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    Kisarah by KesoCircle

    Version: 2.0 | Updated: 11/15/05 | Search Guide | Bookmark Guide

               N E O G E O    B A T T L E    C O L I S E U M
                   K I S A R A H    W E S T F I E L D
    A Simple Guide To Playing Kisarah Westfield in Neo Geo Battle Coliseum
    VERSION 2.0
    Big corrections on move names and properties, particularly official names of
    Kisarah's follow-ups (Rhythmic Bound, Rhythmic Kick, Happy Presser) and low
    reversal property of Hearty Brandisher Type D.
    VERSION 1.0
    At last! After several hurdles writing this FAQ in the format that GameFAQs
    wants, it's now published!
    Thanks for reading my first ever FAQ for a game. I hope that you like reading
    this (and learn a lot as well) as much I did while writing it.
    Not much legal issues about this thing. It's OK to borrow the contents of this
    character FAQ (Post it on a website or a forum OR print it in game magazine -
    the HELL I care! I'll even be prouder hehehe...)
    But hey, if you're gonna post it somewhere else, just acknowledge all (not just
    me) the people and groups/forums who contributed in making this FAQ possible and
    where you got it. (Of course, it's GameFAQs - the best source for gaming info!) 
    Always remember, Plagiarism is VERY BAD. I spent weeks researching, testing and
    writing this so please, don't claim this work to be yours. It took me weeks to
    publish it and it would just take a simple and little note to credit me and
    those who helped in the process.
    "What goes around comes around. It's called karma."
    By the way, I tried my best to test and document all the features and moves but
    this FAQ is not yet error free. There might still be many corrections (as well
    as typos) to this so please bear with me. I'll try my best to make as much
    improvements to this once I have again ample time to write.
    NeoGeo Battle Coliseum, Kisarah Westfield and all other characters and system
    features mentioned are intellectual properties of SNK Playmore.
    Unpublished work Copyright (c) 2005 Jessie Mendoza aka Keso Circle,
    Greatest Poet Of The Constellation Cygnus 
    T A B L E    O F    C O N T E N T S
    - Who in the world is Kisarah Westfield?!
    - Why use Kisarah Westfield?
    - Button Conventions
    - Joystick Conventions
    - Basic System Conventions
      - Tag Off
      - Fallbreaker
      - Body Toss Attack
      - Body Toss Escape
      - Step
      - Run
      - Backstep
    - Special System Conventions
      - Tactical Step
      - Guard Cancel Step
      - Guard Cancel Switch
      - Normal Double Assault
    - Other System Features
      - Healing
      - Auto-Charge
      - Hyper Charge
      - Super Cancelling
      - Counter-Wire
      - Guard Crush
      - Cross-Up Attacks
      - Wake-Up Attacks
    - Arcade Mode
      - Survival Match
      - Boss Stage
    - Versus Mode
    - Bonus Options
    - Life Bars
    - Timer
    - Power Meter
    - Double Assault Signal
    - Why is Kisarah in NeoGeo Battle Coliseum?
    - Kisarah Westfield's Slum Book
    - Fighting Guide
      - Command Conventions
      - Move Properties and Effects
      - Attack Chart
      - Moves Description and Analysis
      - Strategy and Comments
      - Sample Combos and Cancels
    - Other Info about Kisarah and NBC in general
    - How to submit corrections to this FAQ
    - What's missing from Aggressors of Dark Kombat about Kisarah?
    - What's Missing from other SNK games?
      (and probably would have been nicer if included in NBC)
    I N T R O D U C I N G   K I S A R A H   W E S T F I E L D 
    Kisarah is one of the first female characters created by SNK. (Athena was the
    very first according to most SNK "historians".)
    First introduced as the uniform-wearing high school girl in the non-conventional
    side-scroller fighting game "Aggressors of Dark Kombat" (ADK) back 1994/1995,
    she was the only female character in the said game. However, she did stand-out
    to most of her male counter-parts in the game in terms of wacky moves but quite
    effective gameplay.
    And now, the prayers of her fans (including ME) had been answered. She has been
    reinvented by Playmore and featured once again in NeoGeo Battle Coliseum!
    Once again, she's here to ROCK!
    Kisarah is a high school girl. Everyone loves a high school girl.
    Admit it.  So that's really it.
    Enough crap.
    First of all, I'm a BIG fan of Kisarah Westfield. She was the first character I
    used when NeoGeo Battle Coliseum was released.
    Kisarah may not be top-tier but she is really really fun to use. She does have a
    cute sprite and has cute moves. But it doesn't end with her cute sprite and
    animations. Overall, she's a bit of a technical character and has lots of mind-
    games moves in her arsenal. If you want to play a technical character without
    getting bored, you can try using her.
    And there's a better reason behind writing this FAQ.
    Kisarah is the only character from Aggressors of Dark Kombat (ADK) that has been
    resurrected in another game. There's another character on that game that's also
    in here and it's Fuuma. However, Fuuma was first known on another game called
    World Heroes where he was a main character.
    Most gamers right now might not know who she is and from what game she came.
    Aggressors of Dark Kombat was indeed a very good fighting game because it was
    one of the first to introduce the Run command in a fighting game (either it's
    the first or World Heroes 2 preceded it) and the very first fighting game to
    introduce counter attacks, grounded moves and lots of other great properties and
    effects for moves
    The game itself, although very wacky because of the character's moves especially
    her, plays great with it's very technical system.
    Unfortunately, most gamers of that time leaned towards the simplicity of other
    fighting games. (I won't name them but we all know what they are.) ADK didn't
    become much of a hit compared to those other simple fighting games. World Heroes
    was not much of a hit either but at least, there were sequels made after. (I was
    able to play all of them in the arcade... Yeah, I'm an old gamer.) But too bad
    for ADK, the whole game was shelved.
    And now, Ms. Westfield is back. She may sound obscure from the fighting game
    world now but she's back to reclaim the glory that she and her old game was
    supposed to have during it's day.
    This FAQ is a tribute to both a great game from the past that may had influenced
    better games that we're playing today and the joy that arcade once brought to us
    N E O G E O   B A T T L E   C O L I S E U M   S Y S T E M 
    Before we proceed with learning how to use Kisarah (EFFECTIVELY, I hope), let's
    have first a review on how to play NeoGeo Battle Coliseum.  This part gives you
    detailed information on how NeoGeo Battle Coliseum plays. Like any fighting game
    NeoGeo Battle Coliseum has, of course, it's very own button, joytick and system
    conventions, as well as features to make gameplay more fun.
    [Button Conventions]
    START   Provocation/Taunt
    A       Weak Punch/Weak Attack
    B       Weak Kick/Strong Attack
    C       Strong Punch/Fierce Attack
    D       Strong Kick
    E       Tag Off
    [Joystick Conventions]
    [Basic System Conventions]
    These moves don't require you to meet special requirements to perform.
    TAG OFF                  press E
    - This is like the Tag feature introduced in Kizuna Encounter where you call the
    partner character to replace the current fighting character. But unlike in the
    game mentioned (where there's an indicator on when you can already tag), you can
    use it here anytime you want.
      Just like in the mentioned game, a character that has been tagged back in the
    background slowly heals the Recoverable Life after a few "minutes" in the Timer.
      However, there is a the lag animation before and after the partner character
    comes in (like in King Of Fighters 2003), leaving both characters prone to being
    FALLBREAKER              press AB before getting knocked down
    - This is the same command from King Of Fighters (KOF) and Capcom Versus SNK 2
    (CVS2) that allows your character to roll safely to ground on neutral position
    instead of getting knocked down if you get hit while on mid-air. Of course, the
    faster you recover to the ground, the faster you will able to fight back and
    attack your opponent.
      It usually works after getting hit by some moves (eq anti-air, projectiles)
    while on mid-air but still doesn't work for some attacks (especially Supers).
      Character has immunity to attacks during the animation of this move until it
    reaches the ground.
    BODY TOSS ATTACK         (near) b/f + CD
    - This is your basic grab attack. ALL characters have one and some have special
    properties/effects/features (eq Nakoruru, Geese).
    BODY TOSS ESCAPE         CD during BODY TOSS ATTACK pre-animation
    - This move allows your character to cancel the initial grab animation of your
    opponent's Body Toss Attack and push (but NOT knock) opponent away. This is a
    good way to start a counter-offensive on opponent (especially on the abused
    Tactical Step>Body Toss Attack combo) but it still depends on how fast your
    character recovers (some recover faster than others).
    STEP                     Tap f twice
    - This is the same command from SNK Versus Capcom that allows your character to
    do a short dash/step that can be easily cancelled to an attack. In SNK Versus
    Capcom (SVC), this feature was commonly used as a mind-game for opponent to
    whether block your attack or get ready to perform the Body Toss Escape if in
    case you used a Body Toss Attack. However, it's not immune to attacks. See NOTE*
    RUN                      Tap f, Hold f, tap b or N to cancel
    - This is the same command from King Of Fighters (KOF)/Capcom Versus SNK 2
    (CVS2) that allows you character to do a continuous dash. A very good
    starter for rush combos and pressure tactics (especially in the corner). But be
    careful - this can also leave your character prone to attacks once cancelled by
    moving lever to Neutral or Guard positions. It seems to work better with normals
    and command moves than with special moves. some characters can also evade some
    "high/standing" attacks when they run (especially those who dash crouching).
    See NOTE*
    BACK STEP                Tap b twice
    - This is the same command from King Of Fighters (KOF)/Capcom Versus SNK (CVS)
    that makes you hop away from opponent. This most often evades LOW attacks. This
    can be also cancelled to some aerial attacks. However, you are still prone to
    being attacked (especially by "pokers"). See NOTE*
    NOTE* These moves work different for the Jin brothers (Chonrei and Chonsu). They
    don't dash, run or backstep; they slide forward/backward (just like in the Real
    Bout Fatal Fury series).
    [Special System Conventions]
    These moves require you to meet special requirements to perform.
    TACTICAL STEP            press AB
    - This move is available at the cost one-half (1/2) power stock. This is like
    the Roll feature from King Of Fighters (KOF)/Capcom Versus SNK (CVS) that allows
    your character to shortly roll forward to avoid most types of attacks. But in
    here, this move also makes you immune to throws/grabs (unlike in KOF/CVS) while
    still being able to cancel the animation to an attack. However, it's still not
    immune to seism attacks like in the games mentioned. In SNK Versus Capcom (SVC),
    this feature was commonly used as a mind-game for opponent to whether block your
    attack or get ready to perform the Body Toss Escape if in case you used a Body
    Toss Attack.
    GUARD CANCEL STEP        Tap f twice during Guard
    - This attack is available at the cost of one power stock. This is the same
    feature from SVC that allows your character to cancel its guard to make a Step
    (yup, not a Tactical Step) that can be cancelled to an attack. However, Do not
    attempt to perform this and cancel to an attack when blocking a multi-hitting
    move from opponent unless you're sure that your cancelled attack launches
    quicker than opponent's next hit.
    GUARD CANCEL CHANGE      E during Guard
    - This attack is available at the cost of one power stock. This new feature
    makes your character perform a reversal attack that knocks opponent far away
    then immediately tags to partner character. Very very useful when you want to
    Tag Off because your present character's Current Health is already low (if you
    want be on the defensive) or your partner character is already "H-charged" (that
    is, if you want now to play VERY OFFENSIVE). However, there is still a lag
    animation before the partner character comes in, still leaving both characters
    (yup) prone to being attacked like the Tag Off move. DO NOT attempt to perform
    this when blocking a multi-hitting move from opponent unless you're sure that
    you recover quicker to block opponent's next hit (eq Mizuchi's double pillar
    - This attack is available whenever the Double Assault Signal already flashes.
    This new feature allows the partner characters to perform a generic tag-team
    combo on opponent that does very minute damage to Current Health (Yellow Life
    Bar) but does great damage on Recoverable Health (Red Life Bar). This also
    initiates the "special timer" for Hyper (H) Charge activation. It's very
    important to use this move often if you're aiming for a Special Ending (see
    Game Progression and Game Metrics sections for more details).
    [Other System Features]
    - If you played Marvel Versus Capcom, Tekken Tag Tournament and Kizuna Encounter
    the Life Bar in NBC works like in the games mentioned where there are two parts:
    Current (Yellow) and Recoverable (Red). Current indicates how much damage you
    can take before your character loses whereas Recoverable indicates how much life
    can be healed.
      Healing the Recoverable Health doesn't immediately start after a character has
    been tagged back in the background - it takes about 5 "minutes" in the Timer
    before it starts.
      Some characters can even heal beyond the Recoverable Health but that is by
    using special moves. They are Shiki, Athena, Marco and the Jin Brothers. In the
    case of Nakoruru, she doesn't only heal Recoverable Health - she can actually
    add more Recoverable Health and heal the Current Health up to the previous
    Recoverable Health.
    - If you played King Of Fighters Neowave, this feature resembles the Max2 Power
    Meter that automatically fills itself. Here, this feature automatically (but
    shortly) fills up power meter, allowing you to gain one power stock even without
    doing any move or just remaining in neutral position.
      This feature is triggered if player hasn't switched characters for about 10
    "minutes" after Double Assault Signal starts flashing.
      An "A-Charged" character remains on this state even if you get hit but it
    stops once you Tag Off or round ends (with a win or a time-over), perform a
    Guard Cancel Switch or Double Assault, or after around 10 "minutes".
      This feature needs a lot of further research and exploration.
    - If you played Aggressors of Dark Kombat, this feature resembles the GanGan
    "moment" where the character life bar flashes, hit and block damage increases,
    and Super becomes available. Here, this feature causes the character's Current
    Health to flash and increases the three character aspects (damage, speed and
    defense) by about 1.25 - 1.5. During the brief period, the character can deal
    greater damage hit, block and guard damage (especially from Supers and Double
    Assaults), can combo/cancel faster decreasing the chances of opponent from
    recovering and can take minimal damage from opponent's attacks (Yeah!) - with
    the exception of Supers (Aww...).
      This feature is triggered about 10 "minutes" after the special timer has been
    activated by a "hit" Double Assault - on the character who's on the background
    when the Double Assault hits. Regardless of whether the character is still in
    the background or already back in the battle, the "H Charge" signal shows on the
    character's life bar. If the character becomes "H-charged" while still on the
    background, it would remain in that state until it's tagged into battle.
      An "H-Charged" character remains on this state for around 10 "minutes" once
    it's tagged to battle, regardless again if it's tagged back and forth to battle
    and background or gets hit. Hyper Charge can also pass on to the next round
    stage but not on to the next stage.
      This feature also needs a lot of further research and exploration.
    - Same as in most SNK games, specific moves can cancel to a Super regardless
    whether prior move hits or gets blocked. If a Super Cancel has been performed,
    the character sprite flashes red briefly during the Super Cancel animation. All
    characters have moves that they can Super Cancel but NOT ALL Super Cancel moves
    can connect the Super even if move prior the Super Cancel hits opponent. In King
    Of Fighters (KOF), Super Cancelling requires you to have another power stock to
    cancel but here, it's free so use it everytime you can.
    - Same as the feature first introduced in KOF 20001 and also featured in Rage of
    the Dragons, some specific moves can counter-hit an opponent's attack, making
    opponent fly to and bounce from the wall, and allowing further follow-ups. This
    feature is available on most characters who don't have "launching" attacks. (So
    far, with the exception of K'. Some moves documented having this feature include
    K's One Inch [f + A], Ai's Whirlwind Fist [f + C] and Baseball Stars/Baseball
    Stars Professional [qcb + A, qcb + C respectively], Hanzo's [f + C] and Fuuma's
    [hcb + A/C] (done far from opponent), and Mai's Benitsuru no Mai [df + B] (if
    only the 2nd hit counter-hits opponent).
    - Same as in most fighting games, this event usually happens after blocking a
    Guard Crush move or a consecutive number of hits/attacks. Once triggered, a
    character briefly loses guard, leaving it open to opponent's quick attacks.
      The Guard Crush meter is just a small bar below the life bar of the 2nd
      However, a Guard Crush rarely (as in rarely) happens in this game unlike
    in other SNK games (eq KOF).
    - Some moves only work against opponent when used a cross-up. That means the
    opponent has to block on a "forward" direction instead of the usual guard
    performed by holding "back".
      They are usually performed after a jump above opponent. Samples of these are
    Iori's (air) b + B and Lee's (air) b + D.
      However, some moves can work as a cross-up when it connects to (and eventually
    hits) opponent at a certain angle or shortly behind it. This may even appear as
    non-blockable in some instances. Samples of these are Mai's [air d + B] and [air
    d + D], Shermie's [air qcb + B/D], Asura's [upc + B/C/D] and Kisarah's Rhythmic
      Do you know cross-up plays a lot here in this game? It has been reported that
    all characters here can do a cross-up - either using an aerial move (like Lee
    and Iori) or an instance (Mai, Shermie,Asura, Kisarah) - and this would make
    NBC gameplay more aggresive.
      This feature also needs a lot of further research and exploration.
    - It's not yet confirmed if wake-up from a knockdown can be delayed just like in
    Capcom Versus SNK 2 (CVS2) but same as in the game mentioned and in King Of
    Fighters (KOF), some moves can be performed while on knockdown state to allow
    your character to recover more offensively and oftentimes surprise unsuspecting
    opponent (especially grapplers). All wake-up attacks are special moves, most of
    them anti-air moves.
    G A M E   P R O G R E S S I O N
    There's Arcade Mode (you versus CPU) and Versus Mode (you and human challenger).
    [Arcade Mode]
    Like any other fighting game, characters start with
    - full Life Bar
    - empty Power Meter
    - complete time (set on 300:00:00) / 300 "minutes"
    Then it has two parts, namely
    - Survival Match
    - Boss Stage
    Game runs on SURVIVAL MODE before fighting the boss. You start on next match/
    stage with remaining life (Current with healed Recoverable) for both characters,
    as well as remaining time and Power Meter accumulated, from the previous match/
    stage. You lose the game once ONE character loses all its health against CPU.
    A Time-out makes you fight a boss (Mizuchi, Neo-Dio, King Lion/Shishio and the
    true boss, Goodman). Here's the criteria:
    - GOODMAN, head of Warez (the real boss of this game)
       > defeat at least eight (8) teams
       > use Double Assault at least six (6) times
       > don't use any bonus option
       > average of the two character's health should be at least 50% of a full
         Life Bar
       > and of course, don't use a continue before you get to the Boss Stage
    - KING LION/SHISHIO (boss of Savage Reign/Kizuna Encounter)
      > defeat at least six (6) teams
      > don't hit with a double assult
      > pick only one (1) bonus option
      > and of course, don't use a continue before you get to the Boss Stage
    - NEO-DIO (boss of World Heroes 2/Perfect)
      > defeat at least six (6) teams
      > use Double Assault at least four (4) times
      > pick at least two bonus options
      > and of course, don't use a continue before you get to the Boss Stage
    - MIZUCHI (other form of Orochi, boss of King Of Fighters 97)
       > criterias above not met
    NOTE *You'll end up with Mizuchi even on your second stage if you really fight
    s~l~o~w (";)
    After a time-over, you meet and fight a boss. You start again with
    - full Life Bar
    - empty Power Meter
    - complete time (set on 120:00:00)
    To win, either you
    - KO the boss (ALL health depleted)
    - Sum of remaining life (Current and Recoverable) for both characters should be
    greater than to that of Boss in the event of a time-over.
    All bosses can automatically recover their Recoverable Health while fighting
    (unlike normal characters  who only recover while on the background) so it is
    best to chip off as much damage to boss and use Double Assault whenever you
    can (if you're SO LUCKY to get it to hit them!)
    [Versus Mode] (against human challenger)
    Like any other game (Fighting and RPG), characters start with
    - full Life Bar
    - empty Power Meter
     - complete time (set on 160:00:00) / 160 "minutes"
    To win, either...
    - BOTH characters of opponent gets defeated KO'd (All health diminished)
    - Sum of remaining life (Current and Recoverable) for both characters greater
    than to that of opponent in the event of a time-over
    [Bonus Options]
    For every three matches completed (no time-over)/stage cleared, you get an
    option to pick a bonus. You also have the option not to take any (No Bonus) if
    you're aiming for the Special Ending (see Gameplay section again for details
    and NOTES).
    An option can be only picked once (except for No Bonus). Available options are:
    - No Bonus
      > as the option implies, does nothing
    - Recover Health
      > adds around 1/3 full of full health on both your characters' Life Bar
    health after completing a stage)
    - Recover Power Meter
      - start in Max / Level 3 for Power Meter
    - Recover Time
      > adds around 30 "minutes" on remaining time
    G A M E   M E T R I C S
    Game metrics play a lot of importance here in this game. Overall, NeoGeo Battle
    Coliseum also plays like an RPG because unlike in other fighting games where you
    mainly concentrate on just defeating your opponent, you HAVE TO mind also your
    metrics. This game runs on Survival Mode making gameplay faster than usual so
    you really have to prioritize each metric.
    [Life Bars]
    - Shown at the top of the screen
    - For me, this should be your second most important metric (then what's first?)
    - Indicates how much life each of your characters still have. It has two parts:
      > Current Health (Yellow Life Bar)
         - Indicates how much damage can character still take
      > Recoverable Health (Red Life Bar)
         - Indicates how much health can be replenished
         - Heals slowly once character is in the background (not fighting)
    - Getting hit or blocking a special move causes damage to both your Health bars
    - You really have to watch this metric if you're aiming for a Special Ending
      (see Game Progression Section again for details)
    - Shown at the top middle of the screen, in between Life Bars of characters and
    - For me, this is The MOST IMPORTANT METRIC
    - Indicates how much time player has to fight teams
      > The more time you have, the more teams you can fight against with (and the
        more, of course,
         you will enjoy playing the game) and in relation to this...
      > The more teams you defeat, the more chances you get to the real boss for a
        Special Ending (see Game Progression section again for details)
    - Remember? Time over in this game means it's check-up time with the Doc err...
      Nasty Bosses
    [Power Meter]
    - Shown at the bottom of the screen
    - Third important metric (a tie with Double Assault Signal)
    - Indicates how much power player has to perform certain moves and features
      > Gray [Level 0 < 1]
         - Level 0.5 moves can be performed once this bar reaches at least half
      > Blue [Level 1 < 2]
        - Level 0.5 moves and Level 1 Supers can be performed
        - Special System Conventions during Guard can be also performed
      > Orange [Level 2 < 3]
        - Level 0.5 moves and Level 1/2 Supers can be performed
         - Special System Conventions during Guard can be also performed
      > Red [Max / Level 3]
         - Level 0.5 moves and Level 1/2/3 Supers can be performed
         - Special System Conventions during Guard can be also performed
    - To fill power meter, you can either
      > perform any move or attack (but a "hit" increases Power Meter greater)
      > get hit by or try to block opponent's moves
      > wait for it to be automatically filled up by Auto (A) Charge
    - Usage of this meter is not a requisite to get to the bosses
      (but most likely, you'll use it!)
    [Double Assault Signal]
    - Shown above the Power Meter
    - Third important metric (a tie with Power Meter)
    - Indicates if player can now perform normal/Special Double Assault
    - Important in preventing opponent's character from further healing
      > Double Assault helps chip away most of Recoverable Health (Red Life Bar)
    - You have to use this as often as you can if you want a Special Ending
      (see Game Progression Section again for details)
    NOTE * Of course, a blocked Double Assault is NOT counted when you're aiming to
    meet the criteria for a special boss (Neo-Dio, King Lion/Shishio, Goodman)
    And NOW, to our main dish...  
    K I S A R A H   W E S T F I E L D   I N F O 
    In Kanto, no one doesn't tremble upon hearing the name of the MAN.
    However, Joe, known as the "Red Leopard of Kanto" in the east side of Japan, has
    been missing for three months.
    Kisarah arrived in Japan after she heard the news but regardless of where they
    looked, they all couldn't find a trace of Joe.
    "XXX, where is Joe?!"
    "Completely missing... But before he vanished, heard he appeared in the Battle
    Coliseum... How the...? Kisarah?"
    Without a word, Kisarah already left and disappeared as well.
    "Wait for me Joe! You're my boyfriend!"
    An innocent high school girl. In for a big struggle at Battle Coliseum!
    "Joe, you didn't make a mistake."
    -------------------------------end of story-------------------------------------
    (Derived from the official Japanese story and some Chinese translations)
    Well, it seems like it's "High School Girl To The Rescue!".
    NAME                KISARAH WESTFIELD
    Game Appearance     Aggressors of Dark Kombat (ADK) / GanGan
                        NeoGeo battle Coliseum (NBC/NGBC)
    Fighting Style      Self-made defense technique
    Age                 17
    Birthdate           January 7
    Birthplace          England
    Blood Type          B
    Height              161cm
    Weight              47kg (she says it's her weight but not really known)
    Vital Stats         85/57/87 cm
    Likes               Studying (Good girl)
    Dislikes            Evil
                        Insects (praying mantis, spider, fly, mosquito, flea, louse)
    Important thing     ??? (just three characters, is it a name? JOE?)
    Favorite Food       Steamed bun
    Special Skill       E-mail speed-typing
                        Playing bass guitar (whoa!)
    Intro Music         "Happy GANGAN marches"
    [Command Conventions]
    As usual, basic command conventions first before the movelist.
    Oldies err... certified gamers can already skip this part.
    qcf (quarter-circle forward/hadouken)
    - down, down-forward, forward / d, df, f
    qcb (quarter-circle back motion)
    - down, down-back, back / d, db, b
    hcf (half-circle forward)
    - back, down-back, down, down-forward, forward / b, db, d, df, f
    hcf (half-circle back)
    - forward, down-forward, down, down-back, back / f, df, d, db, b
    upc (uppercut motion/shoryuken)
    - forward, down, down-forward / f, d, df
    ruc (reverse uppercut/shoryuken)
    - back, down, down-back / b, d, db
    rotate 360
    - rotate lever counter-clockwise (right-facing player)
    hold (direction) then (new direction)
    - charge for at least 2 seconds then tap to new direction
    hold (button)
    - hold button for at least 3 seconds
    - perform near opponent
    - some can be as far as two sprites away
    (air) "before command"
    - perform command in mid-air/during jump
    - some moves might be required to be done during, before or after peak of jump
    (air) "after command"
    - this move can be also performed in mid-air/during jump
    move (direction)
    - this move can be controlled to where it goes/hits
    [Move Properties and Effects]
    [C]  Cancel/Combo move
    - This move can cancel/combo "from" and/or "to" other moves.
    [SC] Super Cancel move
    - This move can cancel to a Super move.
    [O]  Hits Overhead
    - This move can still hit crouch-blocking opponents.
    [L]  Hits Low
    - This move can still hit stand-blocking opponents.
    [G]  Hits Grounded
    - This move can hit an opponent lying on the floor.
    [S]  Seism Attack
    - This move can still hit stand-blocking opponents
    - This must be crouch-blocked or jumped over.
    - In the case of Asura's [qcb,qcb + C], you really have to jump.
    [N]  Non-blockable Attack
    - This move can still hit blocking opponents.
    [X]  Cross-up attack
    - This should be blocked the reverse way (hold forward instead of back)
    - This move can sometimes cross-up if placed properly
    [W]  Wake-Up attack
    - This move can be performed while on knockdown state
    - It usually cancells any start-up animation in the process
    [A]  Has Auto-guard
    - This move has a frame/part of move that can briefly block attack then proceeds
    with the rest of animation. Of course, character takes in block damage.
    ***********************Other properties to be researched************************
    <KD>    Knockdown attack
    - This move knocks down opponent whether it hits on ground or mid-air.
    <LA>     Launching Attack
    - This move allows juggle on opponent before it gets knocked down. Doesn't allow
    opponent to perform a Fallbreaker.
    <SA>     Stun Attack
    - This move can stun your opponent (briefly or for a longer period), allowing
    further attacks.
    <CW>   Counter-Wire move
    - This move allows juggle on opponent during recoil from wall before it gets
    knocked down if it counter-hits opponent's attack. Doesn't allow opponent to
    perform a Fallbreaker.
    <SS>    Switches sides
    - This move changes sides between you and opponent.
    *************************Other effects to be researched*************************
    [Attack Chart]
    First of all, here's a simple Kisarah attack chart  
    NAME                         COMMAND                       PROPERTIES/EFFECTS
    Normal                       Far Standing A                [C]
    Normal                       Close Standing A              [C]
    Normal                       Far Standing B                [C]
    Normal                       Close Standing B              [C]
    Normal                       Far Standing C                [C]
    Normal                       Close Standing C              [C]
    Normal                       Far Standing D                [C]
    Normal                       Close Standing D              [C]
    Normal                       Crouch A                      [C][L]
    Normal                       Crouch B                      [C][L]
    Normal                       Crouch C                      [C]
    Normal                       Crouch D                      [C][L]<KD>
    Normal                       Jump A                        -
    Normal                       Jump B                        [C][O]
    Normal                       Jump C                        -
    Normal                       Jump D                        [C][O]
    Normal                       Normal Double Assault         <KD>
    Swearing Smash               (near) b/f + CD               <KD>
    Round Heel Kick              f + D                         [C]<KD>
    Snapping Stamp Kick          b + D                         [C]<KD>
    Hip Bazooka                  qcf + A/C                     [C][O]<KD><SS>
    Rhythmic Bound               A/B/C/D after Hip Bazooka     <SS>
    Rhythmic Kick                A/B/C/D after Rhythmic Bound  [SC][O][X]<SS>
    Cheerleader Kick             qcf + B/D                     [SC]<LA>
    Cutie Rainbow                upc + B/D                     [SC][W]<KD>
    Happy Presser                upc + B/D (same) on 1st hit   <KD>
    Hearty Brandisher Type A     qcb + A                       [C][O]<KD>
    Hearty Brandisher Type F     qcf + A after HBS Type A      <KD>
    Hearty Brandisher Type B     qcb + B                       [C][L][W]<KD>
    Hearty Brandisher Type C     qcb + C                       [C][O][A]<SA>
    Hearty Brandisher Type D     qcb + D                       [C][L]<KD><SA>
    Vaulting Over                (near) hcb,f + A/C            [SC]<SA><SS>
    Splash Air Dance             qcf,qcf + B/D (air)           [C][A]<KD>
    Jealousy Bomber              (near) hcf,hcf + A/C          [C][N]<KD>
    You see , she can actually chain most moves. We just have to figure out how and
    where to connect them.
    [Moves Description and Analysis]
    Command     : Far Standing A
    Description : Kisarah does a jab punch.
    Analysis    : This move is fast but has very limited range. this can combo to
    itself and a few attacks like Far Standing B, Cheerleader Kick [B version] and
    Hearty Brandisher Type A/B. It can also interfere some dashing attacks
    (including some normal Double Assaults) if done repeatedly.
    Command     : Close Standing A
    Description : Kisarah does a standing elbow attack.
    Analysis    : This move is a bit fast and can quite combo/cancel to most attacks
    but it pushes the opponent a bit away. However, there are certain advantages of
    keeping her distance from opponent using this.
    Command   : Far Standing B
    Description : Kisarah does a high forward kick.
    Analysis     : This move is fast but not as fast as Far Standing A. This can be
    usually followed after close or short-ranged normal attack. This one has better
    range than the Far Standing A but still a bit limited compared to most pokers in
    the game. This can still be used to quickly poke a standing opponent or can be
    followed after a close normal attack or a Far Standing A.
    Command     : Close Standing B
    Description : Kisarah does a standing low kick.
    Analysis    : This move is just a bit slower compared to other weak normals but
    quite combo/cancel friendly. Though it definitely looks like a low kick, it
    isn't (nor overhead for that matter). It's also pushes opponent a bit away (but
    not as far as Close Standing A) but again, to some advantage.
    Command     : Far Standing C
    Description : Kisarah does a crouching "bag chop" forward.
    Analysis    : This move is really fast but it doesn't seem to combo nor cancel
    to anything else - except to the Round Heel Kick and Snapping Stamp Kick. It has
    some recovery time after the fast animation, making her very open to air attacks
    while crouching. Too bad this can't also duck under projectiles. It can be used
    as a "poke" but like Far Standing B, but still has a bit limited range.
    Command     : Close Standing C
    Description : Kisarah does a gut punch.
    Analysis    : This is fast and very combo friendly - in fact, it's a very good
    combo starter from a Step/Run, especially for the Hearty Brandisher A/B. It
    doesn't push away opponent that much like the other Close Standing attacks but
    it has some recovery time when blocked unless you combo/cancel it immediately
    to another move.
    Command     :  Far Standing D
    Description : Kisarah bends her leg then does a sidekick.
    Analysis    : This move is her only normal that has a start-up but it's also her
    longest-ranged attack. Good thing it recovers quickly after making it still
    defensive (it's almost exact opposite of Far Standing C). This move can combo to
    Cheerleader Kick (both versions) and it's the only attack that can combo to Hip
    Bazooka (A version and if opponent on the corner, even C version).
    Command     : Close Standing D
    Description : Kisarah does a knee thrust.
    Analysis    : This seems to be the fastest of her Close Standing attacks but not
    as combo friendly especially if you start with this from a Step/Run and aiming
    to combo with the Hearty Brandisher moves. However, it's better for cancelling
    especially her kick moves since it launches faster with them and recovers faster
    as well.  (That's IMHO.) Also follows after a Cheerleader Kick [D version] on a
    cornered opponent.
    Command     : Crouch A
    Description : Kisarah does a crouching horizontal chop.
    Analysis    : This move is hits low, quite fast but has limited range. However,
    it could still easily combo to/from itself, crouch B and Hearty Brandisher Type
    A/B. It could also interefere some dashing (includes normal Double Assaults) as
    well as ground-based attacks if done repeatedly (although it's not as fast as
    Standing A).
    Command     : Crouch B
    Description : Kisarah does a crouching low kick.
    Analysis    : This is her 2nd best normal move. It hits low, has very good range
    (good for poking low),  can evade some flying projectiles, and fastest of all
    crouching normals. It also allows her to combo from Jump B/D (done at low jump)
    and crouch A, and to itself, Cheerleader Kick and Cutie Rainbow.
    Command     : Crouch C
    Description : Kisarah does a sliding low elbow attack.
    Analysis    : This move comes out a bit slow but it launches a lot faster if
    cancelled. This can cancel to crouch D and even connects easily to Jealousy
    Bomber (even faster than Close Standing A and C) if cancelled from another
    attack. However, this still recovers a bit slow and keeps her close to opponent
    (whether blocked or not) so be careful.
    Command     : Crouch D
    Description : Kisarah does a sliding kick on the ground.
    Analysis    : This move hits low and knocks down. It also has some little
    start-up time (though better than Crouch C) but to its advantage. This somehow
    leaves a big gap between her and opponent if it's blocked, making her safe from
    some counter-offensive tactics like a long Crouch D. It also recovers better
    than Crouch C. It can also cancel to Hearty Brandisher Type A. 
    Command     : Jump A
    Description : Kisarah does a downward punch in mid-air.
    Analysis    : This move is fast has limited range. Just the standard weak punch
    attack that can be used in short-range mid-air combat.
    Command     : Jump B
    Description : Kisarah does an stomp kick in mid-air.
    Analysis    : This move is fast and hits overhead if done on "low" mid-air or
    from a low jump. It has limited forward range but good vertical range, making it
    quite defensive and useful in both mid-air and ground attacks (even some
    anti-air moves!). This can easily cancel to crouch B if done from a low jump.
    Works well also with Back Step. Her best normal move.
    Command     : Jump C
    Description : Kisarah does a somersault forward.
    Analysis    : Goodness - I actually hit a CPU opponent with this move only twice
    through the numerous times I played! If it hits on high mid-air (which I only
    managed to connect once), she hits opponent with her elbow. I also managed to
    hit a standing CPU opponent with this once also but it seems she's must be
    directly above. (???... Don't ask why, I can't explain it yet either.)
                  My best hunch about this attack is that it works two ways - only
    on high mid-air and as a cross-up for a standing opponent. (I hope someone
    could confirm it to me - it would be indeed useful and nasty if it's also
    comboable. Imagine, follow this with an Splash Air Dance - cross-up DM combo!)
    Command     : Jump D
    Description : Kisarah does a flying kick forward.
    Analysis    : Just your standard aerial flying kick D that can be used in air
    combat. This move is a bit slow but can still combo to Splash Air Dance if timed
    right. Works well also with Back Step.
    Name        : normal Double Assault
    Command     : qcf + E
    Description : Kisarah slides forward with a kick. If the kick hits, she pummels
    opponent with a series of kick attacks then swipes it upward with her bag to be
    pummeled further by her partner character. Once her partner character tosses
    back opponent to her, she does an elbow attack that knocks down opponent away
    from her.
    Analysis    : She launches this attack slower compared to some other characters
    (female counterparts in particular).
                  It's difficult for her to connect the Double Assault to a standing
    opponent because her kick animation can be easily interrupted.
                  Better use this move on a jumping opponent who's about to reach
    the ground - that way, it will connect unless AGAIN, you get "poked".
                  Good thing this move can be easily followed after Cheerleader Kick
    [D version].
                  Of course, this move knocks down opponent.
    On to the next page
    Name        : Swearing Smash / Smashing Pledge
    Command     : (near) b/f + CD
    Description : Kisarah does two slaps and a push attack on opponent.
    Analysis    : This move was her close punch combo in ADK.
                  If you want to keep your opponents at a distance (that's for the
    grapplers), do this because this move knocks them far away from her. But be
    careful - grapplers, of course, could probably use special grab moves that would
    launch faster and has higher priority than this. (Eq Cyberwoo)
                  And don't use this against "pokers" - they would just love it!
    Better keep them close (but not too close for special grabs either, like uber-
    powered Mr. Big).
                  Like any other grab move, this can be also used shortly after
    opponent recovers from mid-air but not during recovery from a knockdown.
    Name          : Round Heel Kick / The Heel Maneuver
    Command   : f + D
    Description  : Kisarah does a spinning downward heel kick.
    Analysis      : This move hits overhead and actually has a good range.
                    However, this move launches slow and recovers even s~l~o~w~e~r
    (no thanks to those seductive pose frames). It somehow reminds me of slow motion
    moves of "The Matrix". Use this move stand-alone to catch a short-ranged
    crouching opponent off-guard.
                    Well, it's a different story once it's cancelled. The horrible
    (I mean it) start-up is removed once it's cancelled from another move. However,
    only the start-up is removed but not the recovery.(Well, she recovers a little
    bit faster if cancelled.)
                    This move can combo/cancel from any standing/crouching normal
    attack (with the exception of Crouch D unless blocked). This move can also
    cancel to Snapping Stamp Kick after being cancelled. Since we know this move
    still recovers a bit slow , it's better to immediately cancel again the recovery
    animation to Snapping Stamp Kick.
                    This move knocks down regardless if it was cancelled or not.
    Name        : Snapping Stamp Kick / The Sudden Attack Command
    Command     : b + D
    Description : Kisarah bends forward then does an arched kick from behind.
    Analysis    : Here, she displays how flexible she is as a cheerleader. (Imagine
    hitting someone with a kick from behind? Wow!)
                  This move doesn't have much range but quite has good priority.
    However, it almost has the same problem as Round Heel Kick but here, it launches
    way even s~l~o~w~e~r (As in!). But in terms of recovery, this move recovers a
    little bit faster than Round Heel Kick. Again, it somehow reminds me of slow
    motion moves of "The Matrix". Use this move stand-alone to catch an unsuspecting
    jumping or mid-air opponent (that may also attempt cross-ups).
                  Well, this move has a better story once it's cancelled. Both the
    start-up and recovery are removed once it's cancelled from another move.
                  This move can combo/cancel from any standing/crouching normal
    attack (with the exception of Crouch D unless blocked). You can also immediately
    cancel this move from a Round Heel Kick to cancel the mentioned move's recovery.
                  This move knocks down regardless if it was cancelled or not.  
    Name        : Hip Bazooka / The Fierce Cheers (Do they mean "Moshpit Cheers"?)
    Command     : qcf + A/C
    Description : Kisarah quickly somersaults then flies forward for a hip drop.
    Analysis    : This move hits overhead even if comboed/cancelled.
                  The button used determines the height of the somersault and the
    range of her "flight". The A version somersaults lower, lands about four sprites
    away and doesn't knockdown while the C version somersaults higher, lands about
    eight sprites away and juggles opponent easier for the Rhythmic Bound and
    Rhythmic Kick.
                  This move is hard to connect but worth when it does (tactic-wise).
                  This move seems only to combo from one attack and that is her Far
    Standing D ([C version] only connects if opponent is near the corner.)
                  This move can evade low attacks and ground projectiles. This move
    can also evade most flying projectiles if timed and placed properly.
                  This move, though not a cross-up move by itself, can either hit
    infront or behind opponent but should be blocked normally. Timing a Rhythmic
    Bound and a Rhythmic Kick after is what makes it cross-up.
                  This move can be immediately followed with Rhythmic Bound.
    Name        : Rhythmic Bound
    Command     : A/B/C/D immediately from a connected Hip Bazooka (blocked or not)
    Description : Kisarah bounces from opponent.
    Analysis    : Kisarah performs this move ASAP after Hip Bazooka connects.
                  A lot questioned the use of this follow-up and some even commented
    it serves no purpose (that's why it's not even listed in most FAQs on the net
    except for Arcadia's NBC Master Guide). But hey, this one adds technicality to
    Kisarah in terms of air gameplay and cross-up gaming.
                  Here's how this follow-up works:
                  A - She quickly bounces a step in air behind her opponent.
                  B - She quickly bounces a step in air infront of her opponent.
                  C - She quickly bounces three steps in air behind her opponent.
                  D - She quickly bounces three steps in air infront of her opponent
                  This move can be followed with Rhythmic Kick anytime - immediately
    after to register as a combo, during descent as an overhead attack, even before
    she recovers (I'm experimenting if it's low).
                  Overall, use this move to escape and switch the game pressure (if
    you're the one cornered), to add hits or cross-up with Rhythmic Bound, or just
    plain annoy hehehe! But be careful though - it has recovery time, especially the
    C/D versions, so better follow with Rhythmic Kick.
    Name        : Rhythmic Kick
    Command     : A/B/C/D anytime after Rhythmic Bound
    Description : Kisarah does a split kick.
    Analysis    : You can perform this anytime after Rhythmic Bound.
                  You can do immediately this after Rhythmic Bound A/B to add hits
    or after a Rhythmic Bound C/D to punish an opponent that attempts to jump or
    punish you with an anti-air. The (A) version of this move can sometimes cross-up
    if timed properly.
                  According to the Arcadia NBC Master Guide, this move can actually
    Super Cancel to Splash Air Dance. I haven't got to pull it, though.
                  Overall, use this move to surprise attack opponent while you're
    recovering from Rhythmic Bound and opponent attempts to do a Fallbreaker then a
    follow-up attack, or just when opponent is recovering after being knocked down.
    Name        : Cheerleader Kick
    Command     : qcf + B/D
    Description : Kisarah hops forward then does a split kick in air.
    Analysis    : The button used determines the distance her hop reaches forward.
    The B version of this move executes the attack ranging one to three sprites away
    from original place while the D version executes ranging about five-seven
    sprites away.
                  Like the Hip Bazooka, this move can evade low attacks and ground
    projectiles. But unlike Hip Bazooka, this move is a lot easier to connect and
    has no or very limited recovery time. It also pushes opponent at a good distance
    if blocked, making it a bit safe for her to recover and fight back especially
    when she's cornered.
                  This move can juggle opponent in mid-air but it's hard to follow
    most attacks.
                  The B version of this move is her most combo/cancel-friendly
    special move since it's the fastest and the easiest special move to combo/cancel
    from most normals. So use it often to combo especially from Crouch B or to just
    surprise your opponent if they're not expecting an attack. However, it's very
    hard to follow anything after this version since opponent is juggled too low.
    Cutie Rainbow [B version] is the only move that seems to follow after this.
                  The D version of this move may not be too combo friendly and has
    some little start-up compared to B version but it's an easier juggle. This move
    can be followed with the B version of this move, Cutie Rainbow (any version) and
    a Close Standing D (only in the corner). You can only combo this version of the
    move from a Far Standing D.
                  This move can Super Cancel to Splash Air Dance.  
    Name        : Cutie Rainbow
    Command     : upc + B/D
    Description : Kisarah somersaults then accelerates diagonally upward, spinning
    upside-down (feet up).
    Analysis    : The B version of this move goes more on a vertical angle (better
    as stand-alone anti-air) while D version goes on a more horizontal angle (better
    in a combo).
                  This move can rack up to three hits if it connects from the ground
    or "low" mid-air, and up to five hits if it connects on "high" mid-air.
                  This move can be immediately cancelled to follow-up Happy Presser
    on the 1st hit if opponent gets hit while standing or on "low" mid-air.
                  This move can Super Cancel to Splash Air Dance on the 1st and 2nd
    hit from the ground or "low" mid-air, and only on the 1st hit if it connects on
    "high" mid-air.
                  This is a wake-up move.
                  This move knocks down opponent.  
    Name        : Happy Presser
    Command     : upc + B/D (same button) from 1st hit of connected Cutie Rainbow
    Description : Kisarah locks opponent's head in her thighs, somersaults forward
    then ends landing on opponent's face with her thighs.
    Analysis    : This move can be only done on opponent that's hit on the ground or
    "low" mid-air. It should be also cancelled from Cutie Rainbow immediately after
    1st hit connects.
                  This move, of course, knocks down opponent.
                  This move doesn't have any special properties but animates cute
    and sounds flashy. Sorta looks like the ending animation of her special "behind-
    grab" move (rotate 360 + B) from ADK.
    Name        : Hearty Brandisher Type A / The Handbag Brandish Technique Type A
    Command     : qcb + A
    Description : Kisarah does a downward one-handed half-circle swipe using her bag
    Analysis    : This move hits overhead unless cancelled from another move.
                  This move can combo to most normals.
                  This move can be cancelled from a connected Hearty Brandisher
    Type B whether blocked or not, and can be followed anytime with Hearty Brandy
    Shoe Type F.
                  This move can be also cancelled from Crouch D.
                  This move knocks down opponent just infront of her.
    Name        : Hearty Brandisher Type F / The Handbag Brandish Technique Type F
    Command     : qcf + A
    Description : Kisarah does a one-handed upward quarter-circle swipe using
    her bag.
    Analysis    : This move can be followed to her Hearty Brandisher Type A even if
    prior move doesn't connect. It's also not very strict in timing so it's not
    considered a cancel.
                  This move can be also used to distance opponent from Kisarah
    (whether blocked or not).
                  This move knocks down opponent.
    Name        : Hearty Brandisher Type B / The Handbag Brandish Technique Type B
    Command     : qcb + B
    Description : Kisarah does a one-handed ground sweep using her bag.
    Analysis      : This move hits low and it doesn't lose this property.
                    This move is the fastest of the Hearty Brandisher moves. (It
    ranks 2nd to her fastest special move, with Cheerleader Kick as the leader.)
                    This move can be cancelled from a connected Hearty Brandisher
    Type C whether blocked or not, and cancelled again to Hearty Brandisher Type A.
                    According to some reports, it's a juggle but I can't seem to
    follow anything after except for the Hearty Brandisher Type A.
                    This move knocks down opponent.
    Name        : Hearty Brandisher Type C / The Handbag Brandish Technique Type C
    Command     : qcb + C, hold button to delay attack, press D to cancel
    Description : Kisarah briefly poses with her bag as defense then does a one-
    handed downward quarter-circle swipe using her bag. However, if attacked by a
    normal non-projectile non-throw move during the pose, she does the attack part
    then goes behind opponent.
    Analysis    : This move hits overhead unless cancelled from another move.
                  This move launches a bit slow on it's own (because of the "counter
    -attack" trigger stance) but can still combo if prior move hits (but not all the
                  This move has auto-guard during the attack part so even if she's
    hit, she would continue her attack but recovers slower in the process.
                  This attack part of this move pulls opponent closer to her, even
    if it's blocked.
                  The attack part of this move can combo/cancel to most normal and
    special attacks (and even a Super) immediately after this move hits opponent and
    during recovery.
                  The "counter-attack"version works against high/mid-ranged attacks.
    You can immediately follow quick normals or a Jealousy Bomber but you have to do
    the command in reverse then tap A/C immediately after while she's recovering.
                  "Type C - maybe an abbreviation for CHEESE move (";) "
    Name        : Hearty Brandisher Type D / The Handbag Brandish Technique Type D
    Command     : qcb + D, hold button to delay attack, press C to cancel
    Description : Kisarah briefly poses with a knee defense stance then hops forward
    and performs a standing low kick followed by a vertical upward swipe using her
    bag. However, if attacked by a normal non-projectile non-throw move during the
    pose, she does a standing low kick part then goes behind opponent.
    Analysis      : The "short hop forward" animation evades low attacks and ground
                    The kick attack after the hop hits low.
                    This move would be the starter of her complete Hearty Brandy
    Shoe combo (that can rack up to 35-40% damage) because it doesn't cancel nor
    combo from anything prior.
                    This move can be cancelled to Hearty Brandisher Type C on
    either hit.
                    This move knocks down opponent on the second attack.
                    The "counter-attack"version work against low ranged attacks. You
    can immediately follow quick normals or a Jealousy Bomber but you have to do
    the command in reverse then tap A/C immediately after while she's recovering.
    Name        : Vaulting Over / The Exaggerated Cheers
    Command     : (near) hcb, f + A/C
    Description : Kisarah does a one-hand frog leap kick from opponent's shoulder.
    Analysis    : This move stuns opponent very briefly and it's a bit hard to
    follow anything after it. The easiest thing I can after this is Far Standing A
    or Crouch B then Cheerleader Kick [B version].
                  This move is also seems hard to combo.
                  According to the Arcadia NBC Master Guide, this move can Super
    Cancel to Splash Air Dance immediately after she kicks on opponent. I haven't
    got to pull it, though.
                  Like any other grab move, this can be also used shortly after
    opponent recovers from mid-air but not during recovery from a knockdown.
    Name        : Splash Air Dance
    Command     : qcf,qcf + B/D (air)
    Description : Kisarah does an ascending multi-hit Cheerleader Kick then ends
    with a "bag hammer punch".
    Analysis    : The B version of this move ascends vertically low.
                  The D version on the other hand ascends diagonally high.
                  This move can be also performed in mid-air after a low Jump D.
                  This move can hit in two directions. It deals as much as six hits
    when done infront and as much as seven hits if it hits an opponent who's behind.
                  This move has auto-guard on the first frames and almost invincible
    during the whole move. (This move has quite high priority. It can defeat most
    anti-air attacks in the game.)
                  This move is really easy to Super Cancel from most special attacks
    The B version works well if Super Cancelled from Jump D and Cutie Rainbow
    [B version] and Vaulting Over. The D version works better if Super Cancelled
    from Cheerleader Kick and Cutie Rainbow [D version].
                  This move knocks down opponent.
                  This move costs one power stock to perform.
    Name        : Jealousy Bomber
    Command     : (near) hcf, hcf + A/C
    Description : Kisarah twirls then throws out a "B-I-G" heart forward to opponent
    who catches it in the process and becomes pushed away. Soon after, Kisarah makes
    out briefly with a mirage of Joe (his boy on ADK), causing the heart to explode
    tremendously in front of opponent.
    Analysis    : This move will execute completely and deal massive damage if her
    opponent is just next to her or at most a sprite away from Kisarah.
                  This move can also become a non-blockable projectile that travels
    full screen if opponent is more than a sprite away from Kisarah or an airborne
    opponent. However, it deals very minute, almost block-like damage. But here's
    good news - whether or not this move hits completely but as long as it connects
    to opponent, it seems to automatically activate the Auto-Charge. (Hmm...)
                  "Just asking - "Why not let her make-out with a girl also if a
    female character gets hits by this move?" Just joking :P"
    Now that we've finished reading about her movelist, we go now to her strategy.
    [Strategy and Comments]
    As you may have noticed, Kisarah has quite a limited range with her attacks
    which may make it hard for her to play against better "pokers", especially
    weapon wielding characters (special mention: Kaede and Genjuro), as well as keep
    -away characters (special mention: K' and Hanzo) and those who abuse Tactical
    Step>Body Toss Attack (any character for this matter).
    But poking, step-grab combos, projectile mind-games and one-two hit combos are
    not the only things that can make you win against CPU or a human opponent. It
    takes a lot of practice (thus time) and wisdom (WOW!) to be good on any type of
    character. Not only you have to know how each move works but we must know how to
    use them properly (how, when, where, why) and must take risks at times in hoping
    to use them.
    NBC is really well-balanced with its roster of characters. Though some forums
    already concluded who's top tier (Mr. Big, Kaede and Hanzo) and who's down at
    the bottom (many say it's Ai, Asura and Mars People but wait till you see me and
    some people I know use them), you can't conclude who's really the best pick.
    It really depends more on how a character is played by the user and more so, on
    who's playing it.
    If you're playing only for the sole reason of winning, forget it.
    All the world cares about is who wins but for yourself and the people who know
    you, what matters more is how you played.  If you're playing to have PURE FUN
    and to TRULY APPRECIATE the character/game, not just to really win and kick
    another's person's ego, BLESS YOU.
    Enough of drama (";)
    She may have limited range with her moves but that's what she's made for and
    good at - close combat. Basically, her attacks may seem weak and and some are a
    bit slow compared to other characters (special mentions: Mai, Haohmaru, Geese,
    Kim, Kyo) but once you learn how to combo/cancel her attacks, it won't matter
    anymore. Kisarah is not meant to be a defensive character because of her damage
    rating and speed; she is really designed to be an ALL-OUT OFFENSIVE character
    with her mind-games and move properties/effects. (Name it - overhead/low
    gameplay, numerous combo/cancel possibilities, counter-attacks and
    auto-guard, launchers, cross-up and add her infamous non-blockable Super...) 
    TIP 1) If your opponent is not defending most of the time, then you're not
    playing her right! This applies to all close combat, non-projectile characters
    in any game. (I've used this for Hinako in KOF and I've proven it very very
    effective. They try to block Hinako's attacks and end up getting paraded to
    corner!) Maximize the opportunity that your opponent blocks your attacks by
    trying to combo/cancel a lot of moves as possible to easily fill-up your Power
    Her defense is one problem here and I won't argue with that. Compared to some
    characters, she does seem to take more damage than other characters and most of
    her moves are not defensive at all. (I see a lot people abusing Cheerleader Kick
    but guys, it's just fast but not invincible, OK!)
    TIP 2) If playing against offensive characters, use instead moves that are
    somehow guarding her. Hearty Brandisher A/C work well. Hip Bazooka may be hard
    to connect but it's quite defensive and very tactical against projectile-antiair
    fanatics. Jump B is the most recomemmended attack against offensive-freaks - you
    just have to make sure that she jumps higher than opponent (which happens
    fortunately most of the time.)
    Use Guard Cancel Switch wisely whenever she needs to heal. Just make sure that
    your partner character can keep the opponent busy or can defend long enough for
    her to completely heal. It won't matter if you use a power stock to use Guard
    Cancel Switch because Kisarah is very good in filling up the Power Meter. Since
    she can chain most of her moves, it gives her advantage of filling up the meter
    completely (full bar - yup) with just a few combos (whether blocked or not).
    She may use the quickly filled Power Meter to her offense, she may give it to a
    partner character who can deal greater damage (in my case, it's Kim, Mai or
    Shermie) or she can use it as reserves in case she needs to use the Guard
    Cancel moves.  
    TIP 3) Don't abuse the Guard Cancel Switch or the Tag Off feature even though
    you can do it just anytime you want. Maximize the health/damage capacity of your
    character as much as possible and only tag if you really really need to change -
    to either play defensive (to heal your character) or offensive (to use a Hyper
    Charged character). Tag consumes some time so the more you tag, the more time
    you lose to attack your opponent. You also don't heal immediately when you tag
    so use it properly. This rule applies to all characters.
    No need to fear about Guard Crush. It's featured in this game but this rarely
    happens unlike in King Of Fighters. But still be careful - she's sometimes
    strong as a horse but still fragile like a flower...
    She can also easily recover after being knocked down.  Use her wake-up moves and
    you'll see the advantage. They are Cutie Rainbow (D version is really good) and
    Hearty Brandisher B.
    TIP 4) Know to use and abuse her jump! She has a higher normal jump compared to
    most of the characters (just like Mai and Nakoruru) and even higher (way higher)
    high jump. This would really work to her advantage in air combat, especially if
    you use Jump B. Speaking of Jump B, this is also overhead if done on "low"
    mid-air. But since she has great vertical range with this move, it
    hits crouching opponents as well most of the time.
    TIP 5) Use Jump B and Crouch B - A LOT. As said in the tips above, Jump B works
    for her well in air combat and can "vertically poke" opponents. Crouch B, on the
    other hand, is a quick low horizontal ranged jab. (Though not really poke, it
    has good range.) This two attacks can actually combo to each other and we do
    know Crouch B combos to another fast attack - Cheerleader Kick [B version].
           Overall, the B button is gonna be your bestfriend when using Kisarah.
    (Like the D button for King in King Of Fighters and Haohmaru's C in NBC.)
    TIP 6) All her Standing/Crouching moves can combo/cancel to other attacks and
    all work with her two command moves, Round Heel Kick and Snapping Stamp Kick.
    You just have to experiment which ones works well with different moves. Some
    tips were already given at her movelist section.
    The D button normal moves (except Close Standing D) mostly work as anti-air. Far
    Standing D can be used to poke an opponent recovering from a jump and can be
    followed with either her Cheerleader Kick (D version preferred, B sometimes
    misses) or Hip Bazooka so use which one you like better. (I prefer Hip Bazooka
    [A version].) Crouch D can be used to sweep an opponent once it recovers from
    it's descent and can be followed with Hearty Brandisher Type A and then Type F.
    As for Jump D, use it when opponent is almost at the ground or time it properly
    for air combat then add an Splash Air Dance [D version].
    TIP 7) As mentioned above, Far Standing D can combo to Cheerleader Kick
    [D version] which is an easy launcher whether opponent is on the ground or just
    recovering from mid-air. You can follow this with her normal Double Assault.
    Kisarah launches her Double Assault a bit slow. It's not advised to use this
    stand-alone when opponent is on the ground because it can be easily anticipated
    and blocked ahead, and it's very punishable after. You can use this when the
    opponent is recovering from mid-air but be careful again of pokers. To use this
    move effectively, see tip above. If you're having problems with connecting her
    normal Double Assault to opponent, better pair Kisarah with characters like Mai,
    Kim, Hotaru or Iori who can launch the Double Attack faster and connect it
    TIP 8) Hip Bazooka is less effective (and less used by gamers) than Cheerleader
    Kick because it's a lot harder to connect. But it's better in terms of defense
    since it evades higher, can punish projectile abusers (add a Rhythmic Bound and
    Rhythmic Kick to punish the anti-air) and recovers fast enough (you can actually
    combo a Far Standing D once it lands behind). It's really a strategy game once
    you connect a Hip Bazooka since you can quickly attack with most normals after
    the "recovery" or you can add Rhythmic Bound to confuse opponent. Remember,
    Rhythmic Bound and Rhythmic Kick can do miracles with it's cross-up possibility.
    Be careful with using Rhythmic Bound - she is not invincible at all in any point
    when she bounces. Do mind also the recovery of the C/D versions if they miss.
    Make sure you time Rhythmic Kick properly.
    If you don't connect the Hip Bazooka to opponent, you can simply add a poke
    after it since it doesn't seem to have recovery time when it completely misses.
    I tried using Crouch B after it but it doesn't seem to immediately cancel. What
    cancels, to my dismay, is the Far Standing C. But so far so good, it does hit
    unsuspecting opponents (both CPU and human). Hmm?
    TIP 8) Repeat post again: Cheerleader kick may be fast and really easy to give a
    shot for Super Cancel but it's not really much defensive. Most of the time, you
    can be hit during this move by pokes, jumping attacks or flying projectiles
    (special mention ABusers: K' and Hanzo). However, Cheerleader Kick is still a
    very good move since it's the fastest and connects/cancels from most attacks. It
    has the range of a long-ranged attack (twice of Crouch B) and can work as an
    effective anti-air for opponents who are recovering from a jump because it hits
    in both directions. It also gives you safe distance from opponent once it
    recovers ([B version] doesn't seem to have recovery at all).
    If you're fighting against a grappler or another close-combat opponent (like
    Kyo), never forget to use the Hearty Brandisher Type F to keep them away at a
    safe distance.
    Hearty Brandisher Type C can be followed by many attacks because it pulls the
    opponent closer when it connects (whether blocked or not). However, it doesn't
    stun if so it's possible for the opponent to fight back once it recovers
    infront of her. To avoid it from happening, either it should combo from another
    move (opponent must be already hit), cancel it immediately to another move
    during the pull animation (before opponent recovers in front of her) or Back
    Step then attack (either Jump B or Jump D).
    Hearty Brandisher D works really well against sweeps, either as a reversal or
    as an evade. If you're planning to do her Hearty Brandisher combo pack, make
    sure when to cancel this to the Hearty Brandisher Type C. Most often, people
    immediately cancel the first attack even it hits. The second attack is actually
    stronger but mind if it's blocked, you can be easily punished even if you follow
    a Hearty Brandisher Type C. You may think auto-guard will save you - yeah but
    not most of the time. It seems to have a hard time using it's auto-guard feature
    against pokers with long weapons.
    Hearty Brandisher Type C and D can be cancelled before they perform the trigger
    stances for their respective reversal attack. To do this, just press the other
    button (C for D, D for C). You can immediately perform some other attacks after.
    TIP 9) We know Kisarah's combos can sometimes deal a lot of damage but make sure
    you try to vary them. The key to playing her is not to become too predictable.
    (Often my fault when I lose.) This rule applies to just any character for
    any fighting game or for any gamer for that matter.
    Use Tactical Step. At first it may seem a waste of power meter (half of a power
    stock) if you don't have a clue what to do after using it. You may even question
    how it serves Kisarah. Well, she is really not so good against keep-away
    characters - they will abuse her range weakness. But if you can use this move
    properly (I'm having a hard time but a friend showed how to), this helps her get
    closer to the character so she can fight within her range. Timing is important.
    TIP 10) As for fighting against pokers, it's quite risky to use Tactical Step.
    See, it has invincibility on the first frames but not during the other-half of
    animation for recovery. A better way to handle them is to poke (yes, you have to
    wait for each other to attack) but Kisarah doesn't fit well in that game.
            However, a Guard Cancel Step gives more help. If opponent usually pokes,
    there is most likely a recovery period (no matter how quick it is). You can use
    GCS then follow her Cheerleader Kick or Crouch D. GCS also works well with keep-
    away characters.
    Now, to some boss tips.
    - Just crouch whenever he uses his multi-hit projectile and it won't touch her,
    as in. However, you just can't crouch forever waiting for time over because
    he'll surely attack! When he attempts to do his double pillar attack, that's the
    time to rush forward for a combo. However, he might recover soon enough before
    you start the combo and end getting hit by the multi-hit projectile or his Soul
    Stealer (Super). If that's the case, use Tactical Step before the projectile
    reaches you or better, just crouch. Wait for the projectile till it's behind you
    then perform Crouch D or start a short combo with a Close Standing attack if
    you're already next to him or punish him with Cheerleader Kick.
      Don't use her jump here - you'll either get hit by his nasty projectile, get
    stuck for five-hits with his double pillar moves or get sent flying with his
    Bright Light (Super). Or he'll just counter you, just like what Orochi does
    best in KOF 97. All of his special moves seem to launch and he's so nasty in
    always following something after that.
    - Just fight him like a regular non-SNK fighting boss. No need to combo here.
    You can defeat him even with just plain normals. Use Crouch D and Cheerleader
    Kick a lot and whenever you have a meter, you may use Crouch B then Cheerleader
    Kick [B version] then Splash Air Dance.
      He has a hit-seeking projectile so be careful. Once you successfully avoid
    that move by jumping towards him (timing again is the key), still be ready
    because he has an "EWW" counter move.
      Don't attack him that much when he's on the ground. He can cancel it anytime
    to his "EWW" counter move where he dematerializes then appears behind to shock
    opponent with his hair. (Eww, eww,eww!) Better attack him when he's recovering
    from mid-air.
      Beware also of his non-blockable combo Super. Keep away from corners.
    - Nothing much to say here. I can't really time that much when to attack him.
      Well, I haven't defeated him yet (never tried yet a continue). So far, they
    say the trick is to jump towards him but don't attack until after his Nightmare
    (where his shadow fades) because if you do he'll do a nasty counter move than
    can have you cornered.    Don't let him corner you or you'll eat his punches!
       He also seems so have a non-blockable kick. And a grounded sword chop!
       I'll research and test more on how to defeat this monster with Kisarah.
    And last but definitely not the least...
    - Goodman moves like Igniz from King Of Fighters 2001. He has whipping moves
    (made of fire) and a counter like Igniz but it's not really as nasty because
    they don't have the Guard Crush or Counter Wire features, respectively.
    Well, the problem here is the flame that drops from the sky and travels back to
    him. You really have to watch out when he summons it.
    Don't jump when fighting against him. Poking moves will do here but the problem
    here is she doesn't have a reliable one.
    But here's a trick! If you played King Of Fighters 2001, you probably know Igniz
    sucks against sliding attacks (Kula's df + B, Foxy's qcf + B, Mai's f + B,
    Vanessa's df + B). It's also the same trick to defeat him. Use Kisarah's Crouch
    D whenever he summons the flame. (You may add a qcb + A, qcf + A after that.) I
    never got a perfect but you can defeat him using this "cheap" trick - serves him
    right since he's a cheap boss who loves to cheat!
    But if you don't want to get too cheesy or too cheap like Goodman, also try
    quick short combos on him. It actually works but be sure to end them before the
    flame comes back.
    TIP 11) As much as possible, do not get yourself cornered by any boss or any
    character in NBC for that matter. Unlike in King Of Fighters where you can
    safely roll in the event you get cornered, here it's expensive to use (half-
    power stock for a Tactical Step and one power stock for the Guard Cancel moves).
    TIP 12) Overall comment on the bosses - watch their moves before you attack.
    Their recovery is their weakness, just like for every character. Mizuchi can be
    punished once the projectile is already behind you or while summoning the second
    pillar. Neo-Dio can be severely punished after he recovers from his rolling
    attack in mid-air. Same goes with King Lion where you have to attack him only
    after his shadow fades. And for Goodman, of course when he summons the flame or
    when it's returning back to him.
    Whew, I've quite run out of tips and comments (";)
    If you have one, please share them to me and the rest of the gamers out there.
    You'll be duly credited.
    [Sample Combos and Cancels]
    Here are some combos/cancels you might want to try. Some are not yet tested.
    You may add Step/Run to some combos and Super Cancel her [SC] moves to her
    Splash Air Dance for some combos.
    Any Standing/Crouch attack (Crouch D only works if blocked)
    _Round Heel Kick
    __Snapping Stamp Kick
    Any Close Standing Attack
    _Hearty Brandisher Type B
    __Hearty Brandisher Type A
    ___Hearty Brandisher Type F
    Far Standing D
    _Hip Bazooka [A version]
    __Rhythmic Bound A
    ___Rhythmic Kick (cross-up combo)
    Far Standing D
    _Cheerleader Kick [D version]
    __Cheerleader Kick [B version]
    Far Standing D
    _Cheerleader Kick [D version]
    __Double Assault
    Crouch C
    _Crouch D
    __Hearty Brandisher Type A
    ___Hearty Brandisher Type F
    Hearty Brandisher Type D
    _Hearty Brandisher Type C
    __Any Standing/Close Attack
    ___Round Heel Kick
    ____Snapping Stamp Kick
    Hearty Brandisher Type D
    _Hearty Brandisher Type C
    __Hearty Brandisher Type B
    ___Hearty Brandisher Type A
    ____Hearty Brandisher Type F
    Hearty Brandisher Type D
    _Hearty Brandisher Type C
    __Cheerleader Kick [B version]
    ___Cutie Rainbow [B version]
    ____Happy Presser
    Close Standing/Crouch C
    _Jealousy Bomber
    M I S C E L L A N E O U S
    [Other Info about Kisarah and NBC in general]
    Are there any special endings in NBC, for Kisarah in particular?
    There are no special endings in NBC, only special ending pictures shown after
    the game if you use a certain pair of characters. To get a special ending
    picture for Kisarah, she must pair up with Athena. You must be really quick in
    using Kisarah to get a special ending because Athena a bit slow for me here.
    (Again, IMHO.)
    Does she have a special Double Assault with any character?
    She doesn't have yet any reported special Double Assault. I'm trying to check
    right now if there's one between her and Athena.  It has been reported that only
    some right now have special Double Assault attacks. The rest probably would have
    it at the PS2 release this December.
    What sprite colors does she have in this game?
    Here they are:
    Button	Skin  Blouse  Ribbon/Skirt   Hair/Bag/Shoe  Socks     Skirt Lining
    A       Fair  Yellow  Green          Brown          Red       Red
    B       Pale  Gray    Redish Brown   Blue           Gray      Dark Blue
    C       Tan   Red     Black          Gold           Brown     Yellow
    D       Pale  Brown   Maroon         Dark Gray      Black     Blue
    Any other unreported system features in NGBC?
    Some characters seem to have special system features they imported from their
    own game. It has been reported that Rock and Hotaru both have Just Defend (tap b
    before hit connects), all Last Blade characters have their parry moves, and
    Mudman has all his fake moves. I'm still checking out what others probably
    imported from their games. Maybe Tung also has fake moves, KOF characters
    probably have Max Mode cancels (Kyo's yellow glow after Mu Shiki really bothers
    What if H-Charge makes Kisarah use Jealousy Bomber without using a power stock?
    Never tried it yet but maybe that's her imported feature hehehe ....
    (I'm dreaming again.)
    Any news about a sequel?
    Not yet confirmed but most likely, there will be. NBC actually got good reviews
    for a game though it's not yet widely known.  And as the story implies, Goodman
    is still not done with his business in organizing NBC. The story is just left
    hanging and we do know that if SNK Playmore makes a hanging ending, there would
    be a better sequel as always.
    Let's just keep our fingers crossed peeps!   
    [How to submit corrections to this FAQ?] 
    For sure, there would still be lots of corrections (info and typos) to this FAQ.
    (I'm still an amateur to this thing so bear with me again...)
    Promise I'd still continue to update as often as I can.
    You may submit corrections, and not only that - you may even send new info/
    tricks as well your comments and suggestions to
                         "chronos_typhoon at sailormoon.com"
    Indicate in the Subject line "Kisarah" so that it would be easier for me to sort
    my mail.  All your corrections, comments/suggestions and other info/tricks will
    be properly credited.
    [What's missing from Aggressors of Dark Kombat about Kisarah?]
    You may be wondering how she played in Aggressors of Dark Kombat?
    Here's some ideas...
    Her follow-ups to dash
    - A > Flying Cross-chop
    - B > Flying Sidekick (looks like starting animation of her Double Assault)
    - C, A > Somersault Hammer Punch
    - C, B > Drop Kick
    Her "triangle kick" combo
    - must be performed near the wall
    - do an u + C (jump up) then B (kick)
    - she will do a head stomp similar to Jump B here
    - when it hits, she bounces from opponent (like Rhythmic Bound)
    - after the triangle jump, she can immediately follow a follow-up flying kick!
    The ADK grab system
    - (near) AB, press C to switch forward/behind
    and the eight follow-ups, here are some...
    - Slap Fest
    - Leg Throw
     - Shoulder Throw
     - Piledriver
     - Nail Driver (Crotch-breaker)
    - Neck Lock
    and her special Behind grab, "Flying Hip Press"
    - [behind held opponent, rotate 360 + B]
    - she throws opponent up off-screen then lands sitting flat on her opponent's
    neck like Happy Presser
    The original Cheerleader Kick
    - [qcb + B]
    - she jumps up then descends spinning while still holding her split
    and the attack and throw reversals, here are some...
    - Step Kick (looks like her qcb + D counter version)
    - Sudden Defense Kick (counter-behind-grab, she kicks on opponent's crotch like
      b + D) 
    and her grounded opponent follow-ups
    - Stomp Kick
    - Bum drop
    - Crab Clutch
    - Reverse Head Lock
    - Arm Breaker!
    Dashing combo
     - She starts with an elbow tackle, performs several kicks then ends with a back
    and off course, the infamous Jealousy Bomber
    - [hcf + A]
    - the slow flying BIG non-blockable projectile that travels on the whole screen
    with it's heart-pounding, heart-breaking (as in Breeeeeeaaaaaak) effect.
    Sounds fun, right?
    Well hopefully, some of these will be added in the sequel.
    [What's Missing from other SNK games]
    (and probably would have been nicer if included in NBC) 
    1) EMERGENCY ROLL	(b/f + AB during Guard) from King Of Fighters
    - This uses one power stock. This could help either move further away from
    opponent (if you used "b + AB"), or switch sides for a cross-up (if you used
    "f + AB near opponent").
    2) HEAT BLOW	(P + K + Special) from Fatal Fury Wild Ambition
    - This uses a power stock. This makes character perform a non-blockable attack
    that launches opponent upward. Hopefully, this can be included in the next
    installment if ever there would be one and it works something like this...
    ABC during Guard                  HEAT BLOW
    > uses two power stocks
    > character performs the Guard Blow Attack that works like Critical Wire attack
    > completely invincible during start-up
    3) RAGE EXPLOSION (ABC) from Samurai Shodown
    - This uses a power stock. Character performs a non-blockable but non-knockdown
    attack and transforms Power Meter to the Rage Meter. Hopefully, this can also be
    included in the next installment and it works instead like this...
    ABCD                              RAGE EXPLOSION
    > uses one power stock > turns Life Bar instead of Power Meter to the Rage Meter
    > life slowly depletes but damage increases by 1.5 > time stops for 20 "minutes"
    ABC during Rage Explosion         HEAT COMBO
    > uses one power stock > character runs forward and performs an automatic non-
    blockable combo that can be cancelled into a Level 1 Super (of course, at the
    cost again of another power stock)
    > same as command in Samurai Shodown
    BCD during Rage Explosion       HEAT FLASH
    > uses two power stocks
    > characters dashes forward and performs a blockable attack. If attack
    connects, screen turns to "negative effect" then opponent's life diminishes
    completely after that.
    Sounds like Guilty Gear right? (Wishing...)
    and lastly, my favorite...
    4) 1-to-10 WAKE-UP (rotate lever and tap buttons during countdown to 10 once
    opponent loses current health and gets knocked down) from World Heroes 2
    Death Match
    - Previously, it can be done twice during World Heroes 2 Death Match and you
    recover 1/3 and 1/4 life for each succcessful attempt. If you get KO'd the third
    time, you completely lose (just like a boxing match). Hopefully, it would work
    something like this...
    Rotate lever and Tap buttons repeatedly once KO'd
    1-to-10 WAKE-UP
    > a countdown begins from 1 to 10. If performed successfully, KO'd character
    gets again 1/3 of the recoverable health (converted to Current Health) but won't
    be able to tag-off until 20 "minutes" > can be only done once unlike in World
    Heroes where it can be done twice before official KO'd > can be prevented by
    opponent by doing the same thing."
    Crazy ideas?
    Back to topic...
    Oww, the FAQ almost ends here.
    But before that, this wouldn't be complete without the...
    C R E D I T S
    Für die Liebe des Spiels...
    This FAQ would have not been possible without help from the following people,
    groups and sites:
    DJ Tigresa
    - Big thanks to this dude for posting the first NBC FAQ here in GameFAQs and
    continuously writing FAQs.
    - A very nice job on writing the detailed FAQ. You can find more info on the 
    NBC system when you read his FAQ.
    Game FAQ Boards (www.gamefaqs.com)
    - This place is still the best source for gaming information. The NBC Board may
    not be the most active but the guys (and gals) in this board ROCKZ!
    - Special thanks for Soujiro Seta for first me giving the idea on how to perform
    the other follow-ups for Hip Bazooka and Cutie Rainbow, as well as posting the
    trick for defeating Goodman with Kisarah.
    Pinoy Gamerz Online (pinoygamerz.tk)
    Pinoyfighters (s4.invisionfree.com/pinoyfighters)
    - Some guys here from these forums helped me test the moves and discover tricks.
    That's of course when I fight against these people. Big KUDOS to Robo_Mike/Ky
    of Pinoyfighters and the rest of my gaming family in Pinoygamerz.
    - I also found some useful tricks about this game in Pinoyfighters.
    Big thanks again to this forum.
    Jiyuu Falcon of Pinoy Fighters
    - For informing the mistyped info about Kisarah's Hearty Brandisher Type D
    reversal property.
    - For giving me the official names of Kisarah's follow-ups to Hip Bazooka and
    Cutie Rainbow! Again, big thanks!
    Quantum Amusement Centers (namely San Lazaro, North EDSA, Fairview and Manila)
    - For being the only generous arcade to buy NBC machines here in our country.
    - For helping me translate Kisarah's bio and story, as well as some move names.
    - This helped me discover A LOT the numerous great forums out there.
    Other Forums
    (Neogeo Forum, SNK-Capcom, Cyberfanatix, Madman Cafe, SNKPlaymoreUSA, FightClub
     Orochinagi, Mexican/Brazillian forums, Chinese Forums were the best and the
     rest of great forums out there)
    - For great infos about NBC, tips and combos
    Arcadia Magazine
    - For writing the NBC Master Guide, my main basis for the movelist.
    SNK Playmore
    - For continuing to develop great arcade games
    - Who directly or indirectly helped me complete this FAQ
      (finance, research, inspiration)
    ... special mention to Chris McDonald aka Kao Megura
    - The Best GameFAQ writer ever
    and have I forgotten anyone else?
    Oh, YOU OF COURSE. Thanks for reading my crap (but hope didn't see it like that)
    Thanks again folks for reading.
    Till next time...
    PS Are you ready for my next FAQ? New babe Ai coming next ish!

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