=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Art Of Fighting 3 FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 4.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Spirit Gauge 2.3 Types Of Knockdowns And Stuns 3. Characters 3.1 Robert Garcia 3.2 Ryo Sakazaki 3.3 Rody Birts 3.4 Kasumi Todoh 3.5 Koh-San Wang 3.6 Lenny Creston 3.7 Karman Cole 3.8 Jin Fu-Ha ------------------------------- 3.9 Sinclair 3.10 Wyler 4. Misc. And Easter Eggs 4.1 Unlocking Sinclair and Wyler 4.2 Special Day 4.3 Special Picture 5. Conclusion 5.1 What's Missing/Needed 5.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward P - Punch + - And \ | / b - Back K - Kick / - Or b-- --f u - Up BO - Blow Out Attack , - Then / | \ d - Down T - Taunt (aka Raz) db d df qcf - quarter circle forward (d, df, f) qcb - quarter circle back (d, db, b) hcf - half circle forward (b, db, d, df, f) hcb - half circle back (f, df, d, db, b) =============================================================================== 2. System =============================================================================== 2.1 Basics ---------- Throw f + BO close Wyler cannot be thrown (except for Wang's Haigo Tenda); Sinclair has no throw; throws can be avoided by crouching Block High b Blow Low db will not block overheads Dash Forward f, f can attack out of dash Back Dash b, b can attack out of dash (except for Robert) Short Hop tap ub/u/uf High Jump press ub/uf/uf Taunt T taunting drains the opponent's spirit gauge; taunts can be canceled out of, but the longer you keep the taunt, the more energy it drains from your opponent's spirit gauge Recharge Spirit hold P/K/BO/T replenishes your spirit gauge; you can cancel out of a spirit charge (except for Wyler) Recovery Recharge hold P/K/BO/T while on replenishes your spirit gauge the floor Pursue Attack df + P/K when close to downed opponent Redirection b + BO a high counter, which will toss the opponent to the ground (no damage, but you can use moves that hit floored opponents or use a pursue attack) Weak Recover Attack d/df + P when getting off for most characters, this the floor must be blocked low Destroy Projectile if an attack strikes a this even works on projectile at the projectiles such as the appropriate height and Haou Shoukou Ken time, the projectile will be destroyed Heat Mode when you are low on life your attack strength you will begin to flash increases by 20% and you orange can use your Desperation move Desperation perform when your Spirit gauge is very full and you are in Heat Mode Ultimate KO finish your opponent off you will win the entire match with a Desperation when with this, no matter if it they are at 10% lifebar is the first round or not energy or less 2.2 Spirit Gauge ---------------- The Spirit Gauge is located directly under your lifebar. The Spirit Gauge is drained after performing Special Moves, Desperations, or is depleted when your opponent taunts. The Spirit Gauge is recharged by holding any attack button (while standing or while on the floor), blocking an attack, or simply waiting as it autofills slowly. When your Spirit Gauge is full or mostly filled, it will be green. Using Special Moves in this color will assure your Specials are the most powerful. When your Spirit Gauge is much lower, it will become blue. Specials used in this area will be weaker than those performed in a green bar. When your spirit gauge is near empty or completely empty, the bar will be purple. Some specials will not even come out when the Spirit Gauge is at this level. And the specials that do activate are usually very weak or useless. 2.3 Types Of Knockdowns And Stuns --------------------------------- There are a variety of knockdowns and stuns in this game. And since juggling and pursue attacks hold a great importance in this game, each is listed accordingly in the characters' movelists. The types are: Normal Knockdown - Opponent will fall on their back. The opponent stays on the floor longer, but they have the ability to perform wake up attacks. It is sometimes possible to juggle the opponent from Normal Knockdowns. Sit Knockdown - Opponent will fall on their butt and quickly get up. The opponent gets up much faster in a Sit Knockdown than they would in a Normal Knockdown. They can still be hit with a pursue attack, however. The opponent cannot perform wake up attacks. It is sometimes possible to juggle the opponent from Sit Knockdowns. Launcher - The opponent is sent into the air and is able to be juggled. Nearly every attack becomes a Launcher on counter hit. The ones that don't or that produce other properties on counter hit are noted as such in the movelist details. Stagger - The opponent will stagger backward and be completely vulnerable to attacks. Stagger Fall - The opponent will stagger backward and be completely vulnerable. The difference between this and the regular Stagger is that the opponent will fall into a Sit Knockdown immediately afterwards. If this happens, the opponent cannot perform a wake up attack. =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Robert Garcia * ******************************************************************************* Colors ------ P - Blue shirt T - Dark Gray shirt Throw ----- Kubikiri Nage f + BO close Basic Move ---------- Heavy Axe BO overhead; Normal Knockdown, however becomes Stagger if connected as an overhead; can hit an opponent who's on the floor; on counter hit, it is still a Normal Knockdown Command Moves ------------- Backflip b, b unlike other characters' back dashes, Robert cannot attack out of this Trash Kick df + P/K when close to pursue attack downed opponent Digging Fist P+K overhead; Launcher, however becomes Stagger if connected as an overhead Rush Jab f + P Arc Kick (while still holding f) K if the move connects when Robert's foot is high and fully extended, you will have a Normal Knockdown (Normal Knockdown on counter hit); if the move connects during the time Robert's foot begins to fall, the opponent will Stagger (Launcher on counter hit) Second Jab (while still holding f) P Arc Kick (while still holding f) K if the move connects when Robert's foot is high and fully extended, you will have a Normal Knockdown (Normal Knockdown on counter hit); if the move connects during the time Robert's foot begins to fall, the opponent will Stagger (Launcher on counter hit) Forearm Rush (while still holding f) BO Arc Kick (while still holding f) K if the move connects when Robert's foot is high and fully extended, you will have a Normal Knockdown (Normal Knockdown on counter hit); if the move connects during the time Robert's foot begins to fall, the opponent will Stagger (Launcher on counter hit) Elbow Rush (while still holding f) BO Stagger Ryuu Zanshou b + K this acts as a special move (it drains the Spirit Gauge); overhead; Normal Knockdown, however becomes Stagger if connected as an overhead; Green=strong; Blue=weak; Purple=move will not come out Backfist b + P Launcher Knuckle Sweep d + P must be blocked low; Sit Knockdown (even on counter hit); note that pressing P in the crouch position will NOT perform this move Weak Low Tap crouch and press P must be blocked low; Stagger Fall on counter hit Elbow Rush df + P overhead; Stagger if connected as an overhead; note that holding df and pressing P in the crouch position will NOT perform this move Roundhouse f + K Stagger Arc Kick (while still holding f) K if the move connects when Robert's foot is high and fully extended, you will have a Normal Knockdown (Normal Knockdown on counter hit); if the move connects on its own during the time Robert's foot begins to fall, the opponent will Stagger (Launcher on counter hit) Knuckle Sweep d + P must be blocked low; Sit Knockdown (even on counter hit) Strong Low Tap d + K / crouch and press K must be blocked low; Sit Knockdown on counter hit; the d + K version has slightly better recovery Driving Knee df + K overhead; Stagger if connected as an overhead; note that holding df and pressing K in the crouch position will NOT perform this move Straight Kick K Normal Knockdown High Kick K will cause a Normal Knockdown if the Straight Kick didn't connect, otherwise it will combo from the Straight Kick Snap Kick b + K High Kick (while still holding b) K Normal Knockdown Quick Axe (while still holding b) K overhead; if this connects on its own it will cause Sit Knockdown (even on counter hit), or if it connects as an overhead on its own it will Stagger Tiger Bite d, u + K overhead; Sit Knockdown if connected as an overhead Redirection b + BO a high counter, which will toss the opponent to the ground (no damage, but you can use moves that hit floored opponents or use a pursue attack) Special Moves ------------- Ryuugeki Ken qcf + P/BO P=slow, BO=fast; Green=strong with no Launch on counter hit; Blue=weak with no Launch on counter hit; Purple=very weak where it no longer acts as a projectile but a close range blast Ryuuga f, d, df + P/BO P=short, BO=far; Normal Knockdown; Green=strong; Blue=weak; Purple=move will not come out Haou Shoukou Ken f, hcf + BO move will only work when spirit gauge is in the Green; Normal Knockdown Hien Ryuujin Kyaku qcb + K in air overhead; Normal Knockdown; Green=strong; Blue=weak; Purple=move will not come out Genei Kayku f, b, f + K one of his kicks must connect (not blocked) for the entire maneuver to come out; Normal Knockdown; Green=strong; Blue=weak; Purple=move will not come out Hien Senpuu Kyaku db, f + K / Charge db, overhead; first part must f + K touch the opponent for the entire maneuver to come out; Normal Knockdown; Green=strong and long; Blue=weak and medium; Purple=very weak, short, and has no second part Ryuu Zanshou Hold f and press P, P, BO, the last part is the actual and then release f and special move (it drains the press b + K spirit gauge); overhead; Normal Knockdown, however becomes Stagger if connected as an overhead; Green=strong; Blue=weak; Purple=move will not come out Desperation ----------- Ryuuko Ranbu f, hcf, then leave the unblockable; dash in must joystick in the neutral touch the opponent for position for a split the entire Desperation to second, then press K come out; Normal Knockdown, even on counter hit ******************************************************************************* * 3.2 Ryo Sakazaki * ******************************************************************************* Colors ------ P - Orange uniform T - White uniform Throw ----- Ippon Zeoi f + BO close Basic Moves ----------- Back Kick BO in air cross up attack, overhead; Sit Knockdown (even on counter hit) Conquering Strike BO Normal Knockdown, even on counter hit Command Moves ------------- Triangle Jump jump towards the wall and press P Sankaku Geri jump towards the wall and overhead; Normal Knockdown press K Kime Uchi df + P/K when close to pursue attack downed opponent Sway P+K invulnerable for a short period of time Ate Keri K+BO Normal Knockdown, even on counter hit Joudan Mawashi Geri f, b + K+BO Launcher Rush Jab f + P Arc Kick (while still holding f) K Normal Knockdown, even on counter hit Second Jab (while still holding f) P Arc Kick (while still holding f) K Normal Knockdown, even on counter hit Cross (while still holding f) BO Arc Kick (while still holding f) K Normal Knockdown, even on counter hit Short Upper (while still holding f) BO Stagger Torage Uchi f, f + P overhead; becomes Stagger if connected as an overhead Tsurabe Uchi P overhead; Normal Knockdown, however becomes Stagger if connected as an overhead on its own Low Blow d + P must be blocked low; note that holding d and pressing P in the crouch position will NOT perform this move Weak Low Tap crouch and press P must be blocked low; Stagger Fall on counter hit Tsurabe Uchi df + P / d, u + P overhead; Launcher, however becomes Stagger if connected as an overhead; note that holding df and pressing P in the crouch position will NOT perform this move Dashing Low Blow df, df + P must be blocked low; Normal Knockdown, even on counter hit Chopping Roundhouse f + K Normal Knockdown, even on counter hit Arc Kick (while still holding f) K Normal Knockdown, even on counter hit Fuusatsu Keri b + K Normal Knockdown, even on counter hit Strong Low Tap d + K / crouch and press K must be blocked low; Normal Knockdown on counter hit; the d + K version has slightly better recovery Hiza Arashi df + K overhead; becomes Stagger if connected as an overhead; note that holding df and pressing K in the crouch position will NOT perform this move High Kick K Normal Knockdown Knee Drive BO the second knee is an overhead; the second knee is a Normal Knockdown, however it becomes a Stagger if it connects as an overhead Low Blow press d + P before the must be blocked low; Normal second knee from the Knockdown Knee Drive comes out Hopping Gale Kick f, f + K will connect as an overhead on the larger characters; Normal Knockdown, even on counter hit Redirection b + BO a high counter, which will toss the opponent to the ground (no damage, but you can use moves that hit floored opponents or use a pursue attack) Special Moves ------------- Ko'ou Ken qcf + P/BO P=slow, BO=fast; Green=strong with no Launch on counter hit; Blue=weak with no Launch on counter hit; Purple=very weak where it no longer acts as a projectile but a close range blast Kohou f, d, df + P/BO P=short, BO=far; Normal Knockdown; Green=strong; Blue=weak; Purple=move will not come out Zanretsu Ken f, b, f + P one of his punches must connect (not blocked) for the entire maneuver to come out; Normal Knockdown; Green=strong; Blue=weak; Purple=move will not come out Koh Geki qcb + P when close to pursue attack; though it downed opponent drains your spirit meter, it acts and damages the opponent the same on all three bar colors Haou Shoukou Ken f, hcf + BO move will only work when spirit gauge is in the Green; Normal Knockdown Hien Shippuu Kyaku db, f + K / Charge db, overhead; first part must f + K touch the opponent for the entire maneuver to come out; Normal Knockdown; Green=strong and long; Blue=weak and medium; Purple=very weak, short, and has no second part Desperation ----------- Ryuuko Ranbu f, hcf, then leave the unblockable; dash in must joystick in the neutral touch opponent for entire position for a split Desperation to come out; second, then press K Normal Knockdown, even on counter hit ******************************************************************************* * 3.3 Rody Birts * ******************************************************************************* Colors ------ P - Dark Gray top and Blue tonfas T - Blue top and Red tonfas Throw ----- Hook Throw f + BO close Basic Move ---------- Charging High Kick BO Normal Knockdown, even on counter hit Command Moves ------------- Bounding Rod df + P/K when close to pursue attack downed opponent Clobber P+K Normal Knockdown, even on counter hit Quick Sweep d + K must be blocked low; perform this immediately after pressing P+K; Causes Sit Knockdown, even on counter hit Final Sweep K must be blocked low; causes Sit Knockdown if this hits on its own (even on counter hit) Tonfa Swat b + P Launcher; perform this immediately after pressing P+K Tonfa Rush f + P High Kick (while still holding f) K Normal Knockdown, even on counter hit Tonfa Poke (while still holding f) P Handle Strike (while still holding f) BO Stagger Driving Knee (while still holding f) K overhead; Launcher, however it becomes a Stagger if connected as an overhead High Kick (while still holding f) K Normal Knockdown, even on counter hit Quick Sweep db + K must be blocked low; causes Sit Knockdown, even on counter hit Final Sweep K must be blocked low; causes Sit Knockdown if this hits on its own (even on counter hit) Tonfa Swat b + P Launcher Tonfa Sweep d + P must be blocked low; Sit Knockdown, even on counter hit; note that holding d and pressing P in the crouch position will NOT perform this move Ankle Swipe crouch and press P must be blocked low; Stagger Fall on counter hit Beheading df + P overhead; Launcher, however it becomes a Stagger if this connects as an overhead; note that holding df and pressing P in the crouch position will NOT perform this move Driving Knee f + K overhead; Launcher, however it becomes a Stagger if this connects as an overhead High Kick (while still holding f) K Normal Knockdown, even on counter hit Dodge Knee Strike after the opponent attacks you will quickly dodge and with a high striking K, then rush in with a knee press b + K (holding b attack; this is a counter and pressing K also attack to K maneuvers that works) strike high; this includes normals, command moves such as rush kicks (f+K), etc.; the timing on this is very tight; Normal Knockdown Stub Kick/Quick S. d + K must be blocked low; this combination can manage to produce two completely seperate attacks; if the d and K motion are pressed exactly together, you will get the Quick Sweep (complete with follow up); if d or K are slightly off, you will get a stronger version of the Stub Kick (which has no pushback in the corner); The Quick Sweep causes Sit Knockdown even on counter hit while the Stub Kick causes Normal Knockdown on counter hit; note that holding d and pressing K in the crouch position will NOT produce any of these maneuvers Stub Kick crouch and press K must be blocked low; Normal Knockdown on counter hit Dashing Knee df + K overhead; Normal Knockdown, however it becomes a Stagger if connected as an overhead; note that holding df and pressing K in the crouch position will NOT perform this move Quick Sweep db + K must be blocked low; causes Sit Knockdown, even on counter hit; note that holding db and pressing K K in the crouch position will NOT perform this move Final Sweep K must be blocked low; causes Sit Knockdown if this hits on its own (even on counter hit) Redirection b + BO a high counter, which will toss the opponent to the ground (no damage, but you can use moves that hit floored opponents or use a pursue attack) Special Moves ------------- Revolving Rod qcf + P/BO P=short, BO=long; Normal Knockdown; Green=strong; Blue=weak; Purple=move does not come out (instead Rody throws the tonfa straight up and is completely vulnerable) Deception Impact f, b, f + P this acts like a long distance throw (however it is blockable high); the range of this move is around sweep distance; the opponent must fall victim to the first part (and not duck or high block it) for the entire maneuver to come out; Green=strong; Blue=weak; Purple=the set up for this move will not come out (instead you just get the tonfa strike, which does not knockdown normally but is a Launcher on counter hit) Middle Impact TT qcf + K the final kick in all versions causes a Normal Knockdown (even on counter hit); Green=strong; Blue=weak; Purple=very weak with only one of the roundhouses coming out Desperation ----------- Hyper Tonfa f, b, f, b, f + BO unblockable; Normal Knockdown, even on counter hit ******************************************************************************* * 3.4 Kasumi Todoh * ******************************************************************************* Colors ------ P - Blue costume w/ Red headband T - Red costume w/ Purple headband Throw ----- Mochi Mawashi Zen f + BO close Basic Moves ----------- Quick Elbow P close Chop Kick BO Normal Knockdown, even on counter hit Rivalry T against Robert or taunt; drains opponent's Ryo spirit meter considerably Command Moves ------------- Kanwari df + P/K when close to pursue attack downed opponent Gohsen P+K Normal Knockdown, even on counter hit Jaw Slice f + P Chop Kick (while still holding f) K Normal Knockdown, even on counter hit Skyward Palm (while still holding f) P Chop Kick (while still holding f) K Normal Knockdown, even on counter hit Heavy Chop (while still holding f) BO Stagger Sassho On Kyaku after the opponent attacks this is a counter attack to with a high striking P, P maneuvers that strike press b + P (holding b high; this includes and pressing P also normals, command moves such works) as rush jabs (f+P), and even combinations such as P+K; to get this particular counter, the opponent's attack must NOT be an overhead (again, it must strike high) and must be some sort of punch (in Rody's case a tonfa swat, or for Lenny a whip attack, etc.); the catch distance can have deceptively longer range depending on the attack coming at you; timing can be rather tight; causes Stagger (Karman Stagger Falls for some reason) Sakken On Uchi after the opponent attacks this is a counter attack to with an overhead P, press overhead P maneuvers; to b + P (holding b and get this particular pressing P also works) counter, the opponent's attack must be an overhead and must be some sort of punch (in Rody's case a tonfa swat, or for Lenny a whip attack, etc.); the catch distance can have deceptively longer range depending on the attack coming at you; timing is rather tight; Normal Knockdown; you will get this counter against Wyler whether he uses a high P or an overhead P Driving Duck Punch d + P must be blocked low; causes Stagger Fall on counter hit; note that holding d and pressing P in the crouch position will NOT perform this move Forearm Bash df + P overhead; if the move barely grazes the opponent as an overhead, they will Stagger; note that holding df and pressing P in the crouch position will NOT perform this move Sousho Dan f, f + P Kusanagi d + K must be blocked low; Normal Knockdown, even on counter hit Yaritotsu Kyaku b + K Launcher Mid Crunch Kick f + K Launcher Chop Kick (while still holding f) K Normal Knockdown if it hits on its own (even on counter hit) Skyward Palm (while still holding f) P Chop Kick (while still holding f) K Normal Knockdown if it hits on its own (even on counter hit) Heavy Chop (while still holding f) BO Stagger if it hits on its own Shiranami b + K Normal Knockdown, even on counter hit Gohsen P+K Normal Knockdown, even on counter hit Kusanagi d + K must be blocked low; Normal Knockdown, even on counter hit; note that holding d and pressing K in the crouch position will NOT perform this move Reverse Kusanagi crouch and press K must be blocked low; causes Sit Knockdown on counter hit Yaritotsu Kyaku df + K overhead; becomes Stagger if used as an overhead; note that holding df and pressing K in the crouch position will NOT perform this move Hisou f, f + K overhead; Normal Knockdown, even on counter hit Redirection Rush b + BO a high counter, which will toss the opponent to the ground (no damage, but you can use moves that hit floored opponents or
                                                    use a pursue attack); 
                                                    Kasumi can glide past the
                                                    opponent with this if close
                                                    enough
  Tsuyu Barai        slide past the opponent      unblockable
                       with the Redirection
                       Rush and press P


Special Moves
-------------
Kasane Ate           qcf + P                      Normal Knockdown, even on
                                                    counter hit; Green=strong
                                                    and long; Blue=medium and
                                                    medium; Purple=weak and
                                                    short
Raiho Hoh            qcb + P                      Green=strong, Stagger, 
                                                    overhead; Blue=weak, 
                                                    Stagger, overhead; 
                                                    Purple=Kasumi only throws
                                                    her hands forward for a
                                                    short range attack


Desperation
-----------                        
Chou Kasane Ate      b, hcb + P (hold P to        holding P will empower the
                       empower)                     Desperation; there are 3
                                                    levels of strength; holding
                                                    P too long will cause 
                                                    Kasumi to fall down,
                                                    aborting the Desperation;
                                                    Launcher





*******************************************************************************
* 3.5 Koh-San Wang                                                            *
*******************************************************************************
Colors
------
P - Dark Gray shirt w/ Blue trim
T - Red shirt w/ Dark Gray trim



Throws
------
Yanagi Hou           f + BO close
Haigo Tenda          f, b + P+BO close            you cannot avoid this throw
                                                    by ducking but this throw
                                                    CAN be blocked; this throw
                                                    works on Wyler


Basic Moves
-----------
Body Splash          BO in air                    overhead; Normal Knockdown,
                                                    even on counter hit; can
                                                    hit downed opponent
Kohboku Sho          BO                           Normal Knockdown, even on
                                                    counter hit (however if
                                                    this move just grazes the
                                                    opponent, they will not be
                                                    knocked down)

                       
Command Moves
-------------
Sou Ka Sui           df + P/K when close to       pursue attack; can sometimes
                       downed opponent              land two if fast enough
Tou Ten Hou          P+K                          Launcher
Senpuu Shin          d + P+K                      must be blocked low; causes
                                                    Sit Knockdown, even on
                                                    counter hit
  Kohboku Sho        f + P                        Normal Knockdown, even on
                                                    counter hit
  Atama Kun          f + K                        overhead; Stagger
  Ashi Harai         d + K                        must be blocked low; causes
                                                    Sit Knockdown if it hits
                                                    on its own (even on counter
                                                    hit)
Tobi Shiri Kougeki   P+K in air                   overhead; Normal Knockdown,
                                                    even on counter hit; can
                                                    hit downed opponent
Satankyaku           K+BO                         Normal Knockdown, even on
                                                    counter hit
Step Punch           f + P
  Hop Kick           (while still holding f) K    will cause Normal Knockdown
                                                    (even on counter hit) if
                                                    this hits on its own
    Air Punt         (while still holding f) K    Launcher if this hits by
                                                    itself
  Uppercut Blade     (while still holding f) P    Launcher
    Hop Kick         (while still holding f) K    will cause Normal Knockdown
                                                    (even on counter hit) if
                                                    this hits on its own
      Air Punt       (while still holding f) K    Launcher if this hits by
                                                    itself
    Pelican Strike   (while still holding f) BO   overhead; will Stagger if
                                                    connected as an overhead
Jikottsu             f, f + P                     must be blocked low; Normal
                                                    Knockdown, even on counter
                                                    hit
Hakuhja Tojin        b + P 
Shin Punch           d + P                        must be blocked low; Stagger
                                                    Fall on counter hit; note 
                                                    that holding d and pressing
                                                    P in the crouch position 
                                                    will NOT perform this move
Weak Low Tap         crouch and press P           must be blocked low; Stagger
                                                    Fall on counter hit
Iron Treatment       df + P                       both parts are overheads; the
                                                    first part is a Stagger;
                                                    the second part is a Normal
                                                    Knockdown, however it 
                                                    becomes a Stagger if 
                                                    connected by itself as an
                                                    overhead; note that holding
                                                    df and pressing P in the
                                                    crouch position will NOT 
                                                    perform this move
Hop Kick             f + K                        Normal Knockdown, even on
                                                    counter hit
  Air Punt           (while still holding f) K    Launcher if this hits by
                                                    itself
Utankyaku            b + K                        Launcher
Strong Low Tap       d + K / crouch and press K   must be blocked low; Normal
                                                    Knockdown on counter hit;
                                                    the d + K version has
                                                    slightly better recovery
Flying Butt Attack   df + K                       overhead; Normal Knockdown,
                                                    even on counter hit; note
                                                    that holding df and
                                                    pressing K in the crouch
                                                    position will NOT perform
                                                    this move
Ifuoh                db + K                       must be blocked low; Normal
                                                    Knockdown, even on counter
                                                    hit
Atama Kun            df + BO                      overhead; Stagger
  Ashi Harai         d + K                        must be blocked low; causes
                                                    Sit Knockdown, even on
                                                    counter hit
Redirection          b + BO                       a high counter, which will
                                                    toss the opponent to the
                                                    ground (no damage, but
                                                    you can use moves that
                                                    hit floored opponents or
                                                    use a pursue attack)


Special Moves
-------------
Kyoretsu Jirai Shiri d, d + P                     must be blocked low; can only
                                                    opponents who are standing
                                                    or crouching; Green=strong,
                                                    has huge range (3/4 screen
                                                    distance), and Sit
                                                    Knockdown (even on counter
                                                    hit); Blue=weak, medium
                                                    distance, and Sit Knockdown
                                                    (even on counter hit);
                                                    Purple=very weak, very 
                                                    short distance, and Stagger
Hisho Ishi Atama Kun f, d, df + P                 Normal Knockdown (only the
                                                    Purple version will launch
                                                    on counter hit since the
                                                    Green/Blue versions have
                                                    the follow up); 
                                                    Green=strong; Blue=weak;
                                                    Purple=very weak with only
                                                    the initial hop
Muteki Ranbu Kun     hcf + K                      Stagger; the initial kick
                                                    portion is an overhead; 
                                                    Green=strong; Blue=weak; 
                                                    Purple=move will whiff and
                                                    cause Wang to fall leaving
                                                    him vulnerable
  Atama Kun          b, f + P                     overhead; Normal Knockdown
                                                    (even on counter hit), 
                                                    however becomes a Stagger
                                                    if connected as an 
                                                    overhead; this follow up
                                                    does not work for the 
                                                    Purple version


Desperation
-----------                        
Kyuukyokuogi Randa   b, f, f + BO                 dash in must touch opponent
                                                    for entire Desperation to
                                                    come out; dash in is 
                                                    unblockable; Normal
                                                    Knockdown, even on counter
                                                    hit





*******************************************************************************
* 3.6 Lenny Creston                                                           *
*******************************************************************************
Colors
------
P - Blue costume
T - Green costume



Throw
-----
Twine Throw          f + BO close                 this has more range than
                                                    other throws in this game


Basic Moves
-----------
Heavy Roundhouse     K                            Normal Knockdown, even on
                                                    counter hit
Double Snap          BO                           the second part is a Normal
                                                    Knockdown, even on counter
                                                    hit


Command Moves
-------------
Small Stomp          df + P/K when close to       pursue attack
                       downed opponent
Sway                 P+K                          invulnerable for a short
                                                    period of time
Swing Shot           b + P+K                      Launcher
Viper Bite           f + P
  Heavy Roundhouse   (while still holding f) K    Normal Knockdown, even on
                                                    counter hit
  Second Bite        (while still holding f) P
    Heavy Roundhouse (while still holding f) K    Normal Knockdown, even on
                                                    counter hit
    Straight Shot    (while still holding f) BO   Stagger
    Backflip         b + K                        overhead; if this just clips
                                                    the opponent as an
                                                    overhead the opponent will
                                                    Stagger, otherwise it will
                                                    be a Normal Knockdown (even
                                                    on counter hit)
Long Snap            b + P                        Normal Knockdown, even on 
                                                    counter hit
Hot Feet             d + P                        must be blocked low; can hit
                                                    an opponent who is on the
                                                    ground; Normal Knockdown,
                                                    even on counter hit; note
                                                    that holding d and pressing
                                                    P in the crouch position
                                                    will NOT perform this move
Fang Snap            df + P                       overhead; Stagger if
                                                    connected as an overhead;
                                                    note that holding df and
                                                    pressing P in the crouch
                                                    position will NOT perform
                                                    this move
Stampede Palms       f, f + P                     Stagger
  Back Snap          (while still holding f) K    will cause a Normal Knockdown
                                                    if it combos from the 
                                                    Stampede Palms, or it will
                                                    cause a Stagger if it hits
                                                    by itself
  Backflip           b + K                        overhead; if this just clips
                                                    the opponent as an
                                                    overhead the opponent will
                                                    Stagger, otherwise it will
                                                    be a Normal Knockdown (even
                                                    on counter hit)
Turn Snap            f + K                        Stagger
  Back Snap          (while still holding f) K    will cause a Normal Knockdown
                                                    if it combos from the Turn
                                                    Snap, or it will cause a 
                                                    Stagger if it hits by 
                                                    itself
Shoulder Charge      f, f + K                     overhead; Launcher, however
                                                    it becomes a Stagger if
                                                    connected as an overhead
  Stampede Palms     P                            causes Sit Knockdown (even on
                                                    counter hit) if this hits
                                                    by itself
Backflip             b + K                        overhead; if this just clips
                                                    the opponent as an
                                                    overhead the opponent will
                                                    Stagger, otherwise it will
                                                    be a Normal Knockdown (even
                                                    on counter hit)
Heavy Prop Kick      d + K / crouch and press K   Normal Knockdown, even on
                                                    counter hit; the d + K
                                                    version has slightly better
                                                    recovery
  Backflip           b + K                        overhead; if this just clips
                                                    the opponent as an
                                                    overhead the opponent will
                                                    Stagger, otherwise it will
                                                    be a Normal Knockdown (even
                                                    on counter hit)
Stomach Kick         df + K                       overhead; Launcher, however
                                                    it becomes a Stagger if
                                                    connected as an overhead;
                                                    note that holding df and
                                                    pressing K in the crouch
                                                    position will NOT perform
                                                    this move
Redirection          b + BO                       a high counter, which will
                                                    toss the opponent to the
                                                    ground (no damage, but
                                                    you can use moves that
                                                    hit floored opponents or
                                                    use a pursue attack)


Special Moves
-------------
Flick Shot           qcf + P                      Green=strong with no Launch
                                                    on counter hit; Blue=weak
                                                    with no Launch on counter
                                                    hit; Purple=very weak where
                                                    it no longer acts as a 
                                                    projectile but a close
                                                    range blast 
4 Swish Rave         qcb + P                      last hit causes Normal
                                                    Knockdown; Green=strong; 
                                                    Blue=weak; Purple=very weak
                                                    and comes out considerably
                                                    slow
Whip Lash            f, b, f + P                  last part is an overhead; 
                                                    last part causes Normal 
                                                    Knockdown (even on counter
                                                    hit), however it becomes a
                                                    Stagger if it connects as
                                                    an overhead; Green=strong;
                                                    Blue=weak; Purple=very weak
                                                    in which only one whip
                                                    swing comes out (and no
                                                    overhead attack finish)


Desperation
-----------                        
Flick Break        f, hcf + BO                    dash in must touch opponent
                                                    for entire Desperation to
                                                    come out; dash in is 
                                                    unblockable; Normal
                                                    Knockdown, even on counter
                                                    hit
                        
                        
                        


*******************************************************************************
* 3.7 Karman Cole                                                             *
*******************************************************************************
Colors
------
P - Crimson jacket
T - Blue jacket



Throw
-----
Dive Drop            f + BO close


Basic Moves
-----------
Vicious Palm         BO                           Normal Knockdown, even on
                                                    counter hit
Get Ready            T against Robert or          taunt; drains opponent's 
                       Ryo                          spirit meter


Command Moves
-------------
Under Straight       df + P/K when close to       pursue attack
                       downed opponent's head
Mount Knuckle        df + P/K when close to       pursue attack; does not work
                       downed opponent's legs       against Sinclair or Wyler
Back Forearm         P+K                          Launcher
Dodge Backhand       b + P+BO                     invulnerable for a short
                                                    period of time; Normal
                                                    Knockdown, even on counter
                                                    hit
Dodge Kick           b + K+BO                     invulnerable for a short
                                                    period of time; Normal
                                                    Knockdown, even on counter
                                                    hit
Turn Palm            f + P
  Thrust Palm        (while still holding f) P
    One Two Kick     (while still holding f) K    first part is an overhead;
                                                    first part will Stagger
                                                    opponent if connected as an
                                                    overhead; last part is a
                                                    Normal Knockdown, even on
                                                    counter hit
Cut Straight         after the opponent attacks   this is a counter attack to
                       with a high striking K,      K maneuvers that strike 
                       press b + P (holding b       high; this includes
                       and pressing P also          normals, command moves such
                       works)                       as rush kicks (f+K), etc.; 
                                                    to get this particular
                                                    counter, the opponent's 
                                                    attack must NOT be an 
                                                    overhead (again, it must
                                                    strike high) and must be
                                                    some sort of kick; the 
                                                    catch distance can have 
                                                    deceptively longer range 
                                                    depending on the attack 
                                                    coming at you; timing can
                                                    be rather tight; Normal
                                                    Knockdown
Cut High Kick        after the opponent attacks   this is a counter attack to
                       with an overhead K, press    overhead K maneuvers; to
                       b + P (holding b and         get this particular 
                       pressing P also works)       counter, the opponent's 
                                                    attack must be an overhead
                                                    and must be some sort of
                                                    kick; the catch distance
                                                    can have deceptively longer
                                                    range depending on the
                                                    attack coming at you; 
                                                    timing can be rather tight;
                                                    Normal Knockdown
Critical Shatter     d + P / crouch and press P   must be blocked low; Stagger
                                                    Fall on counter hit; the
                                                    d + P version has slightly
                                                    better recovery
Wild Swing           df + P                       overhead; Stagger if
                                                    connected as an overhead;
                                                    note that holding df and
                                                    pressing P in the crouch
                                                    position will NOT perform
                                                    this move 
One Two Kick         f + K                        first part is an overhead;
                                                    first part will Stagger
                                                    opponent if connected as an
                                                    overhead; last part is a
                                                    Normal Knockdown, even on
                                                    counter hit
High Point Heel      b + K                        causes Sit Knockdown, even on
                                                    counter hit
  Light Palm         P
  High Kick          K
  Vicious Palm       BO                           Normal Knockdown (even on 
                                                    counter hit) if this hits
                                                    on its own
Shin Cracker         d + K / crouch and press K   must be blocked low; Normal
                                                    Knockdown on counter hit;
                                                    the d + K version has
                                                    slightly better recovery
Redirection          b + BO                       a high counter, which will
                                                    toss the opponent to the
                                                    ground (no damage, but
                                                    you can use moves that
                                                    hit floored opponents or
                                                    use a pursue attack)


Special Moves
-------------
Hefygar Shutosu      qcb, f + P                   high counter attack; Normal
                                                    Knockdown; Green and Blue
                                                    versions seem identical;
                                                    Purple=the move will not
                                                    come out
Quick Under Straight f, b, f + P                  overhead; Normal Knockdown
                                                    (even on counter hit),
                                                    however it becomes a
                                                    Stagger if connected as an
                                                    overhead; Green=strong and
                                                    long; Blue=weak and short;
                                                    Purple=move will not come
                                                    out
Quick Back Knuckle   f, b, f + K                  Normal Knockdown, even on
                                                    counter hit; Green=strong
                                                    and long; Blue=weak and
                                                    short; Purple=move will not
                                                    come out
Gebartigar Fustricht qcf + K                      Green=strong and Normal 
                                                    Knockdown (even on counter
                                                    hit); Blue=weak and Normal
                                                    Knockdown (even on counter
                                                    hit); Purple=very weak and
                                                    short


Desperation
-----------                        
Aufeinander Folgerte hcb, hcb + BO                dash in must touch opponent
                                                    for entire Desperation to
                                                    come out; dash in is 
                                                    unblockable; Normal
                                                    Knockdown, even on counter
                                                    hit





*******************************************************************************
* 3.8 Jin Fu-Ha                                                               *
*******************************************************************************
Colors
------
P - Blue costume
T - Green costume



Throw
-----
Tengeki Satsu        f + BO close


Basic Moves
-----------
Elbow Drop           BO in air                    overhead; Normal Knockdown,
                                                    even on counter hit
Buster Punch         BO                           overhead; Launcher, however
                                                    it becomes a Stagger if
                                                    connected as an overhead


Command Moves
-------------
Double Jump          ub/u/uf, ub/u/uf
Tenshin Dan          df + P/K when close to       pursue attack
                       downed opponent
Tenchuu Raku         d, u + P when close to       pursue attack
                       downed opponent
Kaikyaku Kakato      P+K                          overhead; Normal Knockdown
                                                    (even on counter hit),
                                                    however it becomes a
                                                    Stagger if connected as an
                                                    overhead; can hit an
                                                    opponent who's on the floor
Hand Slice           f + P
  Cartwheel          (while still holding f) K    Normal Knockdown, even on
                                                    counter hit
    Tatsumaki Keri   (while still holding f) K    overhead; causes Sit 
                                                    Knockdown, even on counter
                                                    hit (however if this
                                                    strikes taller characters
                                                    cleanly, you will get a
                                                    Normal Knockdown); becomes
                                                    Stagger if connected as an
                                                    overhead; can hit opponent
                                                    on the ground
  Backhand           (while still holding f) P
    Cartwheel        (while still holding f) K    Normal Knockdown, even on
                                                    counter hit
      Tatsumaki Keri (while still holding f) K    overhead; causes Sit 
                                                    Knockdown, even on counter
                                                    hit (however if this
                                                    strikes taller characters
                                                    cleanly, you will get a
                                                    Normal Knockdown); becomes
                                                    Stagger if connected as an
                                                    overhead; can hit opponent
                                                    on the ground
    Fatal Strike     (while still holding f) BO   overhead; Stagger
Zutsuki              f, f + P                     overhead; Launcher, however
                                                    it becomes a Stagger if
                                                    connected as an overhead
Eagle Blade          b + P                        Launcher
Slide Separation     d + P                        must be blocked low; Stagger
                                                    Fall on counter hit; note
                                                    that holding d and pressing
                                                    P in the crouch position
                                                    will NOT perform this move 
  Weak Sweep         (while still holding d) K    must be blocked low; Sit
                                                    Knockdown on counter hit
Separation           crouch and press P           must be blocked low; Stagger
                                                    Fall on counter hit
Crush                df + P                       overhead; Stagger if
                                                    connected as an overhead;
                                                    note that holding df and 
                                                    pressing P in the crouch 
                                                    position will NOT perform
                                                    this move 
Cartwheel            f + K                        Normal Knockdown, even on
                                                    counter hit
  Tatsumaki Keri     (while still holding f) K    overhead; causes Sit 
                                                    Knockdown, even on counter
                                                    hit (however if this
                                                    strikes taller characters
                                                    cleanly, you will get a
                                                    Normal Knockdown); becomes
                                                    Stagger if connected as an
                                                    overhead; can hit opponent
                                                    on the ground
Tatsumaki Keri       f, f + K                     overhead; causes Sit 
                                                    Knockdown, even on counter
                                                    hit (however if this
                                                    strikes taller characters
                                                    cleanly, you will get a
                                                    Normal Knockdown); becomes
                                                    Stagger if connected as an
                                                    overhead; can hit opponent
                                                    on the ground
Sokutai Geki         b + K                        overhead; Normal Knockdown
                                                    (even on counter hit), 
                                                    however it becomes a
                                                    Stagger if connected as an
                                                    overhead
Twirl Sweep          d + K                        must be blocked low; causes
                                                    Sit Knockdown, even on
                                                    counter hit; note that 
                                                    holding d and pressing K in
                                                    the crouch position will
                                                    NOT perform this move
  Short Upper        P                            Launcher if this connects on
                                                    its own
Weak Sweep           crouch and press K           must be blocked low; Sit
                                                    Knockdown on counter hit
Mid Kick             df + K                       overhead; Stagger if 
                                                    connected as an overhead;
                                                    note that holding df and
                                                    pressing K in the crouch
                                                    position will NOT perform
                                                    this move
Redirection          b + BO                       a high counter, which will
                                                    toss the opponent to the
                                                    ground (no damage, but
                                                    you can use moves that
                                                    hit floored opponents or
                                                    use a pursue attack)


Special Moves
-------------
Ryueijin             qcf + P                      Green and Blue versions 
                                                    reflect projectiles and
                                                    cause Stagger Fall on
                                                    counter hit (if the field
                                                    itself hits the opponent);
                                                    Purple=absorbs projectiles
Shinkuu Zankubi Toh  qcb + P                      last hit causes Normal 
                                                    Knockdown; Green=strong and
                                                    long; Blue=weak and medium;
                                                    Purple=very weak with only
                                                    a few spins and travels
                                                    almost no distance
Shinobikakure        d, b, db + K                 invulnerable for a split 
                                                    second; turns Jin invisible
                                                    for 4 seconds or until he
                                                    is hit; Green and Blue
                                                    versions are the same; 
                                                    Purple=move will not come 
                                                    out
Mougo Ryusatsujin    f, hcf + BO                  high counter attack; Normal
                                                    Knockdown; Green=strong;
                                                    Blue=weak; Purple=move will
                                                    not come out


Desperation
-----------                        
Tohshin Shoh         d, d + BO                    completely invulnerable
                                                    during Desperation; Normal
                                                    Knockdown, even on counter
                                                    hit




-------------------------------------------------------------------------------




*******************************************************************************
* 3.9 Sinclair                                                                *
*******************************************************************************
Colors
------
P - Purple scarf and bandana
T - Steel Blue scarf and bandana



Throw
-----
None


Basic Moves
-----------
Takeoff              K                            Launcher
Bloody Slash         BO                           overhead; Normal Knockdown
                                                    (even on counter hit),
                                                    however it becomes a 
                                                    Stagger if connected as an
                                                    overhead


Command Moves
-------------
Guillotine Swing     df + P/K when close to       pursue attack
                       downed opponent
Escape Duel          b + P+K                      Normal Knockdown, even on
                                                    counter hit
Spiral Flash         f + A                        the second hit of this
                                                    maneuver causes a Stagger;
                                                    the last hit of this 
                                                    maneuver is an overhead; 
                                                    the last hit will cause a 
                                                    Normal Knockdown (even on
                                                    counter hit), however it
                                                    will Stagger the opponent
                                                    if connected as an
                                                    overhead  
  Takeoff            K                            Launcher; time the button
                                                    press just before the last
                                                    part comes out
  Blind Sacrifice    b + K                        overhead; Normal Knockdown
                                                    (even on counter hit),
                                                    however it becomes a
                                                    Stagger if connected as an
                                                    overhead; time the button
                                                    press just before the last
                                                    part comes out
Turning Edge         b + P                        overhead; first hit is a
                                                    Stagger; second hit is a
                                                    Launcher
Ankle Slice          d + P                        must be blocked low; Sit
                                                    Knockdown (even on counter
                                                    hit); note that holding d
                                                    and pressing P in the 
                                                    crouch position will NOT
                                                    perform this move
Low Cutter           crouch and press P           must be blocked low; Stagger
                                                    Fall on counter hit
Direct Stab          df + P/K                     overhead; causes Sit 
                                                    Knockdown (even on counter
                                                    hit), however it becomes
                                                    a Stagger if connected as
                                                    an overhead; note that
                                                    holding df and pressing P/K
                                                    in the crouch position will
                                                    NOT perform this move 
Blind Sacrifice      b + K                        overhead; Normal Knockdown
                                                    (even on counter hit),
                                                    however it becomes a
                                                    Stagger if connected as an
                                                    overhead
Strong Sweep Slice   d + K                        must be blocked low; Normal
                                                    Knockdown, even on counter
                                                    hit; note that holding d
                                                    and pressing K in the 
                                                    crouch position will NOT
                                                    perform this move
Low Cutter II        crouch and press K           must be blocked low; Normal
                                                    Knockdown on counter hit
Redirection          b + BO                       a high counter, which will
                                                    toss the opponent to the
                                                    ground (no damage, but
                                                    you can use moves that
                                                    hit floored opponents or
                                                    use a pursue attack)


Special Moves
-------------
Revolving Sword      qcb + P                      Normal Knockdown; 
                                                    Green=strong and long;
                                                    Blue=weak and medium;
                                                    Purple=very weak and
                                                    stationary
Vision Cutter        f, b, f + P                  Green=strong; Blue=weak;
                                                    Purple=the swords will 
                                                    appear but not strike,
                                                    leaving Sinclair vulnerable
Diving Sword         d, u + P                     must touch opponent for
                                                    entire maneuver to come
                                                    out; overhead; causes
                                                    Stagger Fall; can use any
                                                    air attack after move
                                                    connects (blocked or not);
                                                    can hit an opponent who's
                                                    on the floor; Green=strong;
                                                    Blue=weak; Purple=very weak
                                                    with short leap distance


Desperation
-----------                        
Hyper Aura Slicer    f, hcf + P                   unblockable; Normal
                                                    Knockdown, even on counter
                                                    hit





*******************************************************************************
* 3.10 Wyler                                                                  *
*******************************************************************************
Colors
------
P - Teal costume
T - Red costume



Throw
-----
None


Basic Moves
-----------
The Rage             have the opponent try to     will cause Stagger Fall
                       throw you                    
Iron Stomp           K                            overhead; will cause Sit
                                                    Knockdown (even on counter
                                                    hit) if this move just
                                                    clips them
Hammering            BO                           overhead; causes Sit
                                                    Knockdown (even on counter
                                                    hit), however it becomes a
                                                    Stagger if connected as an
                                                    overhead


Command Moves
-------------
Buster Hip           df + P/K when close to       pursue attack
                       downed opponent
Short Swing          f + P
  Uppercut           (while still holding f) P    Launcher
    Hammering        (while still holding f) BO   overhead; doesn't seem to
                                                    cause any kind of Launcher
                                                    on counter hit
Rising Uppercut      d + P/K / crouch and press   overhead; Launcher, however
                       P/K                          it becomes a Stagger if
                                                    connected as an overhead;
                                                    the d + P/K version has
                                                    slightly better recovery
                                                    than the crouch, P/K 
                                                    version
Smash Fist           df + P/K                     overhead; Normal Knockdown,
                                                    however it becomes a
                                                    Stagger if connected as an
                                                    overhead
Driving Kick         b + K                        Normal Knockdown, even on
                                                    counter hit
Rush Stomp           f + K                        overhead; Launcher, however
                                                    becomes a Stagger if
                                                    connected as an overhead
  Driving Kick       (while still holding f) K    Normal Knockdown, even on
                                                    counter hit
Redirection          b + BO                       a high counter, which will
                                                    toss the opponent to the
                                                    ground (no damage, but
                                                    you can use moves that
                                                    hit floored opponents or
                                                    use a pursue attack)
 

Special Moves
-------------
Blackout             qcf + P                      Green=strong and long;
                                                    Blue=weak and short;
                                                    Purple=very weak where
                                                    it no longer acts as a
                                                    projectile but a close
                                                    range blast
Lead Shoulder        f, b, f + P                  overhead; causes Stagger if
                                                    connected as an overhead;
                                                    Green=strong, long, and
                                                    Normal Knockdown (even on
                                                    counter hit); Blue=weak,
                                                    medium, and Normal 
                                                    Knockdown (even on counter
                                                    hit); Purple=very weak,
                                                    short, and causes Sit
                                                    Knockdown (even on counter
                                                    hit) 
Orbit Toss           d, u + P                     reflects projectiles; causes
                                                    Stagger Fall on counter 
                                                    hit; Purple=move does not
                                                    come out


Desperation
-----------                        
None





===============================================================================
4. Misc. And Easter Eggs
===============================================================================

4.1 Unlocking Sinclair and Wyler
--------------------------------
  Sometimes Sinclair and Wyler will already be unlocked in the arcade version.
It seems there might be a time release for them.  The following codes, however,
can unlock them, including in the console version.

Sinclair= Highlight Jin and press K.  Now move left one space and press K 
          again.  Then left again and K.  Continue this until you end with
          Robert.

Wyler= Highlight Robert and press BO.  Move right one space and press BO again.
       Then right again and BO.  Continue this until you end with Jin.



4.2 Special Day
---------------
  A special day occurs when it is the date of a particular character's 
birthday.  When this happens, you will see a message displayed both on the
title screen and on the select screen.  When using this character, they will be
in Heat Mode at all times.  Thus they inflict 20% more damage and have full
access to their Desperations at any time.  The following are each character's
special day:


Robert Garcia      December 25
Ryo Sakazaki       August 2
Rody Birts         July 24
Kasumi Todoh       March 29
Koh-San Wang       April 17
Lenny Creston      May 20
Karman Cole        June 13
Jin Fu-Ha          September 4
Sinclair           November 14
Wyler              October 22


4.3 Special Picture
-------------------
  Finish the game without losing a round.  If done correctly, you will view a
comical picture of your character after the credits.






===============================================================================
5. Conclusion
===============================================================================

5.1  What's Missing/Needed
-Clean up and corrections  
-If you have anything to add, any corrections I need to make, please email me
at billy_kane_32@hotmail.com.  Credit will be given for your contribution.

5.2  Credits
-SNK
-Gamefaqs
-Giygas for correction and details on Kasumi's Sakken On Uchi maneuver.  Also
 for helping further explore, test, and figure out Karmen's and Kasumi's 
 situation counters
-And me for writing this faq