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    FAQ/Move List by Kao Megura

    Version: 0.8 | Updated: 04/23/04 | Search Guide | Bookmark Guide

     for the Neo*Geo / Arcade
     by Chris MacDonald
     Unpublished work Copyright (c) 2003-2004 Chris MacDonald
     The guidelines for using this faq are simple; don't sell it or give it
     away, don't reprint it without obtaining permission, and don't bother
     posting it on a website (I'm only releasing it for www.GameFAQs.com to
     host).  You may not incorporate any part of this FAQ into your own guide
     without obtaining my express written permission.
     Game magazine/guide/site authors are not allowed to use this FAQ, the
     following in particular: Ziff-Davis Video Game Group (publishers of
     Expert Gamer), Game 13th Magazine, IDG Media, Future Publishing, Ltd.
     (publishers of PlayStation Power, Official UK Play Station Magazine),
     Brady Games, Prima Games and Eric Pratte, CheatCC.com, Shoryuken.com,
     Guardcrush.com, Kibagami, and IGN.
     Samurai Spirits and all characters are (c) SNK-Playmore.  SSZ is (c)
     Yuki Enterprises.
          - Author's Note
          - Revision History
          - Special Thanks
          - FAQ Notation
          - Changes from Previous Games
          - Basic Commands
          - Basara Kubikiri
          - Charlotte
          - Enja
          - Gaira Kafuin
          - Galford
          - Genjuro Kibagami
          - Hanzo Hattori
          - Haohmaru
          - Jubei Yagyu
          - Kazuki Kazama
          - Kusaregedo Youkai
          - Kyoshiro Senryo
          - Mina Majikina
          - Nakoruru
          - Poppy
          - Rasetsumaru
          - Rera
          - Rimururu
          - Shizumaru Hisame
          - Sogetsu Kazama
          - Suija
          - Tam Tam
          - Ukyo Tachibana
          - Yoshitora Tokugawa
          - Yunfei Liu
          - Sankuro Yorozu
          - Yumeji Kurokochi
          - Gaoh Hinowanokami Kyougoku
          - Ankiou
          - Cancels / Block Cancels
          - Counter Hits
          - Damage Chart
          - Guard Destroyer
          - Instant Jump
          - Issen
          - Kenki Gauge
          - Life Gauge
          - Losing Your Weapon
          - Meditation
          - Mid-Air Moves
          - Mu no Kyouchi
          - Rage Explosion
          - Rage Gauge
          - Stored Input
          - Suicide Moves
          - Sword Clash
          - Triangle Fall
          - Secrets and Glitches
          - Blood / Suicide Enable
          - Debug DIP Menu
          - Play as Poppy
          - Boss Codes
          - Translations
     Hi, welcome to my SSZ/SSV FAQ.  This is just a simple guide for those
     who want to know the basics.  I'm sure someone will write a more
     detailed guide at some point.  If you still want to contribute
     something, you can reach me at: <k.megura (at) eudoramail (dot) com>.
     Please don't write in about ROM or emulator related questions because
     I don't know the first thing about either topic.  Thanks.  Also, I've
     put a lot of time into this, so please be respectful and not reprint
     or borrow information from this FAQ without permission.  It's happened
     before and is not something I enjoy dealing with.
     Someone asked and I thought I should mention, there is an upgrade to
     SS5 in the works called "Samurai Spirits Zero Special" (dunno what the
     English title will be).  There's some pictures and news about it at the
     official site; <http://www.samurai-zero.jp>.  Though it is in Japanese.
     Plenty of videogame news sites are also covering it, however  You might
     try the Madman's Cafe BBS: <http://planetps2.com/mmcafe/bbs.html>.
     Version 0.8  (April 22, 2004)
      - Added in a lot of contributed info--virtually all of the new info.
        in this revision comes from Tel, apart from some of my own notes and
        connections.  I rewrote the moveslists and put the translations in a
        separate section--it's easier to read that way, I think.  I liked the
        previous layout, but it was hard to look at after a while.
     Version 0.7  (February 28, 2004)
      - A quick update.  I received some really great contributions for
        Galford, Hanzo, Gaoh, and Enja.
     Version 0.6  (February 21, 2004)
      - Added info. on Rage Explosions (thanks Basel), Gaoh, and Rasetsumaru.
        Brushed up some of the sections a little, and added Gaoh's movenames
        (taken from his SSZS incarnation, but they should still apply).
     Version 0.5  (January 3, 2004)
      - Just some minor updates and a contributed bug.  Fixed missing
        sword clash info. and added other misc info. such as a Rage Gauge
        Time list and more info. on Gaoh (though I still can't figure out
        all his moves). ;P
     Version 0.4  (January 1, 2004)
      - Major update.  Whole FAQ basically rewritten and updated, with
        all info. tested.  Tons of stuff added, as well.
     Version 0.3  (December 20, 2003)
      - Minor corrections to some character's movelists, as well as
        some contributions by readers.
     Version 0.2  (November 6, 2003)
      - Minor additions and corrections, as well as info. on using Poppy.
     Version 0.1  (November 3, 2003)
      - The first release.  I haven't played the game myself, so there are
        probably a lot of errors.
     Special thanks goes to the following for providing the information found
     in this guide:
      - For lots and lots of information on the characters, gameplay notes,
        etc.  He noticed that you could avoid throws using the Lay Down and
        sent in all of the new Kenki Gauge-related information, too.
      - Explained how the Rikudou Rekka really works.
      - Explained how to perform Gaoh's Kurogane Kudaki.
     Andy Sam
      - Told me how to properly perform Galford and Hanzo's reversal moves.
      - Listed Gaoh's official moves for SSZS, which I used in this FAQ.
     Basel Al-Shehab
      - Explained how you can use the Rage Explosion while getting hit.
     A S
      - Notes on the Senpuu Retsu Zan: Setsu and Yomi Yashiro.
      - Mentioned that sword clashes were still in the game.
      - Info. on Sankuro's name and Gaoh's moves.
      - For the unarmed Yunfei glitch.
     C MO Cash
      - For helping me with Yumeji's moveslist.
      - For advice on getting the jiketsu moves enabled.
      - For the boss codes for Kawaks.
      - For a LOT of info.  Advanced gameplay tactics (like instant jumps
        and cancel block), bug. info, tactics for landing the Rakuin Oshi,
        etc.  A very impressive page.
      - For dip info. and hidden dip info. for SS4.
     Charles MacDonald
      - As always.  For letting me hog his computer for hours at a time.
      - Corrections for Kyoshiro and Yunfei.
      - For the correct move names for Basara and Kazuki.
        (v0.4)  For some movelist corrections.
      - For character movelists.
        (v0.2)  For the Poppy code and moveslist as well as other moves
        and notes.
      - For system and gameplay info, and notes on character moves.
      - For assistance with translations.
      - For assitance with translations.
      - For their excellent Japanese word processor.
     [ CONTROLS ]  ----------------------------------------------------------
     All commands are entered assumed you are facing towards the right.  If
     on the 2P side, reverse your controls.
     ub   u   uf            Up-Back         Up         Up-Forward
       \  |  /
     b -- n -- f            Back          Neutral         Forward
       /  |  \
     db   d   df            Down-Back      Down      Down-Forward
     The button layout has changed from previous games.  A / B / AB are the
     Slash buttons, where AB is the Strong Slash (much like SS2).  C is used
     for both kicks and throws, and D is mainly used for a variety of dodge
         B   C   D                       Medium Slash   Kick   Special
     A                      Weak Slash
     [ NOTATION ]  ----------------------------------------------------------
     Here's a list of some of the notation used in this moveslist:
     S  (aka Slash)         Press A / B / AB
     any                    Can use A / B / C / D
     dir.                   Press in any direction
     a-u                    Any direction but directly up
     a-d-u                  Use any direction but directly up or down
     qcb                    Input "d,db,b"  (quarter circle back)
     qcf                    Input "d,df,f"  (quarter circle forward)
     hcf                    Input "b,db,d,df,f" (half circle forward)
     hcb                    Input "f,df,d,db,b" (half circle back)
     360                    Spin joystick in a full circle (360 degrees)
     Charge                 Hold in first direction for two seconds
      _                     optional additional input
     (command) _            required additional input
     (air)                  Can perform while jumping
     in air                 Must perform while jumping
     can hold               Can hold button down
     rapidly                perform repeatedly and quickly
     x3                     Perform three times
     (x3)                   Can input three times
     (xN)                   Can perform repeatedly
     near in air            You must both be in mid-air and near each other
     <name>                 Not the official name used
     R^                     Needs full Rage Gauge or Rage Explosion to use
     WFT                    Weapon Flipping Technique
     Cancel chart info:
     c                      Cancelable
     b                      Animation is cancelable prior to actual hit
     -                      Not cancelable
     /                      Divides hits
     [ CHARACTER INFO. ]  ---------------------------------------------------
     - Most of the original cast returns, except for Amakusa and Zankuro.
     - Four new characters have been added; Mina, Kusaregedo, Yoshitora,
       and Yunfei.
     - There are also four almost "new" characters: Enja, Suija, Rera, and
       Rasetsumaru.  They're really just the "Bust" incarnations of
       Kazuki, Sogetsu, Nakoruru, and Haohmaru (since those characters
       are based solely off their "Slash" movelists).
     - There are three "new" bosses, although they are actually based off
       of older characters.  They are; Yumeji (a female Ukyo), Sankuro
       (Genjuro with a mallet), and finally, Gaoh (Jubei with a polearm).
     - Yumeji and Sankuro are usable via the debug dips, while Gaoh can
       only be used via a cheat code (see Section 6 for more info.)
     - Galford's dog, Poppy, is now a playable character, albeit via a
       controller code.  See section 6 for details.
     - Oddly enough, Rimururu has been completely re-animated (and has
       shrunken in size).  Too bad they couldn't have re-animated some
       of the other original cast members, too.
     [ WHAT'S MISSING ]  ----------------------------------------------------
     The "Bust" and "Slash" system has been removed.  This means that most
     characters have had both moveslists combined into one.  For some
     characters, this is a good thing (Charlotte has almost all her moves),
     while others suffer quite a bit (Ukyo retains none of his "Bust" moves).
     The "Rage Enhanced" special feature has been removed, as well.  You
     may remember than in SS4, when your Rage Gauge was full, one of your
     specials would "improve", usually becoming a multi-hit move or doing
     more damage.  Sadly, it's a thing of the past.
     Also, the "Sword Grade" system has been removed.  This was the option
     that gave you autoguard or took away your ability to block based on
     what class you chose (beginner, medium, or advanced).
     In addition, the following gameplay aspects have been removed:
     f + AB (near)          Mawarikomi              Circle Around
     Press AB               Mikiri                  Forsake (an attack)
     Press CD               Renzoku Giri Irikomi    Continuous Slash Input
      _f + AABBCCABCCCCC    14 Renzan               Fourteen Rapid Slashes
      _ABC from Rage Explo. Tsurane Giri Cancel     Linked Slashes Cancel
     d + tap any (down)     Down Recovery           ...
     ABC from Rage Explode  Tsurane Giri            Linked Slashes
     d,d,u,u,f + C          Danmatsu Ougi           Near Death Secret Art
     Basically, this means the dodge, circling, 14 slash, life recovery,
     and ABC auto-combos, and the fatalities are gone.
     Surprisingly, this game has no English translation.  Only the Japanese
     language setting offers you full text.  In any other language, you
     only get a translated "how to play" screen, and victory messages.
     The storyline sequences, pre-bout dialogue, and even the endings (!)
     are all removed.
     [ WHAT'S NEW ]  --------------------------------------------------------
     - The button layout has been changed, so that AB is now the Strong Slash
       attack, and (C) is the Kick button.
     - You can still do the "guard destroyer" moves with b / f + C when near.
       Now, you can press S afterward for an automatic follow-up attack.
     - It is possible, however, to link the guard destroying move into a
       different attack, if you're quick about it.
     - The "subsystem" of hopping, rolls, and lying down has returned from
       SS2.  Those moves are now performed using the joystick and the (D)
     - There is a new feature called "Mu no Kyouchi."  This can only be used
       after you've lost a round, and your life has dropped below a certain
       point (so that the life bar has become blue).  By inputting qcb + CD,
       you can cause your opponent to slow down for a few moments.  Doing
       this also enables the old "Issen" move.
     - If you have any Rage Gauge energy, you can hold D while standing to
       meditate, which drains Rage energy but allows you to reduce the amount
       of lost life required to use the Mu no Kyouchi.
     - Weapon Flipping Moves are now done as (qcf + CD) instead of the
       old (b,f,df,d + AB) command.
     - There is a new gauge beneath your Life Gauge called the "Kenki Gauge,"
       which affects how much damage your moves do.  It does down when you
       attack your opponent, and increases when doing nothing.
     - The vs. CPU game has 11 battles.  Battle #5 is against Sankuro, #9
       is against Yumeji, and #10 is against Gaoh.  He does not gain any
       Rage Gauge energy in the first round, but can in the 2nd (although
       he starts off the 2nd round in his Ankiou (armored) form).
     These are the basic moves any character can use (including bosses and
     Poppy, unless otherwise stated).  For more details on these moves,
     take a look at the "Gameplay Notes" section.  The column to the right
     indicates whether you must have a weapon equipped (E), or be unarmed
     (U), or if it doesn't matter either way (-).
     Hold b when attacked           Standing Block                          -
     Hold db when attacked          Crouching Block                         -
     Tap b,b                        Backstep                                -
     Tap f,f (hold f)               Dash (Running)                          -
      _press ub~uf                  Dash Jump                               -
      _press b                      Emergency Stop                          -
      _press S / C                  Dashing Slash / Kick                    -
     Press A / B / AB               Weak / Medium / Strong Slash            E
     Press S when unarmed           Unarmed Attack                          -
     Press C                        Kick Attack                             -
     f + C                          Aiming Low Kick                         -
     df + C                         Foot Sweep                              -
     f + C when near                Guard Destroyer: Pushing Away           -
      _press S                      Destroyer Slash                         -
     b + C when near                Guard Destroyer: Pulling Towards        -
      _press S                      Destroyer Slash                         -
     Hold D while standing          Meditation                              -
     f + D                          Hopping                                 -
     b + D                          Lower Evade                             -
     df + D                         Forward Roll                            -
     db + D                         Backward Roll                           -
     d + D                          Lay Down                                -
     qcb,f + D when armed           Deflecting                              E
     qcb,f + D when unwarmed        Serious Swordblade Catch                -
     Press BC                       Surprise Attack                         -
     db~df + BC when foe is down    Small Pursuit                           -
     ub~uf + BC when foe is down    Big Pursuit                             -
     press b / f when downed        Moving Get-Up                           -
     press u when downed            Quick Get-Up                            -
     qcf + CD                    R^ Weapon-Flipping Technique               ?
     qcb + CD                       Circumstance of Nothing / Mu no Kyouchi -
      _press BCD                    Flash / Issen                           -
     Press ABC                      Rage Explosion                          E
     Press Start 3 times            Weapon Discarding Taunt                 E
     Press A / AB near lost weapon  Weapon Pick-Up                          U
     b,f,df,d + Start               Suicide                                 E
     When both weapons hit          Sword Clash Competition                 E
     - The Dash and Running are cancelable (although you cannot cancel
       them into the Aiming Low Kick, Foot Sweep, Meditation, Lay Down,
       Surprise Attack, either (qcb,f+D) move, Mu no Kyouchi, Weapon
       Discarding Taunt, or Suicide).
     - The Lower Evade makes you hop upward, while the Hopping makes you
       hop forward.
     - You can evade high attacks using the Lower Evade, Hopping, or Lay
     - The Lay Down can be used to evade ANY throw with a miss animation
       (so this excludes Gedo's throws and the Yami Yashiro).  Otherwise,
       if it's a throw (even ones like Tam Tam's qcf + C throw, or Hanzo
       or Poppy's super throws), you can dodge it, providing you Lay Down
       before the throw comes out.  This includes the "Guard Destroyer"
       throws that most characters have.
     - You can use the Destroyer Slash even if unarmed.
     - The Deflecting will momentarily stun your opponent.  It only works
       against an opponent's weapon (not unarmed attacks or kick attacks).
       This includes special moves, however.
     - The Serious Swordblade Catch will disarm your opponent.  It only works
       against an opponent's weapon (not unarmed attacks or kick attacks).
       This includes special moves, however.
     - The Surprise Attack is an overhead move.  You must block high in order
       to avoid getting hit.
     - You must be near your opponent in order to use the Small Pursuit,
       although you can use the Big Pursuit from anywhere on screen (though
       it won't hit from too far away).  You can hit an opponent with a
       pursuit attack more than once, if they don't bother to roll out of
       the way (and if you are quick about it).
     - You have to have a full Rage Gauge (or a draining one, if you've
       just used the Rage Explosion) in order to use the Weapon Flipping
     - Your Life Gauge must be flashing blue before you can use the Mu
       no Kyouchi.
     - You must have the violence level set to 2 or 3 in order to enable
       the jiketsu (suicide) moves.  See Section 6 for details.
     Characters are listed in alphabetical order, with the first names
     first instead of family names first.  The last move listed is always
     that character's Weapon Flipping Technique.  The column to the right
     indicates whether you must have a weapon equipped (E), or be unarmed
     (U), or if it doesn't matter either way (-).
     After the moveslist is a chart of cancelable attacks, and then some
     notes on that character, if applicable.
     qcf + S                        Chisashi                                E
     qcf + S in air                 Sorasashi                               E
     qcf + C                        Nue Dama                                E
     qcb + C (hold)                 Kage Sui                                -
      _move b / f                   Zengo Idou                              -
     f,d,df + S                     Kage Ide                                E
     f,d,df + C when near           Tomobiki                                E
     b,d,db + A                     Kage Damashi: Zenpou Jump               -
     b,d,db + B                     Kage Damashi: Suichoku Jump             -
     b,d,db + C                     Kage Damashi: Kouhou Jump               -
     b,d,db + AB                    Kage Damashi: Zenshin                   -
     b,d,db + AC                    Kage Damashi: Zenten                    -
     b,d,db + BD                    Kage Damashi: Kouten                    -
     b,d,db + BC                    Kage Damashi: Tobikomi                  -
     d + C in air                   Sashi Ashi                              -
     db / df + C in air             Toukotsu Wari                           -
     uf~df near a wall in air       Sankaku Tobi                            -
     qcf + CD                    R^ Kagemai: Yumebiki                       E
            Cancel chart       A       B       AB      C
            Stand near         -       c       -       -
            Stand far          -     -/-/-     -       -
            Crouch near        -       c      -/-      -
            Crouch far         -      c/c      -       -
            Dashing           -/-      -       -       -
     - The Chisashi and Sorasashi can hit an opponent as long as Basara's
       weapon is glowing.  This means they can even hit on the way back
       to Basara, but you can still block them normally even though they're
       coming in from behind you.
     - The Sorasashi can only be used around the time of the apex of your
       jump, or during a backstep.  It is an overhead attack.
     - You can attack an opponent while they are getting hit with the Nue
       Dama.  The Kage Ide is a simple follow-up, though it may not get
       full hits based on range and location.
     - The Tomobiki is an unblockable throw.
     - You can use the Kage Sui to avoid attacks, although Basara can be hit
       while beginning or ending this move.
     - When the Kagemai is used, a "clone" of Basara will perform the
       appropriate action while he vanishes.  You can control Basara upon
       reappearing, even if your clone is still on-screen (this includes
       performing another Kagemai).  Unlike previous games, you do not
       control the clone during the Suichoku Jump.
     - The Toukatsu Wari is an overhead attack that must be blocked standing.
     - Basara will rebound after the Sashi Ashi hits or is blocked.  You can
       cancel the rebound with an attack (even another Sashi Ashi).  This
       is an overhead attack.
     - Basara's near crouching AB hits twice, but the hits don't combo.  It
       hits once on the way out, then again on the way back.
     - Basara's (f+C) kick is an overhead attack, while his (df+C) hits low.
     - Basara can avoid attacks during his dash or run (although in the
       case of the run, keep in mind that he reappears halfway through,
       then vanishes again).
     qcf + S (hold)                 Tri-Slash                               E
     qcf + C                        Lion Lance                              -
     f,d,df + S                     Power Gradation                         E
     qcb + S                        Bayonette Lunge                         E
     f + tap S rapidly              Splash Fount                            E
     qcf + CD                    R^ Crystal Rose                            E
            Cancel chart       A       B       AB      C
            Stand near         c       c       -       -
            Stand far          -       -       -       -
            Crouch near        c       c       -       -
            Crouch far         -       -       -       -
            Dashing            -       -       -       -
     - The Tri-Slash can't hit anything while it is being delayed.  After
       delaying it long enough, it will fire.
     - The Lion Lance is a low attack.
     - The Splash Fount does a high amount of block damage.
     - Charlotte's (f+C) and (df+C) attacks are cancelable.  Both are low,
       knockdown attacks.
     - Charlotte's unarmed standing and crouching Slash attacks are
     - Charlotte takes a dramatic increase in damage when she is injured
       while unarmed.
     qcf + A                        Rikudou Rekka: Jigokudou                E
      _qcf + B                      Rikudou Rekka: Gakidou                  E
        _qcf + C                    Rikudou Rekka: Tendou                   E
     b,d,db + A / B / C             Enmetsu                                 E
     f,d,df + S                     Guren Kyaku                             -
      _(b + any, f + any) (xN)      Tsuika Nyuuryoku                        -
     uf~df near a wall in air       Sankaku Tobi                            -
     qcf + CD                    R^ Enja Bakunetsu                          E
      _press ABCD                   Kakusei Chuushi                         E
            Cancel chart       A       B       AB      C
            Stand near         -       c       -       c
            Stand far          -       c       -       c
            Crouch near        -       c       c       -
            Crouch far         -       c       c       -
            Dashing            -       -       -       -
     - The Jigoku-dou is a low attack.  If it hits, you can follow with the
       Gakidou and Tendou.  If you don't time the Tendou properly, you won't
       get all the hits (the last kicks knocks them away and the uppercut
       will miss).
     - harleyquin sent in some neat info. for the Rikudou Rekka.  First of
       all, the Tendou hits more times if your Rage Gauge is full (he does
       several uppercuts after the kicks, instead of just one).
     - Secondly, if you mistime the Tendou, Enja slumps to the floor after
       he lands.  However, if you have really precise timing and hit your
       opponent when they are directly over you, Enja does a downwards chop
       at the end that knocks his opponent to the floor for lots of damage,
       about half a life gauge.  Enja then lands without collapsing.  This
       can be combined with the Rage Gauge trick above for even more damage
       (like, 5/6ths of a gauge).
     - However, I should stress that the "non-slump" ending is very difficult
       to time correctly.  Even if you get all the hits from the Tendou (3
       hits for 5 total, or 7 hits if Raged), the "true" ending with the
       downward attack may not come out.  You have to make sure your opponent
       is getting hit when they are vertically above you, and not slightly
       in front of or behind you.  However, you have to take into account
       that your opponent is still traveling overhead when you input the
       Tendou, meaning you have to do it _just_ before they are directly
       above you.
     - Enja is invincible during the start of the Enmetsu.  This move
       causes you to explode (which can hit for damage), then re-appear
       a few steps back from where you were.  If blocked, the Enmetsu
       hits multiple times and can be used to chip at an opponent's life.
     - After the Guren Kyaku is used, tap b,f rapidly while tapping any
       button.  This will make Enja kick his opponent repeatedly while
     - Enja's (f+C) and (df+C) are low attacks.  The (df+C) version will
       also knock down a hit opponent.
     GAIRA KAFUIN                                           ("Caffine" Gaira)
     qcf + S                        Katsu!                                  -
     d,d + A / B / C                Jishin Gan                              E
     b,d,db + A                     Tsukamuzo~ Kumi-tenjou                  -
     b,d,db + B                     Tsukamuzo~ Ishi-atama                   -
     b,d,db + C                     Tsukamuzo~ Shiri Mekuri                 -
     b,ub,u,uf,f + AB               Enshin Satsu                            E
      _spin 360 (xN)                Damage Increase                         E
     u + AB in air                  Hyakkan Otoshi                          -
     qcf + CD                    R^ Niou Bakushin Satsu                     E
            Cancel chart       A       B       AB      C
            Stand near         -       c      -/-      -
            Stand far          -       -       -       -
            Crouch near        -       c       c       -
            Crouch far         -       c       c       -
            Dashing            -       -       -       -
     - The Katsu! will reflect projectiles.
     - The Jishin Gan is a low attack that hits any character who is
       standing.  They have to crouch-block to defend against the attack.
     - The Enshin Satsu is an unblockable throw.  You must perform this
       move from up close or it will miss.
     - Spinning the joystick in a circle repeatedly during the Enshin Satsu
       will dramatically inrease the amount of damage it does.
     - The Kumi-tenjou is an anti-air throw.
     - The Ishi-atama is an overhead attack, so you must block high to avoid
       getting grabbed.
     - The Shiri Mekuri is a low attack (so you must block low to avoid it).
     - The Hyakkan Otoshi is an overhead attack that must be blocked standing.
     - Gaira's (f+C) and (df+C) are low attacks.  The (df+C) version will
       also knock down a hit opponent.
     - Gaira's unarmed standing and crouching attacks are cancelable.
     - Gaira's walking and dashing speed increase when he is unarmed.  His
       jump also increases in range slightly.
     qcf + S                        Plasma Blade                            -
     qcb + A                        Rush Dog                                -
     qcb + B                        Machine Gun Dog                         -
     qcb + AB                       Replica Dog                             -
     qcb + C                        Overhead Crash                          -
     hcb + AC                       Replica Attack (Front)                  -
     hcb + BC                       Replica Attack (Rear)                   -
     f,hcf + A / B                  Shadow Copy                             -
     f,d,df + S when near           Strike Heads                            -
     f,b,f,b,f,b,d + AC when hit    Imitate Replica: Front                  -
     f,b,f,b,f,b,d + BC when hit    Imitate Replica: Rear                   -
     a-u + C when near in air       Stardust Drop                           -
     uf~df near a wall in air       Sankaku Tobi                            -
     qcf + BC                    R^ Double Mega Strike Heads (Front)        E
     qcf + CD                    R^ Double Mega Strike Heads (Rear)         E
            Cancel chart       A       B       AB      C
            Stand near         c       c       -       c
            Stand far          c       -       -       c
            Crouch near        c       c       -       -
            Crouch far         c       c       -       -
            Dashing            -       -       -       -
     - You can hit your opponent while Poppy is mangling them during the
       Machine Gun Dog (though doing this ends the move).
     - The Replica Dog is not an overhead attack (unlike Poppy's Replica
     - Poppy will bounce off the wall during the Overhead Crash.
     - The Replica Attacks are overhead attacks.  The Rear version must be
       blocked in the opposite direction, as Galford drops down just behind
     - When the Shadow Copy is used, (A) makes you appear on the left side
       of the screen, and (B) makes you appear on the right side.
     - The Strike Heads is unblockable.
     - The Imitate Replica command is really long, but you can always do the
       motion beforehand so that you are pressing d + AC / BC as your foe's
       attack hits you.  Only Slash attacks and similar moves will trigger
       this move (i.e. Haohmaru's close standing A doesn't work, as he hits
       you with his hilt and doesn't actually slash you).  You can use this
       move during a multi-hit attack, but you can only trigger the move on
       the last hit (you couldn't use it to escape from the midst of a
       multi-hit move, in other words).
     - To perform the Stardust Drop, your opponent must be in air, and you
       have to jump after they do (so that you are coming up from underneath
     - The D.M.S.H. is an overhead attack.  Like the Replica Attacks, the
       BC version hits in front of you and the CD version hits from behind
       (so you must block forward to guard the CD version).
     - Galford's dashing AB slash is an overhead.  He stops and spins his
       sword, then does a jumping slash.
     - Galford's dashing (B) and (C) attacks hit low, as do his (f+C) and
       (df+C) attacks (all four are knockdown attacks).
     - Galford's unarmed standing and crouching attacks are cancelable.
     qcf + S                        Sanren Satsu (Kiba)                     E
      _qcb / qcf + S                Sanren Satsu (Tsuno)                    E
        _qcb / qcf + S              Sanren Satsu (Rin)                      E
     qcb + S (hold)                 Ura Ouka: Ayame                         E
     f,d,df + S                     Touha Kouyoku Jin                       E
     f,d,df + C when near           Shizuku Jin                             E
     b,d,db + S                     Hyakki Satsu                            E
     qcf + CD                    R^ Gokou Zan                               E
            Cancel chart       A       B       AB      C
            Stand near         c       c       -     -/c/-
            Stand far          c       -       b     -/c/-
            Crouch near        c       c       -       c
            Crouch far         c       -       b       c
            Dashing            c      -/-      -       -
     - Genjuro will not cross up his opponent during the (A) Sanren Satsu.
       However, the B and AB version can cross up even on the first hit,
       forcing you to block backward.  In general, if Genjuro does this
       move when you are close by, reverse your block.  From far away,
       these hits cannot cross up, since Genjuro cannot slide past his
     - You can no longer perform five hits during the Sanren Satsu (you
       used to be able to press the button again after the first two inputs
       for five total).
     - This move does the same amount of damage on the first input (which
       is next to nothing), with the damage changing on subsquent inputs
       depending on what button you used.  You can change the buttons you
       use (i.e. A for Kiba, AB for Tsuno, B for Rin) to affect the damage,
       range, and cross-up potential.
     - The last input of the Sanren Satsu hits twice, but the 2nd hit does
       no damage (though it does knock down).
     - If you hold the button used to perform the Ayame, the projectile
       Genjuro throws will bounce up and come back down if it is blocked.
       In this case, it acts as an overhead attack.  You can move around
       freely once the card begins to rebound.
     - You can use this to set up traps by using a df+C kick or a dashing
       B right as the card comes down (since those are low attacks and
       the card must be blocked high, basically foricng your opponent to
       take the hit).
     - The (AB) Touha Kouyoku Jin has the odd property of hitting higher
       than it used to.  This means that it will miss completely against the
       smaller characters and even some normal sized ones (like Haohmaru).
     - You can also see a face in the "slashmark" of any strength Touha
       Kouyoku Jin.
     - The Shizuku Jin is unblockable.
     - The Hyakki Satsu can be used to chip at an opponent's life if they
       are blocking.  Surprisingly, the damage done if the move hits does
       not vary that much between button strengths.
     - Genjuro's (df+C) kick is cancelable.  His (f+C) kick is a low
       knockdown attack.
     - The 1st hit of Genjuro's dashing (B) hits low.
     qcb + S                        Ninpou Bakuen Ryuu                      -
     qcf + S in air                 Ninpou Reppuu Shuriken                  -
     d,d + S                        Ninpou Shizune                          -
     hcb + AC                       Ninpou Utsusemi Tenbu                   -
     hcb + BC                       Ninpou Utsusemi Chizan                  -
     f,hcf + A / B                  Ninpou Kage Bunshin                     -
     b,d,db + any                   Ninpou Enbu                             -
     f,d,df + S when near           Ninpou Mozu Otoshi                      -
     Mozu Otoshi while dashing      Ninpou Mozu Otoshi -Hayate-             -
     f,b,f,b,f,b,d + AC when hit    Ninpou Migwari no Jutsu (Tenbu)         -
     f,b,f,b,f,b,d + BC when hit    Ninpou Migwari no Jutsu (Chizan)        -
     a-u + C when near in air       Kuuten Geki                             -
     uf~df near a wall in air       Sankaku Tobi                            -
     qcf + CD                    R^ Shin Mozu Otoshi                        -
            Cancel chart       A       B       AB      C
            Stand near         c       c      c/-      c
            Stand far          c       -      -/-      c
            Crouch near        c       c       -       -
            Crouch far         c       c       -       -
            Dashing            -       -       b       -
     - The (A) Baku'en Ryuu will explode after travelling for a little
       while, and the explosion cannot hit an opponent, even if they
       walk into it.
     - You recover control of Hanzo before the smoke from the Shizune
       vanishes.  You can use this move to avoid attacks, but only during
       the brief moment that Hanzo is vanishing.
     - When you use the Enbu, (A) makes you appear in the upper-left corner,
       (B) in the bottom left, (C) in the upper right, and (D) in the
       bottom left.  After the A or C version, you can use the Reppuu
       Shuriken or make an attack while falling.
     - The Mozu Otoshi and Shin Mozu Otoshi are unblockable.
     - When the Kage Bunshin is used, (A) makes you appear on the left side
       of the screen, and (B) makes you appear on the right side.
     - The Migawari no Jutsu command is really long, but you can always do
       the motion beforehand so that you are pressing d + AC / BC as your
       foe's attack hits you.  Only Slash attacks and similar moves will
       trigger this move (i.e. Haohmaru's close standing A doesn't work, as
       he hits you with his hilt and doesn't actually slash you).  You can
       use this move during a multi-hit attack, but you can only trigger the
       move on the last hit (you couldn't use it to escape from the midst of
       a multi-hit move, in other words).
     - The Tenbu is an overhead attack, while the Chizan is a low attack.
       Note that Hanzo now appears low in the air for the Tenbu, instead
       of falling down from overhead.
     - When you use either "Utsusemi" move, Hanzo will remain invisible (and
       unusable) until his opponent is in a position to be attacked.  For
       instance, because the Tenbu falls low to the ground (and the Chizan
       is a ground-based attack), Hanzo will remain invisible while your
       opponent is airborne (try this during Suija's Tenshou: Suichuu Ha or
       after using Yunfei's unarmed AC stomp glitch to see what I mean).
     - To perform the Kuuten Geki, your opponent must be in air, and you
       have to jump after they do (so that you are coming up from underneath
     - You can cancel Hanzo's dashing AB into the Reppuu Shuriken before he
       slashes.  His dashing AB can make him go behind an opponent, in which
       case the slash must be blocked backwards.
     - Hanzo's dashing (B) and (C) attacks hit low, as do his (f+C) and
       (df+C) attacks.  All are knockdown attacks.
     - Hanzo's (df+C) kick is cancelable.
     - Hanzo's unarmed standing and crouching attacks are cancelable.
     qcf + S                        Ougi Senpuu Retsu Zan                   E
     qcf + C                        "Ougi" Senpuu Retsu Zan                 E
     f,d,df + S                     Ougi Kogetsu Zan                        E
     Kogetsu Zan while dashing      Ougi Shippuu Kogetsu Zan                E
     b,d,db + S                     Ougi Resshin Zan                        E
     hcb,f + AB                     Zankousen                               E
     qcb + C                        Sake Kougeki                            -
     qcf + CD                    R^ Hiougi Tenha Fuujin Zan                 E
            Cancel chart       A       B       AB      C
            Stand near         c       c       -       -
            Stand far          c       -       -       -
            Crouch near        c       c       c       -
            Crouch far         c       c       c       -
            Dashing            -       c       -       -
     - The (qcf+C) move is a fake version of the Senpuu Retsu Zan.
     - The Kogetsu Zan has invincibility on the first swing, before
       Haohmaru rises.  You can use it to beat out incoming attacks with
       proper timing.
     - I'm not really sure what's up with the Shippuu Kogetsu Zan.  I
       managed to perform it _once_ out of about a billion tries.  I guess
       it's just me.  Tel wrote in and explained that it hits more times
       than the normal Kogetsu Zan (3,4,5 instead of 1,3,4), and of course
       you'll know if you did it, since Haohmaru moves forward while flying
       up instead of just going mostly vertical.
     - The Resshin Zan is an overhead attack.
     - The Zankousen does a ridiculously high amount of damage.
     - The Sake Kougeki is a knockdown attack.  It can reflect projectiles.
     - The intial swing of the Tenha Fuujin Zan has invincibility.
     - Only the last hit of the Tenha Fuujin Zan will disarm a hit opponent.
       This can cause trouble, because some hits may miss against a jumping
       opponent (including the last one).
     - Haohmaru's (f+C) and (df+C) are both low attacks.  (df+C) will also
       knock down.
     - Haohmaru's standing and crouching unarmed slashes are cancelable.
     qcf + A / B                    Kattotsu Suigetsu Tou                   E
     qcf + AB                       Retsu Suigetsu Tou                      E
     f,d,df + S                     Nikkaku Ratou                           E
     f + tap S rapidly              Hassou Happa                            E
     qcb + A                        Yagyu Shingan Tou: Suigetsu             E
     qcb + B                        Yagyu Shingan Tou: Souha                E
     qcb + C                        Yagyu Shingan Tou: Tenra                E
     qcf + CD                    R^ Zetsu Suigetsu Tou                      E
            Cancel chart       A       B       AB      C
            Stand near         c       c       -       -
            Stand far          c       c       -       -
            Crouch near        c       c      -/-      -
            Crouch far         c       c       -       -
            Dashing            c       c       -       -
     - The Kattotsu Suigetsu Tou: Retsu works like Geese's Double Reppuu Ken.
       Jubei creates a projectile, then sends it forward with another swing
       of his sword, causing it to grow in size.
     - The Yagyu Shingan Tou: Suigetsu will reverse crouching attacks.  Jubei
       will counter with a Suigetsu Tou.
     - The Yagyu Shingan Tou: Souha will reverse standing attacks.  Jubei
       counters with a standing AB slash.
     - The Yagyu Shingan Tou: Tenra will reverse jumping attacks, and make
       Jubei counter with a mini Nikkaku Ratou.
     - It seems as if only the (A) and (C) Suigetsu Tou can reverse special
       moves (and they do so regardless of whether the attack is high,
       standing, or low).
     - Jubei's (f+C), (df+C) and dashing C all hit low, and all are knockdown
       attacks (though the df+C knocks down only on the 2nd hit).  The (f+C)
       and (df+C) are cancelable.
     qcf + A                        Shounetsu Kon: Saien Nashi              E
     qcf + B                        Shounetsu Kon: Saien Hitotsu            E
     qcf + C                        Shounetsu Kon: Saien Futatsu            E
     qcf + AB                       Shounetsu Kon: Saien Mittsu             E
     f,d,df + A                     Dai Bakusatsu: Saien Nashi              E
     f,d,df + B                     Dai Bakusatsu: Saien Hitotsu            E
     f,d,df + C                     Dai Bakusatsu: Saien Futatsu            E
     f,d,df + AB                    Dai Bakusatsu: Saien Mittsu             E
     b,d,db + A / B / C             Enmetsu                                 E
     qcb + C                        Saien                                   E
      _AC when knocked down         Homura Gaeshi                           -
     uf~df near a wall in air       Sankaku Tobi                            -
     qcf + CD                    R^ Boubaku: Kaen Geki                      E
            Cancel chart       A       B       AB      C
            Stand near         -       c       -       c
            Stand far          -       c       -       c
            Crouch near        -       c       c       -
            Crouch far         -       c       c       -
            Dashing            -       c       -       -
     - Kazuki is invincible during the start of the Enmetsu.  This move
       causes you to explode (which can hit for damage), then re-appear
       a few steps back from where you were.  If blocked, the Enmetsu
       hits multiple times and can be used to chip at an opponent's life.
     - During the Dai Bakusatsu, Kazuki is invincible during the "orange
       glow" part of the move (when he is sticking his arm out).  This
       move has an interesting property in that if an opponent's attack
       hits him while he in this invicible phase, they are "sucked in"
       and grabbed by him automatically, even if they hit him with a
       long-ranged slash.  So, you can use this move not only to avoid
       attacks, but to punish your opponent.
     - The Saien creates a ball of flame that hovers next to Kazuki.  You
       can repeat the command to add fireballs to the original ball, making
       it grow in size (performing the move three times makes it into a
       really big fireball).  The ball of flame can be carried over to
       future rounds.
     - Afterwards, you can use the Saien as part of your Shounetsu Kon or
       Dai Bakusatsu attacks.  Performing the moves with (A) uses up no
       fireballs, (B) uses one fireball, (C) uses two fireballs, and
       (AB) uses three fireballs.  This means if you use the Saien three
       times (largest size), then perform a (C) Shounetsu Kon, the Saien
       will shrink to it's smallest size (as 3 - 2 = 1).
     - If you perform a move without enough Saien energy (such as inputting
       f,d,df + C when you only used Saien once), it will come out as the
       appropriate move (in this case, same as the f,d,df + B version).
     - It's worth noting that if the Dai Bakusatsu misses, no Saien energy
       is used up.
     - Also, if you do an AB Shounetsu Kon, Kazuki will be knocked backwards
       as a result (same as when you use his Weapon Flipping Technique).
     - The Homura Gaeshi only works if you have used the Saien.  However,
       it seems to do the same amount of damage (and uses up all your Saien
       energy) regardless of the size of the Saien fireball.
     - Kazuki's jumping AB is an upward-aimed attack, so it will not hit a
       standing or crouching character unless done very late and low to
       the ground.  It cannot hit Poppy or a crouching Rimururu at all.
     - Kazuki's (f+C), (df+C) and dashing (C) are low knockdown attacks.
     - Also, his (f+C) is cancelable.
     qcf + S                                Akuryou Yobi                    -
     qcb + A / B                            Ieki Haki                       E
     b,d,db + C                             Niku Mochiage                   E
     f,b,d,n,u + C when near                Gedo no Rakuin Oshi             E
     df,hcf,b,d,db + BC                     Doro Nage                       E
     qcf + CD                            R^ Tobi Zutsuki                    -
     f,uf,u,ub,b,db,d,n,u + CD when near R^ Gedo no Emono Gari              E
            Cancel chart       A       B       AB      C
            Stand near         -       -       -       -
            Stand far          -       -     -/-/-     -
            Crouch near        -       -       -       -
            Crouch far         -       -       -       -
            Dashing            -       -       -       -
     - The Akuryou Yobi is an unblockable attack.  It makes limbs rise out
       of the ground and grab your opponent, stunning them momentarily.
       Gedo's expression during this move is just hideous :)
     - The Ieki Haki makes Gedo vomit onto the floor.  This move can
       hit an opponent who is lying on the ground, and it can be repeated
       before the vomit disappears, resulting in multiple hits.
     - The Niku Mochiage makes Gedo lift up his gut.  You can avoid most
       attacks this way, except for those that are high enough to hit Gedo's
     - The Rakuin Oshi makes Gedo leap into the air with his opponent, then
       scrape them across the ground while they are pinned under his knee.
       It is an unblockable throw that must be performed when next to your
     - Here are two methods to perform the Rakuin Oshi that may prove
       useful to you.  One is to perform the Forward Roll (df+D), then
       input f,b,d and return the joystick to neutral.  Then press up and
       tap C. Timed properly, Gedo will perform the throw as he recovers,
       if you're close enough.
     - Another method can be used if you've been knocked down and your
       opponent is nearby.  You already know that you can use the Quick
       Get-Up to rise to your feet faster than normal, right?  Well, you
       can combine the command with the Rakuin Oshi by inputting the
       same command (f,b,d,joystick to neutral), then press up and tap K.
       This should be timed so that you're inputting u + K as soon as
       Kusaregedo is lying on his back with his stomach pointing up.
       As a result, he should instantly (and I do mean instantly) grab
       the opponent, even though he was lying down.
     - In either case, remember that you must enter the command very
       quickly, and allow for the brief pause as you move to neutral.
     - The Doro Nage makes Gedo throw "something" at his opponent, then
       say, "Kimochii, ne?"  "Doro" means "mud", but I don't think that's
       what it is ;)
     - The Tobi Zutsuki makes Gedo's head fly diagonally downward across
       the screen.  It cannot hit once the head begins flying back to Gedo's
     - The Emono Gari makes Gedo perform two Rakuin Oshi attacks, then his
       head comes from one direction while the body comes from the other, the
       two colliding together as they hit you.  Afterward, Gedo catches his
       head before it flies past him.  It is an unblockable throw that must
       be performed when next to your opponent.
     - If you have trouble performing the Rakuin Oshi and Emono Gari,
       remember that you can always input the command while doing something
       else, such as a close Niku Mochiage.  One reliable method I found for
       inputting the Emono Gari is to use the Hopping to cross up a
       character, then perform it normally (as if you were still on the same
       side), and Gedo will perform it anyway.
     - Gedo's (f+C) kick will miss if you are crouching.
     - Yes, Gedo seems to have no cancelable normal attacks.  Hmph.
     - Kusaregedo is a Japanese ghost, by the way.  Specifically, he seems
       to be modeled after a "gaki" or "hungry ghost."
     qcf + S                        Oo Tsunami                              -
     f,d,df + A / B                 Choubi Jishi                            E
     b,d,db + S                     Kaen Kyokubu                            -
     qcb + A / B                    Choubi Jishi                            E
     qcb + AB                       Choubi Jishi: Ranshin                   E
     qcb + C                        Gama Jigoku                             -
     d + S in air                   Chikemuri Kuruwa                        E
     qcf + CD                    R^ Aragotoshi Kyoshiro "Ketsuniku no Mai"  E
            Cancel chart       A       B       AB      C
            Stand near         c       -       -       -
            Stand far          c       -      -/-      -
            Crouch near        c       -       -       -
            Crouch far         -       -       -       -
            Dashing            -       -       -       -
     - The Chikemuri Kuruwa is an overhead attack.  It can only be used
       around the time of the apex of your jump.
     - Despite the energy surrounding Kyoshiro during the Choubi Jishi moves,
       he can be hit out of them while attacking.
     - The Gama Jigoku is a low attack.  GalFord noted that this move can
       hit an opponent who is lying on the floor.
     - Kyoshiro seems to be the king of block damage.  His Kaen Kyokubu and
       Choubi Jishi are bad enough, but the Ketsuniku no Mai does lots of
       block damage and can be reused repeatedly (since you don't lose your
       Rage Gauge if your WFT is blocked).
     - Kyoshiro's (f+C) and (df+C) are both low attacks.  In addition, the
       (df+C) kick is a knockdown attack and is cancelable.
     - Kyoshiro's dashing C hits low, but it has a pathetic range.
     - Kyoshiro's unarmed crouching Slash attacks are cancelable.
     Charge b,f + S                 Jikyuu Shin                             E
     Charge b,f + C                 Tenkyuu Shin                            E
     f,d,df + S                     Shinimabui no Nageki                    E
     b,d,db + A (x3)                Sungan no Sasoi                         E
      _b,d,db + B (x3)              Sungan no Mukae                         E
     qcb + B                        Chanpuru, kocchioide                    E
     qcb + C                        Chanpuru, oyasuminasai                  E
     d + C in air                   Kajifuchi                               -
     uf~df near a wall in air       Sankaku Tobi                            -
     qcf + CD                    R^ Umichimun no Ikari                      E
            Cancel chart       A       B       AB      C
            Stand near         -       -       -       -
            Stand far          -       -       -       -
            Crouch near        -       -       -       -
            Crouch far         -       -       -       -
            Dashing            -      -/-      -       -
     - Most of Mina's Slash attacks make her fire a projectile from her bow.
       This may seem to be an overpowering feature, but she has no cancelable
       attacks, either.
     - Mina's projectile attacks only drain Kenki gauge energy if they hit.
       Her normal physical attacks (such as kicks or a close slash) still
       drain Kenki energy if they are blocked.
     - Regarding her projectiles, her crouching far (B) is a low attack, and
       her jumping B and AB are overhead attacks.  With proper timing, any
       of her projectiles can cancel an opponent's projectile (i.e. the
       Senpuu Retsu Zan).
     - Mina pauses, then fires a volley of arrows at her opponent during the
       Jikyuu Shin.  If used from up close, you can combo off of this move.
     - For the Tenkyuu Shin, Mina leaps forward and then falls back while
       firing several arrows diagonally downward.
     - During the Shinimabui no Nageki, Mina does a spinning jump forward,
       and fires an arrow behind her while falling.  The AB version makes
       her fire the arrow while still high in the air.  This move is
       designed to cross-up an opponent and hit them from behind, obviously.
     - The Sungan no Sasoi makes Mina fire an arrow into the air.  You can
       fire up to three arrows this way; any more and the new ones will
       just fall down from the sky broken (and unable to hit anything).
       Note that you can hit an opponent with an upward flying arrow, if
       they jump over you.
     - Then, you can use the Sungan no Mukae to make the arrows you fired
       into the ceiling fall back down one at at time.  This move has no
       effect (aside from Mina posing), if you didn't use the Sungan no
       Sasoi first.
     - The Kajifuchi isn't a 2-hit combo (you can block the 1st hit and
       react before the 2nd one strikes), but because there is such a
       short delay between hits, the 2nd one is likely to counter hit
     - Mina's (qcb + B) move makes Chanpuru (her little pet), run over to
       her and hide underneath her dress.  He shows up again when you
       repeat the command.  You can't use her (qcb + C) move while Chanpuru
       is missing.
     - Her (qcb + C) move makes Chanpuru go to bed, using a leaf as a
       blanket.  He wakes up when you repeat the command.  You can't use
       her (qcb + B) move while Chanpuru is asleep.
     - The Umichimun no Ikari makes Mina fire herself (!) into the air.
       She then dives down a few spaces in front of her with a stomp attack.
     - On one hand, this move cannot hit on the way up, does no damage if
       blocked, and has a fixed range (it won't home in on the opponent).
       Also, Mina is left without her weapon for a few moments afterwards.
       However, it does a ton of damage (60%), and can cross up an opponent
       from the proper distance (requiring them to block backwards or take
       the hit).
     - Tel suggests that this move may work well against jumping opponents,
       who wouldn't be able to block it as it comes in, although this
       requires that you know the exact range of the move and use it
       fairly early.
     - Chanpuru seems to have no tactical use in the game.  Then again,
       his annoying and continuous stream of quotes is enough to make any
       opponent go insane. ;)
     - Mina's dashing (C), (f+C) and (df+C) are all low, knockdown attacks.
       The (f+C) has an interesting property, as Mina rolls backward after
       using it.
     - Yes, Mina has no cancelable attacks.
     qcf + S                        Rera Mutsube                            E
     b,db,d + S                     Annu Mutsube                            E
     b,d,db + S,S                   Kamui Rimse                             -
     qcb + S                        Amube Yatoro                            -
     qcb + C, move in any dir.      Taka ni tsukamaru                       -
      _db~df + C                    Oriru                                   -
      _press S                      Taka tsukamari kougeki                  -
      _press BC                     Kamui Mutsube                           -
     db~df + C in air               Kamui Fumu Kesupu                       -
     a-u + C when near in air       Rera Kishima Tek                        -
     uf~df near a wall in air       Sankaku Tobi                            -
     df,qcb,f,d,df + BC             Apefuchi Kamui Rimse                    U
     qcf + CD                    R^ Elerush Kamui Rimse                     -
            Cancel chart       A       B       AB      C
            Stand near         c       c      -/-      c
            Stand far          -       c       b       c
            Crouch near        c     b/-/-    b/-      -
            Crouch far         c       b       b       -
            Dashing            -       -       -       -
     - The Rera Mutsube is a low attack.
     - You can use the (qcb+C) move to ride on Mamahaha, if it is close
       enough.  You will fall off after enough time has passed, or if you
       are hit.  You can use the Oriru to fall in the desired direction at
       any time, as well.
     - The Kamui Rimse can reflect projectiles.  Oddly enough, the Ura
       Kamui Rimse and Apefuchi Kamui Rimse cannot.
     - The Taka Tsukamari Kougeki and Kamui Fumu Kesupu are overhead attacks.
     - No matter how low it hits, the Kamui Mutsube is an overhead attack.
     - You must be unarmed in order to use the Apefuchi Kamui Rimse.
     - Nakoruru's dashing (C) and (df+C) are low knockdown attacks.
     - Her (f+C) can hit up to three times from up close.
     - Nakoruru's standing and crouching unarmed slashes are cancelable.
     qcf + A / B                    Rush Dog                                -
     qcf + AB                       Machine Gun Dog                         -
     qcb + S                        Replica Dog                             -
     f,d,df + C when near           Strike Dog                              -
     Press C (air)                  Silent Dog                              -
     qcf + CD when near          R^ Mega Strike Dog                         -
            Cancel chart       A       B       AB      C
            Stand near         -       c       -
            Stand far          -       c       -
            Crouch near        -       c      -/-
            Crouch far         -       c      -/-
            Dashing            -       -       -       -
     - Poppy cannot block (!) or use the Guard Destroyer or any kind of Kick
       (excluding a dashing kick).  He has no weapon, so he cannot lose it or
       use the Deflecting or Weapon Discarding Taunt (well, he taunts, but
       that's it).
     - However, he can still use moves that normally require weapons, like
       the Rage Explosion and Weapon Flipping Techniques.
     - Poppy can avoid attacks using the Silent Dog.
     - The Replica Dog makes Poppy appear above his opponent and attack.
       This is an overhead move that must be blocked standing, unlike
       Galford's Replica Dog.
     - The Strike Dog and Mega Strike Dog are unblockable.
     - Poppy's standing A, crouching A/B, and all jumping attacks do not
       drain Kenki energy unless they hit.
     - Poppy's standing AB (and any of his dashing attacks) will knock
       down a hit opponent.
     - Poppy's crouching AB hits twice, but the hits don't combo together.
     - Although it doesn't count on the combo meter, you can do a close
       standing B into the Rush Dog for 2 hits.
     - To play as Poppy, highlight Galford and input the following code:
                    f, b, f, b, b, f, f, b, b, f + any button
     - Note that if you are playing a vs. CPU game as Poppy and the second
       player joins in, you will end up using Galford for the rest of the
       game (unless you die and re-enter the Poppy code).
     qcf + S                        Senpuu Retsu Zan: Setsu                 E
     qcf + C                        Senpuu Ha                               E
     f,d,df + S                     Nagi Yaiba                              E
     f,d,df + C                     Gouha                                   -
     qcb + C                        Shitatari                               E
     qcf + CD                       Tenha Dankuu Retsu Zan                  E
            Cancel chart       A       B       AB      C
            Stand near         c       c       -       -
            Stand far          c       c       -       -
            Crouch near        c       c       -       -
            Crouch far         c       c       c       -
            Dashing            -       -       -       -
     - The Senpuu Retsu Zan: Setsu travels upward as it moves forward.
     - "A S" notes that you can juggle a hit opponent while they are trapped
       in the whirlwind, unlike Haohmaru's Senpuu Retsu Zan.  Easy juggles
       include the Nagi Yaiba, a jumping attack, or the Tenha Dankuu
     - The Senpuu Ha is a knockdown attack.  You can no longer combo off of
       it, though it will hit an opponent who is lying on the floor (although
       it will only hit once in that case).
     - The Nagi Yaiba will counter standing and crouching attacks.  It is
       also triggered if Rasetsumaru is close enough to his opponent.
     - The Gouha is a knockdown attack.
     - When you use the Shitatari, Rasetsumaru will cut himself and lose
       quite a bit of life.  However, doing this will fill your Rage Gauge
       to max.  You can't kill yourself with this move, so if your life
       is low you can use it repeatedly to keep your Rage Gauge full all
       the time.
     - Rasetsumaru's (f+C) and (df+C) are both low attacks.  (df+C) will also
       knock down.
     - Rasetsumaru's standing and crouching unarmed slashes are cancelable.
     qcb + C (can move freely)      Ookami ni noru                          -
      _press S                      Ookami nori kougeki                     -
      _press C or dir. + C          Oriru                                   -
      _b,db,d + S                 * Mer Shikite                             -
      _f,d,df + S                 * Kanto Shikite                           -
      _qcf + S in air             * Imeru Shikite                           -
     a-d-u + C from any * move      Bunshin Kougeki                         -
     db~df + C in air               Kamui Fumu Kesupu                       -
     a-u + C when near in air       Rera Kishima Tek                        -
     uf~df near a wall in air       Sankaku Tobi                            -
     qcf + CD                    R^ Nubeki Kamui Shikite                    E
            Cancel chart       A       B       AB      C
            Stand near         c       c      -/-      c
            Stand far          c       c       -       c
            Crouch near        c     b/-/-    b/-      -
            Crouch far         c       b       -       -
            Dashing            -       -       -       -
     - When qcb + C is inputted, Rera will ride upon her wolf (if the wolf
       is close enough).  During this time, you can move, crouch, jump
       around, and even dash forward or backstep (the dash can pass through
       your opponent).  You can slash while standing or crouching, and
       perform dashing slashes and the Surprise Attack (BC).
     - Beyond that, however, most of the "basic moves" (like rolls and
       pursuit attacks, are unavailable to you).
     - You cannot earn back Kenki Gauge energy while riding the wolf, but
       Rera's attacks will only drain Kenki Gauge energy if they hit or
       are blocked.
     - One interesting thing is that normal standing and crouching attacks
       can be canceled into a dash or backstep while on the wolf.  And the
       dash itself can be canceled into a backstep or a backward dash (if
       you cross up your opponent).
     - You will fall off your wolf if you are hit while riding it.
     - The Oriru makes you jump off your wolf.  You can hold back or forward
       to make Lela jump in the desired direction.  You can also dismount
       from the wolf in mid-air.
     - The Bunshin Kougeki can be used during the Mer, Kanto, or Imeru
       Shikite.  It will make Rera perform a flying slash attack in the
       desired direction, although she cannot fly directly up or down.
     - If not already riding your wolf when the Nubeki Kamui Shikite is
       used, Rera will attempt to jump onto it before attacking.  It is
       possible to miss and land on the ground if your wolf is not nearby.
     - The Kamui Fumu Kesupu is an overhead attack.
     - Rera's dashing (C) and (df+C) are low knockdown attacks.
     - Her (f+C) can hit up to three times from up close.
     - Rera's standing and crouching unarmed slashes are cancelable.
     - Rera no longer has the Epunkine Shikite (AC when knocked off the
     qcf + A / B                 Rupush Kuare (Nishi)                       -
     qcf + AB                    Rupush Kuare (Toitoi)                      -
     f,d,df + S                  Konru Nonno                                -
     b,d,db + S                  Kamui Shituki                              -
     qcb + S                     Konru Mem                                  -
     f + tap S rapidly           Upun Op                                    -
     d + S in air                Konru Shirar                               -
      _press ub~uf               Nidan Jump                                 -
     AC while dashing            Rupush Kamui Weisan Pekoru (Atama)         U
     BC while dashing            Rupush Kamui Weisan Pekoru (Ashi)          U
     AC while dashing         R^ Rupush Kamui Weisan Pekoru Ruyanpe (Atama) U
     BC while dashing         R^ Rupush Kamui Weisan Pekoru Ruyanpe (Ashi)  U
     uf~df near wall in air      Sankaku Tobi                               -
     qcf + CD                 R^ Rupush Kamui Emush (Toitoi)                -
            Cancel chart       A       B       AB      C
            Stand near         -       c       -       -
            Stand far          -       c       -       -
            Crouch near        -       c       -       -
            Crouch far         -       c       -       -
            Dashing            -       -       -      -/-
     - The Rupush Kuare (Toitoi) can hit low if travels forward far enough.
     - The Kamui Shituki will negate projectiles (odd that it wouldn't
       reflect them, as she says, "Kagami da!" (mirror!) during the move).
     - The Konru Mem is a low attack.  A hit opponent is stunned momentarily.
     - When the Konru Shirar is used, Rimururu sits on a platform of ice.
       If you jump away, the platform will fall and can hit your opponent.
       The same thing happens if you wait long enough, but Rimururu will
       fall with the ice and crash into the ground, leaving her open to
       attack.  While this move is on screen, the only other special move
       you can use is the Upun Op.
     - The Konruru Shirar not only acts as an overhead attack, but there
       is now a lag between Rimururu jumping off of it and it falling down.
       You can use this to switch up your opponent by doing the Shirar
       on top of them, then jumping over them.  They'll switch sides and
       will be left open to the falling ice platform if they're not quick
     - The "Rupush Kamui Weisan Pekoru" moves can only be used if you are
       unarmed.  The "Ruyanpe" versions only work when your Rage Gauge is
       at MAX.  They cause Rimururu to tumble forward for multiple hits
       after she stumbles.
     - Oddly enough, the Rupush Kamui Weisan Pekoru moves act as overhead
       attacks, but the "Ruyanpe" versions do not.
     - Although the first hit of Rimmy's WFT does no damage, the move will
       do less damage overall if it misses.
     - Rimururu's Weapon Discarding Taunt can hit an opponent who is lying
       on the ground.
     - Rimururu's (f+C) and (df+C) are low, cancelable attacks.  The (df+C)
       is also a knockdown attack.
     - Rimururu's dashing C is a low attack on either hit, and it can be
       canceled into the Konru Shirar when you're in the air.  The
       unarmed version only hits once, but is still a low attack.
     qcf + S                        Hitou-ryuu Kirisame Jin                 E
     qcf + C                        Hitou-ryuu Hisame Gaeshi                E
     f,d,df + S                     Hitou-ryuu Baiu Ensatsu Jin             E
     qcb + S                        Hitou-ryuu Samidare Giri                E
     d + S in air, move b / f       Hitou-ryuu Shigure                      E
     u + S in air, move b / f       Hitou-ryuu Kosame                       E
      _press AB                     Hitou-ryuu Raiu                         E
      _press d                      Chakuchi                                E
     Hold D for 1.5 sec., release   Ichidan: Kyouraku Zan                   E
     Hold D for 3.5 sec., release   Nidan: Amanagare Kyouraku Zan           E
     Hold D for 6.5 sec., release   Sandan: Amanagare Kyouraku Zan          E
     Hold D for 20.5 sec, release   Yondan: Amanagare Kyouraku Zan          E
     uf~df near a wall in air       Sankaku Tobi                            -
     qcf + CD                    R^ Hitou-ryuu Kinjite Bou Kyoufuu Zan      E
            Cancel chart       A       B       AB      C
            Stand near         -       c       -       c
            Stand far          -       -       -       c
            Crouch near        -       c     c/c/-     -
            Crouch far         -       c     c/c/-     -
            Dashing            -       -       -       c
     - The Kirisame Jin can destroy projectiles, but only those that are on
       the same "level" as Shiz's umbrella (like the Baku'en Ryuu).  A
       projectile that is particularly low or high (like the Suigetsu Tou
       or Tam Tam's skulls) will not be affected.
     - The Hisame Gaeshi will reflect projectiles.
     - When the Shigure is use, Shizumaru will "pogo jump" off of his
       opponent's head indefinitely (or until he misses and hits the ground).
       You can control your rebound by holding left or right after striking.
     - The Kosame will only work if performed just after the apex of a jump.
       Shizumaru will open his umbrella and begin floating down.  You can
       move left or right during this time, or press down to fall.  While
       holding onto the umbrella, you can follow with the Raiu or Shigure.
       While falling, you can cancel this move with an attack, the Shigure,
       or another Kosame.
     - GalFord notes that the command for the "Kyouraku Zan" moves does
       indeed overlap the Meditation command.  You can get around this by
       doing something else while charging the move (i.e. hold D while in
       air or making an attack, or when your Rage Gauge is empty).
     - You can even begin charging this move before the round starts.
     - Also, Shizumaru can be hit while dashing during the "Kyouraku Zan"
     - Shizumaru's close crouching (A) isn't cancelable, but you can link
       it into an (A) Baiu Ensatsu Jin.
     - Shizumaru's (f+C) and (df+C) are both cancelable, low attacks.  The
       (df+C) kick is also a knockdown attack.
     qcf + S                        Fuzuki                                  E
     qcf + hold S, move freely      Fuzuki Sousui                           E
     f,d,df + S                     Gekkou                                  E
     qcb + S                        Tsukigakure                             E
     uf~df near a wall in air       Sankaku Tobi                            -
     qcf + CD                    R^ Shouha: Fuugetsu Zan                    E
            Cancel chart       A       B       AB      C
            Stand near         c       c       -       -
            Stand far          c       -       -       -
            Crouch near        c       -       -       c
            Crouch far         c       -       -       c
            Dashing            -       -       -       -
     - When the Fuzuki is used, Sogetsu creates a sphere of water.  (A)
       keeps it near you, while (AB) is furthest away.  If you hold down
       the button used, you can move the ball around in any direction for
       a few moments (although you're left open to attack during this time).
     - If you perform the Fuzuki while a water sphere is already on screen,
       it will burst as the new one is created.  An opponent hit by this
       move will be stunned momentarily.
     - The Gekkou is a column of water that appears in one of three
       locations.  (A) is closest to you, (AB) is furthest away.
     - The Tsuki-gakure makes you warp to a new location.  (A) is towards
       the left edge of the screen, (B) towards the right, and (AB) makes
       you appear behind your opponent, if that is possible.
     - The Fuugetsu Zan only disarms your foe on the last hit, so against
       a jumping opponent, only one slash may connect while the rest miss,
       leaving your opponent with their weapon intact, to boot.
     - Sogetsu's Weapon Discarding Taunt can hit an opponent who is lying
       on the ground.
     - Sogetsu's dashing (C), (f+C) and (df+C) are low attacks.  The (df+C)
       kick and dash (C) will also knock down a hit opponent.
     qcb + S in air                 Shizuki                                 -
     db,qcf + S in air              Shougetsu                               E
     b,d,db + S in air              Getsurin Ha                             E
     f,d,df + S in air              Engetsu                                 E
      _press in any dir.            Kuuchuu Idou                            E
     uf~df near a wall in air       Sankaku Tobi                            -
     qcf + CD in air                Tenshou: Suichuu Ha                     E
            Cancel chart       A       B       AB      C
            Stand near         -       -       -       b
            Stand far          -       -       b       b
            Crouch near        -       -       c       -
            Crouch far         -       -       c       -
            Dashing            -       b       -       -
     - Even though all of Suija's moves are performed in air, some of his
       normal attacks take him off the ground, and so are cancelable for
       the brief moments that he is airborne.  With the exception of his
       crouching AB, though, you have to perform the move so early that
       his normal attack will not hit.  For the crouching AB, it's only
       cancelable after Suija has leaped into the air.
     - In addition to the moves listed above, you can also cancel his
       Surprise Attack (BC) and Lower Evade (b+D) into a mid-air move.
     - When unarmed, only his standing C and Lower Evade can be canceled
       into into the Shizuki.
     - The Shizuki is an overhead attack.  Note that this move can throw
       an opponent who is standing or crouching, but will only "hit" someone
       who is in mid-air.  If done low off the ground (i.e. qcb,ub + S or
       from a canceled attack), it may miss.  Try to make sure you are
       at least a little ways into the air before using it.
     - Also, the Shizuki doesn't lose Kenki energy when it hits, and it's
       damage potential is not affected by your current Kenki level.
     - The Shougetsu is an overhead attack.  If you input this move as
       (db,qcf,uf + S), he will arc up in the air while performing it.
       Although he stops spinning as he nears the ground in this case,
       it can still hit a standing opponent with proper placement.
     - Also, the Shougetsu seems to be unaffected by what button you use.
       The A version and the AB version have the same properties.
     - When the Getsurin Ha is used, Suija fires some water orbs diagonally
       downward.  (A) fires one orb, while (AB) fires three.
     - When the Engetsu is used, Suija surrounds himself with a water bubble
       that can negate projectiles.  After the bubble pops, you can use the
       joystick to fall back or forward, or jump in any upward direction.
     - Suija's far standing AB and crouching AB will knock down a hit foe.
     - Suija's (f+C) and (df+C) are low knockdown attacks.  Surprisingly,
       his dashing C is a low attack but does not knock down.
     TAM TAM
     qcf + A / B (x3)               Moora Moora                             -
     qcf + C                        Gaburu Gaburu                           -
     f,d,df + S                     Ahau Gaburu                             -
     b,d,db + S                     Paguna Dios                             -
     f + tap S rapidly, hold f      Paguna Paguna                           E
     qcf + CD                       Magnas Dios Zarl                        E
            Cancel chart       A       B       AB      C
            Stand near         c       c      -/-      c
            Stand far          -       c      -/-      c
            Crouch near        c       c       -       c
            Crouch far         c       c       -       c
            Dashing            c     -/-/-     -       -
     - The (A) Moora Moora makes Tam Tam throw a skull across the screen,
       while (B) makes it roll across the ground.  You can perform either
       move three times or interchange the two for up to three skull tosses
       in a row.  The (A) version travels so high that it may miss some
       standing characters, but the (B) version is a low attack.
     - The Gaburu Gaburu is an unblockable throw.
     - There is a delay before the (B) Paguna Dios, and Tam Tam will
       actually backstep before attacking during the (AB) version.
     - The Magunas Dios Zarl only hits once if blocked, so you are able
       to attack Tam Tam before he recovers in such a situation.
     - Tam Tam's (f+C) and (df+C) kicks are low knockdown attacks, and
       both are cancelable.
     - Tam Tam's dashing C is a low, knockdown attack.
     qcf + S                        Hiken Oborogatana                       E
     db,qcf + S in air              Hiken Tsubame Gaeshi                    E
     qcb + S                        Hiken Sasameyuki                        E
     qcb + C                        "Hiken" Sasameyuki                      -
     qcf + CD                    R^ Tsubame Rokuren                         E
            Cancel chart       A       B       AB      C
            Stand near         c       c      -/-      c
            Stand far          c       -       -       c
            Crouch near        c       c      -/-      -
            Crouch far         c       -       -       -
            Dashing            -       -       -       -
     - The Tsubame Gaeshi is an overhead attack, no matter how close you
       are to the ground when it hits.
     - Ukyo can perform the Tsubame Gaeshi off the ground by inputting
       (db,qcf > ub~uf to jump > press Slash).  You can actually wait for
       a bit between inputting the motion and jumping, which makes it
       easier to jump backwards or straight up, if you want.  You can
       also use this method to perform the Tsubame Gaeshi immediately
       upon leaving the ground, as opposed to waiting until you are in
       the air.
     - Ukyo's dashing B makes him warp behind his opponent and attack.  If
       he's not close enough to get behind them, he still ends up attacking
       behind himself, leaving you open to attack.
     - Ukyo's (f+C) is a low, knockdown attack.  His (df+C) is not a low
       attack, but does knock down a hit opponent.
     - Ukyo's dashing C is a low, knockdown attack.
     - Ukyo's jumping C hits twice, though the hits won't combo.
     qcf + S                        * Ichi no Tachi: Nadeshiko              E
     f,d,df + S                     * Ni no Tachi: Shirayuri                E
     qcf + S in air                 * San no Tachi: Botan                   E
     b,d,db + S                     * Yon no Tachi: Tsubaki                 E
     qcb + S                        * Go no Tachi: Asagao                   E
     f,d,df + C when near           * Roku no Tachi: Yuugao                 E
     use all * moves _hcb,f + BC      Nana no Tachi: Yuchouka               E
     qcf + CD                      R^ Aoi                                   E
            Cancel chart       A       B       AB      C
            Stand near         c      c/c    c/c/c/-   -
            Stand far          -     c/c/c    -x5      -
            Crouch near        c      c/-     -/-      -
            Crouch far         -      c/-     -/-      -
            Dashing            -      c/-      -       -
     - The (A) Nadeshiko is a low attack.  The (AB) version hits high and
       so will miss some standing opponents.
     - Yoshitora does not attack during the (A) Tsubaki.  All versions of
       this move have autoguard while Yoshitora is leaping forward.
     - The Yuugao seems like a throw move, but it is blockable.
     - If you hit your opponent with all of the six "Tachi" moves, you can
       use the Yuchouka, which causes Yoshitora to send a wave of energy
       across the screen.  What's more, you can use it as often as you'd
       like.  Otherwise, inputting (hcb,f + BC) before connecting with all
       six moves simply makes Yoshitora grasp at his sword and put it back.
     - One thing to remember is that while you don't have to connect with
       all six moves in one round, you can only use the Yuchouka on the
       round that you finish using all six.  So, if you use all six in the
       first round, you can't use the Yuchouka in the second.  And if you
       do four moves in the first round and two in the second, you can
       use the Yuchouka on the second round, but not on the third.
     - If you are hit out of one of the "Tachi" moves, it will not count
       towards the total needed to use the Yuchouka, even if it hits.
       So, make sure your moves hit squarely and that you are not counter-
       hit while performing one.
     - Finally, remember that the (A) Tsubaki doesn't count towards the
       total (since it can't hit), and the Asagao doesn't count if only
       the last hit connects (the rapid stabs must hit as well).
     - The Aoi is a low attack.  This move can still hit an opponent while
       Yoshitora is finishing his "circle" slash in the beginning (i.e. if
       they dash towards you thinking the move will not hit).
     - Yoshitora's dashing C, (f+C) and (df+C) are all low, knockdown
     - After losing his weapon, Yoshitora can hit an opponent while picking
       his weapons up (the hit occurs when he picks up his long sword).
     qcb + A                        Tenki Shichiyou: Tsuki                  -
     qcb + B                        Tenki Shichiyou: Hi                     -
     qcf or qcb + A in air          Tenki Shichiyou: Mizu                   -
     qcf or qcb + B in air          Tenki Shichiyou: Ki                     -
     qcf or qcb + C in air          Tenki Shichiyou: Kin                    -
     qcf or qcb + D in air          Tenki Shichiyou: Do                     -
     Press AC in air                Tenki Shichiyou: Nichi                  -
     qcf or qcb + AB in air         Tenmou Konji: Zenpou                    E
     qcf or qcb + CD in air         Tenmou Konji: Kouhou                    E
     qcf + S                        Ten'i Daihou                            E
     f,d,df + C when near           Tenkoku Houra                           E
      _qcf + AB anytime afterward   Tensatsu Daisai                         E
     a-u + C when near in air       Tensui Choukan                          -
     uf~df near a wall in air       Sankaku Tobi                            -
     qcf + CD                    R^ Tenkai Unri                             E
            Cancel chart       A       B       AB      C
            Stand near         b       -      c/-     -/c
            Stand far          b       -      c/-     -/c
            Crouch near        -       -       c       -
            Crouch far         -       -       c       -
            Dashing            -       -       -       c
            Jumping            c       c       c       c
     - Yunfei's major asset is the "Tenki Shichiyou" moves, which allow him
       to move around in the air.  All of these moves can be canceled into
       each other, but not themselves.  They can also be canceled into other
       mid-air moves (like the Tenmou Konji), or plain mid-air Slashes or
       Kicks.  If you touch the wall after using one of these moves, you can
       use the Sankaku Tobi.
     - What's more, because Yunfei's jumping attacks are cancelable, you can
       use a Shichiyou move, perform a mid-air attack, then cancel that into
       a Shichiyou move again.
     - The direction you use for these move is immaterial; you get the same
       result whether you use qcf or qcb.  Here's a chart of each move's
         Name     Command                   Effect
         Tsuki    qcb + A                   Flies f and then uf into air
         Hi       qcb + B                   Flies ub into air
         Mizu     qcf / qcb + A in air      Flies uf into air, then db
         Ki       qcf / qcb + B in air      Flies ub into air, then df
         Kin      qcf / qcb + C in air      Flies f in air
         Do       qcf / qcb + D in air      Flies b in air
         Nichi    press AC in air           Falls down w/ a stomp kick
     - Whether intential or accidental (see the "Stored Input" entry in
       Section 5), you can tap a different button immediately after
       performing the first six "Shichiyou" moves to perform another one.
       In the case of the Tsuki and Hi, you can tap the same button, since
       you'll get the Mizu or Ki when airborne.  This only works for the
       first input you make (so you couldn't tap buttons all day to
       constantly switch between the moves), though if you tried inputting
       (qcb + A, tap A, qcf/qcb + B, tap D), that would work (in this
       case, resulting in four moves).
     - However, you can simply cancel a "Shichiyou" move into another one
       as you normally would in order to remain in air indefinitely.
     - When the Nichi is used, Yunfei performs a diving stomp.  It is an
       overhead attack, and you can control the direction Yunfei leaps in
       as he rebounds.  While rebounding from this attack, you can make
       your own attack, cancel into a "Shichiyou" move, or even repeat the
     - The Tenmou Konji makes Yunfei dive either diagonally down-forward
       (if AB is used), or diagonally down-back (if CD is used) while
       slashing with his sword.
     - When you use the Ten'i Daihou, Yunfei fires a small whirlwind of green
       energy from his palm.  This move will negate projectiles.
     - The Tenkoku Houra is an unblockable throw.  It does no damage, but a
       hit opponent will have their Rage Gauge completely drained, even if
       it is full.  If they have used the Rage Explosion, then that move will
       end (and they are stuck without a Rage Gauge for the rest of the
     - After connecting with the Tenkoku Houra, you can input (qcf + AB) at
       any point during the rest of the battle (not just that round) to use
       the Tensatsu Daisai, which is a much larger and more damaging version
       of the Ten'i Daihou.
     - However, you can only use the Tensatsu Daisai once, after which you
       have to grab your opponent with the Tenkoku Houra before you can use
       it again.  Although, if you get hit out of the Tensatsu Daisai before
       it is performed, you still perform it again.
     - Tel points out an easy way to abuse the Tensatsu Daisai: since you
       recover after using it while your opponent is still blocking, you
       can dash up and throw them with the Tenkoku Houra as the Daisai
       ends, and repeat this (Houra > dash > Daisai > dash > Houra, etc.)
       to chip an opponent to death, as long as they keep blocking.
     - The Tenkai Unri causes a column of green wind to rise around Yunfei's
       body.  However, if the move misses (or is blocked), Yunfei will not
       perform the entire move, only the beginning of it.
     - Like Suija's crouching AB, this move is cancelable into a mid-air
       move only once Yunfei has risen into the air.  It is cancelable even
       if it misses.
     - Yunfei's (f+C) and (df+C) are both low, knockdown attacks.  The (df+C)
       is also cancelable.
     - Yunfei's unarmed dashing and jumping attacks are cancelable.
     Both Sankuro and Yumeji are playable by messing with the debug dip
     switches (see Section 6).  Gaoh seems to only be playable via a cheat
     code (I have one for Kawaks listed under Section 6).  It isn't yet
     known if any of these characters can be used normally.  Unless stated
     otherwise, they can use all of the abilities a normal character can,
     such as the Rage Explosion, Mu no Kyouchi, Issen, Jiketsu, etc.
     qcf + S                        Sushi                                   -
     qcb + A                        Goshichi                                -
     qcb + B                        Ippachi                                 -
     qcb + C                        Fuyo                                    -
     qcf + CD                    R^ Hajiki                                  -
            Cancel chart       A       B       AB      C
            Stand near         c       c       -       -
            Stand far          c       -       -       -
            Crouch near        c       c       -       -
            Crouch far         c       -       -       -
            Dashing            -       -       -       -
     - Sushi makes Sankuro devour a plate of sushi.  The (B) version seems
       to restore less life than the (A) or (AB) versions.  When Sankuro's
       Rage Gauge is full (either from getting hit or using the Rage
       Explosion), using any button makes him eat a special plate of sushi
       that restores lots of lost life.
     - Goshichi is a man with huge fists who dives down from above your
       opponent and smashes into them.  This is an overhead attack and must
       be blocked high.
     - Fuyo is a woman who will perform a sliding attack that travels across
       the screen.  It hits low and will knock down an opponent.
     - Ippachi is a skinny man who appears from the opposite end of the
       screen to grab your opponent.  His range extends well beyond his arms
       and you are open to attack while being grabbed.  This move is also
     - The Hajiki is an invisible gun shot that does a lot of damage.
       It is also unblockable.  Since your Rage Gauge doesn't disappear
       unless your WFT hits or is blocked, this move can be abused quite
       a bit when your Rage is full.  You can avoid it by jumping over
       it or using any of the (db / d / df + D) moves.
     - Sankuro's far crouching (B) is a low attack.
     - Sankuro's (f+C) is an overhead attack.  Both it and his df+C kick
       are knockdown attacks.
     - Sankuro does not lose Kenki Gauge energy unless his attacks hit or
       are blocked.
     qcf + S                        Shin Musou Ittou-ryuu: Kagerou          E
     qcb + S                        Shin Musou Ittou-ryuu: Sasameyuki: Sen  E
     qcb + C                        Yagyu Shingan Tou: Souha                E
     db,qcf + C                     Hiken Tsubame Gaeshi                    E
     f,d,df + A                     Ougi Kogetsu Zan                        E
     f,d,df + B                     Bayonette Lunge                         E
     f,d,df + AB                    Ninpou Mozu Otoshi                      E
     f,d,df + C                     Sanren Satsu (Rin)                      E
     b,d,db + A                     Choubi Jishi                            E
     b,d,db + C                     Yon no Tachi: Tsubaki                   E
     b,db,d + S                     Annu Mutsube                            E
     f,df,d + S                     Rupush Kamui Weisan Pekoru (Ashi)       E
            Cancel chart       A       B       AB      C
            Stand near         c       c      -/-      -
            Stand far          c       c       -       -
            Crouch near        c       c      -/-      -
            Crouch far         c       -       -       -
            Dashing            c       -       -       -
     - An opponent hit by the Kagerou is stunned and is left open to attack.
     - A neat little touch is that she throws a persimmon during the
       Sasameyuki: Sen, instead of an apple.
     - Yumeji morphs into the appropriate character for all of her moves,
       except the Kagerou and Sasameyuki: Sen.  She is immune to attack
       while morphing (either into a character or back into her normal
       form), but can be hit once she's fully morphed into another
     - Yumeji's Yagyu Shingan Tou looks like the Souha version, but it in
       fact can counter jumping, standing, and crouching attacks.
     - The Tsubame Gaeshi is an overhead attack.
     - The Mozu Otoshi is unblockable.
     - Yumeji can't cross up her opponent with the Sanren Satsu.  This
       move only does damage on the third slash (though it does quite
       a lot of damage).
     - You can hit Yumeji out of the Choubi Jishi, despite the energy
       surrounding her body.
     - The Tsubaki has autoguard while Yumeji is leaping forward.
     - The Annu Mutsube is a low attack.
     - The Rupush Kamui Weisan Pekoru (Ashi) is an overhead attack.
     - Yumeji seems to have no Weapon-Flipping Technique.
     - It seems odd, but Yumeji has a move with b,d,db + A and C, but not B.
     - You have to be very precise with the command for the Choubi Jishi, or
       you will get the Annu Mutsube instead.  I find it's best to "tap"
       in the inputs instead of doing it as one smooth motion.
     - Yumeji's dashing C is a low, knockdown attack.
     - Yumeji's jumping C hits twice, though the hits won't combo.
     GAOH HINOWANOKAMI KYOUGOKU                                (normal mode)
     d + A                          Ibushi Miyabe                           -
     db + AB                        Kabuto Goma                             -
     qcf + B                        Imi Kagura                              -
     b,b + S                        Oborobayashi                            -
     f,f + AB when near             Kurogane Kudaki                         -
     db / df + C                    <overhead slash>                        -
     When Rage Gauge fills       R^ Naraku Boe                              -
            Cancel chart       A       B       AB      C
            Stand near         c      -/c      -       -
            Stand far          c       c       -       -
     - All of the above moves (except the db/df+C attack and Naraku-Boe)
       are special moves and can be canceled into.
     - Gaoh cannot crouch, dash, run, or use the Small Pursuit.  He has
       no Weapon-Flipping Technique and can't lose his weapon, either.
     - Gaoh does not lose Kenki Gauge energy unless his attacks hit or are
     - The Ibushi Miyabe will reflect projectiles.
     - To perform the Oborobayashi, you have to press the Slash button
       at the same time you finish inputting b,b, or Gaoh will simply
     - The Kurogane Kudaki is a command throw in which Gaoh headbutts his
       opponent.  It will miss from afar (and doesn't do much damage), but
       it has a really good range.
     - When you attempt the Weapon-Discarding Taunt or Rage Explosion (or
       if your Rage Gauge fills completely), Gaoh performs the Naraku Boe,
       in which he is struck by a multi-hit beam of light (it is unblockable
       but does no damage).  He then dons a suit of armor and his soul is
       consumed by the evil spirit Ankiou (see the next section for info.
       on using Ankiou).
     - Afterwards, Gaoh is completely invincible until the armor vanishes.
       Normally, this occurs after enough time has passed, but if you donned
       the armor using the Weapon-Discarding Taunt, he retains the armor for
       the entire round.
     ANKIOU                                            (gaoh in armored mode)
     hold b / f                     <move back / forward>                   -
     Press A / B / AB               <horizontal slash>                      -
     Press C                        <long distance slash>                   -
     f + C                          <very long distance slash>              -
     d / db + C                     <overhead downward slash>               -
     df + C                         <low sweep slash>                       -
     press BC                       <surprise attack>                       -
     u + tap any lightly            <momentarily turn into gaoh>            -
     u + BC when foe is down        <turns into gaoh; does big pursuit>     -
     d,df,hold f + hold B           <dashing horn toss>                     -
     qcb + CD when life is blue     <mu no kyouchi>                         -
     (The following moves are only available if you became Ankiou by filling
     up your Rage Gauge or using the Rage Explosion.  If you used your taunt
     to turn into Ankiou, you cannot use these moves):
     press D                        <instant orange glow>                   -
     d + A                          <turn into gaoh; Ibushi Miyabe>         -
     db + AB                        <turn into gaoh; Kabuto Goma>           -
     qcf + B                        <turn into gaoh; Imi Kagura>            -
     b,b + S                        <turn into gaoh; Oborobayashi>          -
     f,f + AB when near             <turn into gaoh; Kurogane Kudaki>       -
     qcf + CD when near          R^ Yomi Yashiro                            -
            Cancel chart       A       B       AB      C
            Stand near         c       c       c       -
            Stand far          c       c       c       -
     - While wearing armor, Gaoh is completely invincible.
     - He cannot lose his weapon.
     - These are the only moves you can use (meaning, you cannot jump,
       dash, or even block, etc.)
     - The Dashing Horn Toss is rather difficult to perform.  It hits
       multiple times if blocked.  If you taunted in order to turn into
       Gaoh, you can actually cancel into this move (since that version
       of armored Gaoh doesn't change back to the original version during
       special moves).
     - Also, the Dashing Horn Toss can be canceled into itself repeatedly
       regardless of how you became Ankiou.
     - The Yomi Yashiro cannot be used if you taunted in order to turn
       into Ankiou, since it is considered to be a WTF and requires Rage
       Gauge energy to use.
     - However, your opponent will not lose their weapon when hit with
       the Yomi Yashiro, and using it does not drain your Rage Gauge.
     - See the section on "Gaoh" above for more information.
     Unlike most fighting games, if a character's basic Slash or Kick attack
     is cancelable (including the f+C and df+C kicks), it can be canceled
     even if it misses entirely.
     You will note that if your opponent blocks your attack, you experience
     a "recoil" effect.  In fact, the recoil is cancelable, but you have to
     be very quick about it.  An easy example is Hanzo's blocked crouching
     (B) into Baku'en Ryuu.  If done correctly, Hanzo will not go into the
     recoil animation at all--you will hear the sound of his weapon being
     blocked but he will do the fireball move instead.
     However, this only works for attacks that are already cancelable.  Non-
     cancelable attacks cannot have their recoil canceled out of.  What's
     more, you can only cancel a blocked attack into a special move, Weapon
     Flipping Technique, Deflecting, or Suicide.
     If you hit an opponent while they are making an attack (or some other
     action, such as running), you will get a counter hit.  This may make
     your attack inflicted added damage (the amount of which is listed when
     the "Counter" message appears).
     Below is a list of each character's defensive power (in this case,
     determined by Haohmaru's close standing B).  "A" is for an armed
     character, "U" is unarmed, and "A/U" means either armed or unarmed:
     Hit #  Type    Name
       9     U      Charlotte.
      11     A      Mina, Poppy.
             U      Basara.
      12     A      Basara.
             U      Nakoruru, Rera, Rimururu.
      13     A      Kazuki, Nakoruru, Rera, Rimururu.
             U      Gaira, Genjuro, Hanzo, Haohmaru, Jubei, Kazuki, Kyoshiro,
                    Rasetsumaru, Sankuro, Sogetsu, Yoshitora, Yumeji.
            U/A     Galford, Shizumaru, Ukyo, Yunfei, Tam Tam.
      16     A      Gaoh, Genjuro, Hanzo, Haohmaru, Jubei, Kyoshiro,
                    Rasetsumaru, Sankuro, Sogetsu, Yoshitora, Yumeji.
             U      Kusaregedo.
            U/A     Enja, Suija.
      18     A      Charlotte, Gaira, Kusaregedo.
     Going by the chart, an unarmed Charlotte takes the most damage, while
     an armed Charlotte, Gaira, or Kusaregedo take the least.
     Each character can use the "Guard Destroyer" moves, which are
     unblockable attacks that leave an opponent open to attack.  Just get
     next to your opponent and input (b / f + C) to either push them
     behind you or in front of you.  It's worth noting that you can dodge
     this attack with the Lower Evade, Hopping, or Lay Down, but not with
     either roll.
     In SS5, pressing any Slash button after using the Guard Destroyer will
     make you perform an attack.  However, it's still possible to follow
     the Guard Destroyer with the attack of your choice if you're quick
     enough.  An example would be any character's Issen or Gaira's
     Enshin Satsu.  However, you have to be very precise with the timing,
     or you'll just perform the follow-up attack as usual.
     Press ub~uf as you land from the air, just as you touch the ground.
     Instead of pausing after landing from a jump, you will immediately jump
     ISSEN                                                            (Flash)
     You can only use this move after using the Mu no Kyouchi (when your
     opponent has been slowed down).  Before the Mu no Kyouchi wears off,
     press BCD to perform the Issen.
     This move is blockable, but you can combo into it.  The amount of
     damage it inflicts is determined by how full the Kenki Gauge, although
     it still does a lot of damage even when the Kenki Gauge is empty.  This
     move can be used to juggle an opponent who is falling in mid-air (an
     example might be to use Rasetsumaru's Senpuu Retsu Zan: Setsu, then
     trigger the Mu no Kyouchi, then juggle with the Issen).
     KENKI GAUGE                                         (Sword Spirit Gauge)
     This is the thin green gauge beneath your Life Gauge.  The lower the
     Kenki Gauge gets, the lower your damage potential becomes.  This applies
     to Kick attacks, too.  Not doing anything will cause the gauge to refill
     on it's own, although it takes longer to refill as it approaches 100%.
     The gauge will decrease when you make a Slash attack (even if it should
     miss), or an attack that hits (even if it is an unarmed or kick attack).
     Oddly enough, the factors are not cumulative, so a standing (A) Slash
     drains the same amount whether it hits or misses.
     Unarmed attacks and kicks do not drain the Kenki Gauge unless they hit.
     Special moves do not drain the gauge unless they hit or are blocked.
     In all of the above cases, the Kenki Gauge will simply stop refilling
     while you are making your attack.  Similarily, performing the Forward
     Roll, Backward Roll, Lay Down, Surprise Attack, or Guard Destroyer
     will make the Kenki Gauge pause momentarily.
     Some moves do not drain Kenki Gauge energy even if they hit, and some
     moves do the same amount of damage regardless of your current Kenki
     level.  Examples include:
       Damage unaffected                    No energy drained if hit
       Strike Dog, Mega Strike Dog          Strike Dog, Mega Strike Dog
       Strike Heads                         Strike Heads
       Shizuki                              Shizuki
       Mozu Otoshi, Shin Mozu Otoshi
     Your Kenki Gauge can increase in length if your Rage Gauge is filled
     to max (though it goes back down once the gauge empties).  If you
     use the Rage Explosion, it will increase even further.  Obviously,
     in either case, your damage potential increases (since the gauge
     will be able to fill up beyond 100%).
     When you use a Weapon Flipping Technique, the damage is affected by
     the Kenki Gauge, but it is based on any amount _below_ the normal
     gauge length.  This is because although the Kenki Gauge increases
     after a Rage Explosion or full Rage Gauge, it returns to it's normal
     length when the WFT connects.  This is also why you will get the same
     amount of damage from a WFT done at max Kenki from both a full Rage
     Gauge or a Rage Explosion.
     It's also worth mentioning that some characters lose no Kenki Gauge
     energy if their WFT hits (like Rimruru), while others do lose energy
     (like Kyoshiro).
     The Life Gauge starts off yellow, though a portion at the end of it
     will be colored orange.  This orange portion can be increased by using
     the Meditation.  After you've lost a round, the portion is red and
     will turn blue if your life drops down to that level.  See the section
     on "Mu no Kyouchi" for more information.
     There are three main ways to lose your weapon.  One is to get hit by a
     Weapon-Flipping Technique.  Another is to use your Weapon-Discarding
     Taunt.  You can also lose your weapon if you are in a sword clash.
     When you are disarmed, your character's Slash attacks become punches,
     and they may lose the ability to use some or all of their moves
     (depending on which ones are weapon-based).  Also, you take block
     damage from an opponent's attacks when unarmed (you can't really block
     a sword with your arm, now can you?)
     One major advantage to being unarmed is that you can now use the
     Serious Swordblade Catch in place of the Deflecting (input qcb,f + D).
     This allows you to counter your opponent's weapon attack, and you will
     then disarm them, leveling the playing field somewhat.
     You can retrieve your weapon by getting next to it and pressing A or AB.
     This can only be used if there is some energy in the Rage Gauge, but
     not if it is full (from getting damaged), or draining (from using the
     Rage Explosion).  To use the Meditation, hold D while standing (doing
     it from other circumstances will not work, even if you then enter a
     neutral, standing state).  It will quickly drain your Rage Gauge for
     as long as you hold the button down, and in return, the small white
     marker above your Life Gauge will move towards the front end of the
     gauge (it normally starts off near the end).
     What does this mean?  Well, since you can use the Mu no Kyouchi when
     your Life Gauge turns blue (which occurs when you're on your last
     round and your life has gone past the marker), meditating allows you
     to use this move when you have more life left than usual.
     Tel made the interesting observation that a character earns less
     "blue gauge" from meditation if they are the kind of character whose
     Rage Gauge charges up quickly.  For example, if Enja tries to use the
     Meditation, his Rage Gauge will drain very quickly, without much gain
     to the "blue" part of the bar. On the other hand, a character like
     Suija (who earns Rage Gauge power very slowly), can Meditate for some
     time before his gauge empties, resulting in a higher "blue gauge"
     allowing for an earlier use of the Mu no Kyouchi.
     SSZ has very lax timing on performing mid-air moves from the ground.
     For example, with Hanzo, you can input qcf, then press ub~uf and press
     Slash upon leaving the ground to do his Ninpou Reppuu Shuriken.  Here
     is a list of moves that can be used in this way:
       Hanzo's Reppuu Shuriken              qcf,ub~uf + S
       Shizumaru's Shigure                  ub~uf,d + S
       Suija's Getsurin Ha                  b,d,ub~uf,db + S
       Suija's Shougetsu                    db,qcf,ub~uf + S
       Suija's Shizuki                      qcb,ub~uf + S
       Suija's Engetsu                      f,d,df,ub~uf + S
       Suija's Tenshou: Suichuu Ha          qcf,ub~uf + CD
       Ukyo's Tsubame Gaeshi                db,qcf,ub~uf + S
       Yoshitora's San no Tachi: Botan      qcf,ub~uf + S
       Yunfei's Tenki Shichiyou Mizu        qcf,ub~uf / qcb,ub~uf + A
       Yunfei's Tenki Shichiyou Ki          qcf,ub~uf / qcb,ub~uf + B
       Yunfei's Tenki Shichiyou Kin         qcf,ub~uf / qcb,ub~uf + C
       Yunfei's Tenki Shichiyou Do          qcf,ub~uf / qcb,ub~uf + D
       Yunfei's Tenki Shichiyou Nichi       ub~uf + AC
       Yunfei's Tenmou Konji                qcf,ub~uf / qcb,ub~uf + AB / CD
     This is particularly useful for Suija's Suichuu Ha, which has no
     downward range.
     Also, the following moves can be done during a backstep:
      - Hanzo's Reppuu Shuriken, Kyoshiro's Chikemuri Kuruwa, Rimururu's
        Konru Shirar, Shizumaru's Kosame or Shigure, any of Suija's moves,
        Ukyo's Tsubame Gaeshi, Yoshitora's San no Tachi: Botan.
     MU NO KYOUCHI                                  (Circumstance of Nothing)
     This is used by inputting qcb + CD.  However, it only works under these
       - You've already lost a round.
       - Your life has become so low that the gauge has turned blue.
     You can increase the point at which your Life Gauge turns blue by
     using the Mediation feature (see above).  This causes the triangle
     indicator to move "up" the gauge, allowing you to have more life when
     your gauge finally turns blue.
     Once you've met the requirements and input qcb + CD, your Rage Gauge
     is replaced by a "nothing gauge" (it looks like a blue, draining Rage
     Gauge).  Until it empties, your opponent will move incredibly slowly,
     and they will remain in hit stun for a longer period of time when hit.
     This allows you to perform long strings of attacks that will all combo.
     You are also able to juggle your opponent basically indefinitely if
     they are airborne, due to the increased hit stun and slowdown.
     If your opponent was performing an attack when you used the Mu no
     Kyouchi, they will continue to perform it at a very slow rate.
     However, if they hit you, the Mu no Kyouchi will automatically end.
     Once the blue gauge empties, the Mu no Kyouchi ends.  This also causes
     your Rage Gauge to disappear, as if you'd used up the Rage Explosion.
     Note that amount of energy in the blue gauge is determined by how far
     the white marker has travelled up your Life Gauge (this occurs when
     you Meditate more often).  So if you haven't meditated much, the
     marker will be nearer to the end of your gauge, and using the Mu no
     Kyouchi will cause the blue gauge to not be very full as a result.
     In fact, if you haven't Mediated at all, you will really only have
     enough time to use the Issen before the Mu no Kyouchi stops.  Everyone's
     "nothing gauge" drains at the same rate (i.e., Suija would not outlast
     Enja during a Mu no Kyouchi, even though he would for most other gauge-
     related comparisons).
     Remember, that this move can ONLY be used if you have already lost one
     round.  Nothing will happen if your life gets too low and you haven't
     lost a round yet.  If both players have lost a round (or after a round
     ending in a draw), it's possible for both characters to use the Mu no
     Kyouchi.  In this case, if you perform your Mu no Kyouchi after your
     opponent does his, both characters will be slowed down (although
     depending on your nothing gauge length, your Mu no Kyouchi may outlast
     his or vice versa).
     To use this, press ABC at any time (even when lying down).  A reader
     also pointed out that you can use this while getting hit, which allows
     you to interrupt your opponent's attack (even if it hits multiple
     When used, you perform an unblockable attack, although it does no damage
     and doesn't knock your opponent down (in fact, they are only pushed away
     a short distance).  After using the Rage Explosion, your Rage Gauge is
     filled to max and your Kenki Gauge increases in length (moreso than if
     you fill your Rage Gauge normally) and is completely refilled.  What's
     more, the game timer will remain frozen until your Rage Gauge drains.
     However, the marker above your Life Gauge will vanish, meaning that you
     cannot use the "Mu no Kyouchi" for the rest of the battle.
     When you use the Rage Explosion, the Rage Gauge does not remain full
     and will immediately begin to drain.  It will empty completely if you
     perform a Weapon Flipping Technique, but only if it hits.  If the WFT
     is blocked or misses, the gauge continues to drain.  Once the Rage
     Gauge has emptied, it will vanish for the remainder of the battle (not
     just that round).  So use this move with caution.
     One neat touch added to the Rage Explosion is that it changes the
     background when used, like those "near death" scenery changes that
     occured in SS3.  The background stays changed even after the Rage
     Explosion ends.
     This is the gauge located at the bottom of the screen (it reads "Ikari"
     in Japanese and "POW" under other language settings).  It fills up only
     when you are damaged.  When it is full, you can use your character's
     Weapon Flipping Techniques, and your Kenki Gauge increases in length.
     Below is a list of how quickly a character's Rage Gauge will fill (in
     this case, determined by Haohmaru's close standing B).  "A" is for an
     armed character, "U" is unarmed, and "A/U" means either armed or
     Hit #  Type    Name
       3     A      Enja.
       .     U      Enja.
       4     U      Charlotte, Sankuro.
       5     A      Sankuro.
       .     U      Rimururu.
       6     A      Kazuki, Rimururu.
       .     U      Gaira, Genjuro, Kazuki, Kyoshiro, Rasetsumaru.
       7     A      Basara, Galford, Gaoh, Genjuro, Mina, Tam Tam.
       .     U      Basara, Galford, Mina, Tam Tam.
       8     A      Gaira, Kyoshiro, Rasetsumaru.
       .     U      Haohmaru.
       9     A      Charlotte, Poppy, Shizumaru.
       .     U      Nakoruru, Shizumaru, Yoshitora.
      10     A      Nakoruru, Yoshitora.
      11     A      Rera.
       .     U      Jubei, Rera, Sogetsu, Yumeji.
      12     U      Kusaregedo.
      14     A      Jubei, Kusaregedo, Sogetsu, Yumeji.
       .     U      Ukyo.
      15     A      Ukyo.
       .     U      Hanzo.
      18     A      Hanzo.
      20    A/U     Suija.
      24    A/U     Yunfei.
     So, Enja's gauge fills the quickest (3 hits to max out), while Yunfei's
     takes the most (24 hits).  BTW, I should mention that I forgot to
     leave on the infinite Kenki Gauge code when I tested this (see Section
     6), so only the first blow was done at full power.  Nonetheless, since
     it was the same for every character, these results should still be
     accurate in terms of ranking (if not hits).
     It's also worth mentioning that this gauge reflects how quickly a
     character's Rage Gauge drains during Meditation (going by the chart,
     Enja's drains the fastest, and Yunfei's drains the slowest).  See
     the entry on "Meditation" for more information.
     Once your Rage Gauge is full, it remains that way for a set period of
     time, depending on the character.  It can even carry over between
     rounds if time allows.  Here is a list of times ranked by timer counts:
     Time           Character
       6            Kazuki.
       7            Nakoruru, Rimururu.
       8            Enja, Genjuro, Mina, Rasetsumaru, Shizumaru.
       9            Gaira, Hanzo, Kusaregedo, Sankuro, Sogetsu.
      10            Galford, Gaoh, Haohmaru, Poppy, Rera.
      11            Yoshitora.
      12            Charlotte, Tam Tam.
      18            Jubei.
      20            Basara, Ukyo, Yumeji.
      30            Suija.
      60            Yunfei.
     Going by the chart, Kazuki retains a full Rage Gauge for the shortest
     amount of time (six counts), while Yunfei retains it for the longest
     (60 counts).  Though I should mention that your Gauge empties on the
     count listed, so Yunfei really gets 59 counts' worth out of his full
     Rage Gauge, while Kazuki gets 5).
     When unable to attack (such as when lying on the ground or getting hit),
     press the button used for a special move rapidly after entering the
     command (i.e. qcf + tap P).  This will cause you to perform the move as
     soon as available without needing precise timing.  You can't do this too
     early, though, or the move will not come out.  An example would be
     entering f,d,df + P in air with Mina.  If you keep tapping P, she will
     do the Shinimabui no Nageki upon landing.
     If both characters perform weapon attacks at the same time, there is
     the possibility that both weapons will hit each other before or instead
     of striking a character.  In this case, both characters will move
     towards each other and a Sword Clash will occur.
     During this time, you are instructed to tap any button.  Doing so
     raises the counter above your character's head.  Whoever has the
     highest button count in 10 seconds will "win" the clash, resulting
     in their opponent's weapon being flung away.  If both people have
     the same count, they will both lose their weapons.
     The Suicide move returns from SS4.  You must be armed to perform it,
     but it can be done at any time by entering (b,f,df,d + Start).  However,
     the game's violence level must be set to 2 or 3 in order to enable the
     Suicide moves in the first place.  See section 6 for details on how to
     do this.
     When you perform a Suicide move, you will automatically forfeit the
     round, giving your opponent a win.  In SS4, doing this would fill up
     your Rage Gauge in the next round.  In SS5, the amount seems to vary
     by character.  Some characters get a full gauge, while others may get
     only half or a third.
     Below is a list of how much energy is earned by each character,
     determined by Haohmaru's close standing (B).  Obviously it will take
     less hits if you are disarmed in the next round (see the "Rage Gauge"
     entry for details).
     Hit #          Name
       0            Charlotte, Enja, Gaira, Galford, Gaoh, Genjuro, Kazuki,
       .            Kyoshiro, Rasetsumaru, Rimururu, Sankuro, Tam Tam.
       1            Basara.
       2            Mina, Haohmaru.
       3            Shizumaru, Yoshitora.
       4            Poppy.
       5            Nakoruru.
       6            Kusaregedo.
       7            Rera.
       8            Sogetsu, Jubei, Yumeji.
       14           Ukyo.
       16           Hanzo.
       19           Suija.
       27           Yunfei.
     As you can see, Charlotte and quite a few other characters are fully
     maxed out after using the suicide move (meaning they start the next
     round with it completely full), while Yunfei earns the least amount
     of Rage Gauge power from comitting suicide.
     If you perform a suicide move on the final round, you will, of course,
     lose the game to your opponent.  If you're losing pretty badly, you
     can always go out with honor (or at least spare a humiliating
     defeat). ;)
     Anyone with a Triangle Hop can fall instead of hop off the wall, but
     only under the condition that you are jumping over your opponent's head
     into the wall opposite you (you can't just jump back into the wall
     behind you).
     While doing this, hold in the appropriate direction (ub~db) and you will
     Triangle Jump.  Immediately press Slash or Kick at the same time, and
     your character will fall diagonally downward while attacking.
     Yunfei Vanish
      - kenmastersx submits this bug; if you are unarmed and perform Yunfei's
        mid-air stomp (press AC in air), Yunfei vanishes after his opponent
        is hit or is blocked.  He then reappears a short while later  in the
        same place.  Upon reappearing, you can perform an attack in mid-air
        or cancel into a mid-air move.  You can't seem to take any action
        (nor can you be hit), while you are invisible, although a character
        with an air throw can grab you at any time (in fact, using this
        glitch leaves you completely vulnerable to air throws).  Remember,
        this bug only works when you don't have your weapon equipped.
     Kusaregedo Stumble
      - Supposedly, if you pick Kusaregedo and input f + D as you land from
        a jump, the game will freeze.  The only thing that I have noticed is
        that he sometimes lands on his belly instead (looks like his forward
        roll, but he doesn't move and the ground shakes) and makes an
        exasperated sound.  Dunno what this is.
     Low-Hitting Dog
      - I had read that if you performed the Strike Heads after doing the
        Replica Dog, it would become unblockable.  That didn't seem to work.
        However, I found that if you do Galford's (df+C) just before Poppy
        hits, the move hits low (!)  In other words, a crouching character
        can block it but a standing character cannot.  This also works with
        the Machine Gun Dog.
     Pursuit Reset
      - Pick Jubei and perform a Big Pursuit when unarmed (press u + BC when
        your opponent is down).  The game will reset.
     No Damage Kick
      - Rasetsumaru's armed dashing C does no damage at all.  The unarmed
        version will injure you, however.
     (D) Button Strong Slash
      - In the following examples, pressing D will make your character
        perform a mid-air AB slash:
      - As Basara, have your opponent block or get hit by the Sashi Ashi.
        Then, hold down press D.
      - As Shizumaru, jump and use the Kosame.  Then, hold down and press D.
      - As Suija, perform the Engetsu.  Then press in any direction but
        ub~uf and press D.
      - As Yunfei perform any of the "Shichiyou" moves.  Then while falling,
        hold down and press D.
     Sleep in Mid-Air
      - Pick Mina and have your opponent go to one end of the screen.  Get
        next to them and input (qcb + C) to make Chanpuru go to sleep.  Now
        go to the opposite end of the screen and repeat the command to wake
        him up.  Normally, Chanpuru will hop backwards to your location, but
        if you input (qcb + C) again, he will fall asleep in mid-jump.
        Useless but fun.
     Kenki Gauge Drain
      - Haohmaru's standing AB slash will completely drain his Kenki Gauge
        if it misses, even if he is Raged or has used a Rage Explosion.
     Possible Mina Infinite?
      - Against Kusaregedo, with him in the far corner and Mina in the other,
        I've managed to get a 4-hit combo against Kusaregedo with repeated
        standing A attacks (the arrow will arc down and hit Kusaregedo in
        the back).  I wonder if someone with better timing than me could
        get more hits.
     Secret Win Pose
      - If you get a Perfect win in the second round with Galford, one of
        Poppy's puppies will show up and run forward, only to stumble and
        land on it's stomach.
     Costume Color Select
      - Everyone has four outfit colors chosen by A / B / C / D.  The (D)
        button ones seem to be the oddest ones (try Ukyo or Kusaregedo to
        see what I mean).
     Normally, the game does not allow you to use the Jiketsu (Suicide) move,
     and the blood in the game is white.  Here is how to do this when using
     - Go under "Game" to "NeoGeo Settings" and set the game to "Arcade."
     - At the title screen, press F11 to enter the Test Menu.
     - Choose "Setting up the Soft dip"
     - Choose "SamuraiShodown 5"
     - Go to the sixth option.  It reads "Violence/SP" if the game is set
       to English, or "Zangyaku Level" if it's set to Japanese.
     - Set that option to Level 3.  In English, you can choose "Level3/With"
       or "Level3/Without."  I don't know what the difference is, but either
       setting gets you red blood and usable suicide moves.
     - Press C twice to return to the test menu, then choose "Exit."
     - The game will start.
     Yes, this means that it is apparently not possible to enable blood
     and suicides in console mode.
     Below is a list of effects for the Debug DIP switches.  It's based off
     of the DIPs for SS4, so there may be some inaccuracies.  Anyone who can
     figure out anything I'm missing is welcome to write in.  The numbers
     are going left to right (so 2-3 is second row, third dip switch).
     [ ROW 1 ]  -------------------------------------------------------------
     1-1            <unknown>
     1-2            <unknown>
     1-3            <unknown>
     1-4            <unknown>
     1-5            Stops game timer
     1-6            Infinite life for both players
                    Character select (hold A, press D repeatedly)
     1-7            Infinite life for 1P
     1-8            <unknown>
     [ ROW 2 ]  -------------------------------------------------------------
     2-1            <unknown>
     2-2            <unknown>
     2-3            Infinite Weapon Flipping Techniques
     2-4            <unknown>
     2-5            <unknown>
     2-6            <unknown>
     2-7            <unknown>
     2-8            Infinite Rage Explosion use.
                    Used to enable secret 3rd & 4th row of dips (see below)
                    Makes characters' skin turn red.
                    Displays this list when the round ends:
                            DUEL END ##
                            DUEL RSLT##
                            WIN SCRL ##
                            BACK SCRL##
                            ENDPOSE1 ##
                            ENDPOSE2 ##
                            TMLIMIT ###
                    Not that I know what all of it means, though.
     [ ROW 3 ]  -------------------------------------------------------------
     3-1            <no effect?> Stage Select
     3-2            <no effect?> Enemy Select
     3-3            <no effect?> CPU Stop
     3-4            <no effect?> Used with 3-5.
     3-5            <no effect?> Ending Select
                    (3-4 off for bad ending, 3-4 & 3-5 on for good ending)
     3-6            <no effect?> Rensha (rapid fire) Mode
     3-7            <no effect?> "Job Meter (Shadow)"
     3-8            Displays "jdg-hit / atk-pow" menu
                    (can't figure out how to use).
     Aside from 3-8, I can't get any of these to have any effect.
     [ ROW 4 ]  -------------------------------------------------------------
     4-1            <unknown>
     4-2            <unknown>
     4-3            <unknown>
     4-4            <unknown>
     4-5            <unknown>
     4-6            <unknown>
     4-7            <unknown>
     4-8            <unknown>
     To enable the 3rd and 4th row of dips, you have to use the game's
     built-in "Hidden DIP Menu."  Here's how to do this in Kawaks:
      - Turn on dip 2-8 (go under Game > NeoGeo Settings > Debug
        dipswitches in the Kawaks menu).
      - Pause game (F3) and hold 2P Start (F2)
      - On 1P side, input D,C,B,A,D while still holding 2P Start
      - The Hidden DIP Menu will appear.
      - Press 1P Pause to exit (F3).
     When you use the character select (dip 1-6), you will cycle through
     the characters in this order:
      - Haohmaru, Nakoruru, Rimururu, Hanzo, Galford, Kyoshiro, Ukyo,
        Genjuro, Basara, Shizumaru, Gaira, Yumeji, Jubei, Sankuro,
        Charlotte, Tam Tam, Kazuki, Sogetsu.
     You'll notice that you can't pick any of the new characters, namely
     Enja, Kusaregedo, Mina, Rasetsumaru, Rera, Suija, Yoshitora, Yunfei,
     Poppy, or Gaoh.
     However, Poppy is selectable via a controller code (see below), and
     you can use Kawaks cheats to enable Gaoh (see below as well).
     Sometimes using the character select simply makes you cycle between
     two characters.  I don't know why this happens.
     You can also play as Poppy, Galford's dog.  Seriously.  To do it,
     highlight Galford and input the following code:
                    f, b, f, b, b, f, f, b, b, f + any button
     Note that if you are playing a vs. CPU game as Poppy and the second
     player joins in, you will end up using Galford for the rest of the
     game (unless you die and re-enter the Poppy code).
     [ DIP SWITCH METHOD ]  -------------------------------------------------
      - Turn on dip 1-6 (go under Game > NeoGeo Settings > Debug
        dipswitches in the Kawaks menu, or, use the hidden DIP menu
        (see "Debug Dip Menu," above).
      - Hold down the A button and press D to cycle through the characters.
        You will cycle through them in this order:
        Haohmaru, Nakoruru, Rimururu, Hanzo, Galford, Kyoshiro, Ukyo,
        Genjuro, Basara, Shizumaru, Gaira, Yumeji, Jubei, Sankuro,
        Charlotte, Tam Tam, Kazuki, Sogetsu.
     You'll notice that you can't pick any of the new characters, namely
     Enja, Kusaregedo, Mina, Rasetsumaru, Rera, Suija, Yoshitora, Yunfei,
     Poppy, or Gaoh.
     However, Poppy is selectable via a controller code (see above), and
     you can use Kawaks cheats to enable Gaoh (see below).
     [ KAWAKS CHEAT CODES ]  ------------------------------------------------
     All cheats by Eiji.  To use, put the text below in a file called
     "samsho5.dat", and put it in the "cheats" sub-directory of your Kawaks
     folder.  Then load Kawaks and run the game.  You can access the cheats
     from the "Game" menu.  Some other codes (aside from the boss codes)
     are included.
     The text is as follows:
    Name=P1 Lifebar
    Name=P1 Green Bar
    Name=P1 Red Bar
    Name=P1 Long Green Bar
    Name=P2 Lifebar
    Name=P2 Green Bar
    Name=P2 Red Bar
    Name=P2 Long Green Bar
    Name=P1 Character
    6=Senryu Kyoshiro,108323,05
    16=Tam Tam,108323,0F
    27=*Gaoh Kyougoku,108323,1A
    Name=P2 Character
    6=Senryu Kyoshiro,108322,05
    16=Tam Tam,108322,0F
    27=*Gaoh Kyougoku,108322,1A
     Translations are provided for amusement purposes only--they probably
     have a lot of errors, since my Japanese is very poor.
     BASIC TERMS  -----------------------------------------------------------
     Hikikomi                       Backstep
     Fumikomi                       Frontstep
     Hashiru                        Running
     Kinkyuu Teishi                 Emergency Stop
     Jaku / Chuu / Kyou Giri        Weak / Medium / Strong Slash
     Sude Kougeki                   Unarmed Attack
     Keri                           Kick
     Gedan Nerai Kougeki            Aiming Low Kick
     Ashibarai                      Foot Sweep
     Bougyo Kuzushi                 Guard Destroyer
     Tsukitobashi                   Pushing Away
     Hippari                        Pulling Towards
     Kuzushi Giri                   Destroyer Slash
     Meisou                         Meditate
     Tobikomi                       Hopping
     Gedan Sake                     Lower Evade
     Zenten / Kouten                Forward Roll / Backward Roll
     Fuse                           Lay Down
     Hajikikaeshi                   Defleccting
     Shinken Shiraha Tori           Serious Swordblade Catch
     Fuiuchi                        Surprise Attack
     Shou / Dai Oiuchi              Small / Big Pursuit
     Idou Okiagari                  Moving Get-Up
     Quick Okiagari                 Quick Get-Up
     Buki Tobashi Waza              Weapon-Flipping Technique
     Mu no Kyouchi                  Circumstance of Nothing
     Issen                          Flash
     Ikari Bakuhatsu                Rage Explosion
     Buki Sute Chouhatsu            Weapon Discarding Taunt
     Buki Hiroi                     Weapon Pick-Up
     Jiketsu                        Suicide
     Tsubazeriai                    Sword Clash Competition
     Sankaku Tobi                   Triangle Hop
     BASARA  ----------------------------------------------------------------
     Chisashi                       Ground Stab
     Sorasashi                      Sky Stab
     Nue Dama                       Chimera Soul
     Kage Ide                       Shadow Exit
     Tomobiki                       Trial Day
     Kage Sui                       Shadow Suck
     Zengo Idou                     Back / Forward Movement
     Kage Damashi                   Shadow Trick
     Zenpou / Suichoku / Kouhou     Forward / Vertical / Backward
     Zenshin / Zenten / Kouten      Forward / Forward Roll / Backward Roll
     Tobikomi                       Hopping
     Sashi Ashi                     Stabbing Foot
     Toukotsu Wari                  Skull Splitter
     Kagemai: Yumebiki              Shadow Dance: Dream Shot
     ENJA  ------------------------------------------------------------------
     Rikudou Rekka                  Six Posthumous Worlds Raging Fire
     Jigokudou                      Hell
     Gakidou                        Hungry Ghost World
     Tendou                         Heaven
     Enmetsu                        Destroyer Flame
     Guren Kyaku                    Foolish Rapid Kick
     Tsuika Nyuuryoku               Additional Input
     Enja Bakunetsu                 Evil Flame (Enja's) Heat Bomb
     Kakusei Chuushi                Awakening Interrupt
     GAIRA  -----------------------------------------------------------------
     Katsu!                       Scold
     Jishin Gan                   Earthquake Radius
     Tsukamuzo~                   "Grappling--!"
     Kumi-tenjou                  Latticework Ceiling
     Ishi-atama                   Stone Head (Inflexible Person)
     Shiri Mekuri                 Butt Check
     Enshin Satsu                 Circle's Center Kill
     Hyakkan Otoshi               Hundredweight Drop
     Niou Bakushin Satsu          Guardian Deva King's Exploding Quake Death
     GENJURO  ---------------------------------------------------------------
     Sanren Satsu                   Triple Rapid Slash
     Kiba / Tsuno / Rin             Fang / Horn / Phosphorous
     Touha Kouyoku Jin              Paulowina Supreme Light Wing Formation
     Ura Ouka: Ayame                Reverse Cherry Blossom: Iris
     Shizuku Jin                    Droplet Blade
     Hyakki Satsu                   Hundred Demons Slash
     Gokou Zan                      Five Lights Slash
     HANZO  -----------------------------------------------------------------
     Ninpou                         Ninja Arts
     Bakuen Ryuu                    Blazing Dragon Bomb
     Reppuu Shuriken                Gale Throwing Star
     Shizune                        Sound of Silence
     Utsusemi                       "Leave a Dummy"
     Tenbu / Chizan                 Heaven Dance / Earth Slash
     Kage Bunshin                   Shadow Duplicate
     Enbu                           Monkey Dance
     Mozu Otoshi                    Shrike Drop
     Mozu Otoshi -Hayate-           Shrike Drop -Smoothe-
     Migawari no Jutsu              Technique of Substitution
     Kuuten Geki                    Sky Turn Attack
     Shin Mozu Otoshi               True Shrike Drop
     HAOHMARU  --------------------------------------------------------------
     Ougi Senpuu Retsu Zan          Secret Whirlwind Rip Slash
     "Ougi" Senpuu Retsu Zan        Fake Whirlwind Rip Slash
     Ougi Kogetsu Zan               Secret Crescent Moon Slash
     Ougi Resshin Zan               Secret Disasterous Earthquake Slash
     Zankousen                      Steel Slashing Flash
     Sake Kougeki                   Sake Bottle Attack
     Hiougi                         Concealed Secret
     Tenha Fuujin Zan               Surpreme Heaven Sealed God Slash
     JUBEI  -----------------------------------------------------------------
     Kattotsu                       Scolding
     Retsu                          Violence
     Suigetsu Tou                   Reflection of Moon Over The Water Blade
     Nikkaku Ratou                  Double-Bladed Net Sword
     Hassou Happa                   Eight Aspects Explosive Blast
     Yagyu Shingan Tou              Yagyu Mind's Eye Blade
     Suigetsu                       Reflection of Moon Over The Water
     Souha / Tenra                  Phase Break / Heaven Net
     Zetsu                          Die!
     KAZUKI  ----------------------------------------------------------------
     Shounetsu Kon                  Scorching Hot Soul
     Saien                          Disaster Blaze
     Nashi / Hitotsu                None / One
     Futatsu / Mittsu               Two / Three
     Daibaku Satsu                  Great Self-Explode
     Enmetsu                        Destroyer Flame
     Homura Gaeshi                  Flame Return
     Boubaku: Kaen Geki             Violent Bomb: Blaze Attack
     KUSAREGEDO  ------------------------------------------------------------
     Akuryou Yobi                   Evil Spirit Summon
     Ieki Haki                      Gastric Juice Spit
     Niku Mochiage                  Meat Lifter
     Gedo no Rakuin Oshi            Gedo's Branding Iron Press
     Doro Nage                      Mud Throw
     Tobi Zutsuki                   Flying Headbutt
     Gedo no Emono Gari             Gedo's Trophy Hunt
     MINA  ------------------------------------------------------------------
     Jikyuu Shin                    Earth Bow Heart
     Tenkyuu Shin                   Celestial Bow Heart
     Shinimabui no Nageki           Shinimabui's Lament
     Sungan no Sasoi                Sungan's Invitation
     Sungan no Mukae                Sungan's Meeting
     Chanpuru, kocchioide           "You come here, Chanpuru"
     Chanpuru, oyasuminasai         "Good night, Chanpuru"
     Kajifuchi                      ?
     Umichimun no Ikari             Umichimun's Rage
     NAKORURU  --------------------------------------------------------------
     Taka ni tsukamaru              Hold onto eagle
     Oriru                          Falling
     Taka tsukamari kougeki         Eagle holding attack
     RASETSUMARU  -----------------------------------------------------------
     Senpuu Retsu Zan: Setsu        Whirlwind Rip Slash: Temple
     Senpuu Ha                      Whirlwind Wave
     Nagi Yaiba                     Calm Blade
     Gouha                          Strength Break
     Shitatari                      Death Curse
     Tenha Dankuu Retsu Zan         Heaven Supreme Sky Sever Rip Slash
     RERA  ------------------------------------------------------------------
     Ookami ni noru                 Ride a wolf
     Ookami nori kougeki            Wolf-riding attack
     Oriru                          Falling
     Bunshin Kougeki                Separation Attack
     RIMURURU  --------------------------------------------------------------
     Nidan Jump                     Two-Part Jump
     Atama / Ashi                   Heat / Foot
     KYOSHIRO  --------------------------------------------------------------
     Oo Tsunami                     Big Tsunami
     Kaiten Kyokubu                 Monumental Task Recicitative Dance
     Kaen Kyokubu                   Blazing Recicitative Dance
     Choubi Jishi                   Prancing Lion's Tail
     Choubi Jishi: Ranshin          Prancing Lion's Tail: Lunatic
     Gama Jigoku                    Hell Toad
     Chikemuri Kuruwa               Spurt of Blood Melodic Wheel
     Aragotoshi Kyoshiro            Ruffian Role-Playing Kyoshiro's
     "Chiniku no Mai"               "Blood and Flesh Dance"
     SHIZUMARU  -------------------------------------------------------------
     Hitou-ryuu                     Scarlet Sword Style
     Kirisame Jin                   Drizzle Blade
     Hisame Gaeshi                  Hail Return
     Baiu Ensatsu Jin               Rainy Season Circle Slash Formation
     Samidare Giri                  Early Summer Rain Slash
     Shigure                        Shower In Late Autumn
     Kosame                         "a light rain"
     Raiu                           Thunder Storm
     Chakuchi                       Alight (to ground)
     Ichidan / Nidan                Level 1 / Level 2
     Sandan / Yondan                Level 3 / Level 4
     Kyouraku Zan                   Insane Drop Slash
     Amanagare Kyouraku Zan         Pouring Rain Insane Drop Slash
     Kinjite                        Forbidden Hand
     Bouu Kyoufuu Zan               Exploding Rain Raging Wind Slash
     SOGETSU  ---------------------------------------------------------------
     Fuzuki                         Floating Moon
     Fuzuki Sousui                  Floating Moon - Water Manipulation
     Gekkou                         Moonlight
     Tsukigakure                    Hiding Moon
     Shouha: Fuugetsu Zan           Erasing Wave: Nature's Beauty Slash
     SUIJA  -----------------------------------------------------------------
     Shizuki                        Death Moon
     Shougetsu                      Flying Moon
     Getsurin Ha                    Moon Wave
     Engetsu                        Crescent Moon
     Kuuchuu Idou                   Mid-air Movement
     Tenshou: Suichuu Ha            Ascension: Water Pillar Wave
     UKYO  ------------------------------------------------------------------
     Hiken Tsubame Gaeshi           Concealed Sword: Swallow Return
     Hiken Sasameyuki               Concealed Sword: Small Snowflakes
     "Hiken" Sasameyuki             Unconcealed Sword: Small Snowflakes
     Hiken Oborogatana              Concealed Sword: Gloom Sword
     Tsubame Rokuren                Six Continuous Swallows
     YOSHITORA  -------------------------------------------------------------
     Ichi no Tachi: Nadeshiko       1st Long Sword: Pink (Flower)
     Ni no Tachi: Shirayuri         2nd Long Sword: White Lily
     San no Tachi: Botan            3rd Long Sword: Tree Peony
     Yon no Tachi: Tsubaki          4th Long Sword: Camellia
     Go no Tachi: Asagao            5th Long Sword: Morning Glory
     Roku no Tachi: Yuugao          6th Long Sword: Moonflower
     Nana no Tachi: Yuchouka        7th Long Sword: Floating Butterfly Flower
     Aoi                            Hollyhock
     YUNFEI  ----------------------------------------------------------------
     Tenki Shichiyou                Profound Secret Weekdays
     Tsuki / Hi / Mizu              Monday / Tuesday / Wednesday
     Ki / Kin / Do / Nichi          Thursday / Friday / Saturday / Sunday
     Tenmou Konji                   Sky Fierce Gold Fly
     Zenpou / Kouhou                Forward / Backward
     Ten'i Daihou                   Imperial Majesty Great Protection
     Tenkoku Houra                  Sky Wail Seal Net
     Tensatsu Daisai                Sky Slash Great Age
     Tensui Choukon                 Sky Comet Leap Fall
     Tenkai Unri                    Sky Charge Cloud Reverse
     SANKURO  ---------------------------------------------------------------
     Sushi                          Sliced Fish
     Goshichi                       Five Seven
     Ippachi                        One Eight
     Fuyo                           Two Four
     Hajiki                         Gun
     YUMEJI  ----------------------------------------------------------------
     Shin Musou Ittou-ryuu               Divine Dream Sword
     Kagerou                             Heat Haze
     Sasameyuki: Sen                     Small Snowflakes: Flash
     Yagyu Shingan Tou: Souha            Yagyu Mind's Eye Blade: Phase Break
     Ougi Kogetsu Zan                    Secret Crescent Moon Slash
     Ninpou Mozu Otoshi                  Ninja Arts: Shrike Drop
     Sanren Satsu (Rin)                  Triple Rapid Slash (Phosphorous)
     Choubi Jishi                        Prancing Lion's Tail
     Yon no Tachi: Tsubaki               4th Long Sword: Camellia
     Rupush Kamui Weisan Pekoru (Ashi)   Rupush Kamui Weisan Pekoru (Feet)
     GAOH  ------------------------------------------------------------------
     Ibushi Miyabe                  Elegant Smoulder
     Kabuto Goma                    Helmet "Spin Like a Top"
     Imi Kagura                     Detestable Music Dance
     Oborobayashi                   Gloom Orchestra
     Kurogane Kudaki                Iron Smasher
     Naraku Boe                     Hades Howling
     ANKIOU  ----------------------------------------------------------------
     Yomi Yashiro                   Hades Shrine
     Tenpa Kassatsu                 Supreme Heaven "Life or Death"
     - "Tenpa kassatsu!" is what Ankiou says during the Yomi Yashiro.
     Thanks for reading.
     SSZ / SS5 FAQ v0.8                   Copyright 2003-2004 Chris MacDonald

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