=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Fighting EX Layer FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 7.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Progressive Vs. Classic 3. Gougi Decks 3.1 Aggro 3.2 Juggernaut 3.3 Shinobi 3.4 Infinity 3.5 Miracle 3.6 Stealth Raptor 3.7 Berserker 3.8 Double Face 3.9 Sky Dancer 3.10 Nightmare 3.11 Babel 3.12 Thunderbolt 3.13 Fantasista 3.14 Supernova 3.15 Grab Master 4. Characters 4.1 Vulcano Rosso 4.2 Darun Mister 4.3 Garuda 4.4 Kairi 4.5 Shirase 4.6 Doctrine Dark 4.7 Allen Snider 4.8 Pullum Purna 4.9 Sharon 4.10 Shadowgeist 4.11 Cracker Jack 4.12 Sanane 4.13 Hokuto (Available In Standard Edition) 4.14 Hayate 4.15 Blair Dame 4.16 Skullomania 4.17 Area 4.18 Terry Bogard (DLC) 5. Conclusion 5.1 What's Missing/Needed 5.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward HP - Heavy Punch 3P - 3 Punch Buttons \ | / b - Back LP - Light Punch 3K - 3 Kick Buttons b-- --f u - Up HK - Heavy Kick P - Any Punch / | \ d - Down LK - Light Kick K - Any Kick db d df Any - Any Button + - And 2P - 2 Punch Buttons / - Or 2K - 2 Kick Buttons , - Then | - Separation of Progressive motion from Classic motion DLC - Downloadable content that must be purchased from the online store 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 LP+LK/f + LP+LK/b + LP+LK connects close; refer to character movelist for specific motion and details Throw Escape LP/LK just as you are being thrown Block High b Block Low db does not block overheads Dash Forward f, f (hold f to continue can attack out of dash with to dash) normals Rush To Super 1 LP, LP, LP, LP some characters require 5 taps instead of 4; last button press will become a super if you have at least 1 super stock Rush To Super 2 LK, LK, LK, LK some characters require 5 taps instead of 4; last button press will become a super if you have at least 1 super stock Quick Crouch Slide d can use crouch normals; can use d + LP/LK after a dash and begin a Rush To Super (as long as the d + LP/LK combos into the beginning of the Rush To Super) Backdash b, b Hard Attack MP+MK overhead; will stagger opponent if they try to block this crouching; can Super Cancel on contact Tech Recovery P after getting knocked down before touching the floor Super refer to character's each super costs one stock movelist Launcher - Some characters possess a maneuver that can launch the opponent into the air and allow for a juggle (the ability to hit the opponent again while they are in the air). These maneuvers are marked as launchers in the movelist details. Chain Combos - Every character has chainable attacks. For the most part, characters are able to chain from one normal attack to another normal attack by following the flow of increased strength. For example, you can connect with LP --> d + MK --> HP. Another example would be LP --> HP. You cannot chain two attacks together that have the same strength (ie LK and LP or LP and LP). Super Cancel - Perform a super motion during or immediately after performing another normal/special move/super that connects on the opponent (blocked or not). Negative Edge - Allows you to perform maneuvers by holding the attack button down, performing the motion, then releasing the attack button. An example would be performing a qcf + P maneuver by instead holding P, qcf, releasing P. This works for special moves and supers. This ONLY works in Classic Mode. ******************************* * 2.2 Progressive Vs. Classic * ******************************* Classic Mode allows you to play with traditional fighting game commands for your special moves and supers. These commands are the run of the mill qcf, 360, qcb, etc. Classic Mode also allows you to use Negative Edge techniques. Choosing Progressive Mode shortens the commands for special moves and supers. A fireball command (qcf) will typically be shortened to f + P. This allows for easier commands but you cannot use Negative Edge in this mode. Since you can have either set of commands depending on your mode, both will be listed in the guide for all characters. It is displayed in the movelist section with the Progressive Mode commands first and the Classic Mode commands second. These commands are separated with "|" to help differentiate them. For example: Move Name f + P | qcf + P Movelist Details ^ ^ Progressive command----' '----Classic command =============================================================================== 3. Gougi Decks =============================================================================== Gougi Decks are groups of 5 powerups that can be used during the match. Each powerup in the deck have a specific trigger that activates them. Once activated the powerup will last until the end of the match. Each powerup from the deck is shown at the bottom of the screen during the match. The powerup icons will fill up as you continue to meet the activation requirements. Once activated, the powerup icon will shine. The game currently has 15 Gougi Decks. The first five Gougi Decks (Aggro, Juggernaut, Shinobi, Infinity, and Miracle) are available with the Light version of the game. However, 2 trial Gougi Decks will be available to Light version users as a weekly rotation. All 15 Gougi Decks are available with the Standard version of the game. The rest of this section will detail each deck, the powerups, and the means to trigger them in game. Find the best deck that suits your characters playstyle. ************* * 3.1 Aggro * ************* Rampage ------- Trigger: Deal over 40 damage in a single combo. Effect: Damage increases the more you attack. Illusion -------- Trigger: Receive over 300 points of damage. Effect: Become able to escape combos once per round. Chip Up ------- Trigger: Deal 40 points of chip damage. Effect: Increase chip damage by 1. Grab Up ------- Trigger: Land 2 normal throws. Effect: Increase normal throw range by 20%. Erase Blow ---------- Trigger: Attack your opponent with heavy attacks 3 times. Effect: Gain the ability to negate projectiles with heavy attacks. ****************** * 3.2 Juggernaut * ****************** Hades ------ Trigger: Get knocked down 12 times. Effect: Gain super armor. Guard Break ----------- Trigger: Attack your opponent with 4 Hard Attacks. Effect: Hard attacks become guard breaks. Meter Up -------- Trigger: Attack your opponent 10 times. Effect: Increase super meter gain by 10%. Speed Up -------- Trigger: Allow 10 seconds to pass in game. Effect: Increase movement speed by 10%. Attack Up --------- Trigger: Build 1 bar of super meter. Effect: Increase damage by 5%. *************** * 3.3 Shinobi * *************** Ghost ----- Trigger: Avoid your opponent for 12 seconds. Effect: Turn invisible during forward dashes. Guard Cancel ------------ Trigger: Guard 30 attacks. Effect: Become able to cancel guards into special attacks/super combos. Guard Break ----------- Trigger: Attack your opponent with 4 Hard Attacks. Effect: Hard attacks become guard breaks. Speed Up -------- Trigger: Allow 10 seconds to pass in game. Effect: Increase movement speed by 10%. Attack Up --------- Trigger: Build 1 bar of super meter. Effect: Increase damage by 5%. **************** * 3.4 Infinity * **************** Rage ---- Trigger: Spend 10 blocks of super meter. Effect: Gain the ability to recover super meter. Guard Cancel ------------ Trigger: Guard 30 attacks. Effect: Become able to cancel guards into special attacks/super combos. Meter Up -------- Trigger: Attack your opponent 10 times. Effect: Increase super meter gain by 10%. Meter Up -------- Trigger: Attack your opponent 10 times. Effect: Increase super meter gain by 10%. Meter Up -------- Trigger: Attack your opponent 10 times. Effect: Increase super meter gain by 10%. *************** * 3.5 Miracle * *************** Overload -------- Trigger: While having max super meter, attack with 25 special attacks. Effect: Activate all other Gougi. Hades ------ Trigger: Get knocked down 12 times. Effect: Gain super armor. Soul Drain ---------- Trigger: Drain a total of 99 super meter from your opponent. Effect: Drain super meter and health by getting near your opponent. Utsusemi -------- Trigger: Perform a recovery 5 times. Effect: Turn invisible during recoveries. Mammoth ------- Trigger: Spend 20 blocks of super meter. Effect: Increase damage by 35%. ********************** * 3.6 Stealth Raptor * ********************** Hunting Dash ------------ Trigger: Attack your opponent with an attack out of a dash 15 times. Effect: Input d, u to perform a short hop (this uses meter). Utsusemi -------- Trigger: Perform a recovery 5 times. Effect: Turn invisible during recoveries. Grab Up ------- Trigger: Land 2 normal throws. Effect: Increase normal throw range by 20%. Speed Up -------- Trigger: Allow 10 seconds to pass in game. Effect: Increase movement speed by 10%. Speed Up -------- Trigger: Allow 10 seconds to pass in game. Effect: Increase movement speed by 10%. ***************** * 3.7 Berserker * ***************** 6 Chain ------- Trigger: Perform 15 chain combos. Effect: Chain combos become 6 chains (6 chain means you can now cancel LP into LK, LK into LP, MP into MK, MK into MP, HP into HK, and HP into HK. This creates chain opportunities such as LP-->LK-->MP-->HK, etc.) Pierce ------ Trigger: Attack your opponent 30 times. Effect: Normal attacks deal chip damage. Grab Up ------- Trigger: Land 2 normal throws. Effect: Increase normal throw range by 20%. Meter Up -------- Trigger: Attack your opponent 10 times. Effect: Increase super meter gain by 10%. Erase Blow ---------- Trigger: Attack your opponent with heavy attacks 3 times. Effect: Gain the ability to negate projectiles with heavy attacks. ******************* * 3.8 Double Face * ******************* Heads or Tails -------------- Trigger: Complete 1 round. Effect: Win to activate 6 Chain, lose to activate Hades. Guard Cancel ------------ Trigger: Guard 30 attacks. Effect: Become able to cancel guards into special attacks/super combos. Illusion -------- Trigger: Receive over 300 points of damage. Effect: Become able to escape combos once per round. Grab Up ------- Trigger: Land 2 normal throws. Effect: Increase normal throw range by 20%. Speed Up -------- Trigger: Allow 10 seconds to pass in game. Effect: Increase movement speed by 10%. ****************** * 3.9 Sky Dancer * ****************** EX Arrow -------- Trigger: Block an aerial attack 4 times. Effect: By inputting d, u you can jump directly to your opponent. Guard Break ----------- Trigger: Attack your opponent with 4 Hard Attacks. Effect: Hard attacks become guard breaks. Illusion -------- Trigger: Receive over 300 points of damage. Effect: Become able to escape combos once per round. Chip Up ------- Trigger: Deal 40 points of chip damage. Effect: Increase chip damage by 1. Frenzy ------ Trigger: Remain below 50 health for 6 seconds. Effect: Increase damage as your health is lowered. ****************** * 3.10 Nightmare * ****************** Energy Drain ------------ Trigger: Knock your opponent down 4 times. Effect: Drain super meter from a downed opponent. Soul Drain ---------- Trigger: Drain a total of 99 super meter from your opponent. Effect: Drain super meter and health by getting near your opponent. Ghost ----- Trigger: Avoid your opponent for 12 seconds. Effect: Turn invisible during forward dashes. Speed Up -------- Trigger: Allow 10 seconds to pass in game. Effect: Increase movement speed by 10%. Speed Up -------- Trigger: Allow 10 seconds to pass in game. Effect: Increase movement speed by 10%. ************** * 3.11 Babel * ************** Desperation ----------- Trigger: Perform special attacks or super combos 8 times. Effect: Damage increases the more you land special attacks/super combos. Guard Cancel ------------ Trigger: Guard 30 attacks. Effect: Become able to cancel guards into special attacks/super combos. Attack Up --------- Trigger: Build 1 bar of super meter. Effect: Increase damage by 5%. Speed Up -------- Trigger: Allow 10 seconds to pass in game. Effect: Increase movement speed by 10%. Meter Up -------- Trigger: Attack your opponent 10 times. Effect: Increase super meter gain by 10%. ******************** * 3.12 Thunderbolt * ******************** Teleport -------- Trigger: Dash for a total of 4 seconds. Effect: Input d, u to teleport in front of your opponent. Critical -------- Trigger: Avoid your opponent for 12 seconds. Effect: Gain a large damage boost for a limited time. Attack Up --------- Trigger: Build 1 bar of super meter. Effect: Increase damage by 5%. Meter Up -------- Trigger: Attack your opponent 10 times. Effect: Increase super meter gain by 10%. Frenzy ------ Trigger: Remain below 50 health for 6 seconds. Effect: Increase damage as your health is lowered. ******************* * 3.13 Fantasista * ******************* Meter Gross ----------- Trigger: Perform 2 reversals. Effect: Gain meter when performing reversals. Power Reversal -------------- Trigger: Attack 5 reversals. Effect: Reversals gain a damage boost. Disrupt ------- Trigger: Perform a super cancel from a super combo 2 times. Effect: Spend all super meter to perform a powerful super combo. Attack Up --------- Trigger: Build 1 bar of super meter. Effect: Increase damage by 5%. Meter Up -------- Trigger: Attack your opponent 10 times. Effect: Increase super meter gain by 10%. ****************** * 3.14 Supernova * ****************** Overload -------- Trigger: While having max super meter, attack with 25 special attacks. Effect: Activate all other Gougi. Rage ---- Trigger: Spend 10 blocks of super meter. Effect: Gain the ability to recover super meter. Guard Break ----------- Trigger: Attack your opponent with 4 Hard Attacks. Effect: Hard attacks become guard breaks. Disrupt ------- Trigger: Perform a super cancel from a super combo 2 times. Effect: Spend all super meter to perform a powerful super combo. Meter Power ----------- Trigger: Build 5 bars of super meter. Effect: Gain a damage boost depending on how much super meter you have. ******************** * 3.15 Grab Master * ******************** Kraken Power ------------ Trigger: Perform a special throw or throw super combo 5 times. Effect: Increase special throw and throw super combo damage by 20%. Kraken Grab ----------- Trigger: Spend a total of 10 seconds close to your opponent. Effect: Special/super throw range 30% up (some exceptions). Grab Up ------- Trigger: Land 2 normal throws. Effect: Increase normal throw range by 20%. Speed Up -------- Trigger: Allow 10 seconds to pass in game. Effect: Increase movement speed by 10%. Erase Blow ---------- Trigger: Attack your opponent with heavy attacks 3 times. Effect: Gain the ability to negate projectiles with heavy attacks. =============================================================================== 4. Characters =============================================================================== ******************************************************************************* * 4.1 Vulcano Rosso * ******************************************************************************* Colors ------ 1 - Red, Orange, and Green trim costume 2 - Purple, Green, and Red trim costume 3 (DLC) - Black, Gold, and Gold trim costume 4 (DLC) - Black, Silver, and Silver trim costume 5 (DLC) - Red, Red, and Green trim costume 6 (DLC) - Black, Blue, and Orange trim costume 7 (DLC) - Black, Light Gray, and Light Gray costume 8 (DLC) - Black, Black, and Black trim costume 9 (DLC) - Blue, Purple, and Lavender trim costume 10(DLC) - Lilac, Bubble Gum, and Lavender trim costume Throws ------ Digestivo LP+LK / f + LP+LK connects close; opponent ends up in front Arrivederci b + LP+LK connects close; opponent ends up behind Command Move ------------ Tornado MP+MK overhead; will stagger opponent if they try to block this crouching; can Super Cancel on contact Rush Combos ----------- Pisa Rush f, f, LP, LP, LP, (LP) will execute the Pisa No Shatou on the fourth LP if you have a super stock; after the third LP you can continue the rush combo into his Vesuvio No Ikari maneuver follow ups (however avoid using LP when you have a super stock to keep from performing the Pisa No Shatou); pressing LP after any of the follow up parts will still activate the super (this allows you an even bigger super rush chain) Tameiki Rush f, f, LK, LK, LK, (LK) 2nd LK must be blocked low; will execute the Tameiki No Hashi on the fourth LK if you have a super stock Special Moves ------------- Vesuvio No Ikari f + P | qcf + P LP=short, MP=medium, HP=far; | can Super Cancel on contact Quick Kutsujoku b + K | b + K LK=jumping attack reversal | that produces a quick swipe | attack, MK=mid/high attack | reversal that produces a | charging knee kick, HK=low | attack reversal that | produces a grab and throw | behind you; MK and HK | versions can be Super | Canceled on contact Chuugeki P | P can Super Cancel on contact Quick Kutsujoku b + K | b + K LK=jumping attack reversal | that produces a quick swipe | attack, MK=mid/high attack | reversal that produces a | charging knee kick, HK=low | attack reversal that | produces a grab and throw | behind you; MK and HK | versions can be Super | Canceled on contact L'espresso K | K knocks opponent very far | away; can Super Cancel | after contact just as you | are landing from the flying | kick Vulcanus b + P | qcb + P LP=quick and short, MP=medium | and medium blast, HP=slow | and long blast; will | recover after MP and HP | versions and be able to | attack while Vulcanus is | still active; absorbs | projectiles; can Super | Cancel on contact when | close Aeol No Tsubasa 2P / | 2P / f + 2P using f with the 2P will make f + 2P | Rosso hop forward; hops | over low attacks Etna No Ikari K | K overhead; can Super Cancel on | contact as soon as you | touch the ground Hibashiri f + K | qcf + K LK=very short, MK=medium, | HK=far; MK and HK versions | can dash past opponent Canossa No Kutsujoku b + K | qcb + K LK=jumping attack reversal | that produces a quick swipe | attack, MK=mid/high attack | reversal that produces a | charging knee kick, HK=low | attack reversal that | produces a grab and throw | behind you; MK and HK | versions can be Super | Canceled on contact Regalo 2K | 2K will absorb projectiles | (including super | projectiles and projectile | like maneuvers like Doctrine | Dark's Dark Wire) and | produce a counter attack; | can Super Cancel after | counter attack makes | contact however it must be | done very quickly as the | window is tight Supers ------ Tameiki No Hashi b, f + P | qcf, qcf + P any part of the initial rush | must connect (not blocked) | to perform the entire | maneuver; can Super Cancel | on contact but only the | parts before the climb up | and stomp portion Pisa No Shatou f, b + P | qcb, qcb + P blast absorbs projectiles; | can Super Cancel on contact | when close Accelerando f, b + K | qcb, qcb + K initial rush must touch | opponent to perform the | entire maneuver; can Super | Cancel on contact ******************************************************************************* * 4.2 Darun Mister * ******************************************************************************* Colors ------ 1 - Black costume 2 - Red costume 3 (DLC) - Black costume (Gold skin) 4 (DLC) - Black costume (Silver skin) 5 (DLC) - White costume 6 (DLC) - Pink costume 7 (DLC) - Green costume 8 (DLC) - Lime costume 9 (DLC) - Blue costume 10(DLC) - Turquoise costume Throws ------ Backdrop LP+LK / f + LP+LK connects close; opponent ends up in front German Suplex b + LP+LK connects close; opponent ends up behind Fall Ganges DDT LP+LK in air connects close in air; opponent ends up in front Command Moves ------------- Chopping Leg d + HK must be blocked low Ganges Chop MP+MK overhead; will stagger opponent if they try to block this crouching; can Super Cancel on contact Rush Combos ----------- Twilight Rush f, f, LP, LP, LP, (LP) will execute the Twilight Lariat on the fourth LP if you have a super stock Indra Rush f, f, LK, LK, LK, (LK) will execute the Indra Bashi on the fourth LK if you have a super stock Special Moves ------------- Lariat f + P | qcf + P LP=short with 1 lariat (this | lariat can absorb | projectiles with proper | timing), MP=medium with 2 | lariats, HP=far with 2 | lariats; can Super Cancel | on contact Darun Catch db + P | b, d, db + P LP has Darun put his arms up | the shortest amount of time | while HP is the longest; | this is an anti-air grab | that will catch if the | airborne opponent touches | Darun's hands Brahma Bomb u + P | 360 + P connects close; unblockable Daikaku 2P | 2P absorbs attacks including | projectiles and multiple | hitting maneuvers Jouju 2P | 2P Daikaku must absorb an attack | for this follow up to be | possible; can Super Cancel | on contact Ganges DDT df + K | f, d, df + K LK=short hop, MK=medium hop, | HK=far hop; hop in must | touch opponent for throw; | unblockable Indra Bridge u + K | 360 + K connects close; unblockable Supers ------ Twilight Lariat b, f + P | qcf, qcf + P can Super Cancel on contact Chouzetsu Kishin Bomb u, d + P | 720 + P connects close; unblockable Indra Bashi f, b + K | qcb, qcb + K launcher; can Super Cancel on contact before you leave the ground ******************************************************************************* * 4.3 Garuda * ******************************************************************************* Colors ------ 1 - Red armor and Blue pants w/ Orange hair 2 - Blue armor and Purple pants w/ Turquoise hair 3 (DLC) - Gold armor and Green pants w/ Orange hair 4 (DLC) - Silver armor and Purple pants w/ Turquoise hair 5 (DLC) - Orange armor and Blue pants w/ Orange hair 6 (DLC) - Turquoise armor and Purple pants w/ Turquoise hair 7 (DLC) - Green armor and Blue pants w/ Orange hair 8 (DLC) - Lime armor and Purple pants w/ Turquoise hair 9 (DLC) - White armor and Blue pants w/ Orange hair 10(DLC) - Dark Gray armor and Purple pants w/ Turquoise hair Throws ------ Shouki LP+LK / f + LP+LK connects close; opponent ends up in front Satsuga b + LP+LK connects close; opponent ends up behind Shuki LP+LK in air connects close in air; opponent ends up behind Command Moves ------------- Zanki b + HP 2 hits; first part can absorb projectiles with proper timing; can cancel into from normals Kyoja b + HK 3 hits; can cancel into from normals Saiga MP+MK overhead; will stagger opponent if they try to block this crouching; can Super Cancel on contact Rush Combos ----------- Kiensho Rush f, f, LP, LP, LP, (LP) will execute the Kiensho on the fourth LP if you have a super stock Soukondan Rush f, f, LK, LK, LK, (LK) 2nd LK must be blocked low; will execute the Soukondan on the fourth LK if you have a super stock Special Moves ------------- Shuga f + P | qcf + P LP=4 hits, MP=6 hits, HP=8 | hits; blades will absorb | projectiles; can Super | Cancel on contact Kizan df + P | f, d, df + P LP=short, MP=medium, HP=far; | can Super Cancel into air | super on contact Jazan db + P | b, d, db + P LP=short, MP=medium, HP=far; | can Super Cancel into air | super on contact Gouga f + K | hcf + K LK=short, MK=medium, HK=far; | can Super Cancel on contact | after you hit the floor | when the maneuver ends Supers ------ Kiensho b, f + P | qcf, qcf + P can Super Cancel on contact | before you leave the ground | or Super Cancel into air | super while in air after | contact Kienbu f, b + P | qcb, qcb + P can Super Cancel on contact Houkou Tenkan b/f | b/f holding b/f will steer the | Kienbu super; can still | Super Cancel on contact Air Kienbu f, b + P | qcb, qcb + P can Super Cancel on contact in air | in air as soon as you touch the | ground Soukondan f, b + K | qcb, qcb + K Hold K to delay super; energy | absorbs projectiles; can | Super Cancel on contact ******************************************************************************* * 4.4 Kairi * ******************************************************************************* Colors ------ 1 - Gray pants and Red belt w/ Silver hair 2 - Fern Green pants and Blue belt w/ Black hair 3 (DLC) - Gold pants and Silver belt w/ Silver hair 4 (DLC) - Silver pants and Gold belt w/ Black hair 5 (DLC) - Red pants and Black belt w/ Silver hair 6 (DLC) - Pink pants and Gray belt w/ Black hair 7 (DLC) - Green pants and Orange belt w/ Silver hair 8 (DLC) - Yellow pants and Steel Blue belt w/ Black hair 9 (DLC) - Blue pants and Dark Gray belt w/ Silver hair 10(DLC) - Turquoise pants and Gray belt w/ Black hair Throws ------ Gyakuseoi LP+LK / f + LP+LK connects close; opponent ends up in front Kuteikaku b + LP+LK connects close; opponent ends up behind Command Moves ------------- Ryobu f + MK can cancel into from normals; can Super Cancel into air super on contact Ryujin-Kyaku d + MK in air can Super Cancel into air super on contact Bukyaku MP+MK overhead; will stagger opponent if they try to block this crouching; can Super Cancel on contact Rush Combos ----------- Sairou Rush f, f, LP, LP, LP, (LP) will execute the Sairou-Kyoushu on the fourth LP if you have a super stock Shinki Rush f, f, LK, LK, LK, LK, (LK) 2nd LK must be blocked low; will execute the Shinki-Hatsudou-Kai on the fifth LK if you have a super stock Special Moves ------------- Shinki-Hatsudou f + P | qcf + P LP=slow, MP=medium, HP=fast; | will collide with other | projectiles as both will be | "destroyed" in the process; | can Super Cancel on contact | when close Maryu-Rekkou df + P | f, d, df + P LP=short, MP=medium, HP=far; | can Super Cancel on contact | before leaving the ground | or Super Cancel into air | super while in air after | contact Mouryo-Kasen b + K | qcb + K LK=short with 2 hits, | MP=medium with 3 hits, | HP=far with 4 hits; can | Super Cancel into air super | on contact Air Mouryo-Kasen b + K in | qcb + K in air LK version has fewest spins air | while HK version has the | most spins; can cancel into | Air Mouryo-Kasen from an | air normal that makes | contact; can Super Cancel | into air super on contact Supers ------ Shinki-Hatsudou-Kai b, f + P | qcf, qcf + P absorbs projectiles; can in air | in air Super Cancel into air super | on contact when close Sairou-Kyoushu f, b + P | qcb, qcb + P second uppercut must connect | (not blocked) to perform | entire maneuver; can Super | Cancel into air super once | you leave the ground Garyu-Messhu b, f + K | qcf, qcf + K can Super Cancel into air in air | in air super on contact or Super | Cancel into ground super | on contact when you touch | the ground; last part of | this super is a launcher ******************************************************************************* * 4.5 Shirase * ******************************************************************************* Colors ------ 1 - Black costume and Light Gray trim w/ Black waist cloth 2 - Gray costume and Maya Blue trim w/ Medium Blue waist cloth 3 (DLC) - Gold costume and Gold trim w/ Gold waist cloth 4 (DLC) - Silver costume and Silver trim w/ Silver waist cloth 5 (DLC) - Black costume and Black trim w/ Light Gray waist cloth 6 (DLC) - Black costume and Blue trim w/ Dark Blue waist cloth 7 (DLC) - Black costume and Red trim w/ Black waist cloth 8 (DLC) - Pink costume and Light Gray trim w/ Fuschia waist cloth 9 (DLC) - Dark Gray costume and Green trim w/ Black waist cloth 10(DLC) - Yellow costume and Yellow trim w/ Flax waist cloth Throws ------ Kyaku LP+LK / f + LP+LK connects close; opponent ends up in front Keishukou b + LP+LK connects close; opponent ends up behind Command Moves ------------- Gai-Shu f + HK can cancel into from normals; can Super Cancel on contact Pushing Sweep d + HK must be blocked low Bukyakuzan MP+MK overhead; will stagger opponent if they try to block this crouching; can Super Cancel on contact Rush Combos ----------- Rensho Rush f, f, LP, LP, LP, (LP) will execute the Rensho-Geki on the fourth LP if you have a super stock; after the third LP you can continue the rush combo into her Chugeki-Hoh maneuver follow ups (however avoid using LP when you have a super stock to keep from performing the Rensho-Geki); pressing LP after any of the follow up parts will still activate the super (this allows you an even bigger super rush chain) Kyakuhougi Rush f, f, LK, LK, LK, (LK) 2nd LK must be blocked low; will execute the Kyakuhougi on the fourth LK if you have a super stock; after the third LK you can continue the rush combo into her Chugeki-Hoh maneuver follow ups (however avoid using LK when you have a super stock to keep from performing the Kyakuhougi); pressing LP after any of the follow up parts will still activate the super (this allows you an even bigger super rush chain) Special Moves ------------- Chugeki-Hoh f + P | qcf + P LP=short, MP=medium, HP=far; | can Super Cancel on contact Shogekiha P | P can Super Cancel on contact Chu-Hoh f + P | f + P overhead; can Super Cancel on | contact Shingai-Kyaku K | K must be blocked low; goes | under many projectiles; HK | version knocks opponent | down; can Super Cancel on | contact Shorin-Geki df + P | f, d, df + P can Super Cancel on contact Katachi db + 2P | b, d, db + 2P low/high attack reversal; | reversing a ground attack | produces a quick | Shinkyaku-Geki while | reversing an air attack | produces an elbow attack; | can Super Cancel on | reversal contact Ryusui u + P | 360 + P connects close; unblockable; | throw inflicts no damage, | however it switches the | opponent to the other side | while leaving them | vulnerable Shinkyaku-Geki b + LK/MK| qcb + LK/MK LK=short and must be blocked | low, MK=medium and must be | blocked low; goes under | many projectiles; can Super | Cancel on contact Shin K | K must be performed quickly | before Shinkyaku-Geki comes | out; if timed correctly | Shin can pass through | projectiles Shinkuu-Geki b + HK | qcb + HK far; can Super Cancel on | contact Shin K | K must be performed quickly | before Shinkuu-Geki comes | out; if timed correctly | Shin can pass through | projectiles Supers ------ Rensho-Geki b, f + P | qcf, qcf + P launcher; can Super Cancel on | contact Kiren-Eki f, b + P | qcb, qcb + P hold P to delay and empower | super; absorbs projectiles;
                               |                    can Super Cancel on contact
                               |                    when close
Renbu                 f, b + 2P|  LP, LP, f, LK,  dash in must touch opponent 
                               |    HP              to perform the entire 
                               |                    maneuver; dash in is 
                               |                    unblockable
Kyakuhougi            f, b + K |  qcb, qcb + K    can Super Cancel on contact




*******************************************************************************
* 4.6 Doctrine Dark                                                           *
*******************************************************************************
Colors        
------        
1       - Blue costume w/ Dark Blue trim
2       - Green costume w/ Brown trim
3 (DLC) - Gold costume w/ Brown trim 
4 (DLC) - Silver costume w/ Dark Blue trim
5 (DLC) - Celeste costume w/ Dark Blue trim
6 (DLC) - Lime costume w/ Brown trim
7 (DLC) - Amaranth Red w/ Brown trim
8 (DLC) - Yellow costume w/ Brown trim
9 (DLC) - Purple costume w/ Dark Blue trim
10(DLC) - Pink costume w/ Dark Blue trim



Throws
------
Death Moment          LP+LK / f + LP+LK           connects close; opponent ends
                                                    up in front
Dark Throw            b + LP+LK                   connects close; opponent ends
                                                    up behind


Command Moves
-------------
Knife Nightmare       b + MP                      overhead; can cancel into 
                                                    from normals however 
                                                    maneuver is slow so it will
                                                    not combo
Death Spinkick        b + MK                      can cancel into from normals;
                                                    can Super Cancel on contact
Shudder Blade         MP+MK                       overhead; will stagger 
                                                    opponent if they try to 
                                                    block this crouching; can
                                                    Super Cancel on contact


Rush Combos
-----------
Knife Rush            f, f, LP, LP, LP, (LP)      will execute the Dark Knife
                                                    on the fourth LP if you 
                                                    have a super stock; after
                                                    the third LP you can 
                                                    continue the rush combo 
                                                    into his Dark Wire maneuver
                                                    follow ups (however avoid 
                                                    using LP when you have a 
                                                    super stock to keep from 
                                                    performing the Dark Knife);
                                                    pressing LP after any of 
                                                    the follow up parts will 
                                                    still activate the super 
                                                    (this allows you an even 
                                                    bigger super rush chain)
Shackle Rush          f, f, LK, LK, LK, (LK)      2nd LK must be blocked low; 
                                                    will execute the Dark 
                                                    Shackle on the fourth LK if
                                                    you have a super stock


Special Moves
-------------
Dark Wire             f + P    |  qcf + P         LP=short wire, MP=medium
                               |                    wire, HP=long wire; wire
                               |                    will absorb projectiles;
                               |                    wire must connect (not
                               |                    blocked) to allow for
                               |                    follow ups; can Super
                               |                    Cancel on contact or when
                               |                    opponent is being held with
                               |                    wire
  Dark Spark          wait     |  wait            can Super Cancel after Dark
                               |                    Spark explosion
  Dark Hold           b + P    |  b + P           can attack opponent after
                               |                    pulling them toward you; 
                               |                    can Super Cancel after pull
Dark Defender         df + P   |  f, d, df + P    LP=short wire, MP=medium 
                               |                    wire, HP=long wire; 
                               |                    anti-air maneuver that will
                               |                    descend opponent slowly 
                               |                    leaving them vulnerable if
                               |                    maneuver is successful; can
                               |                    Super Cancel on contact
Ex-Plosive            f + K    |  qcf + K         LK=mine stays out for 1 
                               |                    second before exploding on
                               |                    its own, MK=mine stays out
                               |                    for 1.5 seconds before
                               |                    exploding on its own, 
                               |                    HK=mine stays out for 2 
                               |                    seconds before exploding on
                               |                    its own; mine will explode
                               |                    on its own or if it comes
                               |                    in contact with opponent;
                               |                    as mine is being set it can
                               |                    collide with other
                               |                    projectiles as both will be
                               |                    "destroyed" in the process;
                               |                    can Super Cancel on contact
                               |                    when close


Supers
------
Dark Knife            b, f + P |  qcf, qcf + P    can Super Cancel on contact 
                               |                    when on ground during super
Dark Shackle          b, f + K |  qcf, qcf + K    last few hits must connect
                               |                    (not blocked) to perform 
                               |                    the entire super; can Super
                               |                    Cancel from hits on contact
                               |                    but only the parts before 
                               |                    the catch and explosion
EX-Prominence         f, b + K |  qcb, qcb + K    explosion absorbs 
                               |                    projectiles; can Super
                               |                    Cancel on contact (doesn't
                               |                    appear to combo however)




*******************************************************************************
* 4.7 Allen Snider                                                            *
*******************************************************************************
Colors        
------        
1       - Blue and Red pants w/ Black gloves
2       - Green and Orange pants w/ Black gloves
3 (DLC) - Gold costume w/ Black gloves
4 (DLC) - Silver costume w/ Black gloves
5 (DLC) - Gray costume w/ Flame Red gloves
6 (DLC) - Black costume w/ Flame Red gloves
7 (DLC) - Red costume w/ Black gloves
8 (DLC) - Pink costume w/ Black gloves
9 (DLC) - Blue costume w/ Orange gloves
10(DLC) - Turquoise costume w/ Black gloves



Throws
------
Judo Combo            LP+LK / f + LP+LK           connects close; opponent ends
                                                    up in front
Nagete Kiwameru Waza  b + LP+LK                   connects close; opponent ends
                                                    up behind
                                                    

Command Moves
-------------
Smash Kick            f + MK                      can cancel into from normals
Jumping Knuckle       MP+MK                       overhead; will stagger 
                                                    opponent if they try to 
                                                    block this crouching; can
                                                    Super Cancel on contact


Rush Combos
-----------
Fire Rush             f, f, LP, LP, LP, (LP)      will execute the Fire Force
                                                    on the fourth LP if you 
                                                    have a super stock
Break Rush            f, f, LK, LK, LK, (LK)      will execute the Triple Break
                                                    on the fourth LK if you 
                                                    have a super stock

       
Special Moves
-------------
Soul Force            f + P    |  qcf + P         LP=slow, MP=medium, HP=fast;
                               |                    will collide with other 
                               |                    projectiles as both will be
                               |                    "destroyed" in the process;
                               |                    can Super Cancel on contact
                               |                    when close
Rising Dragon         df + P   |  f, d, df + P    LP=short, MP=medium, HP=far
                               |                    with 3 hits up close; can
                               |                    Super Cancel on contact up
                               |                    close before you leave the
                               |                    ground
Justice Fist          b + P    |  b, d, db + P    LP=short, MP=medium, HP=far;
                               |                    can Super Cancel on 
                               |                    contact
Vaulting Kick         u + K    |  hcb + K         connects close; unblockable


Supers
------
Fire Force            b, f + P |  qcf, qcf + P    can Super Cancel on contact
                               |                    when close
Triple Break          b, f + K |  qcf, qcf + K    launcher; can Super Cancel on
                               |                    contact before you leave
                               |                    the ground





*******************************************************************************
* 4.8 Pullum Purna                                                            *
*******************************************************************************
Colors        
------        
1       - Turquoise pants and White top w/ Magenta shoes
2       - Rose Pink pants and White top w/ Orange shoes
3 (DLC) - Gold pants and Gold top w/ Gold shoes
4 (DLC) - Silver pants and Silver top w/ Silver shoes
5 (DLC) - Blue pants and Blue top w/ Light Blue shoes
6 (DLC) - Yellow pants and Orange top w/ Green shoes
7 (DLC) - Purple pants and Red top w/ Red shoes
8 (DLC) - Green pants and Green top w/ Cream shoes
9 (DLC) - Silver (with Black design) pants and Black top w/ Black shoes
10(DLC) - Black pants and Black top w/ Black shoes



Throws
------
Ordence Foot          LP+LK / f + LP+LK           connects close; opponent ends
                                                    up in front
Neck Factor           b + LP+LK                   connects close; opponent ends
                                                    up behind; Note the mini 
                                                    Darun Mister after her 
                                                    tambourine strike
Dance Wind            LP+LK in air                connects close in air; 
                                                    opponent ends up behind


Command Moves
-------------
Femina Wind           ub/u/uf in air              this is a double jump
Alacer Wrist          f + MP                      overhead; can cancel into 
                                                    from normals however 
                                                    maneuver is slow so it will
                                                    not combo; if this connects
                                                    to a crouching opponent
                                                    Pullum will hop over them
Aerial Alacer Wrist   d + MP in air               overhead; if this touches the
                                                    opponent Pullum will hop
                                                    forward in the air and she
                                                    can perform another air 
                                                    attack; can Super Cancel 
                                                    into air super on contact
Reverse Ankle         b + MK in air               overhead; used as a crossup 
                                                    attack; if opponent is hit
                                                    with this they will be
                                                    "pulled" toward Pullum as
                                                    she lands allowing a combo
Alacer Ankle          MP+MK                       overhead; will stagger 
                                                    opponent if they try to 
                                                    block this crouching; can
                                                    Super Cancel on contact


Rush Combos
-----------
Wind Rush             f, f, LP, LP, LP, LP, (LP)  will execute the Kind Wind
                                                    on the fifth LP if you have
                                                    a super stock
Praec Rush            f, f, LK, LK, LK, LK, (LK)  will execute the Praec Larum
                                                    on the fifth LK if you have 
                                                    a super stock

       
Special Moves
-------------
Drill Purus           f + K    |  qcf + K         LK=short, MK=medium, HK=far;
                               |                    can Super Cancel on contact
Aerial Drill Purus    f + K in |  qcf + K in air  LK=least steep angle dive,
                        air    |                    MK=medium angle dive, 
                               |                    HK=steepest angle dive; can
                               |                    cancel into Aerial Drill 
                               |                    Purus from an air normal 
                               |                    that makes contact; can
                               |                    Super Cancel into air super
                               |                    on contact
Prim Kick             df + K   |  f, d, df + K    LK=very short and low, 
                               |                    MK=short and medium,
                               |                    HK=medium and high; can
                               |                    Super Cancel into air super
                               |                    on contact
Ten'el Kick           b + K    |  qcb + K         LK=short and 1 hit, MK=medium
                               |                    and 2 hits, HK=far and 3 
                               |                    hits; can Super Cancel into
                               |                    air super on contact or 
                               |                    Super Cancel into ground
                               |                    supers just as she lands
                               |                    from maneuver


Supers
------
Kind Wind             b, f + P |  qcf, qcf + P    wind absorbs projectiles
                        in air |    in air 
Res Arcana            b, f + K |  qcf, qcf + K    can Super Cancel into air
                               |                    super on contact when she
                               |                    is in the air or Super
                               |                    Cancel into ground supers
                               |                    on contact when she is on
                               |                    the ground
Praec Larum           f, b + K |  qcb, qcb + K    can Super Cancel into air
                               |                    super on contact
          



*******************************************************************************
* 4.9 Sharon                                                                  *
*******************************************************************************
Colors        
------        
1       - Red skirt and Dark Gray jacket w/ Black boots
2       - Green skirt and Steel Blue jacket w/ Black boots
3 (DLC) - Gold skirt and Gold jacket w/ Gold boots
4 (DLC) - Silver skirt and Silver jacket w/ Silver boots
5 (DLC) - Pink skirt and Purple jacket w/ Black boots
6 (DLC) - Lime Green skirt and Moss Green jacket w/ Black boots
7 (DLC) - Black skirt and Red jacket w/ Red boots
8 (DLC) - Off White skirt and Off White jacket w/ Red boots
9 (DLC) - Blue skirt and Royal Blue jacket w/ Black boots
10(DLC) - Baby Blue skirt and Olympic Blue jacket w/ Blue boots



Throws
------
Bloody Mount          LP+LK / f + LP+LK           connects close; opponent ends
                                                    up in front
Blade Kick            b + LP+LK                   connects close; opponent ends
                                                    up behind
Flying Neck Drop      LP+LK in air                connects close in air; 
                                                    opponent ends up behind


Command Moves
-------------
Step Combo Kick       f + MK                      2 hits; can cancel into from
                                                   normals
Crush Kick            f + HK                      overhead; can cancel into 
                                                    from normals however 
                                                    maneuver is slow so it will
                                                    not combo
Sliding Sweeper       df + HK                     must be blocked low; can 
                                                    cancel into from normals; 
                                                    can Super Cancel on contact
Guns Fist             MP+MK                       overhead; will stagger 
                                                    opponent if they try to 
                                                    block this crouching; can
                                                    Super Cancel on contact


Rush Combos
-----------
Shuttle Rush          f, f, LP, LP, LP, LP, (LP)  will execute the Shuttle 
                                                    Combination on the fifth LP
                                                    if you have a super stock;
                                                    after the fourth LP you can 
                                                    continue the rush combo 
                                                    into her Gale Hammer Punch
                                                    maneuver follow ups 
                                                    (however avoid using LP 
                                                    when you have a super stock
                                                    to keep from performing the
                                                    Shuttle Combination); 
                                                    pressing LP after the 
                                                    Double Hammer Punch or 
                                                    Half Moon Kick follow up
                                                    will still activate the
                                                    super (this allows you an
                                                    even bigger super rush
                                                    chain)
Sharon Rush           f, f, LK, LK, LK, LK, (LK)  2nd LK must be blocked low;
                                                    will execute the Sharon 
                                                    Special on the fifth LK if
                                                    you have a super stock

       
Special Moves
-------------
Dark Fire             f + P    |  qcf + P (tap    requires 1 bullet from your
                        (tap P |    P for rapid     bullet meter for each shot
                        for    |    fire)           (bullet meter resets after
                        rapid  |                    each round); LP=straight
                        fire)  |                    shot, MP=upward shot, 
                               |                    HP=hopping shot; absorbs
                               |                    projectiles; can Super 
                               |                    Cancel on contact when
                               |                    close
Aerial Dark Fire      f + P in |  qcf + P in air  requires 1 bullet from your
                        air    |                    bullet meter (bullet meter
                               |                    resets after each round);
                               |                    LP=far with least steep
                               |                    angle, MP=medium with
                               |                    medium angle, HP=short with
                               |                    steepest angle; absorbs
                               |                    projectiles; can Super
                               |                    Cancel on contact when close
                               |                    just as you land from the
                               |                    maneuver
Gale Hammer Punch     b + P    |  qcb + P         LP=short, MP=medium, HP=far;
                               |                    can Super Cancel on contact
  Double Hammer Punch P        |  P               can Super Cancel on contact
  Half Moon Kick      K        |  K               can Super Cancel on contact
                               |                    just as you land from the
                               |                    maneuver
  Bermuda Symphony    df + K   |  df + K          doesn't combo; dash in must
                               |                    touch opponent to perform 
                               |                    throw; unblockable; 
                               |                    launcher
Half Moon Kick        b + K    |  qcb + K         LK=short and knocks down,
                               |                    MK=medium, HK=far; can
                               |                    Super Cancel on contact
                               |                    just as you land from the
                               |                    maneuver
  Prison Scissors     K just   |  K just before   timing is tight; this acts as
                       before  |    Half Moon       a throw (thus you must be
                       Half    |    Kick            close to opponent); press K
                       Moon    |    connects        during the Half Moon Kick
                       Kick    |                    while you are rising (not
                       connects|                    falling); unblockable
Bermuda Symphony      u + K    |  hcf + K         LK=short dash, MK=medium 
                               |                    dash, HK=far dash; dash in
                               |                    must touch opponent to 
                               |                    perform throw; unblockable;
                               |                    launcher


Supers
------
Hellfire              b, f + P |  qcf, qcf + P    requires 1 bullet from your
                               |                    bullet meter (bullet meter
                               |                    resets after each round);
                               |                    absorbs projectiles; can 
                               |                    Super Cancel on contact
                               |                    when close
Shuttle Combination   f, b + P |  qcb, qcb + P    one of the rush hits must
                               |                    connect (not blocked) to
                               |                    perform the finishing throw
                               |                    maneuver; can Super Cancel
                               |                    from hits on contact but
                               |                    only the parts before the
                               |                    finishing throw
Sharon Special        b, f + K |  qcf, qcf + K    can Super Cancel on contact
                               |                    (last part can be Super
                               |                    Canceled on contact but
                               |                    only just as you land from
                               |                    the maneuver)




*******************************************************************************
* 4.10 Shadowgeist                                                            *
*******************************************************************************
Colors        
------        
1       - Dark Gray costume w/ Gray trim and Red cape
2       - Purple costume w/ Green trim and Purple cape
3 (DLC) - Black costume w/ Black trim and Gold cape
4 (DLC) - Black costume w/ Black trim and Silver cape
5 (DLC) - Gray costume w/ Black trim and Dark Blue cape
6 (DLC) - Dark Green costume w/ Green trim and Red cape
7 (DLC) - Black costume w/ Gray trim and Blue cape
8 (DLC) - Orange costume w/ Gray trim and Green cape
9 (DLC) - Dark Blue costume w/ Turquoise trim and Blue cape
10(DLC) - Turquoise costume w/ Gray trim and Yellow cape



Throws
------
Shadow Stunt          LP+LK / f + LP+LK           connects close; opponent ends
                                                    up in front
Shadow Throw          b + LP+LK                   connects close; opponent ends
                                                    up behind
Shadow Space          LP+LK in air                connects close in air;
                                                    opponent ends up behind


Command Moves
-------------
Shadow Escape         b, b
Shadow Upper          b + MP                      can absorb projectiles with 
                                                    proper timing;can cancel 
                                                    into from normals; can 
                                                    Super Cancel on contact
Shadow Heel           b + MK                      overhead; can cancel into 
                                                    from normals however 
                                                    maneuver is slow so it will
                                                    not combo
Shadow Crash          MP+MK                       overhead; will stagger 
                                                    opponent if they try to 
                                                    block this crouching; can
                                                    Super Cancel on contact


Rush Combos
-----------
Beta Rush             f, f, LP, LP, LP, LP, (LP)  will execute the Beta 
                                                    Government on the fifth LP
                                                    if you have a super stock
Omega Rush            f, f, LK, LK, LK, (LK)      will execute the Omega End on
                                                    the fourth LK if you have a
                                                    super stock


Special Moves 
-------------
Shadow Aegis          f + P    |  qcf + P         LP=short with 3 hits, 
                               |                    MP=medium with 4 hits,
                               |                    HP=far with 5 hits; can
                               |                    Super Cancel on contact
Shadow Break          f + K    |  qcf + K         LK=small blast, MK=medium
                               |                    blast, HK=large blast; 
                               |                    blast will absorb 
                               |                    projectiles; can Super
                               |                    Cancel on contact when 
                               |                    close
Shadow Sword Kick     f + K in |  qcf + K in air  LK is the steepest angled
                        air    |                    dive while HK is the 
                               |                    furthest; can cancel into
                               |                    Shadow Sword Kick from an
                               |                    air normal that makes 
                               |                    contact; can Super Cancel
                               |                    into air super on contact
Shadow Summer         b + K in |  qcb + K in air  LK is the shortest flip while
                        air    |                    HK is the furthest; can
                               |                    cancel into Shadow Summer 
                               |                    from an air normal that 
                               |                    makes contact; can Super
                               |                    Cancel into air super on
                               |                    contact
Shadow Press          u + K    |  b, d, db + K    LK=short leap, MK=medium 
                               |                    leap, HK=far leap; can 
                               |                    Super Cancel into air super
                               |                    on contact
Death Shock           u, d + 2P|  hcb, ub, u + 2P taunt; after 1.5 seconds you
                               |                    can exit the taunt manually
                               |                    by attacking


Supers
------
Beta Government       b, f + P |  qcf, qcf + P    goes under most projectiles;
                               |                    can Super Cancel on contact
                               |                    when close
Air Epsilon Nightmare u, d + P |  720 in air      connects when close to an
                        in air |                    opponent in air  
Epsilon Nightmare     f, b + 2P|  LP, LP, f, LK,  dash in must touch opponent 
                               |    HP              to perform the entire 
                               |                    maneuver; dash in is
                               |                    unblockable
Shin Nightmare        f, b + 2P|  LP, LP, f, LK,  dash in must touch opponent 
                       (hold   |    HP (hold        to perform the entire 
                       LP+MK   |    LP+MK before    maneuver; dash in is
                       before  |    contact)        unblockable
                       contact)|
Alpha Rising          b, f + K |  qcf, qcf + K    can Super Cancel on contact
                               |                    during part when you lay on
                               |                    the ground
Air Alpha Rising      b, f + K |  qcf, qcf + K    can Super Cancel into air
                        in air |    in air          super on contact (however
                               |                    it doesn't appear to combo)
Omega End             f, b + K |  qcb, qcb + K    energy shield absorbs 
                               |                    projectiles; maneuver has
                               |                    vacuum effect; can Super
                               |                    Cancel on contact




*******************************************************************************
* 4.11 Cracker Jack                                                           *
*******************************************************************************
Colors        
------        
1       - Brown chaps and White jeans w/ White top
2       - Wheat chaps and Blue jeans w/ Red top
3 (DLC) - Gold chaps and Golden Brown jeans w/ Gold top
4 (DLC) - Silver chaps and Sonic Silver jeans w/ Silver top
5 (DLC) - White chaps and Gray jeans w/ Black top
6 (DLC) - Pink chaps and French Rose jeans w/ Pink top
7 (DLC) - Blue chaps and Red jeans w/ Blue top
8 (DLC) - Turquoise chaps and Blue jeans w/ Turquoise top
9 (DLC) - Green chaps and Brown jeans w/ Green top
10(DLC) - Yellow chaps and Black jeans w/ Yellow top



Throws
------
Power Hunter          LP+LK / f + LP+LK           connects close; opponent ends
                                                    up in front
Power Lift Throw      b + LP+LK                   connects close; opponent ends
                                                    up behind


Command Moves
-------------
Angry Fist            b + MP                      overhead; can cancel into 
                                                    from normals however
                                                    maneuver is slow so it will
                                                    not combo
Double Arm Punch      MP+MK                       overhead; will stagger 
                                                    opponent if they try to 
                                                    block this crouching; can
                                                    Super Cancel on contact 


Rush Combos
-----------
Crazy Rush            f, f, LP, LP, LP, LP, (LP)  will execute the Crazy Jack
                                                    on the fifth LP if you have
                                                    a super stock
Grandslam Rush        f, f, LK, LK, LK, (LK)      will execute the Grandslam 
                                                    Crusher on the fourth LK if
                                                    you have a super stock


Special Moves
-------------
Batting Hero          db + P   |  hcf + P         LP=short, MP=medium, HP=far;
                               |                    if timed correctly the bat
                               |                    swing will absorb 
                               |                    projectiles; can Super 
                               |                    Cancel on contact
Feint Dash            df + P   |  f, d, df + P    LP=short, MP=medium, HP=far
Jack Hammer           u + P    |  360 + P         connects close; unblockable
Dash Straight         Charge b |  Charge b for    LP=short, MP=medium, HP=far;
                        for 1  |    1 second,       can Super Cancel on contact
                        second,|    f + P
                        f + P  |
Dash Upper            Charge b |  Charge b for    LK=short, MK=medium, HK=far;
                        for 1  |    1 second,       can Super Cancel on contact
                        second,|    f + K
                        f + K  |
Soccer Ball Kick      df + K   |  hcf + K         LK=short, MK=medium, HK=far;
                               |                    if timed correctly the kick
                               |                    will absorb projectiles;
                               |                    can Super Cancel on contact
Ultimate Punch        Charge   |  Charge 3P/3K,   the longer the charge the 
                        3P/3K, |    release         more empowered the 
                        release|                    maneuver; can Super Cancel
                               |                    on contact
                        

Supers
------
Crazy Jack            b, f + P |  qcf, qcf + P    super begins with Crazy 
                               |                    Straight by default, 
                               |                    however the hits can be 
                               |                    changed (or changed back
                               |                    and forth) by pressing P/K
                               |                    during the actual super 
                               |                    maneuver; can Super Cancel
                               |                    on contact 
  Crazy Upper         press K  |                  can Super Cancel on contact
  Crazy Straight      press P  |                  can Super Cancel on contact
Jack Upper            f, b + P |  qcb, qcb + P    launcher; can Super Cancel on
                               |                     contact
Raging Buffalo        b, f + K |  qcf, qcf + K    dash in must touch opponent 
                               |                     to perform the entire 
                               |                     maneuver; unblockable
Grandslam Crusher     f, b + K |  qcb, qcb + K    bat swings absorb 
                               |                     projectiles; can Super 
                               |                     Cancel on contact




*******************************************************************************
* 4.12 Sanane                                                                 *
*******************************************************************************
Colors        
------        
1       - Pink costume and Green Blue gloves w/ Green scarf
2       - Blue costume and Yellow gloves w/ Cream scarf
3 (DLC) - Gold costume and Gold gloves w/ Gold scarf 
4 (DLC) - Silver costume and Silver gloves w/ Silver scarf
5 (DLC) - Red costume and Cream gloves w/ Cream scarf
6 (DLC) - Turquoise costume and Blue gloves w/ Blue scarf
7 (DLC) - Green costume and Cream gloves w/ Cream scarf
8 (DLC) - Lime costume and Red gloves w/ Red scarf
9 (DLC) - Gray costume and White gloves w/ White scarf
10(DLC) - Black costume and White gloves w/ White scarf



Throws
------
Kyaku                 LP+LK / f + LP+LK           connects close; opponent ends
                                                    up in front
Keishu Kou            b + LP+LK                   connects close; opponent ends
                                                    up behind


Command Moves
-------------
Touchuhoh             b + MP                      overhead; can cancel into 
                                                    from normals however
                                                    maneuver is slow so it will
                                                    not combo
Rakushichigeki        d + MK in air               overhead; can Super Cancel on
                                                    contact
Slide Kick            d + HK                      must be blocked low
Suikazura             MP+MK                       overhead; will stagger 
                                                    opponent if they try to 
                                                    block this crouching; can
                                                    Super Cancel on contact 


Rush Combos
-----------
Yayoitoukongi Rush    f, f, LP, LP, LP, (LP)      will execute the 
                                                    Yayoitoukongi on the fourth
                                                    LP if you have a super 
                                                    stock
Izayoirekkon Rush     f, f, LK, LK, LK, (LK)      will execute the Izayoirekkon
                                                    on the fourth LK if you 
                                                    have a super stock; after
                                                    the third LK you can 
                                                    continue the rush combo 
                                                    into her Sanrenkon maneuver
                                                    follow ups (however avoid 
                                                    using LK when you have a 
                                                    super stock to keep from 
                                                    performing the 
                                                    Izayoirekkon); pressing LK
                                                    after any of the follow up
                                                    parts will still activate
                                                    the super (this allows you
                                                    an even bigger super rush
                                                    chain)

  
Special Moves
-------------
Sanrenkon             f + P    |  qcf + P         LP=short, MP=medium, HP=far;
                               |                    blade absorbs projectiles;
                               |                    can Super Cancel on contact
  Advancing           P        |  P               LP=short, MP=medium, HP=far;
                               |                    blade absorbs projectiles;
                               |                    can Super Cancel on contact
    Finish            P        |  P               LP=short, MP=medium, HP=far;
                               |                    blade absorbs projectiles;
                               |                    can Super Cancel on contact
    Tenshoukon        u + P    |  u + P           LP=short and blade can absorb
                               |                    projectiles, MP=medium, 
                               |                    HP=far; can Super Cancel on
                               |                    contact
    Kasumioroshi      K        |  K               LK=forward strike, 
                               |                    MK=downward strike, 
                               |                    HK=backward strike; can
                               |                    Super Cancel into air super
                               |                    on contact 
      Second Attempt  K        |  K               Kasumioroshi must touch 
                               |                    opponent to allow for 
                               |                    follow up; LK=forward 
                               |                    strike, MK=downward strike,
                               |                    HK=backward strike; can 
                               |                    Super Cancel into air super
                               |                    on contact
        Final Attempt K        |  K               Second Attempt must touch 
                               |                    opponent to allow for 
                               |                    follow up; LK=forward 
                               |                    strike, MK=downward strike,
                               |                    HK=backward strike; can 
                               |                    Super Cancel into air super
                               |                    on contact
  Tenshoukon          u + P    |  u + P           LP=short and blade can absorb
                               |                    projectiles, MP=medium, 
                               |                    HP=far; can Super Cancel on
                               |                    contact
  Kasumioroshi        K        |  K               LK=forward strike, 
                               |                    MK=downward strike, 
                               |                    HK=backward strike; can
                               |                    Super Cancel into air super
                               |                    on contact 
    Second Attempt    K        |  K               Kasumioroshi must touch 
                               |                    opponent to allow for 
                               |                    follow up; LK=forward 
                               |                    strike, MK=downward strike,
                               |                    HK=backward strike; can 
                               |                    Super Cancel into air super
                               |                    on contact
       Final Attempt  K        |  K               Second Attempt must touch 
                               |                    opponent to allow for 
                               |                    follow up; LK=forward 
                               |                    strike, MK=downward strike,
                               |                    HK=backward strike; can 
                               |                    Super Cancel into air super
                               |                    on contact
Tenshoukon            df + P   |  f, d, df + P    LP=short and blade can absorb
                               |                    projectiles, MP=medium, 
                               |                    HP=far; can Super Cancel on
                               |                    contact
Gekkyoubotan          db + 2P  |  b, d, db + 2P   high attack reversal; hold P
                               |                    with motion to reverse and
                               |                    strike the opponent into 
                               |                    the air; tapping P instead 
                               |                    of holding it will produce 
                               |                    a quick swatting hit; can
                               |                    Super Cancel on reversal
                               |                    contact
Ryusui                u + P    |  360 + P         connects close; unblockable;
                               |                    throw inflicts no damage,
                               |                    however it switches the
                               |                    opponent to the other side
                               |                    while leaving them 
                               |                    vulnerable
Kasumioroshi          b + K    |  qcb + K         LK=forward strike, 
                               |                    MK=downward strike, 
                               |                    HK=backward strike; can
                               |                    Super Cancel into air super
                               |                    on contact 
  Second Attempt      K        |  K               Kasumioroshi must touch 
                               |                    opponent to allow for 
                               |                    follow up; LK=forward 
                               |                    strike, MK=downward strike,
                               |                    HK=backward strike; can 
                               |                    Super Cancel into air super
                               |                    on contact
    Final Attempt     K        |  K               Second Attempt must touch 
                               |                    opponent to allow for 
                               |                    follow up; LK=forward 
                               |                    strike, MK=downward strike,
                               |                    HK=backward strike; can 
                               |                    Super Cancel into air super
                               |                    on contact


Supers
------
Izayoirekkon          b, f + P |  qcf, qcf + P    blade can absorb projectiles
                               |                    but it must be timed 
                               |                    correctly; last part must
                               |                    connect (not blocked) for
                               |                    the entire maneuver to come
                               |                    out; can Super Cancel on
                               |                    contact when on ground or
                               |                    Super Cancel into air super
                               |                    when in the air
Yayoitoukongi         f, b + P |  qcb, qcb + P    can control spinning staff
                               |                    with u/d; absorbs 
                               |                    projectiles; can Super
                               |                    Cancel on contact when 
                               |                    close
  Meigetsu            2P       |  2P              causes spinning staff to stop
                               |                    and remain stationary; can
                               |                    still absorb projectiles;
                               |                    can Super Cancel on contact
                               |                    when close
  Ariake (Set)        2K       |  2K              must be performed before
                               |                    staff touches the opponent;
                               |                    causes staff to "drop"; 
                               |                    dropped staff will only 
                               |                    remain on screen for 3 
                               |                    seconds
    Ariake (Return)   2K       |  2K              must have dropped staff on
                               |                    screen for this follow up;
                               |                    this returns the staff to
                               |                    Sanane as it spins around
                               |                    her
Air Yayoitoukongi     f, b + P |  qcb, qcb + P    can control spinning staff
                        in air |    in air          with u/d; absorbs 
                               |                    projectiles
  Meigetsu            2P       |  2P              causes spinning staff to stop
                               |                    and remain stationary; can
                               |                    still absorb projectiles;
                               |                    can Super Cancel on contact
                               |                    when close and on the 
                               |                    ground
  Ariake (Set)        2K       |  2K              must be performed before
                               |                    staff touches the opponent;
                               |                    causes staff to "drop"; 
                               |                    dropped staff will only 
                               |                    remain on screen for 3 
                               |                    seconds
    Ariake (Return)   2K       |  2K              must have dropped staff on
                               |                    screen for this follow up;
                               |                    this returns the staff to
                               |                    Sanane as it spins around
                               |                    her




*******************************************************************************
* 4.13 Hokuto (Available In Standard Edition)                                 *
*******************************************************************************
Colors        
------        
1       - Blue pants and White top
2       - Red pants and Black top
3 (DLC) - Gold pants and Gold top
4 (DLC) - Silver pants and Silver top
5 (DLC) - Maya Blue pants and Gray top
6 (DLC) - Pink pants and Gray top
7 (DLC) - Green pants and Black top
8 (DLC) - Lime pants and Gray top
9 (DLC) - Orange pants and Gray top
10(DLC) - Yellow pants and Gray top



Throws
------
Kyaku                 LP+LK / f + LP+LK           connects close; opponent ends
                                                    up in front
Keishu Kou            b + LP+LK                   connects close; opponent ends
                                                    up behind


Command Moves
------------- 
Chu-Hoh               b + HP                      overhead; can cancel into 
                                                    from normals however
                                                    maneuver is slow so it will
                                                    not combo
Gai-Shu               f + HK                      can cancel into from normals;
                                                    can Super Cancel on contact
Pushing Sweep         d + HK                      must be blocked low
Bukyakuzan            MP+MK                       overhead; will stagger 
                                                    opponent if they try to 
                                                    block this crouching; can
                                                    Super Cancel on contact 


Rush Combos
-----------
Rensho Rush           f, f, LP, LP, LP, (LP)      will execute the Rensho-Geki
                                                    on the fourth LP if you 
                                                    have a super stock; after
                                                    the third LP you can 
                                                    continue the rush combo 
                                                    into her Chugeki-Hoh 
                                                    maneuver follow ups 
                                                    (however avoid using LP 
                                                    when you have a super stock
                                                    to keep from performing the
                                                    Rensho-Geki); pressing LP
                                                    after any of the follow up
                                                    parts will still activate
                                                    the super (this allows you
                                                    an even bigger super rush
                                                    chain)
Kyakuhougi Rush       f, f, LK, LK, LK, (LK)      2nd LK must be blocked low; 
                                                    will execute the Kyakuhougi
                                                    on the fourth LK if you 
                                                    have a super stock; after
                                                    the third LK you can 
                                                    continue the rush combo 
                                                    into her Chugeki-Hoh 
                                                    maneuver follow ups 
                                                    (however avoid using LK 
                                                    when you have a super stock
                                                    to keep from performing the
                                                    Kyakuhougi); pressing LP
                                                    after any of the follow up
                                                    parts will still activate
                                                    the super (this allows you
                                                    an even bigger super rush
                                                    chain)


Special Moves
-------------
Chugeki-Hoh           f + P    |  qcf + P         LP=short, MP=medium, HP=far;
                               |                    can Super Cancel on contact
  Shogekiha           P        |  P               can Super Cancel on contact
  Shinkyaku-Geki      LK/MK    |  LK/MK           must be blocked low; goes 
                               |                    under many projectiles; can
                               |                    Super Cancel on contact
    Shin              K        |  K               must be performed quickly
                               |                    before Shinkyaku-Geki comes
                               |                    out; if timed correctly 
                               |                    Shin can pass through 
                               |                    projectiles
  Shinkuu-Geki        HK       |  HK              can Super Cancel on contact
    Shin              K        |  K               must be performed quickly
                               |                    before Shinkuu-Geki comes
                               |                    out; if timed correctly 
                               |                    Shin can pass through 
                               |                    projectiles
Katachi               db + 2P  |  b, d, db + 2P   low/high attack reversal; 
                               |                    reversing a ground attack
                               |                    produces a quick 
                               |                    Shinkyaku-Geki while 
                               |                    reversing an air attack
                               |                    produces an elbow attack;
                               |                    can Super Cancel on 
                               |                    reversal contact
Ryusui                u + P    |  360 + P         connects close; unblockable;
                               |                    throw inflicts no damage,
                               |                    however it switches the
                               |                    opponent to the other side
                               |                    while leaving them 
                               |                    vulnerable
Shinkyaku-Geki        b + LK/MK|  qcb + LK/MK     LK=short and must be blocked
                               |                    low, MK=medium and must be
                               |                    blocked low; goes under
                               |                    many projectiles; can Super
                               |                    Cancel on contact
  Shin                K        |  K               must be performed quickly
                               |                    before Shinkyaku-Geki comes
                               |                    out; if timed correctly 
                               |                    Shin can pass through 
                               |                    projectiles
Shinkuu-Geki          b + HK   |  qcb + HK        far; can Super Cancel on 
                               |                    contact
  Shin                K        |  K               must be performed quickly
                               |                    before Shinkuu-Geki comes
                               |                    out; if timed correctly 
                               |                    Shin can pass through 
                               |                    projectiles


Supers
------
Rensho-Geki           b, f + P |  qcf, qcf + P    launcher; can Super Cancel on
                               |                    contact
Kiren-Eki             f, b + P |  qcb, qcb + P    hold P to delay and empower
                               |                    super; absorbs projectiles;
                               |                    can Super Cancel on contact
                               |                    when close
Renbu                 f, b + 2P|  LP, LP, f, LK,  dash in must touch opponent 
                               |    HP              to perform the entire 
                               |                    maneuver; dash in is 
                               |                    unblockable
Kyakuhougi            f, b + K |  qcb, qcb + K    can Super Cancel on contact




*******************************************************************************
* 4.14 Hayate                                                                 *
*******************************************************************************
Colors        
------        
1       - Blue jeans w/ White trim and Pink shirt
2       - Black jeans w/ Red trim and Purple shirt
3 (DLC) - Dark Gray jeans w/ Gold trim and Red shirt
4 (DLC) - Dark Gray jeans w/ Silver trim and Blue shirt
5 (DLC) - Gray jeans w/ White trim and Black shirt
6 (DLC) - Blue jeans w/ Orange trim and Red shirt
7 (DLC) - Black jeans w/ Green trim and Blue shirt
8 (DLC) - Gray jeans w/ Yellow trim and Green shirt
9 (DLC) - Black jeans w/ Blue trim and Red shirt
10(DLC) - Blue jeans w/ Turquoise trim and Blue shirt



Throws
------
Enkitou               LP+LK / f + LP+LK           connects close; opponent ends
                                                    up in front
Mukuushin             b + LP+LK                   connects close; opponent ends
                                                    up behind
Utsusemiotoshi        LP+LK in air                connects close in air;
                                                    opponent ends up in front


Command Moves
-------------
Enrakushisho          b + HP                      overhead; can cancel into 
                                                    from normals however
                                                    maneuver is slow so it will
                                                    not combo
Jyoudanraiha          MP+MK                       overhead; will stagger 
                                                    opponent if they try to 
                                                    block this crouching; can
                                                    Super Cancel on contact 


Rush Combos
-----------
Resshin Rush          f, f, LP, LP, LP, LP, (LP)  will execute the 
                                                    Resshinkamaitachi on the 
                                                    fifth LP if you have a 
                                                    super stock
Raizanshou Rush       f, f, LK, LK, LK, (LK)      2nd LK must be blocked low;
                                                    will execute the Raizanshou
                                                    on the fourth LK if you 
                                                    have a super stock; after
                                                    the third LK you can 
                                                    continue the rush combo 
                                                    into his Oborozuki maneuver
                                                    follow up; pressing LP
                                                    after the follow up will 
                                                    still activate the super 
                                                    (this allows you an even
                                                    bigger super rush chain)


Special Moves
-------------
Kamaitachi            f + P    |  qcf + P         LP=short, MP=medium, HP=very
                               |                    far and must be blocked 
                               |                    low; blade absorbs 
                               |                    projectiles; can Super 
                               |                    Cancel on contact
Hisenzan              df + P   |  f, d, df + P    LP=low and far, MP=medium and
                               |                    medium, HP=high and short;
                               |                    can Super Cancel into air
                               |                    super on contact
Jyouwankei/Bakuraiha  db + 2P  |  b, d, db + 2P   high attack reversal; can
                               |                    Super Cancel on reversal
                               |                    contact
Oborozuki             f + K    |  qcf + K         LK=short and 1 hit, MK=medium
                               |                    and 2 hits, HK=far and 3
                               |                    hits; can Super Cancel on
                               |                    contact
  Sorasen             P        |  P               can Super Cancel on contact


Supers
------
Resshinkamaitachi     b, f + P |  qcf, qcf + P    can Super Cancel on contact
Tsumujikagerou-Kyoku  f, b + P |  qcb, qcb + P    can Super Cancel on contact
                        in air |    in air          when you reach the ground
Raizanshou            b, f + K |  qcf, qcf + K    can Super Cancel on contact
                                                    while still on ground or
                                                    Super Cancel into air super
                                                    while in air after contact




*******************************************************************************
* 4.15 Blair Dame                                                             *
*******************************************************************************
Colors        
------        
1       - Dark Blue costume w/ Steel Blue trim and Gray armor
2       - Red costume w/ Maroon trim and Black armor
3 (DLC) - Gold costume w/ Gold trim and Purple armor
4 (DLC) - Silver costume w/ Sonic Silver trim and Silver armor
5 (DLC) - Turquoise costume w/ Cerulean Blue trim and Sky Blue armor
6 (DLC) - Blush costume w/ Hot Pink trim and Fuschia armor
7 (DLC) - Dark Green costume w/ Green trim and Black armor
8 (DLC) - Yellow costume w/ Green trim and Gold armor
9 (DLC) - White costume w Black trim and Gray armor
10(DLC) - Black costume w/ Gray trim and Black armor



Throws
------
Tsukami Hiza Kick     LP+LK / f + LP+LK           connects close; opponent ends
                                                    up in front
Neck Throw            b + LP+LK                   connects close; opponent ends
                                                    up behind


Command Moves
-------------
Tegatana              f + MP                      can cancel into from normals;
                                                    can Super Cancel on contact
Lighting Sword        b + HP                      can cancel into from normals
Sweet Trap            MP+MK                       overhead; will stagger 
                                                    opponent if they try to 
                                                    block this crouching; can
                                                    Super Cancel on contact 


Rush Combos
-----------
Mirage Rush           f, f, LP, LP, LP, (LP)      will execute the Mirage Combo
                                                    Kick on the fourth LP if 
                                                    you have a super stock
Shoot Rush            f, f, LK, LK, LK, (LK)      2nd LK must be blocked low;
                                                    will execute the Spin Side
                                                    Shoot on the fourth LK if
                                                    you have a super stock


Special Moves
-------------
Shoot Upper           df + P   |  f, d, df + P    LP=1 uppercut and short, 
                               |                    MP=2 uppercuts and medium,
                               |                    HP=2 uppercuts and far; can
                               |                    Super Cancel on contact
Sliding Arrow         f + K    |  qcf + K         LK=short, MK=medium, HK=far;
                               |                    must be blocked low; must
                               |                    connect slide (not blocked)
                               |                    for entire maneuver to come
                               |                    out; can Super Cancel on
                               |                    contact but only during 
                               |                    initial slide
Lightning Knee        df + K   |  f, d, df + K    LK=short, MK=medium, HK=far;
                               |                    can Super Cancel into air
                               |                    super on contact
  Crescent Kick       K        |  K               Lightning Knee must touch
                               |                    the opponent for this 
                               |                    follow up to be possible;
                               |                    can Super Cancel into air 
                               |                    super on contact   
Shoot Kick            b + K    |  qcb + K         LK=short, MK=medium, HK=far;
                               |                    can Super Cancel on 
                               |                    contact
  Turn Kick           K        |  K               can Super Cancel on contact
    Mid Kick          LK/MK    |  LK/MK           can Super Cancel on Contact
    Shoot Spike Kick  HK       |  HK              launcher; can Super Cancel on
                                                    contact


Supers
------
Mirage Combo Kick     b, f + P |  qcf, qcf + P    can Super Cancel on contact
Spin Side Shoot       b, f + K |  qcf, qcf + K    last part must connect (not 
                               |                    blocked) to perform the 
                               |                    entire maneuver; can Super
                               |                    Cancel on contact but only
                               |                    the parts before the catch
                               |                    and leg break
Fairy Spear           b, f + K |  qcf, qcf + K    can Super Cancel on contact
                        in air |    in air          but it must be done as 
                               |                    soon as you touch the 
                               |                    ground




*******************************************************************************
* 4.16 Skullomania                                                            *
*******************************************************************************
Colors        
------        
1       - Black costume w/ Red scarf
2       - Red costume w/ Yellow scarf
3 (DLC) - Black costume w/ Gold scarf (Gold skeleton print)
4 (DLC) - Black costume w/ Silver scarf (Silver skeleton print)
5 (DLC) - Gray costume w/ Black scarf
6 (DLC) - Pink costume w/ Red scarf
7 (DLC) - Green costume w/ Yellow scarf
8 (DLC) - Yellow costume w/ Orange scarf
9 (DLC) - Blue costume w/ Turquoise scarf
10(DLC) - Turquoise costume w/ Green scarf



Throws
------
Skullo Stunt          LP+LK / f + LP+LK           connects close; opponent ends
                                                    up in front
Skullo Steiner        b + LP+LK                   connects close; opponent ends
                                                    behind
Skullo Space          LP+LK in air                connects close in air;
                                                    opponent ends behind


Command Moves
-------------
Skullo Back Flip      b, b
Step In Upper         b + MP                      can absorb projectiles with
                                                    proper timing; can cancel 
                                                    into from normals; can 
                                                    Super Cancel on contact
Dangerous Heel        b + MK                      overhead; can cancel into 
                                                    from normals however
                                                    maneuver is slow so it will
                                                    not combo
Great Hero Punch      MP+MK                       overhead; will stagger 
                                                    opponent if they try to 
                                                    block this crouching; can
                                                    Super Cancel on contact 


Rush Combos
-----------
Crusher Rush          f, f, LP, LP, LP, (LP)      will execute the Super Skullo
                                                    Crusher on the fourth LP if 
                                                    you have a super stock;
                                                    after the third LP you can 
                                                    continue the rush combo 
                                                    into his Skullo Head 
                                                    maneuver follow up (however 
                                                    avoid using LP when you 
                                                    have a super stock to keep
                                                    from performing the Super
                                                    Skullo Crusher); pressing 
                                                    LP after the follow up will
                                                    still activate the super 
                                                    (this allows you an even
                                                    bigger super rush chain)
Slider Rush           f, f, LK, LK, LK, (LK)      will execute the Super Skullo
                                                    Slider on the fourth LK if
                                                    you have a super stock;
                                                    after the third LK you can 
                                                    continue the rush combo 
                                                    into his Skullo Head 
                                                    maneuver follow up; 
                                                    pressing LP after the 
                                                    follow up will still 
                                                    activate the super (this
                                                    allows you an even bigger
                                                    super rush chain)


Special Moves
-------------
Skullo Crusher        f + P    |  qcf + P         can Super Cancel into air 
                               |                    super on contact
Skullo Head           df + P   |  f, d, df + P    LP=low, MP=medium, HP=high;
                               |                    can Super Cancel on contact
                               |                    when still on the ground or
                               |                    Super Cancel into air super
                               |                    while in air after contact
  Skullo Dive         P        |  P               can Super Cancel into air
                               |                    super on contact
    Skullo Save       dive onto|  dive onto       must touch floor first before
                        floor  |    floor           opponent for this follow up
                               |                    to come out; must be 
                               |                    blocked low
Skullo Slider         f + K    |  qcf + K         LK=short, MK=medium, HK=far;
                               |                    must be blocked low; can
                               |                    Super Cancel on contact
Skullo Tkachyov       u + K    |  b, d, db + K    LK=short hop, MK=medium hop,
                               |                    HK=far hop; must land on
                               |                    opponent for this maneuver
                               |                    to come out; landing on the
                               |                    opponent is unblockable;
                               |                    hold LP+MK+HP during a 
                               |                    fully connected Skullo
                               |                    Tkachyov to have 
                               |                    Skullomania say an added
                               |                    voice line
Skullo Shock          u, d + 2P|  hcb, ub, u + 2P taunt; after 1.5 seconds you
                               |                    can exit the taunt manually
                               |                    by attacking


Supers
------
Super Skullo Crusher  b, f + P |  qcf, qcf + P    can Super Cancel on contact
                               |                    when landing from super
Air Super Crusher     b, f + P |  qcf, qcf + P    can Super Cancel on contact
                        in air |    in air          when landing from super
Skullo Ball           d, u + P |  qcb, qcb + P    can throw out multiple balls
                               |                    at once; LP version stays
                               |                    up above opponents head the
                               |                    shortest amount of time
                               |                    while HP version stays up
                               |                    the longest
Super Skullo Slider   b, f + K |  qcf, qcf + K    slide portion of super must
                               |                    be blocked low; can Super
                               |                    Cancel on contact
Skullo Barrier        f, b + K |  qcb, qcb + K    energy shield absorbs 
                               |                    projectiles; can Super
                               |                    Cancel on contact when
                               |                    close
Neo Skullo Dream      f, b + 2P|  LP, LP, f, LK,  dash in must touch opponent 
                               |    HP              to perform the entire 
                               |                    maneuver; dash in is
                               |                    unblockable
Shin Skullo Dream     f, b + 2P|  LP, LP, f, LK,  dash in must touch opponent 
                       (hold   |    HP (hold        to perform the entire 
                       LP+MK   |    LP+MK before    maneuver; dash in is
                       before  |    contact)        unblockable
                       contact)|




*******************************************************************************
* 4.17 Area                                                                   *
*******************************************************************************
Colors        
------        
1       - Off White boots and Purple shorts
2       - Blush Pink boots and Cloud Gray shorts
3 (DLC) - Gold costume
4 (DLC) - Silver costume
5 (DLC) - Purple boots and Blue shorts
6 (DLC) - Hot Pink boots and Purple shorts
7 (DLC) - Harlequin Green boots and Jade Green shorts
8 (DLC) - Lime boots and Ecru shorts
9 (DLC) - Light Gray boots and Gray shorts
10(DLC) - Medium Gray boots and Black shorts



Throws
------
OCR                   LP+LK / f + LP+LK           connects close; opponent ends
                                                    up in front
Transmission          b + LP+LK (Cancer Armed)    connects close; opponent ends
                                                    up behind; becomes the OCR
                                                    throw if Cancer is not 
                                                    equipped


Command Moves
-------------
Shift Stamp Punch     df + MP (Cancer Armed)      must be blocked low; can 
                                                    cancel into from normals;
                                                    can cancel into HP/HK
                                                    normals as well as special
                                                    moves on contact; can
                                                    cancel into Shift Club
                                                    Straight, Shift Club Upper,
                                                    Job Step, Pull Down Leg, 
                                                    and Slide Kick on contact;
                                                    can Super Cancel on 
                                                    contact; cannot perform if
                                                    Cancer is not equipped
Shift Club Straight   f + HP (Cancer Armed)       can cancel into from 
                                                    LP/MP/LK/MK normals; can 
                                                    cancel into Job Step and 
                                                    Pull Down Leg on contact;
                                                    can Super Cancel on 
                                                    contact; cannot perform if
                                                    Cancer is not equipped
Shift Club Upper      df + HP (Cancer Armed)      can cancel into from 
                                                    LP/MP/LK/MK normals; can
                                                    cancel into special moves
                                                    on contact; can cancel into
                                                    Job Step and Pull Down Leg
                                                    on contact; can Super 
                                                    Cancel on contact; cannot 
                                                    perform if Cancer is not 
                                                    equipped
Head Crush            d + HP in air (Cancer       NOT an overhead; can Super
                        Armed)                      Cancel on contact or before
                                                    maneuver comes out; cannot 
                                                    perform if Cancer is not 
                                                    equipped
Job Step              b + MK                      can cancel into from normals;
                                                    can Super Cancel on contact
                                                    or before maneuver comes 
                                                    out
Pull Down Leg         b + HK                      overhead; can cancel into 
                                                    from normals
Slide Kick            d + HK                      must be blocked low
Hard Crash            MP+MK (Cancer Armed)        overhead; will stagger 
                                                    opponent if they try to 
                                                    block this crouching; can
                                                    Super Cancel on contact;
                                                    maneuver will not work if
                                                    Cancer is not equiped; 
                                                    cannot perform if Cancer is
                                                    not equipped


Rush Combos
-----------
Cancer Rush           f, f, LP, LP, LP, LP, (LP)  2nd LP must be blocked low; 
                        (Cancer Armed)              will execute the Great 
                                                    Cancer on the fifth LP if
                                                    you have a super stock; 
                                                    cannot perform if Cancer is
                                                    not equipped
Raid Rush             f, f, LK, LK, LK, (LK)      2nd LK must be blocked low;
                                                    will execute the Fivestar
                                                    Raid on the fourth LK if 
                                                    you have a super stock;
                                                    after the third LK you can 
                                                    continue the rush combo 
                                                    into her Jackson Kick
                                                    maneuver follow ups 
                                                    (however avoid using LK 
                                                    when you have a super stock
                                                    to keep from performing the
                                                    Fivestar Raid); pressing LK
                                                    after the follow up will
                                                    still activate the super 
                                                    (this allows you an even
                                                    bigger super rush chain)


Special Moves
-------------
Humming Rush          f + P    |  qcf + P         LP=far, MP=medium, HP=short 
                        (Cancer|    (Cancer         with many hits; can Super
                        Armed) |    Armed)          Cancel on contact; cannot
                               |                    perform if Cancer is not
                               |                    equipped
  Thunder Break       3P       |  3P directly     can Super Cancel on contact
                       directly|    after last
                       after   |    hit of 
                       last hit|    Humming Rush
                       of      |
                       Humming |
                       Rush    |
Upload                3P, then |  3P, then hold   Cancer will absorb
                        hold P |    P to have       projectiles; if you release
                        to have|    Cancer move     P or don't use P to extend
                        Cancer |    forward         maneuver Cancer will fly up
                        move   |    (Cancer         into the air and then
                        forward|    Armed)          return to Area in a few 
                        (Cancer|                    seconds; this move
                        Armed) |                    effectively disarms Area
                               |                    from using Cancer until it
                               |                    flies back to her; you can
                               |                    hold P and follow behind
                               |                    Cancer as it moves forward
                               |                    (you can even attack while
                               |                    it is out); cannot perform
                               |                    if Cancer is not equipped
Download              d + 3P,  |  d + 3P, then    holding P will have Cancer
                        then   |    hold P to       move forward underground
                        hold P |    have Cancer     (release to have Cancer
                        to have|    move forward    surface and allow it to
                        Cancer |    (Cancer         hit the opponent); the
                        move   |    Armed)          surfaced Cancer can absorb
                        forward|                    projectiles; after Cancer
                        (Cancer|                    surfaces for a bit it will
                        Armed) |                    fly up into the air and 
                               |                    then return to Area in a
                               |                    few seconds; this move
                               |                    effectively disarms Area
                               |                    from using Cancer until it
                               |                    flies back to her; you can
                               |                    hold P and follow behind
                               |                    Cancer as it moves forward
                               |                    (you can even attack while
                               |                    it is out); cannot perform
                               |                    if Cancer is not equipped
Emulator              db + 2P  |  b, d, db + 2P   can hit if close; absorbs
                        (Cancer|    (Cancer         projectiles (which by doing
                        Armed) |    Armed)          so allows the follow up);
                               |                    can Super Cancel on 
                               |                    contact; cannot perform if
                               |                    Cancer is not equipped
  Reverse Gear        b + P    |  qcb + P after   must absorb a projectile
                       after   |  previous part     using the Emulator maneuver
                       previous|  is a success      for this special move to
                       part is |                    work; this will give Area
                       a       |                    the ability to send the
                       success |                    absorbed projectile back
                               |                    toward the opponent
Jackson Kick          f + K    |  qcf + K         LK=short, MK=medium, HK=far;
                               |                    can Super Cancel on contact
  Pop Up Knee         LK       |  LK              launcher; can cancel into air
                               |                    Super if off the ground 
                               |                    after contact or cancel
                               |                    into ground Super if still
                               |                    on the ground after contact
  Partition Break     MK       |  MK              can Super Cancel on contact
  Pull Down Heel      HK       |  HK              overhead; can Super Cancel on
                               |                    contact
Alternative Catch     u + K    |  qcb + K         LK=short hop, MK=medium hop,
                               |                    HK=far hop; hop in must
                               |                    touch opponent for throw;
                               |                    unblockable; can cancel 
                               |                    into air Super immediately
                               |                    after maneuver finishes on
                               |                    the jump backwards
  Rear                hold b   |  hold b          perform this after a 
                               |                    successful Alternative 
                               |                    Catch; opponent ends up
                               |                    behind Area
  Front               hold f or|  hold f or       perform this after a
                        remain |    remain          successful Alternative
                        neutral|    neutral         Catch; opponent ends up
                               |                    in front of Area
Shrug                 u,       |  LP, LP, f, LK,  taunt
                        d+LK+HK|    HP              
Display Unit          u,       |  LP, LP, f, LK,  taunt; cannot perform if
                        d+MK+HK|    HK (Cancer      Cancer is not equipped
                        (Cancer|    Armed)
                        Armed) |


Supers
------
Great Cancer          b, f + P,|  qcf, qcf + P,   holding P down will increase
                        then   |    then hold P     the distance and damage of
                        hold P |    to empower      the maneuver when released;
                        to     |    (Cancer         can Super Cancel on
                        empower|    Armed)          contact; absorbs 
                        (Cancer|                    projectiles; cannot perform
                        Armed) |                    if Cancer is not equipped
Air Great Cancer      b, f + P |  qcf, qcf + P    absorbs projectiles; cannot
                        in air |    in air          perform if Cancer is not
                        (Cancer|    (Cancer         equipped
                        Armed) |    Armed)
Fivestar Raid         b, f + K |  qcf, qcf + K    initial kick must connect
                               |                    (not blocked) to perform
                               |                    the entire maneuver; can
                               |                    cancel into air Super 
                               |                    on hit while Area is in the
                               |                    air or you can cancel into
                               |                    the ground Super while Area
                               |                    is on the ground before her
                               |                    hop upwards




*******************************************************************************
* 4.18 Terry Bogard (DLC)                                                     *
*******************************************************************************
Colors        
------        
1       - Red jacket and hat w/ Yale Blue pants
2       - Blue jacket and hat w/ Yale Blue pants
3 (DLC) - Gold jacket and hat w/ Gold pants
4 (DLC) - Silver jacket and hat w/ Silver pants
5 (DLC) - Purple jacket and hat w/ Gray pants
6 (DLC) - Baby Blue jacket and hat w/ Carolina Blue pants
7 (DLC) - Black jacket and hat w/ Red pants
8 (DLC) - Off White jacket and hat w/ Gray pants
9 (DLC) - Green jacket and hat w/ Medium Gray pants
10(DLC) - Yellow jacket and hat w/ Steel Blue pants



Throws
------
Grasping Upper        LP+LK / f + LP+LK           connects close; opponent ends
                                                    up in front
Buster Throw          b + LP+LK                   connects close; opponent ends
                                                    up behind


Command Moves
-------------
Back Knuckle          f + HP                      can cancel into from normals;
                                                    can Super Cancel on contact
Hop Kick              MP+MK                       overhead; will stagger 
                                                    opponent if they try to 
                                                    block this crouching; can
                                                    Super Cancel on contact


Rush Combos
-----------
Geyser Rush           f, f, LP, LP, LP, LP, (LP)  will execute the Power Geyser
                                                    on the fifth LP if you have
                                                    a super stock
Buster Rush           f, f, LK, LK, LK, LK, (LK)  will execute the Buster Wolf
                                                    on the fifth LK if you have
                                                    a super stock


Special Moves
-------------
Power Wave            f + P    |  qcf + P         LP=slow, MP=medium, HP=fast;
                               |                    will collide with other 
                               |                    projectiles as both will be
                               |                    "destroyed" in the process;
                               |                    can Super Cancel on contact
                               |                    when close; Note that Terry
                               |                    says "Power Wave" when he
                               |                    is on the left side of the
                               |                    screen and "Rock you" when
                               |                    he is on the right side of
                               |                    the screen
Burning Knuckle       b + P    |  qcb + P         LP=short, MP=medium, HP=far;
                               |                    can Super Cancel on contact
Rising Tackle         Charge d |  Charge d for    LP=low with 3 hits, MP=medium
                       for 1.5 |    1.5 seconds,    with 4 hits, HP=high with 5
                       seconds,|    u + P           hits; can Super Cancel on 
                               |                    contact before leaving the
                               |                    ground (tight window)
Come On!              u, d + 2P|  u, d + 2P       taunt
Power Charge          f + K    |  hcf + K         LK=short, MK=medium and
                               |                    knocks down, HK=far and 
                               |                    knocks down; it is possible
                               |                    to go under some 
                               |                    projectiles during the 
                               |                    later portion of the 
                               |                    maneuver; can Super Cancel
                               |                    on contact
Crack Shoot           b + K    |  qcb + K         LK=short, MK=medium, HK=far;
                               |                    can Super Cancel on contact
                               |                    after landing from maneuver
Back Spin Kick        u + K    |  hcb + K         connects close; unblockable


Supers
------
Power Geyser          b, f + P |  qcb, db, f + P  launcher; absorbs 
                               |                    projectiles; can Super
                               |                    Cancel on contact
Triple Geyser         f, b + 2P|  qcf, qcf + 2P   requires 3 super stocks;
                               |                    launcher; absorbs 
                               |                    projectiles
Buster Wolf           b, f + K |  qcf, qcf + K    first part must connect (not
                               |                    blocked) to perform the
                               |                    entire super; initial part
                               |                    has some high 
                               |                    invulnerability and thus
                               |                    can pass through some of
                               |                    the projectiles in the 
                               |                    game; can Super Cancel on 
                               |                    contact from the knuckle 
                               |                    hit or you can Super Cancel
                               |                    immediately after the 
                               |                    follow up blast
Star Dunk Volcano     f, b + 2K|  hcb, hcb + 2K   requires 3 super stocks; 
                               |                    rising knee must connect
                               |                    (not blocked) to perform 
                               |                    the cinematic powerful
                               |                    version of this super




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

5.1  What's Missing/Needed
-Corrections and clean up
-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
-Arika
-Gamefaqs
-@CharlesPlaine on Twitter, for the hidden command to perform Skullomania's 
 and Shadowgeist's alternate "Raging Demon" supers
-Vulji on Reddit for Skullomania's Skullo Tkachyov voice line easter egg and
 info on exiting Skullomania's and Shadowgeist's special taunts
-XXXCheckmate on Reddit for Terry's Power Wave voice sample easter egg
-And me for writing this faq