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Fighting Layer
FAQ By: Goh_Billy (
[email protected])
Version #: 1.0
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Sections
--------
1. Legend
2. System
3. Characters
3.1 Blair Dame
3.2 Sessyu Tsukikage
3.3 Shang Fenghuang
3.4 Exodus
3.5 Hong Gillso
3.6 Tetsuo Kato
3.7 George Jensent
3.8 Lan Yinghua
3.9 Jigjid Bartol
3.10 Allen Snider
3.11 Capriccio
3.12 Janis Luciani
````````````````````````````````
3.13 Joe Fendi
3.14 Preston Ajax
3.15 Clemence Cleiver
3.16 Vold Ignitio
3.17 Knight
3.18 Tiger
3.19 Shark
3.20 Falcon
4. Misc. And Easter Eggs
5. Conclusion
5.1 What's Missing/Needed
5.2 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
===============================================================================
Throw f/b + MP/MK close refer to character
movelist for specific
motion and details
Throw Escape f/b + MP/MK just as you
are being thrown
Block High b
Block Low db does not block overheads
Dash Forward f, f
Side Switch P near opponent leaves opponent
vulnerable for a split
second; George can only
perform a Side Switch
with LP
Dash Backward b, b
Dodge Out f + HP
Dodge In f + HK
Hard Attack LP+LK/MP+MK/HP+HK (hold overhead (if it hits as
combination longer to an overhead it will
empower maneuver) break the opponent's
guard and put them in
a stun state)
Hard Reversal LP+LK/MP+MK/HP+HK after costs one super stock
being knocked down
Super Elusion LK+MK/MK+HK/LK+HK / can be used once per
LK+MK/MK+HK/LK+HK in match (indicated by
air gold dragon near your
character's name);
character will evade
and then charge the
entire super meter;
this can be used
anytime, including
when your opponent
has you in a combo
(thus this acts as a
combo breaker)
Basic Cancel perform a super motion
immediately after a
normal attack, command
attack, or special
move connects on your
opponent (blocked or
not)
Super Cancel perform a super motion
during or immediately
after performing
another super that
connects on the
opponent (blocked or
not)
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
Clash if two attacks meet at
the very same time at
the same strike
height, you will
"clash" and neither
character will take
damage
Projectile Kill projectiles can be
destroyed by hitting
another projectile,
however they can also
be negated if a
physical hits it at
the correct height at
the right time (as in
a clash)
Super (aka Barrage Blow) refer to character's each super costs one
movelist stock each
===============================================================================
3. Characters
===============================================================================
*******************************************************************************
* 3.1 Blair Dame *
*******************************************************************************
Colors
------
P - White costume
K - Red costume
Throws
------
Neck Throw f/b + MP close opponent ends up behind
Blair
Tsukami Hiza Kick f/b + MK close (tap opponent ends up in front
P/K rapidly and shake of Blair
the joystick for more
knees and damage)
Lightning Kick f, d, df + K
Basic Move
----------
Surging Rush LP, LP, LP, LP, LP
Command Moves
-------------
Step Side Kick f + MK
Rising Uppercut d + HP knocks opponent down
Trick Kick LP+LK/MP+MK/HP+HK (hold overhead (if it hits as
combination longer to an overhead it will
empower maneuver) break the opponent's
guard and put them in
a stun state)
Lightning Knee LP+LK/MP+MK/HP+HK after hard reversal that costs
being knock downed one super stock
Special Moves
-------------
Sliding Arrow qcf + K LK=short, MK=medium,
HK=far; must be blocked
low
Shoot Kick qcb + K
Turn Kick qcb + K
Side Spin qcb + LK
Shoot Axe Kick qcb + MK
Shoot Spike Kick qcb + HK can juggle opponent after
launch
Crescent Kick qcb + K in air
Supers
------
Huearigihuto qcf, qcf + P (tap LP,
then HP, then LP in a
continuous alternating
pattern rapidly to
increase the number of
hits)
Air Huearigihuto qcf, qcf + P in air (tap
LP, then HP, then LP in
a continuous alternating
pattern rapidly to
increase the number of
hits)
Spin Side Shoot qcf, qcf + K move must connect (not
blocked) to perform the
entire maneuver
*******************************************************************************
* 3.2 Sessyu Tsukikage *
*******************************************************************************
Colors
------
P - Blue costume w/ Red scarf
K - Dark Gray costume w/ Off White scarf
Throws
------
Arm Drag Takedown f/b + MP close opponent ends up in front
of Sessyu
Overhead Judo Throw f/b + MK close opponent ends up behind
Sessyu
Basic Moves
-----------
Swift Slashes LP, LP, LP can juggle opponent after
launch
Back Slash LP
Low Back Slash LK must be blocked low
Shin Kick LK must be blocked low
Command Moves
-------------
Back Slash b + HP
Blade Sweep d + HP knocks opponent down
Death Slash LP+LK/MP+MK/HP+HK (hold overhead (if it hits as
combination longer to an overhead it will
empower maneuver) break the opponent's
guard and put them in
a stun state)
Teleport LP+LK/MP+MK/HP+HK after hard reversal that costs
being knock downed one super stock
Special Moves
-------------
Ground Shuriken qcf + P LP=3 shurikens, MP=4
shurikens, HP=5
shurikens; three
shurikens will usually
be what's negated by
a well timed strike or
another projectile,
thus sending 5
shurikens will allow 2
to pass through; the
shurikens will negate
equally to another set
of shurikens sent by a
mirror match Sessyu
Air Shuriken qcf + P in air LP=3 shurikens, MP=4
shurikens, HP=5
shurikens; three
shurikens will usually
be what's negated by
a well timed strike or
another projectile,
thus sending 5
shurikens will allow 2
to pass through; the
shurikens will negate
equally to another set
of shurikens sent by a
mirror match Sessyu
Dive Attack LP+MP+HP
Teleport b, d, db + P LP=teleports in the air
about a sweep distance
away from the opponent,
MP=teleports in the air
about a step away from
the opponent,
HP=teleports directly
above the opponent
Chain Attack High qcb + P LP=short chain, MP=medium
chain, HP=long chain
Tsuika Kougeki qcf + P LP=short chain, MP=medium
chain, HP=long chain;
chain must connect (not
blocked) to perform the
entire maneuver; this
maneuver will pull the
opponent toward you
while they are in a
stunned state allowing
you a free hit that
will always ground the
opponent
Chain Attack Low K the P used in the initial
command will determine
how long the chain is
in this follow up (ie.
qcb + HP=a long low
chain follow up)
Chain Attack Low qcb + K LK=short chain, MK=medium
chain, HK=long chain
Low Tsuika Kougeki qcf + K LK=short chain, MK=medium
chain, HK=long chain;
must be blocked low;
chain must connect (not
blocked) to perform the
entire maneuver
Chain Attack High P the K used in the initial
command will determine
how long the chain is
in this follow up (ie.
qcb + HK=a long high
chain follow up)
Dive Attack LP+MP+HP in air
Supers
------
Eight Serpents qcf, qcf + P
Strong Wind qcb, qcb + P
Air Strong Wind qcb, qcb + P in air
*******************************************************************************
* 3.3 Shang Fenghuang *
*******************************************************************************
Colors
------
P - Green top w/ Brown pants
K - White top w/ Dark Blue pants
Throws
------
Thousand Pressure Points f/b + MP close opponent ends up in front
of Shang
Rollover Stab Kick f/b + MK close opponent ends up behind
Shang
Basic Moves
-----------
Slashing Nail tap LP rapidly
Blow Back Charge MP, MP, MP, MP
Stabbing Nail HP 2 hits; knocks opponent
down
Command Moves
-------------
Side Attacking f + MP
Crushing Lows d + LK, LK, LK first two parts must be
blocked low
Side Wing f + MK
Reverse Side Nail LP+LK/MP+MK/HP+HK (hold overhead (if it hits as
combination longer to an overhead it will
empower maneuver) break the opponent's
guard and put them in
a stun state)
Bottom Sleeping LP+LK/MP+MK/HP+HK after hard reversal that costs
being knock downed one super stock; must
be blocked low
Warm-up f + Start taunt
Fancy Footwork hcb + P taunt
Special Moves
-------------
Super Blow b, b + P (use b/f to LP=descent is straight
adjust descent) down, MP=descent is
diagonal forward,
HP=descent is a very
large distance
diagonally forward
Air Attack P/K P or K used will
correspond to your
regular air normals;
overhead
Knee Medulla f/b/d + HK when close to unblockable
opponent's head
Stopping Shell LP+MP+HP
Warm-up continue holding LP+MP+HP taunt
from previous motion
Blow Kick b, b + K LK=low jump kick,
MK=medium jump kick,
HK=high jump kick
Blow Kick-Bottom Sleeping b, b + LK/MK (maneuver
does not touch opponent
or is blocked)
Spiral Shellfish K LK=short, MK=medium,
HK=far
Super Blow u + P (use b/f to adjust LP=descent is straight
descent) down, MP=descent is
diagonal forward,
HP=descent is a very
large distance
diagonally forward
Air Attack P/K P or K used will
correspond to your
regular air normals;
overhead
Knee Medulla f/b/d + HK when close to unblockable
opponent's head
Cancel P
Bottom Sleeping qcb + K must be blocked low
Spiral Shellfish K LK=short, MK=medium,
HK=far
Super Blow u + P (use b/f to adjust LP=descent is straight
descent) down, MP=descent is
diagonal forward,
HP=descent is a very
large distance
diagonally forward
Air Attack P/K P or K used will
correspond to your
regular air normals;
overhead
Knee Medulla f/b/d + HK when close to unblockable
opponent's head
Cancel P
Supers
------
Fang Nail Mountain qcf, qcf + P move must connect (not
blocked) to allow for
the follow ups to be
possible; follow ups
can be performed any
time after Fang Nail
Mountain connects,
and they do not need
to be performed in
succession (ie. you
can land Fang Nail
Mountain, connect
other special moves,
use Reverse Nail,
land some normal
attacks, then use
Throat Slash, etc.)
Reverse Nail qcf + P
Throat Slash qcf + P
Finishing Nail qcf + P
Attacking Wing qcf, qcf + K move must connect (not
blocked) to perform the
entire maneuver
Air Attacking Wing qcf, qcf + K in air move must connect (not
blocked) to perform the
entire maneuver
*******************************************************************************
* 3.4 Exodus *
*******************************************************************************
Colors
------
P - Gold costume w/ White trim and Dark Gray boots
K - Gray costume w/ Pink trim and Green boots
Throws
------
Brainbuster f/b + MP close opponent ends up behind
Exodus
Snapmare Torture f/b + MK close opponent ends up behind
Exodus
Falling Powerslam any direction except opponent ends up behind
u + MP close to Exodus
opponent in air
Basic Moves
-----------
Triple Chop LP, LP, LP
Shin Kick LK must be blocked low
Dirty Kick MK knocks opponent down
Enzuigiri HK knocks opponent down
Command Moves
-------------
Forearm Scramble f + LP, LP, LP
Rolling Elbow b + HP
Upward Stab d + HP knocks opponent down
Knee Drop d + HP in air overhead
EX Sand LP+LK/MP+MK (hold overhead (if it hits as
combination longer to an overhead it will
empower maneuver) break the opponent's
guard and put them in
a stun state)
EX Chair Shot HP+HK (hold combination chair that sets up can
longer to empower strike the opponent;
maneuver leaping chair shot is
an overhead (if it hits
as an overhead it will
break the opponent's
guard and put them in
a stun state)
EX Snake LP+LK/MP+MK/HP+HK after hard reversal that costs
being knock downed one super stock;
induces clash
Exodus Smile f + Start taunt
Special Moves
-------------
EX Lariat f, d, df + P LP=short, MP=medium,
HP=far
EX Bomb 360 + P close LP=2nd most damaging
version, MP=most
damaging version,
HP=weakest version that
also has a fire spit
at the end of the
maneuver; unblockable
EX Snake LP+MP+HP induces clash
EX Breath qcf + K LK=short fire burst,
MK=medium fire burst,
HK=long lasting fire
burst; if opponent is
hit with this they will
be set on fire and be
in a stun state before
falling down; you can
strike the opponent
while they are on fire,
however you will take
damage if you are too
close to the opponent's
flames
EX Scratch b, d, db + K LK=downward chair throw,
MK=medium distance and
diagonal chair throw,
HK=long distance and
diagonal chair throw;
chair that sets up can
strike the opponent
Supers
------
EX Triple Lariat qcf, qcf + P move must connect (not
blocked) to perform the
entire maneuver
EX Press 720 + P connects close;
unblockable
*******************************************************************************
* 3.5 Hong Gillso *
*******************************************************************************
Colors
------
P - Blue top and White pants w/ Red bandana
K - Yellow top and Dark Gray pants w/ Green bandana
Throws
------
Kicks To Arm Bar f/b + MP close opponent ends up in front
of Hong
Reverse Trap Kick f/b + MK close opponent ends up in front
of Hong
Basic Move
----------
Double Fang HK in air 2 hits; both hits are
overheads
Command Moves
-------------
Tail Attack b + MK will initiate Hong's kick
chain
Seal Fang f + MK will initiate Hong's kick
chain
Prop Kick d + HK NOT a low but still
knocks opponent down
Alligator Rotation LP+LK/MP+MK/HP+HK (hold overhead (if it hits as
combination longer to an overhead it will
empower maneuver) break the opponent's
guard and put them in
a stun state)
Instant Mouth LP+LK/MP+MK/HP+HK after hard reversal that costs
being knock downed one super stock
Change Posture LP+MP+HP
Kick Chain
----------
Tail Attack (b+MK)--
Seal Fang (f+MK) |
v
Thigh Kick (LK) ----> Shin Kick (LK)--> Front Kick (LK)---> Blind Kick (LK)*
Side Kick (MK) ^ | Stomach Kick(MK) | Head Kick (MK) | Double Snap(MK)*
High Kick (HK) | | Head Kick (HK) | Prop Kick (HK) | Step Kick (HK)C*
| | Axe Kick (f+HK)O*| Axe Kick (f+HK)O*| Axe Kick (f+HK)O*
| | Change Posture | Change Posture | Change Posture
| | (LP+MP+HP)* | (LP+MP+HP)* | (LP+MP+HP)*
| | | |
| | ----------- |
| | | |
| | V |
| -->Step Delay (LP) <--------------------
^ Turn Delay (MP)
| Back Delay (HP)
| |
<-------------
* = ends chain
O = overhead
C = move must connect (not blocked) to perform entire maneuver
Special Moves
-------------
Reverse Move b, d, db + P counter attack for mid
normals, command
attacks, special moves,
and supers (not
projectiles); LP=short
time in counter stance
with Shin Kick for
successful counter,
MP=medium time in
counter stance with
Stomach Kick for
successful counter,
HP=long time in counter
stance with Head Kick
for successful counter;
a successful counter
leads into Hong's kick
chain
Side Pair qcf + K LK=1 hit, MK=2 hits, HK=3
hits
Instant Mouth f, d, df + K LK=short, MK=medium,
HK=far
Knockdown Kick hcb + K LK=short, MK=medium,
HK=far
Back Rotation b, d, db + K LK=short, MK=medium,
HK=far; crossup attack
Supers
------
Instant Dragon qcf, qcf + K move must connect (not
blocked) to perform the
entire maneuver
Mouth Empty qcb, qcb + K can juggle opponent after
launch
*******************************************************************************
* 3.6 Tetsuo Kato *
*******************************************************************************
Colors
------
P - White costume w/ Blue trim
K - Red costume w/ Orange trim
Throws
------
Shoulder Throw Drop f/b + MP close opponent ends up behind
Tetsuo
Crushing Knee f/b + MK close opponent ends up in front
of Tetsuo
Basic Moves
-----------
Punch To Kick Combo LP, LP, LP, LP, LP
Shin Kick LK must be blocked low
Command Moves
-------------
Reverse Side Fist b + HP
Rising Uppercut d + HP knocks opponent down
Double Kick f + MK 2 hits
Back Kick b + HK
Horse Leg LP+LK/MP+MK/HP+HK (hold overhead (if it hits as
combination longer to an overhead it will
empower maneuver) break the opponent's
guard and put them in
a stun state)
Tsuri Kane Wari LP+LK/MP+MK/HP+HK after hard reversal that costs
being knock downed one super stock
(tap P for more strikes)
Special Moves
-------------
Mukuro Wari qcf + P travels a short distance
with small damage
Strong Mukuro Wari qcf + LP+MP/MP+HP/LP+HP travels a medium distance
with medium damage
Shin Mukuro Wari qcf + LP+MP+HP travels a far distance
with large damage
Tsuri Kane Wari f, d, df + P (tap P for LP=tapping P can get up
more strikes) to 5 hits, MP=tapping P
can get up to 8 hits,
HP=tapping P can get up
to 10 hits
Takigi Kudaki qcb + P LP=short, MP=medium,
HP=far
Combo Skill LP, MP, HP, LK, MK
Supers
------
Kan Matsuri qcf, qcf + P
Kou Gyouji qcb, qcb + P (hold P to grab must connect to
empower the punch) perform the entire
maneuver; the grab is
unblockable
*******************************************************************************
* 3.7 George Jensent *
*******************************************************************************
Colors
------
P - Orange top and Red pants w/ White trim
K - Red top and Dark Gray pants w/ Red trim
Throws
------
Shoulder Slam f/b + MP close opponent ends up behind
George
Capture Roll Arm Break f/b + MK close opponent ends up behind
George
Basic Moves
-----------
Double Punch LP, LP
Side Punch LP
Dropping Heel f + LP overhead
Shin Stomp LK must be blocked low
High Roundhouse HK knocks opponent down
Command Moves
-------------
Side Punch f + MP
Roll Fist b + MP
Smash Kick f + MK
Air Fang LP+LK/MP+MK/HP+HK (hold overhead (if it hits as
combination longer to an overhead it will
empower maneuver) break the opponent's
guard and put them in
a stun state)
Eagle Crow LP+LK/MP+MK/HP+HK after hard reversal that costs
being knock downed one super stock
Sankaku Tobi uf when in air near a triangle jump
the corner of the
stage
Special Moves
-------------
Dash Forward f, f
Roll Hook MP
Bajirisuku HP
Burotsukeido LP+MP/MP+HP/LP+HP grab must connect to
perform the entire
maneuver; the grab is
unblockable
Eagle Crow K LK=short, MK=medium,
HK=far
Dash Backward b, b
Roll Hook MP
Bajirisuku HP
Burotsukeido LP+MP/MP+HP/LP+HP grab must connect to
perform the entire
maneuver; the grab is
unblockable
Eagle Crow K LK=short, MK=medium,
HK=far
Kirusobatsuto qcf + K LK=short, MK=medium,
HK=far
Eagle Crow qcb + K LK=short, MK=medium,
HK=far
Supers
------
Jaguar Rush qcf, qcf + P using HP ends super in a
kick attack which also
acts as an overhead
Phalanx qcf, qcf + K move must connect (not
blocked) to perform the
entire maneuver
Air Phalanx qcf, qcf + K in air move must connect (not
blocked) to perform the
entire maneuver
*******************************************************************************
* 3.8 Lan Yinghua *
*******************************************************************************
Colors
------
P - Salmon costume w/ Red shoes and trim
K - Yellow costume w/ Blue shoes and trim
Throws
------
Redirect f/b + MP close opponent ends up behind
Lan
Headlock Kicks f/b + MK close opponent ends up in front
of Lan
Basic Moves
-----------z
Punches To Palm Push LP, LP, LP, LP, LP
Double Stab Kick LK
Kick To High Snap HK 2 hits
Command Moves
-------------
Break f + MP
Stomp Kick d + MK in air
Delayed Mid Kick b + HK induces clash
Back Hammer LP+LK/MP+MK/HP+HK (hold overhead (if it hits as
combination longer to an overhead it will
empower maneuver) break the opponent's
guard and put them in
a stun state)
Bloom Scattering LP+LK/MP+MK/HP+HK after hard reversal that costs
being knock downed one super stock
High Dodge d + LP+MP+HP dodges high attacks
Low Dodge b + LP+MP+HP dodges low attacks
Special Moves
-------------
Straight Palm qcf + P LP=short, MP=medium,
HP=far
Lotus Palm f + P LP=short, MP=medium,
HP=far
Lotus Slide f + K LK=short, MK=medium,
HK=far; must be blocked
low
Flashing Pupil b, d, db + P counter attack for
mid/high normals,
command attacks,
special moves, and
supers (not
projectiles); LP=short
time in counter stance
with small dash
forward, MP=medium time
in counter stance with
medium dash forward,
HP=long time in counter
stance with far dash
forward; a successful
counter to an airborne
attack will result in a
kick while a successful
counter to a ground
attack will result in a
back fall throw
maneuver
Bloom Scattering f, d, df + K LK=short, MK=medium,
HK=far
Bath Heel qcb + K LK=short, MK=medium,
HK=far; overhead
Flashing Pupil b, d, db + P counter attack for
mid/high normals,
command attacks,
special moves, and
supers (not
projectiles); LP=short
time in counter stance,
MP=medium time in
counter stance, HP=long
time in counter stance;
a successful counter to
an airborne attack will
result in a kick while
a successful counter to
a ground attack will
result in a back fall
throw maneuver
Bloom Scattering f, d, df + K LK=short, MK=medium,
HK=far
Bath Heel qcb + K LK=short, MK=medium,
HK=far; overhead
Supers
------
Indigo Dance qcf, qcf + P
Scattering Lotus qcb, qcb + P/K using K will have Lan
sidestep a little
before performing the
super; will perform 3
dashing Back Hammers
by default if no
follow up control is
used; dashing Back
Hammers can dash past
a blocking opponent;
controlled follow ups
affect second and third
attacks in super
Back Hammer neutral/f/df/d
Back Hammer neutral/f/df/d
Leaping Uppercut uf
Skyward Uppercut u
Leap Escape ub
Reverse Back Hammer b/db
Leaping Uppercut uf
Diagonal Dive Kick neutral/u/uf/f/df
Diagonal Dive Escape ub/b/db
Downward Dive Kick d
Skyward Uppercut u
Diagonal Dive Kick neutral/u/uf/f/df
Diagonal Dive Escape ub/b/db
Downward Dive Kick d
Leap Escape ub
Diagonal Dive Kick neutral/u/uf/f/df
Diagonal Dive Escape ub/b/db
Downward Dive Kick d
Reverse Back Hammer b/db
Back Hammer neutral/f/df/d
Leaping Uppercut uf
Skyward Uppercut u
Leap Escape ub
Reverse Back Hammer b/db
Air Scattering Lotus qcb, qcb + P/K in air P/HK=dive kick diagonally
forward, LK=dive kick
diagonally backward,
MK=dive kick straight
down; will perform 2
dashing Back Hammers
by default if no
follow up control is
used; dashing Back
Hammers can dash past
a blocking opponent;</pre><pre id="faqspan-2">
controlled follow ups
affect second and third
attacks in super
Back Hammer neutral/f/df/d
Back Hammer neutral/f/df/d
Leaping Uppercut uf
Skyward Uppercut u
Leap Escape ub
Reverse Back Hammer b/db
Leaping Uppercut uf
Diagonal Dive Kick neutral/u/uf/f/df
Diagonal Dive Escape ub/b/db
Downward Dive Kick d
Skyward Uppercut u
Diagonal Dive Kick neutral/u/uf/f/df
Diagonal Dive Escape ub/b/db
Downward Dive Kick d
Leap Escape ub
Diagonal Dive Kick neutral/u/uf/f/df
Diagonal Dive Escape ub/b/db
Downward Dive Kick d
Reverse Back Hammer b/db
Back Hammer neutral/f/df/d
Leaping Uppercut uf
Skyward Uppercut u
Leap Escape ub
Reverse Back Hammer b/db
*******************************************************************************
* 3.9 Jigjid Bartol *
*******************************************************************************
Colors
------
P - Dark Gray top and Off White pants w/ Green trim
K - Red top and Brown pants w/ Purple trim
Throws
------
Hammering Headbutt f/b + MP close opponent ends up in front
of Jigjid
Release Suplex f/b + MK close opponent ends up behind
Jigjid
Basic Moves
-----------
Punches To Stomp LP, LP, LP, LP
Shin Kick LK must be blocked low
Driving High Boot HK knocks opponent down
Command Moves
-------------
Sweeping Foot d + LK knocks opponent down;
must be blocked low
Low Crushing Foot d + MK knocks opponent down;
must be blocked low
Low Dropkick d + HK must be blocked low
Charging Headbutt LP+LK/MP+MK/HP+HK (hold overhead (if it hits as
combination longer to an overhead it will
empower maneuver) break the opponent's
guard and put them in
a stun state)
Diving Headbutt LP+LK/MP+MK/HP+HK after hard reversal that costs
being knock downed one super stock
Special Moves
-------------
Diving Headbutt qcf + P LP=short, MP=medium,
HP=far
Cross Soul qcb + P counter attack for
mid/high normals,
command attacks,
special moves, and
supers (not
projectiles); LP=short
time in counter stance,
MP=medium time in
counter stance, HP=long
time in counter stance
Gaia Soul qcf + K LK=short distance of rock
formation, MK=medium
distance of rock
formation, HK=far
distance of rock
formation; if move
connects (not blocked)
the opponent will be
stunned for a short
period of time and can
struck with another
attack
Cross Steel qcb + K counter attack for low
normals, command
attacks, special moves,
and supers (not
projectiles); LK=short
time in counter stance,
MK=medium time in
counter stance, HK=long
time in counter stance
Supers
------
Terra Drive qcf, qcf + P can juggle opponent after
launch
Super Diving Headbutt qcb, qcb + P (hold P to
delay and empower)
Day Break qcf, qcf + K can juggle opponent after
launch
*******************************************************************************
* 3.10 Allen Snider *
*******************************************************************************
Colors
------
P - Purple costume w/ Dark Gray trim
K - Green costume w/ Bronze trim
Throw
-----
Nagete Kiwameru Waza f/b + MP close opponent ends up in front
of Allen
Basic Move
----------
Shin Kick LK must be blocked low
Command Moves
-------------
Uryaa Kick f + MK
Jumping Knuckle LP+LK/MP+MK/HP+HK (hold overhead (if it hits as
combination longer to an overhead it will
empower maneuver) break the opponent's
guard and put them in
a stun state)
Rising Dragon LP+LK/MP+MK/HP+HK after hard reversal that costs
being knock downed one super stock
Special Moves
-------------
Soul Force qcf + P LP=slow, MP=medium,
HP=fast
Rising Dragon f, d, df + P LP=short, MP=medium,
HP=far
Justice Fist b, d, db + P LP=short, MP=medium,
HP=far
Vaulting Kick hcb + K close unblockable
Supers
------
Fire Force qcf, qcf + P
Triple Break qcf, qcf + K can juggle opponent after
launch
Ratsushinguasaruto qcb, qcb + LK+MK/MK+HK/
LK+HK
Tsuika Kougeki qcf + P, b, d, db + P, qcf + P portion must
f + P connect (not blocked)
to allow the next
follow ups to be
possible; the two
follow ups after the
qcf + P maneuver will
require a super stock
each, thus draining the
remaining super bar
Finishing Popup Kick qcf, b + K
Ratsushingureido qcb, qcb + LP+MP/MP+HP/ requires 3 super stocks
LP+HP
*******************************************************************************
* 3.11 Capriccio *
*******************************************************************************
Colors
------
P - Black costume w/ Yellow trim and Fallow skin
K - Blue costume w/ Red trim and Raw Umber skin
Throw
-----
Head Toss f/b + MP/MK close opponent ends up behind
Capriccio
Basic Moves
-----------
Stinging Palm LP 3 hits
Rain Dance HP 3 hits
Shin Tap LK must be blocked low
Back Stroke LK in air has two separate kicks
Strong Back Stroke MK in air has two separate kicks
Wheel Kick HK 2 hits
Command Moves
-------------
Rhino Head d + MP 2 hits
Low Headbutt d + HP must be blocked low
Spin Sweep d + HK must be blocked low
Spin Sweep d + HK must be blocked low
Mohebe LP+LK/MP+MK/HP+HK (hold overhead (if it hits as
combination longer to an overhead it will
empower maneuver) break the opponent's
guard and put them in
a stun state)
Terotero LP+LK/MP+MK/HP+HK after hard reversal that costs
being knock downed one super stock
Bug Hop P
Special Moves
-------------
Terotero qcf + P LP=short, MP=medium
HP=far
Bug Hop P distance is determined
by button used in
initial command with
LP=short, MP=medium
HP=far
Upunka f, d, df + P LP=short grab attempt,
MP=medium grab attempt,
HP=long grab attempt;
grab must connect to
perform the entire
maneuver; grab is
unblockable
Oro qcb + P/K LP/LK=small mushroom that
can hit 2 times,
MP/MK=medium mushroom
that can hit 4 times,
HP/HK=large mushroom
that can hit 6 times;
the mushroom created
with K deals less
damage than the P
created mushroom; only
one mushroom can be on
the screen at a time;
the mushroom can only
last on screen for 10
seconds if it remains
idle not striking the
opponent
Tsumo b, d, db + P will grow the mushroom
size; can use twice to
grow a LP/LK created
mushroom, can be used
once to grow a MP/MK
created mushroom, and
will not work on a
HP/HK created mushroom
Ron-Right f, d, df + K mushroom gravitates
toward opponent
Ron-Left b, d, db + K mushroom gravitates
toward Capriccio
Oronmo d, d + P over mushroom Capriccio picks up the
mushroom
Orooro qcb + P/K Capriccio plants mushroom
back into the ground
Oroigu b, d, db + P Capriccio eats the
mushroom; eating the P
created mushroom
increases your super
meter slightly while
eating the K created
mushroom regains some
of Capriccio's health
Orugena P/K LP=short toss, MP=medium
toss, HP=far toss,
LK=slow ground slide,
MK=medium ground slide,
HK=fast ground slide
Air Orugena P/K in air LP/LK=short toss,
MP/MK=medium toss,
HP/HK=far toss
Supers
------
Gaburitsuchiyo qcf, qcf + P/K in air P/HK=diagonal forward
dive, LK=backward
diagonal dive,
MK=straight down dive
Baburitsuchiyo qcf, qcf + K (use b/f
to direct super)
*******************************************************************************
* 3.12 Janis Luciani *
*******************************************************************************
Colors
------
P - Black costume w/ Red gloves and shoes
K - Red costume w/ Blue gloves and shoes
`````````````````````````````````````
While Unarmed
`````````````````````````````````````
Throw
-----
Fire Bomb f/b + MP close opponent ends up in front
of Janis; opponent will
be set on fire and be
in a stun state before
falling down; you can
strike the opponent
while they are on fire,
however you will take
damage if you are too
close to the opponent's
flames
Basic Moves
-----------
Deadly Assassin LP, LP, LP, LP
Shin Kick LK must be blocked low
Command Moves
-------------
Turn Cutting f + MP
Neck Cutting f + MK
Mid Cutting LP+LK/MP+MK/HP+HK (hold overhead (if it hits as
combination longer to an overhead it will
empower maneuver) break the opponent's
guard and put them in
a stun state)
Hell Dive LP+LK/MP+MK/HP+HK after hard reversal that costs
being knock downed one super stock
Special Moves
-------------
Darts Cutting qcf + P LP=straight toss,
MP=diagonal upward
toss, HP=high angle
diagonal upward toss
Butterfly qcf + P in air LP=steepest angled toss,
MP=medium angled toss,
HP=furthest angled toss
Hell Dive f, f + P
Fire Combination LP, LP, f + HP dash in must connect to
perform the entire
maneuver; dash in is
unblockable; Janis will
do a 7 hit combo by
default unless you use
tapping button presses
to change follow up
Fire Frenzy tap P/K rapidly buttons used correspond
to your opponent's
normals
Supers
------
Knife Combination qcf, qcf + P
Missile Shot qcb, qcb + P (use u/d to
control the missile
path)
Change To Knife Mode qcf, qcf + K start up can strike
opponent; refer to
armed movelist
`````````````````````````````````````
While Armed
`````````````````````````````````````
-can't jump -can't crouch
-can't use Side Switch -can't use Dodge In
-can't use Dodge Out -can't use Super Elusion
-P normals will do block damage
Throw
-----
Blind Shooting f/b + MP close opponent ends up behind
Janis
Basic Moves
-----------
Walk Out u/ub/uf
Walk In d/db/df
Turn Uppercut HP can juggle opponent after
launch (try using LK
afterward)
Pop Up Kick MK can juggle opponent after
launch
Slide Kick HK must be blocked low
Command Moves
-------------
Mid Cutting LP+LK/MP+MK/HP+HK (hold overhead (if it hits as
combination longer to an overhead it will
empower maneuver) break the opponent's
guard and put them in
a stun state)
Hell Dive LP+LK/MP+MK/HP+HK after hard reversal that costs
being knock downed one super stock
Special Moves
-------------
Valkiria qcf + P LP=short, MP=medium,
HP=far
Duck Shot qcb + P LP=diagonal down shot
that ricochets
diagonally upward and
then downward, MP=a
straight shot where
one bullet ricochets
back toward Janis
while the other one
ricochets from the
ceiling, HP=an upward
diagonal shot that
ricochets diagonally
downward
Rapid Fire tap P will cause Janis to shoot
again; can delay shots
between presses; will
only shoot an
additional 4 shots with
the last shot
automatically cancelling
out of the maneuver;
all additional shots
will remain the same
kind of shot that the
initial shot was
Cancel qcb + P/K
Duck Shot Fake qcb + K LK=fake shot downward,
MK=fake shot straight,
HK=fake shot upward
Fake Shot Downward LK/LP can continue to cancel
into this or any of the
other fake shots
indefinitely
Fake Shot Straight MK/MP can continue to cancel
into this or any of the
other fake shots
indefinitely
Fake Shot Upward HK/HP can continue to cancel
into this or any of the
other fake shots
indefinitely
Hell Turn any direction + LP+MP+HP / direction used determines
LP+MP+HP which way Janis jumps;
the neutral version
automatically jumps
forward
Butterfly P LP=steepest angled throw,
MP=medium angled throw,
HP=furthest angled
throw; a successful
strike (not blocked)
will stun the opponent
Valkiria qcf + P LP=short, MP=medium,
HP=far
Runner Away any direction twice (hold the direction used
direction to run) determines where Janis
dashes; can rotate the
joystick while running
to the change direction
of the run
Hell Dive P
Hell Slide K must be blocked low
Duck Shot qcb + P LP=diagonal down shot
that ricochets
diagonally upward and
then downward, MP=a
straight shot where
one bullet ricochets
back toward Janis
while the other one
ricochets from the
ceiling, HP=an upward
diagonal shot that
ricochets diagonally
downward
Rapid Fire tap P will cause Janis to shoot
again; can delay shots
between presses; will
only shoot an
additional 4 shots with
the last shot
automatically cancelling
out of the maneuver;
all additional shots
will remain the same
kind of shot that the
initial shot was
Cancel qcb + P/K
Hell Turn any direction + LP+MP+HP / direction used determines
LP+MP+HP which way Janis jumps;
the neutral version
automatically jumps
forward
Butterfly P LP=steepest angled throw,
MP=medium angled throw,
HP=furthest angled
throw; a successful
strike (not blocked)
will stun the opponent
Runner Away any direction twice (hold the direction used
direction to run) determines where Janis
dashes; can rotate the
joystick while running
to the change direction
of the run
Hell Dive P
Hell Slide K must be blocked low
Knife Mode Cancel qcf + K the knife throw down can
strike the opponent;
refer to unarmed
movelist
Knife Mode Cancel 2 perform a set number after so many special
of special moves moves, Janis will
automatically exit
Knife Mode; the numbers
per moves are quite
different but an idea
of what causes this
would be 12 Valkiria
moves, 3 Duck Shot
moves, etc.; the knife
throw down can strike
the opponent; refer to
unarmed movelist
Supers
------
Knife Combination qcf, qcf + P refer to unarmed movelist
Missile Shot qcb, qcb + P (use u/d to refer to unarmed movelist
control the missile
path)
*******************************************************************************
* 3.13 Joe Fendi *
*******************************************************************************
Colors
------
P - Purple and Salmon shorts w/ Blonde hair
K - Off White and Green shorts w/ Green hair
Throws
------
Clinch Punch f/b + MP close opponent ends up in front
of Joe; throw regains
some of Joe's lifebar
(while the opponent
heals slightly as well,
the finishing punch
will take away said
recovered life)
Stamp Punch f/b + MK close opponent ends up in front
of Joe
Basic Move
----------
One Two LP, LP
Punch To Dirty Headbutt MP, MP, MP
Power Punches HP, HP, HP
Guard Advance K an advancing guard that
will block most mid
attacks
Command Moves
-------------
Stomach Crash b + MP will stun opponent if
move connects (not
blocked); overhead
Toe Punch d + MP must be blocked low
Face Crash b + HP
Guard Advance d + K an advancing guard that
will block most mid
attacks
Victory Celebration qcf + K taunt
Bob And Weave qcb + K taunt
Straight Punch LP+LK/MP+MK/HP+HK (hold overhead (if it hits as
combination longer to an overhead it will
empower maneuver) break the opponent's
guard and put them in
a stun state)
Jaw Push LP+LK/MP+MK/HP+HK after hard reversal that costs
being knock downed one super stock
Special Moves
-------------
Punch Combo hcf + P LP=3 hits, MP=5 hits,
HP=7 hits
Upper f, d, df + P LP=short, MP=medium,
HP=far
Jaw Push hcb + P push must connect to
perform the entire
maneuver; the push is
unblockable; the push
stuns the opponent for
a short period of time
allowing a combo
Supers
------
Skull Break qcf, qcf + P
Super Gloves qcb, qcb + P start up can strike
opponent; the next
three punches that
touch the opponent
(blocked or not) will
be increased in damage
*******************************************************************************
* 3.14 Preston Ajax *
*******************************************************************************
Colors
------
P - Brown cameo pants
K - Green cameo pants
Throws
------
Death Wire f/b + MP close opponent ends up behind
Ajax
Cradle DDT f/b + MK close opponent ends up behind
Ajax
Basic Moves
-----------
Hook And Swat MP, MP, MP
Shin Kick LK must be blocked low
Rising Kicks LK, LK
Command Moves
-------------
Sneaky Slide df + HP must be blocked low
Wipe Hand b + HP
Rising Uppercut d + HP knocks opponent down
Slide Kick d + HK must be blocked low
Charge Punch LP+LK/MP+MK/HP+HK (hold overhead (if it hits as
combination longer to an overhead it will
empower maneuver) break the opponent's
guard and put them in
a stun state)
Sneaky Slide LP+LK/MP+MK/HP+HK after hard reversal that costs
being knock downed one super stock; must
be blocked low
Special Moves
-------------
Deadline f, d, df + P LP=line stays out a short
time, MP=line stays out
a medium amount of
time, HP=line stays out
the longest amount of
time; can hit on its
own but also induces
clash
Eldorado hcb + P close unblockable
Part 2 b, d, db + P when over
opponent's head
Finish u + LP+MP+HP when at
opponent's back
Scapegoat b, d, db + P counter attack for
mid/high normals,
command attacks,
special moves, and
supers (not
projectiles); LP=short
time in counter stance,
MP=medium time in
counter stance, HP=long
time in counter stance;
will counter with a
knockdown and mine
attachment to an
opponent's standing P
attack (allowing follow
up); will counter with
a kick for any other
opponent attack (thus
not allowing a follow
up)
Remote Control Blast qcf + P only works if initial
counter was to an
opponent's standing P
attack
Front Trap qcb + K LK=short trap wire,
MK=medium trap wire,
HK=long trap wire; wire
must connect (not
blocked) to perform the
entire maneuver; wire
will launch opponent
toward Ajax allowing
for a juggle
Supers
------
Stray Sweep qcf, qcf + P super must connect (not
blocked) to allow for
follow up
Remote Control Blast qcf + P
Gospel qcf, qcf + K anti air catch super;
must catch opponent in
air to perform the
entire maneuver and
allow for the follow
ups
Backbreaker u + P will begin a mash
struggle between you
and the opponent
(tap buttons rapidly
faster than your
opponent to win);
whoever wins the
mash struggle will
perform a throw
Remote Control Blast qcf + P
Air Gospel qcf, qcf + K close to
opponent in air
Backbreaker u + P will begin a mash
struggle between you
and the opponent
(tap buttons rapidly
faster than your
opponent to win);
whoever wins the
mash struggle will
perform a throw
Remote Control Blast qcf + P
Bomb Punch hold LP+LK/MP+MK/HP+HK, punch must touch opponent
hcb to perform the entire
maneuver and allow for
follow up; punch is
unblockable
Remote Control Blast qcf + P
*******************************************************************************
* 3.15 Clemence Cleiver *
*******************************************************************************
Colors
------
P - Blue costume
K - Green costume
Throws
------
Belly To Back Suplex f/b + MP close opponent ends up in front
of Clemence
Vertical Suplex f/b + MK close opponent ends up behind
Clemence
Low Grab d + HP/HK close to HP=opponent ends up
opponent who is on behind Clemence,
the floor HK=opponent ends up in
front of Clemence; no
damage, it sets
opponent up off the
floor
Basic Moves
-----------
Chops LP, LP, LP
Shin Kick LK must be blocked low
Big Boot HK knocks opponent down
Command Moves
-------------
Upward Stab d + HP knocks opponent down
Cross Kick f + MK
High Kick b + HK
Back Kick d + HK in air crossup attack
Jump High Kick LP+LK/MP+MK/HP+HK (hold overhead (if it hits as
combination longer to an overhead it will
empower maneuver) break the opponent's
guard and put them in
a stun state)
Waist Attack LP+LK/MP+MK/HP+HK after hard reversal that costs
being knock downed one super stock;
induces clash
Special Moves
-------------
Lariat f, d, df + P LP=short and does not
knock down, MP=medium
and knocks down
opponent, HP=far and
knocks down opponent
Headbutts b, d, db + P headbutt must connect
(not blocked) to
perform the entire
maneuver
Spinning Grab 360 + P close unblockable
Waist Attack LP+MP+HP induces clash
Body Splash qcf + K LK=medium, MK=far,
HK=very far
Rope Launch hcb + K close unblockable; will throw
opponent toward the
wall; no damage; if
performed on the
roped arena the
opponent will bounce
off the ropes and
run back toward
Clemence for a free hit
Supers
------
Super Spinning Grab 720 + P connects close;
unblockable
Backbreaker qcf, qcf + K shoulder thrust must
connect (not blocked)
to perform the entire
maneuver
Turnbuckle Suplex 720 + K when fighting on connects close;
the roped arena stage unblockable
*******************************************************************************
* 3.16 Vold Ignitio *
*******************************************************************************
Colors
------
P - Black costume w/ White trim
K - White costume w/ Red trim
-can't use Side Switch -can't Hard Attack
-1 Player mode only
Throws
------
Press Toss f/b + MP close opponent ends up behind
Vold
Mauling f/b + MK close opponent ends up in front
of Vold
Basic Moves
-----------
Power Uppercut HP 2 hits; knocks opponent
down
Shin Kick LK must be blocked low
Swift Axe HK can juggle opponent after
launch
Command Moves
-------------
Stepping Backfist b + HP two parts with the first
part needing to be
blocked low; 2 hits
Double Foot Slide d + HK must be blocked low
Wild Dive LP+LK/MP+MK/HP+HK after hard reversal that costs
being knock downed one super stock;
unblockable
Wall Climb hold P will climb wall and then
immediately go into
unblockable head dive
or go into the head
dive after you release
P
Early Leap hold K will leap off next wall
and immediately go into
unblockable head dive
Descending Maniac hold d will cause Vold to
descend with a fast
air dashing headbutt;
unblockable
Special Moves
-------------
Shift Right qcf + P
Shift Left Backward qcb + P
Shift Left qcf + K
Shift Right Backward qcb + K
Claw Fury hcf + P LP=medium with 2 hits,</pre><pre id="faqspan-3">
MP=far with 4 hits,
HP=very far with 6 hits
Feast qcf + P Claw Fury must touch
opponent for this
follow up to be
possible; unblockable
Chew Toy Charge b for 1 second, LP=short leap, MP=medium
f + P (use joypad to leap, HP=far leap;
control direction of splash must touch
maneuver after it opponent to perform the
connects) entire maneuver; splash
is unblockable
Friction tap P or K rapidly
Switch Places LP+MP+HP counter attack for
low/mid/high normals,
command attacks,
special moves, and
supers (not
projectiles); Vold
will switch places
with opponent, meaning
if the opponent hit
his counter stance with
a special move or super
Vold will finish the
opponent's maneuver
Wild Dive Charge b for 1 second, unblockable
f + K
Wall Climb hold P will climb wall and then
immediately go into
unblockable head dive
or go into the head
dive after you release
P
Early Leap hold K will leap off next wall
and immediately go into
unblockable head dive
Descending Maniac hold d will cause Vold to
descend with a fast
air dashing headbutt;
unblockable
Super
-----
Hidden Machine Gun qcf, qcf + P bullets are unblockable
*******************************************************************************
* 3.17 Knight *
*******************************************************************************
Colors
------
P - Dark Gray armor
K - Purple armor
-can't jump -can't crouch
-no Super Meter -can't use Side Switch
-can't use Dodge Out -can't use Dodge In
-can't use Super Elusion -can't Hard Attack
-1 Player mode only
Throw
-----
N/A
Basic Moves
-----------
High Lance LP
High Lance Swipe MP, MP
Low To High Lance Swipe HP, HP first part must be
blocked low
Lance Impale LK
Lance Hammer MK
Lance Flip HK must be blocked low
Command Move
------------
N/A
Special Move
------------
N/A
Super
-----
N/A
*******************************************************************************
* 3.18 Tiger *
*******************************************************************************
Colors
------
P/K - Orange fur
-can't jump -can't crouch
-no Super Meter -can't use Side Switch
-can't use Dodge Out -can't use Dodge In
-can't use Super Elusion -can't Hard Attack
Throw
-----
N/A
Basic Moves
-----------
Low Pounce LP/LK must be blocked low
Mid Pounce MP/MK overhead
Pounce And Bite HP/HK unblockable
Left Prowl b
Right Prowl f from afar
Command Moves
-------------
Backdash b, b
Backdash Outward u, u
Backdash Inward d, d
Side Roll LK+MK+HK
Roar qcf + P taunt
Growl qcb + P taunt
Auto Prowl qcf + K
Playful Growl qcb + K taunt
Special Move
------------
N/A
Super
-----
N/A
*******************************************************************************
* 3.19 Shark *
*******************************************************************************
Colors
------
P/K - Gray skin
-can't jump -can't crouch
-no Super Meter -can't use Side Switch
-can't use Dodge Out -can't use Dodge In
-can't use Super Elusion -can't Hard Attack
Throw
-----
N/A
Basic Move
----------
Swim use joypad at beginning Shark will now continue
of round to rotate around the
opponent for the rest
of the round
Command Moves
-------------
Roll qcb + P taunt
Dash Swim LK+MK+HK
Special Move
------------
Charging Snout qcf + P
Tail Snap qcf + K overhead; stuns opponent
if move connects (not
blocked)
Snack Time qcb + K unblockable
Super
-----
N/A
*******************************************************************************
* 3.20 Falcon *
*******************************************************************************
Colors
------
P/K - Gray feathers
-can't jump -can't crouch
-no Super Meter -can't use Side Switch
-can't use Dodge Out -can't use Dodge In
-can't use Super Elusion -can't Hard Attack
Throw
-----
N/A
Basic Moves
-----------
Shift Outward LP/MP LP=short shift, MP=far
shift
Beak Spin HP
Shift Inward LK/MK LK=short shift, MK=far
shift
Claw Spin HK
Command Move
------------
N/A
Special Moves
-------------
Swoop And Grab qcf + P unblockable
Dive Attack f, f + P
Spin And Dive Strike qcb + P must be blocked low
Diving Claw Attack qcb + K overhead
Super
-----
N/A
===============================================================================
4. Misc. And Easter Eggs
===============================================================================
-You can press your attack buttons during the match intro to throw a few mock
attacks.
-When Janis gets into her gun win pose you can use P to shoot her guns.
-Ajax has unique mine placement for each of the characters. These are listed
below:
Blair - butt Sessyu - back Shang - head
Exodus - back Hong - head Tetsuo - head
George - back Lan - back Jigjid - head
Allen - head Capriccio - head Janis - head
Joe - back Ajax - back Clemence - head
Vold - head Knight - shoulder Tiger - head
Shark - belly Falcon - ?
===============================================================================
5. Conclusion
===============================================================================
5.1 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.
5.2 Credits
-Arika
-Namco
-Gamefaqs
-And me for writing this faq