certain time will stop the move, and you can follow up with other moves.
    
    Also, Braking will allow you to recover quicker than if you didn't 
    Brake.
    
    For example, Jae Hoon's Hien Zan leaves him wide open if he misses, but
    Braking it will set you right back onto the ground.
    
    
    -------------------------------------------------------------------------
    Taunting
    ------------------------------------------------------------------------- 
    
    It's not really new, but there are new parts added to this.
    
    I am not sure if taunts actually have any special meaning, but it's 
    cool anyways.
    
    Hitting start during battle will taunt.  You can cancel out by moving.
    Simple, huh?
    
    Here's the cool part: everyone has 3 taunts AT THE END OF THE ROUND!
    There's the normal in-fight taunt, and 2 special finishing taunts.  
    You do them right after it says "KO" and one is done f + Start and the
    other b + Start.  Some of these are really kick-ass!
    
    I will add a taunt list later. 
    
    
    =========================================================================
    2. PROFILES AND STORIES
    =========================================================================
    
    -------------------------------------------------------------------------
    ROCK HOWARD
    -------------------------------------------------------------------------
    
    Age:              17 years old
    Height:           178 cm
    Weight:           70 kg
    Birthday:         June 24
    Blood Type:       B
    Nationality:      America
    Fighting Style:   Kobu-justu (Kobu) + Martial Arts
    Hobbies:          Touring, playing the base (he can perfectly copy any
                      song he hears once)
    Specialty:        Cooking (in the midsts of making food for fast-food
                      loving Terry he be a pro at it)
    Most Important:   The hat the Terry gave him, his bike (Honda)
    Most Unpleasant:  Women (growing up with a bunch of men, he's become a
                      little shy)
    Likes:            Driver Gloves
    Dislikes:         People who boast all the time
    Favorite Food:    Jumbalaya (but he doesn't like the sausages)
    Favorite Music:   Hard Rock
    Best Sport:       Street Basket (3 on 3)
    
    
    -------------------------------------------------------------------------
    TERRY BOGARD
    -------------------------------------------------------------------------
    
    Age:              35 years old
    Height:           182 cm
    Weight:           81 kg
    Birthday:         March 15
    Blood Type:       O
    Nationality:      America
    Fighting Style:   Martial Arts
    Hobbies:          Wall Paint
    Specialty:        Making 50 3-point shots in a row
    Most Important:   Ukkee, his monkey (ran away from home right now)
    Most Unpleasant:  Cigar/cigarrettes
    Likes:            Vintage Jeans
    Dislikes:         Slugs
    Favorite Food:    Rock's specialty Club House Sandwiches (he overate
                      recently and is a littly chubby)
    Favorite Music:   Country
    Best Sport:       Basketball
    
    
    -------------------------------------------------------------------------
    KIM DONG HWAN
    -------------------------------------------------------------------------
    
    Age:              20 years old
    Height:           181 cm
    Weight:           78 kg
    Birthday:         June 13
    Blood Type:       O
    Nationality:      South Korea
    Fighting Style:   Tae Kwon Do
    Hobbies:          Hitting on girls
    Specialty:        Gluttony (his record is 60 plates of clams)
    Most Important:   His girlfriends
    Most Unpleasant:  His father (although he does respect him)
    Likes:            High-cut Sneakers
    Dislikes:         Rats
    Favorite Food:    Korean Barbeque 
    Favorite Music:   J-Pop
    Best Sport:       Winter Sports (especially Snow Boarding)
    
    
    -------------------------------------------------------------------------
    KIM JAE HOON
    -------------------------------------------------------------------------
    
    Age:              19 years old
    Height:           177 cm
    Weight:           72 kg
    Birthday:         December 29
    Bloodtype:        A
    Nationality:      South Korea
    Fighting Style:   Tae Kwon Do
    Hobbies:          Study Tae Kwon Do's history
    Specialty:        Reciting Pi to the 27th decimal place
    Most Important:   His family
    Most Unpleasant:  Really sweet candy
    Likes:            Small animals (rabbits, hamsters, pharrots, etc.)
    Dislikes:         Evil people
    Favorite Food:    Really hot Chi ge
    Favorite Music:   Techno
    Best Sport:       Mat exercises
    
    
    -------------------------------------------------------------------------
    HOTARU FUTABA
    -------------------------------------------------------------------------
    
    Age:              16 years old
    Height:           156 cm
    Weight:           42 kg
    Three Sizes:      B 78/ W 54/ H 80
    Birthday:         May 11
    Blood Type:       A
    Nationality:      Japan
    Fighting Style:   Chinese Kenpo "Juu-kei" (gentle lineage)
                      (like Tai Kyoku Ken, Hakkake Shou)
    Hobbies:          Cute ribbon collection
    Specialty:        She can make any animal out of snow
    Most Important:   Itokatsu, her ferrot
    Most Unpleasant:  Strong alchohic beverages
    Likes:            Dangling-style Linear Coasters
    Dislikes:         Earthquakes
    Favorite Food:    Chocolate Ice Cream Banana Parfet
    Favorite Music:   Pops
    Best Sport:       High jump
    
    
    -------------------------------------------------------------------------
    GATO
    -------------------------------------------------------------------------
    
    Age:              26 years old
    Height:           180 cm
    Weight:           82 kg
    Birthday:         May 27
    Blood Type:       A
    Nationality:      Unknown
    Fighting Style:   Chinese Kenpo "Gou-kei" (firm lineage)
                      (like Hakkyoku Ken, Shin-i Rokuai Ken)
    Hobbies:          Calligraphy
    Specialty:        He can hold his breath underwater for 10
                      minutes
    Most Important:   Mother's necklage momento
    Most Unpleasant:  Paying attention
    Likes:            Anything grand, dynamite, beautiful
    Dislikes:         Anyone who humbles himself
    Favorite Food:    Tomyankun
    Favorite Music:   Homey
    Best Sport:       Swimming
    
    
    -------------------------------------------------------------------------
    BONNE JENET
    -------------------------------------------------------------------------
    
    Age:              19 years old
    Height:           167 cm
    Weight:           49 kg
    Three Sizes:      B 86/ W 57 / H 89
    Birthday:         January 23
    Blood Type:       AB
    Nationality:      England
    Fighting Style:   LK Arts
    Hobbies:          Nail Art, invading territorial waters
    Specialty:        Her "internal clock" is never off by more than
                      one minute
    Most Important:   Her "Lilien Knights" companions, and the newest
                      weapons of the "Lilien Knights". 
    Most Unpleasant:  Mornings
    Likes:            The silence and stillness of 1000 meters deep in
                      the sea.
    Dislikes:         Diesel ships (because they stink)
    Favorite Food:    Sirlion Steak (she saves them valuably in the 
                      galley) 
    Favorite Music:   Euro Beat
    Best Sport:       Tennis, Equestrian
    
    
    -------------------------------------------------------------------------
    MARCO RODRIGUEZ
    -------------------------------------------------------------------------
    
    Age:              40 years old
    Height:           183 cm
    Weight:           91 kg
    Birthday:         September 4
    Blood Type:       A
    Nationality:      Brazil
    Fighting Style:   Kyokugen-ryuu Karate (Kyokugen-style Karate)
    Hobbies:          Reading picture books (he aways cries reading
                      Disney stories)
    Specialty:        Sewing, tailoring.
    Most Important:   His black belt, his Kyokugen signboard
    Most Unpleasant:  Sake
    Likes:            His hut for training
    Dislikes:         Cockroaches
    Favorite Food:    Chicken curry, rakkyou, grilled (roasted) chicken
    Favorite Music:   Samba (it boils his blood)
    Best Sport:       Shotput
    
    
    -------------------------------------------------------------------------
    HOKUTOMARU
    -------------------------------------------------------------------------
    
    Age:              14 years old
    Height:           154 cm
    Weight:           40 kg
    Birthday:         October 7
    Blood Type:       O
    Nationality:      Japan
    Fighting Style:   Koppou and Shiranui-ryuu Ninjustu (Shiranui-style
                                                         Ninjustu)
    Hobbies:          Going to the hot springs in the mountains with 
                      monkeys
    Specialty:        He can climb the tallest tree in the mountains
                      in 16.3 seconds (now attempting to break the record)
    Most Important:   His master and all the Shiranui-ryuu people
    Most Unpleasant:  Shiranui "Oneechan" (big sister)
    Likes:            Hot springs
    Dislikes:         Hairy caterpillars
    Favorite Food:    Shabon Nabe (?)
    Favorite Music:   Japanese Kotone (Shiranui Oneechan plays it for him)
    Best Sport:       Athletics
    
    
    -------------------------------------------------------------------------
    FREEMAN
    -------------------------------------------------------------------------
    
    Age:              24 years old
    Height:           185 cm
    Weight:           80 kg
    Birthday:         November 21
    Blood Type:       Unknown
    Nationality:      England
    Fighting Style:   Ga-ryuu Kakutoujustu (self-style fighting) "Zanki"
    Hobbies:          Popping bubble wrap
    Specialty:        As long as his head can fit, he can slip through 
                      anything
    Most Important:   His drill necklace (he likes it)
    Most Unpleasant:  Flowers with a lot of pollen
    Likes:            The edges of needles and blades
    Dislikes:         The middle of a big crowd
    Favorite Food:    Fish & Chips
    Favorite Music:   Heavy Metal
    Best Sport:       none
    
    
    -------------------------------------------------------------------------
    THE GRIFFON MASK
    -------------------------------------------------------------------------
    
    Age:              27 years old
    Height:           215 cm
    Weight:           118 kg
    Birthday:         April 25
    Blood Type:       O
    Nationality:      Mexico
    Fighting Style:   Pro Wrestling
    Hobbies:          none
    Specialty:        He can hold 5 average men on his bridge
    Most Important:   His Griffon mask
    Most Unpleasant:  Magazine interviews
    Likes:            The smile of children
    Dislikes:         Illegal moves, and the wrestlers who use them
                      nonchalantly
    Favorite Food:    "I eat anything a lot!" (quote from Griffon)
    Favorite Music:   "The Theme of Griffon" (His entrance song in
                      wrestling)
    Best Sport:       Triathelon
    
    
    -------------------------------------------------------------------------
    KEVIN RIAN
    -------------------------------------------------------------------------
    
    Age:               37 years old
    Height:            187 cm
    Weight:            89 kg
    Birthday:          December 17
    Blood Type:        B
    Nationality:       America
    Fighting Style:    SWAT Mercenary Techniques
    Hobbies:           Collects goods of a certain Sci-Fi movie
                       (he says he saw all 6 movies on the premier
                       day)
    Specialty:         Paint Ball
    Most Important:    His best friend
    Most Unpleasant:   Medicine (he refuses to take them even when 
                       he's sick)
    Likes:             Loose, leisurely clothing
    Dislikes:          Tight, formal clothing
    Favorite Food:     Spare Ribs
    Favorite Music:    Jazz
    Best Sport:        Darts
    
    
    -------------------------------------------------------------------------
    GRANT
    -------------------------------------------------------------------------
    
    Age:              Unknown
    Height:           201 cm
    Weight:           105 kg
    Birthday:         January 8
    Blood Type:       A
    Nationality:      America
    Fighting Style:   Ankoku Karate
    Hobbies:          Making China (plates)
    Specialty:        He can hold any emotions to himself
    Most Important:   A picture of him, Kain, and Merry from long ago
    Most Unpleasant:  Hot places
    Likes:            Nationalistic Masks
    Dislikes:         Begging for life
    Favorite Food:    Beef Stew
    Favorite Music:   Doesn't listen to music
    Best Sport:       Weightlifting
    
    
    
    -------------------------------------------------------------------------
    KAIN R. HEINLEIN
    -------------------------------------------------------------------------
    
    Age:              26 years old
    Height:           183 cm
    Weight:           76 kg
    Birthday:         February 16
    Blood Type:       B
    Nationality:      America
    Fighting Style:   Ankoku Shinkuu-Ken
    Hobbies:          Reading
    Specialty:        He can tell others' emotions by looking at their eyes
    Most Important:   All the people that surround him (his people)
    Most Unpleasant:  Emotions
    Likes:            A starry night sky
    Dislikes:         Emotions
    Favorite Food:    Apple Pie
    Favorite Music:   Classic
    Best Sport:       None (he can do anything, though)
    
    
    
    =========================================================================
    3.  MOVE LIST
    =========================================================================
    
    ???             -   Tentative name
    BR              -   Brake move
    Supers          -   wastes 1 bar on power guage
    Hidden          -   wastes 2 bars on power guage
    T. O. P. Attack -   CD in the middle of T. O. P. mode
    
    Note:  when the name is tentative I did 1 of 3 things:
      1)  Put the description of the move as the name
      2)  Put what they say (or what I think they say) as the name
      3)  The name of a move that look similar to the move
    
    
    -------------------------------------------------------------------------
    ROCK HOWARD
    -------------------------------------------------------------------------
    
    --------------------------[ Throws and Holds ]---------------------------
    
    Kokuu Sen                           when close, f or b + C
    
    ----------------------------[ Special Moves ]----------------------------
    
    Reppu Ken                           qcf + A
    Double Reppu Ken                    qcf + C
    Crack Counter Jou-dan  (high)       qcf + B
    Crack Counter Ge-dan   (low)        qcf + D
    Rising Tackle (weak)                charge d, u + A
    Rising Tackle (strong)              charge d, u + C
    Hard Edge (weak)                    qcb + A
    Hard Edge (strong)                  qcb + C
    Rage Run - Type "Dunk"              qcb + B
    Rage Run - Type "Shift"             qcb + D
    Shinkuu Nage (BR)                   when close, 360 + C
    Rasetsu                             after Braking Shinkuu Nage, hold AB     
                                        and let go
    
    -----------------------------[ Super Moves ]-----------------------------
    
    Raging Storm                        qcf, qcf + A
    Shine Knuckle                       qcf, qcf + B
    
    --------------------------[ Potential  Powers ]--------------------------
    
    Raging Storm                        qcf, qcf + C (holdable)
    Shine Knuckle                       qcf, qcf + D
    Deadly Rave - Neo                   hcb, f + A, A, A, B, B, C, C, D, D, 
                                        qcb + C
    
    ---------------------------[ T. O. P. Attack ]---------------------------
    
                                 OVERHEAD  KICK
    
    -----------------------------[ Feint Moves ]-----------------------------
    
                          f + AC            Shine Knuckle
                          d + AC            Reppu Ken
    
    
    -------------------------------------------------------------------------
    TERRY BOGARD
    -------------------------------------------------------------------------
    
    --------------------------[ Throws and Holds ]---------------------------
    
    Buster Throw                        when close, f or b + C
    
    ----------------------------[ Special Moves ]----------------------------
    
    Power Wave  (weak)                  qcf + A
    Power Wave  (strong)                qcf + C
    Burn Knuckle (weak)                 qcb + A
    Burn Knuckle (strong)               qcb + C
    Power Dunk (weak) (BR)              f, d, df + B
    Power Dunk (strong) (BR)            f, d, df + D
    Crack Shoot (weak)                  qcb + B
    Crack Shoot (strong)                qcb + D
    Power Charge (weak)                 f, f + A (up to 3 times)
    Power Charge (strong)               f, f + C (up to 3 times)
    
    -----------------------------[ Super Moves ]-----------------------------
    
    Power Geyser                        qcf, qcf + A
    Buster Wolf                         qcf, qcf + B
    
    --------------------------[ Potential  Powers ]--------------------------
    
    Power Geyser                        qcf, qcf + C
    Buster Wolf                         qcf, qcf + D
    
    ---------------------------[ T. O. P. Attack ]---------------------------
    
                                    MAX DUNK
    
    -----------------------------[ Feint Moves ]-----------------------------
    
                          f + AC            Burn Knuckle (weak)
                          d + AC            Burn Knuckle (strong)
    
    
    -------------------------------------------------------------------------
    KIM DONG HWAN
    -------------------------------------------------------------------------
    
    --------------------------[ Throws and Holds ]---------------------------
    
    Tai-otoshi                          when close, f or b + C
    Tai-hineri                          in air close, anything but u + C
    
    ----------------------------[ Command Moves ]----------------------------
    
    Super Jump                          d, then quickly jump (ub, u, or uf)
    Sankaku-tobi                        in air by wall, opposite direction 
    Ushiro-geri                         in air, b + C
    
    ----------------------------[ Special Moves ]----------------------------
    
    Raimei Zan (weak)                   qcb + B
    Raimei Zan (strong)                 qcb + D
    Kuu Sa Jin (weak) (BR)              f, d, df + A
    Kuu Sa Jin (strong) (BR)            f, d, df + C
    Hishou Kyaku (weak)                 in air, d + B
    Hishou Kyaku (strong)               in air, d + D
    Shiden Kyaku (weak)                 qcf + B
    Shiden Kyaku (strong)               qcf + D
    Ashi Binta                          hcf + C
    
    -----------------------------[ Super Moves ]-----------------------------
    
    Super Dong Hwan Kyaku               in air, qcf, qcf + A
    Raimei Dan                          qcf, qcf + B
    
    --------------------------[ Potential  Powers ]--------------------------
    
    Super Dong Hwan Kyaku               in air, qcf, qcf + C
    Raimei Dan                          qcf, qcf + D (hold)
    Ore-sama Hou-Ou Kyaku               qcf, qcf, qcf + C
    
    ---------------------------[ T. O. P. Attack ]---------------------------
    
                                KAITEN DONG HWAN
    
    -----------------------------[ Feint Moves ]-----------------------------
    
                          f + AC            Shiden Kyaku (weak)
                          d + AC            Shiden Kyaku (strong)
    
    
    -------------------------------------------------------------------------
    KIM JAE HOON
    -------------------------------------------------------------------------
    
    --------------------------[ Throws and Holds ]---------------------------
    
    Tai-otoshi                          when close, f or b + C
    
    ----------------------------[ Command Moves ]----------------------------
    
    Shou-Kyaku Hou                      during backstep, B
    
    ----------------------------[ Special Moves ]----------------------------
    
    Hien Zan (weak) (BR)                charge d, u + B
    Hien Zan (strong) (BR)              charge d, u + D
    Hangetsu Zan (weak)                 qcb + B
    Hangetsu Zan (strong)               qcb + D, follow up w/ d + D
    Hishou Kyaku (weak)                 in air, d + B
    Hishou Kyaku (weak) Hassei Waza     >from Hishou Kyaku (weak), df + B
                                        >from Hishou Kuaku (weak), qcb + B
    Hishou Kyaku (strong)               in air, d + D
    Hishou Kyaku (strong) Hassei Waza   >from Hishou Kyaku (strong), df + D
                                        >from Hishou Kuaku (strong), qcb + D
    Ryuusei Raku (weak)                 qcf + B
    Ryuusei Raku (strong)               qcf + D
    Shakka Shuu (weak)                  qcf + A (hold)
    Shakka Shuu (strong)                qcf + C (hold)
    
    -----------------------------[ Super Moves ]-----------------------------
    
    Hou-yoku Ten-Shou Kyaku             qcf, qcf + A
    Hou-ou Kyaku                        qcf, qcf + B
    
    --------------------------[ Potential  Powers ]--------------------------
    
    Hou-yoku Ten-Shou Kyaku             qcf, qcf + C (hold - let go)
    Hou-ou Kyaku                        qcf, qcf + D 
    
    ---------------------------[ T. O. P. Attack ]---------------------------
    
                             HIGH-ANGLE  NERI-CHAGI
    
    -----------------------------[ Feint Moves ]-----------------------------
    
                          f + AC            Shakka Shuu
                          d + AC            Hou-ou Kyaku
    
    
    -------------------------------------------------------------------------
    HOTARU FUTABA
    -------------------------------------------------------------------------
    
    --------------------------[ Throws and Holds ]---------------------------
    
    Ten Raku-tou                        when close, f or b + C
    Hanten-tou                          in air close, anything but u + C
    
    ----------------------------[ Command Moves ]----------------------------
    
    Kuuchuu Furi-Muki                   in air, CD (same time)
    Kou-shuu Da                         in air, d + B
    
    ----------------------------[ Special Moves ]----------------------------
    
    Hakki Shou (weak)                   qcf + A
    Hakki Shou (strong)                 qcf + C
    Ren-geki Shuu (weak)                in air, qcb + B
    Ren-geki Shuu (strong)              in air, qcb + D
    Ten-shin Shou (weak)                f, d, df + B
    Ten-shin Shou (strong)              f, d, df + D
    Sou-Shou Shin (weak)                qcb + A
    Sou-Shou Shin (strong)              qcb + C
    Sha-jou Tai                         when close, hcf + D
    Ko-bi Kyaku (weak) (BR)             qcb + B
    Ko-bi Kyaku (strong) (BR)           qcb + D
    
    -----------------------------[ Super Moves ]-----------------------------
    
    Sou-Shou Ten-Ren-Ge                 qcf, qcf + A
    Ten-Shou Ran-Ki                     qcf, qcf + B
    
    --------------------------[ Potential  Powers ]--------------------------
    
    Sou-Shou Ten-Ren-Ge                 qcf, qcf + C (hold)
    Ten-Shou Ran-Ki                     qcf, qcf + D
    
    ---------------------------[ T. O. P. Attack ]---------------------------
    
                                   SEN-KAI EN
    
    -----------------------------[ Feint Moves ]-----------------------------
    
                          f + AC            Hakki Shou
                          d + AC            Sou-Shou Shin
    
    
    -------------------------------------------------------------------------
    GATO
    -------------------------------------------------------------------------
    
    --------------------------[ Throws and Holds ]---------------------------
    
    Dai-en Shin                         when close, f or b + C
    Dan-Zetsu Tai                       when close, f or b + D
    
    ----------------------------[ Command Moves ]----------------------------
    
    Mu-ran-Geri                         f + B
    Kuuchuu Furi-Muki                   in air, CD (same time)
    Sai-Gaku                            f + A
    
    ----------------------------[ Special Moves ]----------------------------
    
    Shin-Ga (weak)                      qcf + A
    Shin-Ga (weak) Tsuika Kougeki       >from Shin-Ga (weak), f, f + A
    Shin-Ga (strong)                    qcf + C
    Shin-Ga (strong) Tsuika Kougeki     >from Shin-Ga (strong), f, f + C
    Rai-Ga (weak) (BR)                  f, d, df + B
    Rai-Ga (strong) (BR)                f, d, df + D
    Fuu-Ga (weak)                       qcb + B
    Fuu-Ga (strong)                     qcb + D
    Kou-Ga                              >during Fuu-Ga, A
    Sen-Ga                              >during Fuu-Ga, B
    Kyuu-Ga                             >during Fuu-Ga, C
    Katsu-Ga                            >during Fuu-Ga, D
    Hou-zan Sai Heki-Ga                 charge d, u + C
    
    -----------------------------[ Super Moves ]-----------------------------
    
    Zero Kiba                           qcf, qcf + A
    Tatsu Kiba                          qcf, qcf + B
    
    --------------------------[ Potential  Powers ]--------------------------
    
    Zero Kiba                           qcf, qcf + C
    Tatsu Kiba                          qcf, qcf + D
    Ten-Ryuu Retsu-Kiba                 f, d, df + AB (up to 3 times)
    
    ---------------------------[ T. O. P. Attack ]---------------------------
    
                                MOU-KO KOU HAZAN
    
    -----------------------------[ Feint Moves ]-----------------------------
    
                          f + AC            Shin-Ga
                          d + AC            Rai-Ga
    
    
    -------------------------------------------------------------------------
    BONNE JENET
    -------------------------------------------------------------------------
    
    --------------------------[ Throws and Holds ]---------------------------
    
    Bye-Bye Boo                         when close, f or b + C
    Falling Crush                       in air close, anything but u + C
    
    ----------------------------[ Command Moves ]----------------------------
    
    Super Jump                          d, then quickly jump (ub, u, or uf)
    
    ----------------------------[ Special Moves ]----------------------------
    
    Crazy Ivan (weak)                   qcb + A
    Crazy Ivan (strong)                 qcb + C
    Gulf Tomahawk (weak)                qcb + B
    Gulf Tomahawk (strong)              qcb + D
    The Hind (weak) (BR)                qcf + B
    The Hind (strong) (BR)              qcf + D
    Buffrass (weak)                     qcf + A
    Buffrass (strong)                   qcf + C
    Harrier Bee (weak)                  in air, d + B, then B, B, B, B
    Harrier Bee (strong)                in air, d + D, then D, D, D, D
    
    -----------------------------[ Super Moves ]-----------------------------
    
    Many Many Torpedo                   qcf, qcf + A
    Aurora                              qcf, qcf + B
    
    --------------------------[ Potential  Powers ]--------------------------
    
    Many Many Torpedo                   qcf, qcf + C
    Aurora                              qcf, qcf + D
    An Oi Mademoiselle                  during Just Defense,
                                        A then B, then C (quickly)
    
    ---------------------------[ T. O. P. Attack ]---------------------------
    
                                ROLLING  THUNDER
    
    -----------------------------[ Feint Moves ]-----------------------------
    
                          f + AC            Many Many Torpedo
                          d + AC            Aurora
    
    
    -------------------------------------------------------------------------
    MARCO RODRIGUEZ
    -------------------------------------------------------------------------
    
    --------------------------[ Throws and Holds ]---------------------------
    
    Kyokugen Zu-Tsuki                   when close, f or b + C
    
    ----------------------------[ Command Moves ]----------------------------
    
    Kyokugen Hiji                       f + A
    
    ----------------------------[ Special Moves ]----------------------------
    
    Ko-ou Ken (weak)                    qcf + A
    Ko-ou Ken (strong)                  qcf + C
    Hien Shippu Kyaku (weak)            qcf + B
    Hien Shippu Kyaku (strong)          qcf + D
    Ryuu-Sen Ken                        hold C and let go (4-level power up)
    Ko-Sen Kyaku                        hold D and let go (4-level power up)
    Jou-dan Harai                       qcb + A
    Ge-dan Harai                        qcb + B
    Ko Hou (weak) (BR)                  f, d, df + A
    Ko Hou (strong) (BR)                f, d, df + C
    
    -----------------------------[ Super Moves ]-----------------------------
    
    Haou Shoukou Ken                    qcf, qcf + A
    Kyokugen Ko Hou                     qcf, qcf + B
    
    --------------------------[ Potential  Powers ]--------------------------
    
    Haou Shoukou Ken                    qcf, qcf + A
    Kyokugen Ko Hou                     qcf, qcf + B
    Ryuuko Ranbu                        qcf, qcf, qcf + C (C repeatedly)
                                        Level 1: 0 -- 2 times
                                        Level 2: 3 -- 6 times
                                        Level 3: 7 -- 9 times
                                        Level 4: 10 or more times
    
    ---------------------------[ T. O. P. Attack ]---------------------------
    
                                 ZAN-RETSU  KEN
    
    -----------------------------[ Feint Moves ]-----------------------------
    
                          f + AC            Haou Shoukou Ken
                          d + AC            Kyokugen Ko Hou 
    
    
    -------------------------------------------------------------------------
    HOKUTOMARU
    -------------------------------------------------------------------------
    
    --------------------------[ Throws and Holds ]---------------------------
    
    Hikkaki                             when close, f or b + C
    Non-men Tsukuri                     in air close, anything but u + C
    
    ----------------------------[ Command Moves ]----------------------------
    
    Sliding                             df + B
    Kuuten Keri                         df + D
    Ni-dan Jump                         in air, jump again
    
    ----------------------------[ Special Moves ]----------------------------
    
    Karakusa-Giri (weak)                qcb + A (hold just for dash)
    Karakusa-Giri (strong)              qcb + C (hold just for dash)
    Rakka-Zan - Kyou                    qcb + B (air)
    Rakka-Zan - Jitsu                   qcb + D (air)
    Kuu Ha Dan (weak) (BR)              qcf + B
    Kuu Ha Dan (strong) (BR)            qcf + D
    Shuriken (weak)                     qcf + A
    Shuriken (strong)                   qcf + C
    Kuuchuu Shuriken (weak)             in air, qcf + A
    Kuuchuu Shuriken (strong)           in air, qcf + C
    
    -----------------------------[ Super Moves ]-----------------------------
    
    Chou Hissatsu Shuriken              qcf, qcf + A (AB to finish)
    Ougi - Chou Hissatsu Tatsumaki      qcf, qcf + B
    
    --------------------------[ Potential  Powers ]--------------------------
    
    Chou Baku-en Kunai                     qcf, qcf + C (AB to finish)
    Kyuukyoku Ougi - Chou Bakuen Tatsumaki qcf, qcf + D
    
    ---------------------------[ T. O. P. Attack ]---------------------------
    
                               NIN-POU BAKUEN JUMP
    
    -----------------------------[ Feint Moves ]-----------------------------
    
                          f + AC            Karakusa-Giri
                          d + AC            Shuriken
    
    
    -------------------------------------------------------------------------
    FREEMAN
    -------------------------------------------------------------------------
    
    --------------------------[ Throws and Holds ]---------------------------
    
    Gore Fest                           when close, f or b + C
    
    ----------------------------[ Special Moves ]----------------------------
    
    Nightmare (weak)                    qcf + A
    Nightmare (strong)                  qcf + C
    Crow (weak)                         qcb + B
    Crow (strong)                       qcb + D
    Phobia (weak)                       f, d, df + A
    Phobia (strong)                     f, d, df + C
    V. O. D. (weak)                     qcb + A (up to 3 times)
    V. O. D. (strong)                   qcb + C (up to 3 times)
    Morbid Angel (weak)  (BR)           hcf + B
    Morbid Angel (strong) (BR)          hcf + D
    
    -----------------------------[ Super Moves ]-----------------------------
    
    Full Blast                          qcf, qcf + A (hold)
    Creeping Death                      qcf, qcf + B
    
    --------------------------[ Potential  Powers ]--------------------------
    
    Full Blast                          qcf, qcf + C (hold)
    Creeping Death                      qcf, qcf + D
    
    ---------------------------[ T. O. P. Attack ]---------------------------
    
                                    OVERKILL
    
    -----------------------------[ Feint Moves ]-----------------------------
    
                          f + AC            Full Blast
                          d + AC            Phobia
    
    
    -------------------------------------------------------------------------
    THE GRIFFON MASK
    -------------------------------------------------------------------------
    
    --------------------------[ Throws and Holds ]---------------------------
    
    Griffon Tower                       when close, f or b + C
    Grif-Fall                           >after Griffon Tower, df, df + C
    Gri-Hug                             when close, f or b + D
    
    ----------------------------[ Special Moves ]----------------------------
    
    Justice Hurricane (weak)            when close, 360 + A
    Justice Hurricane (strong)          when close, 360 + C
    Olympus Over (weak)                 qcb + B
    Olympus Over (strong) (BR)          qcb + D
    Poseidon Wave (weak)                b, d, db + A
    Poseidon Wave (strong) (BR)         d, d, db + C
    Active Tupon (weak)                 f, d, df + A
    Active Tupon (strong)               f, d, df + C
    Hercules Throw                      when close hcf + B
    Icarus Crash                        in air, qcf + A
    
    -----------------------------[ Super Moves ]-----------------------------
    
    Big Fall Griffon                    when close, 720 + A
    Daedalus Attack                     qcf,qcf + B
    
    --------------------------[ Potential  Powers ]--------------------------
    
    Big Fall Griffon                    when close, 720 + C
    Daedalus Attack                     qcf, qcf + D
    
    ---------------------------[ T. O. P. Attack ]---------------------------
    
                               GRI-DRO SUPER KICK
    
    -----------------------------[ Feint Moves ]-----------------------------
    
                          f + AC            Hercules Throw
                          d + AC            Daedalus Attack
    
    -------------------------------------------------------------------------
    KEVIN RIAN
    -------------------------------------------------------------------------
    
    --------------------------[ Throws and Holds ]---------------------------
    
    Poli-Throw                          when close, f or b + C
    
    ----------------------------[ Command Moves ]----------------------------
    
    Poli-Kick                           f + B
    
    ----------------------------[ Special Moves ]----------------------------
    
    Hell Rotor (weak)                   qcb + A (hold for 3-level power up, 
                                                 D to cancel)
    Hell Rotor (strong)                 qcb + C (hold for 3-level power up, 
                                                 D to cancel)
    Hell Arrest (weak)                  when close, hcf + A
    Hell Arrest (strong)                when close, hcf + C
    Hell Trap (weak) (BR)               qcf + B
    Hell Trap (strong) (BR)             qcf + D
    Hell Snipe (weak)                   f, d, df + A
    Hell Snipe (strong)                 f, d, df + C
    Abide Mine                          qcb + D
    Creeper                             qcb + B
           >cancel                      >during Creeper, C
           >low attack                  >during Creeper, A
           >mid attack (overhead)       >during Creeper, B
    
    -----------------------------[ Super Moves ]-----------------------------
    
    Lucky Strike                        qcf, qcf + A
    Gattling Freezer                    qcf, qcf + B
    
    --------------------------[ Potential  Powers ]--------------------------
    
    Lucky Strike                        qcf, qcf + C (hold)
    Gatling Freezer                     qcf, qcf + D
    
    ---------------------------[ T. O. P. Attack ]---------------------------
    
                                  BLAST CHARGE
    
    -----------------------------[ Feint Moves ]-----------------------------
    
                          f + AC            Hell Rotor
                          d + AC            Hell Arrest (?)
    
    
    -------------------------------------------------------------------------
    GRANT
    -------------------------------------------------------------------------
    
    --------------------------[ Throws and Holds ]---------------------------
    
    Ankoku Otoshi                       when close, f or b + C
    
    ----------------------------[ Command Moves ]----------------------------
    
    Ma-Heki                             df + C
    
    ----------------------------[ Special Moves ]----------------------------
    
    Kokuen-Ryuu (weak)                  qcb + A
    Kokuen-Ryuu (strong)                qcb + C
    Kyou Chou-Jin (weak) (BR)           f, d, df + A
    Kyou Chou-Jin (strong) (BR)         f, d, df + C
    Messhou Hisetsu (weak)              in air, d + B
                                        >during Rising Palm, d + B
    Messhou Hisetsu (strong)            in air, d + D
                                        >during Rising Palm, d + D
    Gou Dangai (weak)                   qcf + B
    Gou Dangai (strong)                 qcf + D
    Gou Retsu-Shou (weak)               f, b, f + A
    Gou Retsu-Shou (strong)             f, b, f + C
    
    -----------------------------[ Super Moves ]-----------------------------
    
    Majin Haten Dan                     qcf, qcf + A
    Majin Engetsu Rin                   qcf, qcf + B
    
    --------------------------[ Potential  Powers ]--------------------------
    
    Majin Haten Dan                     qcf, qcf + C
    Majin Engetsu Rin                   qcf, qcf + D
    
    ---------------------------[ T. O. P. Attack ]---------------------------
    
                           	        MAJIN GAN    
    
    -----------------------------[ Feint Moves ]-----------------------------
    
                          f + AC            Kokuen-Ryuu
                          d + AC            Majin Haten Dan
    
    
    -------------------------------------------------------------------------
    KAIN R. HEINLEIN
    -------------------------------------------------------------------------
    
    --------------------------[ Throws and Holds ]---------------------------
    
    Schwarze Mond                       when close, f or b + C
    
    ----------------------------[ Special Moves ]----------------------------
    
    Schwarze Flamme (weak)              charge b, f + A
    Schwarze Flamme (strong)            charge b, f + C
    Schwarzer Panzer (weak)             charge b, f + B
    Schwarzer Panzer (strong) (BR)      charge b, f + D
    Schwarze Lanze (weak) (BR)          charge d, u + B
    Schwarze Lanze (strong) (BR)        charge d, u + D
    
    -----------------------------[ Super Moves ]-----------------------------
    
    Himmlischer Atem                    qcf, qcf + A
    Himmlische Seele                    qcf, qcf + B
    
    --------------------------[ Potential  Powers ]--------------------------
    
    Himmlischer Atem                    qcf, qcf + C
    Himmlische Seele                    qcf, qcf + D
    
    ---------------------------[ T. O. P. Attack ]---------------------------
    
                                 SCHWARZER STOß 
    
    -----------------------------[ Feint Moves ]-----------------------------
    
                          f + AC            Schwarzer Panzer 
                          d + AC            Himmlisher Atem
    
    
    =========================================================================
    4.  MOVE ANALYSIS
    =========================================================================
    
    -------------------------------------------------------------------------
    ROCK HOWARD
    -------------------------------------------------------------------------
    
    Move Name:    Kokuu Sen
    Command:      when close, f or b + C
    Description:  a typical throw
    
    Move Name:    Reppuu Ken
    Command:      qcf + A
    Description:  Like Geese's, a projectile that hugs the ground. Quick 
                  recovery time, too.  You'll be using this a lot.
    
    Move Name:    Double Reppu Ken
    Command:      qcf + C
    Description:  Also like Geese, shoots one out, then powers it up with 
                  another, making a big Reppu Ken.  Use to throw off
                  timing.  Also, works good in close combos.
    
    Move Name:    Crack Counter Jou-dan
    Command:      qcf + B
    Description:  Rock goes into a guarding position, and if hit with a
                  high or mid attack, he will counter with a quick Crack 
                  Shoot that goes nowhere.  Not as good as Geese's because
                  unlike Geese's, the counter will not always connect
                  when initiated. Normally, the hit will slam the
                  opponent down, but counters do not, so aim for
                  follow-ups after.
    
    Move Name:    Crack Counter Ge-dan
    Command:      qcf + D
    Description:  Exact same as the Jou-dan except it is a low counter.  
                  Rock does crouch pretty low, and can dodge attack 
                  otherwise would hit him.
    
    Move Name:    Rising Tackle
    Command:      charge d, u + A or C
    Description:  Terry's key anti-air.  Works the same way as always.
                  Good move, but not to be overused.  If you're going
                  to use it, use the strong.  If you miss, strong or weak, 
                  you're screwed, so go for broke.
    
    Move Name:    Hard Edge
    Command:      qcb + A or C
    Description:  A mix between Burn Knuckle and Ja-ei Ken.  Weak is 
                  quick and should be used often (elbow).  Strong, 
                  Rock does an elbow followed by a palm.  Powerful.  Can
                  be used in combos, but needs to be started at point 
                  blank range.
    
    Move Name:    Rage Run - Type "Dunk"
    Command:      qcb + B
    Description:  Rock runs up at a high speed, and if he reaches the 
                  opponent, he will hop and perform a Power Dunk-like
                  move.  It is an overhead.  A good surprise attack.
    
    Move Name:    Rage Run - Type "Shift"
    Command:      qcb + D
    Description:  Rock runs up at a high speed, and if he reaches the
                  opponent, he will teleport right behind him.  You can 
                  do the Shinkuu Nage and it will connect most of the 
                  time (it's not a combo, but it works well).
    
    Move Name:    Shinkuu Nage
    Command:      when close, 360 + C
    Description:  Command throw.  Rock grab the opponent and spins his arm
                  in a circle launching the opponent into the air. Slow to
                  come out, and range is limited.  Plus if you mess up, it
                  becomes a Double Reppu Ken or a Strong Hard Edge, leaving
                  you open.  It also has a miss animation.  Do not use this
                  too often.  Best when used after the Rage Run - Type
                  "Shift".  A Brake move, good to set up for a big move.
    
    Move Name:    Rasetsu
    Command:      after braking Shinkuu Nage, hold AB and let go
    Description:  A Brake-only move.  It is an energy shot.  Hard to do,
                  plus timing is very tight.  It is best not to use this,
                  but to brake the Shinkuu Nage and follow up with a 
                  different move.  Doesn't do very good amount of damage,
                  so brake into another move.
    
    Move Name:    Raging Storm (S)
    Command:      qcf, qcf + A (with S power)
    Description:  Rock hits the ground, launching a gust of energy upwards.
                  Although similar to Geese's, but not as wide.  A little
                  slow to come out, and not a good anti-air.  He has ni
                  invincibility time right when he does it, and it is
                  easily crushed.
    
    Move Name:    Shine Knuckle (S)
    Command:      qcf, qcf + B (with S power)
    Description:  Does a Burn Knuckle-like fist, with flashy effects.  This
                  move has no invicibility time, but is quick, and can be
                  used in a combo as well as a counter.  If you are aiming
                  for a hit in the air, the timing is right when the
                  opponent is in front of you, or else you will fly right
                  underneath your opponent.  Also useful to attack
                  opponent when he messes up (due to the Shine Knuckle's
                  speed) but most times both of you will get hit, and there
                  is very little damage.
    
    Move Name:    Raging Storm (P)
    Command:      qcf, qcf + C (hold) (with P power)
    Description:  Like the S. version, but this one has more range.
                  It is also slower to come out compared to the S.
                  version.  You can hold it to throw off Just Defense 
                  timings.  In general use the S. one.
    
    Move Name:    Shine Knuckle (P)
    Command:      qcf, qcf + D (with P power)
    Description:  Hard Edge elbow --> d + AB (elbow) --> Rising Tackle.
                  This is best if used in combos.  The first elbow needs to
                  hit for the rest to come out.  As an air hit, the second
                  elbow and R. Tackle misses (R. Tackle hits in corner).
                  Better off with the S. version as an air counter or combo.
    
    Move Name:    Deadly Rave - Neo
    Command:      hcb, f + A, ,A, A, B, B, C, C, D, D, qcb + C
    Description:  Geese's rememberable command ranbu.  The key to
                  timing is to keep hitting the same button until you see
                  the hit register, then go to next button.  Most times the
                  finish will never be seen (you'll see later).  The frame
                  rate is zero at the beginning, which makes it good.
    
    Move Name:    Overhead Kick
    Command:      During T. O. P. mode, CD
    Description:  Slow to come out, and if has a slow recovery.  But it works
                  well as a cross-up.  A mind-game move.
    
    
    -------------------------------------------------------------------------
    TERRY BOGARD
    -------------------------------------------------------------------------
    
    Move Name:    Buster Throw
    Command:      when close, f or b + C
    Description:  A typical shoulder throw.
    
    Move Name:    Power Wave
    Command:      qcf + A or C
    Description:  The use of this projectile is same as always.  Don't 
                  overuse it, due to Just Defense.  You can use this to hit 
                  opponents on the ground if the first hits as a counter.
                  Weak travels slower, and has quick recovery time, while
                  strong is just the opposite.
    
    Move Name:    Burn Knuckle
    Command:      qcb + A or C
    Description:  Terry's trademark banzai --> flying fist.  The weak can be
                  used in combos (no banzai) and strong for long-range
                  attacking, as it is fast.  Use the weak one as your main.
                  Either way, if blocked, prepare for a counter-attack.
                  Try it just get the tip to hit.
    
    Move Name:    Power Dunk
    Command:      f, d, df + B or D
    Description:  Shoulder charge up, jumping fist down.  Difference 
                  between weak and strong is the height of his jump, the
                  recovery time (is they block the duck part of the weak
                  one he has almost no opening), and the power (strong is
                  more powerful).  The range on the beginning is tiny,
                  though.  Time it right and this move makes a  decent
                  anti-air.  Use this as a Brake move and you can get in
                  some damage, plus you have little openings.  For strong
                  or weak, the Brake recovery is tha same, so use strong,
                  which has longer invincibility time.  
    
    Move Name:    Crack Shoot
    Command:      qcb + B or D
    Description:  Spinning heel kick.  Difference between the buttons is
                  mainly height, and some distance.  It's an overhead.  Use
                  the weak one more, and try to get the tip to hit, that
                  way it'll be harder to be countered.
    
    Move Name:    Power Charge
    Command:      f, f + A or C (up to 3 times)
    Description:  Elbow --> Swipe --> Charge.  Distance is the main
                  difference.  Combo-able.  Guard crushes damage
                  like hell.  Weak is quick to come out, while strong has
                  quick recovery time.
    
    Move Name:    Power Geyser (S)
    Command:      qcf, qcf + A (with S power)
    Description:  Terry hits the ground, the launches a "geyser" of
                  energy.  Good anti-air.
    
    Move Name:    Buster Wolf (S)
    Command:      qcf, qcf + B (with S power)
    Description:  Knuckle --> Energy wave.  Quick, and can be used
                  as a counter.  VERY combo-able too.  If the first
                  hit is well-placed, the entire move will hit in the air.
    
    Move Name:    Power Geyser (P)
    Command:      qcf, qcf + C (with P power)
    Description:  The Triple Geyser.  Decent anti-air, but
                  second tends to miss.  For anti-air and air juggles,
                  use the S. Power Geyser.  It does come out quicker than
                  the S. version, though.
    
    Move Name:    Buster Wolf (P)
    Command:      qcf, qcf + D (with P power)
    Description:  Exactly the same as S. version, but deals more 
                  damage and hits a little earlier.  Use just like the S.
                  version.
    
    Move Name:    MAX Dunk
    Command:      During T. O. P. mode, CD
    Description:  Charge forward --> Power Dunk.  Deals good damage, and
                  can be combo-ed.  But it is slow to come out, and if 
                  blocked, you're screwed.
    
    
    -------------------------------------------------------------------------
    KIM DONG HWAN
    -------------------------------------------------------------------------
    
    Move Name:    Tai-Otoshi
    Command:      when close, f or b + C
    Description:  Another shoulder throw.
    
    Move Name:    Tai-Hineri
    Command:      in air close, anything but u + C
    Description:  Grabs opponent is the air with his legs, Dong Hwan
                  twists, falling along with lightning.
    
    Move Name:    Super Jump
    Command:      d, then quickly jump (ub, u, or uf)
    Description:  He jumps higher than usual.  You can tell be a 
                  shadow following him.
    
    Move Name:    Sankaku-tobi
    Command:      in air by wall, opposite direction
    Description:  Triangle jump.  Need I say more?
    
    Move Name:    Ushiro-geri
    Command:      in air, b + C
    Description:  Move made for cross-ups, but it's ability is 
                  limited.
    
    Move Name:    Raimei Zan
    Command:      qcb + B or D
    Description:  Dong Hwan hops forward with a lightning Neri-chagi.
                  Overhead attack.  Weak is a little quicker than strong,
                  but does not go as far.
    
    Move Name:    Kuu Sa Jin
    Command:      f, d, df + A or C
    Description:  Dong Hwans spin up diagnolly, kicking each time.
                  Completely different from Kim's version.  This move has
                  absolutely no range, and is a decent anti-air only if you
                  wait until the last second..  Difference between weak and
                  strong is whether or not Dong Hwan finishes it.  If you
                  use this move, use the strong one.  It also is a Brake
                  move, but you do not have much time, and you still would
                  be hit if blocked, but I guess it's better than flying in
                  the air waiting to be hit. 
    
    Move Name:    Hishou Kyaku
    Command:      in air, d + B or D
    Description:  Pierces downwards with his leg (like Robert's Hien
                  Ryuujin Kyaku), and when it hits (hit or block) he will
                  keep stabbing with his other foot (left, right, left...).
                  Works good if you can read what the opponent is doing
                  next.  Quick, too.
    
    Move Name:    Shiden Kyaku
    Command:      qcf + B or D
    Description:  In weak, Dong steps with his front foot, lighting 
                  appearing when his foot hits the ground.  It stuns the
                  opponent briefly, so aim for combos.  It has no range,
                  but constantly doing it can build up the power meter
                  fast.  In strong, he steps with his back foot, and
                  lightning comes out.  Slower than the weak one, but has
                  more range and knocks opponent up.  Both are low hitting,
                  and are slow to come out, so don't overuse them.
                  
    
    Move Name:    Ashi Binta
    Command:      hcf + C
    Description:  In simple terms, Gen-ei Kyaku.  No range, and not good in
                  combos.  Only good use is Guard Cancelling.
    
    Move Name:    Super Dong Hwan Kyaku (S)
    Command:      in air, qcf, qcf + A (hold) (with S power)
    Description:  Dong hits opponent with a dive kick, and hit or block, he
                  will do a bunch of spin kicks upward.  Great when you are 
                  in the air and you see that the opponent messes up.  You
                  can follow-up after this move connects.
    
    Move Name:    Raimei Dan (S)
    Command:      qcf, qcf + B (with S power)
    Description:  Dong does a quick Riamei Zan.  A move with good
                  invincibility, but otherwise useless, due to the fact
                  that it's not an overhead.
    
    Move Name:    Super Dong Hwan Kyaku (P)
    Command:      in air, qcf, qcf + C (hold) (with P power)
    Description:  Same as the S, version, but with lightning with each
                  kick.  Can't follow-up because he knocks them down at
                  the end.
    
    Move Name:    Raimei Dan (hold) (P)
    Command:      qcf, qcf + D (with P power)
    Description:  Two Raimei Dans.  The first hit is shorter than the S.
                  version, but is an overhead.  You can hold it, charging
                  the move up.  Second level does 3, and Third (MAX) does
                  4 Raimei Zans.  If you charge it up all the way and the
                  opponent blocks all of them, it is an automatic guard
                  crush!  Use the super if the opponent is weak and starts
                  turtling.
    
    Move Name:    Ore-sama Hou-ou Kyaku
    Command:      qcf, qcf, qcf + C (with P power)
    Description:  Dong runs up quickly and performs his own version of the
                  Houou Kyaku.  Major damage.  Good to use if the opponent
                  screws up because it is fast.
    
    Move Name:    Kaiten Dong Hwan
    Command:      During T. O. P. mode, CD
    Description:  Dong kicks --> spins, hitting five times.  Comes out
                  with decent time, and recovers somewhat average. Deals
                  major damage to opponent, but has crappy guard crush
                  ability.
    
    
    -------------------------------------------------------------------------
    KIM JAE HOON
    -------------------------------------------------------------------------
    
    Move Name:    Tai-otoshi
    Command:      when close, f or b + C
    Description:  Ashoulder throw, same as Dong's.
    
    Move Name:    Shou-Kyaku Hou
    Command:      during backstep, B
    Description:  After performing the command, Jae Hoon will hop forward
                  and kick up.  Great surprise attack, plus it knocks the 
                  opponent up.  Cancel into a special after.
    
    Move Name:    Hien Zan
    Command:      charge d, u + B or D
    Description:  Kim's original trademark anti-air somersault kick, with
                  an added fire effect.  If you use the strong one, you can
                  follow up with d + D, and Jae Hoon does a Neri-chagi in 
                  the air.  The range on this move is very short, and
                  combos into this move are rare.  It is Brake-able, and
                  you can start great combos with it. Also Braking this
                  move will help, because if the opponent blocks it, you
                  still are on the ground and can move about the same time
                  the opponent does.
    
    Move Name:    Hangetsu Zan
    Command:      qcb + B or D
    Description:  Spin kick with fire.  Difference between weak and strong
                  is the distance and how fast it comes out.  The weak
                  version can combo from a standing C or D.  Strong works
                  as a decent anti-air, so long as you aim more ahead of
                  you than above you.
     
    Move Name:    Hishou Kyaku
    Command:      in air, d + B or D
    Description:  Exactly like Kim's Hishou Kyaku.  After it hits, df + B
                  or D will go into a low sliding attack, and qcb + B or D
                  will do a downwards flame kick.  Use the df + B or D if
                  the original move hits, as the qcb + B or D does not
                  combo.  If blocked, mix it up, since one is high and the
                  other low.  The only problem is that the high attack is
                  slow and can be read easily, plus half the time it will
                  right over ducking opponents.  Do the low slide only if
                  the Hishou Kyaku hits.
    
    Move Name:    Ryuusei Raku
    Command:      qcf + B or D
    Description:  Sweep --> jumping Neri-chagi.  Low hit --> overhead.  
                  Similar to Kim's KOF Ryuusei Raku, but not as much range
                  due to the fact that Jae Hoon does not slide.  If the
                  first hit is blocked, the overhead misses half the time.
                  Can combo from a standing C or D.  Use the strong in
                  combos, because he jumps forward farther.  
    
    Move Name:    Shakka Shuu
    Command:      qcf + A or C (hold)
    Description:  Jae Hoon raises his leg, then slides forward a bit,
                  throwing four rapid kicks.  Can combo, again, from a
                  strong attack.  If you hold the button down, Jae Hoon 
                  will stay with his knee raised.  The knee has a guard
                  point, but there is an opening from the start to that
                  point, so it is not that good against opponents jumping
                  in.  Can also guard special moves.
    
    Move Name:    Hou-yoku Ten-Shou Kyaku (S)
    Command:      qcf, qcf + A (with S power)
    Description:  Hangetsu Zan --> two or three Hien Zan (in the air).
                  This move has no range, and should be used at point blank
                  range.  It is quick, plus it is an overhead and can be
                  used as an anti-air.
    
    Move Name:    Hou-ou Kyaku (S)
    Command:      qcf, qcf + B (with S power)
    Description:  Jae Hoon runs forward, and if it hits, will start beating
                  down his opponent.  If the opponent misses, or you see an
                  opening, use this move, as it is very quick.
    
    Move Name:    Hou-yoku Ten-Shou Kyaku (P)
    Command:      qcf, qcf + C (hold -- let go) (with P power)
    Description:  Use exactly like the S. version.  If it hits, keep
                  holding the C button down, and let go after he lands.
                  If you time it right, Jae Hoon will add an extra kick.
    
    Move Name:    Hou-ou Kyaku (P)
    Command:      qcf, qcf + D (hold) (with P power)
    Description:  Even more flashier version of the Hou-ou Kyaku.  Use same
                  as the S. version.
    
    Move Name:    High-Angle Neri-chagi
    Command:      During T. O. P. mode, CD
    Description:  Jae Hoon turns around, brings up is legs, turns toward
                  the opponent, and does a Neri-chagi (axe kick).  Very
                  slow to come out, but absolutely no lag afterward and
                  guard crushes in just three!
    
    
    -------------------------------------------------------------------------
    HOTARU FUTABA
    -------------------------------------------------------------------------
    
    Move Name:    Ten Raku-tou
    Command:      when close, f or b + C
    Description:  Shoulder throw --> flips over.  You have to watch it 
                  for this throw.  You throw left, and Hotaru will flip
                  over and end up on the left side.  The throw is not good
                  for getting opponent into the corner, but is good for
                  getting yourself out.
    
    Move Name:    Hanten-tou
    Command:      in air close, anything but u + C
    Description:  Hotaru throws opponent toward the ground.  Pretty good
                  throw.
    
    Move Name:    Kuuchuu Furi-muki
    Command:      in air, CD 
    Description:  She will turn around in mid-air.  Great for crossing-up.
    
    Move Name:    Kou-shuu Da
    Command:      in air, d + B
    Description:  Heel stomp, like Chun-Li's of Street Fighter fame.
                  Cannot pull it off again, so no Jhun infinite.  Can do
                  other moves afterwards...
    
    Move Name:    Hakki Shou
    Command:      qcf + A or C
    Description:  Projectile.  Weak and strong adjust the speed.  Quick
                  recovery time for a projectile.
    
    Move Name:    Ren-geki Shuu
    Command:      in air, qcb + B or D
    Description:  Hotaru flies down-forward, and if she hits (or blocks)
                  she does a double kick (think Ibuki's Hien).  If it is
                  blocked, expect a counter-attack...  Weak goes down more,
                  but comes out quick.  Strong goes more forward, and has
                  speed.
    
    Move Name:    Ten-Shin Shou
    Command:      f, d, df + B or D
    Description:  Hotaru spins up-forward, hitting multiple times.
                  Anti-air attack.  Weak does not fly far, and hits 3 or
                  so times.  Strong hits a lot, and flies very high.  It
                  comes out quick, but like all anti-air, you're wide open
                  if you miss.  Not too useful as an anti-air, because it
                  is crushed often.
    
    Move Name:    Sou-Shou Shin
    Command:      qcb + A or C
    Description:  Hotaru hops forward, spinning her arms, and when she
                  lands, she finishes with a palm.  Great combo move.  Weak
                  hops a little forward, and strong hops farther (and hits
                  more).  Weak also comes out quicker than the strong
                  version.  Surprisingly, the strong can be combo-ed from a
                  standing C.  Although it is hard to tell, she actually it
                  able to move an instant before the opponent when blocked.
    
    Move Name:    Sha-jou Tai
    Command:      when close, hcf + D
    Description:  Command throw.  She runs up the opponent, stepping on
                  their face.  Range is tiny, but the move has its uses.
    
    Move Name:    Ko-bi Kyaku
    Command:      qcb + B or D
    Description:  Hotaru turns around and kicks up (a la Tekken's Xiao Yu)
                  and an energy field appears.  This move can reflect
                  projectiles.  Its range is short, and is hard to combo.
                  It is a Brake move, but unless in the corner, there is
                  nothing to follow up with.  Use the weak one, as it has
                  better priority.  Always brake this move.
    
    Move Name:    Sou-Shou Ten-Ren-Ge (S)
    Command:      qcf, qcf + A (with S power)
    Description:  Sou-Shou Shin x2 --> Ten-Shin Shou --> mid air AB (heel
                  kick).  Good in combos and counter-attack move when there
                  is an opening.
    
    Move Name:    Ten-Shou Ran-Ki (S)
    Command:      qcf, qcf + B (with S power)
    Description:  Sen-Kai En (with a lot of "ki") --> she flies on top of
                  opponent and releases all her "ki" (energy) at once (thus
                  the appearance of her having an orgasm).  Works good as
                  anti-air, just don't do it too early.  Major
                  invincibility at the start too.
    
    Move Name:    Sou-Shou Ten-Ren-Ge (P)
    Command:      qcf, qcf + C (hold) (with P power)
    Description:  Sou-Shou Shin x2 --> Ten-Shin Shou --> Rengeki Shuu (just
                  the knee).  Use the same as the S. version.  But you
                  should use this one as guard damage move.  Plus, the last
                  knee can hit people on the ground, unlike the S. version.
                  Use that as a surprise attack.
    
    Move Name:    Ten-Shou Ran-Ki (P)
    Command:      qcf, qcf + D (with P power)
    Description:  She just releases an even greater amount of "ki" with
                  this version.  Use exactly like S. version.  Some major
                  damage.
    
    Move Name:    Sen-Kai En
    Command:      During T. O. P. mode, CD
    Description:  Hotaru does a flip kcik.  This looks like a better
                  anti-air than the Ten-Shin Shou, but it actually is worse.
    
    
    -------------------------------------------------------------------------
    GATO
    -------------------------------------------------------------------------
    
    Move Name:    Dai-en Shin
    Command:      when close, f or b + C
    Description:  Picks them up and slams them.
    
    Move Name:    Dan-Zetsu Tai
    Command:      when close, f or b + D
    Description:  Gato lift the opponent up with his foot and stomps on
                  them.  I don't why he has two throws, but maybe you
                  can't get out of this one.
    
    Move Name:    Mu-ran-Geri
    Command:      f + B
    Description:  Gato does a hop kick, a la Bruce Lee jump kick.  It
                  misses crouching opponents, but has no opening if
                  blocked.
    
    Move Name:    Kuuchuu Furi-muki
    Command:      in air, CD (same time)
    Description:  Like Hotaru, he turns around in mid-air.  For cross-up.
    
    Move Name:    Sai-Gaku
    Command:      f + A
    Description:  Gato swipes downward.  Overhead.
    
    Move Name:    Shin-Ga
    Command:      qcf + A or C (follow with f, f + A or C)
    Description:  Gato stomps (steps on opponent's feet?) and does a palm.
                  Follows up with a hop punch (like Tung's or Kensou's).
                  Works best in combos.  Strong has more range, but has
                  more recovery time, too.
    
    Move Name:    Rai-Ga
    Command:      f, d, df + B or D
    Description:  Anti-air kick, like Tung's Ressen Kyaku.  Aim more
                  forward than up, otherwise you'll go straight under.
                  Strong does a finishing downward kick.  Either way, if
                  you miss, you still jump the same height, so just use the
                  strong one.  Useful as a Brake move, because you are wide
                  open if you miss, plus he has good combos.
    
    Move Name:    Fuu-Ga
    Command:      qcb + B or D
    Description:  Gato stomps, then jumps up.  Strong jumps higher than
                  weak.  Also, Strong knocks the opponent into the air if
                  the stomps connects, while weak does not.  In the air,
                  Gato can perform several different moves, as listed below.  
    
    Move Name:    Kou-ga
    Command:      during Fuu-Ga, A
    Description:  A Rai-ou Ken-like move.  Gato pushes his hands out and at
                  about a 45 degree angle on the ground a blast of energy
                  appears.  Only that will hit.  If the opponent is in the 
                  air right next to you, it will not hit.  If you do this
                  immediately after the Fuu-Ga, Gato will not jump in the
                  air (like it canceled).
    
    Move Name:    Sen-Ga
    Command:      during Fuu-Ga, B
    Description:  Gato does a kick up, working as an anti-air.  Use when
                  the opponent tries to jump over you, or to avoid getting
                  when landing (ex:  floating over a projectile), since he
                  hops up a bit when kicking.   Use mostly as a combo (when
                  Fuu-Ga hits).  Weak you must do immediately, while strong
                  is easy enough.
    
    Move Name:    Kyuu-Ga
    Command:      during Fuu-Ga, C
    Description:  Gato pierces down-forward with a kick.  Opponent must
                  block high.  Try to hit deep, or else you still be 
                  countered.
    
    Move Name:    Katsu-Ga
    Command:      during Fuu-Ga, D
    Description:  Gato lands and instantly does a low hit.  Switch off
                  Between this, Kyuu-Ga, and just landing and throwing. 
                  You're dead if blocked, though.
    
    Move Name:    Hou-zan Sai Heki-Ga
    Command:      charge d, u + C
    Description:  He puts his hands out to take the opponent's move, and if
                  it hits, he shifts his weight up and his fists at his
                  sides.  An atemi (counter) move.  Great against
                  cross-ups, since he hits on both sides.  But otherwise
                  not too useful.
    
    Move Name:    Zero Kiba (S)
    Command:      qcf, qcf + A (with S power)
    Description:  Shin-Ga --> jumps on opponent and twists their neck
                  with his legs.  Somewhat powerful, best if used in
                  combos.
    
    Move Name:    Tatsu Kiba (S)
    Command:      qcf, qcf + B (with S power)
    Description:  Gato kicks straight up, and continues to do so
                  Until he reaches the top of the screen.  Great
                  anti-air and reversal, due to the invincibility
                  time he has.
    
    Move Name:    Zero Kiba (P)
    Command:      qcf, qcf + C (with P power)
    Description:  Shin-Ga --> jumps on opponent and twists their neck
                  with his legs --> slams them down with his legs and
                  punches them at the same time.  Looks great, does
                  good damage, but the P. version has almost no use.
                  Just use it as a Guard Cancel, or air juggles.
    
    Move Name:    Tatsu Kiba (P)
    Command:      qcf, qcf + D (with P power)
    Description:  Same as he S. version, only the "ki" is yellow (S.
                  is blue) and he spins.  Otherwise same uses as the
                  S. version, like anti-air and reversals.
    
    Move Name:    Ten-Ryuu Retsu-Kiba
    Command:      f, d, df + AB (up to 3 times) (with P power)
    Description:  Shoulder --> double palm --> pose into an energy 
                  fist. Major damage.  Use in combos for best
                  outcome.
    
    Move Name:    Mou-Ko Kou Hazan
    Command:      During T. O. P. mode, CD
    Description:  A hard palm as Gato steps forward.  Slow, don't even
                  bother using this move. 
    
    
    -------------------------------------------------------------------------
    BONNE JENET
    -------------------------------------------------------------------------
    
    Move Name:    Bye-Bye Boo
    Command:      when close, f or b + C
    Description:  Slap --> kicks opponent back.  A good taunt as well
                  as a throw.
    
    Move Name:    Falling Crush
    Command:      in air close, anything but u + C
    Description:  Air throw.  Looks like Rugal's Dead End Screamer, as she
                  spins on them with her high heels, then jumps back
                  blowing a kiss.  Remember you switch sides after the
                  throw.
    
    Move Name:    Super Jump
    Command:      d, then quickly jump (ub, u, or uf)
    Description:  A higher jump.  You can tell by a shadow following
                  her.
    
    Move Name:    Crazy Ivan
    Command:      qcb + A or C
    Description:  Simply Ryuu-En Bu.  Jenet spins around, hitting the
                  opponent with her dress's blades.  Weak is quick to
                  come out, while strong moves forward and is powerful.
                  Use the weak one in combos.
    
    Move Name:    Gulf Tomahawk
    Command:      qcb + B or D
    Description:  Spin Fall-type move.  Jenet jumps up, and comes down
                  with her heel and dress.  An overhead.  The difference
                  between weak and strong is the height of the jump, and
                  some distance.  She does not go very far forward on
                  on this move.  If you read the opponents moves, you
                  can use as an anticipated anti-air.  If blocked, she
                  still has a advantage, but expect a counter-attack if
                  you miss.  
    
    Move Name:    The Hind
    Command:      qcf + B or D
    Description:  Jenet hops forward with her knee, then spins upward,
                  Hitting with her dress.  An OK charging move, but
                  The best part is the fact that it is Brake-able.
                  You can move about the same time as the opponent,
                  plus if it hits, you can follow it up with some
                  good moves.  Weak hops shorter while strong hits
                  more.  Weak can be used in combos, while strong
                  has shorter recovery time in Braking. 
    
    Move Name:    Buffrass
    Command:      qcf + A or C
    Description:  A mini version of KOF 99's Krizalid's Tornado(?).
                  Weak goes nowhere (stays in place), and strong
                  Goes across the screen.  Gets in 3 hits. 
    
    Move Name:    Harrier Bee
    Command:      in air, d + B, B, B, B, B or D, D, D, D, D
    Description:  A move very similar to Alfred's Mayday! Mayday!
                  Jenet flies down, and you can hits up to 4 times.
                  On the fourth hit, she kicks up while popping 
                  back up, so you can use this to avoid stuff on
                  the ground.  Weak has a sharper angle. 
    
    Move Name:    Many Many Torpedo (S)
    Command:      qcf, qcf + A (with S power)
    Description:  Jenet jumps forward, spinning and kicking, giving the
                  illusion of many (many) torpedoes.  Good use in ground
                  combos.  Does nice block damage, too.  Plus invicibility
                  time is long (until she starts attacking) and the frame
                  rate is zero (is the try to block after the flash, they
                  still get hit).
    
    Move Name:    Aurora (S)
    Command:      qcf, qcf + B (with S power)
    Description:  Jenet turns around and spins up (like the end of The
                  Hind) 3 times then finishes it off with a blown kiss.
                  Great anti-air super.
    
    Move Name:    Many Many Torpedo (P)
    Command:      qcf, qcf + C (with P power)
    Description:  A longer, more powerful version of the S. power.  Use
                  the same as the S. version.  
    
    Move Name:    Aurora (P)
    Command:      qcf, qcf + A (with P power)
    Description:  Five spins --> blown kiss.  In general, works the same
                  as the S. version.  Just be careful of the timing and 
                  positioning, because the wrong timing or position can
                  cause the last spin (and the kiss). 
    
    Move Name:    An Oi Mademoiselle 
    Command:      during Just Defense, A then B, then C (quickly)
    Description:  Just Defense-only Hidden.  Jenet loses it, takes off
                  one of her high heels and starts beating the opponent
                  with it, swinging up at the end.  She then realizes
                  what she did, turns bright red, saying "Gomen asobase!"
                  (I beg my pardon!).  Great as a counter (of course,
                  that's the only thing you can aim for).  The timing for
                  the button pressing is like sliding your hand across
                  quickly.  Does at least 60% damage ground hits, and
                  about 40% juggling the opponent in the air.
    
    Move Name:    Rolling Thunder
    Command:      During T. O. P. mode, CD
    Description:  Jenet flips up, and if the flip kick hits the opponent
                  (only hit, nothing happens if she misses or is blocked),
                  she dives forward (the pose is taken from the jump D),
                  knocking the opponent down.  Range is incredibly short,
                  and she can be knocked out the air easily from the air,
                  so it looks like it has no use, but in fact it works
                  great as an anti-air Guard Cancel or in combos.
    
    
    -------------------------------------------------------------------------
    MARCO RODRIGUEZ
    -------------------------------------------------------------------------
    
    Move Name:    Kyokugen Zu-Tsuki
    Command:      when close, f or b + C
    Description:  Headbutt.  Nothing too special.
    
    Move Name:    Kyokugen Hiji
    Command:      f + A
    Description:  Marco thrust his elbow downwards.  An overhead with
                  limited range.
    
    Move Name:    Ko-ou Ken
    Command:      qcf + A or C
    Description:  Typical projectile, like Takuma's.  Strong travels
                  quicker than weak.  Do not overuse, due to the Just
                  Defense.  Knocks opponent down from close range, and
                  deals more damage.
    
    Move Name:    Hien Shippu Kyaku
    Command:      qcf + B or D
    Description:  Marco flies half the screen with a kick with weak.  If
                  he hits, he will do another kick.  Use this in combos.
                  The strong goes up, like Joe's Tiger Kick, and swings
                  his heel downwards.  Not exactly sure on its uses, but
                  maybe useful in air juggles.  Do not use for anti-air;
                  the Ko Hou works 200% better than this (it has no
                  priority or invincibility).
    
    Move Name:    Ryuu-Sen Ken
    Command:      hold C and let go (4-level power up)
    Description:  Marco charges forward with a straight fist.  Very
                  powerful if charged up.  Useful in combos.
    
    Move Name:    Ko-Sen Kyaku
    Command:      hold D and let go (4-level power up)
    Description:  Performs a move similar to the beginning of the weak
                  Hien Shippu Kyaku.  Also powerful if charged up and 
                  combo-ed.  Can also dodge low attacks.  Use this more
                  often, as the specials with punch (Ko-ou Ken, Ko Hou)
                  are more useful than the kick special (Hien Shippu
                  Kyaku).
    
    Move Name:    Jou-dan Harai
    Command:      qcb + A
    Description:  Marco dashes forward with his shoulder lowered.  If
                  the opponent hits high or mid, Marco will counter with
                  an uppercut.  Works well as an anti-air counter, or to
                  get in close.  You can follow-up with a Ryuu-Sen Ken or
                  Ko-Sen Kyaku (level 3 or higher) or a P. Haou Shoukou
                  Ken.
    
    Move Name:    Ge-Dan Harai
    Command:      qcb + B
    Description:  Jou-dan Harai low version.  Mix with the Jou-dan Harai.
    
    Move Name:    Ko Hou
    Command:      f, d, df + A or C
    Description:  Jumping uppercut.  Good anti-air, but range is limited.
                  Switch between this and the Jou-dan Harai.  Weak is a
                  smaller jump.  If the second hit misses on a ground hit,
                  opponent will not get knocked down, and you will be wide
                  open.  Timing for the Brake is tough, as you have no time
                  to do so.  Best if used mainly as an anti-air, but always
                  try to brake.
    
    Move Name:    Haou Shoukou Ken (S)
    Command:      qcf, qcf + A (with S power)
    Description:  Kyogen style's trademark super projectile.  Wind up is
                  a bit slow, and there is no invinciblity time, so be sure
                  to use it anticipating the opponent's moves.  Fast, though.
    
    Move Name:    Kyokugen Ko Hou (S)
    Command:      qcf, qcf + B (with S power)
    Description:  Super uppercut, with flashy effect.  Decent anti-air,
                  but it loses some damage that way.  Best if in a combo,
                  or a reversal, since it is quick and invincible at the
                  beginning.
    
    Move Name:    Haou Shoukou Ken (P)
    Command:      qcf, qcf + C (with P power)
    Description:  Same as S. Power, but even faster to fly across the
                  screen, has invincibility time, and can even vaporize
                  Super projectiles.
    
    Move Name:    Kyokugen Ko Hou (P)
    Command:      qcf, qcf + D (with P power)
    Description:  Slightly flashier than the S. version.  Same strategies
                  with it.
    
    Move Name:    Ryuuko Ranbu
    Command:      qcf, qcf, qcf + C (hit buttons repeatedly) (with P power)
    Description:  This Hidden is very different from Ryo's or Robert's.
                  Marco does not jump forward, and start his Ranbu when
                  he hits, but instead starts then and there, and start to
                  progress forward (like Joe's Bakuretsu Hurrican Tiger
                  Kakato).  By hitting the buttons, you can charge up to
                  four levels (like Yamazaki's Guillotine).  Major damage,
                  and if blocked, it will automatically bring the
                  opponent's Guard Crush meter to the red.  Once I figure
                  out the difference between the levels (what he does on
                  each level), I'll post it.
    
    Move Name:    Zan-Retsu Ken
    Command:      During T. O. P. mode, CD
    Description:  Marco does a flurry of punches, then an uppercut with the
                  other fist.  Unlike Ryo's it does this from the start,
                  whereas Ryo's starts up only after the arm hits.  Not too
                  useful as the range is short, and is slow to come out, so
                  Guard Cancels do connect all the time.
                  
    
    -------------------------------------------------------------------------
    HOKUTOMARU
    -------------------------------------------------------------------------
    
    Move Name:    Hikkaki
    Command:      when close, f or b + C
    Description:  Monkey stratch.  Enough said.
    
    Move Name:    Non-men Tsukuri
    Command:      in air close, anything but u + C
    Description:  Hokutomaru grabs the opponent's head with both hands and
                  pushes it into the ground.
    
    Move Name:    Sliding
    Command:      df + B
    Description:  Fairly long range low attack.  It is low enough to go
                  under flying projectiles, and is good from mid-range.
    
    Move Name:    Kuuten Keri
    Command:      df + D
    Description:  Hopping double-kick, similar to Athena's Renkan Tai.
                  Very useful becuase you can cancel into a Kuuchuu
                  Shuriken or a Rakka Zan.
    
    Move Name:    Ni-dan Jump
    Command:      in air, jump again
    Description:  Double jump.
    
    Move Name:    Karakusa-Giri
    Command:      qcb + A or C (hold for just movement)
    Description:  Hokutomaru hops forward, slicing with his wooden sword
                  at the end.  Difference between weak and strong is the
                  distance (slightly) and number of slices (one for weak,
                  two for strong).  The weak is quick enough to combo.
                  Holding down the button will make Hokutomaru just flip
                  forward.  A throw after that works good.             
    
    Move Name:    Rakka Zan - Kyou
    Command:      qcb + B (air)
    Description:  Hokutomaru teleports, appearing in a puff of smoke in
                  the air just above where he was.  Basically a fake move.
                  Possible in the air.  Useless.
    
    Move Name:    Rakka Zan - Jitsu
    Command:      qcb + D (air)
    Description:  Teleports above opponent, slashing with his wooden sword.
                  Good surprise attack, but you are wide openn if the
                  opponent blocks it.  You can do in the air, too.
    
    Move Name:    Kuu Ha Dan
    Command:      qcf + B or D
    Description:  Andy's trademark move.  Hokutomaru pushes off a handstand
                  and hits with both feet put together.  Weak is shorter
                  while strong Hokutomaru does a forward flip first, is
                  longer and hits more times.  This is a great Brake move.
                  If it hits, you can set up for a combo and if it is
                  blocked, you recover and aren't left wide open.
    
    Move Name:    Shuriken
    Command:      qcf + A or C
    Description:  Hokutomaru throws a four-pointed ninja star (shuriken).
                  Weak throws 1 and strong throws 3 in a row (3-rapid Just
                  Defense).
    
    Move Name:    Kuuchuu Shuriken
    Command:      in air, qcf + A or C
    Description:  Same as the normal one, but in the air, and strong just
                  throws a fast star.
    
    Move Name:    Chou Hissatsu Shuriken
    Command:      qcf, qcf + A (AB to finish) (with S power)
    Description:  Throws a bunch of shurikens, finishing with a big one.
                  Use in ground combos, or if the opponent messes up,
                  because this move is quick to come out.  Pressing AB
                  will cause Hokutomaru to finish his move early (throw the
                  giant Shuriken).
    
    Move Name:    Ougi - Chou Hissatsu Tatsumaki
    Command:      qcf, qcf + B (with S power)
    Description:  Hokutomaru puts a scroll in his mouth, and spins straight
                  up, with wind swirling around him.  Good anti-air, but
                  you must wait until the last second for maximum damage.
                  It doesn't matter, because this move has no
                  invincibility time but has major priority.
    
    Move Name:    Chou Baku-en Kunai
    Command:      qcf, qcf + C (AB ot finish) (with P power)
    Description:  Throws a bunch of kunais (like Zantestu or Ibuki) that
                  are on fire, finishing with an exploding one.  Use the
                  same as the Chou Hissatsu Shuriken.  Like it, the Kunais
                  can be finished by pressing AB.
    
    Move Name:    Kyuukyoku Ougi - Chou Hissatsu Tatsumaki
    Command:      qcf, qcf + D (with P power)
    Description:  Hokutomaru puts a scroll in his mouth, and spins straight
                  up, with fire swirling around him.  Again wait until the
                  last second for damage.  
    
    Move Name:    Nin-pou Baku-en Jump
    Command:      During T. O. P. mode, CD
    Description:  He puts a scroll in his mouth and poses, then the ground
                  explodes, pushing him up-forward.  Good anticipating
                  anti-air. 
    
    
    -------------------------------------------------------------------------
    FREEMAN
    -------------------------------------------------------------------------
    
    Move Name:    Gore Fest
    Command:      when close, f or b + C
    Description:  Grabs their face, and slashes outward with his hand.
    
    Move Name:    Nightmare
    Command:      qcf + A or C
    Description:  Freeman slides back a little, then slides forward a lot,
                  doing an upward slash.  He is invincible during the back
                  part.  Strong goes farther forward than weak.
    
    Move Name:    Crow
    Command:      qcb + B or D
    Description:  Freeman does a small jump, spinning, and does two swipes
                  with his claw.  An overhead.  Strong jumps farther forward
                  than weak.
    
    Move Name:    Phobia
    Command:      f, d, df + A or C
    Description:  Freeman leans back then slashes downward. Weak uses one,
                  while strong uses two hands.  Not too useful.
    
    Move Name:    V. O. D.
    Command:      qcb + A or C (up to 3 times)
    Description:  Three swipes, like Mature's.  The weak goes normal hit
                  --> low --> push back hit and the strong goes normal hit
                  --> normal hit --> swipe up.  You can switch buttons in
                  the middle.  For minimal openings, use A --> A --> C.
    
    Move Name:    Morbid Angel
    Command:      hcf + B or D
    Description:  Freeman flips toward the opponent.  If they are standing
                  and in range (which is actually tiny), Freeman will grab
                  the opponent, and stab him with his hand.  It will not
                  hit in the corner, no matter what.  Use in mixture with
                  Crow, since the have crouch to avoid this and stand to
                  block Crow.  Brake this move right when he grabs the
                  opponent, and it's a free combo.  Strong just flies 
                  farther forward  than weak.
    
    Move Name:    Full Blast (S)
    Command:      qcf, qcf + A (hold) (with S power)
    Description:  Giant slash horizontally.  Works as a good anti-air (aim
                  in front).  Hold to delay the timing.
    
    Move Name:    Creeping Death (S)
    Command:      qcf, qcf + B (with S power)
    Description:  Freeman walks forward with a shadow, and if the opponent
                  tries to hit him, he will then flash (like all other
                  supers) and grab the opponent.  In the dark, you only see
                  shadows as Freemman beats on his opponent.  Basically a
                  counter move.  Use after doing a rush or blocked combo
                  and it works well.
    
    Move Name:    Full Blast (P)
    Command:      qcf, qcf + C (hold) (with P power)
    Description:  Horizontal --> Vertical slash.  Otherwise use the same
                  way, and you still can hold to delay it.
    
    Move Name:    Creeping Death (P)
    Command:      qcf, qcf + D (with P power)
    Description:  Exactly the same as the S. version, but has different
                  beating sequence, and does more damage.
    
    Move Name:    Overkill
    Command:      During T. O. P. mode, CD
    Description:  Freeman swings his hands by his waist, and a half-circle
                  appears right above him.  Fairly good anti-air, but best
                  if used as a Guard Cancel.  Otherwise useless.
    
    
    -------------------------------------------------------------------------
    THE GRIFFON MASK
    -------------------------------------------------------------------------
    
    Move Name:    Griffon Tower
    Command:      when close, f or b + C
    Description:  Brain Buster.
    
    Move Name:    Grif-fall
    Command:      after Griffon Tower, df, df + C
    Description:  Pin move.  Always remember to do this when you do
                  the Griffon Tower.  The df is the direction you used to
                  pull off hte Griffon Tower.
    
    Move Name:    Gri-Hug
    Command:      when close, f or b + D
    Description:  Grabs the opponent, and bear hugs.  I think it's one of
                  those rapid button grabs.
    
    Move Name:    Justice Hurricane
    Command:      when close, 360 + A or C
    Description:  Grabs the opponent and does a spinning suplex.  Damaging.
                  Use often, but don't overuse it.  Learn to pull it off
                  without jumping.  A has range, while C has power.  Use
                  the strong one often, and the weak version as Guard
                  Cancel and Reversals.
    
    Move Name:    Olympus Over
    Command:      qcb + B or D
    Description:  Jumping elbow drop.  Overhead.  Works great to jump over
                  projectiles while attacking.  In the strong version, he
                  hops back and then elbows.  Only useful if you start out
                  next to the opponent.  You can Brake only the strong 
                  version during the jump back, but a backstep would work
                  better due to the invincibility time. 
    
    Move Name:    Poseidon Wave
    Command:      b, d, db + A or C
    Description:  Griffon slides forward and does a lariat.  Weak comes out
                  quick while strong jumps back and goes farther forward.
                  The strong works really well, because the opponent may
                  think that it is a backstep and get hit by it.  Again, you
                  can Brake at the hop back (on strong only) but the use
                  is minimal.
    
    Move Name:    Active Tupon
    Command:      f, d, df + A or C
    Description:  Griffon flips forward, and if the opponent is standing, he
                  will grab the opponent with his legs and flip back, 
                  slamming the opponent into the ground.  A jumping throw.
                  Strong flies farther than weak (weak only goes to right
                  next to him).  Use in combination with the Olympus Over,
                  to vary it (they have block high for the Olympus Over, but
                  the have to duck for Active Tupon).
    
    Move Name:    Hercules Throw
    Command:      when close, hcf + B
    Description:  Griffon grabs the opponent, and throws him against the wall
                  behind him.  You can then follow up.  The only good moves I
                  know are the weak Poseidon Wave and the Gri-Dro Super Kick.
                  This move comes out slower than the Justice Hurricane, so 
                  it is best not to use it.
    
    Move Name:    Icarus Crash
    Command:      in air, qcf + A
    Description:  Air throw.  Griffon grabs the opponent and does an air
                  suplex.  Incredibly hard to pull off due to the fact that
                  the move just will not come out on command (I got it off
                  1 out of every 5 times).  Damage isn't that good, either.
    
    Move Name:    Big Fall Griffon (S)
    Command:      when close, 720 + A (with S power)
    Description:  Griffon grabs the opponent, jumps, and pushes their head
                  into the ceiling, then puts them under his feet and lands
                  on them.  Does major damage, and the opponent cannot 
                  escape after the flash appears.  If you can, I would
                  suggest waiting until the P. power bar if full.
    
    Move Name:    Daedalus Attack (S)
    Command:      qcf, qcf + B (with S power)
    Description:  Griffon points up, then does 3 lariats, and each hit has 
                  a giant impact to it (reminds me fo Yashiro's Million Bash
                  Stream).  This move has decent invincibility time, so use 
                  it as a reversal, but doesn't go great damage.
    
    Move Name:    Big Fall Griffon (P)
    Command:      when close, 720 + C (with P power)
    Description:  Slams opponent's head into the ceiling, then does a
                  Justice Hurricane.  Major damage (60% normal, 75% or so
                  on T. O. P.).  Aim for it as a surprise attack, or just
                  as you get up.  Feint move (d + AC) --> Big Fall works
                  good, too.
    
    Move Name:    Daedalus Attack (P)
    Command:      qcf, qcf + C (with P power)
    Description:  Five lariats now.  Otherwise the same as the S. version.
                  Still has invincibility time, so aim for the reversal.
                  This one actually deals good damage, too.
    
    Move Name:    Gri-Dro Super Kick
    Command:      During T. O. P. mode, CD
    Description:  A drop kick in the forward direction.  Slow to start, but
                  if blocked it will push the opponent back and has almost
                  no recovery time.  Use from long range for the guard
                  crush (only 2!), then a Justice Hurricane.
    
    
    -------------------------------------------------------------------------
    KEVIN RIAN
    -------------------------------------------------------------------------
    
    Move Name:    Poli-Throw
    Command:      when close, f or b + C
    Description:  Shoulder throw.
    
    Move Name:    Poli-Kick
    Command:      f + B
    Description:  Does a low kick and then with the same leg, a side kick.
                  Both can be blocked high or low, I think, and the two
                  hits don't even combo.
    
    Move Name:    Hell Rotor (hold for 3-level power up, D to cancel)
    Command:      qcb + A or C
    Description:  Kevin turns his back, and spins toward the opponent.
                  Weak is a straight backhand, and strong is an overhead
                  backhand, but it has less range than the weak version,
                  and cannot be combo-ed.  Charging it up will make it
                  stronger, but not unblockable.  Pressing D while holding
                  it will cancel it, but you will automatically kick (or do
                  an Abide Mine is you cancel early).
    
    Move Name:    Hell Arrest
    Command:      when close, hcf + A or C
    Description:  A command throw.  Kevin does an uppercut followed by a
                  straight, knocking the opponent back.  Good against those
                  who keep blocking.  Use often as a Guard Cancel, it's
                  easy to do(since it starts from back) and effective.  Use
                  the strong due to it's damage (weak has longer range).
    
    Move Name:    Hell Trap
    Command:      qcf + B or D
    Description:  Low kick --> grab and knee.  You must block the low kick
                  low.  The grab can grab in the air, but it's not worth it
                  (timing's too hard and damage not enough).  Good to use in
                  combos, but watch out; the range is a little short, so
                  no long combos.  Braking into a Hell Snipe works good.
                  Also, Braking works good if the opponent blocks the low
                  kick, since you cancel the miss animation.  The
                  difference between weak and strong is the change in
                  range.  Strong can only connect from strong attacks, but
                  weak can combo from weak attacks.
    
    Move Name:    Hell Snipe
    Command:      f, d, df + A or C
    Description:  Kevin jumps up, and punches downward.  Weak does a small
                  hops while strong does a normal jump.  At first it looks
                  useless, but in fact is a great anti-air.  Unlike the
                  normal anti-air where you do it when you see the opponent
                  jump, you must anticipate the opponent's movement.  It
                  seems hard, but it is very useful, as well as this move. 
    
    Move Name:    Abide Mine
    Command:      qcb + D
    Description:  Kevin rolls forward.  He is invincible only at the very
                  beginning of this teleport move (I think).  You can roll
                  around the opponent, cofusing them by switching block
                  directions.
    
    Move Name:    Creeper
    Command:      qcb + B
    Description:  Kevin starts to crawl a la army style.  It can go
                  under a lot of move.  Pressing A during Cleaver does
                  a low attack (sweeps with his hand).  Use this often,
                  especially when dodging moves, since it comes out the
                  quickest.  Also you can follow up if it is a counter
                  hit.  Pressing B makes Kevin do a spinning heel kick
                  (overhead).  It comes out quick, but not as quick as the
                  low attack.  Pressing C cancels Cleaver.  Cancelling into
                  the Hell Arrest is a good strategy.
    
    Move Name:    Lucky Strike (S)
    Command:      qcf, qcf + A (with S power)
    Description:  Kevin rolls forward (the roll hits) and pulls off a 
                  punch and an uppercut (with explosions) knocking the
                  opponent into the air.  You can follow up after this
                  move.  Great in combos, since he goes forward in this
                  attack.  Invincible in the beginning.
    
    Move Name:    Gatling Freezer (S)
    Command:      qcf, qcf + B (with S power)
    Description:  Kevin kicks up, with a bunch of explosions.  If it hits
                  on the ground the opponent is frozen for a short time,
                  giving you a chance to combo.  If it hits in the air, the
                  opponent SLOWLY (I mean slowly) fall to the ground,
                  giving you a chance to follow up.  Decent in ground
                  combos, but range is very limited (and I think it can be
                  ducked under).  As an anti-air, you cannot do it too
                  early (it's quick, so you'll miss) or too late (for a
                  split-second Kevin poses, and can be hit out of the
                  super), so watch it.
    
    Move Name:    Lucky Strike (P)
    Command:      qcf, qcf + C (hold) (with P power)
    Description:  Same as the S. version, but with an added explosive
                  straight after the uppercut, which means no follow up.
                  You will probably not use this Potential (or the other,
                  you'll see...).
    
    Move Name:    Gatling Freezer (P)
    Command:      qcf, qcf + D (with P power)
    Description:  Exactly the same as the Super version, but more
                  explosions.  Plus a frame rate of zero.
    
    Move Name:    Blast Charge
    Command:      During T. O. P. mode, CD
    Description:  Shoulder charge --> spinning heel kick.  Quick to
                  come out, but a little slow to recover.  Pretty good
                  in combos, but lower guard crush damage.
    
    
    -------------------------------------------------------------------------
    GRANT
    -------------------------------------------------------------------------
    
    Move Name:    Ankoku Otoshi
    Command:      when close, f or b + C
    Description:  Body slam.
    
    Move Name:    Ma-Heki
    Command:      df + C
    Description:  Grant dashes forward a little, and does a pose that looks
                  like Leona's Botlic launcher.  
    
    Move Name:    Kokuen-Ryuu
    Command:      qcb + A or C
    Description:  Grant does an uppercut motion, and a blast of energy
                  shoot from the ground.  Useful as a shield.  Weak is
                  quick, and strong lasts longer.
    
    Move Name:    Kyou Chou-Jin
    Command:      f, d, df + A or C
    Description:  Anti-air uppercut move.  Weak goes halfway up while
                  strong goes out of the screen, then he punches the ground
                  (which is unblockable, but jumping will avoid it).  You
                  can cancel into Messhou Hisetsu for a combo.  Also
                  it is a break move, easy to do and has many uses.
    
    Move Name:    Messhou Hisetsu
    Command:      in air, d + B or D, or during Rising Palm, d + B or D
    Description:  Pierces downward with a kick.  Weak has a sharper angle.
                  Good suprise move, or escape move.
    
    Move Name:    Gou Dangai
    Command:      qcf + B or D
    Description:  Grant charges with his face forward very quick.
    
    Move Name:    Gou Retsu-Shou
    Command:      f, b, f + A or C
    Description:  Grant does a punch into the ground, then an uppercut,
                  launching the opponent into the air.  I believe that weak
                  is quicker to come out, while strong launches higher.
    
    Move Name:    Majin Haten-Dan (S)
    Command:      qcf, qcf + A (with S power)
    Description:  Grant kicks up-forward and launches a projectile at an
                  angle.  Nice invincibility time, and a great anti-air.
                  Best if used as an air juggle.
    
    Move Name:    Majin Engetsu-Rin (S) 
    Command:      qcf, qcf + B (with S power)
    Description:  With his leg, he spins it in a circle several times,
                  very similar to Haomaru's Tenma Fuujin Zan, and ends
                  with a Charge (if the kicks hit, otherwise he just
                  stops).  Good for ground combos.
    
    Move Name:    Majin Haten-Dan (P)
    Command:      qcf, qcf + C (with P power)
    Description:  Looks and acts exactly the same as S. version, but with
                  yellow "ki" (S. has purple).
    
    Move Name:    Majin Engestu-Rin (P)
    Command:      qcf, qcf + D (with P power)
    Description:  More spins.  Use the same way as the Super version.
    
    Move Name:    Majin Gan
    Command:      During T. O. P. mode, CD
    Description:  Grant quickly dos a kick while sliding forward, and if it
                  connect (or is blocked), he does a shoulder into a palm.
                  A bit slow to come out, but has good recovery time.  Can
                  be used in combos, though.
    
    
    -------------------------------------------------------------------------
    KAIN R. HEINLEIN
    -------------------------------------------------------------------------
    
    Move Name:    Schwarzer Mond
    Command:      when close, f or b + C
    Description:  Grabs, then a flaming somersault kick.  In or near the
                  corner, you can actually combo after the throw.
    
    Move Name:    Schwarze Flamme
    Command:      charge b, f + A or C
    Description:  Flame projectile.  Kain hops back when doing it.  Weak
                  goes forward and strong goes at about a 45 degree angle.
    
    Move Name:    Schwarz Cutter
    Command:      charge b, f + B or D
    Description:  A charge move.  Kain dashes forward with flames around
                  his elbow.  Weak comes out quick, while in strong Kain
                  sets a flame in front of him, then  charges forward.  I
                  think that the weak version in combo-able.  Only the
                  strong version is breakable.
    
    Move Name:    Schwarze Lanze
    Command:      charge d, u + B or D
    Description:  Kain kicks flames from the ground, knocking the opponent
                  up, jumps up, and shoot fire down, hitting the floating
                  enemy.  Works as an anti-air, and has very little
                  opening due to the fact that on the way down, Kain throws
                  a projectile.  The difference between weak and strong is
                  the angle he throws the projectile; weak has a sharper
                  angle than strong.  Brake this to minimize openings when
                  blocked, and to set up combos.
    
    Move Name:    Himmlischer Atem (S)
    Command:      qcf, qcf + A (with S power)
    Description:  Kain does a motion like a slash, and a fire (energy?)
                  rains from the sky in front of him.  Pretty useful as as
                  anti-air, but not much of range.
    
    Move Name:    Himmlische Seele (S)
    Command:      qcf, qcf + B (with S power)
    Description:  Kain shoot out a ball of energy that floats slowly
                  forward.  Hits multiple times.  Good for air juggles.
    
    Move Name:    Himmlischer Atem (P)
    Command:      qcf, qcf + C (with P power)
    Description:  Same as before, but with three projectiles.
    
    Move Name:    Himmlische Seele (P)   
    Command:      qcf, qcf + D (with P power)
    Description:  Kain shoots a yellow ball (the S. was blue I think) of
                  energy.  Same as the S. version, but hit more times.
    
    Move Name:    Schwarzer Stoß 
    Command:      During T. O. P. mode, CD
    Description:  Performs a move similar to Joe's Slash Kick, but with a
                  fire effect.  A little slow to come out, and not too quick
                  on the recovery side, but the movement is quick as hell.
                  Nice damage, so use in combos.
    
    
    
    =========================================================================
    5.  TAUNTS, POSES, AND PHRASES
    =========================================================================
    
    I was in a rush to do this, so it's still incomplete.  I forgot some
    characters poses, or forgot what they said.  Sometimes I put what I
    think I hear them saying.  If you remember, or have a correction, email
    me.
    
    -------------------------------------------------------------------------
    ROCK HOWARD
    -------------------------------------------------------------------------
    
    Entrance:          "Genkai made tobasu ze...!" (I gonna speed till the
                       limit...!) as he zips down his sleeves.
    Entrance 2:        (vs Terry) "Tekagen nashi daze, Terry!" (I'm not
                       gonna lay off, Terry!"
    Entrance 3:        (vs Kain) "Chi ga...uzuku noka? Ku!"  (My blood...is
                       boiling? Ku!)
    Win:               "Kono teido jane--daro?" Rock takes off a glove with
                       his mouth and shakes his hads.
    Final Win 1:       "Dokomademo...agaite yaru..!" (No matter how far...I
                       will fight it..!"  Turns around, and wings of energy
                       briefly appears.
    Final Win 2:       (T.O.P. or Shine Knucklu finish) Throws his jacket
                       on the fallen opponent.  "...Abayo." (...So long.)
    Final Win 3:       (Geese move finish) Holds his wrist, trying to
                       control the evil power flowing from his other hand,
                       "Kuuuu...!  Ha, ha, ha..." and falls to his knees, 
                       breathing hard.
    Taunt:             "Shanto shina!"  (Do it right!)  He points his hand
                       to the opponent.
    Post-Win Taunt 1:  "Chi...dase--na..." (Hmph...pathetic...) Rock shrugs
                       his shoulders and puts his hand on his forehead.
    Post-Win Taunt 2:  "Nige-chimai yo..." (Run away...) as Rock pushes his
                       hair back.
    Small KO:          "Ko...Kokomade ka..."
    Flying KO:         "Uwaaaaaaaa!"
    Draw:              "Chi..."
    Time Loss:         "Souka yo..."
    
    Reppuu Ken:        "Reppuu Ken!"
    Double Reppu Ken:  "Double Reppu Ken!"
    Rising Tackle:     "Rising Tackle!"
    Rasetsu:           "Haaaa...Morata"
    Rage Run Type D:   "Du--nk!"
    Shine Knuckle (S): "Kurai na!  Urya--!"
    Shine Knuckle (P): "Kurai na!  Urya Sei! Iyaa--!"
    Raging Storm (S):  "Raging Storm!"
    Raging Storm (P):  "Raging...Stooorm!"
    Deadly Rave - Neo  "Deadly Rave!"
    
    
    -------------------------------------------------------------------------
    TERRY BOGARD
    -------------------------------------------------------------------------
    
    Entrance:          Hops up and down, getting warmed up, pushes his hair
                       back, then beckons the opponent "C'mon get serious!"
    Entrance 2:        (vs Rock) Puts his hands on his hand, relaxed,
                       "Hey, rookie!"
    Win:               Points his finger to the downed opponent, "Stand
                       up!"
    Final Win 1:       "OK!" Terry tosses his jacket up and catches it,
                       putting it over his shoulders.
    Final Win 2:       (vs Rock) "Tsk, tsk, tsk" as he waves his finger
                       "All right!" takes a guts pose (raises an arm)
    Taunt:             "Hey, c'mon, c'mon!" motioning to get over here
    Post-Win Taunt 1:  Bows courteously, "Sorry"
    Post-Win Taunt 2:  Wipes his forehead with his arm, "Good going!"
    Small KO:          "Shit!"
    Flying KO:         "Uwaaaaaaaa!"
    Draw:              "....."
    Time Loss:         "You're dead!"
    
    MAX Dunk:          "Crash!"
    Power Wave:        "Rock you!"
    Crack Shoot:       "Kick bat!"
    Burn Knuckle:      "Burning!"
    Power Charge:      "Shoo!  Ha!  Charging!"
    Power Geyser (S):  "Go bang!"
    Power Geyser (P):  "Live wire! (Gin-gin daze!) Go bang!
    Buster Wolf:       "Are you OK?"
       >hit            "Buster Wolf!"
    
    
    -------------------------------------------------------------------------
    KIM DONG HWAN
    -------------------------------------------------------------------------
    
    Entrance:          "Nja, karu--ku ikouka." (Now, let's go very lightly)
                       Dong stretches his legs over his head, and flips
                       into fighting position.
    Entrance 2:        (vs Jae Hoon) "Ganbaru ne!"  (You're working hard!)
                       as he picks his ear.  "Honja ma---, yaru ka!"  
                       (Well, I guess we should fight!)  Dong stretches
                       lazily. 
    Win:               "Ko--nna kanji de...dou?"  (How's it like this?)
    Final Win 1:       "Koko no deki ga chigaun dayo!" (This's made
                       differently!) as he slaps his leg.
    Final Win 2:       (Perfect) "Touzen no kekka te yatsu?"  (Is this what 
                       you call an expected outcome?" Dong says, smiling. 
                       "Amai!" (Not enough!)  Kim jumps out of nowhere 
                       behind Dong. "Giku!" (the sound one makes when one
                       is scared or guilty, no real translation) Dong starts 
                       sweating.
    Taunt:             "Oni-san, kochi da!" (Devil, over here!) (the devil
                       he means here is the equivalent of being "it") waves
                       his foot around.
    Post-Win Taunt 1:  "Pompe, pompe." as Dong shrugs his shoulder and does 
                       a taunting dance
    Post-Win Taunt 2:  "Makeru no mo akitarou?!" (You're tired of losing,
                       huh?!) Dong says while squatting down.
    Small KO:          "Ma..maji kayo..."
    Flying KO:         "Sonnan ari kayo--!!"
    Draw:              "Gege!"
    Time Loss:         "Yabe..!!"
    
    Kaiten Dong Hwan:           "Douyo?:
    Shiden Kyaku (weak):        "Yo!"
    Shiden KYaku (strong):      "Sora YO!"
    Raimei Zan:                 "So---Ra!"
    Ashi Binta:                 "Uryaryaryaryarya, sei!"
    Kuu Sa Jin (weak):          "Sorya!"
    Kuu Sa Jin (strong):        "Sorya!  Omake!"
    Super Dong Hwan Kyaku (S):  "Iku ze!?  Ora, ora, ora, ora---!!"
    Super Dong Hwan Kyaku (P):  "Iku ze!?  Ora, ora, ora, ora--!
                                Kurae-tteno!"
    Raimei Dan (S):             "So--...re!"
    Raimei Dan (P):             "Ora! Ittoke!"
    Ore-sama Hou-ou Kyaku:  "Hajimaru ze!  Ore no hitori butai..hyahoooo!"
    
    
    -------------------------------------------------------------------------
    KIM JAE HOON
    -------------------------------------------------------------------------
    
    Entrance:          "Ichi, ni, san, shi...shobu desu!" (One, two, three,
                       four...I challenge you!)  Jae Hoon stretches, then
                       jumps up into fighting  position.
    Entrance 2:        (vs Dong Hwan) "Honki dashte kure yo, Niisan!"
                       (Please be serious, Big Brother!"  Jae Hoon points
                       toward Dong. 
    Entrance 3:        (vs evil)  Back to opponent "Aku wa, yurushimasen!"
                       (Evil cannot be forgiven!)  Turns around, foot on
                       fire.
    Win:               Jae Hoon snaps his fingers, and a girl comes out
                       with a kettle.  Jae Hoon drinks the water, and the
                       girl starts clapping
    Final Win 1:       "Ii shobu deshta...Yosh!" (It was a good battle)  Jae
                       Hoon wipes his head with a towel.
    Final Win 2:       (Perfect) "Okega wa arimasen ka?" (Are you injured?)
                       Jae Hoon runs toward the fallen opponent, checking for
                       injuries.
    Taunt:             "Dame janai deska." (That's no good.)  Jae Hoons
                       turns around, shrugging his sholders.  
    Post-Win Taunt 1:  Jae Hoon turns around for a seconds, "Douda!" (How's
                       this!) Jae Hoon flashes a smile, teeth sparkling.
    Post-Win Taunt 2:  "Omigoto desu!" (Wonderful!)  Jae Hoon claps.
    Small KO:          "Munen...desu..."
    Flying KO:         "Mairimashta---!"
    Draw:              "Yarimasu ne."
    Time Loss:         "Shimatta!"
    
    High-Angle Neri-chagi:    "Neri-chagi!" 
    Hien Zan:                 "Hien Zan!"
    Ryuusei Raku:             "Ryuusei Raku!"
    Hangetsu Zan:             "Hangsetsu Zan!"
    Shakka Shuu:              "Shakka Shuu!"
    Hishou Kyaku:             "Hishou Kyaku!"
      >kick                   "Ue!"
      >slide                  "Shita!"
    Hou-Yoku Ten-Shou Kyaku:  "Hou-Yoku...Ten-Shou---Kyaku!"
    Hou-ou Kyaku:             "Ikimasu!"
      >hit                    "Watatatata....Hou-ou Kyaku!"
    
    
    -------------------------------------------------------------------------
    HOTARU FUTABA
    -------------------------------------------------------------------------
    
    Entrance:          "Oniichan..."  (Big Brother)  Back to her opponent, 
                       sad.  Itokatsu hisses at the opponent, and Hotaru
                       turns around.  "Ima, iku kara ne!"  (I'm coming
                       right now (to find you)!)  She wipes her tears.
    Entrance 2:        (vs Gato) "A!  Itokatsu!"  Her pet runs around Gato,
                       friendly.  "Onii..chan..?" (Big..Brother..?) looking
                       very serious.
    Entrance 3:        (her stage) "Are? Arere?"  (Huh? Huh?)  As the doves
                       fly about her, taking off her coat.  "Minna
                       arigatou!"  (Thank you everyone)
    Win:               "(giggles)" while spinning around.  She
                       bends down while a big smile on her face "Ehehe!"
    Final Win 1:       She looks sad, "Kitto..." (We will...), and
                       Itokatsu jumps into her "Kya!  Aeruno ne!"
                       (...meet him!)
    Final Win 2:       (vs Gato) "Onichan...gomen ne..." (Big Brother...
                       I'm sorry...) She says dissapointed.
    Final Win 3:       (perfect) She turns around.  "Oide!"  (Come here!)
                       Itokatsu runs into her arms, and she falls over with
                       a smile.  "Kyahaha..."
    Taunt:             "Gambaranakya!" (I must do my best)  She smacks
                       her cheeks and shakes her face.
    Post-Win Taunt 1:  "I---da!"  Hotaru sticks her tongue out, in a sense
                       that she dislikes the opponent.
    Post-Win Taunt 2:  Hotaru puts her fingers in her mouth, whistles, and
                       Itokatsu, her ferrot, drops from the sky, landing
                       on the opponent, and runs behind her. 
    Small KO:          "Sonna..."
    Flying KO:         "Onicha-----nn!!"
    Draw:              "Nmou!"
    Time Loss:         "Uso!"
    
    Hakki Shou:              "Nrya!"
    Ko-bi Kyaku:             "Hai!"
    Ten-Shin Shou (weak):    "Ei!"
    Ten-Shin Shou (strong):  "E---i!"
    Sou-Shou Shin:           "Sou-Shou Shin!"
    Rengeki Shuu:            "Rengeki Shuu!"
    Sha-jou Tai:             "Yayaya!"
    Sou-Shou Ten-Ren-Ge:     "Sou-Shou Ten-Ren-Ge!  Ei!"
    Ten-Shou Ran-Ki (S):     "Kakugo shite ne!  Yaa-----h!"
    Ten-Shou Ran-Ki:         "Kakugo shite ne!  So-...Re!  Yayayayayayaya!
                             Yaaaaah!  Fu-----..."
    
    
    -------------------------------------------------------------------------
    GATO
    -------------------------------------------------------------------------
    
    Entrance:          "Kisama no ougi wo...misetemiro!" (Show me your...
                       secret technique!), flips and his clothes are
                       magically tied.
    Entrance 2:        (own stage) Same poses as above, but he says, "Komono
                       wo aite suru ki wa nai!" (I don't feel like dealing
                       with small fish!"
    Entrance 3:        (vs Hotaru) With Itokatsu walking around him, Gato
                       grips his fists.  "Komusume ga...usero!" (Little
                       girl...be gone!"
    Win:               "Zuibun to tanoshimasete kureru..."  (You're making
                       this enjoyable..."  As he turns his back.
    Final Win 1:       "Sono teido nara, yameteshimae!"  (If that's all, then
                       quit (fighting)!)  Pops off his top, showing a giant
                       bear scratch on his back.
    Final Win 2:       (vs Hotaru) "Tatakai kara mi wo hike..."  (Leave the 
                       world of fighting...)
    Taunt:             Sits down and says "Tsumaran yatsu da!" (You're an
                       uninteresting person!)
    Post-Win Taunt 1:  "Kudaranu!  Shouke Shiai da."  Folds his arms.
    Post-Win Taunt 2:  "Koshi-nuke ga!"  (Coward!)  Looks back.
    Small KO:          "O...Onore..."
    Flying KO:         "Aitsu wo taosu madewa-!"
    Draw:              "....."
    Time Loss:         "Inochi-biroi shita na..." 
    
    Mou-ko Kou Ha-Zan     "Kono katonpo ga!"
    Shin-Ga:              "Torya-!"
      >follow up:         "Tei!"
    Rai-Ga:               "Haihaihaihaihai!"
    Fuu-Ga:               "Fuun!"
    Kou-Ga:               "Haaa!"
    Sen-Ga:               "Cherya!"
    Katsu-Ga:             "Torya!"
    Kyuu-Ga:              "Tsuea!"
    Hou-zan Sai Heki-Ga:  "Baka ga!"
    Zero Kiba:            "Mezawari da!  Kiero!  Fuun!  Zako ga!"
    Tatsu Kiba:           "Ho--!  Nameruna!"
    Ten-Ryuu Rettsu-Kiba: "Fuun!  Sei!  Kudakero!"
    
    -------------------------------------------------------------------------
    BONNE JENET
    -------------------------------------------------------------------------
    
    Entrance:          "Viva!  Lilien Nights!"  All her comrades take a
                       gulp and they all throw the mugs on the ground,
                       breaking it.
    Entrance 2:        (vs Kain, Grant) "Hontou no anata wo oshiete ageru."
                       (I'll show you the real you.)
    Win:               "A--n Daru" (A--n I'm tired) as she stratches her
                       head.
    Final Win 1:       "Beautiful victory!"  She says as she puts her hands
                       out toward the screen.
    Final Win 2:       (Perfect) "Very good!  Ahaha!"  Jenet takes a guts
                       pose, and the rest of the Lilien Nights throw her up
                       and down.  "Kanchou!" (Captain!)
    Taunt:             "Non, non!"  Jenet taunts in French.
    Post-Win Taunt 1:  "Be---!" Jenet sticks out her toungue and makes a
                       face with her fingers.
    Post-Win Taunt 2:  "Da--me da!"  (You're no good!) She says as she
                       points to the opponent with both her fingers at her
                       waist.
    Small KO:          "Funi--"
    Flying KO:         "Zen-in tetai---!" (All troops fall back!)
    Draw:              "....."
    Time Loss:         "Boo!"
    
    Rolling Thunder:      "Rolling...Thunder!"
    Crazy Ivan:           "Hi-Ho!"
    Gulf Tomahawk:        "Hello!"
    The Hind:             "Yahoo!"
      >Brake              "Hi---!"
    Buffrass:             "Sore---!"
    Harrier Bee:          "Hyu Hyu!"
    Many Many Torapedo:   "Danmaku!  Final Goodnight!"
    Aurora:               "Lock on!  Gekitsu--i!"
    An Oi Mademoiselle:   "Koitsu...Mukatsuku! Mukatsuku! Makatsuku!
                          Muki---!  Gomen asobase."
    
    -------------------------------------------------------------------------
    MARCO RODRIGUEZ
    -------------------------------------------------------------------------
    
    Entrance:          "N----!"  Marco charges his "ki".  "Iku zo!" (Let's
                       go!)
    Entrance 2:        (own stage) "Chesto--!"
    Win:               "Kyokugen fight!" (Go Kyokugen!)  Marco
                       becomes too buff for his shirt.
    Final Win 1:       "Mitaka, Kyokugen-ryuu!" (Did you see it, (this is)
                       Kyokugen-style!)  Marco brings out his Kyokugen
                       signboard.
    Taunt:             "Ocharakeruna!"  (Don't screw around!)  Points.
    Post-Win Taunt 1:  Marco shakes his head and has his arms folded.
                       "Nattoran na..."  (You're not "into" it...)
    Post-Win Taunt 2:  "Osu!"  He bows.
    Small KO:          "Chi.ka..ra..yo..."
    Flying KO:         "Shishou--!!"
    Draw:              "...."
    Time Loss:         "Naze da?!"
    
    Ko-ou Ken:         "Ko-ou Ken!"
    Zan-Retsu Ken:     "Zan-Retsu Ken!"
    Hien Shippu Kyaku: "Hien Shippu Kyaku!"
    Ko Hou:            "Urya!"
    Jou(Ge)-Dan Harai: "Amai!"
      >fail:           "Nanto!"
    Ryuu-Sen Ken:      "Dosei!"
    Ko-Sen Kyaku:      "Chesto--!"
    Haou Shoukou Ken:  "Haou Shoukou Ken!"
    Kyokugen Ko Hou:   "Kowappa ga---!"
    Ryuuko Ranbu:      "Kitta-! Tsue! Tsuetsue! Todome!"
    Ryuuko Ranbu Lv 4: "Oryaryaryaryaryaryarya!"
    
    
    -------------------------------------------------------------------------
    HOKUTOMARU
    -------------------------------------------------------------------------
    
    Entrance:          Appears in a cloud of smoke. "Mi--kke!  Uhya!  Arya?"
                       (I found you!  Heh! Huh?)  He's all black, and puffs
                       out smoke, then shakes off the black.
    Entrance 2:        (his level only) "Ko-natta no mo ome-- no sei da zo!"
                       (It's your fault that this happened!)  A tire hits
                       him on the head. "Aitta---!" (Ow--!)  
    Win:               "Kore zo!  Shiranui Ninpo..." (This is Shiranui
                       Ar...) He says flipping over and taking a pose, but
                       his cape gets in his face.  "te ne..."  He laughs
                       it off.
    Final Win 1:       Juggles apples, and eats two, and then accidentally
                       eats a bomb, smoking his mouth.  "Kore ga...oira
                       no...jitsuryoku da!  Ge?!"  (This is...my...skills!
                       Huh?!)  He says while eating.
    Final Win 2:       (perfect) "DA! I! SHOU! RI!"  Hokutomaru acts like a
                       cheerleader while spelling out "Big Victory"
    Taunt:             Flips up, and dances like a monkey.
    Post-Win Taunt 1:  Hokutomaru sneeze, then rubs his nose, a little
                       embarrassed.
    Post-Win Taunt 2:  He teleports in front of the opponent, steps on him,
                       raising his wooden sword, "Uchi tottari!"  (I won!)
    Small KO:          "Oira..maketa no?"
    Flying KO:         "Makechatta yo--!"
    Draw:              "..."
    Time Loss:         "Accha--!"
    
    Ninpo Bakuen Jump:                    "Shwachu!"
    Kuu Ha Dan:                           "Kuu Ha Dan!"
    Karakusa-giri:                        "Darya!"
    Rakka Zan:                            "Kocchi da yo-!"
    Shuriken (weak):                      "Sha!"
    Shuriken (strong):                    "Shashasha!"
    Chou Hissatsu Shuriken:               "Ikkuzo!  Ryaryaryarya...
                                          Oddoroke-!"
    Chou Bakuen Kunai:                    "Attsui zo-!"
    Ougi - Chou Hissatsu Tatsumaki:       "Koitsu ga...oku no te da-!"
    Kyuukyoku Ougi Chou Bakuen Tatsumaki: "Shiranui...Kyuukyoku Ougi-!"
    
    
    -------------------------------------------------------------------------
    FREEMAN
    -------------------------------------------------------------------------
    
    Entrance:          (his level)  "Jitsu ni...Subarashi yoru da."  (What
                       a wonderful night) Dressed up in a pierot costume
                       bowing, he cuts it up.
    Entrance 2:        "Kono kawaki wo...iyashitekure" (Heal this thirst),
                       doing his taunt pose.
    Win:               "Kono akumu he youkouso..." (Welcome to this
                       nightmare...)  Freeman bows, snickering.
    Final Win 1:       (perfect) Takes this weird pose. "Kore ga...ai aru
                       satsuriku da..." (This is murder with love...)
    Final Win 2:       Stretches back (like the Overkill pose) and says
                       "Gokujou no shi ni kansha shiro..." (Thank me for
                       the best death...)
    Taunt:             "Tomadou na." (Don't hold back.)  Siging with both
                       hands to come here.
    Post-Win Taunt 1:  "Subarashi zo..."  (It's wonderful) I forgot what
                       he does.
    Post-Win Taunt 2:  "Ima sugu messarero...!" (Die right now...!)  Thumb
                       across the throat.
    Small KO:          "Subarashi..i.."
    Flying KO:         "Ushaaaaoooo!"
    Draw:              "Kore dewa...dame da..."
    Time Loss:         "....ku!"
    
    Overkill:           "I-sakero-!"
    Nightmare:          "Shaaa!"
    Crow:               "Shine--!"
    Morbid Angel:       "Iidarou?  Kukuku..."
    V. O. D.:           "Shu! Sha! Chire--!"
    Full Blast:         "Uuu-----aaaaa a a a a...Shaaaoo!"
    Creeping Death (S): "Ikuzo..kukuku"
    Creeping Death (P): "Ikuzo..u.a.a.a.A.A.AA! NModaero!!"
    
    -------------------------------------------------------------------------
    THE GRIFFON MASK
    -------------------------------------------------------------------------
    
    Entrance:          Takes off his cape, "Muteki ni iku zo!"  (I'm going
                       in invincible!)
    Entrance 2:        (vs Grant) "Yukuzo ko-akutou!" (Here I come,
                       evil-doer!)
    Entrance 3:        (vs Kain) "Kakugo dai-akutou!" (Prepare yourself, 
                       villain!)
    Win:               Raises both hands and yells "Daah!"
    Final Win 1:       Points forward and says  "Kono mune ni toukon ga 
                       aru kagiri!" (As long as there is a fighting spirit
                       in this chest!"
    Taunt:             Spins around "Hey hey!" Guts pose with one hand.
    Post-Win Taunt 1:  "Miyo kono fukukin!"  (Look at these abdominal muscles!)
                       Griffon does a bridge, and gets back up.
    Post-Win Taunt 2:  Puts his hand to his chest "Ouen arigatou!" (Thanks
                       for the support!)
    Small KO:          "Guho!"
    Flying KO:         "Kodomo-tachi yo, sumanu--!"
    Draw:              "..."
    Time Loss:         "Sonna baka na..!"
    
    
    Gri-Dro Super Kick: "Ki-----ck!"
    Poseidon Wave:      "Poseidon Wave!"
    Olympus Over:       "Olympus Over!"
    Active Tupon:       "Active Tupon!"
    Justice Hurricane:  "Justice Hurricane!"
    Icarus Crash:       "Icarus Crash!"
    Daedalus Attack:    "Daedalus Attack!"
    Big Fall Griffon:   "Big! Fa---ll!"
    
    
    
    -------------------------------------------------------------------------
    KEVIN RIAN
    -------------------------------------------------------------------------
    
    Entrance:          (with Marky) He reads the paper. "O!  Yaru kai!" 
                       (Oh!  Let's do it!)  Marky:  "Cool ni Kate yo!"  (Win
                       cool, ok?)  Kevin:  "Ryoukai!"  (Roger!)  They knock 
                       fists.  Marky jumps into the background.
    Entrance 2:        (without Marky)  "Kyou wa hiban daze!"  (Today's my
                       day off!)
    Win:               (with Marky) Puts his hands on his waist.
                       "Ochitsuke yo."  (Calm down)
    Win 2:             (without Marky) "Fun! Kono akutou me!" (You punk!)
    Final Win 1:       (with Marky) Marky:  "Mission!"  Kevin:  "Complete!"
                       They high five.
    Final Win 2:       (without Marky) "Mitaka! Koumuin ni iji wo!" (Did
                       you see that!  The pride of a government worker!"
    Taunt:             Pulls his gloves up and says "Chanto nerai na!" (Aim
                       correctly)
    Post-Win Taunt 1:  Salutes and says "Hettare da ne!" (You suck)
    Post-Win Taunt 2:  "N! N! N--!"  As he winds up his arm.
    
    Blast Charge:      "O--ra!"
    Hell Trap:         "Sorayotto!"
    Abide Mine:        "Ikuze!"
    Hell Snipe:        "Ochina!"
    Hell Rotor:        "Dodai?!"
    Hell Arrest:       "Au?"
      >hit:            "Tsukame..ta!"
    Creeper:           "Hmm, hm, hm, hmm" (Humming)
      >A               "Ora!"
      >B               "Ame!"
    Lucky Strike:      "Yokete mi na!"
      >P finish:       "Bakuha!"
    Gatling Freezer:   "Bingo!"
    
    
    -------------------------------------------------------------------------
    GRANT
    -------------------------------------------------------------------------
    
    Entrance:          Powers up. "Kukugo---!" (Prepare yourself)
    Entrance 2:        Busts out from a pile a rock with a skull on top.
                       "Nanji no sadame...'Horobi' nari!" (Thoust fate is
                       destruction!)
    Entrance 3:        (vs Kain)  Points to Kain "Warera wa chikawan,
                       yuukyuu no kizuna wo!"  (We pledge an eternal 
                       alliegence)
    Win:               "Ware wa tatakai no gakyousha nari..." (I am the
                       martyr of battle...)
    Final Win 1:       "Mada da...mada shinan zo!"  (Not yet...I will not die
                       yet!)  Taking a guts pose.
    Final Win 2:       (vs Kain) "Doushita...ude ga namatta ka..." (What's
                       wrong...Your skill has fallen...)
    Taunt:             "Kisama wa katenu!" (You cannot beat me!)
    Post-Win Taunt 1:  Hits the ground, shaking the earth.
    Post-Win Taunt 2:  Covers himself with his mantle, and says .
    Small KO:          "Mada mada..."
    Flying KO:         "Kain yo----!"
    Draw:              "..."
    Time Loss:         "Kuchi oshi ya..."
    
    Kyou Chou-Jin:       "Kurae!"
    Messhou Hisetsu:     "Ochiyou!"
    Kokuen-Ryuu:         "Funka kase!"
    Gou Retsu-Shou:      "Kudakero!"
    Gou Dan-Gai:         "Tsuranuke!"
    Majin Haten Dan S:   "Haten Dan!"
    Majin Haten Dan P:   "Unare...Majin Haten Dan!"
    Majin Engetsu Rin S: "Engetsu Rin!"
    Majin Engetsu Rin P: "Unare...Majin Engetsu Rin!"
    
    -------------------------------------------------------------------------
    KAIN R. HEINLEIN
    -------------------------------------------------------------------------
    
    Entrance:          Holds his hand up, flames coming out, then brings it
                       back.  "Omoi shiru ga ii, onore no mijuku-sa wo!"
                       (Realize your own weakness!)
    Entrance 2:        (vs Grant) Points to Grant. "Warera wa chikawan,
                       yuukyuu no kizuna wo!"  (We pledge an eternal
                       alliegence) 
    Win:               "Make-inu ni wa you wa nai...!"  (I have no business
                       with losers!)  Kain turns his back. 
    Final Win 1:       "Osore ononoke, waga honou no mae ni!"  (Shudder in
                       fear before my flames!)  Kain spreads his arms out
                       and flames come out, in the shape of a cross.
    Final Win 2:       (vs Rock) "Kimi wa mou...watashi no mono da." (You
                       are now...mine) Same pose as the other win.
    Final Win 3:       (vs Terry) "Shosen sono teido da." (In the end, that
                       is all you have.)
    Taunt:             "Sate, tsugi no te wa?" (So, what's your next move?)
                       Kain points to the opponent.
    Post-Win Taunt 1:  "Yume wo misugita you da na..." (You seemed to have
                       dreamed too much...)
    Post-Win Taunt 2:  "Buzama na!"  (How pathetic!)  Kain brushes
                       back his hair.
    Small KO:          "Yaru na..."
    Flying KO:         "Uoooo---------!"
    Draw:              "Kyouzameda..."
    Time Loss:         "Miayamatta ka?"
    Special CPU loss:  "Fu, tsuyoi na...ku!"
    
    schwarzer Stoß:           "Moratta!"
    Schwarz Flamme:           "Schwarze Flamme"
    Schwarzer Panzer:         "Schwarzer Panzer"
    Schwarze Lanze:           "Schwarze Lanze"
    Himmlischer Atem (S.):    "Himmlischer Atem!"
    Himmlischer Atem (P.):    "Owari da!  Fieln!" (?)
    Himmlische Seele (S.):    "Himmlische Seele!"
    Himmlische Seele (P.):    "Otonashiku shite moraouka...Himmlische Seele!"
    
    
    =========================================================================
    6.  COMBINATION ATTACKS AND COMBOS
    =========================================================================
    
    Tell me any more combination attacks, since I can't remember all in
    one sitting.  I'll add strategies later.
    
    
    Jump           -  do while jumping
    Standing       -  do standing
    Close          -  do while standing close to the opponent
    Crouching      -  do while crouching
    (Brake)        -  Brake the special move indicated
    (x#)           -  do move as many times as indicated (#)
    (counter hit)  -  combo can only initiate if the first hit is a counter
                      hit.
    (mid-air hit)  -  hit the opponent while he is in the air
    (BGH)          -  Both the opponent and you get hit at the same time
    (corner)       -  Must do while opponent is in the corner
    (near corner)  -  Do combo while close to corner, but not starting in it
    
    -------------------------------------------------------------------------
    ROCK HOWARD
    -------------------------------------------------------------------------
    
    ------------------------[ Combination  Attacks ]-------------------------
    
    Jump A --> C
      -Not too useful, because the other mid-air combination attack works
       better.
    
    Jump C --> B
      -A mid-air combination attack.  Useful because most people will
       automatically crouch after the first hit.  Note that there are
       certain characters that the 2nd hit will miss in mid-air.
    
    Close D --> f + D
      -Normal kick into and overhead.
    
    -------------------------------[ Combos ]--------------------------------
    
    Jump D --> Crouching C --> weak Hard Edge
      -Basic combo starting from a jumping attack.  If blocked try a Reppuu
       Ken, or a combo with the Rage Run - Type "Shift".
    
    Crouching B (x2) --> Shine Knuckle
      -Nice combo, especially since it starts from a low hit, and it does
       good damage.  Either Shine Knuckle will do, since they both start the
       same.  If the crouching B is blocked, cancel into a Rage Run - Type
       "Dunk" to throw the opponent off.
    
    Rage Run - Type "Shift" --> Shinkuu Nage (Brake) --> Raging Storm
      -Not really a combo, but if the opponent does not react quick enough,
       the Shinkuu Nage will grab them.  If you have your back to the corner
       when you start the combo, a P. Raging Storm, delayed a little can do
       massive damage (still does with it), but this combo can be done
       anywhere.  If you don't have a bar, a Double Reppuu Ken works well,
       because the opponent will land afterwards, allow you to continue
       on your attack.  This combo is great because it can be started off a
       blocked combo (Jump D (blocked) --> Standing C (blocked) --> Rage Run
       Type "Shift"..., etc.).
    
    Jump D --> Close C --> Deadly Rave - Neo (up to ninth hit) -->
    Crouching C --> strong Hard Edge 
      -Major damage combo, plus it take skill.  Like Geese, Rock will never
       finish the Deadly Rave, but instead continue into another combo.  It
       deals about 70% or so (on a human opponent).  You must do the strong
       Hard Edge immediately after the Crouching C, but if you do it too
       quick, the C won't even connect (because it cancels into the Hard 
       Edge.
    
    Reppu Ken or Double Reppu Ken (counter hit) --> Reppu Ken
      -Somewhat of a useless combo, but good if the first hits from across
       the screen, since you can't follow up from far away.
    
    weak Hard Edge (counter hit) --> Raging Storm
      -Not too bad of a combo, does good damage off a counter.  Use another
       weak Hard Edge if you don't have a bar.
    
    Shine Knuckle (S.) (BGH) --> Crouching B (x2) --> Shine Knuckle (S.)
      -Works only if you get hit while doing the first Shine Knuckle.  You
       can exclude the two crouching B's.
    
    (corner) Jump strong attack (C or D) --> high dodge attack (d + AB) -->
    cancel feint move (d + AC) --> close standing A --> close standing or
    crouching C --> special moves 
      -Best to use Shine Knuckle or Deadly Rave Neo.  If you have no bar,
       Reppu Ken or Hard Edge will work good.  After using the feint, you
       have to walk up a little or the A won't be close.
    
    Jump strong attack (C or D) --> high dodge attack (d + AB) --> cancel
    Rising Tackle 
      -A variation of the combo above, remixed for the mid-screen battles.
    
    (corner) Shinkuu Nage (Brake) --> Double Reppu Ken (2 hits) --> Deadly
    Rave Neo (P.) 
      -When you do the Shikuu Nage, you must have your back to the wall.
       Try doing this off of a Rage Run Type Shift.  Do the Deadly Rave 
       just as the opponent lands, and they cannot block!
    
    -------------------------------------------------------------------------
    TERRY BOGARD
    -------------------------------------------------------------------------
    
    ------------------------[ Combination  Attacks ]-------------------------
    
    Close C --> f + C
      -Double upper.  Does OK damage, but you can't cancel into a special,
       so I'd refrain from using this combo.
    
    -------------------------------[ Combos ]--------------------------------
    
    Jump D (deep) --> Close C --> feint move --> Close C --> weak Burn 
    Knuckle
      -A technical combo, but more useful (and damaging) than the typical
       jump attack --> stand attack --> special combo.
    
    Standing A (x2) --> weak Power Charge (x3)
      -A good combo starting from a jab.
    
    strong Power Charge (x1) --> Standing C --> Power Dunk (Brake) -->
    Power Geyser or Buster Wolf
      -Nice because the Power Charge allows you to get in close.  I suggest
       a Power Geyser for S. and Buster Wolf for P. (make sure you delay the
       Buster Wolf to get all the hits).
    
    Power Wave (counter hit) --> strong Power Wave
      -Only useful if the first Power Wave hits from across the screen,
       otherwise you'd want to follow up with another move.
    
    Burn Knuckle or Crack Shoot (counter hit) --> Power Geyser
      -Another useful counter combo.
    
    Close C --> f + C --> (no cancel) Power Geyser (P.)
      -The Potential Triple Geyser is quick enough to combo without
       cancelling.
    
    (corner) close standing C --> feint move (f + AC) close standing C -->
    feint move (f + AC) --> close standing C --> feint move (f + AC)  -->
    crouching C --> cancel Power Wave (strong) or a S. or P.
      -If you can master this combo, Terry will become a force to reckon
       with.  After each feint, you have to walk a bit forward, or the 
       standing C will become a far C and not a close C.
    
    (near corner) Power Dunk (brake) (counter hit) --> Buster Wolf (S.) -->
    Power Geyser (S.) or Buster Wolf (S.)
      -Right after landing from the Brake, quickly do the B. Wolf, and the
       instant you can move, do it again or the Geyser.  I prefer the Geyser
       because it's giving the opponent a full course.
    
    Power Dunk (brake) (counter hit) --> Power Dunk (brake) --> weak Burn
    Knuckle 
      -A no bar, no corner remix of the above combo.
    
    -------------------------------------------------------------------------
    KIM DONG HWAN
    -------------------------------------------------------------------------
    
    ------------------------[ Combination  Attacks ]-------------------------
    
    Jump A --> C
      -Pretty good mid-air combination attack, at least you can combo it.
    
    Jump B --> C
      -Same as above.
    
    -------------------------------[ Combos ]--------------------------------
    
    
    (corner) Super Dong Hwan Kyaku (S.) --> Super Dong Hwan Kyaku (S.) -->
    strong Kuu Sa Jin
      -A maniac combo, but does major damage, and is cool to watch.
    
    strong Shiden Kyaku --> strong Raimei Zan
      -A combo that starts from a low hit.  Just time the Raimei Zan right.
       Does a good amount of damage.  But watch the opening, since the
       Shiden Kyaku comes out slow.
    
    strong Shiden Kyaku --> Ore-sama Hou-ou Kyaku
      -Make sure you do the Hou-ou Kyaku late, because he runs fast.  The
       trick is to roll the joystick slowly, not too fast, so it will come
       out.
    
    Jump D --> Crouching C --> Kuu Sa Jin (Brake) --> Ore-sama Hou-ou Kyaku
      -It does not matter what strength you use
       for the Kuu Sa Jin, but you have very little time to do the Hou-ou
       Kyaku.
    
    Close C --> Kaiten Dong Hwan (T. O. P.)
      -Simple, yet damaging combo.
    
    Jump D --> Hishou Kyaku or Super Dong Hwan Kyaku
      -Easy combo to do, and into a Super or Potential.  Nice.
    
    (corner) weak Shiden Kyaku or (Jump A --> Jump C) --> Jump A (rising) -->
    cancel Super Dong Hwan Kyaku (S.) --> Super Dong Hwan Kyaku (S.) -->
    Kuu Sa Jin (strong)
      -A great combo, but it is hard to master.  When you do the Jump A 
       (rising), do while doing (d, df, f, uf) so it makes the S. Dong Hwan
       Kyaku easier to do.
    
    (corner) (close standing D (1st hit) --> cancel feint) x n --> follow up
      -Remember to walk forward after the feint move.  The "n" should be 
       anywhere from 3 to 7 times, whatever you feel you're capable of.  As
       for the follow up, crouching B --> crouching C (if you're too far,
       just the use the crouching B) --> a special move or rising jump A.
       From the rising jump A, you can do the S. Dong Hwan combo.
    
    -------------------------------------------------------------------------
    KIM JAE HOON
    -------------------------------------------------------------------------
    
    ------------------------[ Combination  Attacks ]-------------------------
    
    Jump A --> C
      -You don't need this.  If the opponent is on the ground and crouching,
       the second hit will completely miss.
    
    Jump B --> C
      -You don't need this either.  If the opponent is on the ground, you
       can't come out with the second hit. 
    
    -------------------------------[ Combos ]--------------------------------
    
    Jump D --> Close C --> Shakka Shuu or weak Hangetsu Zan or strong
    Ryuusei Raku
      -Either way, it does good damage.  Just pick whatever you feel like
       at the time.
    
    Jump D --> Hisshou Kyaku --> Slide
      -Simple combo, but not too damaging.
    
    Hien Zan (Brake) --> strong Hien Zan --> finish
      -A decent combo, but I have not found a really good way to incorporate
       it into my strategy besides as a wake-up move.
    
    Hien Zan (Brake) --> Hou-ou Kyaku
      -Either S. or P. will do, but make sure you do it late, because Jae
       Hoon runs up fast.
    
    Hou-yoku Ten-Shou Kyaku (S.) (mid-air hit) --> Hou-ou Kyaku (S.)
      -I haven't tried this combo yet, but it looks kind of useful.
    
    -------------------------------------------------------------------------
    HOTARU FUTABA
    -------------------------------------------------------------------------
    
    ------------------------[ Combination  Attacks ]-------------------------
    
    Jump A --> B
      -This is your main mid-air combination attack.
    
    Jump A --> C
      -The second hit misses crouching opponents, so use the other one.
    
    -------------------------------[ Combos ]--------------------------------
    
    Jump D --> Close C --> Ten-Shou Ran-Ki or Sou-Shou Ten-Ren-Ge
      -I'd use the Sou-Shou Ten-Ren-Ge just to be safe, since the Ten-Shou
       Ran-Ki might miss if you take too long.
    
    (corner) Jump D --> close standing D --> cancel weak Ko-bi Kyaku (Brake)
    --> strong Rengeki Shuu (rising) --> Ten-Shou Ran-Ki
      -You can use the Jump A --> C to start up, but it's not worth
       the effort.
    
    Kou-shuu Da --> Kuuchuu Furi-muki --> Rengeki Shuu
      -Not really a combo, but it works good as a cross-up.
    
    (corner) close standing D --> cancel weak Ko-bi Kyaku (Brake) --> 
    strong Hakki-Shou --> Ten-Shou Ran-Ki
      -Hotaru's main combo.  Aim for the Ten-Shou Ran-ki right as they
       land.
    
    Ten-Shin Shou (mid-air hit) (BGH) --> strong Ten-Shin Shou
    
    -------------------------------------------------------------------------
    GATO
    -------------------------------------------------------------------------
    
    ------------------------[ Combination  Attacks ]-------------------------
    
    Jump B --> A
      -A useful air combination attack.
    
    -------------------------------[ Combos ]--------------------------------
    
    Jump D --> Close C --> Shin-Ga (--> f, f + A or C) or Ten-Ryuu 
    Retsu-Kiba
      -Use the Ten-Tyuu Retsu-Kiba as often as possible, as it does, in the
       combo, major damage.
    
    (corner) Jump C --> crouching A --> cancel strong Fuu-Ga --> Sen-Ga 
    --> weak Fuu-Ga --> Sen-Ga --> Zero Kiba
      -If you use the Potential Zero Kiba, it's an instant death 100%
       combo.  After the Fuu-Gas, do the Sen-Ga IMMEDIATELY.  If you just
       do the Fuu-Ga once, you can do the Zero Kiba from the middle of the
       screen.
    
    (corner) Jump D --> Close C --> Rai-Ga (Brake) --> Tatsu Kiba
      -Good damage, and easy to do.
    
    (corner) Jump C --> close standing C --> cancel weak Rai-Ga (Brake)
    --> weak Rai-Ga --> Zero Kiba
      -A great combo, plus it's easy to aim for.
    
    Sai Gaku --> Zero Kiba
      -Overhead start.
    
    Jump D --> Close C --> Rai-Ga (Brake) --> walk forward --> Zero Kiba
      -You need to walk up a little before doing the Zero Kiba, or you will
       miss.  You have little time to do so, so do it quick.
    
    Jump D --> Close C --> strong Fuu-Ga --> Sen-Ga --> Zero Kiba
      -Not sure if this all works, but at least if does from the
       strong Fuu-Ga.
    
    -------------------------------------------------------------------------
    BONNE JENET
    -------------------------------------------------------------------------
    
    ------------------------[ Combination  Attacks ]-------------------------
    
    close standing A --> A --> A
      -Good for pushing away the opponent, or aiming for guard crush.
    
    far standing C --> C
      -Good for zoning and guard crush.
    
    Straight Jump D --> A
      -Not very useful, since you can only do it on a straight jump.
    
    -------------------------------[ Combos ]--------------------------------
    
    (cross-up) Jump C --> Close C --> weak Crazy Ivan or Many Many Torpedo
      -Great due to the cross-up.
    
    Crouching B (x2) --> weak Crazy Ivan or Many Many Torpedo
      -Starts from a low hit.  Nice.
    
    strong The Hind (Brake) --> strong The Hind
      -Good damage for just two moves.
    
    (corner) strong The Hind (Brake) --> weak Gulf Tomahawk or Aurora
      -At least in the corner you can get in a Super or Potential.
    
    strong The Hind (Brake) --> weak Crazy Ivan --> Aurora
      -You'll be using this combo a lot.  Aim the Aurora for when they
       land.
    
    (corner) crouching B -->  weak The Hind (Brake) --> Aurora
      -Works well.
    
    (corner) Harrier Bee (until the third hit)--> Aurora
      -Looks like it will not connect, but it picks the opponent up right
       before it hits the ground.
    
    (corner) crouching B --> close standing D (1st hit) --> cancel feint 
    (d + AC) --> high dodge attack (d + AB) --> cancel Many Many Torpedo
      -A great combo.
    
    (corner) (high dodge attack (d + AB) --> cancel feint (d + AC)) x 3 -->
    high dodge attack (d + aB) --> cancel Many Many Torpedo
      -I'd stick with the above combo.
    
    -------------------------------------------------------------------------
    MARCO RODRIGUEZ
    -------------------------------------------------------------------------
    
    ------------------------[ Combination  Attacks ]-------------------------
    
    Jump B --> A
    
    Jump B --> C
    
    -------------------------------[ Combos ]--------------------------------
    
    Jump D --> Close C --> weak Hien Shippu Kyaku or Ryuu-Sen Ken or Ko-Sen
    Kyaku
      -If you charged up a while, use the Ryuu-Sen Ken or Ko-Sen Kyaku.  If
       blocked try the Ko-ou Ken, or a Harai, aiming for a counter.
    
    Close C --> Ko Hou (Brake) --> Zan-Retsu Ken (T. O. P.) or Haou Shoukou
    Ken
      -Incredibly difficult to do, because the Ko Hou is extremely difficult
       to Brake.
    
    Jou-dan Harai or Ge-dan Harai --> Haoh Shoukou Ken (P.)
      -Great for aiming for the counter.
    
    close standing A --> crouching C --> specials
      -What can connect are Ko-ou Ken, weak Hien Shippu Kyaku, Ko-Sen Kyaku,
       Haoh Shoukou Ken, and Ryuuko Ranbu.  I'd stick with Ko-ou Ken.  Try
       aiming for it after a dash.
    
    Kyokugen Hiji --> Ryuuko Ranbu
      -Major damage from a quick overhead (as long as you do Level 4).
    
    (corner) Jump D --> crouching C --> cancel weak Ko Hou (Brake) -->
    weak Hien Shippu Kyaku --> Kyokugen Ko Hou
      -A combo to aim for.  You have to do the Kyokugen Ko Hou right after
       the Hien Shippu Kyaku.
    
    (corner) Jump D --> crouching C --> cancel weak Ko Hou (Brake) -->
    Zan-Retsu Ken --> Kyokugen Ko Hou or Haoh Shoukou Ken or Ryuuko Ranbu
      -A T.O.P. remix of the above.  Right after the Ko Hou, you should do
       the Zan-Retsu Ken.  The supers have to be potentials.  Damage!
    
    -------------------------------------------------------------------------
    HOKUTOMARU
    -------------------------------------------------------------------------
    
    ------------------------[ Combination  Attacks ]-------------------------
    
    GROUND
    
    *note* Hokutomaru has mess up poses at the end of some combination
    attacks.  I mark them as (&)
    
    stand A --> stand C --> C (&)
    crouching A or B --> crouching C --> C (&)
    standing B --> standing D --> C (&)
    crouching B --> crouching D --> C (&)
    standing A --> standing B
    crouching A --> crouching B
    high dodge attack --> BC
    
    
    MID-AIR
    
    Jump A --> B
    Jump A --> C
    Jump A --> D
    Jump B --> A
    Jump B --> C
    Jump B --> D
    Jump C --> A
    Jump C --> B
    Jump C --> D
    Straight Jump D --> A
    Straight Jump D --> B
    Straight Jump D --> C
    
    
    -------------------------------[ Combos ]--------------------------------
    
    Kuuten Geri --> Kuuchuu Shuriken
      -If blocked, try cancelling into a mid-air Rakka Zan - Jitsu, or just
       landing and throwing the opponent.
    
    Jump D --> B --> D --> cancel weak Karakusa-Giri or Chou Hissatsu
    Shuriken or Chou Baku-en Kunai
      -Good standard combo.  Will be Hokutomaru's main combo.
    
    Jump D --> Crouching C --> strong Kuu Ha Dan (Brake) --> strong Kuu Ha Dan
      -Use to push the opponent into the corner.  Plus, if the block the
       combo, stop at the first Kuu Ha Dan.
    
    (corner) Jump D --> Crouching C --> strong Kuu Ha Dan (Brake) --> Ougi -
    Chou Hissatsu Tatsumaki or Kyuukyoku Ougi - Chou Hissatsu Tatsumaki
      -Wait until the last second to do the Tatsumaki.
    
    close standing D --> cancel strong Kuu Ha Dan (Brake) --> Kuuten Geri
    (only the 2nd hit hits) --> Rakka Zan - Jitsu
      -Good combo.
    
    (corner) Jump D --> close standing D --> cancel strong Kuu Ha Dan (Brake)
    --> Kuuten Geri (only 2nd hit hits) --> Tatsumaki (S.) or (P.)
      -Do the Tatsumaki as soon as you land.
    
    A --> A --> B --> cancel Ougi - Chou Hissatsu Shuriken or P. version
      -Aim for it while dashing in. 
    
    -------------------------------------------------------------------------
    FREEMAN
    -------------------------------------------------------------------------
    
    ------------------------[ Combination  Attacks ]-------------------------
    
    close standing A --> A --> A
      -Easy to do.
    
    far A --> A
    
    -------------------------------[ Combos ]--------------------------------
    
    Jump C --> Close A --> V. O. D. (x3)
      -I believe the a C will knock the opponent too far back.  Use Creeping
       Death if the beginning is blocked once in a while to catch the
       counter-attacking opponents.
    
    crouching B --> cancel V. O. D. (x3)
      -Main Freeman combo.
    
    crouching B x 2 --> Full Blast (S.) or (P.)
      -Use if you have a meter or two.
    
    high dodge attack --> cancel V. O. D. (x3) or Full Blast
      -This is useful, too.
    
    strong V. O. D.(3rd hit counters) --> Full Blast or C
      -The third hit of the V. O. D. must be the first hit.
    
    strong Phobia (mid-air counter hit) --> C or Full Blast
      -Similar to the above, but you'll use this one more.
    
    (corner) Creeping Death --> crouching C
      -You hit them when they're kneeling.
    
    Nightmare or Phobia (counter hit) --> Full Blast
      -Easy damage off a counter hit.
    
    Morbid Angel (Brake) --> Close C --> V. O. D. (x3) or Full Blast
      -Once the Morbid Angel connects, it's a free combo!
    
    
    
    -------------------------------------------------------------------------
    THE GRIFFON MASK
    -------------------------------------------------------------------------
    
    -------------------------------[ Combos ]--------------------------------
    
    Hercules Throw --> weak Poseidon Wave or Gri-Dro Super Kick (T. O. P.)
      -The Daedalus Attack works, but not all the hits connect.
    
    (back to corner) Hercules Throw --> Icarus Crash
      -Just a cool looking combo.  No use.
    
    feint move (d + AC) --> Big Fall Griffon
      -Not a combo, but allows you to spin 720 without jumping.  An A -->
       feint --> BF Griffon works well.
    
    -------------------------------------------------------------------------
    KEVIN RIAN
    -------------------------------------------------------------------------
    
    -------------------------------[ Combos ]--------------------------------
    
    Crouching C --> Hell Trap (Brake) --> weak Hell Snipe
      -If you start with the Jump C, the grab of the Hell Trap will not
       connect, so Brake it.
    
    Jump C (deep) --> Crouching C --> Gatling Freezer (S.) --> Jump C (deep)
    --> Crouching C --> Gatling Freezer (S.) --> Jump C (deep)--> Crouching
    C --> strong Hell Trap (Brake) --> weak Hell Snipe
      -Big combo here!  Instant death!
    
    close standing C --> feint (d + AC) --> crouching C --> specials
      -strong Hell Trap (Brake) --> weak Hell Snipe or one of the potentials
       works.
    
    Jump C --> Crouching C --> Lucky Strike (S.) --> Gatling Freezer (S.)
    --> weak Hell Snipe
      -A much easier combo, due to the fact that the Lucky Strike can combo
       from a Jump C --> Crouching C, without hitting deep.
    
    -------------------------------------------------------------------------
    GRANT
    -------------------------------------------------------------------------
    
    -------------------------------[ Combos ]--------------------------------
    
    Jump D --> Close C --> Kyou Chou-Jin (Brake) --> Kyou Chou-Jin 
    (--> Messhou Hisetsu) --> Majin Haten-Dan
      -Good, damaging combo.
    
    Gou Retsu-Shou --> Kyou Chou-Jin (--> Messhou Hisetsu) or Majin
    Haten-Dan or Kokuen-Ryuu
      -Not a combo to be aimed for, but when the Double Kong hits, go for 
       it.
    
    Jump D --> Close C --> Majin Engetsu-Rin
      -Does major damage as a Potential.
    
    -------------------------------------------------------------------------
    KAIN R. HEINLEIN
    -------------------------------------------------------------------------
    
    -------------------------------[ Combos ]--------------------------------
    
    strong Schwarze Flamme (counter hit) --> weak Schwarze Flamme
      -Good for tricking the opponent by using the weak a lot, then throwing
       in a strong Flame, and combo-ing from across the screen.
    
    (corner) Schwarzer Mond --> Shwartz Lanze
      -One of the only combos from a throw.
    
    Schwarze Lanze (Brake) --> Schwarze Lanze 
      -Typical Brake combo.
    
    (near corner) Schwarze Lanze (Brake) --> Himmlische Seele (S.) -->
    Himmlischer Atem (S.) --> Schwarze Lanze
      -Crappy damage.  But a great crowd-pleasure.  You're sure to get
       "Oohs" and "Ahhs".
    
    
    =========================================================================
    7.  SECRETS
    =========================================================================
    
    Different Colors
      -OK, so not much of a secret, but each character has 4 colors, 
       corresponding to each button.
    
    Survival Mode
      -After inserting coins, hold ABCD down while pressing start.
       You will fight all characters with one life bar, gaining some
       back after each match.
    
    Roulette
      -to get a random character every match, hold start and hit a button.
    
    Play as Grant
      -At Dong Hwan, hold start, and hit u, u, d, d, u, d and Grant
       appears.
    
    Play as Kain
      -At Jae Hoon, hold start, and hit d, d, u, u, d, u and Kain
       appears.
    
    
    =========================================================================
    8.  MISCELLANEOUS
    =========================================================================
    
    There are several interesting things in Hokutomaru's stage.
    
    1)  In the background in the middle, a signboard with Mai and Andy
        holding hands is there.
    
    2)  In the background, at the very left, there is a signboard of the
        Real Bout 2 advertisement (Terry with his hat on the ground and
        Rick's leg).
    
    3)  At the left, a little right of the RB2 advertisement, there is the
        Real Bout advertisement (Geese sitting in his chair with Billy, 
        Ripper, and Hopper on both sides).
    
    4)  In the middle of the level, Kaede and Moriya from Gekka no Kenshi
        (Last Blade).  In round one, they are both in the car, with their
        heads out of the car.  In round two, Moriya looks in the hood while
        Kaede is held back by an officer (he's awakened, with blonde hair).
        In round three, they are both sitting on the hood of the car 
        (Kaede is back to normal).
    
    5)  Below the Mai and Andy board, there is a board of Alfred.
    
    
    I'm not sure if this is true or not, but my friend pointed out some very
    strange coincidences.  That Bonne Jenet is a play on Jean Bonet, of that
    baffling murder case.  The pronunciation is very, very similar, just
    with the front letter switched around.  And Jenet is blonde.  Plus, I
    believe that Jean Benet, 10 years from now (which Garou takes place)
    she would be more or less 19.  Maybe it's just coincidence, but that's
    kind of eerie.
    
    
    In Kim Jae Hoon's stage. if his opponent is not Dong Hwan, then Dong is
    in the background.  All the Tae Kwon Do students and Dong clap and cheer
    for Jae Hoon when he wins, and are disappointed when he loses.
    
    If Dong Hwan is the opponent, then he is not in the background, and the
    students in black cheer for Dong Hwan while those white are for Jae 
    Hoon.  They clap and are sad when their side wins or loses,
    respectively.
    
    In the stage openings, if you are Dong Hwan and the computer Jae Hoon,
    there is a special stage opening.  At first it looks the same, but if
    you keep watching...
    
    
    Each character has his or her own win mark.
    
    Rock       - Wing
    Terry      - Star
    Dong Hwan  - Lightning
    Jae Hoon   - Flame
    Hotaru     - Ribbon
    Gato       - Fist
    Jenet      - Skull
    Marco      - The character "Kyoku" from Kyokugen
    Hokutomaru - Four-pointed Shuriken
    Freeman    - Spider
    Griffon    - Feather
    Kevin      - Bullet
    Grant      - Silver Sun (his pin)
    Kain       - King of Fighters Maximum Mayhem logo 
    
    Taunting causes something in the stage to move.  Try it!  Very minor
    but I like this detail!
    
    
    When you win a certain amount of matches against other players, a 
    handicap is initialized (the store can turn it on/off).
    
    10 wins   -    challenger can charge guage with taunts
    20 wins   -    challenger starts match with full guage
    30 wins   -    challenger's bar goes up quicker
    40 wins   -    challenger's bar automatically refills
    50 wins   -    challenger's life bar is one big T. O. P. area
    
    
    To fight Kain, your Fighting Level average must be AAA.
    
    
    Pick the first player side as much as possible.  The first player
    side has slight advantages.  For instance, if Jae Hoon did a strong
    Hien Zan (Brake) and backstepped immediately after while the opponent
    goes for a normal grab, 1st player will get away but the 2nd player Jae
    Hoon will be thrown.  There are exceptions to this, keep in mind.
    
    
    SNK has a secret Garou website up.  The secret address is:
    
    	http://www.neogeo.co.jp/garou/gsp0125/garo_pwd.html
    
    The password is:  trikara
    
    Try it, and check out some of the stratched character designs!  Plus the
    endings!
    
    
    =========================================================================
    9.  AUTHOR'S COMMENTS
    =========================================================================
    
    Tell me if I'm wrong with the names of the moves, though I know that 
    most are right (I'm Japanese).  Not sure of The Griffon's T. O. P.
    Attack.  I had fun searching the net for some of those Greek Gods.... 
    Well, the "B" in Jenet means "good" not "beautiful," and it's her last 
    name, so that doesn't really count (I think she uses her last name first
    just as a pun).
    
    There's one more Kain saying that's in German...  Anyone know German?
    
    
    =========================================================================
    10.  SPECIAL THANKS
    =========================================================================
    
    Here is a list of all the people I must thank for this FAQ.  If you feel
    you deserve credit, email me, James Kuroki (orochi@ix.netcom.com),
    making sure you put why you deserve credit (sometimes I forget, so you
    need to remind me), and I'll stick you on the list.  But remember, it's
    first-come, first-serve, and I may be the first to find stuff out.
    
    SNK of Japan                                           (www.neogeo.co.jp)
       -as of now, they are my only resource for the moves!
        Of course, they also made the game....
    
    Neo Geo Freak
       -this magazine keeps me updated, as well as teaches me some combos
        that are near impossible!  This has given me some crazy combos.
    
    Arcadia
       -this magazine gave me the mook, with the sayings and some bugs, plus
          it had some cool fan art (really erotic, hehe).
    
    Kao Megura
       -he was the reason why I'm writing FAQs, so I must thank him.  I also
          stole his FAQ layout, so I guess he deserves credit (just kidding,
          man, you DO deserve it).
    
    cHaNgFuI                                             <changfui@yahoo.com>
       -he played the game before I did....and gave me some extra info
        on some moves.
    
    Lord Pyron Ikari                                          <DFB4@juno.com>
       -he's really my friend, but he wants to be credited this way. He got
        Grant and Kain on Roulette enough times for me to get down an 
        accurate move list.
    
    Ura no Ura                               <http://www2.airnet.ne.jp/~tac/>
       -a sight that I frequent.  Got some of the Hiddens there, and will 
        take some combos later on.  Great place!
    
    Famitsu
       -I got some other Hiddens from this magazine, plus Kain and Grant's
        move names.
    
    OKmen
       -He's the first to tell me of the Kain/Grant codes.  He pulled them
        off a newsgroup, which in turn pulled them off a Japanese web site.
    
    Tough Sutsune (spelling?)
       -For telling me what Chi ge is.
    
    Katica Puljic & Dragon4S
       -Both gave my Kain's spellings.  And it helped a load!
    
    Gunsmith
       -For giving me a bunch of combos.  I'm only putting up the ones you
        should know, or if it looks cool (so mostly from NG Freak).  Sorry
        bout that, Gunsmith, but I'll leave the combo stuff to you.
    
    =========================================================================
    11.  REVISION HISTORY
    =========================================================================
    
    
    Version 0.5               (November 30, 1999)
        -Whew!  All this in one day!  And before the game reaches most
         arcades (official Japan release date was 11/26/99).  Still gotta
         help my friend work on his KOF 99 FAQ....and now this...  I'm a 
         busy man!
    
    Version 0.6               (December 2, 1999)
       -Some minor changes and corrections.  Still need to add profiles...
    
    Version 1.0               (December 6, 1999)
       -Still need the profiles, dammit.  But I did get in a preliminary
        move list for Grant and Kain.  Now for the profiles and taunts...
    
    Version 3.0               (December 16, 1999)
       -What happend to 2.0, you say?  I don't know!  I typed so much, I
        say that it deserves a 3!  I even brought a laptop to the arcade!
        Almost all the stuff, was done by pure research.  Took out stress
        by beating down the people who only picked Rock (one of those
        one-character people who steal any combos you show them the instant
        they see it) with Roullette!!
    
    Version 3.5               (December 17, 1999)
       -Got the names of Grant's and Kain's moves.  Last minute update
        right before I go on my snowboard trip to Utah!  Next update after
        X-Mas.
    
    Version 3.8               (January 11, 2000)
       -Corrected some minor mistakes, and that's about all.  Changed the
        code for Grant and Kain, to the SNK one.  Sorry it took so long,
        but after I got back, Garou was gone (should be getting the final
        version soon), so I kind of lost the will.  This FAQ will blow up
        at the end of February, though, when I get the home version...
    
    Version 5.0               (April 2, 2000)
       -I'm eating my words right now.  I got kinda lazy, plus finals and
        all this other stuff to do, and once finals are over, the flow of
        games increase, cutting my time again!  I'm hooked on Gekka no
        Kenshi and Metal Slug 2nd Mission for the NGP!  I noticed a flood of
        emails for me to update my FAQ once the ROM was released on the
        net...  Sheesh, greedy bastards, you want more after getting
        something for free (^_^:).  KOF 99 Evolution is great!  They
        actually fixed some bugs!  Looks like 2000's gonna be a great one!
        But it will take a lot to surpass Garou IMHO!  You know, I always
        write FAQs when I am into the game like hell, then get lazy later on.
        I don't know why I keep writing FAQs...  Oh, well.  I started it, I
        have to finish it.  Gotta wipe your own ass in this world...
    
    
    *************************************************************************
    Unpublished work Copyright 1999-2000 James Kuroki
    *************************************************************************