Pi 5L : :@B M S@M 15G8Bv ZJ,i7r7: iv @EkM@r i@B@B@B@B@B@OPqU.: iSX: ,u5.;B1SMB@M@B@B@MBMMM@B@B@B@B@B@OU .LB@BMM@BBPP00SPO@MBBBOO8OOMMBMB@@@JY .ruv .1@BqJu8X50NEXPXEB@B@MOOMOO8MOM8OOM8MB@B@u5SOB@X, iv, .qO0kP8EX8GGPqN@BO8OOO8OOMOMMBMMM@B@B@Bv vM08MqFqMOSqkqkX51X@BM8O8OGO8M8OGOGOOMB@: ,MMZ@BPuNM@5k0Fk0kSuu2GMBMMOM8OOMOMOO8O8OBU Touki Denshou: Angel Eyes BOOBBZY58@M2k@1uEOPX1uLu5ZZMOMMOGOMBBBMMOMB@ MaxFAQ // v6.0 // o1.2012 SB@BON@XjSMB@SuZM52q8GOZGEqSPX08BMBOO8OOMMBM@B@ Japanese Sony Playstation L5@B,,OB0JqM@GXk1XM8OM@MMB@MBMBqkFOMMM@OOOOM@F@B@ faq + ascii by : `shouji´ .7 B@ :B@EuSOBZ vBOMBOuFBOMOG0Zq7..EMZ8OMOMMOM. @B. fan : oodzume@hotmail.com @: L@BOMSXMBqv7q@B@8@BLv@M8NOB:,@BMZ8GO8MM@B k8 "raijin touryuu nei do!!" X P LBi8OEM@S:uujXrU.r,.qBOMM NBMB@8OGOGM@@ ui J@ :Bj7OB@i.G@E. ., rXq8XBBGMB@BMGOO@B LU @i ;. :@7MBr r.... u2M.qBOGB8MMO8@B@i .L .@ 1Gi .S :i.,. .Nr ,@MOBMOMMBBM ki ( black raiya ) 7. u... ,. .:,.. 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L : ii: MBOG8MMOBBkM@B@MBM8GOOOOBO@BNvi:, LB. 2BE5XSkE:.iiri7:i i :ii::r. 8MOGOMMOrvuFkkXXEG@B@M577i. .....,@. .iru2ZB@@@BGF5S@v::::vS ... ,rii,:Yq1r2@OOZMOBL7YuLXBB@Bu: ::::::::.5i Y7. ,Nq2kPMBBB@i:.7: ..:u. :i::,:YFJJL7ZMZGOBN@B@BMUi :::::::,.L: _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Copyright 1998 - 2012 `shouji´ The following FAQ you are looking The most updated issue of the FAQ through was made by me, `shouji´. will be given to www.gamefaqs.com < oodzume@hotmail.com > D primarily. Unless denoted, if any Made for the use of only personal I other location has it, then nine- and/or private purposes. Whenever S times-outta-ten it was ripped out reproduced, electronically is the C from there. If placed on a freely way it must be done. However, the L assessable webpage/site, this FAQ correctness and accuracy of any & A may be altered to fit any certain all material listed with this FAQ I guidelines, but this disclaimer & isn`t 100% guaranteed. Any errors M copyright info must remain in its or omissions that inflict damages E original form and state. If there or problems towards anything will R is any problem by now with any of NOT be the author`s fault. That`s the preceding info, then maybe it just how it works out. Comprende? would be best to try another FAQ. For no reason should this FAQ be used for profitable and/or promotional purposes (ie - published in guides, magazines, hint books, etc). Nor is this document to be given away along with any purchases as a gift/extra or the like. It isn`t my forte to write all this up to get others rich. Anyone who has enough interest in this FAQ and would like to include it on their site, please ask me first in a letter describing your page (do include the URL) and I`ll get back to you ASAP. Don`t just take it. Ask me. I`m normally pretty lenient about it if you take that approach. All copyrights and trademarks associated with this FAQ are acknowledged. Do give credit where it`s due as well. I`d hate to damn your soul to hell. Plagiarism sucks. `Shouji´ has written, so it shall be spoken. =) `Touki Denshou: Angel Eyes´ and its characters are copyright 1997 Tecmo, Ltd. All rights reserved. This FAQ is available at the following places : --------------------------------------- Touki Denshou: Angel Eyes // MaxFAQ - - GameFAQs gamefaqs.com/ A note to other sites: DO NOT rip off this document from GameFAQs.com (or any of the other listed sites) and just place it on your website. It is a real pain in the ass to find my work posted on other websites when I know that I didn`t send it to them. If any other gaming or FAQ hub is so eager to incorporate any of my FAQs to their site, then that`s great. But first take a moment and send me an email to ask me properly for them. For those that find that so difficult to do, then go forth and write your own FAQs. .. Alright, I`m through ranting. Have a nice day. ^_^ =============================================================================== TABLE OF CONTENTS =============================================================================== Angel 1 :: STORY Angel 2 :: FAQ NOTATION > Controller Notation > Button Notation > Abbreviations + Command Notation > Arts Info Chart Angel 3 :: GAME MODES EXPLANATION > Arcade > Vs. Battle > Story > Training > Option > CG Gallery Angel 4 :: BASIC COMMANDS Angel 5 :: THE ANGELS > Akane Kasumi > Binbou Chibiko (Poor Chibiko) > Black Raiya > Chibiko (Tomomi Yaoi) > Highway Star (Michiko Hoshi) > Hyper Mysterious Power > Juushou Highway Star (Seriously Wounded Highway Star) > Kiriko Kasumi > LINA > LINA2 > Marie Arisugawa & King Gorgonia Sansei (III) > Marie Arisugawa & Panda > Mysterious Power (Fujiko Tani) > Raiya Mikazuchi > Reika > ROBO-Chibiko Angel 6 :: ANGEL COMPARISONS > Chibiko / Binbou Chibiko / ROBO-Chibiko > Highway Star / Jyuushou Highway Star > Kiriko Kasumi / Akane Kasumi > LINA / LINA2 > Marie & King / Marie & Panda > Mysterious Power / Hyper Mysterious Power > Raiya Mikazuchi / Black Raiya Angel 7 :: SYSTEM DISSECTION > Movement: walking / dashing / jumping / air dashing / homing jump > Attacking > Attack Chance / Oiuchi Kougeki > Guarding / Guard Cancels > Throwing > Deflections > Air Suspension / Kuuchuu Teishi > Life Gauge > Emotion Gauge > Burning & Electrocution > Combos / Chains > Tier Listing Angel 8 :: MISCELLANEOUS INFO > Special Thanks > Secrets / Codes > Translations > Revision History > Final Note [ Angel 1 ] ================================================================== STORY =============================================================================== ( to be added ) [ Angel 2 ] ================================================================== FAQ NOTATION =============================================================================== --------------------------------------------------------------------- ( 2.01 ) >> CONTROLLER NOTATION ------------------------------------------------------------------------------- ub u uf Jump Up-Back Jump Up Jump Up-Forward \ | / b -- N -- f Retreat / Guard Neutral Advance / | \ db d df Crouch / Low Guard Crouch Offensive Crouch - Reverse forward and back if you`re on the right side of screen. - Directions that are capitalized indicate to hold that specific position. --------------------------------------------------------------------- ( 2.02 ) >> BUTTON NOTATION ------------------------------------------------------------------------------- L2 R2 n/a n/a L1 R1 LP + HP LK + HK Triangle Hard Punch (HP) Square Circle Light Punch (LP) Hard Kick (HK) X Light Kick (LK) - Button notation can be changed at the Key Config menu in the Option Mode screen. This FAQ utilizes the default setup shown above. --------------------------------------------------------------------- ( 2.03 ) >> ABBREVIATIONS + COMMAND NOTATION ------------------------------------------------------------------------------- P / K - Press any Punch / Kick button. PP / KK - Press both Punch / Kick buttons simultaneously. + - Stands for "and". / - Stands for "or". (air) - Stands for a move that can be performed both on the ground or in the air. Most moves with this principle can be done off the ground by adding ub~uf at the end of the command/motion (qcf,uf), and pressing the button the moment you start to ascend. (Note this is similar to Sagat`s original Tiger Knee command from Super SFII.) qcf / qcb - Motion (d,df,f) or (d,db,b) on the joystick. hcf / hcb - Motion (b,db,d,df,f) or (f,df,d,db,b) on the joystick. .. rapidly - Repeat the listed command(s) in a swift succession. ("Press Punch rapidly" means to swiftly hit any Punch button over and over.) When close - Perform the following command(s) when player is near the opponent. x~x - Anything within that range of directions/buttons will work. --------------------------------------------------------------------- ( 2.04 ) >> ARTS INFO CHART ------------------------------------------------------------------------------- Each of the character`s Basic and Command Attack Techniques (ie - regular attacks) are listed within a structure like the one below: ---------------------------------+--------+------+-------+--------------------- Attack Command | Damage | Hits | Guard | Notes ---------------------------------+--------+------+-------+--------------------- Standing LP / Standing Close LP | 10 | 1 | S C A | Standing LK | 10 | 1 | S C A | [#1] Crouching LK | 8 | 1 | C A | Jumping LP | 12 | 1 | S A | Dashing HK | 20 | 1 | S A | AC,KD,FS,[#2,3] ---------------------------------+--------+------+-------+--------------------- | | | | | a b c d e a - Attack Command The position of the character, or the command input for the attack. b - Damage The amount of damage the attack does if all the hits connect in full. (Damage is based on characters that take medium damage; see "SYSTEM DISSECTION - Life Gauge" (7.08) section for more information.) A plus sign between numbers show what each hit (of multi-hitting attacks) do individually; used when the hits do not chain together. A slash seperating two numbers (ie - 13/20) means that the attack will do the first number in damage with the Light Attack (LP/LK) and the second number in damage with the Hard Attack (HP/HK). c - Hit Counter The number of hits the attack will do in full. A plus sign indicates that the hits do not combo (ie - 1+1). A slash seperating two numbers (ie - 3/5) means that the attack will do the first number in hits with the Light Attack (LP/LK) and the second number in hits with the Hard Attack (HP/HK). d - Guard Levels The positions in which the attack can be guarded (S = Standing, C = Crouching, A = Aerial). For example with the "Jumping LP" attack, it can only be guarded by standing or in the air, not crouching. e - Properties / Notes Notable additions and details about the attack listed in shorthand: AC (attack chance) - attack causes the "Attack Chance" extra attack. FS (flying screen) - attack sends opponent across the screen. KD (knockdown) - attack knocks opponent to the ground. LN (launcher) - attack knocks opponent into the air to set up a juggle combination for additional damage. BN (burning) - attack sets the opponent on fire. EL (electrocution) - attack electrocutes the opponent. [#] (note number) - extra notes corresponding to the numbers listed below the attack listings. [ Angel 3 ] ================================================================== GAME MODES EXPLANATION =============================================================================== --------------------------------------------------------------------- ( 3.01 ) >> ARCADE ------------------------------------------------------------------------------- Arcade mode. Select one of the eight characters to go through the game. (Only the base characters are allowed to be used, not any of their counterparts.) You must defeat nine opponents: the eight base characters selected in a random order, followed by Angel who is the final boss. Once Angel is defeated, you are treated with a series of still images and text for their ending. Losing against an opponent will bring up a Continue screen. You will have ten seconds to decide on whether or not you wish to continue. Pressing Start will activate the continue, allowing you to start the stage over against the opponent that defeated you. Pressing the buttons will speed up the counter. Once the timer reaches 0, continuing is deactivated and the game is over. Scores made here are added toward the Top 10 ranking screen. If you continue from a loss, the score you last had will be retained. Even if you change your character after continuing, you will keep you score. --------------------------------------------------------------------- ( 3.02 ) >> VS BATTLE ------------------------------------------------------------------------------- Vs. Battle is made for either 1- or 2-players. There are two modes to choose from: "1P VS 2P" and "VS COM." In each mode, any of the 19 offered characters (16 actually since three of them have 3D-model duplicates) can be selected. After characters are chosen, you can to alter the player`s handicap and select a stage. --------------------------------------------------------------------- ( 3.03 ) >> STORY ------------------------------------------------------------------------------- Story mode takes you through each character`s individual game plot. (Only the base characters are allowed to be used.) Five opponents must be defeated in 2- out-of-3 rounds. Depending on the character you select, they have a set order in which they fight their opponents, and will always remain the same: Chibi | H Star | Kiriko | LINA | Marie | M Pow | Raiya | Reika ----------------------------------------------------------------------- 1st Marie | Chibi | Raiya | LINA2 |*Kiriko | Kiriko | H Star | Marie 2nd H Star | Reika | LINA | Chibi | Raiya | Marie | Kiriko | LINA 3rd M Pow | M Pow | Akane | LINA2 | M Pow |*Reika | LINA |*Chibi 4th Angel |*Raiya | Reika | H Star | Chibi | H Star | Reika | Raiya 5th ROBO C | Angel | Akane | LINA2 | LINA | Angel | B.Raiya| Angel Since Story mode is the way to unlock the secret characters in the game, some characters will be switched with their counterpart during the course of the story. For example, Marie will immediately be with Panda instead of King until the last battle, whereas Mysterious Power will change into Hyper Mysterious Power before her third battle against Reika. These types of character changes are denoted with an asterisk (*) beside the opponent where it happens. Not every character goes through this. Losing against an opponent will bring up a Continue screen. You will have ten seconds to decide on whether or not you wish to continue. Pressing Start will activate the continue, allowing you to start the stage over against the opponent that defeated you. Pressing the buttons will speed up the counter. Once the timer reaches 0, continuing is deactivated and the game is over. --------------------------------------------------------------------- ( 3.04 ) >> TRAINING ------------------------------------------------------------------------------- Training is a free mode where you can familiarize yourself with the game`s play mechanics and learn how to use the characters. Select any of the fifteen characters, then select who you want to be your practice dummy. (To escape Training, hold the Select button and press Start on the player select screen.) During Training, you can press Start to bring up the Options panel and change the configuration of the mode (listed from top to bottom): - CANCEL Leave the Options panel and return to the active Training mode. - CHR SELECT Return to the player select screen and choose a new charcaters and a stage. - KEY CONFIG Change the button configuration of the attack buttons. - CPU ACTION Select how you want the practice dummy to respond. "Stand" : Dummy stands. "Jump" : Dummy double jumps. "COM" : Dummy is controlled by the CPU. --------------------------------------------------------------------- ( 3.05 ) >> OPTION ------------------------------------------------------------------------------- The Option screen allows you to change the settings of the game. The modes are as follows (listed from top to bottom): - DIFFICULTY Select the difficulty of the CPU opponents: Easy, Normal, Hard, or Very Hard. Normal is default. (Effects: Arcade, VS Battle, Story, Training) - TIME LIMIT Select the amount of time for each round in seconds: 15, 30, 45, 60, 75, 90, or Infinite. 60 is default. (Effects: Arcade, VS Battle) - BOUT Select the number of rounds in a match: 1, 3, or 5. 3 is default. (Effects: Arcade, VS Battle) - WIN DISP ANIMATION Select if you want the character`s victory screen after a match is animated or not. Animations on take a moment to load. - MEMORY CARD Load and save your configuration onto the memory card. - KEY CONFIG Change the button configuration of the attack buttons. - SOUND TEST Play all the music and sound effects from the game, as well as set the sound quality for the game between Stereo or Monaural. - DEFAULT Return all the settings to their factory default positions. - EXIT Return to the title screen. --------------------------------------------------------------------- ( 3.06 ) >> CG GALLERY ------------------------------------------------------------------------------- CG Gallery is an bonus area that is initially unlocked when you beat the game in Arcade Mode with any character to open up their personal gallery. It shows concept and final art for each of the characters. When you open all the characters` individual galleries, a special "ANGEL EYES" group gallery will open up in the middle. [ Angel 4 ] ================================================================== BASIC COMMANDS =============================================================================== The following list are moves that most characters overall possess: Standing Guard Hold b when attacked Crouching Guard Hold db when attacked Kuuchuu Guard (air defense) In air, hold ub~db when attacked Forward Dash Press f,f Backward Dash / Back Step Press b,b / b + R2 High Jump Press d,ub~uf 4 Dan Jump (quadruple jump) Press ub~uf, then press ub~uf (x3) in air Homing Jump Press KK / R1-shoulder (air) Quick Descent In air, press d,d Nage (throw) When close, f + HP / HK Kuuchuu Nage (air throw) When close in air, d + HP / HK Ground Recovery Normally stand after knockdown Guard Cancel Guard, input attack notation Kuuchuu Teishi In air, press PP / L1-shoulder [ Angel 5 ] ================================================================== THE ANGELS =============================================================================== --------------------------------------------------------------------- ( 5.01 ) >> AKANE KASUMI ------------------------------------------------------------------------------- +-- [ PERSONAL INFORMATION ] -----------------------------------------------+ Name Meaning : AKANE = "madder" KASUMI = "mist" Age : 18 years Height : 159 cm. (5`3") Weight : 48 kg. (106 lbs.) Measurements : B/92 W/56 H/90 cm. (36/22/35 in.) Likes : Ninmu (duties), shigoto (work), imouto (younger sister) Dislikes : Yuujyuufudan (indecisiveness) Fighting Skill : Kasumi-ryuu Ninjutsu +-- [ BASIC ATTACKS / COMMAND ARTS ] ---------------------------------------+ ---------------------------------+--------+------+-------+--------------------- Attack Command | Damage | Hits | Guard | Notes ---------------------------------+--------+------+-------+--------------------- Standing LP / Standing Close LP | 10 | 1 | S C A | Standing LK / Standing Close LK | 10 | 1 | S C A | Standing HP / Standing Close HP | 20 | 1 | S C A | Standing HK | 20 | 1 | S C A | Standing Close HK | 20 | 1 | S C A | Crouching LP | 10 | 1 | C A | Crouching LK | 10 | 1 | C A | Crouching HP | 24 | 2 | S C A | AC,[#1] Crouching HK | 8 | 1 | C A | AC,KD Jumping LP | 14 | 1 | S A | Jumping LK | 14 | 1 | S A | Jumping HP | 20 | 1 | S A | Jumping HK | 20 | 1 | S A | Dashing LP | 10 | 1 | S C A | Dashing LK | 10 | 1 | S C A | Dashing HP | 18 | 1 | S C A | AC,KD,FS,[#2] Dashing HK | 18 | 1 | S C A | AC ---------------------------------+--------+------+-------+--------------------- b / f + HP | 16 | 1 | S A | b / f + HK | 16 | 1 | S A | In air, d + P | 14/20 | 1 | S A | In air, d + K | 14/20 | 1 | S A | In air, f,f + LP / LK | 16 | 1 | S A | In air, f,f + HP / HK | 18 | 1 | S A | ---------------------------------+--------+------+-------+--------------------- 1 Attack Chance with second hit only. 2 Will only knockdown if the opponent hits the wall during the Flying Screen. +-- [ CERTAIN KILL ARTS ] --------------------------------------------------+ ---------------------------------+--------+------+-------+--------------------- Attack Command / Name | Damage | Hits | Guard | Notes ---------------------------------+--------+------+-------+--------------------- When close, f + HP / HK | 20 | 1 | -- | LN,KD ---------------------------------+--------+------+-------+--------------------- When close in air, d + HP / HK | 24 | 1 | -- | KD ---------------------------------+--------+------+-------+--------------------- d,d + P / K | 24 | 1 | S A | KD,BN,[#1,2] Sen | | | | ---------------------------------+--------+------+-------+--------------------- qcf + P | 26/36 | 9/13 | S C A | KD,BN,[#2] Sai | | | | ---------------------------------+--------+------+-------+--------------------- f,d,df + P | 20/28 | 2 | S C A | KD,BN,[#2,3] Zan Kai | | | | ---------------------------------+--------+------+-------+--------------------- 1 The Sen teleports Akane in four different positions, depending on what button is used: * LP: Appears above and in front of the opponent; high height. * LK: Appears above and in front of the opponent; low height. * HP: Appears above and in front of the opponent; mid height. * HK: Appears above in Akane`s current location. - Other than the HK-version, each teleport tracks the opponent`s location to place Akane in a relative position. Even if the opponent in jumping or dashing through the air, the Sen will teleport Akane to the position as commanded. The HK-version does not track since it is relative to Akane`s own position, rather than the opponent`s. - The LP-, LK-, and HP-versions all cause Akane to appear at a different elevation. The LK-version makes her appear right over the opponent`s head, whereas the LP-version appears high in the sky to make Akane fall further. 2 Burns the opponent, surrounding them in red flames. Touching the opponent while they are on fire will cause damage and a knockdown to Akane. 3 Will only hit twice if Akane is next to the opponent. The first hit comes from her winding back before the forward strike. +-- [ EMOTION SUPER CERTAIN KILL ART ] -------------------------------------+ ---------------------------------+--------+------+-------+--------------------- Attack Command / Name | Damage | Hits | Guard | Notes ---------------------------------+--------+------+-------+--------------------- qcf,qcf + PP | 84 | 9 | S C A | AC,KD,BN,[#1,2] Kurenai | | | | ---------------------------------+--------+------+-------+--------------------- 1 The Kurenai deal damage depending on the distance Akane is away from the opponent. The further away she is, the less damage it does. Since the attack is basically a super-version of her Zan Kai, Akane has to be next to the opponent for that initial winding back strike to hit. - The last hit of the forward charge (right before Akane teleports to do the final hit) causes an Attack Chance. You are able to interrupt the final hit to do that, but will do -5 damage than what Akane`s teleport hit would do. 2 Burns the opponent, surrounding them in red flames. Touching the opponent while they are on fire will cause damage and a knockdown to Akane. --------------------------------------------------------------------- ( 5.02 ) >> BINBOU CHIBIKO (Poor Chibiko) ------------------------------------------------------------------------------- +-- [ BASIC ATTACKS / COMMAND ARTS ] ---------------------------------------+ ---------------------------------+--------+------+-------+--------------------- Attack Command | Damage | Hits | Guard | Notes ---------------------------------+--------+------+-------+--------------------- Standing LP | 8 | 1 | S C A | Standing LK | 8 | 1 | S C A | Standing HP | 16 | 1 | S C A | Standing HK | 18 | 1 | S C A | Standing Close LP | 8 | 1 | S C A | [#1] Standing Close LK | 8 | 1 | S C A | Standing Close HP | 20 | 2 | S C A | AC,[#2] Standing Close HK | 20 | 1 | S C A | AC Crouching LP | 8 | 1 | C A | Crouching LK | 8 | 1 | C A | Crouching HP | 24 | 2 | S C A | Crouching HK | 8 | 2 | C A | AC,KD,[#2] Jumping LP | 12 | 2 | S A | Jumping LK | 12 | 1 | S A | Jumping HP | 20 | 2 | S A | Jumping HK | 26 | 3 | S A | Dashing LP | 12 | 1 | S C A | Dashing LK | 12 | 1 | S C A | Dashing HP | 20 | 2 | S A | AC,[#2] Dashing HK | 20 | 1 | S C A | AC ---------------------------------+--------+------+-------+--------------------- b / f + HP | 16 | 4 | S A | b / f + HK | 8 | 3 | S A | In air, d + HP | 20 | 1 | S A | AC In air, f,f + LK | 16 | 1 | S A | In air, f,f + HP | 20 | 1 | S A | ---------------------------------+--------+------+-------+--------------------- 1 Holding b / f while pressing LP when close to the opponent will instead make Binbou Chibiko perform her normal Standing LP. 2 Attack Chance with second hit only. +-- [ CERTAIN KILL ARTS ] --------------------------------------------------+ ---------------------------------+--------+------+-------+--------------------- Attack Command / Name | Damage | Hits | Guard | Notes ---------------------------------+--------+------+-------+--------------------- When close, f + HP | 20 | 1 | -- | KD ---------------------------------+--------+------+-------+--------------------- When close, f + HK | 24 | 1 | -- | LN,KD ---------------------------------+--------+------+-------+--------------------- When close in air, d + HP | 22 | 1 | -- | KD ---------------------------------+--------+------+-------+--------------------- When close in air, d + HK | 20 | 1 | -- | KD ---------------------------------+--------+------+-------+--------------------- Press K rapidly | 33/37 | 7 | S C A | AC,[#1] Nawa Chibi | | | | ---------------------------------+--------+------+-------+--------------------- qcf + P | 20 | 1 | S C A | AC,KD Oodama Attack | | | | ---------------------------------+--------+------+-------+--------------------- f,d,df + P | 17/33 | 3/5 | S C A | AC,FS,KD,[#2,3] Doka~n Punch | | | | ---------------------------------+--------+------+-------+--------------------- In air, press LP rapidly | 6-7/n | X | S A | [#4] Patapata Punch | | | | ---------------------------------+--------+------+-------+--------------------- In air, press K rapidly | 35/37 | 7 | S A | [#1] Kuuchuu Nawa Chibi | | | | ---------------------------------+--------+------+-------+--------------------- In air, d + LP | 16 | 1 | S A | Kyuukouka Attack | | | | ---------------------------------+--------+------+-------+--------------------- In air, qcf + P | 16 | 1 | S A | KD,BN,[#5] Honoo no Chibi Spike | | | | ---------------------------------+--------+------+-------+--------------------- In air, f,d,df + P | 26/42 | 4/6 | S A | AC,[#3] Kuuchuu Doka~n Punch | | | | ---------------------------------+--------+------+-------+--------------------- 1 Attack Chance with seventh hit only. 2 The LP-version can hit differently depending on where Binbou Chibiko is from the opponent. If she is a character`s distance away, the attack will hit them at an angle. This does slightly less damage, but causes Flying Screen. If Binbou Chibiko is right next to the opponent, it will knock them straight upward to be juggled. 3 Each hit will cause an Attack Chance, meaning you can cancel after any of them for the extra attack. 4 Slows Binbou Chibiko`s descent as she is falling. 5 Burns the opponent, surrounding them in red flames. Touching the opponent while they are on fire will cause damage and a knockdown to Binbou Chibiko. +-- [ EMOTION SUPER CERTAIN KILL ART ] -------------------------------------+ ---------------------------------+--------+------+-------+--------------------- Attack Command / Name | Damage | Hits | Guard | Notes ---------------------------------+--------+------+-------+--------------------- qcf,qcf + PP (hold to delay) | 7-8/n | X | S C A | AC,KD,[#1] Super Chibiko Dama | | | | ---------------------------------+--------+------+-------+--------------------- 1 After it is thrown, the Super Chibiko Dama "deflates" and shoots out dozens of smaller balls. Although it looks random, the balls actually fly out of the larger ball in five different angles. Two of the directions are aimed at the ground, which won`t ever hit the opponent unless the ball is thrown right on top of them. The other three angles are forward, 45º, and 70º. The rate that the balls fly out is random, so the opponent can sometimes be hit by some of the lower ones and be knocked into the higher angled ones. Or be hit and then be able to recover and guard against the others. - Holding any attack button will delay Binbou Chibiko throwing the Super Chibiko Dama. It doesn`t increase the damage of the attack, just delays it from being thrown. If you delay it longer than two seconds, the oodama will flatten Binbou Chibiko and not explode. This causes no damage to Binbou Chibiko. - Each hit will cause an Attack Chance, meaning you can cancel after any of them for the extra attack. - The kanji painted on the balls that come out of the Super Chibiko Dama all are have "bin" on them, meaning "poverty". --------------------------------------------------------------------- ( 5.03 ) >> BLACK RAIYA ------------------------------------------------------------------------------- +-- [ PERSONAL INFORMATION ] -----------------------------------------------+ Height : 163 cm. (5`4") Weight : 0 kg. (because she can levitate) Measurements : B/76 W/49 H/78 cm. (30/19/31 in.) Likes : Hakai (destruction) Dislikes : Souzou (creation), tenshi-tachi (angels) +-- [ BASIC ATTACKS / COMMAND ARTS ] ---------------------------------------+ ---------------------------------+--------+------+-------+--------------------- Attack Command | Damage | Hits | Guard | Notes ---------------------------------+--------+------+-------+--------------------- Standing LP / Standing Close LP | 8 | 1 | S C A | Standing LK / Standing Close LK | 10 | 1 | S C A | Standing HP | 16 | 1 | S C A | Standing HK / Standing Close HK | 16 | 2 | S C A | AC,KD,FS,[#1,2] Standing Close HP | 16 | 1 | S C A | Crouching LP | 8 | 1 | C A | Crouching LK | 10 | 1 | C A | Crouching HP | 15 | 3 | C A | AC,KD,[#3] Crouching HK | 8 | 1 | C A | AC,KD Jumping LP / Dashing LP | 10 | 1 | S A | Jumping LK | 12 | 1 | S A | Jumping HP | 16 | 1 | S A | Jumping HK | 10 | 1 | S A | Dashing LK | 10 | 1 | S A | Dashing HP | 15 | 1 | S A | Dashing HK | 14 | 2 | S A | ---------------------------------+--------+------+-------+--------------------- f + HK | 12 | 1 | S A | In air, d + LK | 12 | 1 | S A | In air, d + HK | 10 | 1 | S A | In air, f,f + HK | 10 | 2 | S A | ---------------------------------+--------+------+-------+--------------------- 1 Attack Chance with second hit only. 2 Knockdown attack with second hit only. 3 Attack Chance with second and third hit. +-- [ CERTAIN KILL ARTS ] --------------------------------------------------+ ---------------------------------+--------+------+-------+--------------------- Attack Command / Name | Damage | Hits | Guard | Notes ---------------------------------+--------+------+-------+--------------------- When close, f + HP | 22 | 1 | -- | KD ---------------------------------+--------+------+-------+--------------------- When close, f + HK | 20 | 1 | -- | LN,KD ---------------------------------+--------+------+-------+--------------------- When close in air, d + HP / HK | 24 | 1 | -- | KD ---------------------------------+--------+------+-------+--------------------- b + HK | 12 | 2 | S C A | AC,[#1,2] Rising Cannon | | | | ---------------------------------+--------+------+-------+--------------------- df + HK after forward dash | 3 | 1 | C A | AC,KD,[#3] Hell Flash | | | | ---------------------------------+--------+------+-------+--------------------- Press HK after Rising Cannon or | 15 | 3 | S C A | AC,LN,KD,FS,[#4,5,6] or any aerial HK hit | | | | Bloody Moon | | | | ---------------------------------+--------+------+-------+--------------------- qcf + P / K (air) | 16 x2 | 2 | S C A | KD,EL,[#7,8] Plug Smash | | | | ---------------------------------+--------+------+-------+--------------------- f,d,df + P | 13/27 | 3/5 | S C A | AC,LN (w/HP),KD,FS Bloody Cross | | | | (w/HP),EL (w/LP), | | | | [#6,8,9] ---------------------------------+--------+------+-------+--------------------- In air, f,d,df + P | 36/46 | 2/3 | S A | AC,KD,FS,[#10,11] Kuuchuu Bloody Cross | (20) | (1) | | ---------------------------------+--------+------+-------+--------------------- 1 Attack Chance with second hit only. 2 Can follow with Bloody Moon. 3 Only works for a forward dash (f,f) on the ground. Will not work after an Aerial Dash or Homing Jump. 4 The Bloody Moon is a follow-up attack Black Raiya can do after two types of attacks: the Rising Cannon, or any aerial HK attack that hits. The button press is almost like a 'just frame,' because you have to hit the HK in 1-3 frames after the hit it links off from registers. It is possible to rapidly press HK and mash out the just frame, but sometimes it will not execute. - The attack hits three times, but normally only two will register. To get all three you have to be in really deep against the opponent. - If you are linking the Bloody Moon from the Rising Cannon, you can do it after either hit. It is a 1-frame input after the first hit, but also a higher chance in scoring all three hits of the Bloody Moon as a reward. Whereas you have a higher frame input after both hits of the Rising Cannon, but normally only two hits of the Bloody Moon will connect. - Can be used after any of the following air HK attacks: Jumping HK, Homing Jump HK, and Jumping d + HK. Surprisingly you cannot do the Bloody Moon after Black Raiya`s Dashing HK (which has the same animation as her Jumping HK) or more interestingly her Aerial Dashing HK. I did find the latter one more strange, but Black Raiya is technically in the air as well for her Dashing HK. - The Bloody Moon is also Black Raiya`s Attack Chance strike, meaning that when her Attack Chance hits, it _reactivates_ the Attack Chance ad nauseam. 5 Each hit will cause an Attack Chance, meaning you can cancel after any of them for the extra attack. 6 Unlike other attacks that cause Flying Screen, the Bloody Moon and Bloody Cross causes it vertically. Meaning it can knock the opponent high enough so that they hit the "ceiling" of the stage before falling back to the ground. This normally only happens if you catch a jumping opponent with it to send them higher. 7 The Plug Smash can be shot in three different directions, depending on what button is used (this applies both on the ground and air): * LP: Fires the Plug Smash forward. * LK: Fires the Plug Smash forward. * HP: Fires the Plug Smash up-forward at a 45º angle. * HK: Fires the Plug Smash down-forward at a 45º angle. - Fires two blasts, but only one will hit unless the opponent happens to land on both blasts at the same time. 8 Electrocutes the opponent, surrounding them in blue sparks. Touching the opponent while they are electrocuted will cause damage and a knockdown to Black Raiya. 9 For the LP-version, the Attack Chance gets activated by any hit except the last (which electrocutes the opponent). Each hit of the HP-version will cause an Attack Chance. 10 Attack Chance with first hit only when you hit a grounded opponent. 11 If hitting an aerial opponent, will only hit once and cause Flying Screen and a knockdown. The single hit will do 20 damage. +-- [ EMOTION SUPER CERTAIN KILL ART ] -------------------------------------+ ---------------------------------+--------+------+-------+--------------------- Attack Command / Name | Damage | Hits | Guard | Notes ---------------------------------+--------+------+-------+--------------------- qcf,qcf + PP | 86 | 14 | S C A | KD,EL,[#1] Ragna Eraser | | | | ---------------------------------+--------+------+-------+--------------------- 1 Electrocutes the opponent, surrounding them in blue sparks. Touching the opponent while they are electrocuted will cause damage and a knockdown to Raiya. --------------------------------------------------------------------- ( 5.04 ) >> CHIBIKO (Tomomi Yaoi) ------------------------------------------------------------------------------- Story +-- [ PERSONAL INFORMATION ] -----------------------------------------------+ Name Meaning : CHIBIKO = "little child" TOMOMI = "wisdom beauty" YAOI = "arrow follow" (The kanji for "Tomomi" can also be written togther as "chi bi". Thus "Chibiko" with that kanji would mean "Child of Wisdom and Beauty".) Birthday : October 10 Age : 12 years Height : 140 cm. (4`7") Weight : 33 kg. (73 lbs.) Measurements : B/55 W/55 H/55 cm. (22/22/22 in.) Likes : Oto-san (her father), cake Dislikes : "Chibiko, kiraina no nai yo." ("I don`t hate anything.") Occupation : Chuugakusei (junior high school student), Freeter (one who specializes in part-time jobs) +-- [ BASIC ATTACKS / COMMAND ARTS ] ---------------------------------------+ ---------------------------------+--------+------+-------+--------------------- Attack Command | Damage | Hits | Guard | Notes ---------------------------------+--------+------+-------+--------------------- Standing LP | 8 | 1 | S C A | Standing LK | 8 | 1 | S C A | Standing HP | 16 | 1 | S C A | Standing HK | 18 | 1 | S C A | Standing Close LP | 8 | 1 | S C A | [#1] Standing Close LK | 8 | 1 | S C A | Standing Close HP | 20 | 2 | S C A | AC,[#2] Standing Close HK | 20 | 1 | S C A | AC Crouching LP | 8 | 1 | C A | Crouching LK | 8 | 1 | C A | Crouching HP | 24 | 2 | S C A | Crouching HK | 8 | 2 | C A | AC,KD,[#2] Jumping LP | 12 | 2 | S A | Jumping LK | 12 | 1 | S A | Jumping HP | 20 | 2 | S A | Jumping HK | 26 | 3 | S A | Dashing LP | 12 | 1 | S C A | Dashing LK | 12 | 1 | S C A | Dashing HP | 20 | 2 | S A | AC,[#2] Dashing HK | 20 | 1 | S C A | AC ---------------------------------+--------+------+-------+--------------------- b / f + HP | 16 | 4 | S A | b / f + HK | 8 | 3 | S A | In air, d + HP | 20 | 1 | S A | AC In air, f,f + LK | 16 | 1 | S A | In air, f,f + HP | 20 | 1 | S A | ---------------------------------+--------+------+-------+--------------------- 1 Holding b / f while pressing LP when close to the opponent will instead make Chibiko perform her normal Standing LP. 2 Attack Chance with second hit only. +-- [ CERTAIN KILL ARTS ] --------------------------------------------------+ ---------------------------------+--------+------+-------+--------------------- Attack Command / Name | Damage | Hits | Guard | Notes ---------------------------------+--------+------+-------+--------------------- When close, f + HP | 20 | 1 | -- | KD ---------------------------------+--------+------+-------+--------------------- When close, f + HK | 24 | 1 | -- | LN,KD ---------------------------------+--------+------+-------+--------------------- When close in air, d + HP | 22 | 1 | -- | KD ---------------------------------+--------+------+-------+--------------------- When close in air, d + HK | 20 | 1 | -- | KD ---------------------------------+--------+------+-------+--------------------- Press K rapidly | 33/37 | 7 | S C A | AC,[#1] Nawa Chibi | | | | ---------------------------------+--------+------+-------+--------------------- qcf + P | 20 | 1 | S C A | AC,KD Oodama Attack | | | | ---------------------------------+--------+------+-------+--------------------- f,d,df + P | 17/33 | 3/5 | S C A | AC,FS,KD,[#2,3] Doka~n Punch | | | | ---------------------------------+--------+------+-------+--------------------- In air, press LP rapidly | 6-7/n | X | S A | [#4] Patapata Punch | | | | ---------------------------------+--------+------+-------+--------------------- In air, press K rapidly | 35/37 | 7 | S A | [#1] Kuuchuu Nawa Chibi | | | | ---------------------------------+--------+------+-------+--------------------- In air, d + LP | 16 | 1 | S A | Kyuukouka Attack | | | | ---------------------------------+--------+------+-------+--------------------- In air, qcf + P | 16 | 1 | S A | KD,BN,[#5] Honoo no Chibi Spike | | | | ---------------------------------+--------+------+-------+--------------------- In air, f,d,df + P | 26/42 | 4/6 | S A | AC,[#3] Kuuchuu Doka~n Punch | | | | ---------------------------------+--------+------+-------+--------------------- 1 Attack Chance with seventh hit only. 2 The LP-version can hit differently depending on where Chibiko is from the
    opponent. If she is a character`s distance away, the attack will hit them
    at an angle. This does slightly less damage, but causes Flying Screen. If
    Chibiko is right next to the opponent, it will knock them straight upward
    to be juggled.
 3  Each hit will cause an Attack Chance, meaning you can cancel after any of
    them for the extra attack.
 4  Slows Chibiko`s descent as she is falling.
 5  Burns the opponent, surrounding them in red flames. Touching the opponent
    while they are on fire will cause damage and a knockdown to Chibiko.

+-- [  EMOTION SUPER CERTAIN KILL ART  ] -------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 qcf,qcf + PP (hold to delay)    | 7-8/n  | X    | S C A | AC,KD,[#1]
   Super Chibiko Dama            |        |      |       |
---------------------------------+--------+------+-------+---------------------

 1  After it is thrown, the Super Chibiko Dama "deflates" and shoots out dozens
    of smaller balls. Although it looks random, the balls actually fly out of
    the larger ball in five different angles. Two of the directions are aimed
    at the ground, which won`t ever hit the opponent unless the ball is thrown
    right on top of them. The other three angles are forward, 45º, and 70º. The
    rate that the balls fly out is random, so the opponent can sometimes be hit
    by some of the lower ones and be knocked into the higher angled ones. Or be
    hit and then be able to recover and guard against the others.
  - Holding any attack button will delay Chibiko throwing the Super Chibiko
    Dama. It doesn`t increase the damage of the attack, just delays it from
    being thrown. If you delay it longer than two seconds, the oodama will
    flatten Chibiko and not explode. This causes no damage to Chibiko.
  - Each hit will cause an Attack Chance, meaning you can cancel after any of
    them for the extra attack.


---------------------------------------------------------------------  ( 5.05 )
  >> HIGHWAY STAR (Michiko Hoshi)
-------------------------------------------------------------------------------

  Story

+-- [  PERSONAL INFORMATION  ] -----------------------------------------------+

 Name Meaning   :  MICHIKO = "street child"
                   HOSHI = "star"
                   ("Highway Star" is a play on words of her name`s meaning.)
 Birthday       :  May 21
 Age            :  27 years
 Height         :  180 cm. (5`11")
 Weight         :  59.5 kg. (131.2 lbs.)
 Measurements   :  B/89 W/60 H/92 cm. (35/24/36 in.)
 Likes          :  Kaze (wind), motorcycles
 Dislikes       :  Kousoku (school regulations), patrol cars
 Occupation     :  Kyoushi (classroom teacher)

+-- [  BASIC ATTACKS / COMMAND ARTS  ] ---------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command                  | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 Standing LP / Standing Close LP | 10     | 1    | S C A |
 Standing LK                     | 10     | 1    | S C A |
 Standing HP                     | 20     | 2    | S C A |
 Standing HK                     | 24     | 2    | S C A | AC,KD,FS,[#1]
 Standing Close LK               | 12     | 1    |   C A | [#2]
 Standing Close HP               | 20     | 1    | S C A |
 Standing Close HK               | 20     | 2    | S C A |
 Crouching LP                    | 10     | 1    |   C A |
 Crouching LK                    | 12     | 1    |   C A |
 Crouching HP                    | 20     | 1    | S C A | AC
 Crouching HK                    | 8      | 1    |   C A | AC,KD
 Jumping LP                      | 12     | 1    | S   A |
 Jumping LK                      | 14     | 1    | S   A |
 Jumping HP / Dashing HP         | 20     | 1    | S   A |
 Jumping HK / Dashing HK         | 20     | 1    | S   A |
 Dashing LP                      | 10     | 1    | S   A |
 Dashing LK                      | 12     | 1    | S   A |
---------------------------------+--------+------+-------+---------------------
 b / f + HP                      | 16     | 1    | S   A |
 b / f + HK                      | 18     | 1    | S   A |
---------------------------------+--------+------+-------+---------------------

 1  Knockdown attack with second hit only.
 2  Holding b / f while pressing LK when close to the opponent will instead
    make Highway Star perform her high Standing LK.

+-- [  CERTAIN KILL ARTS  ] --------------------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 When close, f + HP              | 20     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 When close, f + HK              | 18     | 1    | --    | LN,KD
---------------------------------+--------+------+-------+---------------------
 When close in air, d + HP       | 22     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 When close in air, d + HK       | 18     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 qcf + P                         | 16     | 1    | S C A | AC,KD
   Wheel Breakin'                |        |      |       |
---------------------------------+--------+------+-------+---------------------
 f,d,df + P                      | 25/37  | 3/5  | S C A | AC,KD (w/HP),[#1]
   Spinning Gear                 |        |      |       |
---------------------------------+--------+------+-------+---------------------
 hcb + P                         | 16/20  | 1    | S C A | AC
   Attack Transformer Field      | 32     | 3    | S C A | AC,KD,[#2]
---------------------------------+--------+------+-------+---------------------
 hcb + K (misses from afar)      | 24/28  | 7/9  | --    | KD
   Dancing Gear                  |        |      |       |
---------------------------------+--------+------+-------+---------------------
 In air, f,d,df + P              | 34/58  | 3/5  | S   A | AC,KD (w/HP),[#1]
   Kuuchuu Spinning Gear         |        |      |       |
---------------------------------+--------+------+-------+---------------------

 1  Each hit will cause an Attack Chance, meaning you can cancel after any of
    them for the extra attack.
 2  The Attack Transformer Field can hit on its own, and the burst will hit
    once. It also can be used to reflect projectiles; by dissipating the blast
    and sending back a unique projectile. The returned blast does twice as much
    damage than the A.T.F. hitting on its own. Against some characters with
    fast projectiles, or are stuck in attack animation very long (ie - Raiya),
    the returning blast is so fast they will be unable to guard. However, using
    it to reflect slower projectiles (ie - Highway Star`s Wheel Breakin') may
    not be a guaranteed counterattack depending on how close they are.

+-- [  EMOTION SUPER CERTAIN KILL ART  ] -------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 f,hcf + KK                      | 16~54  | 2    | S C A | AC,KD,FS,[#1]
   Vanishing Exhaust             |        |      |       |
---------------------------------+--------+------+-------+---------------------

 1  If guarded, will hit seven times.
  - The Vanishing Exhaust deal damage depending on the distance Highway Star is
    away from the opponent. The further away she is, the less damage it does.
  - Strangely, each hit will cause an Attack Chance, but seems impossible to
    hit. You are able to cancel the Vanishing Exhaust after the first hit to
    fly at the opponent, but they will recover and be able to guard. Since the
    last hit causes Flying Screen, you can`t hit with the Attack Chance, and
    rather canceling into it will just negate Highway Star`s backflipping
    animation off her bike.
  - If you catch the opponent out the air with the Vanishing Exhaust, it will
    juggle them for more hits and about +10 damage. The damage scaling still
    applies where it does less damage the further away Highway Star is.


---------------------------------------------------------------------  ( 5.06 )
  >> HYPER MYSTERIOUS POWER
-------------------------------------------------------------------------------

+-- [  BASIC ATTACKS / COMMAND ARTS  ] ---------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command                  | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 Standing LP / Standing Close LP | 10     | 1    | S C A |
 Standing LK                     | 10     | 1    | S C A | [#1]
 Standing HP / Standing Close HP | 24     | 2    | S C A | AC,[#2]
 Standing HK                     | 20     | 1    | S C A | AC,KD,FS,[#3]
 Standing Close LK               | 10     | 1    |   C A | [#4]
 Standing Close HK               | 22     | 2    | S C A |
 Crouching LP                    | 10     | 1    |   C A |
 Crouching LK                    | 10     | 1    |   C A |
 Crouching HP                    | 20     | 2    | S C A | AC,[#5]
 Crouching HK                    | 8      | 1    |   C A | AC,KD
 Jumping LP                      | 12     | 1    | S   A |
 Jumping LK                      | 12     | 1    | S   A |
 Jumping HP / Dashing HP         | 20     | 1    | S   A |
 Jumping HK                      | 24     | 2    | S   A |
 Dashing LP                      | 10     | 1    | S   A |
 Dashing LK                      | 10     | 1    | S   A |
 Dashing HK                      | 20     | 1    | S   A | AC,KD,FS,[#3,6]
---------------------------------+--------+------+-------+---------------------
 b / f + HP                      | 16     | 1    | S   A | AC
 b / f + HK                      | 16     | 2    | S   A | [#7]
 In air, d + HK                  | 20     | 1    | S   A | [#8]
 In air, f,f + HK                | 20     | 1    | S   A | AC,KD,FS,[#9]
---------------------------------+--------+------+-------+---------------------

 1  Has a much further hit range than it looks. The end of Hyper Mysterious
    Power`s foot may not touch the opponent`s sprite but still will hit.
 2  Attack Chance with second hit only.
 3  Will only knockdown if the opponent hits the wall during the Flying Screen.
 4  Holding b / f while pressing LK when close to the opponent will instead
    make Hyper Mysterious Power perform her normal Standing LK.
 5  Each hit will cause an Attack Chance, meaning you can cancel after any of
    them for the extra attack.
 6  If done close to the opponent, will cause Flying Screen. Afar it will just
    pop them up a little. Both versions will activate an Attack Chance.
 7  The attack looks very similar to her Standing Close HK, but Hyper
    Mysterious Power kicks her leg lower and says `Fire!´ for her mid attack.
 8  Like her Standing LK, the hit range of this attack is immensely large. She
    can be over a character`s distance away and still it will connect. Her foot
    doesn`t have to touch the opponent`s sprite in order to hit.
 9  Depending on how the attack hits will determine if it causes Flying Screen.
    That normally happens when you strike the opponent high or on top of their
    heads. Normally the opponent will just get popped up a little.

+-- [  CERTAIN KILL ARTS  ] --------------------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 When close, f + HP / HK         | 26     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 When close in air, d + HP / HK  | 26     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 qcf + LP (air)                  | 16 x3  | 3    | S C A | KD,EL,[#1,2]
   Mysterious Cannon:            | (52)   |      |       |
    Sandangamae                  |        |      |       |
---------------------------------+--------+------+-------+---------------------
 qcf + HP (air)                  | 24     | 8    | S C A | [#3]
   Mysterious Cannon: Youshisen  |        |      |       |
---------------------------------+--------+------+-------+---------------------
 f,d,df + P                      | 20/32  | 1/2  | S C A | AC,KD (w/HP),FS
   Finger Snappers               |        |      |       |  (w/HP),[#4]
---------------------------------+--------+------+-------+---------------------
 hcb + P (misses from afar)      | 28/32  | 1    | --    | KD
   Mysterious Spin               |        |      |       |
---------------------------------+--------+------+-------+---------------------

 1  Electrocutes the opponent, surrounding them in blue sparks. Touching the
    opponent while they are electrocuted will cause damage and a knockdown to
    Hyper Mysterious Power.
 2  The Sandangamae fires a green orb in three different directions: forward,
    45º up-forward, and 45º down-forward. Each orb on its own does 16 damage.
    The only way I have gotten all three orbs to hit is if Hyper Mysterious
    Power is a character`s distance away from the opponent. All three hitting
    will do 52 damage, giving the blast a +4 damage bonus.
 3  The Youshisen causes recoil, but only the aerial version has a negative
    effect. It knocks Hyper Mysterious Power backward in a flying screen-type
    manner, causing her back to crash into the wall. This causes an Attack
    Chance for the opponent as well as a knockdown to Hyper Mysterious Power
    herself. On the ground she will just get pushed back against the back wall.
 4  Each hit of the HP-version will cause an Attack Chance, meaning you can
    cancel after any of them. But it is very difficult to catch them with the
    extra attack due to the Flying Screen and how long Hyper Mysterious Power
    is in attack animation.

+-- [  EMOTION SUPER CERTAIN KILL ART  ] -------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 f,hcf + PP                      | 8-10/n | X    | S C A | AC,KD
   Perfect Snappers              |        |      |       |
---------------------------------+--------+------+-------+---------------------

 1  The Perfect Snappers is basically a series of Finger Snappers that travels
    across the length of the screen. It`s impossible for every single hit to
    connect since it juggles and pops the opponent into the air when they are
    struck. The best I have been able to get is 6 hit/56 damage.


---------------------------------------------------------------------  ( 5.07 )
  >> JUUSHOU HIGHWAY STAR (Seriously Wounded Highway Star)
-------------------------------------------------------------------------------

+-- [  BASIC ATTACKS / COMMAND ARTS  ] ---------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command                  | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 Standing LP / Standing Close LP | 10     | 1    | S C A |
 Standing LK                     | 10     | 1    | S C A |
 Standing HP                     | 20     | 2    | S C A |
 Standing HK                     | 24     | 2    | S C A | AC,KD,FS,[#1]
 Standing Close LK               | 12     | 1    |   C A | [#2]
 Standing Close HP               | 20     | 1    | S C A |
 Standing Close HK               | 20     | 2    | S C A |
 Crouching LP                    | 10     | 1    |   C A |
 Crouching LK                    | 12     | 1    |   C A |
 Crouching HP                    | 20     | 1    | S C A | AC
 Crouching HK                    | 8      | 1    |   C A | AC,KD
 Jumping LP                      | 12     | 1    | S   A |
 Jumping LK                      | 14     | 1    | S   A |
 Jumping HP / Dashing HP         | 20     | 1    | S   A |
 Jumping HK / Dashing HK         | 20     | 1    | S   A |
 Dashing LP                      | 10     | 1    | S   A |
 Dashing LK                      | 12     | 1    | S   A |
---------------------------------+--------+------+-------+---------------------
 b / f + HP                      | 16     | 1    | S   A |
 b / f + HK                      | 18     | 1    | S   A |
---------------------------------+--------+------+-------+---------------------

 1  Knockdown attack with second hit only.
 2  Holding b / f while pressing LK when close to the opponent will instead
    make Juushou Highway Star perform her high Standing LK.

+-- [  CERTAIN KILL ARTS  ] --------------------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 When close, f + HP              | 20     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 When close, f + HK              | 18     | 1    | --    | LN,KD
---------------------------------+--------+------+-------+---------------------
 When close in air, d + HP       | 22     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 When close in air, d + HK       | 18     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 qcf + P                         | 30     | 1    | S C A | AC,KD
   Mikanzen Wheel Breakin'       |        |      |       |
---------------------------------+--------+------+-------+---------------------
 f,d,df + P                      | 25/37  | 3/5  | S C A | AC,FS,[#1,2,3]
   Tobanai Spinning Gear         |        |      |       |
---------------------------------+--------+------+-------+---------------------
 hcb + P                         | 16/20  | 1    | S C A | AC
   Attack Transformer Field      | 32     | 3    | S C A | AC,KD,[#4]
---------------------------------+--------+------+-------+---------------------
 hcb + K (misses from afar)      | 24/28  | 7/9  | --    | KD
   Dancing Gear                  |        |      |       |
---------------------------------+--------+------+-------+---------------------
 In air, f,d,df + P              | 34/58  | 3/5  | S   A | AC,KD,FS,[#1]
   Kuuchuu Spinning Gear         |        |      |       |
---------------------------------+--------+------+-------+---------------------

 1  Attack Chance with last hit from each version only.
 2  Performing the Tobanai Spinning Gear during a forward dash will cause it to
    go high in the air (technically because she is also in the air).
 3  Will cause Flying Screen if it hits an opponent who is in the air.
 4  The Attack Transformer Field can hit on its own, and the burst will hit
    once. It also can be used to reflect projectiles; by dissipating the blast
    and sending back a unique projectile. The returned blast does twice as much
    damage than the A.T.F. hitting on its own. Against some characters with
    fast projectiles, or are stuck in attack animation very long (ie - Raiya),
    the returning blast is so fast they will be unable to guard. However, using
    it to reflect slower projectiles (ie - Highway Star`s Wheel Breakin') may
    not be a guaranteed counterattack depending on how close they are.

+-- [  EMOTION SUPER CERTAIN KILL ART  ] -------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 f,hcf + KK                      | 16~54  | 2    | S C A | AC,KD,FS,[#1]
   Vanishing Exhaust             |        |      |       |
---------------------------------+--------+------+-------+---------------------

 1  If guarded, will hit seven times.
  - The Vanishing Exhaust deal damage depending on the distance Juushou Highway
    Star is away from the opponent. The further away she is, the less damage it
    does.
  - Strangely, each hit will cause an Attack Chance, but seems impossible to
    hit. You are able to cancel the Vanishing Exhaust after the first hit to
    fly at the opponent, but they will recover and be able to guard. Since the
    last hit causes Flying Screen, you can`t hit with the Attack Chance, and
    rather canceling into it will just negate Juushou Highway Star`s
    backflipping animation off her bike.
  - If you catch the opponent out the air with the Vanishing Exhaust, it will
    juggle them for more hits and about +10 damage. The damage scaling still
    applies where it does less damage the further away Juushou Highway Star is.


---------------------------------------------------------------------  ( 5.08 )
  >> KIRIKO KASUMI
-------------------------------------------------------------------------------

  Story

+-- [  PERSONAL INFORMATION  ] -----------------------------------------------+

 Name Meaning   :  KIRIKO = "fog lake"
                   KASUMI = "mist"
 Birthday       :  June 9
 Age            :  18 years
 Height         :  158 cm. (5`2")
 Weight         :  46 kg. (101 lbs.)
 Measurements   :  B/90 W/55 H/87 cm. (35/22/34 in.)
 Likes          :  Doubutsu-tachi (animals), okaimono (shopping)
 Dislikes       :  Okite (rules), oniku (meat)
 Occupation     :  Nukenin (runaway ninja), now is a maid
 Fighting Skill :  Teikaku Kanzai-ryuu Ninjutsu

+-- [  BASIC ATTACKS / COMMAND ARTS  ] ---------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command                  | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 Standing LP / Standing Close LP | 10     | 1    | S C A |
 Standing LK / Standing Close LK | 10     | 1    | S C A |
 Standing HP / Standing Close HP | 20     | 1    | S C A |
 Standing HK                     | 20     | 1    | S C A |
 Standing Close HK               | 20     | 1    | S C A |
 Crouching LP                    | 10     | 1    |   C A |
 Crouching LK                    | 10     | 1    |   C A |
 Crouching HP                    | 24     | 2    | S C A | AC,[#1]
 Crouching HK                    | 8      | 1    |   C A | AC,KD
 Jumping LP                      | 14     | 1    | S   A |
 Jumping LK                      | 14     | 1    | S   A |
 Jumping HP                      | 20     | 1    | S   A |
 Jumping HK                      | 20     | 1    | S   A |
 Dashing LP                      | 10     | 1    | S C A |
 Dashing LK                      | 10     | 1    | S C A |
 Dashing HP                      | 18     | 1    | S C A | AC,KD,FS,[#2]
 Dashing HK                      | 18     | 1    | S C A | AC
---------------------------------+--------+------+-------+---------------------
 b / f + HP                      | 16     | 1    | S   A |
 b / f + HK                      | 16     | 1    | S   A |
 In air, d + P                   | 14/20  | 1    | S   A |
 In air, d + K                   | 14/20  | 1    | S   A |
 In air, f,f + LP / LK           | 16     | 1    | S   A |
 In air, f,f + HP / HK           | 18     | 1    | S   A |
---------------------------------+--------+------+-------+---------------------

 1  Attack Chance with second hit only.
 2  Will only knockdown if the opponent hits the wall during the Flying Screen.

+-- [  CERTAIN KILL ARTS  ] --------------------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 When close, f + HP / HK         | 20     | 1    | --    | LN,KD
---------------------------------+--------+------+-------+---------------------
 When close in air, d + HP / HK  | 24     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 d,d + P / K                     | 22     | 1    | S   A | [#1]
   You                           |        |      |       |
---------------------------------+--------+------+-------+---------------------
 qcf + P                         | 48     | 10   | S C A |
   Retsu                         |        |      |       |
---------------------------------+--------+------+-------+---------------------
 f,d,df + P                      | 26/32  | 2    | S C A | AC,KD,[#2]
   Zan                           |        |      |       |
---------------------------------+--------+------+-------+---------------------

 1  The You teleports Kiriko in four different positions, depending on what
    button is used:

     * LP: Appears in front of the opponent, about a character`s distance away.
     * LK: Appears above and behind the opponent.
     * HP: Appears above and in front of the opponent.
     * HK: Appears above in Kiriko`s current location.

  - Other than the HK-version, each teleport tracks the opponent`s location to
    place Kiriko in a relative position. Even if the opponent in jumping or
    dashing through the air, the You will teleport Kiriko to the position as
    commanded. The HK-version does not track since it is relative to Kiriko`s
    own position, rather than the opponent`s.
 2  Will only hit twice if Kiriko is next to the opponent. The first hit comes
    from her winding back before the forward strike.

+-- [  EMOTION SUPER CERTAIN KILL ART  ] -------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 qcf,qcf + PP                    | 75     | 8    | S C A | AC,KD,[#1]
   Akatsuki                      |        |      |       |
---------------------------------+--------+------+-------+---------------------

 1  The Akatsuki deal damage depending on the distance Kiriko is away from the
    opponent. The further away she is, the less damage it does. Since the
    attack is basically a super-version of her Zan, Kiriko has to be next to
    the opponent for that initial winding back strike to hit.


---------------------------------------------------------------------  ( 5.09 )
  >> LINA
-------------------------------------------------------------------------------

  Story

+-- [  PERSONAL INFORMATION  ] -----------------------------------------------+

 Birthday       :  Fumei (unknown)
 Age            :  Fumei (unknown)
 Height         :  200 cm. (6`7")
 Weight         :  100 kg. (220 lbs.)
 Measurements   :  B/88 W/59 H/90 cm. (35/23/35 in.)
 Likes          :  Kata-imono (cast metal models), polygons
 Dislikes       :  Kaisui (ocean water)
 Occupation     :  Sniper

+-- [  BASIC ATTACKS / COMMAND ARTS  ] ---------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command                  | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 Standing LP                     | 8      | 1    | S C A |
 Standing LK                     | 8      | 1    | S C A |
 Standing HP                     | 16     | 1    | S C A |
 Standing HK                     | 18     | 1    | S C A |
 Standing Close LP               | 12     | 1    | S C A |
 Standing Close LK               | 12     | 1    | S C A |
 Standing Close HP               | 20     | 1    | S C A |
 Standing Close HK               | 20     | 2    | S C A |
 Crouching LP                    | 10     | 1    | S C A |
 Crouching LK                    | 10     | 1    |   C A |
 Crouching HP                    | 20     | 1    | S C A |
 Crouching HK                    | 8      | 1    |   C A | AC,KD
 Jumping LP                      | 12     | 1    | S   A |
 Jumping LK                      | 12     | 1    | S   A |
 Jumping HP                      | 20     | 1    | S   A |
 Jumping HK                      | 20     | 1    | S   A |
 Dashing LP                      | 10     | 1    | S C A |
 Dashing LK                      | 10     | 1    | S   A | AC,[#1]
 Dashing HP                      | 20     | 1    | S C A | AC,KD,FS,[#2]
 Dashing HK                      | 20     | 1    | S C A | AC,KD,FS,[#2]
---------------------------------+--------+------+-------+---------------------
 b / f + LP                      | 10     | 1    | S C A |
 b / f + LK                      | 10     | 1    | S C A |
 b / f + HP                      | 16     | 1    | S   A |
 b / f + HK                      | 16     | 1    | S   A | AC,[#1]
 In air, d + LP / f,f + LP       | 12     | 1    | S   A |
 In air, f,f + LK                | 12     | 1    | S   A | AC,KD,FS,[#3]
 In air, f,f + HK                | 20     | 1    | S   A | [#1]
---------------------------------+--------+------+-------+---------------------

 1  All of LINA`s knee-based attacks have some of the worst hit detection in
    the game. Almost as if sometimes the hit boxes do not exist. More times
    than not the knee will literally be _inside_ of the opponent`s sprite, but
    the hit will not register. This applies mainly to her Dashing LK and b / f
    + HK, but her aerial dashing HK is not completely exempt. To help make the
    attack hit, make sure LINA is no more than 1/3 screen distance from the
    opponent before doing it, else you run the higher risk of the attack
    missing. Try doing b / f + HK against the 3D LINA and see it never hit.
 2  Will only knockdown if the opponent hits the wall during the Flying Screen.
 3  Normally the attack will just cause an Attack Chance. But if you manage to
    hit the opponent with the end of LINA`s foot in the center of their sprite
    when they are on the ground, it will 'shove' them and cause the Flying
    Screen and knockdown. It can be difficult to position that, and not really
    worth it as it provides no great advantage.

+-- [  CERTAIN KILL ARTS  ] --------------------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 When close, f + HP / HK         | 24     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 When close in air, d + HP / HK  | 26     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 qcf + K                         | 16+10/ | 1+1  | S   A |
   Twin Fall                     | 20+16  |      |       |
---------------------------------+--------+------+-------+---------------------
 f,d,df + P                      | 31/37  | 6/9  | S C A | AC,[#1,2]
   Moon Breaker                  |        |      |       |
---------------------------------+--------+------+-------+---------------------
 b,d,db + K                      | 16/34  | 1/3  | S C A | AC,[#3]
   Shooting Star                 |        |      |       |
---------------------------------+--------+------+-------+---------------------
 f,df,d,db + K                   | 8+16/  | 1+1/ |   C A | AC,[#4]
   Spiral Ring                   | 8+6+20 | 1+1+1|       |
---------------------------------+--------+------+-------+---------------------

 1  Each hit will cause an Attack Chance, meaning you can cancel after any of
    them for the extra attack.
 2  The Moon Breaker does not have the largest arc, and sometimes hits will
    not register. The LP-version does a total of 6 hits, but against some
    characters like Raiya, the only 5 hits will connect. Against Marie, only 1
    hit connects, yet on Chibiko, who is smaller, all 6 hits will connect.
 3  The headbutt finisher will not happen with the LK-version, just the rising
    kick. However for the HK-version, the headbutt will hit only if the rising
    kick connects. Both the kick and headbutt activate an Attack Chance.
 4  The last hit from the Spiral Ring will activate the Attack Chance.

+-- [  EMOTION SUPER CERTAIN KILL ART  ] -------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 f,hcf + KK                      | 96     | 19   | S C A | AC,[#1]
   Stardust Rave                 |        |      |       |
---------------------------------+--------+------+-------+---------------------

 1  Each hit of the Moon Breaker at the end will cause an Attack Chance,
    meaning you can cancel after any of them for the extra attack.


---------------------------------------------------------------------  ( 5.10 )
  >> LINA2
-------------------------------------------------------------------------------

+-- [  BASIC ATTACKS / COMMAND ARTS  ] ---------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command                  | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 Standing LP                     | 8      | 1    | S C A |
 Standing LK                     | 8      | 1    | S C A |
 Standing HP                     | 16     | 1    | S C A |
 Standing HK                     | 18     | 1    | S C A |
 Standing Close LP               | 12     | 1    | S C A |
 Standing Close LK               | 12     | 1    | S C A |
 Standing Close HP               | 20     | 1    | S C A |
 Standing Close HK               | 20     | 2    | S C A |
 Crouching LP                    | 10     | 1    | S C A |
 Crouching LK                    | 10     | 1    |   C A |
 Crouching HP                    | 20     | 1    | S C A |
 Crouching HK                    | 8      | 1    |   C A | AC,KD
 Jumping LP                      | 12     | 1    | S   A |
 Jumping LK                      | 12     | 1    | S   A |
 Jumping HP                      | 20     | 1    | S   A |
 Jumping HK                      | 20     | 1    | S   A |
 Dashing LP                      | 10     | 1    | S C A |
 Dashing LK                      | 10     | 1    | S   A | AC
 Dashing HP                      | 20     | 1    | S C A | AC,KD,FS,[#1]
 Dashing HK                      | 20     | 1    | S C A | AC,KD,FS,[#1]
---------------------------------+--------+------+-------+---------------------
 b / f + LP                      | 10     | 1    | S C A |
 b / f + LK                      | 10     | 1    | S C A |
 b / f + HP                      | 16     | 1    | S   A |
 b / f + HK                      | 16     | 1    | S   A | AC
 In air, d + LP / f,f + LP       | 12     | 1    | S   A |
 In air, f,f + LK                | 12     | 1    | S   A | AC,KD,FS,[#2]
 In air, f,f + HK                | 20     | 1    | S   A |
---------------------------------+--------+------+-------+---------------------

 1  Will only knockdown if the opponent hits the wall during the Flying Screen.
 2  Normally the attack will just cause an Attack Chance. But if you manage to
    hit the opponent with the end of LINA`s foot in the center of their sprite
    when they are on the ground, it will 'shove' them and cause the Flying
    Screen and knockdown. It can be difficult to position that, and not really
    worth it as it provides no great advantage.

+-- [  CERTAIN KILL ARTS  ] --------------------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 When close, f + HP / HK         | 24     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 When close in air, d + HP / HK  | 26     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 qcf + K                         | 16+10/ | 1+1  | S   A |
   Twin Fall                     | 20+16  |      |       |
---------------------------------+--------+------+-------+---------------------
 f,d,df + P                      | 31/37  | 6/9  | S C A | AC,[#1,2]
   Moon Breaker                  |        |      |       |
---------------------------------+--------+------+-------+---------------------
 b,d,db + K                      | 16/34  | 1/3  | S C A | AC,[#3]
   Shooting Star                 |        |      |       |
---------------------------------+--------+------+-------+---------------------
 f,df,d,db + K                   | 8+16/  | 1+1/ |   C A | AC,[#4]
   Spiral Ring                   | 8+6+20 | 1+1+1|       |
---------------------------------+--------+------+-------+---------------------

 1  Each hit will cause an Attack Chance, meaning you can cancel after any of
    them for the extra attack.
 2  The Moon Breaker does not have the largest arc, and sometimes hits will
    not register. The LP-version does a total of 6 hits, but against some
    characters like Raiya, the only 5 hits will connect. Against Marie, only 1
    hit connects, yet on Chibiko, who is smaller, all 6 hits will connect.
 3  The headbutt finisher will not happen with the LK-version, just the rising
    kick. However for the HK-version, the headbutt will hit only if the rising
    kick connects. Both the kick and headbutt activate an Attack Chance.
 4  The last hit from the Spiral Ring will activate the Attack Chance.

+-- [  EMOTION SUPER CERTAIN KILL ART  ] -------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 f,hcf + KK                      | 96     | 19   | S C A | AC,[#1]
   Stardust Rave                 |        |      |       |
---------------------------------+--------+------+-------+---------------------

 1  Each hit of the Moon Breaker at the end will cause an Attack Chance,
    meaning you can cancel after any of them for the extra attack.
  - Unlike any other character`s Super attack, LINA2`s does not give off the
    "wings" warning spark upon its initiation.


---------------------------------------------------------------------  ( 5.11 )
  >> MARIE ARISUGAWA & KING GORGONIA SANSEI (III)
-------------------------------------------------------------------------------

  Story

+-- [  PERSONAL INFORMATION (Marie)  ] ---------------------------------------+

 Name Meaning   :  ARISUGAWA = "possess nest river"
 Birthday       :  January 1
 Age            :  12 years
 Height         :  146 cm. (4`10")
 Weight         :  33.5 kg. (73.7 lbs.)
 Measurements   :  B/70 W/53 H/72 cm. (28/21/28 in.)
 Likes          :  Kuma (bears), candy
 Dislikes       :  Jibun no omoidoori ni naranai mono (Things that do not
                   satisfy her)
 Occupation     :  Chuugakusei (junior high school student)

+-- [  PERSONAL INFORMATION (King)  ] ----------------------------------------+

 Birthday       :  Fumei (unknown)
 Age            :  5 years
 Height         :  103 cm. (3`5")
 Weight         :  3.5 kg. (7.7 lbs.)
 Measurements   :  B/100 W/100 H/100 cm. (39/39/39 in.)
 Occupation     :  Nuigurumi (stuffed toy)

+-- [  BASIC ATTACKS / COMMAND ARTS  ] ---------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command                  | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 Standing LP                     | 12     | 1    | S C A |
 Standing LK                     | 12     | 2    |   C A | [#1]
 Standing HP                     | 28     | 2    | S C A | AC
 Standing HK                     | 16+12  | 1+1  | S C A |
 Standing Close LP               | 10     | 1    | S C A |
 Standing Close LK               | 8      | 2    |   C A | [#1,2]
 Standing Close HP               | 26     | 1    | S C A |
 Standing Close HK               | 24     | 1    | S C A | AC
 Crouching LP                    | 10     | 1    |   C A |
 Crouching LK                    | 10     | 1    |   C A |
 Crouching HP                    | 8      | 1    |   C A | AC,KD
 Crouching HK                    | 8      | 1    |   C A | AC,KD
 Jumping LP                      | 12     | 1    | S   A |
 Jumping LK                      | 12     | 1    | S   A |
 Jumping HP                      | 22     | 1    | S   A | [#3]
 Jumping HK                      | 22     | 1    | S   A | [#4]
 Dashing LP                      | 13     | 3    | S C A |
 Dashing LK                      | 13     | 3    |   C A |
 Dashing HP                      | 20     | 1    |   C A | AC,KD
 Dashing HK                      | 21     | 3    |   C A |
---------------------------------+--------+------+-------+---------------------
 b / f + HP                      | 20     | 1    | S   A |
 b / f + HK                      | 23     | 3    | S   A |
 In air, d + HK                  | 22     | 1    | S   A | [#5]
 In air, f,f + LP                | 19     | 3    | S   A |
 In air, f,f + LK                | 13     | 3    | S   A |
 In air, f,f + HP                | 24     | 1    | S   A |
 In air, f,f + HK                | 24     | 1    | S   A |
---------------------------------+--------+------+-------+---------------------

 1  The second hit of the Standing LK is low.
 2  Holding b / f while pressing LK when close to the opponent will instead
    make Marie & King perform her normal Standing LK.
 3  Has a very strange hit box. You have to be high over the opponent for the
    Jumping HP to hit. If you are next to them or angled, then it will swipe in
    front of the opponent for no damage.
 4  Marie & King has an alternate Jumping HK attack: King kicks his leg upward
    that causes an Attack Chance (as opposed to the 'rocket blast' attack).
    This attack happens only if the opponent is also in the air, and if they
    are in the air higher than Marie & King. Since the normal Jumping HK is
    angled downward, it seems like this attak was put in as a means to be anti-
    air. This alternate HK does the same damage as the normal Jumping HK.
 5  This attack looks exactly like her Jumping HK, but has an increaased chance
    on hitting opponents as the attack angle is aimed downward.

+-- [  CERTAIN KILL ARTS  ] --------------------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 When close, f + HP              | 30     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 When close, f + HK              | 28     | 1    | --    | AC,LN,KD
---------------------------------+--------+------+-------+---------------------
 When close in air, d + HP / HK  | 28     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 qcf + P                         | 16     | 1    | S C A | KD
   Change Breath                 |        |      |       |
---------------------------------+--------+------+-------+---------------------
 hcf + P                         | 32/38  | 1    | S C A | KD,[#1]
   Honey Rush                    |        |      |       |
---------------------------------+--------+------+-------+---------------------
 hcb + P (misses from afar)      | 24/28  | 11   | --    | KD
   Bolshoi Magic                 |        |      |       |
---------------------------------+--------+------+-------+---------------------

 1  The grab can catch anytime during Marie & King`s forward advance. At some
    point King puts the honeypot away, but continues to move forward. Even then
    the grab is able to connect.

+-- [  EMOTION SUPER CERTAIN KILL ART  ] -------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 qcf + PP                        | 36     | 1    | S C A | KD
   Allover Bear                  |        |      |       |
---------------------------------+--------+------+-------+---------------------


---------------------------------------------------------------------  ( 5.12 )
  >> MARIE ARISUGAWA & PANDA
-------------------------------------------------------------------------------

+-- [  BASIC ATTACKS / COMMAND ARTS  ] ---------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command                  | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 Standing LP                     | 12     | 1    | S C A |
 Standing LK                     | 12     | 2    |   C A | [#1]
 Standing HP                     | 28     | 2    | S C A | AC
 Standing HK                     | 16+12  | 1+1  | S C A |
 Standing Close LP               | 10     | 1    | S C A |
 Standing Close LK               | 8      | 2    |   C A | [#1,2]
 Standing Close HP               | 26     | 1    | S C A | KD,BN,[#3]
 Standing Close HK               | 24     | 1    | S C A | AC
 Crouching LP                    | 10     | 1    |   C A |
 Crouching LK                    | 10     | 1    |   C A |
 Crouching HP                    | 8      | 1    |   C A | AC,KD
 Crouching HK                    | 8      | 1    |   C A | AC,KD
 Jumping LP                      | 12     | 1    | S   A |
 Jumping LK                      | 12     | 1    | S   A |
 Jumping HP                      | 22     | 1    | S   A | [#4]
 Jumping HK                      | 22     | 1    | S   A | [#5]
 Dashing LP                      | 13     | 3    | S C A |
 Dashing LK                      | 13     | 3    |   C A |
 Dashing HP                      | 20     | 1    |   C A | AC,KD
 Dashing HK                      | 21     | 3    |   C A |
---------------------------------+--------+------+-------+---------------------
 b / f + HP                      | 20     | 1    | S   A |
 b / f + HK                      | 23     | 3    | S   A |
 In air, d + HK                  | 22     | 1    | S   A | [#5]
 In air, f,f + LP                | 19     | 3    | S   A |
 In air, f,f + LK                | 13     | 3    | S   A |
 In air, f,f + HP                | 24     | 1    | S   A |
 In air, f,f + HK                | 24     | 1    | S   A |
---------------------------------+--------+------+-------+---------------------

 1  The second hit of the Standing LK is low.
 2  Holding b / f while pressing LK when close to the opponent will instead
    make Marie & King perform her normal Standing LK.
 3  Burns the opponent, surrounding them in red flames. Touching the opponent
    while they are on fire will cause damage and a knockdown to Marie & Panda.
 4  Has a very strange hit box. You have to be high over the opponent for the
    Jumping HP to hit. If you are next to them or angled, then it will swipe in
    front of the opponent for no damage.
 5  Marie & Panda has an alternate Jumping HK attack: Panda kicks his leg
    upward that causes an Attack Chance (as opposed to the 'rocket blast'
    attack). This attack happens only if the opponent is also in the air, and
    if they are in the air higher than Marie & Panda. Since the normal Jumping
    HK is angled downward, it seems like this attak was put in as a means to be
    anti-air. This alternate HK does the same damage as the normal Jumping HK.
 6  This attack looks exactly like her Jumping HK, but has an increaased chance
    on hitting opponents as the attack angle is aimed downward.

+-- [  CERTAIN KILL ARTS  ] --------------------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 When close, f + HP              | 30     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 When close, f + HK              | 28     | 1    | --    | AC,LN,KD
---------------------------------+--------+------+-------+---------------------
 When close in air, d + HP / HK  | 28     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 qcf + P                         | 16     | 1    | S C A | KD,BN,[#1]
   Panda Beam                    |        |      |       |
---------------------------------+--------+------+-------+---------------------
 hcf + P                         | 32/38  | 1    | S C A | KD
   Panda Rush                    |        |      |       |
---------------------------------+--------+------+-------+---------------------
 hcb + P (misses from afar)      | 24/28  | 11   | --    | KD
   All Range Panda               |        |      |       |
---------------------------------+--------+------+-------+---------------------

 1  Burns the opponent, surrounding them in red flames. Touching the opponent
    while they are on fire will cause damage and a knockdown to Marie & Panda.
  - If guarded, will hit three times.

+-- [  EMOTION SUPER CERTAIN KILL ART  ] -------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 qcf + PP                        | 32     | 1    | S C A | KD,BN,[#1,2]
   Panda Bakudan                 |        |      |       |
---------------------------------+--------+------+-------+---------------------

 1  Burns the opponent, surrounding them in red flames. Touching the opponent
    while they are on fire will cause damage and a knockdown to Marie & Panda.
 2  The panda bombs just fall in a small area around where Marie & Panda are.
  - Unlike any other character`s Super attack, Marie & Panda`s does not give
    off the "wings" warning spark upon its initiation.


---------------------------------------------------------------------  ( 5.13 )
  >> MYSTERIOUS POWER (Fujiko Tani)
-------------------------------------------------------------------------------

  Story

+-- [  PERSONAL INFORMATION  ] -----------------------------------------------+

 Name Meaning   :  TANI = "valley"
 Birthday       :  March 27
 Age            :  26 years
 Height         :  177 cm. (5`10")
 Weight         :  64 kg. (141 lbs.)
 Measurements   :  B/99 W/61 H/95 cm. (39/24/37 in.)
 Likes          :  Chanel no kousui (Chanel perfume), gyuunyuu (milk)
 Dislikes       :  Brassieres/bras
 Occupation     :  Casino dealer

+-- [  BASIC ATTACKS / COMMAND ARTS  ] ---------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command                  | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 Standing LP / Standing Close LP | 10     | 1    | S C A |
 Standing LK                     | 10     | 1    | S C A | [#1]
 Standing HP / Standing Close HP | 24     | 2    | S C A | AC,[#2]
 Standing HK                     | 20     | 1    | S C A | AC,KD,FS,[#3]
 Standing Close LK               | 10     | 1    |   C A | [#4]
 Standing Close HK               | 22     | 2    | S C A |
 Crouching LP                    | 10     | 1    |   C A |
 Crouching LK                    | 10     | 1    |   C A |
 Crouching HP                    | 20     | 2    | S C A | AC,[#5]
 Crouching HK                    | 8      | 1    |   C A | AC,KD
 Jumping LP                      | 12     | 1    | S   A |
 Jumping LK                      | 12     | 1    | S   A |
 Jumping HP / Dashing HP         | 20     | 1    | S   A |
 Jumping HK                      | 24     | 2    | S   A |
 Dashing LP                      | 10     | 1    | S   A |
 Dashing LK                      | 10     | 1    | S   A |
 Dashing HK                      | 20     | 1    | S   A | AC,KD,FS,[#3,6]
---------------------------------+--------+------+-------+---------------------
 b / f + HP                      | 16     | 1    | S   A | AC
 b / f + HK                      | 16     | 2    | S   A | [#7]
 In air, d + HK                  | 20     | 1    | S   A | [#8]
 In air, f,f + HK                | 20     | 1    | S   A | AC,KD,FS,[#9]
---------------------------------+--------+------+-------+---------------------

 1  Has a much further hit range than it looks. The end of Mysterious Power`s
    foot may not touch the opponent`s sprite but still will hit.
 2  Attack Chance with second hit only.
 3  Will only knockdown if the opponent hits the wall during the Flying Screen.
 4  Holding b / f while pressing LK when close to the opponent will instead
    make Mysterious Power perform her normal Standing LK.
 5  Each hit will cause an Attack Chance, meaning you can cancel after any of
    them for the extra attack.
 6  If done close to the opponent, will cause Flying Screen. Afar it will just
    pop them up a little. Both versions will activate an Attack Chance.
 7  The attack looks very similar to her Standing Close HK, but Mysterious
    Power kicks her leg lower and says `Fire!´ for her mid attack.
 8  Like her Standing LK, the hit range of this attack is immensely large. She
    can be over a character`s distance away and still it will connect. Her foot
    doesn`t have to touch the opponent`s sprite in order to hit.
 9  Depending on how the attack hits will determine if it causes Flying Screen.
    That normally happens when you strike the opponent high or on top of their
    heads. Normally the opponent will just get popped up a little.

+-- [  CERTAIN KILL ARTS  ] --------------------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 When close, f + HP / HK         | 26     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 When close in air, d + HP / HK  | 26     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 qcf + LP (air)                  | 16     | 1    | S C A | KD,EL,[#1]
   Mysterious Nova: Shibire      |        |      |       |
---------------------------------+--------+------+-------+---------------------
 qcf + HP (air)                  | 4      | 1    | S C A | [#2]
   Mysterious Nova: Hikitsuke    |        |      |       |
---------------------------------+--------+------+-------+---------------------
 f,d,df + P                      | 20/32  | 1/2  | S C A | AC,KD (w/HP),FS
   Finger Snappers               |        |      |       |  (w/HP),[#3]
---------------------------------+--------+------+-------+---------------------
 hcb + P (misses from afar)      | 28/32  | 1    | --    | KD
   Mysterious Spin               |        |      |       |
---------------------------------+--------+------+-------+---------------------

 1  Electrocutes the opponent, surrounding them in blue sparks. Touching the
    opponent while they are electrocuted will cause damage and a knockdown to
    Mysterious Power.
 2  The Hikitsuke captures the opponent for a second, leaving them vulnerable
    to attacks. The stun only lasts for a second. The captured opponent is
    'teleported' over to where Mysterious Power is, stunned in front of her.
  - Mysterious Power can hit the stunned opponent with just about all of her
    attacks, including throw them. However she can`t use her Mysterious Spin.
 3  Each hit of the HP-version will cause an Attack Chance, meaning you can
    cancel after any of them. But it is very difficult to catch them with the
    extra attack due to the Flying Screen and how long Mysterious Power is in
    attack animation.

+-- [  EMOTION SUPER CERTAIN KILL ART  ] -------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 f,hcf + PP                      | 85     | 8    | S C A | AC,KD
   Mysterious Fortune            |        |      |       |
---------------------------------+--------+------+-------+---------------------


---------------------------------------------------------------------  ( 5.14 )
  >> RAIYA MIKAZUCHI
-------------------------------------------------------------------------------

  Story

+-- [  PERSONAL INFORMATION  ] -----------------------------------------------+

 Name Meaning   :  RAIYA = "thunder increasingly"
                   MIKAZUCHI = "beautiful hammer"
 Birthday       :  April 1
 Age            :  17 years
 Height         :  158 cm. (5`2")
 Weight         :  48 kg. (106 lbs.)
 Measurements   :  B/86 W/56 H/86 cm. (34/22/34 in.)
 Likes          :  Kakutou (fighting) goods, nikuman (steamed pork buns)
 Dislikes       :  0ten no touan (zeros on exams), Reika
 Occupation     :  Koukousei (senior high school student)

+-- [  BASIC ATTACKS / COMMAND ARTS  ] ---------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command                  | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 Standing LP / Standing Close LP | 8      | 1    | S C A |
 Standing LK / Standing Close LK | 10     | 1    | S C A |
 Standing HP                     | 16     | 1    | S C A |
 Standing HK / Standing Close HK | 16     | 2    | S C A | AC,KD,FS,[#1,2]
 Standing Close HP               | 16     | 1    | S C A |
 Crouching LP                    | 8      | 1    |   C A |
 Crouching LK                    | 10     | 1    |   C A |
 Crouching HP                    | 15     | 3    |   C A | AC,KD,[#3]
 Crouching HK                    | 8      | 1    |   C A | AC,KD
 Jumping LP / Dashing LP         | 10     | 1    | S   A |
 Jumping LK                      | 12     | 1    | S   A |
 Jumping HP                      | 16     | 1    | S   A |
 Jumping HK                      | 10     | 1    | S   A |
 Dashing LK                      | 10     | 1    | S   A |
 Dashing HP                      | 15     | 1    | S   A |
 Dashing HK                      | 14     | 2    | S   A |
---------------------------------+--------+------+-------+---------------------
 f + HK                          | 12     | 1    | S   A |
 In air, d + LK                  | 12     | 1    | S   A |
 In air, d + HK                  | 10     | 1    | S   A |
 In air, f,f + HK                | 10     | 2    | S   A |
---------------------------------+--------+------+-------+---------------------

 1  Attack Chance with second hit only.
 2  Knockdown attack with second hit only.
 3  Attack Chance with second and third hit.

+-- [  CERTAIN KILL ARTS  ] --------------------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 When close, f + HP              | 22     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 When close, f + HK              | 20     | 1    | --    | LN,KD
---------------------------------+--------+------+-------+---------------------
 When close in air, d + HP / HK  | 24     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 b + HK                          | 12     | 2    | S C A | AC,[#1,2]
   Shou Rai Kyaku                |        |      |       |
---------------------------------+--------+------+-------+---------------------
 df + HK after forward dash      | 3      | 1    |   C A | AC,KD,[#3]
   Chi Retsu Sen                 |        |      |       |
---------------------------------+--------+------+-------+---------------------
 Press HK after Shou Rai Kyaku   | 15     | 3    | S C A | AC,LN,KD,FS,[#4,5]
   or any aerial HK hit          |        |      |       |
   Mikazuchi Geri                |        |      |       |
---------------------------------+--------+------+-------+---------------------
 qcf + P / K (air)               | 16     | 1    | S C A | KD,EL,[#6,7]
   Raikou Dan                    |        |      |       |
---------------------------------+--------+------+-------+---------------------
 f,d,df + P                      | 13/27  | 3/5  | S C A | AC,KD,EL,[#7,8]
   Raijin Touryuu Nei Do         |        |      |       |
   (Rising Tornado)              |        |      |       |
---------------------------------+--------+------+-------+---------------------
 In air, f,d,df + P              | 36/46  | 2/3  | S   A | KD,EL,[#7]
   Kuuchuu Raijin Touryuu Nei Do |        |      |       |
---------------------------------+--------+------+-------+---------------------

 1  Attack Chance with second hit only.
 2  Can follow with Mikazuchi Geri.
 3  Only works for a forward dash (f,f) on the ground. Will not work after an
    Aerial Dash or Homing Jump.
 4  The Mikazuchi Geri is a follow-up attack Raiya can do after two types of
    attacks: the Shou Rai Kyaku, or any aerial HK attack that hits. The button
    press is almost like a 'just frame,' because you have to hit the HK in 1-3
    frames after the hit it links off from registers. It is possible to rapidly
    press HK and mash out the just frame, but sometimes it will not execute.
  - The attack hits three times, but normally only two will register. To get
    all three you have to be in really deep against the opponent.
  - If you are linking the Mikazuchi Geri from the Shou Rai Kyaku, you can do
    it after either hit. It is a 1-frame input after the first hit, but also a
    higher chance in scoring all three hits of the Mikazuchi Geri as a reward.
    Whereas you have a higher frame input after both hits of the Shou Rai
    Kyaku, but normally only two hits of the Mikazuchi Geri will connect.
  - Can be used after any of the following air HK attacks: Jumping HK, Homing
    Jump HK, and Jumping d + HK. Surprisingly you cannot do the Mikazuchi Geri
    after Raiya`s Dashing HK (which has the same animation as her Jumping HK)
    or more interestingly her Aerial Dashing HK. I did find the latter one more
    strange, but Raiya is technically in the air as well for her Dashing HK.
  - Unlike other attacks that cause Flying Screen, the Mikazuchi Geri causes it
    vertically. Meaning it can knock the opponent high enough so that they hit
    the "ceiling" of the stage before falling back to the ground. This normally
    only happens if you catch a jumping opponent with it to send them higher.
 5  Each hit will cause an Attack Chance, meaning you can cancel after any of
    them for the extra attack.
 6  The Raikou Dan can be shot in three different directions, depending on what
    button is used (this applies both on the ground and air):

     * LP: Fires the Raikou Dan forward.
     * LK: Fires the Raikou Dan forward.
     * HP: Fires the Raikou Dan up-forward at a 45º angle.
     * HK: Fires the Raikou Dan down-forward at a 45º angle.

 7  Electrocutes the opponent, surrounding them in blue sparks. Touching the
    opponent while they are electrocuted will cause damage and a knockdown to
    Raiya.
 8  The Attack Chance gets activated by any hit except the last (which
    electrocutes the opponent).

+-- [  EMOTION SUPER CERTAIN KILL ART  ] -------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 qcf,qcf + PP                    | 86     | 14   | S C A | KD,EL,[#1]
   Gou Retsu Senkou Ha           |        |      |       |
---------------------------------+--------+------+-------+---------------------

 1  Electrocutes the opponent, surrounding them in blue sparks. Touching the
    opponent while they are electrocuted will cause damage and a knockdown to
    Raiya.


---------------------------------------------------------------------  ( 5.15 )
  >> REIKA
-------------------------------------------------------------------------------

  Story

+-- [  PERSONAL INFORMATION  ] -----------------------------------------------+

 Name Meaning   :  REIKA = "lovely flower"
 Birthday       :  August 4
 Age            :  17 years
 Height         :  165 cm. (5`5")
 Weight         :  Naisho (secret)
 Measurements   :  B/86 W/57 H/88 cm. (34/22/35 in.)
 Likes          :  Dokushou (reading), ryouri (cooking), majimena hito (honest
                   people)
 Dislikes       :  Raiya Mikazuchi
 Occupation     :  Koukousei (senior high school student)

+-- [  BASIC ATTACKS / COMMAND ARTS  ] ---------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command                  | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 Standing LP / Standing Close LP | 10     | 1    | S C A |
 Standing LK                     | 10     | 1    | S C A |
 Standing HP                     | 16     | 1    | S C A |
 Standing HK                     | 16     | 1    | S C A |
 Standing Close LK               | 10     | 1    |   C A | [#1]
 Standing Close HP               | 16     | 1    | S C A |
 Standing Close HK               | 16     | 2    | S C A |
 Crouching LP                    | 12     | 1    |   C A |
 Crouching LK                    | 12     | 1    |   C A |
 Crouching HP                    | 16     | 1    | S C A | AC
 Crouching HK                    | 8      | 1    |   C A | AC,KD
 Jumping LP                      | 12     | 1    | S   A |
 Jumping LK                      | 12     | 1    | S   A |
 Jumping HP                      | 16     | 1    | S   A |
 Jumping HK                      | 16     | 1    | S   A |
 Dashing LP                      | 10     | 1    | S   A |
 Dashing LK                      | 10     | 1    | S   A |
 Dashing HP                      | 16     | 1    | S   A | AC,FS,[#2]
 Dashing HK                      | 8+8    | 2    | S   A | AC,[#3]
---------------------------------+--------+------+-------+---------------------
 b / f + HP                      | 16     | 1    | S   A | [#4]
 b / f + HK                      | 16     | 2    | S   A |
 In air, d + K                   | 12/16  | 1    | S   A |
 In air, d + HP                  | 16     | 1    | S   A |
 In air, f,f + HP                | 16     | 1    | S   A | AC
 In air, f,f + HK                | 16     | 1    | S   A | AC
---------------------------------+--------+------+-------+---------------------

 1  Holding b / f while pressing LK when close to the opponent will instead
    make Reika perform her high Standing LK.
 2  Sometimes if just the end of Reika`s elbow hits, it will cause Flying
    Screen.
 3  Attack Chance with second hit only.
  - This attack may come off as difficult to execute because of either the
    spacing needed or the press of the button to execute the kick. Sometimes
    Reika will only perform one kick and it won`t score an Attack Chance. I
    found it best to press HK the moment Reika leaves the ground so she is
    still in ascension animation.
 4  Reika`s b / f + HP is indeed an overhead punch, but it has the exact same
    animation as her Standing (Far) HP attack. Both attacks even do the same
    amount of damage. The only difference is that Reika does an audible shout
    when she performs the mid attack.

+-- [  CERTAIN KILL ARTS  ] --------------------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 When close, f + HP / HK         | 22     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 When close in air, d + HP / HK  | 20     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 Press K rapidly                 | 32/52+ | 6+   | S C A | AC,KD,[#1]
   Burning Tail                  |        |      |       |
---------------------------------+--------+------+-------+---------------------
 qcf + P                         | 21/25  | 3    | S C A | AC (w/LP),LN (w/LP),
   Flame Fang                    |        |      |       |  KD,BN (w/HP),[#2,3]
---------------------------------+--------+------+-------+---------------------
 qcf + K                         | 16     | 1    | S C A | KD,BN,[#2,4]
   Flame Slash                   | (8/10) | 1    | S C A | AC (w/HK)
---------------------------------+--------+------+-------+---------------------
 f,d,df + K                      | 16/28  | 2    | S C A | AC (w/LK),LN (w/LK),
   Double Burst                  |        |      |       |  KD,BN (w/HK),[#2,5]
---------------------------------+--------+------+-------+---------------------
 In air, qcb + K                 | 18     | 4/6  | S   A | AC,[#6]
   Praising Pot                  |        |      |       |
---------------------------------+--------+------+-------+---------------------

 1  The first kick from the Burning Tail will cause 8 damage, followed by each
    additional kick causing 4-5 damage a hit.
  - Once Reika starts kicking, you don`t have to press the kick buttons any
    longer. She will continue to kick until it has finished its duration.
  - Each version will execute an Attack Chance and a knockdown, but both are
    triggered by the very last kick in each set. (Reika does an extra "ki-ya!"
    shout with the last kick to show this.)
 2  The HP Flame Fang, Flame Slash and HK Double Burst burns the opponent,
    surrounding them in red flames. Touching the opponent while they are on
    fire will cause damage and a knockdown to Reika.
 3  Attack Chance with third hit only from LP-version.
 4  The backflip that Reika performs to kick out the fireball also has the
    ability to hit for 8/10 damage. On the ground, even when close to the
    opponent, it will never hit since the fireball has more forward priority.
    However, if the opponent is in the air over Reika, the backflip kick can be
    used as an anti-air. The HK-version will cause an Attack Chance.
 5  Attack Chance with second hit only from LK-version.
 6  Both the LK- and HK-versions do the exact same damage, but only if all the
    kicks connect. Meaning that the first hit from the LK-version does an
    initial 12 damage, while the HK-version only does 8. Thus it is better to
    use the LK-version.

+-- [  EMOTION SUPER CERTAIN KILL ART  ] -------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 qcf,hcb + PP                    | 8~76   | 8    | S C A | KD,BN,[#1]
   Eternal Flame                 |        |      |       |
---------------------------------+--------+------+-------+---------------------

 1  If guarded, will hit eleven times.
  - The Eternal Flame deal damage depending on the distance Reika is away from
    the opponent. The further away she is, the less damage it does. To get the
    full amount of damage, stand a character`s distance away from the opponent.
  - Burns the opponent, surrounding them in red flames. Touching the opponent
    while they are on fire will cause damage and a knockdown to Reika.


---------------------------------------------------------------------  ( 5.16 )
  >> ROBO-CHIBIKO
-------------------------------------------------------------------------------

+-- [  BASIC ATTACKS / COMMAND ARTS  ] ---------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command                  | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 Standing LP                     | 8      | 1    | S C A |
 Standing LK                     | 8      | 1    | S C A |
 Standing HP                     | 16     | 1    | S C A |
 Standing HK                     | 18     | 1    | S C A |
 Standing Close LP               | 8      | 1    | S C A | [#1]
 Standing Close LK               | 8      | 1    | S C A |
 Standing Close HP               | 20     | 2    | S C A | AC,[#2]
 Standing Close HK               | 20     | 1    | S C A | AC
 Crouching LP                    | 8      | 1    |   C A |
 Crouching LK                    | 8      | 1    |   C A |
 Crouching HP                    | 24     | 2    | S C A |
 Crouching HK                    | 8      | 2    |   C A | AC,KD,[#2]
 Jumping LP                      | 12     | 2    | S   A |
 Jumping LK                      | 12     | 1    | S   A |
 Jumping HP                      | 20     | 2    | S   A |
 Jumping HK                      | 26     | 3    | S   A |
 Dashing LP                      | 12     | 1    | S C A |
 Dashing LK                      | 12     | 1    | S C A |
 Dashing HP                      | 20     | 2    | S   A | AC,[#2]
 Dashing HK                      | 20     | 1    | S C A | AC
---------------------------------+--------+------+-------+---------------------
 b / f + HP                      | 16     | 4    | S   A |
 b / f + HK                      | 8      | 3    | S   A |
 In air, d + HP                  | 20     | 1    | S   A | AC
 In air, f,f + LK                | 16     | 1    | S   A |
 In air, f,f + HP                | 20     | 1    | S   A |
---------------------------------+--------+------+-------+---------------------

 1  Holding b / f while pressing LP when close to the opponent will instead
    make ROBO-Chibiko perform her normal Standing LP.
 2  Attack Chance with second hit only.

+-- [  CERTAIN KILL ARTS  ] --------------------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 When close, f + HP              | 20     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 When close, f + HK              | 24     | 1    | --    | LN,KD
---------------------------------+--------+------+-------+---------------------
 When close in air, d + HP       | 22     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 When close in air, d + HK       | 20     | 1    | --    | KD
---------------------------------+--------+------+-------+---------------------
 Press K rapidly                 | 23/27  | 5    | S C A | KD,EL,[#1]
   Beam Nawa Chibi               |        |      |       |
---------------------------------+--------+------+-------+---------------------
 qcf + P                         | 20     | 1    | S C A | AC,KD
   Tekkyuu Attack                |        |      |       |
---------------------------------+--------+------+-------+---------------------
 f,d,df + P                      | 17/33  | 3/5  | S C A | AC,KD,EL,[#1,2,3]
   Biribiri Doka-n               |        |      |       |
---------------------------------+--------+------+-------+---------------------
 In air, press LP rapidly        | 6-7/n  | X    | S   A | [#4]
   Patapata Punch                |        |      |       |
---------------------------------+--------+------+-------+---------------------
 In air, press K rapidly         | 25/27  | 5    | S   A | KD,EL,[#1]
   Kuuchuu Beam Nawa Chibi       |        |      |       |
---------------------------------+--------+------+-------+---------------------
 In air, d + LP                  | 16     | 1    | S   A |
   Kyuukouka Attack              |        |      |       |
---------------------------------+--------+------+-------+---------------------
 In air, qcf + P                 | 16     | 1    | S   A | KD,BN,[#5]
   Robo Chibi Spike              |        |      |       |
---------------------------------+--------+------+-------+---------------------
 In air, f,d,df + P              | 26/42  | 4/6  | S   A | AC,KD,EL,[#1,2]
   Kuuchuu Biribiri Doka-n       |        |      |       |
---------------------------------+--------+------+-------+---------------------

 1  Electrocutes the opponent, surrounding them in blue sparks. Touching the
    opponent while they are electrocuted will cause damage and a knockdown to
    ROBO-Chibiko.
 2  Attack Chance with first hit only.
 3  The LP-version can hit differently depending on where ROBO-Chibiko is from
    the opponent. If she is a character`s distance away, the attack will hit
    them at an angle and will do slightly less damage. If ROBO-Chibiko is right
    next to the opponent, it will knock them straight upward to be juggled.
 4  Slows ROBO-Chibiko`s descent as she is falling.
 5  Burns the opponent, surrounding them in red flames. Touching the opponent
    while they are on fire will cause damage and a knockdown to ROBO-Chibiko.

+-- [  EMOTION SUPER CERTAIN KILL ART  ] -------------------------------------+

---------------------------------+--------+------+-------+---------------------
 Attack Command / Name           | Damage | Hits | Guard | Notes
---------------------------------+--------+------+-------+---------------------
 qcf,qcf + PP (hold to delay)    | 7-8/n  | X    | S C A | AC,KD,[#1]
   Super Robo Chibi Dama         |        |      |       |
---------------------------------+--------+------+-------+---------------------

 1  After it is thrown, the Super Robo Chibi Dama "deflates" and shoots out
    dozens of smaller balls. Although it looks random, the balls actually fly
    out of the larger ball in five different angles. Two of the directions are
    aimed at the ground, which won`t ever hit the opponent unless the ball is
    thrown right on top of them. The other three angles are forward, 45º, and
    70º. The rate that the balls fly out is random, so the opponent can
    sometimes be hit by some of the lower ones and be knocked into the higher
    angled ones. Or be hit and then be able to recover and guard against the
    others.
  - Holding any attack button will delay ROBO-Chibiko throwing the Super Robo
    Chibi Dama. It doesn`t increase the damage of the attack, just delays it
    from being thrown. If you delay it longer than two seconds, the oodama will
    flatten ROBO-Chibiko and not explode. This causes no damage to ROBO-
    Chibiko.
  - Each hit will cause an Attack Chance, meaning you can cancel after any of
    them for the extra attack.


[ Angel 6 ]  ==================================================================
  ANGEL COMPARISONS
===============================================================================

 This section will provide information concerning the differences between the
 characters who are 'copied' from one another (ie - Raiya & Black Raiya). While
 the pairs of characters may outwardly just have graphical changes between
 their sprites, many attacks also have different properties for one character
 than from their counterpart. This area helps to give an overview between
 characters in case you don`t want to go back and forth between sections.

---------------------------------------------------------------------  ( 6.01 )
  >> CHIBIKO / BINBOU CHIBIKO / ROBO-CHIBIKO
-------------------------------------------------------------------------------

 - Chibiko and Binbou Chibiko are the exact same character. Only cosmetic
   differences seperate the two, both in animation and speech. (ie - Binbou
   Chibiko holds a lollipop in her hand for her LP attacks, whereas Chibiko
   does not, but the attacks do the same damage.)

 - An important difference between the Chibikos is their Attack Chance strike.
   Chibiko`s uses a Jumping HP, but ROBO-Chibiko does her multi-hitting Jumping
   HK. This chains into a things like her Kyuukouka Attack and Jumping D + HP
   attacks for high damaging juggle continuations.

 - Because she is a robot, the 'Beam Nawa Chibi' and 'Biribiri Doka-n' that
   ROBO-Chibiko does will electrocute the opponent. These attacks do the same
   amount of damage as their counterparts, but less hits. Thus the damage
   scales faster because there are less hits to account for.

 - ROBO-Chibiko`s 'Tekkyuu Attack,' at least her HP-version, is more like a
   fireball because she throws it forward without it bouncing. This allows for
   it to be used in way more combos than the 'Oodama Attack' and be used for
   rather deadly juggles.


---------------------------------------------------------------------  ( 6.02 )
  >> HIGHWAY STAR / JUUSHOU HIGHWAY STAR
-------------------------------------------------------------------------------

 - Juushou Highway Star`s 'Mikanzen Wheel Breakin'' does not travel the entire
   length of the screen like Highway Star`s 'Wheel Breakin',' but to compensate
   it deals nearly twice as much damage.

 - Both versions of the Spinning Gear are virtually the same, since they do the
   same hits and damage. But Juushou Highway Star`s does not ascend from the
   ground. It also does not activate the Attack Chance after every hit, just on
   the very last one.

 - However, Juushou Highway Star`s 'Kuuchuu Spinning Gear' does cause Flying
   Screen and a knockdown, whereas Highway Star`s just causes a knockdown with
   the HP-version.


---------------------------------------------------------------------  ( 6.03 )
  >> KIRIKO KASUMI / AKANE KASUMI
-------------------------------------------------------------------------------

 - Kiriko`s Crouching HP is an uppercut with her 'kunai', a diamond-shaped hand
   dagger. Akane punches upward at an angle with an extended 'shuko', which are
   hand claws. Both do the same damage and have the same hit box.

 - All of Akane`s special attacks set the opponent on fire. This can sometimes
   backfire on Akane because she may be underneath the burning opponent as they
   are flying in the air, causing her to have to guard against the flaming body
   so to not get damaged in return.

 - Akane`s 'Sen' tracks, but does not have the variable mix-up potential that
   Kiriko`s 'You' has because Akane`s version will always appear in front of
   the opponent. However Akane`s hits will always cause knockdowns. Akane`s
   version does more damage.

 - Akane`s 'Sai' moves her forward, allowing for all the hits to connect much
   easier than Kiriko`s 'Retsu' which keeps her in one place. Kiriko`s version
   does more damage, but only if all the hits connect.

 - Akane`s 'Zan Kai' does not cause an Attack Chance as opposed to Kiriko`s
   'Zan,' which is one of Kiriko`s more prolific juggle starters. Akane also
   has a slightly longer start-up for her attack, but the actual dash across
   the screen is faster than Kiriko`s. Kiriko`s version does more damage.

 - Both Kiriko and Akane have some of the best juggles in the game, but just
   have different methods to execute them. Kiriko causes lots of Attack Chances
   which allows her to combo with usage of the Homing Jump. Akane`s strength
   lies in the fact all of her specials set the opponent on fire, and it causes
   an unrecoverable knockdown that she can use to do alternate juggle
   combinations. Akane is more 'high risk/high return' in that respect because
   she has to be more careful on how to keep juggling the opponent as they are
   on fire. But she can be way more creative in how to link on another fire-
   move and juggle the opponent back and forth across the screen. Akane doesn`t
   fly around the screen as much as Kiriko does when she is doing her juggles.


---------------------------------------------------------------------  ( 6.04 )
  >> LINA / LINA2
-------------------------------------------------------------------------------

 - LINA and LINA2 are the exact same character. Only cosmetic differences
   seperate the two, mainly in animation. All of LINA2`s attacks have been
   changed to look like weapons, like maces and drills, but still have the same
   hit boxes as LINA.

 - One fantastic difference is that LINA2`s knee attacks all correctly hit the
   opponent where the original LINA would miss all the time. The only exception
   is against LINA herself as the attacks still go right through her body.


---------------------------------------------------------------------  ( 6.05 )
  >> MARIE & KING / MARIE & PANDA
-------------------------------------------------------------------------------

 - Marie & Panda`s Standing Close HP both sets the opponent on fire and causes
   a knockdown, whereas Marie & King`s is just a normal hit. This basically
   gives Marie & Panda a really effective fire juggle starter that is easy to
   hit with and does good damage on its own.

 - Marie & Panda`s 'Panda Beam' is the upgraded version of Marie & King`s
   'Change Breath,' which initially just transformed the opponent into a teddy
   bear. Marie & Panda`s version sets the opponet on fire. However since she
   is in recovery animation a long time, she is unable to use this as a juggle
   starter.

 - The 'Panda Bakudan' just drops three panda bombs nearby where Marie & Panda
   are standing, as opposed to the 'Allover Bear' Marie & King does which rains
   teddies all over the stage. The latter version also does more damage.


---------------------------------------------------------------------  ( 6.06 )
  >> MYSTERIOUS POWER / HYPER MYSTERIOUS POWER
-------------------------------------------------------------------------------

 - The only change between each version of Mysterious Power is her blaster. The
   different gun changes the way each is played so much, and it causes Hyper
   Mysterious Power to be slightly behind the normal version. Mysterious Power
   was more offensive because of her 'Hikitsuke,' which snares opponent and
   pulls them right to her. Hyper Mysterious Power has all blaster attacks, and
   each of them also have slightly longer start-up time. The 'Sandangamae' is
   kind of useful in keeping the opponent away but not as deadly.


---------------------------------------------------------------------  ( 6.07 )
  >> RAIYA MIKAZUCHI / BLACK RAIYA
-------------------------------------------------------------------------------

 - The most important difference between the two is their Attack Chance strike.
   Raiya`s uses a Jumping HP, but Black Raiya does her multi-hitting Bloody
   Moon (Raiya`s Mikazuchi Geri). The attack retains its normal properties, so
   the Bloody Moon will _reactivate_ the Attack Chance each time Black Raiya
   hits with it. Over and over, ad nauseam. While this seems like an infinite
   and can cause an almost pinball-like chain reaction, keep in mind the dash
   during the Attack Chance input to fly your character toward the opponent is
   not 100% accurate. So you have instances where Black Raiya will dash and fly
   right past the opponent, who then ends up hitting the ground instead.

 - Black Raiya`s 'Bloody Cross' causes an unrecoverable launcher when the HP-
   version is used, leading to insane juggle opportunities. The HP-version also
   does not electrocute the opponent, making juggles easier. Black Raiya also
   ascends _much_ higher than Raiya`s 'Rising Tornado'.

 - In the air, Raiya`s 'Rising Tornado' hits aerial opponents for more damage
   than Black Raiya`s 'Bloody Cross,' but Black Raiya sends the opponent flying
   across the screen. Black Raiya`s version also has a wider horizontal arc.

 - Black Raiya fires two blasts for her 'Plug Smash,' as opposed to Raiya`s one
   shot of her 'Raikou Dan'. But usually only one of the orbs will ever hit an
   opponent, and that does the same damage as Raiya`s single shot.


[ Angel 7 ]  ==================================================================
  SYSTEM DISSECTION
===============================================================================

---------------------------------------------------------------------  ( 7.01 )
  >> MOVEMENT: WALKING / DASHING / JUMPING / AERIAL DASHING / HOMING JUMP
-------------------------------------------------------------------------------

+-- [  Walking / Dashing  ] --------------------------------------------------+

 Each character can walk forward and backward on the playing field and jump in
 any upward direction. Characters also are able to both dash (press f,f) and
 backdash (press b,b), which increases the speed of movement in that direction.

 Forward dashing also provides momentum, which will allow the character to get
 in "deeper" against an opponent to attack. Allowing more hits to be scored
 than what could be possible if the characters began standing next to each
 other. Note that some characters leave the ground when they dash or backdash
 (ie - Raiya), so attacks during that state will be considered air attacks. But
 there are others who remain on the ground (ie - Kiriko) and can chain together
 all of their basic attacks with the use of this momentum from the dash.

+-- [  Jumping  ] ------------------------------------------------------------+

 Along with the normal jump, there are also two forms of special jumping: dan
 (pronounced "daun") jumping and high jumping.

 - "Dan Jump" means "level jump". All characters have the ability to jump in
   four levels, aka a quadruple jump. This is when a normal jump is done from
   the ground, then repeated jumps while the character is in mid-air. Each jump
   can be done in any upward direction and can differ. For example, the first
   jump can be forward, while the second one can go backward, followed by a
   third jump going forward again.
 - High jumping is an extended normal jump. Tapping down then any of the upward
   directions will cause the character to jump much higher in the air; twice as
   high than what a normal jump would reach. After a high jump, you are allowed
   to still quadruple jump.

 You can make your character drop back toward the ground with the use of the
 quick descent (in air, press d,d). This acts like a vertical dash to pull the
 character back to the ground faster than a normal falling would. This descent
 can also be canceled by tapping up on the joystick to jump out of it. It is
 possible to alternate jumping and quick descents up to four times.

+-- [  Aerial Dashing  ] -----------------------------------------------------+

 Character can dash (press f,f) and backdash (press b,b) in the air the same
 way they can while on the ground. It is possible to alternate between aerial
 dashing and jumping as well. For example, after an forward aerial dash you can
 jump and follow that with another forward aerial dash. Then jump _again_ and
 instead use a backdash. You can alternate this procedure up to four times.

+-- [  Homing Jump  ] --------------------------------------------------------+

 The Homing Jump is actually an aerial dash that launches your character toward
 where the opponent`s current location is. The homing ability it not completely
 flawless; if your character is standing very close to the opponent, the Homing
 Jump can instead send them over their heads and across the screen. This occurs
 sometimes when the opponent is in the air over the opponent, and the Homing
 Jump throws the character higher then where they are.

 Homing Jumps can be performed on the ground or in the air by pressing both
 Kick buttons together (or the R1-shoulder button by default). Even though the
 Homing Jump can be performed in the air, you are unable to do it after the
 character`s fourth aerial jump.

 Homing Jumps can be canceled by pressing up on the joystick, or by dashing or
 backdashing. After a cancel of this type you are able to perform the Homing
 Jump a second time; however, you will not be able to cancel this next time.


---------------------------------------------------------------------  ( 7.02 )
  >> ATTACKING
-------------------------------------------------------------------------------

 `Touki Denshou: Angel Eyes´ utilizes four buttons: Weak and Hard Punch
 (Square- and Triangle-button), and Weak and Hard Kick (X- and O-button).

 Characters are allowed to attack while standing, crouching, jumping, dashing,
 or during Homing Jumps.

 During standing attacks, some characters possess different attacks when they
 are right next to the opponent. For example, Reika`s Standing LK is a high
 sidekick. However when she is right next to the opponent, her Standing LK
 becomes a low kick that can only be guarded by crouching.

 Some characters also have alternate forms of attacks when a direction is held
 in conjunction with the button press. Chibiko`s Standing HP is a high punch,
 but when you press back or forward while pressing HP, she will do a diving
 tumble forward that doubles as an overhead attack.


---------------------------------------------------------------------  ( 7.03 )
  >> ATTACK CHANCE / OIUCHI KOUGEKI
-------------------------------------------------------------------------------

 The Oiuchi Kougeki ("Final Blow Attack," better known as an "Attack Chance")
 is a pursuit attack that characters can perform whenever the words "Attack
 Chance" flashes on their side of the screen. "Oiuchi" also translates "attack
 while pursuing," which is exactly what happens whenever this is executed.

 Every character has attacks and special moves that initiate an "Attack Chance"
 to be performed. Most commonly, attacks that knock the opponent off their feet
 (ie - a Crouching HK sweep) or ones that pop them into the air (ie - Reika`s
 LP Flame Fang) will cause it. Whenever the words "Attack Chance" flashes under
 your character`s life guage, pressing up and HP / HK will launch the character
 toward the reeling opponent with a follow-up aerial attack. (It doesn`t matter
 if you use HP or HK, both are the same.) This attack will knock the opponent
 across the screen to smash into the back wall, dealing an extra 8-10 damage.

  ---------------------------+--------------+------+-------------------------
   Character                 | Attack       | Hits | Notes
  ---------------------------+--------------+------+-------------------------
   Black Raiya               | Bloody Moon  | 3    | Reactivates Attack Chance
   (Binbou) Chibiko          | Jumping HP   | 1    |
   (Juushou) Highway Star    | Jumping HP   | 1    |
   Kiriko / Akane            | Jumping HK   | 1    |
   LINA / LINA2              | f,f + LK     | 1    |
   Marie & King              | Jumping HP   | 1    | Can sometimes not hit
   Marie & Panda             | Jumping LP   | 1    |
   (Hyper) Mysterious Power  | Jumping HK   | 1    |
   Raiya                     | Jumping HP   | 1    |
   Reika                     | Jumping HP   | 1    |
   ROBO-Chibiko              | Jumping HK   | 3    | Can chain into attacks
  ---------------------------+--------------+------+-------------------------


---------------------------------------------------------------------  ( 7.04 )
  >> GUARDING
-------------------------------------------------------------------------------

 Ground-based attacks are able to be guarded in two ways. Holding back on the
 joystick as your character is being attacked will have them take up a
 defensive stance and guard high attacks. Low-level attacks are guarded by
 holding down-back. Mid-ranged attacks and jumping attacks must also be guarded
 as the character is standing, as they can`t be defended with a low guard.

 In the air, you can guard by holding any of the back directions (b, ub, or db)
 as you are being attacked.

 Throwing attacks - normal throws (when close, f + HP / HK), air throws, and
 command throws (ie - Mysterious Power`s Mysterious Spin) - can`t be guarded.

 Guard damage isn`t taken away from defending against normal attacks. Guarding
 special attacks and Super Arts, however, will tick away at the character`s
 life bar. You lose 1 point of energy for every hit that is guarded.

 While guarding against an opponent`s attack, you are able to counterattack by
 inputting the command for your character`s special move. This technique is
 called Guard Canceling, and your character will break the guard and counter
 with the special move you used. For example, if Raiya is guarding and the
 command of "f,d,df + P" is put in, she will Guard Cancel with her Rising
 Tornado attack. This technique is helpful if the opponent is constantly using
 attacks to pin you down and you need to gather an opening. Guard Canceling
 has no cost to using.


---------------------------------------------------------------------  ( 7.05 )
  >> THROWING
-------------------------------------------------------------------------------

 Throws (Nage) are unblockable moves that each character possesses at least one
 of. There are two types: ground throw and kuuchuu (air) throw.

 - When close to an opponent on the ground, press forward + HP / HK. 
 - When close to an opponent in the air, press down + HP / HK.

 Some characters possess two different throws with both the HP and HK button
 (ie - Raiya), while others have the same throw regardless of what button used
 (ie - Reika). This applies with kuuchuu throws too.

 Throws cannot be escaped.

 Highway Star, Mysterious Power, and Marie & King (and their counterparts) all
 have command throws in addition their normal throws.


---------------------------------------------------------------------  ( 7.06 )
  >> DEFLECTIONS
-------------------------------------------------------------------------------

 Deflecting is the method of canceling or reflecting a projectile attack with a
 normal attack. As the projectile is traveling, you can use a physical attack
 to either shatter the projectile or send it back toward the opponent.

 Using a Light Attack against against a projectile will cancel it, dissipating
 it into nothing. It will thus cause no damage.

 Using a Hard Attack against a projectile will send it back toward the opponent
 as a reflect. They are able to attack it and send it back again if they want.

---------------------------------------------------------------------  ( 7.07 )
  >> AIR SUSPENSION / KUUCHUU TEISHI
-------------------------------------------------------------------------------

 The Kuuchuu Teisei (better known as an "Air Stop") is a way to instantly stop
 the movement of your character "on a dime". By pressing both Punch buttons
 while in the air, a green bubble flashes behind your character and they will
 brake for about a second. After it is open, the character will fall towards
 the ground.

 The Air Stop can only be done in the air, as the name states. Characters who
 fly through the air during their ground dashes are able to use the Air Stop.

 After an Air Stop, you can jump, dash, or Homing Jump. However you can`t
 perform a second Air Stop. Also you cannot do any attacks once the Air Stop
 releases unless you reset your air movement with a jump, dash, or Homing Jump.


---------------------------------------------------------------------  ( 7.08 )
  >> LIFE GAUGE
-------------------------------------------------------------------------------

 The Tairyoku ("life") Gauge are both placed at the top of the screen on either
 side of the round timer - Player 1`s is on the left side and Player 2`s is the
 right. Each player`s life gauge bar begins with a full 139 units of health.
 During battle, each attack takes away a certain amount of life units. The red
 area is how much life has been lost thus far. Once the entire meter is red,
 that means all the life points are gone and the character is defeated. The
 round goes to the winner.

 If the time expires, the character with the most life wins the round. If the
 bars are equal, the match is considered a draw and another round will begin.

 To maintain a sense of balance, some characters take a different amount of
 damage than others. The archetype is that bulkier and heavier characters take
 less damage, while the more smaller and fragile ones take the most. This type
 of system more or less is present in `Angel Eyes´:

  -------------------------+-----------------------+-------------------------
   Take Least Damage       | Take Average Damage   | Take Most Damage
  -------------------------+-----------------------+-------------------------
   LINA                      Black Raiya             Akane
   LINA2                     Highway Star            Binbou Chibiko
   Reika                     Juushou Highway Star    Chibiko
                             Marie & King            Hyper Mysterious Power
                             Marie & Panda           Kiriko
                             Raiya Mikazuchi         Mysterious Power
                                                     ROBO-Chibiko


---------------------------------------------------------------------  ( 7.09 )
  >> EMOTION GAUGE
-------------------------------------------------------------------------------

 The Kanjou ("emotion") Gauges are both located at the bottom of the screen,
 parellel to the life bars - Player 1`s on the left side and Player 2`s on the
 right side. Emotion Gauge energy is gained whenever a character performs an
 attack that hits the opponent, is hit by an opponent`s attack, or blocks an
 opponent`s attack.

 Once the Emotion Gauge has been filled, the word "EMOTION" will appear within
 the bar. The character will flash white repeated. That enables the character
 to perform one Emotion Super Certain Kill Art attack. Once the Emotion Super
 is used, the bar will drop back to 0%.

 The Emotion Gauge lasts for twelve seconds before it dissipates.

 Emotion Gauge energy does not transcend rounds, even when filled to 100%.


---------------------------------------------------------------------  ( 7.10 )
  >> BURNING & ELECTROCUTION
-------------------------------------------------------------------------------

 Burning and electrocution are both status ailments that inflict a damaged
 opponent after they are hit with certain special attacks. Both are virtually
 the same thing, just with graphical differences: burning surrounds the
 opponent in red-orange flames, and electrocution covers them in blue sparks.

 An opponent under either of these ailments are rendered "incapacitated," and
 they fly through the air unable to recover from the knockdown. It is almost
 like getting an Attack Chance, but slightly more trickier to manage.

 While an opponent is on fire or electrocuted, they can still be hit by any
 physical attack and be juggled. What sets this apart from Attack Chance-type
 juggles is that burning and electrocution does not go away. The opponent is
 left stunned until they hit the ground. If the first hit of a combo causes
 this ailment, the attacks you do to them will not take them out of this state
 and they are left to just sustain the full onslaught of the juggle. No matter
 how fast or slow the hits come to juggle them, the opponent cannot get out of
 the stun. Whereas with Attack Chance-type juggles, hits must come in a fluid
 and precise flow of motions to keep the opponent locked in a combo.

 Juggles using a burning or electrocuted body normally cannot go past 9 hit.

 The double-edged sword to this is that a burning or electrocuted player can
 damage you if you are hit by their body. While you are able to hit them with
 attacks, if they are mistimed and your character`s body runs into them while
 they are incapacitated, the body will deal damage to you and knock you back
 to the ground.


---------------------------------------------------------------------  ( 7.11 )
  >> COMBOS / CHAINS
-------------------------------------------------------------------------------

 The `Angel Eyes´ chain combo engine tends follow the "Hunter Chain" archetype
 (based from the `Vampire/Darkstalkers´ games), but with a (Light Alternating)
 subtype. Meaning that characters may chain one of each ground attack together
 from weakest to strongest (ie - LP > LK > HP > HK). However you are allowed to
 go back and forth between Light Attacks, as well as repeat the same strength.
 Highway Star, for example, may chain Standing LK, Standing LK, Crouching LP,
 Crouching LK, Standing HP, Crouching HK. Do note that not every character has
 the easiest time chaining together two Light Attacks, or even going from a
 Kick back up to a Punch. Some may require precise timing on button input.

 Characters like Kiriko and Marie & King who have a ground-based dash can link
 together this string of attacks together while moving forward.

 Juggles and air combos are the ability to combo the opponent while they are in
 the air. There is a difference: a "juggle" is when the opponent is in the air,
 but your character is on the ground, whereas an air combo is where both are in
 the air.

 The juggle system is streamlined, but also infinite. You are allowed to juggle
 the opponent for infinity, just as long as you can keep them in the air. For
 example, Black Raiya can keep juggling an opponent over and over again with
 her HP Bloody Cross. As long as the opponent never hits the ground (or the
 ceiling in this case), she can keep hitting with her HP Bloody Cross to knock
 them back high into the air.

 Because there are is only 139 points of energy in a character`s health pool,
 advanced players will find out that they can defeat opponents with just one
 juggle combo (even without an Emotion Super). For a look at some of the most
 insane combos this game can offer, take a look at my `Touki Densetsu: Angel
 Eyes ComboFAQ´ to learn just how deadly each Angel can be when they abuse the
 game`s free-range combo system.


---------------------------------------------------------------------  ( 7.12 )
  >> TIER LISTING
-------------------------------------------------------------------------------

[ ---- Tier A ---- ][ ---- Tier B ---- | ---- Tier C ---- ][ ---- Tier D ---- ]
 Highway Star        Raiya Mikazuchi    (Binbou) Chibiko    Marie & King
 Juushou H. Star     Kiriko Kasumi      Mysterious Power    LINA2
 Reika               ROBO-Chibiko       Hyper Mys. Power    LINA
 Akane Kasumi                           Marie & Panda
 Black Raiya

 Popular fighting games sites like Shoryuken.com have, to my knowledge, not yet
 gotten around to breaking apart this game. But there have been a couple of
 Japanese sites who have taken the characters and broken them down into tier
 listings. Out of the two I came across, only one had the alternate versions of
 each character listed in as well. So that is the one included, with some of my
 own unbiased input coaxed in.


[ Angel 8 ]  ==================================================================
  MISCELLANEOUS INFO
===============================================================================

---------------------------------------------------------------------  ( 8.01 )
  >> SPECIAL THANKS
-------------------------------------------------------------------------------

 - Tecmo                                                       ( tecmo.co.jp/ )
   Personally I still prefer their `Dead Or Alive´ fighting games better (for
   obvious reasons), but this is still a fun all-female fighter. I dunno why
   they put in CG-versions of some characters though, that was a little odd.
   And I wished the alternate versions of characters were a bit more diverse.
   If anything, this was one of their precursors to DoA due to the amount of
   bouncing boobs in it.

 - Jeff "CJayC" Veasey + GameFAQs                             ( gamefaqs.com/ )
   The man and his FAQ-emporium lives on as the best site out there for all-
   game information.
   (GameFAQs : http://www.gamefaqs.com/features/recognition/300.html)

 - AnimeCentral                                                   ( acen.org/ )
   Working there is always the best, and it`s where I was able to get this game
   in the Dealer`s Room. I forgot what specific booth, but oh well.


---------------------------------------------------------------------  ( 8.02 )
  >> SECRETS / CODES
-------------------------------------------------------------------------------

 - Unlock Akane Kasumi
   Beat the game in Story Mode with Kiriko Kasumi (3D).

 - Unlock Black Raiya
   Beat the game in Story Mode with Raiya Mikazuchi.

 - Unlock Hyper Mysterious Power
   Beat the game in Story Mode with Mysterious Power.

 - Unlock Juushou Highway Star
   Beat the game in Story Mode with Highway Star.

 - Unlock Kiriko Kasumi (2D)
   Beat the game in Arcade Mode with Kiriko Kasumi (3D).

 - Unlock LINA (2D)
   Beat the game in Arcade Mode with LINA (3D).

 - Unlock LINA2
   Beat the game in Story Mode with LINA (3D).

 - Unlock Marie Arisugawa & Panda
   Beat the game in Story Mode with Marie Arisugawa & King.

 - Unlock Reika (2D)
   Beat the game in Story Mode with Reika (3D).

 - Unlock ROBO-Chibiko
   Beat the game in Story Mode with Chibiko.

 - Unlock Binbou Chibiko
   Unlock all the above secret characters.

 - Unlock Daitenshi`s (Angel) Stage
   Beat the game in Arcade Mode with any character.

 - Unlock CG Gallery
   Beat the game in Arcade Mode with any character to open up their personal
   gallery. When you open all the characters` individual galleries, the special
   "ANGEL EYES" group gallery will open up in the middle.

 - Unlock Special Ending Picture
   Beat the game in Story Mode with any character without using any continues.
   A special picture will appear as the credits are scrolling.

 - Decrease or Increase Damage Output
   At the Player Select screen, hold the L1- or R1-shoulder button. Holding L1
   will change the character`s name to blue font and their attack power will be
   decreased. Holding R1 will change their name to yellow font and their attack
   power will increase. During play, the life bars will also be an alternate
   color depending on the selected (yellow for increased, blue for decreased).

 - Unlock Sound Test and Sound Effects
   Depending on which character you use and which mode will unlock their sound
   gallery:

      Sound Test Theme         | Method
    ---------------------------+-------------------------------------------
      "Akane Play"             |  Beat Story Mode with Kiriko Kasumi
      "Angel Play"             |  Beat Angel in Arcade Mode
      "Bin C Play"             |  Unlock all other Sound Test themes
      "Black Raiya Play"       |  Beat Story Mode with Raiya Mikazuchi
      "H Star 2 Play"          |  Beat Story Mode with Highway Star
      "H Mysp Play"            |  Beat Story Mode with Mysterious Power
      "LINA 2 Play"            |  Beat Story Mode with LINA
      "LINA2 Play"             |  Beat Story Mode with LINA
      "Panda Play"             |  Beat Story Mode with Marie Arisugawa & King
      "Robo C Play"            |  Beat Story Mode with Chibiko
      Angel Stage Music        |  Beat Angel in Arcade Mode
      Black Raiya Stage Music  |  Beat Story Mode with Raiya Mikazuchi
      Staff Roll 2 Music       |  Beat Story Mode without using a continue

 - Game Shark Codes
   Infinite Life (P1)               30097428 007F
   Infinite Life (P2)               30097540 007F

   Infinite Emotion Gauge (P1)      80097448 5F5F
   Infinite Emotion Gauge (P2)      80097560 5F5F

   Stop Character Select Timer      D01FFF68 0013
                                    801FFF68 0014

   Enable All Secret Characters     80081A68 FFFF
     for Vs. Mode                   80081A6A 00FF


---------------------------------------------------------------------  ( 8.03 )
  >> TRANSLATIONS
-------------------------------------------------------------------------------

 [ CHIBIKO / BINBOU CHIBIKO / ROBO-CHIBIKO ]
 Beam Nawa Chibi                    Beam Rope Chibi
 Biribiri Doka-n (1)                Rippling Boom
 Doka~n Punch                       Boom Punch
 Honoo no Chibi Spike               Flaming Chibi Spike
 Kyuukouka Attack                   Nose Dive Attack
 Nawa Chibi (2)                     Rope Chibi
 Oodama Attack (3)                  Giant Ball Attack
 Patapata Punch                     Flap Punch
 Robo Chibi Spike                   Robo Chibi Spike
 Super Chibiko Dama                 Super Chibiko Ball
 Tekkyuu Attack                     Iron Ball Attack

  1 "Biribiri" is an onomatopoeic word which means "rippling" or "like an
    electric spark".
  2 This is a somewhat play on the word "nawatobi" which means "jumprope".
  3 True to the name, 'oodama' are large colored balls used in Japanese schools
    for certain sporting events.

 [ JUUSHOU HIGHWAY STAR ]
 Mikanzen Wheel Breakin'            Imperfected Wheel Breakin'
 Tobanai Spinning Gear              Non-flying Spinning Gear

 [ KIRIKO KASUMI / AKANE KASUMI ]
 Akatsuki                           Dawn
 Kurenai                            Crimson
 Retsu                              Split
 Sai                                Break
 Sen                                Rotation
 You (pronounced 'yoh')             Calamity
 Zan                                Kill
 Zan Kai                            Kill Revision

 [ MARIE ARISUGAWA & KING GORGONIA SANSEI / MARIE ARISUGAWA & PANDA ]
 Bolshoi Magic (1)                  Grand Magic
 Panda Bakudan                      Panda Bomb
 Sansei                             3rd generation; III

  1 I`m not sure if there is any significant reason why the move is named this.
    "Bolshoi" is a Russian word that means "big" or "grand". It`s also the name
    of a popular ballet and theater in Moscow. But after doing some research, I
    still haven`t been able to find any connections between that and Marie &
    King. "Marie" is a popular German female name, and I would not doubt if she
    is half, but still that brings no connection to the Russian word usage.

 [ MYSTERIOUS POWER / HYPER MYSTERIOUS POWER ]
 Hikitsuke                          Convulsions
 Sandangamae                        Three-way
 Shibire                            Numbness
 Youshisen                          Proton Beam

 [ RAIYA MIKAZUCHI / BLACK RAIYA ]
 Chi Retsu Sen                      Earth Fissure Flash
 Gou Retsu Senkou Ha                Roaring Fissure Flash Wave
 Mikazuchi Geri                     Mikazuchi Kick
 Raijin Touryuu Nei Do (1)          God Of Lightning Rather Angry Rising Dragon
 Raikou Dan                         Lightning Bullet
 Shou Rai Kyaku                     Rising Lightning Bolt Leg

  1 The kanji for this attack actually reads 'Raijin Touryuu Nei Do,' meaning
    'God Of Lightning Rather Angry Rising Dragon'. But when you sound it out,
    it comes off as 'raijingu torune-do' (Rising Tornado). This is an example
    of 'ateji', where Japanese artists use the phonetic value of a character
    to allow the title/name to be written with kanji (often choosing those that
    fit the description of the attack). For the attack, Raiya does a rising and
    spinning uppercut, while her fist is electrocuted.


---------------------------------------------------------------------  ( 8.04 )
  >> REVISION HISTORY
-------------------------------------------------------------------------------

 v. 6.o  )(  Jan - o9 - 2012
 - Game modes information added in this version. Edited a lot of the character
   damage details to make it easier to read. Also fixed special move details
   for LINA/LINA2 and Kiriko. Finally the system has been dissected and I made
   corrections to the tier listing. Game story, character stories, and palette
   colors will come in next version.

 v. 5.o  )(  Dec - 28 - 2011
 - How many years has it been? A lot. Now revamped into my new FAQ-style and
   finished for the most part. All the character`s moves, damage, and notes are
   listed in the most understandable manner I could think of. Still need to
   dissect the system and add the story, but that shouldn`t take twelve years.

 v. 4.o  )(  Oct - 25 - 1999
 - Reformatted entire FAQ once more, so all the information is either edited or
   modified. Missing character info and translations have also been included in
   this version. Finally a bunch of Game Shark codes are in.

 v. 3.7  )(  Oct - o5 - 1998
 - Editing.

 v. 3.3  )(  Aug - 31 - 1998
 - Editing.

 v. 3.o  )(  Jul - 24 - 1998
 - FAQ seperated into three individual FAQs: MaxFAQ, MiniFAQ, and ComboFAQ. All
   of the character`s moves and stats have been added and translated. Notes
   included for detailed information on certain character moves.

 v. 2.o  )(  Jun - o9 - 1998
 - Entire FAQ presented in a totally new outline. A majority of the moves and
   character information added too. Combos added for Black Raiya, Highway Star,
   Raiya and Reika.

 v. o.8  )(  May - 11 - 1998
 - Added damage information and combos for Chibiko, Kiriko, Raiya and Reika.

 v. o.o  )(  May - o6 - 1998
 - FAQ`s initial launch. Incomplete in data, and the combos aren`t guaranteed
   to work on all characters yet.


---------------------------------------------------------------------  ( 8.05 )
  >> FINAL NOTE
-------------------------------------------------------------------------------

 Oss`!
 Like `Asuka 120%: Burning Fest. Excellent,´ this was another game I picked up
 at Anime Central. Back when I was still in my "Must have every all-female
 fighter!" phase. I don`t remember where I first heard about this game either.
 Not my favorite out of my weird fighting games, but it`s not horrible. The
 characters were all pretty decent. Sadly there wasn`t a way to play as Dai-
 Tenshi or fight on Black Raiya`s stage (since it has the best music).

   Have something to say about the game or this FAQ you want me or others to
   know? Find any of the above information wrong or misleading? Or maybe you
   have info or extras to add onto what`s posted. Whatever the case is, feel
   free to send it! Anything that is posted within the FAQ, you not only get
   full credit. Oh no no! You also receive unauthorized bragging rights that
   give you the Almighty-given gift of annoying the hell out of people with.
                                          .. By the way, thanks for reading!

   Sayounara, adios, ciao, xie xie, au revoir, and all that other crap.  ^_^
                                            - `shouji´ 
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  | `If a woman insists on being called 'Ms.,' ask her if it stands for     |
  | 'miserable'.´                                            - Russell Bell |
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