From: [email protected] (Anthony Festino)
Newsgroups: rec.games.video.nintendo
Subject: Latest KI2 FAQ
Date: 23 Mar 1996 04:40:51 GMT

                        The /<iller |nstinct 2 FAQ
                   by: Anthony Festino ([email protected])
                      Version 2.0 (For Version 1.1)


Written: 1/9/96
Updated: 3/21/96



Table of Contents:
I. Key to the moves section.
   (What everything means in the moves section)
II. Key to the combos section.
    (What everything means in the combos section)
III. Explanation of combo system and special moves
     (Teaches how to do combos, and how to get high hitting combos)
IV. Character Specifics
    (Moves and all that good stuff)
V. Credits
   (Who contributed to this FAQ)


I. Key to the moves section

Key to the Moves:

D= down                     DF= diagonally down/forward
U= up                       DB= diagonally down/back
F= forward                  UF= diagonally up/forward
B= back                     UB= diagonally up/back
DP= F,D,DF                  RDP= B,D,DB
QCDB= DF,D,DB               QCDF= DB,D,DF
QCF= D,DF,F                 QCB= D,DB,B
HCF= B,DB,D,DF,F            HCB= F,DF,D,DB,B
1= High Quick               4= Low Quick
2= High Medium              5= Low Medium
3= High Fierce              6= Low Fierce
1-2-3 or 4-5-6 or 1-2-3-4-5-6= this means you can use any of those buttons for
   that move
 example: D,DF,F, 1-2-3= do the move and use any of those three buttons
???= unknown so far
(# blocks)= after Super moves, how many blocks of Super meter they require



II. Key to the Combos Section

*= Before an Ender. Need something specific to do that particular Ender.
 *Super Move= Your Super Bar must be charged to do the move.
 *Ultra Combo= Must be done when enemy is low on energy in second life bar.
 *Ultra Humiliation= Same as Ultra Combo, you must be on first life bar.
 *Ultimate Combo= Same as Ultra Combo.
 *No Mercy= Same as Ultra Combo, but can be done inside or outside combos.
**= Special 5th combo ender, must do the first 4 first, before doing this.
***= Mini Ultra Combo, done when opponent has lost their first life bar. You
 must start the combo while they still have life, but when they lose that
 life you can than use the Mini Ultra Combo.
(direction-#)= for combos, hold that direction, button to use is in the ( )
 example: (F-5)= while holding forward, hit Low Medium
(J-#)= for combos, jumping atack, button is whatever is notated by the #
 example: (J-6)= while jumping, hit Low Fierce
(Motion for move,  #)= for combos, button is notated by the #
 example: (QCDB, 5)= Do the Wind Kick motion and hit Low Medium
#(motion for move)= hold button outside ( ), do motion, release button.
 example: 3(QCF)= Hold High Fierce, motion D,DF,F, release High Fierce
???= Unknown(so far)
 example: Ultra Combo: ???= that move is unknown
(Motion for move, #)[#]= The brackets tell how many hits that part does.
 example: (QCDB, 5)[1]= that part does 1 hit.  or
 example: (QCDB, 3)[2]= that part does 2 hits.



III. Explanations of moves and combo system.


       The combo system in KI2 has changed just a little bit since KI1. It is
actually easier to create and add to your own combos due to the new system.
The new system goes as follows. When doing a special move to start or link a
combo, the button used for the next hits is one level below the buttn used for
your special move. So say your special move was done with 3, the next button
pushed would be 2 or 5, which are one level lower than 3. This is true for all
special and super moves for combos. You can also use your characters rushing
attack to do the same thing, regardless of what button you use for your move.

       Another new feature added to KI2, is something called a Single Strike.
A Single Strike is similar to an Auto Double, but does one hit, and is done
after an Auto Double. The pattern for these is the same for everyone. After
any Auto Double, simply hit any Fierce attack(3 or 6), and than any medium
attack(2 or 5). This can only be done once per combo, and can be used to add 2
more hits to any combo, even Ultra Combos. One example of this is as follows:

   CS=Combo Starter  AD=Auto Double  SS=Single Strike  CE=Combo Ender

 CS - AD - SS(3 or 6) - SS(2 or 5) - CE

   (roughly 6-10 hits, dpending upon your level of CE's, read below)


       Another difference in KI2, is the system of combo enders. In KI1, your
combo enders all either did 3 or 4 hits no matter what. In KI2, each character
has 4 regular enders and a special 5th ender. When doing one of the regular 4
enders, the first one will do 1 hit. But if you do a second different one,
that one will do 2 hits, and all your others will do 2 as well. Just follow
the same pattern for the rest of the enders, and they will all do 4 hits.
After doing all 4 enders, you will gain access to a special fifth ender which
does 5 hits and looks amazing. Not only do these enders add hits to the enders
themselves, but each ender performed will add 4 hits to your Ultra Combo. So
by doing all 5 enders, you can add 20 hits to your Ultra Combos. This is the
key to racking up the huge Ultra Combos you'll read about below.

       Now with the 2 new types of moves in KI2, every character is capable
of performing a 70+ hit Ultra Combo, with the exception of Tusk so far. These
new super moves which I call Super Linkers and Super Enders are used in
combos to add mucho hits. The Super Linkers are used as linkers, but they will
do 5 hits a piece. These are used for racking up a lot of hits, because they
can be used up to 4 times in a combo under certain circumstances. These
circumstances are whether you have a full Super Meter(each one uses 3 blocks
of your Super meter), and whether your opponent is in the flashing red zone
of their life bar. If used at any other time, they will end abruptly after the
second or third Super Linker. The Super Enders on the other hand, are used to
end a combo, and 5 powerful hits as well. These Super Enders can be used to
end regular combos, and they will do tons of damage to your opponent. But the
best use for these is to add them to the end of your Ultra Combo, to add 4
extra hits. You must add these before the last hit of your characters combo.
For example with Jago, right before the final Uppercut, add his Super Uppercut
and it will do 5 hits instead of the normal one hit, thus adding 4 hits to the
combo. Here are 2 examples of combos using the Super linkers, an Ultra Combo
and a regular Killer Combo:

     CS=Combo Starter AD=Auto Double SL=Super Linker RA=Rushing Attack
                       SM=Super Move   UC=Ultra Combo

 60+ Hit Ultra: CS - AD - SL - RA - SL - RA - SL - RA - SL - RA - UC - SM

 20+ Hit Killer: CS - AD - SL - AD - SL - AD - SM


       The following is a list of explanations for some special moves that
apply to each character.

Spirit Move: A special move that takes away about an eigth of your life bar,
 and saves till after you die. You will come back as a ghost and have a full
 super meter. So far only Jago's is known.
Stun Reversal: A special move done after a Stun Block(B+1), that will do extra
 hits. These will help you to get the highest Ultra Combos. Spinal can not
 Stun Block, so he does not have one of these moves.
Stun Dizzy: A special move done after a Stun Block which will automatically
 dizzy your opponent.
Air Combo: A special move which can follow up a jumping attack. The key to
 doing these is to use a level lower for the special move after the jumping
 attack. example: Jmping 6 - Special move, 5
Air Juggle: A special move used to juggle your opponent after a combo for an
 extra hit.
Retaliation: A special move used when getting up to stop opponents from
 getting a hit on you while you get up.
Combo Breaker: A special move used to break your opponents combo. The new way
 to break combos, punch breaks kick, and kick breaks punch.
Ultra Breaker: A special move used to break out of an Ultra Combo. I've heard
 that these are real, but I've never seen or done one of them.
Ultra Combo: A special combo ender used to end your opponents second life bar,
 that does a whole bunch of hits.
Ultimate Combo/No Mercy: A special move that will kill your opponent in some
 manner.
Ultra Humiliations: No one knows what these do, but they must be there,
 because they have them on the screen after you win.



IV. Character Specifics

       This section includes the information for all of the characters in the
game. The sections for each character contain their moves, stories, combos,
statistics, and endings. I'm hoping to add more combos and strategies/tips for each character as soon as I get to play the game.

-- Overall Strategies Section (appliesto the computer mostly) --

1.) Mix up your combos to avoid having them broken every time.
2.) Don't waste your Super Meter on an opponent if they're low on their first
 life bar, when you can just use a normal move or combo ender.
3.) Try to learn all of the caharcters combos, in order to break them easier.
4.) Don't risk using huge combos against the computer, they'll probably be
   broken.
5.) Use your Spirit Move to come back after you lose your second life bar as a ghost. You'll have a full Super Meter.
6.) Make sure that you'll have time to do your Spirit Move without being hit,
 because it takes a while, and if you get hit, you'll have to do it again.
 I suggest doing it after you knock your opponent away, or on a 3D board get
 far away and do it.
7.) Use all 4 of your opponents Combo Enders to add more hits to the Enders,
 and to add more hits to your Ultra Combos. Also, you'll than be able to do
 your characters 5th Ender which will do 5 hits.
8.) Use Certain Super Combos at the end of your Ultra Combo to add a few more
 hits to the combo and to get maximum damage.
9.) Don't always try to pull off some stupid move(like an Ultra) if their is a
 chance you can lose. Your better off just finishing them off and saving your
 money.
10.) Use your characters Rushing Attack can be used as an Auto Double, or a
 starter. Use these to link your Supermoves in combos for huge Ultras.
11.) In order to get the most hits on an Ultra Combo, your opponents life bar
 MUST be flashing red when you START the combo. Otherwise the combo will
 usually always end unexpectedly.

More Later...


---- Jago ----

Story: After destroying Fulgore, a furious Jago is betrayed by his one-time
      master, the Tiger Spirit. The disguised Demon Lord used him to escape
      from the void and now Jago swears vengeance.

Statistics: Name: Jago
           Height: 5'9"
           Weight: 190 lbs.
           Age: 22 Years

Colors:
1= Red
2= Purple
3= White
4= Yellow
5= Green
6= Black

Special Moves:
 Uppercut: DP, 1-2-3
 Wind Kick: QCDB, 4-5-6
 Laser Sword: QCDB, 2-3
 Ninja Slide: QCDF, 4-5-6
 Fireball: QCF, 1-2-3
 Red Fireball: 3(QCF)
 Fake Fireball: QCF, 4
 Rushing Attack: F+6
 Overhead Attack: B+3
 Stun Reversal: QCDB, 5
 Stun Dizzy: DP, 1
 Air Combo: QCDB, 4-5-6
 Air Juggle: QCDF, 6
 Retaliation: DP, 1-2-3
 Ultra Breaker: ???
 Combo Breaker: DP, 1-2-3-4-5-6
 Spirit Move: HCB,F, 4

Super Moves:
 Super Uppercut: QCB,HCF, 3 (6 Blocks)
 Super Fireball: QCDB, 1 (? Blocks)
 Shadow Wind Kick: HCB,F, 5 (3 Blocks)
 Multi Slides: HCF,B, 6 (Combo Only) (3 Blocks)

Combos:

--Combo Starter---------Auto Seconds-------Linkers--------Auto Seconds--

**=After a Stun Block(B+1)   *=Super Linker(requires 3 blocks of Super meter)

 (QCDB, 4)[1]            3[2],6[2]      (QCDB, 5)[1]      4[2],1[2]
 (QCDB, 5)[1]            1[2],4[2]      (QCDF, 5)[1]      1[2],4[2]
 (QCDB, 6)[1]            5[2],2[2]      (QCDB, 2)[1]      1[2],4[2]
 (QCDF, 4)[1]            3[2],6[2]      *(HCB,F, 5)[5]     1[2],4[2]
 (QCDF, 5)[1]            1[2],4[2]      (QCDB, 4)[1]      3[2],6[2]
 (QCDF, 6)[1]            5[2],2[2]      *(HCF,B, 6)[5]     2[2],5[2]
 (QCDB, 3)[2]            2[2],5[2]
 (QCDB, 2)[2]            1[2],4[2]
 (HCB,F, 5)[1](Shadow)   1[2],4[2]
 **(QCDB, 5)[3]          1[2],4[2]
 (J-1)[1]                3[2],6[2]
 (J-2)[1]                1[2],4[2]
 (J-3)[1]                5[2],2[2]
 (J-4)[1]                3[2],6[2]
 (J-5)[1]                1[2],4[2]
 (J-6)[1]                2[2],5[2]

--Enders--

 Regular 1- (DP, 3)[1-4]
 Regular 2- (QCDB, 3)[1-4]
 Regular 3- (QCDB, 6)[1-4]
 Regular 4- (QCF, 3)[1-4]
 **Special 5- (DP, 2)[5]
 *Super Move 1- (QCB,HCF, 3)[5]
 ***Mini Ultra Combo- (HCF, 4)[?]
 *Ultra Combo- (QCDB, 4)[?]---(Add Super Uppercut at the end)
 *Ultra Humiliation- ???
 *Ultimate Combo- DP, 6---Throws his sword at his opponent who falls over and
                          bleeds.
 *No Mercy- HCB,F, 2--- Jago shoots a huge dragon headed fireball that burns
                        your opponent to death.

--Special Combos--

Highest Ultra Combo: 73 Hits (requires full Super meter and all 5 enders done)

 Stun Block(B+1) - QCDB,5 - 1 - QCDF,5, - 1 - 6 - 2 - HCB,F,5 - F+6 - HCB,F,5
  F+6 - HCB,F,5 - F+6 - HCB,F,5 - F+6 - QCDB,4(Ultra) - Wait -
   QCB,HCF,3(Super)

    (You can substitute HCF,B,6 for the HCB,F,5 super moves)


Extra Juggling Combos: (require at least a flashing red Super meter)
 9 Hit Juggling: Throw(Inside of a combo) - J-6 - QCDB,5(Air Combo) -
  F+6(Rushing Attack, on the ground) - QCB,HCF,3 (Super Move)

    (You can start this outside of a combo by simply jump kicking your
     opponent in the air, start at J-6)


Strategies/Tips: Use his Fake Fireball to fake opponents into jumping, and
 than counter with an Uppercut or a combo. His Red Fireball can now be done
 at any time, and has a different effect than the regular Fireball. It now
 knocks the opponent up and forward like Reptiles Forceballs, but not as far.
 If close enough, you can add another Fireball or Wind Kick for another hit.
 His Super Fireball, whether it connects or is blocked, will drain some power
 from your opponents Super meter. The Ninja Slide is a good move, because it
 hits low, and is very quick. The Laser Sword slash now has two versions. If
 you use 2, it does 1 slash, and 3 will do 2 slashes. Use his Super Uppercut
 at the end of his Ultra to add 4 more hits. His Wind Kick does not travel
 through Fireballs anymore, but his Slide will go underneath them.
 More later...

Endings: ???


---- Fulgore ----

Story: The advanced and deadlier successor to the original Fulgore cyborg
      destroyed by Jago. Activated after the time jump, its final Ultratech
      commands are executed... find Jago and kill him.

Statistics: Name: Fulgore
           Height: 6'5"
           Weight: 650 lbs.
           Age: Unknown

Colors:
1= Dark Gray
2= Bluish-Gray
3= Reddish-Gray
4= Greenish-Gray
5= Gray (Pink Paint)
6= Gray (Yellow Paint)

Special Moves:
 Cyber Dash: HCF, 5-6 or B,F, 5-6
 Uppercut: DP, 1-2-3
 Plasma Shield: QCB, 4
 Eye Laser: QCDB, 2-3
 Laser Storm: QCF, 1-2-3
 Teleport: RDP, 4-5-6
 Invisibility: QCDB, 6
 Lock-On and Triple Laser Storm: QCDF, 4...than...QCF, 1
 Fake Laser Storm: QCB, 1
 Rushing Attack: B+3
 Overhead Attack: B+6
 Stun Reversal: HCF, 5
 Stun Dizzy: DP, 1
 Air Combo: DP, 1-2-3
 Air Juggle: QCDB, 3
 Retaliation: DP, 1-2-3
 Ultra Breaker: ???
 Combo Breaker: DP, 1-2-3-4-5-6
 Spirit Move: ???

Super Moves:
 Super Uppercut: QCB,HCF, 3 (6 Blocks)
 Chest Sparks: HCB,F, 4 (Combo Only) (3 Blocks)
 Super Cyber Dash: HCF,B, 6 (Combo Only) (3 Blocks)

Combos:

--Combo Starter--------Auto Seconds--------Linkers--------Auto Seconds--

**=After a Stun Block(B+1)   *=Super Linker(requires 3 blocks of Super meter)

 (B,F, 4)[1]            3[2],6[2]       (B,F, 5)[1]       1[2],4[2]
 (B,F, 5)[1]            1[2],4[2]       (QCDB, 2)[1]      1[2],4[2]
 (B,F, 6)[1]            5[2],2[2]       (B,F, 4)[1]       3[2],6[2]
 (QCDB, 2)[1]           1[2],4[2]       *(HCB,F, 4)[5]     3[2],6[2]
 **(HCF, 5)[3]          1[2],4[2]       *(HCF,B, 6)[5]
 (J-1)[1]               3[2],6[2]
 (J-2)[1]               1[2],4[2]
 (J-3)[1]               5[2],2[2]
 (J-4)[1]               3[2],6[2]
 (J-5)[1]               1[2],4[2]
 (J-6)[1]               2[2],5[2]

--Enders--

 Regular 1- (DP, 3)[1-4]
 Regular 2- (QCF, 2)[1-4]
 Regular 3- (QCDB, 3)[1-4]
 Regular 4- (HCF, 6)[1-4]
 **Special 5- (DP, 1)[5]
 *Super Move 1- (QCB,HCF, 3)[5]
 ***Mini Ultra Combo- (DP, 1)[?]
 *Ultra Combo- (DP, 4)[?]---(Add Super Uppercut at the end)
 *Ultra Humiliation- ???
 *Ultimate Combo- (Charge F),HCF, 5---Fulgore transforms into an attack robot
                                      and guns down the opponent.
 *No Mercy- B,DB,D,DF,F,B, 2---Fulgore calls a laser which melts your
                               opponent into a pile of poo poo.

--Special Combos--

Highest Ultra Combo: ?? Hits (requires full Super meter and all 5 enders done)

 D+3 - B,F,6 - 5 - HCF,B,6 - B+3 - HCF,B,6 - B+3 - HCF,B,6 - B+3 - HCF,B,6 -
  B+3 - DP,4(Ultra) - Wait - QCB,HCF,3(Super Move)
   (You can substitute the HCF,B,6 super with HCB,F,4 super move)


Strategies/Tips: Use his Invisibility to fool your opponent. You can be seen
 when standing still, but harder to be seen when moving. However, it uses a
 bit of Super meter. The Lock-On move sends a blue sphere around your
 opponent, and than shoot a fireball with 1, and it will shoot 3 instead of
 one. You can use his Eye-Spark in the air, but it will use a bit of your
 Super Meter. The Eye-Spark has two ranges, depending upon the button you
 use. Using 2 will shoot a short range laser right in front of him, and 3
 will shoot a laser across the whole screen. Follow up a missed Uppercut
 (Not blocked or doesn't hit) with an air Eye Laser. His Fake Laser Storm
 can be cancelled into any other special move. More later...

Ending: ???


---- Orchid ----

Story: Eyedol's death by Orchid's hand freed massive energies, ripping
      Ultratech back in time. Now 2000 years in the past, Orchid must face a
      new challenge and an even greater foe.

Statistics: Name: Orchid
           Height: 5'7"
           Weight: 125 lbs.
           Age: 24 Years

Colors:
1= Black
2= Blue
3= White
4= Red
5= Yellow
6= Light Blue

Special Moves:
 Flik Flak: QCDB, 4-5-6
 San: QCDB, 3
 Air Buster: DP, 4-5-6
 Tonfa Fire: QCF, 1-2-3
 Fake Tonfa Fire: QCF, 4
 Slide: QCDF, 4-5-6
 Baton Dash: QCDB, 2
 Double Baton Dash: QCDB, 2 than F+2
 Rushing Attack: F+6
 Overhead Attack: B+3
 Stun Reversal: QCDB, 2
 Stun Dizzy: DP, 4
 Air Combo: QCDB, 4-5-6
 Air Juggle: QCDF, 6
 Retaliation: DP, 4-5-6
 Ultra Breaker: ???
 Combo Breaker: DP, 1-2-3-4-5-6
 Spirit Move: ???

Super Moves:
 Helicopter Kick: QCB,HCF, 6 (6 Blocks)
 Super Tiger: HCB,F, 5 (3 Blocks)
 Super Baton Dash: HCF,B, 3 (Combo Only) (6 Blocks)

Combos:

--Combo Starter--------Auto Seconds--------Linkers--------Auto Seconds--

**=After a Stun Block(B+1)   *=Super Linker(requires 3 blocks of Super meter)

 (QCDB, 4)[3]           3[2],6[2]        (QCDB, 4)[3]      3[2],6[2]
 (QCDB, 5)[3]           1[2],4[2]        (QCDB, 2)[1]      1[2],4[2]
 (QCDB, 6)[3]           2[2],5[2]        *(HCB,F, 5)[5]     1[2],4[2]
 (QCDB, 2)[1]           1[2],4[2]        *(HCF,B, 3)[5]     2[2],5[2]
 (QCDF, 4)[1]           3[2],6[2]        (QCDF, 5)[1]      1[2],4[2]
 (QCDF, 5)[1]           1[2],4[2]        (QCDB, 5)[3]      1[2],4[2]
 (QCDF, 6)[1]           2[2],5[2]
 **(QCDB, 2)[3]         1[2],4[2]
 (HCB,F,5)[1](Super)    1[2],4[2]
 (J-1)[1]               3[2],6[2]
 (J-2)[1]               1[2],4[2]
 (J-3)[1]               5[2],2[2]
 (J-4)[1]               3[2],6[2]
 (J-5)[1]               1[2],4[2]
 (J-6)[1]               2[2],5[2]

--Enders--

 Regular 1- (DP, 6)[1-4]
 Regular 2- (QCDB, 6)[1-4]
 Regular 3- (QCDB, 3)[1-4]
 Regular 4- (QCDF, 4)[1-4]
 **Special 5- (QCF, 1)[5]
 *Super Move 1- (QCB,HCF, 6)[5]
 ***Mini Ultra Combo- (HCF, 4)[?]
 *Ultra Combo- (QCDB, 1)[?]---(Add Helicopter Kick at the end)
 *Ultra Humiliation- ???
 *Ultimate Combo- ???
 *No Mercy- (Charging B),HCB, 5---Orchid shoots out two electric beams which
                                  fry your opponent.

--Special Combos--

Highest Ultra Combo: 73 Hits (requires full Super meter and all 5 enders done)

 Stun Block(B+1) - 2 - QCDB,2 - 1 - QCDB,2 - F+2 - 4 - 6 - 2 - HCB,F,5 - F+6
  HCB,F,5 - F+6 - HCB,F,5 - F+6 - HCB,F,5 - 1 - QCDB,1(Ultra) - Wait -
   QCB,HCF,6(Helicopter Kick Super)

Strategies/Tips: Her Slide Attack is useful, because it has to be blocked low,
 and is very quick. Her Super Tiger move is extremely fast, and can be used
 to start and Link combos. Her Air Buster is a Dragon Punch type move, but
 she uses her knee instead. Use this move to knock opponents out of the air.
 Her crouching Low Fierce will do two hits, and once the first connects, the
 second can't be blocked. More Later...

Ending: ???
________________________________________________________________________
---- Glacius ----

Story: 2 millenia from now a captured relative earns freedom by slaying a fire
      being and escaping home. But now in the past, a distress call has been
      answered. Glacius must free his stranded kin.

Statistics: Name: Glacius
           Height: ???
           Weight: ???
           Age: ???

Colors:
1= Blue
2= Red
3= Green
4= Yellow
5= Purple
6= Gray

Special Moves:
 Shoulder Rush: QCF, 2
 Liquidize: QCF, 4
 Liquidize and Uppercut: QCF, 5-6
 Icy Grip: QCF, 1
 Arctic Blast: QCB, 1-2-3
 Ice Pick: QCF, 3
 Rushing Attack: F+6
 Overhead Attack: B+3
 Stun Reversal: QCF, 5
 Stun Dizzy: QCF, 3
 Air Combo: DP, 4-5-6
 Air Juggle: QCF, 6
 Retaliation: QCF, 3
 Ultra Breaker: ???
 Combo Breaker: QCF, 1-2-3-4-5-6
 Spirit move: ???

Super Moves:
 Beat Down: HCF,B, 2 (Combo Only) (3 Blocks)
 Super Fireball: HCB,F, 3 (6 Blocks)
 Quad Throw: HCF,B, 1 (6 Blocks)
 Super Uppercut Rush: HCF,B, 6 (Combo Only) (3 Blocks)
 Reverse Liquidize and Uppercut: QCB, 6 (3 Blocks)

Combos:

--Combo Starter--------Auto Seconds--------Linkers--------Auto Seconds--

**=After a Stun Block   *=Super Linker(requires 3 blocks of Super meter)

 (QCF, 2)[1]            1[2],4[2]       (QCF, 2)[1]       1[2],4[2]
 (QCF, 5)[1]            1[2],4[2]       (QCF, 5)[1]       1[2],4[2]
 **(QCF, 5)[3]          2[2],5[2]      *(HCF,B, 2)[5]     1[2],4[2]
 (QCF, 1)[1]            3[2],6[2]      *(HCF,B, 6)[5]     2[2],5[2]
 (J-1)[1]               3[2],6[2]
 (J-2)[1]               1[2],4[2]
 (J-3)[1]               5[2],2[2]
 (J-4)[1]               3[2],6[2]
 (J-5)[1]               1[2],4[2]
 (J-6)[1]               2[2],5[2]

--Enders--

 Regular 1- (QCF, 6)[1-4]
 Regular 2- (QCF, 1)[1-4]
 Regular 3- (QCF, 3)[1-4]
 Regular 4- (QCB, 3)[1-4]
 **Regular 5- (QCF, 4)[5]
 *Super Move 1- (HCB,F, 3)[5]
 *Super Move 2- (HCF,B, 1)[5]
 ***Mini Ultra Combo: (HCB, 4)[?]
 *Ultra Combo- (HCF, 4)[?]---(Add Super Quad Throw at the end)
 *Ultra Humiliation- ???
 *Ultimate Combo- (Charge B),HCB, 4--- Glacius grabs and freezes his
                                               opponent, than shatters them.
 *No Mercy- HCB,F, 5--- Glacius forms an Ice spear and hurls it at his
                        opponent.

--Special Combos--

Highest Ultra Combo: 73 Hits (requires full Super meter and all 5 enders done)

 Stun Block - 2 - QCF,5 - 1 - QCF,2 - 4 - HCF,B,2 - F+6 - HCF,B,2 - F+6 -
  HCF,B,2 - F+6 - HCF,B,2 - 1 - 6 - 2 - HCF,4(Ultra) - Wait -
   HCF,B,1(Super Quad Throw)

Strategies/Tips: Do his Liquidize with 4, and hold it, and you'll regain some
 life back while holding it. Also, you can use his Liquidize and Uppercut in
 the air. The Liquidize and Uppercut with 5 is able to start combos, but with
 6, it will send your opponent flying into the air. The Ice Pick move is good
 for catching airborne opponents. The Icy Grip move will grab your opponent
 and pull them in, and they will be stunned long enough for you to attack or
 combo. His Arctic Blast is a standard style Fireball, not a bouncing ball
 like in KI. His Super Fireball, is just like a bunch of his normal fireballs
 stringed together into one. More later...

Ending: ???


---- TJ Combo ----

Story: After a decisive victory over Riptor in the tournament, Combo attempts
      to destroy Ultratech HQ. Caught as Ultratech is ripped into the past,
      Combo must escape home before it is too late.

Statistics: Name: TJ Combo
           Height: 6'1"
           Weight: 220lbs.
           Age: 26 Years

Colors:
1= Red/White/Blue Top and Green Camouflage Pants
2= Red/White/Blue Top and Gray Camouflage Pants
3= Red/White/Blue Top and Gray and Blue Camouflage Pants
4= Red/White/Blue Top and Gray and Pink Camouflage Pants
5= Red/White/Blue Top and Gray and Tan Camouflage Pants
6= Red/White/Blue Top and Purple Camouflage Pants

Special Moves:
 TJ Tremor: B,F, 5
 Spinning Fist: B,F, 1
 Double Spinning Fist: F,B, 1
 Double Roller Coaster: B,F, 2
 Triple Roller Coaster: (Charge B),HCF, 2
 Powerline: B,F, 3
 Skull Crusher: B,F, 6
 Sneak Behind: B,F, 4  (Must be in close)
 Cyclone 3(for 3 seconds)
 Fake Dizzy: HCB, 4
 Rushing Attack: F+6
 Overhead Attack: B+2
 Stun Reversal: HCF, 2
 Stun Dizzy: B,F, 3
 Air Combo: F,B, 4-5-6
 Air Juggle: B,F, 3
 Retaliation: B,F, 5-6
 Combo Breaker: B,F, 1-2-3-4-5-6
 Spirit Move: ???

Super Moves:
 Super Flurry: HCB,F, 3 (6 Blocks)
 Dizzy Spark: HCB, 5 (In Air) (3 Blocks)
 Shadow Roller Coaster: HCB,F, 2 (3 Blocks)
 Super Spinning Fists: HCB,F, 1 (Combo Only) (3 Blocks)

Combos:

--Combo Starter--------Auto Seconds--------Linkers--------Auto Seconds--

**=After a Stun Block   *=Super Linker(requires 3 blocks of Super meter)

 (B,F, 2)[2]            1[2],4[2]       (F,B, 1)[2]       6[2],3[2]
 (HCF, 2)[3]            1[2],4[2]       (B,F, 2)[2]       1[2],4[2]
 (B,F, 6)[1]            2[2],5[2]       (HCF, 2)[3]       1[2],4[2]
 (B,F, 1)[1]            3[2],6[2]      *(HCB,F, 2)[5]     1[2],4[2]
 (F,B, 1)[2]            3[2],6[2]      *(HCB,F, 1)[5]     3[2],6[2]
 (HCB,F, 2)[3](Shadow)  1[2],4[2]
 (B,F, 5)[1]            1[2],4[2]
 **(HCF,2)[3]           1[2],4[2]
 (J-1)[1]               3[2],6[2]
 (J-2)[1]               1[2],4[2]
 (J-3)[1]               5[2],2[2]
 (J-4)[1]               3[2],6[2]
 (J-5)[1]               1[2],4[2]
 (J-6)[1]               2[2],5[2]

--Enders--

 Regular 1- (B,F, 3)[1-4]
 Regular 2- (B,F, 4)[1-4]
 Regular 3- (B,F, 1)[1-4]
 Regular 4- (B,F, 5)[1-4]
 **Regular 5- (B,F, 6)[5]
 *Super Move 1- (HCB,F, 3)[5]
 ***Mini Ultra Combo- (B,F, 6)[?]
 *Ultra Combo- (F,B, 3)[?]---(Add Super Flurry at the end)
 *Ultra Humiliation- ???
 *Ultimate Combo - 4(for 2 seconds)--- TJ smacks his opponent at the screen
                                       like his No Mercy in KI.
 *No Mercy- (Charge F),HCB,F, 6--- TJ whips out a machine gun and mows the
                                   opponent down

--Special Combos--

Highest Ultra Combo: 73 Hits (requires full Super meter and all 5 enders done)

 Stun Block - HCF,2 - 1 - HCB,F,2 - F+6 - HCB,F,2 - F+6 - HCB,F,2 - 1 - HCF,2
  1 - HCB,F,2 - F+6 - F,B,3(Ultra) - Wait - HCB,F,3(Super Flurry)

   (You can substitute HCB,F,1 for any of the HCB,F,2 super moves)


Strategies/Tips: Use his Fake Dizzy after being knocked down to fool your
 opponent into attacking. Hitting any button ends the dizzy, block their move
 and combo or counter attack. His Sneak Behind attack leaves you behind your
 opponent, and ready to attack. His Dizzy Spark Super Move, will dizzy your
 opponent automatically if it connects. It must be done in the air, and he
 travels down and smashes the ground. The Skull Crusher attack looks just
 like the Powerline, but he smacks down, and it's an overhead attack, meaning
 it must be blocked high. More later...

Ending: ???


---- Sabrewulf ----

Story: Unwillling to succumb to the beast within him, Sabrewulf was badly
      beaten in the KI tournament. Captured by Ultratech, he is driven
      berserk by their "repairs", and now has only revenge to live for.

Statistics: Name: Sabrewulf
           Height: 5'11"
           Weight: 400lbs.
           Age: 46 Years

Colors:
1= Red Pants
2= Green Pants
3= White Pants
4= Brown Pants
5= Tan Pants
6= Dark Red Pants

Special Moves:
 Sabre-Spin: B,F, 5
 Sabre-Wheel: B,F, 2
 Double Wheel: F,F,B, 2
 Sabre-Pounce: B,F, 3
 Sabre-Flip: B,F, 6
 Power Howl: B,F, 4
 Fake Howl: B,F, 1
 Rushing Attack: F+6
 Overhead Attack: B+3
 Stun Reversal: B,F, 5
 Stun Dizzy: B,F, 6
 Air Combo: F,B, 1-2-3
 Air Juggle: B,F, 3
 Retaliation: B,F, 6
 Combo Breaker: B,F, 1-2-3-4-5-6
 Spirit Move: ???

Super Moves:
 Loopy: HCB,F, 6 (6 Blocks)
 Fireball: HCB,F, 3 (6 Blocks)
 Dizzy Spark: HCB, 3 (In Air) (3 Blocks)
 Super Flip Out: HCB,F, 2 (Combo only) (3 Blocks)
 Super Claw Spin: HCB,F, 5 (Combo Only) (3 Blocks)

Combos:

--Combo Starter--------Auto Seconds--------Linkers--------Auto Seconds--

**=After a Stun Block(B+1)   *=Super Linker(requires 3 blocks of Super meter)

 (B,F, 2)[2]            1[2],4[2]        (B,F, 2)[2]       1[2],4[2]
 (B,F, 5)[2]            1[2],4[2]        (F,B, 5)[2]       1[2],4[2]
 (B,F, 3)[1]            2[2],5[2]        (F,B, 3)[1]       2[2],5[2]
 **(B,F, 5)[3]          1[2],4[2]       *(HCB,F, 2)[5]     1[2],4[2]
 (J-1)[1]               3[2],6[2]       *(HCB,F, 5)[5]     1[2],4[2]
 (J-2)[1]               1[2],4[2]
 (J-3)[1]               2[2],5[2]
 (J-4)[1]               3[2],6[2]
 (J-5)[1]               1[2],4[2]
 (J-6)[1]               2[2],5[2]

--Enders--

 Regular 1- (B,F, 6)[1-4]
 Regular 2- (B,F, 5)[1-4]
 Regular 3- (B,F, 3)[1-4]
 Regular 4- (B,F, 1)[1-4]
 **Regular 5- (B,F, 4)[5]
 *Super Move 1- (HCB,F, 6)[5]
 *Super Move 2- (HCB,F, 3)[1]
 ***Mini Ultra Combo- (F,B, 4)[?]
 *Ultra Combo- (B,F, 4)[?]---(Add Loopy super move at the end)
 *Ultra Humiliation- ???
 *Ultimate Combo 1- 6(for 2 seconds)--- Sabrewulf electrocutes his opponent.
 *No Mercy- 1(for 2 seconds)--- Sabrewulf sends a bunch of bats that carry
                                you off the screen and kill you.

--Special Combos--

Highest Ultra Combo: 73 Hits (requires full Super meter and all 5 enders done)

 Stun Block - B,F,5 - 1 - F,B,3 - 2 - 6 - 2 - HCB,F,2 - F+6 - HCB,F,2 - F+6
  HCB,F,2 - F+6 - HCB,F,2 - 4 - B,F,4(Ultra) - Wait - HCB,F,6(Loopy)


Strategies/Tips: Use his Power Howl to charge up your super meter, but beware
 the delay. Use the Fake Howl to fool opponents into attacking, and than
 combo or counter attack. When doing the Sabre-Pounce, holding 3, will cause
 him to stay crouched until you release 3. The Double Wheel will do the
 Sabre-Wheel twice in a row. The Sabre-Wheel is a good move, because it goes
 pretty far, and is pretty fast. His Sabre-Spin is pretty useless, because
 it's really slow, and goes practically nowhere. More later...

Ending: ???


---- Spinal ----

Story: Although destroyed by Thunder in the present, a younger Spinal still
      exists in the past. Resurrected by Gargos and forced to serve him, he
      goes up against the tyrant to win his freedom.

Statistics: Name: Spinal
           Height: 5'5"
           Weight: 110lbs.
           Age: 651 Years

Colors:
1= Yellow Garments
2= White Garments
3= Blue Garments
4= Green Garments
5= Purple Garments
6= Red Garments

Special Moves:
 Skele Screw: QCF, 2
 Flaming Skull: QCF, 5  (need 1 skull per Fireball)
 Flame Blade: QCF, 3
 Skull Scrape: QCDF, 6
 Soul Drain: QCF, 1
 Teleport: QCB, 4-5-6 (requires some Super Meter)
 Shield Catch: B+1
 Dartkick: D+6  (in the air only)
 Skull Replenish: QCB, 2-3
 Rushing Attack: F+3
 Overhead Attack: B+3
 Air Combo: D+ 4-5-6
 Air Juggle: QCF, 4-5-6 (need 1 skull)
 Retaliation: D+3
 Combo Breaker: QCF, 1-2-3-4-5-6
 Spirit Move: ???

Super Moves:
 Grim Reaper: QCB,HCF, 3 (6 Blocks)
 Super Skull Throw: HCF, 6 (Combo Only) (6 Blocks)
 Super Skull Throw: HCB,HCF, 6 (Done outside of a Combo) (6 Blocks)
 Sword Smash: HCF,B, 2 (Combo Only) (3 Blocks)
 Stunning Skull: HCB,HCF, 5 (6 Blocks)

Combos:

--Combo Starter--------Auto Seconds--------Linkers--------Auto Seconds--

*=Super Linker(requires 3 blocks of Super meter)

 (DB,D,DF, 6)[1]        2[2],5[2]         (QCF, 2)[1]     1[2],4[2]
 (QCF, 2)[1]            1[2],4[2]         (QCF, 3)[1]     2[2],5[2]
 (QCF, 3)[1]            2[2],5[2]         (QCDF, 6)[1]    2[2],5[2]
 (J-1)[1]               3[2],6[2]        *(HCF,B, 2)[5]   1[2],4[2]
 (J-2)[1]               1[2],4[2]
 (J-3)[1]               5[2],2[2]
 (J-4)[1]               3[2],6[2]
 (J-5)[1]               1[2],4[2]
 (J-6)[1]               2[2],5[2]

--Enders--

 Regular 1- (QCB, 2)[1-4]
 Regular 2- (QCB, 4)[1-4]
 Regular 3- (QCB, 5)[1-4]
 Regular 4- (QCB, 6)[1-4]
 **Regular 5- (QCF, 1)[5]
 *Super Move 1- (HCF, 6)[5]
 ***Mini Ultra Combo- (QCF, 3)[?]
 *Ultra Combo- (HCB, 3)[?]---(Add Super Skull Throw at the end, HCF,6)
 *Ultra Humiliation- ???
 *Ultimate Combo - ???
 *No Mercy- HCF,HCF, 1--- Two hands come out of the ground and grab the
                          opponent. Than a huge laughing skull falls on them.

--Special Combos--

Highest Ultra Combo: 71 Hits (requires full Super meter and all 5 enders done)

 QCDF,6 - 2 - QCF,2 - 1 - HCF,B,2 - F+3 - HCF,B,2 - F+3 - HCF,B,2 - F+3 -
  HCF,B,2 - 4 - HCB,3(Ultra) - Wait - HCF,6(Super Skull Throw)


Strategies/Tips: Use the Soul Drain move to drain your opponents life and
 Super Meter. The Skull Scrape is a very decieving and quick move. The
 Dartkick is a very quick move to catch people off guard. It's similar to
 Kung Lao's Dart Kick, but not as fast. The Teleport move requires a bit of
 Super Meter, about half a block, and can be controlled by the button you
 use. The Skull Replenish move can be used to replenish your skulls. By using
 2, you'll get 1 skull, but using 3 will get all 6 back. For each skull you
 get back, it requires one block of Super Meter. Beware the Replenish with 3,
 because it has long delay times, and leaves you totally open for attack. Use
 it only between rounds, or after knocking someone down quick. More later...

Ending: ???


---- Tusk ----

Story: With the return of the Demon Lord to the land, Tusk leaves the arena to
      issue his challenge. Only by defeating all adversaries can a hero gain
      the right to face the evil Gargos.

Statistics: Name= Tusk
           Height= 6'11"
           Weight= 380lbs
           Age= 31 Years

Colors:
1= Green Tattoo and Normal Skin
2= Green Tattoo and Pale Skin
3= Green Tattoo and Dark Skin
4= Brown Tattoo and Normal Skin
5= Brown Tattoo and Pale Skin
6= Brown Tattoo and Dark Skin

Special Moves:
 Boot Kick: QCDB, 4-5-6
 Web Of Death: QCDB, 3
 Double Web Of Death: QCDB, 3 than F+3
 Skull Splitter: QCDF, 6
 Fake Skull Splitter: QCDF, 4
 Conquer: DP, 1-2-3
 Back Stab: HCB, 1 (In close)
 Stun Reversal: QCDB, 5
 Stun Dizzy: DP, 1
 Overhead Atack: B+3
 Air Combo: QCDB, 4-5-6
 Air Juggle: QCDF, 6
 Retaliation: DP, 1-2-3
 Combo Breaker: DP, 1-2-3-4-5-6
 Ghost Move: ???

Super Moves:
 Destroyuss: QCB,HCF, 3 (6 Blocks)
 Super Flaming Sword: HCF,B, 4 (6 Blocks)
 Kick Rushes: HCB,F, 6 (Combo only) (3 Blocks)
 Shadow Sword Dive: HCF,B, 6 (3 Blocks)
 Super Web Of Death: HCF,B, 3 (Combo Only) (3 Blocks)

Combos:

--Combo Starter--------Auto Seconds--------Linkers--------Auto Seconds--

**=After a Stun Block(B+1)   *=Super Linker(requires 3 blocks of Super Meter)

 (QCDB, 4)[1]           3[2],6[2]       (QCDB, 5)[1]      1[2],4[2]
 (QCDB, 5)[1]           1[2],4[2]       (QCDB, 3)[1]      2[2],5[2]
 (QCDB, 6)[1]           2[2],5[2]    (QCDB, 3 - F+3)[2]   2[2],5[2]
 (QCDF, 6)[1]           2[2],5[2]      *(HCF,B, 3)[5]     2[2],5[2]
 (QCDB, 3)[1]           2[2],5[2]      *(HCF,B, 6)[5]     2[2],5[2]
 (QCDB, 3 - F+3)[2]     2[2],5[2]      *(HCB,F, 6)[5]     2[2],5[2]
 (J-1)[1]               3[2],6[2]
 (J-2)[1]               1[2],4[2]
 (J-3)[1]               2[2],5[2]
 (J-4)[1]               3[2],6[2]
 (J-5)[1]               1[2],4[2]
 (J-6)[1]               2[2],5[2]

--Enders--

 Regular 1- (DP, 3)[1-4]
 Regular 2- (QCDB, 6)[1-4]
 Regular 3- (QCDF, 6)[1-4]
 Regular 4- (HCB, 1)[1-4]
 **Regular 5- (DP, 1)[5]
 *Super Move 1- (QCB,HCF, 3)[5]
 *Super Move 2- (HCF,B, 4)[5]
 ***Mini Ultra Combo- (HCF, 2)[?]
 *Ultra Combo- (HCB, 2)[?]---(Add Destroyuss Super move at the end)
 *Ultra Humiliation- ???
 *Ultimate Combo- DP, 5---Tusk calls a big dino to come and snack on
                              your opponent.
 *No Mercy- HCF,HCF, 2---Tusk calls a meteor shower that pummels the opponent
                         and than on egiant meteor falls on them.

Strategies/Tips: Tusk's Boot Kick, is similar to Jago's Wind Kick, but not as
 quick. Once you connect with the Web of Death, hold F and press 3 for 2 more
 hits. The Skull Splitter is an overhead hit, meaning it must be blocked
 high. Use it to start combos, because it will hit most opponents who aren't
 paying attention. The Back Stab is a good move, but must be used up close.
 Tusk will sneak behind the opponent and stab them from behind. The Conquer
 move, is like a Dragon Punch, but he uses his sword, and it has excellent
 reach. Use his Destroyuss Super Move at the end of his Ultra Combo, to add a
 few more hits to it. More later...

Ending: ???


---- Maya ----

Story: Made Queen of Amazonia after her part in banishing the Dark Lord
      Gargos. Cast out by her tyribe as Gargos returns, Maya must vanquish
      him to regain her throne.

Statistics: Name= Maya
           Height= 5'10"
           Weight= 140lbs
           Age= 23 Years

Colors:
1= Blue Outfit
2= Red Outfit
3= Yellow Outfit
4= Red Outfit
5= Black Outfit
6= Gray Outfit

Special Moves:
 Flip Kick: B,F, 5
 Savage Blade: B,F, 2
 Mantis: B,F, 3
 Jungle Leap: B,F, 4-6
 Cobra Bite: B,F, 1
 Savage Leap: QCDB, 3(In Air)
 Stun Reversal: B,F, 2
 Stun Dizzy: B,F, 1
 Rushing Attack: F+6
 Overhead Attack: B+3
 Air Combo: F,B, 4-5-6
 Air Juggle: B,F, 6
 Retaliation: B,F, 1
 Ultra Breaker: ???
 Combo Breaker: B,F, 1-2-3-4-5-6
 Ghost Move: ???

Super Moves:
 Power Leap: HCB,F, 6 (6 Blocks)
 Lawnmower Man: HCB,F, 2 (Combo Only) (3 Blocks)
 Flip Kicks: HCB,F, 5 (Combo Only) (3 Blocks)
 Shadow Mantis: HCB,F, 3 (3 Blocks)

Combos:

--Combo Starter--------Auto Seconds--------Linkers--------Auto Seconds--

**=After a Stun Block(B+1)   *=Super Linker(requires 3 blocks of Super meter)

 (B,F, 2)[2]           1[2],4[2]           (B,F, 2)[2]     1[2],4[2]
 (B,F, 5)[1]           1[2],4[2]           (B,F, 5)[1]     1[2],4[2]
 (B,F, 3)[1]           2[2],5[2]          *(HCB,F, 2)[5]   1[2],4[2]
 (B,F, 4)[1]           3[2],6[2]          *(HCB,F, 5)[5]   1[2],4[2]
 (B,F, 6)[1]           2[2],5[2]          *(HCB,F, 3)[5]   2[2],5[2]
 (QCDB, 3(In Air))[1]  2[2],5[2]
 **(B,F, 2)[3]         1[2],4[2]
 (HCB,F, 3)[1](Shadow) 2[2],5[2]
 (J-1)[1]              3[2],6[2]
 (J-2)[1]              1[2],4[2]
 (J-3)[1]              5[2],2[2]
 (J-4)[1]              3[2],6[2]
 (J-5)[1]              1[2],4[2]
 (J-6)[1]              2[2],5[2]

--Enders--

 Regular 1- (B,F, 1)[1-4]
 Regular 2- (B,F, 4)[1-4]
 Regular 3- (B,F, 3)[1-4]
 Regular 4- (B,F, 6)[1-4]
 **Regular 5- (F,B, 1)[5]
 *Super Move 1- (HCB,F, 6)[5]
 ***Mini Ultra Combo- (F,B, 3)[?]
 *Ultra Combo- (F,B, 6)[?]---(Add Power Leap super at the end)
 *Ultra Humiliation- ???
 *Ultimate Combo- HCB,F, 4---Maya calls a large elephant to drop on her
                             opponent.
 *No Mercy- HCF,B, 1---Maya shoots abeam out of her headset that shrinks the
                       opponent down to about an inch.

Strategies/Tips: Her Mantis is an overhead attack, so it must be blocked high.
 The Cobra Bite can be used as an anti-air attack. The Flip Kick and Savage
 Blade can both be used to start combos or to Link on more hits inside of a
 combo. If timed right, the Jungle Leap can be used as an anti-air move to
 catch airborne opponents. The Savage Leap must be done in the air, and can
 be used to start combos. It is also good to use after a Jungle Leap to catch
 opponents off guard. Use her Power Leap Super Move to add more hits to an
 Ultra Combo. More later...

Ending: ???


---- Kim Wu ----

Story: Descendant of the heroes who banished Eyedol and Gargos, Kim is
      appointed her people's guardian. With the return of Gargos, Kim must
      fulfill her duty to her homeland and destroy him forever.

Statistics: Name= Kim Wu
           Height= 5'4"
           Weight= 130lbs
           Age= 17 Years

Colors:
1= Purple Outfit
2= Red Outfit
3= Black Outfit
4= White Outfit
5= Pale Yellow Outfit
6= Blue Outfit

Special Moves:
 Tornado Kick: QCDB, 4-5-6
 Firecracker: QCDB, 2-3
 Split Kick: QCDF, 5-6
 Fire Flower: QCF, 1
 Fire Torpedo: QCF, 2-3
 Air Torpedo(Straight): QCF, 1-2-3
 Air Torpedo(Angled): QCB, 2-3
 Stun Reversal: QCDB, 5
 Stun Dizzy: QCDB, 2
 Rushing Attack: F+6
 Overhead Attack: B+6
 Air Combo: DP, 1-2-3
 Air Juggle: QCDF, 6
 Retaliation: DP, 1-2-3
 Combo Breaker: DP, 1-2-3-4-5-6
 Ghost Move: ???

Super Moves:
 Snap Dragon: QCB,HCF, 3 (6 Blocks)
 Shadow Tornado Kick: HCB,F, 6 (3 Blocks)
 Spinning Slashes: HCB,F, 3(Combo Only) (3 Blocks)

Combos:

--Combo Starter--------Auto Seconds--------Linker--------Auto Seconds---

**=After a Stun Block(B+1)   *=Super Linker(requires 3 blocks of Super meter)

 (QCDB, 4)[1]           3[2],6[2]      (QCDB, 5)[1]      1[2],4[2]
 (QCDB, 5)[1]           1[2],4[2]      (QCDB, 2)[1]      1[2],4[2]
 (QCDB, 6)[2]           2[2],5[2]     *(HCB,F, 6)[5]     2[2],5[2]
 (QCDF, 6)[1]           2[2],5[2]     *(HCB,F, 3)[5]     2[2],5[2]
 (QCDB, 2)[1]           1[2],4[2]      (QCDB, 4)[1]      3[2],6[2]
 (QCDB, 3)[2]           2[2],5[2]
 **(QCDB, 5)[3]         1[2],4[2]
 (HCB,F, 6)[1](Shadow)  2[2],5[2]
 (J-1)[1]               3[2],6[2]
 (J-2)[1]               1[2],4[2]
 (J-3)[1]               5[2],2[2]
 (J-4)[1]               3[2],6[2]
 (J-5)[1]               1[2],4[2]
 (J-6)[1]               2[2],5[2]

--Enders--

 Regular 1- (QCDB, 6)[1-4]
 Regular 2- (QCDF, 6)[1-4]
 Regular 3- (QCDB, 3)[1-4]
 Regular 4- (QCF, 1)[1-4]
 **Regular 5- (QCDF, 5)[5]
 *Super Move 1- (QCB,HCF, 3)[5]
 *Mini Ultra Combo- (DF,D,DB, 4)[?]
 *Ultra Combo- (D,DF,F, 4)[?]---(Add Snap Dragon super at the end)
 *Ultra Humiliation- ???
 *Ultimate Combo- HCF,B, 4---???
 *No Mercy- (Charge F),HCF, 5---???

Strategies/Tips: Her Tornado kick, is similar to Jago's Wind Kick, but is not
 as fast. By using 4 or 5, she will only do one hit, but using 6, will do 2
 hits. Her Split Kick with 5, can be used as an anti-air move, and can be
 followed up with a Split Kick with 6 for another hit. The Split Kick with 6
 is a great move, because it not only flies through Fireballs, but is an
 overhead attack, so must be blocked high. Her Firecracker has two different
 varieties. With 2, it will do 1 slash, and with 3, it will do 2 slashes. Her
 Fire Torpedos(on the ground), will cause her to leap up a little and throw
 them, making them great for pinning opponents down on the ground. Her two
 varieties of Air Fireballs, also help to pin down or catch anyone out of the
 air. The Fire Flower move, will create a giant fireball in front of her,
 that will stop all attacks, but it doesn't go anywhere. More later...

Ending: ???

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

V. Credits

Druboy:
[email protected]
       Had the first page up and supplied me with most of the info on this
FAQ. All the moves, how to do Combo Breakers, and description of characters.
First with new info about new chip revision.

Hardcore:
[email protected]
       Supplied Druboy with all of the moves in the beginning, and some other
info I got from his page. Put a link to my page from his.

Scott:
[email protected]
       Supplied me with some of the first pics of the game. Provided me with
some moves and combos.

WCKylaR:
???
       Supplied Druboy with all the stage and character descriptions.

Eugene Bradley:
[email protected]
       Put my FAQ on his WWW page.

Patrick McCarron:
[email protected]
       For providing tons of info and keeping up a good web page.

Jedi Master:
[email protected]
       Provided most of the new info about combos and Enders. Also provided
me with all the stories and statistics for the characters. Also provided info
about slo-mo and fast enders.

Tetsuo:
???
       Provided the high Ultra Combos in the FAQ and info about how to do
them.