=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Fighting Layer FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 1.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 3. Characters 3.1 Blair Dame 3.2 Sessyu Tsukikage 3.3 Shang Fenghuang 3.4 Exodus 3.5 Hong Gillso 3.6 Tetsuo Kato 3.7 George Jensent 3.8 Lan Yinghua 3.9 Jigjid Bartol 3.10 Allen Snider 3.11 Capriccio 3.12 Janis Luciani ```````````````````````````````` 3.13 Joe Fendi 3.14 Preston Ajax 3.15 Clemence Cleiver 3.16 Vold Ignitio 3.17 Knight 3.18 Tiger 3.19 Shark 3.20 Falcon 4. Misc. And Easter Eggs 5. Conclusion 5.1 What's Missing/Needed 5.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward HP - Heavy Punch P - Any Punch \ | / b - Back LP - Light Punch K - Any Kick b-- --f u - Up HK - Heavy Kick + - And / | \ d - Down LK - Light Kick / - Or db d df Any - Any Button , - Then 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 =============================================================================== Throw f/b + MP/MK close refer to character movelist for specific motion and details Throw Escape f/b + MP/MK just as you are being thrown Block High b Block Low db does not block overheads Dash Forward f, f Side Switch P near opponent leaves opponent vulnerable for a split second; George can only perform a Side Switch with LP Dash Backward b, b Dodge Out f + HP Dodge In f + HK Hard Attack LP+LK/MP+MK/HP+HK (hold overhead (if it hits as combination longer to an overhead it will empower maneuver) break the opponent's guard and put them in a stun state) Hard Reversal LP+LK/MP+MK/HP+HK after costs one super stock being knocked down Super Elusion LK+MK/MK+HK/LK+HK / can be used once per LK+MK/MK+HK/LK+HK in match (indicated by air gold dragon near your character's name); character will evade and then charge the entire super meter; this can be used anytime, including when your opponent has you in a combo (thus this acts as a combo breaker) Basic Cancel perform a super motion immediately after a normal attack, command attack, or special move connects on your opponent (blocked or not) Super Cancel perform a super motion during or immediately after performing another super that connects on the opponent (blocked or not) Negative Edge allows you to perform an example would be maneuvers by holding performing a qcf + P the attack button maneuver by instead down, performing holding P, qcf, the motion, then releasing P; this releasing the attack works for specials button and supers Clash if two attacks meet at the very same time at the same strike height, you will "clash" and neither character will take damage Projectile Kill projectiles can be destroyed by hitting another projectile, however they can also be negated if a physical hits it at the correct height at the right time (as in a clash) Super (aka Barrage Blow) refer to character's each super costs one movelist stock each =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Blair Dame * ******************************************************************************* Colors ------ P - White costume K - Red costume Throws ------ Neck Throw f/b + MP close opponent ends up behind Blair Tsukami Hiza Kick f/b + MK close (tap opponent ends up in front P/K rapidly and shake of Blair the joystick for more knees and damage) Lightning Kick f, d, df + K Basic Move ---------- Surging Rush LP, LP, LP, LP, LP Command Moves ------------- Step Side Kick f + MK Rising Uppercut d + HP knocks opponent down Trick Kick LP+LK/MP+MK/HP+HK (hold overhead (if it hits as combination longer to an overhead it will empower maneuver) break the opponent's guard and put them in a stun state) Lightning Knee LP+LK/MP+MK/HP+HK after hard reversal that costs being knock downed one super stock Special Moves ------------- Sliding Arrow qcf + K LK=short, MK=medium, HK=far; must be blocked low Shoot Kick qcb + K Turn Kick qcb + K Side Spin qcb + LK Shoot Axe Kick qcb + MK Shoot Spike Kick qcb + HK can juggle opponent after launch Crescent Kick qcb + K in air Supers ------ Huearigihuto qcf, qcf + P (tap LP, then HP, then LP in a continuous alternating pattern rapidly to increase the number of hits) Air Huearigihuto qcf, qcf + P in air (tap LP, then HP, then LP in a continuous alternating pattern rapidly to increase the number of hits) Spin Side Shoot qcf, qcf + K move must connect (not blocked) to perform the entire maneuver ******************************************************************************* * 3.2 Sessyu Tsukikage * ******************************************************************************* Colors ------ P - Blue costume w/ Red scarf K - Dark Gray costume w/ Off White scarf Throws ------ Arm Drag Takedown f/b + MP close opponent ends up in front of Sessyu Overhead Judo Throw f/b + MK close opponent ends up behind Sessyu Basic Moves ----------- Swift Slashes LP, LP, LP can juggle opponent after launch Back Slash LP Low Back Slash LK must be blocked low Shin Kick LK must be blocked low Command Moves ------------- Back Slash b + HP Blade Sweep d + HP knocks opponent down Death Slash LP+LK/MP+MK/HP+HK (hold overhead (if it hits as combination longer to an overhead it will empower maneuver) break the opponent's guard and put them in a stun state) Teleport LP+LK/MP+MK/HP+HK after hard reversal that costs being knock downed one super stock Special Moves ------------- Ground Shuriken qcf + P LP=3 shurikens, MP=4 shurikens, HP=5 shurikens; three shurikens will usually be what's negated by a well timed strike or another projectile, thus sending 5 shurikens will allow 2 to pass through; the shurikens will negate equally to another set of shurikens sent by a mirror match Sessyu Air Shuriken qcf + P in air LP=3 shurikens, MP=4 shurikens, HP=5 shurikens; three shurikens will usually be what's negated by a well timed strike or another projectile, thus sending 5 shurikens will allow 2 to pass through; the shurikens will negate equally to another set of shurikens sent by a mirror match Sessyu Dive Attack LP+MP+HP Teleport b, d, db + P LP=teleports in the air about a sweep distance away from the opponent, MP=teleports in the air about a step away from the opponent, HP=teleports directly above the opponent Chain Attack High qcb + P LP=short chain, MP=medium chain, HP=long chain Tsuika Kougeki qcf + P LP=short chain, MP=medium chain, HP=long chain; chain must connect (not blocked) to perform the entire maneuver; this maneuver will pull the opponent toward you while they are in a stunned state allowing you a free hit that will always ground the opponent Chain Attack Low K the P used in the initial command will determine how long the chain is in this follow up (ie. qcb + HP=a long low chain follow up) Chain Attack Low qcb + K LK=short chain, MK=medium chain, HK=long chain Low Tsuika Kougeki qcf + K LK=short chain, MK=medium chain, HK=long chain; must be blocked low; chain must connect (not blocked) to perform the entire maneuver Chain Attack High P the K used in the initial command will determine how long the chain is in this follow up (ie. qcb + HK=a long high chain follow up) Dive Attack LP+MP+HP in air Supers ------ Eight Serpents qcf, qcf + P Strong Wind qcb, qcb + P Air Strong Wind qcb, qcb + P in air ******************************************************************************* * 3.3 Shang Fenghuang * ******************************************************************************* Colors ------ P - Green top w/ Brown pants K - White top w/ Dark Blue pants Throws ------ Thousand Pressure Points f/b + MP close opponent ends up in front of Shang Rollover Stab Kick f/b + MK close opponent ends up behind Shang Basic Moves ----------- Slashing Nail tap LP rapidly Blow Back Charge MP, MP, MP, MP Stabbing Nail HP 2 hits; knocks opponent down Command Moves ------------- Side Attacking f + MP Crushing Lows d + LK, LK, LK first two parts must be blocked low Side Wing f + MK Reverse Side Nail LP+LK/MP+MK/HP+HK (hold overhead (if it hits as combination longer to an overhead it will empower maneuver) break the opponent's guard and put them in a stun state) Bottom Sleeping LP+LK/MP+MK/HP+HK after hard reversal that costs being knock downed one super stock; must be blocked low Warm-up f + Start taunt Fancy Footwork hcb + P taunt Special Moves ------------- Super Blow b, b + P (use b/f to LP=descent is straight adjust descent) down, MP=descent is diagonal forward, HP=descent is a very large distance diagonally forward Air Attack P/K P or K used will correspond to your regular air normals; overhead Knee Medulla f/b/d + HK when close to unblockable opponent's head Stopping Shell LP+MP+HP Warm-up continue holding LP+MP+HP taunt from previous motion Blow Kick b, b + K LK=low jump kick, MK=medium jump kick, HK=high jump kick Blow Kick-Bottom Sleeping b, b + LK/MK (maneuver does not touch opponent or is blocked) Spiral Shellfish K LK=short, MK=medium, HK=far Super Blow u + P (use b/f to adjust LP=descent is straight descent) down, MP=descent is diagonal forward, HP=descent is a very large distance diagonally forward Air Attack P/K P or K used will correspond to your regular air normals; overhead Knee Medulla f/b/d + HK when close to unblockable opponent's head Cancel P Bottom Sleeping qcb + K must be blocked low Spiral Shellfish K LK=short, MK=medium, HK=far Super Blow u + P (use b/f to adjust LP=descent is straight descent) down, MP=descent is diagonal forward, HP=descent is a very large distance diagonally forward Air Attack P/K P or K used will correspond to your regular air normals; overhead Knee Medulla f/b/d + HK when close to unblockable opponent's head Cancel P Supers ------ Fang Nail Mountain qcf, qcf + P move must connect (not blocked) to allow for the follow ups to be possible; follow ups can be performed any time after Fang Nail Mountain connects, and they do not need to be performed in succession (ie. you can land Fang Nail Mountain, connect other special moves, use Reverse Nail, land some normal attacks, then use Throat Slash, etc.) Reverse Nail qcf + P Throat Slash qcf + P Finishing Nail qcf + P Attacking Wing qcf, qcf + K move must connect (not blocked) to perform the entire maneuver Air Attacking Wing qcf, qcf + K in air move must connect (not blocked) to perform the entire maneuver ******************************************************************************* * 3.4 Exodus * ******************************************************************************* Colors ------ P - Gold costume w/ White trim and Dark Gray boots K - Gray costume w/ Pink trim and Green boots Throws ------ Brainbuster f/b + MP close opponent ends up behind Exodus Snapmare Torture f/b + MK close opponent ends up behind Exodus Falling Powerslam any direction except opponent ends up behind u + MP close to Exodus opponent in air Basic Moves ----------- Triple Chop LP, LP, LP Shin Kick LK must be blocked low Dirty Kick MK knocks opponent down Enzuigiri HK knocks opponent down Command Moves ------------- Forearm Scramble f + LP, LP, LP Rolling Elbow b + HP Upward Stab d + HP knocks opponent down Knee Drop d + HP in air overhead EX Sand LP+LK/MP+MK (hold overhead (if it hits as combination longer to an overhead it will empower maneuver) break the opponent's guard and put them in a stun state) EX Chair Shot HP+HK (hold combination chair that sets up can longer to empower strike the opponent; maneuver leaping chair shot is an overhead (if it hits as an overhead it will break the opponent's guard and put them in a stun state) EX Snake LP+LK/MP+MK/HP+HK after hard reversal that costs being knock downed one super stock; induces clash Exodus Smile f + Start taunt Special Moves ------------- EX Lariat f, d, df + P LP=short, MP=medium, HP=far EX Bomb 360 + P close LP=2nd most damaging version, MP=most damaging version, HP=weakest version that also has a fire spit at the end of the maneuver; unblockable EX Snake LP+MP+HP induces clash EX Breath qcf + K LK=short fire burst, MK=medium fire burst, HK=long lasting fire burst; if opponent is hit with this they will be set on fire and be in a stun state before falling down; you can strike the opponent while they are on fire, however you will take damage if you are too close to the opponent's flames EX Scratch b, d, db + K LK=downward chair throw, MK=medium distance and diagonal chair throw, HK=long distance and diagonal chair throw; chair that sets up can strike the opponent Supers ------ EX Triple Lariat qcf, qcf + P move must connect (not blocked) to perform the entire maneuver EX Press 720 + P connects close; unblockable ******************************************************************************* * 3.5 Hong Gillso * ******************************************************************************* Colors ------ P - Blue top and White pants w/ Red bandana K - Yellow top and Dark Gray pants w/ Green bandana Throws ------ Kicks To Arm Bar f/b + MP close opponent ends up in front of Hong Reverse Trap Kick f/b + MK close opponent ends up in front of Hong Basic Move ---------- Double Fang HK in air 2 hits; both hits are overheads Command Moves ------------- Tail Attack b + MK will initiate Hong's kick chain Seal Fang f + MK will initiate Hong's kick chain Prop Kick d + HK NOT a low but still knocks opponent down Alligator Rotation LP+LK/MP+MK/HP+HK (hold overhead (if it hits as combination longer to an overhead it will empower maneuver) break the opponent's guard and put them in a stun state) Instant Mouth LP+LK/MP+MK/HP+HK after hard reversal that costs being knock downed one super stock Change Posture LP+MP+HP Kick Chain ---------- Tail Attack (b+MK)-- Seal Fang (f+MK) | v Thigh Kick (LK) ----> Shin Kick (LK)--> Front Kick (LK)---> Blind Kick (LK)* Side Kick (MK) ^ | Stomach Kick(MK) | Head Kick (MK) | Double Snap(MK)* High Kick (HK) | | Head Kick (HK) | Prop Kick (HK) | Step Kick (HK)C* | | Axe Kick (f+HK)O*| Axe Kick (f+HK)O*| Axe Kick (f+HK)O* | | Change Posture | Change Posture | Change Posture | | (LP+MP+HP)* | (LP+MP+HP)* | (LP+MP+HP)* | | | | | | ----------- | | | | | | | V | | -->Step Delay (LP) <-------------------- ^ Turn Delay (MP) | Back Delay (HP) | | <------------- * = ends chain O = overhead C = move must connect (not blocked) to perform entire maneuver Special Moves ------------- Reverse Move b, d, db + P counter attack for mid normals, command attacks, special moves, and supers (not projectiles); LP=short time in counter stance with Shin Kick for successful counter, MP=medium time in counter stance with Stomach Kick for successful counter, HP=long time in counter stance with Head Kick for successful counter; a successful counter leads into Hong's kick chain Side Pair qcf + K LK=1 hit, MK=2 hits, HK=3 hits Instant Mouth f, d, df + K LK=short, MK=medium, HK=far Knockdown Kick hcb + K LK=short, MK=medium, HK=far Back Rotation b, d, db + K LK=short, MK=medium, HK=far; crossup attack Supers ------ Instant Dragon qcf, qcf + K move must connect (not blocked) to perform the entire maneuver Mouth Empty qcb, qcb + K can juggle opponent after launch ******************************************************************************* * 3.6 Tetsuo Kato * ******************************************************************************* Colors ------ P - White costume w/ Blue trim K - Red costume w/ Orange trim Throws ------ Shoulder Throw Drop f/b + MP close opponent ends up behind Tetsuo Crushing Knee f/b + MK close opponent ends up in front of Tetsuo Basic Moves ----------- Punch To Kick Combo LP, LP, LP, LP, LP Shin Kick LK must be blocked low Command Moves ------------- Reverse Side Fist b + HP Rising Uppercut d + HP knocks opponent down Double Kick f + MK 2 hits Back Kick b + HK Horse Leg LP+LK/MP+MK/HP+HK (hold overhead (if it hits as combination longer to an overhead it will empower maneuver) break the opponent's guard and put them in a stun state) Tsuri Kane Wari LP+LK/MP+MK/HP+HK after hard reversal that costs being knock downed one super stock (tap P for more strikes) Special Moves ------------- Mukuro Wari qcf + P travels a short distance with small damage Strong Mukuro Wari qcf + LP+MP/MP+HP/LP+HP travels a medium distance with medium damage Shin Mukuro Wari qcf + LP+MP+HP travels a far distance with large damage Tsuri Kane Wari f, d, df + P (tap P for LP=tapping P can get up more strikes) to 5 hits, MP=tapping P can get up to 8 hits, HP=tapping P can get up to 10 hits Takigi Kudaki qcb + P LP=short, MP=medium, HP=far Combo Skill LP, MP, HP, LK, MK Supers ------ Kan Matsuri qcf, qcf + P Kou Gyouji qcb, qcb + P (hold P to grab must connect to empower the punch) perform the entire maneuver; the grab is unblockable ******************************************************************************* * 3.7 George Jensent * ******************************************************************************* Colors ------ P - Orange top and Red pants w/ White trim K - Red top and Dark Gray pants w/ Red trim Throws ------ Shoulder Slam f/b + MP close opponent ends up behind George Capture Roll Arm Break f/b + MK close opponent ends up behind George Basic Moves ----------- Double Punch LP, LP Side Punch LP Dropping Heel f + LP overhead Shin Stomp LK must be blocked low High Roundhouse HK knocks opponent down Command Moves ------------- Side Punch f + MP Roll Fist b + MP Smash Kick f + MK Air Fang LP+LK/MP+MK/HP+HK (hold overhead (if it hits as combination longer to an overhead it will empower maneuver) break the opponent's guard and put them in a stun state) Eagle Crow LP+LK/MP+MK/HP+HK after hard reversal that costs being knock downed one super stock Sankaku Tobi uf when in air near a triangle jump the corner of the stage Special Moves ------------- Dash Forward f, f Roll Hook MP Bajirisuku HP Burotsukeido LP+MP/MP+HP/LP+HP grab must connect to perform the entire maneuver; the grab is unblockable Eagle Crow K LK=short, MK=medium, HK=far Dash Backward b, b Roll Hook MP Bajirisuku HP Burotsukeido LP+MP/MP+HP/LP+HP grab must connect to perform the entire maneuver; the grab is unblockable Eagle Crow K LK=short, MK=medium, HK=far Kirusobatsuto qcf + K LK=short, MK=medium, HK=far Eagle Crow qcb + K LK=short, MK=medium, HK=far Supers ------ Jaguar Rush qcf, qcf + P using HP ends super in a kick attack which also acts as an overhead Phalanx qcf, qcf + K move must connect (not blocked) to perform the entire maneuver Air Phalanx qcf, qcf + K in air move must connect (not blocked) to perform the entire maneuver ******************************************************************************* * 3.8 Lan Yinghua * ******************************************************************************* Colors ------ P - Salmon costume w/ Red shoes and trim K - Yellow costume w/ Blue shoes and trim Throws ------ Redirect f/b + MP close opponent ends up behind Lan Headlock Kicks f/b + MK close opponent ends up in front of Lan Basic Moves -----------z Punches To Palm Push LP, LP, LP, LP, LP Double Stab Kick LK Kick To High Snap HK 2 hits Command Moves ------------- Break f + MP Stomp Kick d + MK in air Delayed Mid Kick b + HK induces clash Back Hammer LP+LK/MP+MK/HP+HK (hold overhead (if it hits as combination longer to an overhead it will empower maneuver) break the opponent's guard and put them in a stun state) Bloom Scattering LP+LK/MP+MK/HP+HK after hard reversal that costs being knock downed one super stock High Dodge d + LP+MP+HP dodges high attacks Low Dodge b + LP+MP+HP dodges low attacks Special Moves ------------- Straight Palm qcf + P LP=short, MP=medium, HP=far Lotus Palm f + P LP=short, MP=medium, HP=far Lotus Slide f + K LK=short, MK=medium, HK=far; must be blocked low Flashing Pupil b, d, db + P counter attack for mid/high normals, command attacks, special moves, and supers (not projectiles); LP=short time in counter stance with small dash forward, MP=medium time in counter stance with medium dash forward, HP=long time in counter stance with far dash forward; a successful counter to an airborne attack will result in a kick while a successful counter to a ground attack will result in a back fall throw maneuver Bloom Scattering f, d, df + K LK=short, MK=medium, HK=far Bath Heel qcb + K LK=short, MK=medium, HK=far; overhead Flashing Pupil b, d, db + P counter attack for mid/high normals, command attacks, special moves, and supers (not projectiles); LP=short time in counter stance, MP=medium time in counter stance, HP=long time in counter stance; a successful counter to an airborne attack will result in a kick while a successful counter to a ground attack will result in a back fall throw maneuver Bloom Scattering f, d, df + K LK=short, MK=medium, HK=far Bath Heel qcb + K LK=short, MK=medium, HK=far; overhead Supers ------ Indigo Dance qcf, qcf + P Scattering Lotus qcb, qcb + P/K using K will have Lan sidestep a little before performing the super; will perform 3 dashing Back Hammers by default if no follow up control is used; dashing Back Hammers can dash past a blocking opponent; controlled follow ups affect second and third attacks in super Back Hammer neutral/f/df/d Back Hammer neutral/f/df/d Leaping Uppercut uf Skyward Uppercut u Leap Escape ub Reverse Back Hammer b/db Leaping Uppercut uf Diagonal Dive Kick neutral/u/uf/f/df Diagonal Dive Escape ub/b/db Downward Dive Kick d Skyward Uppercut u Diagonal Dive Kick neutral/u/uf/f/df Diagonal Dive Escape ub/b/db Downward Dive Kick d Leap Escape ub Diagonal Dive Kick neutral/u/uf/f/df Diagonal Dive Escape ub/b/db Downward Dive Kick d Reverse Back Hammer b/db Back Hammer neutral/f/df/d Leaping Uppercut uf Skyward Uppercut u Leap Escape ub Reverse Back Hammer b/db Air Scattering Lotus qcb, qcb + P/K in air P/HK=dive kick diagonally forward, LK=dive kick diagonally backward, MK=dive kick straight down; will perform 2 dashing Back Hammers by default if no follow up control is used; dashing Back Hammers can dash past a blocking opponent;
                                                        controlled follow ups
                                                        affect second and third
                                                        attacks in super        
  Back Hammer             neutral/f/df/d
    Back Hammer           neutral/f/df/d
    Leaping Uppercut      uf
    Skyward Uppercut      u
    Leap Escape           ub
    Reverse Back Hammer   b/db
  Leaping Uppercut        uf
    Diagonal Dive Kick    neutral/u/uf/f/df
    Diagonal Dive Escape  ub/b/db
    Downward Dive Kick    d
  Skyward Uppercut        u
    Diagonal Dive Kick    neutral/u/uf/f/df
    Diagonal Dive Escape  ub/b/db
    Downward Dive Kick    d
  Leap Escape             ub
    Diagonal Dive Kick    neutral/u/uf/f/df
    Diagonal Dive Escape  ub/b/db
    Downward Dive Kick    d
  Reverse Back Hammer     b/db
    Back Hammer           neutral/f/df/d
    Leaping Uppercut      uf
    Skyward Uppercut      u
    Leap Escape           ub
    Reverse Back Hammer   b/db




*******************************************************************************
* 3.9 Jigjid Bartol                                                           *
*******************************************************************************
Colors        
------ 
P - Dark Gray top and Off White pants w/ Green trim
K - Red top and Brown pants w/ Purple trim



Throws
------
Hammering Headbutt        f/b + MP close              opponent ends up in front
                                                        of Jigjid
Release Suplex            f/b + MK close              opponent ends up behind
                                                        Jigjid


Basic Moves
-----------
Punches To Stomp          LP, LP, LP, LP
Shin Kick                 LK                          must be blocked low
Driving High Boot         HK                          knocks opponent down


Command Moves
-------------
Sweeping Foot             d + LK                      knocks opponent down; 
                                                        must be blocked low
Low Crushing Foot         d + MK                      knocks opponent down; 
                                                        must be blocked low
Low Dropkick              d + HK                      must be blocked low
Charging Headbutt         LP+LK/MP+MK/HP+HK (hold     overhead (if it hits as
                            combination longer to       an overhead it will
                            empower maneuver)           break the opponent's
                                                        guard and put them in
                                                        a stun state)
Diving Headbutt           LP+LK/MP+MK/HP+HK after     hard reversal that costs
                            being knock downed          one super stock


Special Moves
-------------
Diving Headbutt           qcf + P                     LP=short, MP=medium,
                                                        HP=far
Cross Soul                qcb + P                     counter attack for 
                                                        mid/high normals, 
                                                        command attacks, 
                                                        special moves, and
                                                        supers (not 
                                                        projectiles); LP=short
                                                        time in counter stance,
                                                        MP=medium time in 
                                                        counter stance, HP=long
                                                        time in counter stance
Gaia Soul                 qcf + K                     LK=short distance of rock
                                                        formation, MK=medium
                                                        distance of rock 
                                                        formation, HK=far 
                                                        distance of rock 
                                                        formation; if move
                                                        connects (not blocked)
                                                        the opponent will be
                                                        stunned for a short
                                                        period of time and can
                                                        struck with another
                                                        attack
Cross Steel               qcb + K                     counter attack for low
                                                        normals, command 
                                                        attacks, special moves,
                                                        and supers (not 
                                                        projectiles); LK=short
                                                        time in counter stance,
                                                        MK=medium time in 
                                                        counter stance, HK=long
                                                        time in counter stance


Supers
------
Terra Drive               qcf, qcf + P                can juggle opponent after
                                                        launch
Super Diving Headbutt     qcb, qcb + P (hold P to
                            delay and empower)           
Day Break                 qcf, qcf + K                can juggle opponent after
                                                        launch




*******************************************************************************
* 3.10 Allen Snider                                                           *
*******************************************************************************
Colors        
------ 
P - Purple costume w/ Dark Gray trim
K - Green costume w/ Bronze trim



Throw
-----
Nagete Kiwameru Waza      f/b + MP close              opponent ends up in front
                                                        of Allen


Basic Move
----------
Shin Kick                 LK                          must be blocked low


Command Moves
-------------
Uryaa Kick                f + MK
Jumping Knuckle           LP+LK/MP+MK/HP+HK (hold     overhead (if it hits as
                            combination longer to       an overhead it will
                            empower maneuver)           break the opponent's
                                                        guard and put them in
                                                        a stun state)
Rising Dragon             LP+LK/MP+MK/HP+HK after     hard reversal that costs
                            being knock downed          one super stock


Special Moves
-------------
Soul Force                qcf + P                     LP=slow, MP=medium, 
                                                        HP=fast
Rising Dragon             f, d, df + P                LP=short, MP=medium,
                                                        HP=far
Justice Fist              b, d, db + P                LP=short, MP=medium,
                                                        HP=far
Vaulting Kick             hcb + K close               unblockable


Supers
------
Fire Force                qcf, qcf + P  
Triple Break              qcf, qcf + K                can juggle opponent after
                                                       launch
Ratsushinguasaruto        qcb, qcb + LK+MK/MK+HK/
                            LK+HK 
  Tsuika Kougeki          qcf + P, b, d, db + P,      qcf + P portion must
                            f + P                       connect (not blocked)
                                                        to allow the next
                                                        follow ups to be
                                                        possible; the two
                                                        follow ups after the
                                                        qcf + P maneuver will
                                                        require a super stock
                                                        each, thus draining the
                                                        remaining super bar
    Finishing Popup Kick  qcf, b + K
Ratsushingureido          qcb, qcb + LP+MP/MP+HP/     requires 3 super stocks
                            LP+HP




*******************************************************************************
* 3.11 Capriccio                                                              *
*******************************************************************************
Colors        
------ 
P - Black costume w/ Yellow trim and Fallow skin
K - Blue costume w/ Red trim and Raw Umber skin



Throw
-----
Head Toss                 f/b + MP/MK close           opponent ends up behind
                                                        Capriccio


Basic Moves
-----------
Stinging Palm             LP                          3 hits
Rain Dance                HP                          3 hits
Shin Tap                  LK                          must be blocked low
Back Stroke               LK in air                   has two separate kicks
Strong Back Stroke        MK in air                   has two separate kicks
Wheel Kick                HK                          2 hits


Command Moves
-------------
Rhino Head                d + MP                      2 hits
Low Headbutt              d + HP                      must be blocked low
Spin Sweep                d + HK                      must be blocked low
  Spin Sweep              d + HK                      must be blocked low
Mohebe                    LP+LK/MP+MK/HP+HK (hold     overhead (if it hits as
                            combination longer to       an overhead it will
                            empower maneuver)           break the opponent's
                                                        guard and put them in
                                                        a stun state)
Terotero                  LP+LK/MP+MK/HP+HK after     hard reversal that costs
                            being knock downed          one super stock
  Bug Hop                 P


Special Moves
-------------
Terotero                  qcf + P                     LP=short, MP=medium
                                                        HP=far
  Bug Hop                 P                           distance is determined
                                                        by button used in 
                                                        initial command with 
                                                        LP=short, MP=medium
                                                        HP=far
Upunka                    f, d, df + P                LP=short grab attempt,
                                                        MP=medium grab attempt,
                                                        HP=long grab attempt;
                                                        grab must connect to
                                                        perform the entire
                                                        maneuver; grab is
                                                        unblockable
Oro                       qcb + P/K                   LP/LK=small mushroom that
                                                        can hit 2 times, 
                                                        MP/MK=medium mushroom
                                                        that can hit 4 times,
                                                        HP/HK=large mushroom
                                                        that can hit 6 times;
                                                        the mushroom created 
                                                        with K deals less
                                                        damage than the P
                                                        created mushroom; only
                                                        one mushroom can be on
                                                        the screen at a time;
                                                        the mushroom can only
                                                        last on screen for 10
                                                        seconds if it remains
                                                        idle not striking the
                                                        opponent
  Tsumo                   b, d, db + P                will grow the mushroom 
                                                        size; can use twice to
                                                        grow a LP/LK created
                                                        mushroom, can be used
                                                        once to grow a MP/MK
                                                        created mushroom, and
                                                        will not work on a 
                                                        HP/HK created mushroom
  Ron-Right               f, d, df + K                mushroom gravitates 
                                                        toward opponent
  Ron-Left                b, d, db + K                mushroom gravitates 
                                                        toward Capriccio
  Oronmo                  d, d + P over mushroom      Capriccio picks up the 
                                                        mushroom
    Orooro                qcb + P/K                   Capriccio plants mushroom
                                                        back into the ground
    Oroigu                b, d, db + P                Capriccio eats the 
                                                        mushroom; eating the P
                                                        created mushroom 
                                                        increases your super
                                                        meter slightly while
                                                        eating the K created
                                                        mushroom regains some
                                                        of Capriccio's health
    Orugena               P/K                         LP=short toss, MP=medium
                                                        toss, HP=far toss, 
                                                        LK=slow ground slide,
                                                        MK=medium ground slide,
                                                        HK=fast ground slide
    Air Orugena           P/K in air                  LP/LK=short toss, 
                                                        MP/MK=medium toss,
                                                        HP/HK=far toss
  

Supers
------
Gaburitsuchiyo            qcf, qcf + P/K in air       P/HK=diagonal forward
                                                        dive, LK=backward
                                                        diagonal dive, 
                                                        MK=straight down dive
Baburitsuchiyo            qcf, qcf + K (use b/f
                            to direct super)               




*******************************************************************************
* 3.12 Janis Luciani                                                          *
*******************************************************************************
Colors        
------ 
P - Black costume w/ Red gloves and shoes
K - Red costume w/ Blue gloves and shoes



                    `````````````````````````````````````
                                While Unarmed 
                    ````````````````````````````````````` 

Throw
-----
Fire Bomb                 f/b + MP close              opponent ends up in front
                                                        of Janis; opponent will
                                                        be set on fire and be 
                                                        in a stun state before
                                                        falling down; you can 
                                                        strike the opponent 
                                                        while they are on fire,
                                                        however you will take
                                                        damage if you are too
                                                        close to the opponent's
                                                        flames


Basic Moves
-----------
Deadly Assassin           LP, LP, LP, LP
Shin Kick                 LK                          must be blocked low


Command Moves
-------------
Turn Cutting              f + MP
Neck Cutting              f + MK
Mid Cutting               LP+LK/MP+MK/HP+HK (hold     overhead (if it hits as
                            combination longer to       an overhead it will
                            empower maneuver)           break the opponent's
                                                        guard and put them in
                                                        a stun state)
Hell Dive                 LP+LK/MP+MK/HP+HK after     hard reversal that costs
                            being knock downed          one super stock


Special Moves
-------------
Darts Cutting             qcf + P                     LP=straight toss, 
                                                        MP=diagonal upward 
                                                        toss, HP=high angle
                                                        diagonal upward toss
Butterfly                 qcf + P in air              LP=steepest angled toss,
                                                        MP=medium angled toss,
                                                        HP=furthest angled toss
Hell Dive                 f, f + P
Fire Combination          LP, LP, f + HP              dash in must connect to
                                                        perform the entire
                                                        maneuver; dash in is
                                                        unblockable; Janis will
                                                        do a 7 hit combo by
                                                        default unless you use
                                                        tapping button presses
                                                        to change follow up
  Fire Frenzy             tap P/K rapidly             buttons used correspond
                                                        to your opponent's 
                                                        normals


Supers
------
Knife Combination         qcf, qcf + P 
Missile Shot              qcb, qcb + P (use u/d to
                            control the missile
                            path)          
Change To Knife Mode      qcf, qcf + K                start up can strike 
                                                        opponent; refer to 
                                                        armed movelist


                    `````````````````````````````````````
                                 While Armed 
                    ````````````````````````````````````` 
            -can't jump                   -can't crouch
            -can't use Side Switch        -can't use Dodge In
            -can't use Dodge Out          -can't use Super Elusion
            -P normals will do block damage 
Throw
-----
Blind Shooting            f/b + MP close              opponent ends up behind
                                                        Janis


Basic Moves
-----------
Walk Out                  u/ub/uf
Walk In                   d/db/df
Turn Uppercut             HP                          can juggle opponent after
                                                       launch (try using LK
                                                       afterward)
Pop Up Kick               MK                          can juggle opponent after
                                                       launch 
Slide Kick                HK                          must be blocked low


Command Moves
-------------
Mid Cutting               LP+LK/MP+MK/HP+HK (hold     overhead (if it hits as
                            combination longer to       an overhead it will
                            empower maneuver)           break the opponent's
                                                        guard and put them in
                                                        a stun state)
Hell Dive                 LP+LK/MP+MK/HP+HK after     hard reversal that costs
                            being knock downed          one super stock


Special Moves
-------------
Valkiria                  qcf + P                     LP=short, MP=medium,
                                                        HP=far
Duck Shot                 qcb + P                     LP=diagonal down shot
                                                        that ricochets 
                                                        diagonally upward and
                                                        then downward, MP=a
                                                        straight shot where
                                                        one bullet ricochets
                                                        back toward Janis
                                                        while the other one
                                                        ricochets from the
                                                        ceiling, HP=an upward
                                                        diagonal shot that
                                                        ricochets diagonally
                                                        downward
  Rapid Fire              tap P                       will cause Janis to shoot
                                                        again; can delay shots
                                                        between presses; will
                                                        only shoot an 
                                                        additional 4 shots with
                                                        the last shot 
                                                        automatically cancelling
                                                        out of the maneuver; 
                                                        all additional shots 
                                                        will remain the same 
                                                        kind of shot that the
                                                        initial shot was
  Cancel                  qcb + P/K
Duck Shot Fake            qcb + K                     LK=fake shot downward,
                                                        MK=fake shot straight,
                                                        HK=fake shot upward
  Fake Shot Downward      LK/LP                       can continue to cancel
                                                        into this or any of the
                                                        other fake shots 
                                                        indefinitely
  Fake Shot Straight      MK/MP                       can continue to cancel
                                                        into this or any of the
                                                        other fake shots 
                                                        indefinitely
  Fake Shot Upward        HK/HP                       can continue to cancel
                                                        into this or any of the
                                                        other fake shots 
                                                        indefinitely
  Hell Turn               any direction + LP+MP+HP /  direction used determines
                            LP+MP+HP                    which way Janis jumps;
                                                        the neutral version 
                                                        automatically jumps
                                                        forward
    Butterfly             P                           LP=steepest angled throw,
                                                        MP=medium angled throw,
                                                        HP=furthest angled
                                                        throw; a successful
                                                        strike (not blocked)
                                                        will stun the opponent
  Valkiria                qcf + P                     LP=short, MP=medium,
                                                        HP=far
  Runner Away             any direction twice (hold   the direction used 
                            direction to run)           determines where Janis
                                                        dashes; can rotate the
                                                        joystick while running
                                                        to the change direction
                                                        of the run
    Hell Dive             P
    Hell Slide            K                           must be blocked low
  Duck Shot               qcb + P                     LP=diagonal down shot
                                                        that ricochets 
                                                        diagonally upward and
                                                        then downward, MP=a
                                                        straight shot where
                                                        one bullet ricochets
                                                        back toward Janis
                                                        while the other one
                                                        ricochets from the
                                                        ceiling, HP=an upward
                                                        diagonal shot that
                                                        ricochets diagonally
                                                        downward
    Rapid Fire            tap P                       will cause Janis to shoot
                                                        again; can delay shots
                                                        between presses; will
                                                        only shoot an 
                                                        additional 4 shots with
                                                        the last shot 
                                                        automatically cancelling
                                                        out of the maneuver; 
                                                        all additional shots 
                                                        will remain the same 
                                                        kind of shot that the
                                                        initial shot was
    Cancel                qcb + P/K
Hell Turn                 any direction + LP+MP+HP /  direction used determines
                            LP+MP+HP                    which way Janis jumps;
                                                        the neutral version 
                                                        automatically jumps
                                                        forward
  Butterfly               P                           LP=steepest angled throw,
                                                        MP=medium angled throw,
                                                        HP=furthest angled
                                                        throw; a successful
                                                        strike (not blocked)
                                                        will stun the opponent
Runner Away               any direction twice (hold   the direction used 
                            direction to run)           determines where Janis
                                                        dashes; can rotate the
                                                        joystick while running
                                                        to the change direction
                                                        of the run
  Hell Dive               P
  Hell Slide              K                           must be blocked low
Knife Mode Cancel         qcf + K                     the knife throw down can
                                                        strike the opponent; 
                                                        refer to unarmed 
                                                        movelist
Knife Mode Cancel 2       perform a set number        after so many special
                            of special moves            moves, Janis will
                                                        automatically exit
                                                        Knife Mode; the numbers
                                                        per moves are quite
                                                        different but an idea
                                                        of what causes this 
                                                        would be 12 Valkiria 
                                                        moves, 3 Duck Shot 
                                                        moves, etc.; the knife
                                                        throw down can strike
                                                        the opponent; refer to 
                                                        unarmed movelist


Supers
------
Knife Combination         qcf, qcf + P                refer to unarmed movelist
Missile Shot              qcb, qcb + P (use u/d to    refer to unarmed movelist
                            control the missile
                            path)          




*******************************************************************************
* 3.13 Joe Fendi                                                              *
*******************************************************************************
Colors        
------ 
P - Purple and Salmon shorts w/ Blonde hair
K - Off White and Green shorts w/ Green hair



Throws
------
Clinch Punch              f/b + MP close              opponent ends up in front
                                                        of Joe; throw regains
                                                        some of Joe's lifebar
                                                        (while the opponent
                                                        heals slightly as well,
                                                        the finishing punch 
                                                        will take away said
                                                        recovered life)
Stamp Punch               f/b + MK close              opponent ends up in front
                                                        of Joe


Basic Move
----------
One Two                   LP, LP
Punch To Dirty Headbutt   MP, MP, MP
Power Punches             HP, HP, HP
Guard Advance             K                           an advancing guard that
                                                        will block most mid
                                                        attacks


Command Moves
-------------
Stomach Crash             b + MP                      will stun opponent if 
                                                        move connects (not
                                                        blocked); overhead
Toe Punch                 d + MP                      must be blocked low
Face Crash                b + HP
Guard Advance             d + K                       an advancing guard that
                                                        will block most mid
                                                        attacks
Victory Celebration       qcf + K                     taunt
Bob And Weave             qcb + K                     taunt
Straight Punch            LP+LK/MP+MK/HP+HK (hold     overhead (if it hits as
                            combination longer to       an overhead it will
                            empower maneuver)           break the opponent's
                                                        guard and put them in
                                                        a stun state)
Jaw Push                  LP+LK/MP+MK/HP+HK after     hard reversal that costs
                            being knock downed          one super stock


Special Moves
-------------
Punch Combo               hcf + P                     LP=3 hits, MP=5 hits,
                                                        HP=7 hits
Upper                     f, d, df + P                LP=short, MP=medium,
                                                        HP=far
Jaw Push                  hcb + P                     push must connect to
                                                        perform the entire
                                                        maneuver; the push is
                                                        unblockable; the push
                                                        stuns the opponent for
                                                        a short period of time
                                                        allowing a combo


Supers
------
Skull Break               qcf, qcf + P
Super Gloves              qcb, qcb + P                start up can strike 
                                                        opponent; the next
                                                        three punches that
                                                        touch the opponent
                                                        (blocked or not) will
                                                        be increased in damage
            



*******************************************************************************
* 3.14 Preston Ajax                                                           *
*******************************************************************************
Colors        
------ 
P - Brown cameo pants
K - Green cameo pants



Throws
------
Death Wire                f/b + MP close              opponent ends up behind
                                                        Ajax
Cradle DDT                f/b + MK close              opponent ends up behind
                                                        Ajax


Basic Moves
-----------
Hook And Swat             MP, MP, MP
Shin Kick                 LK                          must be blocked low
  Rising Kicks            LK, LK



Command Moves
-------------
Sneaky Slide              df + HP                     must be blocked low
Wipe Hand                 b + HP
Rising Uppercut           d + HP                      knocks opponent down
Slide Kick                d + HK                      must be blocked low
Charge Punch              LP+LK/MP+MK/HP+HK (hold     overhead (if it hits as
                            combination longer to       an overhead it will
                            empower maneuver)           break the opponent's
                                                        guard and put them in
                                                        a stun state)
Sneaky Slide              LP+LK/MP+MK/HP+HK after     hard reversal that costs
                            being knock downed          one super stock; must 
                                                        be blocked low


Special Moves
-------------
Deadline                  f, d, df + P                LP=line stays out a short
                                                        time, MP=line stays out
                                                        a medium amount of 
                                                        time, HP=line stays out
                                                        the longest amount of
                                                        time; can hit on its
                                                        own but also induces
                                                        clash
Eldorado                  hcb + P close               unblockable
  Part 2                  b, d, db + P when over
                            opponent's head
    Finish                u + LP+MP+HP when at
                            opponent's back
Scapegoat                 b, d, db + P                counter attack for 
                                                        mid/high normals, 
                                                        command attacks, 
                                                        special moves, and
                                                        supers (not 
                                                        projectiles); LP=short
                                                        time in counter stance,
                                                        MP=medium time in 
                                                        counter stance, HP=long
                                                        time in counter stance;
                                                        will counter with a
                                                        knockdown and mine 
                                                        attachment to an
                                                        opponent's standing P
                                                        attack (allowing follow
                                                        up); will counter with
                                                        a kick for any other
                                                        opponent attack (thus
                                                        not allowing a follow
                                                        up)
  Remote Control Blast    qcf + P                     only works if initial
                                                        counter was to an
                                                        opponent's standing P
                                                        attack
Front Trap                qcb + K                     LK=short trap wire, 
                                                        MK=medium trap wire,
                                                        HK=long trap wire; wire
                                                        must connect (not 
                                                        blocked) to perform the
                                                        entire maneuver; wire
                                                        will launch opponent
                                                        toward Ajax allowing 
                                                        for a juggle


Supers
------
Stray Sweep               qcf, qcf + P                super must connect (not
                                                        blocked) to allow for
                                                        follow up
  Remote Control Blast    qcf + P 
Gospel                    qcf, qcf + K                anti air catch super;
                                                        must catch opponent in
                                                        air to perform the
                                                        entire maneuver and
                                                        allow for the follow 
                                                        ups
  Backbreaker             u + P                       will begin a mash 
                                                        struggle between you 
                                                        and the opponent 
                                                        (tap buttons rapidly
                                                        faster than your
                                                        opponent to win);
                                                        whoever wins the
                                                        mash struggle will
                                                        perform a throw
  Remote Control Blast    qcf + P
Air Gospel                qcf, qcf + K close to 
                            opponent in air
  Backbreaker             u + P                       will begin a mash 
                                                        struggle between you 
                                                        and the opponent 
                                                        (tap buttons rapidly
                                                        faster than your
                                                        opponent to win);
                                                        whoever wins the
                                                        mash struggle will
                                                        perform a throw
  Remote Control Blast    qcf + P
Bomb Punch                hold LP+LK/MP+MK/HP+HK,     punch must touch opponent
                            hcb                         to perform the entire
                                                        maneuver and allow for
                                                        follow up; punch is
                                                        unblockable
  Remote Control Blast    qcf + P




*******************************************************************************
* 3.15 Clemence Cleiver                                                       *
*******************************************************************************
Colors        
------ 
P - Blue costume
K - Green costume



Throws
------
Belly To Back Suplex      f/b + MP close              opponent ends up in front
                                                        of Clemence
Vertical Suplex           f/b + MK close              opponent ends up behind
                                                        Clemence
Low Grab                  d + HP/HK close to          HP=opponent ends up 
                            opponent who is on          behind Clemence, 
                            the floor                   HK=opponent ends up in
                                                        front of Clemence; no
                                                        damage, it sets 
                                                        opponent up off the 
                                                        floor 


Basic Moves
-----------
Chops                     LP, LP, LP
Shin Kick                 LK                          must be blocked low
Big Boot                  HK                          knocks opponent down

Command Moves
-------------
Upward Stab               d + HP                      knocks opponent down
Cross Kick                f + MK
High Kick                 b + HK
Back Kick                 d + HK in air               crossup attack
Jump High Kick            LP+LK/MP+MK/HP+HK (hold     overhead (if it hits as
                            combination longer to       an overhead it will
                            empower maneuver)           break the opponent's
                                                        guard and put them in
                                                        a stun state)
Waist Attack              LP+LK/MP+MK/HP+HK after     hard reversal that costs
                            being knock downed          one super stock; 
                                                        induces clash


Special Moves
-------------
Lariat                    f, d, df + P                LP=short and does not
                                                        knock down, MP=medium
                                                        and knocks down
                                                        opponent, HP=far and
                                                        knocks down opponent
Headbutts                 b, d, db + P                headbutt must connect 
                                                        (not blocked) to 
                                                        perform the entire
                                                        maneuver
Spinning Grab             360 + P close               unblockable
Waist Attack              LP+MP+HP                    induces clash
Body Splash               qcf + K                     LK=medium, MK=far, 
                                                        HK=very far
Rope Launch               hcb + K close               unblockable; will throw
                                                        opponent toward the
                                                        wall; no damage; if
                                                        performed on the 
                                                        roped arena the 
                                                        opponent will bounce
                                                        off the ropes and
                                                        run back toward
                                                        Clemence for a free hit


Supers
------
Super Spinning Grab       720 + P                     connects close; 
                                                        unblockable
Backbreaker               qcf, qcf + K                shoulder thrust must
                                                        connect (not blocked)
                                                        to perform the entire
                                                        maneuver       
Turnbuckle Suplex         720 + K when fighting on    connects close; 
                            the roped arena stage       unblockable




*******************************************************************************
* 3.16 Vold Ignitio                                                           *
*******************************************************************************
Colors        
------ 
P - Black costume w/ White trim
K - White costume w/ Red trim

            -can't use Side Switch        -can't Hard Attack 
            -1 Player mode only
            

Throws
------
Press Toss                f/b + MP close              opponent ends up behind
                                                        Vold
Mauling                   f/b + MK close              opponent ends up in front
                                                        of Vold


Basic Moves
-----------
Power Uppercut            HP                          2 hits; knocks opponent
                                                        down
Shin Kick                 LK                          must be blocked low
Swift Axe                 HK                          can juggle opponent after
                                                        launch  


Command Moves
-------------
Stepping Backfist         b + HP                      two parts with the first
                                                        part needing to be 
                                                        blocked low; 2 hits
Double Foot Slide         d + HK                      must be blocked low
Wild Dive                 LP+LK/MP+MK/HP+HK after     hard reversal that costs
                            being knock downed          one super stock;
                                                        unblockable
  Wall Climb              hold P                      will climb wall and then
                                                        immediately go into
                                                        unblockable head dive
                                                        or go into the head 
                                                        dive after you release
                                                        P
  Early Leap              hold K                      will leap off next wall
                                                        and immediately go into
                                                        unblockable head dive
  Descending Maniac       hold d                      will cause Vold to 
                                                        descend with a fast
                                                        air dashing headbutt;
                                                        unblockable


Special Moves
-------------
Shift Right               qcf + P
Shift Left Backward       qcb + P
Shift Left                qcf + K
Shift Right Backward      qcb + K
Claw Fury                 hcf + P                     LP=medium with 2 hits,
                                                        MP=far with 4 hits,
                                                        HP=very far with 6 hits
  Feast                   qcf + P                     Claw Fury must touch
                                                        opponent for this 
                                                        follow up to be 
                                                        possible; unblockable
Chew Toy                  Charge b for 1 second,      LP=short leap, MP=medium  
                            f + P (use joypad to        leap, HP=far leap; 
                            control direction of        splash must touch 
                            maneuver after it           opponent to perform the
                            connects)                   entire maneuver; splash
                                                        is unblockable
  Friction                tap P or K rapidly
Switch Places             LP+MP+HP                    counter attack for 
                                                        low/mid/high normals, 
                                                        command attacks, 
                                                        special moves, and
                                                        supers (not 
                                                        projectiles); Vold
                                                        will switch places
                                                        with opponent, meaning
                                                        if the opponent hit
                                                        his counter stance with
                                                        a special move or super
                                                        Vold will finish the
                                                        opponent's maneuver
Wild Dive                 Charge b for 1 second,      unblockable
                            f + K
  Wall Climb              hold P                      will climb wall and then
                                                        immediately go into
                                                        unblockable head dive
                                                        or go into the head 
                                                        dive after you release
                                                        P
  Early Leap              hold K                      will leap off next wall
                                                        and immediately go into
                                                        unblockable head dive
  Descending Maniac       hold d                      will cause Vold to 
                                                        descend with a fast
                                                        air dashing headbutt;
                                                        unblockable
                          

Super
-----
Hidden Machine Gun        qcf, qcf + P                bullets are unblockable




*******************************************************************************
* 3.17 Knight                                                                 *
*******************************************************************************
Colors        
------ 
P - Dark Gray armor
K - Purple armor

            -can't jump                   -can't crouch
            -no Super Meter               -can't use Side Switch
            -can't use Dodge Out          -can't use Dodge In
            -can't use Super Elusion      -can't Hard Attack 
            -1 Player mode only
                  
                    
Throw
-----
N/A


Basic Moves
-----------
High Lance                LP
High Lance Swipe          MP, MP
Low To High Lance Swipe   HP, HP                      first part must be
                                                        blocked low
Lance Impale              LK
Lance Hammer              MK
Lance Flip                HK                          must be blocked low


Command Move
------------
N/A


Special Move
------------
N/A


Super
-----
N/A




*******************************************************************************
* 3.18 Tiger                                                                  *
*******************************************************************************
Colors        
------ 
P/K - Orange fur

            -can't jump                   -can't crouch
            -no Super Meter               -can't use Side Switch
            -can't use Dodge Out          -can't use Dodge In
            -can't use Super Elusion      -can't Hard Attack 


Throw
-----
N/A


Basic Moves
-----------
Low Pounce                LP/LK                       must be blocked low
Mid Pounce                MP/MK                       overhead
Pounce And Bite           HP/HK                       unblockable
Left Prowl                b 
Right Prowl               f from afar


Command Moves
-------------
Backdash                  b, b
Backdash Outward          u, u
Backdash Inward           d, d
Side Roll                 LK+MK+HK
Roar                      qcf + P                     taunt
Growl                     qcb + P                     taunt
Auto Prowl                qcf + K 
Playful Growl             qcb + K                     taunt


Special Move
------------
N/A                   


Super
-----
N/A




*******************************************************************************
* 3.19 Shark                                                                  *
*******************************************************************************
Colors        
------ 
P/K - Gray skin

            -can't jump                   -can't crouch
            -no Super Meter               -can't use Side Switch
            -can't use Dodge Out          -can't use Dodge In
            -can't use Super Elusion      -can't Hard Attack 


Throw
-----
N/A


Basic Move
----------
Swim                      use joypad at beginning     Shark will now continue
                            of round                    to rotate around the
                                                        opponent for the rest
                                                        of the round

Command Moves
-------------
Roll                      qcb + P                     taunt
Dash Swim                 LK+MK+HK


Special Move
------------
Charging Snout            qcf + P
Tail Snap                 qcf + K                     overhead; stuns opponent
                                                        if move connects (not
                                                        blocked)
Snack Time                qcb + K                     unblockable


Super
-----
N/A




*******************************************************************************
* 3.20 Falcon                                                                 *
*******************************************************************************
Colors        
------ 
P/K - Gray feathers

            -can't jump                   -can't crouch
            -no Super Meter               -can't use Side Switch
            -can't use Dodge Out          -can't use Dodge In
            -can't use Super Elusion      -can't Hard Attack 


Throw
-----
N/A


Basic Moves
-----------
Shift Outward             LP/MP                       LP=short shift, MP=far
                                                        shift
Beak Spin                 HP
Shift Inward              LK/MK                       LK=short shift, MK=far
                                                        shift
Claw Spin                 HK


Command Move
------------
N/A


Special Moves
-------------
Swoop And Grab            qcf + P                     unblockable
Dive Attack               f, f + P
Spin And Dive Strike      qcb + P                     must be blocked low
Diving Claw Attack        qcb + K                     overhead          


Super
-----
N/A




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

-You can press your attack buttons during the match intro to throw a few mock
 attacks.
-When Janis gets into her gun win pose you can use P to shoot her guns.
-Ajax has unique mine placement for each of the characters.  These are listed
 below:


Blair  - butt         Sessyu    - back          Shang    - head
Exodus - back         Hong      - head          Tetsuo   - head
George - back         Lan       - back          Jigjid   - head
Allen  - head         Capriccio - head          Janis    - head
Joe    - back         Ajax      - back          Clemence - head     
Vold   - head         Knight    - shoulder      Tiger    - head
Shark  - belly        Falcon    - ?



===============================================================================
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
-Namco
-Gamefaqs
-And me for writing this faq