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    FAQ/Move List by Toxic

    Version: 4.4 | Updated: 01/17/02 | Search Guide | Bookmark Guide

    	Art of Fighting 3 Path of the Warrior Perfect Guide
                    (Ver. 4.4)
    Unpubished work by Toxic 17/01/2002
     (also know as Toxic Avanger)
     ICQ number: 146473636
    Differences from ver 4.2
     -Fixed code for selecting bosses (thanks to Hero_Fei).
     -Minor Fixs Rody, Lenny, Ryo, Robert histories.
      This guide must be only found on:
       - www.gamefaqs.com
       - http://cheats.de
    What's in it:
    	- Why?
    	- Legal stuff
    	- Legend
    	- About (Guide Notes, What's new in AOF3)
    	- AoF3 Background (Game history)
            - Characters (Includes combo descriptions and histories)
    		Rody Birts
    		Kasumi Todoh
    		Karman Cole
    		Jin Fu-Ha
    		Lenny Creston
    		Ryo Sakazaki
    		Robert Garcia
                    Wang Koh San
            - Overall (My thoughs on characters, why some times things fail)
    	- Stages per Character (CPU order)
    	- Moves Names (Names taken from Galen Komatsu FAQ)
            - Special Days, codes (more thanks to Galen Komatsu)
    	- What's Needed
    	- Thanks
    	Art of Fighting 3 Path of the Warrior uses an inovator system of
    2D image capture and has beautiful stages, but due to the difficult of the
    game and the "odd" chain combo system everyone dislikes the game, with this
    guide at least I want you to know a few combos, so if you don't like the game
    it will be for personal reasons,  about characters odd order, that was just
    inspiration. By all means I think not as a perfect guide, just like the
    sound of it.(:P) This guide was writed using DOS edit program, should be
    perfect on Edit or WordPad
    Legal Stuff:
    	AOF 3 and its characters are trademarks of SNK and this FAQ must not
    be reproduced in any other way than electronically, you have no reason for
    selling or renting this product and never use the info of this Guide without
    give credit where it is deserved, note that this game it's called "Art of
    Fighting - Ryuuoko no Ken Gaiden in the japanese version and it has 298
    A: JAB
    B: KICK
    D: DIS - may leave you open, the longer the taunt takes, the biger
    	 decreases the spirit gauge -
    f:  FOWARD
    bk: BACK
    d:  DOWN
    u:  UP
    ub, db, uf, df: BETWEEN THE DIRECTIONS - db: down and back -
    when close bk + C: HIGH PARRY (Stops high attack throwing the enemy,
            leaving them on the ground, you can be low hitted or throw,
            cause no damage, still it is useful (Galen Komatsu FAQ list
            this move as "Sabaki Motion" -what's that?- and the instruction
            list this as redirection).
    when close f + C: THROW - cannot be blocked or parried, cannot escape
                      from it, you can duck throw attempts  -
    hold any button: Charging stance -increase spirit gauge, leaves you
    		 open -
    f, f: Front step or dash.
    bk, bk: Back step or back hop.
    About : -All characters have 2 colors, one is selected with the A button
             an the other one is chosen with the D button.
            -If something is between () is a move description.
    	-If something is between ** is a move PERFORMING description,
    	 wich means effects on characters.
            -Advice: you can leave the control neutral while performing a move,
             but you got to be quick, this can help you if you want to perform
             a quarter cirle motion without getting the direction if doesn't
             work (mainky thinked for Karman DM, just hate getting a parry if I
             miss the move...)
            -Your characters stay the longer on the ground if they have been
             damaged badly, while the less damage they recibe the quicker they
             stand up.
    	-On the Juggle section a , means a different move, therefore:
    		f + A A is perform f + a and its follow up.
    		f + A, A is perform f + A and then jab.
    			- If you want to perform all Combos you better
    			  understand this -
            -If you want to run between the hits but your character has a ff
             move you may try performing ff then back + button, to simplily hit;
                 Ryo: df + A, ff bk + A, A, A, f + A A C B
              This combo would be imposible without that method... for some
              strange reason, with Jin you can do ff N + A without getting his
              ff move...
            -They are combos that may sound like sick jokes, but they are ALL
             tested against all or most characters; the harder combos are
             explained in a section at the end of the juggles; there are combos
             hard, but not explainded due to the fact that there are similar
             juggles, thus explained there.
    	-Normal moves are moves wich use stick motions plus buttons and
    	 DO NOT spend any spirit gauge.
    	-Special moves are moves wich use stick motions plus buttons
    	 and DO spend spirit gauge.
    	-Desperation move is a move that can only be performed while
    	 your character is flashing orange AND you have your entire
    	 spirit gauge, normally they cannot be block.
            -Kick counter or Punch counter are Normal moves that must be
    	 Really hard to perform, yet mostly great damage.
    	-Spirit gauge is the green bar under your energy, increased by
    	 holding for some time any button or blocking attacks,
    	 decreased by performing Special, Desparation moves or by
    	 YOU ARE ON THE FLOOR, but remember to release the button BEFORE
    	 you get up, or you will end up on the "charging stance" wich
             leaves you open, also remember that espirit gauge raises a little
             gradually, even if you are doing nothing and when you are with
             low or no spirit bar left the special moves may not come out or
             come out very, VERY weak; there are three levels of power on the
             spirit gauge:
                 Green = Maximun power
                 Light Blue = Medium power
                 Purple = Almost no power
             Many moves will act different or may not be available on the purple
            -Just like the others AoF, the longer the taunt, the bigger the
             spirit gauge damage, Kasumi special taunt takes 90% of the spirit
             gauge if you let her finish.
            -Also from others Aof, you can dispel a energy ball by punching it
             with GREAT timming, it does not matter what bunch you use, and it
             does not matter what fireball it is, you may even dispel a
             HaohShokohKen with a jab.
    	-Such has Fatal Fury games, you have a short jump (press
    	 briefly the stick at jumping) and a long jump (hold the
            -A (Fwd) simbol means HOLD FOWARD DURING THE MOVE.
    	-Most combos can be started after a jumping attack.
            -Always perform a PURSUIT (df + A or B) after every combo, characters
             may have different and usually stronger pursuits.
            -Recovery Moves are moves that you use when your are laying on the
             floor to get up a little faster using an attack, usually a normal
             move; I have seen another way of recover wich is a very quick spirit
             charge; performed by tapping C before the character falls to the
             floor, but I'm sure that is not the right secuence for this,
             otherwise I would perform it ratherly often; also there are two
             tipes of knock downs, one from you fall sitting, from wich you
             can't perform any recovery and the on you fall down, from this you
             can properly recover.
    	-Almost every attack juggles on Counter, and for those who
             already did, they send the opponent far way more up on Counter,
             note that for same attacks I had experimented differents effects.
            -When the enemy is on the air and falling down you will lose ALL
             df and db movements, its a shame; at least on many Counter hits you
             still can use df moves (like Ryo's counter A, df B C d + A).
    	-Overhead means that must be blocked high, Sweep means that
    	 must be blocked low.
            -Stun and Feint: Stun means that the enemy is walking back after you
             hit them and the enemy is left standing (You can juggle from this)
             and Feint is the one who stun, but left the enemy on the floor
             (You can combo but it is awfuly difficult to  send the enemy on the
            -A (Stn) means that the overhead attack will stun when blocked low.
            -If a combo seems to difficult you may try dashing or walking
    	 between the hits, also combos had different timming depending
    	 of the foe, I could separate them in:
    		Big: Wyler, Rober, Karman, Rody, Ryo.
    		Medium: Jin, Wang.
    		Small: Sinclair, Kasumi and Lenny.
    	-When you are flashing orange you can perform The Desparation
    	 move and your character does more damage, note that Robert and
    	 Ryo have a different stance when flashing red.
    	-All jabs can be interrupted with a normal B, so if you want to
             input A and then f + B or f + A, you have to wait a little,
             all jabs can be interrupted by C, but I mainly listed the more
             useful ones.
    	-On the corner your attacks send you way back, but it allows
    	 combos such has Ryo:
    	  f, bk+B+C, f+A A, A, A, f+A A C B, A, ff + A, (ground) qcb + A
    		* Tested against Karman, started from about half screen
    		  from the corner *
    	-On the moves when it say d + A it means to press the joystick
    	 and the button at the same time.
            -"Ultimate Knock Out" (UKO) will occur if you finish off your foe
             using a Desperation Move when he/she is at 10/05% of energy or less,
             the benefict of this is that the enemy will be eliminated no matter
             if is the first round, when a character is UKOed he "dies" with a
             especial secuence, unless you UKOed using Karman DM.
    	-Special Day occurs when your character is in is birth day, the good
    	 thing is that he/she can use DM no matter how full his energy is.
    	-Finshing the game without losing a round will be rewarded with an
    	 unique SD image of your character.
    Art of Fighting 3 Background:
    	All stories are my own interpetration of the events that happen to
    occur in Aof3, I have no SNK sources to back up what I say.
    	In this game, most characters are looking for someone and they will
    surely find him\her on GlassHill Valley, I'm sure this a Mexican province,
    due to the kind of scenarios displayed on the game, but it is may suspition
    that this place is the same as south town, I mean, made up from nothing.
            Robert goes to GlassHill Valley scorting a childhood friend, Freia
    Lawrence, since Robert disapears from his house not telling anyone his father
    send an agent from the "Garcia Fundation" to track him, his name his Karman
    Cole; this man contacts Ryo and ask him Roberts whereabouts, hearing word he
    is in GlassHill he promptly goes there, feeling trouble Ryo and Yuri also
    travel to GlassHill (and if there are not trouble, there is always time for a
    good vacations, Huh?).
            In GlassHill they found some strange people looking for Robert, Freia,
    Wyler or Ryo so the Kyokugen ryuu lords quickly enter into action.
    	How it works:
    Name of character: Who he is and what he seeks.
    	           In game notes
    	- Recovery Moves:
    	- Normal Moves:
    	- Special Moves:
    	- Desperation Move:
    	- Juggle starters:
    	- Juggles:
            - Combo Description:
            - Playing as Character:
    Rody Birts: A private investigator hired by Wyler to look for Freia, he works
                with a beautiful woman named Lenny Creston, also he has a bad
                reputation as a private eye; as a second note, Rody is totally
                convinced that Wyler wants to find Freia for Romantic purposes.
    	- Recovery Moves: d + A (Sweep)
    			  Hold any button (Spirit Charge)
    			  df + A (Sweep)
                              db + B (Sweep, follow up with B)
            - Normal Moves: df + B (Overhead, Stn)
                            A C (You may Press A as many times as you want)
    			db + B B (Double sweep)
                            f + B B (first hit Stn and Overhead)
                            f + A A (Can be followed by f+ B B or db+ B)(Fwd)
                            f + A B (Fwd)
    			A + B (Can be followed by d + B B or bk + A)
    			bk + A (Can be duck)
                            df + A (Overhead, Stn)
                            bk + A (Kick counter, hard to do)
    			d + A (Sweep)
    	- Special Moves: qcf + A or C
                             f, bk, f + A *
     			 qcf + B
                          * Just like a normal throw, but much better range *
            - Desparation Move: f, bk, f, bk, f + C
    	- Juggle Starters: f + A A B    (3 hits)
    		      	   bk + A       (1 hit)
    		           f + B        (1 hit)
    		           df + A       (1 hit)
    		           A + B bk + A (2 hits)
    	- Juggles: bk + A             	      (+ 1 hit)
    		   f + A A, db + B B  	      (+ 4 hits)
      		   A + B             	      (+ 3 hits)
    		   A + B d + B B	      (+ 3 hits)
                       A + B bk + A               (+ 2 hits)
    		   f + A A f+ B B    	      (+ 4 hits)
    		   qcf + B           	      (+ 3 hits)
                       qcf + C                    (+ 1 hit)*
    		   f + A, f + A A, db + B B   (+ 5 hits)
    		   f + A, f + A A f + B B     (+ 5 hits)
    		   f + A, qcf + A	      (+ 4 hits)(Not for Lenny)
    		   f + A, A + B bk + A	      (+ 3 hits)(Not for Wang)
                       f + A, A + B d + B B       (+ 4 hits)**
                       f + A A, f + A A f + B B   (+ 6 hits)***
                       f + A A, f + A A, db + B B (+ 6 hits)***
                            * After Counter bk + A or df + A *
                           ** For Wang, Ryo, Karman, 3 hits for everybody else *
                          *** Does not work on Lenny, Todoh and Wang **
    Combo Description: Ratherly easy combos for such damage, just focus on high
                       and quickness, don't aproach your foe between the hits
                       Rody can use his combos after all of his juggle starters,
                       the most crappy one his df + A, that is because it has
                       to much range and leave you far away of your foe; but
                       I use it a lot, since it has great range.
                       Hard combos explanation:
                            f + A A db + B B
                                The key for doing this one is the deep of the
                                attacks and the delay of the punches.
                            A + B d + B B
                                This is easy as long as you connect the attacks
                                very deep.
                            f + A A, f + A A B B
                                The trick is to give the two first hits fast and
                                high, that will allow you to land the rest very
                                deeply. Does not work on Lenny, Todoh and Wang.
    Playing as Rody: Rody has great range and quick moves, you can either focus
                     on a pocking character or a "reactionary" character (means
                     he strikes back after defending or before been attacked,
                     remember that you have a good variation with his f + A
                     chains, also keep in mind that the f, bk, f + A special move
                     can stop the enemy at certain distance when he is attacking
                     you (like Whip's HCF + P), this is a very flexible character
                     and that make him a good choice, note that when you perform
                     qcf + A or C with low spirit (purple) you will see a taunt
                     like move, leaves you really open but it's an odd thing.
    Kasumi Todoh: She seeks Ryo Sakazaki, hoping that he may know her father
    	      whereabouts, her father (Ryuhaku Todoh) as vanish since he was
      	      defeated by Ryo and she has escaped home, just like Robert. She
                  uses her family fighting style and she has trouble speaking
                  English; all the words between " " are japanese, her escape is
                  not a happiness matter to her mother Shizuka, note that she
                  uses Aikido, I have also heard that she uses "Todoh style
                  ancient martial arts"; she was born in Japan.
    	      Her parry goes behind the opponent, can be followed by
                  presing A, she has a especial taunt aganist Kyokugen ryuu
                  users, qcb + A can be countered, also she has a close
                  standing A frame (an elbow).
    	- Recovery Moves: d + A (Sweep)
    			  Hold any button (Spirit Charge)
    			  df + A (Sweep)
                              ff + B (Overhead)
    	- Normal Moves: df + A (Overhead)
                            df + B (Overhead, Stn)
                            A C (Not from close standing A) *
    			A + B
                            A A + B (Not from close standing A) *
    			bk + B (Can be followed with A + B)
                            d + A (Sweep, Feints on Counter)
    			bk + A (Punch Counter, hard to perform, Stun)
                            f + B B                                   (Fwd)
                            f + B A B (last hit can be replaced by C) (Fwd)
                            f + A A B (last hit can be replaced by C) (Fwd)
                            f + A B                                   (Fwd)
    			ff + A (Can be followed with bk + B or d + B)
                            ff + B (Overhead, can be duck from close)
                               * You may Press A as many times as you want *
    	- Special Moves: qcf + A
    			 qcb + A (Overhead, stun if hits)
    	- Desperation Move: b, hcb + A *
    			* Can be belayed by holding A,delay to long and she
                              will fall, can be blocked and has 3 levels of
                              strenght, from the last you cannot combo from *
    	- Juggle Starters: f + B	 (1 hit)
    			   ff + A bk + B (2 hits)
    			   bk + A 	 (1 hit)(If succefuly performed)
                               qcb + A       (1 hit)
    			   b, hcb + A    (1 hit)(Desparation move)
            - Juggles: f + A f + B              (+ 2 hits)(After f+B, do it right)
                       A, f + B A C             (+ 5 hits)
                       ff + B                   (+ 1 hit)(Not from f+B, after DM)
                       qcf + A                  (+ 1 hit)(Not from f + B)
                       qcb + A, A, A + B        (+ 3 hits)(On corner)
                       f + B B                  (+ 2 hits)*
                       f + B A B                (+ 3 hits)(After DM)
                       f + B A C                (+ 4 hits)(After DM)
                       bk + B, A + B            (+ 2 hits)
                       A, bk + B , A + B        (+ 3 hits)(Not from f + B)
                       [f + A], A, f + A A C    (+ 5 hits)(After f+B, do it right)
                       f + A, A, bk + B, A + B  (+ 4 hits)(After f + B)
                       f + A, A, f + B B        (+ 4 hits)(After f + B)
                       f + A, A, f + A A C      (+ 6 hits)(After f + B)
                       A, ff + A bk + B, A + B  (+ 3 hits)(On Ryo)
                       A, A, ff+ A b + B        (+ 4 hits)
                    * Only after counter d + A or DM *
                    ** What is between [] is a follow up wich doesn't hit **
    		* After most "Stun" moves you can put a juggle starter
    		  and juggle the opponent; the only exception is a
    		  counter d + A wich after followed you cannot juggle
    		  the enemy *
                    * A, A, A + B can combo, also A, A, A, C *
    		* Therefore a BIG combo would be:
    		  qcb + A, ff + A bk +B (Follow up), A (Jab), f + A A C
                      (8 hits) *
    Combo Description: Great combos, but they need practice, and quickness, don't
                       worry on dashing, just worry on the high and the timming.
                       A good thing while comboing with Kasumi is that her attacks
                       leave her close to the enemy, allowing the combos after many
                       Hard combos explanation:
                            bk + B, A + B
                                This is easy as long as the first hit is deep and
                                the second is greatly delayed.
                            f + A, A, bk + B, A + B
                                If you master the other one, this would be easy,
                                but need to catch the enemy close. Not from f + B.
                            f + A, A, f + B B
                                This combo is really easy as long as you delay the
                                follow up the longer possible. After f + B.
                            f + A, A, f + A A C
                                It uses the same principe that the other one.
                                After f + B.
    Playing as Kasumi: Kasumi has quick moves and has moves that make her advance
                       a lot, so she doesn't have trouble catching an off guard
                       enemy, but she lacks strong low attacks, so you will use
                       throwing in the high-low mind games, if you manage to
                       master her punch counter Kasumi will be one of the most
                       overpowered fighters of the game, a fact is that her low
                       attacks may be weak, but they are extremely bothersome;
                       note that I have been told that her taunt translates as
                       "Kyokugen ryuu.. that is nothing..". A second note is that
                       I'm sure that she checks a dictionary before talking in
                       english, not acording what says kof96 Joe Palanca's FAQ,
                       this game shows Kasumi having troubles speaking english
                       (She can't talk to Wyler because she doesn't understand
                       what he says). A third note is that I have seen another
                       first celebration, in wich after she laughs she sneezs
                       (only have seen it once, after many years playing, maybe
                       is like to see Tam - Tam's face in his ending in SSI).
    Karman Cole: Agent of the Garcia foundation, this man searches for Robert due
                 to request of Albert Garcia and his wife, in the past Robert
                 where unable to stand a fight with Karman because his
                 extraordinary fighting skills, note that he is German.
                 He has a especial taunt aganist Kyokugen ryuu users, his pursuit
                 can execute an especial action if you catch your foe whit his
                 legs towards you, this action has no efect on Sinclair and Wyler;
                 and this action can be inputed by d or db + A or B.
    	- Recovery Moves: d + A (Sweep)
    			  Hold any button (Spirit Charge)
    			  df + A (Sweep)
    			  Any Special Move
    	- Normal Moves: A + B (Can be duck, followed by b + A A f + B)
    			bk + B B
    			f + B (Overhead)
                            f + A A (Can be followed by f + B) (Fwd)
    			bk + B + C (Dodge and kick, can't be hit low)
    			bk + A + C (Dodge and punch, can't be hit low)
    			bk + A (Kick counter, hard to do)
                            df + A (Overhead, Stn)
                            f + A A B (Fwd)
                            d + A (Sweep, Feints on Counter)
    	- Special Moves: qcb, f + A (Counter move for mid and high attacks)
    			 qcf + B
                             f, bk, f + A (Overhead, Stn)
    			 f, bk, f + B
            - Desperation Move: hcb, hcb + C (Can be jumped)
    	- Juggle Starters: A, A, A, A + B (4 hits)*
    			   A + B          (1 hit)
    			   bk + B         (1 hit)
    		* From close, less jabs as further is the distance *
            - Juggles: f, bk, f + A             (+ 1 hit)(From A + B)
                       A, A, C                  (+ 3 hits)(Not from A+B)*
                       A, f + A A B             (+ 5 hits)(Not from A + B)
                       f + A A B                (+ 4 hits)(Not against Lenny)
                       A, qcf + B               (+ 2 hits)(Not from A + B)
                       A, A, qcf + B            (+ 3 hits)(Not from A + B)
                       qcf + B                  (+ 1 hit)(From A + B)
                       f + A A, qcf + B         (+ 3 hits)(From A + B)
                       [f + A], A, f + A A B    (+ 5 hits)(From A + B)**
                       [f + A], A + B f + A A B (+ 5 hits)(From A + B)
                       [f + A], A, qcf + B      (+ 2 hits)(From A + B)
                       A, A + B f + A A f + B   (+ 5 hits) ***
                        * This also works on a standing enemy. *
                        ** [f + A] is a follow up that doesn't hit. **
                        *** Not from A+B, on Ryo and Rody, for others begin from
                            standing A counter ***
    Combo Description: Fast fingers are need to combo with Karman, you must not
                       dash between the hits, just worry on catching your enemy
                       at the right high his bk + B may leave you far from the
                       enemy, when using it be sure of been close.
                       Hard combos explanation:
                            A, f + A A B
                                Only after bk + B, you should wait until the
                                enemy reachs the maximum high, you don't have
                                to wait to long, the rest is perfect timming.
                            A, A, qcf + B
                                This combo is easy, but make sure that you don't
                                tap the buttons or there will be three punches;
                                this is also from bk + B.
                            [f + A], A, f + A A B
                                Make sure that the follow up doesn't hit, but
                                don't delay it to long; that's about it.
                            [f + A], A, qcf + A
                                Same as before.
    Playing as Karman: Counter attack character, his main strengh is the ability
                       to stop your enemy when attacking you, he got a poor low -
                       high hitting game, but his f, bk, f moves can go under
                       many attacks while dashing, I think this character is
                       much like Rody and Kasumi but less combo oriented; he may
                       lack combos, but he has a great strenght. Note that his
                       A + B may not work at all on Kasumi, unless she taunts or
                       is doing somethig that makes her stand straight. Second
                       note: I use a lot his df + A because is on of his few mid
                       attacks, other can be usually crouched; this moves juggles
                       on counter.
    Jin Fu-Ha: This persons was Eiji Kisaragi disciple, but for some reason Eiji
               betray him (that may explain his chest and back scars), he wants
               to know if he is tough enough to kill Eiji so he thinks an ideal
               test: defeat the sworn enemy of Eiji, the one Eiji has never been
               able to overcome -Ryo Sakazaki-; Jin has developed a very special
               gift, the ability to sense the ki from people, he uses this to
               trace the greatest ki he can find...
               This character has double jump, C button his Overhead and Stn.
    	- Recovery Moves: d + A (Sweep)
    			  Hold any button (Spirit Charge)
    			  df + A (Sweep)
    			  f f + B (Overhead)
    	- Normal Moves: bk + A
                            bk + B (Overhead, Stn)
                            ff + A (Overhead, Stn)
                            ff + B (Overhead, Stn, leaves you on the floor)
                            A + B (Overhead, Stn, hit laying enemies)
                            d + A (Sweep,Feints on counter) *
    			d + B (Sweep, can be followed by f + A)
                            df + A (Overhead, Stn)
                            df + B (Overhead, Stn)
    			d, u + A (only on laying opponent)
                            f + A A (Can be followed by f + C)(Fwd)
                            f + A A (Can be followed by f + B)(Fwd)
                              * Can be followed by d + B *
            - Special Moves: qcf + A (Reflects fireballs)
                             d, bk, db + B (Makes you invisible)*
    			 qcb + A
    			 f, hcf + C (High/mid counter attack)
    			       * Invisibility last about 4 seconds and
    				 gets cancel if you are hit, continues
                                     if you block, though. *
    	- Desperation Move: d, d + C (Can be block, cannot be hit)
    	- Juggle Starters: bk + A (1 hit)
    			   ff + A (1 hit)
    			   C      (1 hit)
    	- Juggles: A, qcb + A          (+ 2 hits)
    		   A, f + A A B B      (+ 6 hits)(Works not on Ryo)
    		   f + A A C	       (+ 3 hits)
    		   A, ff + A           (+ 2 hits)
    		   bk + A, A, qcb + A  (+ 4 hits)(Works not on women)
    		   qcb + A 	       (+ 1 hit) (Only after C)
    		   bk + A, ff + A      (+ 2 hits)
                       bk + A, qcf + A     (+ 2 hits)(Very difficult)
                       bk + A, f + A A B B (+ 6 hits)(Very difficult)
                        * Necesary to dash between bk + A and next hits;
                         but within the juggle, not as a starter *
    Combo Description: Along Ryo, Jin's Combo are the hardest, beacuse of his
                       short hand range; it is crucial for you to dash after you
                       begin the combo, that's why you will be using his ff + A
                       so much, because it leaves you close to the enemy; bk + A
                       is the best, but it leaves you far away of your enemy and
                       has the shortest range.
                       Hard combos explanation:
                            bk + A, A, qcb + A
                               Not from C; the trick is to hit the enemy the
                               closest and the highest with the bk + A.
                               Works not on women.
                            bk + A, qcf + A
                               I have only get this twice, so no tips to help
                               you out.
                            bk + A, f + A A B B
                               I can only perform this after the bk + A, as
                               before, the key is to hit at the best high and
                               distance (The more high and closest distance).
    Playing as Jin: This is the toughest character along Wyler, he may lack
                    range but have powerfull mind moves (d + B f + A, ff + A)
                    and his short range disadventages are his throwing potencial;
                    he also posses the strongest pursuits, so make the most of
                    it; note that he can be very nasty character if when you are
                    invisible you vary low or high (just like speed Zantetsu);
                    also rely on his counter. Note that Jin means men, or so I
                    have heard.
    Lenny Creston: Private investigator and partner of Rody Birts, their asignment
                   is to found Freia and promptly deliver her to Wyler, there it
                   seems to be a "Romanic Tension" between Lenny and Rody; please
                   do note that she is totally convinced that Wyler wants to find
                   Freia for romantic purposes.
    	- Recovery Moves: d + A (Sweep)
    			  Hold any button (Spirit Charge)
    			  df + A (Sweep)
                              ff + B (Overhead, juggle starter)
            - Normal Moves: bk + B (Overhead, Stn, may hit twice)
    			bk + A + B
    			A + B (Dodge)
    		       	bk + A
    			ff + A (Can be followed up by f + B or bk + B)
    			ff + B (Can be followed up by A)
    			d + A (Sweep, hit ground enemies)
                            f + A A B (Last hit can be f + C or bk + B)(Fwd)
                            df + A (Overhead, Stn)
                            f + B B (Fwd)
                            f + A B (Fwd)
    			df + B
                            crouched B, bk + B (Second hit overhead, Stn)
    	- Special Moves: qcb + A
                             f, bk, f + A (Last hit overhead, Stn)
    			 qcf + A
    	- Desperation Move: f, hcf + C
    	- Juggle Starters: bk + A + B	   (1 hit)
    			   ff + B	   (1 hit)
    			   ff + A,  ff + B (2 hits)
    	- Juggles: A, A, f + A A C             (+ 5 hits)
    		   f + A, A, ff + B            (+ 3 hits)
    		   f + B B                     (+ 2 hits)
    		   f + A A C		       (+ 3 hits)
                       f + A A bk + B              (+ 4 hits)
    		   qcb + A                     (+ 5 hits)
    		   A, A, ff + A B              (+ 4 hits)
    		   f + A A, A, A, ff + A B     (+ 6 hits)
    		   f + A A, A, A, A, f + A A C (+ 8 hits)
    		   qcf + A, f A A C	       (+ 4 hits)
    		   qcf + A, ff + A B           (+ 3 hits)
                            * No need of dashing before the hits *
    Combo Description: Lenny's combos are easy, but you need to catch your foe at
                       the right high, you need to dash after the qcf + A.
                       Hard combos explanation:
                            f + A A bk + B
                               If you want the four hits better perform this
                               close and deep (Usually dash before performing).
                            qcf + A, f + A A C
                               The two ploblem is to make the projectile very
                               early and the dashing very quickly.
                            qcf + A, ff + A B
                                Same as before, remember to dash before ff + A B,
                                so you have to input foward pour times.
    Playing as Lenny: Lenny can make many things at a really far distance, her
                      throw has the longest range and her mind moves are weak but
                      long ranged; her easy juggles makes this character very
                      dangerous when wrongly blocked an overhead.
                      This character can be very cheap or very fun.
    Ryo Sakazaki: He feels uneasy and desperates looks for Robert feeling
                  troubles, he has come to GlassHill with his dear sister
                  Yuri Sakazaki; Ryo stands for the tiger as a symbol of
                  his strenght, note that this man uses Kyokugen-ryuu Karate,
                  I have been told that Kyokugen Ryuu is a true martial art
                  and that Ryo was born in Japan; Kyokugen Ryuu means "Extreme
                  Style Karate", and the true karate style is called "Kyokushin"
                  ; and as a final note remember that Ryo is half american, his
                  mother name was Ronnet and she died a little before AoF1.
    	      This character has triangle jump by presing A or B on the corner
    	      (A just jump and B Jumps with kick) C button on air his
                  backwards (like Iori's bk + B), just as AoF 1, though you may
                  only get a few kick hits afterwards.
    	- Recovery Moves: d + A (Sweep)
    			  Hold any button (Spirit Charge)
                              df + A (Sweep)
                              ff + B (Overhead)
    	- Normal Moves: f, bk + B + C
    			B + C
    			A + B (Dodge)
                            A C (You may Press A as many times as you want)
    			bk + B
                            ff + A A (Overhead on both hits, Stn)
                            f + B B (Fwd)
    			ff + B (Overhead, most character can duck it)
                            df + A (Overhead, Stn)
    			d + A (Sweep)
    			df df + A (Sweep)
                            df + B (Overhead, Stn, can be followed up by df + B)
                            df + B C d + A (Overhead, Stn)
                            df + B C (Overhead, Stn)
                            f + A B (Fwd)
                            f + A A B (Fwd)
                            f + A A C C (Last hit can be f + B)
                            d, u + A (Overhead, Stn)
    	- Special Moves: qcf + A or C
    			 f, bk, f + A
    			 db, f + B (Overhead)
    			 f, d, df + A or C
    			 qcb + A (Special pursuit)
    	- Desperation Move: f, hcf NEUTRAL B
    			* NEUTRAL means that you have to wait between
    			  the motion and the button press *
    	- Juggle Starters: df + A        (1 hit)
    			   f, bk + B + C (1 hit)
    			   d, u + A      (1 hit)
            - Juggles: A, A, C                           (+ 3 hits)*
    		   A, A, f + A A C B                 (+ 6 hits)
    		   f + A A C C                       (+ 4 hits)
                       f d df + C                        (+ 2 hits)**
    		   A, A, f d df + A                  (+ 3 hits)
    		   A, A, f bk f + A                  (+ 3 hits)
    		   ff + A A                          (+ 2 hits)
    		   f + B B                           (+ 2 hits)
                       A, A, A, C                        (+ 4 hits)***
                       A, f + A A C B, C                 (+ 6 hits)**
    		   f + A B, f +	A A C B              (+ 6 hits)
                       f + B B, f + A A C B              (+ 6 hits)****
    		   f + A A C B, f + A A C B          (+ 8 hits)
    		   f + A A C B, f + A A C B, f + A B (+ 10 hits)
                       f + A A, A, A, f + A A C B        (+ 8 hits)*****
                        * Works even if foe is standing *
                        ** Not from df + A **
                        *** Can combo on floor ***
                        **** Only from f, bk + B + C ****
                        ***** Not against womens *****
    		    * remove AT LEAST one hit if your juggle begins
    		      with df + A instead of f, bk + B + C *
    Combo Description: Ryo's combos are the toughest to properly master, just rely
                       on d, u + A and be quick; always try to walk between the
                       juggle starter and the first hit, the other it is just
                       quickness and right high, tapping buttons will not always
                       work; it took me for about three weeks of game play to
                       perform all combos on all character.
                       Hard combos explanation:
                            A, f + A A C B, C
                               There is an ideal high in wich you can catch a foe,
                               there is also an ideal timming for the follow ups;
                               the combos I will list are nearly impossible, but
                               they have such a bad ass estetic; if you see them,
                               you are lucky. Not from df + A.
                            f + A B, f + A A C B
                               Same as before but easier; could be mastered.
                            f + B B, f + A A C B
                               The first part must be done DEEP and close, so the
                               two hits succeed and leave you at the distance to
                               apply the rest. Only from f, bk + B + C.
                            f + A A C B, f + A A C B, f + A B
                               Same as the first one, but more difficult.
    Playing as Ryo: Flexible character and many destructive combos, Ryo doesn't
                    have long range, but when rightly timmed he can quickly
                    connect d, u + A even at far distance, if the enemy fails a
                    long range attack; one tip I think usefull is always keep
                    some distance from your enemy, enough to provoque him to
                    attack and miss. If you rather be offensive you must know
                    well this character and use accuratly his moves; he is like
                    Karman, great power but less range and more combos.
                    Althroug he is not the main character, I think he is far
                    more tough than Robert, as the AoF history line suppose.
    Robert Garcia: He meets a Childhood friend Named Freia Lawrence, hearing she
                   goes to GlassHill he follows her after hearing her worries
                   about a man called Wyler; the fact is that Wyler request some
                   special data from Freia; data to complete a drug wich has an
                   strange effect over the human body, Wyler says he as corrected
                   the drug mistake and he has make it estable, Freia fears
                   because the drug killed Wyler's dad; Robert stands for the
                   dragon, not as the opening of the game shows it; I belive that
                   in japanese culture the tiger and the dragon are the worst of
                   enemies, he also uses Kyokugen-ryuu and is the best friend and
                   rival of Ryo Sakazaki, note that I belive that Kyokugen Ryuu is
                   a true martial art, also note that Robert is from Italy;
                   Kyokugen Ryuu means "Extreme Style Karate".
                   The C button hits ground enemies, plus is an Overhead and Stn.
    	- Recovery Moves: d + A (Sweep)
    			  Hold any button (Spirit Charge)
    			  df + A (Sweep)
            - Normal Moves: A + B (Overhead, Stn)
    			bk + B B B (Hold back during move, last hit overhead)
    			d, u + B (Overhead)
                            df + A (Overhead, Stn)
    			d + A (Sweep)
    			bk + A
                            df + B B B (Overhead, Stn, no need of holding df)
                            f + A B (Fwd) *
                            f + A A B (Fwd)
                            f + A A C B (Fwd)
                            f + A A C bk + B (Fwd)**
                            f + B B (first hit stun)(Fwd)
    			f + B d + A
                                  * Random chance of stun on last hit, similar to
                                    critical hits *
                                  ** Last hit overhead, Stn and wastes spirit
                                     gauge **
    	- Special Moves: qcf + A or C
    			 f, d, df + A or C
    			 df, f + B (Overhead)
    			 f, bk, f + B
    			 in air qcb + B (Overhead)
    			 f, hcf + C
    	- Desperation Move: f, hcf NEUTRAL B
    			* NEUTRAL means that you have to wait between
    			  the motion and the button press *
    	- Juggle Starters: bk + A	 (1 hit)
    			   A + B	 (1 hit)
    			   f + B, bk + A (2 hits)
    	- Juggles: A, f bk f + B          (+ 2 hits)
                       Qcf + A or C           (+ 1 hit)(From bk + A)
    		   f + A A C C            (+ 4 hits)
    		   A, A, f + A A C bk B   (+ 6 hits)
    		   A, A, f d df + A       (+ 3 hits)
    		   f + A A, f bk f + B    (+ 3 hits)
    		   A, f + A A, f bk f + B (+ 4 hits)
    		   bk + B B               (+ 2 hits)
                       f + A A C B            (+ 4 hits)*
                       A, f d df + C          (+ 3 hits)**
                            * From f + B, very difficult *
                            ** Works not on Ryo, Wang and Robert **
    			* A + B is his worst juggle starter *
                            * A, df + A can combo on standing opponents *
    Combo Description: Robert's combo are somewhat difficult, just give them
                       proper timming and be quick, always begin combos with
                       bk + A, his combos are easier and shorter version of
                       Hard combos explanation.
                            f + A A, f bk f + B
                               Be close, and hit highly; the rest is easy.
                            A, f + A A, f bk f + B
                               Be close and a ideal high, just as Ryo's this is a
                               Godly kind of combo.
    Playing as Robert: This is the first game on where Robert and Ryo are
                       scentialy different, the principal difference is that
                       Robert can send the enemy on air more easily; this could
                       be described as a "plain fighter", he only wants to beat
                       the crap out of you using fast reflexes and big combos,
                       not using weir high - low tactics (He does have, but you
                       need to be very constant to get the most of it - because
                       no one fears a weak low strike wich doesn't event knock
                       down, so you may not follow up with a pursuit-)
    - Wyler: Wyler belives he has perfected a powerful drug that in the past took
             his father life, the problem his that escential data for the drug is
             missing, but he knows who has it: the daughter of his father partner,
             Freia Lawrence. The true background is that when the drug proved been
             unsucceful, Freia's father feels that Wyler father has no salvation
    	 so he took his daughter and the data of the drug and he took of,
             leaving Wyler's dad to his luck (he didn't have much, because he
             didn't survived).
    	 This character cannot be thrown, cannot stop his spirit gauge Charge
             and he is more heavy than others characters.
    	- Recovery Moves: d + A (Overhead)
    			  Hold any button (Spirit Charge)
    	- Normal Moves: bk + B
                            A, C *
                            d + A (Overhead, Stn)
                            f + B B (Overhead, Stn)(Fwd)
                            df + A (Overhead, Stn)
                            f + A A C (Overhead on last hit)(Fwd)
                              * Push A as many times you want,
                                C is an Overhead and Stn *
    	- Special Moves: qcf + A
                             d, u + A *
                             f, bk, f + A (Overhead, Stn)
                               * It can bounce fireballs, such as Ryo's
                                 Koh ken, it also Feints on counter *
    	- Desperation Move: None
    	- Juggle Starters: d + A        (1 hit) *
    			   f + B	(1 hit)
    			   f + A A	(2 hits)
                               being thrown (0 hit, -Feints-)
    		* Sometimes hit twice, when it does you cannot juggle
                      if you performing while crouching with A it will hit
                      only one time and will always juggle *
            - Juggles: A, A, A, A, A    (+ 5 hits)
                       B                (+ 2 hits)
                       qcf + A          (+ 1 hit)(From f + B and throw attempts)
                       bk + B           (+ 1 hit)
                       f + B B          (+ 2 hits)*
                       f + A A          (+ 2 hits)(From f + B)
                       f + A A, A, A, A (+ 5 hits)(Not from f + B)
                       f + A A, d + A   (+ 4 hits)(Not from f + B)
                       f + A A, d u + A (+ 3 hits)(Not from f + B)
                            * Can be from throw attempt or f+B *
    Combo Description: Wyler combos are easy, just make sure to walk if you input
                       f A A and hit your enemy the highest posible.
                       Hard combos explanation:
                            f + A A, d + A
                               The best high is required for this, walk before
                            f + A A, A A A
                               Same as before.
    Playing as Wyler: This character is good pissing off people, been in front
                      of you giving so many quicks attacks, I think Wyler is a
                      offensive character due to the fact that is dash his quick
                      and he is to cheap as a defensive, I said that because not
                      fearing most throws destroy some character mind games.
                      I love being a doctor Jekill that wants to become Mr. Hide.
    - Sinclair: In the surface she helps Wyler to complete his experiments, but
                in fact she does not want him to succeed and she is looking for
                someone who can convince Wyler of desist of his ambition, wich is
                fulfill his father dream.
    	    This character cannot throw.
    	- Recovery Moves: d + A (Sweep)
    			  Hold any button (Spirit Charge)
    			  df + A (Sweep)
            - Normal Moves: f + A (Follow with bk + B or B) *
                            df + A (Overhead, Stn)
                            bk + A (Overhead, Stn)
                            A C (You may Press A as many times as you want)
                            bk + A + B
                            bk + B (Second hit overhead, Stn)
    			d + A (Sweep)
    			d + B (Sweep)
                              * Last hit Overhead, Stn *
    	- Special Moves: f, bk, f + A
    			 qcb + A
                             d, u + A (Overhead) *
                                * Feints on Overhead and hits on floor *
    	- Desperation Move: f, hcf + A
    	- Juggle Starters: d, u + A (1 hit)
    			   f + A B  (3 hits)
    			   bk + A   (2 hits)
    			   B        (1 hit)
    	- Juggles: A          (+ 2 hits)(from d, u + A)
                       bk + A, A  (+ 3 hits)
    		   qcb + A    (+ 4 hits)
    		   A, qcb + A (+ 5 hits)
    		   A, A, C    (+ 3 hits)
                         *input always d, u + A after every combo*
    Combo Description: These combos are simple and easy, just do it quick, if you
                       input bk + A as juggle starter you have plenty of time to
                       run; if bk + A doesn't hit twice, quickly input qcb + A or
                       standing C.
                       Hard combos explanation:
                            bk + A, A
                               Be the closest and do it early, thats all.
                            A, A, C
                               Dash and do it quick.
    Playing as Sinclair: She got very anoying low attacks and overheads, but they
                         may leave you open if blocked, my advice is to be careful
                         and focus on landing her strong combos; 2 notes, if you
                         are wondering what f, bk, f + A is good for I say is good
                         to thick damage when your enemy is about stand up, the
                         other note is that sometimes when you finish combos with
                         d, u + A the enemy will recover before you can block, but
                         I always input that motivated by it's insane damage; If
                         you want not to take risk, use note 1.
    - Wang Koh San: This person is going to participate in a drawing contest,
                    therefore he travels seeking inspiration for his draw, that
                    leads him to GlassHill, hearing word of a person who is
                    working on a drug he belives that a new sample would be
                    interesting to his friend the doctor Lee Pai Long, this
                    person uses the lost art of Shin-Roku-Goh Ken.
                    Pursuit hits twice, the CPU has performed on me his pursuit
                    twice while I was on the floor; in his ending he shows a draw,
                    I've seen him pick four differents; f, bk + A + C throw works
                    on Wyler, jumping C and jumping A + B hits grounded enemies.
    	- Recovery Moves: d + A (Sweep)
    			  Hold any button (Spirit Charge)
    			  df + A (Sweep)
                              ff + A (Sweep)
    	- Normal Moves: bk + A
    			bk + B
                            d + A (Feints in Counter, Sweep)
    			A + B
    			B + C
    			dbk + B (Sweep)
    			In air A + B (Hits on floor)
    			close f, bk + A + C (Throw, can't crouch it)
    			df + B (Overhead)
                            df + A (Overhead, Stn)
                            f + B B (Fwd)
                            f + A A (Can be followed by f + B B)(Fwd)
                            f + A B B (Fwd)
                            f + A C
                            f + A A C (Last hit Overhead, Stn)(Fwd)
                            d + A + B (Sweep, can be followed up by f+B or f+A)
                            df + C (Overhead, Stn, can be followed up by d + B)
    			ff + A (Sweep)
    	- Special Moves: d, d + A (Hits Low)
    			 f, d, df + A
                             HCF + B (Overhead) *
                               * Has a follow up that I cannot discover;
                                 if you not follow up after it you can
                                 combo bk + A *
    	- Desperation Move: bk, f, f + C
    	- Juggle Starters: bk + B
    			   f + A A
    			   A + B
            - Juggles: f + A B B        (+ 3 hits)
                       f + A A B B      (+ 3 hits)
                       bk + A           (+ 1 hit)
                       d + A, bk + A    (+ 2 hits)*
                       f + A A, bk + A  (+ 3 hits)*
                       f + B B          (+ 2 hits)
                       d + A + B, f + A (+ 2 hits)
                       bk + B           (+ 1 hit)
                       A + B            (+ 1 hit)
                       f + B B          (+ 2 hits)
                       ff + A           (+1 hit)(Not on Karman or from bk + B)
                            * Works not on Jin, Kasumi, Wang and Wyler *           
                               * You can finish your combo with jumping A + B *
    			* f + B B won't juggle on Wyler *
    Combo Description: Nothing great here, ff + A will not work at all on Karman,
                       no matter wich juggle starter you use, if you want to start
                       combos with f + A A you must run after it; you can't combo
                       ff + A on Rody after f + A A; also any f + A A f + B B
                       juggles won't work on Wyler.
                       Hard combos explanation:
                            f + A B B
                               This combo is challenging if you begin with
                               f + A A, then give a big dash and catch the enemy
                               at good high.
                            f + A A B B
                                Same as before but needs better high.
    Playing as Wang: Many overheads and many sweeps to keep the enemy awake; a
                     friend of mine can dispatch a player winthin a few seconds
                     just reling in his strong variations, this character lacks
                     good combos but he gets great charisma with is db + B taunt;
                     also got a sexy dis and a real note is the fact that the CPU
                     uses a follow up after his hcf + B move, dunno how its done.
                     If you pursuit with jumping A + B or jumping C the enemy
                     shall recover faster than you, though both attack do good
    Overall: A odd thing when playing vs in Aof 3 is that the characters can play
             much a like (Kasumi can play as Jin, but not so daedly variations);
             but playing against a charecter is very especific (focus on range;
             weight, high and other stuff); I'm praying that SNK comes with Aof4,
             in wich they correct some mistakes (Knowing wich combo to perform on
             different characters could be a bore unless you like the game, also
             combo df and db moves would have been nice, altrough machine does
                    Am I dreaming on new fixed games? The new and spectacular
                    Sengoku 2001 gives me hope.
                    That will not happen if SNK remains in bankruptcy.
            I could say this games is like Savage Regin; there are not many
            character that ecxeeds on style, in fact many lack it, and that's
            why you like them (Think of Ramon, he thinks the stylish person in
            the earth and he is not; that is his "charisma").
            I say Seth from KoF 2k is a clone of Karman Cole, the both are
            dressing elengantly and the both sturdy.
            I also say Venessa is a clone of Rick Strowd, due to their dodging
            techniques and their front and back teleports (Rick has a back jump
            punch and a dashing combination - close enough - ).
            The seiyuus (voice actor) on the game are (dunno who is who):
                    Atsushi Maetsuka
                    Masaki Usui
                    Manjaro Koich
                    Eiji Yano
                    Harumi Ikomada
                    Kumi Ishida
                    Masae Yumi
    Stages per Character:
    How it works:
      Name1                		  Name 2
    1 Stage Name1			1 Stage Name2
    2 Stage Name1			2 Stage Name2
    3 Stage Name1			3 Stage Name2
    4 Stage Name1			4 Stage Name2
    5 Stage Name1			5 Stage Name2
    6 Stage Name1			6 Stage Name2
    7 Stage Name1			7 Stage Name2
    8 Stage Name1			8 Stage Name2
    9 Stage Name1			9 Stage Name2
      Robert:         Ryo:             Rody:          Lenny:          Wang:
    1 Rody            Rody             Robert         Wang            Lenny
    2 Wang            Wang             Jin            Karman          Robert
    3 Jin             Lenny            Kasumi         Kasumi          Ryo
    4 Sinclair        Sinclair         Ryo            Ryo             Jin
    5 Kasumi          Jin              Sinclair       Rody            Kasumi
    6 Lenny           Kasumi           Karman         Jin             Rody
    7 Karman          Karman           Lenny          Robert          Karman
    8 Ryo             Robert           Wang           Sinclair        Sinclair
    9 Wyler           Wyler            Wyler          Wyler           Wyler
      Kasumi          Jin              Wyler          Sinclair        Karman
    1 Rody            Rody             Wang           Lenny           Jin
    2 Lenny           Robert           Kasumi         Robert          Lenny
    3 Jin             Karman           Karman         Ryo             Rody
    4 Robert          Kasumi           Ryo            Jin             Sinclair
    5 Wang            Wang             Rody           Kasumi          Kasumi
    6 Sinclair        Sinclair         Jin            Rody            Wang
    7 Karman          Lenny            Lenny          Karman          Ryo
    8 Wyler           Wyler            Sinclair       Wang            Wyler
    9 Ryo             Ryo              Robert         Wyler           Robert
    Move Names:
     Rody Birts:
                A + B          Rapid Rod
                Db + B         Slide Low Kick
                Bk + B         Dodge Knee Kick
                Bk + A         Over Swing
    	    Pursuit        Bounding Rod
    	    Throw          Hook Throw
                Qcf + B        Middle Impact TT
                Qcf + A        Revolving Rod
                F, bk, f + A   Descisive (?) Impact *
    	    DM             Hyper Tonfa
                * (Galen Komatsu listed this with ?)
     Kasumi Todo:
                 Bk + B                         Shiranamai
    	     Parry, then A                  TsuyuBarai
                 Bk + A (Countering Punchs)     Sakken OnUchi
                 Bk + B (Countering Kicks)      Sassho OnKyaku
    	     A + B                          Gohsen
                 Ff + B                         Hisou
                 Ff + A                         SouShoDan
                 Ff + A, d + B                  SouShoDan, Kusanagi
                 Ff + A, bk + B                 SouShoDan, SoushoYaritotsuKyaku
                 Pursuit                        Kanwari
    	     Throw                          MochiMawashiZen- Otoshi *
                 Qcb + A                        Todo-ryu: RaihoHoh
                 Qcf + A                        Todo-ryu: KasaneAte
    	     DM                   	    Todo-ryu: Hiden ChoKasaneAte
    *(I don't know if Galen Komatsu listed this with "-" because he lacks the
      space or if it's writed with that)*
     Karman Cole:
            A + B                             Standing Back Knuckle
            Bk + A (Countering high kicks)    Cut Straight
            Bk + A (Countering medium kicks)  Cut High Kick
            Bk + A + C                        Dodge Straight
            Bk + B + C                        Dodge High Kick
            Bk + B                            High Point Heel
            Special pursuit                   Surroto Knuckle
            Pursuit                           Under Straight
            F, bk, f + A                      Quick Under Straight
            F, bk, f + B                      Quick Back Knuckle
            Qcb, f + A                        Hefutigaa Shuutohsuaguria
            Qcf + B                           Gebarutigaa Fuusutoritto Fon Oopen
            DM                                Aofoi' Nandaaforugente Byurufe
     Jin Fu-Ha:
                Ff + A                              Head Thrust
     	    Bk + A				Body Thrust
    	    Bk + B				SokutaiGeki
    	    A + B				Kaikyaku KakatoOtoshi
                Ff + B                              Fuha-ryu TatsumakiKeri
    	    B, u + A pursuit			TenchuuRaku
    	    Pursuit				TenshinDan
    	    Throw				TengekiSatsu
    	    Qcb + A				ShinkuuZankubiToh
    	    Qcf + A				Ryueijin
                D, bk, db + B                       Shinobikakure
                F, hcf + C                          MougoRyusatsujin
    	    DM					TohshinShoh
     Lenny Creston:
    		Bk + A				Over Swing Long
    		Bk + A + B			Over Swing Shot
                    Ff + A                          Bush Impact
    		Bk + A				Low Somersault
                    Ff + B                          Chest Bump
                    Ff + B, A                       Chest Bump, Impact to Bump
    		Pursuit				Squash Kick
    		Throw				Twine Throw
    		F, bk, f + A			Whip Rush
    		Qcb + A				4 Swish Rave
    		Qcf + A				Flick Shot
    		DM				Flick Break
     Ryo Sakazaki:
    		Bk + B				FuusatsuKeri
                    Ff + A A                        TorageUchi
                    Ff + b                          KakuGyakuSho
    		Df, fd + A			Fumikomu Kadan Seiken
    		F, bk + B + C 			High Spin Kick
    		A + B				Step Back Sway
    		B + C				AteKeri
    		D, u + A			Tsurabe Uchi
    		Df + B B			Mid level Kick, Driving Kick
    		Df + B C C			Mid Level Kick, Knee Storm
    		Pursuit				KimeUchi
    		Throw				Shoulder Throw
    		Qcf + A				KohKen
    		F, d, df + A			Kohoh
    		Db, f + B			Hienshippuu Kyaku
    		F, bk, f + B			ZanretsuKen
    		Qcb + A pursuuit		KohGeki
    		F, hcf + C			HaohShokohKen
    		DM				RyuukohRanbu
     Robert Garcia:
                    A + B             Burning Knuckle
                    Bk + A            Back Blow
                    Df + B B B        Mid Level Kick, Double Middle, Raging Kick
                    Bk + B B B        Triple Kick
                    D, u + B          Jumping Heel
                    F A A A, bk + B   Rush 3 hits, RyuuZanshoh
                    Pursuit           Yankee Kick
                    Throw             Shoulder Throw
                    Qcf + A           RyuuGekiKen
                    F, d, df + A      Ryuuga
                    Air qcb + A       HienRyuujinKyaku
                    Db, f + B         Hienshippuu Kyaku
                    F, bk, f + B      GeneiKayku
                    F, hcf + C        HaohShokohKen
                    DM                RyuukohRanbu
    	Bk + B					Akousu Kick
    	Pursuit					Buster Hip
    	Throw					Buster Throw
    	F, bk, f + A				Red Shoulder
    	Qcf + A					Black Out
    	D, u + A				Bounce Back
            Bk + A + B                              Turning Stab
    	Bk + B					Switch Back Sword
    	Bk + A					Turning Edge
    	Pursuit					Guillotine Swing
    	Qcb + A					Spinning Sword
    	F, bk, f + A				Vision Cutter
    	D, u + A				Dive Sword
    	DM					Hyper Aura Slash
     Wang Koh San:
    		BC				Left-side Kick
    		Bk + B				Right-side Kick
    		Bk + A				HakuhjaTojin
    		Db + B				Ifuoh
    		Jumping A + B			Flying Butt Strike
    		Df + C, d + B			Head Charge, Leg Sweep
    		D + A + B, f + A		Whirlwind Rush, KohbokuSho
    		D + A + B, f + B		Whirlwind Rush, Head Charge
                    Ff + A                          Jikottsu
    		Pursuit				???
    		Throw				YanagiHou
    		F, bk + A + C			Backroll Jab
    		D, d + A			Kyoretsu Jirai Shiri kun
    		F, d, df + A			Hisho Ishi Atama kun
                    Hcf + B                         Muteki Ranbu kun
    		DM				KyuukyokuOgi Randa kun
    Special Days:
    	Rody 			24 July
    	Kasumi			29 March
    	Karman			13 Juny
    	Lenny			20 May
    	Ryo			2 August
    	Robert			25 December
    	Wyler			????
    	Sinclair		????
            Wang                    17 April
    	I have heard that Wyler and Sinclair are time released Characters
    that goes unlocked after the April 27.
    	Galen Komatsu submits a code in order to select them; wich is:
                    For Sinclair: Put the cursor on Jin, press B, move left B,
                                  move left B, keep like that until Robert.
    		For Wyler: Put the cursor on Robert and press C, right C,
                               right C, keep it up until Jin.
            Upon success, you will heard the taunt voice of the characters and
            an arrow pointing the corner will appear... follow it and select
    What's needed:
    	Constructive critics (this is just my fifth actual FAQ, altrought
            they never meet the net).
    	Character Speechs
            I'm thinking about include character speechs, but I only got those
            from KoFs FAQs, dunno about the rest of the characters.
            I didn't put many details on the moves because it is a pain to read a
            lot on a FAQ of a game that as low popularity (I even heard SNK is
            ASHAMED of the AoF series; altrough I found this game to be
            interesting -but needs work-).
    	At last is done, but it could not be here without:
            Galen Komatsu            gkomatsu@hawaii.edu
                    Info on move names and some corrections; God of all mens
                    along Geese Howard and Shinishi Kudou.
            Mr. Karate               Dunno his adress
                    Some histories from his "SNK buttons file"
            Kao Megura               kmegura@yahoo.com
                    Inspiration. I've noticed that there is no FAQ
                    without listing this person; talking about acurracy
                    Making an interesting but not faultless game
                    and many other games. "The mother of all fighting
                    games companies"
                    Fixed Sinclair selecting code and support.
            Toxic                 el_baron_toxico@hotmail.com
                    Juggles, opinions, propierties and adds.
                    For being Insane and a Dodge Ball player.
            Mad Man's Cafe
                    Good news site and nice board.
                    There is also many people who indirectly
                    helped me out due to contributions to others AoF3
                    FAQs, can't remember them all, but they recive
                    credit on the FAQs in wich they participate;
                    therefore thanks to everyone who has write a AoF3 FAQ.
     "Hey!!, You are not up to Dodge Ball!!"

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