_______                            \        \                      _______
|       \                           |\       |\                    /       |
|_____   \__________    ______      | \      | \   ______       __/   _____|
     \             |  /     / _   /  | _   /  |  /     / ___  |     /
      \____     ___| /_____/ | \_/  / | \_/  /  /_____/ |   \ |    /
           |   |     ____    |     /  |     /   ____    |    \|   |
           |   |    |    \   |     \  |     \  |    \   |         |
           |   |    |   __\  |  |\  \ |  |\  \ |   __\  |         |
           |   |    |  |___  |  | \  \\  | \  \|  |___  |   |\    |
           |   |    |      \ |  |  \  \\ |  \  \\     \ |   | \   |
           |   |     \______\|__|   \__\\|   \__\\_____\|   |  \__|
           |   |  __________  ____________  __________  |   |
           |   | /         / /            \ \         \ |   |
           \   |/  _______/ /              \ \_______  \|   /
            \     /        /      ____      \        \     /
             \   /        |______/    |      |        \   /
              \_/                 ____|      |         \_/
                                 |          /
  _______   _   _   _____        |____      \    _____    __      ____
 |__   __| | | | | |  ___| ______     |      |  |  ___|  /  \    /    \
    | |    | |_| | | |__  |      \____|      |  | |__   / /\ \  |  /\  |
    | |    |  _  | |  __|  \                /   |  __| |  __  | | |  | |
    | |    | | | | | |___   \              /    | |    | |  | | |  \/ _|
    |_|    |_| |_| |_____|   \____________/     |_|    |_|  |_|  \____\\


                          version: beta (0.65)
                      last update: 12/12/98
                           author: Barry Wright Moretz(BMW)


 MAD PROPS(this section lists major contributors to this FAQ)

   ANDY TATMAN let me borrow his psx as a reference guide, and without
     it I would never have been able to make this FAQ as accurate or
     technical as it is. Thanx Andy =)

     I would also like to note the following people for being either the
   best I've played, great friends, or both(alphabetical order)...note
   that if the following people are Tekken 3 players, then I most
   certainly picked up some combo, strat, or portion thereof from them,
   and that information probably found its way into THE FAQ:

 Brett 'playa' Bataglia(Lafayette, La), Dan 'PPhoenix' Benedict(?), Ben
 'tragic' Cureton(San Francisco, CA), David DeWitte(Lewisville, NC), Bryan
 'BFan' Fan(San Francisco, CA), Robert 'RawbDog' Grimes(Seattle, WA),
 Claude 'CHaith' Haith(Charlotte, NC), Marty '1TruKing' Hector(Portland,
 OR), Timothy Hoarsely(Lexington, NC), Jeff 'Chinaman' Hsu(San Francisco,
 CA), Zach 'NICE!' Janson(Chicago, IL), Derek 'Acidbath' Jones(Lafayette,
 La), Gerald 'Yagyu' Joubert(Lafayette, La), Markus 'Saeur Kraut' Kaufman
 (Chicago, IL), Victor 'Spitting Ninja' Lin(NC), Chris 'stardust' McNabb
 (Lafayette, La), David Pickle(Lexington, NC), Karl 'Dolemite' Simms
 (Portland, OR), Andy 'Chojin' Tatman(Lafayette, La), Peter 'Gordola'
 Tsang(Rhode Island), Alex 'CaliPower' Valle(Las Angeles, CA), Mike Yang
 (NC), Mike 'MIC'(Las Angeles, CA), Damian 'flower child'(Lafayette, La),
 Mark 'Flipmeign'(Las Angeles, CA), and "Kaiser"(Panama)


 DISCLAIMER
       THE FAQ was made by Tekken 3 players, for Tekken 3 players. No
 part of this document may be reproduced and sold for profit. The
 information herein is intended for recreational use only and may only
 be redistributed in its entirety by electronic or printed format, or
 with the expressed written consent of Barry Wright Moretz(my preferred
 net-name is BMW, and you may contact me for whatever reason via email
 at [email protected]). The only modification you may make to THE FAQ
 is to cut [edit] [cut] the condensed KEY at the very bottom and then
 paste it into a new text document so that you may open both text files
 and use the new document to reference the notations I use in THE FAQ.
 If you are reading this document in printed format, you may 'cut along
 the dotted line' to achieve the same effect. Also note that the author
 is at this time removing himself from ANY acts of ANY wrong doing by
 telling you at this time to read on at your own risk. By continuing to
 read this document from this sentence on, you are accepting that any
 beat-downs, ass-stompings, glitches with your computer(while trying to
 make THE FAQ look as good as possible), and any other problems you may
 encounter while reading THE FAQ are purely YOUR fault and YOUR fault
 only heheh. The newest version of THE FAQ may be found at:
   http://tekkenstuff.hypermart.net/documentz/THE_FAQ.txt

 ~The Legal Implications of the Disclaimer
       Something that a lot of FAQs fail to mention is the FACT that you
 cannot copyright protect a FACT. Bryan Fury has a move which is
 performed by tapping the controller on a Tekken 3 machine towards your
 opponent twice and hitting the right punch button at the same time as
 you tap the controller toward your opponent the second time, this is a
 fact. This move causes 30 points of damage and leaves your opponent
 laying down on the ground facing up with his head away from you, this
 is a fact. Water is wet, and this is also a fact. Neither I nor anyway
 else can say that water is wet and then proceed to copyright protect
 that statement. The same holds true for any factual information that
 can be found within this document: it cannot be protected by copyright
 laws. What CAN BE and IS protected by international copyright laws is
 the format in which these facts are presented, and any 'arguable'
 items, such as strategy or which moves are better than others, as these
 items are not factual data. In other words, you can 'rob' the factual
 data from THE FAQ and get away with it as long as you are very careful
 not to emulate(plagiarize) the format, which is much easier said than
 done. If you do rob THE FAQ, and if you fail to refrain from emulating
 its format while robbing it, you will probably be sued by yours truly,
 and if you make money in the process of completing the aforementioned
 acts, you most definitely WILL be sued by yours truly ;)


 OPTIMAL VIEWING SETTINGS
...........................................................................
1234567890123456789012345678901234567890123456789012345678901234567890123456

<----------------------------- 76 spaces wide ----------------------------->

 ~MS WordPad...
  ...is a text file editor that displays *.txt files in a "mono-space"
 format, meaning that every character displayed takes an equal amount of
 space as every other character. If the row of periods below 'OPTIMAL
 VIEWING SETTINGS' lines up with the row of numbers, then you are viewing
 in mono-space format. While making THE FAQ, I had only the 'Status Bar'
 checked in the [View] menu of MS WordPad, and THE FAQ will look best if
 you view it with this option only. I chose MS WordPad because it was
 (and still is) the only *.txt file editor available to me, but it also
 happens to be the most widely used *.txt file editor on the most widely
 used operating system, so it's all good =)

 ~640x480...
  ...is a display setting which affects the number(size) of pixels on
 your monitor, and will therefore affect the viewable size of this
 document. If you are using Windows 95 or 98, you may right-click on the
 desktop area(the background upon which your various icons such as 'My
 Computer' and 'Recycle Bin' lie), select 'Properties' on the small menu
 that appears, then select the 'Settings' tab on the 'Properties' menu,
 then drag the bar under 'Desktop area' over to '640 by 480 pixels', and
 then click 'Apply'. You'll have to restart your computer before the new
 settings will be implemented. I chose a pixel setting of 640x480
 because that's the maximum for my shitty little notebook, but
 approximately 50% of all computer owners are using this setting
 already, so it's still all good =)




     WHAT'S NEW/FAQ HISTORY

    ~version 0.60 released 12/8/98(first version)
     - This FAQ(the following are major differences between THE FAQ and
       it's predecessor, BMW's Tekken 3 FAQ Supplement)
     - revamped the setup for this entire FAQ: split the FAQ into two
       main sections(General and Specific); the General section
       comprising of general moves and strategy, including any
       information which is applicable to multiple characters; and the
       Specific section comprising of all character-specific
       information
     - added movelists for general and specific sections
     - edited and/or rewrote and/or added to all strategy
     - switched from alpha standard(lp, rp, lk, rk) to numeric
       standard(1, 2, 3, 4)

     ~~ there are dozens of other significant changes, but the
        aforementioned are the most prominent

    ~version 0.65 released 12/12/98
     - completed Jin Kazama
     - denoted the delayable special throws
     - added to Eddy Gordo's "~Attacking" section because of new-found
       uses for his delayable throw, and made other corrections and
       additions to said section
     - added the alternate input required for normal throws(ie DF{1+3_
       DF{2+4), and corrected the lprys which had stated that df+1+3_2+4
       could be used
     - corrected errors within Hwoarang's throw section
     - revemped some sections for increased uniformity
     - completed King's "General" attack section


 ~~~~~~CONTENTS~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 {Content Name}          {Description}

 Title                    ~title

  i.   Disclaimer          ~ethical/non-ethical shit and the legality
                            of those items

  ii.  What's New          ~summary of new additions/fixes for this FAQ

  iii. Contents            ~summary of the information within this FAQ

  iv.  Introduction        ~introduction

  v.   Key                 ~the abreviations I will be using in this FAQ
   a.   Interface           ~user interface
    1.   Controller          ~the movey-movey
    2.   Buttons             ~the pushy-pushy
   b.   Term Notations      ~well, you asked wtf I was talking about ;)
    1.   Movement            ~move your char
    2.   Positioning         ~where you are
    3.   Attack Types        ~types of ass-kicking
     a.   Normal Attacks      ~cool pimping
     b.   Counterattacks      ~cooler pimping
    4.   Juggle Types        ~coolest pimping
    5.   Special Stances     ~abnormal pimping
     a.   Eddy Gordo
     b.   Gun-Jack
     c.   Hwoarang
     d.   Kuma
     e.   Lei Wulong
     f.   Ling Xiaoyu
     g.   Yoshimitsu
    6.   Other               ~I don't know wth this shit is
   c.   Important Terms     ~I know what this shit is
    1.   General             ~general shit I know
    2.   Skill-Levels        ~general shit I know about scrubs
    3.   Tactics             ~general shit I know about scrub tactics
   d.   Outlines            ~how I threw it all together
    1.   Character           ~character info setup
           Information
     a.   Multi-Throw         ~multi-throw info setup
    2.   Difficult           ~not-so-easy moves info setup
           Joystick Motions
    3.   Techable Throws     ~tech-throw setup

 I.   General              ~whites, blacks, crackheads, its all good =)
  A.   Controlling Your     ~controlling whites, blacks, and crackheads
         Character
   1.   Basic Movement       ~moving the lazy bastards
    a.   Maneuvering          ~on or around the screen
    b.   Attacking            ~on or around the other guy
    c.   Cancelling Moves     ~heh
   2.   Techable Throws      ~if you can't break, then tech
   3.   Difficult Moves      ~if you can do all of these then u da man ;)
   4.   Timing Moves         ~move timing with the glorious dancing moose
    a.   Strings              ~moose string timing
    b.   Reversals/Counters   ~moose reversal timing
    c.   Sidesteps            ~sidestepping with your moose
    d.   Multi-Throws         ~crushing others with your moose
   5.   Technical            ~Specifics on some items
    a.   Damage Modifiers     ~damage altering conditions
    b.   Glitches             ~unintended phenomenon(or maybe not?)
  B.   Strategy             ~strategy for all peoples
   1.   Introduction         ~wtf am I supposed to say?
   2.   The Stick Factor     ~I'm bitching about shitty controls here
   3.   Attacking            ~putting the smack-down
    a.   Introduction         ~uuuuh...heheh
    b.   When You Should      ~when you should smack
            Attack
     1.   While Your Opponent Is Attacking
     2.   "     "    " Is Recovering
     3.   "     "    " Isn't Sure About How You Are Going To Attack
     4.   "     "    " Is Attempting To Get Up(okizeme)
     5.   "     "    Opponent's Back Is Turned
     6.   "     "    Opponent Is Stunned
     7.   A Note On Unblockables
    c.   Poking Tactics       ~damn jabbers
     1.   Pit-Bull Tactics     ~damn stupid jabbers
    d.   Turtle Tactics       ~damn turtlers
    e.   My Shit              ~damn BMWs
   4.   Defending            ~eliminating smackings
    a.   Introduction         ~heh
    b.   How To Defend        ~detailed elimination of smackings
           Against Attacks
           That Are Difficult To Defend Against
     1.   Attacks That Are Made While You Are Attacking/Recovering
     2.   Okizeme Attacks
     3.   Attacks Coming While You Are Stunned
     4.   "       "  From Behind You
     5.   Running Attacks
     6.   Unblockable Attacks
    c.   Anti-Poking/         ~kill those damn jabbers
           Pit-Bull Tactics
    d.   Anti-Turtle Tactics  ~stomp those damn turtles
    e.   Anti-My Shit Tactics ~beat me down

 II.  Specific            ~divided by race, sex, and social class
  A.   Bryan Fury          ~pimps, bitches and bears(characters are
  B.   Eddy Gordo/Tiger     listed in alphabetical order based on their
  C.   Forrest Law          first name)
  D.   Gun-Jack
  E.   Heihachi Mishima
  F.   Hwoarang
  G.   Jin Kazama          ~all character guides(after Hwoarang) are
  H.   Julia Chang          incomplete at this time
  I.   King
  J.   Kuma/Panda
  K.   Lei Wulong
  L.   Ling Xiaoyu
  M.   Mokujin
  N.   Nina/Anna Williams
  O.   Ogre I
  P.   Ogre II
  Q.   Paul Phoenix
  R.   Yoshimitsu

  vii. Thanks             ~giving credit to some of the coolest peepz in
                           the whole wide world 8)

  ~~Oh, and btw, yes I am very fucked up in the head



 ~~~~~~INTRODUCTION~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       Before I began to compile the information that is contained
 within THE FAQ, I asked myself "Of all the things I have learned about
 Tekken 3, which of those have had the most profound impact upon my
 improvement as a player?" Now there are a lot of answers to that
 question, and some(combinations) are obvious while others(d+1 against
 an opponent who is grua and attempting to attack) are not so obvious,
 but I have compiled virtually everything that I feel has had a
 significant positive effect on my improvement as a player into this one
 FAQ for you, the gamer. The movelist(by far the most significant
 difference between THE FAQ and 'BMW's Tekken 3 FAQ Supplement') is more
 complete and presents more useful information than any other, and
 includes a number of moves that are either skimmed over or completely
 ignored by other FAQs. I will discuss some items, such as okizeme and
 positioning, in explicit detail, while skimming over many others. This
 all draws back to the initial question, as a diverse use of moves, the
 attacking and defending characteristics of okizeme and your positioning
 before and after any attack are some of the most important things in
 Tekken 3 game mechanics, and as a result you MUST learn a lot about
 them if you ever want to be a master of the game. THE FAQ is quite
 large, and its size has much to do with the format in which the
 information is presented. I've opted for a somewhat less efficient
 format because I've seen many FAQs that contained an impressive archive
 of information, but presented it in a fashion that is so cryptic even
 I, after playing the game since it came to my local arcade, and after
 playing it from coast to coast all over the country, have a very
 difficult time understanding what is intended by the author(s). I
 believe I have spent adequate time explaining the format and other,
 more cryptic information so that you, the reader, will understand
 everything I have to say. I feel that THE FAQ is a vast improvement
 over any strategy guide, online or published, and that all gamers,
 whether they have just started playing the game, or have mastered it,
 have something useful to find within THE FAQ. To sum up everything I've
 stated, I'd like to quote Gabocorp(www.gabocorp.com) when I say that
 "This is the new standard for all things to come." Now, with all those
 wonderful things about myself and THE FAQ said, please be aware of the
 fact that I did not do this alone. All of the masters of Tekken 3 I
 have had the honor of playing and all of the devoted gamers who have
 spent the time to share knowledge with the online Tekken 3 community
 have made me the player that I am today, and THE FAQ is my way of
 thanking these people. THE FAQ is the sum of my knowledge of Tekken 3,
 and that knowledge would not even exist if it were not for these good
 friends of mine. I say this because most, if not all other faqs I've
 seen leave out this important point: I am, and THE FAQ is, the sum of my
 experiences. I hope you enjoy THE FAQ =)


 PS I was pretty fucked up while writing the vast majority of THE FAQ, so
    I'm(hold on I gotta go pee) pretty sure that there are plenty of
    errors N stuff...lemme know if ya find any K? btw I find TK3 most
    enjoyable when I play fuktup...if you've never tried that you should:
    go to Bennigan's and buy a few rounds of Samuel Adam's Cherry Wheat
    (I prefer draft), and then run over to your local arcade. When you're
    sober the shitty controls you'll find there will just piss you off;
    when you're half drunk you just don't give a fuuuck, so it's MUCH
    less frustrating ;)

 PPS The current version of THE FAQ presents approximately 65% of the
    total information I plan on having in it...it's current file size is
    a bit over 590k(or so my MS-DOS prompt tells me ;), and I expect the
    size of the completed document to be well over 850k.



 ~~~~~~KEY~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       There is a condensed version of this key at the bottom of THE
 FAQ...you may wish to cut and paste this condensed version into a new
 text document and then open both files so you can figure out wth I'm
 talking about without having to go all the way back to the key. If you
 are reading this FAQ for the first time, or if this FAQ has been
 updated since you last read it, please review the following:


 INTERFACE

 ~Controller

 ~~Standard Position(1st player side)

                                    Up
                                    ||
                         Up-Back    ||   Up-Forward
                             \\     ||     //
                               \\  OOOO  //
                                 OOOOOOOO
  Back(away from opponent) ==== CONTROLLER ==== Forward(towards opponent)
                                 OOOOOOOO
                               //  OOOO  \\
                             //     ||     \\
                       Down-Back    ||    Down-Forward
                                    ||
                                   Down

 ~~Controller Notations
    f  - Forward        b  - Back
    uf - Up-Forward     db - Down-Back
    u  - Up             d  - Down
    ub - Up-Back        df - Down-Forward

    n  - neutral(centered position)

    The capitol or lower case in joystick directions signifies the
    difference between a tap in the given direction and a press and hold
    in the given direction(ie u = tap Up while U = press and hold Up).


 ~Buttons

 ~~Standard Position
                       left punch      right punch
                                \      /
                                 O    O

                                 O    O
                                /      \
                        left kick      right kick

 ~~Button Notations
                   1 - left punch      2 - right punch
                                \      /
                                 1    2

                                 3    4
                                /      \
                    3 - left kick      4 - right kick


 TERM NOTATIONS(see 'Important Terms' for definitions of terms):

 ~Movement
   ss      - Side Step
   ssr     - Side Step to Right side(of your character)
   ssl     - Side Step to Left side
   wlkf    - WaLK Forward
   wlkb    - WaLK Backward
   dshf    - DaSH Forward
   dshb    - DaSH Backward
   crwlkf  - CRouching WaLK Forward
   crwlkb  - CRouching WaLK Backward
   crdshf  - CRouching DaSH Forward
   crdshb  - CRouching DaSH Backward
   run     - RUN towards
   ws      - as you begin to stand up(While Standing)
   wc      - as you begin to crouch down(While Crouching)

 ~Positioning(unless otherwise noted, character is considered to be
   standing and facing his opponent)
   rng-1   - RaNGe -1(opponent is against you and moving forward)
   rng0    - RaNGe 0(directly against opponent)
   rng1    - RaNGe 1(within short throw(Nina 1+3) and jab(Nina 1) range)
   rng2    - RaNGe 2(kick(Nina 4) and long throw(Nina uf+1+2) range)
   rng3    - RaNGe 3(long attack(Nina df+3) range)
   rng4    - RaNGe 4(longest standing attack(Nina f~f{1+2) range)
   rng5    - RaNGe 5(short run attack(Law f~f~F+3)range)
   rng6    - RaNGe 6(run range(any character f~F))
   bt      - character is showing his Back To(Towards) his opponent
   rst     - character is showing his Right Side To(Towards) his opponent
   lst     - character is showing his Left Side To(Towards) his opponent
   grut    - GRounded, face Up   feet Towards       opponent
   grua    - GRounded, face Up   feet Away from     opponent
   grdt    - GRounded, face Down feet Towards       opponent
   grda    - GRounded, face Down feet Away from     opponent
   grurs   - GRounded, face Up   Right Side towards opponent
   gruls   - GRounded, face Up   Left Side towards  opponent
   grdrs   - GRounded, face Down Right Side towards opponent
   grdls   - GRounded, face Down Left Side towards  opponent

 ~Attack Types

 ~~Normal Attacks
   h       - High attack
   m       - Mid attack
   l       - Low attack
   s       - Special mid
   uh      - Unblockable High
   um      - Unblockable Mid
   ul      - Unblockable Low
   stgh    - STaGgering High
   stgm    - STaGgering Mid
   stgl    - STaGgering Low
   stnh    - STuNning High
   stnm    - STuNning Mid
   stnl    - STuNning Low
   t       - normal Throw(all normal throws are uh attacks)

   capitol letter(s) in the above attack types signify a combo starter
   and if the attack is a juggle starter it will be followed by a juggle
   type(example: M would signify a mid-level combo starter such as
   Kuma's F{1+2 which can be followed with 1+2 for a combo while M(hi)
   signifies a mid-level, high juggle starter such as Kuma's f~F{2)

 ~~Counterattacks
   mjrc    - MaJoR Counter
   mnrc    - MiNoR Counter
   rev     - REVersal that will catch both h or m punches or kicks
   prev    - Punch-only REVersal(h or m)
   krev    - Kick-only REVersal(h or m)
   lpry    - Low PaRrY
   lppry   - Low Punch PaRrY
   lkpry   - Low Kick PaRrY
   hpry    - High PaRrY(h or m)
   hppry   - High Punch PaRrY(h or m)
   hkpry   - High Kick PaRrY(h or m)

 ~Juggle Types
   nrml    - normal juggle
   hi      - high juggle
   flt     - float juggle
   bnc     - bounce juggle

 ~Okizeme Attacks
       The difference between okizeme attacks and normal attacks lies
 within the different sizes of characters: some attacks will only
 connect against the smaller characters under special circumstances
 (the average fc3 will connect at rng2 on Nina if she is grua, but if
 she is grdt, it can only connect at rng0, if at all), while other
 attacks will only connect against the largest of characters
 (Yoshimitsu's b~B{1 will only connect on the very largest grounded
 characters). It is for this reason that I have divided the characters
 into five major types based upon their susceptibility to okizeme
 attacks, explained below:

 type1   - smallest characters(Ling Xiaoyu and Nina Williams)
 type2   - average size(Bryan Fury, Eddy Gordo fully grounded, Forrest
           Law, Hwoarang, Jin Kazama, Julia Chang, Lei Wulong, Mokujin
           and Yoshimitsu)
 type3   - large characters(Heihachi Mishima, King, Paul Phoenix and
           Ogre I)
 type4   - larger characters(Gun-Jack, Kuma and Eddy Gordo in his
           special grounded attack position)
 type5   - gargantuan(Ogre II)

 ~Special Stances
 ~~Eddy Gordo
   gp      - Grounded Position
   hp      - Handstand Position
 ~~Gun-Jack
   sdp     - SitDown Position
 ~~Hwoarang
   rff     - Right Foot Forward
   lff     - Left Foot Forward
   rfl     - Right FLamingo
   lfl     - Left Flamingo
 ~~Kuma
   sdp     - SitDown Position
 ~~Lei Wulong
   aop     - Art Of Phoenix
   drgn    - DGaGoN
   drkn    - DRunKeN
   snk     - SNaKe
   tgr     - TiGeR
   pnr     - PaNtheR
   crn     - CRaNe
 ~~Ling Xiaoyu
   aop     - Art Of Phoenix
 ~~Yoshimitsu
   is      - Indian Style
   ps      - Pogo Stick
   sbt     - Special Back Towards

 ~Other
   1p      - 1st player(attacker)
   2p      - 2nd player(defender)
   _       - 'or'
   +       - at same time
   ~       - immediately after(0+ to 9 frames)*
   ~~      - slight delay(10 to 29 frames)*
   ~~~     - long delay(30 to 60 frames)*
   {       - signifies that the next input is delayable: it may be +, ~,
             ~~ or ~~~
   ->      - signifies combos within strings(if prior, then next)
   [...]   - input needed to escape the move it is paired with

   * Tekken 3 flashes 60 images(frames) every second


 IMPORTANT TERMS

 ~General

 ~~animation - aka "move animation": animation is the video output,
       measured in frames, that you see while playing Tekken 3. When I
       refer to the animation of maneuvers, I am noting the moves
       'startup', 'execution' and 'recovery' animation, each of which is
       very important. These animations can be measured in frames, or
       1/60th fractions of a second. Startup, execution and recovery are
       described below.
 ~~~execution - the animation(time) during which the most active
       properties of an attack or maneuver take place. The execution of
       Paul Phoenix's b+1+2 would be the time during which his fist may
       connect against an opponent.
 ~~~recovery - the animation(time) during which the after-effects of a
       maneuver take place. The recovery of Paul's b+1+2 would be the
       time after the punch might have connected, but before he may
       perform any other maneuver or block.
 ~~~startup - the animation(time) during which a character prepares to
       execute his maneuver. The startup of Paul's b+1+2 would be the
       time when b+1+2 is input during which he 'charges up' in
       preparation for his unblockable attack.

   Animation Diagram(a mediocre attempt to describe Paul Phoenix's
     b+1+2 animation ;)

               startup                   execution        recovery
  |#---------------------------------|$------------|%-----------------|*

   # b+1+2 is input                     % the punch becomes inactive
   $ the instant the punch may connect  * Paul may block

 ~~axis shift - this is the long sought after control over the 3rd
       dimension(the ability to move a character towards his right or
       left side). In Tekken 3, you may complete an axis shift by
       performing a sidestep(which is basically a quick dash to the
       side). If you tap up on the controller, your character will move
       towards the background of the arena(away from you), if you tap
       down, he will move towards the foreground of the arena(closer to
       you).

 ~~bounce juggle - see 'juggle' section

 ~~buffering - an aspect of Tekken game mechanics that allows you to
       enter in button sequences more efficiently. This is how it works:
       you want to enter in a sequence consisting of button one and then
       button one and button two together. Normally, you would have to
       tap button one, release it, and then tap button one and button
       two at the same time. Buffering is the ability to PRESS AND HOLD
       button one(this is the key), and then tap button two to register
       an input of both buttons. In this way, you can get the same
       result as before while being much more accurate in the process.
       NOTE: To complete any, and I do mean ANY, individual move that
       requires you to press more than one button, you may press and
       hold all but one of those buttons and then tap the last one when
       you are ready to complete the move. You can also use buffering to
       smoothly cancel one move with another using a modified input
       sequence(example: Yoshimitsu's dshf may be canceled by
       f~F{2_f~F{4 by buffering the moves into the dash like so
       f~f~F{2_f~f~F{4)

 ~~chicken - see 'counter' section

 ~~combination - aka "combo": a series of moves that are unblockable and
       inescapable, given that the first move(in the series) connects.

 ~~connect - aka "unguarded": the result of an attack that is improperly
       guarded against...the most basic way an attack may hit an
       opponent.

 ~~counter - aka "countermove": a move that negates an opponent's move
       or his recovery from a move. Specific counter types are explained
       below:
 ~~~chicken - aka "chickening", "chickened": a reversal reversal
       performed by inputing f+1+3 if a left limb is reversed or f+2+4
       if a right limb is reversed.
 ~~~counterhit - aka "interrupt": an attack that connects either while
       your opponent is attacking(major counter), or immediately after
       his attack while he is still recovering from it(minor counter),
       therebye negating his attack or recovery.
 ~~~parry - a sort of thrust-block that throws your opponents attack to
       the side, and staggers him for a brief period of time. In some
       situations a parry allows for a combo by the parrier because of
       this staggering effect.
 ~~~tech - aka "techable": a special type of counter that can only be
       used in special situations: a tech does not negate an attack as
       other counters do, but instead it alters the outcome of the
       attack to the benefit of the player completing the tech.
 ~~~tech-roll - a tech roll is a quick-recover roll you may perform
       after many maneuvers(explained further in the 'Specific' portion
       of this FAQ), and it may be used to better your positioning. Any
       character may tech-roll after landing face up from a juggle
       combination by tapping 1_2 to roll towards the background of the
       arena, or 3_4 to roll towards the foreground of the arena.
 ~~~reversal - a special type of counterhit that attacks your opponent
       while he is attempting to attack you.

 ~~counterhit- see 'counter' section

 ~~custom string - a series of individual moves or portions of strings
       used to create a move sequence that blends together so well it is
       difficult to defend against or counter.

 ~~execution - see 'animation' section

 ~~float juggle - see 'juggle' section

 ~~frames - aka "frame rate": the images that are shown to the viewer
       which make up the video output(animation) of a video game. Tekken
       3 flashes 60 of these images(frames) every second. Note that fps
       stands for Frames Per Second.

 ~~high juggle - see 'juggle' section

 ~~juggle - aka "juggling", "juggle combo", "juggles": a juggle is a
       series of moves used to hit an airborne opponent. Attacks that
       are made upon an airborne opponent are effectively unblockable.
       Specific juggle types are explained below:
 ~~~bounce juggle - a type of juggle in which the juggled character
       bounces off of the ground(example: Bryan's uf+4).
 ~~~float juggle - aka "float": a type of juggle in which the juggled
       character immediately falls towards the ground after the juggle
       starter(example: any characters grdt3).
 ~~~high juggle - a type of juggle in which the juggled character is
       launched significantly higher than in a normal juggle(example:
       Nina's db+3+4).
 ~~~normal juggle - the most common type of juggle in which the juggled
       character is launched upward(example: Nina's df+2).

 ~~multi-throw - a grappling move that may have an alternate outcome via
       input from the user.

 ~~normal juggle - see 'juggle' section

 ~~parry - see 'counter' section

 ~~poking pattern - a continuous, repeated series of fast attacks that
       forces your opponent into a defensive state(similar to, but not
       the same as a custom string).

 ~~recovery - see 'animation' section

 ~~reversal - see 'counter' section

 ~~sidestep - see 'axis shift'

 ~~stagger - aka "staggering attack": many attacks(most notably parries)
       stagger your opponent. The recovering positions after a
       staggering attack vary, but all staggers make it impossible for
       a staggered character to block attacks for a brief period of
       time. The are few differences between the technical aspects of a
       staggering attack and a stunning attack(see 'stun'): I judge the
       difference by the animation resulting from the attacks.

 ~~startup - see 'animation' section

 ~~string or move-string - a preselected set of moves that may be
       chained together to create a single move sequence(not to be
       confused with a "combo").

 ~~stun - aka "stunning attack": all attacks cause stun whether it is
       guard stun(which sometimes makes it impossible to reverse or
       parry during attack strings) or connect stun(aka recovery). When
       I talk about the stunning characteristics of a move I mean to say
       that this move causes either a significantly longer stun or that
       it has special stun properties such as Jin's b~f{2 on mjrc. This
       move causes a stun in which your opponent doubles over and slowly
       falls face-first onto the ground, allowing for combinations.

 ~~tech or tech-roll - see 'counter' section

 ~~unguarded - see 'connect'


 ~Skill-levels

 ~~masher - someone who doesn't really know how to play Tekken 3. They
       get on the game, pick Eddy, and then they attempt to win by hitting
       the buttons and yanking on the joystick as fast as possible.

 ~~novice/newbie - someone who is familiar with basic Tekken tactics,
       but simply lacks the knowledge to be proficient in it.

 ~~scrub - someone who is good at doing one thing with one character

 ~~intermediate - a WIDE range of players(basically anyone who doesn't
       fit into the other categories).

 ~~expert - expert level players demand control of everything: their
       player, their opponent's player, EVERYTHING: they achieve control
       over their own character by practicing until they have him down
       to a science; and they achieve control over their opponent's
       character by forcing him into situations in which he has very
       limited choices, and then they make an assumption as to which
       choice their opponent will make. Note that an expert level player
       in one location may or may not be an expert level player in
       another locale because the skill levels of the two locations may
       be very different.


 ~Tactics

 ~~poking - aka "pokers", "poking tactics": the process of using very
       fast, usually low-damage attacks to knock an opponent out of his
       attack(very effective when used in conjunction with "turtle"
       tactics). In high-level play, poking becomes a series of fast
       moves that entices an opponent to make a mistake, therebye
       allowing for a high-damage counterattack(like df+2, for example).

 ~~~pit bull - aka "pit bull tactics": a "pit bull" is a player who gets
       right up in your face and attacks, and attacks, and attacks
       (basically a poker who doesn't ever let up).

 ~~turtle - aka "turtle tactics", "turtler": a strategy that involves
       waiting for the best time to attack by avoiding your opponent's
       attacks until he leaves himself open to your attack.



 OUTLINES
__________________________________________________________________________
|                                                                          |
| ~CHARACTER INFORMATION OUTLINE                                           |
|                                                                          |
| {character's name(s)}                                                    |
|                                                                          |
|                                                                          |
| Movelist:{from single attacks to longest strings*...includes 'special    |
| position attacks' such as 1p bt, rst_lst, grounded, and special stances} |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| {how to perform move} @ {#attack type on guarded|connect|mnrc|mjrc) @    |
|  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
|   {range type} @ {damage normal, clean} @ {effects on 1p <> 2p if any}   |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
|                                                                          |
|   # if an attack does not have special properties depending upon the     |
|     type of connect, then I will list its attack type only one time      |
|     (no m|m|m|m crapola ;)                                               |
|                                                                          |
|   * Note that any string may be ended early by simply ending the input   |
|     sequence. If ending a given string early has special properties,     |
|     such as leaving the character in a different position or allowing    |
|     for combinations, it will be noted within the section reserved for   |
|     that move or sequence thereof.                                       |
|__________________________________________________________________________|
|                                                                          |
| Multi-Choice String Diagrams:                                            |
|                                                                          |
|                         --->{string continuer}--->{string ender}         |
|                        /                                                 |
|       [{string starter}]--->{string ender}      --->{string ender}       |
|                        \                       /                         |
|                         --->[{string continuer}]                         |
|                                                \                         |
|                                                 --->{string ender}       |
|                                                                          |
|   * moves with more than one possible followup are denoted by the        |
|     brackets '[]'                                                        |
|__________________________________________________________________________|
|                                                                          |
| Throws:                                                                  |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| {throw}[{escape}] @ {attack type} @ {range} @ {damage} @ {positioning*}  |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
|                                                                          |
| * All throwers recover standing, and throwees recover standing if the    |
|   throw misses or is broken: this lists 2p positioning if the throw      |
|   connects                                                               |
|__________________________________________________________________________|
|                                                                          |
| Counterattacks                                                           |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| {counterattack} @ {attack type} @ {positioning after counter}            |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
|__________________________________________________________________________|
|                                                                          |
| MULTI-THROW(S) (if applicable)                                           |
|                                                                          |
| Multi-Throws                                                             |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| {multi-throw starter} @ {type} @ {damage}@ {positioning if discontinued} |
| | [{escape sequence if escapable}]       @ {positioning if escaped}      |
| |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
| |--->[1a]{1st possible choice(after MTS)}@{type}@{damage}@ {positioning} |
| |    | [{escape sequence if escapable}]  @ {positioning}                 |
| |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~ |
| |    |--->2a{1st choice(after '1a')}     @{type}@{damage}@ {positioning} |
| |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~ |
| |     --->2b{2nd choice(after '1a')}     @{type}@{damage}@ {positioning} |
| |         ...and so on                                                   |
| \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
|  --->1b{2nd choice(after MTS)}           @{type}@{damage}@ {positioning} |
|      ...and so on                                                        |
|  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
|   Timing:                                                                |
|   (1a) {How to properly time the 1st choice(after the MTS)}              |
|   ...and so on                                                           |
|  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
|   Buffering:(if applicable)                                              |
|   {how to complete the move}: {how to buffer the move}                   |
|   ...and so on                                                           |
|  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
|   Note that...(if applicable)                                            |
|   ...{important things to note about the multi-throw}                    |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
|__________________________________________________________________________|
|                                                                          |
| COMBINATIONS(includes juggles, which are denoted by a juggle type)       |
|                                                                          |
| ~Starters                                                     Followups~ |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| combo starter 'a'                                     combo followup 'A' |
|  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
| starter 'c'                                                              |
|  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~                        followup 'C' |
| starter 'd'                                                              |
|  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
| starter 'e'                                                 followup 'E' |
|  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~             ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
| starter 'f'                                                 followup 'F' |
|  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
|                                                             followup 'G' |
| starter 'g'                          ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ |
|                                                             followup 'H' |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
|                                                                          |
|  Possible combinations are a->A, c->C, d->C, e->E, e->F, f->E, f->F,     |
|    g->G and g->H                                                         |
|                                                                          |
|  In combo descriptions I use periods '.' to separate attacks ie 1~2 is   |
|    a two-string while 1.2 is a left punch followed by a right            |
|    punch                                                                 |
|__________________________________________________________________________|
|                                                                          |
| STRATEGY                                                                 |
|                                                                          |
|       {Strategy for "~Attacking" and "~Defending" with the character.    |
| Also includes strategy for playing against the character("~Versus        |
| {character's name}")}                                                    |
|__________________________________________________________________________|
__________________________________________________________________________
|                                                                          |
| TECHABLE THROWS OUTLINE                                                  |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| {Character} @ {Throw} @ {Result of tech*}                                |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
|                                                                          |
|   * A teched throw always results in a quick-recover roll to your        |
|     character's left side: this lists other effects.                     |
|__________________________________________________________________________|
__________________________________________________________________________
|                                                                          |
| DIFFICULT JOYSTICK MOTIONS OUTLINE                                       |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| {Motion} @ {moves it is used in} @ {explanation of how to complete it}   |
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
|__________________________________________________________________________|



GENERAL~~~~~~~~~~~~~~~~~~~~~~~~~~~GENERAL~~~~~~~~~~~~~~~~~~~~~~~~~~~~GENERAL
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@\\\\\@@@@\\\\\\@@@@\@@@@\@@@@@\\\\\\@@@@\\\\\@@@@@@\\\@@@@@@\@@@@@@@@@
@@@@@\\@@@\@@@\\\@@@\@@@\\\@@@\\@@@\\\@@@\@@@\\@@@\\@@@@\\@\\@@@@\\@@@@@@@@@
@@@@\\@@@@@@@@\\@@@@@@@@\\\\@@\\@@@\\@@@@@@@@\\@@@\\@@@\\@@@\\@@@\\@@@@@@@@@
@@@@\\@@@@@@@@\\\\@@@@@@\\\\\@\\@@@\\\\\@@@@@\\@@\\@@@@\\@@@\\@@@\\@@@@@@@@@
@@@@\\@@@@@@@@\\\\@@@@@@\\@\\\\\@@@\\\\\@@@@@\\\\\\@@@@\\\\\\\@@@\\@@@@@@@@@
@@@@\\@@\\@@@@\\@@@@@@@@\\@@\\\\@@@\\@@@@@@@@\\@@\\@@@@\\@@@\\@@@\\@@@@@@@@@
@@@@@\\\\\\@@@\\\@@@\@@@\\@@@\\\@@@\\\@@@\@@@\\@@@\\@@@\\@@@\\@@@\\@@@@\@@@@
@@@@@@\\@@\\@@@\\\\\\@@@@\@@@@\@@@@@\\\\\\@@@\\@@@\\@@@@\@@@\@@@@@\\\\\\@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
GENERAL~~~~~~~~~~~~~~~~~~~~~~~~~~~GENERAL~~~~~~~~~~~~~~~~~~~~~~~~~~~~GENERAL



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
     __    _          ___  ___    _             _ _          __
    /  \  / \  |\   |  |  |   \  / \  |    |     |  |\   |  /  \
   |     |   | | \  |  |  |___/ |   | |    |     |  | \  | |
   |     |   | |  \ |  |  |  \  |   | |    |     |  |  \ | |   _
    \__/  \_/  |   \|  |  |   \  \_/  |___ |___ _|_ |   \|  \__/|

        _          __      __             __         __  ___  ___  __
 \   / / \  |   | |  \    /  \ |  |  /\  |  \  /\   /  \  |  |    |  \
  \ / |   | |   | |__/   |     |__| |__| |__/ |__| |      |  |__  |__/
   |  |   | |   | | \    |     |  | |  | | \  |  | |      |  |    | \
   |   \_/   \_/  |  \    \__/ |  | |  | |  \ |  |  \__/  |  |___ |  \

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


                        \\\                    ///
                         >>>> Basic Movement <<<<
                        ///                    \\\


 ~MANEUVERING:


 ~~Standing
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
 f          @ wlkf(briefly)                                               O
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
 F          @ wlkf(continuously)                                          T
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
 f~f        @ dshf                                                        O
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
 f~F        @ run(must be rng5+ to run)                                   L
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
 b          @ wlkb(briefly)/block h,m,s                                   N
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
 B          @ wlkb(continuously)/block h,m,s
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b,b        @ dshb
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 u          @ ss(into background)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d          @ ss(into foreground)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 U          @ leap up
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 D          @ crouch
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf         @ hop forward
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF         @ leap forward
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UB         @ leap backward
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df         @ crwlkf(briefly)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 DF         @ crwlkf(continuously)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db         @ crwlkb(briefly) _ block s,l
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 DB         @ crwlkb(continuously) _ block s,l
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d~df~f     @ crdshf#
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d~db~b     @ crdshb$
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~n~d~df   @ crdshf%
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc~df~d~df @ crdshf&
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ub         @ backflip*
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   # Bryan Fury, Heihachi Mishima, Nina Williams and Paul Phoenix
   $ Bryan Fury, Nina Williams and Paul Phoenix
   % Heihachi Mishima, Hwoarang, Jin Kazama and King
   & Forrest Law
   * Eddy Gordo, Ling Xiaoyu, Nina Williams and Yoshimitsu
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
   Note that a crdshf_crdshb can be lengthened by holding the last        O
     controller direction ie f~n~d~DF covers more distance than f~n~d~df  N
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ T
                                                                          R
 ~~Right Side Towards(rst)_Left Side Towards(lst)                         O
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
 f      @ turn towards                                                    L
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
 b      @ turn towards                                                    N
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
 d      @ crouch
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 u      @ ss into background and turn towards
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d      @ ss into foreground and turn towards
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~Back Towards(bt)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f      @ turn around
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b      @ turn around
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b~b    @ dshb(away from opponent) and turn around
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d      @ crouch(remain bt)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 u      @ ss into background and turn around
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d      @ ss into foreground and turn around
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~Grounded
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1      @ flip towards background and get up*
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+1    @ flip towards foreground and get up*
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~D    @ flip towards background and remain grounded*
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+1~D  @ flip towards foreground and remain grounded*
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2      @ when used in conjunction with joystick, 2 causes faster rises
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f      @ roll towards opponent
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b      @ roll away from opponent
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~1_2#  @ tech roll into background
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
 ~3_4#  @ tech roll into foreground                                       O
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
   * all characters except Lei Wulong may only flip one time after being  T
     knocked onto the ground or after being attacked while they are       R
     grounded                                                             O
   # you must tap the button immediately as you land in a face up         L
     position from an opponents attack(not all attacks from which you     L
     recover grounded with your face up allow for a tech-roll: these are  I
     noted in the 'Specific' portion of THE FAQ), and some character      N
     maneuvers allow for a tech-roll(also noted in the 'Specific'         G
     portion).
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 ~ATTACKING:


 ~~Standing
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+1     @ s     || ws1      @ m    || 1       @ h     || df+1    @ m
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 uf+1    @ m     || uf~~1    @ h    || UF~1    @ h     || d+2     @ s
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 ws2     @ m_M   || 2        @ h    || df+2    @ m_M   || uf+2    @ m
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 uf~~2   @ h     || UF~2     @ h    || fc3     @ l     || d+3     @ l
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 ws3     @ m     || 3        @ h    || df+3    @ m     || uf+3    @ m_M
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 uf~~3   @ m_M   || UF~3     @ m    || d+4     @ l     || ws4     @ m
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 4       @ h     || df+4     @ m_l  || uf+4    @ M     || uf~~4   @ M
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 UF~4    @ m     || 1+3      @ t    || 2+4     @ t
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~Right Side Towards(rst)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (any basic attack)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~Left Side Towards(lst)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (any basic attack)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   Note that most rst_lst moves track VERY poorly: it is recommended
     that you reorient yourself with maneuvering as opposed to
     attacks...also note that you may perform any of your basic
     'Standing' attacks with rst_lst
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                          C
                                                                          O
 ~~Back Towards(bt)                                                       N
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ T
 fc_d+1  @ l    || 1       @ h#$  || fc_d+2  @ l$   || 2       @ h#$      R
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
 fc_d+3  @ l#$  || fc_d+4  @ l$   || 4       @ h$   || uf+4    @ H(nrml)  L
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
   $ lei Wulong has different attacks with corresponding input(see        I
     'Specific Strategy' for details)                                     N
   # Ling Xiaoyu has different attacks with corresponding input(see       G
     'Specific Strategy')
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Okizeme Attacks
       Before I describe some of the most basic okizeme attacks, there
 are a few technicalities involved with okizeme that must be explained.

   - attacks that connect during the startup of grounded maneuvers cause
     a flt juggle opportunity, while attacks that connect during the
     execution of grounded maneuvers cause an immediate rise
   - characters who are in the grua_grdt positions perform bt maneuvers
     which are explained below:
     - if the characters perform a roll(f_b) from grua_grdt they face
       away from their opponent during the roll. Said characters are
       considered to be bt(during the roll) and cannot block attacks
       until the very end of the roll.
     - if the characters attempt a rise or rising attack, they are
       considered to be bt until the recovery of the rise or rising
       attack and cannot block attacks during the execution of these
       maneuvers.
   - characters who are in the grut_grda positions perform facing
     maneuvers which are explained below:
     - if the characters perform a roll(f_b) from grut_grda they face
       towards their opponent during the roll. Said characters are
       considered to be in normal(standing and facing) position(during
       the roll) and may block attacks that come while they are rolling.
     - if the characters attempt a rise or rising attack, they are
       considered to be facing their opponent until after the rise or
       rising attack and may block attacks during the rise(as with any
       attack they cannot block during rising attacks).

~~The following charts list the most likely results while attacking a
  grounded opponent with some of the more commonly used okizeme attacks

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc_d+1     @ rng1
 -----------------------------------------------------------------------
|interrupted|                  2p initial positioning
|move       |     grut     |     grua     |     grdt     |     grda     |
|  ---------|--------------|--------------|--------------|--------------|
|remain     |  -|-|-|-|-   |  -|-|-|-|s   |  -|-|-|-|s   |  -|-|-|-|s   | C
|  grounded |  fc <> grut  |  fc <> grua  |  fc <> grdt  |  fc <> grda  | O
|  ---------|--------------|--------------|--------------|--------------| N
|1_d+1      |  -|-|-|-|-   |  -|-|-|-|s   |  -|-|-|-|s   |  -|-|-|-|s   | T
|  (flip)   |  fc <>       |  fc <> grua  |  fc <> grdt  |  fc <> grda  | R
|  ---------|--------------|--------------|--------------|--------------| O
|f_b*(roll) |  S|S|S|S|S   |  S|S|S|S|S   |  S|S|S|S|S   |  s|s|s|s|s   | L
|           |  (all flt)   |  (all flt)   |  (all flt)   |              | L
|           |  fc <> grut  |  fc <> grua  |  fc <> grua  |   fc <>      | I
|  ---------|--------------|--------------|--------------|--------------| N
|rise#      |  s|s|s|s|s   |  S|S|S|S|S   |  S|S|S|S|S   |  s|s|s|s|s   | G
|           |   fc <>      |   fc <> bt   |   fc <> bt   |   fc <>      |
|  ---------|--------------|--------------|--------------|--------------|
|3_4#%      |  s|s|s|s|s   |  S|S|S|S|S   |  S|S|S|S|S   |  s|s|s|s|s   |
|           |   fc <>      |   fc <> bt   |   fc <> bt   |   fc <>      |
 -----------------------------------------------------------------------
   * if you delay the d+1 until the very end of your opponent's roll,
     it will connect as he 'rises' and will have the same properties as
     rising from his initial position
   # from grounded position or after roll
   % all connects are on mjrc and attacks that have special properties
     will keep those properties with this condition: grut_grda are
     treated as if the attack connected on mjrc with 2p facing his
     opponent while grua_grdt are treated as if the attack connected
     on mjrc with 2p bt
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws4        @ rng1
 -----------------------------------------------------------------------
|interrupted|                  2p initial positioning
|move       |     grut     |     grua     |     grdt     |     grda     |
|  ---------|--------------|--------------|--------------|--------------|
|remains    |  -|-|-|-|-   |  -|-|-|-|m   |  -|-|-|-|m   |  -|-|-|-|m   |
|  grounded |  fc <> grut  |  fc <> grua  |  fc <> grdt  |  fc <> grda  |
|  ---------|--------------|--------------|--------------|--------------|
|d+1(flip)  |  -|-|-|-|-   |  -|-|-|-|m   |  -|-|-|-|m   |  -|-|-|-|m   |
|           |  fc <>       |  fc <> grua  |  fc <> grdt  |  fc <> grda  |
|  ---------|--------------|--------------|--------------|--------------|
|F_B*(roll) |  m|m|m|m|m   |  m|m|m|m|m   |  m|m|m|m|m   |  m|m|m|m|m   |
|           |  (all flt)   |  (all flt)   |  (all flt)   |              |
|           |  fc <> grut  |  fc <> grua  |  fc <> grua  | fc <> standup|
|  ---------|--------------|--------------|--------------|--------------|
|rises#     |  m|m|m|m|m   |  m|m|m|m|m   |  m|m|m|m|m   |  m|m|m|m|m   |
|           |   fc <>      |   fc <> bt   |   fc <> bt   |   fc <>      |
|  ---------|--------------|--------------|--------------|--------------|
|3_4#%      |  m|m|m|m|m   |  m|m|m|m|m   |  m|m|m|m|m   |  m|m|m|m|m   |
|           |   fc <>      |   fc <> bt   |   fc <> bt   |   fc <>      |
 -----------------------------------------------------------------------
   * if you delay the ws4 until the very end of your opponent's roll,
     it will connect as he 'rises' and will have the same properties as
     rising from his initial position, and only the characters who have   C
     a ws4 string starter may combo if the ws4 causes a flt               O
   # from grounded position or after roll and Julia Chang's ws4 always    N
     causes knockdown(see 'Specific' for more information)                T
   % all connects are on mjrc and attacks that have special properties    R
     will keep those properties with this condition: grut_grda are        O
     treated as if the attack connected on mjrc with 2p facing his        L
     opponent while grua_grdt are treated as if the attack connected      L
     on mjrc with 2p bt                                                   I
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
                                                                          G

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+3_4      @ rng1
 -----------------------------------------------------------------------
|interrupted|                  2p initial positioning
|move       |     grut     |     grua     |     grdt     |     grda     |
|  ---------|--------------|--------------|--------------|--------------|
|remains    |  -|-|-|-|-   |  -|-|-|-|l   |  -|-|-|-|l   |  -|-|-|-|l   |
|  grounded |  fc <> grut  |  fc <> grua  |  fc <> grdt  |  fc <> grda  |
|  ---------|--------------|--------------|--------------|--------------|
|d+1(flip)  |  -|-|-|-|-   |  -|-|-|-|l   |  -|-|-|-|l   |  -|-|-|-|l   |
|           |  fc <>       |  fc <> grua  |  fc <> grdt  |  fc <> grda  |
|  ---------|--------------|--------------|--------------|--------------|
|F_B*(roll) |  l|l|l|l|l   |  l|l|l|l|l   |  l|l|l|l|l   |  l|l|l|l|l   |
|           |  (all flt)   |  (all flt)   |  (all flt)   |              |
|           |  fc <> grut  |  fc <> grua  |  fc <> grua  | fc <> standup|
|  ---------|--------------|--------------|--------------|--------------|
|rises#     |  l|l|l|l|l   |  l|l|l|l|l   |  l|l|l|l|l   |  l|l|l|l|l   |
|           |   fc <>      |   fc <> bt   |   fc <> bt   |   fc <>      |
|  ---------|--------------|--------------|--------------|--------------|
|3_4#%      |  l|l|l|l|l   |  l|l|l|l|l   |  l|l|l|l|l   |  l|l|l|l|l   |
|           |   fc <>      |   fc <> bt   |   fc <> bt   |   fc <>      |
 -----------------------------------------------------------------------
   * if you delay the d+1 until the very end of your opponent's roll,
     it will connect as he 'rises' and will have the same properties as
     rising from his initial position
   # from grounded position or after roll
   % all connects are on mjrc and attacks that have special properties
     will keep those properties with this condition: grut_grda are
     treated as if the attack connected on mjrc with 2p facing his
     opponent while grua_grdt are treated as if the attack connected
     on mjrc with 2p bt
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~




 ~Grounded Attacks
 ~~~~grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3         @ l         ||        3         @ l
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 d+4       @ l#        ||        4         @ m                            C
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
 4         @ m         ||                                                 N
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ T
 b~b~3+4   @ m$_STGM%  ||                                                 R
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
 f_b~~f+1+2 @ STGM*    ||                                                 L
 ~~~~grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
 3         @ l|l|L|L   ||        3         @ l                            I
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
 4         @ m         ||        4         @ m                            G
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   # Eddy Gordo, Forrest Law, Hwoarang, Jin Kazama, Julia Chang, King,
     Lei Wulong, Ling Xiaoyu, Nina Williams, Paul Phoenix, Yoshimitsu
   $ Bryan Fury, Eddy Gordo, Forrest Law, Gun-Jack, Heihachi Mishima,
     Jin Kazama, Julia Chang, King, Kuma, Nina Williams
   % Paul Phoenix, Yoshimitsu
   * Bryan Fury, Eddy Gordo, Forrest Law, Gun-Jack, Heihachi Mishima,
     Julia Chang, King, Kuma, Nina Williams, Paul Phoenix, Yoshimitsu
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~Running
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3     @ stgm          || 4     @ l             || 1+2   @ STGM#
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   # Bryan Fury, Eddy Gordo, Gun-Jack, Heihachi Mishima, Jin Kazama,
     Julia Chang, Kuma, Paul Phoenix, Yoshimitsu
 ~~~(while running press nothing)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Ultimate Tackle_Shoulder Ram    @ um
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   The Ultimate Tackle is a multi-throw, and is explained below
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 ~~~~Ultimate Tackle series:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (run)     @ UM      @ rng5_6  @ 5       @         <> grut
 | [prev] (reversable)                   @ (see 'Specific Strategy')
 | [2~1] (escapable)                     @      fc <> fc
 | [1+2] (alternate reversal)            @    grut <>
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->[1a](~1~~2~~1)      @ T @ 5+5+5=15 @         <> grut
 |    | [2]                              @    grut <>
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2a(~~1~~2)     @ t @ 5+5=10   @         <> grut
 |    |      [2, 1]                      @    grut <>
 |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |     --->2b(~~2~~1)     @ t @ 5+5=10   @         <> grut
 |           [1, 2]                      @    grut <>
 \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  --->[1b](~2~~1~~2)      @ T @ 5+5+5=15 @         <> grut
      | [1]                              @    grut <>
      |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~ C
      |--->2a(~~2~~1)     @ t @ 5+5=10   @         <> grut                O
      |      [1, 2]                      @    grut <>                     N
      \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~ T
       --->2b(~~1~~2)     @ t @ 5+5=10   @         <> grut                R
             [2, 1]                      @    grut <>                     O
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ L
   Note that you may break either of the last two possible punches        L
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
   Timing:                                                                N
   (from MTS): tap 1_2 as opponent's back hits the ground, then 2_1 as    G
   the first punch connects, then 1_2 as the second connects, and so on
   until the fifth punch is input
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 ~CANCELLING MOVES:

   Tekken 3 allows the cancelling of many moves with others...the
   following diagram illustrates Tekken 3 cancelling mechanics:


 ~~Basic Canceling Diagram:



                              ---> #wlkb
                             /
              #wlkf <---    /  ---> #dshb
                        \  |  /
                         | | |  ---> #crdshf
                         | | | /
         any attack <---[~dshf~]---> #crdshb
                         | | | \
                         | | |  ---> run ---> running attack
                        /  |  \
               #ssl <---    \  ---> hop_leap
                             \
                              ---> #ssr


   # These moves may be switched with dshf

`
 ~~Notes On Cancelling:

   - sidesteps may be canceled with dashes, and vice versa, therebye
     allowing for a spastic looking form of 3-d movement

   - some attack strings may be canceled with sidesteps(see the
     'Specific' portion)
                                                                          C
                                                                          O
                                                                          N
 ~TECHABLE THROWS:                                                        T
                                                                          R
       Teching a throw is the process of using the tech-roll technique    O
 (tap any button as you land) to lessen the damage or to eliminate        L
 okizeme after some throws as explained below...note that 'teching' a     L
 throw always results in a roll to your left side, no matter which        I
 button you use to complete the tech-roll.                                N
                                                                          G
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Gun-Jack @ uf+1+2.b~db~d~DF+2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   damage is not lessened, but it can be increased if you input button
   taps during the punch because the cpu recognizes those button taps as
   attacks, and because of this the punch can connect on mjrc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Heihachi Mishima @ f~f+1+2                      @ no effect
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Jin Kazama       @ f~f+1+2                      @ no effect
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 King             @ f~n~b~db~d~df+1              @ damage is 35 less(1/2)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 King             @ (2p grut)db+1+3              @ damage is 15 less(1/2)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Kuma & Panda     @ f~f+1+4                      @ no effect
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Forrest Law      @ f~f+3+4                      @ no effect
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~DIFFICULT JOYSTICK MOTIONS:

       Basically this is anything I have found to be significantly more
 difficult than the vast majority of other input

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc~df_fc~db         @ used in numerous moves
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   hold D, roll to df and tap button(s) simultaneously...if your
   character starts to stand up when you roll to the df position, you
   went past df_db to f_b(see fc~df~d~df_fc~db~d~db for more information)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc~df~d~df_fc~db~d~db @ Bryan's fc~df~d~df+1+2, Law's fc~df~d~df+3,
                         and King's and Julia's fc~db~d~db+1+2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   First you need to familiarize yourself with the diagonals on the game
   you are using...F causes your character to stand and wlkf, D causes
   your character to go into an unmoving crouch, B causes your character
   to stand and wlkb, DF causes your character to crouch and wlkf, and
   DB causes your character to crouch and walk backward. When completing
   these moves, your character should remain in a crouching position      C
   during the motion...if he stands up in any way(during the motion, not  O
   during the result of the completed sequence), you have allowed the     N
   joystick to go into the F or B position and have inputted incorrect    T
   data. Try to complete the motion as fast as possible, and pay close    R
   attention to your character to make sure you are completing the        O
   motion correctly. With a little practice, you should be able to get    L
   these devastating moves off in the blink of an eye.                    L
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
 b(yes, I'm serious) @ used to escape Gun-Jack's multi-throw              N
                       uf+1+2.b~db~d~DF+2                                 G
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   This escape is the most difficult in the game by far...if you tap b
   at exactly the right time, you will block the punch, but that is much
   easier said than done. The tap b is a VERY late input...in fact, my
   best advice is to imagine the punch connecting, and then tap back
   IMMEDIATELY after you thought the punch would have connected. heh I
   know that sounds crazy, but it works ;) Note that it seems impossible
   to get the escape by tapping b repeatedly: I've only been able to get
   the escape with a SINGLE TAP 80
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



                        \\\                  ///
                         >>>> Timing Moves <<<<
                        ///                  \\\

 ~Introduction:
       In Tekken 3, timing really is everything. You might know the
 button sequence for every move in the game, but if you don't know when
 you should complete the sequence, then you don't really know how to
 complete the move. There's a big difference between knowing how to do
 King's Rolling Death Cradle and actually doing it every time you want
 to. That is what this section is all about: I'm simply trying to help
 you become better at Tekken 3 by telling you when the machine expects
 the move input from you.

 *The following is a basic timing guide for a generalized set of some of
 the most popular moves:

 ~Strings
       All standard move-strings, that is, any move that can be
 chained together with others, are fairly simple. You just complete the
 next move while your character is performing the move before it
 (example: You complete the Ultimate Tackle with your character and you
 want to punch your opponent three times and then do the armbreaker move.
 One possible button sequence is this: <Ultimate Tackle>.1~~2~~1~~1+2.
 You should tap 1 as your opponent's back hits the ground during the
 tackle, then you tap 2 while your character's left arm is coming down,
 1 again as the right arm comes down, and, finally, 1+2 as his left arm
 comes down for the second time. All attack-strings follow the above
 rule.                                                                    C
                                                                          O
 ~Reversals/Parries                                                       N
       Reversals or parries must be timed very accurately. If you've      T
 never noticed, performing one of these moves causes your character to    R
 do a quick shuffle(for lack of a better term). This "shuffle" is the     O
 precise amount of time during which your character may counter or        L
 reverse a move. Watch out, though: most reversals/parries will only      L
 work on certain types of  attacks, so choose which one you use very      I
 carefully.                                                               N
                                                                          G
 ~Sidesteps
       Sidestepping is a move that changes a characters position. It
 is very difficult to master sidestepping because the point at which you
 must complete the sidestep varies widely from situation to situation.
 To have a better chance of sidestepping an opponent, note the following
 mechanics of an axis shift:
       1. You may keep facing your opponent only by actively trying
 to: you can "square off" with him by either completing some move or
 move sequence while he is sidestepping(the attack automatically tracks
 to your opponent's new position if your opponent is within 90 degrees
 of the direction your character is facing), by attempting a throw(this
 always causes you to face your opponent, whether you are close enough
 to grab them or not), by making your character walk, dash, or run
 (characters automatically face-off with their opponent while they are
 moving, but again yout opponent must be within 90 degrees of the
 direction you are facing for this to work properly: if your opponent is
 outside that range, alternate animation is performed ie a dshf turns
 into a dshf and turn around; ss turns into ss and turn around; attacks
 are side-towards or bt attacks; and wlkf_wlkb simply turns your
 around), or by sidestepping in the same direction(example: your
 opponent sidesteps to his right side. If you sidestep to YOUR right,
 you will negate his axis shift.)
       2. The slower the move, the better it tracks to your new
 position(generally speaking): it is much easier to sidestep fast moves.
 Also note that you may sidestep slow moves by sidestepping more than
 once: no move, other than sidestepping, changes a characters position
 (axis-wise) as fast as a series of sidesteps, so if you just keep
 sidestepping in the same direction while your opponent completes a
 string or move, you will eventually get out of the area of effect(given
 that you have enough time). Note that the motion for the sidestep will
 change(from u to d or from d to u, depending on which side you sidestep
 towards) as you circle your opponent.
       3. Sweeps, or any other move that has a sweeping motion, will
 connect even if you sidestep(doesn't that make sense), unless you are
 out of the range of the sweeping move. A good example of this would be
 Paul's Falling Leaf Combo(d+4~2): if you sidestep this move while Paul
 is within sweeping range, the sweep will knock you down, but the elbow
 won't connect(as it would if the sweep had hit you while you were
 facing him); if you sidestep while you are just outside the range of
 the sweep, neither the sweep nor the elbow will connect. Also, some
 sweeps don't make a complete circle(they are only effective on one side
 of the character), so if you sidestep towards the side of your opponent  C
 which isn't affected by the sweep, you will avoid the attack.            O
                                                                          N
 ~Multi-throws                                                            T
       Multiple throw moves require special attention(they are            R
 specific to individual characters). These moves, and exactly how to      O
 perform them, are found within the character sections of those           L
 characters who may perform multi-throws.                                 L
                                                                          I
                                                                          N
                                                                          G
                    \\\               ///
                     >>>> Technical <<<<
                    ///               \\\

 DAMAGE MODIFIERS:
       normal connect(unguarded hit) = 100% damage
       mnrc                          = 120% normal damage
       mjrc                          = 150% normal damage
       clean connect                 = 150% normal damage
   note that if the modified damage incurs a remainder, then the
     remainder is dropped(example: 150% of 7 is 10.5 but the .5 would be
     dropped so 150% of 7 would register as 10)

 ~Juggle Damage
       first hit(juggle starter)     = 100% normal damage
       second hit                    = 80% normal damage
       third and following hits      = 50% normal damage

 GLITCHES:
       a chickened right kick reversal gives the chickening character
 several frames of advantage(he recovers faster than his opponent) and
 if some characters perform specific moves after chickening a right kick
 reversal, this causes a glitch which is described below:

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 {chickening char} @ {move performed}              @ {effect on 2p}
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Hwoarang          @ df+4              | d~db+1+3  @       bt | bt throw
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 King              @ f~n~b~db~d~df~f+1 | b~f+1+2   @ bt throw | bt throw
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Forrest Law       @ df+4              | f~f+3+4   @       bt | bt throw
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Julia Chang       @ 2                             @       bt
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Lei Wulong        @ df+4              | uf+1+2    @       bt | bt throw
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Nina Williams     @ df+4                          @       bt
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Ogre I            @ d+4                           @       bt
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Ogre II           @ 1                 | df~df+2+4 @       bt | bt throw
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Paul Phoenix      @ df+4              | F~df+1+2  @       bt | bt throw
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
            ____ _____  ___    _   _____  ____   __
           /       |   |   \  / \    |   |      /  \  \   /
           \___    |   |___/ |___|   |   |___  |       \ /
               \   |   |  \  |   |   |   |     |   _    |
           ____/   |   |   \ |   |   |   |____  \__/|   |

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Introduction:                                                           S
       Tekken 3 opens the door for new ways to attack and defend. The     T
 sidestep and the general amount of control you have over your character  R
 are outstanding additions to a game that was good to begin with, and     A
 the defending characteristics are the most complex I have ever known.    T
 However, many of the greatest additions have been overlooked by most     E
 new players.                                                             G
                                                                          Y

 ~The Stick Factor
       Tekken 3 also opens the door for new ways to discover shitty
 controls. Ever tried playing Hwoarang against anyone good on a bad
 controller? Ever tried special throws when one button has a longer
 delay than the other? Then you've probably experienced the single most
 frustrating thing about Tekken 3: high-level play REQUIRES excellent
 controls. If you are as unfortunate as I to be playing TK3 with
 controls that are not up to par...I feel your pain man. The setup and
 execution of moves is hard enough without worrying about the fact that
 you can now only low parry on reaction less than 1/4 of the time, when
 you KNOW you can snag the same move over 95% of the time on semi-decent
 controls. In closing I will state these two facts: 1 If you're not
 playing on good stix, then you are playing sub-standard TK3 and will
 never experience true high-level play; 2 In all my travels I've never
 played on stix that I felt were adequate for high-level play. Are you
 depressed yet? BTW all the strat in this FAQ is intended for high-level
 play, just in case one of you peepz frequents an arcade that actually
 gives a fuck about their controllers. Namco of America must die >=\

 ~~Horrible Controls(there are worse controllers than the 'horrible'
     ones, but if you're playing on em, then you don't really have
     'control' over your character, so I don't even classify them as
     'control'ers):
 Characteristics:
   - delays on switches or buttons that do not always register
     depressions
   - some diagonals may be different than others(in positioning or size)
   - too loose or too tight a spring on the controller
 Results:
   - no low parries on reaction, few reversals
   - normal throws become jabs while throws with motions can become
     hopping attacks
   - ws moves and many other maneuvers can become hops or hopping attacks
   - Paul Phoenix is overpowered

 ~~Semi-Decent Controls(scrub's paradise, expert's nightmare):
 Characteristics:
   - some minor delays on switches or buttons that will register
     depressions the vast majority of the time
   - diagonals are somewhat equal in positioning and size
   - controller tension is somewhat effective
 Results:
   - few low parries on reaction, most reversals come out
   - throws and other more complicated input have a decent chance of      S
     coming out                                                           T
   - poking patterns can be used to some effectiveness                    R
   - Paul is still overpowered and Heihachi Mishima's sweep strings are   A
     pretty nasty too =(                                                  T
                                                                          E
 ~~Good Controls(intermediate level play):                                G
 Characteristics:                                                         Y
   - imperceptible delays
   - all diagonals are virtually identical
   - controller tension is adequate
 Results:
   - very few moves do not come out
   - low parries *can* come out on reaction
   - Law is overpowered

 ~~Very Good Controls(experts finally get some respect):
 Characteristics:
   - controls not only work every time, but they are also easily adapted
     to by the player
   - diagonals are flawless
   - tension is flawless
 Results:
   - player is denied nothing
   - total mind game...the player who has a better mental game can beat
     his opponent with any character


 ~Level of Play
       The following is a basic reference guide to the different levels
 of expertise you will encounter if you start as a masher and end up
 being as good or better than the best I've played...This will also give
 you a reference point by which you can measure your style to that which
 I know to be used:

 ~~Level 1: Masher(may be played on horrible controls)
       Predominent choosing of Eddy Gordo, Forrest Law, and sometimes
 Lei Wulong. Involves yanking on the joystick and hitting as many
 buttons as fast as possible. I have had the honor of playing mashers
 who actually knew when and how to block(sometimes), but it is highly
 unlikely that you will ever encounter one of these(mashers are, as a
 rule, stupid).

 ~~Level 2: Scrub(may be played on horrible controls)
       Predominant choosing of Paul or Jin. Involves using the very
 simplest of move-strings and other attacks(Paul's d+4~2 or Jin's
 b~f+2{1{d+2), and usually some use of simple(easy) juggles with no use
 of float juggles or other unconventional juggle opportunities. A match
 between scrubs is usually determined by which scrub gets to do his ten-
 string first.

 ~~Level 3: Pokers/Pit-Bulls and Turtles(requires semi-decent controls)
       Wider range of characters, but rarely is Kuma, Gun-Jack, or        S
 Mokujin chosen. Involves a knowledge of most if not all ten-strings and  T
 their blocking patterns. Parries, reversals and chickens are used,       R
 although rarely are parries used to their full potential. More complex   A
 juggles used with unconventional juggle starters, such as grdt3. Some    T
 knowledge of the more complex methods of defending is used by turtlers   E
 (low parries are used with some effectiveness), while Pokers/Pit-Bulls   G
 offer more advanced custom strings. A Poker/Pit-Bull is more likely to   Y
 win at this level.

 ~~Level 4: High-Level play(requires good controls)
       Any character may be chosen. Low Parries are devastating(and as a
 result Pit-Bulls die out), and fewer normal juggles are used because
 both opponents are at least aware of and avoid virtually every juggle
 opportunity. The juggles that are used are usually some float or other
 unconventional form of juggling(such as the juggle opportunity after
 blocking Law's fc~df~d~df+3 or Lei's grda4~3). Only the very fastest of
 moves are used, as the longer recovery time of other moves allows for
 vicious counterattacks. High-low mixups are used, but low kicks are
 used sparingly and are difficult to predict. Reversals are also used
 very sparingly. Pokers who know how to goad their opponent into a
 punishable attack win, and the most effective character for this is
 Forrest Law.

 ~~Level 5: Highest Level(I have played)(requires very good controls)
       Involves a slight lean towards turtling by both players. Only the
 simplest and safest custom strings are used, and they are used both for
 offensive and defensive purposes. No low kicks are used unless they are
 100% guaranteed not to be caught by a low parry, and low punches are
 used only as interrupts or when a low parry is highly unlikely. Juggle
 combinations are used in very unorthodox situations. The game becomes a
 guessing game between mid-level attacks and throws, but these moves are
 initiated within simple custom strings. With both opponents watching
 and waiting for some stagger opportunity, custom strings are never
 repeated again and again(as they then become poking patterns), and they
 are almost exclusively made up of mid-level attacks(both high and low
 attacks are punishable). The standard match involves one player
 starting a simple(and safe) custom string that ends with either a
 throw or a very fast mid-level juggle starter. If that player fails in
 his attempt to inflict damage, he immediately ceases attacking with the
 intent of damaging his opponent(he attacks only to interrupt the other
 player if the other player initiates an attack after his guessing game
 fails). Both players reset themselves at rng3(usually), and then one
 player will again initiate an attack sequence. Sometimes unorthodox
 moves are used to win the match: these moves are usually not an
 effective attack tactic, but when used one time only they can make the
 difference between winning and losing. The player with the better
 mental game wins these matches.



                        \\\               ///
                         >>>> Attacking <<<<                              S
                        ///               \\\                             T
                                                                          R
                                                                          A
 ~Introduction:                                                           T
       Now that there are so many ways to attack another player, it is    E
 easier for you confuse your opponent. The standard grabs and punches     G
 are numerous and intricate in and of themselves, but when you add the    Y
 moves that can be completed with a sidestep, and the intricacies of
 recovering positions(from numerous punches, kicks, and throws) you end
 up with an impressive arsenal at your disposal. Be sure to use every
 attack method that is wise, and be absolutely sure to use them in
 conjunction with each other. After all, confusing your opponent is the
 best, fastest, and easiest way to win.


 ~When you should attack
       The best times to attack are (A)while your opponent is attacking,
 (B)while your opponent is recovering from one of his attacks, (C)when
 your opponent isn't sure about how you are going to attack, (D)while
 your opponent is attempting to get up after you have knocked him down
 with a previous attack(okizeme), (E)while your opponent's back is
 turned, or (F)while your opponent is stunned.

 ~~(A)While your opponent is attacking...
       If you are attacking while your opponent is attacking, you should
 sidestep before your attack in almost all cases. In this situation, the
 other player's character has the added difficulty of having to track
 his attack towards your new position. An exception to this rule would
 be when you are attacking your opponent while he is performing a fast
 move that tracks very well. In this case, attacking faster is more
 important than taking the time to sidestep before you attack. Note that
 one of the best ways to get your opponent to leave himself open for an
 attack is to knowingly allow him to get behind you. He will usually
 think that you made a mistake and he will try to attack you before you
 can react. If he goes for a grab, you may duck his grab and then stand
 up to grab him, kick him(1p bt4), or hop kick(bt u_uf+4) for a juggle
 opportunity. If he goes for a punch/kick attack or if he is running up
 to hit you, you can just kick him or you can sidestep his attack and
 then attack him(it's riskier but more rewarding to sidestep his
 attack). Some characters even have special moves that can only be used
 while their back is turned(these moves and their applications are
 discussed in "Specific Strategy"), so be sure to use them to there full
 potential. Many characters may also reverse or counter various attacks
 (also discussed in "Specific Strategy").

 ~~(B)While your opponent is recovering...
       If you are attacking while your opponent is recovering, the
 absolute worst thing you can do is misjudge your opponent's recovery
 time. If you attack too late, you will yourself be open to attack while
 YOU recover. One of the best ways to attack a recovering player is with
 a juggling uppercut(df+2) or hopkick(u_uf+3_4) if the character has a
 juggling uppercut or hopkick. The moves are fast, effective, they set    S
 you up for a juggle(which in turn sets you up for okizeme), and every    T
 character in the game has several juggle starters.                       R
                                                                          A
 ~~(C)While your opponent isn't sure about how you are going to attack... T
       The best way to confuse your opponent is to attack him with a      E
 series of strings that look identical, but hit at different levels       G
 (Nina's strings are a good example). If possible, use one string a few   Y
 times, and then follow that with a similar-looking string that hits at
 different positions and juggles when it connects. An alternate version
 of this is called 'custom stringing'. Custom stringing is simply a
 piecing together of several fast attacks or portions of strings that
 you may mix together to achieve the same effect as a standard string.
 These custom strings are much more effective than any standard
 stringing because they leave much more for your opponent to guess on
 than standard strings. Also included is the infamous high-low guessing
 game, or the mixup of two simple attacks in which if your opponent
 guards for one of the two, he leaves himself open to the other,
 therebye turning the game into a mental one in which each opponent is
 attempting to out-guess the other.

 ~~(D)While your opponent is attempting to get up...
       Attacking your opponent while he is attempting to get up is known
 as Okizeme. When used in good taste, these moves can take a fair amount
 of damage without leaving you open for reprisal; when used in excess,
 these moves take small amounts of damage while leaving you wide open
 for attack(I will discuss this in full under "Defending"). Many
 characters have moves that are specifically for grounded opponents, and
 you can usually complete these at least one time before your opponent
 has a chance to get up(especially after throws or juggles). But after
 that initial ground attack, you are reduced to hitting a grounded
 character with petty, d+3 or d+4 moves(the d+4 will only work on
 players who are actually trying to get up). These moves are effective
 against newbies who aren't familiar with Tekken 3 game mechanics, but
 an experienced player will simply lay on the ground, allowing you to do
 one move before getting up: he knows that any move that isn't
 specifically for grounded opponents only pushes the grounded character
 further away from the attacker. In short, do one ground attack move and
 then try following that with one other move, and then stay away from
 him, 'cause after that, he can hurt you, and he can hurt you bad.
 Other, more effective okizeme attacks involve either a high-low type
 guessing game, or hopover attacks. I call the high-low type okizeme that
 because the properties are very similar: if your opponent attempts to
 escape one attack, he may be hit with another. An example of this would
 be Gun-Jack's uf+1+2(no followup) or his 2+4 throws...both throws leave
 your opponent in the grua position. Now, if they attack or roll away
 from this position immediately after the throw(they will most likely
 roll away), you may connect with fc1~n~2(the fc1 causes them to stand
 up backwards and stunned, allowing for the 2 which knocks them back
 down in the grdt position). After the fc1~n~2, they are again most
 likely to roll away, in which case you may connect with b~f+3+4(I
 strongly urge you to use this slide only when a KO is guaranteed, as
 the recovery allows most characters to stand after being knocked down    S
 and complete their unblockable before jack can recover). Now if they     T
 remain in the grounded position after the throw, you may connect with    R
 uf+3+4, which is also very damaging. This okizeme tactic works well      A
 even in high-level play. The other okizeme tactic involves positioning   T
 yourself so that your opponent is in either the grdt or grua positions   E
 through sidesteps or hopping over your opponent. If your opponent        G
 attacks you may both out-prioritize their attack with d+1_2(or 1p bt     Y
 d+1_2) and cause them to stand up backwards and stunned, allowing for
 vicious followups or high-low guessing games with most characters. Any
 character may follow a connected d+1 against a rising character from
 those positions with a ws4(given that they did stand up bt), and then
 follow with various attacks depending upon the character(discussed in
 'Specific Strategy').

 ~~(E)While your opponent's back is turned...
       When attacking your opponent while his back is turned, you can
 grab, juggle him, or start up a string. Watch out for counterattacks
 because he still has plenty of them, and, if you use a ten-string, make
 sure it's fast and that there are as many mid-level and low-level
 attacks as possible, or your opponent will duck and punch or kick you.
 If your opponent has a slight initiative on the attack, he only has two
 choices that may out-prioritize your attacks(bt 3_4 or bt d+1_2). The
 bt 3_4 is a high attack which may be ducked and followed with any ws
 attack or throw(a ws juggle starter is prefered if one is availabe to
 you, if not then choose an attack that either does the most damage or
 sets up for continuing strategy). If your opponent attempts the d+1_2
 (most likely), you may lppry(if your character has a lpry) for a
 possible juggle opportunity(I say possible because not all characters
 have a juggle starter fast enough to be guaranteed after a lppry), or
 attempt a hopkick(uf+3_4) in which case a juggling hopkick would be
 prefered.

 ~~(F)While your opponent is stunned...
       If your opponent is stunned, you can basically do anything.
 Juggle combos are almost always the best way to go because no character
 can stop a juggle after it has started(with the exception of Ogre II).
 However, many stunning moves can be negated(discussed in section (C) of
 "Defending"), so be sure that the juggle starter you use is very fast.
 As an alternative you may force a high-low guessing game if you believe
 your opponent will stun recover. An example of this would be using
 Jin's b~f{2{1(mjrc) and then following with either f,n,d,df{4(flt) or a
 throw. You could also delay the d+2 on the b~f{2{1{d+2 in the hopes of
 your opponent walking into the juggling uppercut(while holding F to
 stun recover), but if he's smart enough to stun recover, he's probably
 smart enough to expect that, and so you should force the high-low guess
 while he's guarding for the d+2.

 ~~A NOTE ON UNBLOCKABLE MOVES:
       Unblockable attacks leave you wide open to attack before, during,
 and after the unblockable move, but some unblockables may actually be
 used in play(Bryan comes to mind =). If your character has a fast
 unblockable, you may be able to work that into a custom string mixup     S
 (Bryan's 1~2~~3 mixed with 1~2.f+1+4 works fairly well when used         T
 moderately). The only other time I would recommend an unblockable would  R
 be after the few moves which(due to their characteristics) actually      A
 allow for them. Examples would be after Gun-Jack's b~f+3+4(LONG          T
 recovery) or when an opponent tries to use their unblockable: get out of E
 the unblockables' range and then start yours. Be sure to time your       G
 unblockable so that it will connect while they are still recovering from Y
 their's.


 ~Poking Tactics
       Poking involves a series of fast attacks(usually standing jabs,
 crouching jabs, ws moves, and df moves) used to force your opponent
 into a completely defensive state. This frustrates your opponent,
 therebye making him more likely to make a mistake(ie whiff an
 interrupt, or missblock a high-low mixup), therebye increasing your
 chances for a high-damage counter(like df+2). To poke, you must know
 your character very well...you must know which moves draw you into your
 opponent, and which push you away, so that you may use a combination of
 the two to continue the poke. You must also be very adept at
 substituting alternative moves within the attack to mix up your poking
 pattern, or your opponent will likely find 'holes', or points at which
 he may counter your pattern. I personally recommend keeping your poking
 patterns very short(no more than five or six seperate attacks within
 the entire poke) because it is very risky to continue any poke against
 a good player: he'll find and exploit any holes or patterns in your
 poke very quickly, always to your detriment. However, when used wisely
 a poke or custom string(I prefer the custom string to a poking pattern)
 can be very effective. A simple but effective custom string with Paul
 Phoenix is df+1.1.(d+4~2 or df+2). This basically gives your opponent a
 choice between a juggling uppercut or a Falling Leaf Combo(not
 surprisingly, most choose the Falling Leaf). Unless your opponent is
 reading your mind(in which case you are going to lose that round very
 badly), you should be able to connect with one of the two about half
 the time. You may also drop either the df+1 or the standing jab or add
 more of them, just to keep your opponent guessing. There are many other
 examples of poke patterns/custom strings(easily hundreds), but this
 should give you an idea of the basic point of a poking pattern or
 custom string: you're setting your opponent up to eat an attack. The
 most common characters used by pokers are Jin Kazama, Nina Williams,
 Hwoarang, Ling Xiaoyu and Bryan Fury.

 ~~Pit-Bull Tactics
       Pit Bull Tactics are basically a somewhat simpler(usually) and
 riskier version of Poking Tactics, which is why I have placed it as a
 branch off of 'Poking Tactics'. A pit-bull is a more aggressive version
 of a poker who takes significant risks while trying to goad his
 opponent into throwing out an interruptible attack or an attack that
 will whiff. In my experience pit-bulls rely very heavily on low
 attacks, sidesteps, reversals and interrupts to win. The weakest
 portion of this strategy is the excessive use of low attacks, which are
 the most punishable moves in the game. The reversals are another weak    S
 point because of chickens and, more specifically, chicken glitches. The  T
 most common characters used by pit-bulls are Jin Kazama and Paul         R
 Phoenix.                                                                 A
                                                                          T
                                                                          E
 ~Turtle Tactics                                                          G
       Turtle involves blocking or sidestepping virtually all attacks     Y
 and then countering with some ungodly combination. In most cases a
 turtler must rely heavily upon low parries to be successful, with the
 exceptions of Paul(who can rely on the d~df~F{2 and d+4~2) and Jin(who
 can rely on b~F{2 mjrc and ws2 after blocking most powerful low
 attacks or after ducking a high attack). On decent controls, a high-
 level turtler will beat a high-level poker, but not by much. This has
 to do with the high-low mixup a poker must use, which is rarely as
 powerful as a low parry(ask yourself how many d+4s it takes to equal
 the damage potential of a single lkpry). The most common characters
 used by turtlers are Paul Phoenix, Bryan Fury, Forest Law, Nina
 Williams, and Heihachi Mishima.


 ~My Shit
       My shit is weird. Characteristics of both pokers and turtlers,
 but neither. I use some simple custom strings to avoid pressure
 tactics, with virtually no emphasis whatsoever upon low kicks. I force
 two- or three-choice guessing games as much as possible, and I guess
 right most of the time. The most commmon guessing game I'll use is a
 simple mixup between a throw and a juggle starter or some other attack
 that is preferred for whatever reason(probably a move with a faster
 recovery than the relatively slow-recovering hopkicks). I keep my game
 very simple and efficient: I always use the same juggle(usually very
 damaging but also usually not the most damaging juggle possible...I do
 only the juggles I can do with my eyes closed) in as many different
 applications as possible(ie with as many different juggle starters as
 possible), and I always go for the most damaging attack guaranteed
 given the situation. I've been told that I'm predictable and certainly
 in this way I am very predictable: if you give me enough time for a
 df+2, I'm gonna do the df+2(unless there is some other, more damaging
 move or combo that is guaranteed =).



                        \\\               ///
                         >>>> Defending <<<<
                        ///               \\\


 ~Introduction:
       In Tekken 3, there are many ways to defend yourself. You can
 block, reverse, counter, break, or interrupt moves or strings, escape
 or reverse throws, and you can also sidestep almost any move in the
 game. Exactly how you defend yourself is directly related to your
 familiarity and knowledge of the game: if you ALWAYS block, then you     S
 are either new to Tekken, or you simply haven't taken the time to learn  T
 other methods of defense. On the other hand, if you are utilizing all    R
 of the above, then you have an excellent platform upon which you may     A
 begin to master the game. Unless you have a LOT of competition at your   T
 arcade, you probably don't know the best ways to defend yourself         E
 against every single character. There are plenty of moves and move-      G
 strings I rarely see or never see at all, and these moves are the ones   Y
 that my opponent has a much greater chance of connecting with. You
 should at least familiarize yourself with all of the moves in the game.
 Also, always remember that attacks come in three basic levels: high,
 medium, and low. High attacks can be blocked or ducked, medium attacks
 can be blocked(but not ducked), and low attacks can be blocked or
 hopped over(although hopping over a low attack is a very risky
 maneuver). On top of these basic levels there is also a fourth special
 type of attack that has similar characteristics of both mid and low
 level attacks, and is called a special mid-level attack. You may not
 duck a special mid attack, but you may block it while standing or while
 crouching. Examples of special mid attacks are Eddy Gordo's Handstand
 Position 4(it's a flurry of spinning kicks) or any characters crouching
 jab.


 ~How to defend against attacks that are difficult to defend against
       The hardest attacks to defend yourself against are (A)attacks
 that are made while you are attacking or recovering, (B)okizeme
 attacks, (C)attacks coming while you are stunned, (D)attacks coming
 from behind you, (E)running attacks, (F)unblockable attacks, and move-
 strings(move-string blocking patterns are specific to each character,
 and are covered under "Specific Strategy").

 ~~(A)Attacks that are made while you are attacking or recovering...
       The best way to avoid these attacks is to not leave yourself open
 to them. Never start up a string that an opponent may back away from to
 get out of your range or to sidestep around your attack. Be very
 careful while using any unblockable: never use the slower unblockables
 unless they are guaranteed(they rarely are), and always mix up your
 attacks so that your opponent won't be expecting any given attack. You
 should also limit your use of any moves that have long startup or
 recovery times unless these moves are performed while your opponent
 must recover from one of his moves long enough to guarantee the attack.

 ~~(B)Okizeme attacks...
       Okizeme attacks can be dealt with in many ways. If it's
 possible, my favorite way to stop Okizeme tactics is get into grdt.
 Then I just tap 3 while my opponent is recovering from an attack
 intended to connect while I was attempting to rise(this will ONLY work
 against an opponent who is foolish enough to press on with ineffective
 okizeme attacks). This sweep juggles on counterhit or clean connect,
 and any character can do it(Note: you must use a low attack to continue
 the flt juggle after the initial sweep). There are other good ways to
 stop Okizeme(like using the Ankle Kick(d+4), any other standard kick,
 or simply by rolling away from the attack), but the only other really    S
 good way to negate it is to just stand up without attacking(preferably   T
 while your opponent is recovering from a missed attack, such as d+4).    R
 There are, however, exceptions to this rule: if your opponent is         A
 attempting to interrupt your rising attack or roll with d+1_2(as         T
 discussed in "Attacking"), then the most effective means of defense is   E
 flipping over and then immediately rolling away(if you do not            G
 immediately roll away then your opponent may simply reposition himself   Y
 to your detriment, and after that you cannot flip over again, unless
 he hits you with an attack, which is actually the best thing for you to
 allow happen if you are in that situation: let him hit you with say,
 d+3, then flip over again and immediately roll away). You may also
 attempt to rise from grut or grda and block the attack(usually a low
 attack) while you are rising, and you will be surprised at how fast you
 can block okizeme attacks from these positions. Rising with a 3 that
 is not absolutely guaranteed is also a no-no, because any character may
 counter a blocked rising 3 with ws attacks, and there are quite a few
 ws attacks that juggle(Jin's ws2). If your opponent is running towards
 you while you are grounded, usually the best thing to do is flip over
 (1_d+1) out of the way(wait until he is only a few strides away from you
 before you flip or the stomp or slide will track and hit you anyways).
 After you've tried to flip out of the way of the slide a few times,
 you'll notice something: it's hard to do. You can interrupt a slide
 with grut d+4 if your timing is right. In fact this situation is
 actually one of the best times to use the d+4 because your opponent has
 no opportunity to counter the kick with d+4, as he does in almost all
 other situations(grut d+4 may be countered by d+4 even if it connects).
 Of course, you really have to be expecting the slide for this to work,
 or you'll usually stand up just in time for the Shoulder Ram. If you
 are in the grda position you may interrupt a runner with a rising 3_4,
 but if your opponent expects that he can punish you for using it.

 ~~~Note that...
       ...the sweep(grdt 4) will also juggle after you have rolled
 towards your opponent from the aforementioned position.

 ~~(C)Attacks coming while you are stunned...
       You may recover from a stunning attack much more speedily by
 holding F and then going back to the blocking level. One example would
 be Jin's b~f{2{1{2_d+2(mjrc): if Jin connects the first or second
 punch in this sequence on mjrc, it causes a double-over stun so that
 the final punch will connect. However, you may recover from the second
 punch by holding F. In fact, if you continue holding forward during the
 sequence, you will still block the last punch, even though you're
 holding F. This is not the case with other stuns: you must recover
 from the stun and then block whatever attack your opponent intended to
 follow the stunning hit with, and if Jin delays the final punch, you
 will walk into it: holding F only works if there is no delay.

 ~~(D)Attacks coming from behind you...
       Even with your back turned, you still have a wide range of moves
 to choose from. You can still sidestep(although you don't sidestep as
 far as you would if you were facing your opponent), you can still punch  S
 and kick, and you can still throw. If you end up with your back turned,  T
 do not panic. Just do the same things I discussed in section 'A' of      R
 "Attacking".                                                             A
                                                                          T
 ~~(E)Running attacks...                                                  E
       Running attacks are best negated by sidestepping because they are  G
 fast, they hit at different levels of attack, two of them cannot be      Y
 blocked(the Shoulder Ram and the Ultimate Tackle), and it's difficult
 to hit a running opponent before he hits you. Be sure to wait until
 your opponent is within a few strides of you before you sidestep or the
 move will track. Also, if your opponent does the Flying Side Kick
 (a favorite among scrubs) and you sidestep around it, you may be able
 to attack him from behind. If your character has a backflip(uf~u~ub),
 then you may also use this to escape some running attacks, although
 that is dificult and not recommended. Heihachi's backwards run
 (b~b~n~3+4) is a more effective alternative to the backflip. If you are
 convinced that your opponent will attempt the Shoulder Ram you may be
 able to throw your opponent before he can ram you. You must dshf and
 throw(preferably any throw with a forward motion, long range, or both,
 such as Nina's uf+1+2 or Paul's f~f+1+2) because your opponent becomes
 immune to throws shortly after he begins to lean his shoulder forward
 in preparation for the ram. If you dash forward and throw, you will be
 able to catch him at the beginning of his Shoulder Ram animation, when
 he is vulnerable to throws. But, once again, this is a counter that only
 works on very predictable opponents.

 ~~(F)Unblockable attacks...
       Unblockables cannot be blocked(thus the name), they are
 difficult to sidestep, and(if your opponent is using them
 intelligently) they usually catch you off-guard. When sidestepping an
 unblockable, you should sidestep at least two times(try your best to
 get completely behind your opponent) because unblockable moves tend to
 track very well. If you are caught off-guard, your reaction time is
 going to be very slow, and so you should use a fast attack such as a
 jab or a quick kick to knock your opponent out of the unblockable(I
 prefer a d+1 because many characters crouch down during their
 unblockable moves, making them somewhat immune to high attacks). It all
 really depends on how far away you are from your opponent, how long the
 range for their unblockable is, and, most importantly, how long it
 takes them to do their unblockable. Oh, and btw, it is not recommended
 to reverse an unblockable if you're playing to win ;)


 ~Anti-Poking/Pit-Bull Tactics
       A little poking of your own works well against pressure tactics
 such as poking or pit-bull. d+1.ws4 works very well with any character
 when used to interrupt a poking or custom-string pattern. The d+1 has
 very high priority and can be used in between your opponent's strings
 or single attacks to interrupt virtually any series of follow-up
 attacks he may have in store for you unless you are stunned or have
 some other condition which allows your opponent to out-prioritize it.
 The following ws4 is another high-priority attack which serves to        S
 distance your character from your attacker, and the ws4 may be followed  T
 with a df+4 with little or no risk in order to interrupt an opponent     R
 attempting to rush in and restart his poke, and it also serves to        A
 distance yourself from your opponent. After the final kick you           T
 use(whichever it may be), you may dshb to further distance yourself      E
 from your attacker, therebye allowing yourself time to set up for an     G
 attack of your own. In a worst-case scenario, your attacker may lppry    Y
 the d+1 and combo off of it, but this is very unlikely(as long as you
 use the d+1 somewhat sparingly), and there are very few characters who
 may combo off of a lppry. You may buffer a chicken into the kicks if
 you feel your opponent is apt to reverse. King is the only character
 who can really punish this sequence with his un-chickenable kick
 reversal, but even a reversal from King is unlikely if the kicks
 following the d+1 are used only as interrupts. The only character I
 recall as having a significantly different ws4 from the others is
 Julia, in which case I'd recommend following the ws4 with 2~B against
 an opponent who is rushing in to restart his poke, or a simple dshb
 against an opponent who has been poked motionless.


 ~Anti-Turtle Tactics
       Turtles can be a very frustrating opponent. Use his own
 willingness to block most attacks against him by forcing guessing games
 between juggling moves(very fast juggle starters with very fast
 recovery, such as df+2 are preferred) and throws(high-damage throws
 with two-button escapes are preferred). If you feel the ends to a
 powerful low attack justify the means(risking a lpry or counterattack
 while you recover if it is blocked), then go for it, but do your best
 to make the attack as difficult to see coming as possible.


 ~My Shit
       Do it back =)




SPECIFIC~~~~~~~~~~~~~~~~~~~~~~~~~~SPECIFIC~~~~~~~~~~~~~~~~~~~~~~~~~~SPECIFIC
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@\\\\@@@@\\\\\@@@@\\\\\\@@@@\\\\@@@@\\\\\@@@@\\\\\\@@@\\\\\@@@@@\\\\@@@@
@@@@\\@@@\@@\\@@@\\@@\\@@@@\@@@\\@@@\@@\\\\\\\@@\\\@@@@@@\\\\\\\@@@\\@@@\@@@
@@@@\\@@@@@@\\@@@\\@@\\@@@@@@@\\@@@@@@@@@\\\@@@@\\@@@@@@@@@\\\@@@@\\@@@@@@@@
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@@@@@@@\\@@@\\\\\\@@@\\\\\@@@@\\@@@@@@@@@\\\@@@@\\\\@@@@@@@\\\@@@@\\@@@@@@@@
@@@@@@@@\\@@\\@@@@@@@\\@@@@@@@\\@@@@@@@@@\\\@@@@\\@@@@@@@@@\\\@@@@\\@@@@@@@@
@@@@\@@@\\@@\\@@@@@@@\\@@@@\@@@\\@@@\@@\\\\\\\@@\\@@@@@@@\\\\\\\@@@\\@@@\@@@
@@@@@\\\\@@@@\@@@@@@@@\\\\\\@@@@\\\\@@@@\\\\\@@@@\@@@@@@@@\\\\\@@@@@\\\\@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
SPECIFIC~~~~~~~~~~~~~~~~~~~~~~~~~~SPECIFIC~~~~~~~~~~~~~~~~~~~~~~~~~~SPECIFIC



    ___   ___          _               ____        ___
   |   \ |   \ \   /  / \  |\   |     |     |   | |   \ \   /
   |___/ |___/  \ /  |___| | \  |     |___  |   | |___/  \ /
   |   \ |  \    |   |   | |  \ |     |     |   | |  \    |
   |___/ |   \   |   |   | |   \|     |      \_/  |   \   |


 MANEUVERS

 ~Special Dashes
 d~df~f              - short crdshf(may be canceled with ws attacks,
                       recovers in fc if canceled by D_DF)
 d~db~b              - short crdshb

 ~Taunts
 1+3+4               - flt juggle starter if 2p airborne or stunned


 ATTACKS

 ~Single Attacks

 ~~General
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B
 {move}              @ attack level(grd|ungrd|mnrc|mjrc} @ {range}        R
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
   {damage(unclean,clean)} @ {1p positioning} <> {2p positioning}         A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
 fc1                 @ all s                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ F
   3                 @                     fc <>                          U
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
 d+1                 @ all s                       @ rng1                 Y
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   5                 @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws1                 @ m|M(nrml)|M(nrml)|M(nrml)   @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+1(string starter) @ all h                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   8                 @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+1(string starter)@ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1(string starter)   @ all h                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   6                 @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+1           @ all m                       @ rng2_rng1_rng0
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~1                @ all h                       @ rng2_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~~1               @ all h                       @ rng2_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~1           @ all h                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~1          @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc2                 @ all s                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   8                 @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B
 d+2                 @ all s                       @ rng1                 R
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
   10                @                     fc <>                          A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
 ws2                 @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ F
   18                @                        <>                          U
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
 df+2                @ all m                       @ rng2                 Y
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+2(string starter) @ h|h|h|STNH                  @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   21                @                        <>     |    |    |grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2                   @ all h                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+2           @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~2          @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc3                 @ all l                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+3                 @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws3(string starter) @ m|m|m|STNM                  @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   22                @                        <>     |    |    |grda
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   note: 2p may recover the STNM by holding F
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+3                 @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   22                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+3                @ l|l|L(flt)|L(flt)           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   17,25             @                        <>     |    |gruls|gruls
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   if this move connects clean it will always cause a flt
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B
 b+3(string starter) @ all h                       @ rng2                 R
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
   20                @                        <>                          A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
 3(string starter)   @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ F
   18                @                        <>                          U
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
 uf_u_ub+3           @ all m                       @ rng3_rng2_rng-1      Y
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~3                @ all m                       @ rng3_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~~3               @ all m                       @ rng3_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~3           @ all m                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move is too high to connect against a standing opponent: 2p must
 be airborne
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~3          @ m|STNM|STNM|m               @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~~3         @ all l                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+4                 @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   9                 @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws4                 @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+4(string starter) @ h|h|h|H(flt)                @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |    |    |grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+4                @ all M                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   26                @                        <> rst|grua|grua|grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4                   @ h|h|h|H(flt)                @ rng2                 B
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
   18                @                        <>     |    |    |grut      Y
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 uf_u_ub+4           @ m|M(bnc)|M(bnc)|M(bnc)      @ rng3_rng2            N
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   21                @                        <>     |grut|grut|grut      F
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
 ub+4                @ all m                       @rng0                  R
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
   11                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~4                @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~~4               @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~_~~4        @ all m                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |    |    |grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~~4         @ all m                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>     |    |    |grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~Special
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~F{2               @ h|H|H|H                     @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   30                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~F{3               @ stgm|m|m|m                  @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   36                @                        <>     |grua|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b~B{4               @ all h                       @ rng5
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |gruls|gruls|gruls
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+2                 @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |    |fc|grda
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move hits two times if connected at rng1
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+1+2               @ all h                       @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   26                @                        <>     |grdls|grdls|grdls   B
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
 f+1+4               @ all um                      @ rng3                 Y
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
   21                @                        <>                          N
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+1+4               @ all um                      @ rng3                 F
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ U
   60                @                        <> grut|grut|grut|grut      R
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Y
 ss{1                @ all h                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   33                @                        <>     |grurs|grurs|grurs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ss{2                @ all h                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   26                @                        <> rst
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ss{1~2              @ m|m|STNM|STNM               @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   28                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d~db~b+2            @ m|M(nrml)|M(nrml)|M(nrml)   @ rng0
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   21                @                        <>     |grdls|grdls|grdls
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   note: attack flips opponent unless followed with juggle combo
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Two-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+2                 @ stnm|m|m|m                  @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15 + 21 = 36      @                        <>     |    |fc|grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+2~~4              @ h,m|h,m|h,m|stnh->m         @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   21 + 26 = 47      @                        <>  rst|grua|grua|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3~3                 @ m,h                         @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18 + 16 = 34      @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws3~~4              @ m,m|m,m|m,m|stnm->m         @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   22 + 16 = 38      @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Three-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~2~~3              @ h,m,l|h->m,l|h->m,l|h->m,l               @ rng1    B
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
   6 + 8 + 15 = 29   @                        <>                          Y
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 b+2{1~~2*           @ h,m,h|h,STNH->h|h,STNH->h|STNH->STNH->h  @ rng1    N
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   21 + 21 + 21 = 63 @                        <>     |grut|grut|grut      F
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
 b+2{1~~4*           @ h,m,m|h,STNM->m|h,STNM->m|stnh->M->m     @ rng1    R
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
   21 + 21 + 26 = 68 @                        <> rst|grurs|grurs|grurs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+4~~3~~4           @ h,m,h|h,m,h|h,m,h|H(flt)->m->h           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18 + 14 + 18 = 50 @                        <>     |    |    |grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   * you may cancel the b+2~~1~~2_4 by holding u_d immediately after the
     b+2: this will cause Bryan to cancel the 1 with a ssr_ssl which is
     determined by the u_d
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Four-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~4~~2~~4               @ h,h,h,m|h,h,h,m|h,h,h,m|h,h,stnh->m   @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   6 + 15 + 21 + 26 = 68 @                     <>     |grurs|grurs|grurs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~4~~3~~3               @ h,h,m,h|h,h,m->h|h,h,m->h|h->h,m->h   @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   6 + 15 + 17 + 16 = 54 @                     <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~2~~1~~2               @ h,h,m,m|h,h,m->m|h,h,m->m|h->h->m->m  @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   6 + 8 + 11 + 14 = 39  @                     <>     |grurs|grurs|grurs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~2~~1~~4               @ h,h,m,l|h,h,m,l|h,h,m,l|h->h->m,l     @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   6 + 8 + 11 + 12 = 37  @                     <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3~2~~1~~2               @ m,h,m,m|m,h,m->m|m,h,m->m|m,h->m->m   @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18 + 11 + 10 + 14 = 53 @                    <>     |grurs|grurs|grurs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3~2~~1~~4           @ m,h,m,l|m,h,m,l|m,h,m,l|m,h->m,l      @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18 + 11 + 10 + 12 = 51 @                    <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+3~2~~1~~2              @ m,h,m,m|m,h,m,m|m,h,m,m|m,h,M->m      @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20 + 12 + 11 + 14 = 57 @                    <>     |grurs|grurs|grurs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+3~2~~1~~4              @ m,h,m,l|m,h,m,l|m,h,m,l|m,h->m,l      @ rng2  B
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
   20 + 12 + 11 + 12 = 55 @                    <>                         Y
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
                                                                          N

 ~Five-Strings                                                            F
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
 1~4~~2{1~~2    @ h,h,h,m,h|h,h,h,STNM->h|h,h,h,STNM->h|h,h,STNM->M->h    R
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
   rng1  @ 6 + 15 + 21 + 21 + 21 = 84 @           <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~4~~2{1~~4    @ h,h,h,m,m|h,h,h,STNM->m|h,h,h,STNM->m|h,h,H->STNM->m
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   rng1  @ 6 + 15 + 21 + 21 + 26 = 89 @          <> rst|grurs|grurs|grurs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Eight-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+3~4~~1~~2~~1~4~3~3         @ h,m,m,m,h,h,m,h              @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20+12+5+7+3+8+17+16 = 88   @                   <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+3~4~~1~~2~~1~~4~~2~~4      @ h,m,m,m,h,h,h,m              @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20+12+5+7+3+8+5+26 = 86    @                   <>     |grua|grua|grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Ten-String
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+3~4~~1~~2~~1~4~~2~~1~~4~~1   @ m,m,m,m,h,h,h,h,m,h      @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20+12+5+7+3+8+5+5+10+21 = 96 @                 <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Variable String
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 DF+(1_1~1_1~1~1_1~1~1~1)~2  @ (all m) @ rng1 @   <> lst|    |    |
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   DF+1~2, DF+1~1~2 are combos on any connect, and the reason why
   DF+1~1~1~2 and DF+1~1~1~1~2 are not guaranteed is because the first
   two '1's push your opponent outside the range of any following '1's.
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Multiple-Choice String Diagrams

                 --->3
                /
          --->[2]       --->2                                             B
         /      \      /                                                  R
        |        --->[1]                    --->2                         Y
        |              \                   /                              A
      [%1%]             --->4        --->[1]                              N
        |                           /      \
        |        ---------------->[2]       --->4                         F
         \      /                   \                                     U
          --->[4]                    --->4                                R
                \                                                         Y
                 --->3--->3

              --->[1]--->[1]--->1--->2
             /      \      \
      [%DF+1%]       \      --->2
             \        --->2
              --->2

                  --->2               --->3
                 /                   /
           --->[1]               [%3%]            --->2
          /      \                   \           /
      [%b+2%]      --->4              --->2--->[1]
          \                                      \
           --->4                                  --->4
                       --->2
                      /
           --->2--->[1]                     --->4
          /           \                    /
      [%b+3%]          --->4         --->[2]
          \                         /      \
           --->4-->1--->2--->1--->[4]       --->1--->4--->2--->1
                                    \
                                     --->3--->3


 ~Special Position Attacks

 ~~Standing
 ~~1p bt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc_d+1_2            @ all l(not s)                @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1_2                 @ all h                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+1           @ all m                       @ rng-1_rng1_rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc_d+3_4            @ all l                       @ rng2                 B
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
   12                @                        <>                          Y
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 3_4                 @ all h                       @ rng3                 N
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut      F
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
 uf_u_ub+3           @ all m                       @ rng3_rng2_rng1       R
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u+4              @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   21                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ub+4                @ all m                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~Grounded
 ~~1p grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3*                  @ all l                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7,10              @                        <>     | ,grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4*                  @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12,18             @                        <>     | ,grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (F_B)~~f+1+2        @ STNM|m|m|m                  @ rng5
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~1p grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3                   @ all l                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7                 @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4                   @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~1p grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3*                  @ l|L(flt)|L(flt)|L(flt)      @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7,10              @                        <>     | ,grua|grua|grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4*                  @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10,15             @                        <>     | ,grut|grut|grut    B
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
 ~~1p grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Y
 3*                  @ all l                       @ rng2                 A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
   7                 @                        <>     | ,grua|grua|grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ F
 4*                  @ all m                       @ rng2                 U
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
   10                @                        <>     | ,grut|grut|grut    Y
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   * These moves cause knockdown if they connect either clean or on
     counter: if they are both unclean and not a counter, then no
     knockdown
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~




 ~Throws
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+3_DF{1+3 [1]        @ T       @ rng1    @ 30      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2+4_DF{2+4 [2]        @ T       @ rng1    @ 30      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc{df{d{df+1+2 [1+2]  @ T       @ rng1    @ 10+8+27=45 @     <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p rst)any# [2]      @ t       @ rng1    @ 40      @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p lst)any# [1]      @ T       @ rng1    @ 40      @        <> gruls
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p bt)any#           @ t       @ rng1    @ 60      @        <> grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   # any throw, special or otherwise
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Multi-Throw
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws2                 @ T @    @      <>
 \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  --->1(b+2)         @ T @    @      <> grua
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Timing:
   (1) Complete the Double Punishment immediately after the Gutpunch
       connects.
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Note that...
   ...this is a bnc juggling multi that should be followed with the
      b+2,1,4
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                          B
                                                                          R
 ~Counterattacks                                                          Y
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 df_d_db+1+3         @ lpry(may combo if lkpry)                           N
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df_d_db+2+4         @ lpry(may combo if lkpry)                           F
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
                                                                          R
                                                                          Y

 COMBINATIONS

 ~~Starters                                                   Followups~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws1 - hi
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 uf_u_ub+4 - bnc
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~                          1.f+4~3~~4
 uf_u_ub~_~~_~~~4 - nrml
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (grut)F_B(roll).f+1+2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 ws2~b+2(multi-throw) - bnc                                      b+2~1~~4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 df+3 - flt                                                   ws3.1.f~F{2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 ws3(mjrc) - stnm                                          f~F{2.(run)d+4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 f~f+2 - H                                                       (run)d+4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 any T                                                               df+3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 b+2(mjrc)~1                                               1+3+4.b+2~1~~4
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 STRATEGY

 ~Attacking
       Bryan can put a lot of pressure on his opponent: he has some of
 the best custom string starters in the game with the df+1~2 and the
 1~2. The df+1~2 may be followed with d+1 with virtually no risk of
 counters, as the df+1~2 turns your opponent to the side and keeps him
 recovering long enough so that the only thing he may hope to do to
 interrupt the poke is d+1, in which case there will be a double-connect
 because the two crouching jabs come out at almost exactly the same
 time. After the d+1 Bryan recovers in fc which allows for any of his ws
 moves or you may instead whip out a very fast fc~df~d~df+1+2. There
 will be a slight pause as the throw is inputed and starts to come out,
 which allows an experienced opponent to see it coming, and after
 df+1~2.d+1 you will find yourself at the very end of the throws range,
 but you should still be able to connect with it if you spend a little
 extra time on the first df of the throw input, which will cause you to
 crouch and walk forward a bit before the throw. If they see it coming
 and start to interrupt you, throw out the ws3 and you might get lucky.
 If you put a slight delay on the ws3(after the d+1), you may even be
 able to con your opponent into believing you are attempting the throw,
 in which case he will either duck or attempt to poke you out of the
 throw. If he ducks the knee will connect for decent damage, but if he
 attempts to interrupt the throw he thought was coming, he may himself
 be interrupted by the ws3. Even though ws3 mjrc causes a recoverable
 stun, it may be followed with f~f+2 for an almost guaranteed combo, and
 the f~f+2 can in turn be followed with (run)d+4 guaranteed. The 1~2 is
 an excellent interrupt(with any character but even more so with Bryan)
 because it can be mixed with the alternate string endings(high_low) or
 any one of his attacks. You may follow an interrupting 1~2 with f+1+4
 for yet another 'almost guaranteed' attack. The df+3 can be used with
 great effectiveness against recovering characters or surprised players
 (I've lost count of how many people who have dshf and cancelled as they
 see me start an attack just to stand straight up and watch me connect
 with a df+3). This move will work to some extent against most of the
 best players I've played, but I only use it if they are going to be
 recovering for awhile. It rarely works when your opponent has his
 senses about him: only when he's scared motionless does it pose a
 serious threat. The df+3 is also a VERY punishable move(another one of
 those slow-recovery low attacks), so if you can't use it at the right
 times, and sparingly even then, then don't use it at all. His ss moves
 can be delayed for quite some time(as can most ss moves), and this can
 be used with some effectiveness to trick an opponent into walking into
 a ss1 or ss1~2 by delaying the ss so long that your opponent thinks you
 have decided against a ss attack. I wouldn't suggest using the delayed
 ss moves very often though, as it is an easy tactic to catch on to and
 the ss moves can be punished(more by some characters than others).


 ~Defending
       If you catch a lkpry Bryan has enough time for his uf+4 bnc
 juggle starter. If however you get a lppry instead, he is guaranteed
 nothing special. Even so, you may hold down to go into fc and then
 attempt the fc~df~d~df+1+2 throw because your opponent will almost
 certainly expect the hopkick and they will be struggling to get standing
 and blocking for the kick. The 1+2 and f+1+4 can be used with some
 effectiveness against pressure tactics(and the 1+2 sets up for okizeme
 on mjrc), and those along with the f~f+2 should serve to stave off
 pokers and pit-bulls unless you simply aren't using them right or have
 allowed yourself to get into a very bad position. Never perform the
 f~f+2 unless it is a guaranteed hit against some recovering character(it
 is high and can be countered with ws attacks), and never come to rely on
 it as an attack to be used to pressure a defending character(for the
 same reason). The b~b+4 can be used when you are just outside of your
 opponents poking range when he starts up his poke, and you might even
 be able to get your opponent to block the Flying Cross Chop(grut roll
 away_towards f+1+2) after.


 ~Versus Bryan
       Punish those using his four-strings(whatever~2~~1~~2_4) with the
 lkpry. Don't use attacks with a slow startup/recovery against him(he
 has many fast attacks which he may use to counter these with). Also use
 extreme caution with any poke patterns or custom strings you use
 against him(same reason). Note that most of Bryan's attacks are high or
 mid-level(they are reversable or counterable), and that many of his
 attacks may be sidestepped quite easily(they're fast, but they don't
 track very well). Use this to your advantage whenever possible but
 don't be too consistent in your use of reversals or sidesteps or Bryan
 can counter with high-damage moves in response to your predictability.
 The reversal in particular should be used very sparingly because many
 of Bryan's moves can be chickened quite easily. Low kicks are a bad
 idea against any character, but you should be able to get away with a
 few crouching jabs here and there.




    ____  __    __               __     __    ___   __     __
   |     |  \  |  \  \   /      /  \   /  \  |   \ |  \   /  \
   |___  |   | |   |  \ /      |      |    | |___/ |   | |    |
   |     |   | |   |   |       |   _  |    | |  \  |   | |    |
   |____ |__/  |__/    |        \__/|  \__/  |   \ |__/   \__/

     &
 _____ _ _   __    ____  ___    _____   _     __        ___   __
   |    |   /  \  |     |   \     |    / \   /  \ |  / /     /  \  |\   |
   |    |  |      |___  |___/     |   |___| |     |_/  \__  |    | | \  |
   |    |  |   _  |     |  \      |   |   | |     | \     \ |    | |  \ |
   |   _|_  \__/| |____ |   \   \_/   |   |  \__/ |  \ ___/  \__/  |   \|


 SPECIAL NOTATIONS
 hp - Handstand Position
 gp - Grounded attack Position(not the conventional grounded position)


 MANEUVERS
 1+2       - ss(same as u)
 d+1+2     - ss(same as d)
 f~f+4     - flip
 ub~b      - backflip
 f+1+2     - forward roll into hp



 ATTACKS

 ~Single Attacks

 ~~General
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
 {move}              @ attack level(grd|ungrd|mnrc|mjrc} @ {range}        D
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
   {damage(unclean,clean} @  {1p positioning} <> {2p positioning}         Y
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc1                 @ all s                       @ rng1                 G
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
   3                 @                     fc <>                          R
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D
 d+1                 @ all s                       @ rng1                 O
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   5                 @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws1                 @ all m                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+1                @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1(string starter)   @ all h                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   6                 @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+1           @ all m                       @ rng2_rng1_rng0
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~1                @ all m                       @ rng2_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~~1               @ all m                       @ rng2_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~1           @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~~1         @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc2                 @ all s                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   8                 @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+2                 @ all s                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
 ws2                 @ m|M(nrml)|M(nrml)|M(nrml)   @ rng2                 D
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
   15                @                        <>     |grut|grut|grut      Y
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+2                @ m|stgm|stgm|stgm            @ rng2                 G
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
   15                @                        <>     |grut|grut|grut      R
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D
 2                   @ all h                       @ rng1                 O
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+2           @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~_~~2             @ all m                       @ rng2_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~_~~2        @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc_d+3              @ all l                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws3                 @ all h                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+3                @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                     hp <>     |fc|fc|fc
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   may recover in gp by cancelling recovery with ~D
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db+3(string starter)@ all l                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   may recover in hp by cancelling recovery with ~B
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3                   @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+3           @ all m                       @ rng3_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
 uf~_~~3             @ all m                       @ rng3                 D
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
   25                @                        <>     |grut|grut|grut      Y
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~3           @ all m                       @ rng4_rng2_rng-1      G
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
   25                @                        <>                          R
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
   this move is too high to connect against a standing opponent: 2p must  O
 be airborne
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~3          @ m|STNM|STNM|m               @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF~~~3              @ all l                       @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 U_UB~~~3            @ all l                       @ rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc4                 @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   5                 @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+4                 @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7                 @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws4                 @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+4                @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4                   @ all h                     @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   16                @                        <>     |    |    |grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+4           @ all m                     @ rng3_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   28                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~_~~_~~~4         @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~_~~4        @ all m                     @ rng4_rng2_rng-1        E
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
   25                @                        <>     |    |    |grut      D
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Y
 UF_U_UB~~~4         @ all m                     @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
   15                @                        <>     |    |    |grut      O
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
                                                                          D
                                                                          O
 ~~Special
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+2(string starter) @ all h                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   8                 @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+3                 @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                     hp <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3~4(string starter) @ l|L|L|L                     @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                     gp <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move hits two times if connected at rng2 or less(see Two-Strings)
   Eddy recovers in hp if 3~4~B
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db+3(string starter)@ all l                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   you may recover in hp by inputing db+3~B
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+3                 @ all m                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~F{3               @ all m                       @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   30                @                        <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   gp if f~F{3~D or hp if f~F{3~B
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4~3(string starter) @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   16                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+4                 @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                        <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   may recover in hp by inputing f+4~B
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
 db+4(string starter)@ all h                       @ rng2                 D
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
   15                @                        <>     |grut|grut|grut      Y
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+4(string starter) @ m|STNM|STNM|STNM            @ rng2                 G
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
   15                @                        <>     |    |    |grda      R
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D
 f~f+4~3             @ all l                       @ rng3                 O
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                     gp <>     |grda|grda|grda
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this is the flip(f~f+4) canceled by 3
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~f+4~4             @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   35                @                     gp <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this is the flip(f~f+4) canceled by 4
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc1+2(string starter)@ all m                      @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc1+2~1+2           @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   30                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc3+4               @ all m                       @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                        <>     |fc|fc|grda
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   you may input fc3+4~B to recover in hp or fc3+4~D to recover in gp
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3+4                 @ all m                       @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   you may input 3+4~B to cancel the kick and recover in hp
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+3+4              @ m|M(hi)|M(hi)|M(hi)         @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db+3+4              @ all um                      @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   40                @                        <> grut|grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move hits two times if connected at rng2 or less(see Two-Strings)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u+3+4            @ all m                       @ rng2_rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
   20                @                        <>     |grut|grut|grut      D
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D
 ss{2                @ m|m|M(bnc)|M(bnc)           @ rng2                 Y
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |fc|grut|grut        G
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
 ss{1+2              @ all m                       @ rng2                 R
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
   15                @                        <>     |grut|grut|grut      O
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move hits two times if connected at rng1 or less(see Two-Strings)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ss{3                @ all l                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                     gp <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   you may input ss{3~B to cancel the kick and recover in hp, or ss{3~~B
     to recover(after the kick) in hp crouching(same as (hp)D), which
     allows for the (hp)D{3+4
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ss{4(string starter)@ all l                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   you may input ss{4~B to recover in hp
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ss{u+3(string starter)@ all m                     @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                  @                        <>     |fc|fc|fc
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   you may input ss{u+3~D to recover in gp
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ss{3+4(string starter)@ m|M|M|M                   @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   6                 @                        <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move hits two times if connected at rng2 or less(see Two-Strings)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Two-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~2                 @ h,h|H->h|H->h|H->h                         @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   6 + 15 = 21       @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4~3~~3              @ m,l|m,l|m,l|m,l                            @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   16 + 15 = 31      @                     gp <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   the second 3 has the same properties as Eddy's ss{3
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
 3~4                 @ l,l|L->L(flt)|L->L(flt)|L->L(flt)          @ rng1  D
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
   10 + 10 = 20      @                     gp <>     |grut|grut|grut      Y
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   you may recover in hp by inputing 3~4~B                                G
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
 ss{4~3              @ l,l                                        @ rng3  R
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
   12 + 25 = 37      @                        <>     |grut|grut|grut      O
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ss{4~3+4            @ l,m                                        @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12 + 20 = 32      @                        <>     |fc|grda|grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ss{u+3~~3           @ m,m|m,M(hi)|m,M(hi)|m,M(hi)                @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25 + 20 = 45      @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ss{u+3~~3+4         @ m,l                                        @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25 + 15 = 40      @                     gp <>     |grda|grda|grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ss{u+3~D~~3         @ m,l                                        @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25 + 25 = 50      @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Three-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+2~1~~4            @ h,h,m|h,h,m|h,h,m|H->H->m   @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   8 + 10 + 12 = 30  @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Four-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3~4~~4~~4_3~4~~4~~1+2_3~4~~4~~1+2~1+2  @ the 3~4 is l,l|l->l|l->l|l->l
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   and guarantees all followups(on connect) except 3~4~~4~~1+2~1+2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   3~4 does 10+10 = 20 damage  @         <>     |grut|grut|grut  (always)
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   the followups to 3~4 and their properties are the same as the
     corresponding followups to db+3 ie the last two hits in 3~4~~4~~4
     have the same properties as the last two hits in db+3~4~~4(see
     'Variable Strings' for stats on the followups
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Five-String                                                             E
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D
 ss{3+4~~3+4~~3+4~~uf+3+4  @ h,m,m,m,m|h->m->m->m,m|h->m->m->m,m|         D
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
   h->m->m->m,m  @ 6+6+25+18+20 = 75  @       <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
   you may recover in hp by inputing ss{3+4~~3+4~~3+4~B                   O
   opponent recovers grdt if ss{3+4 connects...the following attacks      R
     cause the flipover                                                   D
   if the third 3+4 connects(without the first two connecting), it will   O
     guarantee the last 3+4
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Twelve-String
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3~4~~4~~2~~4~~4~~3+4~~3+4~~3+4~~db+3+4~~uf+3+4 @ m,m,h,h,m,m,m,h,m,m,m,m
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   |m,m,STNH->STNH->m->m,m,h->m->m->m,m|m,m,STNH->STNH->m->m,m,h->m->m->
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   m,m|m,m,STNH->STNH->m->m,m,h->m->m->m,m @ 16+28+7+8+9+13+10+6+6+21+15+
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20=159
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   note that the third 4 is the same as the b+4(see 'variable strings'
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Variable-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db+3_b+4 may be used to enter this string series, and these starters
   may be followed with alternate moves or each other ie db+3~~4(same as
   b+4)_b+4~3(same as db+3) so you can make an infinite-string by
   inputing db+3~~4~~3~~~4~~3~~~4... or b+4~3~~~4~~3~~~4~~3... ; the
   4~3~~4~~2~~4(same as b+4)_(hp)1~3(same as db+3) may also be used to
   enter this unique string series; db+3(or 3 while performing the
   infinite string or the other strings) may be followed with ~~3,
   ~4~~4, ~4~~1+2 or ~4~~1+2~1+2 as opposed to 4 and b+4(or 4 while
   performing strings) may be followed with ~4~~3+4 as opposed to 3

 The following is a list of the properties of these moves:
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db+3      @ all l        @ rng2    @ 12      @ hp if db+3~B
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+4       @ h|h|h|STNH   @ rng2    @ 15      @  <>     |    |    |grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4~3~~4~~2~~4(same as b+4)@ m,m,h,h|m,m,STNH->STNH|m,m,STNH->STNH|
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   m,m,STNH->STNH @ 16+28+7+8 = 59  @ normal <>     |grda|grda|grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db+3~~4   @ l,h|l->h|l->h|l->STNH  @ rng2    @ 12+15 = 27 @ <> | | |grda
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db+3~~3   @ l,m          @ rng2    @ 12+25 = 37 @                        E
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D
 db+3~4~~4 @ l,l,l|l,l->stnl|l,l->stnl|l,l->stnl @ rng2 @ 12+15+15 = 42   D
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Y
   recover in hp if db+3~4~B or db+3~4~~4~B
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
 db+3~4~~1+2 @ l,l,m|l,l,m|l,l,m|l,l->m @ rng2   @ 12+15+20 = 47          O
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
   recover in hp if db+3~4~B                                              D
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
 db+3~4~~1+2~1+2 @ l,l,m  @ rng2    @ 12+15+30 = 57
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   recover in hp if db+3~4~~1+2~1+2
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+4~4~~3+4  @ h,m,m,m|h,m->m,m|h,m->m,m|STNH->m->m,m
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   rng2      @ 15+12+25+20 = 72
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   if the second kick connects(2 hits) it will knock your opponent too
     far away for the last to connect...if the last kick does connect
     (for whatever reason) 2p will recover in fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db+4~~4~~4...   @ 4 is high, b+4 is mid                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   4 = 15, b+4 = 12    @ hp if ended with b+4, normal if ended with 4 <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   grut on any connect if 4, no special positioning if b+4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   after the initial db+4, this string can either be continued with
     additional 4s, or ended with b+4; this is another infinite string
     if db+4~~4~~4~~4... is input
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Multiple-Choice String Diagram

                                --->1+2
                               /
 (normal stance or hp)3~4--->[4]--->1+2~1+2
                               \
                                --->4

                      --->1+2
                     /
       --->3        / --->1+2~1+2
      /            / /
 [db+3]--->[4(db+3~4)]--->4
      \
       --->[4(db+3~~4...same as b+4)]

      --->3(same as db+3)
     /
 [b+4]                                                                    E
     \                                                                    D
      --->4--->3+4                                                        D
                                                                          Y
 4~3-->4-->2-->[4(same as b+4*)]-->4-->3+4-->3+4-->3+4-->db+3+4-->uf+3+$
                                                                          G
 * this string cannot be chained from a b+4 or db+3~~4: it may only be    O
   done if it is completed exactly as stated                              R
                                                                          D
                                                                          O
 ~Special Position Attacks

 ~~Standing
 ~~1p bt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc_d+1_2            @ all l(not s)                @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1_2                 @ all h                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+1           @ all m                       @ rng2_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc_d+3_4            @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3_4                 @ all l                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+3           @ all m                       @ rng3_rng2_rng0
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u+4              @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   21_20             @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ub+4                @ all m                       @ rng0
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 ~~Fully Grounded
 ~~1p grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3*                  @ all l                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7,10              @                        <>     | ,grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
 4*                  @ all m                       @ rng3                 D
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
   12,18             @                        <>     | ,grut|grut|grut    Y
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (F_B)~~f+1+2        @ STNM|m|m|m                  @ rng5                 G
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
   15                @                        <>     |grut|grut|grut      R
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D
 ~~1p grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
 3                   @ all l                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7                 @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4                   @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~1p grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3*                  @ l|L(flt)|L(flt)|L(flt)      @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7,10              @                        <>     | ,grua|grua|grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4*                  @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10,15             @                        <>     | ,grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~1p grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3*                  @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7                 @                        <>     | ,grua|grua|grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4*                  @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                        <>     | ,grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   * These moves cause knockdown if they connect either clean or on
     counter: if they are both unclean and not a counter, then no
     knockdown
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~Handstand Position(hp)

 HP MANEUVERS
 u         - dodge into background
 d         - dodge into foreground
 D         - crouch
 f_F       - walk forward(briefly_continuously)
 f_F~n~~   - return to normal(standing) stance
 b         - return to normal stance
 df        - forward roll into gp                                         E
 DF        - forward roll into normal stance(see note at bottom)          D
 f+1+2     - handstand roll                                               D
 ~~        - gp(after any maneuver besides f or F)                        Y

   note that you may cancel Eddy's recovery into gp(after any attack,     G
     maneuver, or the f+1+2) with u_uf_f_df_d to recover in normal        O
     stance, and that you may also cancel the recovery into gp with 1+2   R
     to cause a forward roll into hp(same as f+1+2)                       D
                                                                          O


 HP ATTACKS
 ~~~Single
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1(string starter)   @ all s                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                 normal <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2(string starter)   @ all s                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                 normal <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3                   @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                     gp <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+3_4               @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                     hp <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Eddy recovers in gp if d+3_4~D
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3~4(same as the normal stance 3~4: see 'ATTACKS:Single Attacks:Special')
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4                   @ all h                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12(either attack) @                     hp <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move hits two times if connected at rng2(see 'Two-Strings')
   if the s connects, then no knockdown(the positioning listed is
     assuming the h attack hits)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df_any maneuver or attack except f_F)~~f+1+2 @ STNM|m|m|m         @ rng5
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                 normal <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this is the roll into gp canceled by the dive grut f~~f+1+2
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ss3_4               @ all l                       @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                 normal <>     |grua|grua|grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
 D~~3+4              @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3                 D
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
   25                @                     hp <>     |grut|grut|grut      Y
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   note that this is the hp crouch(D) canceled by 3+4                     G
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
                                                                          R
                                                                          D
                                                                          O
 ~~~Two-String
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4                   @ s,h|s->h|s->h|s->h                          @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12+12 = 24        @                     hp <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 ~~~Three-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~3~~~3             @ m,l,m|m->l,m|m->l,m|m->l,m                  @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10+15+13 = 38     @                     gp <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this is the recovery of 1~3 canceled by 3...the 3 is the same as
     Eddy's normal stance ss{3 except that it does 13 damage(ss{3 does
     15 damage) and you are not allowed the 3+4(ss{3~B{3+4)
   you may recover in hp by inputing 1~3~B
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2~4~~3              @ m,l,l|m->l,l|m->l,l|m->l,l                  @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10+12+25 = 47     @                 normal <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   you may recover in hp by inputing 2~4~B
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 ~~Variable-String
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~3...the 3 is the same as db+3 in the 'variable string' section and
   all it's properties(including possible followup strings) are the same
   as db+3...the 1 does 10 damage and hit characteristics for 1~3 are:
   m,l|m->l|m->l|m->l
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 ~~Grounded Attack Position(gp)

 GP MANEUVERS
 ~U*       - tech roll into background                                    E
 ~D*       - tech roll into foreground                                    D
 f         - roll forward(same as grut f)                                 D
 b         - roll backward(same as grut b)                                Y

   * you must hold U or D immediately after going into gp                 G
                                                                          O
                                                                          R
 GP ATTACKS                                                               D
                                                                          O
 ~~~Single
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+2                 @ m|m|stnm|stnm               @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                 normal <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+2~1+2             @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   30                @                 normal <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3(string starter)   @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7                 @                 normal <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4(string starter)   @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                 normal <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3+4                 @ all m                       @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                 normal <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move causes a bounce when connected against a crouching opponent
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3~4                 @ m|M(hi)|M(hi)|M(hi)         @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                 normal <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4~3                 @ all l                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                     hp <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move hits two times if connected at rng2(see 'Two-Strings')
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~~Two-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3~~4                @ l,m                         @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7+28 = 35         @                 normal <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4~3                 @ l,l|l->stnl|l->stnl|l->stnl @ rng2                 E
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
   20+12 = 32        @                     hp <>                          D
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Y
 4~~3+4              @ m,m                         @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
   10+25 = 35        @                 normal <>     |grut|grut|grut      O
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
   you may recover in hp by inputing 4~~3+4~B                             D
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
 4~~3+4~3            @ m,m                         @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10+15 = 25        @                     hp <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   you may recover in hp by inputing 4~~3+4~B
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~




 ~Throws
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+3_DF{1+3 [1]        @ t       @ rng1    @ 30      @        <> grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2+4_DF{2+4 [2]        @ t       @ rng1    @ 30      @        <> grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b~db~d~df~f+1+2 [1+2] @ t       @ rng1    @ 55      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p rst)any# [2]      @ t       @ rng1    @ 42      @        <> grdls
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p lst)any# [1]      @ t       @ rng1    @ 40      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p bt)any#           @ t       @ rng1    @ 60      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   # any throw, special or otherwise
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 COMBINATIONS

 ~~Starters                                                   Followups~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3~4~B                                                (hp)4.d+3~D.(gp)3+4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 ws2 - nrml
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 df+3+4 - nrml
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (gp)3~4 - nrml                                                   1~2.b+4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (hp)DF~~F+1+2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~                                     E
 (grut)F_B~~F+1+2                                                         D
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ D
 b+4(mjrc)                                                    *b+4~4~~3+4 Y
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   * your opponent may be able to tech-roll this combo finisher at times  G
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
                                                                          R
                                                                          D
                                                                          O
 STRATEGY

 ~Attacking
       Eddy's basic moves from his normal(standing) position can be used
 to great effectiveness in many situations, but to use him to his
 greatest potential, moves from his gp and hp are required. First off,
 you should never remain in either of these positions for more than an
 instant if your opponent is anywhere near you, as Eddy can be punished
 fairly severely while in these special positions. However, he has many
 fast attacks from these positions, and although they may be relatively
 weak, many of them allow for the setup of much more damaging moves. For
 example, while in hp you may tap 1_2 to begin his rollout punch
 strings, and then follow this with a ws2_ws4 instead of the punishable
 strings themselves(when following with ws4, it is better to use the hp
 2.ws4 because the hp 1 tends to leave you too far to the left of your
 opponent to connect with the ws4). After your opponent begins to guard
 for the ws2_ws4, you may then mix the throws 1+3_2+4 with these moves
 for an effective custom string. The moves(the ws2_ws4 and the throws)
 come out very quickly and are difficult to counter. An even better
 mixup(although it requires some technical expertise), would be to mix
 the ws2_ws4 with b~db~d~df~f+1+2, which is a much more powerful throw
 with a more difficult two-button escape. To perform this mixup
 effectively, you should press and hold 2(for the rollout punch), then
 buffer the b~db~d~df~f into the animation of the 2, and then tap 1 as
 Eddy stands. With a little practice, you'll have the special throw
 executing just as fast as the normal throws. The (hp)d+3_4 and the
 (hp)4 are good counters against attacking opponents and can be used to
 encourage your opponent to stand and block, but you can be punished if
 your opponent blocks the 4. While in gp you may mix the 3~4(which
 juggles) with the 4~3 which puts you back into hp from which you may
 attempt the previously mentioned custom string. Another excellent move
 from hp is the dive (hp)DF~~f+1+2, which allows for guaranteed
 followups even if your opponent blocks. This move is somewhat difficult
 to time properly at first and is also counterable because of its fairly
 long startup time, but it is still an effective tactic when mixed with
 the hp custom strings. While in normal(standing) position you have one
 of the best moves that can be used to punish an low attack in the
 u_uf+4. This move is evil because it causes knockdown on any connect, it
 is fairly damaging for a hopkick, and you might get lucky and follow
 with some vicious okizeme. If your opponent gets hit by the u_uf+4 he
 will most likely attempt to roll away from you in the hopes of avoiding
 okizeme, and if he does you may punish him by following the hopkick with
 a quick dshf.D.(fc)3+4. This is a flipkick that is very damaging and
 causes another knockdown. If you hold D to go into gp and your opponent
 attempts a second roll away(which they are likely to do), you may
 connect with the (gp)3+4. That okizeme sequence is one of the most
 damaging in the game and should be effective against any opponent who is
 not aware of it, and most who are. This flipkick series may also be used
 after an unguarded df+2, which causes a similar knockdown and stun. If
 your opponent catches on to the sequence and begins to stand and block
 the first flipkick (fc)3+4, then you may complete the flipkick without
 going into gp and then throw or you may cancel the flipkick and go into
 hp(fc~3+4~B) to mix up attacks from there(it is not recommended that
 you go into gp if your opponent begins to block this sequence because he
 will expect that, but even if he does expect it he will have a difficult
 time countering many of the moves you may use from gp).


 ~Defending
       Eddy is most effective when you allow yourself to get into a
 dangerous situation(leave yourself open to attack), and then counter
 the attack. My advice to you on defending is: it's OK to let yourself
 get into bad situations as long as the ends(connecting with high-damage
 combos) justifies the means(putting yourself at risk). In other words,
 if you think you can connect with a 50% combo if you put yourself at a
 risk of a 20% counterattack, then it's worth the risk; if you think you
 can connect with a 20% combo, but you'll have to risk taking a 50%
 counterattack, then don't do it. The 3~4 from normal position allows
 for some nasty combos and followup okizeme, but you should refrain from
 using it when it isn't guaranteed during the recovery of some move your
 opponent just performed. As I said before, the u_uf+4 is an excellent
 counter to low attacks, and the ws2 juggles and therefore is a very
 effective counter to high attacks or any blocked low attack that
 requires enough recovery time to guarantee a connect. Eddy is also one
 of the more '3-dimensional' characters because of his dancing. If you
 simply keep yourself aware of which side he is dancing towards at all
 times, you will be able to ss many attacks by canceling his dancing
 with a ss in the same direction as he was dancing.


 ~Versus Eddy
       Low and mid-level attacks work very well against Eddy if he is in
 the gp or hp, or if he is performing one of his long, drawn-out
 strings(they're slow, too). Just remember that he can ss or interrupt
 many attacks while he is in the hp(don't extend yourself with an
 attack: he has high-damage counterattacks). Note that Eddy sways from
 side to side while he is standing up(an automatic ss, if you will): he
 dances from face to face with you(center), then a little to your
 character's right, then back to center, then a little to your
 character's left, then back to center again, and so on. If you don't
 attack him while he's centered, you're attack will probably miss and
 he can attack you while you are recovering(thus the frustration every
 intermediate-level player experiences while fighting newbies who love
 to mash buttons with Eddy). If you simply keep that auto-ss in the back
 of your mind while you're dealing with him, you should destroy every
 masher who challenges you. Expert players, on the other hand, will use
 your own attack against you by getting you to attack them when they
 know they can counter your attack, thus causing serious damage to your
 character. They will let Eddy get into a bad position, knowing that
 you'll try to attack while he's in it, and then dodge your attack at
 the last possible second so they can counterattack. This type of an
 Eddy player is very dangerous(duh). The best way to deal with them is
 to run up and complete a fast attack to knock Eddy out of the handstand
 and grounded positions(Note that characters with a fast low -> mid
 string, like Nina's d+4~1 or Jin's 1+4, can use those moves to flt
 juggle Eddy while he is in the gp or hp) or while he is performing one
 of his slower moves or move-strings. The point of your attack is to
 keep Eddy from setting up for one of his vicious counters or custom
 strings, and not(necessarily) to cause large amounts of damage to him.
 Don't use high-low mixups against him, because even though he has no
 lpry, he does have the u_uf+4, which can be used with a little okizeme
 after to eat away a whole lot of your life bar.




    ____   __    ___   ____  ____ _____             _
   |      /  \  |   \ |     /       |       |      / \  |    |
   |___  |    | |___/ |___  \___    |       |     |___| |    |
   |     |    | |  \  |         \   |       |     |   | | /\ |
   |      \__/  |   \ |____ ____/   |       |____ |   | |/  \|


 MANEUVERS
 fc{df{d{df     - crdshf
 fc~uf_u_ub     - backflip (forward_straight up_backward)
 b+1+2          - dance(this resluts if the hppry(b+1+2) doesn't connect)


 ATTACKS

 ~~General
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ F
 {move}              @ attack level(grd|ungrd|mnrc|mjrc} @ {range}        O
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
   {damage(unclean,clean} @  {1p positioning} <> {2p positioning}         E
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ S
 fc1                 @ s                           @ rng1                 T
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   3                 @                     fc <>                          L
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 d+1                 @ s                           @ rng1                 W
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   5                 @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws1                 @ m                           @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+1(string starter)@ m                           @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1(string starter)   @ h                           @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   5                 @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_ub+1             @ m                           @ rng2_rng0
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_ub~1             @ h                           @ rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_ub~~1            @ h                           @ rng2rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~1           @ m                           @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~1          @ m                           @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~~1         @ m                           @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc2(string starter) @ s                           @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   8                 @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ F
 d+2(string starter) @ s                           @ rng1                 O
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
   10                @                     fc <>                          R
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
 ws2                 @ m|M(nrml)|M(nrml)|M(nrml)   @ rng1                 S
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ T
   15                @                        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
 df+2                @ m|M(nrml)|M(nrml)|M(nrml)   @ rng1                 A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W
   12                @                        <> brut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2(string starter)   @ h                           @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+2           @ m                           @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <> fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub~_~~2        @ m                           @ rng2_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <> fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB{2           @ m                           @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <> fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc3                 @ l                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+3(string starter) @ l                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   8                 @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws3                 @ h                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   28                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+3                @ m                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   21                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3(string starter)   @ m                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+3(string starter)@ m                           @ rng3_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ F
 uf_ub~_~~3          @ m                           @ rng3_rng-1           O
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
   25                @                        <>     |    |grut|grut      E
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ S
 UF_U_UB~3           @ all m                       @ rng4_rng2_rng-1      T
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>                          L
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
   this move is too high to connect against a standing opponent: 2p must  W
 be airborne
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~3          @ m|STNM|STNM|m                    @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~~3         @ all l                            @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc_d+4(string starter)@ l                         @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7                 @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws4                 @ m                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+4                @ m                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4(string starter)   @ h|h|h|H(flt)                @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   16                @                        <>     |    |    |grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+4           @ m|M(nrml)|M(nrml)|M(nrml)      @ rng3_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   14                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_ub~_~~4          @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~_~~4        @ all m                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~~4         @ all m                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                          F
                                                                          O
 ~~Special                                                                R
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
 b+1(string starter) @ m|m|M|M                     @ rng4                 S
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ T
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
 b+2(string starter) @ m                           @ rng4                 A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db+2(string starter)@ m                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                     bt <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+4(string starter) @ h|h|h|H(flt)                @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   17                @                        <>     |    |    |grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db+4                @ l|L|L|L                     @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grua|grua|grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc{df{d{df+3        @ l|L|L|L                     @ rng5
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   17                @    grut|grua|grua|grua <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc~uf_u_ub{4        @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   note that this move is the backflip(fc~uf_u_ub) cancelled by 4
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc~uf_u+4 _ UF_U+4(string starters)  @ m|M(nrml)|M(nrml)|M(nrml)
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   rng1 if u, rng3 if uf  @ 22 if u, 25 if uf @ fc <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc~ub+4_UB+4(string starters)  @ all m            @ rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                     fc <>     |    |    |grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+2~1               @ m|m|m|m                     @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   40                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db+1+2              @ all UM(flt)                 @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   100               @                        <> grut|grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+3+4_3+4_f+3+4(string starter)@ m|M(nrml)|M(nrml)|M(nrml)@ rng0_rng1_
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   rng3  @ 25 if 3+4, 30 if f_b+3+4  @         fc <>     |grut|grut|grut  F
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
 d+3+4               @ all m                       @ rng0                 R
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
   25                @                        <>     |grut|grut|grut      S
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ T
   Law recovers grut if d+3+4~D
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
                                                                          A
                                                                          W
 ~Two-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db+2~4              @ m,m|m->m|m->m|m->m                          @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15+25=40          @                        <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Law recovers grua if db+2~4~D
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc_d+2~3            @ s,m|s,M(nrml)|s,M(nrml)|s->M(nrml)          @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   8_10+21 = 29_31   @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+3~4         @ m,m|m,M(nrml)|m,M(nrml)|m->m*    @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25+25 = 50        @                     fc <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   * the uf+3~4 combos against type4_5 characters on any connect and
     will combo on type1_2_3 characters on mjrc...if the 4 alone
     connects on any character, it is a M(nrml) attack
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc3~4               @ l,m|l,M(nrml)|l,M(nrml)|l->M(nrml)          @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12+21 = 33        @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc_d+4~3            @ l,m|l,M(nrml)|l,M(nrml)|l->M(nrml)          @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7+21 = 28         @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws4~3               @ m,m|m,m|m,m|m->m                            @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12+21 = 33        @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4_f+4~u+3           @ h,m|h,m|h,m|h->m                            @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   16_17+30 = 46_47  @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+4~3              @ m,m|m,M(nrml)|m,M(nrml)|m->M(nrml)          @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15+25 = 40        @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc~uf_u+4~3 _ UF_U+4~3  @ m,m|M(nrml)->M(nrml)|M(nrml)->M(nrml)|M(nrml)
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   ->M(nrml)  @ rng3 if uf, rng2 if u  @ 25+25=50 if uf, 22+25=47 if u    F
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
        <>     |grut|grut|grut                                            R
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
   the 3 is a M(nrml) combo starter which guarantees the following 4...   S
   if the 3 connects then the 4 will not be a M(nrml) combo starter: it   T
   is only a M(nrml) starter if it is the only connect
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L
 fc~ub+4~3 _ UB+4~3  @ m,m|m,M(nrml)|m,M(nrml)|m,M(nrml)          @ rng-1 A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W
   15+25 = 40        @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+3+4~3_3+4~3_f+3+4~3  @ m,m|M(nrml)->M(nrml)|M(nrml)->M(nrml)|M(nrml)->
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   M(nrml)  @ rng-1_rng2_rng3  @ 30+21=51 if b+3+4_f+3+4, 25+21=46 if 3+4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
     fc <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   the 3+4 is a M(nrml) combo starter which guarantees the 3...if the
   3+4 connects then the 3 will not be a M(nrml) combo starter: it is
   only a M(nrml) starter if it is the only connect...the b+3+4 does not
   guarantee the 3 unless your opponent is very close when it connects
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Three-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 B+1{2{1         @ m,m,m|m->m,M(nrml)|m->m,M(nrml)|m->m->M(nrml)  @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12+12+15 = 39 @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 B+2{3{4         @ m,l,m|m,l,M(nrml)|m,l,M(nrml)|m,l->M(nrml)     @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12+8+22 = 42  @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4_f+4~3~~4      @ h,h,h|h->h,h|h->h,h|h->h,h                     @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   16_17+12+12 = 40_41 @                  <>     |     |     |grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Ten-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+1~2~~2~~1~3~~3~~d+3~~3~~4~~4  @ m,h,m,h,h,l,m,l,l,m|m->h->m,h->h,
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   l->m,l->l->m|m->h->m,h->h,l->m,l->l->m|m->h->m,h->h,l->m,l->l->m
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   rng1  @ 10+5+6+5+7+6+6+7+7+38 = 97  @      <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+1~2~~2~~1~3~~3~~d+3~~4~~4~~4  @ m,h,m,h,h,l,m,h,l,m|m->h->m,h->h,
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   l->m,stnh->l->m|m->h->m,h->h,l->m,stnh->l->m|m->h->m,h->h,l->m,
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ F
   stnh->l->m  @ rng1  @ 10+5+6+5+7+6+6+8+15+38 = 106                     O
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
                        <>     |grut|grut|grut                            E
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ S
 df+1~2~~2~~1~3~~3~~3~4~~3~~4  @ m,h,m,h,h,l,h,h,h,m|m->h->m,h->h,        T
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   l->h->h->stnh->m|m->h->m,h->h,l->h->h->h->m|m->h->m,h->h,l->h->h->h->m L
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
   rng1  @ 10+5+6+5+7+6+7+7+10+25 = 88  @      <>     |grut|grut|grut     W
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+1~3~~2~2~3~~3~~d+3~~3~~4~~4  @ m,l,m,h,m,l,m,l,l,m|m->l->m,
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   h->m->l->m,l->l->m|m->l->m,h->m->l->m,l->l->m|m->l->m,h->m->l->m,
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   l->l->m  @ rng1  @ 10+6+6+8+6+6+6+7+7+38 = 100  @  <>  |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+1~3~~2~2~3~~3~~d+3~~4~~4~~4  @ m,l,m,h,m,l,m,stnh,l,m|m->l->m,h->m->
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   l->m,stnh->l->m|m->l->m,h->m->l->m,stnh->l->m|m->l->m,h->m->l->m,
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   stnh->l->m @ rng1 @ 10+6+6+8+6+6+6+8+15+38 = 109 @ <>  |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+1~3~~2~2~3~~3~~3~4~~3~~4  @ m,l,m,h,m,l,h,h,h,m|m->l->m,h->m->l->h->
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   h->h->m|m->l->m,h->m->l->h->h->h->m|m->l->m,h->m->l->h->h->h->m @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10+6+6+8+6+6+7+7+10+25 = 91  @     <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Variable-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   The following moves can be linked together to create a variable-
 string...these moves, their properties, and their relationship to one
 another are described below
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 F+2{2{2   @ h,m,h|h->m->h|h->m->h|h->m->h                  @ rng1
   ~~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12+6+6=24  @                           <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 2~2       @ h,h|h->h|h->h|h->h  @ rng1  @ 12+10=22  @ <> |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 1_f+1_f+1~1_f+1~1~~1_f+1~1~~1~~1_f+1~1~~1~~1~~1  @ all h, if connect_
   ~~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   mnrc then the first 1 will guarantee the second; if mjrc then all are
   ~~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   guaranteed  @ 1 does 5 damage, f+1 does 6, all others do 5: = 5_6_11_
   ~~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   16_21_26  @ 5th punch will leave opponent grut, others cause no effect
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   1_f+1_f+1~1_f+1~1~~1_f+1~1~~1~~1 may be followed by either ~2~f+2{2
 (this sequence has the same properties as F+2{2{2 excepting that the     F
 second 2 cannot be delayed) or ~2~2(same as 2~2)                         O
   The f+1~1~~1~~1~~1 cannot be followed by 2~2 or 2~f+2{2                R
   1_f+1_f+1~1 will guarantee a following 2 on connect or mnrc, so that   E
 f+1~1~2~2_f+1~1~2~f+2{2 are combinations; and f+1~1~~1_f+1~1~~1~~1 will  S
 guarantee a following 2 if the f+1 connects on mjrc                      T
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3~~4_3~3~~4_3~3~~3~~4  @ h,m_h,h,m_h,h,h,m|h->M_h->h->M_h->h->h,M(on     L
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
   connect, mnrc or mjrc...all M are nrml juggle starters)  @ rng2        W
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18+21 = 39 _ 18+10+21 = 49 _ 18+10+10+21 = 59 @   <>   |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+3~3~~4_d+3~3~~3~~4_d+3~3~~3~~3~~4  @ l,h,m_l,h,h,m_l,h,h,h,m|l->h->M_
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   l->h->h->M_l->h->h->h->M(on connect, mnrc or mjrc...all M are nrml)
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   rng1  @ 8+10+25 = 43 _ 8+10+10+25 = 53 _ 8+10+10+10+25 = 63
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Multiple-Choice String Diagram

         --->2
        /
 1--->[2]
        \
         --->f+2--->2

                      --->f+2-->2       --->f+2--->2
                     /                 /
               --->[2]-->2       --->[2]--->2
              /                 /
 [f+1]----->[1]----->[1]----->[1]--->1
     \                 \
      --->[2]-->2       --->[2]--->2
            \                 \
             --->f+2-->2       --->f+2-->2

                                            -->3-->4-->3-->4
                                           /
       ----->2----->2----->1----->3----->[3]----->[d+3]-->3-->4-->4
      /                                               \
 [df+1]                      -->3-->4-->3-->4          -->4-->4-->4
      \                     /
       -->3-->2-->2-->3-->[3]-->[d+3]-->3-->4-->4
                                    \
                                     -->4-->4-->4

            --->4
           /                                                              F
 [3*]--->[3]--->3--->4        d+3--->3(same as "[3*]")                    O
   \                                                                      R
    --->4                                                                 E
                                                                          S
   * this multi-choice string may be started with either the 3(as shown)  T
     or a d+3 followed by the 3
                                                                          L
                                                                          A
                                                                          W

 ~Special Position Attacks

 ~~Standing:
 ~~1p bt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc_d+1_2            @ l(not s)                    @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1_2                 @ h|H|H|H                     @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <> bt
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+1           @ all m                       @ rng2_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc_d+3_4            @ l                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3_4                 @ h                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+3           @ all m                       @ rng3_rng2_rng0
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u+4              @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   21_20             @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ub+4                @ all m                       @ rng0
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 ~~Grounded:
 ~~1p grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3*                  @ l                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7,10              @                        <>     | ,grut|grut|grut    F
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
 4*                  @ m                           @ rng3                 R
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
   12,18             @                        <>     | ,grut|grut|grut    S
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ T
 (f_b)~~f+1+2        @ STNM|m|m|m                  @ rng5
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ L
   15                @                        <>     |grut|grut|grut      A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ W
 ~~1p grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3                   @ l                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7                 @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4*                  @ m                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10,15             @                        <>     | ,grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~1p grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3*                  @ l|L(flt)|L(flt)|L(flt)      @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7,10              @                        <>     | ,grua|grua|grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4*                  @ m                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10,15             @                        <>     | ,grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~1p grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3*                  @ l                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7,10              @                        <>     | ,grua|grua|grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4*                  @ m                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10,15             @                        <>     | ,grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   * These moves cause knockdown if they connect either clean or on
     counter: if they are both unclean and not a counter, then no
     knockdown
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 ~Throws
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+3_DF{1+3 [1]        @ t       @ rng1    @ 7+23=30 @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2+4_DF{2+4 [2]        @ t       @ rng1    @ 30      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+2+3 [1]             @ t       @ rng1    @ 30      @        <> grurs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ F
 f~f+3+4 [1+2]         @ t       @ rng1    @ 28      @        <> grua     O
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
 (2p rst)(any#) [2]    @ t       @ rng1    @ 42      @        <> grut     E
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ S
 (2p lst)(any#) [1]    @ t       @ rng1    @ 40      @        <> gruls    T
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p bt)(any#)         @ t       @ rng1    @ 50      @        <> grda     L
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
   # any throw, special or otherwise                                      W
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~Multi-Throw
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (df+1+2)              @ T      @ 30      @         <> grut
 | [1+2]                                  @         <>
 \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  --->1a(1~2~1+2)      @ t      @ 35      @         <> grda
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Timing:
   (1a) Complete the 1~2~1+2 immediately after the df+1+2 connects
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Buffering:
   (1,2,1+2) tap 1, press and hold 2, tap 1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Note that...
   ...pressing nothing after the initial grab(df+1+2) will result in the
 punch to the head, while pressing the optional input(1~2~1+2) will
 cancel the punch to the head and instead cause the bulldog(no
 cumulative damage).
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 ~Counterattacks
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d_db+1+3            @ LPRY
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d_db+2+4            @ LPRY
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+1+2               @ hppry
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+1+2~1             @ PREV(2p bt)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+1+2~2             @ PREV(2p stunned)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 COMBINATIONS

 ~~Starters                                                   Followups~~ F
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
 d+2~3(mjrc) - nrml                                            4.b+2~3~~4 R
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
 3~4 - nrml                                                               S
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~                        ws4.b+2~3~~4 T
 UF+4 - nrml
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ L
 uf+4 - nrml                                                              A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~                  df+1.df+1.b+2~3~~4 W
 b+1{2{1(mjrc) - nrml
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 df+2 - nrml                                              1.df+1.b+2~3~~4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (grdt)3 - flt                                          ws4.df+1.b+2~3~~4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 fc{df{d{df+3                                                           3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 db+4                                                                 fc3
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 STRATEGY

 ~Attacking
       Law has one of the fastest, most damaging attacks in the game
 with the 3~4, so be sure to use it to it's full potential. You may be
 able to goad your opponent into performing some move that has a long
 enough recovery to guarantee the 3~4, but as always most of his poking
 strings are punishable to the extreme, so be very cautious when
 attempting this. The 3~4 is also a punishable move if it is blocked, so
 you should never attempt it unless it is guaranteed. The db+4 is a
 decent low attack because it guarantees a fc3 after, but it's a low
 kick and it recovers slow, so never use it unless it is absolutely
 guaranteed.


 ~Defending
       The hppry into staggering backfist(b+1+2~2) is the most damaging
 counter in the game because it allows for the 3~4(you must dshf to get
 into range). You can be punished for missing the b+1+2, but if you use
 it sparingly, it becomes a game winning move. Law is one of the few
 characters who is guaranteed a followup(uf+4) after any lpry, so you
 should keep yourself looking for the opportunity to use it. His hpry
 can be used to counter virtually any custom string, and although it
 doesn't guarantee anything, it does give you a chance to change the
 momentum of the match and in this way you can get out of some very
 sticky situations with it.


 ~Versus Law
       Be very cautious with your attacks against Law, as he is the most
 punishing character in the game when it comes to counterattacks. Make
 sure that every attack you make doesn't allow for a counterattack even
 if it misses. You can punish him for performing many of his strings as
 a poke, as it is relatively easy to see them coming and counter.




     __                   _____   _     __
    /  \  |   | |\   |      |    / \   /  \ |  /
   |      |   | | \  | __   |   |___| |     |_/
   |   _  |   | |  \ |      |   |   | |     | \
    \__/|  \_/  |   \|    \_/   |   |  \__/ |  \


 MANEUVERS

 wlkf~wlkb~_~~3+4  - sitdown
 df_d_db+3+4       - sitdown(rng1_0_-1)

 ATTACKS

 ~Single

 ~~General
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
 {move}              @ attack level(grd|ungrd|mnrc|mjrc} @ {range}        U
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
   {damage(unclean,clean} @  {1p positioning} <> {2p positioning}
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J
 fc1(string starter) @ all l                       @ rng2                 A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ C
   10                @                     fc <>     |fc|fc|fc            K
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+1                 @ all s                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   5                 @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws1                 @ m|M(nrml)|M(nrml|M(nrml)    @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+1(string starter)@ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1(string starter)   @ all h                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+1 _ uf~_~~1 @ all m                 @ rng3_rng2_rng1 _ rng3_rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   uf+1 is a string starter
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~_~~1        @ all m                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |    |    |grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+2                 @ all s                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws2                 @ m|M(nrml)|M(nrml)|M(nrml)   @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+2(string starter)@ m|M(nrml)|M(nrml)|M(nrml)   @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2(string starter)   @ all h                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+2           @ all m                       @ rng4_rng4_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
   18                @                        <>     |fc|fc|fc            U
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
 uf~_~~2             @ all m                       @ rng2_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ J
   15                @                        <>     |grut|grut|grut      A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
 UF_U_UB~_~~2        @ all m                       @ rng4_rng2_rng-1      K
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc3_d+3             @ all l                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws3                 @ all h                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   28                @                        <>     |    |    |grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+3                @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   17                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3                   @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+3 _ uf~_~~3 @ all m                @ rng3_rng2_rng-1 _ rng3_rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~3           @ all m                       @ rng3_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <> n/a
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move soars over 2p's head: it will only connect against an
   airborne opponent
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~3          @ m|STNM|STNM|m               @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~~3         @ all l                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc4                 @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+4                 @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   50                @                        <>     |grut|grut|grut      G
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
 ws4                 @ all m                       @ rng3                 N
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                        <>                          J
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 df+4                @ all m                       @ rng3                 C
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
   15                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4                   @ h|h|h|H(flt)                @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                        <>     |    |    |grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u+4 _ uf~_~~4    @ all m                       @ rng3_rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ub+4                @ all m                       @ rng0
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   11                @                        <>     |    |    |grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~_~~4        @ all m                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~~4         @ all m                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 ~~Special
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b~db~d~DF+1         @ all l                       @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   29                @                     fc <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b~db~d~df~f~~1      @ STGM|m|m|m                  @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                        <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Jack says "One" just before completing the punch
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b~db~d~df~f~(continue circular motion until f)~~1   @ um|um|um|um @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   40                @                        <> grut|grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Jack says "Two" just before completing the punch
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b~db~d~df~f~(continue circular motion until fx2)~~1 @ um|um|um|um @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
   60                @                        <> grut|grut|grut|grut      U
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
   Jack says "Three" just before completing the punch
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J
 b~db~d~df~f~(continue circular motion until fx3)~~1 @ um|um|um|um @ rng4 A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ C
   80                @                        <> grut|grut|grut|grut      K
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Jack says "Four" just before completing the punch
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b~db~d~df~f~(continue circular motion until fx4)~~1 @ um|um|um|um @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   200               @                        <> grut|grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Jack says "Five" just before completing the punch
   continuing the circular motion until fx5 results in three more spins
 that cannot be canceled...Jack says nothing after "five"
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b~db~d~df~f~_~~df+1 @ m|M(hi)|M(hi)|M(hi)         @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   22                @                        <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Jack says "One" just before completing this uppercut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b~db~d~DF+2         @ all m                       @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   40,60             @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+3                 @ all h                       @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   35                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+4                 @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   50                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+4~1               @ all UM                      @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   101               @                        <> all grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+2(string starter) @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   21                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc1+2               @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   21                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 DF_DB+1+2           @ all l                       @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   21                @                        <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
   this move is performed while crwlkf_b                                  U
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
 ws1+2(string starter) @ m|M(nrml)|M(nrml)|M(nrml) @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ J
   21                @                        <>     |grut|grut|grut      A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
 d+1+2               @ m|M(nrml)|M(nrml)|M(nrml)   @ rng2                 K
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   45                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+1+2(string starter)@ m|M|M|M                    @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   22                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3+4                 @ all um                      @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   60                @                        <> all grut#
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3+4~~3+4            @ all um                      @ rng5
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   70                @                        <> all grut#
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3+4~~3+4~~3+4       @ all um                      @ rng6
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   80                @                        <> all grut#
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   # if these moves connect against an opponent's back, then the
 opponent recovers bt in fc while Jack recovers bt
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+3+4               @ all m                       @ rng5
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grda|grda|grda
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   if this move connects at the very edge of its range, it will connect
 as a l attack and 2p will recover grua on any connect
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf+3+4              @ all m                       @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   26                @                    sdp <>     |fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+2+3              @ l|L(flt)|L(flt)|L(flt)      @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grua|grua|grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Two-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc1~2               @ all l,m                     @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10+25 = 35        @                     fc <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
   if only the fc1 connects, then 2p recovers in fc                       U
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
 1+2~1+2             @ m,m|m->m|m->m|m->m          @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ J
   21+22 = 43        @                        <>     |grut|grut|grut      A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
 f+1+2~df+2         @ m,m|M->m|M->m|M->m          @ rng3                  K
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   22+15 = 37        @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+1+2~1+2          @ m,l|M->l|M->l|M->l          @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   22+25 = 47        @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws1+2~1+2           @ m,m|M(nrml)->m|M(nrml)->m|M(nrml)->m        @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   21+17 = 38        @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Three-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~1~~1              @ h,h,m|h,h->m|h,h->m|h->h->m                 @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18+15+18 = 51     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2~1~~2              @ h,m,m|h->m,M(nrml)|h->m,M(nrml)|h->m,M(nrml)@ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12+21+20 = 53     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 #DF+1~2~~1          @ m,m,m|m->m,m|m->m,m|m->m->M(nrml)           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15+12+15 = 42     @                        <>     |    |    |grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 #DF+2~1~~2          @ m,m,m|m->m,m|m->m,m|m->m->M(nrml)           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15+10+15 = 40     @                        <>     |    |    |grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   # these moves are a crwlkf cancelled by 1_2 respectively
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Four-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 DF+1~2~~1~~2  @ m,m,m,m|m->m,m,m|m->m,m,m|m->m->m->M(nrml)        @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10+15+10+15 = 50  @                     fc <>     |    |    |grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc~df+1~2~1~~1 @ m,h,m,stgh|m->h->m,h|m->h->m,h|m->h->m,h         @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12+15+15+30 = 72  @                        <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
   if the first punch misses(for whatever reason), the second punch will  U
 connect as a m attack(this is the only instance I know of where an       N
 attack has a variable level of connect ie h_m due to a prior attack's
 connect or lack thereof)                                                 J
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 fc~db+1~1~~1~~2  @ l,l,l,m|l,l,l->m*                              @ rng2 C
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
   18+25+25+40 = 108  @                       <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   * the first punch will knock an opponent out of the second punches
 range, and the second punch will knock an opponent out of the third
 punches range("what's the point of that shit?" I ask).
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 DF+2~1~~2~~1  @ m,m,m,m|M(nrml)->m->m->m|M(nrml)->m->m->m|M(nrml)->m->m
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   ->m  @ rng2  @ 10+15+12+15 = 52  @      fc <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   if the first uppercut does not connect, then none of the other
 punches are guaranteed
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 DF+2~1~~2~f+1 @ m,m,m,h|M(nrml)->m->m->h|M(nrml)->m->m->h|M(nrml)->m->m
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   ->h  @ rng2  @ 10+15+12+12 = 49  @      fc <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   if the first uppercut does not connect, then none of the other
 punches are guaranteed
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 DF+2~1~~2~d+1 @ m,m,m,l|M(nrml)->m->m,l|M(nrml)->m->m,l|M(nrml)->m->m,l
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   rng2  @ 10+15+12+8 = 45  @              fc <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   if the first uppercut does not connect, then none of the other
 punches are guaranteed
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Five-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc1~1~~1~~2~f+2  @ l,l,m,m,h|l,l,m,m,h|l,l,m,m,h|l,l->m,m,h#     @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10+8+12+12+12 = 54  @                      <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc1~1~~1~~2~df+2 @ l,l,m,m,m|l,l,m,m,m|l,l,m,m,m|l,l->m,m,m#     @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10+8+12+12+15 = 57  @                   fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc1~1~~1~~2~d+2  @ l,l,m,m,l|l,l,m,m,l|l,l,m,m,l|l,l->m,m,l#     @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10+8+12+12+8 = 50   @                   fc <>     |fc|fc|fc
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   # the third punch will guarantee the fourth(on mjrc) if the second
 does not connect                                                         G
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
                                                                          N

 ~Six-Strings                                                             J
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 fc2~1~~1~~1~~2~f+2  @ s,l,l,m,m,h|s,l,l,m,m,h|s,l,l,m,m,h|s->l,l->m,m,h# C
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
   8+6+8+12+12+12 = 58  @                     <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc2~1~~1~~1~~2~df+2 @ s,l,l,m,m,m|s,l,l,m,m,h|s,l,l,m,m,h|s->l,l->m,m,h#
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   8+6+8+12+12+15 = 61  @                  fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc2~1~~1~~1~~2~d+2  @ s,l,l,m,m,l|s,l,l,m,m,h|s,l,l,m,m,h|s->l,l->m,m,h#
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   8+6+8+12+12+8 = 54   @                  fc <> fc
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   # the fourth punch will guarantee the fifth(on mjrc) if the third
 does not connect
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Ten-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf+1~1~~4~~3~~4~~1~~2~1~1+2~1+2    @ m,m,l,l,l,m,m,m,m,m          @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15+8+5+5+5+8+6+8+21+25 = 106  @                 <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf+1~1~~4~~3~~4~~1~~2~1~d+1+2~~1+2 @ m,m,l,l,l,m,m,m,l,m          @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15+8+5+5+5+8+6+8+12+35 = 107  @                 <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+2~1~~1~~1~~2~~1~2~1~1+2~1+2      @ s,l,l,m,m,h,m,m,m,m          @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10+6+5+7+7+6+6+8+21+25 = 101  @                 <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+2~1~~1~~1~~2~~1~2~1~d+1+2~1+2    @ s,l,l,m,m,h,m,m,l,m          @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10+6+5+7+7+6+6+8+12+35 = 102  @                 <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Variable-String
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db+1~1~~1~~2_db+1~1~~1~~1~~2_db+1~1~~1~~1~~1~~2  @ all 1s are l, all 2s
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   are m, last 1 guarantees the 2 while all other 1s knock your opponent
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   out of the following 1s range @ all 1s do 15 damage, 2 does 40(85_100
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   _115  @                       <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
                                                                          U
                                                                          N
 ~Multiple-Choice String Diagrams
                                                                          J
                              --->f+2                                     A
                             /                                            C
 fc1------>1------>1------>[2]--->df+2                                    K
                             \
                 --->2        --->d+2
                /
 db+1--->1--->[1]--->[1]--->1--->2
                       \
                        --->2
                                          --->1+2--->1+2
                                         /
 uf+1--->1--->4--->3--->4--->1--->2--->[1]
                                         \
                          --->f+2         --->d+1+2--->1+2
                         /
 fc2--->1--->1--->1--->[2]--->df+2
                         \
                          --->d+2        --->1+2--->1+2
                                        /
 d+2--->1--->1--->1--->2--->1--->2--->[1]
                                        \
                                         --->d+1+2--->1+2
                 --->1
                /                         --->df+2
 DF+2--->1--->[2]--->f+1                 /
                \                  [f+1+2]--->1+2
                 --->d+1



 ~Special Position Attacks

 ~~Standing
 ~~1p bt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc_d+1_2            @ all l(not s)                @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1_2                 @ all h                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+1           @ all m                       @ rng2_rng1_rng0
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc_d+3_4            @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
   12                @                        <>                          U
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
 3_4                 @ all h                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ J
   25                @                        <>     |grut|grut|grut      A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
 uf_u_ub+3           @ all m                       @ rng3_2_0             K
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u+4              @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   21_20             @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ub+4                @ all m                       @ rng0
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   (bt)uf_u_ub+_{2 has the same properties as uf_u_ub+_{2 (from normal
 stance), as do UF attacks
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 ~~Grounded
 ~~1p grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3*                  @ l                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7,10              @                        <>     | ,grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4*                  @ m                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12,18             @                        <>     | ,grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (F_B)~~f+1+2        @ STNM|m|m|m                  @ rng5
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~1p grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3                   @ l                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7                 @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4                   @ m                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~1p grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3*                  @ l|L(flt)|L(flt)|L(flt)      @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7,10              @                        <>     | ,grua|grua|grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4*                  @ m                           @
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
   10,15             @                        <>     | ,grut|grut|grut    U
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
 ~~1p grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3*                  @ l                           @ rng2                 J
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
   7,10              @                        <>     | ,grua|grua|grua    C
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ K
 4*                  @ m                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10,15             @                        <>     | ,grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   * These moves cause knockdown if they connect either clean or on
     counter: if they are both unclean and not a counter, then no
     knockdown
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~SitDown Position(sdp)

 SDP MANEUVERS
   f     - forward roll
   b     - backward roll
   ~3+4# - hop forward(Jack recovers in sdp)

     # this maneuver is only available after entering sdp with
       df_d_db+3+4...this registers as an attack if it connects(see
       'ATTACKS') and cannot be followed with any other maneuvers or
       attacks ; if it is blocked or if it misses, then you may complete
       the Four-Strings from sdp(see 'Four-Strings')

 SDP ATTACKS

 ~Single
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~3+4$               @ all m                       @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   35               @ sdp%|roll backwards on any connect <>     |fc|fc|fc
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   $ must be input immediately after entering sdp after df_d_db+3+4
   % you may only follow this move with the sdp Four-Strings or f_b(the
     sdp maneuvers), and you may only follow this move with those
     attacks or maneuvers if the ~3+4 misses or is blocked
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Four-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~2~~1~~2  @ l,l,l,l|l->l->l->l|l->l->l->l|l->l->l->l&            @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10+10+10+10 = 40  @                normal* <>     |fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
 2~1~~2~~1  @ l,l,l,l|l->l->l->l|l->l->l->l|l->l->l->l&            @ rng2 U
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
   10+10+10+10 = 40  @                normal* <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ J
   & the third punch will knock an opponent out of the fourth punches     A
     range unless the first two do not connect                            C
   * you may cancel this recovery into normal position with f_b to roll   K
     towards_away instead of standing straight up
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 ~Throws
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+3_DF{1+3 [1]        @ T       @ rng1    @ 35      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2+4_DF{2+4 [2]        @ T       @ rng1    @ 30      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d~df~f+1 [1]          @ T       @ rng2    @ 40      @        <> grurs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d~db~b+2 [2]          @ T       @ rng2    @ 45      @        <> gruls
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db~n~f+1+2 [1+2]      @ T       @ rng2    @ 58      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~f{2+3 [2]           @ t       @ rng2    @ 35      @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df{df+2+4 [2]         @ T       @ rng2    @ 30      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df{DF+2+4 [2]         @ T       @ rng2    @ 30      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db+2+3 [2]            @ t       @ rng1    @ 32      @        <> fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p rst)any# [2]      @ t       @ rng1    @ 40      @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p lst)any# [1]      @ t       @ rng1    @ 40      @        <> gruls
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p bt)1+3$           @ T       @ rng1    @ 30+40=70@        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p bt)2+4%           @ t       @ rng2    @ 70      @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   # any throw, special or otherwise
   $ or d~df~f+1 or db~n~f+1+2
   % or d~db~b+2, f~f+2+3, df~df+2+4, df~DF+2+4, or db+2+3
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~Multi-Throws

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (df+1+3)*             @ T      @ 25      @         <> grut
 \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  --->1a(1+2)          @ t      @ 10      @         <> grut               G
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ U
   Timing:                                                                N
   (1a) Complete the Super Hammer Strike immediately after Jack flattens
       his opponent.                                                      J
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
   although this throw is unbreakable, you may avoid it by ducking, in    C
 which case the df+1+3 will take 20 damage                                K
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (uf+1+2)              @ T      @ 33      @         <> grua
 | [1]                                    @         <>
 \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  --->1a(b,db,d,DF+2)  @ t      @ 60*     @         <> grut
        [b]                               @         <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Timing:
   (1a) Complete the Megaton Punch immediately after Jack's opponent
       stops ascending.
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Note that...
   ...pressing nothing after the initial uf+1+2 will result in the lift
 and slam while inputing b~db~d~DF+2 cancels this for a lift and punch
 (no cumulative damage)
   ...the Megaton Punch escape must be input immediately after the
 Megaton Punch(see 'Difficult Joystick Motions' in the 'General' section
 for more details
   * even though the punch does 40 points of damage, it always connects
 as a 'clean' hit within this multi-throw, which equals 60 points
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 COMBINATIONS

 ~~Starters                                                   Followups~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                    d+1+2
 b~db~d~df~f~df+1                     ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                  dshf.(bt)4.2.F{1+2~1+2#
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 f+4~1                                                      db+1~1~~1~~2$
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                           b~db~d~DF~_~~1
 F{1+2                                ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                           db+1~1~~1~~2#$
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 d+1+2 - hi                                                     d+2.fc1~2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                               dshf.d+1+2
 df~DF+2+4                            ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                              b~db~d~DF+2 G
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ U
 any T                                                               db+3 N
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 b~db~d~df~f~~1(STGM if blocked)                            throw attempt J
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
   # type4_5 sized characters only                                        C
   $ the third punch does not connect                                     K
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 STRATEGY

 ~Attacking
       It is possible to get the uppercut(b~db~d~df~f{df+1) VERY swiftly
 (almost as fast as Heihachi's f~n~d~df+2), and it has a very high
 damage potential, so use it whenever it is guaranteed(you'd be
 surprised...). The punch(b~db~d~DF~_~~2) is very close to Paul's
 d~df~f~2 when it comes to speed, range, damage, and recovery, and if
 that isn't a good enough reason for you to use it, then fuck ya ;) The
 b~db~d~df~f~~1 staggers your opponent if he blocks(this works best when
 used in conjunction with okizeme because of the long startup time ie
 opponent finally stands up just in time to block this punch), and if
 you are close enough when you complete it, you are guaranteed a throw
 attempt. If you get this chance to throw, go for either the
 uf+1+2.b~db~d~DF+2 or the df~DF+2+4, as the former is difficult to
 escape, and the latter guarantees lotsa damage. The df+2+3 is a decent
 flt starter because even though it doesn't guarantee a whole lot of
 damage, it is a fairly fast move. Many of Jack's throws leave your
 opponent in the grua position, and he some viscious okizeme with this
 setup: you can either do uf+3+4 for a healthy chunk of life if your
 opponent remains grounded, or you can go for the fc1~2 if they attempt
 to roll away, rise, or attack. If the fc1~2 connects they end up grdt,
 and if they attempt to roll away from this position you can get the
 b~f+3+4 which takes a lot of damage. However, the b~f+3+4 is a very
 punishable move because of its long recovery(most characters can stand
 up after being hit by it and still have time to complete their
 unblockable before Jack recovers), so you should only use it if it will
 KO your opponent. Jack can also use his fc~DF+1~2~1 as okizeme against
 grounded opponents attempting to roll or attack, and that takes a lot
 of damage and sets up for more okizeme against attackers(if they
 attempt a roll and you connect with this string, they may interrupt
 your recovery with a rising attack).


 ~Defending
       Jack has no counters or reversals, but the d+1+2(hi) is an
 excellent move to use against an opponent who is rushing in with a lot
 of high-level attacks(it takes a lot of damage, and it sets you up for
 a juggle, which means your opponent might lose over half his life
 because of one mistake). d+2 is one of his fastest moves, and it has
 quite a bit of range, so it can be used to counter pressure tactics.


 ~Versus Gun-Jack
       Be very careful while fighting Gun-Jack. Although his moves are
 slow and require a LOT of recovery time when they miss, he only has to
 connect with one or two decent attacks and your life bar is empty. When
 blocking the f~f+1+2 strings, be prepared to block the f~f+1+2~df+2
 (it's much faster and, therefore, much harder to see coming). If your
 opponent follows the f~f+1+2 with the ~df+2, you'll already be in the
 proper blocking position; if he follows it with the ~1+2, a much slower
 move, you'll be able to see it coming and block it. Jack is one of the
 few characters you can use poking strings on with virtually no risk of
 high-damage counterattacks(he only has one, and it's slow), so as long
 as you only use moves that recover quickly, you should be able to
 literally poke him to death. High-low mixups are never recommended, but
 against Jack you should be able to get away as long as you use the
 faster low attacks(he can ws1+2~1+2 after many slow-recovering low
 attacks).




          ____ _ _         _     __        _ _
   |   | |      |  |   |  / \   /  \ |   |  |
   |___| |___   |  |___| |___| |     |___|  |
   |   | |      |  |   | |   | |     |   |  |
   |   | |____ _|_ |   | |   |  \__/ |   | _|_

                      _ _  ___       _ _          _
               |\  /|  |  /    |   |  |  |\  /|  / \
               | \/ |  |  \__  |___|  |  | \/ | |___|
               |    |  |     \ |   |  |  |    | |   |
               |    | _|_ ___/ |   | _|_ |    | |   |


 MANEUVERS
 b~b~n{3+4      - backwards run
 d~df~f         - crdshf
 f~n~d~df       - crdshf


 ATTACKS

 ~Single

 ~~General
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
 {move}              @ attack level(grd|ungrd|mnrc|mjrc} @ {range}        E
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
   {damage(unclean,clean} @  {1p positioning} <> {2p positioning}         H
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 fc1                 @ all s                       @ rng1                 C
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
   3                 @                     fc <>                          I
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+1(string starter) @ all m                       @ rng3                 M
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
   15                @                        <>     |fc|fc|fc            S
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
 ws1                 @ all m                       @ rng1                 I
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ M
   12                @                        <>                          A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+1(string starter)@ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   8                 @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1(string starter)   @ all h                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   5                 @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+1           @ all m                       @ rng2_rng1_rng0
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~1                @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~~1               @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~1           @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~1          @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc2                 @ all s                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   8                 @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+2                 @ all s                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
 ws2                 @ m|M(nrml)|M(nrml)|M(nrml)   @ rng2                 E
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
   15                @                        <>     |grut|grut|grut      H
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 df+2                @ m|stgm|stgm|M(nrml)         @ rng2                 C
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
   15                @                        <>     |    |    |grut      I
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   2p may opt to recover grut by holding D during the srgm animation      M
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
 2(string starter)   @ all h                       @ rng1                 S
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
   12                @                        <>                          I
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M
 uf_u_ub+2           @ all m                       @ rng3_rng1_rng-1      A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~_~~2             @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~_~~2        @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc_d+3              @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws3                 @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   28                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+3                @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   17                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3                   @ all h                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+3           @ all m                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   uf+3 is a string starter and it is a stgm attack if blocked
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~_~~3             @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
 UF_U_UB~3           @ all m                       @ rng4_rng2_rng-1      E
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
   25                @                        <>                          H
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
   this move is too high to connect against a standing opponent: 2p must  C
 be airborne                                                              H
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
 UF_U_UB~~3          @ m|STNM|m|m                  @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ M
   25                @                        <>     |grut|grut|grut      I
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ S
 UF_U_UB~~~3         @ all l                       @ rng4_rng2_rng-1      H
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
   15                @                     fc <>                          M
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 fc4                 @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+4                 @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7_25#             @                     fc <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   # if 2p is grounded, then d+4 becomes a stomp(l) that does 25 damage
 on connect(at rng1) from which both characters recover in there initial
 positions:  normal <> grounded
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws4(string starter) @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+4                @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4                   @ all h                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   30                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf+4(string starter)@ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 u+4                 @ m|M(nrml)|M(nrml)|M(nrml)   @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ub+4                @ all m                       @ rng0
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   11                @                        <>     |    |    |grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~_~~4             @ all m                       @ rng3                 H
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
   25                @                        <>     |grut|grut|grut      I
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
 UF_U_UB~_~~4        @ all m                     @ rng3_rng-1_rng-1       A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ C
   25                @                        <>     |    |grut|grut      H
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
 UF_U_UB~~~4         @ all m                     @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ M
   15                @                        <>                          I
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ S
                                                                          H
                                                                          I
                                                                          M
 ~~Special                                                                A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~n~d~DF{1          @ m|M(nrml)|M(nrml)|M(nrml)   @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+1(string starter) @ all h                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   6                 @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+2                 @ all h                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   21                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+2~1+2             @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   22                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+2                 @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |fc|fc|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~F{2               @ m|M(hi)|M(hi)|M(hi)         @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   30                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~f~n~~2(string starter)  @ all h                 @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7                 @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d~df~F{2            @ all m                       @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   30,45             @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~n~d~DF{2          @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
 f~F{3               @ m|m|m|STNM                  @ rng2                 E
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
   24                @                        <>     |fc|fc|grut          H
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 f~n~d~df~N{3        @ all m                       @ rng5                 C
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
   35                @                        <>   fc|grut|grut|grut      I
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~n~d~DF{3          @ all l                       @ rng5                 M
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
   21                @                        <>     |grut|grut|grut      S
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
 f~n~d~DF{4(string starter)@ l|*stnl|L|L           @ rng3                 I
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ M
   17                @                        <>     |    |grua|grua      A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   * see "Variable-String" for more information on this stnl attack
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4~3                 @ all m                       @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                   grut <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   if this move misses, 1p suffers 5 damage and is stunned for a brief
 period of time
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+2                 @ m|m|m|M                     @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   22                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~F{1+2(string starter)@ m|M|M|M                  @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   22                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+4+1               @ all um                      @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Two-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+1~2               @ m,m|m,m|m,m|m->m                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15+26 = 41        @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+1~2              @ m,m|m->M(nrml)|m->M(nrml)|m->M(nrml)       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   8+21 = 29         @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2~2                 @ h,h|h->h|h->h|h->h                         @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12+21 = 33        @                        <>                          H
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E
 uf+3~4              @ stgm,stgm|m->m|m->m|m->m    @ rng4                 I
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
   17+22 = 39        @                        <>     |grut|grut|grut      A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
 ws4~4               @ m,m|m->m|m->m|m->m                         @ rng2  H
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
   12+21 = 33        @                        <> fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M
 uf+4~4              @ all m,l                                    @ rng3  I
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ S
   25+15 = 40        @                        <>     |grut|grut|grut      H
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
   the first kick will knock 2p out of the range of the second on any     M
 connect                                                                  A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Three-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~1{2               @ h,h,m|h->h->m|h->h->m|h->h->m              @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   5+8+18            @                        <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   unlike other delayable strings, 1~1{2 will retain its comboing
 properties even with a delay, therebye making it quite useful
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~2~~2              @ h,h,h|h->h->h|h->h->h|h->h->h              @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   5+8+18 = 31       @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+1{b+2~1           @ all h,m,m                                  @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   6+21+25 = 52      @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+1{b+2~4           @ all h,m,m                                  @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   6+21+30 = 57      @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Ten-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~f~n~~2~1~2~~2~~3~~4~~4~~1~~2~~1  @ h,h,h,h,m,m,l,h,m,m         @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7+8+6+7+6+11+5+5+8+30 = 93    @              <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+3~2~~2~~4~~4~~1~~2~~1~~2~~1     @ m,h,h,l,l,m,h,m,m,m         @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   17+5+6+8+8+5+5+8+21+25 = 108  @              <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+3~2~~2~~4~~4~~1~~4~~1~~2~~1     @ m,h,h,l,l,m,h,h,m,m         @ rng3  H
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
   17+5+6+8+8+5+10+5+6+30 = 100  @              <>     |grut|grut|grut    I
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
 df+3~2~~2~~4~~4~~1~~4~~1~~2~~4     @ m,h,h,l,l,m,h,h,m,m         @ rng3  A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ C
   17+5+6+8+8+5+10+5+6+35 = 105  @              <>     |grut|grut|grut    H
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I

                                                                          M
 ~Variable-String                                                         I
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ S
   This string is initiated by the f~n~d~DF+4 sweep which can then be     H
 followed by additional sweeps or other attacks, explained below:         I
  ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ M
 f~n~d~DF+4~n~1         @ #  @ rng3  @ 17+37 = 54            @ #          A
  ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
 f~n~d~DF+4~n~2         @ #  @ rng3  @ 17+22 = 39            @ #
  ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
 f~n~d~DF+4~n~4~4       @ #  @ rng3  @ 17+18+21 = 56         @ #
  ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
 f~n~d~DF+4~~4~n~1      @ #  @ rng3  @ 17+14+28 = 59         @ #
  ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
 f~n~d~DF+4~~4~n~2      @ #  @ rng3  @ 17+14+(22,33) = 53    @ #
  ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
 f~n~d~DF+4~~4~n~4~4    @ #  @ rng3  @ 17+14+18+21 = 70      @ #
  ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
 f~n~d~DF+4~~4~~4~n~1   @ #  @ rng3  @ 17+14+14+35 = 80      @ #
  ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
 f~n~d~DF+4~~4~~4~n~2   @ #  @ rng3  @ 17+14+14+22 = 67      @ #
  ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
 f~n~d~DF+4~~4~~4~n~4~4 @ #  @ rng3  @ 17+14+14+18+21 = 84   @ #
  ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~
   the sweeps(all 4s before '~n~') are stnl attacks that must be
 recovered from in order to block any following sweeps: to recover from
 this stun, you may either press and hold DB immediately after the first
 sweep connects or you may hold F to recover and then move the
 controller to db to block the next sweep...the first sweep to connect
 will cause knockdown any time 2p is not standing and blocking, which
 means any maneuver that 2p attempts will result in a knockdown if the
 sweep interupts said maneuver, and this knockdown will guarantee all
 following attacks...2p recovers grut in any circumstances, but he may
 not tech-roll after a sweep is used as a knockdown attack: only if
 followup attacks(after the first sweep to cause knockdown) are used can
 2p attempt a tech-roll.
   some of these string choices allow for combinations
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Multiple-Choice String Diagram

    --->1--->2                      --->1
   /                               /                                      H
 [1]                    f+1--->[b+2]                                      E
   \                               \                                      I
    --->2--->2                      --->4                                 H
                                                                          A
             --->1            --->1            --->1                      C
            /                /                /                           H
 f~n~d~DF+[4]------------->[4]------------->[4]--->2                      I
          \ \              \ \                \
           \ --->2          \ --->2            --->~n~4--->4              M
            \                \                                            I
             --->~n~4--->4    --->~n~4--->4                               S
                                                                          H
                     --->2--->1--->2--->1                                 I
                    /                                                     M
 df+3~2~~2~~4~~4~~[1]                 --->1                               A
                    \                /
                     --->4--->1--->[2]--->4


 ~Special Position Attacks

 ~~Standing:
 ~~1p bt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc_d+1_2            @ all l(not s)                @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1_2                 @ all h                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+1           @ all m                       @ rng2_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc_d+3_4            @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3_4                 @ all h                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+3           @ all m                       @ rng3_rng2_rng0
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u+4              @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   21_20             @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ub+4                @ all m                       @ rng0                 H
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
   18                @                        <>     |    |grut|grut      I
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
                                                                          A
 ~~Grounded:                                                              C
 ~~1p grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
 3*                  @ all l                       @ rng3                 I
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7,10              @                        <>     | ,grut|grut|grut    M
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
 4*                  @ all m                       @ rng3                 S
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
   12,18             @                        <>     | ,grut|grut|grut    I
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M
 (F_B)~~f+1+2        @ STNM|m|m|m                  @ rng5                 A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b~b+3+4             @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~1p grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3                   @ all l                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7                 @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4                   @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~1p grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3*                  @ l|L(flt)|L(flt)|L(flt)      @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7,10              @                        <>     | ,grua|grua|grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4*                  @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10,15             @                        <>     | ,grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~1p grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3*                  @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7,10              @                        <>     | ,grua|grua|grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4*                  @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10,15             @                        <>     | ,grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   * These moves cause knockdown if they connect either clean or on
     counter: if they are both unclean and not a counter, then no         H
     knockdown                                                            E
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
                                                                          H
                                                                          A
 ~Throws:                                                                 C
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
 1+3_DF{1+3 [1]        @ t       @ rng1    @ 30      @        <> grua     I
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2+4_DF{2+4 [2]        @ t       @ rng1    @ 30      @        <> grua     M
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
 f~f+1+2* [1+2]        @ t       @ rng1    @ 33      @        <> grua     S
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
 f~f{1+4 [1+2$]        @ t       @ rng1    @ 29 >8   @        <> grut     I
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M
 (2p rst)any# [2]      @ t       @ rng1    @ 46      @        <> grut     A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p lst)any# [1]      @ t       @ rng1    @ 40      @        <> gruls
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p bt)any#           @ t       @ rng1    @ 60      @        <> grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   * this throw is techable
   # any throw, special or otherwise
   $ this throw is retarded...note that you may only perform this throw
     against Heihachi Mishima, Jin Kazama, Kuma, Lei Wulong, and Paul
     Phoenix...I'll have more info on it at a later date
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Counterattacks:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (while doing any move)   @ krev(reverses 4 only)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 COMBINATIONS

 ~~Starters                                                   Followups~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+2 - nrml(mjrc)                                           1.f+1~b+2~~1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 df+1~2 - nrml
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 f~n~d~df+2 - nrml                                        df+1.f+1~b+2~~1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 f~F{2 - hi
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 f~F{3(mjrc)                                         f~n~d~DF{4~~4~n~~4~4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 1+2(mjrc)
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~                            (run)d+4
 f+2~1+2                                                                  H
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ E
 f~n~d~DF+4~4~2(mjrc)                                                 1+2 I
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
 f~n~d~df+4~4~n~4(mjrc)                                          d~df~f+2 A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C
                                                                          H
                                                                          I

 STRATEGY                                                                 M
                                                                          I
 ~Attacking                                                               S
       Go for the juggles while an opponent is recovering from an         H
 attack(the df+1~2 is exceptionally good for this, as is the              I
 f~n~d~DF{2). Try using the f~f{2 if your opponent is attacking with a    M
 move or string that involves a lot of high attacks, but make sure you    A
 are not too close because the move requires a f~f motion which might
 draw you into the attack. The d+1 and the d~df~F{2 are two moves that
 work well against an opponent who is running, jumping, or one who has
 decided to start up a string while he is too far away for the first few
 hits to connect. Don't use the d+1~2 if your opponent is airborne: the
 d+1 will knock him into the ground, and he can get up and attack you
 while you are still recovering from the ~2. You can use the f~n~d~DF{4
 mixed with f~n~d~DF{2 or the f~n~d~DF{n~3_d+3 as effective mixups as
 long as you are very careful with the sweeps(use the f~n~d~DF{n~3 and
 the f~n~d~DF{2 as your primary attacks when using these mixups).
 Heihachi hops during f~n~d~DF{3_n~3 which makes him immune to many low
 attacks during this move, but you really have to *know* your opponent
 is going to go for a low attack to be able to use this characteristic
 of the move...I usually reserve this attack as okizeme against
 opponents who are rolling away after being grounded. The f~n~d~DF{4
 sweeps are most effective when used as a mnrc attack against opponents
 and should therefore never be blocked, but if your opponent somehow
 manages to block the sweeps, then you should finish the f~n~d~DF{4
 strings with n~4(the first kick in the n~4~4 ending) because the kick
 recovers swiftly and is difficult to counter, while the other endings
 allow for severe counterattacks. If you connect with the f~F{3 on mjrc
 it stuns your opponent and you may follow it with f~n~d~DF{4~~4~n~~4~4
 for a solid(damaging) combination.


 ~Defending
       The 1+2 and the df+1~2 are excellent ways to knock an opponent
 out of a slow string. The 1+2 will set you up for the d+4(opponent
 grounded), and the df+1~2 will set you up for a juggle. Heihachi is the
 only character in the game who is somewhat protected from the standing
 4 mjrc flt juggles because of his automatic right kick reversal, but
 you'll notice that it doesn't work properly all of the time, and so you
 still have to keep 4 flt juggles in mind while playing as Heihachi.
 Another problem with Heihachi's auto-reversal is that it takes quite a
 bit of damage from both characters, and Heihachi loses his life first
 (no double-KO with this move), so you can still lose matches against an
 opponent who had less life than you before the reversal KO'd you. In
 short, be very wary of the mjrc4 auto-reversal. His side grabs and his
 grab from behind an opponent are more powerful than most, so try
 sidestepping around attacks and go for one of these grabs whenever
 possible.


 ~Versus Heihachi
       Many of Heihachi's best moves can be sidestepped(Thrust Kick, Low
 Thrust Kick, Death Fist, etc). The Tile Splitter >> Death Fist is so
 slow that you can sidestep the Death Fist after being hit by the Tile
 Splitter(unless it is a counterhit), and it's even easier to sidestep
 the Death Fist if you have blocked the Tile Splitter. Beware of the
 Hell Sweeps and always ss the Thrust Kicks(they hit at either mid or
 low level: DON'T GUESS WHICH). Don't use a slow move-string or he'll
 hit you with the Chi Fists, and don't use a high or mid-level rk
 against him while he's completing any string or special move(he'll
 reverse the kick). Also note that the Headbutt throw(f,f+lp+rp) is
 techable.




                  __    ___    _            __
   |   | |    |  /  \  |   \  / \  |\   |  /  \
   |___| |    | |    | |___/ |___| | \  | |
   |   | | /\ | |    | |  \  |   | |  \ | |   _
   |   | |/  \|  \__/  |   \ |   | |   \|  \__/|


 Special Notations:
 rff       - Right Foot Forward
 lff       - Left Foot Forward(normal stance)
 rfl       - Right FLamingo stance(right leg raised)
 lfl       - Left FLamingo stance(left leg raised)


 MANEUVERS
 f~n~d~df   - crdshf
 f~n~d~df+3 - lfl
 1+2        - bt
 3+4        - stance switch(rff to lff or vice versa)
 f+3        - lfl


 ATTACKS

 ~~General
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
 {move}              @ attack level(grd|ungrd|mnrc|mjrc} @ {range}        W
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
   {damage(unclean,clean} @  {1p positioning} <> {2p positioning}         A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
 fc1                 @ all s                       @ rng1                 A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
   3                 @                     fc <>                          G
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+1                 @ all s                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   5                 @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws1                 @ all m                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+1                @ all m                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1(string starter)   @ all h                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   5                 @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u+1              @ all m                       @ rng2_rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ub+1                @ all m                       @ rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~1                @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~~1               @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~1           @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~1          @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~~1         @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
 fc2                 @ all s                       @ rng1                 W
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
   8                 @                     fc <>                          A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
 d+2                 @ all s                       @ rng1                 A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
   10                @                     fc <>                          G
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws2                 @ m|M(nrml)|M(nrml)|M(nrml)   @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+2                @ m|stgm|M(nrml)|M(nrml)      @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>     |    |grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   2p may recover grut if this move connects as a stgm by holding D
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2(string starter)   @ all h                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+2           @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~_~~2             @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~_~~2        @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc3                 @ all l                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+3                 @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws3                 @ all h                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   22                @                        <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   note: 2p may recover the STNM by holding F
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+3                @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   17                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
 3(string starter)   @ all h                       @ rng2                 W
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
   15                @                        <>                          A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
 uf+3(string starter)@ stgm|m|m|m                  @ rng4                 A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
   15                @                        <>     |grut|grut|grut      G
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 u_ub+3              @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                    lfl <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~_~~3             @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~3           @ all m                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move is too high to connect against a standing opponent: 2p must
 be airborne
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~3          @ m|STNM|m|m                  @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~~3         @ all l                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc4                 @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+4(string starter) @ all l                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7                 @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws4(string starter) @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   13                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+4                @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4(string starter)   @ h|h|h|stgh                  @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   14                @                        <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   2p may recover grut(if this kick connects on mjrc) by holding D        H
 immediately after the connect                                            W
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
 uf_u_ub+4           @ all h                       @ rng3                 A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
   25,37             @                        <>     |grut|grut|grut      A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
 uf~_~~4             @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3                 G
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~_~~4        @ all m                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~~4         @ all m                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~Special
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+2                 @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                    rff <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   you may recover lff by inputing f+2~F
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~F{3               @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   30                @                    rff <>     |fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+4                 @ all h                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   28                @                    rff <>     |    |    |rst
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+4                 @ all h                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                    rfl <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db+4                @ l|stnl|stnl|stnl            @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db+4~4              @ m|M|M|M                     @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   30                @                        <>     |grda|grda|grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~F{4               @ all h                       @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   30                @      bt|    |    |     <>     |bt|bt|bt
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
   you may perform this move after recovering from lfl by inputting       W
 lfl~~f+4                                                                 O
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 f~n~d~df+4          @ m|M(hi)|M(hi)|M(hi)         @ rng4                 R
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
   23                @                        <>     |grut|grut|grut      N
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
 db+3+4              @ all um                      @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   40                @                        <> grut|grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   you may cancel this unblockable attack and recover in lfl by inputing
 db+3+4~b~b
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db+3+4~b~b~1+4      @ all um                      @ rng5
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   80                @                        <> grut|grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   note that this move begins as the db+3+4 unblockable attack which is
 cancelled by b~b, the recovery of which is in turn cancelled by 1+4,
 which causes this attack
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Two-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~2 _ f+1~2         @ h,h|h->h|h->h|h->h                         @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   5_6+10 = 15_16    @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2~4                 @ h,h|h,h|h,h|h->h                           @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12+(25,37)=27_49  @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3~4                 @ m,m|m->m|m->m|m->m                         @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15+28 = 43        @                        <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move can connect at rng4, but only the last kick will hit at
 that range
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+4~4               @ l,h|l,H(hi)|l,H(hi)|l->H(hi)               @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7+22 = 29         @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4~3                 @ h,m|h,m|h,m|stgh->m                        @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   14+20 = 34        @                        <>     |    |    |grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+4~4               @ h,m|h,m|h,m|h->m                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20+15 = 35        @                    rff <>                          H
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W
   this is f+4(which recovers in rfl) followed immediately by a rfl 4...  O
 I've opted to list this and other attacks -> stance change -> stance     A
 attacks because some of them are combinations(note mjrc connect above)   R
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
                                                                          N
                                                                          G
 ~Three-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~2~~4              @ h,h,h|h->h,h|h->h,h|h->h,h                 @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   5+10+(25,37) = 40_52  @                    <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Four-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~1~~3~~3           @ h,h,l,h|h->h,l->h|h->h,l->h|h->h,l->h      @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   5+8+10+18 = 41    @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3~3~~3~~3           @ h,m,m,h|h,m,m,H(nrml)|h,m,m,H(nrml)|h->m,m->
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   H(nrml)  @ rng3  @ 15+12+10+25 = 62  @          <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   if the first kick misses(for whatever reason) then a mjrc connect
 looks like this h(misses),m->m,H(nrml)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3~3~~4~~4           @ h,m,h,m|h,m,h->m|h,m,h->m|h->m,h->m        @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15+12+20+15 = 62  @                     rff <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   you may recover in lff by ending the string after the 1st or second
 kick, or rfl by ending the string after the 3rd kick
   if the first kick misses(for whatever reason) then a mjrc connect
 looks like this h(misses),m->h->m
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4~4~~4~~3#          @ h,h,h,l|h,h,h,l|h,h,h,l|stgh->h,h->l
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   14+10+10+10 = 44  @                      fc <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   if the first kick misses(for whatever reason) then a mjrc connect
 looks like this stgh(misses),h->h,l
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4~4~~4~~4#          @ h,h,h,m|h,h,h,m|h,h,h,m|stgh->h,h->m$
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   14+10+10+20 = 54  @                     rff <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   if the first kick misses(for whatever reason) then a mjrc connect
 looks like this stgh(misses),h->h,m
   the last kick does not allow for a tech-roll by 2p on any connect
   #  you may end these strings with the third kick to recover in rfl,    H
 and you may cancel the recovery into rfl by inputting 4~4~~4~B to        W
 recover in normal stance                                                 O
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
                                                                          R
                                                                          A
 ~Five-Strings                                                            N
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
 3~3~~3~~4~~4        @ h,m,m,h,m|h,m,m,h->m|h,m,m,h->m|h->m,m,h->m @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15+12+10+20+15 = 72  @                  rff <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   you may recover lff if you end this string after the 1st, 2nd or 3rd
 kick; or lfl by ending it after the fourth kick
   if the first kick misses(for whatever reason) then a mjrc connect
 looks like this h(misses),m->m,h,m ; if the first and second kick miss
 then a mjrc connect looks like this h(misses),m(misses),m->h->m
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3~3~~d+3~~4~4       @ h,m,l,h,m|h,m,l,h->m|h,m,l,h->m|h->m,l,h->m @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15+12+7+13+15 = 62   @                  rff <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   you may recover lff if you end this string after the 1st, 2nd or 3rd
 kick; or lfl by ending it after the fourth kick
   if the first kick misses(for whatever reason) then a mjrc connect
 looks like this h(misses),m->l,h,m ; if the first and second kick miss
 then a mjrc connect looks like this h(misses),m(misses),l->h->m
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Multiple-Choice String Diagrams

    --->[3]--->[3]--->3
   /      \      \
 [3]       \      --->4--->4
   \        \
    --->4    --->4--->4

    --->3       --->3
   /           /
 [4]--->4--->[4]--->4



 ~Special Position Attacks

 ~~Standing:
 ~~1p bt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc_d+1_2            @ all l(not s)                @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1_2                 @ all h                       @ rng1                 H
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W
   15                @                        <>                          O
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 uf_u_ub+1           @ all m                       @ rng2_rng1_rng-1      R
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
   12                @                        <>     |grut|grut|grut      N
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G
 fc_d+3_4            @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3_4                 @ all h                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+3           @ all m                       @ rng3_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u+4              @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ub+4                @ all m                       @ rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~~Right Foot Forward(rff)

 RFF MANEUVERS

 f             - wlkf(briefly)
 f~f           - dshf
 b             - wlkb(briefly)
 b~b           - dshb
 F             - stance switch into lff
 B             - stance switch into lff
 u             - stance switch into lff and then ss(into background)
 d             - stance switch into lff and then ss(into foreground)
 D             - stance switch into lff and then crouch
 any hop_leap  - Hwoarang stance switches into lff and then performs the
                 hop_leap(he will stance switch into lff before any hop_
                 leap attack as well)
 f~n~d~df      - stance switch into lff and then crdshf
 f+4           - stance switch into rfl


 RFF ATTACKS

 ~~~~Single                                                               H
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ W
 1                   @ all h                       @ rng1                 O
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
   10                @                        <>                          R
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 2(string starter)   @ all h                       @ rng1                 N
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
   6                 @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3                   @ all l                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+3(string starter) @ all h                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                    lfl <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   you may recover bt by inputting f+3~B
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~F{3               @ all h                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4                   @ h|h|h|h                     @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>     |    |    |grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   you may recover in rfl by inputting 4~F
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+4~4               @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~F{4(string starter) @ all m                     @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                    lff <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~~~Two-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3~~3                @ l,stnh|l,h|l,h|l,h          @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15+40 = 55        @                    lff <> lst|grut#|grut#|grut#
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   you cannot tech-roll after this attack
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4~3                 @ h,m|h,m|h,m|h->m            @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15+20 = 35        @                        <>     |grda|grda|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4~4                 @ h,h|h,h|h,h|h->h            @ rng3                 H
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ W
   15+27 = 42        @                    lff <>     |grut|grut|grut      O
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 f~F{4~3             @ m,stgh|m,h|m,h|m,h          @ rng3                 R
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
   18+20 = 38        @                        <>     |grut|grut|grut      N
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G


 ~~~~Three-String
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2~1~~1              @ h,h,m|h,h,m|h,h,m|h->h,m    @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   6+10+12 = 28      @                    lff <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   you may recover in rff by ending this string early ie 2~1
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~~~RFF Multiple-Choice String Diagram

    --->3
   /
 [4]
   \
    --->4



 ~~~Left Flamingo Stance(lfl)

 LFL MANEUVERS

 ~~     - lff
 f      - move forward(kind of a one-legged hop forward that covers more
          distance than a standard f but not as much as a dshf my god
          shit will NOT stop moving on me I hope you understand wtf I'm
          trying to say here)
 b      - same as f cept you move backwards
 u      - ss(into background)
 d      - ss(into foreground)


 LFL ATTACKS

   note that hop_leap and df_d_db attacks are not available while in a
 flamingo stance

 ~~~~Single
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1                  @ all h                        @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ H
   12               @                     lff <>                          W
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ O
 2(string starter)  @ all m                        @ rng1                 A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ R
   12               @                     rff <>                          A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
 d+3                @ all l                        @ rng2                 G
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12               @                     lff <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3                  @ all m                        @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   22               @                     lff <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+3                @ all m                        @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18               @                     lff <>     |fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+4                @ l|L|L|L                      @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15               @                     lff <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4                  @ all h                        @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   28               @                     rfl <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 lfl~~{f+4...this move is exactly the same as f~F{4 from lff(normal
 stance)...it is performed by tapping f+4 after you recover from lfl
 into lff
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~~~Three-String
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3~3~~3             @ m,m,h|m,m,H(nrml)|m,m,H(nrml)|m->m,H(nrml)  @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   22+10+25 = 57    @                     lff <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~~~Four-String
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3~3~~4~~4          @ m,m,h,m|m,m,h->m|m,m,h->m|m,m,h->m          @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   22+10+20+15 = 67 @                     rff <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   ending this string after the second 3 causes you to recover in lff,
 while ending it after the first 4 causes you to recover in rfl
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~~~Ten-String                                                           H
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ W
 2~2~~3~~4~~3~~4~~4~4~~4~3  @ m,h,h,l,m,m,l,h,m,h                 @ rng2  O
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
   12+7+10+7+7+8+7+10+21+42 = 131  @      rff <>     |grut|grut|grut      R
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
   ending this string early allows for alternate stances, explained       N
 below:                                                                   G
   1st_2nd punch = rff
   1st kick      = bt(lff)
   any other     = lff
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~~~LFL Multiple-Choice String Diagram

         --->3
        /
 3--->[3]
        \
         --->4--->4



 Right Flamingo Stance(rfl)

 RFL MANEUVERS

 ~~     - rff
 f      - move forward(kind of a one-legged hop forward that covers more
          distance than a standard f but not as much as a dshf)
          trying to say here)
 b      - same as f cept you move backwards
 u      - ss(into background)
 d      - ss(into foreground)


 RFL ATTACKS

 ~~~~Single
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1                  @ all m                        @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12               @                     lff <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2                  @ all h                        @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12               @                     rff <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+3                @ l|L|L|L                      @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15               @                     lff <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
 3                  @ all h                        @ rng3                 W
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
   25               @                     lfl <>     |grut|grut|grut      A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
 4                  @ m|m|m|STNM                   @ rng3                 A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
   20               @                     rff <>     |    |    |grda      G
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   if you perform this move immediately after a (lff)f+4, then a mjrc
 connect will result in a flt knockdown from which you are guaranteed
 nothing
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+4                @ all m                        @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18               @                     lff <>     |fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~~~Ten-String
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~2~~3~~4~~3~~4~~4~4~~4~3  @ m,h,h,l,m,m,l,h,m,h                 @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12+7+10+7+7+8+7+10+21+42 = 131  @      rff <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   ending this string early allows for alternate stances, explained
 below:
   2nd punch     = rff
   1st kick      = bt(lff)
   any other     = lff
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 ~~Grounded:
 ~~1p grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3*                  @ l                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7,10              @                        <>     | ,grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4*                  @ m                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12,18             @                        <>     | ,grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (F_B)~~f+1+2        @ STNM|m|m|m                  @ rng5
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~1p grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3                   @ l                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7                 @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H
 4                   @ m                           @ rng3                 W
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ O
   10                @                        <>     |grut|grut|grut      A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ R
 ~~1p grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 3*                  @ L(flt)                      @ rng2                 N
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
   7,10              @                        <>     | ,grua|grua|grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4*                  @ m                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10,15             @                        <>     | ,grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~1p grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3*                  @ l                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7                 @                        <>     | ,grua|grua|grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4*                  @ m                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                        <>     | ,grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   * These moves cause knockdown if they connect either clean or on
     counter: if they are both unclean and not a counter, then no
     knockdown
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Throws:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+3_DF{1+3 [1]        @ t       @ rng1    @ 20+10=30 @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2+4_DF{1+3 [2]        @ t       @ rng1    @ 18+12=30 @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~f{2 [2]             @ t       @ rng2    @ 30       @     bt <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d~db~b{3 [1]          @ T       @ rng1    @ 40       @        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d~db+1+3 [1+2]        @ t       @ rng2    @ 30       @        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p rst)any# [2]      @ T       @ rng1    @ 22+22=44 @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p lst)any# [1]      @ T       @ rng1    @ 5+7+10+6+10+7=45 @ <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p bt)any#           @ T       @ rng1    @ 55       @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   # any throw, normal or otherwise
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Counterattacks:                                                         H
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ W
 d_db+1+3            @ lpry(may combo if lkpry)                           O
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 d_db+2+4            @ lpry(may combo if lkpry)                           R
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
                                                                          N
                                                                          G

 COMBINATIONS

 ~~Starters                                                   Followups~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws2 - nrml                                                       1.1~2~4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 d+4~4(mjrc) - hi
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~                        3~3~4.(rfl)3
 f~n~d~df+4 - hi
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (rfl)4(mjrc)                                                      db+3+4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (rff)F+4~4 - hi                                                  2~1.4~3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (grdt)3                                                   ws4.df+1.d+4~4
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 STRATEGY

 ~Attacking
       Hwoarang requires a significant amount of finesse to achieve his
 fullest attacking potential. Sidesteps(especially while in a Flamingo
 stance), dashes and general maneuvering are key elements to his overall
 style. He has few usable custom strings because most, if not all of his
 customs involve portions of his kick strings, and many of these kick
 strings involve high attacks which can be punished by any good player.
 As a result, you must be very careful to remain unpredictable while
 performing any custom string with Hwoarang(this is true with any
 character but even more so with Bob because a predictable Hwoarang
 stands to lose much more than, say, a predictable Law). Hwoarang has the
 best ss in the game while in a Flamingo stance, and this can be used to
 great effectiveness upon an unwary opponent. Try a f~n~d~df+3(lfl)
 followed immediately by a ssr...you may be surprised at just how quickly
 that simple, fast, and easy maneuver can get you out of harms way, and
 into a position from which you can deal out a lot of pain. His standing
 jabs can be used to pressure an opponent, and if you're lucky you may be
 able to con him into eating a df+2 on mjrc. The low sweeps(lfl d+4_rfl
 d+3) which cause knockdown can be followed immediately after any attack
 that puts you into a Flamingo stance(ie (lff)f+4(rfl)~d+3), and those
 sweeps allow for followup okizeme(ws4~4.4~3 works well against any
 opponent who is unfamiliar with it). At first glimpse Hwoarang has no
 easily performed throw/M(nrml) mixup. However, because he can go into bt
 at will(1+2), and because he recovers from 1+2 quite swiftly, you may be
 able to force a guessing game between a (bt)uf_u+4(both of which are
 M(nrml) combo starters) or a 1+3_2+4 throw attempt. If an opponent
 begins to interrupt this mixup off of the 1+2, you may perform a
 (bt)d+1_2, which are not only l attacks(as opposed to s), but are also
 two of the very fastest moves available to a character.


 ~Defending
       The low parry is a benefit, although Bob is only guaranteed
 decent damage after a lkpry(he may follow a lkpry with a swift
 f~n~d~df+4). (lff)b+4 and (rff)b+3 are good moves to use against anyone
 who is attacking a little too much, and they can set you up for a large
 chunk of life given that they connect on mjrc, and given that if they do
 connect on mjrc you can out-guess your opponent. Following these mjrc
 kicks with d+4~4 is a bit risky(I have been able to bt ss this maneuver,
 and because of the somewhat long recovery of the d+4~4 a throw from
 behind may be achieved by the sidestepper). A preferred attack would be
 (rff)4~3(if it is available to you) because the 4 will connect against
 any opponent who isn't ducking, and the 3 will cause knockdown on a
 crouching opponent(which allows for followup okizeme).


 ~Versus Hwoarang
       Beware of the (lff)b+4_(rff)b+3 while attacking Hwoarang, as these
 moves can drastically change the momemtum of the round in the blink of
 an eye. Punish those using portions of his kick strings within their
 custom strings and those using (lfl)d+4_(rfl)d+3 with ws attacks. Don't
 get yourself low-parried and don't allow yourself to be goaded into
 eating any of his mjrc attacks, as many of these attacks have a high
 damage potential.




    ___  _ _                   _   ____   _            _
   | | |  |  |\   |     |  /  / \     /  / \  |\  /|  / \
     |    |  | \  |     |_/  |___|   /  |___| | \/ | |___|
     |    |  |  \ |     | \  |   |  /   |   | |    | |   |
   \_/   _|_ |   \|     |  \ |   | /___ |   | |    | |   |



 MANEUVERS
 f~n~d~df  - crdshf


 ATTACKS

 ~Single

 ~~General
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J
 {move}              @ attack level(grd|ungrd|mnrc|mjrc} @ {range}        I
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
   {damage(unclean,clean} @  {1p positioning} <> {2p positioning}
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ K
 fc1                 @ all s                       @ rng1                 A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Z
   3                 @                     fc <>                          A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M
 d+1                 @ all s                       @ rng1                 A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   5                 @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws1(string starter) @ all m                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+1(string starter)@ all m                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1(string starter)   @ all h                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   6                 @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u+1              @ all m                       @ rng2_rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ub+1                @ all m                       @ rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~1                @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~~1               @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~1           @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~1          @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~~1         @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J
 fc2                 @ all s                       @ rng1                 I
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
   8                 @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ K
 d+2                 @ all s                       @ rng1                 A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Z
   10                @                     fc <>                          A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M
 ws2                 @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3                 A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+2                @ m|stgm|stgm|M(nrml)      @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>     |    |grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   2p may recover grut if this move connects as a stgm by holding D
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2(string starter)   @ all h                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+2           @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~_~~2             @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~_~~2        @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc3                 @ all l                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+3                 @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   5                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws3                 @ all h                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   28                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+3                @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   17                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3                   @ all h                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ J
   25                @                        <>                          I
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
 uf_u_ub+3           @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
   25                @                        <>     |grut|grut|grut      A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Z
 uf~_~~3             @ all m                       @ rng3                 A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ M
   25                @                        <>     |grut|grut|grut      A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~3           @ all m                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move is too high to connect against a standing opponent: 2p must
 be airborne
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~3          @ m|STNM|STNM|m               @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~~3         @ all l                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc4                 @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+4                 @ all l                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7                 @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws4(string starter) @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   13                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+4(string starter)@ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4                   @ all h                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   30                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u+4(string starter)@ all h                     @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ub+4                @ m                           @ rng0
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   11                @                        <>     |    |    |grut      J
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
 uf~_~~4             @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3                 N
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut      K
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 UF_U_UB~_~~4        @ all m                       @ rng4_rng2_rng-1      Z
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
   25                @                        <>     |    |grut|grut      M
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 UF_U_UB~~~4         @ all m                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 ~~Special
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 B{1                 @ all h                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~n~d~DF{1(string starter)@ all m                 @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   35,52             @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 F{2                 @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 B{2                 @ all h                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~F{2               @ all m                       @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   27                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b~F{2(string starter)@ m|m|m|STNM                 @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |    |    |grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~n~d~DF{2          @ h|H(nrml)|H(nrml)|h         @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~n~d~df+2          @ stgh|H(nrml)|H(nrml)|H(nrml)@ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   30                @                        <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move is the result of a VERY fast f~n~d~DF{2...you're performing
 it when you see electricity surround Jin when the move misses            J
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
 ss{2                @ m|M(nrml)|M(nrml)|M(nrml*)  @ rng3                 N
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   16                @                        <>     |grut|grut|grut      K
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A
   * this move will knock 2p slightly higher than a unguarded or mnrc     Z
 connect then it connects on mjrc, therebye allowing for different        A
 juggle followups                                                         M
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 F{3                 @ all h                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   35                @                        <>     |grut|grut|grut*
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   * this move does not allow for a tech-roll on any connect
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~F{3               @ m|M(bnc)|M(bnc)|M(bnc)      @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   23                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 F{4                 @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4~3                 @ all m                       @ rng5(barely)
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                   grut <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+1+4               @ all um                      @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   40                @                        <> grut|grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 B+1+4               @ all um                      @ rng5
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   80                @                        <> grut|grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+2+4         @ all m                       @ rng5_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   30_28_20          @                        <>     |grut|grut|grut*
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   * this move does not allow for a tech-roll by 2p on any connect
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 ~Two-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws1~2               @ m,m|m,M(nrml)|m,M(nrml)|m->M(nrml)         @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10+15 = 25        @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~n~d~DF{1~~3       @ all m,m                                    @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ J
   35,52+20 = 55_72  @                        <>     |grut|grut|grut      I
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
 f~n~d~DF{1~~4       @ m,l|m,L(flt)|m,L(flt)|m,L(flt)             @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
   35,52+12 = 47_64  @                        <>     |grut|grut|grut      A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Z
 2~2                 @ h,h|h->h|h->h|h->h                         @ rng1  A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ M
   12+21 = 33        @                        <>                          A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws4~4               @ m,m|m->m|m->m|m->m                         @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   13+21 = 34        @                        <>     |fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+4~4              @ m,m|m->m|m->m|m->m                         @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10+16 = 26        @                        <>     |fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+3+4               @ m,h|m->H(nrml)|m->H(nrml)|m->H(nrml)       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   5+20 = 25         @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Three-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~1{2               @ h,h,m|h->h->m|h->h->m|h->h->m              @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   6+8+18 = 32       @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~2{2               @ h,h,h|h->h->h|h->h->h|h->h->h              @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   6+10+18 = 34      @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~2~~4              @ h,h,m|h->h->m|h->h->m|h->h->m              @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   6+10+12 = 28      @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 B{F{2{1{2           @ m,m,m|m->m,m|m->m,m|STNM->stnm*,m          @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18+14+24 = 56     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 B{F{2{1{d+2        @ m,m,m|m->m,M(nrml)|m->m,M(nrml)|STNM->stnm*,M(nrml)
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   rng2  @ 18+14+15 = 47  @                   <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   * 2p may recover from the second stnm punch by holding F...if 2p
 continues to hold F then he will automatically block the last punch,
 unless it is delayed, in which case 2p must actively block the punch(B)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                                                          J
 ~Four-Strings                                                            I
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
 1~2~~3~~4     @ h,h,stgm,m|h->h,M(bnc)->m|h->h,M(bnc)->m|h->h,M(bnc)->m
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
   rng1  @ 6+10+25+30 = 71  @                 <>     |grut|grut|grut      A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ Z
   if only the last kick connects, then 2p recovers fc                    A
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ M
 1~2~~3~~f+4   @ h,h,stgh,m|h->h,M(bnc)->m|h->h,M(bnc)->m|h->h,M(bnc)->m* A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   rng1  @ 6+10+25+10 = 51  @                 <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+4~2~~4      @ s,h,h,m|s,h->h,m|s,h->h,m|s->h->h,m              @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   5+10+10+21 = 46  @                         <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+4~2~~d+4    @ s,h,h,l|s,h->h,l|s,h->h,l|s->h->h,l              @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   5+10+10+14 = 39  @                         <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf+4~4~~4~~4  @ all h,l,l,m                                      @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25+15+12+25 = 77 @                         <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   if the first kick connects, it guarantees nothing(as shown); if the
 first kick misses, then any connect looks like this: h(misses),l->l->m
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Five-String
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 B{2~4~~2~~1~~2     @ h,h,m,m,m|*|*|h->h->->m,m                   @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12+10+10+10+24 = 66  @                     <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   * the first punch guarantees the following kick, and depending upon
 the exact angle 1p is facing 2p when he starts the string these two
 moves may or may not guarantee the remaining attacks because the first
 two moves cause 2p to turn so that he is rst/bt, and if he ends up bt
 he cannot block the remaining attacks
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Ninestrings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~f~n{2~1~4~4~~2~~4~~3~~2~~1  @ h,h,m,m,l,m,l,m,um
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7+8+7+10+5+7+5+25+30 = 104  @              <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3~2~4~3~~1+4~~2~~1~~3         @ h,h,m,h,l,h,h,m,m
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15+6+10+10+7+5+7+(21,31)+20 = 101_111 @    <>     |grut|grut|grut      J
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
 3~2~4~3~~1+4~~2~~1~~4         @ h,h,m,h,l,h,h,m,l                        N
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15+6+10+10+7+5+7+(21,31)+12 = 93_103  @    <>     |grut|grut|grut      K
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
                                                                          Z
                                                                          A
 ~Ten-Strings                                                             M
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 f~f~n{2~1~2~2~~3~~4~~4~1~~2~~1  @ h,h,h,h,m,m,l,h,m,m
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7+8+6+7+6+11+5+5+8+30 = 93    @            <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~f~n{2~1~2~2~~3~~4~~4~~3~~2~~1 @ h,h,h,h,m,m,l,l,m,um
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7+8+6+7+6+11+5+5+25+30 = 110  @            <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Eleven-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 B{2~4~~4~~4~~4~~2~~1+4~~2~~1~~3  @ h,h,m,l,m,m,l,h,h,m,m
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12+10+10+8+6+6+5+5+5+(21,31)+20 = 108_118  @     <>    |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 B{2~4~~4~~4~~4~~2~~1+4~~2~~1~~4  @ h,h,m,l,m,m,l,h,h,m,l
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12+10+10+8+6+6+5+5+5+(21,31)+12 = 100_110  @     <>    |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 B{2~4~~4~~4~~4~~2~~1+4~~2~~3+4   @ h,h,m,l,m,m,l,h,h,l,h
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12+10+10+8+6+6+5+5+5+21+21 = 109           @     <>    |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Multiple-Choice String Diagram

    --->1--->2           [f~n~d~DF{1]--->3
   /                                \
 [1]       --->2                     --->4             --->4
   \      /                                           /
    --->[2]-------->[3]--->4                 1+4--->[2]--->d+4
          \           \
           --->4       --->f+4            --->1--->2--->1
                                         /
 f~f~n{2--->[1]--->2--->2--->3--->4--->[4]--->3--->2--->1
              \
               --->4--->4--->2--->4--->3--->2--->1       --->3
                                                        /
 B{2--->[4]--->2--->1--->2                   -------->[1]--->4
          \                                 /
           --->4--->4--->4--->2--->1+4--->[2]--->3+4      --->3
                                                         /
 3------>2------>4------>3------>1+4-------->2-------->[1]--->4



 ~Throws:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+3_DF{1+3 [1]        @ T       @ rng1    @ 10+20=30  @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2+4_DF{2+4 [2]        @ T       @ rng1    @ 5+8+17=30 @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~f+1+2* [1+2]        @ t       @ rng1    @ 33        @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d~db~b{1+3 [1]        @ t       @ rng1    @ 35        @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+2+3 [2]            @ T       @ rng1    @ 38        @        <> grurs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p rst)any# [2]      @ t       @ rng1    @ 40        @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p lst)any# [1]      @ T       @ rng1    @ 12+12+19=43 @      <> gruls
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p bt)any#           @ t       @ rng1    @ 60        @        <> grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   * this throw is techable
   # any throw, normal or otherwise
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Multi-Throw:
 ~~Ultimate Tackle:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (d+1+2_(run)press nothing) @ UM @ 5      @         <> grut
 | [rev]                                  @ (see specifics on char's rev)
 | [2~1](escape)                          @      fc <> fc
 | [1+2](alternate rev)                   @    grut <>
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->[1a](~~1~~2~~1     @ n/a @ 5+5+5=15 @         <> grut
 |    | [2]                               @         <> grut
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2a(~~1~~2)    @ n/a @ 5+5=10   @         <> grut
 |    |      [2(first punch), 1(last punch)]@       <> grut
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2b(~~2~~1)    @ n/a @ 5+5=10   @         <> grut
 |    |      [1,2]                        @         <> grut
 |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |     --->2c(1+2)        @ t    @ 25     @         <> grurs
 |           [1+2~2~2~2~2](escape_rev*)   @   grurs <>
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->[1b](~~2~~1~~2     @ n/a @ 5+5+5=15 @         <> grut
 |    | [1]                               @         <> grut
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2a(~~1~~2)     @ n/a  @ 5+5=10 @         <> grut
 |    |      [2,1]                        @         <> grut
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2b(~~2~~1)     @ n/a  @ 5+5=10 @         <> grut
 |    |      [1,2]                        @         <> grut
 |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |     --->2c(1+2)        @ t    @ 25     @         <> grurs
 |           [1+2~2~2~2~2](escape_rev*)   @   grurs <>
 \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  --->1c(1+2)             @ t    @ 25     @         <> grurs
        [1+2~2~2~2~2](escape_rev)         @   grurs <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Timing:
   (explained in the 'General' section...the armbreaker(1+2) utilizes
   the same timing as the punches)
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   *Jin Kazama, King, Nina Williams and Paul Phoenix may reverse with
    that input...other characters simply escape
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Counterattacks:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+1+2               @ force block(special*)
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   * this counter is a special 'area of effect' countermove that will
 knock an opponent out of any attack or maneuver(given that they collide
 with Jin)...opponent is also knocked backwards if this move connects
   note that although Ogre II does not collide with Jin while performing
 his flame attacks, the b+1+2 does provide brief protection from these
 attacks
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+1+3               @ rev
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+2+4               @ rev
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 COMBINATIONS

 ~~Starters                                                   Followups~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws2 - nrml
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~                   b~f+2{1{d+2.f~F{2
 ss{2(mjrc) - hi
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 f~n~d~DF{2(mjrc) - nrml
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 f~n~d~df+2(lightning) - nrml                                 1.b~f+2{1{2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 ss{2(not mjrc) - nrml
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 1+4~2~d+4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 f~n~d~DF{4 - flt                                      1+4~2.(dshf)df+4~4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (grdt)3 - flt
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 STRATEGY

 ~Attacking
       Jin has a wide arsenal of attacks that have a high damage
 potential. B{F{2 mjrc causes an unrecoverable stun that can be followed
 with any number of nasty combinations, and it is a fairly low-risk
 maneuver(considering how much life you can eat away with it). f~F{2 is
 a powerful move that allows for okizeme on any connect, but it can get
 you into trouble if you don't use it sparingly or when it's guaranteed.
 The f~n~d~DF{2 is another excellent move to use against recovering
 opponents, and the faster version of this move(f~n~d~df+2) allows for a
 M(nrml) combo opportunity on any connect, and it dissallows any
 countermove if it is blocked. The df+2+3 throw will allow for an almost
 guaranteed 4~3, unless your opponent is aware of this sequence. Jin has
 a decent M/throw mixup with the df+4~4/any throw. Jin's ss{2 may be
 delayed for quite some time, which can be used to con an opponent into
 believing you had opted not to ss{2 when you can still use it(2p attacks
 into a ss{2, which gives you a better juggle opportunity: ss{2 on mjrc
 knocks 2p just high enough for nastier combinations). df+1~2 is an
 effective custom string starter and can be followed with d+1 to
 interrupt an opponent who had intended to interrupt your custom string.


 ~Defending
       d+1.ws4.df+4 works very well against any pressure tactics(this is
 true with any character but even more so with Jin) because both the ws4
 and the df+4 are string starters, and both of these strings combo on any
 connect. ws2 is probably the single most vicious counter to low attacks
 in the game(excepting a lpry) because of its range, swift startup and
 executon, and the fact that it allows for some of his most damaging
 combinations. The ws2 is guaranteed after blocking any characters
 grounded 3, and many other slow-recovering low attacks. He has a
 reversal, but as with all reversals(excepting king's) it must be used
 sparingly to be as effective as possible.


 ~Versus Jin
       Jin is one of the, if not the best character in the game when it
 comes to a balance of speed and power, and Pit-Bulls who play Jin can be
 very frustrating opponents because of how easily a decent Jin player can
 control the momemtum of a round. He has some very easy and damaging
 okizeme tactics that you must punish to your fullest ability or your
 opponent will easily win. Although he has no lpry, you may only use the
 very fastest of low attacks against him because of the ws2. Most Jin
 players will have a more difficult time chickening reversals because of
 the input required for his more popular moves, and although this does
 not mean that Jin cannot severely punish a reversal-happy opponent, it
 does mean that he is even less likely to chicken a sparingly used
 reversal.




    ___             _ _   _         __          _            __
   | | | |   | |     |   / \       /  \ |   |  / \  |\   |  /  \
     |   |   | |     |  |___|     |     |___| |___| | \  | |
     |   |   | |     |  |   |     |     |   | |   | |  \ | |   _
   \_/    \_/  |___ _|_ |   |      \__/ |   | |   | |   \|  \__/|



 MANEUVERS

 3+4       - spin to right(may use this to cancel normal maneuvers ie
             this move would be denoted with '#' in the cancelling
             diagram)


 ATTACKS

 ~Single

 ~~General
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J
 {move}              @ attack level(grd|ungrd|mnrc|mjrc} @ {range}        U
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ L
   {damage(unclean,clean} @  {1p positioning} <> {2p positioning}         I
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 fc1                 @ all s                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ C
   3                 @                     fc <>                          H
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 d+1                 @ all s                       @ rng1                 N
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
   5                 @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws1                 @ all m                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+1(string starter)@ all m                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   8                 @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1(string starter)   @ all h                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   5                 @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u+1              @ all m                       @ rng2_rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ub+1                @ all m                       @ rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~1                @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~~1               @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~1           @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~1          @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~~1         @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J
 fc2                 @ all s                       @ rng1                 U
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ L
   8                 @                     fc <>                          I
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 d+2                 @ all s                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ C
   10                @                     fc <>                          H
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 ws2(string starter) @ all m                       @ rng2                 N
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
   15                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+2(string starter)@ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2(string starter)   @ all h                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   8                 @                        <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   you may spin around your opponent so that he recovers bt by inputing
 2~B(this occurs on any connect, and changes the attack class from h
 to stnh)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+2           @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~_~~2             @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~_~~2        @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc3                 @ all l                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+3                 @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws3                 @ all h                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   26                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+3                @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   17                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ J
 3                   @ all h                       @ rng2                 U
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ L
   25                @                        <>     |grut|grut|grut      I
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 uf_u_ub+3           @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ C
   20                @                        <>     |grut|grut|grut      H
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 uf~_~~3             @ all m                       @ rng3                 N
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
   20                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~3           @ all m                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move is too high to connect against a standing opponent: 2p must
 be airborne
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~3          @ m|STNM|m|m                  @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~~3         @ all l                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc4                 @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+4(string starter) @ all l                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws4                 @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>     |grut|grut|grut*
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   * 2p may not tech-roll
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+4                @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4(string starter)   @ h|h|h|H(flt)                @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                        <>     |    |    |grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+4           @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3_rng2_rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut      J
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U
 uf~_~~4             @ all m                       @ rng3                 L
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I
   25                @                        <>     |grut|grut|grut      A
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move would be classified as a M(nrml) combo starter on any        C
 connect, but its recovery is too long to followup with other attacks     H
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A
 UF_U_UB~_~~4        @ all m                       @ rng4_rng2_rng-1      N
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
   25                @                        <>     |    |    |grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~~4         @ all m                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>     |    |    |grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Throws:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+3_DF{1+3 [1]        @ T       @ rng1    @ 35      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2+4_DF{2+4 [2]        @ T       @ rng1    @ 30      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+1+2                @ t       @ rng1    @ 37      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d~db+1+3              @ t       @ rng1    @ 35      @        <> gruls
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~df~d~db~b~f+2       @ t       @ rng2    @ 14+14+14=42 @    <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc~db~d~db+1+2 [1+2]  @ T       @ rng1    @ 45      @        <> gruls
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p rst)any# [2]      @ t       @ rng1    @ 45      @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p lst)any# [1]      @ T       @ rng1    @ 40      @        <> grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p bt)any#           @ t       @ rng1    @ 50      @        <> grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Counterattacks:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df_d_db+1+3         @ LPRY
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df_d_db+2+4         @ LPRY
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 COMBINATIONS

 ~~Starters                                                   Followups~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+2~1 - hi                                   (run).n.1.d~df+1~2.f~F{1~4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 fc{df+2(mjrc)                                         1.d~df+1~2.f~F{1{4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~             ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 d~df+1{2(mjrc)                                *d+1.fc~df+4~3.d+1.fc{df+2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 uf+4 - nrml                                           1.d~df+1~2.f~F{1{4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~             ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 f+1 - nrml                                    *d+1.fc~df+4~3.d+1.fc{df+2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                                      d+4
 ws4                                  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                                  fc~df+4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (any T)                                                              d+4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   * 3_4 costume select or Mokujin-Julia
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 STRATEGY

 ~Attacking

 ~Defending

 ~Versus Julia



        _ _          __
   |  /  |  |\   |  /  \
   |_/   |  | \  | |
   | \   |  |  \ | |   _
   |  \ _|_ |   \|  \__/|



 MANEUVERS

 f~n~d~df  - crdshf


 ATTACKS

 ~Single

 ~~General
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ K
 {move}              @ attack level(grd|ungrd|mnrc|mjrc} @ {range}        I
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ N
   {damage(unclean,clean} @  {1p positioning} <> {2p positioning}         G
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc_d+1              @ all s                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   5                 @                     fc <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   d+1 is a string starter
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws1                 @ all m                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+1                @ m|stnm|stnm|stnm            @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <> fc|fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1(string starter)   @ all h                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   6                 @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u+1              @ all m                       @ rng2_rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ub+1                @ all m                       @ rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~1                @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~~1               @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~1           @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~1          @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~~1         @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc2                 @ all s                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
   8                 @                     fc <>                          I
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
 d+2                 @ all s                       @ rng1                 G
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws2                 @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+2                @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2(string starter)   @ all h                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+2           @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~_~~2             @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~_~~2        @ all m                       @ rng3_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   18                @                        <>     |fc|fc|fc
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc_d+3              @ all l                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws3                 @ all h                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   28                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+3                @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   17                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3                   @ all h                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+3           @ all m                       @ rng2_rng1_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~_~~3             @ all m                       @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ K
   25                @                        <>     |grut|grut|grut      I
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ N
 UF_U_UB~3           @ all m                       @ rng4_rng2_rng-1      G
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move is too high to connect against a standing opponent: 2p must
 be airborne
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~3          @ m|STNM|m|m                  @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~~~3         @ all l                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc4                 @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+4                 @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7                 @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws4                 @ all m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+4                @ all l                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4                   @ h|h|h|H(flt)                @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   20                @                        <>     |    |    |grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u+4              @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   13_15             @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ub+4                @ all m                       @ rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   11                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf~_~~4             @ m|M(nrml)|M(nrml)|M(nrml)   @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 UF_U_UB~_~~4        @ all m                       @ rng4_rng2_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   25                @                        <>     |    |grut|grut      K
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I
 UF_U_UB~~~4         @ all m                       @ rng4_rng2_rng-1      N
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ G
   15                @                        <>     |    |grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 ~Throws:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+3_DF{1+3 [1]        @ T       @ rng1    @ 35       @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2+4_DF{2+4 [2]        @ T       @ rng1    @ 35       @   grua <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 *f~n~b~db~d~df~f+1 [1]@ t       @ rng1    @ 35+35=70 @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db~n~f+2 [2]          @ T       @ rng1    @ 58       @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db+1+2 [1+2][3+4(rev)]@ T       @ rng1    @ 32       @        <> grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   if reversal then grdt <> grdt; 1p takes 26 damage after 2p takes 32
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d~db~b+1+2 [1+2]      @ t       @ rng1    @ 50       @     bt <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc~db~d~db+1+2 [1+2]  @ T       @ rng1    @ 55       @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+2+3 [2]            @ T       @ rng1    @ 30       @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p rst)(any#) [2]    @ t       @ rng1    @ 42       @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p lst)(any#) [1]    @ T       @ rng1    @ 20+20=40 @        <> grurs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p bt)1+3$           @ t       @ rng1    @ 60       @        <> grdrs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p bt)2+4%           @ t       @ rng1    @ 60       @        <> grdrs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p bt)b~f+1+2        @ T       @ rng1    @ 75       @        <> grurs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p crouching)d+1+3_d+2+4 @ T   @ rng1    @ 45       @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 *(2p grut)db+1+3[1]   @ t       @ rng1    @ 15+15=30 @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p grut)db+2+4[2]    @ t       @ rng1    @ 33       @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p grut)DB+2+4[1+2]  @ t       @ rng1    @ 33       @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p gruls)db+1+3_db+2+4 [1] @ t @ rng1    @ none     @        <> grdrs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p grurs)db+1+3_db+2+4 [2] @ t @ rng1    @ none     @        <> grdls
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p grua)db+1+3_db+2+4 [1+2]@ t @ rng1    @ 28       @        <> grurs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p grdt)db+1+3_db+2+4 [3+4]@ t @ rng1    @ 30       @        <> grdrs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p grdrs)db+1+3_db+2+4 [2] @ t @ rng1    @ 37       @        <> grdrs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p grdls)db+1+3_db+2+4 [1] @ t @ rng1    @ 35       @        <> grdrs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p grda)db+1+3_db+2+4 [1+2]@ t @ rng1    @ 32       @        <> grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   * these throws are techable, and the second damage will be inflicted
     if 2p fails to tech
   # any standing throw, special or otherwise
   $ or f~n~b~db~d~df~f+1, d~df~f+1, db+1+2, d~db~b+1+2, fc~db~d~db+1+2,
     F~df+1+3, F~df+2+4, f~n~d~df+1+4 or f~n~d~df+2+4
   % or db~n~f+2, df+2+3 or b+1+2
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 ~~Multi-Throws:

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (b+1+2)               @ t      @ 0       @         <> bt(rng4)
 | [1+2*]                                 @         <>
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->1a(db+1+2)       @ t      @ 0       @         <> bt(rng1)
 |      [1+2*]                            @         <>
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->1b(3+4)          @ T#     @ 10      @         <> grua(rng2)
 |      [3+4*]                            @      bt <>
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->1c(1+3)          @ t      @ 0       @         <>
 |      [1*]                              @     rst <>
 \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  --->1d(2+4)          @ t      @ 8       @         <> grdt(rng3)
        [2*]                              @     rst <> bt
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Timing:
   (1a) tap db+1+2 as King pushes his opponent(just before he lets go)
   (1b, 1c, & 1d) Complete these moves just after King grabs his
     opponent.
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   * unconventional escapes
   Note that...
   ...you can achieve two and three ground grabs(db+2+4_db+1+3) after
   the 3+4 and the 2+4 Ground Smash. You have to be fast, but it is
   possible because the ground grabs that these moves set you up for
   stun your opponent, giving you just enough time for another grab.
   After the 3+4, walk forward ever so slightly before you go for the
   grab or you will be out of range. Do a second grab to flip your
   opponent over for the third(you'll have to move forward a bit just as
   before to get the third grab). It is harder to get the ground grab
   after the 2+4: you have to run towards your opponent as soon as you
   complete the 2+4, and then you must stop at the right place to
   complete the first ground grab(difficult, but not impossible). The
   second grab should be completed right after King stands up beside
   your opponent. If you are fighting an opponent who is slow to get on
   his feet, these moves will be a breeze; if he gets up very quickly,
   these moves will be extremely difficult(duh). As an alternate, you
   may complete complete the Elbow Drop(d+1+2) instead of the last throw
   for a guaranteed hit(the ground throws are only possible against
   opponents who are slow to rise).
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (d~df~f+1)            @ T      @ 25       @        <> gruls
 | [1] (escape)                            @        <>
 | [3+4] (alternate escape)                @        <>
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->1a(1+2)          @ t      @ 30       @        <> grut
 \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  --->1b(1+2~3~4~1+2)  @ T      @ 25+25=50 @        <> grdls
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Timing:
   (1a) Press and hold 1+2 right after the d~df~f+1 connects
   (1b) Complete the 1+2~3~4~1+2 after the apex of the d~df~f+1.
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (F~df+1+3_F~df+2+4*)                           @ T  @ 25 @      <> grua
 | [1]       [2]                                          @      <>
 \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  --->1a(2~1~1+2)                               @ T  @ 18 @      <> grut
      | [1 if F~df+1+3, 2 if F~df+2+4]                    @      <>
      |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
      |--->2a(2~2~1+2)                          @ T  @ 18 @      <> grut
      |    | [2 if 1~2~1+2, inescapable if chained from ss{2+4(2p
      |    |   facing King)_F~df+1+2_(2p crouching)df~df+2+4] @  <>
      |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
      |    |--->3a(3+4~1+2~1+2+4)               @ T  @ 17 @      <> grda
      |    |    | [2]                                     @      <>
      |    |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
      |    |     --->4a(1~2~3+4~1+2)            @ T  @ 20 @      <> grut
      |    |         |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
      |    |         |--->5a(2~1~3~4)           @ t  @ 27 @      <> grut
      |    |         |      [2]                           @      <>
      |    |         \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
      |    |          --->5b(3~1~2~3+4~1+2+3+4) @ t  @ 32 @   bt <> grua
      |    |                [1]                           @      <>
      |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
      |     --->3b(1~2~3+4)                     @ T  @ 22 @      <>
      |         | [1 if chained from ss{2+4, otherwise this is
      |         |   inescapable]                          @      <>
      |         |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
      |         |--->4b(2~1~3~4)                @ t  @ 27 @      <> grut
      |         |      [1]                                @      <>
      |         \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
      |          --->4c(3~2~1~3+4~1+2+3+4)      @ t  @ 32 @   bt <> grua
      |                [2]                                @      <>
      \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
       --->2b(3+4~1+2)                          @ T  @ 18 @      <> grut
           | [1]                                          @      <>
           \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
            --->3c(1~2~3+4)                     @ T  @ 22 @      <> grut
                |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
                |--->4d(2~1~3~4)                @ t  @ 27 @      <> grut
                |      [1]                                @      <>
                \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
                 --->4e(3~1~2~3+4~1+2+3+4)      @ t  @ 32 @   bt <> grua
                       [2]                                @      <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (ss{2+4 connects on 2p facing King*)           @ T  @ 28 @      <> grut
   [1+2]                                                  @      <>
   [prev] the throw attempt is reversable
 _(F~df+1+2)                                    @ T  @ 28 @      <> grut
   [1+2]                                                  @      <>
 _(2p crouching df~df+2+4)                      @ T  @ 28 @      <> grut
 | [1+2]                                                  @      <>
 \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  --->(2~2~1+2)  this move and its properties(with the exception of the
        escapes)are the same as '2a'
 ~(special circumstances) ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (ss{2+4 connects on 2p lst_rst_bt*) this move and its properties(with
 | the exception of the escapes*) are the same as '2a'
 |  (the moves following this and their characteristics are the same as
 |  those following the '2a')
 \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  --->(3a or 3b from RAC)
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Timing:
   (1a) Complete the 2~1~1+2 immediately after King grabs his opponent
   (2a & 2b) Complete the 2~2~1+2 or the 3+4~1+2 as King brings his
        opponent to a semi-standing position
   (3a & 3b) Complete the 3+4~1+2~1+2+4 or the 1~2~3+4 immediately
        after King's feet hit the ground during the 2~2~1+2.
   (4a) Complete the 1~2~3+4~1+2 as King moves his hands from his
        victim's shoulders to their waist(after pushing them into an
        upright position) during the 3+4~1+2~1+2+4.
   (5a & 5b) Complete the 2~1~3~4 or the 3~1~2~3+4~1+2+3+4 as King wraps
        his arms around his opponent's waist.
   (4b & 4c & 4d & 4e) Complete the 2~1~3~4 or the 3~1~2~3+4~1+2+3+4
        immediately after King picks his opponent up.
   (3c) Complete the 1~2~3+4 immediately after King picks up his
        opponent.
   (1b) Complete the 2~2~1+2 after King turns face down, but before he
        picks his opponent up.
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Buffering:
   (1~2~1+2): Tap 1, press and hold 2, tap 1
   (2~2~1+2): Tap 2, press and hold 2, tap 1
   (3+4~1+2~1+2+4): Tap 3+4, press and hold 2+3, tap 4
   (3~1~2~3+4~1+2+3+4): Tap 3, tap 1, tap 2, press and
     hold 3+4, tap 1+2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   * if the ss{2+4 connects on 2p's front, then the escape is 1+2; if it
 connects on 2p rst, then the escape is 2; if it connects on 2p lst,
 then the escape is 1; and if it connects on 2p bt, then it is
 inescapable
   Note that...
   ...the ss{2+4 version will automatically result in the 2~2~1+2 if the
 grab connects against 2p lst_rst_bt: simply complete the 1~2~3+4 or the
 3+4~1+2~1+2+4 immediately after the grab connects if this occurs.
   ...you may cancel the ss{2+4 throw attempt and recover in fc by
 inputing ss{2+4~B
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (f~n~d~df+1+4)           @ T   @ 20       @         <> grut
 | [1]                                     @         <>
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->1a(1+2~1+2)         @ T   @ 10+15=25 @         <> grut
 |      [1]                                @         <>
 |         ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |--->1b(1+2~4~2+4)       @ T   @ 20       @         <> gruls
 |    |      [2]                           @         <>
 |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |     --->2a(4~3~4~3+4~1+2)@ T @ 25       @         <> grurs
 \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  --->[1c](2~1~1+2+3)     @ T   @ 25       @         <> grdt
      | [1+2]                              @         <>
      |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
      |--->2b(2~1~3~1+2+4~1+2+4)@ T @ 30   @         <> grua
      |      [1]                           @         <>
      \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
       --->2c(1+3~3+4~2+4~1+2~1+2+3) @ T @ 1+1+2+3+4+4+4+4+4+4+4+4+4+4+4
             +4+4+4+4+4+4 = 75             @         <> gruls
             [2]                           @    grut <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Timing:
   (1a,1b, &1c) Complete these throws immediately after King grabs his
     opponent.
   (2a) Complete the 3~4~3~3+4~1+2 after King places his right arm
     across his opponent.
   (2b & 2c)) Complete these throws immediately after King wraps his
     right arm around his opponent's head.
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Buffering:
   (2~1~1+2+3) Press and hold 2, press and hold 1, tap 3
   (1+2~1+2) Press and hold 1+2, release one button, then tap the button
     you released
   (1+3,3+4,2+4,1+2,1+2+3) This is a difficult move because it must be
     done very quickly. Tap 1+3, tap 3+4, tap 2+4, press and hold 1+2,
     tap 3
   (1+2,4,2+4) Tap 1+2, press and hold 4, tap 2
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (f~n~d~df+2+3)           @ T   @ 30     @         <> grdls
 | [2]                                   @         <>
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->1a(1~2~3~1+2)       @ T   @ 35     @         <> grdls
 |      [1]                              @         <>
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->1b(1+2~3~1~1+3)     @ T   @ 40     @         <> grdls
 |      [2]                              @         <>
 \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  --->1c(1+2~1~3~1+2)     @ T   @ 30     @         <> grdrs
      | [1+2]                            @         <>
      \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
       --->2a(1~3~4~1+2~3+4)@ T @ 50     @         <> grdt
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Timing:
   (1a,1b, & 1c) Complete these throws after Kings opponent falls onto
     his back.
   (2a) Complete the 1~3~4~1+2~3+4 after King reaches down with his left
     hand to complete the leglock.
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Buffering:
     (1+2~3~1~1+3): Tap 1+2, tap 3, press and hold 1, tap 3
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (RUN and press nothing_fc~1+2) @ UM  @ 5  @         <> grut
 | [REV] (reversable)                      @ (see 'Specific Strategy')
 | [2~1] (escapable)                       @      fc <> fc
 | [1+2] (alternate reversal)              @    grut <>
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->[1a](~1~~2~~1)      @ n/a @ 5+5+5=15 @         <> grut
 |    | [2]                                @         <> grut
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2a(~~1~~2)     @ n/a @ 5+5=10   @         <> grut
 |    |      [2]                           @         <> grut
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2b(~~2~~1)     @ n/a @ 5+5=10   @         <> grut
 |    |      [1]                           @         <> grut
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2c(1+2)        @ T   @ 25       @         <> grua
 |    |    | [1+2~2~2~2~2](escape_rev*)    @ grut_grurs <>
 |    |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |    |     --->3a(1+2)   @ T   @ 10       @         <> grua
 |    \         ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |     --->2d(3+4)        @ T   @ 20       @         <> grurs
 |         | [1+2~1~1~1~1](escape_rev*)    @   grurs <>
 |         \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |          --->3b(1+2~1+2)@ T  @ 20+20=40 @         <> grdls
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->[1b](~2~~1~~2)      @ n/a @ 5+5+5=15 @         <> grut
 |    | [1]                                @         <> grut
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2e(~~2~~1)     @ n/a @ 5+5=10   @         <> grut
 |    |      [1, 2]                        @         <> grut
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2f(~~1~~2)     @ n/a @ 5+5=10   @         <> grut
 |    |      [2, 1]                        @         <> grut
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2g(1+2)(this move and its following moves are same as '2c')
 |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |     --->2h(3+4)(this move and its following moves are same as '2d')
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->1c(1+2)(this move and its following moves are same as '2c')
 \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  --->1d(3+4)(this move and its following moves are same as '2d')
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   * Jin Kazama, King, Nina Williams and Paul Phoenix may rev 1+2; King
     and Nina Williams may rev 3+4...both the 1+2 reversal and the 3+4
     reversal do 10 damage to 1p
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Timing:
   (punches): tap 1_2 as opponent's back hits the ground, then 2/1 as
     the first punch connects, then 1/2 as the second connects, and so
     on until the fifth punch is input
   (1c and 1d): tap 1+2_3+4 as your opponent's back hits the ground
   (2c, 2d, 2g and 2h): tap 1+2_3+4 as King's arm comes down for the
     third punch
   (3a) tap 1+2 as King moves to his opponent's side in preparation for
     the armbreaker
   (3b) tap 1+2 as King's back hits the ground during the legbreaker
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Buffering:
   fc1+2 >> 1+2: while in fc, press and hold 1+2, release one of the
     buttons, tap the button you released
   1~2~~1_2~1~~2 ~~1+2: tap 1/2, tap 2/1, press and hold 1/2, tap 2/1
   1+2 1+2  press and hold 1+2, release one button, tap the button you
     released
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Note that...
   ...you may break either of the punches in 2a, 2b, 2e and 2f
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Counterattacks:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+1+3               @ krev
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+2+4               @ krev
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 COMBINATIONS

 ~~Starters                                                   Followups~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws2(mjrc) - nrml
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~                           2~1.1+2~1
 uf+4 - nrml
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                                 2~1.df+4
 2~1                                  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                                     df+4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                             2~1(see 2~1)
 f~f~n~2(mjrc)                        ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                            throw attempt
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 4(mjrc) - flt                                           dshf.d+1.fc3+4~2
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 STRATEGY

 ~Attacking

 ~Defending

 ~Versus King



                     _        ___    _           __     _
 |  / |   | |\  /|  / \      |   \  / \  |\   | |  \   / \
 |_/  |   | | \/ | |___|  &  |___/ |___| | \  | |   | |___|
 | \  |   | |    | |   |     |     |   | |  \ | |   | |   |
 |  \  \_/  |    | |   |     |     |   | |   \| |__/  |   |



 MANEUVERS

 df_d_db+3+4   - sdp


 ATTACKS



 ~Throws:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+3_DF{1+3 [1]        @ T       @ rng1    @ 8+8+8+8=32 @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2+4_DF{2+4 [2]        @ T       @ rng1    @ 10+25=35   @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~f+1+4               @ t       @ rng1    @ 35         @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~df~d~db~b~n~f+1+2   @ t       @ rng1    @ 60         @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p rst)any# [2]      @ t       @ rng1    @ 40         @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p lst)any# [1]      @ T       @ rng1    @ 10+15+25=50 @       <> gruls
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p bt)any#           @ t       @ rng1    @ heh...70   @        <> grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   # any throw, special or otherwise
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 COMBINATIONS

 ~~Starters                                                   Followups~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf+4 - nrml
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 ws1 - nrml                                                     2.2.f+1+2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 DF+1~2~1~2(mjrc) - nrml
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 f~F{2 - hi                                                 UF~~4.2.f+1+2
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 STRATEGY

 ~Attacking

 ~Defennding

 ~Versus Kuma



         ____ _ _                         __            __
   |    |      |      |    | |   | |     /  \  |\   |  /  \
   |    |___   |      |    | |   | |    |    | | \  | |
   |    |      |      | /\ | |   | |    |    | |  \ | |   _
   |___ |____ _|_     |/  \|  \_/  |___  \__/  |   \|  \__/|



 Special Notations

 aop       - Art Of Phoenix stance
 crn       - CRaNe stance
 drgn      - DRaGoN stance
 drkn      - DRunKeN stance
 pnr       - PaNtheR stance
 snk       - SNaKe stance
 tgr       - TiGeR stance


 MANEUVERS

 f+2+3     - snk
 f+3+4     - drkn
 b+1+4     - aop

 ~Stance Switches:
   While in most of his stances, Lei may 'stance switch' into his other
 stances by sidestepping, and this is explained below:

 --> = ssr
 <-- = ssl
      _____    _____    ______    _____    _____    _____    _____
     |     |  |     -->|      -->|     -->|     -->|     |  |     |
     |*snk*|<-- tgr |  | drgn |  | snk |  | pnr |  | crn -->|*snk*|
     |_____|  |_____|<--______|<--_____|<--_____|<--_____|  |_____|

   * back to center


 ATTACKS


 ~~Art Of Phoenix(aop)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3...                @ m                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                    aop <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4                   @ um                          @ rng5
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                 normal <> grut|grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~Crane(crn)

 CRANE MANEUVERS
 f         - wlkf(briefly)
 F         - wlkf(continuously)
 b         - wlkb(briefly)
 B         - wlkb(continuously)
 D         - stance cancel into normal position
 u*        - sidestep into background(stance switch)
 d*        - sidestep into foreground(stance switch)

   * if ssr then snk, if ssl then pnr

 CRANE ATTACKS
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1                   @ m                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2                   @ m                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3                   @ m                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4                   @ l                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grda|grda|grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Four-String~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3~4~~2~~3           @ m,l->m,M(nrml)              @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~Dragon(drgn)

 DRAGON MANEUVERS

 f         - wlkf(briefly)
 F         - wlkf(continuously)
 b         - wlkb(briefly)
 B         - wlkb(continuously)
 D         - stance cancel into normal position
 u*        - sidestep into background(stance switch)
 d*        - sidestep into foreground(stance switch)

   * if ssr then snk, if ssl then tgr

 DRAGON ATTACKS
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1(see 'Throws' section)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2                   @                             @
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3                   @                             @
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4(string starter)   @                             @
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 Drunken(drkn)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1                   @ m                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3+4                 @ l                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grda|grda|grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 Panther(pnr)

 PANTHER MANEUVERS

 f         - wlkf(briefly), automatic lpry
 F         - wlkf(continuously), automatic lpry
 b         - wlkb(briefly)
 B         - wlkb(continuously)
 D         - stance cancel into normal position
 u*        - sidestep into background(stance switch)
 d*        - sidestep into foreground(stance switch)

   * if ssr then crn, if ssl then snk

 PANTHER ATTACKS
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1(string starter)   @ l|L|L|L                     @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                 normal <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2(string starter)   @ m|M(nrml)|M(nrml)|M(nrml)   @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                 normal <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3                   @ l                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                 normal <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Lei recovers in aop if 3~B
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4(string starter)   @ m                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                 normal <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 Snake(snk)

 SNAKE MANEUVERS

 f         - wlkf(briefly)
 F         - wlkf(continuously)
 b         - wlkb(briefly)
 B         - wlkb(continuously)
 D         - stance cancel into normal position
 u*        - sidestep into background(stance switch)
 d*        - sidestep into foreground(stance switch)

   * if ssr then pnr, is ssl then drgn

 SNAKE ATTACKS
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1(string starter)   @ h                           @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                 normal <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Lei recovers with a ssl and returns to snk if 1~F
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2(string starter)   @ m                           @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                 normal <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Lei recovers in drgn if 2~F
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4                   @ l                           @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                    snk <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 Tiger(tgr)

 TIGER MANEUVERS

 f         - wlkf(briefly), automatic hpry
 F         - wlkf(continuously), automatic hpry
 b         - wlkb(briefly)
 B         - wlkb(continuously)
 D         - stance cancel into normal position
 u*        - sidestep into background(stance switch)
 d*        - sidestep into foreground(stance switch)

   * if ssr then drgn, if ssl then snk

 TIGER ATTACKS
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1                   @ m|m|m|M(bnc)                @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                 normal <>     |    |    |grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2                   @ m|m|m|m                     @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                 normal <>     |fc|fc|grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4                   @ l|L(flt)|L(flt)|L(flt)      @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                 normal <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 ~Throws:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+3_DF{1+3 [1]        @ T       @ rng1    @ 30      @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2+4_DF{2+4 [2]        @ T       @ rng1    @ 30      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf+1+2 [1+2]          @ t       @ rng1    @ 35      @  grdrs <> grurs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~f+1+2               @ t       @ rng1    @ 33      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (drgn)1*              @ t       @ rng3    @ 33_23   @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p rst)any# [2]      @ t       @ rng1    @ 5+10+25=40 @     <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p lst)any# [1]      @ T       @ rng1    @ 40      @        <> gruls
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p bt)any#           @ t       @ rng1    @ 50      @        <> grdt
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   * if 1+2 is input during this throw, then the throw takes less
     energy and Lei regains energy(the difference between the modified
     throw and the normal one = 10), and he recovers in drkn
   # any throw, special or otherwise
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Counterattacks:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df_d_db+1+3         @ LPRY
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df_d_db+2+4         @ LPRY
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+3+4(drkn)         @ hppry
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (tgr)F              @ auto-hpry
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (pnr)F              @ auto-lpry
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 COMBINATIONS

 ~~Starters                                                   Followups~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 grua3+4 - hi
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~               df+1.df+1.f~n{1{2{1{2
 uf+4 - nrml
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (pnr)2 - nrml                                         1.df+1.f~n{1{2{1{2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (tgr)4 - flt                                                    4~4~3~~3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~             ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 db+4 - flt                                           *df+1.f~n{1{2{1{2{4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (grdt)3_(grdt)F~~3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~                                  4~4~3~~3
 (grua)3_(grdt)F~~3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   * this followup will only work on type4_5 chars when (tgr)4 is used
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 STRATEGY

 ~Attacking

 ~Defending

 ~Versus Lei



        _ _          __            _ _   _     __
   |     |  |\   |  /  \      \  /  |   / \   /  \  \   / |   |
   |     |  | \  | |           \/   |  |___| |    |  \ /  |   |
   |     |  |  \ | |   _       /\   |  |   | |    |   |   |   |
   |___ _|_ |   \|  \__/|     /  \ _|_ |   |  \__/    |    \_/



 Special Notations

 aop       - Art Of Phoenix


 MANEUVERS

 ub~b      - backflip
 d+1+2     - aop
 b+3+4     - bt
 f+1+2     - cartwheel left
 f+3+4     - dive right
 3+4       - spin(into background)
 d+3+4     - spin(into foreground)


 ATTACKS



 ~Special Positions

 ~~Standing:

 ~~~Back Turned(bt)

 BT MANEUVERS

 ss        - bt ss(1p remains bt)
 3+4*      - spin(into background)
 d+3+4*    - spin(into foreground)
 f+3+4     - backwards roll towards opponent
 d+1+2     - aop

   * Ling recovers in normal position

 BT ATTACKS
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc_d+1_2            @ l(not s)                    @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @             fc(normal) <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1                   @ h                           @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                 normal <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+1           @                             @
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2(string starter)   @ h                           @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                     bt <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3                   @ h                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                 normal <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+3                 @ l                           @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                     bt <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub+3           @                             @
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc_d+4              @ l                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                 normal <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4                   @ m|M(hi)|M(hi)|M(hi)         @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                 normal <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~f+4               @ m                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                     bt <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u+4              @                             @
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ub+4                @                             @
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+3+4~3+4           @ m|M(hi)|M(hi)|M(hi)         @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                     bt <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this is the bt roll towards opponent(bt f+3+4) canceled by 3+4
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   Note that Ling's bt throws(1+3_2+4) recover in bt if the throw
 misses, while her (bt)f~f+1+3_2+4 recovers in normal if they miss
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~Grounded:
 ~~1p grut~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3*                  @ l                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7,10              @                        <>     | ,grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4*                  @ m                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   12,18             @                        <>     | ,grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (F_B)~~f+1+2        @ STNM|m|m|m                  @ rng5
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   15                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~1p grua~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3                   @ l                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7                 @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4                   @ m                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~1p grdt~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3*                  @ L(flt)                      @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7,10              @                        <>     | ,grua|grua|grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4*                  @ m                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10,15             @                        <>     | ,grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~1p grda~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3*                  @ l                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   7                 @                        <>     | ,grua|grua|grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4*                  @ m                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   10                @                        <>     | ,grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   * These moves cause knockdown if they connect either clean or on
     counter: if they are both unclean and not a counter, then no
     knockdown
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 ~~Art Of Phoenix(aop)

 AOP MANEUVERS

 f         - wlkf(briefly)
 F         - wlkf(continuously)
 b         - wlkb(briefly)
 B         - wlkb(continuously)
 D         - crouch
 u         - stand up(normal position)
 f+3+4     - forward roll(normal position)


 AOP ATTACKS

 ~~~Single
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1                   @ m                           @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                     fc <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2                   @ m                           @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                 normal <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 3                   @ l                           @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                    aop <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4                   @ m                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                 normal <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Ling recovers bt if 4~B
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+2                 @ m|M(nrml)|M(nrml)|M(nrml)   @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                 normal <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 D~~1+2              @ m|M(hi)|M(hi)|M(hi)         @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                 normal <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Throws:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+3_DF{1+3 [1]        @ T       @ rng1    @ 10+20=30 @        <> grurs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2+4_DF{2+4 [2]        @ T       @ rng1    @ 30       @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+2~1 [1+2]           @ t       @ rng1    @ 4        @     bt <> bt$
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p rst)any# [2]      @ t       @ rng1    @ 38       @        <> grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p lst)any# [1]      @ T       @ rng1    @ 45       @        <> grurs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p bt)any#           @ T       @ rng1    @ 50       @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (aop)2+4*             @ T       @ rng3    @ 10+20=30 @        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (1p bt)f~f+1+3_2+4%
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   $ 2p may recover grdt by inputting D after the throw
   # any throw, special or otherwise
   * you may cancel this throw by inputting (aop)2+4~F_~B and recover in
     fc...this throw is the same as 1+3
   % Ling hops towards her opponent and then attempts the throw(rng3
     attempt), but all other properties of the throw are the same as the
     normal 1+3_2+4, and connect on 2p rst_lst_bt are as if the same
     throw had connected at those positions
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Counterattacks:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df_d_db+1+4         @ lpry(may combo if lkpry)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+1                 @ rev
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+2                 @ rev
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 COMBINATIONS

 ~~Starters                                                   Followups~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ws2 - nrml                                       (bt)2.2.2~1.f~F{1+2~1+2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 ws2~F - nrml
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (bt)4 - hi
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~              df+1.2.2~1.f~F{1+2~1+2
 (aop)D~~1+2 - nrml
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (aop)1+2 - nrml
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (grut_grdt)3 - flt
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~               fc3~2.2~1.f~F{1+2~1+2
 (aop)uf~~~3 - flt
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 STRATEGY

 ~Attacking

 ~Defending

 ~Versus Ling



            __               ___  _ _
   |\  /|  /  \  |  / |   | | | |  |  |\   |
   | \/ | |    | |_/  |   |   |    |  | \  |
   |    | |    | | \  |   |   |    |  |  \ |
   |    |  \__/  |  \  \_/  \_/   _|_ |   \|



       Mokujin is Tekken 3's random-select character: he randomly
 imitates a characters fighting style each round. To be an effective
 Mokujin player you must not only know how to play every character
 except Ogre I or Ogre II, but you must also be able to tell the
 difference between the characters simply by watching Mokujin before the
 round begins(during the 'startup' animation). What follows is a list of
 the characters and hints that will help you figure out who Mokujin is
 mimicking.

 Bryan Fury - ALWAYS repositions his arms in a unique way

 Eddy Gordo/Tiger - dances around(very unique)

 Forrest Law - bounces while swinging arms back and forth

 Gun-Jack - ALWAYS looks at his opponents feet at the beginning of the
   round

 Heihachi Mishima - semi-squatting, back straight, arms extended

 Hwoarang - bounces with his arms close to his chest

 Jin Kazama - knees slightly bent, arms semi-extended

 Julia Chang - semi-squatting, back bent, arms extended

 King - bounces(slower than the other bouncers)

 Kuma/Panda - hunched over, arms pointing towards ground

 Lei Wulong - constantly sidesteps

 Ling Xiaoyu - one leg in front of other, one arm significantly higher
   than the other(very unique)

 Nina/Anna Williams - swivels her hands(unique)

 Paul Phoenix - knees slightly bent, arms semi-extended(farther than Jin)

 Yoshimitsu - has a sword ;)

       It is difficult to tell the difference between Paul Phoenix_Jin
 Kazama and Heihachi Mishima_Julia Chang. You may perform Paul's crdshf
 (d~df~f) and if Mokujin does a crdshf then you know he is Paul; if he
 does not do it then you know he is Jin. You may use either of
 Heihachi's crdshf to determine whether Mokujin is Julia or Heihachi.
 You may wish to use an actual attack to determine who you are, but
 using a crdshf makes it very difficult for your opponent to figure out
 who Mokujin is imitating, especially with Paul_Jin, as both of them
 have a crdshf.

       You may 'turn' the wooden hit sound effect on by holding U_D as
 the match begins




          _ _        _ _       _                   _
   |\   |  |  |\   |  |       / \  |\   | |\   |  / \
   | \  |  |  | \  |  |   &  |___| | \  | | \  | |___|
   |  \ |  |  |  \ |  |      |   | |  \ | |  \ | |   |
   |   \| _|_ |   \| _|_     |   | |   \| |   \| |   |

            _ _           _ _   _           ____
     |    |  |  |    |     |   / \  |\  /| /
     |    |  |  |    |     |  |___| | \/ | \___
     | /\ |  |  |    |     |  |   | |    |     \
     |/  \| _|_ |___ |___ _|_ |   | |    | ____/



 MANEUVERS

 d~df~f    - crdshf
 d~db~b    - crdshb
 ub~b      - backflip


 ATTACKS



 ~Two-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2{f+1+2             @ h,m|h,m|h,m|H->m            @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+4{1               @ l,h                         @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   you may cancel the 1 with a sidestep by inputting d+4{1~U_D
   U = ss into background while D = ss into foreground
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db+4~3              @ l,m|l,M(hi)|l,M(hi)|L->M(hi)@ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Three-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~2{f+1+2           @ h,h,m|h,h,m|h,h,m|H->H->m                   @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 *df+3~2~3           @ m,h,m|M->h,m|M->h,m|M->h,m                  @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 *df+3~2{4           @ m,h,m|M->H->m|M->H->m|M->H->m               @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Four-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~2~1{f+1+2         @ h,h,h,m|h,h,h,m|h,h,h,m|H->H->H->m          @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+3~1~~2{f+1+2     @ m,h,h,m|m,h,h,m|m,h,h,m|m,H->H->m           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 *df+3~2{d+3~2       @ m,h,l,m|m,h,l,m|m,h,l,m|m,h,L->M(nrml)      @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Five-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~2~1~2{f+1+2       @ h,h,h,h,m|h,h,h,h,m|h,h,h,h,m|H->H->H->H->m @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Ten-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~2~1~2~~3~~3~~2~1~2~4 @ h,h,h,h,m,l,h,h,h,m                      @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                        @                     <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~2~1~2~~3~~3~~2~1~4~3 @ h,h,h,h,m,l,h,h,l,M(hi)                  @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                        @                     <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~2~1~2~~4~3~4~~2~4~3  @ h,h,h,h,m,l,m,h,l,M(hi)                  @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                        @                     <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Special Note
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   * you may cancel any moves following the df+3~2 with a sidestep by
     inputting df+3~2~U_D (U = ss into background while D = ss into
     foreground)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~




 ~Throws:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+3_DF{1+3 [1]        @ T       @ rng1    @ 30      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf+1+2 [2]            @ t       @ rng2    @ 40      @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df~df+1               @ T       @ rng1    @ 50      @        <> gruls
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p rst)any# [2]      @ t       @ rng1    @ 38      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p lst)any# [1]      @ T       @ rng1    @ 40      @        <> gruls
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p bt)any#           @ T       @ rng1    @ 60      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Multi-Throws:

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (d~df~f{1+2)                  @ T  @ 15       @         <>
 | [2]                                         @         <>
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->1a(3~4~3~1+2)            @ T  @ 30       @         <> gruls
 |      [1+2]                       @ 5        @         <>
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->1b(2~3~4~2~2)            @ T  @ 15+15=30 @         <> grdls
 |    | [2]                         @ 5        @         <>
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2a(1~3+4~1~2~1+2)   @ T  @ 35       @         <> grdls
 |    |      [1]                    @ 5        @         <>
 |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |     --->2b(1~2~4~3~1+2+3)   @ T  @ 45       @         <> grurs
 |           [1+2]                  @ 5        @         <>
 \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  --->1c(1~3~2~1)              @ T  @ 20       @         <> grut
      | [1]                         @ 5        @         <>
      |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
      |--->2c(2~1~3~4~1+2)     @ T  @ 25       @         <> grdls
      |      [2]                    @ 20       @         <>
      \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
       --->2d(3~1~4~1+2~1+2)   @ T  @ 25       @         <> grut
             [1+2]                  @ 20       @         <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (d~db~b{1+4)                  @ T  @ 15       @         <>
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->1d(1~3~2~1)(this move is the same as '1c' above)
 \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  --->1e(2~1~1+2~1+2+3)        @ T  @ 28       @         <> grdls
      | [2]                                    @         <>
      |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
      |--->2e(1~3+4~1~2~1+2)(this move is the same as '2a', except that
      |      the escape causes no damage)
      \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
       --->2f(1~2~4~3~1+2+3)(this move is the same as '2b', except that
             the escape causes no damage)
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Timing:
   (1a,1b & 1c) Complete these throws after Nina has started to duck/
     move forward in the d~df~f+1+2(start the motion before Nina has
     grabbed her opponent).
   (2a & 2b) Complete the 1~3+4~1~2~1+2 or the 1~2~4~3~1+2+3 immediately
     after Nina breaks her opponents arm.
   (2c & 2d) Complete the 2~1~3~4~1+2 or the 3~1~4~1+2~1+2 as Nina turns
     so that she is facing away from her opponent.
   (1d & 1e) Complete the 1~3~2~1 or the 2~1~1+2~1+2+3 just after Nina
     starts the d~db~b+1+4(just like you do after the d~df~f+1+2).
   (5a & 5b) Complete the 1~3+4~1~2~1+2 or the 1~2~4~3~1+2+3 as Nina
     pulls her opponent into the kneeling position.
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Buffering:
   (1~3+4~1~2~1+2): Tap 1, tap 3+4, tap 1, press and hold 2, tap 1
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (d~df~f{3+4)                  @ T  @ 15      @         <> grurs
 | [1]                                        @         <>
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->1a(3+4~4~2~1+2)          @ T  @ 20      @         <> grurs
 |    | [2]                         @ 18      @    grut <>
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2a(3~1~4~2+4)       @ T  @ 35      @         <> grut
 |    |      [1]                              @         <>
 |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |     --->2b(1~3~2+4~3+4~1+2) @    @ 45      @         <> grdrs
 |           [1+2]                            @         <>
 \         ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
  --->1b(3+4~3~4~1+2)          @ T  @ 35      @         <> grua
        [1]                                   @    grut <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (f~f~F{3)(connects on mjrc)   @ T  @ 20+20=40 @        <> grurs
 | [2*]                             @ 18      @    grut <>
 \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  --->1c(same as 1a above)
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Timing:
   (1a, 1b & 1c) Complete the 3+4~4~2~1+2 or the 3+4~3~4~1+2 immediately
     after Nina grabs her opponent(you have to do them FAST).
   (2a & 2b) Start these moves after Nina breaks her opponents arm.
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Buffering:
   (3+4~4~2~1+2): Tap 3+4, tap 4, press and hold 2, tap 1
   (3~1~4~2+4): Tap 3, tap 1, press and hold 4, tap 2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   * unlike the other multi-throw starters, this move connects twice
 (once for the hopkick, once for the following ankle breaker): the first
 damage(20) will be inflicted even if 2p breaks the throw
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2+4_DF{2+4)                  @ t  @ 30      @         <> grua
 | [2]                                        @
 \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  --->1a(1~2~1)                @ T  @ 35      @         <> grua
      \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
       --->2a(2~1~3)           @ T  @ 10      @         <> gruls
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Timing:
   (1) Complete the 1~2~1 while the 2+4 is starting up(don't wait to see
     if it connects unless your fingers have a turbo option).
   (2) Complete the 2~1~3 immediately after the 1~2~1.
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   note that the 2+4 throw is canceled by the 1~2~1(the throw damage
     changes from 30 to 35 by inputing 1~2~1: the damage does not
     accumulate ie 30+35+10 as in other multi-throws, so the maximum
     damage from this throw is 45)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (RUN and press nothing)        @ UM  @ 5  @         <> grut
 | [REV] (reversable)                      @ (see 'Specific Strategy')
 | [2~1] (escapable)                       @      fc <> fc
 | [1+2] (alternate reversal)              @    grut <>
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->[1a](~1~~2~~1)      @ n/a @ 5+5+5=15 @         <> grut
 |    | [2]                                @         <> grut
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2a(~~1~~2)     @ n/a @ 5+5=10   @         <> grut
 |    |      [2]                           @         <> grut
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2b(~~2~~1)     @ n/a @ 5+5=10   @         <> grut
 |    |      [1]                           @         <> grut
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2c(1+2)        @ T   @ 25       @         <> grua
 |    |      [1+2~2~2~2~2](escape_rev*)    @ grut_grurs <>
 |    \         ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |     --->2d(3+4)        @ T   @ 20       @         <> grurs
 |           [1+2~1~1~1~1](escape_rev*)    @   grurs <>
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->[1b](~2~~1~~2)      @ n/a @ 5+5+5=15 @         <> grut
 |    | [1]                                @         <> grut
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2e(~~2~~1)     @ n/a @ 5+5=10   @         <> grut
 |    |      [1, 2]                        @         <> grut
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2f(~~1~~2)     @ n/a @ 5+5=10   @         <> grut
 |    |      [2, 1]                        @         <> grut
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2g(1+2)(this move is the same as '2c')
 |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |     --->2h(3+4)(this move is the same as '2d')
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->1c(1+2)(this move is the same as '2c')
 \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  --->1d(3+4)(this move is the same as '2d')
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   * Jin Kazama, King, Nina Williams and Paul Phoenix may rev 1+2; King
     and Nina Williams may rev 3+4...both the 1+2 reversal and the 3+4
     reversal do 10 damage to 1p
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Timing:
   (punches): tap 1_2 as opponent's back hits the ground, then 2/1 as
     the first punch connects, then 1/2 as the second connects, and so
     on until the fifth punch is input
   (1c and 1d): tap 1+2_3+4 as your opponent's back hits the ground
   (2c, 2d, 2g and 2h): tap 1+2_3+4 as King's arm comes down for the
     third punch
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Buffering:
   1~2~~1_2~1~~2 ~~1+2: tap 1/2, tap 2/1, press and hold 1/2, tap 2/1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Note that...
   ...you may break either of the punches in 2a, 2b, 2e and 2f
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 ~Counterattacks:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df_d_db+1+3         @ lpry(may combo if lkpry)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df_d_db+2+4         @ lpry(may combo if lkpry)
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+1+3               @ rev
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+2+4               @ rev
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 COMBINATIONS

 ~~Starters                                                   Followups~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db+3+4 - hi
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~          uf+3.d+4~1.df+3~1~~2{f+1+2
 db+3~4(mjrc) - hi
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 df+2 - nrml                                      1.d+4~1.df+3~1~~2{f+1+2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (grdt_grdt F)3 - flt                               d+4~1.df+3~1~~2{f+1+2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (grut)F_B~~f+1+2                                 1.d+4~1.df+3~1~~2{f+1+2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                                  df~df+2
 db+2(on STNM)                        ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                                df+3~2~~4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (ant T)                                                      b~db~d~DF+2
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 STRATEGY

 ~Attacking

 ~Defending

 ~Versus Nina



     __     __    ___   ____     _ _
    /  \   /  \  |   \ |        | | |
   |    | |      |___/ |___       |
   |    | |   _  |  \  |          |
    \__/   \__/| |   \ |____    |_|_|



 ATTACKS


 ~Throws:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+3_DF{1+3 [1]        @ T       @ rng1    @ 30       @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2+4_DF{2+4 [2]        @ T       @ rng1    @ 10+25=35 @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df~df+2+4             @ t       @ rng1    @ 30       @        <> bt
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p rst)any# [2]      @ t       @ rng1    @ 40       @        <> grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p lst)any# [1]      @ t       @ rng1    @ 10+15+25=50 @     <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p bt)any#           @ t       @ rng1    @ heh...70 @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   # any throw, special or otherwise
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 COMBINATIONS

 ~~Starters                                                   Followups~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf+4 - nrml                                                       df+1.4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 fc~df+2                                                          f~F{1+2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 *f~F{2 - flt                                              d+1.fc3~3~n~~3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   * this starter is escapable if 2p inputs b~b
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 STRATEGY

 ~Attacking

 ~Defending

 ~Versus Ogre I



     __     __    ___   ____      _ _   _ _
    /  \   /  \  |   \ |         | | | | | |
   |    | |      |___/ |___        |     |
   |    | |   _  |  \  |           |     |
    \__/   \__/| |   \ |____     |_|_| |_|_|



 ATTACKS


 ~Throws:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+3_DF{1+3 [1]        @ T       @ rng1    @ 30       @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2+4_DF{2+4 [2]        @ T       @ rng1    @ 10+25=35 @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df~df+2+4             @ t       @ rng1    @ 30       @        <> bt
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p rst)any# [2]      @ t       @ rng1    @ 40       @        <> grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p lst)any# [1]      @ T       @ rng1    @ 10+15+25=50 @     <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p bt)any#           @ t       @ rng1    @ heh...70 @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   # any throw, special or otherwise
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 COMBINATIONS

 ~~Starters                                                   Followups~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf+4 - nrml                                                       df+1.4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 fc~df+2                                                          f~F{1+2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 f~F{2 - flt                                               d+1.fc3~3~n~~3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 *d+1+2                                                             d+1+2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   * the flame must connect either late in the execution animation or
     upon type4_5 characters to guarantee a second flame
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 STRATEGY

 ~Attacking

 ~Defending

 ~Versus Ogre II



    ___    _
   |   \  / \  |   | |
   |___/ |___| |   | |
   |     |   | |   | |
   |     |   |  \_/  |___

      ___          __    ____        _ _
     |   \ |   |  /  \  |     |\   |  |  \  /
     |___/ |___| |    | |___  | \  |  |   \/
     |     |   | |    | |     |  \ |  |   /\
     |     |   |  \__/  |____ |   \| _|_ /  \



 MANEUVERS

 d~df~f    - crdshf
 d~db~b    - crdshb


 ATTACKS



 ~~Special

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d~df~F{1            @ h|h|H(nrml)|STNH           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |    |grdt|grda
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move is Paul's crdshf canceled by 1
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d~db~b{1            @ m|m|m|M(bnc)                @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |fc|fc|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move is Paul's crdshb canceled by 1
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~F{2               @ m                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d~df~F{2            @ m|m|M|M                     @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grda|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move is Paul's crdshf canceled by 2
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d~db~b{2            @ m|stnm|stnm|stnm            @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |fc|fc|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move is Paul's crdshb canceled by 2
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~F{3(string starter)@ m|M(nrml)|M(nrml)|M(nrml)  @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d~db~b{3(string starter)@ l                       @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this is Paul's crdshb canceled by 3
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~F{4               @ m|M(bnc)|M(bnc)|M(bnc)      @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+1+2               @ m                           @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |fc|fc|grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+1+2               @ um                          @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <> grut|grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+2+3               @ m                           @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Two-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc~df+2{1           @ m,m|m,m|m,m|M->m                         @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc~df+2{2           @ m,l|m,L(nrml)|m,L(nrml)|m,L(nrml)        @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf+3~4              @ m,m|M->M(nrml)|M->M(nrml)|M->M(nrml)     @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d+4~2               @ l,m|L->m|L->m|L->m                       @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Three-Strings
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~F{3~4~~4          @ m,m,h|M->M->h|M->M->h|M->M->h               @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~F{3~4~~f+4        @ m,m,m|M->M->m|M->M->m|M->M->m               @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~F{3~4~~d+4        @ m,m,l|M->M->l|M->M->l|M->M->l               @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d~db~b{3~2{1        @ l,m,m|l,m,m|l,m,m|l,m,m                     @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d~db~b{3~2{2        @ l,m,l|l,m,L(nrml)|l,m,L(nrml)|l,m,L(nrml)   @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this 'nrml' launcher is unique in the fact that it is a low sweep
   that launches and flips your opponent
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Five-String
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~2~3~~1~~2   @ h,h,m,m,m|H->H->m,m,m|H->H->m,m,m|H->H->m,M->m    @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Ten-String
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~2~3~~1~~4~~2~~1~~4~~2~~1   @ h,h,m,m,l,m,m,m,l,m|H->H->m,m,L->m,m,M->
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 L(nrml)->m|H->H->m,m,L->m,m,M->L(nrml)->m|H->H->m,m,L->m,m,M->L(nrml)->m
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                              @               <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Eleven-String
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~2~3~~2~~1~~2~~1~~4~~2~~1   @ h,h,m,h,h,h,h,h,l,m,m|H->H->m,h,h,h,h,h,
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 L->M->m|H->H->m,h,h,h,h,h,L->M->m|H->H->m,h,h,h,h,h,L->M->m
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                              @               <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 ~Throws:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+3_DF{1+3 [1]        @ T       @ rng1    @ 30      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2+4_DF{2+4 [2]        @ T       @ rng1    @ 30      @   grut <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~f+1+2 [1+2]         @ T       @ rng2    @ 35      @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 df+1+2                @ t       @ rng1    @ 40      @        <> grurs
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+2+3                 @ t       @ rng1    @ 35      @     bt <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p rst)any# [2]      @ t       @ rng1    @ 40      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p lst)any# [1]      @ T       @ rng1    @ 45      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p bt)any#           @ t       @ rng1    @ 50      @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   # any throw, special or otherwise
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Multi-Throw:

 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (db+1+2_(run)press nothing) @ UM @ 5       @         <> grut
 | [rev]                                    @
 | [2~1](escape)                            @      fc <> fc
 | [1+2](alternate rev)                     @    grut <>
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->[1a](~~1~~2~~1      @ n/a  @ 5+5+5=15 @         <> grut
 |    | [2]                                 @         <> grut
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2a(~~1~~2)     @ n/a  @ 5+5=10   @         <> grut
 |    |      [2,1]                          @         <> grut
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2b(~~2~~1)     @ n/a  @ 5+5=10   @         <> grut
 |    |      [1,2]                          @         <> grut
 |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |     --->2c(1+2)        @ t    @ 25       @         <> grurs
 |           [1+2~2~2~2~2](escape_rev*)     @   grurs <>
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->[1b](~~2~~1~~2      @ n/a  @ 5+5+5=15 @         <> grut
 |    | [1]                                 @         <> grut
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2a(~~1~~2)     @ n/a  @ 5+5=10   @         <> grut
 |    |      [2,1]                          @         <> grut
 |    |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |    |--->2b(~~2~~1)     @ n/a  @ 5+5=10   @         <> grut
 |    |      [1,2]                          @         <> grut
 |    \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
 |     --->2c(1+2)        @ t    @ 25       @         <> grurs
 |           [1+2~2~2~2~2](escape_rev*)     @   grurs <>
 |    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 |--->1c(1+2)             @ t    @ 25       @         <> grurs
 |      [1+2~2~2~2~2](escape_rev)           @   grurs <>
 \    ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
  --->1d(2~d+1~~1~4~1~1+2) @ t   @ 5+8+8+35=56 @      <> grdt
        [1]                                 @         <> grut
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Timing:
   (all except 1d) tap 1/2 during the tackle, then 2/1 as Paul's arm
     comes down, then 1/2 as Paul's other arm comes down, and so on
     until the input sequence is complete(1+2 utilizes the same timing
     as the punches)
   (1d) press and hold D during the tackle, tap 2 as your opponent's
     back hits the ground, then 1 as Paul's right arm comes down, then 1
     again as Paul's left arm comes down, and then release D and tap
     4~1~1+2 as Paul's left arm comes down for the second time
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   Buffering:
   (db+1+2.1+2) press db+1+2, release 2, tap 2 as your opponent's back
     hits the ground
   (tackle.1~2~~1_2~1~~2 ~1+2) press and hold final punch(1_2), then tap
     the other punch button
   (4~1~1+2) tap 4, press and hold 1, tap 2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   *Jin Kazama, King, Nina Williams and Paul Phoenix may reverse with
    that input...other characters simply escape
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Counterattacks:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+1+3               @ rev
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+2+4               @ rev
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1~1~2~2             @ rev
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this is Paul's right punch reversal while tackled from TK2...tap 1
 twice as your opponent tackles you, and then tap 2 twice as your
 opponent draws his right arm back for the mounted punch
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 COMBINATIONS

 ~~Starters                                                   Followups~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc~df+2{2 - nrml                                                   d+4~2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~             ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 d~db~b{3~2{2 - nrml                                         d~db~b{3~2{2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 uf+4 - nrml                                               1.d~db~b+3~2{1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (grut)b~b+3+4.1 - flt
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~                        1.1.d~df~f+2
 (grut)f_b~~f+1+2.1 - flt
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 (grdt)3 - flt                                                 *ws4.d+4~2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   * you must dshf after the ws4 against type1_2_3 characters
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 STRATEGY

 ~Attacking
       One of the more powerful characters in the game, Paul has quite a
 few moves that are very hard to see coming. Setting up for the d+4~2 is
 quite easy and effective at lower-level play, but at the higher levels
 it becomes a bit too risky. The d+4~2 is still an effective attack
 against a recovering character, as is the d~df~f{2, but you'll get the
 most use out of it when using it against opponents who are rolling
 towards you, preferably from the grua_grdt positions. The d+1...
 strings can be interrupted by standing jabs, but an effective custom
 string is d+1~D.fc~df+2{1. This custom string is much safer than the
 preselected strings, which should only be used when the d+1 is
 guaranteed to connect on mjrc. The d+4~2 may be used to cancel his
 crdshf(d~df~f) as a pretty mean mid-low guessing game between the d+4~2
 and the d~df~F{2, but again it becomes too risky a move at higher-level
 play(even within this effective mixup). The 1~2~3 portion of his
 longest strings is a combo and is very effective because of the high
 priority of the initial jab. His f+1+2 is a surprisingly useful move
 when it comes to pressuring opponents because of its overall speed and
 damage. The Japanese TK3 champions used a simple mixup between the
 f+1+2 and the d+4~2 to beat the American competition. This strategy is,
 in the author's opinion, a mediocre one, but when you consider the
 mediocrity of the controllers(dual shock psx pads with the dual shock
 turned on...shitty controls that shook, in other words), it was an
 understandable strategy.

 ~Defending
       Paul's standing 4 is a flt combo starter if it connects on mjrc,
 and is one of the better 4 flt starters in the game because of it high
 priority and swift recovery, and can therefore be used with little risk
 of reprisal. His standing 3 works quite well against opponents who are
 jabbing you to death, as it has since TK2. He also has a reversal which
 can be effective when used sparingly.

 ~Versus Paul
       Many Paul scrubs love to dish out the f~F{3~4~~3_f+3_d+3 and the
 d+1~~2_4~2, and both of these preselected strings may be interrupted by
 standing jabs(jab after the first two kicks in the former string, or
 after the d+1 in the latter one). The d+4~2 is a very punishable move,
 but you must make absolutely sure that you punish it to your fullest
 ability each time you block it. Failing to punish the d+4~2 effectively
 enough is more than enough reason for you to consistently lose to Paul
 scrubs. The d~df~F{2 is another favorite among scrubs, and if you're
 careful you'll be able to avoid it the vast majority of the time. When
 you are hit by the d~df~F{2 and land in the grda position, you may
 interrupt the attackers running attack(most Paul's choose to run after
 landing the move) with a rising 3_4, or you may first stand up and then
 attack with say a df+4 if you feel the Paul player will cancel the run
 a little early in the hopes that you'll throw out that rising attack.
 At higher-level play you can use the faster custom strings against Paul
 with little to worry about in the way of reprisals. Just keep yourself
 aware of his standing 4 and you should be able to poke Paul to death.



           __    ____       _ _        _ _ _____  ____
   \   /  /  \  /     |   |  |  |\  /|  |    |   /     |   |
    \ /  |    | \___  |___|  |  | \/ |  |    |   \___  |   |
     |   |    |     \ |   |  |  |    |  |    |       \ |   |
     |    \__/  ____/ |   | _|_ |    | _|_   |   ____/  \_/



 Special Notations

 ps        - Pogo Stick
 is        - Indian Style
 sbt       - Special Back Towards


 MANEUVERS

 ub        - backflip
 u+1+2     - ps
 d+3+4     - is(life regain)
 ss~3+4    - sbt


 ATTACKS



 ~~Special
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 fc~db~b+1           @ ul|ul|ul|ul                 @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 db+1                @ um|um|um|um                 @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d~df~f+1            @ um|um|um|um                 @ rng5
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <> fc
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move hits two times if 2p is airborne or standing at rng4(see
     'Two-Strings')
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f+2                 @ m|M|M|M                     @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |bt|bt|bt
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~F{2               @ m|m|m|m                     @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |    |    |grdt
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (fc)df+3            @ l|L(flt)|L(flt)|L(flt)      @ rng3
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>     |grut|grut|grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f~F{4               @ m|m|m|m                     @ rng4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                        <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move causes a knockdown(2p grut) if it connects clean
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Special Position Attacks




 ~~Indian Style(is)

 MANEUVERS

 f     - spin and teleport behind opponent*
 b     -
 ~~~   - life regain

   * 2p must be at rng1_2_3 for this to work: if 2p is out of range, then
 you will just spin and rise


 ATTACKS
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4~3                @ m|M(hi)|M(hi)|M(hi)         @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                    @                     bt <>     |grua|grua|grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 ~~Pogo Stick(ps)

 MANEUVERS

 f     - dshf
 F     - three dshf and return to normal stance
 d     - ps cancel into normal stance
 u     - hop up
 uf    - hop forward
 ub    - hop backward

   note that Yoshimitsu's maneuvers do not track while he is in ps, and
 that his f and uf_u_ub maneuvers are 'area of effect' attacks

 ATTACKS

 ~Single
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 4~3                 @ m|M(hi)|M(hi)|M(hi)         @ rng2
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                     bt <>     |grua|grua|grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 uf_u_ub             @ um                          @ rng4_rng0_rng-1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                     ps <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 f                   @ um                          @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                     ps <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Three-String
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 F                   @ um->um->um                  @ rng1
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                 normal <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 ~~Special Back Towards(sbt)

 MANEUVERS


 ATTACKS
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+4_2+3             @ uh(t)                       @ rng0
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                     @                 normal <>
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move takes life from your opponent and adds it to your life bar
     unless 1+4~F_2+3~F is input, in which case the energy transfer is
     reversed
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 ~Throws:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 1+3_DF{1+3 [1]        @ t       @ rng1    @ 30       @        <> grua
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 2+4_DF{2+4 [2]        @ T       @ rng1    @ 30       @        <> gruls
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 d~db~b+1+2 [1+2]      @ T       @ rng1    @ 50       @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p rst)any# [2]      @ t       @ rng1    @ 15+25=40 @        <> grut
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p lst)any# [1]      @ T       @ rng1    @ 15+25=40 @        <> gruls
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 (2p bt)any#           @ t       @ rng1    @ 70       @        <> grda
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   # any throw, special or otherwise
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 ~Counterattacks:
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 b+1+4                 @ REV(flt)
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   this move is a special 'area of effect' reversal that will connect if
 your opponent is rushing in(run_dshf_crdshf) or if they attempt an
 attack while at rng0
   if this move connects during the latter half of its animation, it
 allows for a flt juggle
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 COMBINATIONS

 ~~Starters                                                   Followups~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                       B+1~1.B+1~1~1.uf+4
 df+2 - nrml                          ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
                                                    1.B+1~1.B+1~1~1.f~F{4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 fc~df+3 - flt                                                  ws4.f~F{4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
 *b+1+4 - flt                                               1.1.1.1.f~F{4
  ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
   * must connect either late in the animation or against type4_5
     characters to guarantee a followup
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 STRATEGY

 ~Attacking


 ~Defending
       The b+1+4 is a very effective move when used at rng0 against an
 opponent who is attempting virtually any attack or any other maneuver
 that will move him into the area of effect. The df+2 is an effective
 counter to standing jabs because Yoshimitsu ducks during this move and
 is immune to may high attacks, including standing jabs. b+1+2.1_2_3_4
 can also be used against jabbers, but the df+2 has a greater damage
 potential across the board(it allows for the same juggles unless it
 connects on mjrc, in which case it staggers your opponent) when used to
 counter high attacks because the b+1+2.1_2_3_4 must connect late in its
 animation to guarantee lotsa damage.


 ~Versus Yoshimitsu
       Be very careful when attacking Yoshimitsu with custom strings
 because his df+2 and df+4 are two fast, easy and damaging moves which
 he is likely to use quite a bit. Most of his unblockable attacks can be
 countered quite easily(mainly with throws), and the others are fairly
 difficult to set up for, so as long as you're keeping some pressure on
 him, it is unlikely that you'll be sliced N diced to death.




 ~~~~~~HELP OUT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

       If anything is wrong, or if you have any insight(on any of the
 information in THE FAQ), or have anything that you would like to see
 added to this document, please e-mail me at [email protected](you will
 be credited for any info used in the "Thanks" section, and I will
 automatically e-mail newer versions of this FAQ to you). Without your
 help, this document will never be complete, so be sure to inform me of
 anything that you think might be beneficial.



         _______   _    _     ___     __    _   _   __   ____
        |__   __| | |  | |   / _ \   |  \  | | | | / /  / ___\
           | |    | |__| |  / /_\ \  | | \ | | | |/ /  | |___
           | |    |  __  | |  ___  | | |\ \| | |   /    \__  \
           | |    | |  | | | |   | | | | \ | | | |\ \  ____| |
           |_|    |_|  |_| |_|   |_| |_|  \__| |_| \_\ \____/


 ~~~~~~Thanks(from 'Tekken 3 FAQ supplement')~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 Namco             for creating the Tekken series

 SurfBard          for making such a fine FAQ

 Chojin            for helping me get this FAQ on the web
                   for always reminding me of how great Tekken 3 is

 Yagyu             for his input on Lei Wulong(he contributed almost all
                     of the Lei strategy)

 Kaiser            for pointing out erroneous moves in Law's
                     "Counters/Reversals" section

 Sauer Kraut       for submitting delayable move-strings and other
                     various techniques, and pointing out errors

 ShiangL           for submitting various juggle starters, juggle
                     combos, fixes, and other miscellaneous input

 All the gamers    for offering me intelligent competition, and thus
   at Acadiana       getting me where I am today
   Mall's arcade

 Visitors to the   for bringing various techniques to my attention
   rec.games.
   video.arcade
   newsgroup

 Visitors to the   for bringing various techniques to my attention
   late Tekken
   Online Forum

 Visitors to the   for bringing various techniques to my attention
   Twisted Tekken
   Message Board

 Visitors to the   yep, for bringing various techniques to my attention
   Tekken 3
   Message Board

 Visitors to the   guess
   late BMW's
   Tekken 3 BBS

 The following     for making the following songs
   bands


 whispering things into my brain
 assuring me that I'm insane
                   - Metallica "Sanitarium"


 with time the child draws in
 this whipping boy done wrong
 deprived of all his thoughts
 the young man struggles on and on...
                   - Metallica "Thee Unforgiven"


 what have I become, my sweetest friend
 everyone I know
 goes away in the end
 you could have it all, my empire of dirt
 I will let you down
 I will make you hurt
                   - Nine Inch Nails "Hurt"


 I put my faith in God
 and my trust in you
 now there's nothing more f---ed up I could do
                   - Nine Inch Nails "Wish"


 step out the front door
 like a ghost
 into the fog
 where no one notices the contrast of white on white
 and in between the moon and you
 the angels get a better view
 of the crumbling difference between wrong and right
                   - Counting Crows "'Round Here"


 blast of silence explodes in my head
                   - White Zombie "Thunderkiss '65"


 good golly, miss molly
                   - (duh)


 ~~~~~~Thanks(THE FAQ)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


 Absolute0Cool     he was the first person to post Paul Phoenix's right
                     punch reversal against a tackler

 Visitors to the  for bringing various techniques to my attention
   Tekken 3 Stuff
   Message Index  url: tekkenstuff.hypermart.net/board/tk3bbs.pl

 Coors Brewery    for bringing recreational alcoholic consumption to us
                    all, and therebye aiding me in the peaks and pitfalls
                    of my life(making it better either way =)

 Tequila          my old buddy, how could I not list you in the THANKS
                    section?

 THC              I smile every time I think of you(no shit ;)

 RJ Reynolds      for bringing the greatest cigarette(Camel Wides Lights)
                    known by mankind to all Americans everywhere!!!


 The following    for making the following songs
   bands


 or are you unforgiven too
                   - Metalica "Unforgiven II"


 who do you pray to
                   - Sevendust "Prayer"


 I look in the mirror
 and I like what I see
                   - Sevendust "Black"


 bombs gonna fix it all soon
 bombs comin round to put it back the way it outta be
                   - Tool "damn can't rememba da name"


 du hast mich
                   - Rammstein "Du Hast"


 warem man sie nicht sehen kann
                   - Rammstein "Engel"


 WAAAAAAAAAHHH--SHOVE IT, SHOVE IT, SHOVE IT
                   - Deftones "My Own Summer"


 DEAD BODIES EVERYWHERE
                   - Korn "Dead Bodies Everywhere"


 and all the girlies say I'm pretty fly, for a white guy
                   - Offspring "Pretty Fly"


 how could one
 little street
 swallow so many lives
                   - Offspring "?"(Americana)



8<........................................................................>8
 cut along the dotted line heh

 INTERFACE:
 ~Controller:
  f  - Forward      b  - Back         u  - Up           d  - Down
  uf - Up-Forward   db - Down-Back    ub - Up-Back      df - Down-Forward
  n  - neutral(centered position)

  The capitol or lower case in joystick directions signifies the
  difference between a tap in the given direction and a press and hold
  in the given direction(ie u = tap Up while U = press and hold Up).

 ~Buttons:
  1 - left punch    2 - right punch   3 - left kick     4 - right kick

 TERM NOTATIONS(see 'Important Terms' for definitions of terms):
 ~Movement:
  ss      - Side Step           crwlkf  - CRouch WaLK Forward
  ssr     - Side Step Right     crwlkb  - CRouch WaLK Backward
  ssl     - Side Step Left      crdshf  - CRouch DaSH Forward
  wlkf    - WaLK Forward        crdshb  - CRouch DaSH Backward
  wlkb    - WaLK Backward       run     - RUN towards
  dshf    - DaSH Forward        ws      - While Standing
  dshb    - DaSH Backward       wc      - While Crouching

 ~Positioning(unless otherwise noted, character is considered to be
   standing and facing his opponent):
   rng-1   - RaNGe -1(opponent must be rushing in)
   rng0    - RaNGe 0(directly against opponent)
   rng1    - RaNGe 1(within short throw(Nina 1+3) and jab(Nina 1) range)
   rng2    - RaNGe 2(kick(Nina 4) and long throw(Nina uf+1+2) range)
   rng3    - RaNGe 3(long attack(Nina: df+3) range)
   rng4    - RaNGe 4(longest standing attack(Nina: f~F{1+2) range)
   rng5    - RaNGe 5(short run attack(Law: f~f~F+3)range)
   rng6    - RaNGe 6(run range(f~f~F))
   bt      - character is showing his Back To(Towards) his opponent
   rst     - character is showing his Right Side To(Towards) his opponent
   lst     - character is showing his Left Side To(Towards) his opponent
   grut    - GRounded, face Up   feet Towards       opponent
   grua    - GRounded, face Up   feet Away from     opponent
   grdt    - GRounded, face Down feet Towards       opponent
   grda    - GRounded, face Down feet Away from     opponent
   grurs   - GRounded, face Up   Right Side towards opponent
   gruls   - GRounded, face Up   Left Side towards  opponent
   grdrs   - GRounded, face Down Right Side towards opponent
   grdls   - GRounded, face Down Left Side towards  opponent

 ~Attack Types:
 ~~Normal Attacks:
  h       - High attack         stgh    - STaGgering High
  m       - Mid attack          stgm    - STaGgering Mid
  l       - Low attack          stgl    - STaGgering Low
  s       - Special mid         stnh    - STuNning High
  uh      - Unblockable High    stnm    - STuNning Mid
  um      - Unblockable Mid     stnl    - STuNning Low
  ul      - Unblockable Low
  t       - normal Throw(all normal throws are uh attacks)

  capitol letter(s) in the above attack types signify a combo starter
  and if the attack is a juggle starter it will be followed by a juggle
  type(example: M would signify a mid-level combo starter such as
  Kuma's F{1+2 which can be followed with 1+2 for a combo while M(hi)
  signifies a mid-level, high juggle starter such as Kuma's f~F{2)

 ~~Counterattacks:
  mjrc    - MaJoR Counter         mnrc    - MiNoR Counter
  rev     - REVersal              prev    - Punch-only REVersal
  krev    - Kick-only REVersal    lpry    - Low PaRrY
  lppry   - Low Punch PaRrY       lkpry   - Low Kick PaRrY
  hpry    - High PaRrY            hppry   - High Punch PaRrY
  hkpry   - High Kick PaRrY

 ~Juggle Types:
  nrml    - normal juggle       hi      - high juggle
  flt     - float juggle        bnc     - bounce juggle

 ~Okizeme Attacks:
       The difference between Okizeme attacks and normal attacks lies
 within the different sizes of characters: some attacks will only
 connect against the smaller characters under special circumstances
 (example: the average fc3 will connect at rng2 on Nina if she is grua,
 but if she is grdt, it can only connect at rng0, if at all). It is for
 this reason that I have divided the characters into four major types
 based on their susceptibility to Okizeme attacks, explained below:

  type1   - smallest characters(Ling Xiaoyu and Nina Williams)
  type2   - average size(Bryan Fury, Eddy Gordo fully grounded, Forrest
            Law, Hwoarang, Jin Kazama, Julia Chang, Lei Wulong, Mokujin
            and Yoshimitsu)
  type3   - larger characters(Heihachi Mishima, King, Paul Phoenix and
            Ogre I)
  type4   - larger characters(Gun-Jack, Kuma and Eddy Gordo in grounded
            attack position)
  type5   - gargantuan(Ogre II)

 ~Special Stances:
 ~~Eddy Gordo                       ~~Kuma
   gp      - Grounded Position        sdp     - SitDown Position
   hp      - Handstand Position     ~~Lei Wulong
 ~~Gun-Jack                           aop     - Art Of Phoenix
   sdp     - SitDown Position         drgn    - DRaGoN
 ~~Hwoarang                           drkn    - DRunKeN
   rff     - Right Foot Forward       snk     - SNaKe
   lff     - Left Foot Forward        tgr     - TiGeR
   rfl     - Right FLamingo           pnr     - PaNtheR
   lfl     - Left Flamingo            crn     - CRaNe
 ~~Yoshimitsu                       ~~Ling Xiaoyu
   is      - Indian Style             aop     - Art Of Phoenix stance
   ps      - Pogo Stick
   sbt     - Special Back Towards

 ~Other:
  1p      - 1st player(attacker)    ~       - immediately after
  2p      - 2nd player(defender)    ~~      - slight delay
  _       - 'or'                    ~~~     - long delay
  +       - at same time            {       - delayable(+_~_~~_~~~)
  ->      - signifies combos within strings(if prior, then next)
  [...]   - input needed to escape the move it is paired with