------------------------------------------------------------------------ THE KING OF FIGHTERS 2002 "Challenge to Ultimate Battle" FAQ v0.6 for the Neo*Geo and Japanese Sega Dreamcast by Chris MacDonald ------------------------------------------------------------------------ Unpublished work Copyright (c) 2002-2003 Chris MacDonald The guidelines for using this faq are simple; don't sell it or give it away, don't reprint it without obtaining permission, and don't bother posting it on a website (I'm only releasing it for www.GameFAQs.com to host). You may not incorporate any part of this FAQ into your own guide without obtaining my express written permission. Game magazine/guide/site authors are not allowed to use this FAQ, the following in particular: Ziff-Davis Video Game Group (publishers of Expert Gamer), Game 13th Magazine, IDG Media, Future Publishing, Ltd. (publishers of PlayStation Power, Official UK Play Station Magazine), Brady Games, Prima Games and Eric Pratte, CheatCC.com, Shoryuken.com, Kibagami, and IGN. The King of Fighters and all characters are (c) SNK, (c) Playmore, and (c) Eolith. ================= TABLE OF CONTENTS ================= 1. INTRODUCTION - Revision History - Special Thanks 2. HOW TO PLAY - FAQ Notation - Basic Commands 3. TEAM MOVELISTS - Japan Team Kyo / Benimaru / Goro - Fatal Fury Team Terry / Andy / Joe - Art of Fighting Team Ryo / Robert / Takuma - Psycho Soldiers Team Athena / Kensou / Chin - Ikari Team Leona / Ralf / Clark - Women Fighters Team Mai / Yuri / May Lee - Korea Team Kim / Chang / Choi - '96 Team Iori / Mature / Vice - '97 Team Ryuji / Mary / Billy - '98 Team Yashiro / Shermie / Chris - '99 Team K' / Maxima / Whip - '00 Team Vanessa / Seth / Ramon - '01 Team Kula / K9999 / Angel - Orochi Team Yashiro / Shermie / Chris - Edit Characters Kusanagi / Rugal - Dreamcast Characters Shingo / King 4. GAMEPLAY NOTES - Autoguard - Blocking Attacks - Blow Away Attacks - Counter Hits - Counter Wires - Dropped Guard - MAX Mode - Power Gauge - Reversal Moves - Rolling - Super Cancels - Surefire Juggles - Throw Types - Other Info. 5. MISCELLANEOUS - Secrets - Dreamcast Secrets - Special Intros - Special Win Poses - Character Bios - Translations ======================================================================== 1. INTRODUCTION ======================================================================== Hi, and welcome to my KoF '02 FAQ. If you have any comments or criticisms, or if you'd like to contribute some info., feel free to mail me at (k.megura at eudoramail dot com). Just don't ask about emulators or roms or anything, I don't know the first thing about that. ------------------------------------------------------------------------ REVISION HISTORY ------------------------------------------------------------------------ VERSION 0.6 (December 20, 2003) - More minor corrections/additions and contributed info. Also, I added information on the Dreamcast version of the game. Keep in mind that Shingo and King are only available on the Dreamcast and not in the arcades. See their section for more information. Also, see the "Dreamcast Secrets" section for information on how to unlock them, Kusanagi, and Rugal on the DC. VERSION 0.5 (January 12, 2003) - A lot of contributed info. was added, so thanks to everyone who wrote in--I really appreciate it. Also, some more additions and corrections were made. VERSION 0.4 (December 31, 2002) - Added in the character bios (based on old FAQ information and other information found online), and made some more corrections. VERSION 0.3b (December 28, 2002) - Some minor corrections and additions. VERSION 0.2 (December 27, 2002) - At this point, everything major has been covered. Whew, it's time to take a break.... ;) VERSION 0.1 (December 21, 2002) - A beta version of the FAQ, privately released. Still have to finish all the free cancel information (argh). ------------------------------------------------------------------------ SPECIAL THANKS ------------------------------------------------------------------------ This FAQ would not have been possible without help from the following: SNK Playmore - For the methods to unlock the hidden Dreamcast modes and characters. J. Chia - For correcting me on the translation of Chin's "Hanhou" moves. kenmastersx - For telling me about the (C) Ko'ou Ken having autoguard, and correcting me on the availability Leona's Rebel Spark. JQTNguyen - For telling me how to break out of Clark's Mount Tackle. Orochi Tom - For telling me a bunch of vs. intro and special win poses for Benimaru, Whip, Angel, and the '98 Team. Leigh Hanrihan - For several translation corrections and a note on Chris' HSDM. Fusuke - For information about Yashiro's third Jet Counter ending. LiteSabre - For mentioning that Ryo's Ryuuko Ranbu SDM was unblockable. Ten no Chikara - For explaining how to perform Ryo's Ryuuko Ranbu SDM, and noticing that Vanessa's Gaia Gear can hit opponents on the floor. Anthony Majarian - For the 2001 "surefire juggles" and info. on Whip's Whip Shot being cancelable. SNK Neo Geo Official Homepage - For the code to play as Kusanagi and basic commands info. technical master 2002 - For some new move names and commands, and character bio information. A Place In The Sun - For some new move names and commands, as well as some of the free cancels and supercancels (including Andy's Gourin Kai). IorI - For making this FAQ possible. Charles MacDonald - For letting me hog his computer while I worked on this, and for helping me test numerous reversals and projectile counter moves. James Kuroki - For some of the movenames he provided for my previous KoF FAQs. SNK of Japan - For information taken from their KoF 2001 section and '99 dictionary section (back when their old page was still up). NJStar - For their excellent Japanese word processor. Jim Breen's WWWJDIC - I used this handy online dictionary to translate some of the move names. ======================================================================== 2. HOW TO PLAY ======================================================================== ------------------------------------------------------------------------ FAQ NOTATION ------------------------------------------------------------------------ ub u uf Up-Back Up Up-Forward \ | / b -- n -- f Back Neutral Forward / | \ db d df Down-Back Down Down-Forward P Press A / C. K Press B / D. AB / CD / BC / AD Press the listed buttons together. ABC / BCD / ABCD Press the listed buttons together. any Press A / B / C / D. ~ _Immediately_ press the next button listed. / Optional command. + Press at the same time. , Press in the listed order. _ An optional, additional input. qcf Input (d,df,f). qcb Input (d,db,b). hcf Input (b,db,d,df,f). hcb Input (f,df,d,db,b). dir. Any direction can be used. a-d-u Any direction but ub / u / uf. ub~uf Can use ub / u / uf. db~df Can use db / d / df. can hold You can hold the button, then release it. when near Perform when next to your opponent. overhead An attack that must be blocked while standing. (air) Can be used while airborne. (x#) Perform x number of times. GC Guard Crush. DM Desperation Move. SDM Super Desperation Move. HSDM Hidden Super Desperation Move. (S)DM DMs and SDMs. (HS)DMs DMs, SDMs, and HSDMs. D^ The move can only be used as a DM. S^ The move can only be used as an SDM. B^ The move can be used as both a DM or SDM. H^ The move can only be used as an HSDM. c Only cancelable into command attacks. s Only cancelable into special moves or (HS)DMs. S Only cancelable into (HS)DMs. C Cancelable into anything. - Not cancelable. / Divides hits. Although I try to use the original, Japanese terms whenever possible, I've used some other, more familiar terms to make the FAQ easier to read. For example, DMs are called 'chou hissatsu waza' (super deadly arts), and there are also MAX and MAX2 versions. However, the DM / SDM / HSDM terminology is widely used already, so trying to label the moves by their original name would only be confusing. Also, the dokodemo cancels (anywhere cancels) are referred to as "free cancels" in the FAQ. ------------------------------------------------------------------------ BASIC COMMANDS ------------------------------------------------------------------------ Press A / C Punch Press B / D Kick Hold b when attacked Standing Block Hold db when attacked Crouching Block Tap b,b Backstep Tap f,f (hold f to run) Dash Tap ub~uf Small Jump Press ub~uf Middle Jump Tap db~df,ub~uf High Jump Tap db~uf, tap ub~uf Long Small Jump b / f + C / D when near Basic Throw b / f + C / D when grabbed Basic Throw Escape AB before you hit the ground Down Evade b + AB Emergency Evade (Backward) Press AB Emergency Evade (Forward) Press CD (air) Blow Away Attack AB during your own attack Quick Emergency Evade AB while blocking Guard Cancel Emergency Evade (Backward) f + AB while blocking Guard Cancel Emergency Evade (Forward) CD while blocking Guard Cancel Blow Away Attack Press Start Taunt Press BC MAX Activation Press BC during your attack Quick MAX Activation - In order to escape a C or D throw, you have to use the same button your opponent uses. An easy way to get around this is to simply escape a throw with b / f + CD, since it will make you break out of either a C or D throw. - It costs one level of power to use the "Quick Emergency Evade", "Guard Cancel Emergency Evade", "Guard Cancel Blow Away Attack", "MAX Activation", or a DM. - It costs two levels of power to use the "Quick MAX Activation." - In order to use a DM, you must have one stock, or else you must be in MAX mode. - In order to use an SDM, you must have one stock and you must be in MAX mode. - In order to use an HSDM, your Life Gauge must be lower than 1/3rd, _and_ you must be in MAX mode and have at least one stock remaining. The only character without an HSDM is May Lee (but she has one when in Hero mode). - Please see Section 4 for more information on basic gameplay. ======================================================================== 3. TEAM MOVELISTS ======================================================================== Moves are listed in this order: basic throws, command attacks, special moves, then DMs, SDMs, and HSDMs. Afterwards is a list of cancelable attacks, then counter wires, supercancels, free cancels, and some notes on that character's moves in general. ------------------------------------------------------------------------ KYO KUSANAGI [ Japan Team ] ------------------------------------------------------------------------ b / f + C when near Hatsugane b / f + D when near Issetsu Seoi Nage d + C in air Geshiki: Naraku Otoshi f + B Geshiki: Goufu You df + D 88 Shiki f,d,df + P 100 Shiki: Oniyaki qcf + K,K 75 Shiki Kai hcb + K 412 Shiki: Hikigane b,d,db + K R.E.D. KicK qcf + A 114 Shiki: Aragami _qcf + P 128 Shiki: Konokizu _P 127 Shiki: Yanosabi _K 125 Shiki: Nanase qcf + A 114 Shiki: Aragami _hcb + P 127 Shiki: Yanosabi _P Geshiki: Migiri Ugachi _K 125 Shiki: Nanase _hcb + K 212 Shiki: Kototsuki You qcf + C 115 Shiki: Dokugami _hcb + P 401 Shiki: Tsumi Yomi _f + P 402 Shiki: Batsu Yomi _f,d,df + P 100 Shiki: Oniyaki qcb,hcf + P (can hold) B^ Ura 108 Shiki: Orochi Nagi hcb,hcb + AC when near H^ 524 Shiki: Kamukura Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C s Standing Far Cr - - - s Crouching Cr -r C C Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels (C) Oniyaki (1st) (B) Hikigane Free Cancel Into Oniyaki (1st), 75 Shiki Kai, Hikigane, R.E.D. KicK, Aragami, Dokugami Free Cancel Out Of Goufu You, 88 Shiki, Hikigane, Aragami (and all follow-ups except Kototsuki You), Dokugami, Tsumi Yomi Cannot Free Cancel Kototsuki You - The Naraku Otoshi acts as a knockdown attack if it hits an airborne opponent. - The Goufu You is an overhead attack, unless canceled into (in which case it hits twice and is cancelable on the last hit). - The 88 Shiki is a low attack. - The Aragami has autoguard. This move and the Dokugami can negate normal projectiles. - The Yanosabi is an overhead attack. - The Migiri Ugachi is a low attack and can hit someone who is lying on the ground. - The (A) Oniyaki hits twice on a counter hit. - You can use the (B) Hikigane to avoid low attacks. - You can juggle an opponent after the (B) Hikigane or both hits of the 75 Shiki Kai. - The Kamukura is unblockable. - During the (A) Orochi Nagi, Kyo is immune to low attacks. During the (C) version, he is immune to high attacks (including normal and (S)DM projectiles, even full size ones like the Haou Shoukou Ken). - During the SDM Orochi Nagi, Kyo's body is on fire, and anyone touching it takes damage. In addition, the fire will negate normal and (S)DM projectiles. ------------------------------------------------------------------------ BENIMARU NIKAIDO [ Japan Team ] ------------------------------------------------------------------------ b / f + C when near Catch and Shoot b / f + D when near Front Suplex a-d-u + C when near Spinning Knee Drop (air throw) b / f + D when near Spinning Knee Drop (air throw) f + B Jackknife Kick d + D in air Flying Drill qcf + A Raijin Ken qcf + C Taikuu Raijin Ken qcf + P in air Kuuchuu Raijin Ken qcb + P Shinkuu Katategoma hcb,f + P when near Benimaru Corridor qcf + K Iai Geri _d,u + K Handou Sandan Geri qcf,qcf + A B^ Raikou Ken qcf,qcf + C D^ Taikuu Raikou Ken qcb,qcb + K D^ Gen'ei Hurricane f,db,df,b,f + any H^ Raijin Ten Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C s Standing Far -r - - - s Crouching Cr Cr C C Upward Jump - - C - s Diagonal Jump - - C - s Counter Wire Iai Geri (only as leg retracts) Super Cancels (A) Shinkuu Katategoma (1st-3rd) (C) Shinkuu Katategoma (1st-5th) Handou Sandan Geri (1st) Free Cancel Into Kuuchuu Raijin Ken, Shinkuu Katategoma, Iai Geri Free Cancel Out Of Flying Drill, Shinkuu Katategoma, Handou Sandan Geri (1st) Cannot Free Cancel Iai Geri (but only from Handou Sandan Geri), Handou Sandan Geri (2nd), Benimaru Corridor - The Jackknife Kick is cancelable. - The Flying Drill can be crouch-blocked. - The (Taikuu) Raijin Ken can negate normal projectiles. - The (Taikuu) Raikou Ken can negate normal and (S)DM projectiles. - The Benimaru Corridor is unblockable. - When you use the Raijin Ten, a ball of electricity will appear on Benimaru's body. Where the ball appears is determined by what button you pressed when performing the move: A - In front of Benimaru's face B - In front of Benimaru's feet. C - Behind Benimaru's head. D - Behind Benimaru's feet. - The ball remains at the same height regardless of whether you stand or crouch. It is unblockable and will remain until it hits eight times total. If Benimaru is hit, the ball will instantly disappear. While the ball can negate an infinite number of projectiles, (S)DM projectiles will pass right through it. ------------------------------------------------------------------------ GORO DAIMON [ Japan Team ] ------------------------------------------------------------------------ b / f + C when near Juuji Shime b / f + D when near Okuri Ashi Barai df + C Zujou Barai f,d,df + P Jirai Shin f,d,df + K when near Chou Oosotogari qcb + K Chou Ukemi qcf + K Nekko Gaeshi hcf + A Kumo Tsukami Nage hcf + C Kirikabu Gaeshi hcb,f + P when near Tenchi Gaeshi hcb,f + K Ura Nage hcb,hcb + P when near B^ Jigoku Gokuraku Otoshi hcf,hcf + K when near B^ Arashi no Yama (Nekko Nuki) _hcf + K Arashi no Yama (Zoku: Kirikabu Gaeshi) _f,d,df + K (DM ver.) Arashi no Yama (Bukko Nuki Ura Nage) _f,d,df + K (SDM ver.) Arashi no Yama (Zoku: Tenchi Gaeshi) f,d,df,b,d,db + BC H^ Furinkazan Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C s Standing Far C C - - s Crouching C - - C Upward Jump - - - - - Diagonal Jump - - - - - Free Cancel Into Jirai Shin, Chou Oosotogari, Nekko Gaeshi, Chou Ukemi, Kumo Tsukami Nage, Kirikabu Gaeshi Free Cancel Out Of Zujou Barai, blocked Kumo Tsukami Nage, blocked Kirikabu Gaeshi Cannot Free Cancel Tenchi Gaeshi, Ura Nage - Goro no longer has his Tsukami Tataki Tsuke throw or Tama Tsubushi command attack. - An airborne opponent who is hit by the Zujou Barai will be knocked high into the air. This move is no longer cancelable. - The (A) Jirai Shin will knock over your opponent no matter where they are, unless they are blocking low or are in mid-air. The (C) version is a fake-out. - You can evade attacks during the beginning of the Chou Ukemi. - The Nekko Gaeshi can reverse high attacks. - The Kumo Tsukami Nage is an anti-air throw, but it can still hit tall characters, such as Chang. - The Kirikabu Gaeshi can pick up opponents off the floor. It can even be used after the Nekko Nuki or Zoku: Kirikabu Gaeshi. - The Nekko Nuki has autoguard. - The Tenchi Gaeshi, Ura Nage, Jigoku Gokuraku Otoshi, and Nekko Nuki are unblockable. - The Furinkazan functions in the same manner as the (A) Jirai Shin. ------------------------------------------------------------------------ TERRY BOGARD [ Fatal Fury Team ] ------------------------------------------------------------------------ b / f + C when near Grasping Upper b / f + D when near Buster Throw df + C Rising Upper qcf + A Power Wave qcf + C Round Wave qcb + P Burn Knuckle qcb + K Crack Shoot f,d,df + K Power Dunk Charge d,u + P Rising Tackle qcf,qcf + K D^ High Angle Geyser qcb,db,f + P B^ Power Geyser qcf,qcf + AC H^ Rising Force Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C C Standing Far Cr - - - C Crouching Cr Cr C C Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels Round Wave, Rising Tackle (1st) Free Cancel Into Round Wave, Burn Knuckle, Crack Shoot, Power Dunk Free Cancel Out Of Power Dunk (1st), Rising Tackle (1st) Cannot Free Cancel Power Wave - The Rising Upper is cancelable. - The Round Wave can be canceled into any special move (except the Power Wave or Round Wave). - Supercanceling out of the Rising Tackle into the Power Geyser can be difficult if you try to input the entire motion. Instead, you can simply tap b,f + P immediately after inputting the Tackle command (as the d press from "Charge d,u + P" will carry over). ------------------------------------------------------------------------ ANDY BOGARD [ Fatal Fury Team ] ------------------------------------------------------------------------ b / f + C when near Gourin Kai b / f + D when near Kakaekomi Nage f + B Uwa Agito df + A Age Men qcb + A Hishou Ken qcb + C Geki Hishou Ken f,d,df + P Shouryuu Dan b,d,db + K Yami Abise Geri hcf + K Kuuha Dan hcf + P when near Gekiheki Haisui Shou qcf + K in air Gen'ei Shiranui _P upon landing Gen'ei Shiranui: Shimo Agito _K upon landing Gen'ei Shiranui: Uwa Agito db,f + P Zan'ei Ken _qcf + P Shippuu Ouken qcb,db,f + P D^ Zan'ei Ryuusei Ken qcb,db,f + K B^ Chou Reppa Dan qcf,qcf + AC H^ Zan'ei Shitou Reppa Dan _BCD Hiryuu Bakuha Dan Cancelables A B C D C D ---------------------------------------------- Standing Near C C C/C - C Standing Far - - - - C Crouching Cr Cr C - Upward Jump - - s s - Diagonal Jump - - s s - Super Cancels Shouryuu Dan (1st) Gen'ei Shiranui: Shimo Agito (A) Zan'ei Ken Shippuu Ouken Free Cancel Into Kuuha Dan, Gen'ei Shiranui, Zan'ei Ken Free Cancel Out Of Gourin Kai, Uwa Agito, Age Men (2nd), Shouryuu Dan (1st ground), Yami Abise Geri, Kuuha Dan (1st ground), Gekiheki Haisui Shou, Gen'ei Shiranui: Shimo and Uwa Agito, Zan'ei Ken, Shippuu Ouken Cannot Free Cancel Hishou Ken, Geki Hishou Ken - The Uwa Agito is an overhead attack, unless you cancel into it (in which case, it becomes cancelable). - The Age Men is cancelable on the first hit. An airborne opponent who is hit by both hits of this move will be knocked high into the air, and can be juggled. - Supercanceling out of the Shouryuu Dan can be difficult if you try to input the entire motion. Instead, you can input df,b,f + P / K for either super (so the full command is f,d,df + P, b,f + P / K). - The Yami Abise Geri hits twice on a counter hit. - The Gekiheki Haisui Shou is unblockable. You can juggle a hit opponent afterwards. - The Gen'ei Shiranui: Shimo Agito is a low attack, while the Gen'ei Shiranui: Uwa Agito is an overhead attack. - It's not that useful, but you can free cancel the Gen'ei Shiranui into the Gen'ei Shiranui: Uwa Agito over and over (good for doing Guard Crush damage). - If the first hit of the Zan'ei Ryuusei Ken is blocked, Andy will not continue with the rest of the move. - When you use the Zan'ei Shitou Reppa Dan, Andy will perform a long- range Zan'ei Ken. He will continue the Zan'ei Ken dash for a few seconds, or until you press BCD, at which point he will perform a Chou Reppa Dan. You can press BCD at any time, even before the Zan'ei Ken has hit (or after it's hit and your opponent has gotten back up). - While you could press BCD the moment the dash connects, the way to score the most hits (eight), is to let Andy dash forward a ways after the intial hit, then press BCD so that he turns and does the Chou Reppa Dan backwards, catching your falling opponent in mid-air. ------------------------------------------------------------------------ JOE HIGASHI [ Fatal Fury Team ] ------------------------------------------------------------------------ b / f + C when near Hiza Jigoku b / f + D when near Leg Throw f + B Low Kick df + B Sliding hcf + P Hurricane Upper hcf + K Slash Kick f,d,df + K Tiger Kick qcb + K Ougon no Kakato Tap P rapidly Bakuretsu Ken _qcf + A Bakuretsu Finish _qcf + C Shijou Saikyou no Low Kick qcf,uf + K D^ Ougon no Tiger Kick qcf,hcb + P D^ Bakuretsu Hurricane Tiger Kakato qcf,qcf + P B^ Screw Upper qcf,qcf + BD H^ Cross Gigantes Cancelables A B C D C D ---------------------------------------------- Standing Near C C C C s Standing Far -r C - - s Crouching Cr -r C s Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels Tiger Kick (1st) (A) Bakuretsu Finish Free Cancel Into Slash Kick, Tiger Kick, Ougon no Kakato, Bakuretsu Ken Free Cancel Out Of Sliding, Tiger Knee (1st), Bakuretsu Finish Cannot Free Cancel Hurricane Upper, Bakuretsu Ken (but only from Bakuretsu Finish) - The Low Kick is cancelable. - The Sliding Kick is a low attack, unless canceled into. - If you hit an airborne opponent with the Ougon no Kakato, you can juggle them upon landing. It's much easier with the (B) version, and you can even juggle your opponent out in the open by following with an Ougon no Tiger Kick. - The Bakuretsu Finish is an overhead attack, while the Shijou Saikyou no Low Kick is a low attack. ------------------------------------------------------------------------ RYO SAKAZAKI [ Art of Fighting Team ] ------------------------------------------------------------------------ b / f + C when near Tani Otoshi b / f + D when near Tomoe Nage f + A Hyouchuu Wari f + B Joudan Uke df + B Gedan Uke qcf + P Ko'ou Ken qcf + K Mouko Rajin Setsu f,b,f + P Zanretsu Ken f,d,df + P Kohou hcb + K Hien Shippuu Kyaku f,hcf + P D^ Haou Shoukou Ken qcf,hcb + P D^ Ryuuko Ranbu qcf + C~A S^ Ryuuko Ranbu qcf,qcf + AC H^ Tenchi Haou Ken Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C C Standing Far Cr - - - C Crouching Cr Cr C C Upward Jump - - - - - Diagonal Jump - - - - - Super Cancels Kohou (1st) Free Cancel Into Mouko Rajin Setsu, Kohou, Hien Shippuu Kyaku Free Cancel Out Of Hyouchuu Wari, Zanretsu Ken (last), Kohou (1st) Cannot Free Cancel Ko'ou Ken - The Hyouchuu Wari is an overhead attack, unless canceled into. - The Joudan Uke will autoguard jumping, high, and mid-level attacks. If the autoguard is triggered, this move can be canceled into a special move or (HS)DM. - The Gedan Uke works the same way, but with low-level attacks. - The Mouko Raijin Setsu is a knockdown and an overhead attack. - The Zanretsu Ken has autoguard. - The (A) Kohou hits twice on a counter hit. - The SDM Ryuuko Ranbu is unblockable. Performing this move can be maddening, since you need to enter the command as Ryo is recovering from another action, and you must press A _extremely_ fast after pressing C (the same speed as used for K's Crimson Star Road). - The easiest way to pull off the SDM version is to supercancel into it from a (C) Kohou. However, the timing has changed from 2001. In that game, you could combine the uppercut and SDM commands together. For 2002, you have to input f,d,df + C, then immediately enter qcf + C,A as the first hit occurs. This is the only method I've found that works reliably. - Otherwise, try finishing the command as you come out of an attack or other move (like a roll or MAX activation). - An opponent hit by the Tenchi Haou Ken is automatically dizzied. ------------------------------------------------------------------------ ROBERT GARCIA [ Art of Fighting Team ] ------------------------------------------------------------------------ b / f + C when near Ryuuchou Kyaku b / f + D when near Kubikiri Nage b + A Uraken f + A Kouryuu Koukyaku Geri b / f + B Ryuu Hanshuu qcf + P Ryuugeki Ken f,d,df + P Ryuuga f,b,f + K Gen'ei Kyaku hcf + K when near Kyokugen-ryuu Renbu Kyaku qcb + K in air Hien Ryuujin Kyaku f,hcf + P D^ Haou Shoukou Ken qcf,qcf + K D^ Haiga Ryuu qcf,hcb + P B^ Ryuuko Ranbu qcf,hcb + BD H^ Zetsu!! Ryuuko Ranbu Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C C/- C Standing Far -r - - - C Crouching Cr Cr C C Upward Jump - - s s - Diagonal Jump - - s s - Super Cancels Ryuuga (1st) Free Cancel Into Ryuuga, Hien Ryuujin Kyaku Free Cancel Out Of Canceled Uraken, Kouryuu Koukyaku Geri, Ryuuga (1st ground), Gen'ei Kyaku (last), Kyokugen-ryuu Renbu Kyaku (1st-3rd) Cannot Free Cancel Ryuugeki Ken - The Uraken is cancelable (unless canceled into). In either case, you can juggle an opponent after this move connects. - The Kouryuu Koukyaku Geri is an overhead attack, unless canceled into (in which case, it becomes cancelable). Robert recovers from this move fast enough to follow up with another attack, such as a standing A or the (A) Ryuuga. - The Ryuu Hanshuu is cancelable. - The (A) Ryuuga hits twice on a counter hit. - You can juggle an opponent after the Kyokugen-ryuu Renbu Kyaku. - The Kyokugen-ryuu Renbu Kyaku and Zetsu!! Ryuuko Ranbu are unblockable. ------------------------------------------------------------------------ TAKUMA SAKAZAKI [ Art of Fighting Team ] ------------------------------------------------------------------------ b / f + C when near Oosotogari b / f + D when near Ippon Seoi f + B Kawara Wari qcf + P Ko'ou Ken hcb + K Hien Shippuu Kyaku qcb + P Mouko Burai Gan f,hcf + P Haou Shikou Ken qcf,qcf + P when near D^ Shin Kishin Geki qcf,hcb + P B^ Ryuuko Ranbu b,f,d,df + AC H^ Kosatsu Jin Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C - s Standing Far - - - - s Crouching Cr Cr C C Upward Jump - - - - - Diagonal Jump - - - - - Counter Wire Haou Shikou Ken (B) Hien Shippuu Kyaku (if 2nd hit is only hit) Super Cancels Mouko Burai Gan, (C) Haou Shikou Ken Free Cancel Into Ko'ou Ken, Mouko Burai Gan Free Cancel Out Of Kawara Wari, Ko'ou Ken, (B) Hien Shippuu Kyaku (2nd), (D) Hien Shippuu Kyaku, Mouko Burai Gan, Haou Shikou Ken - The Kawara Wari is an overhead attack, unless canceled into (in which case, it becomes cancelable). - The Ko'ou Ken is no longer a fireball attack. However, not only does the range of this move extend beyond Takuma's hand (moreso for the C version), but it can still negate projectiles. - What's more, the (C) Ko'ou Ken can also negate (S)DM projectiles, and it has autoguard in the beginning, when Takuma's hand is held in front of him (prior to him striking). - Like the Ko'ou Ken, the Haou Shikou Ken is no longer a projectile firing move, either. Although it has no additional range (unlike the Ko'ou Ken), either strength can negate normal and (S)DM projectiles. - Both the (C) Ko'ou Ken and (C) Haou Shikou Ken will drop an opponent's guard if blocked. - The Mouko Burai Gan has autoguard. - The Shin Kishin Geki is unblockable. If the first hit is somehow avoided, the remaining hits will drop your guard. - The Kosatsu Jin can reverse jumping, high, mid-level, and low attacks, as well as special moves and (S)DMs. ------------------------------------------------------------------------ ATHENA ASAMIYA [ Psycho Soldier Team ] ------------------------------------------------------------------------ b / f + C when near Psychic Throw b / f + D when near Bit Throw a-d-u + C / D when near Psychic Shoot (air throw) f + B Renkantai d + B in air Phoenix Bomb ub against a wall, then uf Sankaku Tobi qcb + P Psycho Ball Attack f,d,df + P (air) Psycho Sword qcf + K Psycho Teleport qcb + B Psycho Reflector qcb + K in air Phoenix Arrow qcf,qcf + K in air D^ Phoenix Fang Arrow hcb,hcb + P (air) B^ Shining Crystal Bit _qcb + P (can hold) Crystal Shoot hcb,f + AC S^ Psychic 9 _A,B,C,A,B,C,D, qcf + P Sailor Finish _A,B,C,A,B,C,D, hcb + K Fire Sword Finish _A,B,C,A,B,C,D, f,d,df + P Psycho Sword Finish qcf + ABCD H^ Psycho Medley _D,C,B,D,C,B,A, qcf + AB Healing Athena _D,C,B,D,C,B,A, qcf + BC Momoiro Gatame Cancelables A B C D C D ---------------------------------------------- Standing Near -r C C C s Standing Far Cr C - - s Crouching Cr Cr C - Upward Jump - - C - C Diagonal Jump C - C - C Super Cancels (A) Psycho Sword (3rd) (C) Psycho Sword (6th-7th) (C) Mid-Air Psycho Sword (2nd-6th) (B) Phoenix Arrow (2nd) (D) Phoenix Arrow (3rd-5th) Free Cancel Into Psycho Sword, Psycho Teleport, Psycho Reflector, Phoenix Arrow Free Cancel Out Of Renkantai (1st), Psycho Sword (C=1st-3rd ground), Phoenix Arrow Cannot Free Cancel Psycho Ball Attack - The 2nd hit of the Renkantai is cancelable. - The Phoenix Bomb is cancelable, and is an overhead attack. - You can move through your opponent using the Psycho Teleport. However, you are not invincible during this move. Since Athena doesn't actually teleport until the end of this move, if you are hit as you start to come out of the teleport, you will remain where you began (as opposed to ending up next to your opponent). - The Psycho Reflector can reflect normal and (S)DM projectiles. You can juggle an opponent after this move hits. - The last hit of the (D) Phoenix Arrow will always be aimed towards your opponent. - The Shining Crystal bit can absorb normal and (S)DM projectiles. - The (A) Crystal Shoot will fly forward, while the (C) version goes up at an angle. In the air, both versions go downward, then fly horizontally once they reach the floor. - If you're having trouble performing the Psychic 9 or Psycho Medley, remember to wait for Athena to do the first two hits before you start pressing the buttons. Also, the last button press before the joystick input must be entered very quickly. - You can still cancel the Psycho Sword ending of the Psychic 9 into a special move, but none of them seem to juggle anymore. - Athena will gain back a small amount of life during the Healing Athena. ------------------------------------------------------------------------ SIE KENSOU [ Psycho Soldier Team ] ------------------------------------------------------------------------ b / f + C when near Sunda b / f + D when near Tomoe Nage f + A Kobokushu f + B Kousentai qcb + P Choukyuu Dan qcf + K Senkyuutai hcf + A Ryuu Renga: Chiryuu hcf + C Ryuu Renga: Tenryuu qcb + P in air Ryuu Sougeki b,d,db + K Ryuu Gakusai qcb,qcb + P D^ Niku Man Respect qcf,hcb + B D^ Shinryuu Seiou Rekkyaku qcb,hcb + D D^ Shinryuu Tenbu Kyaku qcf,qcf + AC when near S^ Senki Hakkei qcf,qcf + BD H^ Seigan Rairyuu Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C C s Standing Far Cr - -/C - s Crouching Cr -r C C Upward Jump C - - - s Diagonal Jump C C - - s Super Cancels (B) Ryuu Gakusai (1st) (D) Ryuu Gakusai (1st-2nd) Free Cancel Into Senkyuutai, Ryuu Renga: Chiryuu, Ryuu Sougeki Free Cancel Out Of Kobokushu, Senkyuutai (but only into Ryuu Renga: Chiryuu), Ryuu Gakusai (1st-2nd ground) Cannot Free Cancel Choukyuu Dan, Ryuu Renga: Tenryuu - The Kobokushu is an overhead attack, unless you cancel into it (in which case, it becomes cancelable). - The Kousentai is cancelable. - The Senkyuutai has autoguard. You can juggle an opponent after this move. - There are three possible results from using the Meat Bun Respect. Kensou will either dance (earning back some energy), cry (which gives you no energy), or strain himself (which gives you back full energy, but occurs very rarely). - Curiously enough, if you super cancel into the Niku Man Respect, Kensou will move backward before eating the meat bun. - The 2nd and 3rd hit of the Shinryuu Seiou Rekkyaku are overhead attacks. - The Senki Hakkei is unblockable. - During the Seigan Rairyuu, Kensou will throw a projectile across the screen. It doesn't do much damage, but functions as a knockdown attack. After it leaves the screen, it will come back after a brief moment. Kensou can block the projectile if you want (it does no damage anyway), or you can negate it with a Choukyuu Dan or a second Seigan Rairyuu, but if it hits him, he will glow orange and his attack power will increase for the remainder of the round. You cannot use this move again once you've powered up. - The Seigan Rairyuu projectile will pass through normal projectiles and cannot be reflected or absorbed (in such cases, it will simply fly through your opponent). The returning projectile cannot hit Kensou's opponent, and it will be negated if Kensou is damaged. ------------------------------------------------------------------------ CHIN GENTSAI [ Psycho Soldier Team ] ------------------------------------------------------------------------ b / f + C when near Gou Inshu b / f + D when near Gyaku Ashi Nage f + A Suiho Hyoutan Shuu qcb + P Hyoutan Geki b,d,db + P Suihai Kou _qcf + P * Fun'en Kou _hcf + K * Kaiten-teki Kuutotsu Ken _f,d,df + P * Ryuurin Hourai _f,d,df + K *** Gou'en Shourai: Kai d,d + K, move b / f Bougetsu Sui _press ABCD Kousentai _u + B Rouja Hanhou _u + D Rigyo Hanhou _f + K * Kaiten-teki Kuutotsu Ken qcf,hcb + P D^ Gou'en Shourai qcf,qcf + P B^ Gouran Enpou qcf,qcf + BD H^ Suisou Enbu Cancelables A B C D C D ---------------------------------------------- Standing Near Cr Cr C -/s s Standing Far sr Cr s s s Crouching Cr -r C - Upward Jump - - - - - Diagonal Jump - - -/- - - Super Cancels Kaiten-teki Kuutotsu Ken (C) Ryuurin Hourai (1st) (B) Gou'en Shourai: Kai (last hit) Rigyou Hanhou Free Cancel Into Kaiten-teki Kuutotsu Ken, Ryuurin Hourai, Gou'en Shourai: Kai, Bougetsu Sui Free Cancel Out Of (C) Ryuurin Hourai (1st), Kousentai, Rigyou Hanhou Cannot Free Cancel Hyoutan Geki, Suihai Kou, Fun'en Kou - Chin cannot use any of the moves marked with a star (*) unless he's taken a drink by using the Suihai Kou. The exception is the Gou'en Shourai: Kai, which requires at least three drinks to use. - Each time you use a * move, the "drink count" goes down by one. For example, if you used the Suihai Kou five times, you could use the Fun'en Kou twice and the Gou'en Shourai: Kai once, at which point you would have zero drinks (and could not use any of the * moves). - The "drink count" will carry over from round to round, however. - The Suiho Hyoutan Shuu is cancelable. It is an overhead attack, unless you cancel into it. - The Hyoutan Geki can negate normal projectiles. - You can dodge mid-level attacks using the Suihai Kou. The window of time is very short, however (only when Chin is drinking). - The Kaiten-teki Kuutotsu Ken is cancelable into any special move, including itself. This allows for easy juggles like the Fun'en Kou or (A) Ryuurin Hourai. In the corner, you can even go into the Bougetsu Sui and juggle your foe with the Rigyo Hanhou. - The (C) Ryuurin Hourai has autoguard, during the first spin animation. - The last hit of the (B) Gou'en Shourai: Kai will drop an opponent's guard. - You can dodge high attacks using the Bougetsu Sui. Even while lying on the floor, you can still be hit or thrown, though. - The Kousentai can hit a close opponent. - The (A) Gouran Enpou goes upward, while the (C) version goes straight forward. The SDM version spreads out in all directions. This move can negate normal and (S)DM projectiles (even in situations when this wouldn't seem possible, such as a Reppuu Ken or Yami Barai vs. an (A) Gouran Enpou). - After firing the Suisou Enbu, you can move it around the screen using your controller for a limited period of time. It can be used as a high or low attack depending on where you move it to (unfortunately, you can't use it as an overhead). After it is blocked, the spreading flames can still damage an opponent if they stop blocking. ------------------------------------------------------------------------ LEONA HEIDERN [ Ikari Team ] ------------------------------------------------------------------------ b / f + C when near Leona Crush b / f + D when near Ordeal Buckler a-d-u + C / D when near Heidern Inferno (air throw) b / f + B Strike Arch Charge b,f + P Vortex Launcher Charge b,f + K Ground Saber f + D from (D) Ground Saber Gliding Buster Charge d,u + P Moon Slasher qcb + P in air X Calibur qcb + K Earring Bakudan 1 b,d,db + K when near Earring Bakudan 2: Heart Attack _b,d,db + K Kibaku u,d,u,d,u,d + BD Kakusei qcf,hcb + P in air B^ V Slasher qcb,hcf + K D^ Rebel Spark (as normal Leona only) qcb,hcf + BD H^ Rebel Spark (as Orochi Leona only) Cancelables A B C D C D ---------------------------------------------- Standing Near Cr C C/C C/C s Standing Far -r - C - s Crouching Cr -r C - Upward Jump s s - s s Diagonal Jump - s - s s Super Cancels Gliding Buster Free Cancel Into Gliding Buster, X Calibur Free Cancel Out Of Strike Arch, Gliding Buster Cannot Free Cancel All others. - The Strike Arch is an overhead and knockdown attack, unless you cancel into it (in which case, it becomes cancelable). - You can hit your opponent while they are recoiling from the Vortex Launcher, Ground Saber, Earring Bakudan 1 or Heart Attack. - If the Ground Saber misses or hits as an anti-air, the Gliding Buster will hit twice instead of once. - In the corner, you can tack on the Heart Attack after an (A) Vortex Launcher. - The Earring Bakudan 1 can hit as a low attack, depending on it's trajectory. - The Heart Attack plants a bomb on your opponent. This action in itself does no damage, although the bomb will explode after a set amount of time (or when you use the Kibaku). The explosive will vanish if Leona is hit, or if you throw your opponent. - Although the bomb can explode at any time (even when your opponent is lying on the floor), that doesn't necessarily mean it will hit for damage. For example, if your opponent is in the middle of getting up, the explosion will do no damage. - Using the Kakusei will turn Leona into Orochi Leona. Your life
   will drain to 50% when you use this move (which means that you
   cannot transform if you have less than half a Life Gauge).
 - Aside from moving faster and having lower jumps, Orochi Leona also
   has some different animations (such as for running).
 - Speaking of Leona's run, it's low enough to make her pass under most
   projectiles.  Which is a good thing, since clearing them with her
   low jump is difficult, to say the least :)
 - Note that while Leona can use the Rebel Spark no matter which mode
   she is in, it is only available to her as a DM when in normal mode,
   and as an HSDM when in Orochi mode.


 ------------------------------------------------------------------------
 RALF JONES                                                [ Ikari Team ]
 ------------------------------------------------------------------------

 b / f + C                      Dynamite Headbutt
 b / f + D                      Northern Light Bomb

 Tap P rapidly                  Vulcan Punch
 Charge b,f + P                 Gatling Attack
 Charge d,u + P                 Kyuukouka Bakudan Punch (Chijou)
 qcf + P in air                 Kyuukouka Bakudan Punch (Kuuchuu)
 qcf,qcf + P                    Galactica Phantom
 hcb + B                        Ralf Kick
 hcb + D                        Ralf Tackle
 hcf + K when near              Super Argentine Backbreaker

 qcb,hcf + K                 D^ Umanori Vulcan Punch
 qcf,hcb + P                 B^ Baribari Vulcan Punch
 qcb,hcf,qcf + AD            H^ Umanori Galactica Phantom

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       -     C     C     -     s
    Standing Far        -     -     -     -     s
    Crouching           Cr    -     C     C
    Upward Jump         -     -     C     -     s
    Diagonal Jump       -     -     -     -     s

 Counter Wire           Galactica Phantom
 Super Cancels          Gatling Attack (2nd)
 Free Cancel Into       Vulcan Punch, Ralf Kick, Ralf Tackle
 Free Cancel Out Of     Gatling Attack, Ralf Tackle
 Cannot Free Cancel     All others.

 - The Vulcan Punch hits twice on a counter hit.
 - The Kyuukouka Bakudan Punch (Chijou) can hit on the way up, although
   if this is the case, it won't hit on the way down.
 - The Galactica Phantom is unblockable.  It has autoguard at the point
   right when Ralf is about to strike, and as he is dashing forward.
 - The Super Argentine Backbreaker is unblockable.


 ------------------------------------------------------------------------
 CLARK STEEL                                               [ Ikari Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Nageppanashi German
 b / f + D when near            Fisherman Buster
 a-d-u + C / D when near        Death Lake Drive  (air throw)

 f + B                          Stomping

 f,d,df + P                     Napalm Stretch
 f,d,df + K when near           Frankensteiner
 hcf + K when near              Super Argentine Backbreaker
 hcb + P                        Shining Wizard
 hcf + P                        Mount Tackle
  _d,d + A                      Clark Lift
  _d,d + C                      Sleeper Lift (D.D.T.)
  _d,d + K                      Rolling Cradle
 qcf + P  (see notes)           Flashing Elbow

 hcf,hcf + K                 D^ Running Three
 hcb,hcb + P when near       B^ Ultra Argentine Backbreaker
 hcf,hcf + BD                H^ Running Pirates

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       -     Cr   C/-    -     s
    Standing Far        -     -r    -     -     s
    Crouching           C     -     -     -
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Free Cancel Into       Napalm Stretch, Frankensteiner, Mount Tackle

 - The Stomping is cancelable.
 - The Napalm Stretch is an anti-air throw.
 - The Shining Wizard is an overhead attack.  If your opponent isn't
   crouching when Clark approaches them, he will simply stop.  If
   they are crouching, then he will attack them.  You can combo into
   this move, but it won't work if your opponent is in a blocking
   animation (just like any other throw).
 - The Mount Tackle does no damage.  If Clark attempts a follow-up,
   you can escape from it by pressing the button used (this even
   applies to the Rolling Cradle--you have to use the same Kick
   button Clark used).  The timing on the button press is pretty lax,
   though (it's not as demanding as, say, escaping from a basic throw).
 - You can use the Flashing Elbow after the Napalm Stretch,
   Frankensteiner, Super Argentine Backbreaker, and Sleeper Lift.
 - The Flashing Elbow doesn't do much damage, but hey, it's free :)
   If you mistime this move, Clark will either attack the floor (if
   you're too early), or just run after your opponent and stop (if
   you're too late).
 - You can use the Flashing Elbow after the Napalm Stretch,
   Frankensteiner, Super Argentine Backbreaker, and Sleeper Lift.
 - The Napalm Stretch, Frankensteiner, Super Argentine Backbreaker,
   Shining Wizard, Running Three, Ultra Argentine Backbreaker, and
   Running Pirates are unblockable.


 ------------------------------------------------------------------------
 MAI SHIRANUI                                     [ Women Fighters Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Shiranui Gourin
 b / f + D when near            Fuusha Kuzushi
 a-d-u + C / D when near        Yume Zakura  (air throw)

 d + A in air                   Dairin Fuusha Otoshi
 d + B in air                   Ukihane
 d + D in air                   Yusura Ume
 f + B                          Benitsuru no Mai
 df + B                         Koku'en no Mai
 ub against a wall, then uf     Sankaku Tobi

 qcf + P                        Kachou Sen
 hcf + K                        Hissatsu Shinobi Bachi
 qcb + P                        Ryuu Enbu
 qcb + K                        Sayo Chidori
 qcb + P in air                 Musasabi no Mai (Kuuchuu)

 Charge d,u + P                 Musasabi no Mai (Chijou)
  _continue holding P           Musasabi no Mai (Kuuchuu)
  _qcb + P                      Musasabi no Mai (Kuuchuu)
  _d + P                        Yusura Ume
  _d + K                        Ukihane
  _d + D when close             Toki Tsubute

 qcf,qcf + P                 D^ Hana Arashi
 qcb,hcf + K                 B^ Chou Hissatsu Shinobi Bachi
 D,B,C,C,u                   H^ Shiranui-ryuu: Kubi no Kitsune

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C     Cr    C     C     s
    Standing Far        -     -     -     -     s
    Crouching           -r    -r    C     -
    Upward Jump         -     -     -     -     C
    Diagonal Jump       C     -     -     C     C

 Super Cancels          (C) Ryuu Enbu (1st)
 Free Cancel Into       Hissatsu Shinobi Bachi, Ryuu Enbu, Musasabi no
                        Mai (Kuuchuu)
 Free Cancel Out Of     Benitsuru no Mai, Koku'en no Mai, Hissatsu
                        Shinobi Bachi, (C) Ryuu Enbu (1st), Sayo Chidori,
                        Musasabi no Mai ("hold P from Chijou" version
                        only), Ukihane, Yusura Ume
 Cannot Free Cancel     Kachou Sen

 - The Dairin Fuusha Otoshi and Musasabi no Mai can be blocked low.
 - The Dairin Fuusha Otoshi is cancelable.  It acts as a knockdown
   attack if it hits an airborne opponent.
 - The Benitsuru no Mai is an overhead attack, unless canceled into
   (in which case, it becomes cancelable).  Mai recovers from this
   move fast enough to follow up with another attack, such as a
   standing A or B or the Hana Arashi.
 - The Koku'en no Mai is a low attack on the 1st hit.  If canceled
   into, it becomes cancelable on the 1st hit.
 - You can no longer cancel the Sayo Chidori into the Ryuu Enbu.
 - The Ryuu Enbu and Sayo Chidori can negate normal projectiles.
 - The direction used for the Musasabi no Mai (Chijou) determines
   which wall Mai leaps to.  If you press straight up, she flies
   to the wall behind her.
 - The Kubi no Kitsune is unblockable.  There are several possible
   endings for this move:

                Ryuu Enbu - Fan
                Ryuu Enbu - Umbrella
                Ryuu Enbu - Dress - Fan
                Dress - Ryuu Enbu - Umbrella
                Kimono - Ryuu Enbu - Umbrella

 - Going by the name, there should be nine possible endings, but these
   are the only ones I've seen.


 ------------------------------------------------------------------------
 YURI SAKAZAKI                                    [ Women Fighters Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Oni Harite
 b / f + D when near            Silent Nage
 a-d-u + C / D when near        Tsubame Otoshi  (air throw)

 f + B                          En Yoku
 df + B                         Shiyoku
 df + D                         Shouyoku

 qcf + P                        Ko'ou Ken
  _hold P                       Haou Shoukou Ken
 qcf + K in air                 Raiou Ken
 qcb + P                        Saifa
 hcb + K                        Hyakuretsu Binta
 f,d,df + P                     Yuri Chou Upper (Kuuga)
 f,d,df + C _f,d,df + P         Double Yuri Chou Upper (Ura Kuuga)

 qcf,hcb + K                 D^ Hien Hou'ou Kyaku
 qcf,qcf + BD                S^ Shin! Chou Upper
 f,b,hcb + BD                H^ "Ee!" Hien Hou'ou Kyaku

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C     C     C     s
    Standing Far        Cr    -     -     -     s
    Crouching           Cr    -r    C     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          (C) Yuri Chou Upper (1st)
 Free Cancel Into       Raiou Ken, Hyakuretsu Binta, Yuri Chou Upper
 Free Cancel Out Of     En Yoku, Yuri Chou Upper, Double Yuri Chou Upper
 Cannot Free Cancel     Ko'ou Ken, Haou Shoukou Ken, Saifa

 - The En Yoku is an overhead attack, unless canceled into.
 - The Shiyoku is a low attack and is cancelable.
 - The Shouyoku is cancelable.  You can juggle a hit opponent after the
   move connects.
 - You can juggle an opponent after the Haou Shoukou Ken.
 - The Hyakuretsu Binta is unblockable.


 ------------------------------------------------------------------------
 MAY LEE JINJU (IN STANDARD MODE)                 [ Women Fighters Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Crow's Wing
 b / f + D when near            Swan Circle

 Press ABC                      Henshin (Hero)

 qcf + K                        Lightning Needle
  _u + K                        Into Sky
  _d + K                        Dinosaur's Footprint
  _b + K                        Blazing Intercept
  _df + K                       Leaping Swordfish
  _uf + K                       Surprise Air
   _d + K                       Surprise Air Finish

 qcf + K                        Lightning Needle
  _K                            Spinning Edge
   _K                           Approaching Beetle
   _u + K                       Into Sky
   _d + K                       Dinosaur's Footprint
   _b + K                       Blazing Intercept
   _df + K                      Leaping Swordfish
   _uf + K                      Surprise Air
    _d + K                      Surprise Air Finish

 hcb + K                        Blazing Intercept

 qcb,qcb + K                 D^ Gauze Tail Tinkerbell
 AC,BD,ABC                   S^ Disposition Frog

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C    -/C    C
    Standing Far        Cr    -r    -     -     C
    Crouching           Cr    -r    C     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          Spinning Edge

 - You can press ABC to change into Hero Mode (see below for details).
   This can be used to cancel out of any attack, even uncancelable
   moves or special moves.
 - You can juggle an opponent after the Into Sky.
 - The Dinosaur's Footprint is a low attack.
 - The Blazing Intercept can reverse jumping, high, and mid-level
   attacks, as well as special moves and (S)DMs.  You can juggle your
   opponent after this move.
 - The Leaping Swordfish is an overhead attack.
 - The Gauze Tail Tinkerbell is an overhead attack.
 - Using the Disposition Frog will leave you in Hero Mode.  For all
   it's flash, this move doesn't do a lot of damage, although you can
   easily connect it in the corner from Into Sky or a stance-canceled
   crouching C in Hero Mode.


 ------------------------------------------------------------------------
 MAY LEE JINJU (IN HERO MODE)                     [ Women Fighters Team ]
 ------------------------------------------------------------------------

 f + A                          Hero Uke
 df + B                         Sliding
 Press ABC                      Henshin (Standard)

 qcf + P                        Full Swing Chop
 qcf + K                        Shining Thunder Blow
 qcb + P                        "May Lee Cho~p!"
 hcb,f + P when near            "May Lee Break!"

 qcf,qcf + P in air          D^ "May Lee Dynamic!"
 qcf,qcf + AC                S^ "May The End"
 f,B,C,f,C                   H^ Key of Victory

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near      C/Cr   Cr    C     C     -
    Standing Far       C/Cr   Cr    C     C     -
    Crouching           Cr    Cr    C     C
    Upward Jump         -     -     -     -
    Diagonal Jump       -     -     -     -

 Counter Wire           Standing CD, (B) Shining Thunder Blow
 Super Cancels          (C) Full Swing Chop,
                        Shining Thunder Blow, May Lee Chop

 - You can press ABC to change into Standard Mode (see above for
   details).  This can be used to cancel out of any attack, even
   uncancelable moves or special moves.
 - If May is hit while in Hero Mode, she will revert to Standard Mode.
   This poses a problem, since she can't block in this mode (aside
   from using the autoguard feature of the Hero Uke).
 - May Lee is now able to roll while in Hero Mode, but she loses the
   use of her basic C and D throws.
 - May Lee's standing CD attack is unblockable.  However, it is not
   cancelable.  She also has no mid-air CD attack.
 - Her crouching C will launch an opponent into the air.  You can
   cancel it into the May Lee Chop for an easy combo.
 - The Hero Uke will autoguard mid-level attacks.  If the autoguard
   is triggered, this move can be canceled into a special move.  Even
   if you get Guard Crushed during this move, May Lee will remain in
   her Hero stance.
 - The Sliding is a low attack and is cancelable.
 - The (A) Full Swing Chop hits twice on a counter hit.
 - The (A) May Lee Chop is an overhead attack.
 - The (D) Shining Thunder Blow will not knock down a hit opponent.
 - The May Lee Break is unblockable.
 - One wonders if the "May Lee Dynamic!" is supposed to be a reference
   to May's "May Dynamic" move from the original Guilty Gear.


 ------------------------------------------------------------------------
 KIM KAPHWAN                                               [ Korea Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Kubikime Otoshi
 b / f + D when near            Sakkyaku Nage

 f + B                          Neri Chagi

 qcb + P (x3)                   Sanren Geki
  _uf + K, then d + K           Sankuu Kyaku
 qcb + K                        Hangetsu Zan
 d,d + K                        Haki Kyaku
 qcf + K in air                 Hishou Kyaku
  _D while rebounding           Tsuika Kougeki
 Charge d,u + K                 Hien Zan
 d + D from (D) Hien Zan        Tenshou Zan

 qcf,qcf + K                 D^ Hou'ou Hiten Kyaku
 qcb,db,f + K                D^ Hou'ou Kyaku
 qcb,db,f + BD in air        S^ Kuuchuu Hou'ou Kyaku
 qcb,db,f + ABCD             H^ Zero Kyori Hou'ou Kyaku

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C    C/C    C    C/C    s
    Standing Far        -     -     -     -     s
    Crouching           C     -r    C     C
    Upward Jump         s     -     -     -     s
    Diagonal Jump       s     -     -     -     s

 Super Cancels          (B) Hangetsu Zan, (B) Haki Kyaku, (D) Hien Zan
                        (1st), (C) Sanren Geki (3rd input, 2nd hit)
 Free Cancel Into       Hangetsu Zan, Hien Zan, Sanren Geki
 Free Cancel Out Of     Haki Kyaku, Sanren Geki (all ground hits)
 Cannot Free Cancel     Hishou Kyaku, Hien Zan

 - The Neri Chagi is an overhead attack, unless you cancel into it (in
   which case it hits twice and is cancelable on either hit).
 - The Haki Kyaku is a low attack, and the (D) version knocks down.
   It can no longer hit someone who is lying on the floor.
 - The first button used for the Sanren Geki determines the outcome of
   the final input.  Starting with (A) ends in a Neri Chagi, while
   (C) ends with a series of spin kicks.
 - The final input of the (A) Sanren Geki is an overhead attack on the
   2nd hit.
 - Alternately, you can follow the first input of the Sanren Geki with
   a mid-air kick sequence by pressing uf + K, then d + K.  The d + K
   input is an overhead attack.
 - You can juggle an opponent after the Hou'ou Hiten Kyaku.
 - The Zero Kyori Hou'ou Kyaku is unblockable.


 ------------------------------------------------------------------------
 CHANG KOEHAN                                              [ Korea Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Hagan Geki
 b / f + D when near            Kusari Jime

 df + A                         Hiki Nige

 Tap P rapidly, move b / f      Tekkyuu Dai Kaiten
  _press ABCD                   Cancel
 Charge b,f + P                 Tekkyuu Funsai Geki
 hcf + K                        Tekkyuu Taiko Uchi
 d,d + K                        Haki Kyaku
 hcb,f + P when near            Dai Hakai Nage

 qcf,hcb + P                 D^ Tekkyuu Dai Bousou
 qcf,qcf + K                 D^ Tekkyuu Dai Bokusatsu
 qcf,qcf + P                 B^ Tekkyuu Dai Assatsu
 B,A,df,C,A                  H^ Tekkyuu Dai Sekai

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C     C    -/-    C     s
    Standing Far        -     C     -     -     s
    Crouching           C     C     C     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          Haki Kyaku
 Free Cancel Into       Tekkyuu Taiko Uchi, Tekkyuu Dai Kaiten
 Free Cancel Out Of     Hiki Nige, Tekkyuu Funsai Geki, Haki Kyaku
 Cannot Free Cancel     Dai Hakai Nage

 - The Hiki Nige is a low attack.
 - The Tekkyuu Dai Kaiten can negate normal and (S)DM projectiles.
   It will hit twice on a counter hit.
 - The Tekkyuu Funsai Geki has autoguard.
 - The Tekkyuu Taiko Uchi can reverse jumping, high, and mid-level
   attacks, as well as special moves and (S)DMs.  However, it does very
   poor damage and has almost no range.  What's more, the "third sneeze"
   feature from previous KOFs has been removed (so you always get the
   standard sneeze animation).
 - The Haki Kyaku will knock over your opponent no matter where they
   are, unless they are blocking low or are in mid-air.
 - The Tekkyuu Dai Bousou has several endings: a belly bop, a slide
   attack, a standing kick, a forward roll, and a body press.
 - The first few swings of the Tekkyuu Dai Bokusatsu can hit an opponent
   who is lying on the ground.  Hitting an opponent immediately after
   they hit the ground (such as from a jumping CD attack or a super
   canceled Haki Kyaku) guarantees more hits than other methods (such
   as after a standing CD or the Tekkyuu Dai Bousou).
 - The Tekkyuu Dai Assatsu hits twice on the way up on a counter hit.
 - Chang will run forward during the (C) Tekkyuu Dai Assatsu, before
   leaping into the air.
 - The Tekkyuu Dai Assatsu is an overhead attack on the way down.  The
   SDM version will hit low once Chang flops onto the floor, requiring
   you to block high, then low.
 - Additionally, the ground flop part of the SDM Assatsu will knock over
   your opponent no matter where they are, unless they are blocking low
   or are in mid-air.
 - The (C) Tekkyuu Dai Assatsu has autoguard while Chang is running
   forward (but it won't defend against low attacks).  The SDM version
   of the Assatsu has autoguard for the entire time Chang is flopping
   forward after landing on the ground.  All versions of the Assatsu
   have autoguard while Chang is falling down (with his belly towards
   the floor).
 - The Dai Hakai Nage and Tekkyuu Dai Sekai are unblockable.
 - Before the Tekkyuu Dai Sekai takes place, Chang will dance for a few
   moments.  During this time, he is invincible and can only be damaged
   by throws.


 ------------------------------------------------------------------------
 CHOI BOUNGE                                               [ Korea Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Zujou Sashi
 b / f + D when near            Geketsu Zuki

 b / f + B                      Toorima Geri
 ub against a wall, then uf     Sankaku Tobi

 Charge d,u + P                 Tatsumaki Shippuu Zan
 qcb + P                        Kaiten Hien Zan
  _P                            Kishuu Hien Zuki
  _qcf + K at apex              Hishou Kyaku
 qcf + K in air                 Hishou Kyaku
 f,d,df + K                     Hien Zan

 Charge b,f + P                 Senpuu Hien Zashi
  _dir. + any (x3)              Houkou Tenkan

 Charge d,u + K  (can hold)     Hishou Kuuretsu Zan
  _dir. + any (x3)              Houkou Tenkan

 hcb,hcb + P, move b / f     D^ Shin! Chouzetsu Tatsumaki Shinkuu Zan
 qcf,hcb + K                 B^ Hou'ou Kyaku
 hcf,hcf + AC in air         H^ Shakushi

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C     -     s
    Standing Far        Cr    -     -     -     s
    Crouching           Cr    -r    C     -
    Upward Jump         -     -     -     -     s
    Diagonal Jump       -     -   s/s/?   -     s

 Super Cancels          Tatsumaki Shippuu Zan (1st)
 Free Cancel Into       Hishou Kyaku, Hien Zan
 Free Cancel Out Of     Toorima Geri, Tatsumaki Shippuu Zan (1st
                        ground), Kaiten Hien Zan, Kishuu Hien Zuki
                        Hien Zan (air only), Senpuu Hien Zashi,
                        Hishou Kuuretsu Zan

 - Choi's far standing C will knock an opponent into the air briefly.
 - Choi recovers from the Toorima Geri fast enough to follow it up
   with another attack, such as a standing A or B, or the Hou'ou Kyaku
   (S)DM.
 - The Tatsumaki Shippuu Zan hits more times if done from a slight
   distance away from your opponent instead of right next to them.
 - The (B) Hien Zan hits twice on a counter hit.
 - You can juggle your opponent three times during the Shin! Chouzetsu
   Tatsumaki Shinkuu Zan.
 - The direction used for the Hishou Kuuretsu Zan determines which
   wall Choi leaps to.  If you press straight up, he flies to the wall
   behind him.  Once he touches the wall, he will fall to the ground,
   unless you hold B (which makes him fly diagonally down), or D (which
   makes him fly horizontally).
 - I've yet to find a way to guarantee all seven hits of the Shakushi.
   However, if Choi lands from this move while his opponent is still
   in the air, you can juggle them before they land, at least.


 ------------------------------------------------------------------------
 IORI YAGAMI                                                 [ '96 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Sakahagi
 b / f + D when near            Saka Sakahagi

 f + A,A                        Geshiki: Yumebiki
 f + B                          Geshiki: Goufu In "Shinigame"
 b + B in air                   Geshiki: Yuri Ori

 qcf + P                        108 Shiki: Yami Barai
 qcb + P  (x3)                  127 Shiki: Aoihana
 hcb + K                        212 Shiki: Kototsuki In
 f,d,df + P                     100 Shiki: Oniyaki
 hcb,f + P when near            Kuzukaze

 qcf,hcb + P                 B^ Kin 1211 Shiki: Ya Otome
  _qcf,qcf,qcf,qcf + AC      D^ Ura 316 Shiki: Saika
 qcb,hcf,b,f + AC            H^ Ura 1219 Shiki: En'ou

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C     C     -     C
    Standing Far        -r    -     C     -     C
    Crouching           Cr    -r    C     -
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          (A) Oniyaki (1st on a counter hit)
                        (C) Oniyaki (1st-2nd)
 Free Cancel Into       Aoihana, Kototsuki In, Oniyaki
 Free Cancel Out Of     Yumebiki (1st), Goufu In, Aoihana (1st-2nd),
                        Oniyaki (A=1st, C=1st-2nd), Kototsuki In (1st)
 Cannot Free Cancel     Yami Barai, Kuzukaze

 - The 2nd input of the Yumebiki is cancelable.
 - The Goufu In is an overhead attack, unless you cancel into it (in
   which case, it becomes cancelable).  It's possible for this move
   to hit twice, if the first hit is late enough.
 - The Yuri Ori is used to hit someone as you jump over them, since it
   hits behind Iori.
 - The 3rd input of the Aoihana is an overhead attack.
 - The Kuzukaze is unblockable.  This move switches places with your
   opponent and leaves them open to attack momentarily.
 - The Saika can only be used after a DM Ya Otome.  You must begin the
   command early so that you finish it by the time Iori has delivered
   the final blow (the hit where his opponent explodes in purple flame).
   Beyond that, the timing is rather lax (in the corner, you can even
   hit an opponent who is lying on the ground with this move).
 - The En'ou is unblockable.


 ------------------------------------------------------------------------
 MATURE                                                      [ '96 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Death Blow
 b / f + D when near            Back Rush

 qcf + P                        Despair
 hcf + K                        Decide
 qcb + P  (x3)                  Death Row
 qcb + K                        Metal Massacre
 f,d,df + P                     Sacrilege
 qcf,hcb + P                    Ebony Tears

 qcf,qcf + P                 B^ Nocturnal Rites
 qcb,hcf + K                 B^ Heaven's Gate
 f,D,C,B,f                   H^ Ecstasy 816

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr   C/C    C    -/C    s
    Standing Far        C    -/-    -     -     s
    Crouching           Cr    -r    C     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Free Cancel Into       Despair, Death Row, Metal Massacre,
                        Ebony Tears (only from a normal attack or CD)
 Free Cancel Out Of     Death Row, Metal Massacre, Sacrilege
                        (A=1st-2nd ground, C=1st=3rd ground)
 Cannot Free Cancel     Decide

 - It seems as if the (C) Despair can actually cross up a crouch-blocking
   opponent, but it only works against Chang if he is in the corner.
 - The Sacrilege is now a knockdown attack.


 ------------------------------------------------------------------------
 VICE                                                        [ '96 Team ]
 ------------------------------------------------------------------------

 b / f + C when near               Death Blow
 b / f + D when near               Back Rush

 f + A                             Monstrosity

 qcb + K                           Outrage
 qcb + K in air                    Ravenous
 hcf + K                           Decide
 qcb + P                           Mayhem
 hcf + P when near                 Blackend
 hcb,f + P when near               Gore Fest
 qcf + P  (see notes)              Mithan's Robe

 qcf,qcf + P                    B^ Withering Surface
 hcb,hcb + K when near          B^ Negative Gain
 db,qcf,uf,u,d + AC when near   H^ Overkill  (air throw)

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C    -/C    s
    Standing Far        Cr    -     -     -     s
    Crouching           C     Cr    C     C
    Upward Jump         s     -     s     -     -
    Diagonal Jump       s     -     s     -     -


 Free Cancel Into       Ravenous, Decide, Mayhem
 Free Cancel Out Of     Monstrosity, Mayhem
 Cannot Free Cancel     All others.

 - The Monstrosity is an overhead attack, unless you cancel into it
   (in which case, it becomes cancelable).
 - If you hit an opponent in air with the Ravenous, you can juggle them
   upon landing (Mayhem -> Mithan's Robe makes a nice follow-up).
 - You can use the Mithan's Robe after the Mayhem or Blackened.
 - The Blackened, Gore Fest, Withering Surface, Negative Gain, and
   Overkill are unblockable.
 - If you have trouble pulling off the Overkill, another way to perform
   it is to start at b and rotate the joystick counter clockwise to db,
   then press AC.


 ------------------------------------------------------------------------
 RYUJI YAMAZAKI                                              [ '97 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Shime Age
 b / f + D when near            Bun Nage

 f + A                          Bussashi

 qcb + A  (can hold)            Hebi Tsukai (Joudan)
 qcb + B  (can hold)            Hebi Tsukai (Chuudan)
 qcb + C  (can hold)            Hebi Tsukai (Gedan)
 delayed hebi tsukai _D         Hebi Damashi

 f,d,df + P                     Sabaki no Aikuchi
 f,d,df + B                     Yakiire
 f,d,df + D                     Sunakake
 qcf + A                        Bai Gaeshi (Kyuushuu)
 qcf + C                        Bai Gaeshi (Dan Hassha)
 hcf + K                        Sadomazo
 hcb,f + P when near            Bakudan Pachiki

 qcf + ABCD                  D^ Akumu...soshite kyouki
 qcf,qcf + P                 B^ Guillotine
 hcb,hcb + P when near       D^ Drill
  _tap P 0-4 times              Punch Ranbu
  _tap P 5-8 times              Kick Ranbu
  _tap P 9-12 times             Rapid Pachiki
  _tap P 13+ times              Repeated Hebi Tsukai
  _tap P after Drill ends       Chouhatsu
 hcb,hcb + AC when near      S^ Drill
  _tap P 0-4 times              Rapid Stomps
  _tap P 5-8 times              Rapid Aikuchi
  _tap P 9-12 times             Rapid Shime Age
  _tap P 13+ times              Chou Repeated Hebi Tsukai
  _tap P after Drill ends       Chouhatsu
 hcb,hcb + BD when near      H^ ...!!

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C     Cr    C    C/-    s
    Standing Far        -     -r    -     -     s
    Crouching           Cr    -r    C     -
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          Sabaki no Aikuchi (1st)
                        Sadomazo (if it reverses an attack)
 Free Cancel Into       Sabaki no Aikuchi, Yakiire, Sunakake, Bai Gaeshi,
                        Sadomazo
 Free Cancel Out Of     Bussashi, Hebi Tsukai, Sabaki no Aikuchi,
                        Yakiire, Sunakake, Bai Gaeshi, Sadomazo
                        (if triggered)
 Cannot Free Cancel     Bakudan Pachiki

 - The Bussashi is an overhead attack on either hit, unless you cancel
   into it (in which case, it becomes cancelable on either hit).
 - The 2nd hit of the Yakiire is an overhead attack.
 - You can cancel the Sunakake into the Hebi Tsukai.
 - The Kyuushuu will absorb projectiles and give Yamazaki a bit of
   Power Gauge energy.  The Dan Hassha causes him to counter with
   a projectile of his own.  Yamazaki can use either move against
   both normal and DM projectiles (but not SDM projectiles).  For
   some reason, he is unable to absorb or reflect Rugal's Kaiser Wave
   or Kaiser Phoenix.
 - The Sadomazo can reverse high attacks, special moves, and (S)DMs.
 - When you perform the "Akumu...soshite kyouki," Yamazaki will run
   forward, then stop and clutch his head for a moment.  If he reaches
   his opponent before he finishes running, he will perform an
   unblockable attack instead (even if they are airborne).  While
   this attack cannot be reversed, it can be avoided (by jumping over
   the blade, or otherwise evading it, say through Chin's Bougetsu Sui
   or Mary's Real Counter).  One sneaky way of connecting this move is
   to supercancel into it out of a blocked Sabaki no Aikuchi.
 - The Bakudan Pachiki, Drill, and ...!! are unblockable.


 ------------------------------------------------------------------------
 BLUE MARY                                                   [ '97 Team ]
 ------------------------------------------------------------------------

 b / f + C when near               Victor Nage
 b / f + D when near               Head Throw

 b / f + A                         Hammer Arch
 b / f + B                         Double Rolling

 qcf + P                           Spin Fall
  _qcf + P                         M. Spider
 f,d,df + K                        Vertical Arrow
  _f,d,df + K                      M. Snatcher
 Charge b,f + K                    Straight Slicer
  _qcf + K                         Crab Clutch
 qcb + B                           M. Reverse Facelock
 qcb + D                           M. Head Buster
 qcb + P                           Real Counter
  _qcf + P                         Backdrop Real

 qcf,hcb + P                    D^ M. Splash Rose
 A,A,f,B,C                      D^ M. Dynamite Swing
 A,A,b,B,C                      S^ M. Dynamite Swing
 db,qcf,uf,u,d + BD when near   H^ M. Typhoon

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr   C/s   -/C    s
    Standing Far        Cr    C    C/C    -     s
    Crouching           C     Cr    C     -
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          (B) Vertical Arrow (1st), (B) Straight Slicer,
                        M. Snatcher (only into either Dynamite Swing)
 Free Cancel Into       Spin Fall, Vertical Arrow, Straight Slicer,
                        M. Reverse Facelock, M. Head Buster, Real
                        Counter
 Free Cancel Out Of     Hammer Arch, Double Rolling (1st), Vertical
                        Arrow (1st), (B) Straight Slicer

 - The Hammer Arch is an overhead attack, unless you cancel into it
   (in which case, it becomes cancelable).  It can be canceled
   directly into a (HS)DM, however.
 - This makes for a 50% damage overhead attack, as you can cancel
   it into the M. Typhoon. :)  If you have trouble with the M. Typhoon
   command, another way to perform it is to start at b and rotate the
   joystick counter clockwise to db, then press BD.
 - The Double Rolling is cancelable on the 2nd hit (which hits low).
 - The (A) Spin Fall is an overhead attack.
 - The Straight Slicer is a low attack.  The (D) version will only hit
   low if Mary's feet hit first.
 - Mary is invincible during the Real Counter.  Only throws can harm
   her.  Instead of following with the Backdrop Real, you can always
   time her recovery and follow with the M. Typhoon instead.
 - The M. Reverse Facelock can reverse jumping attacks, special moves,
   and (S)DMs.
 - The M. Head Buster can reverse high and mid-level attacks.  You can
   juggle your opponent after this move.
 - The Backdrop Real and M. Typhoon are unblockable.
 - It seems as if you can no longer connect the DM Dynamite Swing after
   the M. Snatcher, even though you can still supercancel into it.
   Anyone know of a way to get the move to connect?


 ------------------------------------------------------------------------
 BILLY KANE                                                  [ '97 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Jigoku Otoshi
 b / f + D when near            Ippon Zuri Nage

 f + A                          Dai Kaiten Geri
 f + B                          Boutaka Tobigeri

 Tap A rapidly                  Senpuu Kon
 hcf + P                        Sansetsu Kon: Chuudan Uchi
  _qcf + P                      Kaen Sansetsu Kon: Chuudan Zuki
 qcb + P                        Suzume Otoshi
 qcb + B                        Karyuu Tsuigeki Kon
 qcb + D                        Suiryuu Tsuigeki Kon
 f,d,df + K, move b / f         Kyoushuu Hishou Kon

 qcf,hcb + P                 D^ Chou Kaen Senpuu Kon
 qcf,qcf + P                 B^ Dai Senpuu
 qcb,hcf + BD                H^ Liar Elemental

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C     C     C     C     s
    Standing Far        C     -     -    -/-    s
    Crouching           -     Cr    C     -
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          Suiryuu Tsuigeki Kon (1st)
 Free Cancel Into       Suzume Otoshi, Karyuu/Suiryuu Tsuigeki Kon
                        Kyoushu Hishou Kon, SSK: Chuudan Uchi
 Free Cancel Out Of     Senpuu Kon, Karyuu/Suiryuu Tsuigeki Kon,
                        SSK: Chuudan Uchi, KSSK: Chuudan Zuki
 Cannot Free Cancel     Karyuu Tsuigeki Kon (from Suiryuu Tsuigeki Kon),
                        or the reverse.

 - Karyuu Tsuigeki Kon can reverse jumping attacks, special moves, and
   (S)DMs.
 - The Suiryuu Tsuigeki Kon can reverse high, mid-level, and low attacks.
 - If the (D) Kyoushuu Hishou Kon hits on the way up and again on the
   way down, you can juggle your opponent.  Out in the open, you can
   use the Dai Kaiten Geri, while in the corner, you can use the Chou
   Kaen Senpuu Kon.
 - The Liar Elemental can reverse jumping, high, mid-level, and low
   attacks, as well as special moves and (S)DMs.  During this move, you
   cannot throw Billy with basic throws while he is unarmed.


 ------------------------------------------------------------------------
 YASHIRO NANAKASE                                            [ '98 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Lever Blow
 b / f + D when near            Hatchet Throw

 f + A                          Regret Bash
 f + B                          Step Side Kick

 f,d,df + P                     Upper Duel
 qcb + K                        Sledgehammer
 hcf + P                        Jet Counter
  _qcf + P                      Jet Counter: Still

 qcf,qcf + P  (can hold)     B^ Final Impact
 qcb,hcf + BD                H^ [ERROR] CODE 2002

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C     C     C     s
    Standing Far        Cr    -     -     -     s
    Crouching           Cr    -     C     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          (C) Jet Counter: Still
 Free Cancel Into       Upper Duel, Sledgehammer, Jet Counter
 Free Cancel Out Of     Regret Bash, Upper Duel (A=1st, C=1st-2nd),
                        Jet Counter (any version), Jet Counter: Still

 - The Regret Bash is an overhead attack, unless you cancel into it
   (in which case, it becomes cancelable).
 - The Step Side Kick is cancelable.
 - The Upper Duel has autoguard.
 - The Sledgehammer is an overhead attack.
 - The (C) Jet Counter is now an overhead attack.
 - You have to use the same strength button used for the Jet Counter
   to perform the Jet Counter: Still.
 - Because of this, I was a little curious as to what happened to
   Yashiro's old "hcf + A -> qcf + C" combo from 1998, which would
   result in an Upper Duel ending instead of the usual Jet Counter:
   Still ending.  Well, he still has it--just perform the Jet Counter
   with AC, then input qcf + C.  Using (A) will just get you the weak
   Still ending.  It's much more useful than in '98, since you can combo
   a close attack into the AC Jet Counter (which is not possible with
   the C version), and juggle your opponent afterwards.
 - You can juggle an opponent after the normal (C) Jet Counter: Still,
   as well.
 - You can free cancel any strength Jet Counter into any different
   strength Jet Counter (except the AC Jet Counter into the A version
   or the reverse).  The same applies to free canceling the Jet Counter:
   Still into a different strength Jet Counter (in which case going
   from the "AC -> A" Still to the A Jet Counter is not possible).
 - The Final Impact is unblockable if fully delayed.


 ------------------------------------------------------------------------
 SHERMIE                                                     [ '98 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Shermie Flash Original
 b / f + D when near            Front Flash

 f + A                          Baku New Suplex
 f + B                          Shermie Stand
 Press ABC                      Yoke Dousa

 hcf + P when near              Shermie Spiral
 hcf + K                        Diamond Bust
 qcb + P                        Shermie Whip
 qcb + K                        Axle Spin Kick
 hcb,f + P                      F-Captured
 f,d,df + K                     Shermie Clutch
 qcf + K  (see notes)           Shermie Cute

 hcb,hcb + P when near       B^ Shermie Flash
 hcf,hcf + P when near       B^ Shermie Carnival
 qcf,qcf + BD when near      H^ Inazuma Leg Lariat

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr   C/C    C    -/-    s
    Standing Far        Cr   C/C    -     -     s
    Crouching           Cr    C     C     -
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Free Cancel Into       Shermie Spiral, Diamond Bust, Shermie Whip,
                        Axle Spin Kick, Shermie Clutch
 Free Cancel Out Of     Blocked Baku New Suplex, Shermie Stand, Axle
                        Spin Kick
 Cannot Free Cancel     All other moves.

 - The Shermie Stand is an overhead attack, unless you cancel into it
   (in which case, it is cancelable on the 2nd hit).
 - The Yoke will make Shermie dodge low attacks.
 - The Axle Spin Kick is an overhead attack.
 - The Shermie Clutch is an anti-air throw.
 - The F-Captured can reverse high and mid-level attacks.
 - You can use the Shermie Cute after the Shermie Spiral, Shermie Whip,
   or Shermie Clutch.
 - The Shermie Spiral, Diamond Bust, Shermie Clutch, Shermie Flash,
   Shermie Lariat, and Inazuma Leg Lariat are unblockable.
 - During the SDM Shermie Flash, Shermie will count while holding your
   opponent.  If she reaches 3, the move will do 100% damage.  However,
   you can end the count by tapping any button rapidly, which will cause
   her to end the hold prematurely.


 ------------------------------------------------------------------------
 CHRIS                                                       [ '98 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Step Turn
 b / f + D when near            Aerial Drop

 f + A                          Spinning Array
 f + B                          Reverse Anchor Kick
 df + B                         Carry Off Kick
 f + D,B                        Leading High
 d + D,B                        Leading Low

 qcf + P                        Slide Touch
 qcf + K                        Scramble Dash
 f,d,df + P                     Direction Change
 f,d,df + K                     Hunting Air
 qcf + K in air                 Glider Stamp
 hcb + P                        Shooting Dancer: Thrust
 hcb + K                        Shooting Dancer: Step

 qcf,qcf + P                 B^ Chain Slide Touch
 qcb,qcb + K                 B^ Twister Drive
 hcb,hcb + AC                H^ Honoo no Sadame no Chris

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C     C     s     s
    Standing Far        Cr    -    C/-    -     s
    Crouching           C     -r    C     -
    Upward Jump         -     -     C     -     s
    Diagonal Jump       -     -     C     -     s

 Super Cancels          Leading: High and Low
                        Shooting Dancer: Thrust and Step (1st)
 Free Cancel Into       Scramble Dash, Hunting Air, Glider Stamp,
                        Shooting Dancer Thrust and Step
 Free Cancel Out Of     Reverse Anchor Kick, Carry Off Kick, Leading:
                        High and Low, Slide Touch, Hunting Air,
                        Shooting Dancer Thrust and Step

 - The Spinning Array is cancelable.
 - The Reverse Anchor Kick is an overhead on the 2nd hit (unless
   canceled into, in which case it is cancelable on the 2nd hit).
 - The Carry Off Kick is a low attack.
 - In order to perform the "Leading" moves, you must press B
   _immediately_ after pressing D.  I find that it's easier to perform
   if you hold in the direction listed instead of just pressing in
   that direction.  If you do the move correctly, Chris will do his
   old '98 dodge animation, then attack with a standing kick or a low
   (B) kick.
 - The Direction Change is unblockable.  This move switches places
   with your opponent and leaves them open to attack momentarily.
 - The 2nd hit of the (A) Shooting Dancer: Thrust is a low attack.
 - The 2nd hit of the Shooting Dancer: Step is an overhead attack.
 - You can follow the Shooting Dancer: Step with the Glider Stamp.
 - Chris' HSDM will turn him into Orochi Chris for the remainder of
   the round (see "Chris of the Flame of Destiny" under the Orochi
   Team entry for more information).  You will turn back to normal
   Chris in the following round (if there is one).


 ------------------------------------------------------------------------
 K'  (pronounced "kay dash")                                 [ '99 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Spot Pile
 b / f + D when near            Knee Strike

 f + A                          One Inch
 f + B                          Knee Assault

 qcf + P                        Eins Trigger
  _f + B                        Second Shoot
  _f + D                        Second Shell

 f,d,df + P                     Crow Bites
 f,d,df + C _f + K              Tsuika Kougeki

 qcf + K                        Blackout
 qcb + K  (air)                 Minutes Spike
 qcb + K _qcb + K               Narrow Spike

 qcf,qcf + P  (can hold)     D^ Heat Drive
 qcf,hcb + P                 B^ Chain Drive
 qcb + C~A                   H^ Crimson Star Road

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr   C/C    C     s
    Standing Far        -r    -     -     -     s
    Crouching           Cr    -r    C     C
    Upward Jump         -     -     s     s     -
    Diagonal Jump       -     -     s     s     -

 Counter Wire           One Inch
 Super Cancels          (A) Crow Bites (1st-2nd)
                        (C) Crow Bites (1st)
                        Narrow Spike
 Free Cancel Into       Crow Bites, Minutes Spike (ground or air)
 Free Cancel Out Of     One Inch, Knee Strike, Crow Bites (A=1st
                        ground, C=1st-2nd ground), Minutes Spike,
                        Narrow Spike
 Cannot Free Cancel     Eins Trigger, Blackout, Minutes Spike (only
                        from Narrow Spike)

 - The One Inch is a knockdown attack, unless canceled into (in which
   case, it becomes cancelable).  It can be canceled directly into a
   (HS)DM, however.
 - The Knee Assault is an overhead attack, unless you cancel into it.
 - The Knee Assault and Tsuika Kougeki are no longer cancelable.
 - The (A) Eins Trigger is a knockdown attack and can negate projectiles.
   The button used determines the speed of the Second Shoot.
 - You can no longer cancel the Eins Trigger into the Blackout.
 - You can juggle an opponent after the Second Shell.
 - The Blackout is a teleport move that can be used to move through your
   opponent.  You are still vulnerable to attack while warping, even when
   invisible.
 - You can delay the Heat Drive to make it unblockable.
 - When you perform the Chain Drive, K' will throw his sunglasses across
   the screen.  If they hit, he will perform the rest of this move.  If
   they miss, he will remain immobile for a moment and will be vulnerable
   to attack.  If th glasses are blocked, he will warp forward with an
   elbow attack.  If the attack hits (which really only occurs if you
   attempt to a CD guard cancel), then he will perform the rest of the
   Chain Drive.
 - To perform the Crimson Star Road, you must press A _immediately_
   after pressing C.  This move is unblockable.


 ------------------------------------------------------------------------
 MAXIMA                                                      [ '99 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Dynamite Drop
 b / f + D when near            Choking Vise

 f + A                          Mongolian
 df + C                         M9 Kata: Maxima Missile (Shisaku)

 qcb + P                        M4 Kata: Vapour Cannon
 hcf + K when near              M11 Kata: Dangerous Arch
 f,d,df + K                     M19 Kata: Blitz Cannon

 qcf + A                        System 1: Maxima Scramble
  _qcf + A                      Double Bomber
   _qcf + A                     Bulldog Press

 qcf + C                        System 2: Maxima Scramble
  _qcf + C                      Double Bomber
   _qcf + C                     Bulldog Press

 hcb + K                        System 3: Maxima Lift
  _f + K                        Centoun Press

 f,hcf + P                   D^ M2 Kata: Maxima Beam
 qcf,hcb + P                 D^ Bunker Buster
 hcb,hcb + K when near       B^ Maxima Revenger
 f,B,C,f,C                   H^ Arc Enemy

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C    C/-    C     s
    Standing Far        -     -     -     -     s
    Crouching           Cr    -     C     -
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Counter Wire           Vapour Cannon
 Super Cancels          Double Bomber (2nd)
 Free Cancel Into       Vapour Cannon, Dangerous Arch, Blitz Cannon,
                        Maxima Scramble, Maxima Lift
 Free Cancel Out Of     Mongolian, Maxima Scramble, Double Bomber
 Cannot Free Cancel     Bulldog Press, Centoun Press

 - Maxima's crouching C, far and close standing C, and standing CD attack
   all have autoguard.
 - The Mongolian is an overhead attack, unless canceled into (in which
   case, it becomes cancelable).  It can be canceled directly into a
   (HS)DM, however.
 - The Maxima Missile is cancelable.  An airborne opponent who is hit by
   this move will be knocked high into the air and can be hit with the
   Blitz Cannon.
 - The Vapour Cannon can negate normal and DM projectiles.
 - The Blitz Cannon is an anti-air move.  However, the (B) version can
   hit tall characters (such as Chang).
 - If you mistime the Centoun Press, Maxima will land on his back and
   will be open to attack until he recovers.
 - The Maxima Beam does a ridiculous amount of damage, even moreso on
   a counter hit.
 - The Bunker Buster has autoguard as it begins and ends.  It can hit
   as it begins, as well as when it ends.  It's possible to combo both
   hits together.  The "falling" animation can hit as an overhead attack,
   but this doesn't apply to the "impact" hit that occurs as Maxima
   lands.
 - The Dangerous Arch, Maxima Lift, Maxima Revenger, and Arc Enemy are
   unblockable.


 ------------------------------------------------------------------------
 WHIP                                                        [ '99 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Alpha
 b / f + D when near            Zed

 f + A  (x5)                    Whip Shot

 hcb + A  (can hold)            Strings Shot Type A "Code: Yuuetsu"
 hcb + B  (can hold)            Strings Shot Type B "Code: Chikara"
 hcb + C  (can hold)            Strings Shot Type C "Code: Shouri"
 delayed strings shot_b / f     Move Back / Forward
 D before Type A/B/C strikes    Strings Shot Type D "Code: Ame"
 delayed strings shot_D         Strings Shot Type D "Code: Ame"

 hcf + P                        Boomerang Shot "Code: SC"
 qcb + P in air                 Hook Shot "Code: Kaze"
 f,d,df + any                   Assassin Strike "Code: BB"
 b,d,db + P, tap P rapidly      Desert Eagle

 qcb,hcf + P                 B^ Sonic Slaughter "Code: KW"
 b,B,C,b,C                   H^ Super Black Hawk

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C     C     C
    Standing Far        -     C     -     s     C
    Crouching           -     C    C/C    -
    Upward Jump         -     C     -     -     -
    Diagonal Jump       -     C     -     C     -

 Super Cancels          Strings Shot (1st)
                        Boomerang Shot (1st)
                        (the DC movelist says this move is SCable;
                        it probably is, but I couldn't pull it off)
 Free Cancel Into       Strings Shot, Boomerang Shot, Hook Shot,
                        Assassin Strike
 Free Cancel Out Of     Whip Shot, Strings Shot (1st), Boomerang Shot
                        (1st), Assassin Strike (downward hit only)
 Cannot Free Cancel     Desert Eagle

 - The last input of the Whip Shot is a knockdown attack.  The ending
   animation can be canceled.  In the corner, you can cancel into the
   (B) Assassin Strike or (C) Desert Eagle for a combo.  Out in the
   open, you can cancel into the (A) Boomerang Shot.
 - It's possible for either hit of the Boomerang Shot to miss, depending
   on your opponent's location.
 - The 2nd hit of the (A) Strings Shot is an overhead attack, while the
   2nd hit of the (C) Strings Shot is a low attack.
 - The (B) Strings Shot will drag an opponent closer to you and leaves
   them open to attack momentarily.
 - The Assassin Strike can hit on the way up, or on the way down.
   The button used for this move determines where you come down (A is
   closest, D is furthest away).  Keep in mind that this is relative to
   your location, so if you're in the far corner of the screen, using
   A-D all put you in the same place.  This move can also hit an
   opponent who is lying on the floor.
 - You can no longer cancel out of the end of the Assassin Strike.
 - You can fire the Desert Eagle seven times before Whip will reload it.
   This move is a low attack, and can hit opponents who are lying on the
   floor.
 - The Desert Eagle can hit an opponent who is lying on the ground.
 - The Super Black Hawk is unblockable.


 ------------------------------------------------------------------------
 VANESSA                                                     [ '00 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Dynamite Puncher
 b / f + D when near            Clench Puncher

 f + A                          One-Two Puncher
 df + B                         Sliding Puncher

 Charge b,f + P                 Dash Puncher
 hcf + P, tap P rapidly         Machine Gun Puncher
 f,d,df + A                     Forbidden Eagle
 f,d,df + C                     Parrying Puncher

 qcf + K                        Puncher Vision (Zenpou)
  _f + A                        Puncher Upper
  _f + C                        Puncher Straight
  _b + P  (can hold)            Puncher Weaving

 qcb + K                        Puncher Vision (Kouhou)
  _f + A                        Puncher Upper
  _f + C                        Puncher Straight
  _b + P  (can hold)            Puncher Weaving

 qcb + P  (can hold)            Puncher Weaving
  _f + P                        Dash Puncher
  _b + P                        Parrying Puncher
  _f + K                        Puncher Vision (Zenpou)
  _b + K                        Puncher Vision (Kouhou)

 qcf,qcf + P when near       D^ Champion Puncher
 qcb,hcf + P                 B^ Crazy Puncher
 f,hcf + AC                  H^ Gaia Gear

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr   -/C   -/C    C
    Standing Far        Cr    C    -/C   -/C    C
    Crouching           Cr    Cr    C     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Counter Wire           Machine Gun Puncher (if last hit is only hit)
                        Puncher Straight (if last hit is only hit)
 Super Cancels          Parrying Puncher, Puncher Upper (2nd)
                        Dash Puncher (from Puncher Weaving)
                        (the DC movelist says this move is SCable;
                        it probably is, but I couldn't pull it off)
 Free Cancel Into       Forbidden Eagle, Parrying Puncher, Puncher Vision
 Free Cancel Out Of     One-Two Puncher, Sliding Puncher, Dash Puncher,
                        Machine Gun Puncher, Forbidden Eagle, Parrying
                        Puncher, Puncher Upper/Straight (both 2nd)
 Cannot Free Cancel     Puncher Weaving

 - The One-Two Puncher is an overhead attack on the 1st hit, unless you
   cancel into it (in which case it becomes cancelable on the 1st hit).
 - The Sliding Puncher is a low attack.  It can no longer hit opponents
   who are lying on the ground.
 - The Parrying Puncher can reflect normal and (S)DM projectiles.
 - You can pass through attacks during the Puncher Vision (but you are
   still vulnerable to throws).  Unlike most teleports, it can't be used
   to move through an opponent, though.
 - You can cancel the Puncher Vision into itself (or the b / f + K
   version into the opposite qcf + K or qcb + K version).
 - The Puncher Upper is cancelable into other special moves on the 2nd
   hit.
 - The second hit of the Puncher Straight will drop an opponent's guard,
   which isn't really useful unless you free cancel into the Forbidden
   Eagle.
 - The only advantage the Puncher Weaving offers is that it makes
   Vanessa duck down, allowing her to avoid some high attacks.
 - The "Puncher Weaving" version of the Dash Puncher is cancelable
   into other special moves.
 - You can juggle your opponent after the Forbidden Eagle, Dash Puncher,
   and Puncher Upper.
 - The Champion Puncher is unblockable.


 ------------------------------------------------------------------------
 SETH                                                        [ '00 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Hiji ate kara no hadou uchi
 b / f + D when near            Tomoe Nage

 f + A                          Tackle
 f + B                          Mae Age Geri
 b + A                          Back Blow
 b + B                          Sobat
 df + B                         Sliding

 qcf + P                        Sho-Yoh
 hcf + K                        Doh-Kuzushi
 d,d + P                        Ashi-Tori
 qcf + B in air                 An-Getsu
 qcf + D in air                 Raku-Getsu

 hcb + K                        Kyu-Getsu
  _f + K                        Ya-Getsu
  _d + K                        Gen-Getsu

 qcf,qcf + P                 D^ "Morote"-Sho-Yoh
 qcf,hcb + K                 D^ Irimi-Nadazuki
 qcf,hcb + AC                S^ Doh-Tori-Shichimonsatsu
 f,hcf + AC when near        H^ Sigure-Rangiku

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C     C    C/-    C     C
    Standing Far        -     -     -     -     C
    Crouching           Cr    -    C/-    -
    Upward Jump         C     -     C     -     s
    Diagonal Jump       C     -     C     -     s

 Counter Wire           (C) Sho-Yoh
 Super Cancels          Sho-Yoh (1st)
 Free Cancel Into       Sho-Yoh, An-Getsu, Raku-Getsu, Kyu-Getsu
 Free Cancel Out Of     Tackle, Mae Age Geri, Sobat, Sliding, Sho-Yoh,
                        (B) Doh-Kuzushi (if triggered), Ashi-Tori (if
                        triggered), Kyu-Getsu, Ya-Getsu, Gen-Getsu
 Cannot Free Cancel     An-Getsu (from Raku-Getsu), or the reverse.

 - Seth's crouching C will knock an opponent into the air briefly
   on the 2nd hit.
 - The Tackle is a knockdown attack, unless you cancel into it from
   the Mae Age Geri.
 - If canceled into, the Sliding becomes cancelable.
 - The Back Blow is cancelable.
 - The Sobat is an overhead attack, unless you cancel into it.
 - The Sliding, Gen-Getsu and Irimi-Nadazuki are low attacks.
 - The (B) Doh-Kuzushi can reverse jumping attacks as well as special
   moves and (S)DMs.
 - The (D) Doh-Kuzushi can reverse high and mid-level attacks.  It
   switches places with your opponent and leaves them open to attack
   briefly.
 - The Ashi-Tori can reverse low attacks.  You can juggle a hit enemy
   afterwards.  You can juggle your opponent afterwards.
 - You can juggle your opponent after the Irimi-Nadazuki.
 - The Doh-Tori-Shichimonsatsu can reverse jumping, high, mid-level,
   and low attacks, as well as special moves and (S)DMs.
 - An opponent hit by the Sigure-Rangiku will have their controls
   reversed for a short period of time.  This move is unblockable.
   It must be performed from up close in order to hit, even though
   it looks like it could be used from a short distance.


 ------------------------------------------------------------------------
 RAMON                                                       [ '00 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Arm Whip
 b / f + D when near            Flying Mayor

 df + B                         Teikuu Drop Kick
 ub against a wall, then uf     Sankaku Tobi

 hcf + P when near              Tiger Neck Chancery
 qcb + A  (can hold)            Feint Step (Drop Kick)
 qcb + C  (can hold)            Feint Step
 d,d,A,C                        Bard of Paradise
 hcf + K                        Somersault
  _press ABC                    Cancel

 qcb + K                        Force of Will
  _qcf + A                      Tsuika Kougeki
  _press ABC                    Feint Dash

 b,d,db + K                     Tiger Road
  _D as you touch the wall      Cross Chop
  _press ABC                    Feint Dash

 f,d,df + K                     Rolling Sobat
  _f,d,df + K                   Flying Body Attack
   _d,d + P                     Hiki Okoshi

 qcf,hcb + K                 D^ Savage Fire Cat
  _press ABC                    Feint Dash
 qcb,hcf + K                 D^ El Diablo Amarillo Ramon
 hcb,hcb + P when close      B^ Tiger Spin
 qcb,hcf + AC                H^ Hypnotic Tiger

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C     C     -
    Standing Far        Cr    -     -     -     -
    Crouching           Cr    C     C     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Counter Wire           (A) Feint Step, Rolling Sobat
 Super Cancels          Hiki Okoshi,
                        Feint Dash
 Free Cancel Into       Somersault, Tiger Road
 Free Cancel Out Of     Teikuu Drop Kick, Standing CD
 Cannot Free Cancel     All others.

 - The Teikuu Drop Kick is a low attack, unless you cancel into it
   (in which case, it becomes cancelable).  It can be canceled directly
   into a (HS)DM, however.
 - The Bard of Paradise can hit an opponent who is lying on the floor.
 - The Force of Will looks like the Tiger Road, but it can only
   be canceled into the Tsuika Kougeki and not the Cross Chop.
 - Ramon will randomly hop away instead of running during the Tiger
   Road and Force of Will.  It also seems to occur often if your
   opponent is in the corner and you cancel a crouching D into the
   Force of Will, then hold the button used.  What this is used for
   and how you can perform it reliably, I have yet to figure out.
 - The cancel animation of the Force of Will or Tiger Road (in which
   Ramon pauses and leans over) can hit an opponent who is behind
   him.  Even though the same animation is used for the Somersault
   cancel, it cannot hit your opponent.
 - The Cross Chop and Rolling Sobat are overhead attacks.
 - The Tiger Neck Chancery, Somersault, Tsuika Kougeki, Savage Fire Cat,
   and Tiger Spin are unblockable.


 ------------------------------------------------------------------------
 KULA DIAMOND                                                [ '01 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Ice Coffin
 b / f + D when near            Behind Slash

 f + A                          One Inch
 df + B                         Slider Shoot
 df + C                         Critical Ice

 f,d,df + P                     Crow Bites
 qcf + P                        Diamond Breath
 qcb + P                        Counter Shell
 qcb + B                        Ray Spin
  _f + B                        Stand 1
  _f + D                        Sit 1
 qcb + D                        Ray Spin
  _f + B                        Stand 2
  _f + D                        Sit 2

 qcf,qcf + P                 D^ Diamond Edge
 hcb,hcb + AC                S^ Freeze Execution
 qcf,qcf + BD in air         S^ La * Cachora
 AC,BD,ABC                   H^ Freeze Completion

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr   C/C   -/C    s
    Standing Far        Cr    Cr    C    -/-    s
    Crouching           C     Cr    -     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Counter Wire           One Inch, Counter Shell
                        Critical Ice (if 1st hit is only hit)
 Super Cancels          (C) Crow Bites (1st)
                        Stand 1 (1st), Sit 1
                        Stand 2 (1st), Sit 2
 Free Cancel Into       Crow Bites, Diamond Breath, Counter Shell,
                        Ray Spin
 Free Cancel Out Of     One Inch, Slider Shoot, Critical Ice, Crow Bites
                        (C=1st), Ray Spin: Stand (if leg hits), Ray Spin:
                        Sit

 - The One Inch is a knockdown attack, unless you cancel into it (in
   which case, it becomes cancelable).  It can be canceled directly
   into a (HS)DM, however.
 - The Slider Shoot and Sit are low attacks.
 - The (A) Diamond Breath knocks down.  You can hit an opponent as
   they are recoiling from either version of this move.  This move
   can also negate normal projectiles.
 - The Counter Shell will absorb normal and DM projectiles, prompting
   Kula to reply with a projectile of her own.  Against Rugal's Kaiser
   Wave, it can absorb the Level 1 version and absorb the Level 3
   version.
 - You can juggle your opponent after both hits of the (D) Ray Spin.
 - The Stand 2 and Sit 2 can only be used if the (D) Ray Spin hits
   or is blocked.
 - The La * Cachora will drain 1 Power Gauge stock from your opponent
   if it hits.  If they have less than 1 stock, the move will not
   drain any power at all.


 ------------------------------------------------------------------------
 K9999  (pronounced "kay four nine")                         [ '01 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Kieroo!
 b / f + D when near            Itsumade yondendayoo!

 f + A                          Urusee-!

 qcf + P                        Acchihe itteroo!
 qcb + K                        Kudakeroo!
 f,d,df + P                     Wareroo!

 db,hcb,df + P               D^ Tsuki...
 db,hcb,df + K               D^ Temee mo oucchimae!!
 d,f,df + ABCD               S^ Chikara ga...katte ni...uwaaaa!!
 f,b,f,b,f,b,f,b in air      H^ Kore wa, maru de....!!

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr  C/C/C   -     C
    Standing Far        Cr    Cr   -x6    -     C
    Crouching           Cr    Cr   -/-    -
    Upward Jump         -     -     -     -     -
    Diagonal Jump      -x5    -    -x5    -     -

 Super Cancels          Urusee-! (2nd-3rd)
                        Acchihe itteroo! (2nd-4th)
                        (A) Wareroo!
                        (C) Wareroo! (2nd)
 Free Cancel Into       Crouching D, Acchihe itteroo!, Kudakeroo!,
                        Wareroo!
 Free Cancel Out Of     Crouching D, Urusee-!, Acchihe itteroo!
                        (1st-4th), Wareroo!

 - You can cancel a normal move into K9999's crouching D.
 - The "Acchihe itteroo!" and "Tsuki..." can negate normal projectiles.
 - The "Wareroo!" can negate normal and DM projectiles.  You can juggle
   your opponent after the (C) version.
 - The "Temee mo oucchimae!!" can negate normal and (S)DM projectiles.
 - The (B) "Kudakeroo!" is a knockdown attack, while the (D) version
   is an overhead attack.  The (D) version also leaves a hit opponent
   open to attack.
 - From the proper distance (almost but not quite full screen), you
   can get nine hits from the "Temee mo oucchimae!!"
 - You don't have to input all of K9999's HSDM in the air; you can
   do most of the command on the ground, then jump while finishing
   the remaining inputs.  An alternative is to input a backstep before
   finishing the command, since K9999 will be in the air for a brief
   period of time.


 ------------------------------------------------------------------------
 ANGEL                                                       [ '01 Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Go Go Futen Girl
 b / f + D when near            Starlit Field

 f + B                          Senseless Chatter
 d + D in air                   At Wasteland

 hcb + K                        Red Sky of Japonesia
 b,d,db + K when near           Mad Murder Roulette

 b,f,d,df + BD               S^ Wind's Fairground
  _as an anti-air reversal   S^ Blue Monday Parade
   _press BCD on impact      H^ Survivor's Banquet

 [ Unchain Start Moves ]  -----------------------------------------------

 qcb + P                        Repun Kamuy
 hcf + K                        Beyond Frames
 b,f + K                        Senseless Fists
 df + B                         Formalists' Blue
 df + D                         Citizen of World
 df + B from Senseless Chatter  Formalists' Blue
 df + D from Senseless Chatter  Citizen of the World

 [ Unchain Continue Moves ]  --------------------------------------------

 u + P                          Bye Bye Ryuugu
 u + K                          Shelter From Storm
 f + P                          Buggy And Coffin
 f + K                          With A Lamp For Pathway
 d + P                          Train To See Cherry Blossoms
 d + K                          Impotent Symptom

 [ Unchain Finish Moves ]  ----------------------------------------------

 f,f + A                        Crown Under Sky
 f,f + C                        Fullmoon Evening
 f,f + K                        State Of Heat Haze
 qcf + A                        Cosmic Futen Swing
 qcf + C                        Lost Homeland
 hcf + K                        Beyond Frames
 (b / f +) BCD                  Oumagatoki
 b,f,d,df + P                B^ Loyalty Test For Liberalists

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    -r    C     C     C
    Standing Far        Cr    Cr    -     -     C
    Crouching           Cr    Cr    C     C
    Upward Jump         c     -     -     c     -
    Diagonal Jump       c     -     c     c     -

 Free Cancel Into       Mad Murder Roulette, Repun Kamuy, any Continue
                        move (except 'With A Lamp For Pathway'), Crown
                        Under Sky, Fullmoon Evening, State of Heat Haze
 Free Cancel Out Of     Senseless Chatter (1st), Repun Kamuy, Formalists'
                        Blue, Citizen of World.
 Cannot Free Cancel     All others.

 - An opponent hit by Angel's crouching C will be launched into the air.
 - Angel's jumping C will hit an opponent who is behind her (much
   like Iori's Yuri Ori).
 - You can cancel a mid-air attack into 'At Wasteland' and it
   will actually combo.
 - You can juggle an opponent after the 'Mad Murder Roulette.' Out
   in the open, 'Red Sky of Japonesia' makes for an easy follow-up.
 - The 'Repun Kamuy' is a knockdown attack.
 - You can cancel the 'Beyond Frames' into itself.
 - Canceling the 'Beyond Frames' into a "Continue" move can be tricky.
   For the (B) version, input the "Continue" command as Angel comes
   within range, and she will perform the attack (or else warp,
   then attack).
 - For the (D) version, input the command while Angel is still
   moving, before she warps.
 - Note that even the "Finish" version of the Beyond Frames can be
   canceled into a "Continue" move.
 - Either hit of the 'Senseless Fists' can be canceled into a
   "Continue" move.
 - The 'Formalists' Blue' is a low attack.
 - The 'Citizen of World' is an overhead attack.
 - You can juggle your opponent after 'Bye Bye Ryuugu' and 'Shelter
   From Storm', if it hits them while they are airborne.
 - 'With A Lamp For Pathway' and both hits of 'Buggy And Coffin' are
   overhead attacks.
 - 'Train To See Cherry Blossoms' and 'Impotent Symptom' both hit low.
   Impotent Symptom no longer hits an opponent who is lying on the floor.
 - You can juggle an opponent after 'Crown Under The Sky.'
 - 'Fullmoon Evening' is unblockable.  This move does much more
   damage on a counter hit.
 - The 2nd hit of 'State of Heat Haze' is an overhead attack.  The 3rd
   hit is a knockdown attack.
 - 'Cosmic Futen Swing' is unblockable, while 'Lost Homeland' will miss
   if Angel's opponent is blocking.
 - Angel has the ability to chain together certain attacks.  It may
   seem complicated, but the rules are rather simple.  Simply perform
   an "Unchain Start" move, then follow with an "Unchain Continue"
   move.  You can then finish with an "Unchain Finish" move.
 - Alternatively, you can chain the "Unchain Continue" moves into
   each other.  There are three basic rules to doing this:

     1.  You must alternate between Punch and Kick for each attack.
     2.  You cannot use the same direction twice in a row.
     3.  You may not repeat a command.

 - Despite these rules, most any combination is possible.  You can
   even chain all of them together, like so:

    Start move, f + K, u + P, d + K, f + P, u + K, d + P, Finish move

 - You could even do the whole sequence in reverse, if you'd like.
 - Strangely enough, you can also cancel any "Start" move (except
   the Senseless Fists) into any of the "End" moves (except the
   Oumagatoki and Loyalty Test) by performing the "End" move during
   the "Start" move and holding down the button used.  Angel will
   automatically perform a "Continue" attack followed by the "End"
   move that you inputted.
 - The Wind's Fairground can reverse jumping, high, mid-level, and low
   attacks, as well as special moves and (S)DMs.
 - If the Wind's Fairground catches an opponent's mid-air attack (and
   by mid-air, I mean even Kim's ground Hou'ou Kyaku will count), she
   will perform the "Blue Monday Parade" instead.
 - In order to perform Angel's HSDM, you have to press and hold BCD
   immediately after inputting the command for the Wind's Fairground,
   but _before_ your opponent's attack hits.  Furthermore, it will
   only work if your opponent's attack is an aerial one, so that you
   get the Blue Monday Parade to trigger.
 - The alternate (and far easier method), is to simply perform the Wind's
   Fairground as "b,f,d,df + hold BCD."  This way, if you happen to get
   the Blue Monday Parade instead, Angel will automatically go into the
   Survivor's Banquet.
 - When free canceling during the Unchain moves, keep in mind that you
   cannot free cancel into the Repun Kamuy if you used it earlier (to
   begin the Unchain sequence).


 ------------------------------------------------------------------------
 YASHIRO OF THE PARCHED EARTH                             [ Orochi Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Baku
 b / f + D when near            Beki

 f + A                          Saku
 f + B                          Bu

 qcb + P                        Kujiku Daichi
 hcf + K                        Odoru Daichi
 hcf + P when near              Niragu Daichi
 hcb,f + P when near            Musebu Daichi

 qcf,qcf + K                 B^ Araburu Daichi
 hcb,hcb + P when near       B^ Ankoku Jigoku Gokuraku Otoshi
 B,D,A,ABC                   H^ Armageddon

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C     C     C     s
    Standing Far        Cr    -     -     -     s
    Crouching           Cr    -     C     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Free Cancel Into       Kujiku Daichi
 Free Cancel Out Of     Saku
 Cannot Free Cancel     All others.

 - The Saku is an overhead attack, unless you cancel into it (in which
   case, it becomes cancelable).
 - The Bu is cancelable.
 - All of Yashiro's moves are unblockable, except for the Saku and Bu.


 ------------------------------------------------------------------------
 SHERMIE OF THE RAGING LIGHTNING                          [ Orochi Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Bakurai
 b / f + D when near            Enrai

 f + B                          Kourai

 hcf + any                      Mugetsu no Raiun
 qcb + P                        Yatanagi no Muchi
 qcb + K                        Shajitsu no Odori
 qcf + K in air                 Raijin no Tsue

 qcf,qcf + P                 B^ Ankoku Raikou Ken
 qcf,qcf + K                 B^ Shukumei, Gen'ei, Shinshi
 B,A,b,A, any                H^ Unmei no Ya

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr   C/C    C    -/-    s
    Standing Far        Cr   C/C    -     -     s
    Crouching           Cr    C     C     -
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Free Cancel Into       Yatanagi no Muchi (only from a non-special move),
                        Mugetsu no Raiun (only from a non-special move),
                        Shajitsu no Odori, Raijin no Tsue
 Free Cancel Out Of     Kourai, Shajitsu no Odori

 - The Kourai is an overhead attack, unless you cancel into it (in
   which case, it is cancelable on the 2nd hit).
 - The Mugetsu no Raiun will stun a hit opponent.  The button used
   determines the attack's location (A is close, D is furthest away).
 - The Raijin no Tsue is an overhead attack.
 - The button used for the Unmei no Ya works the same as the Mugetsu
   no Raiun.  After an opponent is hit, a bolt of lightning will
   strike them.  The bolt's location seems to be random, since it may
   miss your opponent, or hit you (!) or both characters.
 - It's possible to take action in the second just before the bolt
   hits during the Unmei no Ya.  In this case, you can always roll
   out of the bolt's path.  The bolt is unblockable, so don't bother
   guarding or making an attack :)


 ------------------------------------------------------------------------
 CHRIS OF THE FLAME OF DESTINY                            [ Orochi Team ]
 ------------------------------------------------------------------------

 b / f + C when near            Chi no Batsu
 b / f + D when near            Ten no Tsumi

 f + A                          Muyou no Ono
 f + B                          Jukei no Oni
 df + B                         Setsudan no Koto

 qcf + P                        Taiyou wo Iru Honoo
 qcb + P                        Kagami wo Hofuru Honoo
 f,d,df + P                     Tsuki wo Tsumu Honoo
 hcf + K when close             Shishi wo Kamu Honoo

 qcb,hcf + P  (can hold)     B^ Ankoku Orochi Nagi
 D,C,d,C,D                   H^ Sanagi wo yaburi, chou wa mau

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C     C     s     s
    Standing Far        Cr    -    C/-    -     s
    Crouching           C     -r    C     -
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          (C) Tsuki wo Tsumu Honoo (3rd)
                        Shishi wo Kamu Honoo (last)
 Free Cancel Into       Kagami wo Hofuru Honoo, Tsuki wo Tsumu Honoo
 Free Cancel Out Of     Jukei no Oni, Setsudan no Koto, Tsuki wo Tsumu
                        Honoo (C=1st-3rd), Shishi wo Kamu Honoo
 Cannot Free Cancel     Taiyou wo Iru Honoo

 - The Muyou no Ono is cancelable.
 - The Jukei no Oni is an overhead on the 2nd hit (unless canceled into,
   in which case it is cancelable on the 2nd hit).
 - The Setsudan no Koto is a low attack.
 - The (A) Tsuki wo Tsumu Honoo hits twice on a counter hit.
 - The 1st hit of the Shishi wo Kamu Honoo will drop an opponent's
   guard (leaving them open to the remaining hits).
 - You can juggle an opponent after the Shishi wo Kamu Honoo.


 ------------------------------------------------------------------------
 KUSANAGI                                              [ Edit Character ]
 ------------------------------------------------------------------------

 b / f + C when near            Hatsugane
 b / f + D when near            Issetsu Seoi Nage

 d + C in air                   Geshiki: Naraku Otoshi
 f + B                          Geshiki: Goufu You
 df + D                         88 Shiki

 qcf + P                        108 Shiki: Yami Barai
 f,d,df + P                     100 Shiki: Oniyaki
 b,d,db + K                     101 Shiki: Oboroguruma
 qcf + K,K                      75 Shiki Kai
 hcb + K                        212 Shiki: Kototsuki You

 qcb + P                        910 Shiki: Nue Tsumi
  _as a high reversal           Geshiki: Ryuu Iri
  _as a low reversal            Geshiki: Tora Fuse

 qcb,hcf + P  (can hold)     B^ Ura 108 Shiki: Orochi Nagi
 qcf,qcf + AC                H^ Saishuu Kessen Ougi Reishiki

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    Cr    C     C     s
    Standing Far        Cr    -     C     -     s
    Crouching           Cr    -r    C     -
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Free Cancel Into       Oniyaki, Oboroguruma, 75 Shiki Kai
 Free Cancel Out Of     Goufu You, 88 Shiki, Oniyaki (1st), Kototsuki
                        You (1st), Nue Tsumi, Ryuu Iri, Tora Fuse
 Cannot Free Cancel     Yami Barai

 - The Naraku Otoshi acts as a knockdown attack if it hits an airborne
   opponent.
 - The Goufu You is an overhead attack on the 2nd hit, unless canceled
   into (in which case it is cancelable on the last hit).
 - The 88 Shiki is a low attack.
 - The (A) Oniyaki hits twice on a counter hit.
 - If you hit an airborne opponent with the (B) Oboroguruma, you can
   juggle them upon landing.
 - You can juggle an opponent after both hits of the 75 Shiki Kai.
 - The Nue Tsumi is a reversal move.
 - During the (A) Orochi Nagi, Kusanagi is immune to low attacks.  During
   the (C) version, he is immune to high attacks (including normal and
   (S)DM projectiles, even full size ones like the Haou Shoukou Ken).
 - During the SDM Orochi Nagi, Kusangi's body is on fire, and anyone
   touching it takes damage.  In addition, the fire will negate normal
   and (S)DM projectiles.


 ------------------------------------------------------------------------
 OMEGA RUGAL                                           [ Edit Character ]
 ------------------------------------------------------------------------

 b / f + C when near            Scorpion Deathlock
 b / f + D when near            Scorpion Deathblow

 f + B                          Double Tomahawk

 qcf + P                        Reppuu Ken
 qcf + K                        Dark Barrier
 hcb + P                        God Press
 hcb + K                        B's Destruction
 f,d,df + K                     Genocide Cutter
 f,hcf + P  (can hold)          Kaiser Wave

 qcf,hcb + P                 B^ Gigantic Pressure
 qcf,qcf + K                 B^ Destruction Omega
 hcf,hcf + AC                H^ Kaiser Phoenix

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       C     C    C/C   C/-    s
    Standing Far        -     -     -     -     s
    Crouching           Cr    -r    C     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Free Cancel Into       Dark Barrier, B's Destruction (only from
                        a non-special move or Genocide Cutter)
 Free Cancel Out Of     Double Tomahawk (2nd), B's Destruction (3rd),
                        Genocide Cutter (1st)
 Cannot Free Cancel     Reppuu Ken, God Press, Kaiser Wave

 - The Double Tomahawk is an overhead attack on the 2nd hit (unless
   canceled into).  Either way, it is cancelable on the 1st hit.
 - You can hit an opponent as they recover from the Reppuu Ken, even
   from up close.
 - The Psycho Reflector can reflect normal and (S)DM projectiles.
 - The Kaiser Wave has three levels.  At level 2, it becomes a 2 hit
   orb that cannot be reflected.  At level 3, it becomes an unblockable
   (but reflectable) Gravity Smash-type projectile.
 - You can juggle an opponent after the (B) B's Destruction.
 - During the Kaiser Phoenix, Rugal will fire various levels of Kaiser
   Wave projectiles.  What type of projectile and how many of them he
   throws seem to be determined at random (I've seen between 5 to 11
   projectile tosses myself).  The projectiles have the same function
   as their normal versions (so the Gravity Smash-types are unblockable
   and the Kaiser Wave and 2-hit orbs are still reflectable).


 ------------------------------------------------------------------------
 SHINGO YABUKI                                    [ Dreamcast Character ]
 ------------------------------------------------------------------------

 b / f + C when near            Hatsugane
 b / f + D when near            Issetsu Seoi Nage Fukanzen

 f + B                          Geshiki: Goufu "Kakkodake"

 qcf + A                        114 Shiki: Aragami Mikansei
 qcf + C                        115 Shiki: Dokugami Mikansei
 hcb + K                        212 Shiki: Kototsuki Mikansei
 b,d,db + K                     101 Shiki: Oboroguruma Mikansei
 f,d,df + P                     100 Shiki: Oniyaki Mikansei
 f,d,df + K when near           Shingo Kinsei Oreshiki: Nie Togi
 qcb + P                        Shingo Kinsei Oreshiki: Getchuu
 hcf + K                        Shingo Kick

 qcf,qcf + P                 B^ Geshiki: Kake Hourin
 qcb,hcf + AC                H^ Shingo Kinsei Ore "Mushiki"

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    C     C     C     C
    Standing Far        Cr    -     -     -     C
    Crouching           Cr    Cr    C     C
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          Kototsuki Mikansei (1st)
 Free Cancel Into       Aragami, Dokugami, Kototsuki, Oniyaki.
 Free Cancel Out Of     Aragami, Dokugami, Kototsuki. Oniyaki,
                        Nie Togi (1st-2nd), Getchuu (even if it
                        reverses).

 - The Kakkodake is not an overhead attack, but it is cancelable.
 - The Aragami Mikansei is not a knockdown attack, but the Dokugami
   Mikansei is.
 - The 2nd hit of the Kototsuki Mikansei is an overhead attack.
 - Randomly, Shingo will fall after the (D) Oboroguruma Mikansei.
   This will act as an overhead attack.
 - The (C) Oniyaki Mikansei hits twice on a counter hit.
 - You can juggle an opponent after the Nie Togi.  Some hits may miss
   if you aren't close enough when performing this move (such as if
   you combo into it under certain conditions).
 - The Getchuu is an overhead attack.  It can reverse high and mid-
   level attacks.  If it reverses, Shingo does a reverse kick instead
   of an elbow drop.  What's more, Shingo moves away while attacking,
   so you may be pushed out of harm's way even if the kick misses.
 - The reversal no longer functions as a Counter Wire, though.
 - The (D) Shingo Kick will knock down if Shingo travels forward far
   enough before hitting.
 - An opponent hit by the Kake Hourin has their guard dropped.  Note
   that Shingo is not invincible while dashing during this move.
 - You can juggle your opponent after the (C) Kake Hourin or the SDM
   version, as well.
 - Shingo's jumping CD hits twice on a counterhit.  However, you cannot
   juggle an opponent if they take both hits.
 - This character is only available in the Dreamcast version of KoF
   2002.  See the "Dreamcast Secrets" section for information on how to
   unlock them.


 ------------------------------------------------------------------------
 KING                                             [ Dreamcast Character ]
 ------------------------------------------------------------------------

 b / f + C when near            Hold Rush
 b / f + D when near            Hook Buster

 f + B                          Trap Kick
 df + D                         Sliding

 qcf + B                        Venom Strike
 qcf + D                        Double Strike
 f,d,df + K                     Trap Shot
 hcb + P                        Mirage Kick
 hcb + K                        Tornado Kick '95
 hcf + P when near              Mirage Dance

 qcf,hcb + K                 B^ Illusion Dance
 b,f,df,d + BD               H^ Surprise Rose

    Cancelables         A     B     C     D    C D
    ----------------------------------------------
    Standing Near       Cr    -     C    C/C    s
    Standing Far        -r    -     -     -     s
    Crouching           Cr    Cr    C     -
    Upward Jump         -     -     -     -     -
    Diagonal Jump       -     -     -     -     -

 Super Cancels          Mirage Kick (3rd)
 Free Cancel Into       Trap Shot, Mirage Kick, Tornado Kick '95
 Free Cancel Out Of     Trap Shot (8th), Mirage Kick

 - The Trap Kick is an overhead attack, unless you cancel into it.
 - The Sliding is a low attack.
 - The Mirage Dance is unblockable.
 - The Surprise Rose is an overhead attack on the way up and the way
   down.
 - This character is only available in the Dreamcast version of KoF
   2002.  See the "Dreamcast Secrets" section for information on how to
   unlock them.


 ========================================================================
 4.  GAMEPLAY NOTES
 ========================================================================

 This section explains some of the KoF basics (listed in alphabetical
 order).

 ------------------------------------------------------------------------
 AUTOGUARD
 ------------------------------------------------------------------------

 Autoguard is a nifty little feature that lets you defend against an
 attack while you're in the middle of performing a move.  This may seem
 kind of cheap, but in most cases, the autoguard can only be "triggered"
 during a particular animation frame (or series of frames).  For example,
 Ryo's Joudan Uke only has one frame of autoguard, while Maxima's Bunker
 Buster offers autoguard during the entire time that the move is
 beginning, and as he recovers from it upon landing.  Even if you hit
 him with multiple attacks, they will all be blocked.

 As an example of autoguard, let's look at Maxima's standing CD.  If
 an opponent attacks him, the autoguard will only come into effect if
 he is hit at a particular moment.  In this case, it's either when he
 is holding his arms directly behind him horizontally, or diagonally
 in front of him.  If the autoguard is triggered, then there is a brief
 pause as the incoming attack is blocked, followed by the rest of the
 CD animation.

 Note that you still take block damage from autoguarding against a
 special move or (S)DM.  Also, autoguarding a move can still result in
 getting Guard Crushed (or eventually getting Guard Crushed, depending
 on how much Guard power you have left--see "Dropped Guard" for details).

 Also, autoguard is not perfect.  It is entirely possible for your
 opponent to trigger your autoguard, but still hit you even after it's
 been triggered (usually this occurs when they're using an attack that
 hits more than once).

 Keep in mind that some moves have no effect except to provide you with
 autoguard, like Ryo's Gedan Uke or May Lee's Hero Uke [however, in
 both these cases, if autoguard is triggered, you can cancel into a
 special move or (S)DM].


 ------------------------------------------------------------------------
 BLOCKING ATTACKS
 ------------------------------------------------------------------------

 There are two ways to defend against attacks; by blocking them, or
 by using autoguard.  Autoguard is explained in a previous entry (see
 above).

 Blocking attacks is as simple as holding back to block while standing
 (also known as blocking high), or holding down-back to block while
 crouching (also known as blocking low).  When you block an attack,
 you take no damage from it.  If you block a special move or (S)DM,
 then you take greatly reduced damage with each hit.  Normally, you
 can't block a throw attempt, but some throws will not connect (or
 will miss entirely), if you block them.  Note that if you block too
 many attacks in a short period of time, you will experience "dropped
 guard" (see the entry below for more information on this).

 Blocking high will protect you from any kind of jumping attack, and
 most standing attacks (although some character's standing kicks can
 hit below the belt and must be blocked low).  However, you are left
 vulnerable to low attacks.  Blocking low protects you from low attacks
 (like crouching kicks, etc.) and most standing attacks.  However, you
 are left open to jumping attacks and overheads.

 An overhead is any move that cannot be blocked low, but it's most
 commonly used to describe moves that look like they should be able to
 be blocked low.  For example, Maxima's Mongolian is a standing chop
 attack.  It looks like you could crouch and block it, but in fact, it
 will hit you unless you block while standing.


 ------------------------------------------------------------------------
 BLOW AWAY ATTACKS
 ------------------------------------------------------------------------

 Blow Away attacks are performed by pressing CD while standing or
 jumping.  They cannot be used while crouching.  All characters can use
 CD attacks, except for May Lee when she is in Hero Mode (she only has
 a standing CD in this mode, and it functions differently from most CD
 attacks).

 Most ground Blow Away attacks are cancelable, but some are not (like
 Ramon's).  Furthermore, some are only cancelable into special moves
 and (S)DMs, while others are cancelable into command attacks.

 You can juggle someone after a CD attack, but only if the CD attack
 counterhits (see below), or if your character has a "surefire juggle"
 (see that section for more information).

 Guard Cancel Blow Away Attacks can only be used while you're blocking
 while standing up.  They do less damage than normal Blow Away Attacks,
 look different, and are not cancelable.


 ------------------------------------------------------------------------
 COUNTER HITS
 ------------------------------------------------------------------------

 A counter hit occurs when you are damaged while making an attack of some
 sort.  This can occur if you're hit while your attack begins, as it is
 being performed, or while you recover from it.  Any time a move connects
 on a counter hit, it does slightly more damage than usual.  Some attacks
 do much more damage than usual (like the Maxima Beam).

 If a Blow Away Attack (more commonly known as the CD attack) counter
 hits, then you can juggle your opponent afterwards.  For example, if
 you jumped in with a CD that hit, doing an Oniyaki upon landing would
 not do anything.  However, if the CD counterhit, then the Oniyaki would
 actually connect.


 ------------------------------------------------------------------------
 COUNTER WIRES
 ------------------------------------------------------------------------

 Certain moves have the ability to bounce your opponent off the wall if
 they connect on a counter hit.  These moves are called Counter Wires.
 If they hit normally, nothing special happens, but if they counter hit,
 then the Wire effect occurs.  Examples of such moves are Ralf's
 Galactica Phantom or Takuma's Haou Shikou Ken.


 ------------------------------------------------------------------------
 DROPPED GUARD
 ------------------------------------------------------------------------

 "Dropped Guard" refers to those instances when, while in the midst of
 blocking an attack, your character suddenly stops blocking and goes
 into a sort of "stunned" animation for a split second.  There are two
 ways that this can happen:

 The first method is by Guard Crush.  Every character has an invisible
 "Guard Gauge" that goes down as you block attacks.  Once it drops to
 around 1/4th, the frame around your Life Gauge will flash red.  Once
 it is completely drained, your character will be Guard Crushed and
 will stop blocking.

 The Guard Crush gauge gradually fills back up as long as you're not
 blocking.  Therefore, if your Life Gauge starts flashing red, you can
 get it to turn white again by not blocking for a while.  Reverting
 to white doesn't mean that the Guard Gauge is totally full, it just
 means that it has filled up to around half full.

 If you do get Guard Crushed, then your Guard Gauge immediately
 refills.  For example, it takes 12 of Kyo's jumping D attacks to
 Guard Crush Maxima.  At around 9 hits, his gauge will start to
 flash red.  After getting GC'd, he could block 12 more hits before
 getting GC'd again.  Just how many hits you can block before getting
 GC'd depends on who you are using.  If we put Mai in the same situation
 as Maxima, she would be Guard Crushed in only eleven hits.

 The second method of dropping someone's guard involves special moves
 that can do this automatically.  Certain moves have this property,
 like Takuma's (C) Ko'ou Ken.  Such moves will drop your guard every
 time, no matter what.

 So, what's the significance of all this?  Well, if your guard drops,
 that means that you're left open to attack for a moment.  If, for
 example, Kyo GC'd you with a close standing C, he could cancel it into
 the Aragami, and that would hit you before you recovered and resumed
 blocking.  The same applies to moves that drop your guard; if you
 try to block Orochi Chris' Shishi wo Kamu Honoo, the first hit would
 drop your guard, and you would end up taking the rest of the hits.
 Another instance of using blocked guard to your advantage would be
 super canceling Takuma's blocked (C) Haou Shikou Ken into the Ryuuko
 Ranbu.


 ------------------------------------------------------------------------
 MAX MODE
 ------------------------------------------------------------------------

 [ NORMAL MAX ACTIVATE ]  -----------------------------------------------

 MAX mode costs one level of power to activate (by pressing BC).  When
 you do this, your character will pose briefly, then start to flash.
 During this time, a blue gauge appears above the Power Gauge and begins
 to slowly drain.  Once it is empty, MAX mode ends.

 [ QUICK MAX ACTIVATE ]  ------------------------------------------------

 You cannot activate MAX mode while in the air, although it is possible
 to cancel a normal attack, command attack, or CD attack into MAX mode,
 even if said attacks are uncancelable.  Just press BC as your attack
 hits or is blocked.  Quick MAX activation costs 2 levels to use, though.

 One huge advantage that the Quick MAX Activate offers it that there is
 no startup animation, and because your current attack is canceled,
 you can immediately attack your opponent after pressing BC.

 For example, here is a combo with Kyo:

       df + D (1st) -> Press BC -> Far Stand D -> qcf + C -> etc.

 And here is another one with Rugal:

        Close stand D -> Press BC -> Close stand D -> hcb + D

 This combo can also be done with Vice; just perform a Mayhem or (B)
 Decide after the second standing (D).

 [ ABILITIES IN MAX MODE ]  ---------------------------------------------

 While in MAX mode, your attack power decreases.  Only DMs do a
 normal amount of damage.  Furthermore, you cannot earn Power Gauge
 energy while in MAX mode.  However, there are benefits to using this
 mode as well.

 For one thing, you can perform a DM without losing any levels from your
 Power Gauge.  You can also perform an SDM, which will only cost one
 level to use.  If your Life Gauge is very low (to be exact, below
 1/3rd of the total gauge length), you can use HSDMs as well, which have
 the same requirements as SDMs.  In all of these cases, performing the
 (HS)DM will immediately end MAX mode.

 [ FREE CANCELS ]  ------------------------------------------------------

 One advantage of MAX mode is the ability to use free cancels.  These
 work like so:

      - Any normal attack can be canceled into certain special moves.
        (i.e. Kyo's far standing D into Dokugami).
      - Any jumping normal attack or CD attack that hits or is blocked
        can be canceled into certain special moves.
        (i.e. Kensou's jumping C into Ryuu Sougeki).
      - Any standing CD attack can be canceled into certain special
        moves. (i.e. Ramon's standing CD into Tiger Road).
      - Any command attack can be canceled into certain special moves.
        (i.e. Benimaru's Flying Drill into Kuuchuu Raijin Ken).
      - Certain special moves can be canceled into other special moves.
        (i.e. Maxima's Double Bomber into Vapour Cannon).

 Each time you use a free cancel, your character flashes white and a
 small amount of energy from the MAX timer is lost.

 Free canceling an attack into a command attack or (HS)DM is not possible
 (unless that attack is cancelable normally).  You cannot free cancel a
 special move into itself, although moves that can be done on the ground
 _and_ in mid-air are an exception.  For example, you could free cancel
 a (C) Psycho Sword into a mid-air Psycho Sword, or the ground Minutes
 Spike into the mid-air Minutes Spike.

 The list of which special moves can be used as free cancels and which
 cannot is found in Section 3.

 One advantage of using free cancels is that you can cancel moves that
 might lose their properties otherwise.  For example, here is a combo
 for Vice:

                        f + A -> qcb + P -> qcf + P

 This is especially useful against a crouching opponent, since the
 f + A attack is an overhead.  Normally, it is not cancelable, but
 you can simply free cancel into the Mayhem and continue from there.

 Here is an another example of using free cancels with Kyo:

  Stand close C -> ( qcf+C -> qcf+A ) x2 -> qcf+C -> qcf+K,K -> f,d,df+P

 You couldn't keep doing qcf + C -> qcf + A over and over because the
 gauge runs out too quickly for that.

 The only character who cannot use Free Cancels is May Lee (no matter
 which mode she is in).  Even characters who do not have special moves
 available as Free Cancels can still free cancel normal attacks or CD
 attacks into certain special moves (such as in the case of Clark or
 Ramon).

 Also, Andy has the ability to free cancel out of the ground kick part
 of his Gourin Kai throw.  Since he's the only person in the game who
 adds a physical attack to the end of their throw, he's the only person
 who can free cancel out of a basic throw--not that you can combo the
 throw into anything in the first place. ;)


 ------------------------------------------------------------------------
 POWER GAUGE
 ------------------------------------------------------------------------

 The Power Gauge is located at the bottom of the screen.  It fills up as
 you are damaged, as you block attacks, and as you make attacks of your
 own.  You will earn additional power if your attacks hit your opponent.
 Basic throws and (HS)DMs do not add any energy to the Power Gauge.

 Once the Power Gauge is full, it will empty, and you will gain a level
 of power.  In Team Play, the amount you can hold depends on which
 character you are currently using:

                First player            Can hold 3 levels
                Second player           Can hold 4 levels
                Third player            Can hold 5 levels

 In Single Play, you start off with being able to hold 3 levels, and
 gain a level for each round that is lost or ends in a draw (so if
 you lost the first round and the second was a draw, you could hold
 five levels on the final round of play).

 Power Gauge energy can be carried over from round to round, but not
 battle to battle.  You will lose one level of power for doing any
 of the following:

              - Using a Quick roll
              - Using a Guard Cancel roll
              - Using a Guard Cancel Blow Away Attack
              - Activating MAX mode
              - Using a DM when not in MAX mode
              - Using an SDM when in MAX mode
              - Using an HSDM
              - Using a super cancel.
              - Getting hit by Kula's La * Cachora

 So, for example, if you supercanceled into an SDM, it would cost
 three levels total (one to activate MAX mode, one for the act of
 canceling, and one for the SDM).


 ------------------------------------------------------------------------
 REVERSAL MOVES
 ------------------------------------------------------------------------

 Reversal moves have the ability to "catch" your opponent's attack and
 respond with an attack on your own.  Some of these reversal moves cannot
 hit unless the "reversal" feature is triggered (such as Goro's Nekko
 Gaeshi), while others can actually hit an opponent and only reverse
 attacks as a secondary function (like Kusanagi's Nue Tsumi).

 All reversal moves have a certain animation frame (or frames) in which
 the reversal can be triggered.  Otherwise, if your opponent attacks you
 and you're not in that particular frame, you'll just get hit.  For
 example, Kusanagi's Nue Tsumi can only be used as a reversal if Kusanagi
 is hit while he is raising his arm up.

 Not all reversal moves can "catch" the same attacks.  Here are the types
 of attacks you can reverse, depending on who you're using:

  Jumping       - an attack your opponent makes while in air.
  High          - an attack that hits above the waist.
  Mid-Level     - an attack that hits below the waist, but doesn't
                  hit the lower legs or feet (such as most crouching
                  punches).
  Low           - attacks that hit the feet (such as most crouching
                  kicks).
  special moves - Includes non-projectile and non-throw special moves.
  (S)DMs        - Includes non-projectile and non-throw (S)DMs.

 Note that an opponent's "attack" refers to any move that has a hit
 animation that is not a special move or (S)DM.  So a jumping CD attack,
 standing B, or a command attack (like Leona's Strike Arch) could all
 be reversed.  Ryo's Joudan Uke could not, because although it is a
 command attack, it has no hit animation.

 If a character can reverse special moves or (S)DMs, then they can
 "catch" those moves even if they are unblockable (such as Ralf's
 Galactica Phantom).  The only exception to this are projectiles,
 throws, and certain other moves that don't fall into any category
 (like Iori's Ya Otome or Yamazaki's "Akumu...soshite kyouki.")  A
 character who can reverse special moves still cannot reverse
 blockable throws, even though they have a "hit" animation.  Also,
 just because you can reverse a particular type of attack doesn't
 mean that you can reverse _all_ of them.


 ------------------------------------------------------------------------
 ROLLING
 ------------------------------------------------------------------------

 The rolling moves (otherwise refered to as the "Emergency Evade") can
 be used by themselves, or while blocking an attack.  You are immune to
 attack as the roll begins, but you can be attacked while recovering
 from the roll (before you have a chance to block).  Throws of any kind
 can grab you out of a roll at anytime.

 A third type of roll has been added to this year's KOF, the "Quick
 Emergency Evade."  Basically, what it allows you to do is cancel any
 normal attack, command attack, or Blow Away Attack into a forward
 roll.  It can be used even if the attack is not cancelable, or before
 the attack even hits.  However, canceling a roll in this manner will
 cost 1 level of your Power Gauge, even if you're in MAX mode.


 ------------------------------------------------------------------------
 SUPER CANCELS
 ------------------------------------------------------------------------

 Super cancelling is the act of canceling a special move into a (S)DM.
 You cannot super cancel into an HSDM, however.  You can tell if you
 supercanceled successfully because your character will flash white as
 the cancel occurs.

 In order to perform a super cancel, you need a spare level of Power
 Gauge energy to expend.  This means that super canceling into a DM or
 SDM actually costs two levels of power.  Also, you can only supercancel
 into moves that hit or are blocked--you can't supercancel from a missed
 attack.

 As an example of a supercancel, let's look at Benimaru.  One of his
 supercancelable moves is the Shinkuu Katategoma.  Since any of the
 hits are cancelable, all you have to do is perform the move, then
 input a (S)DM command before the Shinkuu Katategoma finishes hitting.

 One trick you can do to make supercanceling easier is to abbreviate
 input commands.  For example, let's say you wanted to supercancel from
 the Shinkuu Katategoma into the Gen'ei Hurricane.  That would look like
 this:

                        qcb + K -> qcb,qcb + K

 However, since you're already entering part of the Gen'ei Hurricane
 command to begin with, you have the option of canceling the first
 hit like so:
                     qcb + K (1st hit) -> qcb + K

 Another example of a abbreviated command is this one with Kyo:

                          hcb + B -> hcf + P

 This will make him cancel the (B) Hikigane into the Orochi Nagi.

 [ OTHER CANCELS ]  -----------------------------------------------------

 Some characters can cancel uncancelable moves directly into (HS)DMs.
 This is not considered supercanceling, as you only lose Power Gauge
 levels for the (HS)DM used, and not the act of canceling.  Examples
 include Kula and K's One Inch, Maxima's Mongolian, Mary's Hammer Arch,
 and Ramon's Teikuu Drop Kick.

 Also, characters with "button-press" (S)DMs (like Mary's Dynamite
 Swing, or May's Disposition Frog) or even HSDMs, (like Mai's Kubi no
 Kitsune), can cancel out of any uncancelable normal attack or command
 attack.  For example, you could cancel the 2nd hit of the Benitsuru no
 Mai (which is uncancelable even if canceled into) into the Kubi no
 Kitsune. The same would apply to Mary's far standing D canceled into
 the Dynamite Swing.


 ------------------------------------------------------------------------
 SUREFIRE JUGGLES
 ------------------------------------------------------------------------

 One contributor brought up an interesting point--certain moves can
 juggle an opponent no matter what.  For example, we all know that you
 can't juggle someone off a CD attack unless it counterhits.  However,
 Chang can hit someone with a normal CD, then bounce them off the floor
 with his Tekkyuu Dai Bokusatsu for the full number of hits.

 Here's a list of the "surefire" juggles known so far:

        Whip                    (A) Boomerang Shot (2nd)
        Chang                   Tekkyuu Dai Bokusatsu
        Vanessa                 Gaia Gear (after 1st hit)
        K9999                   Chikara ga...katte ni...uwaaa!!

 If anyone knows of any other "surefire" juggles, feel free to drop
 me a line.


 ------------------------------------------------------------------------
 THROW TYPES
 ------------------------------------------------------------------------

 Not all throws function in the same way.  Throws can be put into one of
 three categories; those that are unblockable (anybody's normal C or D
 throw, for example), those that are blockable (Maxima's Blitz Cannon)
 and those that miss entirely if you block them (Angel's Lost Homeland).


 ------------------------------------------------------------------------
 OTHER INFO.
 ------------------------------------------------------------------------

 If you end up going four rounds with an opponent, then both characters
 will start off with a little more than 1/3rd of their Life Gauge filled.

 Also, when fighting the CPU, the Stage 6 battle is always against a
 member of the '01 Team.


 ========================================================================
 5.  MISCELLANEOUS
 ========================================================================

 ------------------------------------------------------------------------
 SECRETS
 ------------------------------------------------------------------------

 [ ROULETTE AND OROCHI TEAM ]  ------------------------------------------

 To use the Roulette feature, hold Start while highlighting anyone other
 than the '98 Team.  If you let go of Start and land on one of them, you
 won't be able to restart the Roulette.  This is because pressing Start
 while highlighting Yashiro, Shermie, or Chris will give you access to
 their alternate, Orochi versions.

 [ PLAY AS AN EDIT CHARACTER ]  -----------------------------------------

 To play as Kusanagi, highlight Kyo, then input the following command:

              up, down, right, left, down, up, left, right

 You will now be on Kusanagi.  Press any button to select him.

 To play as Rugal, highlight Yashiro, Vice, Goro, or Chris, and press
 towards the black box (so if you were on Yashiro, you would press
 left).  You'll now be on Omega Rugal.  Keep in mind that this trick
 does not work on the arcade version of the game.

 Despite rumors during beta testing, Shingo is not in the final version
 of this game.  A quick look through the character roster using the
 debug bios confirmed that :)  You can always read my "Disabled Moves"
 FAQ for more information, available at .

 [ SELECT YOUR COLOR AND WIN POSE ]  ------------------------------------

 Each character has four costume colors available, by using the A through
 D buttons.  You can also hold down a button at the end of the round to
 pick your character's win pose.

 [ BACKSTEP JUMP ]  -----------------------------------------------------

 Here's a trick that's been around for a couple of years already. :)
 When using Iori, tap b,b to backstep and hold b while pressing the B
 button.  Not only will Iori do the Yuri Ori, but he'll jump back much
 further than he would during a normal backstep.

 This trick can also be done using Kyo and Kusanagi's Naraku Otoshi or
 Mai's Dairin Fuusha Otoshi, although they won't move back as far as
 Iori will.  You need to input the command as soon as possible for it
 to work well, so try entering the command as b,b,db,d + A (for Mai) or
 b,b,db,d + C (for Kyo and Kusanagi), so that the backstep command
 smoothly interrupts into the attack animation.

 [ GAIN POWER GAUGE ENERGY FROM THROWS ]  -------------------------------

 Ramon's Tiger Spin earns Power Gauge energy if it misses.  This works
 with both the DM and SDM Tiger Spin.

 [ SHORT INPUT COMMAND ]  -----------------------------------------------

 In previous KoFs, some commands could be shortened to make them easier
 to perform.  The only one that still seems to exist in 2002 is the
 shortened "Hou'ou Kyaku" moves input.  Instead of using "qcb,db,f + K",
 you can simply use "d,b,f + K."  This can also be applied to Terry's
 Power Geyser and Andy's Chou Reppa Dan or Zan'ei Ryuusei Ken.

 [ SHERMIE'S INZUMA LEG LARIAT BUG ]  -----------------------------------

 Pick Shermie and choose Chris as your opponent.  Put Shermie in the
 corner, about three character widths away from the edge of the screen.
 Make sure Chris is next to her, then use the Inazuma Leg Lariat.  If
 the distance is correct, Chris will dash underneath Shermie after
 bouncing off the wall, and her jumping knee attack will miss.  Chris
 will continue to run forward for a few seconds, or until hit.


 ------------------------------------------------------------------------
 DREAMCAST SECRETS
 ------------------------------------------------------------------------

 [ UNLOCK THE HIDDEN STUFF ]  -------------------------------------------

 Unlock Challenger Mode and "Team Attack"
  - Beat the game in "Team Play" mode.

 Unlock Challenger Mode and "Single Attack"
  - Beat the game in "Single Play" mode.

 Unlock "Time Attack"
  - Unlock both Team Attack and Single Attack modes.

 Unlock Rugal
  - Beat "Team Attack" mode, or play it 20 times.

 Unlock Shingo
  - Beat "Single Attack" mode, or play it 20 times.

 Unlock Kusanagi
  - Beat Mission 20 in "Time Attack" mode, or play Time Attack 50 times.
    To select him, highlight Kyo and hold Start, then press any button.

 Unlock King
  - Beat Mission 40 in "Time Attack" mode, or play Time Attack 150 times.

 Unlock Gallery Portraits
  - Beat that character in "Single Attack" mode (doing this will also
    unlock Kusanagi's portrait, even though you can't fight him).

 [ ADVICE ON CHALLENGER MODE ]  -----------------------------------------

 For those of you who are curious as to this new mode, it's really
 nothing to write home about.  It contains "Single Attack", which is
 similar to the "Survival Mode" in previous KOF games, and "Team Attack,"
 which is sort of like Survival Mode with teams.

 "Time Attack" contains 40 missions, all of which involve beating a
 certain number of characters in a limited amount of time (such as nine
 characters in 300 seconds).  That's it.  Considering how well the
 "mission" idea was implemented in games like Street Fighter EX2 and
 Guilty Gear XX, the Challenger Mode missions are staggeringly boring.

 Here's some scrubby advice on beating the modes, for those of you
 trying to unlock all the characters:

  SINGLE ATTACK - Ralf is probably your best bet here.  You can
  destroy characters with ease using the Galactica Phantom, and
  aggressive opponents can be beat into submission with some overuse
  of the Ralf Tackle (which does good chip damage, has plenty of
  autoguard, etc.).  You can basically take out any of your opponent's
  attacks with the Ralf Tackle.  If they block it, throw them (but you
  can combo into it easily from a crouching C in the first place).

  TEAM ATTACK - The problem with Team Attack Mode is that if you lose
  a character, you don't get them back until you beat a team, and even
  then, they have very low life.  So, you want to stick with your first
  three characters for as long as possible before you start "recycling"
  through the old ones.  I suggest a team of Ralf, Kensou, and another
  favorite character of choice.  I used K9999, just because the CPU is
  pretty dumb when it comes to repeated f + A attacks.  You can do that
  all day and then do his d,f,df + ABCD move once you get enough power
  for easy wins.

  Anyway, Ralf is useful for the same reasons listed in Single Attack
  Mode, but Kensou's really the key to victory.  The basic way to play
  him is turtle like mad using ducking Ds and Choukyuu Dans.  When you
  earn enough power, use the Niku Man Respect to earn back lost life
  (which can be annoying because earning back life is random).
  Nonetheless, since you have to be able to keep your life full in
  order to beat this mode, Kensou's really the only way to go.  I
  suggest putting Kensou first and trying to last as long as you
  can with him.  That way if you end up recycling back to Kensou,
  you can fill his life back up and still have a weakened (yet usable)
  Ralf and K9999 on backup.

  TIME ATTACK - Not that difficult.  If you really want to make it easy
  on you, just unlock Rugal by beating Team Attack Mode.  You can Kaiser
  Wave your opponents to death in no time flat.


 ------------------------------------------------------------------------
 SPECIAL INTROS
 ------------------------------------------------------------------------

 Certain characters have unique introductions when fighting each other.
 Some intros only work if you are on the first round of the battle.
 The characters are listed in their team order.

 BENIMARU vs. KYO
  - Benimaru is looking away from Kyo, his hand near his face.  He
    then turns and assumes his normal pose.

 TERRY vs. ANDY
  - Terry adjusts his cap, while Andy teleports into a crouching pose.

 TERRY vs. MARY
  - Terry hunches over and says, "Get ready!"  Mary responds with
    "Let's fight, Terry!"

 JOE vs. TERRY or ANDY
  - Joe has his fist to his chin.  He then smacks it into his other hand.

 RYO vs. ROBERT, TAKUMA, or YURI
  - Ryo poses while saying "Osu!"

 ROBERT vs. RYO, TAKUMA, or YURI
  - Robert poses with his arms at his side.

 TAKUMA vs. RYO, ROBERT, or YURI
  - Takuma's disciples pose, and he nods approvingly before striking
    the same pose.

 KENSOU vs. ATHENA
  - Kensou freaks out as Athena starts talking, but it turns out
    she's talking about meat buns and a surprised Kensou falls to
    the floor.

 CHIN vs. ATHENA or KENSOU
  - Chin nods at his opponent.

 LEONA vs. RALF, CLARK, WHIP or CHANG
  - Leona salutes her challenger.

 RALF vs. WHIP, LEONA, or CLARK
  - Ralf does a sort of sumo stomp and gestures for his opponent to
    approach him.

 CLARK vs. WHIP, LEONA, or RALF
  - Clark doffs his cap at his opponent.

 YURI vs. RYO, ROBERT, or TAKUMA
  - Yuri poses with her arms at her side.

 MAY LEE vs. KIM
  - May sort of imitates Kim's opening stance.

 MAY LEE vs. KULA, K9999, or ANGEL
  - May gets into her Hero stance and points at her opponent.

 KIM vs. IORI, MATURE, VICE, RYUJI, BILLY, YASHIRO, SHERMIE, CHRIS,
         K9999, ANGEL, RUGAL
  - Kim's eye glows menacingly as he points at his opponent and says,
    "Ikuzo!"

 MATURE vs. VICE
  - Mature does her normal intro, but Vice stands with her back to the
    screen and gives a reply.

 MATURE vs. RUGAL
  - Mature smiles at Rugal and blows a kiss.

 YAMAZAKI vs. YASHIRO, SHERMIE, or CHRIS
  - Yamazaki laughs maniacally while clutching his face, then assumes
    his Hebi Tsukai pose for a moment.

 BILLY vs. IORI
  - Billy taps his pole against his shoulder while saying, "Whose
    turn is it?"  Eiji appears behind him briefly, arms folded.

 YASHIRO vs. SHERMIE
  - Yashiro assumes a thoughtful pose.

 YASHIRO vs. CHRIS
  - Yashiro gestures while saying, "Yo!"

 YASHIRO vs. IORI
  - Yashiro starts with his back towards his opponent.  He then turns
    around while talking, and grips his wrist in his hand.

 SHERMIE vs. K', RYO, ROBERT, TERRY, ANDY, KYO, BENIMARU, IORI, or KIM
  - Shermie leans over and gestures at her opponent.

 SHERMIE vs. YASHIRO or CHRIS
  - Shermie waves and says, "Hi!"

 CHRIS vs. YASHIRO or SHERMIE
  - Chris raises a hand while saying his bandmate's name.

 K' vs. MAXIMA
  - Maxima is shown grunting, pushing his fist into his palm.  K'
    talks while looking down, then looks up.

 K' vs. WHIP
  - K' and Whip talk to each other.

 K' vs. KULA
  - Diana appears next to K', then flits past Kula, taking her lollipop
    from her.  K' says something as Diana leaves.

 K' vs. K9999
  - The two rivals talk to each other.

 WHIP vs. LEONA, RALF, or CLARK
  - Whip rocks back and forth on her heels, then turns and salutes.

 VANESSA vs. ANY FEMALE (except VANESSA, MATURE, and VICE)
  - Vanessa talks for a bit while resting her elbow on her arm.

 RAMON vs. VANESSA
  - Ramon gets love-struck and suffers from a nosebleed, collapsing
    to the ground.

 KULA vs. MAXIMA or WHIP
  - Kula appears with Foxy and Diana by her side, who both pose
    with their rapiers before disappearing.

 KULA vs. K9999
  - Diana appears and talks, prompting K9999 to snap back at her.

 ANGEL vs. KULA
  - Angel poses with her knee out, then makes devil horns at Kula.
    Kula meanwhile, is standing around in a different outfit holding
    a lollipop, which Diana takes from her while revealing her normal
    outfit.

 ANGEL vs. K9999
  - Angel unzips her sleeves, then talks a bit.

 ANGEL vs. ANYONE but KULA or K9999
  - Angel fans herself with one hand while looking uncomfortable, then
    zips up the front of her jacket.  She only does this if you are
    fighting in the Mexico stage.

 KUSANAGI vs. K9999
  - K9999 holds an arm out while saying, "Kusanagi!!" and Kusanagi
    replies.

 KUSANAGI vs. K', KYO, or IORI
  - Kusanagi does his standard intro, but says something different.

 KUSANAGI vs. CHANG, CHOI, BILLY, WHIP
  - Kusanagi shakes with rage and sounds upset.

 RUGAL vs. CPU RUGAL
  - Both Rugals appear with their armor suit on.

 SHINGO vs. IORI
  - Shingo stands tall and blabbers on before pointing at Iori.

 KING vs. RYO
  - King bows respectfully to Ryo, who looks away with a disgruntled
    expression.

 KING vs. MAI
  - King is looking away.  She brushes her hair with her hand, faces
    her opponent while gesturing, and says, "C'mon baby!"


 ------------------------------------------------------------------------
 SPECIAL WIN POSES
 ------------------------------------------------------------------------

 The following scenes only take place if the first player defeats the
 second player on any round other than the last one.  The characters are
 listed in their team order.

 KYO beats IORI
  - Kyo takes off his coat and leans over slightly.

 BENIMARU beats ANY WOMAN except ATHENA, MAY LEE, SHERMIE, MATURE, VICE,
                and ANGEL.
  - Benimaru stands with his arms at his side, looking startled.

 JOE beats RAMON
  - Joe turns and raises a fist in victory.

 RYO beats ROBERT, YURI, or TAKUMA
  - Ryo does a series of poses (his Joudan Uke, Gedan Uke, and then
    stands with his arms at his side).

 ROBERT beats RYO, YURI, or TAKUMA
  - Robert does his Gen'ei Kick, then poses.

 TAKUMA beats RYO, ROBERT, or YURI
  - Takuma turns his back on his opponent, and smiles and raises a
    fist as his teeth glint.

 ATHENA beats KENSOU
  - Athena looks surprised for a moment, then brings her hand up to
    her face and smiles while winking.

 KENSOU beats ATHENA
  - Kensou stands up straight, then covers his face with his arm and
    starts bawling.

 LEONA beats RALF or CLARK
  - Leona salutes her fallen opponent.

 YURI beats RYO, ROBERT, or TAKUMA
  - Yuri does a spin kick and some punches, then raises an arm in
    victory and says, "Osu!"

 IORI beats KYO
  - Iori stands up and talks while drawing his hand across his face.

 MARY beats TERRY, ANDY, or JOE
  - Mary turns slightly with her hand on her hip, and gestures with her
    hand.

 BILLY beats IORI
  - Billy does a series of pole tricks (the same ending as his Liar
    Elemental HSDM), then poses as Eiji teleports in front of him.

 SHERMIE beats K', RYO, ROBERT, TERRY, ANDY, KYO, BENIMARU, IORI, or KIM
  - Shermie leans over with her hands on her knees and says something.

 SHERMIE beats YASHIRO
  - Shermie hugs herself while talking to Yashiro.

 SHERMIE beats CHRIS
  - Shermie hugs herself while talking to Chris.

 CHRIS beats SHERMIE
  - Chris stands with one leg behind the other and his hands behind
    his back, and talks to Shermie.

 WHIP beats LEONA, RALF, or CLARK
  - Whip salutes her fallen opponent.

 WHIP beats KULA, K9999 or ANGEL
  - Whip spreads her whip out on the floor, then shakes it once while
    talking.

 VANESSA beats SETH
  - Vanessa stands with her arms behind her head and says something.

 RAMON beats JOE
  - Ramon turns and raises a fist in victory.

 RAMON beats VANESSA
  - Ramon rushes over to Vanessa's side, looking worried.  He gets down
    on one knee and offers her a rose.

 KULA beats K9999
  - Kula points her hands at her fallen opponent, while Candy warps in
    and fires her gun at the enemy for a moment, then warps out.

 ANGEL beats K', KYO, or IORI
  - Angel makes devil horns while saying something.

 ANGEL beats MAXIMA or WHIP
  - Angel makes devil horns while saying something (different than the
    above win pose).

 ANGEL beats K9999
  - Kula leans over and makes devil horns while talking.

 SHINGO beats KYO
  - Shingo poses and begins talking.  He realizes that Kyo is just lying
    there and asks, "Kusanagi-san?" several times before freaking out at
    the thought of having done in his master.

 KING beats RYO, ROBERT, YURI, or TAKUMA
  - King adjusts her tie, then takes off her jacket and leans forward.


 ------------------------------------------------------------------------
 CHARACTER BIOS.
 ------------------------------------------------------------------------

 Here are the bios for each character, listed in their team order.

 [ KYO KUSANAGI ]  ------------------------------------------------------

 Fighting Style         Kusanagi-style Kobojutsu and Self-made Kempo
 Birthday               December 12
 Birthplace             Japan
 Blood Type             B (RH-)
 Height                 181 cm
 Weight                 75 kg
 Hobby                  Writing poetry
 Favorite Food          Grilled fish
 Best Sport             Ice hockey
 Most Important         His motorcycle, Yuki (his girlfriend)
 Dislikes               Exertion

 [ BENIMARU NIKAIDO ]  --------------------------------------------------

 Fighting Style         Shooting
 Birthday               June 6
 Birthplace             Japan (but is half American)
 Blood Type             O
 Height                 181 cm
 Weight                 70 kg
 Hobby                  Cooking, sky cruising (in a jet)
 Favorite Food          Sashimi, pasta, coffee
 Best Sport             Clay shooting, high jump
 Most Important         Himself
 Dislikes               Fanboys, regret

 [ GORO DAIMON ]  -------------------------------------------------------

 Fighting Style         Judo + Self-made Fighting Arts
 Birthday               May 5
 Birthplace             Japan
 Blood Type             A
 Height                 204 cm
 Weight                 138 kg
 Hobby                  Becoming one with nature
 Favorite Food          Zaru soba
 Best Sport             Judo
 Most Important         Geta (his wooden shoes)
 Dislikes               Complex machinery

 [ TERRY BOGARD ]  ------------------------------------------------------

 Fighting Style         Martial Arts + Jeff's Brawling Deadly Arts
 Birthday               March 15
 Birthplace             America
 Blood Type             O
 Height                 182 cm
 Weight                 82 kg
 Hobby                  Videogames, trawling
 Favorite Food          Fast food
 Best Sport             Basketball
 Most Important         Jeff's glove
 Dislikes               Slugs

 [ ANDY BOGARD ]  -------------------------------------------------------

 Fighting Style         Koppou (Basic knowledge of Shiranui Ninjitsu)
 Birthday               August 16
 Birthplace             America
 Blood Type             A
 Height                 172 cm
 Weight                 67 kg
 Hobby                  Training
 Favorite Food          Natto spaghetti
 Best Sport             Short track
 Most Important         Photo of him and his master in his training days
 Dislikes               Dogs

 [ JOE HIGASHI ]  -------------------------------------------------------

 Fighting Style         Muay Thai
 Birthday               March 29
 Birthplace             Japan
 Blood Type             AB
 Height                 180 cm
 Weight                 71 kg
 Hobby                  Brawling
 Favorite Food          Fried alligator
 Best Sport             Any kind of fighting
 Most Important         His headband
 Dislikes               Getting dressed up

 [ RYO SAKAZAKI ]  ------------------------------------------------------

 Fighting Style         Kyokugen-ryuu Karate
 Birthday               August 2
 Birthplace             Japan
 Blood Type             O
 Height                 179 cm
 Weight                 75 kg
 Hobby                  Sunday carpentry
 Favorite Food          Rice cakes, natto
 Best Sport             Sumo wrestling
 Most Important         His bike, Tatsumaki (his horse)
 Dislikes               Insects with many legs

 [ ROBERT GARCIA ]  -----------------------------------------------------

 Fighting Style         Kyokugen-ryuu Karate
 Birthday               December 25
 Birthplace             Italy
 Blood Type             AB
 Height                 180 cm
 Weight                 85 kg
 Hobby                  Collecting cars
 Favorite Food          Grilled soba, sushi
 Best Sport             Motor sports
 Most Important         His car collection
 Dislikes               Rakkyou (pickled scallions)

 [ TAKUMA SAKAZAKI ]  ---------------------------------------------------

 Fighting Style         Kyokugen-ryuu Karate
 Birthday               February 4
 Birthplace             Japan
 Blood Type             O
 Height                 180 cm
 Weight                 88 kg
 Hobby                  Making soba noodles
 Favorite Food          Milled rice, miso soup, kale pellets,
                        vinegar-cured soybeans
 Best Sport             All fighting arts
 Most Important         His two children,
 Dislikes               Insects with many legs, his disciples,
                        Kyokugen-ryuu Karate

 [ ATHENA ASAMIYA ]  ----------------------------------------------------

 Fighting Style         Superpowers and Chinese Kung Fu
 Birthday               March 14
 Birthplace             Japan
 Blood Type             B
 Height                 163 cm
 Weight                 49 kg
 Three Sizes            B 83, W 57, H 82
 Hobby                  Working on her home page, shopping
 Favorite Food          Maple buns, milk with sesame powder
 Best Sport             Lacrosse
 Most Important         Peter Rabbit tea set
 Dislikes               Grasshoppers

 [ SIE KENSOU ]  --------------------------------------------------------

 Fighting Style         Superpowers and Chinese Kung Fu
 Birthday               September 23
 Birthplace             China
 Blood Type             B
 Height                 172 cm
 Weight                 61 kg
 Hobby                  Appreciating japanese comics
 Favorite Food          Meat buns
 Best Sport             Soccer
 Most Important         Stuffed toy given to him by a fan
 Dislikes               Training

 [ CHIN ]  --------------------------------------------------------------

 Fighting Style         Chinese Kung Fu (mainly Drunken Fist)
 Birthday               April 27
 Birthplace             China
 Blood Type             A
 Height                 164 cm
 Weight                 53 kg
 Hobby                  Mah-jongg, taking naps
 Favorite Food          Lemon salmon and lettuce with fried rice,
                        among others
 Best Sport             Taking a walk, yo-yo tricks
 Most Important         Alcohol
 Dislikes               Pandas

 [ LEONA HEIDERN ]  -----------------------------------------------------

 Fighting Style         Martial Arts + Heidern's Assassination Arts
 Birthday               January 10
 Birthplace             Unknown
 Blood Type             B
 Height                 176 cm
 Weight                 66 kg
 Three Sizes            B 84, W 60, H 87
 Hobby                  Inspecting factories
 Favorite Food          Vegetables
 Best Sport             Nothing in particular
 Most Important         Nothing in particular
 Dislikes               Blood

 [ RALF JONES ]  --------------------------------------------------------

 Fighting Style         Martial Arts + Heidern's Assassination Arts
 Birthday               August 25
 Birthplace             America
 Blood Type             A
 Height                 188 cm
 Weight                 110 kg
 Hobby                  Collecting knives
 Favorite Food          Gum
 Best Sport             Baseball
 Most Important         Peter Rabbit tea set
 Dislikes               Medal of Valor given to him by the President

 [ CLARK STEEL ]  -------------------------------------------------------

 Fighting Style         Martial Arts + Heidern's Assassination Arts
 Birthday               May 7
 Birthplace             America
 Blood Type             A
 Height                 187 cm
 Weight                 105 kg
 Hobby                  Collecting guns
 Favorite Food          Oatmeal
 Best Sport             Wrestling
 Most Important         His sunglasses
 Dislikes               Slugs

 [ MAI SHIRANUI ]  ------------------------------------------------------

 Fighting Style         Shiranui-style Ninjutsu
 Birthday               January 1
 Birthplace             Japan
 Blood Type             B
 Height                 165 cm
 Weight                 46 kg
 Three Sizes            B 87, W 54, H 90
 Hobby                  Cooking (especially making box lunches)
 Favorite Food          Ozouni (New Year's dishes)
 Best Sport             Badminton
 Most Important         Her grandmother's hairpin
 Dislikes               Spiders

 [ YURI SAKAZAKI ]  -----------------------------------------------------

 Fighting Style         Kyokugen-ryuu Karate
 Birthday               December 7
 Birthplace             Japan
 Blood Type             A
 Height                 168 cm
 Weight                 54 kg
 Three Sizes            B 82, W 58, H 86
 Hobby                  Karaoke
 Favorite Food          Sweet curry, pickled plums she made herself,
                        sake-less soup
 Best Sport             Softball
 Most Important         Friends, her mother's earrings
 Dislikes               Ocotopi, people who look like octopi,
                        indecisive men

 [ MAY LEE JINJU ]  -----------------------------------------------------

 Fighting Style         Her own original arrangement of Taekwondo
 Birthday               May 24
 Birthplace             Korea
 Blood Type             B
 Height                 164 cm
 Weight                 47 kg
 Hobby                  Video appreciation
                        (especially hero-flick types w/ special effects)
 Favorite Food          Fried poultry
 Best Sport             Taekwondo
 Most Important         Red muffler and glove given to her by
                        a special someone
 Dislikes               Evil

 [ KIM KAPHWAN ]  -------------------------------------------------------

 Fighting Style         Taekwondo
 Birthday               December 21
 Birthplace             Korea
 Blood Type             A
 Height                 176 cm
 Weight                 78 kg
 Hobby                  Karaoke
 Favorite Food          Korean barbeque
 Best Sport             Gymnastics
 Most Important         His wife and two sons
 Dislikes               Evil

 [ CHANG KOEHAN ]  ------------------------------------------------------

 Fighting Style         Taekwondo + Power attacks
 Birthday               October 21
 Birthplace             Korea
 Blood Type             B
 Height                 227 cm
 Weight                 303 kg
 Hobby                  Destroying things
 Favorite Food          Whole roasted cow
 Best Sport             Table tennis
 Most Important         His iron ball
 Dislikes               Centipedes

 [ CHOI BOUNGE ]  -------------------------------------------------------

 Fighting Style         Taekwondo + Speed attacks
 Birthday               October 25
 Birthplace             Korea
 Blood Type             B
 Height                 153 cm
 Weight                 44 kg
 Hobby                  Cutting and slicing things
 Favorite Food          Crab
 Best Sport             New gymnastics
 Most Important         The claws he made himself
 Dislikes               Konnyaku (a gelatinous candy)

 [ IORI YAGAMI ]  -------------------------------------------------------

 Fighting Style         Yagami-style Kobojutsu and his own skill
 Birthday               March 25
 Birthplace             Japan
 Blood Type             O
 Height                 182 cm
 Weight                 76 kg
 Hobby                  His band
 Favorite Food          Meat
 Best Sport             Any
 Most Important         Nothing
 Dislikes               Violence

 [ MATURE ]  ------------------------------------------------------------

 Fighting Style         Based mainly on speed attacks
 Birthday               April 8
 Birthplace             Unknown
 Blood Type             O
 Height                 177 cm
 Weight                 58 kg
 Three Sizes            B 88, W 57, H 87
 Hobby                  Meddling with machinery, making things out of
                        sculpy
 Favorite Food          Poultry (especially chicken)
 Best Sport             Snowboarding
 Most Important         Her legs
 Dislikes               Pidgeons, the Kagura clan

 [ VICE ]  --------------------------------------------------------------

 Fighting Style         Based mainly on power techniques
 Birthday               November 28
 Birthplace             Unknown
 Blood Type             A
 Height                 178 cm
 Weight                 59 kg
 Three Sizes            B 90, W 58, H 88
 Hobby                  Collecting American comics
 Favorite Food          Plums
 Best Sport             Bench press
 Most Important         Comic signed by Dan Brereton
 Dislikes               Saishu Kusanagi (Kyo's father)

 [ RYUJI YAMAZAKI ] -----------------------------------------------------

 Fighting Style         Self-made Brawling Deadly Arts
 Birthday               August 8
 Birthplace             Japan
 Blood Type             A
 Height                 192 cm
 Weight                 96 kg
 Hobby                  Collecting knives
 Favorite Food          Sliced horsemeat
 Best Sport             None
 Most Important         Anything profitable to himself
 Dislikes               Labor

 [ BLUE MARY ]  ---------------------------------------------------------

 Fighting Style         Command Sambo
 Birthday               February 4
 Birthplace             America
 Blood Type             AB
 Height                 168 cm
 Weight                 49 kg
 Three Sizes            B 88, W 54, H 85
 Hobby                  Bike touring
 Favorite Food          Beef cup
 Best Sport             Baseball
 Most Important         Her leather jacket
 Dislikes               Cats

 [ BILLY KANE ]  --------------------------------------------------------

 Fighting Style         Boujutsu (Pole Techniques)
 Birthday               December 25
 Birthplace             England
 Blood Type             B
 Height                 179 cm
 Weight                 77 kg
 Hobby                  Doing laundry
 Favorite Food          Cooked eggs
 Best Sport             Pole vault
 Most Important         His sister
 Dislikes               Orders (from anyone other than Geese)

 [ YASHIRO NANAKASE ]  --------------------------------------------------

 Fighting Style         Mainly based on striking techniques
 Birthday               December 31
 Birthplace             Japan
 Blood Type             O
 Height                 190 cm
 Weight                 99 kg
 Hobby                  His band, travelling
 Favorite Food          Menma eartips, ramen (esp. the instant kind)
 Best Sport             Swimming
 Most Important         Amber
 Dislikes               Eggplants, narrow places

 [ SHERMIE ]  -----------------------------------------------------------

 Fighting Style         Centered mainly around throws
                        (her speciality is the bridge)
 Birthday               February 13
 Birthplace             France
 Blood Type             B
 Height                 173 cm
 Weight                 68 kg
 Three Sizes            B 92, W 63, H 87
 Hobby                  Her band, appreciating French films, raising
                        her hamster
 Favorite Food          Fish (esp. shiny ones), natto rolls,
                        food prepared at a gyuudon (beef bowl) eatery
 Best Sport             Figure skating
 Most Important         Personal computer, her hamster
 Dislikes               Celery, high school baseball

 [ CHRIS ]  -------------------------------------------------------------

 Fighting Style         Centered mainly on speed-based attacks
 Birthday               May 3
 Birthplace             Sweden
 Blood Type             AB
 Height                 160 cm
 Weight                 48 kg
 Hobby                  Cooking
 Favorite Food          Bhutan
 Best Sport             Orienteering
 Most Important         Nature
 Dislikes               Gummy candy, people who playfully ruffle his
                        hair, people who tell lies

 [ K' ]  ----------------------------------------------------------------

 Fighting Style         Violence
 Birthday               Unknown
 Birthplace             Unknown
 Blood Type             Unknown
 Height                 183 cm
 Weight                 65 kg
 Hobby                  None
 Favorite Food          Beef Jerky
 Best Sport             Nothing (doesn't like exercise)
 Most Important         Nothing
 Dislikes               KOF

 [ MAXIMA ]  ------------------------------------------------------------

 Fighting Style         "M Style" Fighting Arts
 Birthday               March 2
 Birthplace             Canada
 Blood Type             A
 Height                 204 cm
 Weight                 204 kg
 Hobby                  Bike touring
 Favorite Food          Anything sweet
 Best Sport             Rugby
 Most Important         Sideburns
 Dislikes               Fermented soybeans, people who want his opinion

 [ WHIP ]  --------------------------------------------------------------

 Fighting Style         Whip Handling and Heidern's Assassination Arts
 Birthday               October 12
 Birthplace             Unknown
 Blood Type             O
 Height                 173 cm
 Weight                 59 kg
 Three Sizes            B ??, W ??, H ??
 Hobby                  None
 Favorite Food          Honey
 Best Sport             None
 Most Important         Her whip, Wood Doe
 Dislikes               Traitors

 [ SETH ]  --------------------------------------------------------------

 Fighting Style         Goshinjutsu (Self-Defense Arts)
 Birthday               August 1
 Birthplace             America
 Blood Type             B
 Height                 190 cm
 Weight                 108 kg
 Hobby                  Wiretapping, driving
 Favorite Food          Vegetables, fruit (he's a vegetarian)
 Best Sport             Individual games
 Most Important         His necktie, his family
 Dislikes               Airplanes

 [ RAMON ]  -------------------------------------------------------------

 Fighting Style         Lucha Libre
 Birthday               December 3
 Birthplace             Mexico
 Blood Type             A
 Height                 170 cm
 Weight                 80 kg
 Hobby                  Playing with children
 Favorite Food          Tacos and tequila
 Best Sport             Pro Wrestling
 Most Important         Mask his mentor gave him, 'lovely' Vanessa
 Dislikes               Foul play, losses outside the ring

 [ VANESSA ]  -----------------------------------------------------------

 Fighting Style         Boxing
 Birthday               January 9
 Birthplace             Unknown
 Blood Type             B
 Height                 182 cm
 Weight                 67 kg
 Hobby                  Savings, mail order shopping
 Favorite Food          Beer
 Best Sport             All of them
 Most Important         Her wedding ring
 Dislikes               Indecisive people, ghosts

 [ KULA DIAMOND ]  ------------------------------------------------------

 Fighting Style         Anti K' Arts
 Birthday               May 29
 Birthplace             Unknown
 Blood Type             Unknown
 Height                 169 cm
 Weight                 48 kg
 Three Sizes            B 81, W 57, H 83
 Hobby                  Collecting parts to rebuild Candy
 Favorite Food          Strawberry sorbet, Peropero candy
 Best Sport             Skating
 Most Important         Candy
 Dislikes               Trashy people, fire

 [ K9999 ]  -------------------------------------------------------------

 Fighting Style         His own strength
 Birthday               Unknown
 Birthplace             Unknown (possibly Japan)
 Blood Type             B
 Height                 168 cm
 Weight                 58 kg
 Hobby                  Bike
 Favorite Food          Peanuts
 Best Sport             None (he can do anything, so why bother?)
 Most Important         His bike, which he rides often
 Dislikes               Orders, people who follow orders

 [ ANGEL ]  -------------------------------------------------------------

 Fighting Style         Fitness
 Birthday               March 6
 Birthplace             Mexico
 Blood Type             O
 Height                 168 cm
 Weight                 She'd kill you if you wrote it down
 Three Sizes            B 92, W 60, H 82
 Hobby                  Life, meddling with her 50cc bike
 Favorite Food          Tequila, cactus thorns
 Best Sport             Soccer (primarily as a goalkeeper)
 Most Important         Vintage B-3 Decicoat P.D. series clothing
 Dislikes               Gambling

 [ KUSANAGI ]  ----------------------------------------------------------

 Fighting Style         Kusanagi-style Kobojutsu and Self-made Kempo
 Birthday               July 5
 Birthplace             Japan
 Blood Type             B (RH-)
 Height                 181 cm
 Weight                 75 kg
 Hobby                  Arranging techniques
 Favorite Food          Unknown
 Best Sport             None
 Most Important         His genes
 Dislikes               Originals

 - According to Eolith's site, Kusanagi is a clone of Kyo (not that you
   couldn't tell). ;)

 [ OMEGA RUGAL ]  -------------------------------------------------------

 Fighting Style         Uses a synthesis of the fighting techniques that
                        he has mastered
 Birthday               February 10
 Birthplace             Unknown
 Blood Type             Unknown
 Height                 197 cm
 Weight                 103 kg
 Hobby                  World conquest
 Favorite Food          Doesn't have any favorites
 Best Sport             None in particular (good at everything)
 Most Important         His evil spirit
 Dislikes               Justice

 [ SHINGO YABUKI ]  -----------------------------------------------------

 Fighting Style         Kusanagi-ryuu Kobujutsu (Kusanagi-style weapon
                        fighting) taught to him personally by Kyo
 Birthday               April 8
 Birthplace             Japan
 Blood Type             O
 Height                 179cm
 Weight                 69kg
 Hobby                  Exploration
 Favorite Food          Refrigerated udon (noodles), sardines
 Best Sport             Swimming, water polo
 Most Important         Life, his girlfriend, his student notebook, and
                        the gloves given to him by Kyo Kusanagi
 Dislikes               Milk

 [ KING ]  --------------------------------------------------------------

 Fighting Style         Muay Thai
 Birthday               April 8
 Birthplace             France
 Blood Type             A
 Height                 175cm
 Weight                 58kg
 Hobby                  Wine glass collecting
 Favorite Food          Vegetables, wine
 Best Sport             Billiards
 Most Important         Her younger brother, Jan
 Dislikes               Unclean people, like Jack Turner


 ------------------------------------------------------------------------
 TRANSLATIONS
 ------------------------------------------------------------------------

 The translations in this section were made with a lot of help from
 WWWJDIC and NJSTAR, not to mention SNK's old dictionary files taken
 from their site.  A few were sent in by contributors to my previous
 FAQs.  Translations in other languages were done using various
 online translators or other resources found via www.google.com.
 Finally, I'm not that good at Japanese, so there may be some mistakes.

 [ KYO KUSANAGI ]  ------------------------------------------------------

 Hatsugane                      Forged Iron
 Issetsu Seoi Nage              Single Over-the-Shoulder Throw
 Geshiki: Naraku Otoshi         Foreign Style: Hell Drop
 Geshiki: Goufu You             Foreign Style: Positive Roaring Axe
 88 Shiki                       Style No. 88
 100 Shiki: Oniyaki             Style No. 100: Demon Scorcher
 75 Shiki Kai                   Style No. 75 Modified
 412 Shiki: Hikigane            Style No. 412: Running Over Iron
 R.E.D. KicK                    Rainbow Energy Dynamite Kick
 717 Shiki: Koma Hofuri         Style No. 717: Spinning Slaughter
 114 Shiki: Aragami             Style No. 114: Wild Bite
 128 Shiki: Konokizu            Style No. 128: Nine Wounds
 127 Shiki: Yanosabi            Style No. 127: Eight Rust
 125 Shiki: Nanase              Style No. 125: Seven Chance
 Geshiki: Migiri Ugachi         Foreign Style: Timely Drilling
 212 Shiki: Kototsuki You       Style No. 212: Positive Moon Harp
 115 Shiki: Dokugami            Style No. 105: Poison Bite
 401 Shiki: Tsumi Yomi          Style No. 401: Sin Composing
 402 Shiki: Batsu Yomi          Style No. 402: Penalty Composing
 524 Shiki: Kamukura            Style No. 524: God Waster

 Ura 108 Shiki: Orochi Nagi
 Style No. 108 Reversed: Great Serpent Mower

 [ BENIMARU NIKAIDO ]  --------------------------------------------------

 Raijin Ken                     Quivering Lightning Fist
 Taikuu Raijin Ken              Anti-Air Quivering Lightning Fist
 Kuuchuu Raijin Ken             Mid-Air Quivering Lightning Fist
 Shinkuu Katategoma             Vacuum One-Handed Top
 Iai Geri                       Sword-Drawing Kick
 Handou Sandan Geri             Reactionary Triple Kick
 Raikou Ken                     Lightning Gleam Fist
 Taikuu Raikou Ken              Anti-Air Lightning Gleam Fist
 Gen'ei Hurricane               Phantom Hurricane
 Raijin Ten                     Lightning Particle Collect

 [ GORO DAIMON ]  -------------------------------------------------------

 Juuji Shime                    Crossbar Choke
 Okuri Ashi Barai               Leg Tripping Sendoff
 Zujou Barai                    Overhead Sweep
 Jirai Shin                     Mine Quake
 Chou Oosotogari                Super Great Outer Reaping
 Chou Ukemi                     Super Tumble
 Nekko Gaeshi                   Root Return
 Kumo Tsukami Nage              Cloud Grabbing Throw
 Kirikabu Gaeshi                Cut Stump Return
 Tenchi Gaeshi                  Heaven and Earth Return
 Ura Nage                       Reverse Throw
 Jigoku Gokuraku Otoshi         Hell to Paradise Drop
 Arashi no Yama                 Mountain of Storms
 Nekko Nuki                     Root Puller
 Zoku: Kirikabu Gaeshi          Continued: Cut Stump Return
 Bukko Nuki Ura Nage            Root Puller Reverse Throw
 Zoku: Tenchi Gaeshi            Continued: Heaven and Earth Return
 Furinkazan                     The Four Elements

 [ ANDY BOGARD ]  -------------------------------------------------------

 Gourin Kai                     Strong Confrontation Modified
 Kakaekomi Nage                 Carrying Throw
 Uwa Agito                      Upper Jaw
 Age Men                        "blow to the face"
 Hishou Ken                     Soaring Fist
 Geki Hishou Ken                Violent Soaring Fist
 Shouryuu Dan                   Rising Dragon Bullet
 Yami Abise Geri                Dark Shower Kick
 Kuuha Dan                      Sky-Ripping Shot
 Gekiheki Haisui Shou           Dam-Breaking Palm Attack
 Gen'ei Shiranui                Phantom Shiranui
 Shimo Agito                    Lower Jaw
 Zan'ei Ken                     Phantom Slash Fist
 Shippuu Ouken                  Horizontal Gale Fist
 Zan'ei Ryuusei Ken             Phantom Slash Meteor Fist
 Chou Reppa Dan                 Super Ripping Shot
 Zan'ei Shitou Reppa Dan        Phantom Slash Deadly Head Ripping Shot
 Hiryuu Bakuha Dan              Flying Dragon Exploding Shot

 [ JOE HIGASHI ]  -------------------------------------------------------

 Hiza Jigoku                    Knee Hell
 Ougon no Kakato                Golden Heel
 Bakuretsu Ken                  Exploding Fists
 Bakuretsu Finish               Exploding Finish
 Shijou Saikyou no Low Kick     Strongest Low Kick in History
 Ougon no Tiger Kick            Golden Tiger Kick

 Bakuretsu Hurricane Tiger Kakato
 Exploding Hurricane Tiger Heel

 [ RYO SAKAZAKI ]  ------------------------------------------------------

 Tani Otoshi                    Valley Drop
 Tomoe Nage                     Overhead Judo Throw
 Hyouchuu Wari                  Ice Pillar Splitter
 Joudan Uke                     Upper Catch
 Gedan Uke                      Lower Catch
 Ko'ou Ken                      Tiger Gleam Fist
 Mouko Raijin Setsu             Fierce Tiger Lightning God's Arm
 Zanretsu Ken                   Momentary Violence Fist
 Kohou                          Tiger Roar
 Hien Shippuu Kyaku             Flying Gale Kick
 Haou Shoukou Ken               Supreme King Flying Roaring Fist
 Ryuuko Ranbu                   Dragon/Tiger Boisterous Dance
 Tenchi Haou Ken                Heaven and Earth Supreme Gleam Fist

 [ ROBERT GARCIA ]  -----------------------------------------------------

 Ryuuchou Kyaku                 Dragon Flip Kick
 Kubikiri Nage                  Neck-Cutting Throw
 Uraken                         Reverse Fist
 Kouryuu Koukyaku Geri          Slanted Dragon Falling Leg Kick
 Ryuu Hanshuu                   Dragon Hop Kick
 Ryuugeki Ken                   Dragon Attack Fist
 Ryuuga                         Dragon Fang
 Gen'ei Kick                    Phantom Kick
 Kyokugen-ryuu Renbu Kyaku      Extreme-style Rapid Dance Kick
 Hien Ryuujin Kyaku             Flying Dragon God Kick
 Haou Shoukou Ken               Supreme King Flying Roaring Fist
 Haiga Ryuu                     Back Fang Dragon
 Ryuuko Ranbu                   Dragon/Tiger Boisterous Dance
 Zetsu!! Ryuuko Ranbu           Die!! Ryuuko Ranbu

 [ TAKUMA SAKAZAKI ]  ---------------------------------------------------

 Oosotogari                     Great Outer Reaping
 Ippon Seoi                     Single Over-the-Shoulder
 Kawara Wari                    Tile Splitter
 Ko'ou Ken                      Tiger Gleam Fist
 Hien Shippuu Kyaku             Flying Gale Kick
 Mouko Burai Gan                Fierce Tiger Villainy Boulder
 Haou Shikou Ken                Champion King Supremacy Fist
 Shin Kishin Geki               True Terrible God Attack
 Ryuuko Ranbu                   Dragon/Tiger Boisterous Dance
 Kosatsu Jin                    Tiger Killing Stance

 [ ATHENA ASAMIYA ]  ----------------------------------------------------

 Renkantai                      Chained Thigh
 Sankaku Tobi                   Triangle Hop
 Momoiro Gatame                 Hardening Pink

 [ SIE KENSOU ]  --------------------------------------------------------

 Sunda                          Measured Strike
 Tomoe Nage                     Overhead Judo Throw
 Kobokushu                      Tiger Hand Slap
 Kousentai                      Backspin Thigh
 Choukyuu Dan                   Superball Shot
 Senkyuutai                     Arcing Thigh Drill
 Ryuu Renga: Chiryuu            Dragon Rapid Fang: Ground Dragon
 Ryuu Renga: Tenryuu            Dragon Rapid Fang: Sky Dragon
 Ryuu Sougeki                   Dragon Talon Attack
 Ryuu Gakusai                   Dragon Jaw Smash
 Niku Man Respect               Meat Bun Respect
 Shinryuu Seiou Rekkyaku        Dragon God Terrible Gleaming Ripping Kick
 Shinryuu Tenbu Kyaku           Dragon God Heaven Dance Kick
 Senki Hakkei                   Hermit's Mental Energy Release
 Seigan Rairyuu                 Awakened Eye Become Dragon

 [ CHIN GENTSAI ]  ------------------------------------------------------

 Gou Inshu                      Strong Drink
 Gyaku Ashi Nage                Reverse Leg Throw
 Suiho Hyoutan Shuu             Drunken Stagger Gourd Attack
 Hyoutan Geki                   Gourd Attack
 Suihai Kou                     Drunken Cup Lean
 Fun'en Kou                     Blazing Angry Mouth
 Kaiten-teki Kuutotsu Ken       Rotary Air Pierce Fist
 Gou'en Shourai: Kai            Roaring Flame Invitation: Modified
 Bougetsu Sui                   Full Moon Drunkard
 Kousentai                      Upward Spinning Thigh
 Rouja Hanhou                   Dragonsnake Somersault
 Rigyo Hanhou                   Carp Somersault
 Gou'en Shourai                 Roaring Flame Invitation
 Gouran Enpou                   Roaring Flame Inferno
 Suisou Enbu                    Drunken Blazing Dance Manipulation

 Ryuurin Hourai
 Willow Phosphorous "Mountain Paradise of the Sennin"

 - I still can't figure out the exact translation for "ryuurin," but
   "hourai" is the name of a mountain that lies in the middle of the
   sea, according to Japanese mythology.  On the mountain live the
   "sennin," hermits with special powers (this is all according to
   some dictionary I read).

 [ LEONA HEIDERN ]  -----------------------------------------------------

 Earring Bakudan 1              Earring Bomb 1
 Earring Bakudan 2              Earring Bomb 2
 Kibaku                         Exploding
 Kakusei                        Awakening

 [ RALF JONES ]  --------------------------------------------------------

 Kyuukouka Bakudan Punch        Diving Bomb Punch
 Chijou / Kuuchuu               Ground / Mid-Air
 Umanori Vulcan Punch           Horse-Mounted Vulcan Punch
 Baribari Vulcan Punch          Exploding Vulcan Punch
 Umanori Galactica Phantom      Horse-Mounted Galactica Phantom

 [ CLARK STEEL ]  -------------------------------------------------------

 Nageppanashi German            German Throwing

 [ MAI SHIRANUI ]  ------------------------------------------------------

 Shiranui Gourin                Shiranui Strong Confrontation
 Fuusha Kuzushi                 Windmill Destroyer
 Yume Zakura                    Dream Cherry
 Dairin Fuusha Otoshi           Great Windmill Drop
 Ukihane                        Floating Feather
 Benitsuru no Mai               Dance of the Flamingo
 Koku'en no Mai                 Dance of the Black Swallow
 Sankaku Tobi                   Triangle Hop
 Kachou Sen                     Flower / Butterfly Fan
 Hissatsu Shinobi Bachi         Deadly Ninja Bees
 Ryuu Enbu                      Dragon Blaze Dance
 Sayo Chidori                   Evening Plover
 Musasabi no Mai                Dance of the Giant Flying Squirrel
 Chijou / Kuuchuu               Ground / Mid-Air
 Toki Tsubute                   Ibis Smasher
 Hana Arashi                    Flower Tempest
 Chou Hissatsu Shinobi Bachi    Super Deadly Ninja Bees

 Yusura Ume
 Fruit from "a tree wielding cherry-like fruit"

 Shiranui-ryuu: Kubi no Kitsune
 Shiranui-style: Nine-Tailed Fox

 [ YURI SAKAZAKI ]  -----------------------------------------------------

 Oni Harite                     Demon Hand Slap
 Silent Nage                    Silent Throw
 Tsubame Otoshi                 Swallow Dropper
 En Yoku                        Swallow Wing
 Shiyoku                        Wing Pierce
 Shouyoku                       Rising Wing
 Ko'ou Ken                      Tiger Gleam Fist
 Haou Shoukou Ken               Supreme King Flying Roaring Fist
 Raiou Ken                      Lightning Sparkle Fist
 Saifa                          Smash Break
 Hyakuretsu Binta               Hundred Violent Slaps
 Yuri Chou Upper                Yuri Super Upper
 Kuuga                          Air Fang
 Double Yuri Chou Upper         Double Yuri Super Upper
 Ura Kuuga                      Reverse Air Fang
 Hien Hou'ou Kyaku              Flying Phoenix Kick
 Shin! Chou Upper               Heart! Super Upper
 Mekki Zan Kuuga                Demon-Destroying Air Fang Slash
 Etsu Hien Hou'ou Kyaku         Battleaxe Flying Phoenix Kick

 [ MAY LEE JINJU ]  -----------------------------------------------------

 Henshin                        Metamorphosis
 Hero Uke                       Hero Catch

 [ KIM KAPHWAN ]  -------------------------------------------------------

 Kubikime Otoshi                Extreme Neck Drop
 Sakkyaku Nage                  Deadly Leg Throw
 Neri Chagi                     Descending Leg
 Hangetsu Zan                   Half-Moon Slash
 Haki Kyaku                     Aspiration Kick
 Hishou Kyaku                   Soaring Kick
 Tsuika Kougeki                 Additional Attack
 Hien Zan                       Flying Slash
 Tenshou Zan                    Ascension Slash
 Sanren Geki                    Triple Attack
 Sankuu Kyaku                   Triple Air Kick
 Hou'ou Hiten Kyaku             Phoenix Flying Sky Kick
 Hou'ou Kyaku                   Phoenix Kick
 Kuuchuu Hou'ou Kyaku           Mid-Air Phoenix Kick
 Zero Kyori Hou'ou Kyaku        Zero Range Phoenix Kick

 [ CHANG KOEHAN ]  ------------------------------------------------------

 Hagan Geki                     Face-Smashing Attack
 Kusari Jime                    Chain Strangle
 Hiki Nige                      Sliding Evade
 Tekkyuu Funsai Geki            Iron Ball Smashing Attack
 Tekkyuu Taiko Uchi             Iron Ball Drum Thrust
 Haki Kyaku                     Aspiration Kick
 Dai Hakai Nage                 Great Destroyer Throw
 Tekkyuu Dai Kaiten             Iron Ball Great Spin
 Tekkyuu Dai Bousou             Iron Ball Great Reckless Run
 Tekkyuu Dai Bokusatsu          Iron Ball Great "Beat to Death"
 Tekkyuu Dai Assatsu            Iron Ball Great "Crush to Death"
 Tekkyuu Dai Sekai              Iron Ball Great World

 - A contributor pointed out that the "Tekkyuu Dai Sekai" move may be a
   reference to Jojo's Bizzare Adventure (specifically Dio's Stand,
   "The World", which could freeze time).  After all, once Chang
   finishes dancing, you are stuck in place for the remainder of the
   move.

 [ CHOI BOUNGE ]  -------------------------------------------------------

 Zujou Sashi                    Head-Riding Stab
 Geketsu Zuki                   Bloody Bowel Pierce
 Toorima Geri                   Phantom Killer Kick
 Sankaku Tobi                   Triangle Hop
 Tatsumaki Shippuu Zan          Tornado Gale Slash
 Kaiten Hien Zan                Spinning Flying Monkey Slash
 Kishuu Hien Zuki               Surprise Attack Flying Monkey Stab
 Hishou Kyaku                   Soaring Kick
 Hien Zan                       Confessions of a Sorrowful Monkey
 Senpuu Hien Zashi              Whirlwind Flying Monkey Pierce
 Houkou Tenkan                  Change Direction
 Hishou Kuuretsu Zan            Soaring Air Rip Slash
 Hou'ou Kyaku                   Phoenix Kick
 Shakushi                       Deadly Scoop

 Shin! Chouzetsu Tatsumaki Shinkuu Zan
 True! Superior Tornado Vacuum Slash

 [ IORI YAGAMI ]  -------------------------------------------------------

 Sakahagi                       Reverse Flayer
 Saka Sakahagi                  Reversed Reverse Flayer
 Geshiki: Yumebiki              Foreign Style: Dream Shot
 Geshiki: Yuri Ori              Foreign Style: Lily Break
 108 Shiki: Yami Barai          Style No. 108: Darkness Sweep
 127 Shiki: Aoihana             Style No. 127: Hollyhock Flower
 212 Shiki: Kototsuki In        Style No. 212: Negative Moon Harp
 100 Shiki: Oniyaki             Style No. 100: Demon Scorcher
 Kuzukaze                       Scum Wind
 Kin 1211 Shiki: Ya Otome       Forbidden Style No. 1211: Eight Maidens
 Ura 316 Shiki: Saika           Style No. 316 Reversed: Shining Jackal
 Ura 1219 Shiki: En'ou          Style No. 1229 Reversed: Flaming Jug

 Geshiki: Goufu In "Shinigame"
 Foreign Style: Negative Roaring Axe "Death God"

 [ RYUJI YAMAZAKI ]  ----------------------------------------------------

 Shime Age                      Strangle Lift
 Bun Nage                       Throwing
 Bussashi                       Stabbing
 Hebi Tsukai                    Snake Charmer
 Joudan / Chuudan / Gedan       Upper / Middle / Lower
 Hebi Damashi                   Snake Trick
 Sabaki no Aikuchi              Judgment Dagger
 Yakiire                        Hardening
 Sunakake                       Sand Sprayer
 Bai Gaeshi (Kyuushuu)          Double Return (Absorb)
 Bai Gaeshi (Dan Hassha)        Double Return (Fire a Shot)
 Sadomazo                       Sadism/Masochism
 Bakudan Pachiki                Bomb Headbutt
 Akumu...soshite kyouki         Nightmare...and madness
 Punch Ranbu                    Punch Boisterous Dance
 Kick Ranbu                     Kick Boisterous Dance
 Rapid Pachiki                  Rapid Headbutt
 Repeated Hebi Tsukai           Repeated Snake Charmer
 Rapid Aikuchi                  Rapid Dagger
 Rapid Shime Age                Rapid Strangle Lift
 Chou Repeated Hebi Tsukai      Super Repeated Snake Charmer
 Chouhatsu                      Taunt

 [ BLUE MARY ]  ---------------------------------------------------------

 Victor Nage                    Victor Throw

 [ BILLY KANE ]  --------------------------------------------------------

 Jigoku Otoshi                  Hell Drop
 Ippon Zuri Nage                "Hook on a Fishing Rod" Throw
 Dai Kaiten Geri                Great Spin Kick
 Boutaka Tobigeri               Pole Vault Hop Kick
 Senpuu Kon                     Whirlwind Cane
 Suzume Otoshi                  Sparrow Dropper
 Karyuu Tsuigeki Kon            Fire Dragon Pursuit Cane
 Suiryuu Tsuigeki Kon           Water Dragon Pursuit Cane
 Kyoushuu Hishou Kon            Soaring Assault Cane
 (Kaen) Sansetsu Kon            (Flaming) Three-Part Cane
 Chuudan Uchi / Chuudan Zuki    Mid-Level Thrust / Mid-Level Stab
 Chou Kaen Senpuu Kon           Super Flaming Whirlwind Cane
 Dai Senpuu                     Great Whirlwind

 [ SHERMIE ]  -----------------------------------------------------------

 Baku New Suplex                Explosive New Suplex
 Yoke Dousa                     Evade Action
 Inazuma Leg Lariat             Lightning Flash Leg Lariat

 - "Baku New" is a play on the word "bakunyuu" (large chest size).
 - Shermie's F-Captured move is supposed to be a combination of the
   words "F-cup" and "captured" (f-cup-tured).  Once you see the
   reversal for yourself, you'll understand.

 [ CHRIS ]  -------------------------------------------------------------

 Honoo no Sadame no chris       Chris of the Flame of Destiny

 [ K' ]  ----------------------------------------------------------------

 Eins Trigger                   First Trigger
 Tsuika Kougeki                 Additional Attack

 - "Eins" is German for "one."

 [ MAXIMA ]  ------------------------------------------------------------

 Kata                           Type
 Shisaku                        Experimental

 [ WHIP ]  --------------------------------------------------------------

 Code: Yuuetsu                  Code: Supremacy
 Code: Chikara                  Code: Power
 Code: Shouri                   Code: Victory
 Code: Ame                      Code: Candy
 Code: Kaze                     Code: Wind

 [ VANESSA ]  -----------------------------------------------------------

 Zenpou / Kouhou                Forward / Backward

 [ SETH ]  --------------------------------------------------------------

 Hiji ate kara no hadou uchi    Elbow Strike followed by a Surging Blow
 Tomoe Nage                     Overhead Judo Throw
 Mae Age Geri                   Forward Rising Kick
 Shouyou                        Rising Sunshine
 Doukuzushi                     Body Destroyer
 Ashitori                       Leg Catcher
 Angetsu                        Dark Moon
 Rakugetsu                      Falling Moon
 Kyuugetsu                      Curved Moon
 Yagetsu                        Arrow Moon
 Gengetsu                       Crescent Moon
 Morote Shouyou                 Paired Palms Rising Sunshine
 Irimi Nadazuki                 Body-Entering Moon Over The Open Sea
 Doutori Shichimonsatsu         Body-Catching Seven Agonizing Deaths
 Shigure Rangiku                Disordered Chrysanthemum Pattern Drizzle

 [ RAMON ]  -------------------------------------------------------------

 Teikuu Drop Kick               Low Altitude Drop Kick
 Sankaku Tobi                   Triangle Hop
 Tsuika Kougeki                 Additional Attack
 Hiki Okoshi                    Pulling Upright
 El Diablo Amarillo Ramon       The Yellow Devil, Ramon

 - Webster's New World Dictionary describes 'chancery' like so: "in
   wrestling: with the head held firmly between an opponent's arm and
   his chest."

 [ KULA DIAMOND ]  ------------------------------------------------------

 La * Cachora                   The Lizard

 - The kana for Kula's move is 'ra*kacho-ra.'  Anyone who can come up
   with another translation is more than welcome to ^_^;

 [ K9999 ]  -------------------------------------------------------------

 Kieroo!                        Vanish!
 Itsumade yondendayoo!          How long must we play!
 Urusee-!                       Nuisance!
 Acchihe itteroo!               Over there!
 Kukakeroo!                     Break!
 Wareroo!                       Split!
 Tsuki...                       Moon...
 Temee mo oucchimae!!           Wait, take one more!
 Kore wa, maru de..!!           Here, (so to speak)..!!

 Chikara ga...katte ni...uwaaaa!!
 My power...(grows) of it's own accord...uwaaaa!!

 [ ANGEL ]  -------------------------------------------------------------

 Oumagatoki                     ???
 Futen                          ???
 Bye Bye Ryuugu                 Bye Bye Dragon Palace
 Repun Kamuy                    Spirit of the Sea

 - Angel's name is spelled "Anhell" in Japanese, not that it's of much
   importance in the first place ;)
 - Amakusa had a move called "Oumagatoki" in the SS games, that roughly
   translated as "Demonic Meeting Time."  Since Angel's Oumagatoki isn't
   written in kanji, I don't know what it means.

 [ YASHIRO OF THE PARCHED EARTH ]  --------------------------------------

 Inui ta daichi yashiro         Yashiro of the Parched Earth
 Baku                           Bind
 Beki                           Curtain
 Saku                           Tear
 Bu                             Tin Plate
 Kujiku Daichi                  Crushing Earth
 Odoru Daichi                   Leaping Earth
 Niragu Daichi                  Tempering Earth
 Musebu Daichi                  Choking Earth
 Araburu Daichi                 Wildly Shaking Earth
 Ankoku Jigoku Gokuraku Otoshi  Dark Hell to Paradise Drop

 [ SHERMIE OF THE RAGING LIGHTNING ]  -----------------------------------

 Arekuruu inabikari no shermie  Shermie of the Raging Lightning
 Bakurai                        Lightning Bomb
 Enrai                          Distant Thunder
 Kourai                         Lightning Hook
 Mugetsu no Raiun               New Moon's Thundercloud
 Yatanagi no Muchi              Yata-Render Whip
 Shajitsu no Odori              Slanted Sunshine Dance
 Raijin no Tsue                 Raijin's Staff
 Ankoku Raikou Ken              Dark Lightning Gleam Fist
 Shukumei, Gen'ei, Shinshi      Destiny, Illusion, Disaster
 Unmei no Ya                    Arrow of Fate

 - "Raijin" is the God of Lightning.
 - "Yata" refers to the Yata clan (Kagura's clan, that had opposed
   the power of Orochi along with Iori and Kyo's clans).

 [ CHRIS OF THE FLAME OF DESTINY ]  -------------------------------------

 Chi no Batsu                   Earth's Punishment
 Ten no Tsumi                   Heaven's Crime
 Muyou no Ono                   Futile Axe
 Jukei no Oni                   Punishing Demon
 Setsudan no Koto               Severance Harp
 Taiyou wo Iru Honoo            Sun-Shooting Flame
 Kagami wo Hofuru Honoo         Mirror-Slaying Flame
 Tsuki wo Tsumu Honoo           Moon-Clipping Flame
 Shishi wo Kamu Honoo           Limbs-Biting Flame
 Ankoku Orochi Nagi             Dark Great Serpent Mower

 Sanagi wo yaburi, chou wa mau
 "The chrysalis rips (open), the butterfly dances."

 [ KUSANAGI ]  ----------------------------------------------------------

 Hatsugane                      Forged Iron
 Issetsu Seoi Nage              Single Over-the-Shoulder Throw
 Geshiki: Naraku Otoshi         Foreign Style: Hell Drop
 Geshiki: Goufu You             Foreign Style: Positive Roaring Axe
 88 Shiki                       Style No. 88
 108 Shiki: Yami Barai          Style No. 108: Darkness Sweep
 100 Shiki: Oniyaki             Style No. 100: Demon Scorcher
 101 Shiki: Oboro Guruma        Style No. 101: Twilight Wheel
 75 Shiki Kai                   Style No. 75 Modified
 212 Shiki: Kototsuki You       Style No. 212: Positive Moon Harp
 910 Shiki: Nue Tsumi           Style No. 910: Clipping Chimera
 Geshiki: Ryuu Iri              Foreign Style: Shooting Dragon
 Geshiki: Tora Fuse             Foreign Style: Laying Tiger
 Saishuu Kessen Ougi Reishiki   Final Deciding Battle Profound Zero Style

 Ura 108 Shiki: Orochi Nagi
 Style No. 108 Reversed: Great Serpent Mower

 [ OMEGA RUGAL ]  -------------------------------------------------------

 Reppuu Ken                     Storm Fist

 [ SHINGO YABUKI ]  -----------------------------------------------------

 Hatsugane                      Forged Iron
 Issetsu Seoi Nage Fukanzen     Imperfect Single Shoulder Throw
 114 Shiki: Aragami Mikansei    Incomplete Style No. 114: Wild Bite
 115 Shiki: Dokugami Mikansei   Incomplete Style No. 115: Poison Bite
 100 Shiki: Oniyaki Mikansei    Incomplete Style No. 100: Demon Scorcher
 212 Shiki: Kototsuki You       Incomplete Style No. 212: Koto Moon
 Shingo Kinsei Ore Mushiki      Shingo's Humbly Made Own "No Style"

 Geshiki: Goufu "Kakkodake"
 Foreign Style: Roaring Axe "Only In Appearance"

 101 Shiki: Oboroguruma Mikansei
 Incomplete Style No. 101: Twilight Wheel

 Shingo Kinsei Ore Shiki: Nie Togi
 Shingo's Humbly Made Own Style: Sharpening the Patterned Sword Blade

 Shingo Kinsei Ore Shiki: Getchuu
 Shingo's Humbly Made Own Style: Moon Elbow

 Geshiki: Kake Hourin
 Foreign Style: Racing Phosphorous Phoenix

 Thanks for reading.


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 KOF 2002 FAQ v0.6                copyright (c) 2002-2003 Chris MacDonald
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