=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Ninja Masters FAQ By: Goh_Billy (billy_kane_32@hotmail.com) & Dag0nauta (http://www.youtube.com/user/Dag0nauta) Version #: 3.0 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Sections -------- 1. Legend 1.1 Basic Game Legend 1.2 Chain Attack Legend 2. System 3. Characters 3.1 Sasuke 3.2 Karasu 3.3 Unzen 3.4 Natsume 3.5 Kamui 3.6 Raiga 3.7 Kasumi 3.8 Goemon 3.9 Houoh 3.10 Tenho -------------------------- 3.11 Ranmaru 3.12 Nobunaga 4. Misc. And Easter Eggs 5. Conclusion 5.1 What's Missing/Needed 5.2 Credits =============================================================================== 1. Legend =============================================================================== 1.1 Basic Game 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) 1.2 Chain Attack Legend ----------------------- * - can perform special/super right after if connected E - ends string O - overhead _ - must be blocked low L - launches opponent into the air (can be juggled with many attacks, including air throws if your character possesses one) T - notes that this is a Throw maneuver (throws in chains CAN be blocked) W - Weapon is drawn U - Weapon is put away SE - is your character's Super Combo Ender (must be in Hyper Mode or have a full super meter for this to come out) =============================================================================== 2. System =============================================================================== Throw f + HP close Dash Forward f, f can attack out of dash Dash Backward b, b Block High b Block Low db will not block overheads Dizzy Recovery shake joystick and tap note that if you are dizzied P and K rapidly when when you have your weapon dizzied drawn, you will lose it and have to recover it Negative Edge allows you to perform an example would be maneuvers by holding performing a qcf + P the attack button maneuver by instead holding down, performing P, qcf, releasing P; this the motion, then works for most specials, releasing the attack supers, and desperations button Draw Weapon/Put Away LK+HP Retrieve Weapon d + LK+HP when over your weapon NOTE: Characters begin the match either with their weapon already drawn or put away. The only characters to start the match with their weapon already out are Karasu, Kamui, Houoh, and Ranmaru. Hyper Mode Activation LP+LK+HP when super blast can knock opponent meter is full back; bar turns to Hyper meter and will deplete slowly, and once empty you will no longer be in Hyper Mode; in Hyper Mode you can use EX moves, can perform your Super Move, Desperation, Super Combo Ender, or your Finisher (using the Super Move, Desperation, Super Combo Ender or Finisher will end Hyper Mode) EX Moves: Can be done any number of times when super bar is full or during the time limit of Hyper Mode. Supers: Can be performed when super meter is full OR when in Hyper Mode. Desperations: When your second lifebar (the yellow one) is depleted past 50 percent, it will begin to flash red. During this time you can perform any number of Desperations. A Desperation can also be performed ONCE during Hyper Mode. Finisher: Can be performed when your opponent's lifebar is flashing red and you have a full super meter. A Finisher can also be performed in Hyper Mode. Super Combo Ender: Marked with a "SE" in the Chain Attack section, these are performed when you have a full super meter or when in Hyper Mode. =============================================================================== 3. Characters =============================================================================== ******************************************************************************* * 3.1 Sasuke * ******************************************************************************* Colors ------ LP - Yellow wraps w/ Blue pants HP - Red wraps w/ Black pants ````````````````````````````````````` While Armed ````````````````````````````````````` Throws ------ Shoulder Toss f + HP close throws opponent behind him The Reaper f + HK close Basic Moves ----------- Blade Uppercut u, HP overhead; will knock opponent out of the air Fierce Blades ub/uf, HP overhead; will knock opponent out of the air Command Moves ------------- Triangle Jump jump towards the wall, then away Rolling Heel Dash Forward, df + HK Handle Strike f + LP overhead; staggers opponent if it connects as an overhead Forward Slice f + HP far overhead Crouch Snap db, db + HK overhead Put Weapon Away LK+HP refer to unarmed movelist Ducking Put Away W. d + LK+HP refer to unarmed movelist Hyper Mode Activation LP+LK+HP when super blast can knock opponent meter is full back; bar turns to Hyper meter and will deplete slowly, and once empty you will no longer be in Hyper Mode; in Hyper Mode you can use EX moves, can perform your Super Move, Desperation, Super Combo Ender, or your Finisher (using the Super Move, Desperation, Super Combo Ender or Finisher will end Hyper Mode) Special Moves ------------- Hishou Getsu qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Hi Shouken f, d, df + P LP=short and 1 hit, HP=further and 2 hits with follow ups possible Reverse Hi Shouken qcf + HP follow up for HP Hi Shouken only Finish qcf + HP Shin Geki Ha f, hcf + LP+HP energy blast absorbs projectiles Shou Kuu Kyaku Sen qcb + K LK=short, HK=long Shoukuu Kyaku Retsu qcb + K in air LK=slow, HK=fast Shoulder Breaker hcb + HK close unblockable EX Moves -------- EX Hishou Getsu qcf + LP+HP when super will collide with other meter is full or projectiles as both when in Hyper Mode will be "destroyed" in the process; larger projectile than non-EX versions EX Hi Shouken f, d, df + LP+HP when further and 3 hits compared super meter is full to the HP non-EX version or when in Hyper Mode EX Reverse Hi Shouken qcf + LP+HP EX Finish qcf + LP+HP EX Shoukuu Kyaku Sen qcb + LK+HK when super much longer than the HK meter is full or non-EX version when in Hyper Mode EX Shoukuu Kyaku Retsu qcb + LK+HK in air much faster than the HK when super meter is non-EX version full or when in Hyper Mode Super Move ---------- Super Shin Geku Ha f, hcf + LP+HP (hold energy blast absorbs LP+HP to allow a projectiles dash in, release to perform the move) Desperation ----------- Shipuuret Shin Geki hcb, hcf + LP+LK dash in must connect (not blocked) for the entire Desperation to come out Weapon Chain Attacks -------------------- Punch Starters `````````````` LP far (*) ---> HP ----> HP (*) ----> HP (O) -----> f + HP (SE) LP close (*) f + LP (*) | f + LP (E) | f + LP (E) HK (E) HK (E) | d + HP (*, E)| d + HP (*, E) d + HK (O, E)| HK (E) | HK (E) | d + HK (O, E)| d + HK (_, E) | | | | | --> f + HP (O)----> HP (E) | HK (E) | | --> LK ----> HP (O) -----> HP (E) LP (E) HK (E) d + HP (*, E) HK (E) d + HK (_, E) HP close (*)--> HP -----> HP (O) ----> f + HP (SE) LK | f + LP (E) HK (E) LP (*) | d + HP (*, E) f + LP (E) | HK (E) d + HP (*, E)| d + HK (_, E) HK (E) | d + HK (O, E)| --> f + HP (O) ----> HP (E) HK (E) Kick Starters `````````````` LK close (*)--> HP -----> HP (*) ----> HP (O) -----> f + HP (SE) HK close f + LP (*) | f + LP (E) | f + LP (E) HK (E) HK (E) | d + HP (*, E)| d + HP (*, E) d + HK (O, E)| HK (E) | HK (E) | d + HK (O, E)| d + HK (_, E) | | | | | --> f + HP (O)----> HP (E) | HK (E) | | --> LK ----> HP (O) -----> HP (E) LP (E) HK (E) d + HP (*, E) HK (E) d + HK (_, E) ````````````````````````````````````` While Unarmed ````````````````````````````````````` Throws ------ Shoulder Toss f + HP close throws opponent behind him The Reaper f + HK close Basic Move ---------- N/A Command Moves ------------- Triangle Jump jump towards the wall, then away Rolling Heel Dash Forward, df + HK Forward Palm f + LP overhead; staggers opponent if it connects as an overhead Falling Elbow f + HP overhead; staggers opponent if it connects as an overhead Crouch Snap db, db + HK overhead Draw Weapon LK+HP he is able to hit his opponent when his weapon is drawn; refer to armed movelist Ducking Draw Weapon d + LK+HP he is able to hit his opponent when his weapon is drawn (must be blocked low); refer to armed movelist Hyper Mode Activation LP+LK+HP when super blast can knock opponent meter is full back; bar turns to Hyper meter and will deplete slowly, and once empty you will no longer be in Hyper Mode; in Hyper Mode you can use EX moves, can perform your Super Move, Desperation, Super Combo Ender, or your Finisher (using the Super Move, Desperation, Super Combo Ender or Finisher will end Hyper Mode) Special Moves ------------- Hishou Getsu qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Hi Shouken f, d, df + P LP=short and 1 hit, HP=further and 2 hits with follow ups possible Reverse Hi Shouken qcf + HP follow up for HP Hi Shouken only Finish qcf + HP Shin Geki Ha f, hcf + LP+HP energy blast absorbs projectiles Shou Kuu Kyaku Sen qcb + K LK=short, HK=long Shoukuu Kyaku Retsu qcb + K in air LK=slow, HK=fast Shoulder Breaker hcb + HK close unblockable EX Moves -------- EX Hishou Getsu qcf + LP+HP when super will collide with other meter is full or projectiles as both when in Hyper Mode will be "destroyed" in the process; larger projectile than non-EX versions EX Hi Shouken f, d, df + LP+HP when further and 3 hits compared super meter is full to the HP non-EX version or when in Hyper Mode EX Reverse Hi Shouken qcf + LP+HP EX Finish qcf + LP+HP EX Shoukuu Kyaku Sen qcb + LK+HK when super much longer than the HK meter is full or non-EX version when in Hyper Mode EX Shoukuu Kyaku Retsu qcb + LK+HK in air much faster than the HK when super meter is non-EX version full or when in Hyper Mode Super Move ---------- Super Shin Geku Ha f, hcf + LP+HP (hold energy blast absorbs LP+HP to allow a projectiles dash in, release to perform the move) Desperation ----------- Shipuuret Shin Geki hcb, hcf + LP+LK dash in must connect (not blocked) for the entire Desperation to come out Finisher -------- Shou Shin Kohuubaku d, qcb, f + LP+HP the blast absorbs projectiles Chain Attacks ------------- Punch Starters `````````````` LP far (*) ---> HP -----> HP (*) ----> HP (O) -----> f + HP (SE) LP close(*) f + LP | f + LP (E) | f + LP (E) HK (E) HK (E) | d + HP (*, E)| d + HP (*, E) d + HK (O, E)| HK (E) | HK (E) | d + HK (O, E)| d + HK (_, E) | | | | | --> f + HP (O)----> HP (E) | HK (E) | | --> LK ----> HP (O) -----> HP (E) | LP (E) HK (E) | d + HP (*, E) | HK (E) | d + HK (_, E) | | --> LK+HP (W) ----> HP (O) -----> HP (E) LP (E) HK (E) d + HP (*, E) HK (E) d + HK (_, E) HP close (*)--> HP -----> HP (O) ----> f + HP (SE) LK | f + LP (E) HK (E) LP (*) | d + HP (*, E) f + LP (E) | HK (E) d + HP (*, E)| d + HK (_, E) HK (E) | d + HK (O, E)| --> f + HP (O) ----> HP (E) HK (E) Kick Starters ````````````` LK close (*)--> HP -----> HP (*) ----> HP (O) -----> f + HP (SE) HK close f + LP | f + LP (E) | f + LP (E) HK (E) HK (E) | d + HP (*, E)| d + HP (*, E) d + HK (O, E)| HK (E) | HK (E) | d + HK (O, E)| d + HK (_, E) | | | | | --> f + HP (O)----> HP (E) | HK (E) | | --> LK ----> HP (O) -----> HP (E) | LP (E) HK (E) | d + HP (*, E) | HK (E) | d + HK (_, E) | | --> LK+HP (W) ----> HP (O) -----> HP (E) LP (E) HK (E) d + HP (*, E) HK (E) d + HK (_, E) Weapon Starter `````````````` LK+HP (W) ---> HP (O) -----> HP (E) LP (E) HK (E) d + HP (*, E) HK (E) d + HK (_, E) ******************************************************************************* * 3.2 Karasu * ******************************************************************************* Colors ------ LP - Light Purple pants w/ Blue belt HP - White pants w/ Red belt ````````````````````````````````````` While Armed ````````````````````````````````````` Throw ----- Final Stab f + HP close Basic Moves ----------- Shin Kick LK close must be blocked low Arc Blade ub/u/uf, HP overhead; knocks opponent out of the air Command Moves ------------- Arc Swipe f + LP far overhead; staggers opponent if it connects as an overhead Waist Slice f + LP close overhead; staggers opponent if it connects as an overhead Double Slash f + HP far Put Weapon Away LK+HP he is able to hit his opponent when his weapon is put away; refer to unarmed movelist Ducking Put Away W. d + LK+HP he is able to hit his opponent when his weapon is put away; refer to unarmed movelist Crow Weapon f + LK+HP when weapon weapon will turn into a crow is on the ground and drop to where Karasu is located Catch Weapon LK+HP just as the sword is falling above your head Hyper Mode Activation LP+LK+HP when super blast can knock opponent meter is full back; bar turns to Hyper meter and will deplete slowly, and once empty you will no longer be in Hyper Mode; in Hyper Mode you can use EX moves, can perform your Super Move, Desperation, Super Combo Ender, or your Finisher (using the Super Move, Desperation, Super Combo Ender or Finisher will end Hyper Mode) Special Moves ------------- Yami Karasu qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Second Crow f + P make sure this as well as the finishing follow up is pressed immediately after the qcf + P motion; will collide with other projectiles as both will be "destroyed" in the process; most likely the first crow will collide with the opponent's projectile and be "destroyed" as this will continue it's path Third Crow f + P will collide with other projectiles as both will be "destroyed" in the process; most likely the first crow will collide with the opponent's projectile and be "destroyed" as this will continue it's path Karasu Yaiba f, d, df + P LP=short, HP=long Ridare Bane qcb + P HP=more strikes than LP version Mid Finish tap LP rapidly overhead Low Finish tap HP rapidly must be blocked low Hane Yaiba qcf + P in air will toss weapon and become unarmed; must retrieve weapon (otherwise refer to unarmed movelist); tossed weapon will absorb projectiles Hop Hane Yaiba qcf, uf + P will toss weapon and become unarmed; must retrieve weapon (otherwise refer to unarmed movelist); tossed weapon will absorb projectiles Kikyo Shoheki f, hcf + LP+LK absorbs projectiles Set Up Slash f, b, db + HP close unblockable EX Moves -------- EX Yami Karasu qcf + LP+HP when super will collide with other meter is full or when projectiles as both in Hyper Mode will be "destroyed" in the process; slightly larger projectile than non-EX versions Second Crow f + LP+HP make sure this as well as the finishing follow up is pressed immediately after the qcf + LP+HP motion; will collide with other projectiles as both will be "destroyed" in the process; most likely the first crow will collide with the opponent's projectile and be "destroyed" as this will continue its path; slightly larger projectile than non-EX versions Third Crow f + LP+HP will collide with other projectiles as both will be "destroyed" in the process; most likely the first crow will collide with the opponent's projectile and be "destroyed" as this will continue its path; slightly larger projectile than non-EX versions EX Karasu Yaiba f, d, df + LP+HP further than HP non-EX when super meter is version full or when in Hyper Mode EX Ridare Bane qcb + LP+HP when super more strikes compared to HP meter is full or when non-EX version in Hyper Mode Mid Finish tap LP rapidly overhead Low Finish tap HP rapidly must be blocked low EX Hane Yaiba qcf + LP+HP in air when will toss weapon and become super meter is full unarmed; must retrieve or when in Hyper Mode weapon (otherwise refer to unarmed movelist); tossed weapon will absorb projectiles; hits multiple times compared to non-EX version EX Hop Hane Yaiba qcf, uf + LP+HP when will toss weapon and become super meter is full unarmed; must retrieve or when in Hyper Mode weapon (otherwise refer to unarmed movelist); tossed weapon will absorb projectiles; hits multiple times compared to non-EX version Super Move ---------- Super Kikyo Shoheki f, hcf + LP+LK absorbs projectiles Desperation ----------- Onmyo Karasu hcb, f + LP+HP absorbs projectiles Finisher -------- Rising Crows b, hcb + LP+HP the pillar of crows absorb (hold LP+HP to glide projectiles; after the the shadow across Finisher your sword will the floor, and not only be away from your release to perform possession, but it will the crow pillar) also turn to stone for 7 seconds (you cannot pick it up until it turns back to normal) Weapon Chain Attacks -------------------- Punch Starter ````````````` LP close (*)--> HP -----> HP ----> HP (*) -----> HP (E) | f + LP (O, E) | | -> f + HP -----> HK (*) ----> HP (*) -----> f + HP (SE) LK | b + HP (E) f + LP (O, E) HP (E) | f + LP (O, E) HK (E) | | --> LK+HP (U) ----> HP (*) -----> f + HP (SE) | | f + LP (O, E) HP (E) | | HK (E) | | | | | --> LK+HP (W)-----> f + HP (SE) | HP (E) | | --> LP ----> HP (*) -----> f + HP (SE) | f + LP (O, E) HP (E) | HK (E) | | --> LK+HP (U)-----> f + HP (SE) HP (E) Kick Starter ```````````` LK close (_)--> HP -----> HP ----> HP (*) -----> HP (E) | f + LP (O, E) | | -> f + HP -----> HK (*) ----> HP (*) -----> f + HP (SE) | LK | b + HP (E) f + LP (O, E) HP (E) | | f + LP (O, E) HK (E) | | | | | --> LK+HP (U) ----> HP (*) -----> f + HP (SE) | | | f + LP (O, E) HP (E) | | | HK (E) | | | | | | | | --> LK+HP (W)-----> f + HP (SE) | | HP (E) | | | | | --> LP ----> HP (*) -----> f + HP (SE) | | f + LP (O, E) HP (E) | | HK (E) | | | | | --> LK+HP (U)-----> f + HP (SE) | HP (E) | | -> LK+HP (U) -----> HK (*) ----> HP (E) | b + HP (E) | f + LP (O, E) | | --> LK+HP (W) ----> HP (*) -----> f + HP (SE) | | f + LP (O, E) HP (E) | | HK (E) | | | | | --> LK+HP (U)-----> f + HP (SE) | HP (E) | | --> LP ----> HP (*) -----> f + HP (SE) | f + LP (O, E) HP (E) | HK (E) | | --> LK+HP (W)-----> f + HP (SE) HP (E) ````````````````````````````````````` While Unarmed ````````````````````````````````````` Throw ----- Crow Break f + HP close Basic Move ---------- Shin Kick LK close must be blocked low Command Moves ------------- Low Beak f + LP overhead; staggers opponent if it connects as an overhead Draw Weapon LK+HP he is able to hit his opponent when his weapon is drawn; refer to armed movelist Ducking Draw Weapon d + LK+HP he is able to hit his opponent when his weapon is drawn; refer to armed movelist Crow Weapon f + LK+HP when weapon weapon will turn into a crow is on the ground and drop to where Karasu is located Catch Weapon LK+HP just as the sword is falling above your head Hyper Mode Activation LP+LK+HP when super blast can knock opponent meter is full back; bar turns to Hyper meter and will deplete slowly, and once empty you will no longer be in Hyper Mode; in Hyper Mode you can use EX moves, can perform your Super Move, Desperation, Super Combo Ender, or your Finisher (using the Super Move, Desperation, Super Combo Ender or Finisher will end Hyper Mode) Special Moves ------------- Yami Karasu qcf + P LP=slow, HP=fast; will collide with other projectiles as both will be "destroyed" in the process Second Crow f + P make sure this as well as the finishing follow up is pressed immediately after the qcf + P motion; will collide with other projectiles as both will be "destroyed" in the process; most likely the first crow will collide with the opponent's projectile and be "destroyed" as this will continue its path Third Crow f + P will collide with other projectiles as both will be "destroyed" in the process; most likely the first crow will collide with the opponent's projectile and be "destroyed" as this will continue its path Hayate Bane f, d, df + P LP=short, HP=long Kikyo Shoheki f, hcf + LP+LK absorbs projectiles Set Up Uppercut f, b, db + HP close unblockable EX Moves -------- EX Yami Karasu qcf + LP+HP when super will collide with other meter is full or when projectiles as both in Hyper Mode will be "destroyed" in the process; slightly larger projectile than non-EX versions Second Crow f + LP+HP make sure this as well as the finishing follow up is pressed immediately after the qcf + LP+HP motion; will collide with other projectiles as both will be "destroyed" in the process; most likely the first crow will collide with the opponent's projectile and be "destroyed" as this will continue its path; slightly larger projectile than non-EX versions Third Crow f + LP+HP will collide with other projectiles as both will be "destroyed" in the process; most likely the first crow will collide with the opponent's projectile and be "destroyed" as this will continue its path; slightly larger projectile than non-EX versions EX Hayate Bane f, d, df + LP+HP further than HP non-EX when super meter is version full or when in Hyper Mode Super Move ---------- Super Kikyo Shoheki f, hcf + LP+LK absorbs projectiles Desperation ----------- Onmyo Karasu hcb, f + LP+HP absorbs projectiles Chain Attacks ------------- Punch Starter ````````````` LP close ---> HK (*) -----> HP ----> HP (E) | | -> HP -----> HK (*) ----> HP (E) LK | f + LP (O, E) | b + HP (E) | | --> LP ----> HP (*) -----> f + HP (SE) | | f + LP (O, E) HP (E) | | HK (E) | | | | | --> LK+HP (W)-----> f + HP (SE) | HP (E) | | --> LK+HP (W) ----> HP (*) -----> f + HP (SE) | f + LP (O, E) HP (E) | HK (E) | | --> LK+HP (U)-----> f + HP (SE) HP (E) Kick Starter ```````````` LK close (_)--> HK (*) -----> HP ----> HP (E) | | -> HP -----> HK (*) ----> f + LP (O, E) | LK | HP (E) | | b + HP (E) | | | | | --> LP ----> HP (*) -----> f + HP (SE) | | | f + LP (O, E) HP (E) | | | HK (E) | | | | | | | | --> LK+HP (W)-----> f + HP (SE) | | HP (E) | | | | | --> LK+HP (W) ----> HP (*) -----> f + HP (SE) | | f + LP (O, E) HP (E) | | HK (E) | | | | | --> LK+HP (U)-----> f + HP (SE) | HP (E) | |
             -> LK+HP (W) -----> HK (*)     ----> HP (*)   -----> f + HP (SE)
                             |   b + HP (E)       f + LP (O, E)   HP (E)
                             |   f + LP (O, E)    HK (E)
                             |
                             |
                             --> LK+HP (U)  ----> HP (*)   -----> f + HP (SE)
                             |                |   f + LP (O, E)   HP (E)
                             |                |   HK (E)
                             |                |
                             |                |
                             |                --> LK+HP (W)-----> f + HP (SE)
                             |                                    HP (E)
                             |
                             |
                             --> LP         ----> HP (*)   -----> f + HP (SE)
                                              |   f + LP (O, E)   HP (E)
                                              |   HK (E)
                                              |
                                              |
                                              --> LK+HP (U)-----> f + HP (SE)
                                                                  HP (E)


  


*******************************************************************************
* 3.3 Unzen                                                                   *
*******************************************************************************
Colors
------
LP - Gray costume w/ Red beads
HP - Brown costume w/ Blue beads
    


                    `````````````````````````````````````
                                 While Armed 
                    ````````````````````````````````````` 

Throws
------
Baseball Swing           f + HP close
Power Toss               df + HP close on         throws opponent behind him
                           crouching opponent


Basic Moves
-----------
Shin Kick                LK                       must be blocked low
Heavy Hammer             ub/u/uf, HP              overhead; knocks opponent out
                                                    of the air


Command Moves
-------------
Hammering                f + LP                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Put Weapon Away          LK+HP                    refer to unarmed movelist
Ducking Put Away W.      d + LK+HP                refer to unarmed movelist
Hyper Mode Activation    LP+LK+HP when super      blast can knock opponent
                           meter is full            back; bar turns to Hyper
                                                    meter and will deplete 
                                                    slowly, and once empty you
                                                    will no longer be in Hyper
                                                    Mode; in Hyper Mode you
                                                    can use EX moves, can
                                                    perform your Super Move, 
                                                    Desperation, Super Combo
                                                    Ender, or your Finisher
                                                    (using the Super Move, 
                                                    Desperation, Super Combo
                                                    Ender or Finisher will end
                                                    Hyper Mode)


Special Moves
-------------
Dai Funsai Geki          HP+HK                    guide with b and f; dodges
                                                    high projectiles
Zainin Sabaki            f, d, df + P 
Dai Chi Meido            hcb + P                  LP=short, HP=long; flame
                                                    produced will stay for
                                                    a split second, so even
                                                    if move misses, the 
                                                    opponent can still run
                                                    into the flame
Inga Oho                 qcb, ub + P              high counter attack; if he
                                                    connects the counter
                                                    attack the opponent will
                                                    be dizzy
Dai Gokusatu Geki        d, db, hcb + P           LP=low slam; HP=high slam;
                                                    connects close; unblockable
Zange Kakugo             qcf + K                  LK=short dash, HK=long dash;
                                                    follow ups must use the 
                                                    same kick that the 
                                                    initiating Zange Kakugo
                                                    used
  Dai Funsai Geki        qcf + K
    Forearm Smash Finish qcf + K 
Meimyaku Mizin           Charge b for 2 seconds,  Unzen will charge his super 
                           f + LP+LK (hold LP+LK    meter; if hit while 
                           throughout his power     charging, he will retain
                           up and after to stock    what was charged into his
                           his throw; release       meter; after charging his
                           LP+LK to perform dash    meter completely he will
                           throw)                   have the ability to 
                                                    perform a charging throw;
                                                    if LP+LK is held after
                                                    Unzen's charge, he can
                                                    delay when he will use
                                                    the throw; you can thus
                                                    release LP+LK anytime
                                                    (even after performing
                                                    other moves a long as you
                                                    held LP+LK while
                                                    performing them); the dash
                                                    in is unblockable
Face Slam                hcf + HP close           unblockable 


EX Moves
--------
EX Dai Chi Meido         hcb + LP+HP when super   longer and larger flame
                           meter is full or         compared to HP non-EX
                           when in Hyper Mode       version
EX Dai Gokusatu Geki     db, hcb + LP+HP when     much higher slam than HP 
                           super meter is full      non-EX version; connects
                           or when in Hyper Mode    close; unblockable
EX Zange Kakugo          qcf + LK+HK when super   further dash than HK non-EX
                           meter is full or         version
                           when in Hyper Mode
  Dai Funsai Geki        qcf + LK+HK
    Forearm Smash Finish qcf + LK+HK


Super Move 
----------
Super Meimyaku Mizin     Charge b for 2 seconds,  Unzen will stand and grunt, 
                           f + LP+LK (hold LP+LK    than begin to charge for 
                           throughout the super     a throw; if you just 
                           to stock his throw;      press LP+LK after charging 
                           release LP+LK to         b and pressing f, Unzen 
                           perform dash throw)      will simply charge forward 
                                                    for the throw; if LP+LK 
                                                    is held during Unzen's 
                                                    super, he can delay when 
                                                    he will use the throw you
                                                    can thus release LP+LK
                                                    anytime (even after 
                                                    performing other moves as
                                                    long as you held LP+LK 
                                                    while performing them); the
                                                    dash in is unblockable

                        
Desperation 
-----------
Yomi Okuri               b, hcb, f + LP+LK        small dash in must connect 
                                                    for entire Desperation to
                                                    come out; small dash in is
                                                    unblockable


Weapon Chain Attacks 
-------------------- 
Punch Starters        
``````````````  
LP far     ---> LP        -----> HP         ----> HP       -----> HP (E)
LP close        HP               f + LP           f + HP (SE, U)  
                LK               HK               d + HP (E)
                                 f + HP (T, E)    d + HK (_, E)
                                 LP (E)


f + LP (O) ---> HP (*)    -----> HP         ----> HP       -----> HP (E)
                                 f + LP           f + HP (SE, U)  
                                 HK               d + HP (E)
                                 f + HP (T, E)    d + HK (_, E)
                                 LP (E)


Kick Starters
`````````````
LK far (_) ---> LP        -----> HP         ----> HP       -----> HP (E)
LK close (_)    HP               f + LP           f + HP (SE, U)  
                LK               HK               d + HP (E)
                                 f + HP (T, E)    d + HK (_, E)
                                 LP (E)



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

Throws
------
Overhead Slam            f + HP close
Power Toss               df + HP close on         throws opponent behind him
                           crouching opponent


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


Command Moves
-------------
Strong Slap              f + LP                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Draw Weapon              LK+HP                    refer to armed movelist
Ducking Draw Weapon      d + LK+HP                refer to armed movelist
Hyper Mode Activation    LP+LK+HP when super      blast can knock opponent
                           meter is full            back; bar turns to Hyper
                                                    meter and will deplete 
                                                    slowly, and once empty you
                                                    will no longer be in Hyper
                                                    Mode; in Hyper Mode you
                                                    can use EX moves, can
                                                    perform your Super Move, 
                                                    Desperation, Super Combo
                                                    Ender, or your Finisher
                                                    (using the Super Move, 
                                                    Desperation, Super Combo
                                                    Ender or Finisher will end
                                                    Hyper Mode)
                                                    

Special Moves
-------------
Dai Funsai Geki          HP+HK                    guide with b and f; dodges
                                                    high projectiles
Dai Chi Meido            hcb + P                  LP=short, HP=long; flame
                                                    produced will stay for
                                                    a split second, so even
                                                    if move misses, the 
                                                    opponent can still run
                                                    into the flame
Inga Oho                 qcb, ub + P              high counter attack; if he
                                                    connects the counter
                                                    attack the opponent will
                                                    be dizzy
Dai Gokusatu Geki        d, db, hcb + P           LP=low slam; HP=high slam;
                                                    connects close; unblockable
Zange Kakugo             qcf + K                  LK=short dash, HK=long dash;
                                                    follow ups must use the 
                                                    same kick that the 
                                                    initiating Zange Kakugo
                                                    used
  Dai Funsai Geki        qcf + K
    Forearm Smash Finish qcf + K 
Meimyaku Mizin           Charge b for 2 seconds,  Unzen will charge his super 
                           f + LP+LK (hold LP+LK    meter; if hit while 
                           throughout his power     charging, he will retain
                           up and after to stock    what was charged into his
                           his throw; release       meter; after charging his
                           LP+LK to perform dash    meter completely he will
                           throw)                   have the ability to 
                                                    perform a charging throw;
                                                    if LP+LK is held after
                                                    Unzen's charge, he can
                                                    delay when he will use
                                                    the throw; you can thus
                                                    release LP+LK anytime
                                                    (even after performing
                                                    other moves a long as you
                                                    held LP+LK while
                                                    performing them); the dash
                                                    in is unblockable
Face Slam                hcf + HP close           unblockable 


EX Moves
--------
EX Dai Chi Meido         hcb + LP+HP when super   longer and larger flame
                           meter is full or         compared to HP non-EX
                           when in Hyper Mode       version
EX Dai Gokusatu Geki     db, hcb + LP+HP when     much high slam than HP 
                           super meter is full      non-EX version; connects
                           or when in Hyper Mode    close; unblockable
EX Zange Kakugo          qcf + LK+HK when super   further dash than HK non-EX
                           meter is full or         version
                           when in Hyper Mode
  Dai Funsai Geki        qcf + LK+HK
    Forearm Smash Finish qcf + LK+HK


Super Move 
----------
Super Meimyaku Mizin     Charge b for 2 seconds,  Unzen will stand and grunt, 
                           f + LP+LK (hold LP+LK    than begin to charge for 
                           throughout the super     a throw; if you just
                           to stock his throw;      press LP+LK after charging 
                           release LP+LK to         b and pressing f, Unzen 
                           perform dash throw)      will simply charge forward 
                                                    for the throw; if LP+LK 
                                                    is held during Unzen's 
                                                    super, he can delay when 
                                                    he will use the throw you
                                                    can thus release LP+LK
                                                    anytime (even after 
                                                    performing other moves as
                                                    long as you held LP+LK 
                                                    while performing them); the
                                                    dash in is unblockable

                        
Desperation 
-----------
Yomi Okuri               b, hcb, f + LP+LK        small dash in must connect 
                                                    for entire Desperation to
                                                    come out; small dash in is
                                                    unblockable


Finisher 
--------  
Rampage                  qcb, hcf + LP+LK         short back fist must connect
                                                    to perform the entire super


Chain Attacks 
-------------
Punch Starters        
``````````````  
LP far     ---> HP        -----> HP         ----> f + LP (O)----> HP (E)
LP close        LK               HK               f + HP (SE)
                                 f + HP (T, E)    d + HK (_, E)


HP far     ---> HP (*)    -----> HP         ----> f + LP (O)----> HP (E)
                f + HP (T, E)    HK               f + HP (SE)
                                 f + HP (T, E)    d + HK (_, E)


Kick Starters
`````````````
LK far (_) ---> HP        -----> HP         ----> f + LP (O)----> HP (E)
LK close (_)    LK               HK               f + HP (SE)
                                 f + HP (T, E)    d + HK (_, E)





*******************************************************************************
* 3.4 Natsume                                                                 *
*******************************************************************************
Colors
------
LP - Orange costume
HP - Purple costume
    


                    `````````````````````````````````````
                                 While Armed 
                    ````````````````````````````````````` 

Throws
------
Shoulder Roll            f + HP close             throws opponent behind her
DDT                      f + HK close             throws opponent behind her
Snap Shoulder Roll       df + HP close on         throws opponent behind her
                           crouching opponent
Air Spike                any direction except
                           u + HP close in air


Basic Moves
-----------
Rage Slice               HP close                 2 hits
Reaching Blade           HP far                   2 hits
One Two Slice            LP close                 2 hits
Shin Kick                LK close                 must be blocked low
Flip Kick                u, HK                    overhead; knocks opponent
                                                    down
Air Slash                ub/u/uf, HP              overhead; knocks opponent out
                                                    of the air


Command Moves
-------------
Falling Elbow            f + LP                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Charge Punch             df + LP
Launch Kick              f + HK                   can juggle afterwards with
                                                    some maneuvers and can
                                                    even jump after and air
                                                    throw
Low Flip Kick            u + HK
Put Weapon Away          LK+HP                    refer to unarmed movelist
Ducking Put Away W.      d + LK+HP                refer to unarmed movelist
Hyper Mode Activation    LP+LK+HP when super      blast can knock opponent
                           meter is full            back; bar turns to Hyper
                                                    meter and will deplete 
                                                    slowly, and once empty you
                                                    will no longer be in Hyper
                                                    Mode; in Hyper Mode you
                                                    can use EX moves, can
                                                    perform your Super Move, 
                                                    Desperation, Super Combo
                                                    Ender, or your Finisher
                                                    (using the Super Move, 
                                                    Desperation, Super Combo
                                                    Ender or Finisher will end
                                                    Hyper Mode)


Special Moves
-------------
Jinku Zan                f, d, df + P             LP=short, HP=far
Asuka                    hcf + P                  this will toss her weapon at
                                                    the opponent; absorbs
                                                    projectiles; if you fail
                                                    to catch the weapon when
                                                    it bounces back, refer to
                                                    the unarmed movelist
  Catch Weapon           LK+HP just as the blade
                           is falling above your
                           head
  Air Catch Weapon       after the blade comes
                           flying back, jump
                           toward it and press
                           LK+HP when near it
                           in air
Hyakki Rensai            qcb + P (tap P           must use the same punch that
                           rapidly to               that the initiating Hyakki
                           continue move)           Rensai used
Tohasen Geki             qcf + K                  LK=low, HK=high; second hit
                                                    is an overhead; all follow
                                                    ups must use the same kick
                                                    that the initiating Tohasen
                                                    Geki used
  Viper Kick             qcf + K                  first part must touch the
                                                    opponent for this follow
                                                    up to come out
    Side Kick Finish     qcf + K
Gozanpu                  qcb + K                  LK=short, HK=long
Tenha Rekkyaku           f, hcf + LK+HK
Tower Side Slam          b, d, db + HK close      unblockable  


EX Moves
--------
EX Jinku Zan             f, d, df + LP+HP when    performs two Jinku Zans
                           super meter is full
                           or when in Hyper 
                           Mode     
EX Asuka                 hcf + LP+HP when super   this will toss her weapon at
                           meter is full or         the opponent; absorbs
                           when in Hyper mode       projectiles; if you fail
                                                    to catch the weapon when
                                                    it bounces back, refer to
                                                    the unarmed movelist; 
                                                    travels faster than HP
                                                    non-EX version
  Catch Weapon           LK+HP just as the blade
                           is falling above your
                           head
  Air Catch Weapon       after the blade comes
                           flying back, jump
                           toward it and press
                           LK+HP when near it
                           in air
EX Hyakki Rensai         qcb + LP+HP (tap LP+HP   has a slightly bigger hitbox,
                           rapidly to continue      but hardly even noticeable
                           move) when super                       
                           meter is full or
                           when in Hyper Mode 
EX Tohasen Geki          qcf + LK+HK when super   only marginally different as
                           meter is full or         it flies slightly higher
                           when in Hyper Mode       and longer (barely) than
                                                    the LK non-EX version; 
                                                    second hit is an overhead
  Viper Kick             qcf + LK+HK              first part must touch the
                                                    opponent for this follow
                                                    up to come out
    Side Kick Finish     qcf + LK+HK
EX Gozanpu               qcb + LK+HK when super   longer compared to the HK   
                           meter is full or         non-EX version
                           when in Hyper Mode


Super Move 
----------
Super Tenha Rekkyaku     f, hcf + LK+HK

                        
Desperation 
-----------
Satsu Genmuryoran        hcb, qcf + LP+LK         she will perform a string of
                                                    attacks, but at least one
                                                    of them must connect for
                                                    her to attempt the 
                                                    finishing throw; the first
                                                    part is an overhead; she
                                                    will switched to unarmed
                                                    mode when performing the
                                                    Desperation       


Weapon Chain Attacks 
-------------------- 
Punch Starters        
``````````````  
LP far     ---> HP        -----> HK (E)
f + LP (O)   |  HK (E)           u + HK (E)
             |                   
             |
             -> f + LP    -----> LP         ----> f + HP (SE, U)
             |                   HP (L, E)        HK (E)
             |                   qcf + HP (E)     d + HK (_, E)
             |                   b, f + HP (O, E) u + HK (E)
             |
             |
             -> f + HP (*)-----> HP (L, E)
                                 qcf + HP (E)
                                 b, f + HP (O, E)
 

LP close   ---> HP        -----> HK (E)
HP close (*) |                   u + HK (E)
             |                   
             |
             -> f + HP (O)-----> u + HK (E)
             |
             |
             -> HK        -----> f + LP (O) ----> HP (L, E)
                             |   HP (L, E)
                             |   HK (O, E)
                             |
                             |
                             --> u + HK     ----> u + HK (E)


df + LP    ---> LP        -----> HP         ----> HK (E)
             |  HK (E)       |                    u + HK (E)
             |               |
             |               |
             |               --> f + HP (O) ----> u + HK (E)
             |               |
             |               |
             |               --> HK         ----> f + LP (O)----> HP (L, E)
             |                                |   HP (L, E)
             |                                |   HK (O, E)
             |                                |
             |                                |
             |                                --> u + HK   -----> u + HK (E)
             |
             |
             -> f + LP    -----> f + LP     ----> LP       -----> f + HP (SE)
             |               |   HK (E)           HP (L, E)       HK (E)
             |               |                    qcf + HP (E)    d + HK (_, E)
             |               |                    b, f + HP       u + HK (E)
             |               |                      (O, E)
             |               |
             |               |
             |               --> HP         ----> HK (E)
             |               |                    u + HK (E)
             |               |
             |               |
             |               --> f + HP (*) ----> HP (L, E)
             |                                    qcf + HP (E)
             |                                    b, f + HP (O, E)
             |
             |
             -> HP        -----> HK (E)
                f + HP (*)       u + HK (E)       
            

Kick Starter
````````````
HK close   ---> f + LP (O)-----> HP (L, E)
             |  HP (L, E)
             |  HK (O, E)
             |
             |
             -> u + HK    -----> u + HK (E)
         


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

Throws
------
Shoulder Roll            f + HP close             throws opponent behind her
DDT                      f + HK close             throws opponent behind her
Snap Shoulder Roll       df + HP close on         throws opponent behind her
                           crouching opponent
Air Spike                any direction except
                           u + HP close in air


Basic Moves
-----------
Shin Kick                LK close                 must be blocked low
Flip Kick                u, HK                    overhead; knocks opponent
                                                    down


Command Moves
-------------
Falling Elbow            f + LP                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Charge Punch             df + LP
Launch Kick              f + HK                   can juggle afterwards with
                                                    some maneuvers and can
                                                    even jump after and air
                                                    throw
Low Flip Kick            u + HK
Draw Weapon              LK+HP                    she is able to hit her
                                                    opponent when her weapon
                                                    is drawn; refer to armed
                                                    movelist
Ducking Draw Weapon      d + LK+HP                refer to armed movelist
Hyper Mode Activation    LP+LK+HP when super      blast can knock opponent
                           meter is full            back; bar turns to Hyper
                                                    meter and will deplete 
                                                    slowly, and once empty you
                                                    will no longer be in Hyper
                                                    Mode; in Hyper Mode you
                                                    can use EX moves, can
                                                    perform your Super Move, 
                                                    Desperation, Super Combo
                                                    Ender, or your Finisher
                                                    (using the Super Move, 
                                                    Desperation, Super Combo
                                                    Ender or Finisher will end
                                                    Hyper Mode)


Special Moves
-------------
Jinku Zan                f, d, df + P             LP=short, HP=far
Hyakki Rensai            qcb + P (tap P           must use the same punch that
                           rapidly to               that the initiating Hyakki
                           continue move)           Rensai used
Rush Palm                qcf, b, f + HP           overhead
Tohasen Geki             qcf + K                  LK=low, HK=high; second hit
                                                    is an overhead; all follow
                                                    ups must use the same kick
                                                    that the initiating Tohasen
                                                    Geki used
  Viper Kick             qcf + K                  first part must touch the
                                                    opponent for this follow
                                                    up to come out
    Side Kick Finish     qcf + K
Gozanpu                  qcb + K                  LK=short, HK=long
Tenha Rekkyaku           f, hcf + LK+HK
Tower Side Slam          b, d, db + HK close      unblockable  


EX Moves
--------
EX Jinku Zan             f, d, df + LP+HP when    performs two Jinku Zans
                           super meter is full
                           or when in Hyper 
                           Mode     
EX Hyakki Rensai         qcb + LP+HP (tap LP+HP   has a slightly bigger hitbox,
                           rapidly to continue      but hardly even noticeable
                           move) when super
                           meter is full or
                           when in Hyper Mode 
EX Tohasen Geki          qcf + LK+HK when super   only marginally different as
                           meter is full or         it flies slightly higher
                           when in Hyper Mode       and longer (barely) than
                                                    the LK non-EX version; 
                                                    second hit is an overhead
  Viper Kick             qcf + LK+HK              first part must touch the
                                                    opponent for this follow
                                                    up to come out
    Side Kick Finish     qcf + LK+HK
EX Gozanpu               qcb + LK+HK when super   longer compared to the HK   
                           meter is full or         non-EX version
                           when in Hyper Mode


Super Move 
----------
Super Tenha Rekkyaku     f, hcf + LK+HK

                        
Desperation 
-----------
Satsu Genmuryoran        hcb, qcf + LP+LK         she will perform a string of
                                                    attacks, but at least one
                                                    of them must connect for
                                                    her to attempt the 
                                                    finishing throw; the first
                                                    part is an overhead


Finisher 
--------  
Concentrated Blast       f, df, d, f, df,         the short backfist must 
                           d + LP+HP                connect to perform the
                                                    entire maneuver


Chain Attacks 
-------------
Punch Starters        
``````````````  
LP far     ---> HP        -----> HK (E)
f + LP (O)   |                   u + HK (E)
             |
             |
             -> f + LP    -----> LP         ----> f + HP (SE)
             |                   HP (L, E)        HK (E)
             |                   qcf + HP (E)     d + HK (_, E)
             |                   b, f + HP (O, E) u + HK (E)
             | 
             |
             -> f + HP (*)-----> HP (L, E)
                                 qcf + HP (E)
                                 b, f + HP (O, E)


LP close   ---> HP        -----> HK (E)
             |                   u + HK (E)
             |                   
             |
             -> f + HP (O)-----> u + HK (E)
             |
             |
             -> HK        -----> f + LP (O) ----> HP (L, E)
                             |   HP (L, E)
                             |   HK (O, E)
                             |
                             |
                             --> u + HK     ----> u + HK (E)


df + LP    ---> LP        -----> HP         ----> HK (E)
             |  HK (E)       |                    u + HK (E)
             |               |
             |               |
             |               --> f + HP (O) ----> u + HK (E)
             |               |
             |               |
             |               --> HK         ----> f + LP (O)----> HP (L, E)
             |                                |   HP (L, E)
             |                                |   HK (O, E)
             |                                |
             |                                |
             |                                --> u + HK   -----> u + HK (E)
             |
             |
             -> f + LP    -----> f + LP     ----> LP       -----> f + HP (SE)
             |               |   HK (E)           HP (L, E)       HK (E)
             |               |                    qcf + HP (E)    d + HK (_, E)
             |               |                    b, f + HP       u + HK (E)
             |               |                      (O, E)
             |               |
             |               |
             |               --> HP         ----> HK (E)
             |               |                    u + HK (E)
             |               |
             |               |
             |               --> f + HP (*) ----> HP (L, E)
             |                                    qcf + HP (E)
             |                                    b, f + HP (O, E)
             |
             |
             -> HP        -----> HK (E)
             |                   u + HK (E)
             |
             |
             -> f + HP (*)-----> HK (E)
                                 u + HK (E)
                            

HP close (*)--> HP        -----> HK (E)
             |                   u + HK (E)
             |                   
             |
             -> f + HP (O)-----> u + HK (E)
             |
             |
             -> HK        -----> f + LP (O) ----> HP (L, E)
             |               |   HP (L, E)
             |               |   HK (O, E)
             |               |
             |               |
             |               --> u + HK     ----> u + HK (E)
             |
             |
             -> LK+HP (W) -----> u + HK (E)


Kick Starter
````````````
HK close   ---> f + LP (O)-----> HP (L, E)
             |  HP (L, E)
             |  HK (O, E)
             |
             |
             -> u + HK    -----> u + HK (E)


Weapon Starter
``````````````
LK+HP (W)  ---> u + HK (E)





*******************************************************************************
* 3.5 Kamui                                                                   *
*******************************************************************************
Colors
------
LP - Purple costume w/ Red trim
HP - Black costume w/ Blue trim
    


                    `````````````````````````````````````
                                 While Armed 
                    ````````````````````````````````````` 

Throw
-----
Body Slam                f + HP close             throws opponent behind him


Basic Moves
-----------
Axe Kick                 HK close                 2 hits
Shin Kick                LK far                   must be blocked low
Air Slash                ub/u/uf, HP              overhead; knocks opponent out
                                                    of the air


Command Moves
-------------
Triangle Jump            jump towards the wall,
                           then away
Wall Hold                jumps towards the wall,
                           then press b
  Crawl Up Wall          u
  Crawl Down Wall        d
  Jump Off Wall          f                        can NOT perform any attacks
                                                    while coming off the wall
  Quick Chop             LP
  Spiral Dive            HP                       will dive off the wall
  Quick Kick             LK                       overhead
  Flying Kick            HK                       will dive off the wall;
                                                    overhead
Low Stab                 f + LP                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Step Palm                df + LP                  overhead
Side Kick                f + LK                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Put Weapon Away          LK+HP                    refer to unarmed movelist
Ducking Put Away W.      d + LK+HP                refer to unarmed movelist
Hyper Mode Activation    LP+LK+HP when super      blast can knock opponent
                           meter is full            back; bar turns to Hyper
                                                    meter and will deplete 
                                                    slowly, and once empty you
                                                    will no longer be in Hyper
                                                    Mode; in Hyper Mode you
                                                    can use EX moves, can
                                                    perform your Super Move, 
                                                    Desperation, Super Combo
                                                    Ender, or your Finisher
                                                    (using the Super Move, 
                                                    Desperation, Super Combo
                                                    Ender or Finisher will end
                                                    Hyper Mode)


Special Moves
-------------
Fu Ga                    qcf + P                  LP=slow, HP=fast;  will 
                                                    collide with other
                                                    projectiles as both
                                                    will be "destroyed" in
                                                    the process
Ryutoh Ga                f, d, df + P             LP=short with 1 hit; 
                                                    HP=further with 2 hits
Sakki                    qcb + K                  LK=slow, HK=fast; Sakki must
                                                    touch opponent for follow
                                                    ups to be possible; follow
                                                    ups must use the same kick
                                                    that the initiating Sakki
                                                    used
  Kick Two               qcb + K
    Drill Finish         qcb + K
Kaen Jin Onezame         hcb + LP+HP in air       the actual flame that is 
                                                    thrown cannot hit the 
                                                    opponent, but the fire 
                                                    blast on the ground will;
                                                    ground fire blast must be
                                                    blocked low
Head Spike               f, b, db, d + HK close   unblockable


EX Moves
--------
EX Fu Ga                 qcf + LP+HP when         will collide with other
                           super meter is full      projectiles as both will
                           or when in Hyper Mode    be "destroyed" in the
                                                    process; more hits than
                                                    non-EX versions
EX Ryutoh Ga             f, d, df + LP+HP when    further compared to the HP
                           super meter is full      non-EX version
                           or when in Hyper Mode
EX Sakki                 qcb + LK+HK when super   has full screen distance
                           meter is full or         compared to the HK non-EX
                           when in Hyper Mode       version; EX Sakki must
                                                    touch opponent for follow
                                                    ups to be possible
  Kick Two               qcb + LK+HK
    Drill Finish         qcb + LK+HK


Super Move 
----------
Super Kaen Jin Onezame   hcb + LP+HP in air       the actual flame that is 
                                                    thrown cannot hit the 
                                                    opponent, but the fire 
                                                    blast on the ground will; 
                                                    ground fire blast must be
                                                    blocked low

                        
Desperation 
-----------
Kiretsuzan Chikemuri     hcb, qcf + LP+LK         dash in must connect for
                                                    entire Desperation to come
                                                    out; will put weapon away
                                                    afterwards, so refer to
                                                    unarmed movelist


Finisher 
--------  
Fire Pillars             d, qcb, f + LP+HP        the fire pillars absorb
                                                    projectiles
                                                      

Weapon Chain Attacks 
-------------------- 
Punch Starters        
``````````````  
LP far     ---> HP        -----> HP (O)     ----> f + HP (SE)
                d + HP (*, E)|   HK (E)
                HK (E)       |   b + HK (E)
                b + HK (E)   |   d + HK (_, E)
                d + HK (_, E)|
                             |
                             --> f + HP (O) ----> K (E)
                              
 
LP close (*)--> HP        -----> LP         ----> b + HK (E)
df + LP (O)  |  LK               HK               f + HK (O, E)
             |  d + HP (*, E)    d + HP (*, E)
             |  HK (E)           b + HK (E)
             |  b + HK (E)       f + HK (O, E)
             |                   d + HK (_, E)
             |
             |
             -> LP        -----> HP         ----> HP (O)   -----> f + HP (SE)
                                 d + HP (*, E) |  HK (E) 
                                 HK (E)        |  b + HK (E)
                                 b + HK (E)    |  d + HK (_, E)
                                 d + HK (_, E) |  
                                               |
                                               |
                                               -> f + HP (O)----> K (E)


f + LP (O) ---> HP        -----> LP         ----> b + HK (E)
                HK (E)           HK               f + HK (O, E)
                b + HK (E)       d + HP (*, E)
                                 b + HK (E)
                                 f + HK (O, E)
                                 d + HK (_, E)


HP close (*)--> LP (*)    -----> HP         ----> LP       -----> b + HK (E)
                LK (*)       |   LK               HK              f + HK (O, E)
                             |   d + HP (*, E)    d + HP (*, E)
                             |   HK (E)           b + HK (E)
                             |   b + HK (E)       f + HK (O, E)
                             |                    d + HK (_, E)
                             |
                             |
                             --> LP         ----> HP      ------> HP (O) ----+
                                                  d + HP (*, E)|  HK (E)     |
                                                  HK (E)       |  b + HK (E) |
                                                  b + HK (E)   |  d + HK (E) |
                                                  d + HK (_, E)|          +--+
                                                               |          |
                                                               |          V
                                                               |    f + HP (SE)
                                                               |
                                                               |
                                                               -> f + HP (O)-+
                                                                             |
                                                                             |
                                                                   K (E) <---+


Kick Starters
`````````````
LK close (*)--> HP        -----> LP         ----> b + HK (E)
             |  LK               HK               f + HK (O, E)
             |  d + HP (*, E)    d + HP (*, E)
             |  HK (E)           b + HK (E)
             |  b + HK (E)       f + HK (O, E)
             |                   d + HK (_, E)
             |
             |
             -> LP        -----> HP         ----> HP (O)   -----> f + HP (SE)
                                 d + HP (*, E) |  HK (E) 
                                 HK (E)        |  b + HK (E)
                                 b + HK (E)    |  d + HK (_, E)
                                 d + HK (_, E) |  
                                               |
                                               |
                                               -> f + HP (O)----> K (E)


f + LK (O) ---> HP        -----> LP         ----> b + HK (E)
                HK (E)           HK               f + HK (O, E)
                b + HK (E)       d + HP (*, E)
                                 b + HK (E)
                                 f + HK (O, E)
                                 d + HK (_, E)


HK close   ---> HP        -----> HP (O)     ----> f + HP (SE)
                d + HP (*, E)|   HK (E)
                HK (E)       |   b + HK (E)
                b + HK (E)   |   d + HK (_, E)
                d + HK (_, E)|
                             |
                             --> f + HP (O) ----> K (E)



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

Throw
-----
Body Slam                f + HP close             throws opponent behind him


Basic Moves
-----------
Axe Kick                 HK close                 2 hits
Shin Kick                LK far                   must be blocked low


Command Moves
-------------
Triangle Jump            jump towards the wall,
                           then away
Wall Hold                jumps towards the wall,
                           then press b
  Crawl Up Wall          u
  Crawl Down Wall        d
  Jump Off Wall          f                        can NOT perform any attacks
                                                    while coming off the wall
  Quick Chop             LP
  Spiral Dive            HP                       will dive off the wall
  Quick Kick             LK                       overhead
  Flying Kick            HK                       will dive off the wall;
                                                    overhead
Backfist                 f + HP
Forward Palm             f + LP                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Step Palm                df + LP                  overhead
Side Kick                f + LK                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Draw Weapon              LK+HP                    refer to armed movelist
Ducking Draw Weapon      d + LK+HP                refer to armed movelist
Hyper Mode Activation    LP+LK+HP when super      blast can knock opponent
                           meter is full            back; bar turns to Hyper
                                                    meter and will deplete 
                                                    slowly, and once empty you
                                                    will no longer be in Hyper
                                                    Mode; in Hyper Mode you
                                                    can use EX moves, can
                                                    perform your Super Move, 
                                                    Desperation, Super Combo
                                                    Ender, or your Finisher
                                                    (using the Super Move, 
                                                    Desperation, Super Combo
                                                    Ender or Finisher will end
                                                    Hyper Mode)


Special Moves
-------------
Fu Ga                    qcf + P                  LP=slow, HP=fast;  will 
                                                    collide with other
                                                    projectiles as both
                                                    will be "destroyed" in
                                                    the process
Ryutoh Ga                f, d, df + P             LP=short with 1 hit; 
                                                    HP=further with 2 hits
Sakki                    qcb + K                  LK=slow, HK=fast; Sakki must
                                                    touch opponent for follow
                                                    ups to be possible; follow
                                                    ups must use the same kick
                                                    that the initiating Sakki
                                                    used
  Kick Two               qcb + K
    Drill Finish         qcb + K
Kaen Jin Onezame         hcb + LP+HP in air       the actual flame that is 
                                                    thrown cannot hit the 
                                                    opponent, but the fire 
                                                    blast on the ground will;
                                                    ground fire blast must be
                                                    blocked low
Head Spike               f, b, db, d + HK close   unblockable


EX Moves
--------
EX Fu Ga                 qcf + LP+HP when         will collide with other
                           super meter is full      projectiles as both will
                           or when in Hyper Mode    be "destroyed" in the
                                                    process; more hits than
                                                    non-EX versions
EX Ryutoh Ga             f, d, df + LP+HP when    further compared to the HP
                           super meter is full      non-EX version
                           or when in Hyper Mode
EX Sakki                 qcb + LK+HK when super   has full screen distance
                           meter is full or         compared to the HK non-EX
                           when in Hyper Mode       version; EX Sakki must
                                                    touch opponent for follow
                                                    ups to be possible
  Kick Two               qcb + LK+HK
    Drill Finish         qcb + LK+HK


Super Move 
----------
Super Kaen Jin Onezame   hcb + LP+HP in air       the actual flame that is 
                                                    thrown cannot hit the 
                                                    opponent, but the fire 
                                                    blast on the ground will; 
                                                    ground fire blast must be
                                                    blocked low

                        
Desperation 
-----------
Kiretsuzan Chikemuri     hcb, qcf + LP+LK         dash in must connect for
                                                    entire Desperation to come
                                                    out


Chain Attacks 
-------------  
Punch Starters        
``````````````  
LP far     ---> HP        -----> HP (O)     ----> f + HP (SE)
                d + HP (*, E)|   HK (E)
                HK (E)       |   b + HK (E)
                b + HK (E)   |   d + HK (_, E)
                d + HK (_, E)|
                             |
                             --> f + HP (O) ----> K (E)
                              
 
LP close (*)--> HP        -----> LP         ----> b + HK (E)
df + LP (O)  |  LK               HK               f + HK (O, E)
             |  d + HP (*, E)    d + HP (*, E)
             |  HK (E)           b + HK (E)
             |  b + HK (E)       f + HK (O, E)
             |                   d + HK (_, E)
             |
             |
             -> LP        -----> HP         ----> HP (O)   -----> f + HP (SE)
                                 d + HP (*, E) |  HK (E) 
                                 HK (E)        |  b + HK (E)
                                 b + HK (E)    |  d + HK (_, E)
                                 d + HK (_, E) |  
                                               |
                                               |
                                               -> f + HP (O)----> K (E)


f + LP (O) ---> HP        -----> LP         ----> b + HK (E)
                HK (E)           HK               f + HK (O, E)
                b + HK (E)       d + HP (*, E)
                                 b + HK (E)
                                 f + HK (O, E)
                                 d + HK (_, E)


HP close (*)--> LP (*)    -----> HP         ----> LP       -----> b + HK (E)
                LK (*)       |   LK               HK              f + HK (O, E)
                             |   d + HP (*, E)    d + HP (*, E)
                             |   HK (E)           b + HK (E)
                             |   b + HK (E)       f + HK (O, E)
                             |                    d + HK (_, E)
                             |
                             |
                             --> LP         ----> HP      ------> HP (O) ----+
                                                  d + HP (*, E)|  HK (E)     |
                                                  HK (E)       |  b + HK (E) |
                                                  b + HK (E)   |  d + HK (E) |
                                                  d + HK (_, E)|          +--+
                                                               |          |
                                                               |          V
                                                               |    f + HP (SE)
                                                               |
                                                               |
                                                               -> f + HP (O)-+
                                                                             |
                                                                             |
                                                                   K (E) <---+


f + HP     ---> LP        -----> b + HK (E)
                HK               f + HK (O, E)
                d + HP (*, E)
                b + HK (E)
                f + HK (O, E)
                d + HK (_, E)


Kick Starters
`````````````
LK close (*)--> HP        -----> LP         ----> b + HK (E)
             |  LK               HK               f + HK (O, E)
             |  d + HP (*, E)    d + HP (*, E)
             |  HK (E)           b + HK (E)
             |  b + HK (E)       f + HK (O, E)
             |                   d + HK (_, E)
             |
             |
             -> LP        -----> HP         ----> HP (O)   -----> f + HP (SE)
                                 d + HP (*, E) |  HK (E) 
                                 HK (E)        |  b + HK (E)
                                 b + HK (E)    |  d + HK (_, E)
                                 d + HK (_, E) |  
                                               |
                                               |
                                               -> f + HP (O)----> K (E)


f + LK (O) ---> HP        -----> LP         ----> b + HK (E)
                HK (E)           HK               f + HK (O, E)
                b + HK (E)       d + HP (*, E)
                                 b + HK (E)
                                 f + HK (O, E)
                                 d + HK (_, E)


HK close   ---> HP        -----> HP (O)     ----> f + HP (SE)
                d + HP (*, E)|   HK (E)
                HK (E)       |   b + HK (E)
                b + HK (E)   |   d + HK (_, E)
                d + HK (_, E)|
                             |
                             --> f + HP (O) ----> K (E)





*******************************************************************************
* 3.6 Raiga                                                                   *
*******************************************************************************
Colors
------
LP - Orange hair and pants
HP - Slate Gray hair and pants
    


                    `````````````````````````````````````
                                 While Armed 
                    ````````````````````````````````````` 

Throws
------
Dangerous Suplex         f + HP close             throws opponent behind him
Enzuigiri                f + HK close


Basic Moves
-----------
Shin Kick                LK far                   must be blocked low
Shin Tap                 LK close                 must be blocked low
High Slice               u, HP                    overhead; knocks opponent out
                                                    of the air
Butchering               ub/uf, HP                overhead; knocks opponent out
                                                    of the air


Command Moves
-------------
Upper                    Dash Forward, df + HP
Slide Kick               Dash Forward, df + HK    must be blocked low
Knee Hop                 Dash Forward, df + LK
Rough Shoulder           f + LP                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Short Dropkick           f + LK                   overhead
Falling Back             d + HP in air            overhead
Butt Drop                d + LK in air            overhead
Put Weapon Away          LK+HP                    refer to unarmed movelist
Ducking Put Away W.      d + LK+HP                refer to unarmed movelist
Hyper Mode Activation    LP+LK+HP when super      blast can knock opponent
                           meter is full            back; bar turns to Hyper
                                                    meter and will deplete 
                                                    slowly, and once empty you
                                                    will no longer be in Hyper
                                                    Mode; in Hyper Mode you
                                                    can use EX moves, can
                                                    perform your Super Move, 
                                                    Desperation, Super Combo
                                                    Ender, or your Finisher
                                                    (using the Super Move, 
                                                    Desperation, Super Combo
                                                    Ender or Finisher will end
                                                    Hyper Mode)


Special Moves
-------------
Raigeki Satsu            qcb + P                  LP=short, HP=long; will 
                                                    collide with other
                                                    projectiles (low) as both
                                                    will be "destroyed" in
                                                    the process; must be 
                                                    blocked low
  Chirairyu              hcf + P                  Raigeki Satsu must touch the
                                                    opponent for this follow up
                                                    to be possible; dash in
                                                    must connect (not blocked)
                                                    to perform entire maneuver
Bakurai Geki             Charge b for 2 seconds,  LP=short, HP=very long; all
                           f + P                    follow ups must use the
                                                    same punch that the
                                                    initiating Bakurai Geki
                                                    used
  Rough Shoulder         b, f + P
    Upper Finish         b, f + P
Ikazuchi Chiryu          Charge b for 2 seconds,  LK=short with 1 throw,
                           f + K                    HK=long with 2 throws; grab
                                                    must connect to perform
                                                    entire maneuver; the grab
                                                    is unblockable
Ikazuchi Tenryu          Charge d for 2 seconds,  LK=short with 1 throw, 
                           u + K                    HK=far with 2 throws; grab
                                                    must connect to perform
                                                    entire maneuver; the grab
                                                    is unblockable
Raishinsho               Charge d for 2 seconds,  Raiga will charge his super
                           u + HP+HK                meter; if hit while
                                                    charging, he will retain
                                                    what was charged into his
                                                    meter; after charging his
                                                    meter he will have 3
                                                    sparks follow him; the
                                                    sparks can collide and
                                                    destroy projectiles (while
                                                    being destroyed themselves)
                                                    but they must be hit 
                                                    directly; you can move
                                                    around with these sparks
                                                    and perform any of your
                                                    other maneuvers (they will
                                                    strike the opponent when
                                                    close); if you don't use
                                                    the sparks in 8 seconds,
                                                    they will disappear
Mega Tiger Bomb          360 + HP close           unblockable



EX Moves
--------
EX Raigeki Satsu         qcb + LP+HP when         further compared to the HP
                           super meter is full      non-EX version; will 
                           or when in Hyper Mode    collide with other
                                                    projectiles (low) as both
                                                    will be "destroyed" in
                                                    the process; must be
                                                    blocked low
  Chirairyu              hcf + P                  EX Raigeki Satsu must touch
                                                    the opponent for this
                                                    follow up to be possible;
                                                    dash in must connect (not
                                                    blocked) to perform entire
                                                    maneuver
  EX Chirairyu           hcf + LP+HP              EX Raigeki Satsu must touch
                                                    the opponent for this
                                                    follow up to be possible;
                                                    dash in must connect (not
                                                    blocked) to perform entire
                                                    maneuver; is a higher slam
                                                    and deals more damage than
                                                    the regular Chirairyu 
                                                    follow up
EX Bakurai Geki          Charge b for 2 seconds,  has full screen distance
                           f + LP+HP when super
                           meter is full or when
                           in Hyper Mode                   
  Rough Shoulder         b, f + LP+HP
    Upper Finish         b, f + LP+HP
EX Ikazuchi Chiryu       Charge b for 2 seconds,  faster than the HK non-EX
                           f + LK+HK when super     version and has 3 throws;
                           meter is full or when    grab must connect to 
                           in Hyper Mode            perform entire maneuver; 
                                                    the grab is unblockable
EX Ikazuchi Tenryu       Charge d for 2 seconds,  faster than the HK non-EX 
                           u + LK+HK when super     version and has 3 throws;
                           meter is full or when    grab must connect to 
                           in Hyper Mode            perform entire maneuver;
                                                    the grab is unblockable


Super Move 
----------
Super Raishinsho         Charge d for 2 seconds,  Raiga will have 3 sparks
                           u + HP+HK                follow him; the sparks can
                                                    collide and destroy
                                                    projectiles (while being 
                                                    destroyed themselves) but
                                                    they must be hit directly;
                                                    you can move around with
                                                    these sparks and perform
                                                    any of your other maneuvers
                                                    (they will strike the
                                                    opponent when close); if
                                                    you don't use the sparks in
                                                    8 seconds, they will 
                                                    disappear

                        
Desperation 
-----------
Senco Raizin             qcf, hcf + LP+HP         absorbs projectiles; Raiga
                                                    tosses his weapon so it
                                                    must be retrieved (refer
                                                    to unarmed movelist)


Finisher 
--------  
Lightning Cage           b, f, b, db, d + LK+HK   lightning absorbs 
                                                    projectiles; Raiga tosses
                                                    his weapon so it must be
                                                    retrieved (refer to 
                                                    unarmed movelist)
                                                      

Weapon Chain Attacks 
-------------------- 
Punch Starters        
``````````````  
LP far     ---> HP (*)    -----> HP         ----> HP       -----> f + HP (SE)
LP close (*) |  LK               LK (_)        |  d + HK (_, E)   HP (T, E) 
             |                   HK (*)        |
             |                   f + LK (O, E) |
             |                                 -> HK       -----> LK     ----+
             |                                                    HP (E)     |
             |                                                    HK (_, E)  |
             |                                                               |
             |                                                               |
             |                                                    HP (E) <---+
             |
             |
             -> HK        -----> LK         ----> HP (E)
                                 HP (E)
                                 HK (_, E)


f + LP (O) ---> f + HK    -----> HK (E)
                                 f + LK (O, E)


HP close (*)--> HP        -----> HP         ----> f + HP (SE)
                LK (_)       |   d + HK (_, E)    HP (T, E)
                HK           |
                f + LK (O, E)|
                             --> HK         ----> LK       -----> HP (E)
                                                  HP (E)
                                                  HK (_, E)


Kick Starters
`````````````
LK close   ---> HP        -----> HP         ----> f + HP (SE)
HK close (*)    LK (_)       |   d + HK (_, E)    HP (T, E)
                HK           |
                f + LK (O, E)|
                             --> HK         ----> LK       -----> HP (E)
                                                  HP (E)
                                                  HK (_, E)



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

Throws
------
Dangerous Suplex         f + HP close             throws opponent behind him
Enzuigiri                f + HK close


Basic Moves
-----------
Shin Kick                LK far                   must be blocked low
Shin Tap                 LK close                 must be blocked low


Command Moves
-------------
Upper                    Dash Forward, df + HP
Slide Kick               Dash Forward, df + HK    must be blocked low
Knee Hop                 Dash Forward, df + LK
Low Punch                d + HP                   must be blocked low
Rough Shoulder           f + LP                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Short Dropkick           f + LK                   overhead
Falling Back             d + HP in air            overhead
Butt Drop                d + LK in air            overhead
Draw Weapon              LK+HP                    refer to armed movelist
Ducking Draw Weapon      d + LK+HP                refer to armed movelist
Hyper Mode Activation    LP+LK+HP when super      blast can knock opponent
                           meter is full            back; bar turns to Hyper
                                                    meter and will deplete 
                                                    slowly, and once empty you
                                                    will no longer be in Hyper
                                                    Mode; in Hyper Mode you
                                                    can use EX moves, can
                                                    perform your Super Move, 
                                                    Desperation, Super Combo
                                                    Ender, or your Finisher
                                                    (using the Super Move, 
                                                    Desperation, Super Combo
                                                    Ender or Finisher will end
                                                    Hyper Mode)


Special Moves
-------------
Raigeki Satsu            qcb + P                  LP=short, HP=long; will 
                                                    collide with other
                                                    projectiles (low) as both
                                                    will be "destroyed" in
                                                    the process; must be 
                                                    blocked low
  Chirairyu              hcf + P                  Raigeki Satsu must touch the
                                                    opponent for this follow up
                                                    to be possible; dash in
                                                    must connect (not blocked)
                                                    to perform entire maneuver
Bakurai Geki             Charge b for 2 seconds,  LP=short, HP=very long; all
                           f + P                    follow ups must use the
                                                    same punch that the
                                                    initiating Bakurai Geki
                                                    used
  Rough Shoulder         b, f + P
    Upper Finish         b, f + P
Ikazuchi Chiryu          Charge b for 2 seconds,  LK=short with 1 throw,
                           f + K                    HK=long with 2 throws; grab
                                                    must connect to perform
                                                    entire maneuver; the grab
                                                    is unblockable
Ikazuchi Tenryu          Charge d for 2 seconds,  LK=short with 1 throw, 
                           u + K                    HK=far with 2 throws; grab
                                                    must connect to perform
                                                    entire maneuver; the grab
                                                    is unblockable
Raishinsho               Charge d for 2 seconds,  Raiga will charge his super
                           u + HP+HK                meter; if hit while
                                                    charging, he will retain
                                                    what was charged into his
                                                    meter; after charging his
                                                    meter he will have 3
                                                    sparks follow him; the
                                                    sparks can collide and
                                                    destroy projectiles (while
                                                    being destroyed themselves)
                                                    but they must be hit 
                                                    directly; you can move
                                                    around with these sparks
                                                    and perform any of your
                                                    other maneuvers (they will
                                                    strike the opponent when
                                                    close); if you don't use
                                                    the sparks in 8 seconds,
                                                    they will disappear
Mega Tiger Bomb          360 + HP close           unblockable



EX Moves
--------
EX Raigeki Satsu         qcb + LP+HP when         further compared to the HP
                           super meter is full      non-EX version; will
                           or when in Hyper Mode    collide with other
                                                    projectiles (low) as both
                                                    will be "destroyed" in
                                                    the process; must be 
                                                    blocked low
  Chirairyu              hcf + P                  EX Raigeki Satsu must touch
                                                    the opponent for this
                                                    follow up to be possible;
                                                    dash in must connect (not
                                                    blocked) to perform entire
                                                    maneuver
  EX Chirairyu           hcf + LP+HP              EX Raigeki Satsu must touch
                                                    the opponent for this
                                                    follow up to be possible;
                                                    dash in must connect (not
                                                    blocked) to perform entire
                                                    maneuver; is a higher slam
                                                    and deals more damage than
                                                    the regular Chirairyu 
                                                    follow up
EX Bakurai Geki          Charge b for 2 seconds,  has full screen distance
                           f + LP+HP when super
                           meter is full or when
                           in Hyper Mode                   
  Rough Shoulder         b, f + LP+HP
    Upper Finish         b, f + LP+HP
EX Ikazuchi Chiryu       Charge b for 2 seconds,  faster than the HK non-EX
                           f + LK+HK when super     version and has 3 throws;
                           meter is full or when    grab must connect to 
                           in Hyper Mode            perform entire maneuver; 
                                                    the grab is unblockable
EX Ikazuchi Tenryu       Charge d for 2 seconds,  faster than the HK non-EX 
                           u + LK+HK when super     version and has 3 throws;
                           meter is full or when    grab must connect to 
                           in Hyper Mode            perform entire maneuver;
                                                    the grab is unblockable


Super Move 
----------
Super Raishinsho         Charge d for 2 seconds,  Raiga will have 3 sparks
                           u + HP+HK                follow him; the sparks can
                                                    collide and destroy
                                                    projectiles (while being 
                                                    destroyed themselves) but
                                                    they must be hit directly;
                                                    you can move around with
                                                    these sparks and perform
                                                    any of your other maneuvers
                                                    (they will strike the
                                                    opponent when close); if
                                                    you don't use the sparks in
                                                    8 seconds, they will 
                                                    disappear

                        
Desperation 
-----------
Senco Raizin             qcf, hcf + LP+HP         absorbs projectiles; Raiga
                                                    tosses his weapon so it
                                                    must be retrieved


Chain Attacks 
-------------
Punch Starters        
``````````````  
LP far (*) ---> HP (*)    -----> HP         ----> HP       -----> f + HP (SE)
LP close (*) |  LK               LK (_)        |  d + HK (_, E)   HP (T, E) 
             |                   HK (*)        |
             |                   f + LK (O, E) |
             |                                 -> HK       -----> LK     ----+
             |                                                    HP (E)     |
             |                                                    HK (_, E)  |
             |                                                               |
             |                                                               |
             |                                                    HP (E) <---+
             |
             |
             -> HK        -----> LK         ----> HP (E)
                                 HP (E)
                                 HK (_, E)


f + LP (O) ---> f + HK    -----> HK (E)
                                 f + LK (O, E)


HP close (*)--> HP        -----> HP         ----> f + HP (SE)
                LK (_)       |   d + HK (_, E)    HP (T, E)
                HK           |
                f + LK (O, E)|
                             --> HK         ----> LK       -----> HP (E)
                                                  HP (E)
                                                  HK (_, E)


Kick Starters
`````````````
LK close   ---> HP        -----> HP         ----> f + HP (SE)
HK close (*)    LK (_)       |   d + HK (_, E)    HP (T, E)
                HK           |
                f + LK (O, E)|
                             --> HK         ----> LK       -----> HP (E)
                                                  HP (E)
                                                  HK (_, E)





*******************************************************************************
* 3.7 Kasumi                                                                  *
*******************************************************************************
Colors
------
LP - Red costume w/ Purple trim
HP - Blue costume w/ Green-Blue trim
    


                    `````````````````````````````````````
                                 While Armed 
                    ````````````````````````````````````` 

Throws
------
Riding Plant             f + HP close             
Crunch Dropkick          any direction except
                           u + HP close in air


Basic Moves
-----------
Rope Snap                LP far                   must be blocked low
Heavy Low Kick           HK close                 must be blocked low
Air Whip                 ub/u/uf, HP              overhead; knocks opponent out
                                                    of the air


Command Moves
-------------
Triangle Jump            jump towards the wall,
                           then away
Spiral Whip              df + HP
Quick Stand Slice        df + LP
Blind Kick               f + LK                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Put Weapon Away          LK+HP                    refer to unarmed movelist
Ducking Put Away W.      d + LK+HP                refer to unarmed movelist
Hyper Mode Activation    LP+LK+HP when super      blast can knock opponent
                           meter is full            back; bar turns to Hyper
                                                    meter and will deplete 
                                                    slowly, and once empty you
                                                    will no longer be in Hyper
                                                    Mode; in Hyper Mode you
                                                    can use EX moves, can
                                                    perform your Super Move, 
                                                    Desperation, Super Combo
                                                    Ender, or your Finisher
                                                    (using the Super Move, 
                                                    Desperation, Super Combo
                                                    Ender or Finisher will end
                                                    Hyper Mode)


Special Moves
-------------
Hizangeki                qcf + P                  LP=short, HP=long; follow ups
                                                    must use the same punch 
                                                    that the initiating 
                                                    Hizangeki used
  Slide Kick             qcf + P
    Launch Kick          qcf + P                  can juggle afterwards with
                                                    some maneuvers and can
                                                    even jump after and air
                                                    throw
Kakyaku Ensensyu         qcf + K                  LK=short, HK=long
Hisensyu                 hcb + K                  LK=short, HK=far
Hiryusen                 u, d + K in air          LK=slow, HK=fast
Hop Hiryusen             u, d + K                 LK=slow, HK=fast
Hesen Tyugeki            Charge b for 2 seconds,  holding onto LP+HP will delay
                           f + LP+HP (hold LP+HP    the move (can delay for up
                           to delay)                to 5 seconds)
Reverse Ride             qcb, f + HP close        unblockable


EX Moves
--------
EX Hizangeki             qcf + LP+HP when super   even further than the HP
                           meter is full or         non-EX version
                           when in Hyper Mode
  Slide Kick             qcf + LP+HP
    Launch Kick          qcf + LP+HP              can juggle afterwards with
                                                    some maneuvers and can
                                                    even jump after and air
                                                    throw
EX Kakyaku Ensensyu      qcf + LK+HK when super   performs 2 Kakyaku Ensenyus
                           meter is full or 
                           when in Hyper Mode
EX Hisensyu              hcb + LK+HK when         much farther than the HK
                           super meter is full      non-EX version
                           or when in Hyper Mode
Hiryusen                 u, d + LK+HK in air      faster than the HK non-EX
                           when super meter is      version
                           full or when in 
                           Hyper Mode    
Hop Hiryusen             u, d + LK+HK when super  faster than the HK non-EX
                           meter is full or         version
                           when in Hyper Mode


Super Move 
----------
Super Hesen Tyugeki      Charge b for 2 seconds,  holding onto LP+HP will delay
                           f + LP+HP (hold LP+HP    the move (can delay for up
                           to delay)                to 5 seconds)

                        
Desperation 
-----------
Hesen                    hcb, f + LP+HP


Finisher 
--------  
Butterfly Shield         d, qcb, f + LP+LK
                                                      

Weapon Chain Attacks 
-------------------- 
Punch Starters        
``````````````  
LP close   ---> HP        -----> HP         ----> HP (_, E)
HP close     |  f + LP       |                    HK (E)
df + LP      |               |                    d + HK (_, E)
             |               |
             |               |
             |               --> LP         ----> HP       -----> f + LP (SE)
             |               |                    f + HP (O)      f + LP+LK(SE)
             |               |                                    HP (L, E)
             |               |                                    f + HP (T, E)
             |               |                                    HK (E)
             |               |                                    f + HK (O, E)
             |               |
             |               |
             |               --> f + HP (O) ----> HP (L, E)
             |                                    HK (E)
             |                                    f + HK (O, E)
             |
             |
             -> HK        -----> HP         ----> HP (_, E)
                             |                    HK (E)
                             |                    d + HK (_, E)
                             |
                             |
                             --> d + HK (_) ----> d + HK (_)----> d + HK (_, E)
                                                  HK (E)          HK (E)


Kick Starters
`````````````
LK close   ---> HP        -----> HP         ----> HP (_, E)
f + LK (O)   |  f + LP       |                    HK (E)
             |               |                    d + HK (_, E)
             |               |
             |               |
             |               --> LP         ----> HP       -----> f + LP (SE)
             |               |                    f + HP (O)      f + LP+LK(SE)
             |               |                                    HP (L, E)
             |               |                                    f + HP (T, E)
             |               |                                    HK (E)
             |               |                                    f + HK (O, E)
             |               |
             |               |
             |               --> f + HP (O) ----> HP (L, E)
             |                                    HK (E)
             |                                    f + HK (O, E)
             |
             |
             -> HK        -----> HP         ----> HP (_, E)
                             |                    HK (E)
                             |                    d + HK (_, E)
                             |
                             |
                             --> d + HK (_) ----> d + HK (_)----> d + HK (_, E)
                                                  HK (E)          HK (E)


HK far     ---> HP        -----> HP (_, E)
             |                   HK (E)
             |                   d + HK (_, E)
             |
             |
             -> d + HK (_)-----> d + HK (_) ----> d + HK (_, E)
                                 HK (E)           HK (E)



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

Throws
------
Riding Plant             f + HP close             
Crunch Dropkick          any direction except
                           u + HP close in air


Basic Move
----------
Heavy Low Kick           HK close                 must be blocked low


Command Moves
-------------
Triangle Jump            jump towards the wall,
                           then away
Step Punch               df + LP
Blind Kick               f + LK                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Draw Weapon              LK+HP                    she is able to hit her 
                                                    opponent when her weapon
                                                    is drawn; refer to armed
                                                    movelist
Ducking Draw Weapon      d + LK+HP                she is able to hit her 
                                                    opponent when her weapon
                                                    is drawn (must be blocked
                                                    low); refer to armed
                                                    movelist
Hyper Mode Activation    LP+LK+HP when super      blast can knock opponent
                           meter is full            back; bar turns to Hyper
                                                    meter and will deplete 
                                                    slowly, and once empty you
                                                    will no longer be in Hyper
                                                    Mode; in Hyper Mode you
                                                    can use EX moves, can
                                                    perform your Super Move, 
                                                    Desperation, Super Combo
                                                    Ender, or your Finisher
                                                    (using the Super Move, 
                                                    Desperation, Super Combo
                                                    Ender or Finisher will end
                                                    Hyper Mode)


Special Moves
-------------
Hizangeki                qcf + P                  LP=short, HP=long; follow ups
                                                    must use the same punch 
                                                    that the initiating
                                                    Hizangeki used
  Slide Kick             qcf + P
    Launch Kick          qcf + P                  can juggle afterwards with
                                                    some maneuvers and can
                                                    even jump after and air
                                                    throw
Kakyaku Ensensyu         qcf + K                  LK=short, HK=long
Hisensyu                 hcb + K                  LK=short, HK=far
Hiryusen                 u, d + K in air          LK=slow, HK=fast
Hop Hiryusen             u, d + K                 LK=slow, HK=fast
Wall Jump                Charge d for 2 seconds,  using ub/u will have her jump
                           ub/u/uf + K              off the wall behind her,
                                                    while using uf will have
                                                    her jump off the wall in
                                                    front of her
  Tensin Senpu           P
  Hiten Kyaku            K                        overhead
  Flip Bulldog           any direction except     can catch opponent in air or
                           u + LK/HK close to       on the ground; unblockable
                           opponent
Hesen Tyugeki            Charge b for 2 seconds,  holding onto LP+HP will delay
                           f + LP+HP (hold LP+HP    the move (can delay for up
                           to delay)                to 5 seconds)
Reverse Ride             qcb, f + HP close        unblockable


EX Moves
--------
EX Hizangeki             qcf + LP+HP when super   even further than the HP
                           meter is full or         non-EX version
                           when in Hyper Mode
  Slide Kick             qcf + LP+HP
    Launch Kick          qcf + LP+HP              can juggle afterwards with
                                                    some maneuvers and can
                                                    even jump after and air
                                                    throw
EX Kakyaku Ensensyu      qcf + LK+HK when super   performs 2 Kakyaku Ensenyus
                           meter is full or 
                           when in Hyper Mode
EX Hisensyu              hcb + LK+HK when         much farther than the HK
                           super meter is full      non-EX version
                           or when in Hyper Mode
Hiryusen                 u, d + LK+HK in air      faster than the HK non-EX
                           when super meter is      version
                           full or when in 
                           Hyper Mode    
Hop Hiryusen             u, d + LK+HK when super  faster than the HK non-EX
                           meter is full or         version
                           when in Hyper Mode


Super Move 
----------
Super Hesen Tyugeki      Charge b for 2 seconds,  holding onto LP+HP will delay
                           f + LP+HP (hold LP+HP    the move (can delay for up
                           to delay)                to 5 seconds)

                        
Desperation 
-----------
Hesen                    hcb, f + LP+HP
       

Chain Attacks 
-------------
Punch Starters        
``````````````  
LP close (*)--> HP        -----> HP         ----> HP (_, E)
HP close (*) |  f + LP       |                    HK (E)
df + LP      |               |                    d + HK (_, E)
             |               |
             |               |
             |               --> LP         ----> HP       -----> f + LP (SE)
             |               |                    f + HP (O)      f + LP+LK(SE)
             |               |                                    HP (L, E)
             |               |                                    f + HP (T, E)
             |               |                                    HK (E)
             |               |                                    f + HK (O, E)
             |               |
             |               |
             |               --> f + HP (O) ----> HP (L, E)
             |                                    HK (E)
             |                                    f + HK (O, E)
             |
             |
             -> HK        -----> HP         ----> HP (_, E)
                             |                    HK (E)
                             |                    d + HK (_, E)
                             |
                             |
                             --> d + HK (_) ----> d + HK (_)----> d + HK (_, E)
                                                  HK (E)          HK (E)


Kick Starters
`````````````
LK close   ---> HP        -----> HP         ----> HP (_, E)
f + LK (O)   |  f + LP       |                    HK (E)
             |               |                    d + HK (_, E)
             |               |
             |               |
             |               --> LP         ----> HP       -----> f + LP (SE)
             |               |                    f + HP (O)      f + LP+LK(SE)
             |               |                                    HP (L, E)
             |               |                                    f + HP (T, E)
             |               |                                    HK (E)
             |               |                                    f + HK (O, E)
             |               |
             |               |
             |               --> f + HP (O) ----> HP (L, E)
             |                                    HK (E)
             |                                    f + HK (O, E)
             |
             |
             -> HK        -----> HP         ----> HP (_, E)
                             |                    HK (E)
                             |                    d + HK (_, E)
                             |
                             |
                             --> d + HK (_) ----> d + HK (_)----> d + HK (_, E)
                                                  HK (E)          HK (E)


HK far     ---> HP        -----> HP (_, E)
             |                   HK (E)
             |                   d + HK (_, E)
             |
             |
             -> d + HK (_)-----> d + HK (_) ----> d + HK (_, E)
                                 HK (E)           HK (E)





*******************************************************************************
* 3.8 Goemon                                                                  *
*******************************************************************************
Colors
------
LP - Blue costume w/ Red trim
HP - Red costume w/ Yellow trim
    


                    `````````````````````````````````````
                                 While Armed 
                    ````````````````````````````````````` 

Throws
------
Throw Away               f + HP close             throws opponent behind him;
                                                    can juggle afterwards with
                                                    some maneuvers and can
                                                    even jump after and air
                                                    throw
Earth Direct             any direction except
                           u + HP close in air


Basic Moves
-----------
Shin Kick                LK far                   must be blocked low
Shin Tap                 LK close                 must be blocked low
Metal Charge             ub/uf, HP                overhead; knocks opponent out
                                                    of the air
Metal Chop               u, HP                    overhead; knocks opponent out
                                                    of the air


Command Moves
-------------
Flying Kick              Dash Forward, df + HK    overhead
Long Palm Strike         f + LP                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Charging                 df + LP                  overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Put Weapon Away          LK+HP                    refer to unarmed movelist
Ducking Put Away W.      d + LK+HP                refer to unarmed movelist
Chain Claw               f + LK+HP when weapon    claw can hit opponent for
                           is on the ground         damage; claw can also
                                                    "grab" your dropped
                                                    weapon and toss it back
                                                    toward you
                                                    
  Catch Weapon           LK+HP just as your
                           weapon is in front
                           of you
Hyper Mode Activation    LP+LK+HP when super      blast can knock opponent
                           meter is full            back; bar turns to Hyper
                                                    meter and will deplete 
                                                    slowly, and once empty you
                                                    will no longer be in Hyper
                                                    Mode; in Hyper Mode you
                                                    can use EX moves, can
                                                    perform your Super Move, 
                                                    Desperation, Super Combo
                                                    Ender, or your Finisher
                                                    (using the Super Move, 
                                                    Desperation, Super Combo
                                                    Ender or Finisher will end
                                                    Hyper Mode)


Special Moves
-------------
Gogekiho                 qcf + P                  LP=slow, HP=fast; will 
                                                    collide with other
                                                    projectiles as both
                                                    will be "destroyed" in
                                                    the process
Bakuensho                f, d, df + P (hold P     the motion is not as loose as
                           to delay)                other "dragon punch"
                                                    inputs, so if you over 
                                                    rotate you'll get the
                                                    Gogekiho accidentally;
                                                    HP version is thrown only
                                                    slightly further; holding P
                                                    will delay him in throwing
                                                    the bomb; the opponent can
                                                    run into Goemon's bomb
                                                    while he is holding
                                                    (delaying) it
Tenchu Baku              qcf + K                  LK=short, HK=long; follow ups
                                                    must use the same kick that
                                                    the initiating Tenchu Baku
                                                    used
  Forward Palm           qcf + K
    Sweeping Fist Finish qcf + K
Tekkyu Kaengoku          qcb, f + LP+HP
Point Blank              b, d, db + HK close      unblockable
 

EX Moves
--------
EX Gogekiho              qcf + LP+HP when super   will collide with other
                           meter is full or         projectiles as both
                           when in Hyper Mode       will be "destroyed" in
                                                    the process; slightly
                                                    faster than HP non-EX
                                                    version
EX Bakuensho             f, d, df + LP+HP (hold   the motion is not as loose as
                           LP+HP to delay) when     other "dragon punch"
                           super meter is full      inputs, so if you over 
                           or when in Hyper         rotate you'll get the
                           Mode                     Gogekiho accidentally;
                                                    the blast is larger than
                                                    the non-EX versions;
                                                    holding LP+HP will delay
                                                    him in throwing the bomb;
                                                    the opponent can run into
                                                    Goemon's bomb while he is
                                                    holding (delaying) it
EX Tenchu Baku           qcf + LK+HK when super   travels further than HK
                           meter is full or         non-EX version
                           when in Hyper Mode
  Forward Palm           qcf + LK+HK
    Sweeping Fist Finish qcf + LK+HK


Super Move 
----------
Super Tekkyu Kaengoku    qcb, f + LP+HP

                        
Desperation 
-----------
Rekka Messtusyo          b, d, db, f + LP+LK      
                                            

Weapon Chain Attacks 
-------------------- 
Punch Starters        
``````````````  
LP far     ---> HP (*)    -----> HP         ----> qcf + HP (E)
LP close     |  LK           |                    f + HP (O, E)
             |               |                    d + HK (_, E)
             |               |
             |               |
             |               --> LK         ----> HP       -----> qcf + HP (E)
             |               |                 |  f + LP (O, E)   f + HP (O, E)
             |               |                 |  d + HK (_, E)   d + HK (_, E)
             |               |                 |
             |               |                 |
             |               |                 -> HK       -----> HK (O, L, E)
             |               |
             |               |
             |               --> HK         ----> HK (O, L, E)
             |                  
             |
             |
             -> HK        -----> HK (O, L, E)


f + LP (O) ---> f + HP (O, E)


df + LP (O)---> HP        -----> HP         ----> HP       -----> qcf + HP (E)
                f + LP (O, E)    f + HP (SE)                      f + HP (O, E)
                                 qcf + HP (E)                     d + HK (_, E)


HP close (*)--> HP        -----> qcf + HP (E)
             |                   f + HP (O, E)
             |                   d + HK (_, E)
             |
             |
             -> LK        -----> HP         ----> qcf + HP (E)
             |               |   f + LP (O, E)    f + HP (O, E)
             |               |   d + HK (_, E)    d + HK (_, E)
             |               |
             |               |
             |               --> HK         ----> HK (O, L, E)
             |
             |
             -> HK        -----> HK (O, L, E)


Kick Starters
`````````````
LK close (_)--> HP        -----> qcf + HP (E)
             |                   f + HP (O, E)
             |                   d + HK (_, E)
             |
             |
             -> LK        -----> HP         ----> qcf + HP (E)
             |                |  f + LP (O, E)    f + HP (O, E)
             |                |  d + HK (_, E)    d + HK (_, E)
             |                |
             |                |
             |                -> HK         ----> HK (O, L, E)
             |
             |
             -> HK        -----> HK (O, L, E)   



HK close (*)--> HP (*)    -----> HP         ----> qcf + HP (E)
             |  LK           |                    f + HP (O, E)
             |               |                    d + HK (_, E)
             |               |
             |               |
             |               --> LK         ----> HP       -----> qcf + HP (E)
             |               |                 |  f + LP (O, E)   f + HP (O, E)
             |               |                 |  d + HK (_, E)   d + HK (_, E)
             |               |                 |
             |               |                 |
             |               |                 -> HK       -----> HK (O, L, E)
             |               |
             |               |
             |               --> HK         ----> HK (O, L, E)
             |                  
             |
             |
             -> HK        -----> HK (O, L, E)



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

Throws
------
Throw Away               f + HP close             throws opponent behind him;
                                                    can juggle afterwards with
                                                    some maneuvers and can
                                                    even jump after and air
                                                    throw
Earth Direct             any direction except
                           u + HP close in air


Basic Moves
-----------
Sweeping Fist            HP far                   knocks opponent down
Shin Kick                LK far                   must be blocked low
Shin Tap                 LK close                 must be blocked low


Command Moves
-------------
Flying Kick              Dash Forward, df + HK    overhead
Chained Weight           d + HP in air            overhead
Ball And Chain           d + HP                   both hits must be blocked low
Hidden Chains            b + HP
Long Palm Strike         f + LP                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Charging                 df + LP                  overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Draw Weapon              LK+HP                    refer to armed movelist
Ducking Draw Weapon      d + LK+HP                refer to armed movelist
Chain Claw               f + LK+HP when weapon    claw can hit opponent for
                           is on the ground         damage; claw can also
                                                    "grab" your dropped
                                                    weapon and toss it back
                                                    toward you
                                                    
  Catch Weapon           LK+HP just as your
                           weapon is in front
                           of you
Hyper Mode Activation    LP+LK+HP when super      blast can knock opponent
                           meter is full            back; bar turns to Hyper
                                                    meter and will deplete 
                                                    slowly, and once empty you
                                                    will no longer be in Hyper
                                                    Mode; in Hyper Mode you
                                                    can use EX moves, can
                                                    perform your Super Move, 
                                                    Desperation, Super Combo
                                                    Ender, or your Finisher
                                                    (using the Super Move, 
                                                    Desperation, Super Combo
                                                    Ender or Finisher will end
                                                    Hyper Mode)


Special Moves
-------------
Jitekkyu                 qcf + P                  LP=slow, HP=fast; will 
                                                    collide with other
                                                    projectiles (low) as both
                                                    will be "destroyed" in
                                                    the process; must be
                                                    blocked low
Bakuensho                f, d, df + P (hold P     the motion is not as loose as
                           to delay)                other "dragon punch"
                                                    inputs, so if you over 
                                                    rotate you'll get the
                                                    Jitekkyu accidentally;
                                                    HP version is thrown only
                                                    slightly further; holding P
                                                    will delay him in throwing
                                                    the bomb; the opponent can
                                                    run into Goemon's bomb
                                                    while he is holding
                                                    (delaying) it
Kaensho                  qcb + P                  absorbs projectiles
Tenchu Baku              qcf + K                  LK=short, HK=long; follow ups
                                                    must use the same kick that
                                                    the initiating Tenchu Baku
                                                    used
  Forward Palm           qcf + K
    Sweeping Fist Finish qcf + K
Tekkyu Kaengoku          qcb, f + LP+HP
Savage Beating           b, d, db + HK close      unblockable
 

EX Moves
--------
EX Jitekkyu              qcf + LP+HP when super   will collide with other
                           meter is full or         projectiles (low) as both
                           when in Hyper mode       will be "destroyed" in
                                                    the process; must be
                                                    blocked low; slightly
                                                    faster than the HP non-EX
                                                    version
EX Bakuensho             f, d, df + LP+HP (hold   the motion is not as loose as
                           LP+HP to delay) when     other "dragon punch"
                           super meter is full      inputs, so if you over 
                           or when in Hyper         rotate you'll get the
                           Mode                     Jitekkyu accidentally;
                                                    the blast is larger than
                                                    the non-EX versions;
                                                    holding LP+HP will delay
                                                    him in throwing the bomb;
                                                    the opponent can run into
                                                    Goemon's bomb while he is
                                                    holding (delaying) it
EX Kaensho               qcb + LP+HP when super   absorbs projectiles; slightly
                           meter is full or         larger than non-EX versions
                           when in Hyper Mode
EX Tenchu Baku           qcf + LK+HK when super   travels further than HK
                           meter is full or         non-EX version
                           when in Hyper Mode
  Forward Palm           qcf + LK+HK
    Sweeping Fist Finish qcf + LK+HK


Super Move 
----------
Super Tekkyu Kaengoku    qcb, f + LP+HP

                        
Desperation 
-----------
Rekka Messtusyo          b, d, db, f + LP+LK
                                            

Finisher
--------
Secret Arsenal           b, f, d, df + LP+LK                         


Chain Attacks 
-------------
Punch Starters        
``````````````  
LP far     ---> HP (*)    -----> HP         ----> f + HP (O, E)
LP close     |  LK           |                    d + HK (_, E)
             |               |
             |               |
             |               --> LK         ----> HP       -----> f + HP (O, E)
             |               |                 |  b + HP (E)      d + HK (_, E)
             |               |                 |  f + LP (O, E)  
             |               |                 |  d + HK (_, E)
             |               |                 |
             |               |                 |
             |               |                 -> HK       -----> HK (O, L, E)
             |               |
             |               |
             |               --> HK         ----> HK (O, L, E)
             |                  
             |
             |
             -> HK        -----> HK (O, L, E)


f + LP (O) ---> f + HP (O, E)


df + LP (O)---> HP        -----> HP         ----> HP       -----> f + HP (O, E)
                f + LP (O, E)    f + HP (SE)                      d + HK (_, E)
                                                                  


HP close (*)--> HP        -----> f + HP (O, E)
             |                   d + HK (_, E)
             |
             |
             -> LK        -----> HP         ----> f + HP (O, E)
             |               |   b + HP (E)       d + HK (_, E)
             |               |   f + LP (O, E)   
             |               |   d + HK (_, E)
             |               |
             |               |
             |               --> HK         ----> HK (O, L, E)
             |
             |
             -> HK        -----> HK (O, L, E)


Kick Starters
`````````````
LK close (_)--> HP        -----> f + HP (O, E)
             |                   d + HK (_, E)
             |
             |
             -> LK        -----> HP         ----> f + HP (O, E)
             |                |  b + HP (E)       d + HK (_, E)
             |                |  f + LP (O, E)     
             |                |  d + HK (_, E)
             |                |
             |                |
             |                -> HK         ----> HK (O, L, E)
             |
             |
             -> HK        -----> HK (O, L, E)   



HK close (*)--> HP (*)    -----> HP         ----> f + HP (O, E)
             |  LK           |                    d + HK (_, E)
             |               |
             |               |
             |               --> LK         ----> HP       -----> f + HP (O, E)
             |               |                 |  b + HP (E)      d + HK (_, E)
             |               |                 |  f + LP (O, E)   
             |               |                 |  d + HK (_, E)
             |               |                 |
             |               |                 |
             |               |                 -> HK       -----> HK (O, L, E)
             |               |
             |               |
             |               --> HK         ----> HK (O, L, E)
             |                  
             |
             |
             -> HK        -----> HK (O, L, E)





*******************************************************************************
* 3.9 Houoh                                                                   *
*******************************************************************************
Colors
------
LP - Purple costume
HP - Carmine costume
    


                    `````````````````````````````````````
                                 While Armed 
                    ````````````````````````````````````` 

Throws
------
Rough Dump               f + HP close             throws opponent behind him
Layback Launch           f + HK close             throws opponent behind him;
                                                    can juggle afterwards with
                                                    some maneuvers and can
                                                    even jump after and air
                                                    throw         
Neckringer Slam          any direction except
                           u + HP close in air


Basic Moves
-----------
High Snap                HK far                   2 hits
Air Slash                ub/u/uf, HP              overhead; knocks opponent out
                                                    of the air


Command Moves
-------------
Backfist                 f + HP
Back Swipe               f + LP                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Backflip                 b + HK
Side Kick                f + LK                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Hop Knee                 b + LK
Put Weapon Away          LK+HP                    refer to unarmed movelist
Ducking Put Away W.      d + LK+HP                refer to unarmed movelist
Hyper Mode Activation    LP+LK+HP when super      blast can knock opponent
                           meter is full            back; bar turns to Hyper
                                                    meter and will deplete 
                                                    slowly, and once empty you
                                                    will no longer be in Hyper
                                                    Mode; in Hyper Mode you
                                                    can use EX moves, can
                                                    perform your Super Move, 
                                                    Desperation, Super Combo
                                                    Ender, or your Finisher
                                                    (using the Super Move, 
                                                    Desperation, Super Combo
                                                    Ender or Finisher will end
                                                    Hyper Mode)


Special Moves
-------------
Kishinzan                hcf + P                  LP=short, HP=far; follow ups
                                                    must use the same punch
                                                    that the initiating 
                                                    Kishinzan used
  Side Kick              qcf + P
    Backflip Finish      qcf + P
Kusenkoh                 Charge b for 2 seconds,  LP=slow, HP=fast; will
                           f + P                    collide with other
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Chiretsusen              Charge b for 2 seconds,  LK=slow, HK=fast; will
                           f + K                    collide with other
                                                    projectiles (low) as both
                                                    will be "destroyed" in the
                                                    process
Houoh Tenbu              Charge d for 2 seconds,  LK=short, HK=far
                           u + K 
Haja Reihadoh            qcb, f + LP+HP (hold     blast absorbs projectiles;
                           LP+HP to delay move      holding LP+HP will charge
                           and charge your          your meter while at the
                           meter)                   same time, delaying the
                                                    move; once the super meter
                                                    is filled, you can no 
                                                    longer delay and Houoh
                                                    will create the blast
Deadly Palm              b, f, df, d + HP close   unblockable



EX Moves
--------
EX Kishinzan             hcf + LP+HP when super   travels farther than the HP
                           meter is full or         non-EX version
                           when in Hyper Mode
  Side Kick              qcf + LP+HP
    Backflip Finish      qcf + LP+HP
EX Kusenkoh              Charge b for 2 seconds,  will collide with other
                           f + LP+HP when super     projectiles as both will
                           meter is full or when    be "destroyed" in the
                           in Hyper Mode            process; larger projectile
                                                    than non-EX versions
EX  Chiretsusen          Charge b for 2 seconds,  will collide with other
                           f + LK+HK when super     projectiles (low) as both
                           meter is full or when    will be "destroyed" in the
                           in Hyper Mode            process; larger projectile
                                                    than non-EX versions
EX Houoh Tenbu           Charge d for 2 seconds,  farther than the HK non-EX
                           u + LK+HK when super     version
                           meter is full or when
                           in Hyper Mode


Super Move 
----------
Super Haja Reihadoh      qcb, f + LP+HP           blast absorbs projectiles

                        
Desperation 
-----------
Dainichi Syanasyorai     b, db, d, u + LP+LK


Finisher 
--------  
Musoutaiyoken            hcb, f, df, d + LP+LK    fire can absorb projectiles
                                                      

Weapon Chain Attacks 
-------------------- 
Punch Starters        
``````````````  
LP far     ---> HP (*)    -----> LP         -----> f + HP (SE)
LP close        HK           |                     f + LK (O, E)
                b + HK (E)   |           
                             |
                             --> HP (*)     -----> d + HK  -----> d + HK (_, E)
                             |   f + HP             (_, L)        HK (E)  
                             |                     HK (E)
                             |
                             |
                             --> HK (O)     -----> HP (E)
                                                   HK (E)
                                                   b + HK (E)


HP close (*)--> LP        -----> HP (*)     -----> d + HK  -----> d + HK (_, E)
             |  b + HK (E)   |   f + HP             (_, L)        HK (E)  
             |               |                     HK (E)
             |               |
             |               |
             |               --> HK (O)     -----> HP (E)
             |                                     HK (E)
             |                                     b + HK (E)
             |
             |
             -> HK        -----> LP         -----> f + HP (SE)
                             |                     f + LK (O, E)
                             |
                             |
                             --> HP (*)     -----> d + HK  -----> d + HK (_, E)
                             |   f + HP             (_, L)        HK (E)  
                             |                     HK (E)
                             |
                             |
                             --> HK (O)     -----> HP (E)
                                                   HK (E)
                                                   b + HK (E)


Kick Starters
`````````````
LK close   ---> HP (*)    -----> LP         -----> f + HP (SE)
                HK           |                     f + LK (O, E)
                b + HK (E)   |           
                             |
                             --> HP (*)     -----> d + HK  -----> d + HK (_, E)
                             |   f + HP             (_, L)        HK (E)  
                             |                     HK (E)
                             |
                             |
                             --> HK (O)     -----> HP (E)
                                                   HK (E)
                                                   b + HK (E)


HK close   ---> HK        -----> LP         -----> f + HP (SE)
             |  b + HK (E)   |                     f + LK (O, E)
             |               |           
             |               |
             |               --> HP (*)     -----> d + HK  -----> d + HK (_, E)
             |               |   f + HP             (_, L)        HK (E)  
             |               |                     HK (E)
             |               |
             |               |
             |               --> HK (O)     -----> HP (E)
             |                                     HK (E)
             |                                     b + HK (E)  
             |
             |
             -> LP        -----> HP (*)     -----> d + HK  -----> d + HK (_, E)
                             |   f + HP             (_, L)        HK (E)  
                             |                     HK (E)
                             |             
                             |
                             --> HK (O)     -----> HP (E)
                                                   HK (E)
                                                   b + HK (E) 



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


Throws
------
Rough Dump               f + HP close             throws opponent behind him
Layback Launch           f + HK close             throws opponent behind him;
                                                    can juggle afterwards with
                                                    some maneuvers and can
                                                    even jump after and air
                                                    throw         
Neckringer Slam          any direction except
                           u + HP close in air


Basic Move
----------
High Snap                HK far                   2 hits


Command Moves
-------------
Downward Palm            f + LP                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Backflip                 b + HK
Side Kick                f + LK                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Hop Knee                 b + LK
Draw Weapon              LK+HP                    refer to armed movelist
Ducking Draw Weapon      d + LK+HP                refer to armed movelist
Hyper Mode Activation    LP+LK+HP when super      blast can knock opponent
                           meter is full            back; bar turns to Hyper
                                                    meter and will deplete 
                                                    slowly, and once empty you
                                                    will no longer be in Hyper
                                                    Mode; in Hyper Mode you
                                                    can use EX moves, can
                                                    perform your Super Move, 
                                                    Desperation, Super Combo
                                                    Ender, or your Finisher
                                                    (using the Super Move, 
                                                    Desperation, Super Combo
                                                    Ender or Finisher will end
                                                    Hyper Mode)


Special Moves
-------------
Kishinzan                hcf + P                  LP=short, HP=far; follow ups
                                                    must use the same punch
                                                    that the initiating
                                                    Kishinzan used
  Side Kick              qcf + P
    Backflip Finish      qcf + P
Kusenkoh                 Charge b for 2 seconds,  LP=slow, HP=fast; will
                           f + P                    collide with other
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Chiretsusen              Charge b for 2 seconds,  LK=slow, HK=fast; will
                           f + K                    collide with other
                                                    projectiles (low) as both
                                                    will be "destroyed" in the
                                                    process
Houoh Tenbu              Charge d for 2 seconds,  LK=short, HK=far
                           u + K 
Haja Reihadoh            qcb, f + LP+HP (hold     blast absorbs projectiles;
                           LP+HP to delay move      holding LP+HP will charge
                           and charge your          your meter while at the
                           meter)                   same time, delaying the
                                                    move; once the super meter
                                                    is filled, you can no 
                                                    longer delay and Houoh
                                                    will create the blast
Deadly Palm              b, f, df, d + HP close   unblockable



EX Moves
--------
EX Kishinzan             hcf + LP+HP when super   travels farther than the HP
                           meter is full or         non-EX version
                           when in Hyper Mode
  Side Kick              qcf + LP+HP
    Backflip Finish      qcf + LP+HP
EX Kusenkoh              Charge b for 2 seconds,  will collide with other
                           f + LP+HP when super     projectiles as both will
                           meter is full or when    be "destroyed" in the
                           in Hyper Mode            process; larger projectile
                                                    than non-EX versions
EX  Chiretsusen          Charge b for 2 seconds,  will collide with other
                           f + LK+HK when super     projectiles (low) as both
                           meter is full or when    will be "destroyed" in the
                           in Hyper Mode            process; larger projectile
                                                    than non-EX versions
EX Houoh Tenbu           Charge d for 2 seconds,  farther than the HK non-EX
                           u + LK+HK when super     version
                           meter is full or when
                           in Hyper Mode


Super Move 
----------
Super Haja Reihadoh      qcb, f + LP+HP           blast absorbs projectiles

                        
Desperation 
-----------
Dainichi Syanasyorai     b, db, d, u + LP+LK


Chain Attacks 
-------------
Punch Starters        
``````````````  
LP far     ---> HP (*)    -----> LP (*)     -----> f + HP (SE)
LP close        HK           |                     f + LK (O, E)
                b + HK (E)   |           
                             |
                             --> HP (*)     -----> d + HK  -----> d + HK (_, E)
                             |   f + HP             (_, L)        HK (E)  
                             |                     HK (E)
                             |
                             |
                             --> HK (O)     -----> HP (E)
                                                   HK (E)
                                                   b + HK (E)


HP close (*)--> LP        -----> HP (*)     -----> d + HK  -----> d + HK (_, E)
             |  b + HK (E)   |   f + HP             (_, L)        HK (E)  
             |               |                     HK (E)
             |               |
             |               |
             |               --> HK (O)     -----> HP (E)
             |                                     HK (E)
             |                                     b + HK (E)
             |
             |
             -> HK        -----> LP (*)     -----> f + HP (SE)
                             |                     f + LK (O, E)
                             |
                             |
                             --> HP (*)     -----> d + HK  -----> d + HK (_, E)
                             |   f + HP             (_, L)        HK (E)  
                             |                     HK (E)
                             |
                             |
                             --> HK (O)     -----> HP (E)
                                                   HK (E)
                                                   b + HK (E)


Kick Starters
`````````````
LK close   ---> HP (*)    -----> LP (*)     -----> f + HP (SE)
                HK           |                     f + LK (O, E)
                b + HK (E)   |           
                             |
                             --> HP (*)     -----> d + HK  -----> d + HK (_, E)
                             |   f + HP             (_, L)        HK (E)  
                             |                     HK (E)
                             |
                             |
                             --> HK (O)     -----> HP (E)
                                                   HK (E)
                                                   b + HK (E)


HK close   ---> HK        -----> LP (*)     -----> f + HP (SE)
             |  b + HK (E)   |                     f + LK (O, E)
             |               |           
             |               |
             |               --> HP (*)     -----> d + HK  -----> d + HK (_, E)
             |               |   f + HP             (_, L)        HK (E)  
             |               |                     HK (E)
             |               |
             |               |
             |               --> HK (O)     -----> HP (E)
             |                                     HK (E)
             |                                     b + HK (E)  
             |
             |
             -> LP (*)    -----> HP (*)     -----> d + HK  -----> d + HK (_, E)
                             |   f + HP             (_, L)        HK (E)  
                             |                     HK (E)
                             |             
                             |
                             --> HK (O)     -----> HP (E)
                                                   HK (E)
                                                   b + HK (E) 





*******************************************************************************
* 3.10 Tenho                                                                  *
*******************************************************************************
Colors
------
LP - Yellow top w/ Green bottoms
HP - Buff top w/ Black bottoms



                    `````````````````````````````````````
                                 While Armed 
                    ````````````````````````````````````` 

Throws
------
Bullseye Blast           f + HP close             
Air Bullseye Blast       any direction except
                           u + HP close in air


Basic Moves
-----------
Slash Storm              HP far                   2 hits
Switch Punishment        ub/uf, HP                overhead; will knock opponent
                                                    out of the air
Uppercut Swing           u, HP                    overhead; will knock opponent
                                                    out of the air
Frog Hop                 u, HK                    overhead; knocks opponent
                                                    down


Command Moves
-------------
Triangle Jump            jump towards the wall,
                           then away
Wall Hold                jumps towards the wall,
                           then press b
  Crawl Up Wall          u
  Crawl Down Wall        d
  Jump Off Wall          f                        can NOT perform any attacks
                                                    while coming off the wall
  Shoulder Dive          P                        will dive off the wall;
                                                    overhead
  Foot Plant             K                        will dive off the wall;
                                                    overhead
  Frog Leap              b + HK                   will jump to the opposite
                                                    wall and hold onto it
Double Stomp             d + LK in air            overhead
Slash Storm              f + HP close             2 hits
Nimble Swipe             b + HP far
Slide                    d + HK                   must be blocked low
High Kick                f + LK                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Put Weapon Away          LK+HP                    refer to unarmed movelist
Ducking Put Away W.      d + LK+HP                refer to unarmed movelist
Hyper Mode Activation    LP+LK+HP when super      blast can knock opponent
                           meter is full            back; bar turns to Hyper
                                                    meter and will deplete 
                                                    slowly, and once empty you
                                                    will no longer be in Hyper
                                                    Mode; in Hyper Mode you
                                                    can use EX moves, can
                                                    perform your Super Move, 
                                                    Desperation, Super Combo
                                                    Ender, or your Finisher
                                                    (using the Super Move, 
                                                    Desperation, Super Combo
                                                    Ender or Finisher will end
                                                    Hyper Mode)


Special Moves
-------------
Jubaku Fu                qcf + P                  LP=short, HP=far; will 
                                                    collide with other
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process; if this connects
                                                    (not blocked), the opponent
                                                    will be stunned for a short
                                                    time
Senkuken                 f, d, df + P             LP=short, HP=far; follow ups
                                                    must use the same punch
                                                    that the initiating 
                                                    Senkuken used
  Second Senkuken        qcf + P
    Senkuken Finish      qcf + P
Senkudan                 qcf + K                  LK=short, HK=very long
Shugoju Retsudan         Charge HK (for at least  the longer the charge, the
                           3 seconds), release      more damage and range when
                                                    released; Charge for:
                                                       3-10 seconds = Level 1
                                                       11-20 seconds = Level 2
                                                       21+ seconds = Final
Taikyokuha               qcb, hcf + LP+HP
Powered Spirit           b, d, db + HP close      unblockable
                                                       

EX Moves
--------
EX Jubaku Fu             qcf + LP+HP when super   full screen distance compared
                           meter is full or         to the HP non-EX version;
                           when in Hyper Mode       will collide with other
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process; if this connects
                                                    (not blocked), the opponent
                                                    will be stunned for a short
                                                    time
EX Senkuken              f, d, df + LP+HP when    farther than the HP non-EX
                           super meter is full      version
                           or when in Hyper
                           Mode
  Second Senkuken        qcf + LP+HP
    Senkuken Finish      qcf + LP+HP
EX Senkudan              qcf + LK+HK when super   travels only a tad bit longer
                           meter is full or         than the HK non-EX version
                           when in Hyper Mode
                                                    

Super Move 
----------
Super Taikyokuha         qcb, hcf + LP+HP      
                        

Desperation 
-----------
Senjin Fuja              hcb, f, df, d + LP+LK
                                                  

Weapon Chain Attacks 
--------------------  
Punch Starters        
``````````````  
LP close (*)--> HP        -----> LP (*)     ----> HP       -----> HP (E)
                LK (*)           LK            |  b + HP (E)      HK (E)
                                 f + HP (E)    |  f + LK (O, E)
                                 d + HP (*, E) |  
                                 HP (E)        |         
                                               -> HK       -----> f + LK (O)-+
                                               |                  HP (E)     |
                                               |                             |
                                               |                             |
                                               |               HP (O, E) <---+
                                               |
                                               |
                                               -> f + HK   -----> f + HP (SE)
                                                                  HP (E)
                                                                  f + HK (E)


HP close   ---> HP (E)
                HK (E)

          
Kick Starters
`````````````
LK close (*)--> HP        -----> LP (*)     ----> HP       -----> HP (E)
                LK (*)           LK            |  b + HP (E)      HK (E)
                                 f + HP (E)    |  f + LK (O, E)
                                 d + HP (*, E) |  
                                 HP (E)        |         
                                               -> HK       -----> f + LK (O)-+
                                               |                  HP (E)     |
                                               |                             |
                                               |                             |
                                               |               HP (O, E) <---+
                                               |
                                               |
                                               -> f + HK   -----> f + HP (SE)
                                                                  HP (E)
                                                                  f + HK (E)

HK close   ---> f + LK (O)-----> HP (O, E)
                HP (E)



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

Throws
------
Bullseye Blast           f + HP close             
Air Bullseye Blast       any direction except
                           u + HP close in air


Basic Moves
-----------
Frog Hop                 u, HK                    overhead; knocks opponent
                                                    down


Command Moves
-------------
Triangle Jump            jump towards the wall,
                           then away
Wall Hold                jumps towards the wall,
                           then press b
  Crawl Up Wall          u
  Crawl Down Wall        d
  Jump Off Wall          f                        can NOT perform any attacks
                                                    while coming off the wall
  Shoulder Dive          P                        will dive off the wall;
                                                    overhead
  Foot Plant             K                        will dive off the wall;
                                                    overhead
Double Stomp             d + LK in air            overhead
One Two Poke             d + LP                   2 hits
Slide                    d + HK                   must be blocked low
High Kick                f + LK                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Draw Weapon              LK+HP                    refer to armed movelist
Ducking Draw Weapon      d + LK+HP                refer to armed movelist
Hyper Mode Activation    LP+LK+HP when super      blast can knock opponent
                           meter is full            back; bar turns to Hyper
                                                    meter and will deplete 
                                                    slowly, and once empty you
                                                    will no longer be in Hyper
                                                    Mode; in Hyper Mode you
                                                    can use EX moves, can
                                                    perform your Super Move, 
                                                    Desperation, Super Combo
                                                    Ender, or your Finisher
                                                    (using the Super Move, 
                                                    Desperation, Super Combo
                                                    Ender or Finisher will end
                                                    Hyper Mode)


Special Moves
-------------
Jubaku Fu                qcf + P                  LP=short, HP=far; will 
                                                    collide with other
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process; if this connects
                                                    (not blocked), the opponent
                                                    will be stunned for a short
                                                    time
Senkuken                 f, d, df + P             LP=short, HP=far; follow ups
                                                    must use the same punch
                                                    that the initiating
                                                    Senkuken used
  Second Senkuken        qcf + P
    Senkuken Finish      qcf + P
Tenmaen Satsujin         hcb + P
Senkudan                 qcf + K                  LK=short, HK=very long
Senmetsu Sho             tap P rapidly            LP version can be tapped out
                                                    longer
Shugoju Retsudan         Charge HK (for at least  the longer the charge, the
                           3 seconds), release      more damage and range when
                                                    released; Charge for:
                                                       3-10 seconds = Level 1
                                                       11-20 seconds = Level 2
                                                       21+ seconds = Final
Taikyokuha               qcb, hcf + LP+HP
Powered Spirit           b, d, db + HP close      unblockable
                                                       

EX Moves
--------
EX Jubaku Fu             qcf + LP+HP when super   full screen distance compared
                           meter is full or         to the HP non-EX version;
                           when in Hyper Mode       will collide with other
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process; if this connects
                                                    (not blocked), the opponent
                                                    will be stunned for a short
                                                    time
EX Senkuken              f, d, df + LP+HP when    farther than the HP non-EX
                           super meter is full      version
                           or when in Hyper
                           Mode
  Second Senkuken        qcf + LP+HP
    Senkuken Finish      qcf + LP+HP
EX Tenmaen Satsujin      hcb + LP+HP when super   performs two Tenmaen Satsujins
                           meter is full or
                           when in Hyper Mode
EX Senkudan              qcf + LK+HK when super   travels only a tad bit longer
                           meter is full or         than the HK non-EX version
                           when in Hyper Mode
EX Senmetsu Sho          tap LP+HP rapidly        can be tapped out longer than
                           when super meter is      LP non-EX version
                           full or when in
                           Hyper Mode
                                                    

Super Move 
----------
Super Taikyokuha         qcb, hcf + LP+HP      
                        

Desperation 
-----------
Senjin Fuja              hcb, f, df, d + LP+LK
                                                  

Finisher
--------
Ofuda Engulf             Charge LP for up to 3
                           seconds, qcb, release
                           LP


Chain Attacks 
------------- 
Punch Starters        
``````````````   
LP close (*)--> HP        -----> HP         ----> HP       -----> f + LP (O)-+
                LK (*)        |  LK            |  f + LK (O, E)              |
                              |  d + HP (*, E) |                             |
                              |                |                  HP (E) <---+
                              |                |
                              |                |
                              |                -> f + HK   -----> f + HP (SE)
                              |                                   f + HK (E)
                              |
                              |
                              -> f + HP (*) ----> LK (L, E)
                                                  HK (E)

HP close (*)--> LK (L, E)
                HK (E)


Kick Starters
`````````````
LK close (*)--> HP        -----> HP         ----> HP       -----> f + LP (O)-+
                LK (*)        |  LK            |  f + LK (O, E)              |
                              |  d + HP (*, E) |                             |
                              |                |                  HP (E) <---+
                              |                |
                              |                |
                              |                -> f + HK   -----> f + HP (SE)
                              |                                   f + HK (E)
                              |
                              |
                              -> f + HP (*) ----> LK (L, E)
                                                  HK (E)


HK close   ---> f + LP (O)-----> HP (E)





-------------------------------------------------------------------------------
|   To select the following two bosses, you must first enter a code at the    |
|  character select screen.  If you are 1 player, highlight Kamui and enter:  |
|                                                                             |
|  Left, Down, Left, Up, Left, Down, Left, Up, Right, Down, Right, Up, LK+HK  |
|                                                                             |
|     If you are second player, then you must highlight Sasuke and enter:     |
|                                                                             |
| Right, Down, Right, Up, Right, Down, Right, Up, Left, Down, Left Up, LK+HK  |
-------------------------------------------------------------------------------





*******************************************************************************
* 3.11 Ranmaru                                                                *
*******************************************************************************
Colors
------
LP - Purple costume w/ Alizarin trim
HP - Violet costume w/ Orange trim



                    `````````````````````````````````````
                                 While Armed 
                    ````````````````````````````````````` 

Throw
-----
Push Over                f + HP close             


Basic Moves
-----------
Heel Drop                HK far                   2 hits
Large Slash              ub/u/uf, HP              overhead; will knock opponent
                                                    out of the air


Command Moves
-------------
Spiral Kick              f + LK                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Put Weapon Away          LK+HP                    is able to hit the opponent
                                                    when the weapon is put
                                                    away; refer to unarmed
                                                    movelist
Ducking Put Away W.      d + LK+HP                is able to hit the opponent
                                                    when the weapon is put
                                                    away; must be blocked low;
                                                    refer to unarmed movelist
Hyper Mode Activation    LP+LK+HP when super      blast can knock opponent
                           meter is full            back; bar turns to Hyper
                                                    meter and will deplete 
                                                    slowly, and once empty you
                                                    will no longer be in Hyper
                                                    Mode; in Hyper Mode you
                                                    can use EX moves, can
                                                    perform your Super Move, 
                                                    Desperation, Super Combo
                                                    Ender, or your Finisher
                                                    (using the Super Move, 
                                                    Desperation, Super Combo
                                                    Ender or Finisher will end
                                                    Hyper Mode)


Special Moves
-------------
Vortex Blast             qcf + P                  LP=slow, HP=fast; will
                                                    collide with other
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Floating Slice           hcb + P in air        
Slicing Wind             qcb + K                  launches opponent; can juggle
                                                    afterwards with some
                                                    maneuvers if you don't want
                                                    to use the follow ups; 
                                                    follow ups must use the
                                                    same punch that the
                                                    initiating Slicing Wind
                                                    used
  Floating Slice         qcb + K
    Spin Slice Finish    qcb + K  
Crash Kicks              f, hcf + K               LK=short, HK=long
Ribbon Bite              hcb, f + LP+HP
Blast Palm               hcb + HK close           unblockable


EX Moves
--------
EX Vortex Blast          qcf + LP+HP when super   larger than the non-EX
                           meter is full or         versions; will collide with
                           when in Hyper Mode       other projectiles as both
                                                    will be "destroyed" in the
                                                    process
EX Floating Slice        hcb + LP+HP in air       larger hitbox than the non-EX
                           when super meter is      versions
                           full or when in Hyper
                           Mode
EX Slicing Wind          qcb + LK+HK when super   launches opponent; can juggle
                           meter is full or         afterwards with some
                           when in Hyper Mode       maneuvers if you don't want
                                                    to use the follow ups; the
                                                    follow ups have larger 
                                                    hitboxes than the non-EX 
                                                    versions
  Floating Slice         qcb + LK+HK
    Spin Slice Finish    qcb + LK+HK  
EX Crash Kicks           f, hcf + LK+HK when      slightly faster than the HK
                           super meter is full      non-EX version (not by
                           or when in Hyper         much, however)
                           Mode


Super Move 
----------
Super Ribbon Bite        hcb, f + LP+HP
                        

Desperation 
-----------
Angle Break              b, hcb + LP+HP           absorbs projectiles


Finisher
--------
Sacrifice                qcf, b, db, d + LP+HP    the energy hand absorbs 
                           (hold LP+HP to delay     projectiles; hold LP+HP 
                           super)                   to have the hand crawl
                                                    along the ground, and
                                                    release to activate the
                                                    super


Weapon Chain Attacks 
--------------------  
Punch Starters        
``````````````  
LP far (*) ---> HP (*)    -----> LP (*, U)  ----> HP (T)   -----> f + HP (SE)
LP close (*)    LK           |   HP (E)        |  f + LP (O)      HK (E)
                             |   HK (E)        |  d + HK (_, E)
                             |   d + HK (_, E) |
                             |                 |
                             |                 -> f + LK (O)----> d + HK (_, E)
                             |
                             |
                             --> f + LP (*) ----> HP (T)   -----> f + HP (SE)
                                               |  d + HP (L, E)   HP (E)
                                               |  d + HK (_, E)                
                                               |
                                               |
                                               -> f + LK (O)----> d + HK (_, E)


HP close   ---> LP (*)    -----> LP (*, U)  ----> HP (T)   -----> f + HP (SE) 
                HP (E)       |   d + HK (_, E) |  f + LP (O)      HK (E)
                d + HK (E)   |                 |  d + HK (_, E)
                             |                 |
                             |                 |
                             |                 -> f + LK (O)----> d + HK (_, E)
                             |
                             |
                             --> HP         ----> HP (T)   -----> f + HP (SE)
                                               |  d + HP (L, E)   HP (E)
                                               |  d + HK (_, E)
                                               |
                                               |
                                               -> f + LK (O)----> d + HK (_, E)


Kick Starters
`````````````
LK close (*)--> HP (*)    -----> LP (*, U)  ----> HP (T)   -----> f + HP (SE)
                LK           |   HP (E)        |  f + LP (O)      HK (E)
                             |   HK (E)        |  d + HK (_, E)
                             |   d + HK (_, E) |
                             |                 |
                             |                 -> f + LK (O)----> d + HK (_, E)
                             |
                             |
                             --> f + LP (*) ----> HP (T)   -----> f + HP (SE)
                                               |  d + HP (L, E)   HP (E)
                                               |  d + HK (_, E)                
                                               |
                                               |
                                               -> f + LK (O)----> d + HK (_, E)


HK close   ---> LP (*)    -----> LP (*, U)  ----> HP (T)   -----> f + HP (SE) 
                HP (E)       |   d + HK (_, E) |  f + LP (O)      HK (E)
                d + HK (E)   |                 |  d + HK (_, E)
                             |                 |
                             |                 |
                             |                 -> f + LK (O)----> d + HK (_, E)
                             |
                             |
                             --> HP         ----> HP (T)   -----> f + HP (SE)
                                               |  d + HP (L, E)   HP (E)
                                               |  d + HK (_, E)
                                               |
                                               |
                                               -> f + LK (O)----> d + HK (_, E)


Unarming Starter
````````````````
LK+HP (*, U)--> HP (T)    -----> f + HP (SE)
                f + LP (O)       HK (E)
                d + HK (_, E)



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

Throw
-----
Push Over                f + HP close             


Basic Moves
-----------
Chop Spin                HP close                 2 hits
Heel Drop                HK far                   2 hits                


Command Moves
-------------
Hand Flick               f + LP                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Spiral Kick              f + LK                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Draw Weapon              LK+HP                    is able to hit the opponent
                                                    when the weapon is drawn;
                                                    refer to armed movelist
Ducking Draw Weapon      d + LK+HP                is able to hit the opponent
                                                    when the weapon is drawn;
                                                    must be blocked low; refer
                                                    to armed movelist
Hyper Mode Activation    LP+LK+HP when super      blast can knock opponent
                           meter is full            back; bar turns to Hyper
                                                    meter and will deplete 
                                                    slowly, and once empty you
                                                    will no longer be in Hyper
                                                    Mode; in Hyper Mode you
                                                    can use EX moves, can
                                                    perform your Super Move, 
                                                    Desperation, Super Combo
                                                    Ender, or your Finisher
                                                    (using the Super Move, 
                                                    Desperation, Super Combo
                                                    Ender or Finisher will end
                                                    Hyper Mode)


Special Moves
-------------
Vortex Blast             qcf + P                  LP=slow, HP=fast; will
                                                    collide with other
                                                    projectiles as both will
                                                    be "destroyed" in the
                                                    process
Spin Slice               f, d, df + P
Floating Slice           hcb + P in air        
Slicing Wind             qcb + K                  launches opponent; can juggle
                                                    afterwards with some
                                                    maneuvers if you don't want
                                                    to use the follow ups; 
                                                    follow ups must use the
                                                    same punch that the
                                                    initiating Slicing Wind
                                                    used
  Floating Slice         qcb + K
    Spin Slice Finish    qcb + K  
Crash Kicks              f, hcf + K               LK=short, HK=long
Ribbon Bite              hcb, f + LP+HP
Blast Palm               hcb + HK close           unblockable


EX Moves
--------
EX Vortex Blast          qcf + LP+HP when super   larger than the non-EX
                           meter is full or         versions; will collide with
                           when in Hyper Mode       other projectiles as both
                                                    will be "destroyed" in the
                                                    process
EX Spin Slice            f, d, df + LP+HP when    larger hitbox than the non-EX
                           super meter is full      versions
                           or when in Hyper
                           Mode
EX Floating Slice        hcb + LP+HP in air       larger hitbox than the non-EX
                           when super meter is      versions
                           full or when in Hyper
                           Mode
EX Slicing Wind          qcb + LK+HK when super   launches opponent; can juggle
                           meter is full or         afterwards with some
                           when in Hyper Mode       maneuvers if you don't want
                                                    to use the follow ups; the
                                                    follow ups have larger 
                                                    hitboxes than the non-EX 
                                                    versions
  Floating Slice         qcb + LK+HK
    Spin Slice Finish    qcb + LK+HK  
EX Crash Kicks           f, hcf + LK+HK when      slightly faster than the HK
                           super meter is full      non-EX version (not by
                           or when in Hyper         much, however)
                           Mode


Super Move 
----------
Super Ribbon Bite        hcb, f + LP+HP
                        

Desperation 
-----------
Angle Break              b, hcb + LP+HP           absorbs projectiles


Chain Attacks 
------------- 
Punch Starters        
``````````````  
LP far (*) ---> HP (*)    -----> LP (*, W)  ----> HP (T)   -----> f + HP (SE)
LP close (*)    LK           |   HK (E)        |  d + HP (L, E)   HP (E)
                             |   d + HK (_, E) |  d + HK (_, E)
                             |                 |
                             |                 -> f + LK (O)----> d + HK (_, E)
                             |
                             |
                             --> HP         ----> LP       -----> HK (E) 
                                                  d + HK (_, E)   
                            

HP close (*)--> LP (*)    -----> LP (*, W)  ----> HP (T)   -----> f + HP (SE) 
             |  d + HK (E)   |   d + HK (_, E) |  d + HP (L, E)   HP (E)
             |               |                 |  d + HK (_, E)
             |               |                 |
             |               |                 |
             |               |                 -> f + LK (O)----> d + HK (_, E)
             |               |
             |               |
             |               --> HP         ----> HP (T)   -----> f + HP (SE)
             |                                 |  f + LP (O)      HK (E)
             |                                 |  d + HK (_, E)
             |                                 |
             |                                 |
             |                                 -> f + LK (O)----> d + HK (_, E)
             |
             |
             -> HP        -----> LP (*, W)  ----> HP (T)   -----> f + HP (SE)
                             |   HK (E)        |  d + HP (L, E)   HP (E)
                             |   d + HK (_, E) |  d + HK (_, E)
                             |                 |
                             |                 |
                             |                 -> f + LK (O)----> d + HK (_, E)
                             |
                             |
                             --> HP         ----> LP       -----> HK (E)
                                                  d + HK (_, E)


Kick Starters
`````````````
LK close (*)--> HP (*)    -----> LP (*, W)  ----> HP (T)   -----> f + HP (SE)
                LK           |   HK (E)        |  d + HP (L, E)   HP (E)
                             |   d + HK (_, E) |  d + HK (_, E)
                             |                 |
                             |                 -> f + LK (O)----> d + HK (_, E)
                             |
                             |
                             --> HP         ----> LP       -----> HK (E) 
                                                  d + HK (_, E)  


HK close   ---> LP (*)    -----> LP (*, W)  ----> HP (T)   -----> f + HP (SE) 
             |  d + HK (E)   |   d + HK (_, E) |  d + HP (L, E)   HP (E)
             |               |                 |  d + HK (_, E)
             |               |                 |
             |               |                 |
             |               |                 -> f + LK (O)----> d + HK (_, E)
             |               |
             |               |
             |               --> HP         ----> HP (T)   -----> f + HP (SE)
             |                                 |  f + LP (O)      HK (E)
             |                                 |  d + HK (_, E)
             |                                 |
             |                                 |
             |                                 -> f + LK (O)----> d + HK (_, E)
             |
             |
             -> HP        -----> LP (*, W)  ----> HP (T)   -----> f + HP (SE)
                             |   HK (E)        |  d + HP (L, E)   HP (E)
                             |   d + HK (_, E) |  d + HK (_, E)
                             |                 |
                             |                 |
                             |                 -> f + LK (O)----> d + HK (_, E)
                             |
                             |
                             --> HP         ----> LP       -----> HK (E)
                                                  d + HK (_, E)


Weapon Starter
``````````````
LK+HP (*, W)--> HP (T)    -----> f + HP (SE)
                d + HP (L, E)    HP (E)
                d + HK (_, E)





*******************************************************************************
* 3.12 Nobunaga                                                               *
*******************************************************************************
Colors
------
LP - Red cape trim w/ Yellow costume trim 
HP - Purple cape trim w/ Pink costume trim



                    `````````````````````````````````````
                                 Two Swords 
                    ````````````````````````````````````` 

Throw
-----
Earth Grind              f + HP close             tosses opponent behind him


Basic Moves
-----------
Steel And Fire           HP                       2 hits
Flame Blade              ub/u/uf, HP              overhead; will knock opponent
                                                    out of the air


Command Moves
-------------
Scorging Stab            f + HP                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Inferno Stab             f + LP                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Quick Stab Slice         df + LP
Piercing Blade           f + LK                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Put Fire Sword Away      LK+HP                   refer to one sword movelist
Ducking Put Away F. S.   d + LK+HP               refer to one sword movelist
Hyper Mode Activation    LP+LK+HP when super     blast can knock opponent
                           meter is full            back; bar turns to Hyper
                                                    meter and will deplete 
                                                    slowly, and once empty you
                                                    will no longer be in Hyper
                                                    Mode; in Hyper Mode you
                                                    can use EX moves, can
                                                    perform your Super Move, 
                                                    Desperation, Super Combo
                                                    Ender, or your Finisher
                                                    (using the Super Move, 
                                                    Desperation, Super Combo
                                                    Ender or Finisher will end
                                                    Hyper Mode)


Special Moves
-------------
Cape Flick               qcf + P                  absorbs projectiles
Hell Rising              f, d, df + P             LP=hits once, HP=hits twice
Cape Charge              Charge b for 2 seconds,  LP=short, HP=long; must touch
                           f + P                    opponent for follow ups to
                                                    be possible; follow ups
                                                    must use the same punch 
                                                    that the initiating Cape
                                                    Charge used
  Knee Drop              b, f + P                 overhead
    Hell Rising Finish   b, f + P
Demon Stalking           qcf + K                  LK=short, HK=long
Cape Drop                Charge d for 2 seconds,  HK version travels lower to
                           u + K                    ground
  Knee Drop              K                        Cape Drop must touch opponent
                                                    for this follow up to be
                                                    possible; overhead
Soul Torment             qcb, hcf + LP+HP
Gut Crunch               f, b, db + HK close      unblockable


EX Moves
--------
EX Hell Rising           f, d, df + LP+HP when    deals slightly more damage
                           super meter is full      than the HP non-EX version
                           or when in Hyper Mode
EX Cape Charge           Charge b for 2 seconds,  must touch opponent for
                           f + LP+HP when super     follow ups to be possible;
                           meter is full or         further than the HP non-EX
                           when in Hyper Mode       version                    
  Knee Drop              b, f + LP+HP             overhead
    Hell Rising Finish   b, f + LP+HP
EX Demon Stalking        qcf + LK+HK when super   slightly further than the HK
                           meter is full or         non-EX version
                           when in Hyper Mode
EX Cape Drop             Charge d for 2 seconds,  travels high like the LK 
                           u + LK+HK when super     non-EX version, but
                           meter is full or         slightly faster
                           when in Hyper Mode
  Knee Drop              K                        Cape Drop must touch opponent
                                                    for this follow up to be
                                                    possible; overhead


Super Move 
----------
Super Soul Torment       qcb, hcf + LP+HP
                        

Desperation 
-----------
Flame Sword Massacre     b, hcb + LP+HP           sword must connect (not
                                                    blocked) to perform the
                                                    entire Desperation; 
                                                    Nobunaga tosses his weapon
                                                    so it must be retrieved
                                                    afterwards; if sword is
                                                    blocked, it will turn to
                                                    stone for 10 seconds and
                                                    not be able to be retrieved
                                                    in that time period


Darkness Attack String
----------------------
A combo move unique to Nobunaga.  This can be done when your super meter is
full or when in Hyper Mode.  Think of this like a Deadly Rave type maneuver.
The combination is 10 parts and is as follows:

1) Charge b for 2 seconds, f + LP+HP
2) b, f + LP+HP
3) wait a split second to land then b, f + LK+HP
4) b, f + LP+HP
5) b, f + LK+HK
6) b, f + LP+HP
7) b, f + LK+HK
8) b, f + LP+HP
9) b, f + LP+HP
10) b, f + LP+ HP


Dual Weapon Chain Attacks 
-------------------------  
Punch Starters        
``````````````  
LP far (*) ---> HP        -----> LP (E)
LP close (*) |  HK (E)           LK (E)
HP far       |                   HK (E)
HP close     |                   d + HK (_, E)
             | 
             |
             -> f + LP (*)-----> LP (O, E)    
             | 
             |
             -> f + LK (O)-----> LP (O, E)
                                 HP (E)
                                 HK (E)


f + LP (O) ---> LP (*)    -----> HP         ----> LP (E)
                             |   HK (E)           LK (E)
                             |                    HK (E)
                             |                    d + HK (E)
                             |               
                             |
                             --> f + LP (*) ----> LP (O, E)
                             |
                             |
                             --> f + LK (O) ----> LP (O, E)
                                                  HP (E)
                                                  HK (E)


df + LP    ---> HP        -----> HP         ----> LP (E)
             |  HK           |   HK (E)           LK (E)
             |               |                    HK (E)
             |               |                    d + HK (_, E)
             |               |
             |               |
             |               --> f + LP (*) ----> LP (O, E)
             |               |
             |               |
             |               --> f + LK (O) ----> LP (O, E)
             |                                    HP (E)
             |                                    HK (E)
             |
             |
             -> f + HK    -----> HP         ----> HK       -----> f + HP (SE)
                                                  P (T, E)


Kick Starters
`````````````
HK far     ---> HP        -----> LP (E)
HK close     |  HK (E)           LK (E)
             |                   HK (E)
             |                   d + HK (_, E)
             | 
             |
             -> f + LP (*)-----> LP (O, E)    
             | 
             |
             -> f + LK (O)-----> LP (O, E)
                                 HP (E)
                                 HK (E)



                    `````````````````````````````````````
                                  One Sword 
                    ````````````````````````````````````` 


Throw
-----
Earth Grind              f + HP close             tosses opponent behind him


Basic Move
----------
N/A


Command Moves
-------------
Deadly Stab              f + LP                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Quick Stab Slice         df + LP
Piercing Blade           f + LK                   overhead; staggers opponent
                                                    if it connects as an
                                                    overhead
Draw Fire Sword          LK+HP                   refer to two swords movelist
Ducking Draw Fire Sword  d + LK+HP               refer to two swords movelist
Hyper Mode Activation    LP+LK+HP when super     blast can knock opponent
                           meter is full            back; bar turns to Hyper
                                                    meter and will deplete 
                                                    slowly, and once empty you
                                                    will no longer be in Hyper
                                                    Mode; in Hyper Mode you
                                                    can use EX moves, can
                                                    perform your Super Move, 
                                                    Desperation, Super Combo
                                                    Ender, or your Finisher
                                                    (using the Super Move, 
                                                    Desperation, Super Combo
                                                    Ender or Finisher will end
                                                    Hyper Mode)


Special Moves
-------------
Cape Flick               qcf + P                  absorbs projectiles
Hell Rising              f, d, df + P             LP=hits once, HP=hits twice
Cape Charge              Charge b for 2 seconds,  LP=short, HP=long; must touch
                           f + P                    opponent for follow ups to
                                                    be possible; follow ups
                                                    must use the same punch 
                                                    that the initiating Cape
                                                    Charge used
  Knee Drop              b, f + P                 overhead
    Hell Rising Finish   b, f + P
Demon Hunting            qcf + K                  LK=short, HK=long; last hit
                                                    launches the opponent where
                                                    they can be juggled
Cape Drop                Charge d for 2 seconds,  HK version travels lower to
                           u + K                    ground
  Knee Drop              K                        Cape Drop must touch opponent
                                                    for this follow up to be
                                                    possible; overhead
Soul Torment             qcb, hcf + LP+HP
Gut Crunch               f, b, db + HK close      unblockable


EX Moves
--------
EX Hell Rising           f, d, df + LP+HP when    deals slightly more damage
                           super meter is full      than the HP non-EX version
                           or when in Hyper Mode
EX Cape Charge           Charge b for 2 seconds,  must touch opponent for
                           f + LP+HP when super     follow ups to be possible;
                           meter is full or         further than the HP non-EX
                           when in Hyper Mode       version                    
  Knee Drop              b, f + LP+HP             overhead
    Hell Rising Finish   b, f + LP+HP
EX Demon Hunting         qcf + LK+HK when super   slightly further than the HK
                           meter is full or         non-EX version; last hit
                           when in Hyper Mode       launches the opponent where
                                                    they can be juggled
EX Cape Drop             Charge d for 2 seconds,  travels high like the LK 
                           u + LK+HK when super     non-EX version, but
                           meter is full or         slightly faster
                           when in Hyper Mode
  Knee Drop              K                        Cape Drop must touch opponent
                                                    for this follow up to be
                                                    possible; overhead


Super Move 
----------
Super Soul Torment       qcb, hcf + LP+HP
                        

Desperation 
-----------
Flame Sword Massacre     b, hcb + LP+HP           sword must connect (not
                                                    blocked) to perform the
                                                    entire Desperation; 
                                                    Nobunaga tosses his weapon
                                                    so it must be retrieved
                                                    afterwards; if sword is
                                                    blocked, it will turn to
                                                    stone for 10 seconds and
                                                    not be able to be retrieved
                                                    in that time period


Finisher
--------
Bloody Capture           qcb, hcb + LP+LK         cape must connect (not 
                                                    blocked) to perform entire
                                                    super


Darkness Attack String
----------------------
A combo move unique to Nobunaga.  This can be done when your super meter is
full or when in Hyper Mode.  Think of this like a Deadly Rave type maneuver.
The combination is 10 parts and is as follows:

1) Charge b for 2 seconds, f + LP+HP
2) b, f + LP+HP
3) wait a split second to land then b, f + LK+HP
4) b, f + LP+HP
5) b, f + LK+HK
6) b, f + LP+HP
7) b, f + LK+HK
8) b, f + LP+HP
9) b, f + LP+HP
10) b, f + LP+ HP


One Weapon Chain Attacks 
------------------------
Punch Starters        
``````````````  
LP far (*) ---> HP        -----> LP (E)
LP close (*) |  HK (E)           LK (E)
HP far       |                   HK (E)
HP close     |                   d + HK (_, E)
             | 
             |
             -> f + LP (*)-----> LP (O, E)    
             | 
             |
             -> f + LK (O)-----> LP (O, E)
                                 HP (E)
                                 HK (E)


f + LP (O) ---> LP (*)    -----> HP         ----> LP (E)
                             |   HK (E)           LK (E)
                             |                    HK (E)
                             |                    d + HK (E)
                             |               
                             |
                             --> f + LP (*) ----> LP (O, E)
                             |
                             |
                             --> f + LK (O) ----> LP (O, E)
                                                  HP (E)
                                                  HK (E)


df + LP    ---> HP        -----> HP         ----> LP (E)
             |  HK           |   HK (E)           LK (E)
             |               |                    HK (E)
             |               |                    d + HK (_, E)
             |               |
             |               |
             |               --> f + LP (*) ----> LP (O, E)
             |               |
             |               |
             |               --> f + LK (O) ----> LP (O, E)
             |                                    HP (E)
             |                                    HK (E)
             |
             |
             -> f + HK    -----> HP         ----> HK       -----> f + HP (SE)
                                                  P (T, E)


Kick Starters
`````````````
HK far     ---> HP        -----> LP (E)
HK close     |  HK (E)           LK (E)
             |                   HK (E)
             |                   d + HK (_, E)
             | 
             |
             -> f + LP (*)-----> LP (O, E)    
             | 
             |
             -> f + LK (O)-----> LP (O, E)
                                 HP (E)
                                 HK (E) 





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


Boss Select
-----------
  To select the bosses, you must first enter a code at the character select
screen.  If you are 1 player, highlight Kamui and enter:  
                                                                            
Left, Down, Left, Up, Left, Down, Left, Up, Right, Down, Right, Up, LK+HK  
                                                                          
  If you are second player, then you must highlight Sasuke and enter:     

Right, Down, Right, Up, Right, Down, Right, Up, Left, Down, Left Up, LK+HK  


Time Attack Mode
----------------
  In a one player game, highlight Kamui and enter the following:

Down, Left, Up, Left, Down, Left, Up, Left, Down, Right, Right, Right, Right,
Up, LK+HK

  Now select your character.



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

5.1  What's Missing/Needed
-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.

5.2  Credits
-ADK
-SNK
-Gamefaqs
-ThePatrick for translation and clarification on Nobunaga's Darkness Attack 
 String
-Dag0nauta and myself for compiling and writing this guide
   
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