=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Power Instinct Matrimelee FAQ By: Goh_Billy (billy_kane_32@hotmail.com) Version #: 8.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 2. System 2.1 Basics 2.2 Stress Meter 3. Characters 3.1 Gouketsu Ume 3.2 Kanji Kokuin 3.3 Clara 3.4 Reiji Oyama 3.5 Keith Wayne 3.6 Anny Hamilton 3.7 Chinnen 3.8 Gouketsu Tane 3.9 Saizo Hattori 3.10 White Buffalo 3.11 Poochy 3.12 Buntaro 3.13 Shintaro 3.14 Olof 3.15 Hikaru ----------------------- 3.16 Jimmy Lewis 3.17 Mr. Jones 3.18 Lynn Baker 3.19 Patrick Elias ``````````````````````` 3.20 Princess Sissy 4. Conclusion 4.1 What's Missing/Needed 4.2 Credits =============================================================================== 1. Legend =============================================================================== ub u uf f - Forward HP - Hevay 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 =============================================================================== ************** * 2.1 Basics * ************** Standard Throw f/b + HP close f and b determine where opponent is thrown Standard Air Throw f + HP close in air Sissy, Jimmy, and Elias have no air throw Throw Escape perform throw right after opponent's throw attempt Taunt Start charges 1/3 of your Stress Meter Taunt Battle have both players Taunt if both players taunt at the time around the same time, a screen will drop and a series of random key presses (A, B, C, or D) will be displayed; hit the correct button the fastest to get a hit onto the opponent Dash Forward f, f (hold f to run) Dashing Punch P Dashing Kick K knocks opponent down; Sissy's does not knock down Halt b Dash Backward b, b invulnerable for a split second Knockdown Attack HP+HK knocks opponent down Launch Attack d + HP+HK launches opponent; must be blocked low Forward Roll LP+LK invulnerable for a split second Backward Roll b + LP+LK invulnerable for a split second Recover Roll Forward f + LP+LK immediately invulnerable for a split after being knocked down second Recover Roll Back LP+LK immediately after invulnerable for a split being knocked down second Double Jump ub/u/uf after first jump Small Jump tap ub/u/uf High Jump press ub/u/uf Super Jump db/d/df, ub/uf / Dash Forward, uf Air Block ub/u/uf, b Block High b Block Low db will not block overheads Guard Crush if you guard too often you will lose your ability to block for a split second Referee Call LK+HP brings referee to foreground Referee Return LK+HP returns referee to background Referee Shield f/b + LK+HP when referee is in front of you Referee Toss f/b + LK+HP when referee is behind you Referee Projectile HP+HK when referee is in front of you ******************** * 2.2 Stress Meter * ******************** The Stress Meter builds when you are hit or when opponent blocks your attacks. You can also build the Stress Meter by 1/3 by performing a taunt. When you completely fill your Stress Meter, your character will be surrounded by a blast, known as a Stress Scream. During this time you are completely invulnerable. The energy wave can also strike the opponent for damage (and can set up juggle opportunities). The Stress Meter maxes at 3 stocks. The following are mechanics that use the Stress Meter: Counter Attack HK+HP while blocking the costs one stock opponent's attack Stress Shot Level 1 super costing 1 stock Ippatsu Ougi Level 2 super costing 2 stocks Kinjite Level 3 hidden super not all characters have costing 3 stocks a Kinjite =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Gouketsu Ume * ******************************************************************************* Colors ------ LP - Yellow pants w/ Purple top LK - Tan pants w/ Brown top HP - Black pants w/ Orange top HK - Brown pants w/ Pink top Throws ------ Shoulder Toss f/b + HP close f and b determine where opponent is thrown Quick Air Toss f + HP close in air Basic Moves ----------- Stomp Out ub/uf, HK both kicks are overheads Rapid Punches HP close 3 hits Shin Kick LK close must be blocked low Ume Twister HK far Triple Foot LK, LK, LK about a sweep first LK must touch away opponent for entire string to come out Command Moves ------------- Swiping Touch HP+HK Rising Uppercut d + HP+HK launches opponent; must be blocked low Forward Roll LP+LK invulnerable for a split second Backward Roll b + LP+LK invulnerable for a split second Dashing Chop Dash Forward, P Layback Kick Dash Forward, K Slap To Punch d + HP, HP the d + HP must touch opponent for entire string to come out Stomping Fall d + LK in air overhead Slide df + LK must be blocked low Special Moves ------------- Teeth Throw qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Flying Face Attack f, d, df + P LP=short and low, HP=further and high Super Flying Face Attack Dash Forward, f, d, df + P can also be done if you use a dashing P or K that touches the opponent and then perform the f, d, df + P motion Comet Attack hcb + P LP=two fireballs, HP=five fireballs; usually the first fireball will collide with other projectiles as both will be "destroyed" in the process while the remaining fireball(s) continue its/their path Wave Kick qcf + K in air LK=steeper angle; overhead Supers ------ Stress Shot ``````````` Super Face Flash qcf, qcf + LP/LK/HP/HK LP=corner behind Ume, LK=1/3, HP=2/3, HK=corner in front of Ume; energy pillar absorbs projectiles Ippatsu Ougi ```````````` Ghostly Leech db, df, b, f + LP+HP will collide with other projectiles as both will be "destroyed" in the process; must connect (not blocked) to perform entire super Kinjite ``````` Ultra Face Flash qcf, qcf, qcf + HP tracks opponent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Ume: Oooh, I've waited for this. Prince: My bride! Ume: Yes, prince. I am your bride. Prince: Good grief! H, help me! A beast! ******************************************************************************* * 3.2 Kanji Kokuin * ******************************************************************************* Colors ------ LP - Purple LK - Green HP - Black HK - Red Throws ------ Pogo Cane f/b + HP close f and b determine where opponent is thrown Cane Toss f + HP close in air Basic Move ---------- Shin Kick LK close must be blocked low Command Moves ------------- Dropkick HP+HK Rising Knee d + HP+HK launches opponent; must be blocked low Forward Roll LP+LK invulnerable for a split second Backward Roll b + LP+LK invulnerable for a split second Triple Cane Dash Forward, P Power Kick Dash Forward, K Balancing Cane f + P Get Off Cane d Hop Forward f Hop Backward b Hop Up u Roll Out LK/HK overhead Cane Smash LP/HP overhead Low To Shin Kick d + LK, LK the d + LK must touch opponent for entire string to come out; both parts must be blocked low Step Trip d + HK must be blocked low Special Moves ------------- Rapid Cane tap P rapidly Super Rapid Cane Dash Forward, tap P can also be done if you rapidly use a dashing P or K that touches the opponent and then tap P rapidly Libido Attack hcb + P HP=slight start up delay; absorbs projectiles Stun Loincloth Snap hcf + LK if move connects (not blocked), opponent will be pulled next to Kanji and be "stunned" for a split second Loincloth Snaps hcf + HK Headbutt Launch f, hcf + P LP=short, HP=long Super Headbutt Launch Dash Forward, f, hcf + P can also be done if you use a dashing P or K that touches the opponent and then perform the f, hcf + P motion Supers ------ Stress Shot ``````````` Kanji Combo Rush Hold b for 2 seconds, dash in must connect f + LK+HK (not blocked) to perform the entire super Ippatsu Ougi ```````````` Restore To Life LK+HK, LK, LK, HK loincloth must connect (not blocked) to perform the entire super Kinjite ``````` None . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Kanji: This meeting caps the red cloth legend. Well, my bride. Take this red cloth. For both our future... Sissy: Eeew! This's a loincloth? Never again, pal! No way! ******************************************************************************* * 3.3 Clara * ******************************************************************************* Colors ------ LP - Orange w/ White shirt LK - Pink w/ Light Pink shirt HP - Light Orange w/ White shirt HK - Orange w/ Blue shirt Throws ------ Wand Throw f/b + HP close f and b determine where opponent is thrown Air Wand Throw f + HP close in air Basic Moves ----------- Tap To Wand Swipe LP close, HP the close LP must touch opponent for entire string to come out Shin Kick LK close must be blocked low Triple Kicks LK close, LK, HK the close LK must touch opponent for entire string to come out; first LK must be blocked low Command Moves ------------- Forward Kick HP+HK Rising Wand d + HP+HK launches opponent; must be blocked low Forward Roll LP+LK invulnerable for a split second Backward Roll b + LP+LK invulnerable for a split second Straight Wand Dash Forward, P Side Kick Dash Forward, K Falling Foot d + LK in air overhead Downward Wand f + HP overhead Short Slide Dropkick d + HK 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 Vacuum Spin qcb + K HK=spins longer; f or b to maneuver Super Vacuum Spin Dash Forward, qcb + K can also be done if you use a dashing P or K that touches the opponent and then perform the qcb + K motion Air Vacuum Spin qcb + K in air LK=steeper angle; overhead Hammer Blow qcb + P HP=opponent must block low if on ground Heart Freeze f, hcf + LK+HK stuns opponent; absorbs projectiles Supers ------ Stress Shot ``````````` Starlight Transformation qcf, qcf + HP absorbs projectiles; must connect (not blocked) to transform the opponent Ippatsu Ougi ```````````` Rabbit Release hcf, f, df, d + HP Rabbit Chomp HP chomp is unblockable; must connect chomp to perform the entire super Kinjite ``````` None . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Clara: Come to Clara, the winner! Oh, princey! Prince: I've come for you, my honey! Clara: ????!!! Prince: My lovely bride, oh, you're cute! Clara: UGH. Prince: First, a kissy-poo of betrothal! Clara: You're no prince. Uh, I lied. I'm not the winner! ******************************************************************************* * 3.4 Reiji Oyama * ******************************************************************************* Colors ------ LP - White w/ Purple hair LK - Off White w/ Brown hair HP - Light Gray w/ Brown hair HK - Blue w/ Purple hair Throws ------ Kick Toss f/b + HP close f and b determine where opponent is thrown Neck Ringer f + HP close in air Basic Moves ----------- Strong Uppercut HP close 2 hits High To Jump Kick LK close, HK the close LK must touch opponent for entire string to come out Shin Kick LK far must be blocked low Command Moves ------------- Downward Punch HP+HK Swiping Kick d + HP+HK launches opponent; must be blocked low Forward Roll LP+LK invulnerable for a split second Backward Roll b + LP+LK invulnerable for a split second Uppercut Dash Forward, P Jaw Kick Dash Forward, K Swiping Fist f + LP overhead Low To Uppercut d + HP, HP the d + HP must touch opponent for entire string to come out Elbow Drop Combo df + LK 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 use a dashing P or K that touches the opponent and then perform the f, d, df + P motion Thunder Kick tap K rapidly Super Thunder Kick Dash Forward, tap K can also be done if you rapidly use a dashing P or K that touches the opponent and then tap K rapidly Super Spin Kick qcf + K in air LK=steeper angle; overhead Roll Tackle Pound hcb + HK close unblockable Supers ------ Stress Shot ``````````` Great Dragon Rush hcb, f + HP Dragon Tail f, d, df + HP overhead Ippatsu Ougi ```````````` Giant Tiger Roar qcf, qcf + HP unblockable; absorbs projectiles Kinjite ``````` None . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Reiji: This is my present to you. Please, take it. Sissy: Huh? Reiji: You use it like this. Sissy: Two peas in a pod, huh? ******************************************************************************* * 3.5 Keith Wayne * ******************************************************************************* Colors ------ LP - Black pants w/ Gray top LK - Light Blue pants w/ Black top HP - Maroon pants w/ Gray top HK - Gray pants w/ Black top Throws ------ Mount Kick f/b + HP close f and b determine where opponent is thrown Air Mount Kick f + HP close in air Basic Moves ----------- Uppercut To Backfist HP close, HP the close HP must touch opponent for entire string to come out; can wait until the initial close HP hits twice to follow with another HP to get 3 hits Knee To Jump Kick LK close, HK the close LK must touch opponent for entire string to come out Command Moves ------------- Fast Knuckle HP+HK Uppercut d + HP+HK launches opponent; must be blocked low Forward Roll LP+LK invulnerable for a split second Backward Roll b + LP+LK invulnerable for a split second Strong Fist Dash Forward, P Turn Kick Dash Forward, K Axe Kick f + LK overhead Step Kick f + HK Special Moves ------------- Lightning Flash qcb + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process; goes under most of the projectiles in the game Knuckle Bomber Charge b for 2 seconds, LP=short, HP=long f + P Rolling Cannon qcb + K LK=short, HK=further Super Rolling Cannon Dash Forward, qcb + K can also be done if you use a dashing P or K that touches the opponent and then perform the qcb + K motion Spiral Kick qcf + K LK=grounds opponent Double Spiral qcf + K follow up for HK Spiral Kick only Trip Finish qcf + HK must be blocked low Down Kick Finish qcf + LK overhead Air Spiral Kick qcf + K in air LK=grounds opponent, HK=three spiral kicks; overhead Supers ------ Stress Shot ``````````` Knuckle Bomb Flash qcb, hcf + HP start up ground blasts absorb projectiles Rolling Bomber qcb, hcf + HP uses up another stock; can cancel this anytime between the 1st to 5th hit Ippatsu Ougi ```````````` Tidal Wave Bomb qcf, qcf + HP fire pillar absorbs projectiles Kinjite ``````` None . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Keith: The ladies of the world are mine! The Princess is mine for sure. Ellen: ... Sissy: ... Ellen: Lady Sissy, Master Keith is a playboy! Sissy: I know, Ellen. Let's serve him his just deserts. Keith: Hey! It's I the winner, Keith Wayne! The pleasures all mine. ******************************************************************************* * 3.6 Anny Hamilton * ******************************************************************************* Colors ------ LP - Red LK - Orange HP - Blue HK - White Throws ------ Thrust Down f/b + HP close f and b determine where opponent is thrown Air Thrust Down f + HP close in air Basic Moves ----------- Poke To Slap LP close, HP the close LP must touch opponent for entire string to come out Step Uppercut HP close 2 hits Command Moves ------------- Spin Kick HP+HK Back Flip d + HP+HK launches opponent; must be blocked low Forward Roll LP+LK invulnerable for a split second Backward Roll b + LP+LK invulnerable for a split second Slap Dash Forward, P Twirl Kick Dash Forward, K Upward Slap df + LP Scissors f + LK overhead Low To Roundhouse d + LK, HK the d + LK must touch opponent for entire string to come out; first part must be blocked low Sneaking Sweep d + HK must be blocked low Special Moves ------------- Swan Toss qcf + P LP=straight, HP=rising; will collide with other projectiles as both will be "destroyed" in the process Rainbow Sweep f, d, df + P LP=short, HP=further Super Rainbow Sweep Dash Forward, f, d, can also be done if you df + P use a dashing P or K that touches the opponent and then perform the f, d, df + P motion Anny Dynamic Charge HK for 3 seconds, overhead release Strong Anny Dynamic Charge HK for 6 seconds, overhead release Photon Ball qcf + P in air LP=steeper angle; will collide with other projectiles as both will be "destroyed" in the process Supers ------ Stress Shot ``````````` Psychedelic Throw hcb, hcb + HP connects close; unblockable Ippatsu Ougi ```````````` Angel Ring b, f + LP, db, df + HP absorbs projectiles; unblockable; ring must connect to perform the entire super Kinjite ``````` None . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Prince: My beloved bride! Anny: What? What is that trembling? Prince: Oh, I love you! Anny: Yaaaaaaah! Anny: I'm sorry, Andy! Andy: GARGH! Anny: I forfeit my victory! ******************************************************************************* * 3.7 Chinnen * ******************************************************************************* Colors ------ LP - Orange LK - Yellow-Orange HP - Off White HK - Gray Throws ------ Backdrop f/b + HP close f and b determine where opponent is thrown Neck Ringer f + HP close in air Basic Moves ----------- Punch To High Kick LP close, LK the close LP must touch opponent for entire string to come out Gut To Jump Kick HP close, HK the close HP must touch opponent for entire string to come out Shin Kick LK close must be blocked low Sobat HK far can dodge some low attacks Command Moves ------------- Flying Headbutt HP+HK Strong Uppercut d + HP+HK launches opponent; must be blocked low Forward Roll LP+LK invulnerable for a split second Backward Roll b + LP+LK invulnerable for a split second Palm Strike Dash Forward, P Hop Kick Dash Forward, K Double Kick f + LK Slide df + LK must be blocked low Special Moves ------------- Freeze Curse Card hcf + LP+HP stuns opponent; will collide with other projectiles as both will be "destroyed" in the process; goes over most of the projectiles in the game Oro Ball Wave hcb + P LP=fast start and slow skull, HP=slow start and fast skull; start up orb will absorb projectiles; skull projectile will collide with other projectiles as both will be "destroyed" in the process Blade Kick hcf + K LK=short, HK=further; last hit is an overhead Striking Thunder Fist f, b, f + P LP=straight punch finish, HP=uppercut finish Super Strike Thunder Fist Dash Forward, f, b, f + P can also be done if you use a dashing P or K that touches the opponent and then perform the f, b, f + P motion Oro Ball hcb + LP in air absorbs projectiles Air Flying Skull hcb + HP in air will collide with other projectiles as both will be "destroyed" in the process Supers ------ Stress Shot ``````````` Turn Of Fate hold LP, hold LK (while absorbs projectiles still holding LP), hold HP (while still holding LP and LK) Ippatsu Ougi ```````````` Vengeful Priest qcf, hcb + LK dash in must connect (not blocked) for the entire super to come out Kinjite ``````` Crumbling Temple b, df , uf, db, ub, unblockable f + HK during stress scream . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Chinnen: Come to my embrace, I shall take you. Sissy: No, I'll take you. Come to me, I'm mad about you. ******************************************************************************* * 3.8 Gouketsu Tane * ******************************************************************************* Colors ------ LP - Pink pants w/ Green top LK - Green pants w/ Pink top HP - Pink pants w/ Purple top HK - Purple pants w/ Green top Throws ------ Draining Kiss f/b + HP close f and b determine where opponent is thrown Quick Air Toss f + HP close in air Basic Moves ----------- Stomp Out ub/uf, HK both kicks are overheads Close Palms HP close, HP the close HP must touch opponent for entire string to come out; can wait until the initial close HP hits twice to follow with another HP to get 3 hits Shin Kick LK close must be blocked low Double Foot LK, LK, about a sweep the first LK must touch away opponent for entire string to come out Tane Twister HK far Command Moves ------------- Swiping Touch HP+HK Rising Uppercut d + HP+HK launches opponent; must be blocked low Forward Roll LP+LK invulnerable for a split second Backward Roll b + LP+LK invulnerable for a split second Dashing Chop Dash Forward, P Layback Kick Dash Forward, K Stomping Fall d + LK in air overhead Slide To Punches df + HP Kick Assault d + LK, LK, HK the d + LK must touch opponent for entire string to come out; first two parts must be blocked low Slide d + HK must be blocked low Special Moves ------------- Hopping Teeth Throw Charge b for 2 seconds, LP=low, HP=high; will f + P collide with other projectiles as both will be "destroyed" in the process; overhead Floating Head Charge b for 2 seconds, LK=short, HK=long; f + K absorbs projectiles Rising Wave Kick Charge d for 2 seconds, LK=short, HK=long u + K Switch And Comet Attack hcb + P close unblockable Supers ------ Stress Shot ``````````` Giant Face Attack qcf, qcf + HP absorbs projectiles Ippatsu Ougi ```````````` Demon Hand b, db, b, f + HP absorbs projectiles; grabbing hand is unblockable; super must connect to perform the entire maneuver Kinjite ``````` Triple Face Attack qcf, qcf, qcf + HP absorbs projectiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Tane: Now to prepare for my first kiss... Prince: Run away! Get me out of here! Attendant: OK, OK. Oh, the pain! ******************************************************************************* * 3.9 Saizo Hattori * ******************************************************************************* Colors ------ LP - Purple w/ Orange trim LK - Blue-Gray w/ Yellow-Orange trim HP - Gray w/ Green trim HK - White w/ Orange trim Throws ------ Ninja Drill f/b + HP close f and b determine where opponent is thrown Izuna Drop f + HP close in air Basic Move ---------- Kick Clash LK close, HK, HK the close LK must touch opponent for entire string to come out Command Moves ------------- Gut Punch HP+HK Knee Thrust d + HP+HK launches opponent; must be blocked low Forward Roll LP+LK invulnerable for a split second Backward Roll b + LP+LK invulnerable for a split second Ninja Fist Dash Forward, P High Kick Dash Forward, K Dive Kick d + HK in air overhead Strike To Gut Punch d + HP, HP the d + HP must touch opponent for entire string to come out Slide df + LK 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 Dragon Flash Dud qcb + LK Blue Flame Slice hcf + K LK=short, HK=long Super Blue Flame Slice Dash Forward, hcf + K can also be done if you use a dashing P or K that touches the opponent and then perform the hcf + K motion Tsunami Slash qcb + P in air LP=steeper angle; overhead Supers ------ Stress Shot ``````````` Flaming Flash Wave qcf, hcb + HP bomb blasts absorb projectiles Ippatsu Ougi ```````````` Shadow Crawler db, df, db, df + HK moving shadow is unblockable; shadow must connect to perform the entire super Kinjite ``````` None . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ending ------ Sissy: So, you're a ninja I hear? Saizo: Uh, that is correct... Sissy: Then disappear for us! Saizo: Uh, very well... ah! Sissy: Wow! He really did disappear! Huh? He's not coming back. Saizo: Whew (That was too easy.) ******************************************************************************* * 3.10 White Buffalo * ******************************************************************************* Colors ------ LP - Green LK - Dark Green HP - Blue HK - Off White Throws ------ Flipping Slam f/b + HP close f and b determine where opponent is thrown Air Flipping Slam f + HP close in air Basic Moves ----------- Power Upper HP close 2 hits Shin Kick LK close must be blocked low Finishing Kick HK close, HK the close HK must touch opponent for entire string to come out Command Moves ------------- Backfist HP+HK Uppercut Swing d + HP+HK launches opponent; must be blocked low Forward Roll LP+LK invulnerable for a split second Backward Roll b + LP+LK invulnerable for a split second Short Uppercut Dash Forward, P Turn Kick Dash Forward, K Shoulder Rush df + LP
Knee Catch                f + LK                      counters high attacks


Special Moves
-------------
Arrow Shot                qcf + P                     LP=slow, HP=fast; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process; goes
                                                        over most projectiles
                                                        in the game
Smash Tackle              Charge b for 2 seconds,     LP=short, HP=long
                            f + P
  Uppercut                f, d, df + HP               only works off HP Smash
                                                        Tackle
Charging Buffalo          Charge b for 2 seconds,     LK=slow, HK=fast; buffalo
                            f + K                       absorbs projectiles
Flying Elbow Blow         qcb + P in air              LP=steeper angle;
                                                        overhead


Supers
------
Stress Shot 
```````````
Totem Of Ashes            qcf, hcb + HP               absorbs projectiles

Ippatsu Ougi
````````````
Buffalo Buster            hcb, hcb + HP               connects close; 
                                                        unblockable

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
White: My bride, I have come. Please, go with me.
Sissy: Hey, you're not who I expected!
White: I, I hate kids! I prefer her.
Ellen: PASS!



*******************************************************************************
* 3.11 Poochy                                                                 *
*******************************************************************************
Colors
------
LP - Red
LK - Blue-Purple
HP - Green
HK - Yellow



Throws
------
Kick Away                 f/b + HP close              f and b determine where
                                                        opponent is thrown
Doggie Chomp              f + HP close in air


Basic Moves
-----------
Doggy Punches             LP close                    4 hits
Uppercut To Straight      HP close, HP                the close HP must touch
                                                        opponent for entire
                                                        string to come out


Command Moves
-------------
Double Punch              HP+HK
Doggie Flip               d + HP+HK                   launches opponent; must 
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Flying Butt               Dash Forward, P
Flip Heal                 Dash Forward, K
Crouch Doggy Punches      d + LP                      4 hits
Falling Heal              f + LK                      overhead
Arc Dropkick              df + HK


Special Moves
-------------
Flying Ear Slap           qcf + LP                        
Flying Bear Ear Slap      qcf + HP                    bear will collide with
                                                        other projectiles as
                                                        both will be 
                                                        "destroyed" in the
                                                        process; bear goes 
                                                        under most projectiles
                                                        in the game
Super Flying Ear Slap     Dash Forward, qcf + P       produces two bear 
                                                        projectiles; first 
                                                        bear will usually
                                                        collide with other
                                                        projectiles as both
                                                        will be "destroyed" in
                                                        the process while the
                                                        second bear continues
                                                        its path; both bears
                                                        go under most 
                                                        projectiles in the 
                                                        game; can also be done
                                                        if you use a dashing P
                                                        or K that touches the
                                                        opponent and then
                                                        perform the qcf + P
                                                        motion
Doggy Dive                qcb + K                     LK=short, HK=long;
                                                        overhead
Heavy Dig                 qcb + P                     LP=high, HP=low; one
                                                        item will usually
                                                        collide with other 
                                                        projectiles and 
                                                        "destroy" them as well
                                                        as be "destroyed",
                                                        while the other item
                                                        will continue its path
Ferocious Charge          qcf + K                     LK=short, HK=long
Super Ferocious Charge    Dash Forward, qcf + K       can also be done if you
                                                        use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the qcf + K
                                                        motion
Sky Dive                  qcb + K in air              LK=steeper angle;
                                                        overhead


Supers
------
Stress Shot 
```````````
Great Bear Assault        hold LP, hold LK (while     bear charge is 
                            still holding LP),          unblockable; large
                            hold HP (while still        bear absorbs 
                            holding LP and LK)          projectiles
Ippatsu Ougi
````````````
Giant Cyclone             f, b, f, b, f, b, f, b, f   cyclone absorbs 
                                                        projectiles
Giant Cyclone II          f, b, f, b, f, b, f, b, f   cyclones absorb
                            during stress scream        projectiles

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Poochy: Woofun, woo (My bridey bride!). Woof, woof, woof.
Sissy: I, hate dogs. Yuck!
Poochy: Gya-oooh (You're so cruel!)!



*******************************************************************************
* 3.12 Buntaro                                                                *
*******************************************************************************
Colors
------
LP - Blue
LK - Red
HP - White
HK - Dark Blue



Throws
------
Layback Toss              f/b + HP close              f and b determine where
                                                        opponent is thrown
Flip Toss                 f + HP close in air


Basic Move
----------
Knee To Back Kick         LK close, HK                the close LK must touch
                                                        opponent for entire
                                                        string to come out


Command Moves
-------------
Slide Kick                HP+HK
Sky Kick                  d + HP+HK                   launches opponent; must 
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Straight Punch            Dash Forward, P
Swing Kick                Dash Forward, K
Falling Headbutt          f + LP                      overhead
Shoulder Charge           df + HP
Low To Spin Kick          d + LK, HK                  the d + LK must touch
                                                        opponent for entire
                                                        string to come out;
                                                        first part must be 
                                                        blocked low
Slide                     d + HK                      must be blocked low


Special Moves
-------------
Violent Crescent          f, d, df + K                LK=short, HK=further
Super Violent Crescent    Dash Forward, f, d,           can also be done if you
                            df + K                      use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the f, d,
                                                        df + K motion
Self Confidence           hcb + P                     high counter attack
Bird Of Prey              qcf + K in air              LK=steeper angle; 
                                                        overhead
  Sharp Talon             qcf + LK                    overhead
  Ground Talon            qcf + HK                    must be blocked low
Mach Slide                hcb + K
Bird Crash                d, d + K                    stomps once; Self 
                                                        Confidence and Mach
                                                        Slide powered up to 
                                                        level 1
  Bird Crash II           d, d + K                    stomps twice; Self 
                                                        Confidence and Mach
                                                        Slide powered up to 
                                                        level 2
    Bird Crash III        d, d + K                    stomps three times; 
                                                        Self Confidence and 
                                                        Mach Slide powered up 
                                                        to level 3


Supers
------
Stress Shot 
```````````
Super Sentence Kick!      qcb, hcf + HK               flip kick must connect 
                                                        (not blocked) to 
                                                        perform the entire 
                                                        super

Ippatsu Ougi
````````````
Terminal Crash            Charge b, HK, LK, HK, LK    shoulder charge must
                                                        connect (not blocked)
                                                        to perform the entire
                                                        super

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Buntaro: Ooh! Ah! I am the champion!
Groupies: You're so dreamy!
Sissy: Excuse me, it just got out of the box.
Groupies: Oh, she's awesome!
Buntaro: ........ 



*******************************************************************************
* 3.13 Shintaro                                                               *
*******************************************************************************
Colors
------
LP - Green-Blue
LK - Blue
HP - Gray
HK - Orange



Throws
------
Layback Toss              f/b + HP close              f and b determine where
                                                        opponent is thrown
Flip Toss                 f + HP close in air


Basic Move
----------
One Two                   HP close, HP                the close HP must touch
                                                        opponent for entire
                                                        string to come out


Command Moves
-------------
Gut Elbow                 HP+HK
High Uppercut             d + HP+HK                   launches opponent; must 
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Quick Punch               Dash Forward, P
Back Kick                 Dash Forward, K
Falling Headbutt          f + LP                      overhead
Low To Uppercut           d + LP, HP                  the d + LP must touch
                                                        opponent for entire
                                                        string to come out
Slide                     d + HK                      must be blocked low


Special Moves
-------------
Bicycle Ride              f, d, df + K                LK=short, HK=further
Super Bicycle Ride        Dash Forward, f, d,           can also be done if you
                            df + K                      use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the f, d,
                                                        df + K motion
Hammer Drop               hcb + P                     LP=short, HP=long;
                                                        overhead
Air Hammer Drop           hcb + P in air              LP=short, HP=long
                                                        overhead
Super Hammer Drop         Dash Forward, hcb + P       can also be done if you
                                                        use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the hcb + P
                                                        motion; overhead
Roadblock                 f, df, d + P                LP=low autoguard, 
                                                        HP=high autoguard; 
                                                        punch must connect
                                                        (not blocked) to
                                                        perform the entire
                                                        move
First Crown               qcf + P                     LP=short, HP=long
  Second Crown            qcf + P
    Triple Crown          qcf + P


Supers
------
Stress Shot 
```````````
Lucky Novice              qcf, qcf + HP               punch must connect
                                                        (not blocked) to
                                                        perform the entire
                                                        super

Ippatsu Ougi
````````````
No Remorse                Charge b, HP, LP, HP, LP    punch must connect
                                                        (not blocked) to
                                                        perform the entire
                                                        super

Kinjite
```````
Bitter End                f, qcf, b + HP close        unblockable


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Shintaro: Oh! I won! What do I get?
Sissy: ....How do you like my present? 
Shintaro: Ugh. Argh (Hey! Give it back!). 



*******************************************************************************
* 3.14 Olof                                                                   *
*******************************************************************************
Colors
------
LP -  Purple
LK -  Black
HP -  Dark Purple
HK -  Brown



Throws
------
Foot Plant                f/b + HP close              f and b determine where
                                                        opponent is thrown
Leg Smash                 f + HP close in air


Basic Moves
-----------
Double Air Kick           ub/uf, HK, HK               the first HK must touch
                                                        opponent for entire
                                                        string to come out; 
                                                        this string will only
                                                        work from a ub/uf 
                                                        jump; both parts are
                                                        air attacks and 
                                                        overheads
Shin Kick                 LP close                    must be blocked low
High To Knockdown         HP close, HK                the close HP must touch
                                                        opponent for entire
                                                        string to come out
Knee To Jaw Kick          LK close, LK                the close LK must touch
                                                        opponent for entire
                                                        string to come out


Command Moves
-------------
Big Boot                  HP+HK
Angle Kick                d + HP+HK                   launches opponent; must
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Heal Fall                 Dash Forward, P
Twist Kick                Dash Forward, K
Axe Kick                  f + LP                      overhead
Low Poke                  d + LP                      must be blocked low
Slide Punt                d + HP
One Two Kick              df + LK
Auto Axe                  stand still until knee      counters high attacks
                            raises


Special Moves
-------------
Purple Sulfur             qcf + P                     LP=slow, HP=fast; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Angle Purple Sulfur       qcf + K                     LK=diagonal down, 
                                                        HK=diagonal upward; 
                                                        will collide with 
                                                        other projectiles as
                                                        both will be 
                                                        "destroyed" in the 
                                                        process
Acid Rain                 f, d, df + K                LK=short, HK=further;
                                                        second hit is an 
                                                        overhead
Super Acid Rain           Dash Forward, f, d,         can also be done if you
                            df + K                      use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the f, d,
                                                        df + K motion; last
                                                        part is an overhead
Foot Sting                qcb + K                     LK=short, HK=long
Super Foot Sting          Dash Forward, qcb + K       can also be done if you
                                                        use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the qcb + K
                                                        motion
Air Foot Sting            qcb + K in air              LK=short, HK=long
  Dense Sulfur            qcb + K                     follow up from HK Air 
                                                        Foot Sting only


Supers
------
Stress Shot 
```````````
Crazy Plague              qcf, hcb + HK               dash in kick must 
                                                        connect (not blocked)
                                                        to perform the entire
                                                        super

Ippatsu Ougi
````````````
Final Disease             b, qcb, f + LP              feint; still costs meter
                                                        though
Rotting Fist              b, qcb, f + HP              unblockable; Olof takes
                                                        damage as well

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Olof: My true purpose is not a royal position. I want to make the world a
flower patch... how wonderful!
Sissy: He won't do. Let's look for another one.



*******************************************************************************
* 3.15 Hikaru                                                                 *
*******************************************************************************
Colors
------
LP - Black top w/ Gray bottom 
LK - Green top w/ Light Green bottom
HP - Dark Purple top w/ White bottom
HK - Purple top w/ Pink bottom



Throws
------
Cane Bust                 f/b + HP close              f and b determine where
                                                        opponent is thrown
Quick Throw               f + HP close in air


Basic Moves
-----------
Double Cane               HP close, HP                the close HP must touch
                                                        opponent for entire
                                                        string to come out
Shin Kick                 LK close                    must be blocked low
Dash Shin Kick            LK far
Knee To Kick              HK close, HK                the close HK must touch
                                                        opponent for entire
                                                        string to come out


Command Moves
-------------
Cane Poke                 HP+HK
Upward Strike             d + HP+HK                   launches opponent; must 
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Cane Swipe                Dash Forward, P
Swift Kick                Dash Forward, K
Roll Forward              df + LP
Dive Knee                 f + LK                      overhead; only air 
                                                        specials and supers
                                                        will cancel from this
                                                        (ie. Flying Needle)
Slide                     d + HK                      must be blocked low


Special Moves
-------------
Cane Circle               f, d, df + P                LP=short, HP=long
Super Cane Circle         Dash Forward, f, d,         can also be done if you
                            df + P                      use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the f, d,
                                                        df + P motion
Iron Cane                 f, d, df + K                counters high attacks
Leap Crush                hcb + P                     LP=short, HP=long; 
                                                        overhead
Super Leap Crush          Dash Forward, hcb + P       can also be done if you
                                                        use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the hcb + P
                                                        motion; overhead
Sweep Run                 hcb + K                     must be blocked low; 
                                                        HK=start up back roll
Flying Needle             qcb + K in air              LK=steeper angle; 
                                                        overhead


Supers
------
Stress Shot 
```````````
Justice Circle            qcb, hcf + LP+HP
Needle To Justice Circle  qcb, hcf + LP+HP in air     overhead; needle kick 
                                                        must connect (not
                                                        blocked) to perfrom 
                                                        the entire super

Ippatsu Ougi
````````````
Iron Cane Duel            d, d, qcf + HK              counters high attacks

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Hikaru: I've no interest in the princess.
Sissy: Why you! What? Then why did you join the tournament?
Hikaru: To show the world my awesome strength, silly child!



 ---------------------------------------------------------------------------
 To use the following characters, at the character select screen tap up four 
 times, down three times, left two times and right one time.
 ---------------------------------------------------------------------------

*******************************************************************************
* 3.16 Jimmy Lewis                                                            *
*******************************************************************************
Colors
------
LP - Black pants w/ Red top
LK - Purple-Blue pants w/ Red top
HP - Brown pants w/ Off White top
HK - Maroon pants w/ Blue top



Throw
-----
Grab And Toss             f/b + HP close              f and b determine where
                                                        opponent is thrown


Basic Moves
-----------
Punch To Upper            HP close                    2 hits
Shin Kick                 LK close                    must be blocked low
Sobat                     HK far                      can dodge some low 
                                                        attacks


Command Moves
-------------
Power Fist                HP+HK
Rising Forearm            d + HP+HK                   launches opponent; must
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Chop                      Dash Forward, P
Power Kick                Dash Forward, K
Down Elbow                f + LP                      overhead
Low And Chop              d + HP, HP                  the d + HP must touch
                                                        opponent for entire
                                                        string to come out
Step Uppercut             df + LP                     first part is a high 
                                                        autoguard


Special Moves
-------------
Red Rage                  qcf + P                     LP=slow, HP=fast; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Sho Ryu Dan               f, d, df + P                LP=short, HP=further
Super Sho Ryu Dan         Dash Forward, f, d,         can also be done if you
                            df + P                      use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the f, d,
                                                        df + P motion
Cannon Kick               qcb + K                     LK=short, HK=long;
                                                        overhead
Heat Hurricane            hcb + LP                         
Hurricane Charge          hcb + HP
  Heat Straight           qcf + HP
  Heat Elbow              qcb + HP                    overhead
  Heat Upper              f, d, df + HP               must be blocked low


Supers
------
Stress Shot 
```````````
Gun Blow                  qcb, f + LP                 flame knuckle must 
                                                        connect (not blocked)
                                                        to perform the entire
                                                        super

Ippatsu Ougi
````````````
Super Gun Blow            qcb, f + HP                 flame knuckle must 
                                                        connect (not blocked)
                                                        to perform the entire
                                                        super

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Attendant: Princess Sissy, the victor has declined his right.
Sissy: Well! Preposterous! But so be it. Let's try another tournament, big
       brother.
Prince: Yes, Princess Sissy. Let's do.
Sissy & Prince: I just can't wait!



*******************************************************************************
* 3.17 Mr. Jones                                                              *
*******************************************************************************
Colors
------
LP - Yellow w/ Gray trim
LK - White w/ Blue-Gray trim
HP - Blue w/ Purple trim
HK - Pink w/ Purple-Blue trim



Throws
------
Toss To Ground            f/b + HP close              f and b determine where
                                                        opponent is thrown
Air Toss To Ground        f + HP close in air


Basic Moves
-----------
Knee To Kick              LK close, LK                the close LK must touch
                                                        opponent for entire
                                                        string to come out
Rising Kick               HK close, HK                the close HK must touch
                                                        opponent for entire
                                                        string to come out


Command Moves
-------------
Double Fist               HP+HK
Snap Kick                 d + HP+HK                   launches opponent; must
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Kung Fu Punch             Dash Forward, P
Big Boot                  Dash Forward, K  
Down Elbow                f + LP                      overhead
Uppercut To Double        d + HP, HP                  the d + HP must touch
                                                        opponent for entire
                                                        string to come out
Slide Double              df + LK                     both parts must be 
                                                        blocked low


Special Moves
-------------
Funky Impact              qcf + P                     LP=fast, HP=slow; the
                                                        start up has high
                                                        autoguard
Super Funky Impact        Dash Forward, qcf + P       can also be done if you
                                                        use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the qcf + P
                                                        motion
Retro Knuckle             qcb + P                     LP=short, HP=long
Gaudy Punch               tap P rapidly
Arc Fliegan               qcb + K                     LK=stationary, HK=long


Supers
------
Stress Shot 
```````````
Groove Master             qcb, qcb + LK               sliding part must be 
                                                        blocked low

Ippatsu Ougi
````````````
King Kang                 hcf + LK+HK                 unblockable; can be
                                                        hurt by Kang; Kang
                                                        absorbs projectiles

Kinjite
```````
None 


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Attendant: Princess Sissy, the victor has declined his right.
Sissy: Well! Preposterous! But so be it. Let's try another tournament, big
       brother.
Prince: Yes, Princess Sissy. Let's do.
Sissy & Prince: I just can't wait!



*******************************************************************************
* 3.18 Lynn Baker                                                             *
*******************************************************************************
Colors
------
LP - Yellow
LK - Red
HP - Gray
HK - White



Throws
------
Toss Over                 f/b + HP close              f and b determine where
                                                        opponent is thrown
Air Toss Over             f + HP close in air


Basic Moves
-----------
Double Stretch Palm       HP close, HP                the close HP must touch
                                                        opponent for entire
                                                        string to come out
Double High               HK close, HK                the close HK must touch
                                                        opponent for entire
                                                        string to come out

        
Command Moves
-------------
Double Palm               HP+HK
Hop Kick                  d + HP+HK                   launches opponent; must
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Flying Palms              Dash Forward, P
High Kick                 Dash Forward, K
Down Palm                 f + LP                      overhead
Crossup Kick              b + LK in air               overhead


Special Moves
-------------
Ko Ryu Sho Zan            qcf + P                     LP=slow, HP=fast; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Ryu En Hou                f, d, df + P
  Karasu Kyaku            qcf + K
    Kyaku Binta           K
Enretsu Ken               hcb + P                     LP=short, HP=long
Super Enretsu Ken         Dash Forward, hcb + P       can also be done if you
                                                        use a dashing P or K
                                                        that touches the 
                                                        opponent and then
                                                        perform the hcb + P
                                                        motion
Ko Ryu Kyaku              Charge d for 2 seconds,     LK=short, HK=further
                            u + K 


Supers
------
Stress Shot 
```````````
Tobi Ryu                  qcb, hcf + LK               second hit is an 
                                                        overhead

Ippatsu Ougi
````````````
Shin Tobi Ryu             qcb, hcf + HK               second hit is an
                                                        overhead; second hit
                                                        must connect (not
                                                        blocked) to perform
                                                        the entire super

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Attendant: Princess Sissy, the victor has declined his right.
Sissy: Well! Preposterous! But so be it. Let's try another tournament, big
       brother.
Prince: Yes, Princess Sissy. Let's do.
Sissy & Prince: I just can't wait!



*******************************************************************************
* 3.19 Patrick Elias                                                          *
*******************************************************************************
Colors
------
LP - Purple
LK - Black
HP - Maroon
HK - White



Throw
-----
Heart Punch               f/b + HP close              f and b determine where
                                                        opponent is thrown


Basic Moves
-----------
Elbow To Straight         HP close, HP                the close HP must touch
                                                        opponent for entire
                                                        string to come out;
                                                        can wait until the
                                                        initial close HP hits
                                                        twice to follow with
                                                        another HP to get 3
                                                        hits
Low To High               LK close, HK                the close LK must touch
                                                        opponent for entire
                                                        string to come out;
                                                        first part must be
                                                        blocked low


Command Moves
-------------
Flying Kick               HP+HK
Strong Uppercut           d + HP+HK                   launches opponent; must
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Power Fist                Dash Forward, P
High Kick                 Dash Forward, K
Punch Down                f + LP                      overhead
Rising Uppercut           d + HP                      2 hits
Double Low                df + LK                     both parts must be 
                                                        blocked low


Special Moves
-------------
Holy Flare                qcf + P                     LP=slow, HP=fast; will
                                                        collide with other 
                                                        projectiles as both 
                                                        will be "destroyed"
                                                        in the process
Magnus                    qcb + P                     LP=stationary, HP=long;
                                                        absorbs projectiles
Super Magnus              Dash Forward, qcb + P       absorbs projectiles; can
                                                        also be done if you use
                                                        a dashing P or K that
                                                        touches the opponent
                                                        and then perform the
                                                        qcb + P motion
Hell Or Heaven            hcf + K                     LK=short, HK=long; must
                                                        connect (not blocked)
                                                        to perform entire 
                                                        move; gains life back
Sinful                    f, d, df + P                connects close; 
                                                        unblockable


Supers
------
Stress Shot 
```````````
Maximum Delirium          hcb, f + LP                 must connect (not 
                                                        blocked) to perform 
                                                        the entire super;
                                                        gains life back

Ippatsu Ougi
````````````
Super Maximum Delirium    hcb, f + HP                 must connect (not 
                                                        blocked) to perform 
                                                        the entire super;
                                                        gains life back

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Attendant: Princess Sissy, the victor has declined his right.
Sissy: Well! Preposterous! But so be it. Let's try another tournament, big
       brother.
Prince: Yes, Princess Sissy. Let's do.
Sissy & Prince: I just can't wait!



 ---------------------------------------------------------------------------
 To use Sissy, hold LP+LK+HP+HK after selecting a character until the versus
 screen appears
 ---------------------------------------------------------------------------

*******************************************************************************
* 3.20 Princess Sissy                                                         *
*******************************************************************************
Colors
------
LP - White cloak w/ Green trim
LK - White cloak w/ Blue trim
HP - White cloak w/ Orange trim
HK - White cloak w/ Purple trim



Throw
-----
One Handed Toss           f/b + HP close              f and b determine where
                                                        opponent is thrown


Basic Moves
-----------
Invulnerable Forward      Dash Forward                when you disappear you 
                                                        are invulnerable
Invulnerable Back         Dash Back                   when you disappear for a
                                                        second you are 
                                                        invulnerable
Weak Weights              LP/LK in air                can hit twice; both hits
                                                        are overheads
Strong Weights            HP/HK in air                can hit twice; both hits
                                                        are overheads
Quick Drill               LK close                    2 hits
Slide Drill               LK far                      3 hits
Buzzsaw                   HK close                    3 hits
Slide Buzzsaw             HK far                      3 hits


Command Moves
-------------
Boxing Glove              HP+HK
Low Boxing Glove          d + HP+HK                   launches opponent; must
                                                        be blocked low
Forward Roll              LP+LK                       invulnerable for a split
                                                        second
Backward Roll             b + LP+LK                   invulnerable for a split
                                                        second
Phantom Slide             Dash Forward and hold f     Sissy will disappear and
                                                        when she totally fades
                                                        away she will become 
                                                        invulnerable to 
                                                        everything except 
                                                        throws
Phantom Escape            Dash Backward and hold b    Sissy will disappear and
                                                        when she totally fades
                                                        away she will become 
                                                        invulnerable for a 
                                                        second
Secret Glove              Dash Forward, P
Drill And Buzz            Dash Forward, K
Low Weight                d + HK                      2 hits; both hits must be
                                                        blocked low


Special Moves
-------------
Abubo The Djinn           qcf + P
Sword In The Box          f, d, df + P
Booby Trap                qcb + K                     LK=short, HK=long; blast
                                                        absorbs projectiles
Frogger                   qcf + K                     breaks opponent's block;
                                                        will collide with 
                                                        other projectiles as
                                                        both will be 
                                                        "destroyed" in the 
                                                        process


Supers
------
Stress Shot 
```````````
Exploding Treasure        qcb, hcf + LP               blasts absorb 
                                                        projectiles

Ippatsu Ougi
````````````
Magical Frog Shot         qcb, hcf + HP               gun blast absorbs 
                                                        projectiles; gun blast
                                                        is unblockable; blast
                                                        must connect in order
                                                        to transform the 
                                                        opponent

Kinjite
```````
None


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Ending
------
Attendant: Princess Sissy, the victor has declined his right.
Sissy: Well! Preposterous! But so be it. Let's try another tournament, big
       brother.
Prince: Yes, Princess Sissy. Let's do.
Sissy & Prince: I just can't wait!



===============================================================================
4. Conclusion
===============================================================================
4.1  What's Missing/Needed

-Possible missing moves or supers
-Does everyone have a Kinjite? Not sure...
-Cleanup and corrections
-If you have anything to add, any corrections I need to make, please email me
at billy_kane_32@hotmail.com.  Credit will be given for your contribution.

4.2  Credits

- Playmore
- Atlus
- Noise Factory
- Gamefaqs
- Jay (IRalfLoireI@aol.com) for helping me with corrections, thanks :)
- And me for writing this faq