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                               Breakers
             FAQ By: Goh_Billy ([email protected])
                             Version #: 7.0
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Sections
--------
     1. Legend
     2. System
        2.1  Basics
        2.2. Breakers
        2.3  Meter Filling
        2.4  Combo Messages
     3. Characters
        3.1  Sho
        3.2  Pielle
        3.3  Condor
        3.4  Rila
        3.5  Tia
        3.6  Alsion III
        3.7  Maherl
        3.8  Dao-Long
        ----------------
        3.9  Bai-Hu
     4. Conclusion
        4.1  What's Missing/Needed
        4.2  Credits


===============================================================================
1. Legend
===============================================================================



 ub  u  uf        f - Forward        HP - Heavy Punch     P - Any Punch
   \ | /          b - Back           LP - Light Punch     K - Any Kick
 b--   --f        u - Up             HK - Heavy Kick      + - And
   / | \          d - Down           LK - Light Kick      / - Or
 db  d  df                           Any - Any Button     , - Then

qcf - quarter circle forward (d, df, f)
qcb - quarter circle back (d, db, b)
hcf - half circle forward (b, db, d, df, f)
hcb - half circle back (f, df, d, db, b)


===============================================================================
2. System
===============================================================================


2.1 Basics
----------
Block High                b
Block Low                 db                          does not block overheads
Backdash                  b, b                        does not work for Condor
Dash Forward              f, f                        does not work for Condor

Throw                     f/b + HP close
Taunt                     Start

Breaker                   perform a maneuver at the
                           tail end of hitstun or
                           blockstun
Knockdown Recovery        LP+LK+HP/LK+HP+HK after
                           being knocked down
Dizzy Recovery            shake joystick and tap P
                           and K rapidly when
                           dizzied

Negative Edge             allows you to perform       an example would be
                           maneuvers by holding        performing a qcf + P
                           the attack button           maneuver by instead
                           down, performing            holding P, qcf,
                           the motion, then            releasing P; this
                           releasing the attack        works for specials
                           button                      and supers

Super                     refer to character's        each super costs one
                           movelist                    stock each



2.2 Breakers
------------
 In this game, it is possible to cancel into pretty much any maneuver from the
tail end of hitstun or blockstun.  That is, you can use a reversal of sorts if
you are being hit by something or blocking an attack.  This can even be
performed during some "combos."  These false combos that can be broken are
usually spotted by their large gap between hits, space dependence, ect.  Since
you are still able to be hit after canceling, it is best to use a move that has
some invincibility on start up.  Examples include some supers (ie. Maherl's
Rolling Press, Rila's Shine Beast, Pielle's Thunder Kurauzaa), some specials
(ie. Tia's Lightning Upper, Saizo's Yashagami), some backdashes and so on.  You
will see that a successful Breaker is indicated by a green circle underneath
your character.  This is the same circle you get with wakeup attacks.


2.3 Meter Filling
-----------------
 The universal rule in this game is that a character's meter will charge when
he/she uses a special move or touches the opponent with a normal move.  Also
in this game, however, characters can gain meter by whiffing an attack.  Some
characters can build meter with certain whiffed normals, while other can't.
The following chart displays each character and the situations in which they
can build meter.  If the situation results in building meter, it will be
marked with an X:


          |  Whiffed Ground   ||  Whiffed Ducking  ||    Whiffed Air    |
          | LP | LK | HP | HK || LP | LK | HP | HK || LP | LK | HP | HK |
--------------------------------------------------------------------------
Sho        |    |    | X  | X  ||    |    | X  | X  ||    | X  | X  | X  |
--------------------------------------------------------------------------
Pielle     |    | X  | X  | X  ||    | X  | X  | X  || X  | X  | X  | X  |
--------------------------------------------------------------------------
Condor     |    | X  | X  | X  ||    | X  | X  | X  || X  | X  | X  | X  |
--------------------------------------------------------------------------
Rila       | X  | X  | X  | X  || X  | X  | X  | X  || X  | X  | X  | X  |
--------------------------------------------------------------------------
Tia        |    | X  | X  | X  ||    |    | X  | X  || X  | X  | X  | X  |
--------------------------------------------------------------------------
Alsion III | X  | X  | X  | X  || X  | X  | X  | X  || X  | X  | X  | X  |
--------------------------------------------------------------------------
Maherl     | X  | X  | X  | X  ||    |    | X  | X  || X  | X  | X  | X  |
--------------------------------------------------------------------------
Dao-Long   |    |    | X  | X  ||    |    | X  | X  || X  | X  | X  | X  |
--------------------------------------------------------------------------
Bai-Hu     | X  |    | X  | X  || X  |    | X  | X  || X  | X  | X  | X  |
--------------------------------------------------------------------------


2.4 Combo Messages
------------------
3-4 hits = Good
5-7 hits = Cool
8-11 hits = Great
12-19 hits = Wonderful
20+ hits = Excellent



===============================================================================
3. Characters
===============================================================================

*******************************************************************************
* 3.1 Sho                                                                     *
*******************************************************************************
Colors
------
LP - Orange
LK - Black
HP - White
HK - Yellow
Jin - Blue



Throws
------
Shoulder Toss             f/b + HP close              f and b determine where
                                                       opponent is thrown
Falling Drop              Any + HP/HK close in air


Basic Moves
-----------
Backdash                  b, b
Dash Forward              f, f                        can attack out of; full
                                                       distance dash
 Halt                    b
Rapid Jabs                LP x5 in air                overhead
Rotating Leg Blade        u, HK                       smashes opponent to the
                                                       ground; overhead
Elbow                     HP close
 Elbow Follow Up         HP                          2 hits
   Uppercut Finish       HP                          3 hits; Sho jumps slightly
                                                       off the ground; can
                                                       cancel into air super
Rising Snap               HK close                    2 hits


Command Moves
-------------
Backroll Recovery         LP+LK+HP/LK+HP+HK after
                           being knocked down
Lunge Knee                LK+HP                       air supers linkable; low
                                                       dodge
Overhead Punch            LP+HP                       overhead
Shin Kick                 LK+HK                       must be blocked low
Uppercut                  u + HP in air
Dive Kick                 d + HK in air               great link into his
                                                       Chou Kuuchuu RekkoHa
                                                       super
Dive Stomp                d + LK in air               overhead; can follow with
                                                       another air move
Launch Punch              d + HP                      launches opponent


Special Moves
-------------
Rekko Ha                  qcf + P                     LP is slow, HP is fast;
                                                       will collide with
                                                       other projectiles as
                                                       both will be
                                                       "destroyed" in the
                                                       process
Midare Kiryuu Keri        qcf + K                     2 hits; HK has longer
                                                       reach; allows Sho to
                                                       ride past opponent;
                                                       if blocked Sho will
                                                       be in air, with
                                                       possibility for air
                                                       supers
Shippuu Sho Ken Tsuki     f, b, f + P                 13 hits; grounds opponent
Kurenai Sandan Keri       qcb + K                     starting with HK makes
                                                       finished series go
                                                       higher; grounds
                                                       opponent
 Second Crimson Kick     K                           2 hits; grounds opponent
   Crimson Finish        K                           3 hits; grounds opponent


Supers
------
Seiken Shouha             qcf, qcf + P                11 hits; absorbs
                                                       projectiles
Kurenai Gansai Shuu       qcb, qcb + K                16 hits; must touch
                                                       opponent to produce a
                                                       finishing kick; can
                                                       combo from a trip if
                                                       performed immediately
                                                       after
Air Kurenai Gansai Shuu   qcb, qcb + K in air         16 hits; must touch
                                                       opponent to produce a
                                                       finishing kick
Chou Kuuchuu Rekko Ha     qcf, qcf + P in air         5 hits; absorbs
                                                       projectiles


``````````````````````````````````````````````````````````````````````````````
Win Quotes
----------
~To Sho - Even if you imitate my actions, the results will be the same!
~To Dao-Long - It was a good fight.  I got even with you for the scar on my
 face!
~That guy's movements are totally different from those!
~You are so weak, you can't put out my fire!
~Well, it seems that you haven't had enough training!
~You can't beat me with your superficial martial arts!
~Fairly strong...But my fire seems much stronger than yours!

Bai-Hu Confrontation
--------------------
My power is a force of darkness.  Even your power looks faded in front of me!

Ending
------
The strongest martial artist in the world was possessed with an evil spirit.
In seeking the same strength as Bai-Hu he feels some cold sympathy to the
path that Bai-Hu has followed.  He left on a journey for ascetic training...
to meet his own self, to master the essence of martial arts, and to prepare
for a decisive battle with his rival.




*******************************************************************************
* 3.2 Pielle                                                                  *
*******************************************************************************
Colors
------
LP - Grey pants, White shirt, Blue scarf (Pink roses, Light Orange Ropin,
 Blue Bonjour Shot)
LK - Green pants, Light Green shirt, Red scarf (Blue roses, Orange Ropin,
 Purple Bonjour Shot)
HP - Purple pants, Pink shirt, Green scarf (Orange roses, Purple Ropin,
 Yellow Bonjour Shot)
HK - Red pants, Light Red shirt, Orange scarf (Purple roses, Blue Ropin,
 Green Bonjour Shot)
George - Blue pants, Light Blue shirt, Pink scarf (Blue roses, Orange Ropin,
 Pink Bonjour Shot)



Throws
------
Frankensteiner            f/b + HP/HK close           f and b determine where
                                                       opponent is thrown
Frankensteiner Drop       Any + HP/HK close in air


Basic Moves
-----------
Backdash                  b, b
Dash Forward              f, f                        can attack at end of dash
Down Swipe                HP far                      2 hits


Command Moves
-------------
Backroll Recovery         LP+LK+HP/LK+HP+HK after
                           being knocked down
Dash Swipe                LP+HP
Diving Butt               LK+HK                       overhead; low dodge
Pogo Spike                d + LP in air               overhead; can follow with
                                                       another air move
High Arch Swipe           u + HP in air               overhead
Launch Slash              d + HP                      launches
Slide                     d + HK                      must be blocked low;
                                                       grounds opponent


Special Moves
-------------
Bonjour Shot              qcf + P                     LP is slow, HP is fast;
                                                       sometimes counter hit
                                                       will launch opponent
                                                       for possible super link;
                                                       stops just before full
                                                       screen distance; will
                                                       collide with other
                                                       projectiles as both
                                                       will be "destroyed" in
                                                       the process
Ropin Runner              f, d, df + P                LP is 1 hit, HP is 2
                                                       hits that grounds
                                                       opponent; absorbs
                                                       projectiles
Rosa Train                qcb + K                     grounds opponent; LK is
                                                       3 hits, HK is 7 hits and
                                                       rides past opponent
Musshu Clash              qcb + P
 Clash Follow Up         P                           2 hits
   Clash Finish          P                           3 hits; grounds opponent
                                                       behind Pielle
Merushii Une Deux Trois   d + LP+LK+HP/LK+HP+HK       3 hits; first part is an
                                                       overhead; grounds
                                                       opponent


Supers
------
Andu Ropin                qcf, qcf + P                13 hits; absorbs
                                                       projectiles
Thunder Kurauzaa          qcb, qcb + P                14 hits
Super Rosa                qcb, qcb + K                8 hits; dash must touch
                                                       opponent to fully
                                                       execute the super


``````````````````````````````````````````````````````````````````````````````
Win Quotes
----------
~To Pielle - Fouling my beauty... The blame is worth dying!
~I will give you roses for your miserable defeat.  Valet, bring me some roses.
~I have to win.  For the beautiful money... Well, for my honor.
~You mediocre persons can't understand it, can you?  ...This noble beauty of
 mine!
~It looks to have been proved that I am more beautiful!
~Valet, wipe clean my saber.  Don't leave any stain on the damned fellow.
~Ohhh... My saber has got filthy with your damned blood.
~Valet, apply a bandage! What? We don't have any? Go and buy some bandages.
 What? No money?

Bai-Hu Confrontation
--------------------
Have you also come here blinded with money... Well, fine, I'll just cut you
down.

Ending
------
The sham nobleman returned to his luxurious life.  "I'm beautiful.  This
brand-new robe suits my striking figure well.  And this large mirror that I
bought yesterday.  My reflection in it...  Too beautiful."  Then, he comes
to himself.  "...I have no money...to pay my valet's salary."




*******************************************************************************
* 3.3 Condor                                                                  *
*******************************************************************************
Colors
------
LP - White pants, Green cloth, Red trim
LK - White pants, Purple cloth, Red trim
HP - Teal pants, White cloth, Red trim
HK - Yellow pants, White cloth, Blue/Green trim
Gigars - Red pants, Black cloth, Red trim



Throws
------
Tiger Bomb                f/b + HP close              f and b determine where
                                                       Condor jumps with the
                                                       Tiger Bomb
Suplex                    f/b + HK close              f and b determine where
                                                       opponent is thrown
Overhead Slam             f/b + LP/LK close
Headbutts                 df + HP close               tapping the buttons will
                                                       increase the speed of
                                                       the hits
Choke                     df + LP/LK close            possible super link after
                                                       choke; tapping the
                                                       buttons will increase
                                                       the speed of the chokes
Bearhug                   df + HK close               tapping the buttons will
                                                       increase the speed of
                                                       the Bearhug


Basic Moves
----------
Power Fist                u, HP                      smashes opponent to the
                                                      ground; overhead
Mid Snap Kick             HK close                   2 hits


Command Moves
-------------
Hop Recovery              LP+LK+HP/LK+HP+HK after
                           being knocked down
Lunge Punch               f + HP
Body Splash               d + HP in air               overhead
Angled Kick               d + HK in air               overhead


Special Moves
-------------
Sky Bridge                qcf + K                     2 hits; grounds opponent;
                                                       HK reaches further;
                                                       first part must
                                                       connect (not blocked)
                                                       to perform the entire
                                                       maneuver
Moonlight Slam            360 + P                     connects close;
                                                       unblockable; grounds
                                                       opponent
Grand Buffalo Horn        f, f + K                    grounds opponent; must be
                                                       blocked low; HK reaches
                                                       further; can go under
                                                       projectiles if timed
                                                       right
Tomahawk Jack             LP+LK+HP/LK+HP+HK           absorbs projectiles; if
                                                       connected to jumping
                                                       enemy, opponent is
                                                       launched for possible
                                                       super link


Supers
------
Astra Rock Buster         qcf, qcf + P                3 hits; one of the
                                                       starting charge moves
                                                       must connect (not
                                                       blocked) to perform
                                                       the entire super
Moonlight Shake           360 x2 + P close            25 hits; unblockable


``````````````````````````````````````````````````````````````````````````````
Win Quotes
----------
~To Condor - Go back to your village and say that you've realized that you are
 still an unskilled hunter.
~I, who have been strengthened in the wilderness, can't be defeated by you!
~Throw away your hate.  Then, your skills will become superb.
~The Holy spirit dwells in you. It's natural you are so strong.
~The sun rises and sets.  Your defeat was also directed by the Holy spirit.
~The world is so huge. I'm really surprised that a man can trouble me so
 much...

Bai-Hu Confrontation
--------------------
Sealing me?  It makes me laugh!  It's you that will be sealed as part of my
power!

Ending
------
The evil one was sealed away, and he reached the top of the world as a
martial fighter.  However, he has no arrogance at all.  He is hunting as
usual, but he is burning at the bottom of his heart.  He is continuously
training his body and honing his skills to prepare for the time when the Holy
spirit will call him again.




*******************************************************************************
* 3.4 Rila                                                                    *
*******************************************************************************
Colors
------
LP - Grey costume, Orange hair, Silver trim (Orange Shine Beast)
LK - Red/Orange costume, Blue hair, White trim (Blue Shine Beast)
HP - Purple costume, Red hair, Yellow trim (Green Shine Beast)
HK - Black costume, Blonde hair, Green trim (Purple Shine Beast)
Sandra - Purple costume, Pink hair, Gold trim (Blue Shine Beast)



Throw
-----
Hard Slam                 f/b + HP close              f and b determine where
                                                       opponent is thrown


Basic Moves
-----------
Backdash                  b, b
Dash Forward              f, f


Command Moves
-------------
Backroll Recovery         LP+LK+HP/LK+HP+HK after
                           being knocked down
Side Kick                 f + HK


Special Moves
-------------
Quick Scratch             Charge b for 2 seconds,     if the move touches the
                           f + LP                      opponent, she will jump
                                                       back after the maneuver
Quick Uppercut            Charge b for 2 seconds,     grounds opponent
                           f + HP
Spinning Claw             tap P rapidly               11 hits; HP slides along
                                                       faster; must connect
                                                       (not blocked) to
                                                       perform the entire
                                                       maneuver
Wild Sabre                Charge d for 2 seconds,     grounds opponent; LK is 1
                           u + K                       hit, HK is 7 hits
Killer Snake              Charge b for 2 seconds,     LK is 2 hits, HK is 3 hits
                           df + K                      and grounds opponent;
                                                       move must touch
                                                       opponent to perform the
                                                       entire maneuver; HK
                                                       version can link into
                                                       the Bloody Fang super


Supers
------
Shine Beast               Charge b for 2 seconds,     6 hits; if delayed for 6
                           f, b, f + P (hold P         super will abort; if
                           to delay)                   opponent walks into
                                                       the Shine Beast it
                                                       will automatically
                                                       activate; Shine Beast
                                                       leap must touch the
                                                       opponent to perform the
                                                       entire super
Bloody Fang               Charge db for 2 seconds,    21 hits; can catch
                           df, db, u + K               airborne opponent; must
                                                       connect (not blocked)
                                                       to perform the entire
                                                       super; tapping the
                                                       buttons will increase
                                                       the speed of the bites


``````````````````````````````````````````````````````````````````````````````
Win Quotes
----------
~To Rila - Which tribe do you come from?  Do you come to Rila's village?
~To Tia - You, feeble!  Are you really an Amazonian?
~You strong.  You have same smell like me.
~Rila keep the rules of the forest!
~You, weak.  You can't live in the forest.
~I hungry.  I feel bad here.
~You look delicious.
~You strong.  But Rila is much stronger!

Bai-Hu Confrontation
--------------------
What a fool, coming all this way in order to become my victim.  If you hadn't
left the jungle, you could live much longer!

Ending
------
The shadow covering the ground, which had been predicted by the head of
the Amazonians, was revealed to be an evil spirit possessing the martial
artist.  Now, Rila is on her way to tell them that the crisis is over.
However, the dress she bought with the prize she won isn't right to walk in.
"Aghh... It's hard to walk with this dress on."




*******************************************************************************
* 3.5 Tia                                                                     *
*******************************************************************************
Colors
------
LP - Red (Pink Rapid Gale)
LK - Yellow (Green Rapid Gale)
HP - Black (Purple Rapid Gale)
HK - Pink (Yellow Rapid Gale)
Shelly - White (Green Rapid Gale)



Throws
------
Suplex                    f/b + HP close              f and b determine where
                                                       opponent is thrown
Kick To Earth             Any + HP/HK close in air


Basic Moves
-----------
Backdash                  b, b
Dash Forward              f, f                        can attack out of
Slide Snap                HK far                      2 hits


Command Moves
-------------
Backroll Recovery         LP+LK+HP/LK+HP+HK after
                           being knocked down
Double Shot               LP+HP                       2 hits
Crescent Kick             LK+HK                       2 hits; second hit is an
                                                       overhead
High Fist                 u + P in air                overhead


Special Moves
-------------
Rapid Gale                qcf + P                     LP is slow, HP is fast;
                                                       stops just before full
                                                       screen distance; will
                                                       collide with other
                                                       projectiles as both
                                                       will be "destroyed" in
                                                       the process
Soul Spike                qcb + K                     HK has slightly more reach
                                                       and grounds opponent
Air Soul Spike            qcb + K in air              HK has slightly more
                                                       reach; if landed onto
                                                       an airborne opponent
                                                       try linking into the
                                                       Rapid Change
Lightning Upper           f, d, df + P                LP is 1 hit, HP is 3 hits
                                                       with more reach; grounds
                                                       opponent
Mirage Spear Kick         tap K rapidly               HK is faster more rapid
                                                       kicks


Supers
------
Rapid Change              qcf, qcf + P                10 hits; can pick
                                                       opponent off the
                                                       ground; super must
                                                       connect (not blocked)
                                                       to perform finishing
                                                       down blow
Burning Revolver          qcb, qcb + P                22 hits; can control
                                                       height with u or d
Air Burning Revolver      qcb, qcb + P in air         22 hits; can control
                                                       height with u or d
Cutlass Flasher           qcf, qcf + K                7 hits; first hit is an
                                                       overhead


``````````````````````````````````````````````````````````````````````````````
Win Quotes
----------
~To Tia - I've learned my kick directly from my brother.  You can't imitate
 it...
~To Sho - Good bye, you who look like my brother.  I won't forget you...
~To Rila - Sleeping like that, you are also an ordinary lady.
~I have to win.  To see my brother.
~That's why you relaxed your guard, thinking I'm just a female.
~What are you looking at?  Do you look away since you think you can easily
 defeat me?
~You are no match for my kicks.
~It was a risky fight... See you again sometime.

Bai-Hu Confrontation
--------------------
I ate the spirit of your brother to make it my blood and flesh!  It was really
delicious!

Ending
------
"You...?  My brother!?"  Her brother, a young champion was taken away from
the site of his first defending match.  Although it had been known that he
fell into the hands of Bai-Hu, it hadn't been known until now whether he was
still living or not.  "Ti... Tia..."  Now, her battle has finished.




*******************************************************************************
* 3.6 Alsion III                                                              *
*******************************************************************************
Colors
------
LP - Tan skin, Blue costume, Gold trim (Green-Blue Deadly Claw, Purple Anubis)
LK - Light Green skin, Red costume, Yellow trim (Purple Deadly Claw, Purple
 Anubis)
HP - Green skin, Black costume, Yellow trim (Yellow Deadly Claw, Green-Blue
 Anubis)
HK - Gold skin, Green costume, White trim (Blue Deadly Claw, Green-Blue Anubis)
Atoum - Grey skin, Green costume, Gold trim (Purple Deadly Claw, Purple Anubis)



Throws
------
Quick Toss                f/b + HP close              f and b determine where
                                                       opponent is thrown
Piledriver                Any + HP/HK close in air


Basic Moves
-----------
Teleport Backdash         b, b                        invulnerable for a second
Teleport Dash Forward     f, f                        can teleport past
                                                       opponent; invulnerable
                                                       for a second
Impossible Heel           HK                          good antiair move
Air Kick                  LK in air                   knocks opponent into the
                                                       air for a split second;
                                                       overhead


Command Moves
-------------
Retreat Teleport Recovery LP+LK+HP/LK+HP+HK after
                           being knocked down
Flying Slap               LP+HP                       overhead
Crescent Kick             LK+HK                       second hit is an overhead
Down Palm                 d + LP in air               overhead
Quick Kick                d + LK in air               overhead; knocks opponent
                                                       back
Stretch Strike            d + HP in air               overhead
Knee                      d + HK in air               overhead
Claw                      b + LP
Shin Kick                 b + LK                      must be blocked low
Low Palm Strike           b + HP
Retreating Double Kick    b + HK                      must be blocked low; can
                                                       follow with an air
                                                       attack
Stretch Headbutt          d + HP                      must be blocked low;
                                                       knocks opponent back
Stretch Dropkick          d + HK                      opponent does NOT have
                                                       to block this low


Special Moves
-------------
Poison Fang               hcf + P                     grounds opponent; HP
                                                       travels further; not
                                                       a full distance
                                                       projectile; will
                                                       collide with other
                                                       projectiles as both
                                                       will be "destroyed" in
                                                       the process; possible
                                                       super link if this move
                                                       connects to an opponent
                                                       in the corner
Deadly Claw               qcb + K                     overhead; launches
                                                       opponent for possible
                                                       super link; LK appears
                                                       where move was
                                                       performed, HK appears a
                                                       small distance in front
                                                       of where move was
                                                       performed
Air Deadly Claw           qcb + K in air              overhead; launches
                                                       opponent for possible
                                                       super link; LK appears
                                                       where move was
                                                       performed, HK appears a
                                                       small distance in front
                                                       of where move was
                                                       performed
Dash Knee                 qcf + K                     HK travels further and
                                                       grounds opponent
Air Dash Knee             qcf + K in air              HK travels further and
                                                       grounds opponent


Supers
------
Anubis Hag                qcf, qcf + P                12 hits; absorbs
                                                       projectiles; must
                                                       connect (not blocked)
                                                       to perform the entire
                                                       super; tapping the
                                                       buttons will increase
                                                       the speed of the hits;
                                                       Alsion has a slight
                                                       dizzy recovery after
                                                       the super, so he is
                                                       left very vulnerable
                                                       if the super misses
                                                       or is blocked
Pharaoh Rampage           qcb, qcb + P                5 hits


``````````````````````````````````````````````````````````````````````````````
Win Quotes
----------
~To Allison III - Who is it?  Are you of close lineage of blood of mine?
~To Condor - You, brave man.  Would you become a subject of mine?
~Why should I have a close battle with a fellow like you...!
~If you adopt my physical skills, you are likely to become strong.
~In front of an external flow of time, my victory is a very small thing.
~It's not you... The man I'm pursuing for revenge.

Bai-Hu Confrontation
--------------------
Wondering who, I've noticed that you were a prince at that time?  It should
be your honor to be killed by me more than once.

Ending
------
The mortal enemy was defeated.  Before, his kingdom was destroyed by an evil
spirit that possessed one of his subjects.  But now, that evil spirit is
sealed away forever.  "I'll begin from this place."  He has returned to the
tomb where he was sealed for 4,000 years.  Then, he vows to reconstruct his
kingdom.




*******************************************************************************
* 3.7 Maherl                                                                  *
*******************************************************************************
Colors
------
LP - Red, Yellow trim (Gold Kadabuura)
LK - Green, Yellow trim (Blue Kadabuura)
HP - Purple, Yellow trim (Green Kadabuura)
HK - Grey, Yellow trim (Purple Kadabuurra)
Javar - Yellow, White trim (Blue Kadabuura)



Throws
------
Rough Toss                f/b + HP close              f and b determine where
                                                       opponent is thrown
Slaps                     f/b + HK close              tapping the buttons will
                                                       increase the speed of
                                                       the slaps


Basic Moves
-----------
Back Roll                 b, b
Forward Roll              f, f                        can roll past opponent;
                                                       can roll under some
                                                       projectiles
Driving Headbutt          HP close                    2 hits


Command Moves
-------------
Belly Hop Recovery        LP+LK+HP/LK+HP+HK after
                           being knocked down
Belly Hit                 LP+HP
Butt Drop                 d + LK in air               overhead
Belly Drop                d + HP in air               overhead


Special Moves
-------------
Fire Breath               hcf + P                     LP is 3 hits, HP is 4 hits
                                                       with a spinning flame
                                                       that also grounds
                                                       opponent; flame absorbs
                                                       projectiles
Slash Sword               qcb + P                     grounds opponent; HP has
                                                       longer distance
Punish Sword              qcb + K                     grounds opponent; LK is
                                                       1 hit, HK is 2 hits and
                                                       has longer distance
Maherl Bomb               LP+LK+HP/LK+HP+HK           overhead; grounds
                                                       opponent; Use b or f
                                                       with move combination
                                                       to control where
                                                       Mahrel lands


Supers
------
Kadabuura Bomber          qcf, qcf + P                6 hits; Kadabuura
                                                       absorbs projectiles
Shiva Dance               qcb, qcb + P                4 hits
Rolling Press             360 + K close               11 hits; unblockable


``````````````````````````````````````````````````````````````````````````````
Win Quotes
----------
~Again, my sword has sucked in blood.
~Why should I have such a close fight...?  I have to brush up on my sword
 techniques!
~Ha ha ha.  Your technique is just like a mere dance in front of the art I
 wield with a sword!
~If your opponent hadn't been me, you could perhaps have won!
~Only the man who can beat me is my comrade in battle!
~In my country, any wretched fellow like you is not recognized as a man.

Bai-Hu Confrontation
--------------------
Last year's victim was your comrade... It's no use trying to revenge him.
Because, you'll follow the same fate!

Ending
------
He avenged his comrade.  But the comrade will never return.  His heart is
filled with a sense of futility.  "Hatred makes hatred only... My friend
wouldn't want this."  He says to himself and makes up his mind, he brush up
his swordplay for his comrade one time, he leaves off it for his comrade now.




*******************************************************************************
* 3.8 Dao-Long                                                                *
*******************************************************************************
Colors
------
LP - Blue costume, Orange trim (Blue KouRyuuga)
LK - Green costume, Orange trim (Orange KouRyuuga)
HP - Black costume, White trim (Yellow KouRyuuga)
HK - Magenta costume, White trim (Dark Blue KouRyuuga)
Liu-Khai - Red costume, Yellow trim (Orange KouRyuuga)



Throw
-----
Over The Shoulder Toss    f/b + HP close              f and b determine where
                                                       opponent is thrown


Basic Moves
-----------
Backdash                  b, b
Dash Forward              f, f                        can attack out of
Rapid Kicks               ub/uf, HK                   overhead; if connected
                                                       to airborne opponent
                                                       try to link into the
                                                       Shinkyoku Rembu


Command Moves
-------------
Backhop Recovery          LP+LK+HP/LK+HP+HK after
                           being knocked down
Dragon Palms              LP+HP
Roundhouse                LK+HK
Falling Elbow             HP+HK                       overhead


Special Moves
-------------
Kou Ryuuga                Charge b for 2 seconds,     LP is slow, HP is fast;
                           f + P                       will collide with other
                                                       projectiles as both
                                                       will be "destroyed" in
                                                       the process
Senkyu Tai                Charge d for 2 seconds,     grounds opponent; LK is
                           u + K                       1 hit, HK is 2 hits
                                                       and has slightly
                                                       longer reach


Supers
------
Houshin Renha             Charge b for 2 seconds,     8 hits; absorbs
                           f, b, f + P                 projectiles
Shinkyoku Rembu           Charge b for 2 seconds,     13 hits; start up must
                           f, b, f + K                 connect (not blocked)
                                                       to perform the entire
                                                       super
Renkyuu Tai               Charge db for 2 seconds,    tap K rapidly for max
                           df, db, ub + K              hits; 30 hits


``````````````````````````````````````````````````````````````````````````````
Win Quotes
----------
~To Dao-Long - Your kung-fu isn't good enough to use on the presence of my
 name.
~To Sho - I wonder what made my friend's techniques reach such a poor state...
~The skill of my friend was much sharper than yours!
~Not accomplished yet...  Train hard.
~It seems that you couldn't follow my movements.
~I swear on my dead father, your kung-fu training hasn't been completed yet.
~I've observed all your techniques... You can't use them on me any more.
~It was such a close fight... I need much more martial art practice.

Bai-Hu Confrontation
--------------------
You've never known that this body used to be the body of your father.  Can you
defeat your true father?

Ending
------
The evil spirit was destroyed with his father's body.  "Your father was
killed", his late mother told him, and so she was right in a sense.  He
asked himself - was it alright?  The expression of his silent father is calm
as if suggesting an answer to his question.



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



*******************************************************************************
* 3.9 Bai-Hu                                                                  *
*******************************************************************************
Colors
------
LP - Green
LK - Green
HP - Green
HK - Green



Throws
------
Shoulder Toss             f/b + HP close              f and b determine where
                                                       opponent is thrown
Toss To Earth             Any + HP/HK close in air


Basic Moves
-----------
Backslide                 b, b                        invulnerable for a second
Slide Forward             f, f                        can slide past
                                                       opponent; invulnerable
                                                       for a second
Flame Uppercut            HP in air                   3 hits if you connect it
                                                       to an airborne
                                                       opponent, 2 hits if you
                                                       connect it to an
                                                       opponent on the ground;
                                                       knocks opponent down or
                                                       out of the air;
                                                       overhead
Open Scissors             ub/uf, LK                   2 hits; overhead
Blue Kick                 u, HK                       overhead; knocks opponent
                                                       back
Tail Spark                HP                          if it touches the
                                                       opponent (even if
                                                       blocked) orbs will
                                                       surround and attack
                                                       them; if not blocked
                                                       opponent will be
                                                       launched into the air
                                                       for possible super link
Shin Kick                 LK                          must be blocked low
Power Kick                HK                          knocks opponent across
                                                       the screen; if near
                                                       wall opponent will
                                                       bounce off of it and
                                                       it is possible to
                                                       link into a super


Command Moves
-------------
Orb                       f + LP
Slash Kick                f + LK                      2 hits; second hit is an
                                                       overhead
Demon Palms               f + HP
Launching Kick            f + HK                      launches opponent
Rising Elbow              d + HP                      2 hits; first part must</pre><pre id="faqspan-2">
                                                       be blocked low; second
                                                       part knocks opponent
                                                       across the screen;
                                                       grounds opponent
Fire Slide                d + HK                      grounds opponent; must
                                                       be blocked low


Special Moves
-------------
Short Fireball            LP+LK                       if fireball hits dead on,
                                                       opponent will remain on
                                                       feet; if small after
                                                       wave hits, opponent will
                                                       be grounded; will
                                                       collide with other
                                                       projectiles as both
                                                       will be "destroyed" in
                                                       the process
Long Fireball             HP+HK                       if fireball hits dead on,
                                                       opponent will remain on
                                                       feet; if small after
                                                       wave hits, opponent will
                                                       be grounded; will
                                                       collide with other
                                                       projectiles as both
                                                       will be "destroyed" in
                                                       the process
Thunder Palm              LP+HP                       grounds opponent; if he
                                                       touches the opponent,
                                                       Bai-Hu will jump back
                                                       after the move
Demon Blast               LK+HK                       grounds opponent; absorbs
                                                       projectiles
Head Stomp                LP+HK                       overhead; grounds opponent
Lunge Kick                LK+HP


Supers
------
Super Thunder Palm        LP+LK+HP                    7 hits; if it touches the
                                                       opponent orbs will
                                                       surround and attack
                                                       them
Nunchuku Flail            LK+HP+HK                    22 hits


``````````````````````````````````````````````````````````````````````````````
Win Quotes
----------
~To Sho - The force of darkness will hang over all the lights.
~To Pielle - He was just as I had imagined. Throw away this worthless fellow.
~To Condor - What's wrong with you? Won't your so-called Holy spirit help you?
~To Rila - I won't let you stop the invasion of my darkness.
~To Tia - What silly fellows, both the brother and sister were destroyed by me.
 Ha ha!
~To Allison III - Go to your eternal sleep this time, so as never to able to
 oppose me again.
~To Maherl - This resentment, this hatred...They are the perfect seasonings!
~To Dao-Long - How does it feel to become part of your father's power?
~To Saizo - Go back to your friends and apologize for being an inexperienced
 fool.
~To Bai-Hu - The force of darkness will hang over all the lights.




===============================================================================
4. Conclusion
===============================================================================

4.1  What's Missing/Needed
-Corrections and clean up
-If you have anything to add, any corrections I need to make, please email me
at [email protected].  Credit will be given for your contribution.

4.2  Credits
-Visco
-Gamefaqs
-lgb for info on Alsion's super as well as info on increasing speed of moves
with the mash buttons technique
-Shoryuken Wiki for the clarification on breakers
-And me for writing this faq