=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Gogetsuji Gaiden: Saikyou Densetsu AKA Power Instinct Legends FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 7.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 3. Characters 3.1 Kanji Kokuin 3.2 Hattori Saizo 3.3 Sahad Asran Ryuto 3.4 Reiji Oyama 3.5 Keith Wayne 3.6 Thin Nen 3.7 White Buffalo 3.8 Goketsuji Oshima 3.9 Goketsuji Oume 3.10 Angela Belti 3.11 Kurara Hanakouji 3.12 Super Kurara 3.13 Poochi (Aka Pooch) 3.14 Kintaro Kokuin (Aka Kinta) 3.15 Annie Hamilton 3.16 Goketsuji Otane 3.17 Kuroko (Aka Ninja-Boy) ------------------------------------ 3.18 Chuck 4. Pairs 4.1 Kanji Kokuin 4.2 Hattori Saizo 4.3 Sahad Asran Ryuto 4.4 Reiji Oyama 4.5 Keith Wayne 4.6 Thin Nen 4.7 White Buffalo 4.8 Goketsuji Oshima 4.9 Goketsuji Oume 4.10 Angela Belti 4.11 Kurara Hanakouji 4.12 Super Kurara 4.13 Pochi (Aka Pooch) 4.14 Kintaro Kokuin (Aka Kinta) 4.15 Annie Hamilton 4.16 Goketsuji Otane 4.17 Kuroko (Aka Ninja-Boy) 4.18 Chuck 5. Misc. And Easter Eggs 5.1 Play As Chuck 5.2 Using Two Chucks 6. Conclusion 6.1 What's Missing/Needed 6.2 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 , - 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 + HP close Air Throw any direction except u + HP close in air Double Jump ub/u/uf after any first jump Dash Forward f, f Quick Retreat b Retreat Punch P Retreat Kick K knocks opponent down Dash Punch P Dash Kick K knocks opponent down Dash Backwards b, b invulnerable for a split second Dizzy Recovery shake joystick and tap P and K rapidly when dizzied Strong Attack HP+HK knocks opponent down Strong Air Attack HP+HK in air bounces opponent off ground for juggle; overhead Strong Launch Attack d + HP+HK launches opponent into air for juggle; must be blocked low Block High b Block Low db will not block overheads Hard Block LK+LP Super performed when stress meter fills when you are meter fills and spells hit (not blocking) or out attack when the opponent blocks your attack; when you fill your meter your character will perform a stress scream (which can hit the opponent); during the stress scream you are invulnerable for a second =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Kanji Kokuin * ******************************************************************************* Colors ------ Start - White w/ White cloth LP - Blue w/ Orange cloth LK - Black w/ Purple cloth HP - Red w/ Black cloth HK - Purple w/ Yellow cloth Throws ------ Arm Drag f/b + HP close Frankensteiner any direction except u + HP close in air Basic Move ---------- Extend Kick HK close 2 hits Command Moves ------------- Axe Handle Smash HP+HK overhead Strong Chop HP+HK in air bounces opponent off ground for juggle; overhead Lower Uppercut d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Body Splash Dash Forward, LP Body Leap Dash Forward, HP overhead High Kick Dash Forward, K Flying Axe Handle Dash Forward, HP+HK overhead Retreat Body Splash f, f, b, LP Retreat Body Leap f, f, b, HP overhead Retreat High Kick f, f, b, K Trick Axe Handle f, f, b, HP+HK overhead Prop Kick d + HK close must be blocked low Special Moves ------------- Energy Fist qcf + P LP=slow, HP-fast; will collide with other projectiles as both will be "destroyed" in the process; tends to go over many of the projectiles in the game Energy Foot Lunge qcb + K LK=short, HK=long Air Energy Foot Lunge qcb + K in air LK=short, HK=long Breath Spin Charge d for 2 seconds, HP=spin lasts longer; u + P absorbs projectiles Loincloth Snap hcb + P Gasp Intake tap K rapidly Stun Fart continue tapping K very LK=straight, HK=rising; fast goes through projectiles; will "stun" opponent if it connects (not blocked) Launching Combination b, db, d + HK slide kick must touch opponent to perform the entire maneuver ~Fart Transformation qcb, hcf + HP invulnerable for a short moment while transforming Super ----- ~Kanji Combo Rush Charge b for 2 seconds, dash in must touch f + LK+HK opponent for rushing combo part to come out; he will transform even if the dash in misses ~~~~~~~~~~~~~~~ ~(Frail Kanji)~ ~~~~~~~~~~~~~~~ Throws ------ Pogo Cane f/b + HP close Flip Toss any direction except u + HP close in air Basic Move ---------- N/A Command Moves ------------- Jumping Drill HP+HK overhead Strong Swing HP+HK in air bounces opponent off ground for juggle; overhead Homerun d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Triple Cane Dash Forward, P Side Kick Dash Forward, K Flying Jump Drill Dash Forward, HP+HK overhead Retreat Tiple Cane f, f, b, P Retreat Side Kick f, f, b, K Trick Jumping Drill f, f, b, HP+HK overhead Weak Straight d + LP close Strong Straight d + HP close Special Moves ------------- Rapid Cane qcf + P HP=lasts longer Super Rapid Cane Dash Forward, qcf + P / can also be done if you f, f, b, qcf + P use a dashing or retreat P and then perform the qcf + P motion Libido Attack hcb + P LP=slow, HP=fast; can hold; will collide with other projectiles as both will be "destroyed" in the process Cane Stun Charge d for 2 seconds, LP=short, HP=further; u + P stuns opponent Headbutt Launch Charge d for 2 seconds, LK=short, HK=long u + K Crawl hcf + K LK=short, HK=long; cancelable; high dodge Launching Combination qcb + HK kick must touch opponent to perform the entire maneuver Transform Back Charge b for 2 seconds, dash in unblockable; f + P must connect the dash in to transform back . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Kanji: As expected, a rightful outcome! Ha, ha, ha, ha ha! Hmmm, I need to give Chuck his reward. ******************************************************************************* * 3.2 Hattori Saizo * ******************************************************************************* Colors ------ Start - Light Purple W/ Red trim LP - Light Blue w/ Brown trim LK - Black w/ Blue trim HP - White w/ Black trim HK - Brown w/ Orange trim Throws ------ Ninja Drill f/b + HP close Shoulder Toss any direction except u + HP close in air Basic Moves ----------- Crawl hold df Falling Heel u, HK can hit opponent twice with both parts being overheads Roundhouse To F. Kick HK far Command Moves ------------- Bomb Strike HP+HK Strong Palm HP+HK in air bounces opponent off ground for juggle; overhead Throat Strike d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Dragon Palms Dash Forward, P Flying Kick Dash Forward, K Flying Bomb Strike Dash Forward, HP+HK Retreat Dragon Palms f, f, b, P Retreat Flying Kick f, f, b, K Retreat Bomb Strike f, f, b, HP+HK Slide d + HK must be blocked low Special Moves ------------- Dragon Flame Flash qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Dragon Flash Bomb qcb + P LP=short, HP=long; explosion absorbs projectiles Dragon Flash Dud qcb + HK Air Dragon Flash Bomb f, d, df + P in air LP=short, HP=long; explosion absorbs projectiles Blue Flame Slice hcf + K LK=short, HK=long Super Blue Flame Slice Dash Forward, hcf + K / can also be done if you f, f, b, hcf + K use a dashing or retreat P or K and then perform the hcf + K motion Tsunami Slash 360 + P in air LP=steeper angle Striking Ninja f, d, df + LP Striking Saizo f, d, df + HP overhead Saizo Shadows b, f, b + LK+HK ends once you are hit Super ----- Flaming Flash Wave qcb + LP+HP explosions absorb projectiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Saizo: From now on, I'm going to lead a normal life without my mask. Kanji: Saizo! I managed to get masks from every corner of the world. Pick the ones you like! What? ******************************************************************************* * 3.3 Sahad Asran Ryuto * ******************************************************************************* Colors ------ Start - Brown w/ Purple trim LP - Green w/ Red trim LK - Purple w/ Black trim HP - Black w/ Brown trim HK - Red w/ Brown trim Throws ------ Grab and Toss f/b + HP close Kick Off any direction except u + HP close in air Basic Moves ----------- Crawl hold df Rising Kick HK close 2 hits Command Moves ------------- Roundhouse HP+HK overhead Strong Jump Kick HP+HK in air bounces opponent off ground for juggle; overhead Sliding Kick d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Gut Punch Dash Forward, P Striking Foot Dash Forward, K Flying Roundhouse Dash Forward, HP+HK overhead Retreat Gut Punch f, f, b, P Retreat Striking Foot f, f, b, K Retreat Roundhouse f, f, b, HP+HK overhead Special Moves ------------- Dagger Throw qcf + LP will collide with other projectiles as both will be "destroyed" in the process Saber Throw qcf + HP will collide with other projectiles as both will be "destroyed" in the process Upward Dagger qcb + LP will collide with other projectiles as both will be "destroyed" in the process Upward Saber qcb + HP will collide with other projectiles as both will be "destroyed" in the process Flame Breath f, d, df + P HP=flame lasts longer; absorbs projectiles Super Flame Breath Dash Forward, f, d, absorbs projectiles; can df + P / f, f, b, also be done if you f, d, df + P use a dashing or retreat P or K and then perform the f, d, df + P motion Djinn Lift Charge d for 2 seconds, LP=small, HP=large; u + P Djinn absorbs projectiles Arabian Attack Charge b for 2 seconds, LK=short, HK=long; dash f + K in unblockable Djinn Assist hcb + K close ~Transform 360 + LK+HK in air Super ----- Saber Chop qcf + LP+HP absorbs projectiles ~~~~~~~~~~ ~(Parrot)~ ~~~~~~~~~~ (transform ends once you are hit or after 10 seconds) Special Moves ------------- Fly use joystick to move around Fire Spark LP will collide with other projectiles as both will be "destroyed" in the process Flame Breath HP absorbs projectiles Straight Dart LK will collide with other projectiles as both will be "destroyed" in the process Downward Dart HK will collide with other projectiles as both will be "destroyed" in the process Rest d . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Sahad: Miss Angela, you must come visit me at my house. Thin Nen: Why sure, darlin'! I'd be more than happy to! Sahad: .........ugh! ******************************************************************************* * 3.4 Reiji Oyama * ******************************************************************************* Colors ------ Start - Brown LP - White LK - Black HP - Purple HK - Red Throws ------ Kick Toss f/b + HP close Roll Tackle Pound f/b + HK close Choke Slam any direction except u + HP close in air Basic Move ---------- Power Uppercut HP close 2 hits Command Moves ------------- Knockout Punch HP+HK overhead Strong Fist HP+HK in air bounces opponent off ground for juggle; overhead Swipe Away d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Uppercut Dash Forward, P Jaw Kick Dash Forward, K Flying Knockout Punch Dash Forward, HP+HK overhead Retreat Uppercut f, f, b, P Retreat Jaw Kick f, f, b, K Retreat Knockout Punch f, f, b, HP+HK overhead Special Moves ------------- Thunder Globe qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Flying Dragon Punch f, d, df + P LP=short, HP=further Super Flying Dragon Punch Dash Forward, f, d, can also be done if you df + P / f, f, b, f, use a dashing or d, df + P retreat P or K and then perform the f, d, df + P motion Thunder Kick tap K rapidly Super Thunder Kick Dash Forward, tap K / f, can also be done if you f, b, tap K rapidly use a dashing or retreat P or K and then perform the tap K rapidly portion Elbow Drop qcb + P LP=short, HP=long Mule Kick qcb + HK overhead Super Spin Kick 360 + K in air LK=steeper angle Super ----- Dragon Punch Rush f, d, df + LP+HP dash in must touch the opponent for super to come out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Reiji: Hey grandpa! This tournament was actually kinda fun! Kanji: Ah, good. Reiji: Next time let's pick from this list! Kanji: You really love these tournaments, don't you? ******************************************************************************* * 3.5 Keith Wayne * ******************************************************************************* Colors ------ Start - Light Gray LP - Blue LK - Black HP - Red HK - Brown Throws ------ Shoulder Roll f/b + HP close Stomp Press any direction except u + HP close in air Basic Move ---------- N/A Command Moves ------------- Flying Knuckle HP+HK Axle Handle Smash HP+HK in air bounces opponent off ground for juggle; overhead Dragon Uppercut d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Gut Punch Dash Forward, P Turn Kick Dash Forward, K Dash Knuckle Dash Forward, HP+HK Retreat Gut Punch f, f, b, P Retreat Turn Kick f, f, b, K Trick Knuckle f, f, b, HP+HK Special Moves ------------- Lightning Flash qcb + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process; tends to go under most projectiles in the game Knuckle Bomber Charge b for 2 seconds, LP=short, HP=long f + P Spiral Kick qcf + K LK=short, HK=long; move must touch opponent to perform the entire maneuver and for the follow ups to be possible Spiral Kick Follow Up tap HK rapidly very using the LK version of fast the Spiral Kick will not use this follow up, but instead go directly to finish Jump Over Finish continue tapping K very fast Air Spiral Kick qcf + K in air LK=short, HK=long Rolling Cannon f, df, d + K LK=short, HK=further Air Rolling Cannon d + HP+HK, f, df, d + K LK=short, HK=further Super Rolling Cannon Dash Forward, f, df, can also be done if you d + K / f, f, b, f, use a dashing or df, d + K retreat P or K and then perform the f, df, d + K motion Axe Kick b, f, b + K LK=short, HK=long Punch Combination b, bd, d + HP gut punch must connect for entire move to come out; try to link the Kick Combination directly after for a small combo Kick Combination b, bd, d + HK knee must connect for entire move to come out Super ----- Knuckle Bomb Flash Charge b for 2 seconds, dash in must touch the f + LP+HP opponent for super to come out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Kanji: Keith, here's your prize. Tickets to the Grunge Band! Keith: Alright! Just what I wanted, gramps! Annie, I got tickets to the Grunge concert! How about going with me? ? ? ? Back feels kinda bumpy. Must be my imagination! ******************************************************************************* * 3.6 Thin Nen * ******************************************************************************* Colors ------ Start - Dark Green LP - Orange LK - White HP - Black HK - Purple Throws ------ Backdrop f/b + HP close Quick Toss any direction except u + HP close in air Basic Moves ----------- Palm Cutter HP close 2 hits Double Roundhouse HK far Command Moves ------------- Backfist HP+HK Strong Fist HP+HK in air bounces opponent off ground for juggle; overhead Turn Upward Strike d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Dropping Elbow Dash Forward, P Falling Kick Dash Forward, K Flying Backfist Dash Forward, HP+HK Retreat Dropping Elbow f, f, b, P Retreat Falling Kick f, f, b, K Retreat Backfist f, f, b, HP+HK Special Moves ------------- Freeze Curse Card hcb + LP+HP stuns opponent; will collide with other projectiles as both will be "destroyed" in the process Oro Ball Wave hcf + LP+HP start up orb will absorb projectiles; skull projectile will collide with other projectiles as both will be "destroyed" in the process Air Oro Ball hcf + LP+HP in air absorbs projectiles Thunder Kick qcf, uf + K LK=short, HK=further Striking Thunder Fist b, f, b + P Super Thunder Fist Dash Forward, b, f, can also be done if you b + P / f, f, b, b, use a dashing or f, b + P retreat P or K and then perform the b, f, b + P motion Praying Strike b, d, db + HP reflects projectiles Supers ------ Turn of Fate LP+LK+HP+HK absorbs projectiles; must touch opponent for skeleton to perform finish Air Turn of Fate LP+LK+HP+HK in air absorbs projectiles; must touch opponent for skeleton to perform finish . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Kanji: Your prize is a meal coupon. A or B. Which do you prefer? Thin Nen: Hmmmm...... Kanji: Excellent choice! All-you-can-eat at the Horsey-Horsey Club Bar! Thin Nen: Ha! Hee, hee, hee....alright! ******************************************************************************* * 3.7 White Buffalo * ******************************************************************************* Colors ------ Start - Brown w/ Purple trim LP - Green w/ Red trim LK - Brown w/ Red trim HP - Purple w/ Blue trim HK - Red w/ Brown trim Throws ------ Flipping Slam f/b + HP close Air Flipping Slam any direction except u + HP close in air Basic Move ---------- Snapping High HK close 2 hits Command Moves ------------- Escape Shoulder Tackle HP+HK Strong Downward Punch HP+HK in air bounces opponent off ground for juggle; overhead Reaching Palm d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Uppercut Dash Forward, P Side Kick Dash Forward, K Tricky Shoulder Tackle Dash Forward, HP+HK Retreat Uppercut f, f, b, P Retreat Side Kick f, f, b, K Long Retreat Tackle f, f, b, HP+HK Special Moves ------------- Arrow Shot hcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Smash Tackle Charge b for 2 seconds, LP=short, HP=long f + P Charging Buffalo Charge d for 2 seconds, buffalo will collide u + K with other projectiles as both will be "destroyed" in the process Roaring Kicks b, d, db + K LK=short, HK=further Flying Elbow Blow 360 + P in air LP=steeper angle Jump In Throw hcb + HP connects close; unblockable Ki Charge hcb + LK charges meter; tap LK for slightly longer charge Super ----- Grand Tomahawk hcf + LP+HP tomahawk absorbs projectiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Kanji: Do you want the mystery box or the gold bar? The mystery box has a lot of stuff in it... White: ...I-I'll take the mystery box! Kanji: Excellent choice! You've just hit the jackpot! (Great! Now I'm finally rid of all that useless junk!) ******************************************************************************* * 3.8 Goketsuji Oshima * ******************************************************************************* Colors ------ Start - Purple w/ Gray trim LP - Purple w/ Green trim LK - Green w/ Orange trim HP - Brown w/ Black trim HK - Black w/ Red trim Throws ------ Homing Energy f/b + HP close Energy From Above any direction except u + HP close in air Basic Moves ----------- Helicopter Air u, HP both parts are overheads Soften And Crush HP close Foot Sharpen HK close 2 hits Command Moves ------------- Entry Dive HP+HK overhead Strong Fist HP+HK in air bounces opponent off ground for juggle; overhead Roll Then Rise d + HP+HK launches opponent; unblockable Hard Block LK+LP Sharp Touch Dash Forward, P Side Kick Dash Forward, K Flying Entry Dive Dash Forward, HP+HK overhead Retreat Sharp Touch f, f, b, P Retreat Side Kick f, f, b, K Trick Entry Dive f, f, b, HP+HK overhead Low Push d + HP close 2 hits Special Moves ------------- Energy Globe Spread hcf + LP (hold LP to hold LP to empower; if not delay) empowered it will collide with other projectiles as both will be "destroyed" in the process (goes over most projectiles anyway); if empowered, it will absorb projectiles Expanding Energy Globe hcf + HP (hold HP to hold HP to empower; if not delay) empowered it will collide with other projectiles as both will be "destroyed" in the process (goes over most projectiles anyway); if empowered, it will absorb projectiles Screw Kick Upper f, df, d + K LK=short, HK=long Second Screw Kick f, df, d + K Super Screw Kick Upper Dash Forward, f, df, can also be done if you d + K / f, f, b, f, use a dashing or df, d + K retreat P or K and then perform the f, df, d + K motion Second Screw Kick f, df, d + K Orb Hop qcf, uf + K LK=short, HK=long; overhead Shouha hcb + LP in air absorbs projectiles Downward Shouha hcb + HP in air absorbs projectiles Ponytail Snap Charge b for 2 seconds, absorbs projectiles f + P Bow hold d and tap HK rapidly charges meter Shield hcb + HP absorbs projectiles Super ----- Aura Charge hcf + LP+HP absorbs projectiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Oshima: Kanji! How dare you pull something like this...Take that, you old fart! Kanji: Aaaaah! Nooooooo! ******************************************************************************* * 3.9 Goketsuji Oume * ******************************************************************************* Colors ------ Start - Red bottom w/ Gray top LP - Purple bottom w/ Green top LK - Purple bottom w/ Gray top HP - Black bottom w/ Blue top HK - Green bottom w/ Pink top Throws ------ ~Transform f/b + HP close Kneeling Press f/b + HK close Flip And Destroy any direction except u + HP close in air Basic Moves ----------- Crawl Forward hold df Stomp Out ub/uf, HK both hits are overheads Front Flip u, HK can hit opponent twice in air; overhead Rapid Punches HP close 4 hits Flying Needle Kick LK far Oume Twister HK far Command Moves ------------- Claw Dive HP+HK Strong Double Fist HP+HK in air bounces opponent off ground for juggle; overhead Rising Uppercut d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Big Swing Dash Forward, P Crouching Kick Dash Forward, K Flying Claw Dive Dash Forward, HP+HK Retreat Big Swing f, f, b, P Retreat Crouching Kick f, f, b, K Trick Claw Dive f, f, b, HP+HK Rising Rapid Punches d + HP can hit multiple times Slide d + HK must be blocked low Special Moves ------------- Teeth Throw Charge b for 2 seconds, LP=slow, HP=fast; will f + P collide with other projectiles as both will be "destroyed" in the process Flying Face Attack Charge d for 2 seconds, LP=upward, HP=diagonal u + P Air Flying Face Attack Charge d for 2 seconds, LP=upward, HP=diagonal u + P after d + HP+HK Catch And Chomp hcb + K LK=short, HK=long; overhead Air Catch and Chomp d + HP+HK, hcb + K LK=short, HK=long overhead Comet Attack hold f and tap P absorbs projectiles; rapidly HP=projectiles closer together Comet Cancel LP+HP Scary Face qcb + P LP=short, HP=long; absorbs projectiles Wave Kick hcf + K LK=short, HK=long Air Wave Kick u, d + K in air LK=steeper angle Super ----- Super Face Flash Charge d for 2 seconds, faces will absorb u + LP+HP projectiles but tend to go over them most of the time ~~~~~~~~~~~~~~ ~(Young Oume)~ ~~~~~~~~~~~~~~ (transform lasts for 10 seconds) Throws ------ Hard Throw f/b + HP close Downward Push any direction except u + HP close in air Basic Moves ----------- Crawl hold df Punt Kick HK in air can hit opponent twice with both parts being overheads Reaching Backfist HP far Command Moves ------------- Double Kick Flip HP+HK overhead Strong Kick HP+HK in air bounces opponent off ground for juggle; overhead Rising Kick d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Flying Knuckle Dash Forward, P Roundhouse Dash Forward, K Flying Double Kick Flip Dash Forward, HP+HK overhead Retreat Flying Knuckle f, f, b, P Retreat Roundhouse f, f, b, K Retreat Double Kick Flip f, f, b, HP+HK overhead Head Stomp d + K in air overhead Special Moves ------------- Rising Heart Toss qcb + P LP=small heart and raises at steeper angle, HP=large heart; will collide with other projectiles as both will be "destroyed" in the process Straight Heart Toss qcf + P LP=small heart, HP=large heart; will collide with other projectiles as both will be "destroyed" in the process Air Heart Toss qcf + P in air LP=small heart and steeper angle, HP=large heart; will collide with other projectiles as both will be "destroyed" in the process Flying Face Attack Charge d for 2 seconds, LP=short, HP=further u + P Sweeping Rainbow Charge b for 2 seconds, absorbs projectiles f + P Super Sweeping Rainbow Dash Forward, b, f + P / absorbs projectiles; can f, f, b, b, f + P also be done if you use a dashing or retreat P or K and then perform the b, f + P motion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Oume: So Mr Clan Leader! What will you give me as my prize? Kanji: Augh! Of all the fighters, Oume, why you? Oume: I don't want this! Hand over the clan leadership! Kanji: Aaaaaah! Nooooooo! ******************************************************************************* * 3.10 Angela Belti * ******************************************************************************* Colors ------ Start - Purple w/ Pink LP - Red w/ Blue LK - Black w/ Brown HP - Brown w/ Gray HK - Blue w/ Gray Throws ------ Headbutts f/b + HP close Riding Crush f/b + HK close Riding Crush Down any direction except u + HP close in air Basic Move ---------- Dig And Uppercut HP far Command Moves ------------- Axe Kick HP+HK overhead Strong Axe Handle HP+HK in air bounces opponent off ground for juggle; overhead Rising Roundhouse d + HP+HK launches opponent; must be blocked low Hard Block LK+LP Cheap Shot Dash Forward, P Twirl Kick Dash Forward, K Flying Axe Kick Dash Forward, HP+HK overhead Retreat Cheap Shot f, f, b, P Retreat Twirl Kick f, f, b, K Retreat Axe Kick f, f, b, HP+HK overhead Slide d + HK must be blocked low Special Moves ------------- High Whip Attack Charge b for 2 seconds, f + LP Low Whip Attack Charge b for 2 seconds,
                            f + HP
Thunder Whip Attack       Charge b for 2 seconds,     Thunder Wall produced
                            f + LP+HP                   absorbs projectiles
Angela Body Attack        Charge b for 2 seconds,     LK=short, HK=long and
                            f + K                       and more hits; dash in
                                                        must touch opponent to
                                                        perform the entire 
                                                        maneuver
Stomp Barrage             Charge d for 2 seconds,     LK=short, HK=long
                            u + K 
Thunder Wall              LP+HP                       absorbs projectiles
Triple Thunder Wall       Charge d for 2 seconds,     absorbs projectiles
                            u + LP+HP 
Super Thunder Wall        Dash Forward, LP+HP /       absorbs projectiles; can
                            f, f, b, LP+HP              also be done if you
                                                        use a dashing or
                                                        retreat P or K and
                                                        then perform the
                                                        LP+HP portion
Smash Kick                u, d + k in air             LK=steeper angle


Super
-----
Angela Special            Charge b for 2 seconds,     dash in unblockable;
                            f + LK+HK                   must connect to 
                                                        perform super


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Kanji: For you, a dress to transform you into a true lady of high
       society.
Angela: A-a dress?
Kanji: Go on, try it on.
Angela: I-I can become a lady just by wearing this dress?
Kanji: Sure!  Just by wearing it, you already look like a real lady.



*******************************************************************************
* 3.11 Kurara Hanakouji                                                       *
*******************************************************************************
Colors
------
Start - Gray
LP - Orange
LK - Red
HP - Pink
HK - Black



Throws
------
Wand Toss                 f/b + HP close
Air Wand Toss             any direction except 
                            u + HP close in air


Basic Moves
-----------
Air Stomping              ub/uf, HK                   both hits are overheads
Hop Sit                   HK close                    2 hits


Command Moves
-------------
Wand Smack                HP+HK
Strong Swing              HP+HK in air                bounces opponent off 
                                                        ground for juggle;
                                                        overhead
Uplifting Wand            d + HP+HK                   launches opponent; must 
                                                        be blocked low
Hard Block                LK+LP
Straight Assault          Dash Forward, P
Powerful Kick             Dash Forward, K
Flying Wand Smack         Dash Forward, HP+HK
Retreat Straight Assault  f, f, b, P
Retreat Powerful Kick     f, f, b, K
Retreat Wand Smack        f, f, b, HP+HK
Raising Trip              d + HK                      can hit at two points,
                                                        both of which must be
                                                        blocked low


Special Moves
-------------
Baton Throw               qcf + P                     LP=slow, HP=fast; will 
                                                        collide with other 
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Doll Hurricane            f, d, df + P                LP=short, HP=long; fire
                                                        pillar absorbs 
                                                        projectiles
Vacuum Spin               qcb + K                     move with b or f; 
                                                        HP=spin lasts longer;
                                                        absorbs projectiles
Super Vacuum Spin         Dash Forward, qcb + K /     absorbs projectiles; can
                            f, f, b, qcb + K            also be done if you
                                                        use a dashing or
                                                        retreat P or K and
                                                        then perform the
                                                        qcb + K motion
Air Vacuum spin           qcb + K in air              absorbs projectiles
Hammer Blow               qcb + P                     HP=opponent must block 
                                                        low if on ground
Wand Attack               b, f, b + HP                absorbs projectiles
Fireball Freeze           hcf + LK+HK                 stuns opponent; will 
                                                        collide with other 
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process


Supers
------
Starlight Transformation  qcf + LP+HP                 will collide with other 
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process; the
                                                        projectile must
                                                        connect (not blocked)
                                                        in order for the super
                                                        to work
Upward Starlight          qcb + LP+HP                 will collide with other 
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process; the
                                                        projectile must
                                                        connect (not blocked)
                                                        in order for the super
                                                        to work


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Kanji: Your prize is an all expense paid luxury tour.
Kurara: YES!  N-O-O-O!  This is the wrong tour!



*******************************************************************************
* 3.12 Super Kurara                                                           *
*******************************************************************************
Colors
------
Start - Black w/ Midnight Black
LP - Red w/ Black
LK - Yellow w/ Black
HP - Purple w/ Dark Purple
HK - Gray w/ Dark Gray



Throws
------
Power Lift                f/b + HP close
Toss Away                 any direction except 
                            u + HP close in air


Basic Moves
-----------
Roller Upper              HP close                    2 hits
Double Kick               HK far


Command Moves
-------------
Forward Flip              HP+HK                       overhead
Strong Drop Kick          HP+HK in air                bounces opponent off 
                                                        ground for juggle;
                                                        overhead
Mule Kick                 d + HP+HK                   launches opponent; must 
                                                        be blocked low
Hard Block                LK+LP
Uppercut                  Dash Forward, P
Double Kick               Dash Forward, K
Flying Forward Flip       Dash Forward, HP+HK         overhead
Retreat Uppercut          f, f, b, P
Retreat Double Kick       f, f, b, K
Retreat Forward Flip      f, f, b, HP+HK              overhead
Low Roller Upper          d + HP                      2 hits


Special Moves
-------------
Forward Wave Punch        qcf + P                     LP=slow, HP=fast; will 
                                                        collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process; tends
                                                        to go over many of the
                                                        projectiles in the 
                                                        game
Upward Wave Blast         qcb + P                     LP=slow, HP-fast; will 
                                                        collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Sweep Wave                qcb + K                     the energy wave absorbs
                                                        projectiles
Super Sweep Wave          Dash Forward, qcb + K /     the energy wave absorbs
                            f, f, b, qcb + K            projectiles; can also
                                                        be done if you use a 
                                                        dashing or retreat P
                                                        or K and then perform
                                                        the qcb + K motion
Sphere Attack             hcf + K                     LK=short, HK=long; 
                                                        absorbs projectiles
Super Sphere Attack       Dash Forward, hcf + K /     absorbs projectiles; can
                            f, f, b, hcf + K            also be done if you
                                                        use a dashing or
                                                        retreat P or K and
                                                        then perform the
                                                        hcf + K motion
Heaven Laser              qcb + P in air              LP=short, HP=long; 
                                                        energy pillar absorbs
                                                        projectiles
Power Up                  b, f, b + P                 ends once you are hit
Starlight Kick Flash      f, d, df + HK               if the opponent is 
                                                        ducking, Super Kurara
                                                        passes through them; 
                                                        the energy stream can
                                                        hit opponents, even
                                                        if she rides past them
                                                        (the opponent can even
                                                        stand up into it after
                                                        getting knocked down 
                                                        with the move itself)


Super
-----
Super Gut Punch Combo     Charge b for 2 seconds,     dash in unblockable;
                            f + LP+HP                   must connect to 
                                                        perform super


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Kanji: Well, what do you think?  This is your prize.
S.Kurara: Is there some reason for me wearing these clothes?
Kanji: No, this is just a free service for all contestants.
S.Kurara: .............



*******************************************************************************
* 3.13 Poochi                                                                 *
*******************************************************************************
Colors
------
Start - Blue
LP - Red
LK - Black
HP - Brown
HK - Light Gray



Throws
------
Lay Back Throw            f/b + HP close
Chomping Slam             any direction except 
                            u + HP close in air


Basic Moves
-----------
Doggy Paddle              LP                          can hit multiple times
Poochi Uppercut           HP close                    2 hits
Prop Dropkick             HK                          2 hits


Command Moves
-------------
Double Fist               HP+HK
Strong Drop Kick          HP+HK in air                bounces opponent off 
                                                        ground for juggle;
                                                        overhead
Doggie Flip               d + HP+HK                   launches opponent; must 
                                                        be blocked low
Hard Block                LK+LP
Shoulder Charge           Dash Forward, P
Flying Feet               Dash Forward, K
Flying Double Fist        Dash Forward, HP+HK
Retreat Shoulder Charge   f, f, b, P
Retreat Flying Feet       f, f, b, K
Retreat Double Fist       f, f, b, HP+HK
Ducking Doggy Paddle      d + LP                      can hit multiple times
Driving Straight          d + HP close                2 hits


Special Moves
-------------
Bone Dig                  qcb + K                     LK=high, HK=low; one
                                                        bone will usually
                                                        collide with other 
                                                        projectiles and 
                                                        "destroy" them as well
                                                        as be "destroyed",
                                                        while the other bone 
                                                        will continue its path
Bomb Dig                  hcb + K                     LK=high, HK=low; one
                                                        bomb will usually
                                                        collide with other 
                                                        projectiles and 
                                                        "destroy" them as well
                                                        as be "destroyed",
                                                        while the other bone 
                                                        will continue its path
Doggy Dash                Charge b for 2 seconds,     LP=short, HP=long
                            f + P 
Super Doggy Dash          Dash Forward, b, f + P /    can also be done if you
                            f, f, b, b, f + P           use a dashing or
                                                        retreat P and then
                                                        perform the b, f + P 
                                                        motion
Swan Dive                 f, d, df + P                LP=short, HP=long
Ear Slap                  qcb + P                     absorbs projectiles
Doggy Dive                360 + P in air              LP=steeper angle


Super
-----
Pochi Special             qcf + LP+HP                  leap in is unblockable;
                                                         must connect to 
                                                         perform super; finish
                                                         opponent with for
                                                         special animation


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Kintaro: Okay, Poochi!  Back where you came from!
Poochi: Aroooon!  (I haven't gotten my prize yet!)
Kintaro: This is your prize!
Poochi: Auuughhnn!  (You've gotta be kidding!!!)



*******************************************************************************
* 3.14 Kintaro Kokuin                                                         *
*******************************************************************************
Colors
------
Start - Green w/ Light Gray
LP - Red w/ Yellow
LK - Red w/ White
HP - Gray w/ White
HK - Blue w/ Light Blue



Throws
------
~Transform                f/b + HP close
Rolling Toss              f/b + HK close
Riding Slam               any direction except 
                            u + HP close in air


Basic Moves
-----------
Angry Swing               LP                          can hit multiple times
Child Uppercut            HP close                    2 hits


Command Moves
-------------
Hopping Headbutt          HP+HK                       overhead
Strong Drop Kick          HP+HK in air                bounces opponent off 
                                                        ground for juggle;
                                                        overhead
Arm Frenzy                d + HP+HK                   launches opponent; must 
                                                        be blocked low
Hard Block                LK+LP
Flying Push               Dash Forward, LP
Diving Fist               Dash Forward, HP            overhead
Frog Leap                 Dash Forward, K
Flying Headbutt           Dash Forward, HP+HK         overhead
Retreat Flying Push       f, f, b, LP
Retreat Diving Fist       f, f, b, HP                 overhead
Retreat Frog Leap         f, f, b, K      
Retreat Headbutt          f, f, b, HP+HK              overhead
Ducking Angry Swing       d + LP                      can hit multiple times
Hop Headbutt              d + HP close                2 hits
Layback Bicycle           d + HK close                can hit at two points,
                                                        both of which must be
                                                        blocked low


Special Moves
-------------
Axe Swing                 hcf + P                     reflects projectiles
Super Axe Swing           Dash Forward, hcf + P /     reflects projectiles; can
                            f, f, b, hcf + P            also be done if you
                                                        use a dashing or
                                                        retreat LP or K and
                                                        then perform the
                                                        hcf + P motion
Rising Carp               Charge d for 2 seconds,     LP=low, HP=high; carp
                            u + P                       absorbs projectiles
Little Bear Run           b, f, b + K                 LK=slow, HK=fast; will 
                                                        collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Flying Feet               qcf, uf + K                 LK=short, HK=further
Tantrum Storm             qcf + P in air              LP=steeper angle; will 
                                                        collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Jump Bear                 qcb + HK                    small bear can absorb 
                                                        projectiles but will
                                                        jump over them most of
                                                        the time


Super
-----
Great Bear Charge         LP+LK+HP+HK                 bear can absorb 
                                                        projectiles but will
                                                        jump over them most of
                                                        the time


~~~~~~~~~~~~~~~
~(Small Devil)~
~~~~~~~~~~~~~~~
(transform ends once you are hit or after 10 seconds)

Special Moves
-------------
Fly                       use joystick to move
                            around
Flaming Jab               LP/HP
Flaming Dive              LK/HK


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Kintaro: Grandpa!  I get to be clan leader for the day, right?
Kanji: This is what happens to disobedient, selfish children!
Kintaro: Waaaah!



*******************************************************************************
* 3.15 Annie Hamilton                                                         *
*******************************************************************************
Colors
------
Start - Gray pants w/ Dark Gray trim
LP - Green pants w/ Red trim
LK - Aqua pants w/ Blue trim
HP - Pink pants w/ Red trim
HK - Purple pants w/ Green trim



Throws
------
Shoulder Toss             f/b + HP close
Quick Drop                any direction except 
                            u + HP close in air


Basic Moves
-----------
Air Punt                  u, HK                       can hit opponent twice in
                                                        air; overhead
Reaching Backfist         HP far


Command Moves
-------------
Swift Roundhouse          HP+HK
Strong Kick               HP+HK in air                bounces opponent off 
                                                        ground for juggle;
                                                        overhead
Flip Kick                 d + HP+HK                   launches opponent; must 
                                                        be blocked low
Hard Block                LK+LP
Upward Strike             Dash Forward, P
Rising Kick               Dash Forward, K
Flying Swift Roundhouse   Dash Forward, HP+HK
Retreat Upward Strike     f, f, b, P
Retreat Rising Kick       f, f, b, K
Retreat Swift Roundhouse  f, f, b, HP+HK


Special Moves
-------------
Golden Swan               hcf + P                     LP=rising, HP=straight;
                                                        will collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Rainbow Sweep             f, d, df + P                LP=short, HP=further; 
                                                        absorbs projectiles
Super Rainbow Sweep       Dash Forward, f, d,         absorbs projectiles; can
                            df + P / f, f, b, f, d,     also be done if you
                            df + P                      use a dashing or
                                                        retreat P or K and
                                                        then perform the
                                                        f, d, df + P motion
Annie Dynamic             Charge HK for 4 seconds, 
                            release
Super Annie Dynamic       Charge HK for 4 seconds,    can also be done if you
                            release while Dashing       use a dashing or
                            Forward / Charge HK         retreat P or K and
                            for 4 seconds, release      then release the
                            after f, f, b               charged HK portion
Photon Ball               qcf + P in air              LP=steeper angle; will 
                                                        collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Fist Powerup              hcb + LP+HP                 if Fist Powerup is 
                                                        interupted on start
                                                        up, Annie will lose 
                                                        the power orb; lasts 
                                                        for 18 seconds or
                                                        until you perform the
                                                        Pink Swan, Power 
                                                        Sweep, Super Power 
                                                        Sweep, or the Pink 
                                                        Photon
  Elbow Orb Bop           LP close
  Downward Orb            ub/uf, LP                   overhead
  Orb Bop                 HP far
  Face Orb                HP close
  Orb Gut Punch           d + HP
  Orb Smash               u, HP                       overhead
  Down Punch With Orb     ub/uf, HP                   overhead; can use as
                                                        crossup
  Upward Orb Strike       Dash Forward, P 
  Retreat Orb Strike      f, f, b, P
  Orb And Knee            LK close                  
  Knee Dive With Orb      ub/uf, LK                   overhead; can use as
                                                        crossup
  Orb And Kick            HK close
  Jump Kick With Orb      ub/uf, HK                   overhead; can use as
                                                        crossup
  Rising Kick With Orb    Dash Forward close, K 
  Orb To Swift Roundhouse HP+HK close
  Strong Kick With Orb    HP+HK in air                overhead; can use as 
                                                        crossup
  Pink Swan               hcf + P                     LP=rising, HP=straight;
                                                        will collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
  Power Sweep             f, d, df + P                LP=short, HP=further; 
                                                        absorbs projectiles 
  Super Power Sweep       Dash Forward, f, d,         absorbs projectiles; can
                            df + P / f, f, b, f         also be done if you
                            d, df + P                   use a dashing or
                                                        retreat P or K and
                                                        then perform the
                                                        f, d, df + P motion
  Pink Photon             qcf + P in air              LP=steeper angle; will 
                                                        collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process


Supers
------
Psychedelic Throw         f + LP+HP close             unblockable
Air Psychedelic Throw     f + LP+HP close in air      unblockable


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Kanji: Here's your zoo, just like I promised!
Annie: ? ? ? ?
Kanji: Well, what do you think?  Marvelous zoo if I do say so myself.
Annie: It's great if you're a child!



*******************************************************************************
* 3.16 Goketsuji Otane                                                        *
*******************************************************************************
Colors
------
Start - Orange bottom w/ Green top
LP - Yellow bottom w/ Pink top
LK - Aqua bottom w/ Purple top
HP - Purple bottom w/ Pink top
HK - Green bottom w/ Yellow top



Throws
------
~Transform                 f/b + HP close
Kneeling Press             f/b + HK close
Flip And Destroy           any direction except 
                             u + HP close in air


Basic Moves
-----------
Crawl Forward             hold df
Stomp Out                 ub/uf, HK                   both hits are overheads
Front Flip                u, HK                       can hit opponent twice in
                                                        air; overhead
Rapid Punches             HP close                    4 hits
Flying Needle Kick        LK far
Otane Twister             HK far


Command Moves
-------------
Claw Dive                 HP+HK
Strong Double Fist        HP+HK in air                bounces opponent off 
                                                        ground for juggle;
                                                        overhead
Rising Uppercut           d + HP+HK                   launches opponent; must 
                                                        be blocked low
Hard Block                LK+LP
Big Swing                 Dash Forward, P
Crouching Kick            Dash Forward, K
Flying Claw Dive          Dash Forward, HP+HK
Retreat Big Swing         f, f, b, P
Retreat Crouching Kick    f, f, b, K
Trick Claw Dive           f, f, b, HP+HK
Rising Rapid Punches      d + HP                      can hit multiple times
Slide                     d + HK                      must be blocked low


Special Moves
-------------
Teeth Throw               Charge b for 2 seconds,     LP=slow, HP=fast; will 
                            f + P                       collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Flying Face Attack        Charge d for 2 seconds,     LP=upward, HP=diagonal
                            u + P 
Air Flying Face Attack    Charge d for 2 seconds,     LP=upward, HP=diagonal
                            u + P after d + HP+HK
Comet Attack              hold f and tap P            absorbs projectiles;
                            rapidly                   HP=projectiles closer
                                                        together
  Comet Cancel            LP+HP  
Air Wave Kick             u, d + K in air             LK=steeper angle
Floating Head             qcf + K                     absorbs projectiles, but
                                                        tends to float too 
                                                        high to catch most of
                                                        them
Dropping Weight           qcb + P                     LP=short, HP=medium, 
                                                        LP+HP=long; will 
                                                        collide with other
                                                        projectiles as they
                                                        will be destroyed and
                                                        the weight will no 
                                                        longer be able to hit
                                                        the opponent 
Energy Sphere             360 + P in air              absorbs projectiles


Super
-----
Spirit Charge             qcf + LP+HP                 absorbs projectiles


~~~~~~~~~~~~~~~
~(Young Otane)~
~~~~~~~~~~~~~~~
(transform lasts for 10 seconds)

Throws
------
Hard Throw                f/b + HP close
Downward Push             any direction except 
                            u + HP close in air


Basic Moves
-----------
Punt Kick                 HK in air                   can hit opponent twice
                                                        with both parts being
                                                        overheads
Reaching Backfist         HP far


Command Moves
-------------
Double Kick Flip          HP+HK                       overhead
Strong Kick               HP+HK in air                bounces opponent off 
                                                        ground for juggle;
                                                        overhead
Rising Kick               d + HP+HK                   launches opponent; must 
                                                        be blocked low
Hard Block                LK+LP
Flying Knuckle            Dash Forward, P
Roundhouse                Dash Forward, K
Flying Double Kick Flip   Dash Forward, HP+HK         overhead
Retreat Flying Knuckle    f, f, b, P
Retreat Roundhouse        f, f, b, K
Retreat Double Kick Flip  f, f, b, HP+HK              overhead
Low Backfist              d + HP close                2 hits
Slide Kick                df + HK                     must be blocked low


Special Moves
-------------
Rising Heart Toss         qcb + P                     LP=small heart and
                                                        raises at steeper 
                                                        angle, HP=large heart;
                                                        will collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Straight Heart Toss       qcf + P                     LP=small heart, HP=large
                                                        heart; will collide 
                                                        with other projectiles
                                                        as both will be 
                                                        "destroyed" in the 
                                                        process
Air Heart Toss            qcf + P in air              LP=small heart and 
                                                        steeper angle, 
                                                        HP=large heart; will 
                                                        collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Sweeping Rainbow          Charge b for 2 seconds,     absorbs projectiles
                            f + P 
Super Sweeping Rainbow    Dash Forward, b, f + P /    absorbs projectiles; can
                            f, f, b, b, f + P           also be done if you
                                                        use a dashing or
                                                        retreat P or K and
                                                        then perform the
                                                        b, f + P motion


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Young Otane: I'd like to reclaim the seat as clan leader.  How about
             it cutie?
Kanji: ...Gulp!...
Otane: $#*!  My 10 seconds are over already!



*******************************************************************************
* 3.17 Kuroko                                                                 *
*******************************************************************************
Colors
------
Start - Pink w/ Red trim
LP - Blue w/ Red trim
LK - Black w/ Yellow trim
HP - Red w/ Dark Red trim
HK - Purple w/ Red trim



Throws
------
Boxing Glove Lift         f/b + HP close
Riding Press              any direction except 
                            u + HP close in air


Basic Moves
-----------
Kuroko Toy                LP                          can hit multiple times
Fan Swipe                 HP close                    2 hits


Command Moves
-------------
Tricky Glove              HP+HK                       overhead
Strong Scroll             HP+HK in air                bounces opponent off 
                                                        ground for juggle;
                                                        overhead
Launch Glove              d + HP+HK                   launches opponent; must 
                                                        be blocked low
Hard Block                LK+LP
Flying Glove              Dash Forward, P
Ninja Kick                Dash Forward, K
Flying Tricky Glove       Dash Forward, HP+HK         overhead
Retreat Flying Glove      f, f, b, P
Retreat Ninja Kick        f, f, b, K
Retreat Tricky Glove      f, f, b, HP+HK              overhead
Low Kuroko Toy            d + LP                      can hit multiple times
Extended Trip             d + HK                      must be blocked low


Special Moves
-------------
Straight Fan Throw        qcf + LP                    will collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Upward Fan Throw          qcf + HP                    will collide with other
                                                        projectiles as both
                                                        will be "destroyed"
                                                        in the process
Fan Uppercut              f, d, df + P                LP=short, HP=further
Super Fan Uppercut        Dash Forward, f, d,         can also be done if you
                            df + P / f, f, b, f, d      use a dashing or
                            df + P                      retreat P or K and
                                                        then perform the
                                                        f, d, df + P motion
Iron Ball Smash           hcb + P                     LP=short, HP=long with
                                                        start up delay; iron
                                                        ball absorbs 
                                                        projectiles; does not
                                                        absorb projectiles 
                                                        during the start up
                                                        delay in the HP 
                                                        version
Rolling Fan Dive          hcb + K                     LK=short, HK=long


Supers
------
Mega Kuroko Bazooka       f + LP+LK+HP+HK             absorbs projectiles
Mega Bomb Bazooka         b + LP+LK+HP+HK             absorbs projectiles
Mega Barrage Bazooka      LP+LK+HP+HK                 absorbs projectiles


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Kuroko: Dummy Data



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




*******************************************************************************
* 3.18 Chuck                                                                  *
*******************************************************************************

 To unlock Chuck, at the character selection screen, press Right, Right, Down,
                     Up, Down, Left, Left, Left, Up.



Colors
------
Start - Green
LP - Yellow
LK - White
HP - Red
HK - Black



Throws
------
Dangerous Knee            f/b + HP close
Falling Knee              any direction except 
                            u + HP close in air


Basic Moves
-----------
Bloody Kicks              HK close                    2 hits
Snapping Low              LK close                    2 hits


Command Moves
-------------
Axe Kick                  HP+HK                       overhead
Strong Jump Kick          HP+HK in air                bounces opponent off 
                                                        ground for juggle;
                                                        overhead
Large Uppercut            d + HP+HK                   launches opponent; must 
                                                        be blocked low
Hard Block                LK+LP
Quick Punch               Dash Forward, P
High Kick                 Dash Forward, K
Flying Axe Kick           Dash Forward, HP+HK         overhead
Retreat Quick Punch       f, f, b, P
Retreat High Kick         f, f, b, K
Retreat Axe Kick          f, f, b, HP+HK              overhead


Special Moves
-------------
Low Laser                 qcf + LP                    absorbs projectiles
High Laser                qcf + HP                    absorbs projectiles
Circle Kick Cutter        f, d, df + K                LK=short, HK=further
Super Circle Kick Cutter  Dash Forward, f, d,         can also be done if you
                            df + K / f, f, b, f, d      use a dashing or
                            df + K                      retreat P or K and
                                                        then perform the
                                                        f, d, df + K motion
Hienshippu Kyaku          hcb + K                     LK=short, HK=long and
                                                        more hits; dive kick
                                                        must touch opponent
                                                        for entire move to 
                                                        come outz
Ki Charge                 qcb + HP                    charges super meter


Super
-----
Chuck Revenge             f, d, df + LK+HK            dash in must touch the
                                                        opponent for super to
                                                        come out


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Ending
------
Chuck: Woman love me!  I'm too strong, too sexy!




===============================================================================
4. Pairs
===============================================================================

4.1 Kanji Kokuin
----------------

Kanji w/ Kanji =     Eccentric Pair
Kanji w/ Saizo =     Violent Pair
Kanji w/ Sahad =     Beauty and Ruthless Pair
Kanji w/ Reiji =     Speedy Pair
Kanji w/ Keith =     Long Shot Pair
Kanji w/ Thin Nen =  Greedy Pair
Kanji w/ White =     Violent Pair
Kanji w/ Oshima =    Violent Pair
Kanji w/ Oume =      Short-Lived Pair
Kanji w/ Angela =    Sinister Pair
Kanji w/ Kurara =    Absolute Worst Pair
Kanji w/ S. Kurara = Grim Pair
Kanji w/ Poochi =    Wicked Pair
Kanji w/ Kintaro =   Charming Pair
Kanji w/ Annie =     Long Shot Pair
Kanji w/ Otane =     Rascal Pair
Kanji w/ Kuroko =    Favorite Pair
Kanji w/ Chuck =     Best Friends Pair


4.2 Hattori Saizo
-----------------

Saizo w/ Saizo =     Internal Pair
Saizo w/ Kanji =     Violent Pair
Saizo w/ Sahad =     Water and Oil Pair
Saizo w/ Reiji =     Primitive Pair
Saizo w/ Keith =     Wicked Pair
Saizo w/ Thin Nen =  Powerful Pair
Saizo w/ White =     Vindictive Pair
Saizo w/ Oshima =    Unusual Pair
Saizo w/ Oume =      Behind-the-Scenes Pair
Saizo w/ Angela =    Eccentric Pair
Saizo w/ Kurara =    Unreturned Love Pair
Saizo w/ S. Kurara = Tragic Love Pair
Saizo w/ Poochi =    Eccentric Pair
Saizo w/ Kintaro =   Internal Pair
Saizo w/ Annie =     Charming Pair
Saizo w/ Otane =     Behind-the-Scenes Pair
Saizo w/ Kuroko =    Best Friends Pair
Saizo w/ Chuck =     Wicked Pair


4.3 Sahad Asran Ryuto
---------------------

Sahad w/ Sahad =     Wicked Pair
Sahad w/ Kanji =     Beauty and Ruthless Pair
Sahad w/ Saizo =     Water and Oil Pair
Sahad w/ Reiji =     Sinister Pair
Sahad w/ Keith =     Macho Pair
Sahad w/ Thin Nen =  Eccentric Pair
Sahad w/ White =     Long Shot Pair
Sahad w/ Oshima =    Really Suspicious Pair
Sahad w/ Oume =      Long Shot Pair
Sahad w/ Angela =    Lovely Pair
Sahad w/ Kurara =    Vindictive Pair
Sahad w/ S. Kurara = Absolute Worst Pair
Sahad w/ Poochi =    Internal Pair
Sahad w/ Kintaro =   Devil's Luck Pair
Sahad w/ Annie =     Elegant Pair
Sahad w/ Otane =     Internal Pair
Sahad w/ Kuroko =    Charming Pair
Sahad w/ Chuck =     Behind-the-Scenes Pair


4.4 Reiji Oyama
----------------

Reiji w/ Reiji =     Blazing Pair
Reiji w/ Kanji =     Speedy Pair
Reiji w/ Saizo =     Primitive Pair
Reiji w/ Sahad =     Sinister Pair
Reiji w/ Keith =     Inseparable Pair
Reiji w/ Thin Nen =  Short-Lived Pair
Reiji w/ White =     Blazing Pair
Reiji w/ Oshima =    Shady Tactics Pair
Reiji w/ Oume =      Wicked Pair
Reiji w/ Angela =    Speedy Pair
Reiji w/ Kurara =    Unreturned Love Pair
Reiji w/ S. Kurara = Beauty and the Beast Pair
Reiji w/ Poochi =    Blazing Pair
Reiji w/ Kintaro =   Rascal Pair
Reiji w/ Annie =     Inseparable Pair
Reiji w/ Otane =     Devil's Luck Pair
Reiji w/ Kuroko =    Powerful Pair
Reiji w/ Chuck =     Macho Pair


4.5 Keith Wayne
----------------

Keith w/ Keith =     Wild Pair
Keith w/ Kanji =     Long Shot Pair
Keith w/ Saizo =     Wicked Pair
Keith w/ Sahad =     Macho Pair
Keith w/ Reiji =     Inseparable Pair
Keith w/ Thin Nen =  Water and Oil Pair
Keith w/ White =     Wild Pair
Keith w/ Oshima =    Deformed Pair
Keith w/ Oume =      Violent Pair
Keith w/ Angela =    Maternal Instincts Pair
Keith w/ Kurara =    Favorite Pair
Keith w/ S. Kurara = Lovely Pair
Keith w/ Poochi =    Speedy Pair
Keith w/ Kintaro =   Grim Pair
Keith w/ Annie =     Unreturned Love Pair
Keith w/ Otane =     Tragic Love Pair
Keith w/ Kuroko =    Death Pair
Keith w/ Chuck =     Macho Pair


4.6 Thin Nen
------------

Thin Nen w/ Thin Nen=Greedy Pair
Thin Nen w/ Kanji =  Greedy Pair
Thin Nen w/ Saizo =  Powerful Pair
Thin Nen w/ Sahad =  Eccentric Pair
Thin Nen w/ Reiji =  Short-Lived Pair
Thin Nen w/ Keith =  Water and Oil Pair
Thin Nen w/ White =  Wild Pair
Thin Nen w/ Oshima = Wicked Pair
Thin Nen w/ Oume =   Behind-the-Scenes Pair
Thin Nen w/ Angela = Death Pair
Thin Nen w/ Kurara = Water and Oil Pair
Thin Nen w/ S. Kura.=Grim Pair
Thin Nen w/ Poochi = Greedy Pair
Thin Nen w/ Kintaro =Blazing Pair
Thin Nen w/ Annie =  Water and Oil Pair
Thin Nen w/ Otane =  Sinister Pair
Thin Nen w/ Kuroko = Behind-the-Scenes Pair
Thin Nen w/ Chuck =  Greedy Pair


4.7 White Buffalo
-----------------

White w/ White =     Wild Pair
White w/ Kanji =     Violent Pair
White w/ Saizo =     Vindictive Pair
White w/ Sahad =     Long Shot Pair
White w/ Reiji =     Blazing Pair
White w/ Keith =     Wild Pair
White w/ Thin Nen =  Wild Pair
White w/ Oshima =    Lovely Pair 
White w/ Oume =      Primitive Pair
White w/ Angela =    Powerful Pair
White w/ Kurara =    Unreturned Love Pair
White w/ S. Kurara = Beauty and the Beast Pair
White w/ Poochi =    Primitive Pair
White w/ Kintaro =   Powerful Pair
White w/ Annie =     Destiny Pair
White w/ Otane =     Vindictive Pair
White w/ Kuroko =    Favorite Pair
White w/ Chuck =     Wild Pair


4.8 Goketsuji Oshima
--------------------

Oshima w/ Oshima =   Unusual Pair
Oshima w/ Kanji =    Violent Pair
Oshima w/ Saizo =    Unusual Pair
Oshima w/ Sahad =    Really Suspicious Pair
Oshima w/ Reiji =    Shady Tactics Pair
Oshima w/ Keith =    Deformed Pair
Oshima w/ Thin Nen = Wicked Pair
Oshima w/ White =    Lovely Pair
Oshima w/ Oume =     Mismatched Pair
Oshima w/ Angela =   Shady Tactics Pair
Oshima w/ Kurara =   Eccentric Pair
Oshima w/ S. Kurara =Past and Future Pair
Oshima w/ Poochi =   Really Suspicious Pair
Oshima w/ Kintaro =  Speedy Pair
Oshima w/ Annie =    Beauty and Sinister Pair
Oshima w/ Otane =    Destiny Pair
Oshima w/ Kuroko =   Grim Pair
Oshima w/ Chuck =    Death Pair


4.9 Goketsuji Oume
------------------

Oume w/ Oume =       Absolute Worst Pair
Oume w/ Kanji =      Short-Lived Pair
Oume w/ Saizo =      Behind-the-Scenes Pair
Oume w/ Sahad =      Long Shot Pair
Oume w/ Reiji =      Wicked Pair
Oume w/ Keith =      Violent Pair
Oume w/ Thin Nen =   Behind-the-Scenes Pair
Oume w/ White =      Primitive Pair
Oume w/ Oshima =     Mismatched Pair
Oume w/ Angela =     Unusual Pair
Oume w/ Kurara =     Hag and Maiden Pair
Oume w/ S. Kurara =  Past and Future pair
Oume w/ Poochi =     Sinister Pair
Oume w/ Kintaro =    Rascal Pair
Oume w/ Annie        Beauty and Ruthless Pair
Oume w/ Otane =      Death Pair
Oume w/ Kuroko =     Violent Pair
Oume w/ Chuck =      Absolute Worst Pair


4.10 Angela Belti
-----------------

Angela w/ Angela =   Dynamite Pair
Angela w/ Kanji =    Sinister Pair
Angela w/ Saizo =    Eccentric Pair
Angela w/ Sahad =    Lovely Pair
Angela w/ Reiji =    Speedy Pair
Angela w/ Keith =    Maternal Instincts Pair
Angela w/ Thin Nen = Death Pair
Angela w/ White =    Powerful Pair
Angela w/ Oshima =   Shady Tactics Pair
Angela w/ Oume =     Unusual Pair
Angela w/ Kurara =   Sinister and Witch Pair
Angela w/ S. Kurara =Dynamite Pair
Angela w/ Poochi =   Long Shot Pair
Angela w/ Kintaro =  Maternal Instincts Pair
Angela w/ Annie =    Women Rule Pair
Angela w/ Otane =    Hag and Sinister Pair
Angela w/ Kuroko =   Prized Pair
Angela w/ Chuck =    Dynamite Pair


4.11 Kurara Hanakouji
---------------------

Kurara w/ Kurara =   Violent Pair
Kurara w/ Kanji =    Absolute Worst Pair
Kurara w/ Saizo =    Unreturned Love Pair
Kurara w/ Sahad =    Vindictive Pair
Kurara w/ Reiji =    Unreturned Love Pair
Kurara w/ Keith =    Favorite Pair
Kurara w/ Thin Nen = Water and Oil Pair
Kurara w/ White =    Unreturned Love Pair
Kurara w/ Oshima =   Eccentric Pair
Kurara w/ Oume =     Hag and Maiden Pair
Kurara w/ Angela =   Sinister and Witch Pair
Kurara w/ S. Kurara =Dreams and Reality Pair
Kurara w/ Poochi =   Charming Pair
Kurara w/ Kintaro =  Violent Pair
Kurara w/ Annie =    High Jumping Pair
Kurara w/ Otane =    Women Rule Pair
Kurara w/ Kuroko =   Lovely Pair
Kurara w/ Chuck =    Beauty and Ruthless Pair


4.12 Super Kurara
-----------------

S. Kurara w/ S. Kur.=Dynamite Pair
S. Kurara w/ Kanji = Grim Pair
S. Kurara w/ Saizo = Tragic Love Pair
S. Kurara w/ Sahad = Absolute Worst Pair
S. Kurara w/ Reiji = Beauty and the Beast Pair
S. Kurara w/ Keith = Lovely Pair
S. Kurara w/ Thin N.=Grim Pair
S. Kurara w/ White = Beauty and the Beast Pair
S. Kurara w/ Oshima =Past and Future Pair
S. Kurara w/ Oume =  Past and Future Pair
S. Kurara w/ Angela =Dynamite Pair
S. Kurara w/ Kurara =Dreams and Reality Pair
S. Kurara w/ Poochi =Dreams and Reality Pair
S. Kurara w/ Kintaro=Wicked Pair
S. Kurara w/ Annie = Dreams and Reality Pair
S. Kurara w/ Otane = Really Suspicious Pair
S. Kurara w/ Kuroko =Favorite Pair
S. Kurara w/ Chuck = Beauty and the Beast Pair


4.13 Pochi
----------

Poochi w/ Poochi =   Powerful Pair
Poochi w/ Kanji =    Wicked Pair
Poochi w/ Saizo =    Eccentric Pair
Poochi w/ Sahad =    Internal Pair
Poochi w/ Reiji =    Blazing Pair
Poochi w/ Keith =    Speedy Pair
Poochi w/ Thin Nen = Greedy Pair
Poochi w White =     Primitive Pair
Poochi w/ Oshima =   Really Suspicious Pair
Poochi w/ Oume =     Sinister Pair
Poochi w/ Angela =   Long Shot Pair
Poochi w/ Kurara =   Charming Pair
Poochi w/ S. Kurara =Dreams and Reality Pair
Poochi w/ Kintaro =  Charming Pair
Poochi w/ Annie =    Beauty and the Beast Pair
Poochi w/ Otane =    Deformed Pair
Poochi w/ Kuroko =   Best Friends Pair
Poochi w/ Chuck =    Dynamite Pair


4.14 Kintaro Kokuin
-------------------

Kintaro w/ Kintaro = Charming Pair
Kintaro w/ Kanji =   Charming Pair
Kintaro w/ Saizo =   Internal Pair
Kintaro w/ Sahad =   Devil's Luck Pair
Kintaro w/ Reiji =   Rascal Pair
Kintaro w/ Keith =   Grim Pair
Kintaro w/ Thin Nen =Blazing Pair
Kintaro w/ White =   Powerful Pair
Kintaro w/ Oshima =  Speedy Pair
Kintaro w/ Oume =    Rascal Pair
Kintaro w/ Angela =  Maternal Instincts Pair
Kintaro w/ Kurara =  Violent Pair
Kintaro w/ S. Kurara=Wicked Pair
Kintaro w/ Poochi =  Charming Pair
Kintaro w/ Annie =   Charming Pair
Kintaro w/ Otane =   Speedy Pair
Kintaro w/ Kuroko =  Sinister Pair
Kintaro w/ Chuck =   Speedy Pair


4.15 Annie Hamilton
-------------------

Annie w/ Annie =     Elegant Pair
Annie w/ Kanji =     Long Shot Pair
Annie w/ Saizo =     Charming Pair
Annie w/ Sahad =     Elegant Pair
Annie w/ Reiji =     Inseparable Pair
Annie w/ Keith =     Unreturned Love Pair
Annie w/ Thin Nen =  Water and Oil Pair
Annie w/ White =     Destiny Pair
Annie w/ Oshima =    Beauty and Sinister Pair
Annie w/ Oume =      Beauty and Ruthless Pair
Annie w/ Angela =    Women Rule Pair
Annie w/ Kurara =    High Jumping Pair
Annie w/ S. Kurara = Dreams and Reality Pair
Annie w/ Poochi =    Beauty and the Beast Pair
Annie w/ Kintaro =   Charming Pair
Annie w/ Otane =     Reality and Past Pair
Annie w/ Kuroko =    Favorite Pair
Annie w/ Chuck =     Beauty and the Beast Pair


4.16 Goketsuji Otane
--------------------

Otane w/ Otane =     Vindictive Pair
Otane w/ Kanji =     Rascal Pair
Otane w/ Saizo =     Behind-the-Scenes Pair
Otane w/ Sahad =     Internal Pair
Otane w/ Reiji =     Devil's Luck Pair
Otane w/ Keith =     Tragic Love Pair
Otane w/ Thin Nen =  Sinister Pair
Otane w/ White =     Vindictive Pair
Otane w/ Oshima =    Destiny Pair
Otane w/ Oume =      Death Pair
Otane w/ Angela =    Hag and Sinister Pair
Otane w/ Kurara =    Women Rule Pair
Otane w/ S. Kurara = Really Suspicious Pair
Otane w/ Poochi =    Deformed Pair
Otane w/ Kintaro =   Speedy Pair
Otane w/ Annie =     Reality and Past Pair
Otane w/ Kuroko =    Charming Pair
Otane w/ Chuck =     Primitive Pair


4.17 Kuroko
-----------

Kuroko w/ Kuroko =   Long Shot Pair
Kuroko w/ Kanji =    Favorite Pair
Kuroko w/ Saizo =    Best Friends Pair
Kuroko w/ Sahad =    Charming Pair
Kuroko w/ Reiji =    Powerful Pair
Kuroko w/ Keith =    Death Pair
Kuroko w/ Thin Nen = Behind-the-Scenes Pair
Kuroko w/ White =    Favorite Pair
Kuroko w/ Oshima =   Grim Pair
Kuroko w/ Oume =     Violent Pair
Kuroko w/ Angela =   Prized Pair
Kuroko w/ Kurara =   Lovely Pair
Kuroko w/ S. Kurara =Favorite Pair
Kuroko w/ Poochi =   Best Friends Pair
Kuroko w/ Kintaro =  Sinister Pair
Kuroko w/ Annie =    Favorite Pair
Kuroko w/ Otane =    Charming Pair
Kuroko w/ Chuck =    Best Friends Pair


4.18 Chuck
----------

Chuck w/ Chuck =     Primitive Pair
Chuck w/ Kanji =     Best Friends Pair
Chuck w/ Saizo =     Wicked Pair
Chuck w/ Sahad =     Behind-the-Scenes Pair
Chuck w/ Reiji =     Macho Pair
Chuck w/ Keith =     Macho Pair
Chuck w/ Thin Nen =  Greedy Pair
Chuck w/ White =     Wild Pair
Chuck w/ Oshima =    Death Pair
Chuck w/ Oume =      Absolute Worst Pair
Chuck w/ Angela =    Dynamite Pair
Chuck w/ Kurara =    Beauty and Ruthless Pair
Chuck w/ S. Kurara = Beauty and the Beast Pair
Chuck w/ Poochi =    Dynamite Pair
Chuck w/ Kintaro =   Speedy Pair
Chuck w/ Annie =     Beauty and the Beast Pair
Chuck w/ Otane =     Primitive Pair
Chuck w/ Kuroko =    Best Friends Pair




===============================================================================
5. Misc. And Easter Eggs
===============================================================================

*********************
* 5.1 Play As Chuck *
*********************

  To unlock Chuck, at the character selection screen, press Right, Right, Down,
Up, Down, Left, Left, Left, Up.



************************
* 5.2 Using Two Chucks *
************************

  There is a little trick you can use to have two Chucks on your team.  To do
this:



   1. Enter the Chuck code to unlock him on the character select screen.
   2. Choose any character (not Chuck) as your leader.
   3. Choose Chuck as your partner.
   4. Lose the fight and continue.
   5. Now choose Chuck as your leader.
   6. When you go to choose your partner, you should automatically be 
      highlighting Chuck.  This allows you to select Chuck as your partner
      without his select portrait disappearing.  Now choose him as your partner
      and you have a duo team of Chucks!




===============================================================================
6. Conclusion
===============================================================================

6.1 What's Missing/Needed
`````````````````````````
-Clean up and corrections
-Any missing moves, let me know ;)


6.2 Credits
```````````
-Atlus
-Gamefaqs
-ThePatrick for providing the command to Kanji's alternate transformtion
 (thank you so much!)
-Lan for the information on the Chuck w/ Chuck pairing and for the method of
 selecting two Chucks
-Hanyousama for finding the Orb Hop move (qcf, uf + K) for Goketsuji Oshima
-And me for writing this FAQ