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         # +++++++++++++++++++++++++++++++++++++++++++++++++++++ #  &%
         # +++++++++++++++++++++++++++++++++++++++++++++++++++++ #   &%
         # +                                                   + #    &%
&%        # +         FIGHTING LAYER (arcade) MOVE LIST         + #     &%
&%       # +  By josegba ([email protected]), ver. 1.5 + #      &%
 &%      # +                     2015, July                    + #       &%
  &%     # +                                                   + #
   &%    # +++++++++++++++++++++++++++++++++++++++++++++++++++++ #
    &%   # +++++++++++++++++++++++++++++++++++++++++++++++++++++ #
     &%  #                                                       #
      &% #########################################################



              ###################################
                          LEGAL STUFF
              ###################################


FIGHTING LAYER is a product under copyright of Namco Bandai Holdings, Inc,
and Arika (as far as I know).

I do not own any right on the game/s described in this guide, and I do not
intend to make any kind of profit from them or this document.

The purpose of this guide is solely for information. It is fruit of my
research and you can not copy any part of it without my consent.

The only site that is allowed to publish this guide is:

GameFAQs (www.gamefaqs.com)


              ###################################
                       REVISION HISTORY
              ###################################

Version 1.3 (2009):

- Fixed some minor mistakes and made some little changes.
- Added tips about mid-bosses and Vold Ignitio.
- Modified a little the tips for the boss Knight.
_ Corrected my own name! When I try to register "Matarael" in GameFAQS, it was
 already in use (of course) so I changed to "josegba", but I forget to do the
 same in the guide. There are just too many fans of Evangelion...


Version 1.4 (May 2015):

_ Correction on throw moves inputs.
_ Added info on Blair's multi-hit special finishers.
_ Correct explanation about Exodu's MK.
_ Fixed a typo in a Hong's move.
_ Correction about the multi-part Super of Allen and the other super with two
 punches. Thanks for your help, Alan Giordano.
_ Added movelist for bosses.
_ Correction about the attacks of the Knights; they are unblockable.
_ Other minor arrangements.


Version 1.5 (July 2015)

_ I got some enigmas solved thanks to the contribution of Emerson Bostwick, for
 moves of Clemence, Ajax and Hong.
_ Correction on the input of the Ajax's Super that its performed while holding
 Hard Attack: no P needed.
_ Added Joe's input for taunts.
_ Some minor additions in a few move's explanations.


-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+


              ###################################
                FIGHTING LAYER? WHAT IS THAT?
              ###################################

Fighting Layer is a videogame of the arcade fighting genre. Created by the
well known Namco company and the less known company Arika, it was released in
1998 only for the japanese market.
Now, the reason why you, hardcore gamers, may be playing this game is because
the obvious  similarities and connections  to the Street Fighter EX saga.That
franchise was developed by Capcom and Arika.
So, okay, Arika is a small third  company that  was working under licences of
the  other two. But  arent  Capcom and Namco  more like rivals?  So  how its
possible that characters like Blair and Allen  appear in both of those games?
Also, both  characters appeared only in the first  installment of SF EX, to
later dissapear and by replaced by "heirs" like Sharon.
There are other misteries about the matter, but regardless, I can only make
assumptions about what happened there: the characters created for SF EX ('96)
were  under a  shared  copyright or  something like  that between Capcom and
Arika, a  contract  that  maybe  was  violated  when  they  appeared  on  a
game financed/developed with another company. Thats why I presume the couple
didn't make it into the sequels.
Also, that theory explains why ANY of the SF EX character didnt't even make a
cameo on Street Figther IV, as they also belongs to Arika.
Anyhow,  let me point this:  all  this is  just  a conjecture. I  don't have
any official info on the subject to sustain my theory.


              ###################################
                      IS THIS GAME GOOD?
              ###################################

OH, YES. I remember that at first sight, this game looked like a  rip-off  of
SF EX, but when  I get  inmersed into it, I  discovered  that  this  game was
actually pretty good and unique.
The basic  gameplay is indeed very similar to the SF EX, but beneath that lays
a very polished and original style of his own. Also, the graphics and textures
are a bit better (pay attention to Exodu's and Blair's clothes).
To be honest, this is one of the best 3D fighting games that I know. Sadly, it
came  out only for  Japan and in a  time in wich this  genre was starting  to
decline, so it faded out into obscurity.

My score: 9 out of 10.

              ###################################
               WHAT WILL YOU FIND IN THIS GUIDE?
              ###################################

This guide  covers the basics on the game  mechanics, and the  moves for each
character.

Also, some data on how you advance in the game, and explanations about the
matches you can fight until the end, including the secret matches and bosses.


              ###################################
                    IS THIS GUIDE COMPLETE?
              ###################################

Well, to be exact, no. For example I don't know the requirements to fight the
secret matches.

But it is complete at all of my knowledge extent, wich it is not little (I
hope). At least the very core of this kind of guide, the movelist, its complete
at 99.8 %. I believe.


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+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+


       TABLE OF CONTENTS


1.         CONTROLS AND NOTATIONS
   1.1 -  CONTROLS
   1.2 -  KEYS

2.         THE BASICS

3.         MOVELIST
   3.1 -  TETSUO KATO
   3.2 -  BLAIR DAME
   3.3 -  JANIS LUCCIANI
   3.4 -  GEORGE JENSENT
   3.5 -  LAN YINGHUA
   3.6 -  EXODUS
   3.7 -  SESSYU TSUKIKAGE
   3.8 -  JIGJID BARTOL
   3.9 -  HONG GILLSO
   3.10-  SHANG FENGSHUANG
   3.11-  CAPRICCIO
   3.12-  ALLEN SNIDER
   3.13-  CLEMENCE CLEIVER
   3.14-  PRESTON AJAX
   3.15-  JOE FENDI
   3.16-  VOLD IGNITIO

4.         ADVANCING THROUGH THE GAME

5.         THE SPECIAL MATCHES

6.         SPECIAL THANKS

-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+


   ++++++++++++++++++++++++++
1.  - CONTROLS AND NOTATIONS -
   ++++++++++++++++++++++++++

Controls in Fighting Layer are like these:


--------------------------------------------------------
                               (S)                     l
                                                       l
                                                       l
(uf)   (u)   (uf)           (WP)   (MP)   (SP)          l
   \   l   /                                           l
    \  l  /                (WK)   (MK)   (SK)          l
     \ l /                                             l
(b)---  O  ---(f)                                       l
     / l \                                             l
    /  l  \                                            l
   /   l   \                                           l
(db)   (d)   (df)                                       l
                                                       l
--------------------------------------------------------

    --------
1.1  CONTROLS
    --------

uf : up-forward             WP : weak punch
u  : up                     MP : medium punch
ub : up-back                SP : strong punch
b  : back                   WK : weak kick
f  : forward                MK : medium kick
db : down-back              SK : strong kick
d  : down
df : down-forwrad           S  : Start


    ----
1.2  KEYS
    ----

qcf  : press down, down-forward, forward
qcb  : press down, down-back, back
hcf  : press back, down-back, down, down-forward, forward
hcb  : press forward, down-forwad, down, down-back, back
dp   : "dragon punch"; press forward, down, down-forward
rdp  : press back, down, down-back
360  : rotate the joystick in a full circle
720  : rotate the joystick in two full circles
KK   : press two kicks at same time
PP   : press two punches at same time
KKK  : press all the kicks at the same time
PPP  : press all the punches at the same time
air  : means that move must be performed in the air
(air): means that move can also be performed in the air
->   : it´s a follow up for the command on the upper line
,    : separation between commands
;    : separation between commands
+    : input the commands and/or buttons indicated at the same time
j.   : jumping
c.   : crouching
(*)  : this move/s need/s explanation. Read below.
(**) : this move/s need/s explanation. Read below.


H    : high attack
M    : middle attack
L    : low attack
U    : unblockable attack
C    : counter attack move (enemy must hit with his/her body)
E    : evade move
Taunt: the move is just for a cool pose
-    : none of the previous


This guide assumes that you are playing as player one, or on the right
side of the screen, or something very like that but always AT THE RIGHT.
If you are in the left side, just reverse the left and right joystick
command indications.


   ++++++++++++++
2.  - THE BASICS -
   ++++++++++++++


MOVING
------
Tap and hold the handle in the direction tou want to walk, forward or back.
Double tap forward or backward and you`ll do a dash in that directions.
Crouch by pressing down. Up for jump in place, up-forward and up-backward
for jump int that directions (DUH!).


PUNCHING - KICKING
------------------
Figthing Layer has six buttons: three for punches and three for kicks. For
both types, the first is for a weak and fast attack (WP anf WK), the second
for medium force attacks (MP and MK), and one for strong attacks (SP and SK).
Every button has a version of his attack while crouching and while jumping.
Standing WK of the most characters hit low.


BLOCKING
--------
All attacks divides into four types: high, middle, low or unblockable. Hold
back for block medium and high attacks, hold down-back for block low attacks.
Unblockables, obviusly, only can be avoided, or counterattacked.
Middles attacks can be blocked crouching, too, but high attacks must be blocked
holding back, only. Many of the air attacks are high attacks.
Some moves can be totally blocked, but others do a little "block damage", for
example most of the special and super moves.


THROWING (GRABBING)
-------------------
All characters owns at least one unblockable move: a throw (or a grab, as you
like). To perform a basic throw, be at the very side of your enemy and then
press f or b + MP, or f or b + MK. There are other throws, performed as special
(or super) moves.


THROW ESCAPE
------------
If tou where grabed by a normal throw, try to escape by quickly pressing f or
b + MP, or f or b + MK. The button must be the same that your enemy was using
to grab you, and the direction the opposite that your enemy was using.


SWICHTING SIDES
---------------
While dashing forward (double tap f), press any P near to the enemy to grab
him and swicht sides. This moves does not damage. but exposes his/her back
for a moment that you can use for attack. George can perform this only with
WP, not any P.


TACKLE KICK
-----------
A experienced videogamer knows this as knows his/her name, but the totally
rookies... Hold down and press SK to perform a tackle that will knock down your
opponent instantly. Of the characters described here, only Hong and Joe lacks
this.


EVASION
-------
Press f + SP to evade attacks off the screen, and f + SK to evade into the
screen. While evading, your character also take a step forward.And, at
the start of the dodge, you have a very brief moment of "invencibility",
so this can work for not only vertical attacks, but even for horizontal.


THE SUPER GAUGE
---------------
It is located down in the screen. It charges when his/her respectibly character
gets damaged, attacks sucesfully or executes special moves. Also by performing a
throw escape, counterattack sucessfully or hit first in a round. Has a limit of
three "stocks bars"and each one allows to perform one super move, or one Hard
Reversal. Can be also be fully charged using the Super Elusion.


EASY COMBINATION MOVES
----------------------
Tap WP continously and your character will perfom a combo. Very easy, rigth?
Some characters owns others combination moves, while others doesn´t have any.


COMMAND, SPECIAL (SUPER) AND SUPER MOVES (BARRAGE BLOWS)
--------------------------------------------------------
These are the moves that make every character individual.
A command move is executed just holding the joystick in a certain direction, and
a button (usually MK and MP)
A special move (in fact, called super moves by the game) is performed moving
the joystick in a specific way, like quarter circle forward (down, down-forward,
forward), half circle backward (forward, forward-down, down, down-back, back),
the classic "dragon punch" (forward, down, down-forward), ect; and a button
press. Usually does block damage.
A super move (called barrage blow by this game) is executed like a special move,
but more complex, like quarter circle forward twice, then punch. Needs a stock
of super bar. Usually does block damage.


HARD ATTACKS
------------
Very similar to what we seen in Street Fighter EX series, you can press SP + SK,
MP + MK or WP + WK, to perform a hard attack. But unlike SF EX, this move can be
blocked, and doesn´t need any stock on the special bar. Can be charged for more
damage, just hold the buttons. Cannot be blocked low; if the enemy try that his
guard will be broken, so you can continue attacking.
The move is differet in execution and speed for every character. But all inflict
the same damage.


HARD REVERSALS
--------------
If you where knocked down, press both SP and SK, MP-MK, or WP-WK and you will
perform an inmediat counter attack when standing up. This move has a very high
priority (at least at the beginning), that wins even against super moves.
Consumes one stock of super. Unique for each character.


SUPER ELUSION
-------------
Press SK, MK and WK at the same time and you will performa a evasion, and charge
fully the super bar. This move allows you to escape when hitted, even if you are
suffering a painfully combo w/super, even if you were hitted in the air.
So, this is the ultimate escape move, and a combo breaker. BUT you can use it
only ONCE PER ENEMY (not per round). See a little dragon in the low corners? If
it`s gold, you can use this move; if it`s gray, you can`t. You will be able to
use it again against the next enemy.


CANCEL AND SUPER CANCEL
-----------------------
Another very common fact of fighting games.
Normal punches and kicks, command moves and combination moves can be canceled
into special moves, just perform it (normal cancel).All of the previous can be
canceled into supers, just perform it (super cancel). And any super can be
canceled into another.And what for? For combos, obviously.

CLASH
-----
Sometimes both opponents will perform an attack at exactly the same time, if
that happens both will flash blue and none of them will connect a hit. React
fast and you´re gonna be able to perform other attack. This is permitted
even in the air.



   +++++++++++++
3.  - MOVE LIST -
   +++++++++++++

Here they are. Left, the moves. Right to each one, how to block them.
I also listed some combos, SOME combos just as examples, not everyone. There is
a lot more, find them for yourself.



   -----------
3.1 TETSUO KATO
   -----------

Command moves

b + SP                                  M
f + MK                                  M
b + SK                                  M

Throw moves

b or f + MP
b or f + MK

Combination moves

WP, WP, WP, WP, WP                      M, M, M, M, M

Special moves

qcf + P                                 M
qcb + P, then WP, MP, SP, WK, MK        M
dp + P, tap P, P, P, P                  M

Super moves

qcf, qcf + P                            M
qcb, qcb + P (can hold)                 U

Combos

j. SP; c. MP; qcf + P; qcf, qcf + P
WP, WP, WP, WP; qcb + WP; WP, MP, SP, WK; qcf, qcf + P

_ The follow up of his qcb + P is a combination move, in fact.
_ More you hold P in a sucessfull qcb, qcb + P, more damage; but your opponent
 will not be dizzy forever, y`know.


   ----------
3.2 BLAIR DAME
   ----------

Command moves

f + MK                                  M

Throw moves

b or f + MP
b or f + MK
       -> tap K or P
       -> dp + K

Combination moves

WP, WP, WP, WP, WP                      M, M, M, M, M

Special moves

qcf + K                                 L
qcb + K, qcb + K, qcb + K (juggle)      M, M, M, M, (M)
air, qcb + K                            -

Super moves

qcf, qcf + K                            M
(air) qcf, qcf + P, WP, SP, WP, SP...   M

Combos

j. SK; c. MK; qcb + K, qcb + K; qcf, qcf + K; qcf, qcf + P.
air; SK; qcb + K.

_ Her qcb + K three-part move has different finisher according to the
 last K button used. SK comboes and juggles. MK does a flip kick and
 does not combo. WK rolls to a side instead of kicking.
_ Tap WP then SP, alternated, to add more hits to her P Super.


   --------------
3.3 JANIS LUCCIANI
   --------------

Command moves

f + MP                                  M
f + MK                                  M

Throw moves

b or f + MP

Combination moves

WP, WP, WP, WP                          M, M, M, M

Special moves

(air) qcf + P                           M
f, f + hold P                           M?
WP, WP, f, SP (*)                       U

Super moves

qcf, qcf + P                            M
qcb, qcb + P                            M
qcf, qcf + K (**)                       M
       -> WP, MP or SP                 M
       -> WK                           M
       -> MK (good anti-air)           M
       -> SK                           L
       -> qcb + P, tap P               M
               -> qcb + K              -
       -> qcf + P                      M
       -> f, f + P                     M
       -> f, f + K                     L
       -> PPP, then P                  M
       -> b + PPP, then P              M
       -> qcb + K                      -
               -> qcb + P, tap P       M
       -> qcf + K                      -

Combos

j. SK; c. MK; qcf, qcf + P; qcb, qcb + P.
After K Super; WP, MP, SP, qcf + P.

_ She has only one normal throw, but it allows more attacks. Wacht out
 for the flames.
_ The button pressed for a qcf + P (normal) special determines angle.
_ (*) After the seventh hit of this move (or earlier) tap any buttons
 to continue the combo. Actually, is a copycat move: she will throw the
 attacks that correspond to the oponent.
_ (**) Quite an interesting Super, qcf, qcf + K totally changes her fighting
 style. She cannot normally jump, nor evade; but she can walk and run (double
 tap, hold) into the joystick 8 directions.
 You CAN block attacks and perform her normal throw move (it will be
 different).
 You cannot crouch.
 Any P will do block damage.
 SK hits low.
 Shoot her´s guns with qcb + P: WP for low aiming, MP to both sides, SP high.
 If you hit the enemy with P during PPP, he/she will be dizzy.
 qcf + K it´s only a fake;input qcb + P for real shooting.
 qcf + K finish the super move.
 This super has a time limit, but it seems that using the pistols ends the
 move quicker.
_ If she performs her pistol win pose, you can shoot by pressing P.


   --------------
3.4 GEORGE JENSENT
   --------------

Command moves

f + MP                                  M
b + MP                                  M
f + MK                                  M
jump against a wall, then press up-forward (triangle jump)

Throw moves

b or f + MP
b or f + MK

Combination moves

WP, WP, WP                              M, M, M
WP, WP, f + WP                          M, M, H

Special moves

qcf + K                                 M
qcb + K                                 M
during back or forward dash, K          M
during back or forward dash, SP         M
during back or forward dash, MP         M
during back or forward dash, PP         U

Super moves

qcf, qcf, + P                           M, M, M, H (SP) or M
(air) qcf, qcf + K                      M

Combos

j. SK; c. MK: qcb + K; qcf, qcf + K.
corner; j. SK; c. MK; qcf + K; qcf, qcf + P; qcf, qcf + K.

_ Use WP or MP for the qcf, qcf + P Super to finish it with a punch
 instead of a kick, that punch just hits medium.


   -----------
3.5 LAN YINGHUA
   -----------

Command moves

f + MP                                  M
b + SK                                  M
air, d + MK                             M

Throw moves

b or f + MP
b or f + MK

COmbination moves

WP, WP, WP, WP, WP                              M, M, M, M, M

Special moves

qcf + P (*)                                     M
       -> f + P                                M
       -> f + K                                L
rdp + P                                         C
qcb + K                                         H
dp + K                                          M
b + PPP                                         E
d + PPP                                         E

Super moves

qcf, qcf + P                                    M
(air) qcb, qcb + K or P (*)                     M
               -> hold u, uf or ub             M
               -> from air, d, df or db        M
               -> hold b                       M
               -> hold K + any direction       M
                  but u, uf and ub

Combos

j. SP; c. MP; qcf, + WP, forward + MP; qcf, qcf + P; qcb, qcb + P.
j. SP; c. MP; dp + SK; qcb, qcb + SK, hold ub.

_ The b + SK induces Clash.
_ (*) The button you press in the qcf + P determines range; SP is the longest.
 The two follow-ups listed there can only be performed after this initial
 move; BUT any of the others Special moves can also be performed as finishers,
 except the evades.
_ Her rdp + P is a counter that works for high and middle attacks. If counters
 an air attack allows is supercancelable.
_ The b + PPP evades low attacks, and the d + PPP, mediums and highs.
_ Her qcb , qcb + P or K super can dash through the enemy and confuse him
 or her about how to block.
_ (*) Her qcb, qcb, + K or P can be controled to ram into any spacial
 direction, for the two last hits.
_ If you perform her qcb, qcb special with K, she will detour a little, not
 go straight forward.


   ------
3.6 EXODUS
   ------

Command moves

air, d + SP                             H

Throw moves

b or f + MP
b or f + MK
(air), d, b or f + MP

Combination moves

WP, WP, WP                              M, M, M
hold f, WP, WP, WP                      M, M, M

Special moves

f + Start                               Taunt
dp + P                                  M
360º + P                               U
PPP                                     M
qcf + K                                 M
rdp + K                                 M, M

Super moves

qcf, qcf + P                            M
720º + P                               U

Combos

j. SK; c. MK; qcf + K; qcf, qcf + P.

_ His standing normal MK is a knockdown and hits low.
_ His PPP special induces Clash.
_ After qcf + K, you can hit the enemy; but you can also get burned, too.
_ The button pressed for the rdp + K determines angle.
_ Exodus has two different Hard Attacks; a "normal" version with either WP + WK
 or MP + MK, and a "jumping" version with SP + SK.


   ----------------
3.7 SESSYU TSUKIKAGE
   ----------------

Command moves

b + SP                                  M

Throw moves

b or f + MP
b or f + MK

Combination moves

WP, WP, WP, WP                          M, M, M, M
WP, WP, WP, WK                          M, M, M, L

Special moves

(air) qcf + P                           M
air, PPP                                M
rdp + P                                 -
qcb + P                                 M
       -> qcf + P                      M
       -> K                            M
qcb + K                                 M
       -> qcf + K                      L
       -> P                            M

Super moves

qcf, qcf + P                            M
(air) qcb, qcb + P                      M

Combos

j. SK; c. MK; qcf + P; qcf, qcf + P.
qcb + WP as anti-air; qcb, qcb + P.
WP; WP; WP; j. SP; j.SP.
air qcf + P; PPP.

_ The rdp + P teleports Sessyu at the back of the enemy with SP, in front
 of him/her with MP, and over Sessyu`s current location with WP.
_ After qcb + P, switch to the qcb + K version of this move with just
 pressing K; and vice-versa.
_ The qcf + P (after qcb + P) allows 1 extra hit.
_ The Hard Reversal of Sessyu doesn`t hit by itsef, but reposisionates him
 at the back of the enemy, in the air. Attack then at your like (or not).


   -------------
3.8 JIGJID BARTOL
   -------------

Command moves

None

Throw moves

b or f + MP
b or f + MK

Combination moves

WP, WP, WP, WP                          M, M, M, H

Special moves

qcf + P                                 M
qcb + P                                 C
qcf + K                                 M
qcb + K                                 C

Super moves

qcf, qcf + P                            M
qcb, qcb + P (can hold)                 M
qcf, qcf + K                            M

Combos

j. SP; c. MP; qcf + P.
j. SP; c. MP; qcf, qcf + P; qcb, qcb + P; qcf, qcf + K.
near enemy qcf + WK; SP; qcb, qcb + P.

_ His crouching MK is a knockdown.
_ His normal standing SK knocks down.
_ The normal evades of Jigjid are rolls, it moves more than other
 characters.
_ The qcb + P counters high and medium; qcb + K medium and low. Both
 allows combos by super cancel.
_ The qcf + K has differents reachs for each button. SK is the longest.
 If sucessfull, leaves the enemy open for more attacks.
_ The qcf, qcf + K super allows you to juggle the enemy.


   -----------
3.9 HONG GILLSO
   -----------

Command moves

f + MK                                  M
b + MK                                  M
b + SK                                  M

Throw moves

b or f + MP
b or f + MK

Combination moves

WK, WK, WK, WK  (P) (f + SK (H)) (*)    M, M, M, M
MK, MK, MK, MK  (P) (f + SK (H)) (*)    M, M, M, M
SK, SK, SK, SK  (P) (f + SK (H)) (*)    M, M, M, M

Special moves

qcf + K                                 M
hcb + K                                 M
dp + K                                  M
rdp + K                                 M
rdp + P                                 C
PPP                                     E?

Super moves

qcf, qcf + K                            M
qcb, qcb + K                            M

Combos

j. SK; c. MK; qcf + SK; after first or third hit qcf, qcf + K; qcb, qcb + K;
opponent in middle of fall qcf, qcf + K.

_ Hong lacks of normal tackle with d + SK, but the high kick that he have
 instead is a knockdown move.
_ His jumping SK hits twice.
_ Yes, he has THREE combination moves, but sadly, they are bad for combos! Try
 to not connect then from jumping hits. The one performed with SK seems to work
 better.
_ (*) If you press P in the middle of a combination, Hong will "retreat" a
 little from enemy; press K again to continue with the move. SP is for
 backwards, MP for a sidestep and WP hops forward. Thanks to Emerson
 Bostwick. If you hold f + SK at any hit, Hong will perform a high axe kick.
_ The rdp + K move attemps to switch sides with enemy, confusing him/her about
 how to block.
_ If connects, rdp + P allows a combo.
_ PPP it´s a dogde? Sorry but I don´t now. Emerson Bostwick suggests that can
 be a cancel move for the P interrupters for his Easy Combinations.
 Personally, I think that its there just to remind us that he is a clone of
 Hwoarang from Tekken (lol)
_ The qcb, qcb + K allows juggles, of course.
_ The combo is a little tricky with the qcf, qcf + K special. Keep in mind that
 this move (and specially the first kick) works fine only against standig
 oponents, or in the air but close to the floor.


    ----------------
3.10 SHANG FENGSHUANG
    ----------------

Command moves

f + MK                                  M
f + MP                                  M

Throw moves

b or f + MK
b or f + MP

Combination moves

MP, MP, MP, MP                          M, M, M, M
hold d, WK, WK, WK                      L, L, L

Special moves

Tap SP                                  M
PPP                                     M
  -> hold                              Taunt
hcb + P                                 Taunt
f + Start                               Taunt
qcb + K                                 L
       -> K                            M
       -> P                            -
       -> u + P                        -
during backdash, K                      M
during backdash, P                      -
       -> P                            H
       -> K                            H
       -> over enemy, d or f + K       U

Super moves

qcf, qcf + P (*)                        M
      -> succeed, qcf + P              M
         -> qcf + P                    M
            -> qcf + P                 M
(air) qcf, qcf + K                      M

Combos

j. SK; c. MK; qcb + K; P.
j. SK; c. MK; qcf, qcf + P; qcf, qcf + K.
from qcb + K special, K; qcf, qcf + K.

_ His normal SP is a knockdown move.
_ The (hold d, WK, WK, WK) combination comboes only the last two hits.
_ If the WK or MK version of his K during backdash totally miss the enemy or
 he blocks, you'll be in the same stance than qcb + K. The WK version of the
 move it`s the only that doesn`t knocks down.
_ If you press P during backdash, you will be thrown very high into the air.
 It`s just like a super jump, you can control a little with f or b. SP is for
 the longest reach, while WP it`s almost in place.
_ (*) His qcf, qcf + P is curious. The follow ups can only be executed if the
 first hit succeeds. But they can also be "stored" and inputed later.



    ---------
3.11 CAPRICCIO
    ---------

Command moves

None

Throw moves

b or f + MP
b or f + MK

Combination moves

None

Special moves

qcf + P, P                      M, M, H
dp + P                          U
qcb + P or K                    M
       ->rdp + P (growth)      -
       ->dp + K (to enemy)     M
       ->rdp + K (to Capri)    M
       ->near, d, d + P        -
                       -> P    M
                       -> K    M

Super moves

qcf, qcf + K                    M
air, qcf, qcf + P               M
air, qcf, qcf + K               M

Combos

j. MP; c. MP; qcf + P, P; qcf, qcf + P (watch the timing).
j. MP; c. MP; qcf + P; qcf, qcf + K.

_ The qcf + P doesn´t knocks down. Press P again for the finisher. This usually
 lets you open for for a counterattack even if sucessfull, because the enemy
 stands up firts and Capri is vulnerable when laying on the ground. BUT if you
 time the finisher VERY well, the move will hit three times (the last when
 falling), and you`ll be safe.
- When qcb + P or K is performed, Capri will set a mushroom (?!), that obviusly
 hits the enemy. The button used determines the size and power of it. If you
 used W or M buttons, you can make grow it with rdp + P, but only two times
 (W) or one (M). Deploying it with SP or SK means full power from the beginnig,
 but it takes more time for the move.
_ The dp + K and rdp + K commands the mushroom.
_ Pick the mushroom with d, d + P standing over it, then throw it horizontally
 with K, in arc with P.
_ A mushroom will not last forever, y`know. It has a time limit if it wasn´t
 able to touch the enemy.
_ The qcf, qcf + K ground super can be controlled with the joystick.
_ If you perform the air super with a kick, the dive´s angle is determined by
 the button. SK forward, MK in dives vertically and WK backward.
_ Cancelling the qcf, qcf + K ground super move into the air supers it`s a
 bad idea, because he will dive into the random direction that his head was
 aiming when spinnig.


    ------------
3.12 ALLEN SNIDER
    ------------

Command moves

f + MP                          M

Throw moves

b or f + MP

Combination moves

None

Special moves

qcf + P                         M
dp + P                          M
rdp + P                         M
near, qcb + K                   U

Super moves

qcf, qcf + P                            M
qcf, qcf + K                            M
qcb, qcb + PP                           M
qcb, qcb + KK                           M
       -> qcf + P, rdp + P, f + P      -
          -> qcf, b + K                -

Combos

j. SP; c. MP; qcf + P; qcf, qcf + P; qcf, qcf + K; qcf, qcf + P.
j. SP; c. MP; qcf + P; qcb, qcb + PP.

_ His rdp + P does a lot of damage and has a lot of recovery time. Try super
 cancel.
_ The qcb + K doesn`t have a "miss animation", you must perform it and suceed.
_ Super qcf, qcf + K can be follwed up.
_ The qcb, qcb + PP Super can only be executed with full Power Gauge.
_ The qcb, qcb + KK Super needs full Power Gauge in order to be executed fully
 (one stock per input). Thanks to Alan Giordano.


    ----------------
3.13 CLEMENCE CLEIVER
    ----------------

Command moves

f + MK                            M
b + HK                            M
air, d + SK                       H

Throw moves

b or f + MP
b or f + MK
fallen opponent, d + SP or SK (*)

Combination moves

WP, WP, WP                        M, M, M

Special moves

dp + P                            M
rdp + P                           M
qcf + K                           M
PPP                               M
hcb + K                           U
360 + P, then hold up + tap PPP   U

Super moves

720 + P, then hold up + tap PPP   U
720 + K (*)                       U
qcf, qcf + K                      M

Combos

j. SK; c. MP; dp + WP; qcf, qcf + K
J. sk; c. MK; rdp + SP; qcf, qcf + K

_ His d + SP knocks down.
_ His d + SK in air works like Iori Yagami's b + B in air: hits the
 enemy if Clemence has jump-crossed him/her. Thanks to Emerson Bostwick.
_ (*) On a close fallen opponent, d + SP or SK forces a quicker stand
 up. No damage but briefly opens his/her guard. P or K determines
 the side to the enemy is raised.
_ The kick used in qcf + K determines distance.
_ The hcb + K pushes enemy to the walls of the ring. If they are fighting
 in the Clemences's stage (Green Room), him/her will "rebound" just like
 in real Wrestling. Drops guard.
_ (*) His 720 Super has a special version that only comes out in his stage.
 Press K instead of P.
_ If you executed the qcf, qcf + K super against a cornered enemy, the
 "catching" part may not come out, living you free to do some juggling.


    ------------
3.14 PRESTON AJAX
    ------------

Command moves

df + SP                         L
b + SP                          M

Throw moves

b or f + MP
b or f + MK

Combination moves

MP, MP, MP                      M, M, M
WK, WK, WK                      M, M, M

Special moves

dp + P                          M
rdp + P                         C
qcb + K                         M
hcb + P                         U
       -> rdp + P              -
          -> u + PPP           -
qcf + P (*)                     M

Super moves

qcf, qcf + P                          M
qcf, qcf + K                          U
            -> hold u + tap P        -
while holding Hard Attack, hcb        U

Combos

j. SK; MP up close; dp + P
j. SK; c. MK; qcb + WK; qcf, qcf + K

_ His d + SP knocks down.
_ dp + P its not a only-counter move, but it works as well.
_ His rdp + P knocks down an enemy that hits him with a kick or a jumping
 attack. If counters a standing punch, knocks down and leaves a Mine.
_ The K button used in the qcb + K move determines position of impact. It must
 touch the opponent's feet in order to work. Juggles.
_ It looks like the follow ups of the hcb + P grab, requires some precise
 timig: rdp + P when over the head, u + PPP at the back. Thanks to Emerson
 Bostwick.
_ (*) The qcf + P is the "Mine Detonator". Triggers a Mine layed on a opponet
 to explode. The blast CAN be blocked. The moves that lays a Mine are:
   rdp + P, punch countered
   qcf, qcf + P Super fully connected
   qcf, qcf + K Super
   hcb while Hard Attack Super.
_ qcf, qcf + K is anti-air only. The follow up with P starts a struggle with
 the opponent: both player must mash the buttons and the one that performs
 better will execute a throw. Thanks to Emerson Bostwick.
_ His super while holding Hard Attack is unblockable and leaves Mine. Hold b
 to make sure it comes out.

    ---------
3.15 JOE FENDI
    ---------

Command moves

b + MP                          M
b + SP                          M

Throw moves

b or f + MP
b or f + MK

Combination moves

WP, WP                          M, M
MP, MP, MP                      M, M, M
SP, SP, SP                      M, M, M

Special moves

hcf + P                         M
dp + P                          M
hcb + P                         U
qcf + K                         Taunt

Super moves

qcb, qcb + P                    M
qcf, qcf + P                    M

Combos

j. SP; SP, SP, SP; qcf, qcf + P
j. SP; c. MP; dp + WP; qcb, qcb + P
j. SP; hcf + WP; qcf, qcf + P

_ Joe cannot kick. The kick buttons are used to perform a dash that also
 blocks medium and (most of the) low attacks. If you kick in the air
 the correspondig punch attack will be executed.
_ b + MP leaves enemy open if conects.
_ f + MP throw heals "both" players, though at the end only Joe will
 benefit.
_ The dp + P move easily misses crouching opponents.
_ hcb + P breaks defense.
_ The qcb, qcb + P Super power ups the next three punches that touches the
 opponent, sucessfull or not.

    ------------
3.16 VOLD IGNITIO
    ------------


Comand moves

b + SP                          L, M

Throw moves

b or f + MP
b or f + MK

Combination moves

None

Special moves

hcf + P                        M
     -> qcf + P               U
hold b 2 secs, f + P           U
     -> tap P or K            _
hold b 2 secs, f + K           U
     -> hold P                U
     -> hold K                U
     -> hold d                M
PPP                            C

Super moves

qcf, qcf + P                   U





   ++++++++++++++++++++++++++++++
4.  - ADVANCING THROUGH THE GAME -
   ++++++++++++++++++++++++++++++


There are 9 matches totally; 4 normals, 1 against the Knight, 1 versus a beast
and two against bosses. And a special, secret and REAL final match, very hard to
get (and more to win) against a "super" Knight.


Battle 1: FACTORY 1
-------------------
Normal stage.


Battle 2: FACTORY 2
-------------------
Normal stage.


Battle 3: UNDERGROUND
--------------------
Versus a Knight using a lance. You don´t need to win this battle to continue
with your game (it will modify your "route" through the game, though).
Oh, yes: it´s only one round. He posseses the followings attacks:

(1) High horizontal sweep,
(2) Low horizontal sweep,
(3) High to low vertical sweep,
(4) Low to high vertical sweep,
(5) He charges at you.

All of his attacks are unblockable, but can be evaded normally. Just watch the
timing, especially for (3) and (4). You will note that this guy has a really
high defense, but dont be afraid. The trick is to hit him at the right moment,
or just use a super move, so the screen will say "THROW CHANCE". Then, go
ahead and throw him for real damage. Piece of cake.


Battle 4: GARDEN or AIRPLANE
----------------------------
Normal stage.
If you was able to defeat the Knight you´ll fight at the GARDEN; if not, at the
AIRPLANE.


Battle 5: ENTRANCE HALL or AQUARIUM
-----------------------------------
Normal stage.
Condition for each of them just like battle 4.


Battle 6: BIRD CAGE, SPAWN or (only) SEA ZOO
--------------------------------------------
One round battle that you NEED to win, versus a beast. Win by Time up or Draw
it´s OK.
If you kicked the Knight´ass, choose any of the three. If not, you´ll go rigth
to SEA ZOO.

BIRD CAGE, against the Falcon

       This is easy. It has three attacks:
       (1) Fly in circles first, then charges close to the floor; block low;
       (2) Fly up into the air, then dashes at you, block normal;
       (3) Fly up in the air in a vertical circle, then dashes w/claws ready.
       unblockable.

       It uses (1) most of the time, just block or evade then counter; for
       (2) just evade and (3) is so easy to counter by jump.
       This battles often finishes in time up, because the bastard is too fast
       and goes really far away after attacking.

SPAWN, aganist the Tiger

       Ugh! A impossible battle, especially in high difficulty levels...
       (1) Low dash, block low;
       (2) High dash, block high;
       (3) Jumps over you, it´s unblockable and can catch you in the air (!);
       (4) Roll, a evade move (!!).

       Before attack, he USUALLY roars, then performs USUALLY two moves
       consecutivly, (1), (2) or (3). The real problem is that (1) an d (2)
       are very hard to distinguish (!!!), and you need to do it.
       My advice is: stay away and use fireball like moves (Capri, Sessyu,
       Allen, Janis, Jigjid), or be close to him and CAREFULLY use low and
       fast kicks.

SEA ZOO, against the Shark

       Bah, easy (hey, are we underwater!?).
       (1) A very quick charge, block normal;
       (2) Hits with tail, usually after (1), block normal;
       (3) Advance slowly with jaws open, unblockable.

       After (1) try jump at him and attack. IF CONNECTS (2) QUICKLY USES
       YOUR SUPER ELUSION, or you´ll be dizzy. (3) hurts like Hell but
       is so easy to counter, just jump in place when close.


Battle 7: BLUE ROOM, RED ROOM or GREEN ROOM
-------------------------------------------
The battles versus one of the three mid bosses.
If you defeated the Falcon, you´ll go to the BLUE ROOM and fight Joe Fendi; if
the defeated was the Tiger, then you´ll face Preston Ajax in RED ROOM; or you´ll
fight Clemence Keliber, after beating the Shark.
Mid-bosses are not that hard to beat, really; but anyway I`m gonna list some
tips about them.

BLUE ROOM, against Joe Fendi

       This insolent a****le can be someway hard. Think twice before jump at
       him, he can counter with a hook. Posseses very good supers, wacth out
       for them; also is good at combos but usually taunts you after connect
       one, so is your chance for revenge. Often uses a move that advance-
       while-covers-normal; learn to quickly recognize this special and
       attack low or, better yet, throw him.

RED ROOM, against Preston Ajax

       He normally tries to counter your jumping attacks with a counter, so
       turn this into your advantage by hitting in middle of the air, not
       close to him. So, the counter fails, leaving him open for a throw or
       whatever you like.

GREEN ROOM, against Clemence Keliber

       The Exodu`s master? Anyway. This is a classic throw-grab-hold
       character, so the basic tip is to never stay close to him, because
       his unblockables are really nasty. Attack him with jumps.


Battle 8: DRAGONS ROOM
----------------------
A fight versus Vold Ignitio, the boss of the game. He is even harder in the next
round after beating him once.
I`m gonna list and explain the more characteristic (and dangerous) moves:

       (1) jumps from wall to wall quickly, block normal;
       (2) jumps from wall to wall quickly, then jumps over you, unblockable;
       (3) ground dash kick, block low;
       (4) lot of punches while advancing, block normal;
       (5) jumps over the you then grabs you, unblockable;
       (6) stands on one feet, counter move;
       (7) shoots buncha bullets from his pelvis!, unblockable;

Now, please note that ALL of this moves are very damaging; he can kill you with
only 3-4 sucessfull moves!
In the first round, he uses (1), (3), (4), (5), and SOMETIMES (2). My advice is
to corner yourself, so he can´t confuse you on how to block the (1) special,
which is extremely quick. Wacth out for the (3); and if he uses (5), just jump
in place then counter.
The second he gets serious. Performs the same moves than before, but will only
use (2) instead of (1); the trick is to stay quiet, wait him for the jump, then
do a backdash. For the first round I say stay cornered, but now, be sure to
always be at distance of a jump from him, so you have  space to backdash, and,
when you see that`s executing a special (7) quickly jump at him and counter,
or you`ll be sorry. Oh! and NEVER attack directly with "body moves", because he
will use (6) instantly.


Battle 9: KNIGHT (BOSS)
------------------------
A VERY hard battle. Only unlocked under certain conditions...
Before the battle starts, pay attention to the the screen: you will be falling,
and the bastard will throw his lance at you! After three shots of the lance
coming towards you, you´ll see that the screen indicates the three kick
buttons, SO QUICLKY PRESS THEM!! You will perform the Super Elusion and land
safe; if you wasn´t able to press the buttons at the right moment, you will be
stabbed, lose half of your life gauge and start the match dizzy!!!
That was just the beginning. This guy has even more defense than the first,
more strength, can perform some moves twice; and to force him into "THROW
CHANCE" stance is a lot more difficult. To achieve this, the best you can do
is to hit him at his BACK (super moves prefered), right after dodge any of his
moves. Suggestion: do not evade, but be close, then jump forward.


   +++++++++++++++++++++++
5.  - THE SECRET MATCHES -
   +++++++++++++++++++++++

Now, I must admit that I DON`T NOW HOW to unlock any of this secrets :(. If
someone knows please tell me :). I can only suppose that you got to play
skillfully, gettings Perfects and terminating opponents with powerful combos
with Super Cancels.

Blair Dame
----------
If in the middle of the fight against the Knight on the third battle you hear
Blair´s laugh, you will fight her in battle 4. I was able to unlock this only
twice.


Allen Snider
------------
This is very easy and common to unlock, but still I dont know how to. If in
the fourth battle you hear his victory speech, you will fight him in battle 5.


KNIGHT (BOSS)
--------------
I unlocked this eight or nine times, but I was never able to beat him. If you
were lucky (or unlucky) enough, you'll face this guy in a special 9th battle.


-----------------------------------------------------------------------------
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Well, that´s it. My apologize if I missed something (and I know that missed
lot of things).

   ++++++++++++++++++
6.  - SPECIAL THANKS -
   ++++++++++++++++++

To Arika and Namco for this wonderful hidden jewel.

To Alan Giordano for his tip about the full input on the Allen's multi-part
super. Seven years later, I finally get it.

To Emerson Bostwick, for his contribution on moves of Hong, Clemence, and
Ajax that I don't even had a clue.

                               / The End /