------------------------------------------------------------------------
THE KING OF FIGHTERS 2001 FAQ v0.7
by Chris MacDonald
------------------------------------------------------------------------

Unpublished work Copyright (c) 2002 Chris MacDonald

The guidelines for using this faq are simple; don't sell it or give it
away, don't reprint it without obtaining permission, and don't bother
posting it on a website (I'm only releasing it for www.GameFAQs.com to
host).  You may not incorporate any part of this FAQ into your own guide
without obtaining my express written permission.

Game mag/guide/site authors that want to use this faq can go shove it,
especially the following: Ziff-Davis Video Game Group (publishers of
Expert Gamer), Game 13th Magazine, IDG Media, Future Publishing, Ltd.
(publishers of PlayStation Power, Official UK Play Station Magazine),
Brady Games, Prima Games and Eric Pratte, CheatCC.com, Shoryuken.com,
and IGN.

The King of Fighters and all characters are (c) SNK and (c) Eolith.


=================
TABLE OF CONTENTS
=================

1. INTRODUCTION
     - Revision History
     - Special Thanks
2. HOW TO PLAY
     - FAQ Notation
     - Basic Commands
3. TEAM MOVELISTS
     - Hero Team                K'     / Maxima   / Whip    / Lin
     - Japan Team               Kyo    / Benimaru / Goro    / Shingo
     - Iori Team                Iori   / Seth     / Vanessa / Ramon
     - Ikari Team               Leona  / Ralf     / Clark   / Heidern
     - Fatal Fury Team          Terry  / Andy     / Joe     / Blue Mary
     - Art of Fighting Team     Ryo    / Robert   / Yuri    / Takuma
     - Women's Team             King   / Mai      / Hinako  / Xiangfei
     - Nests Team               Kula   / K9999    / Foxy    / Angel
     - Psycho Soldier Team      Athena / Kensou   / Chin    / Bao
     - Korea Team               Kim    / Chang    / Choi    / May Lee
     - Bosses                   Zero              /           Igniz
4. GAMEPLAY NOTES
     - Autoguard
     - Blocking Attacks
     - Counter Hits
     - Dropped Guard
     - Power Gauge
     - Reversal Moves
     - Super Cancels
     - Throw Types
     - Wire Damage
     - Surefire Juggles
5. STRIKER INFO.
     - Striker System
     - Using Strikers
     - Striker Cancel System
     - Multiple Striker System
     - Striker Action List
6. MISCELLANEOUS
     - Glitches
     - Special Intros
     - Special Win Poses
     - Translations


========================================================================
1. INTRODUCTION
========================================================================

Welcome to my KoF '01 FAQ.  It started off as a basic moves list for a
friend to use, but it seemed kind of pointless to just forget about
it afterwards.  This is sort of a one-off deal, and besides, there are
already a lot of very detailed and in-depth KoF FAQs available from
www.GameFAQs.com.  Still, I figure one more guide can't hurt ;)

If you have any comments or criticisms, or if you'd like to contribute
some info., feel free to mail me at (k.megura at eudoramail dot com).
Just don't ask about emulators or roms or anything, I don't know the
first thing about that.


------------------------------------------------------------------------
REVISION HISTORY
------------------------------------------------------------------------

Version 0.7  (December 28, 2002)
 - More contributor info. added, as well as some corrections.

Version 0.6  (November 7, 2002)
 - More contributor info. added.

Version 0.5  (July 8, 2002)
 - Some corrections were made, and I added some contributor information.

Version 0.4  (July 4, 2002)
 - A few minor corrections, and I finally confirmed Chang's supercancel.

Version 0.3  (June 30, 2002)
 - The first public release.  Remaining info. for supercancels and
   "wire" moves has been tested and added.  Other misc. info has been
   confirmed.  Ver. 0.3b through 0.3d added a few minor corrections
   and alterations (and here I thought the faq was error-free) :(

Version 0.2  (June 13, 2002)
 - The second release.  Cancelable attack charts have been finished,
   and other missing info. has been added.  Still more to do; the FAQ
   is about 85% done at this point.

Version 0.1  (June 2, 2002)
 - The first release.


------------------------------------------------------------------------
SPECIAL THANKS
------------------------------------------------------------------------

This FAQ would have not been possible without help from the following:

Anthony Majarian
 - For telling me about the "surefire" juggles and explaining how
   they work.
 - (v0.7)  For Seth's surefire juggle and infinite combo, and
   info. about Whip's Whip Shot being cancelable.

Cool
 - For telling me about the "Leona beats Iori" win pose and Goro vs.
   Hinako intro, as well as notes about Igniz' Power Gauge and for
   explaining how damage increases when using multiple Strikers.

Mario san                                    <www.liquid2k.com/mariosan>
 - For giving me permission to list some supercancels I first read
   about in his Super Cancels FAQ (available at GameFAQs).

Neo-Gallery                             <shinjuku.cool.ne.jp/kagami007/>
 - For the bosses' move names and commands.

Oyajinagi                     <oyajinagilv99.tripod.co.jp/indexkof.html>
 - For some of the new characters move names and commands.

Breeze                                       <www.tt.rim.or.jp/~reivel/>
 - For some of the new characters move names and commands.

Maxwell                       <www.geocities.co.jp/Playtown-Spade/6712/>
 - For some of the special intros and win poses (from KoF '00).

SNK of Japan                                   <http://www.neogeo.co.jp>
 - For information taken from KoF 2001 section and KoF '99 dictionary
   section (back when their page was still up).

Charles MacDonald
 - For helping me test some reversal moves.

Klenboy
 - For lots of advice and information, and for info. about comboing
   all three hits of Iori's "Shinigame."

NJStar                                           <http://www.njstar.com>
 - For their excellent Japanese word processor.

Jim Breen's WWWJDIC           <www.csse.monash.edu.au/~jwb/wwwjdic.html>
 - I used this handy online dictionary to translate some of the move
   names.


========================================================================
2. HOW TO PLAY
========================================================================

------------------------------------------------------------------------
FAQ NOTATION
------------------------------------------------------------------------

7 8 9          Up-Back         Up      Up-Forward
4 5 6          Backward      Neutral   Forward
1 2 3          Down-Back      Down     Down-Forward

P              Use A or C.
K              Use B or D.
<H             can hold.
H>             must hold.
<A             can be used in air.
A>             must be used in air.
<T             can tap buttons.
T>             must tap buttons.
N>             must perform when near to the opponent.
F>             must perform from furthest throw range possible.
_              additional input.
( )            optional input.
(x#)           perform the listed number of times.
()x2           perform bracketed commands twice before continuing.
~              Indicates middle ranges (so 4~2~6 is 4/1/2/3/6).
.              charge for 2 sec. in first direction before continuing.
/              either command is acceptable.
CAPS           can or must be used as an SDM (use AC or BD to perform).
DM             Desperation Move (requires 1 level to use).
SDM            Super Desperation Move (requires 2 levels to use).

For the cancelable attacks chart:

-      not cancelable
/      divides hits
C      cancelable into anything
c      only cancels into command attacks
S      only cancels into (S)DMs
s      only cancels into special moves [and (S)DMs]
r      can repeat attack / cancels into other repeatable attacks.


------------------------------------------------------------------------
BASIC COMMANDS
------------------------------------------------------------------------

hold 4 when attacked           Standing Block
hold 1 when attacked           Crouching Block
44                             Backstep
66 (_<H)                       Dash (_Run)
dash or run_tap 9              Running Short Jump
dash or run_press 9            Running Long Jump
tap 7/8/9                      Short Jump
press 7/8/9                    Middle Jump
1~3_7 or 1~3_9                 Long Jump
(6+)AB                         Emergency Evade: Forward
4+AB                           Emergency Evade: Backward
CD<A                           Blow Away Attack
blocking_(4/6+)AB              Guard Cancel Emergency Evade
blocking_CD                    Guard Cancel Blow Away Attack
N>4/6+C/D                      Basic Throw
when thrown_4/6+C/D            Basic Throw Escape
as fall ends_AB                Knockdown Recovery
BC                             Striker Call
4/6+BC                         Striker Call (Alternate)
Start                          Taunt

- During a Short Jump, your character will usually do the attack
  animations for a Vertical Jump, even though you you can Short
  Jump diagonally.  The same thing applies to the Running Short Jump.
- Also note that during either type of Short Jump, there are some
  mid-air command attacks that cannot be used.  However, you can
  still perform mid-air throws and aerial special moves or (S)DMs
  while in air.
- During the Emergency Evade moves, you are immune to attack while
  rolling, but not as the roll ends.  Also, you are vulnerable to
  being thrown at any point during the roll.
- The Blow Away Attack will knock down a hit opponent.  You cannot
  use this move while crouching.
- The "Guard Cancel" moves require 1 level of your Power Gauge to use.
- Furthermore, you are totally invincible during a Guard Cancel roll.
- The Guard Cancel Blow Away Attack does no damage.  Furthermore,
  it isn't cancelable like some CD attacks are.
- For the Basic Throw Escape, you have to press the same button that
  your opponent used to grab you.
- Taunting can be canceled shortly after the taunt has begun, simply
  by moving around.


========================================================================
3. TEAM MOVELISTS
========================================================================

Moves are listed in this order: normal throws, command attacks, special
moves, DMs, then SDMs.  Afterwards is a list of super cancels, critical
and counter wires, and your character's Striker Attack (if no hit is
listed for the super cancel, assume the move is super cancelable on any
hit).  Following that are some notes on that character's moves and
abilities.  Translations for the move names can be found at the end of
Section 6.  More detailed information on how to play can be found in
Section 4.

------------------------------------------------------------------------
K'  (pronounced "kay dash")                                [ Hero Team ]
------------------------------------------------------------------------

N>4/6+C                Spot Pile
N>4/6+D                Knee Strike

6+A                    One Inch
6+B                    Knee Assault

236+P                  Eins Trigger
_6+B                   Second Shoot
_6+D                   Second Shell
_4+K                   Blackout

236+K                  Blackout
214+K<A                Minutes Spike
214+K_214+K            Minutes Spike (_Narrow Spike)
623+P                  Crow Bites
623+C_6+K              Tsuika Kougeki

236236+P<H             Heat Drive
2363214+P              CHAIN DRIVE

Super Cancels          Crow Bites (1st-2nd hit)
                       Narrow Spike
Critical Wire          None.
Counter Wire           One Inch
Striker Action         Narrow Spike

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr    C     C     s
   Standing Far        -r    -     -     -     s
   Crouching           Cr    -r    C     C
   Upward Jump         -     -     s     s     -
   Diagonal Jump       -     -     s     s     -

- The One Inch is a knockdown attack.  If canceled into, it loses this
  feature, but becomes cancelable.  It can be canceled directly into
  an (S)DM, though.
- The Knee Assault is an overhead attack.  If canceled into, it loses
  this feature, but becomes cancelable (into the mid-air Minutes Spike).
- The (A) Eins Trigger knocks down, while the (C) version does not.
- The button used for the Eins Trigger determines how fast the Second
  Shoot travels across the screen.
- You can juggle an opponent after the Second Shell.
- The Blackout is a teleportation move.
- The Tsuika Kougeki is cancelable (into the Minutes Spike).
- If you delay the Heat Drive until it automatically occurs, it becomes
  unblockable.


------------------------------------------------------------------------
MAXIMA                                                     [ Hero Team ]
------------------------------------------------------------------------

N>4/6+C                Dynamite Drop
N>4/6+D                Choking Vice

6+A                    Mongolian
3+C                    M9 Kata Maxima Missile (Shisaku)

214+P                  M4 Kata Vapour Cannon
623+K                  M19 Kata Blitz Cannon
41236+K                M11 Kata Dangerous Arch

236+A                  System 1: Maxima Scramble
_236+A                 Double Bomber
 _236+A                Bulldog Press

236+C                  System 2: Maxima Scramble
_236+C                 Double Bomber
 _236+C                Bulldog Press

63214+K                System 3: Maxima Lift
_6+K                   Centoun Press

2363214+P              Bunker Buster
(63214)x2+K            MAXIMA REVENGER

Super Cancels          System 1/2 (3rd hit only)
Critical Wire          None.
Counter Wire           Vapour Cannon
Striker Action         Maxima Gallows

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    C    C/-    C     s
   Standing Far        -     -     -     -     s
   Crouching           Cr    -     C     -

- The Mongolian is an overhead attack.  If canceled into, it loses this
  feature, but becomes cancelable.  It can be canceled directly into
  an (S)DM, though.
- The Maxima Missile is cancelable.  If Maxima's opponent is airborne
  when they're hit, they will be launched into the sky, allowing you
  to cancel into the Blitz Cannon for a 2-hit combo.  Alternately, if
  the Maxima Missile counter hits, then you can hit them with a normal
  attack as they fall.
- The Vapour Cannon can negate normal projectiles.
- The Blitz Cannon is an anti-air throw.  However, the (B) version can
  grab large characters who are standing (like Chang).
- If the Centoun Press is mistimed, Maxima will simply throw himself
  to the floor.  He is vulnerable to attack while recovering.
- Maxima' standing CD attack has autoguard, in the frame where his
  arms are held horizontally behind him.
- The Bunker Buster has autoguard both as the move begins, and as
  Maxima recovers from it.
- The Bunker Buster is an overhead attack.
- The Dangerous Arch, Maxima Lift, and Maxima Revenger are unblockable.


------------------------------------------------------------------------
WHIP                                                       [ Hero Team ]
------------------------------------------------------------------------

N>4/6+C/D              Zed

6+A (x5)               Whip Shot

63214+A<H              Strings Shot Type A "Code: Yuuetsu"
63214+B<H              Strings Shot Type B "Code: Chikara"
63214+C<H              Strings Shot Type C "Code: Shouri"
63214+H>A/B/C_D        Strings Shot Type D "Code: Ame"

41236+P                Boomerang Shot "Code: SC"
A>214+P                Hook Shot "Code: Kaze"
623+P/K                Assassin Strike "Code: BB"
421+P<T                Desert Eagle

2141236+P              SONIC SLAUGHTER "CODE: KW"

Super Cancels          Strings Shot Type A (1st hit)
                       Strings Shot Type B (1st hit)
                       Strings Shot Type C (1st hit)
Critical Wire          None.
Counter Wire           None.
Striker Action         Valkyrie Killer

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr    C     C     s
   Standing Far        -     C     -     S     s
   Crouching           -     C    C/C    -
   Upward Jump         -     s     -     -     -
   Diagonal Jump       -     s     -     s     -

- The last hit of the Whip Shot can be canceled.  If your opponent is
  out in the open, you can catch them with an (A) Boomerang Shot, or
  if they are in the corner, you can step on them with a (B) Assassin
  Strike.
- After landing from the Assassin Strike, Whip can cancel her recovery
  pose into the Whip Shot or a special or (S)DM.  The Assassin Strike
  can also hit an opponent who is on the floor.
- The Assassin Strike is an overhead attack, as is the Strings Shot Type
  A (but only on the second hit).
- The Strings Shot Type D is cancelable.
- During the Desert Eagle, you can tap P to make Whip fire up to seven
  shots.  After the seventh shot, she will reload her gun if P is
  pressed.  However, this limit applies even if you, say, fire three
  shots at some point in the game, then four later on.  If you've
  used seven shots and have put the Desert Eagle away, then the next
  time you input 421+P, Whip will simply take out the gun and reload
  it without firing.
- In addition, the Desert Eagle can juggle an opponent as long as you
  keep tapping P.  Keep in mind that the (A) version has a shorter
  range than the (C) version does.
- The Desert Eagle is a low attack, as is the Strings Shot Type B (but
  only on the second hit).
- Whip's crouching A and the Desert Eagle can hit an opponent who is
  lying on the ground.
- The (A) Boomerang Shot and (C) Strings Shot can hit opponents who
  are falling towards the floor.  Only the "second hit" animation will
  connect, however.
- Whip's far standing D is odd in that the actual "hit" can only be
  canceled into the Sonic Slaughter, but the recovery animation is
  still cancelable into any attack (the Whip Shot, Boomerang Shot,
  etc.)


------------------------------------------------------------------------
LIN                                                        [ Hero Team ]
------------------------------------------------------------------------

N>4/6+C/D              Akuzan

6+A                    Benpatsu Ken (Chuudan)
3+C                    Benpatsu Ken (Gedan)

236+A                  Zantetsu Bu: Rasatsu
236+C_236+P_236+P      Zantetsu Bu: Rasatsu
214+P                  Kasumi
623+P                  Muei Kusashu
421+P/K                Jatotsu Ga
63214+K                Hiten Kyaku
41236+K                Hike Kyaku

2141236+P              HIZOKU OUGI RANBU: DOKUGA
222+AC                 HIZOKU OUGI SENSHU RAKAN SATSU

Super Cancels          (C) Zantetsu Bu: Rasatsu (1st input)
                           Zantetsu Bu: Rasatsu (2nd input)
Critical Wire          None.
Counter Wire           (A) Zantetsu Bu: Rasatsu
                           Zantetsu Bu: Rasatsu (3rd input)
                       (only if the 3rd input is the only one that hits)
Striker Action         Hirai Kyaku

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr    C     C     s
   Standing Far        Cr    -     -     -     s
   Crouching           Cr    Cr    C     C

- The Benpatsu Ken (Chuudan) is an overhead attack.  It retains this
  feature even if canceled into (in which case, it becomes cancelable).
- The Benpatsu Ken (Gedan) is a knockdown attack.  If canceled into,
  it becomes cancelable.  This move can hit an opponent who is lying
  on the floor.
- The button used for the Jatotsu Ga determines where Lin's arm comes
  out (A is closest, C is furthest, and D fakes).  The direction that
  the arm bends in is determined by your opponent's location.  If the
  arm comes out behind your opponent, it will knock them towards you,
  if it comes out in front of them, it will knock them away from you.
- You can juggle an opponent after the (D) Hiten Kyaku or Jatotsu Ga
  (excluding the D Jatotsu Ga).  You can even juggle someone with two
  Jatotsu Gas in a row.
- The Hike Kyaku is a teleportation move.  The (B) version makes Lin
  immune to low attacks, while the (D) version makes him immune to
  mid-level and high attacks.


------------------------------------------------------------------------
KYO KUSANAGI                                              [ Japan Team ]
------------------------------------------------------------------------

N>4/6+C                Hatsugane
N>4/6+D                Issetsu Seoi Nage

A>1~3+C                Geshiki: Naraku Otoshi
6+B                    Geshiki: Goufu You
3+D                    88 Shiki

623+P                  100 Shiki: Oniyaki
421+K                  707 Shiki: Koma Hofuri (aka R.E.D. KicK)
236+K_K                75 Shiki Kai
62314+K                427 Shiki: Hikigane

236+A                  114 Shiki: Aragami
_236+P                 128 Shiki: Konokizu
 _P                    127 Shiki: Yanosabi
 _K                    125 Shiki: Nanase

236+A                  114 Shiki: Aragami
_63214+P               127 Shiki: Yanosabi
 _P                    Geshiki: Migiri Ugachi
 _K                    125 Shiki: Nanase
 _63214+K              212 Shiki: Kototsuki You

236+C                  115 Shiki: Dokugami
_63214+P               401 Shiki: Tsumi Yomi
 _6+P                  402 Shiki: Batsu Yomi
  _623+P               100 Shiki: Oniyaki

2141236+P<H            URA 108 SHIKI: OROCHI NAGI
N>(62314)x2+AC         524 SHIKI: KAMUKURA

Super Cancels          (C) Oniyaki (1st hit)
                       (B) Hikigane
Critical Wire          None.
Counter Wire           None.
Striker Action         R.E.D. KicK

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr    C     C     s
   Standing Far        Cr    -     -     -     s
   Crouching           Cr    -r    C     C

- The Goufu You is an overhead attack.  If canceled into, it loses this
  feature, but becomes a two-hit move which is cancelable on the second
  hit.
- The (A) Oniyaki hits twice on a counter hit.
- You can juggle your opponent after the 75 Shiki Kai or (B) Hikigane.
- The Yanosabi and Migiri Ugachi are low attacks.
- The Migiri Ugachi and Kototsuki You can hit opponents who are lying
  on the ground.
- The Kamukura is unblockable.


------------------------------------------------------------------------
BENIMARU NIKAIDO                                          [ Japan Team ]
------------------------------------------------------------------------

N>4/6+C                Catch and Shoot
N>4/6+D                Front Suplex
N>A>4~2~6+C            Spinning Knee Drop
N>A>4/6+D              Spinning Knee Drop

A>1~3+D                Flying Drill
6+B                    Jackknife Kick

236+A                  Raijin Ken
236+C                  Taikuu Raijin Ken
A>236+P                Kuuchuu Raijin Ken
214+P                  Shinkuu Katategoma
236+K                  Iai Geri
_28+K                  Handou Sandan Geri

214214+K               Gen'ei Hurricane
236236+A               Raikou Ken
236236+C               Taikuu Raikou Ken
236236+AC              RAIKOU KEN

Super Cancels          Shinkuu Katategoma
                       (B) Handou Sandan Geri (1st hit)
Critical Wire          Handou Sandan Geri
Counter Wire           Iai Geri (hits while leg is pulling back)
Striker Action         Electrigger

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr    C     C     s
   Standing Far        -r    -     -     -     s
   Crouching           Cr    Cr    C     C
   Upward Jump         -     -     C     -     -
   Diagonal Jump       -     -     C     -     -

- The Flying Drill is not an overhead attack.
- The Jackknife Kick is cancelable.
- The last hit of the Handou Sandan Geri drops an opponent's guard,
  since it is a Critical Wire.
- The SDM Raikou Ken can hit opponents who are falling towards the
  floor (but it only seems to work in the corner).


------------------------------------------------------------------------
GORO DAIMON                                               [ Japan Team ]
------------------------------------------------------------------------

N>4/6+C                Juuji Shime
F>4/6+C                Tsukami Tataki Tsuke
N>4/6+D                Okuri Ashi Barai

6+A                    Tama Tsubushi
3+C                    Zujou Barai

623+P                  Jirai Shin
623+K                  Chou Oosotogari
41236+A                Kumo Tsukami Nage
41236+C                Kubikiri Gaeshi
632146+P               Tenchi Gaeshi
632146+K               Ura Nage
236+K                  Nekko Gaeshi
214+K                  Chou Ukemi

(63214)x2+P            JIGOKU GOKURAKU OTOSHI
(41236)x2+K            ARASHI NO YAMA (NEKKO NUKI)
_41236+K               Zoku: Kirikabu Gaeshi
 _623+K  (DM ver.)     Bukko Nuki Ura Nage
 _623+K  (SDM ver.)    Zoku: Tenchi Gaeshi

Super Cancels          None.
Critical Wire          None.
Counter Wire           Jumping CD
Striker Action         Abare Goro

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    C     C     C     s
   Standing Far        C     C     -     -     s
   Crouching           C     -     -     C

- The Tama Tsubushi is a knockdown attack, even if it is canceled
  into.  It can also destroy non-(S)DM projectiles and Striker
  projectiles.
- The Zujou Barai is cancelable.  If Goro's opponent is hit by the
  "high" part of Goro's arm while they're airborne, they will be
  launched into the sky, allowing you to cancel into the Kumo Tsukami
  Nage for a 2-hit combo.  Alternately, if the Zujou Barai counter
  hits, then you can hit them with a normal attack as they fall.
- The (A) Jirai Shin is a low attack.
- You can fake the Jirai Shin by using the (C) button.
- The Kumo Tsukami Nage is an anti-air throw.  However, it can also
  grab large characters (like Chang) from up close.
- You can pick an opponent off the floor with the Kubikiri Gaeshi.
  For example, it can be used after a (D) sweep, the (A) Jirai Shin,
  the Nekko Nuki, or the Zoku: Kirikabu Gaeshi.
- The Nekko Gaeshi reverses high and mid-level attacks.
- The Nekko Nuki has autoguard.  Since it is a throw move, it is
  possible for Goro to autoguard against even multiple hits, then
  grab his opponent's outstretched limb and continue the move.
- The Chou Oosotogari, Tenchi Gaeshi, Ura Nage, Jigoku Gokuraku Otoshi,
  and Nekko Nuki are unblockable.


------------------------------------------------------------------------
SHINGO YABUKI                                             [ Japan Team ]
------------------------------------------------------------------------

N>4/6+C                Hatsugane
N>4/6+D                Issetsu Seoi Nage Fukanzen

6+B                    Geshiki: Goufu "Kakkodake"

236+A                  114 Shiki: Aragami Mikansei
236+C                  115 Shiki: Dokugami Mikansei
623+P                  100 Shiki: Oniyaki Mikansei
421+K                  101 Shiki: Oboroguruma Mikansei
63214+K                212 Shiki: Kototsuki Mikansei
41236+K                Shingo Kick
N>623+K                Shingo Kinsei Ore Shiki: Nie Togi
214+P                  Shingo Kinsei Ore Shiki: Gecchuu

2141236+P              Shingo Kinsei Ore Mushiki
236236+P               GESHIKI: KAKE HOURIN

Super Cancels          212 Shiki: Kototsuki Mikansei (1st hit)
Critical Wire          None.
Counter Wire           Gecchuu (only if it reverses)
Striker Action         212 Shiki: Kototsuki Mikansei

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr    C     C     C
   Standing Far        C     -     -     -     C
   Crouching           Cr    Cr    C     C

- The Goufu "Kakkodake" is cancelable.
- The (C) Oniyaki Mikansei hits twice on a counter hit.
- Shingo will randomly add a 3rd hit to the Oboroguruma Mikansei.
  This hit is an overhead attack.
- The Kototsuki Mikansei is an overhead attack on the 2nd hit.
- The Gecchuu is an overhead attack.  It can reverse high and mid-
  level attacks.  If it reverses, Shingo does a reverse kick instead
  of an elbow drop.  What's more, Shingo moves away while attacking,
  so you may be pushed out of harm's way even if the kick misses.
- You can juggle an opponent after the Nie Togi or SDM Kake Hourin.
- An opponent hit by the Kake Hourin has their guard dropped.  Note
  that Shingo is not invincible while dashing during this move.
- Shingo's jumping CD hits twice on a counterhit.  However, you cannot
  juggle an opponent if they take both hits.
- The Nie Togi is unblockable.


------------------------------------------------------------------------
IORI YAGAMI                                                [ Iori Team ]
------------------------------------------------------------------------

N>4/6+C                Sakahagi
N>4/6+D                Saka Sakahagi

A>4+B                  Geshiki: Yuri Ori
6+A_6+A                Geshiki: Yumebiki
6+B                    Geshiki: Goufu In "Shinigame"

236+P                  108 Shiki: Yami Barai
623+P                  100 Shiki: Oniyaki
214+P_214+P_214+P      127 Shiki: Aoi Hana
63214+K                212 Shiki: Kototsuki In
632146+P               Kuzukaze

2363214+P              Kin 1121 Shiki: Ya Otome
_(236236)x2+AC         URA 306 SHIKI: SAIKA

Super Cancels          (A) Oniyaki (1st, or 2nd hit on a counter)
                       (C) Oniyaki (1st-2nd hit)
                       Aoi Hana (1st-2nd input)
Critical Wire          None.
Counter Wire           Ura 108 Shiki: Ya Sakazuki (dashing animation)
Striker Action         Ura 108 Shiki: Ya Sakazuki

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    C     C     -     C
   Standing Far        -r    -     -     -     C
   Crouching           C     -r    C     -

- The "Shinigame" is an overhead attack.  If canceled into, it loses
  this feature, but becomes cancelable on either hit.
- The "Shinigame" also has a third hit animation--this is the pose
  when Iori is almost done with the move and is bringing his leg
  in.  This is a knockdown attack, but if you cancel into it, it
  becomes cancelable.
- So how do you combo into the Shinigame and get all three hits to
  connect?  Jump over the opponent and hit them with an early Yuri
  Ori, (it must hit before you actually cross up) then do a standing
  (C) into the Shinigame.  This doesn't work against all opponents,
  though.
- The first two inputs of the Aoi Hana are cancelable into other
  special moves (like the Kototsuki In).
- The 3rd input of the Aoi Hana is an overhead attack.
- The Kuzukaze is unblockable.  You can hit an opponent who is reeling
  from this move.
- The Saika only costs 1 level to use, even though the screen will
  turn negative as it does during an SDM.
- In order to get the Saika to come out at all, you need to finish the
  command once Iori has performed the final hit of the Ya Otome (the one
  where his opponent "explodes" in purple flame).  This means you need
  to start the 236236236236 input halfway through the move, so that
  you're pressing AC at some point after the final hit has begun.  The
  timing is actually rather lax beyond that--you can even hit someone
  off the floor with this move, if they're lying in the corner of the
  screen.


------------------------------------------------------------------------
VANESSA                                                    [ Iori Team ]
------------------------------------------------------------------------

N>4/6+C                Dynamite Puncher
N>4/6+D                Clench Puncher

6+A                    One-Two Puncher
3+B                    Sliding Puncher

623+P                  Parrying Puncher
4.6+P                  Dash Puncher
41236+P<T              Machine Gun Puncher

236+K                  Puncher Vision (Zenpou)
_6+A                   Puncher Upper
_6+C                   Puncher Straight
_4+P<H                 Puncher Weaving
_236+K                 Puncher Vision (Zenpou)
_214+K                 Puncher Vision (Kouhou)

214+K                  Puncher Vision (Kouhou)
_6+A                   Puncher Upper
_6+C                   Puncher Straight
_4+P<H                 Puncher Weaving
_236+K                 Puncher Vision (Zenpou)
_214+K                 Puncher Vision (Kouhou)

214+A<H                Puncher Weaving
_6+C                   Dash Puncher
_4+C                   Parrying Puncher
_6+K                   Puncher Vision (Zenpou)
_4+K                   Puncher Vision (Kouhou)

214+C<H                Puncher Weaving
_6+A                   Dash Puncher
_4+A                   Parrying Puncher
_6+K                   Puncher Vision (Zenpou)
_4+K                   Puncher Vision (Kouhou)

N>236236+P             Champion Puncher
2141236+P              CRAZY PUNCHER

Super Cancels          Parrying Puncher (623+C version)
                       Puncher Upper (2nd hit)
Critical Wire          Puncher Straight
Counter Wire           None.
Striker Action         Hard Puncher

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr   -/C   -/-    C
   Standing Far        Cr    Cr   -/C   -/-    C
   Crouching           Cr    Cr    C     C

- The One-Two Puncher is an overhead attack.  If canceled into, it loses
  this feature, but becomes cancelable on the first hit.
- The Sliding Puncher is a low attack.  It can hit opponents who are
  lying on the floor.
- During the (A) Parrying Puncher, Vanessa is immune to high attacks
  (but not low attacks or throws).
- You can juggle an opponent after the Dash Puncher.
- The Puncher Vision is a teleportation move.  This move can cancel
  into itself.  For example, you could cancel a (236+K) Puncher Vision
  into either the (236+K) or (214+K) versions.  This also applies to
  the Puncher Weaving version of the Puncher Vision (so you could
  cancel a 4+K Vision into the 214+K or 236+K versions).
- The 2nd hit of the Puncher Straight drops an opponent's guard.
  since it is a Critical Wire.
- The Puncher Weaving makes Vanessa dodge high and mid-level attacks.


------------------------------------------------------------------------
SETH                                                       [ Iori Team ]
------------------------------------------------------------------------

N>4/6+C                Hiji ate kara no hadou uchi
N>4/6+D                Tomoe Nage

6+A                    Tackle
4+A                    Back Blow
6+B                    Mae Age Geri
4+B                    Sobat
3+B                    Sliding

236+P                  Sho-Yoh
22+P                   Ashi-Tori
41236+K                Doh-Kuzushi
A>236+B                Raku-Getsu
A>236+D                An-Getsu

63214+K                Kyu-Getsu
_6+K                   Ya-Getsu
_2+K                   Gen-Getsu

236236+P               "Morote"-Sho-Yoh
2362314+K              Irimi-Nadazuki
2363214+AC             DOH-TORI-SHICHIMONSATSU

Super Cancels          (A) Sho-Yoh (either hit)
                       (C) Sho-Yoh
Critical Wire          None.
Counter Wire           (C) Sho-Yoh
Striker Action         Final Agent

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       C     -    C/-    C     C
   Standing Far        -     -     -     -     C
   Crouching           Cr    -     C     -
   Upward Jump         s     -     s     -     s
   Diagonal Jump       s     -     s     -     s

- The Tackle is a knockdown attack, and it is cancelable.
- The Back Blow is cancelable.
- The Mae Age Geri is cancelable; it can even cancel into the Tackle
  (although the Tackle no longer knocks down if this is the case).
- The Sobat is an overhead attack, unless canceled into.
- The Sliding is a low attack.  If canceled into, it becomes cancelable.
- The Ashi-Tori reverses low attacks.  You can juggle your opponent
  after connecting this move.
- The (B) Doh-Kuzushi reverses jumping attacks, special moves, and
  (S)DMs.
- The (D) Doh-Kuzushi reverses mid-level attacks.  It does no damage,
  but reverses places with your opponent and leaves them open to
  attack momentarily.
- The Raku-Getsu and An-Getsu are overhead attacks.
- You can juggle your opponent after the Kyu-Getsu.
- The Gen-Getsu, Sliding and Irimi-Nadazuki are low attacks.
- The Doh-Tori-Shichimonsatsu reverses almost any attack, including
  jumping, high, mid-level and low attacks, as well as special moves
  and (S)DMs.


------------------------------------------------------------------------
RAMON                                                      [ Iori Team ]
------------------------------------------------------------------------

N>4/6+C                Arm Whip
N>4/6+D                Flying Mayor

3+B                    Teikuu Drop Kick

41236+P                Tiger Neck Chancery
214+A<H                Feint Step (_Drop Kick)
214+C<H                Feint Step

623+K                  Rolling Sobat
_623+K                 Flying Body Attack
 _22+P                 Hiki Okoshi

41236+K                Somersault
_ABC while dashing     Cancel

421+K                  Tiger Road
_D when near a wall    Cross Chop
_ABC while dashing     Cancel

2141236+K              El Diablo Amarillo Ramon
(63214)x2+P            TIGER SPIN

Super Cancels          Hiki Okoshi (2nd hit)
Critical Wire          None.
Counter Wire           Rolling Sobat
Striker Action         El Diablo Amarillo

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    C     C     C     -
   Standing Far        Cr    -     -     -     -
   Crouching           Cr    C     C     C

- The Teikuu Drop Kick is a low attack.  If canceled into, it becomes
  cancelable but no longer hits low.  It can be canceled directly into
  an (S)DM, though.
- The Rolling Sobat and Tiger Road are overhead attacks.
- To use the Cross Chop, press D as Ramon touches the wall.
- The Tiger Neck Chancery, Somersault, and Tiger Spin are unblockable.


------------------------------------------------------------------------
LEONA HEIDERN                                             [ Ikari Team ]
------------------------------------------------------------------------

N>4/6+C                Leona Crush
N>4/6+D                Ordeal Buckler
N>A>2+C/D              Heidern Inferno

4/6+B                  Strike Arch

2.8+P                  Moon Slasher
4.6+P                  Vortex Launcher
4.6+K                  Ground Saber
4.6+D_6+D              Gliding Buster
A>214+P                X Calibur
214+K                  Earring Bakudan 1
421+K                  Earring Bakudan 2: Heart Attack
_421+K                 Kibaku
_occurs automatically  Kibaku

236236+P               Grateful Dead
2141236+K              Rebel Spark
A>2362314+P            V SLASHER

Super Cancels          Gliding Buster
Critical Wire          None.
Counter Wire           None.
Striker Action         Killer Touch

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr   C/C   C/C    s
   Standing Far        -r    -     C     -     s
   Crouching           Cr    -r    C     -
   Upward Jump         -     s     -     s     s
   Diagonal Jump       -     s     -     s     s

- The Strike Arch is both a knockdown and an overhead attack.  If
  canceled into, it loses these properties but can be canceled into
  the X Calibur or V Slasher.
- You can juggle your opponent after the Ground Saber (if they're in
  the corner), the Earring Bakudan 1, or the time-delayed Kibaku.
- The Heart Attack won't hit unless it's done from up close, but
  it can be blocked.  When this move is used, Leona plants an
  explosive on her opponent.  It will shine for a few seconds
  before exploding (or, you can use the Kibaku command to make it
  automatically explode).
- What's more, Leona recovers before her opponent does, so you can
  combo off of this move.
- Although the bomb can explode at any time (even when your opponent is
  lying on the floor), that doesn't necessarily mean it will hit for
  damage.  For example, if your opponent is in the middle of getting
  up off the floor, the explosion will do no damage.


------------------------------------------------------------------------
RALF JONES                                                [ Ikari Team ]
------------------------------------------------------------------------

N>4/6+C                Dynamite Headbutt
N>4/6+D                Northern Light Bomb

623+P_623+P            Vulcan Punch
_H>6                   Move Forward
236236+P               Galactica Phantom
4.6+P                  Gatling Attack
2.8+P                  Kyuukouka Bakudan Punch (Chijou)
A>236+P                Kyuukouka Bakudan Punch (Kuuchuu)
41236+K                Super Argentine Backbreaker
63214+B                Ralf Kick
63214+D                Ralf Tackle

2141236+K              Umanori Vulcan Punch
2363214+P              BARIBARI VULCAN PUNCH

Super Cancels          Gatling Attack (2nd hit)
Critical Wire          Galactica Phantom
Counter Wire           None.
Striker Action         Galactica Phantom

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       -     -     C     -     s
   Standing Far        -     -     -     -     s
   Crouching           Cr    -     C     C
   Upward Jump         -     -     C     -     s
   Diagonal Jump       -     -     -     -     s

- During the Vulcan Punch, you can input 623+P again to make Ralf
  continue to attack for a second or two longer than usual.
- The Galactica Phantom is unblockable.  This move has autoguard on
  the very last frames before Ralf attacks, when he is fully hunched
  over.
- The Kyuukouka Bakudan Punch can hit an opponent who is lying on the
  ground.
- The Super Argentine Backbreaker is unblockable.


------------------------------------------------------------------------
CLARK STEEL                                               [ Ikari Team ]
------------------------------------------------------------------------

N>4/6+C                Nageppanashi German
N>4/6+D                Fisherman Buster
N>A>2+C/D              Death Lake Drive

6+B                    Stomping

4.6+P                  Gatling Attack
4.6+C_623+P            Gatling Attack (_Napalm Stretch)
_236+P                 Flashing Elbow

623+P                  Napalm Stretch
_236+P                 Flashing Elbow
623+K                  Frankensteiner
_236+P                 Flashing Elbow
41236+K                Super Argentine Backbreaker
_236+P                 Flashing Elbow

41236+P                Mount Tackle
_22+K                  Rolling Cradle
_22+A                  Clark Lift
_22+C                  Sleeper Lift (D.D.T.)
 _236+P                Flashing Elbow

(41236)x2+K            Running Three
(63214)x2+P            ULTRA ARGENTINE BACKBREAKER

Super Cancels          None.
Critical Wire          None.
Counter Wire           None.
Striker Action         Ultra Argentine Backbreaker

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       -     Cr   C/-    -     s
   Standing Far        -     -r    -     -     s
   Crouching           C     -     -     -

- The Stomping can be canceled directly into an (S)DM.
- You can cancel the (C) Gatling Attack into the Napalm Stretch on the
  third hit.
- Even if you follow up a throw with the Flashing Elbow, Clark will
  simply stop running if his opponent ends up too far away from him.
- The Napalm Stretch, Frankensteiner, Super Argentine Backbreaker,
  Ultra Argentine Backbreaker, and Running Three are unblockable.


------------------------------------------------------------------------
HEIDERN                                                   [ Ikari Team ]
------------------------------------------------------------------------

N>4/6+C                Lead Belcher
N>4/6+D                Backstabbing
N>A>2+C/D              Heidern Inferno

6+B                    Shooter Narnagel

236+P                  Cross Cutter
623+P                  Moon Slasher
623+K                  Neck Rolling
63214+P                Storm Bringer
63214+K                Killing Bringer

236236+P               FINAL BRINGER
2141236+K              HEIDERN END

Super Cancels          (A) Moon Slasher
Critical Wire          None.
Counter Wire           Standing CD
Striker Action         Clearing Moon Slasher

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       -r    Cr   -/C    C     s
   Standing Far        -r    -     -     -     -
   Crouching           Cr    -r    C     C

- The Shooter Narnagel is an overhead attack.  If canceled into, it
  loses this feature, but becomes cancelable on the first hit.
- The Cross Cutter now knocks an opponent down.  However, Heidern can
  still catch a falling opponent with moves like the Neck Rolling and
  Final Bringer.
- Heidern will regain lost life during the "Bringer" moves.  The
  Killing Bringer seems to restore a variable amount of life, though.
- The Killing Bringer reverses jumping and high attacks, as well as
  special moves and (S)DMs.  Note that it only reverses moves when
  Heidern is hit in his final pose (with his fingers splayed).
- The Storm Bringer is unblockable.


------------------------------------------------------------------------
TERRY BOGARD                                         [ Fatal Fury Team ]
------------------------------------------------------------------------

N>4/6+C                Grasping Upper
N>4/6+D                Buster Throw

6+A                    Hammer Punch
3+C                    Rising Upper

236+A                  Power Wave
236+C                  Round Wave
623+K                  Power Dunk
214+P                  Burn Knuckle
214+K                  Crack Shoot
2.8+P                  Rising Tackle

236236+K               High Angle Geyser
21416+P                POWER GEYSER

Super Cancels          Round Wave
                       Rising Tackle (1st hit)
Critical Wire          None.
Counter Wire           None.
Striker Action         Dunk Geyser

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       C     C    C/C    C     C
   Standing Far        Cr    -     -     -     C
   Crouching           Cr    Cr    C     C

- The Hammer Arch is an overhead attack.  If canceled into, it loses
  this feature, but becomes cancelable.
- The Rising Upper is cancelable.
- The Round Wave is cancelable into other special moves (like the
  Crack Shoot), or even into itself.


------------------------------------------------------------------------
ANDY BOGARD                                          [ Fatal Fury Team ]
------------------------------------------------------------------------

N>4/6+C                Gourin Kai
N>4/6+D                Kakaekomi Nage

6+B                    Uwa Agito
3+A                    Age Men

214+A                  Hishou Ken
214+C                  Geki Hishou Ken
623+P                  Shouryuu Dan
41236+K                Kuuha Dan
N>41236+P              Gekiheki Haisui Shou

16+P                   Zan'ei Ken
_236+P                 Shippuu Ouken

A>236+K                Gen'ei Shiranui
_P upon landing        Gen'ei Shiranui: Shimo Agito
_K upon landing        Gen'ei Shiranui: Uwa Agito

2141236+P              Zan'ei Ryuusei Ken
21416+K                CHOU REPPA DAN

Super Cancels          (A) Shouryuu Dan (1st hit)
                       (A) Zan'ei Ken
                       Shippuu Ouken
                       Gen'ei Shiranui: Shimo Agito
Critical Wire          None.
Counter Wire           None.
Striker Action         Shippuu Zan'ei Ken

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    C    C/C    -     C
   Standing Far        -     -     -     -     C
   Crouching           Cr    Cr    C     -
   Upward Jump         s     -     s     -     -
   Diagonal Jump       s     -     s     -     -

- The Age Men is cancelable on the first hit.
- The Uwa Agito is an overhead attack.  If canceled into, it loses
  this feature, but becomes cancelable (into the Gen'ei Shiranui).
- The Gekiheki Haisui Shou is unblockable.  You can juggle an opponent
  after this move.
- The Gen'ei Shiranui: Shimo Agito is a low attack.
- The Gen'ei Shiranui: Uwa Agito is an overhead attack.


------------------------------------------------------------------------
JOE HIGASHI                                          [ Fatal Fury Team ]
------------------------------------------------------------------------

N>4/6+C                Hiza Jigoku
N>4/6+D                Leg Throw

6+B                    Low Kick
3+B                    Sliding

41236+P                Hurricane Upper
41236+K                Slash Kick
623+K                  Tiger Kick
214+K                  Ougon no Kakato
T>P                    Bakuretsu Ken
_236+P                 Bakuretsu Finish

2362314+P              Bakuretsu Hurricane Tiger Kakato
236236+K               Shijou Saikyou no Low Kick
2369+K                 Ougon no Tiger Kick
236236+P               SCREW UPPER

Super Cancels          Tiger Kick (1st hit)
                       (A) Bakuretsu Finish
                       Ougon no Tiger Kick (1st hit)
Critical Wire          None.
Counter Wire           None.
Striker Action         Shijou Saikyou no Low Kick

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       C     C     C     C     s
   Standing Far        -r    C     -     -     s
   Crouching           Cr    -r    -     C

- The Low Kick is cancelable.
- The Sliding is a low attack.  If canceled into, it loses this feature.
- The (A) Bakuretsu Finish is an overhead attack.
- The Shijou Saikyou no Low Kick is a low attack.  If this counter hits
  in the corner, you can juggle your opponent with a Tiger Kick.


------------------------------------------------------------------------
BLUE MARY                                            [ Fatal Fury Team ]
------------------------------------------------------------------------

N>4/6+C                Victor Nage
N>4/6+D                Head Throw

4/6+A                  Hammer Arch
4/6+B                  Double Rolling
1+B                    Climbing Arrow

236+P                  Spin Fall
_236+P                 M. Spider

623+K                  Vertical Arrow
_623+K                 M. Snatcher

4.6+K                  Straight Slicer
_236+K                 Crab Clutch

214+P                  Real Counter
_41236+P               Backdrop Real
_41236+K               Head Crush

214+B                  M. Reverse Facelock
214+D                  M. Head Buster

2363214+P              M. Splash Rose
A,A,6,B,C              M. Dynamite Swing
A,A,4,B,C              M. DYNAMITE SWING

Super Cancels          (B) Vertical Arrow (1st hit)
                       (B) Straight Slicer
Critical Wire          None.
Counter Wire           None.
Striker Action         Rapid Spider

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr   C/C   -/C    s
   Standing Far        Cr    C    C/C    -     s
   Crouching           Cr    Cr    C     -

- The Hammer Arch is an overhead attack.  If canceled into, it loses
  this feature, but becomes cancelable.  It can be canceled directly
  an (S)DM, though.
- The 2nd hit of the Double Rolling is a low attack and it is also
  cancelable.
- The Climbing Arrow is cancelable.
- The Spin Fall is an overhead attack.
- The Straight Slicer is a low attack.
- Mary is invincible to attack during the Real Counter.
- The Backdrop Real and Head Crush are unblockable.
- The M. Reverse Facelock reverses jumping attacks, special moves,
  and (S)DMs.
- The M. Head Buster reverses high and mid-level attacks.  A hit
  opponent can be juggled afterwards.
- Since Mary's Dynamite Swing has a button-press input, it can super
  cancel out of most attacks, including uncancelable moves (like Mary's
  far standing D), special moves (the D Straight Slicer), and even the
  M. Splash Rose (you can do it after she finishes all 8 hits, even)!


------------------------------------------------------------------------
RYO SAKAZAKI                                    [ Art of Fighting Team ]
------------------------------------------------------------------------

N>4/6+C                Tani Otoshi
N>4/6+D                Tomoe Nage

6+A                    Hyouchuu Wari
6+B                    Joudan Uke
3+B                    Gedan Uke

236+A                  Ko'ou Ken
623+P                  Kohou
646+P                  Zanretsu Ken
214+P                  Kohou Shippuu Ken
236+K                  Mouko Raijin Setsu
63214+K                Hien Shippuu Kyaku

641236+P               Haou Shoukou Ken
236236+P               Tenchi Haou Ken
2363214+P              Ryuuko Ranbu
236+C_A                RYUUKO RANBU

Super Cancels          (A) Kohou
                       (A) Kohou (1st hit)
                       Kohou Shippuu Ken (1st-2nd hit)
Critical Wire          (A) Zanretsu Ken
Counter Wire           None.
Striker Action         Tenchi Haou Ken

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    C     C     C     C
   Standing Far        Cr    -     -     -     C
   Crouching           Cr    -r    C     C

- The Hyouchuu Wari is an overhead attack.  If canceled into, it
  loses this feature.
- The Joudan Uke will autoguard against high and mid-level attacks.
  If the autoguard is triggered, this move becomes cancelable.
- The Gedan Uke works in the same way, but only against low attacks.
- The (A) Kohou hits twice on a counter hit.
- The Zanretsu Ken has autoguard.
- The Kohou Shippuu Ken and Tenchi Haou Ken do greatly increased
  damage on a counter hit.
- The Mouko Raijin Setsu is an overhead attack.
- Performing the SDM Ryuuko Ranbu is a bit tricky.  Simply entering
  236+C and then pressing A won't work, since Ryo's standing C pose
  has too much recovery time.  To get around this, you can either
  combo into the move (for example, a close C interrupted by 236+C_A,
  or you can perform it during another attack, even if it whiffs.
  For example, you could enter the command during a far standing B
  or an AB roll, then hit A just as you come out and Ryo will do
  the Ryuuko Ranbu.  Supercanceling from the Kohou or Kohou Shippuu
  Ken is another easy way to perform this move.


------------------------------------------------------------------------
ROBERT GARCIA                                   [ Art of Fighting Team ]
------------------------------------------------------------------------

N>4/6+C                Ryuuchou Kyaku
N>4/6+D                Kubikiri Nage

4+A                    Uraken
6+A                    Kouryuu Koukyaku Geri
3+B                    Nidan Sokutou Geri
4/6+B                  Ryuu Hanshuu
A>3+K                  Hien Ryuujin Kyaku

236+P                  Ryuugeki Ken
623+P                  Ryuuga
646+K                  Gen'ei Kyaku
16+K                   Hien Senpuu Kyaku
N>63214+K              Kyokugen-ryuu Renbu Kyaku

641236+P               Haou Shoukou Ken
236236+P               Hairyuuga
2363214+P              RYUUKO RANBU

Super Cancels          Ryuuga (1st hit)
                       Kyokugen-ryuu Renbu Kyaku (4th hit)
Critical Wire          Kyokugen-ryuu Renbu Kyaku (4th hit)
Counter Wire           None.
Striker Action         Ryuuren Moushuu

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       C     C     C    C/-    s
   Standing Far        -r    -     -     -     s
   Crouching           Cr    Cr    C     C
   Upward Jump         -     -     c     c     -
   Diagonal Jump       -     -     c     c     -

- The Uraken is cancelable.  You can juggle your opponent afterwards.
- The Kouryuu Koukyaku Geri is an overhead attack.  If canceled into,
  it loses this property.
- The Nidan Sokutou Geri is a low attack.  If canceled into, it loses
  this property, but the first hit becomes cancelable.
- The Ryuu Hanshuu is cancelable.
- The (A) Ryuuga hits twice on a counter hit.
- Surprisingly, Kyokugen-ryuu Renbu Kyaku is blockable.  Not only can
  you juggle your opponent after this move finishes, but the last hit
  will drop an opponent's guard (since it is a Critical Wire).
- Robert's jumping CD hits twice on a counterhit.  However, you cannot
  juggle an opponent if they take both hits.


------------------------------------------------------------------------
YURI SAKAZAKI                                   [ Art of Fighting Team ]
------------------------------------------------------------------------

N>4/6+C                Oni Harite
N>4/6+D                Silent Nage
N>A>2+C/D              Tsubame Otoshi

6+A                    En Yoku
6+B_6+B                Senkai Kyaku

236+P                  Ko'ou Ken
236+H>P                Haou Shoukou Ken
236+K                  Raiou Ken
623+P                  Yuri Chou Upper
623+C_623+P            Double Yuri Chou Upper
214+P<H                Yuri Chou Knuckle
214+K                  Yuri Chou Mawashi Geri
632146+K               Hyakuretsu Binta

236236+K               Shin! Chou Upper
2363214+K              HIEN HOU'OU KYAKU
A,A,6,B,C              YURI CHOU ENBU

Super Cancels          Yuri Chou Upper (1st hit)
                       Senkai Kyaku (1st-3rd hit)
Critical Wire          None.
Counter Wire           None.
Striker Action         Hien Rekkou

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    C     C     C     s
   Standing Far        Cr    -     -     -     s
   Crouching           Cr    -r    C     C

- The En Yoku is an overhead attack, unless canceled into.
- Delaying the Yuri Chou Knuckle increases the amount of damage that
  it does.
- The Hyakuretsu Binta is unblockable.
- The Yuri Chou Enbu is unblockable.  There is a random chance that
  this move will do increased damage.  When this happens, Yuri's
  recovery pose changes (she has her back facing the screen, instead
  of giving the "victory" sign with her hands).
- Since the Yuri Chou Enbu has a button-press input, it can super
  cancel out of most attacks, including uncancelable moves (like
  Yuri's far standing C or the Shin! Chou Upper).
- Yuri's intro is actually a parody of Felicia's intro from Vampire
  Savior.  That's why she says, "Meow, meow!" while getting up. :)


------------------------------------------------------------------------
TAKUMA SAKAZAKI                                 [ Art of Fighting Team ]
------------------------------------------------------------------------

N>4/6+C                Oosotogari
N>4/6+D                Ippon Seoi

6+A                    Oniguruma
4+A                    Hisha Otoshi: Dan Tsubushi
6+B                    Kawara Wari
3+B                    Keima Uchi: Oiuchi

236+P                  Ko'ou Ken
214+P                  Mouko Burai Gan
646+P                  Zanretsu Ken
63214+K                Shouran Kyaku
1.6+K                  Hien Shippuu Kyaku

641236+P<H             Haou Shikou Ken
N>236236+P             Shin Kishin Geki
2363214+P              RYUUKO RANBU

Super Cancels          Mouko Burai Gan
Critical Wire          None.
Counter Wire           None.
Striker Action         Chou Hissatsu: Tengu Shikou Ken

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       C     Cr    C     -     s
   Standing Far        -r    -     -     -     s
   Crouching           Cr    Cr    C     C

- The Oniguruma is a knockdown attack.  If canceled into, it loses
  this feature.  Either way, it is also cancelable.
- The Kawara Wari is an overhead attack.  If canceled into, it loses
  this feature, but becomes cancelable.
- The Keima Uchi is a low attack that knocks down hit opponents.
  If canceled into, it loses it's knockdown property, but becomes
  cancelable.  This move can also be used to hit an opponent who
  is lying on the ground.
- The Hisha Otoshi can destroy one-hit projectiles (normal, DM, or
  otherwise).  If canceled into, it becomes cancelable.
- The Mouko Burai Gan no longer drops an opponent's guard.
- You can juggle your opponent after the (D) Hien Shippuu Kyaku.
- You can hold P during the Haou Shikou Ken to increase the amount of
  damage it inflicts.
- The Shouran Kyaku and Shin Kishin Geki are unblockable.


------------------------------------------------------------------------
KING                                                    [ Women's Team ]
------------------------------------------------------------------------

N>4/6+C                Hold Rush
N>4/6+D                Hook Buster

6+B                    Trap Kick
3+D                    Sliding

236+B                  Venom Strike
236+D                  Double Strike
623+K                  Trap Shot
63214+P                Mirage Kick
63214+K                Tornado Kick '95
N>41236+P              Mirage Dance

4632+K                 Surprise Rose
2363214+K              ILLUSION DANCE

Super Cancels          Mirage Kick (1st-3rd hit)
Critical Wire          None.
Counter Wire           None.
Striker Action         Trap Rush

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    -     C    C/C    s
   Standing Far        -r    -     -     -     s
   Crouching           Cr    -r    C     -

- The Trap Kick is an overhead attack.  If canceled into, it loses
  this property, however.
- The Sliding is a low attack.
- The "diving" hit of the Surprise Rose is an overhead attack.
- The Mirage Dance is unblockable.


------------------------------------------------------------------------
MAI SHIRANUI                                            [ Women's Team ]
------------------------------------------------------------------------

N>4/6+C                Shiranui Gourin
N>4/6+D                Fuusha Kuzushi
N>A>2+C/D              Yume Zakura

6+B                    Koku'en no Mai
3+B                    Benitsuru no Mai
A>1~3+A                Dairin Fuusha Otoshi
A>2+B                  Ukihane
A>1~3+D                Yusura Ume
7 near a wall_9        Sankaku Tobi

236+P                  Kachou Sen
214+P                  Ryuu Enbu
214+K_214+P            Sayo Chidori (_Ryuu Enbu)
41236+K                Hissatsu Shinobi Bachi
A>214+P                Musasabi no Mai (Kuuchuu)
2.7~9+H>P              Musasabi no Mai (Chijou)

2.7~9+P_4/6            Musasabi no Mai (Chijou)
_214+P                 Musasabi no Mai (Kuuchuu)
_N>2+D                 Toki Tsubute (opponent must be in air)
_2+P                   Yusura Ume
_2+K                   Ukihane

236236+P               Hana Arashi
214214+P               Hou'ou no Mai
2141236+K              CHOU HISSATSU SHINOBI BACHI

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       C     Cr    C     C     s
   Standing Far        -     -     -     -     s
   Crouching           -r    -r    C     -
   Upward Jump         -     -     -     C     C
   Diagonal Jump       C     -     C     C     C

Super Cancels          (C) Ryuu Enbu (1st hit)
Critical Wire          None.
Counter Wire           None.
Striker Action         Mizudori no Mai

- The Dairin Fuusha Otoshi is a knockdown attack and is cancelable.
  It is not an overhead attack, though.
- The Koku'en no Mai is an overhead attack.  If canceled into, it
  becomes cancelable.
- The Benitsuru no Mai is a low attack.  If canceled into, it becomes
  cancelable (on the first hit).
- Both the Ukihane and Yusura Ume are overhead and knockdown attacks.
- If you cancel the Sayo Chidori into the Ryuu Enbu, it becomes a
  knockdown attack.  You can't super cancel the (C) Ryuu Enbu this
  way, either.
- The Toki Tsubute is unblockable.


------------------------------------------------------------------------
HINAKO SHIJOU                                           [ Women's Team ]
------------------------------------------------------------------------

N>4/6+C                Tasuki Nage
N>4/6+D                Uwate Nage

3+A                    Maemitsu Tataki
3+D                    Ketaguri

T>P                    Tsukidashi
214+P                  Tsuki Otoshi
623+K                  Yorigiri
41236+K                Kote Nage
632146+K               Kake Nage

632146+P               Gaburi Yori
_412+K                 Ketaguri
_632+P                 Hatakikomi

236236+P               Dai Ichiban
(41236)x2+K            GASSHOU HINERI

Super Cancels          Gaburi Yori
                       Ketaguri (_412+K version)
Critical Wire          Hatakikomi
Counter Wire           Teppou Hinako (if only the last hit connects)
Striker Action         Teppou Hinako

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    C     C     C     C
   Standing Far        -r    -r    -     C     C
   Crouching           C     -r    C     C

- The Maemitsu Tataki is cancelable on either hit.
- The (3+D) Ketaguri is a low attack and is cancelable.
- The Tsuki Otoshi has autoguard before the first hit.  The 2nd hit
  is a knockdown attack.
- The Gaburi Yori won't grab from up close.  Like the Gasshou
  Hineri, Hinako moves forward before making a grab attempt.
- During the Gaburi Yori, you can perform any other special move,
  excluding another Gaburi Yori.  Or, you can supercancel into the
  Oo Ichiban or Gasshou Hineri.
- However, if you mistime the input, Hinako will be hit by her
  opponent and take damage.  If you simply input the Gaburi Yori and
  do nothing, Hinako will be attacked but will defend herself.
- The Kake Nage and Gaburi Yori are unblockable.


------------------------------------------------------------------------
XIANGFEI LI                                             [ Women's Team ]
------------------------------------------------------------------------

N>4/6+C                Kadoma
N>4/6+D                Ryokuchi Kou'en

6+A                    Soushouda
6+B                    Kyuuho: Kousentai
3+D                    Fukuho: Kousentai

236+P                  Nanpa
623+K                  Tenpou Zan
236+B_236+B            Senri Chuu'ou  (_Kankuu)
236+D                  Senri Chuu'ou: Shinsaiha
foe attacks_A_8/6/2    Esaka

632146+P               Banpaku Kou'en
_214+P                 Eikishuhou

AC_43+C_4+C            Chou Pai Long
2363214+K              DAI TETSUJIN
(62314)x2+K            MAJINGA

Super Cancels          Tenpou Zan (1st hit)
                       Esaka (A_6 or A_2 version)
                       Eikishuhou
Critical Wire          Chou Pai Long (3rd input)
Counter Wire           None.
Striker Action         Chou Pai Long Ni

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       C     Cr    C     C     s
   Standing Far       C/C    -     -     -     s
   Crouching           Cr    -r    C     C

- The Soushouda is an overhead attack.  If canceled into, it loses
  this feature, but becomes cancelable.
- The Kyuuho: Kousentai is a low attack.  If canceled into, it becomes
  cancelable.
- The Fukuho: Kousentai is a low attack.
- In the corner, you can juggle your opponent after the (C) Nanpa.
- Xiangfei's Esaka is a reversal move, but it doesn't work like most
  other reversal moves do.  While your opponent is currently making
  an attack _that can hit_, you can perform this move.  For example,
  you couldn't use the Esaka during the start of Heidern's far standing
  D kick because only the ending animation can actually hit you.
- While your opponent is attacking, press A and then _immediately_
  press in the desired direction.  Pressing 8 catches jumping attacks
  and (S)DMs, while 6 catches standing attacks and special moves.
  Pressing 2 catches attacks.
- Only the appropriate type of Esaka can be used, so if someone attacks
  with a crouching sweep and you input A_8, nothing will happen.
  However, you can input the command from anywhere on screen (even
  though this is pretty useless if your opponent is nowhere near you).
- Also, the Esaka has autoguard before Xiangfei attacks (but she can
  still be hit out of the beginning of the Esaka animation).
- The last input of the Chou Pai Long will drop an opponent's guard.
  since it is a Critical Wire.
- The SDM Majinga normally hits 103 times.  However, there is a
  random chance that it will hit 2001 times, although the damage
  increase is not that much greater than normal.
- The Senri Chuu'ou, Shinsaiha, Banpaku Kou'en, and Majinga are
  unblockable.


------------------------------------------------------------------------
KULA DIAMOND                                              [ Nests Team ]
------------------------------------------------------------------------

N>4/6+C                Ice Coffin
N>4/6+D                Behind Rush

6+A                    One Inch
3+B                    Slider Shoot
3+C                    Critical Ice

236+P                  Diamond Breath
623+P                  Crow Bites
214+P                  Counter Shell
214+K                  Ray Spin
_6+B                   Tsuika Kougeki (Stand)
_6+D                   Tsuika Kougeki (Sit)

236236+P               DIAMOND EDGE
(63214)x2+AC           FREEZE EXECUTION

Super Cancels          One Inch
                       (C) Crow Bites (1st hit)
                       (B) Tsuika Kougeki (1st hit)
                       (D) Tsuika Kougeki
Critical Wire          None.
Counter Wire           One Inch
                       Critical Ice
                       (only if the 1st hit is the only one to connect)
                       Counter Shell
Striker Action         Slider Crow Bites

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr   -/-   C/C   -/C    s
   Standing Far        Cr   -/-    C     -     s
   Crouching           C     Cr    -     C

- The One Inch is a knockdown attack.  If canceled into, it loses this
  feature, but becomes cancelable.  It can be canceled directly into
  an (S)DM, though.
- The (A) Diamond Breath knocks an opponent over.  You can hit your
  opponent after either version connects, however.
- The Counter Shell can be used to absorb normal and SDM projectiles,
  as well as Striker projectiles.  Kula will respond by firing an
  icicle across the screen (the same as her Tsuika Kougeki: Stand
  attack).
- The Slider Shoot and Tsuika Kougeki (Sit) are low attacks.
- You can juggle an opponent after the Tsuika Kougeki, but only on
  a counter hit (otherwise, Kula doesn't recover fast enough).
- The Tsuika Kougeki (Stand) also produces a projectile when used.
- When you use the Freeze Execution, you can get the most hits if
  your opponent is in the corner of the screen where Kula is (so if
  Kula is in the far left corner and uses this move, you'd take the
  most damage if you were in the far left corner next to her).  You
  can tell where the high-damage area is because the "white" part
  juts further down into the playing field).  Remember that if Kula
  is facing in the opposite direction, the white area is reversed
  as well.


------------------------------------------------------------------------
FOXY                                                      [ Nests Team ]
------------------------------------------------------------------------

N>4/6+C                Daisan no Kagi
N>4/6+D                Daijuuni no Kagi

6+A                    Nanatsu no Kinzoku
3+A                    Nanatsu no Koubutsu
6+B                    Nanajuu no Junkan
3+B                    Nanajuu no Jouryuu

236+P                  Unicorn no Tsuno
623+P                  Prenylnium
623+K                  Taiki no Shoukei
236+K                  Chie no Ki
_6+P while sliding     Getsu no Shirogane

63214+P                Hajimari no Ki
_P                     Noah no Kioku
_4+K                   Nanajuu no Hoshi

236236+P               Hakuchou no Uta
_2+K while dashing     Chishiki no Bon
_6+P while dashing     Getsu no Shirognae

A>236236+AC            WAKUSEI NO INORI
(236236)x2+BD          MITSUBACHI

Super Cancels          (A) Prenylnium (1st hit)
                       Hajimari no Ki
                       Chishiki no Bon (3rd hit)
                       Getsu no Shirogane (from 236+K)
                       Getsu no Shirogane (2nd hit from 236236+P)
Critical Wire          None.
Counter Wire           Standing CD
                       Jumping CD
Striker Action         Getsu no Shirogane

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr   C/C   -/-    C
   Standing Far        -r    -r    -     -     C
   Crouching           -r    Cr    C     -
   Upward Jump         S     -     -     S     -
   Diagonal Jump       S     -     -     S     -

- The Nanatsu no Kinzoku is cancelable if canceled into.
- The Nanatsu no Koubutsu is cancelable.
- You can cancel the Nanatsu no Kinzoku into the Nanatsu no Koubutsu.
- The Nanatsu no Junkan and Nanajuu no Hoshi will autoguard against
  high and mid-level attacks.  If the autoguard is triggered, this
  move becomes cancelable.
- The Nanajuu no Jouryuu works in the same way, but only against
  low and some mid-level attacks.
- The Unicorn no Tsuno does no damage.  However, a hit character is
  momentarily stunned and is left open to attack.
- The Taiki no Shoukei is a teleportation move.  You can cancel this
  move's animation into Foxy's 6+B or 3+B moves, or into any special
  move or the Hakuchou no Uta (this is not a supercancel).
- The Chie no Ki and Chishiki no Bon are low attacks.
- The Getsu no Shirogane is an overhead attack (but the Striker
  version is not).
- The Chishiki no Bon will drop an opponent's guard on the 2nd hit
  if they are blocking low.  The last hit is cancelable and super
  cancelable, and you can juggle a hit opponent in the corner.
- The Wakusei no Inori makes a row of slash-marks hit the opponent
  from behind.  Your opponent must block backwards (by holding
  forward), or they will be hit.
- When you perform the Mitsubachi, Foxy will automatically forfeit
  the round if her attack misses or is blocked.  If it hits, then
  both characters are killed and the round ends in a draw.


------------------------------------------------------------------------
K9999  (pronounced "kay four nine")                       [ Nests Team ]
------------------------------------------------------------------------

N>4/6+C                Kieroo!
N>4/6+D                Itsumade yondendayoo!

6+A                    Urusee-!

236+P                  Acchi he itteroo!
623+P                  Wareroo!

1632143+P              Tsuki...
1632143+K              Temee mo oucchimae!!
263+ABCD               CHIKARA GA...KATTE NI...UWAAAA!!

Super Cancels          (A) Acchi he itteroo! (3rd-4th hits)
                       (C) Acchi he itteroo! (1st-4th hits)
                       Wareroo!
                       Urusee-! (1st-3rd hits only)
Critical Wire          Ore ni meirei sunna-!!  (if CD attack hits)
Counter Wire           None.
Striker Action         Ore ni meirei sunna-!!

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr  C/C/C   -     C
   Standing Far        -r    -r   -x6    -     C
   Crouching           Cr    Cr   -/-    -

- At the proper distance from your opponent, the 163214+K super will
  hit nine times instead of the usual five (the first four shots
  register as two hits apiece).  The spacing on this is difficult;
  it's somewhere between being half-a-screen away and being a full
  screen away from your opponent.
- The 263+ABCD super can hit opponents who are falling towards the
  floor.
- Strangely enough, K9999's crouching (D) can be canceled into, just
  like a command attack.  For example, you could press 2+D during his
  near standing (C) and interrupt it on any hit, or combo into it
  from his standing close (B), etc.
- While K9999's crouching (D) doesn't knock down, his crouching (C)
  does, on the second hit.
- K9999's standing (D) is an overhead attack.  It's also a knockdown
  attack, and it can hit an enemy who is lying on the ground.


------------------------------------------------------------------------
ANGEL                                                     [ Nests Team ]
------------------------------------------------------------------------

N>4/6+C                Go Go For Ten Girl
N>4/6+D                Starlit Field

A>1~3+D                At The Wasteland
6+B                    Senseless Chatter

214+P                  Repun Kamuy                          (S)
41236+K                Beyond The Frames                    (S)
63214+K                Red Sky of Japonesia
N>421+K                Mad Murder Roulette
3+K                    Formalists' Blue
_P                     Welcome To Ryuugu                    (S)
_K                     Citizen of the World                 (S)

From (S)tart:
8+P                    Bye Bye Ryuugu                       (M)
8+K                    Shelter From The Storm               (M)
6+P                    Buggy And Coffin                     (M)
6+K                    With A Lamp For The Pathway          (M)
2+P                    A Train To See Cherry Blossoms       (M)
2+K                    Impotent Symptom                     (M)

From (M)idst:
66+P                   Crown Under the Sky                   (E)
66+K                   State of Heat Haze                    (E)
214+P                  A Full Moon Evening                   (E)
41236+K                Light Your Cycle                      (E)
63214+K                Red Sky of Japonesia                  (E)
421+K                  A Garden To Play With Ghosts          (E)
4623+P                 THE UNIDENTIFIED VICTIM CONSCIOUSNESS (E)

4623+K                 Royality Test For the Liberalists

Super Cancels          None.
Critical Wire          None.
Counter Wire           None.
Striker Action         Beyond the Frames

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    -r    C     C     s
   Standing Far        Cr    -r    -     -     s
   Crouching           Cr    -r    C     C
   Upward Jump         c     -     c     c     -
   Diagonal Jump       c     -     c     c     -

- You can cancel a mid-air attack into "At the Wasteland," which isn't
  that surprising, except that it will actually combo.
- The "Senseless Chatter" is cancelable on the second hit.  If you
  cancel into it, then it becomes cancelable on either hit.
- The (A) Repun Kamuy will knock an opponent away from you.
- The (C) Repun Kamuy keeps an opponent standing.  It will also drop
  their guard if blocked (and some moves, like her 8+P/K, are fast
  enough to combo in after you drop your opponent's guard).
- When you use the "Beyond the Frames", Angel will run forward.  If
  she gets close enough to her opponent, she'll warp behind them.
  However, if she runs for too long, she won't warp at all and
  will simply stop in front of her enemy.  You can cancel this move
  into itself repeatedly.
- Canceling the "Beyond the Frames" into one of the (M) moves is
  another story.  For the (D) version, you can simply enter the
  command while she's running (before she warps).  For the (B)
  version, enter the command as she nears her opponent.  She will
  tackle them, warp to their other side (if possible), and then do
  the attack that you just input.
- During the "Red Sky of Japonesia" (the 63214+K version), Angel
  will warp forward.  If she gets close enough to her opponent
  before the warp is over, she'll get them in a leg hold.  If she
  can't get close enough (or if your opponent is blocking), then
  she comes out of the warp without attacking.
- You can juggle an opponent after "Mad Murder Roulette."  If they're
  in the corner, you can do whatever you like, but out in the open,
  the only thing that will catch them is the "Red Sky of Japonesia."
- The "Formalists' Blue" has the same cancelable properties as a
  special move.  This means that you can cancel into it from a command
  attack, like the "Senseless Chatter."
- "Welcome to Ryuugu" will combo from the "Formalists' Blue."  However,
  "Citizen of the World" will not, although it is an overhead attack.
- Both "A Train to See Cherry Blossoms" and "Impotent Symptom" hit low.
- The "Impotent Symptom" will hit an opponent who is lying on the floor.
  If they were knocked down as the result of a previous (M) move, then
  they will be knocked back into a standing position.
- "Buggy and Coffin," "With a Lamp for the Pathway," and the second
  hit of "State of Heat Haze" are all overhead attacks.
- You can juggle your opponent after "Crown Under the Sky."
- "State of Heat Haze" is an overhead attack.
- "A Full Moon Evening" is unblockable.  You can cancel the start-up
  animation into "The Unidentified Victim Consciousness," if you like.
  This move does much more damage on a counter hit.
- "A Garden To Play With Ghosts" functions just like the "Mad Murder
  Roulette" (see above).  However, Angel backsteps before attempting
  to throw, making this move difficult to land.
- Angel's (4623+K) move reverses almost any attack (jumping, high, mid,
  and low), as well as special moves and (S)DMs.  There are two versions
  of this move; one if you reverse a mid-air attack, and one if you
  reverse a ground attack.  You can juggle your opponent after the
  ground version.
- Angel's jumping (C) is designed to be used when jumping over your
  opponent, like Iori's Yuri Ori.
- Angel has the ability to chain together certain attacks.  It may
  seem complicated, but the rules are rather simple.  Simply perform
  an attack marked with an (S), and during it, perform an (M) attack.
- You then have two options; perform an (E) move during the (M) attack,
  or chain it into another (M) attack and keep chaining.
- When chaining (M) attacks, there are three basic rules:

    1.  You must alternate between Punch and Kick for each attack.
    2.  You cannot use the same direction twice in a row.
    3.  You may not repeat a command.

- Therefore, a chain such as (6+P > 6+K > 8+K) would not be possible,
  since it breaks all the rules.
- So, does this mean you're limited to doing short chains?  Not at
  all.  In fact, you can chain together all the (M) attacks, like so:

      any (S) > 6+K > 8+P > 2+K > 6+P > 8+K > 2+P > any (E)

- It may look confusing, but it's actually easy to remember, since it
  just repeats itself with different buttons.  And this is just one
  of several possible ways to chain the attacks together (you could
  do the whole (M) sequence in reverse, for example).


------------------------------------------------------------------------
ATHENA ASAMIYA                                   [ Psycho Soldier Team ]
------------------------------------------------------------------------

N>4/6+C                Bit Throw
N>4/6+D                Psychic Throw
N>A>2+C/D              Psychic Shoot

6+B                    Renkantai
A>1~3+B                Phoenix Bomb
7 near a wall_9        Sankaku Tobi

214+P                  Psycho Ball Attack
41236+P                Psycho Shoot
623+P<A                Psycho Sword
A>214+K                Phoenix Arrow
236+K                  Psychic Teleport
214+B                  Psycho Reflector
214+D                  Nu Psycho Reflector

A>236236+K             Phoenix Fang Arrow

63214x2+P<A            SHINING CRYSTAL BIT
_214+P<H               Crystal Shoot
_ABCD                  Cancel

632146+AC              PSYCHIC 9
_(A,B,C)x2,D,236+P     Sailor Finish
_(A,B,C)x2,D,623+P     Psycho Sword Sword
_(A,B,C)x2,D,62314+K   Fire Sword Finish

Super Cancels          (A) Psycho Sword (1st or 3rd hit)
                       (C) Psycho Sword (5th-7th hit)
                       (A) Mid-Air Psycho Sword (1st-3rd hit)
                       (C) Mid-Air Psycho Sword (3rd-7th hit)
                       (A) Phoenix Arrow (3rd hit)
                       (C) Phoenix Arrow (1st-4th in air)
                       (C) Phoenix Arrow (5th on ground)
Critical Wire          Psychic Throw (from Psychic 9)
                       Phoenix Arrow '95 (crouching kick only)
Counter Wire           None.
Striker Action         Phoenix Arrow '95

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    C     C     C     s
   Standing Far        C     C     -     -     s
   Crouching           Cr    Cr    C     C
   Upward Jump         C     -     C     -     C
   Diagonal Jump       C     -     C     -     C

- The second hit of the Renkantai is cancelable.
- The Phoenix Bomb is cancelable.
- The Psycho Reflector moves can reflect normal and (S)DM projectiles.
  It will merely negate Striker projectiles.
- When performing the Psychic 9, wait for the first two automatic hits
  before you start pressing the buttons.  The final (D) press has to
  be done very quickly, whereas the rest of the button presses can be
  done rather moderately.
- You can juggle your opponent after the "Psycho Sword" variation of
  the Psychic 9.


------------------------------------------------------------------------
SIE KENSOU                                       [ Psycho Soldier Team ]
------------------------------------------------------------------------

N>4/6+C                Hakkei
N>4/6+D                Tomoe Nage

6+A                    Kobokushu
6+B                    Kousentai

214+P                  Choukyuu Dan
236+K                  Senkyuutai
421+K                  Ryuu Gakusai
A>214+P                Ryuu Sougeki
41236+A                Ryuu Renga: Chiryuu
41236+C                Ryuu Renga: Tenryuu

2363214+B              Shinryuu Seiou Rekkyaku
2363214+D              Shinryuu Tenbu Kyaku
N>236236+AC            SENKI HAKKEI

Super Cancels          Ryuu Gakusai (2nd hit)
Critical Wire          Sen Shippo (if it misses and the taunt hits)
Counter Wire           None.
Striker Action         Sen Shippo

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr    C     C     s
   Standing Far        Cr    -    -/C    -     s
   Crouching           Cr    -r    C     C
   Upward Jump         s     -     -     -     s
   Diagonal Jump       -     s     -     -     s

- The Kobokushu is an overhead attack.  If canceled into, it loses this
  feature, but becomes cancelable.
- The Kousentai is cancelable.
- You can juggle your opponent after the Senkyuutai.
- The Senkyuutai and (A) Ryuu Renga has autoguard.
- The 2nd and 3rd hit of the Shinryuu Seiou Rekkyaku are overhead
  attacks.
- The Senki Hakkei is unblockable.


------------------------------------------------------------------------
CHIN GENTSAI                                     [ Psycho Soldier Team ]
------------------------------------------------------------------------

N>4/6+C                Gou Inshu
N>4/6+D                Sakkyaku Nage

6+A                    Suiho Hyoutan Shuu

214+P                  Hyoutan Geki

236+P                  Suihai Kou
_236+P                 Fun'en Kou
_623+P                 Ryuurin Hourai
_623+K                 Gou'en Shourai: Kai
_41236+K               Kaiten-teki Kuutotsu Ken

22+K                   Bougetsu Sui
_4/6                   Move Back/Forward
_8+B                   Rouja Hanhou
_8+D                   Rigyo Hanhou
_ABCD                  Cancel

2362314+P              Gou'en Shourai
236236+P               GOURAN ENPOU

Super Cancels          (C) Ryuurin Hourai (1st hit)
                       (B) Gou'en Shourai: Kai (last hit)
                       (D) Gou'en Shourai: Kai (1st hit)
                       Kaiten-teki Kuutotsu Ken
                       Rigyo Hanhou
                       Gou'en Shourai (last hit)
Critical Wire          (B) Gou'en Shourai: Kai (last hit)
Counter Wire           None.
Striker Action         Kaiten Hyoutan Shuu

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    -r    C    -/-    s
   Standing Far        -r    -r    C     -     s
   Crouching           Cr    -r    C     -

- The Suihai Kou no longer hits.  Instead, Chin is immune to attack
  during this move.
- The Suiho Hyoutan Shuu is an overhead attack and is cancelable.
- The Hyoutan Geki can negate normal projectiles.
- The last hit of the (B) Gou'en Shourai: Kai will drop an enemy's
  guard, since it is a Critical Wire.


------------------------------------------------------------------------
BAO  (pronounced "pow")                          [ Psycho Soldier Team ]
------------------------------------------------------------------------

N>4/6+C                Gen'ei Tougi
N>4/6+D                Critical Throw

6+A                    Kawasaki
6+B                    Senheki Shuu
3+B                    Senshou Shuu
3+D                    Rikatsu Shuu
2+D                    Sliding
A>2+A                  Soushou
A>2+B                  Hikida
7 near a wall_9        Sankaku Tobi

236+A                  Psycho Ball Attack
236+C                  Psycho Ball Crash: Rise
236+K                  Psycho Ball Crash: Bound
214+P                  Psycho Ball Crash: Front
214+K                  Psycho Ball Crash: Reflect
A>214+P                Psycho Ball Crash: Air Front
A>236+K                Psycho Ball Crash: Air Bound

214214+K               Psycho Ball Crash SP
641236+AC<H            PSYCHO BALL ATTACK 3

Super Cancels          Psycho Ball Crash: Rise (1st hit)
                       Psycho Ball Crash: Front
Critical Wire          None.
Counter Wire           None.
Striker Action         Psycho Ball Attack: Rise

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       C     C     C    -/-    -
   Standing Far        -     -     -     -     -
   Crouching           C     -r    C     -

- The Kawasaki, Senshou Shuu, Rikatsu Shuu, and Soushou are cancelable.
- The Kawasaki is also a knockdown attack.
- The Senheki Shuu is an overhead attack, even if canceled into.
- The second hit of the Sliding is a low attack.
- The Rikatsu Shuu and Psycho Ball Attack 3 can hit an opponent who
  is lying on the floor.
- The (236+C) can be canceled into the Air Front or Air Bound after
  the 2nd hit.
- You can juggle your opponent after Bao's (214+C), if they are in the
  corner of the screen.
- The Psycho Ball Crash: Reflect can reflect normal and (S)DM
  projectiles.  It will merely negate Striker projectiles.
- The Air Bound can be canceled into any ground special move or (S)DM
  during the brief period when Bao lands before bouncing upward again.
- The 236+K attack can be canceled into a ground special move or (S)DM
  like the Air Bound, but it's much harder to do.  This is because the
  move is only cancelable if Bao hits his opponent while at the lowest
  point of his forward movement (before he bounces upward).  An easy
  way to get the timing right (vs most characters), is to do it in
  this combo:

    Standing or crouching (C) -> Kawasaki or Rikatsu Shuu -> Bound

  You should hit your opponent at the lowest point of the Bound this
  way (although the Kawasaki or Rikatsu Shuu will not actually combo
  with the Bound, so your opponent could block the Bound).
- You can delay the Psycho Ball Attack 3, but it will automatically
  explode if it gets close to your opponent.


------------------------------------------------------------------------
KIM KAPHWAN                                               [ Korea Team ]
------------------------------------------------------------------------

N>4/6+C                Kubikime Otoshi
N>4/6+D                Sakkyaku Nage

6+A                    Kuuren Geki
6+B                    Neri Chagi

214+K                  Hangetsu Zan
2.8+K                  Hien Zan
2.8+D_2+D              Hien Zan (_Tenshou Zan)
22+K                   Haki Kyaku
22+B_623+K             Haki Kyaku (_Double Dechagi)
A>236+K                Hishou Kyaku

236236+K               Hou'ou Hiten Kyaku
A>236236+K             Hou'ou Tenbu Kyaku
21416+BD<A             HOU'OU KYAKU

Super Cancels          (B) Haki Kyaku
                       (D) Hien Zan (1st hit)
                       Double Dechagi (2nd hit)
Critical Wire          None.
Counter Wire           None.
Striker Action         Hishou Kyaku

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       C    C/C   C/-   C/C    s
   Standing Far        -     -     -     -     s
   Crouching           C     -r    C     C
   Upward Jump         C     -     -     -     C
   Diagonal Jump       C     -     -     -     C

- The second hit of the Kuuren Geki is cancelable.
- The Neri Chagi is an overhead attack.  If canceled into, it loses this
  feature, but becomes a two-hit move which is cancelable on either hit.
- The (D) Haki Kyaku is a knockdown attack.  It can also hit an
  opponent who is lying on the ground.
- You can juggle your opponent after the Hou'ou Hiten Kyaku.


------------------------------------------------------------------------
CHANG KOEHAN                                              [ Korea Team ]
------------------------------------------------------------------------

N>4/6+C                Hagan Geki
N>4/6+D                Kusari Jime

3+A                    Hiki Nige

214+P                  Tekkyuu Funsai Geki
41236+K                Tekkyuu Taiko Uchi
632146+P               Dai Hakai Nage

623+P                  Tekkyuu Dai Kaiten
_4/6                   Move Back / Forward
_ABCD                  Cancel

2363214+P              Tekkyuu Dai Bousou
236236+P               TEKKYUU DAI ASSATSU

Super Cancels          (C) Tekkyuu Funsai Geki (if it hits from behind)
Critical Wire          Tekkyuu Dai Bousou (standing B finish)
Counter Wire           None.
Striker Action         Tekkyuu Dai Kourin

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       C     C    -/-    C     s
   Standing Far        -     C     -     -     s
   Crouching           C     C     C     C

- The (C) Tekkyuu Funsai Geki has autoguard during the beginning of
  the move, right when Chang rears back to begin spinning the ball.
- Furthermore, this move will no longer hit an opponent if Chang is
  spinning the ball behind his head and his challenger moves behind him.
- However, when Chang actually swings the ball forward, then an
  opponent who is behind him will be hit.  Even stranger is that this
  is the only way to use the (C) Tekkyuu Funsai Geki as a supercancel.
- The timing on the supercancel seems to be incredibly difficult,
  though (I got it to work twice out of literally 60 tries).  What's
  more, the Tekkyuu Dai Bousou doesn't connect off of the super cancel
  (maybe the Assatsu does, I couldn't get it to work).  If anyone has
  a reliable way to pull this off, I'd love to hear from you :)
- During the Tekkyuu Dai Kaiten, Chang's spinning ball can absorb
  projectiles.  This move hits twice on a counter hit.
- The Tekkyuu Taiko Uchi reverses jumping, high, and mid-level attacks,
  as well as special moves and (S)DMs.  For every third time that you
  successfully reverse a move, Chang will fall down instead of sneezing,
  which inflicts much more damage.  However, the "fall" animation has
  less range than the sneeze does.
- The Dai Hakai Nage is unblockable.
- The Tekkyuu Dai Bousou ends with one of seven random finishes,
  including: a belly bop, a forward roll, an upward roll, a ground
  slide, a Hien Zan (hits on the way down), a mini belly flop, and
  a standing kick attack (looks like his standing B).
- If you're lucky enough to get the standing B finish, then it will
  act like a Critical Wire when it his, allowing you to juggle your
  opponent as they bounce off the wall.
- The DM version of the Tekkyuu Dai Assatsu acts as an overhead attack
  while Chang is falling.  In addition, the (A) version makes Chang
  go directly into the bellyflop, and can hit twice on a counter hit.
- The (C) version makes Chang run forward, and as he starts running,
  he has autoguard.  This move usually hits twice (once on the way
  up and again on the way down), but it can hit twice in the air if
  it's a counter hit.
- The SDM Tekkyuu Dai Assatsu is not an overhead, but it hits low,
  like Goro's Jiraishin.  This means that Chang's opponent will be
  damaged no matter where he is on the screen (unless he's blocking
  low or is in mid-air).
- The SDM Tekkyuu Dai Assatsu can also hit someone who is lying on
  the floor.
- Chang's crouching C only hits once.  However, it has several "hit
  points" that can connect.  All of them are cancelable except for
  when the ball is fully over Chang's head (the previous one, where
  it is above his head but is still at an angle, is cancelable).


------------------------------------------------------------------------
CHOI BOUNGE                                               [ Korea Team ]
------------------------------------------------------------------------

N>4/6+C                Zujou Sashi
N>4/6+D                Geketsu Zuki

4/6+B                  Toorima Geri
7 near a wall_9        Sankaku Tobi

2.8+P                  Tatsumaki Shippuu Zan
4.6+P                  Senpuu Hien Zashi
_(dir.+P/K)x2          Houkou Tenkan
2.7~9+K<H              Hishou Kuuretsu Zan
_(dir.+P/K)x2          Houkou Tenkan
623+K                  Hien Zan
A>236+K                Hishou Kyaku

214+P                  Kaiten Hien Zan
_P                     Kishuu Hien Zuki
_236+K at apex         Hishou Kyaku

(63214)x2+P            Shin! Chouzetsu Tatsumaki Shinkuu Zan
_4/6                   Move Back / Forward
(41236)x2+P<H          Zan! Engetsu Rin
2141236+BD             HOU'OU KYAKU

Super Cancels          Tatsumaki Shippuu Zan (1st hit)
Critical Wire          None.
Counter Wire           None.
Striker Action         Toorima Zuki

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr    C     -     s
   Standing Far        Cr    -     -     -     s
   Crouching           Cr    -r    C     -

- When using the Hishou Kuuretsu Zan, the (B) version makes Choi
  fly diagonally downward, while the (D) version makes him fly
  horizontally.
- The Shin! Chouzetsu Tatsumaki Shinkuu Zan is only a DM, but it
  can juggle an opponent repeatedly like the old SDM version could.
- If you delay the Zan! Engetsu Rin until Choi attacks, the third
  "slash mark" he makes becomes an unblockable attack.


------------------------------------------------------------------------
MAY LEE (NORMAL)                                          [ Korea Team ]
------------------------------------------------------------------------

ABC                    Kamae Henka (Hero)

N>4/6+C                Omote Enbu
N>4/6+D                Ura Enbu

6+B                    Kuusetsu Geki

236+K                  Mawashi Geri
623+B                  Kakato Otoshi
623+D                  Gedan Geri
63214+K                Gada Hanshuu

(see notes)            Sanren Kyaku
_63214+B               Ushiro Mawashi Geri
_63214+D               Ushiro Mawashi Geri (_Kamae Henka)

236236+K               Ryuu Getsurin Kyaku
214214+K               Shinjuu Kyaku

Super Cancels          Gedan Geri
                       (B) Ushiro Mawashi Geri
Critical Wire          Shinjuu Kyaku
Counter Wire           None.
Striker Action         Shinjuu Shoukan

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr    C    -/C    s
   Standing Far        Cr    -r    -    -/-    s
   Crouching           Cr    -r    C     -

- Pressing ABC will make May change her stance and enter "Hero Mode."
  In this mode, she has a completely different moveslist; see the
  next entry for more details.  May will revert to normal mode if she
  is hit while in Hero Mode.
- The ABC stance switch also has the neat ability to cancel out of
  most moves.  This means that if you input 236+K, you can press
  ABC during either hit to make May stop and switch stances.  Since
  the stance change occurs so quickly, you can even continue to
  combo while in Hero Mode.
- May has the ability to cancel certain attacks into other attacks.
  This ability is called the "Sanren Kyaku" (Triple Continuous Kicks),
  because she can do precisely that--deliver three attacks in quick
  succession.  The possible "Sanren Kyaku" routes are listed below:

               236+K    ->  623+K    ->  62314+K
               623+K    ->  236+K    ->  63214+K
               236+K    ->  63214+B  ->  623+K
               623+K    ->  63214+B  ->  236+K
               63214+B  ->  236+K    ->  623+K
               63214+B  ->  623+K    ->  236+K
               236+K    ->  63214+D
               623+K    ->  63214+D

- Note that the last two routes stop after "63214+D" because using
  this move automatically puts May Lee in Hero Mode afterwards.
- Also note that you can cancel these attacks into each other without
  waiting for them to connect.
- The (D) Mawashi Geri has autoguard during the animation when May Lee
  sticks her knee out before stepping forward and kicking.
- The Kakato Otoshi is an overhead attack.
- Inputting 63214+K makes May Lee perform the Gada Hanshuu.  If you
  input 63214+K during her 236+K or 623+K attacks, she'll perform
  the Ushiro Mawashi Geri instead.
- The Gada Hanshuu reverses all attacks (jumping, high, mid, and low),
  as well as special moves and (S)DMs.  You can juggle your opponent
  afterwards.  It seems to be picky when it comes to low attacks,
  though (i.e. it can stop Kim's low D or Haki Kyaku, but not his
  low B).
- The Shinjuu Kyaku is an overhead attack.  Although this move is
  May's Critical Wire, she recovers too late to juggle her opponent.
  In order to get around this, switch into Hero Mode after using the
  Shinjuu Kyaku.


------------------------------------------------------------------------
MAY LEE (HERO)                                            [ Korea Team ]
------------------------------------------------------------------------

ABC                    Kamae Henka (Normal)

N>4/6+C                Omote Enbu
N>4/6+D                Ura Enbu

6+A                    Hero Uke
3+B                    Sliding

236+P                  Full Swing Chop
214+P                  "May Lee Cho~p!"
_236+K                 "May Lee Ki~ck!"
A>236+K                "May Lee Ki~ck!"
632146+P               "May Lee Break!"

A>236236+P             "May Lee Dynamic!"
236236+AC              MAY THEE END

Super Cancels          (C) Full Swing Chop
                       "May Lee Cho~p!"
Critical Wire          (C) Full Swing Chop
                       Standing CD
Counter Wire           (A) Full Swing Chop
Striker Action         Shinjuu Shoukan

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near      -/-    Cr    C     C     -
   Standing Far       -/-    Cr    C     C     -
   Crouching           Cr    Cr    C     C
   Upward Jump         C     -     C     C
   Diagonal Jump       C     -     C     C

- As in Normal Mode, May's "stance change" (press ABC) can cancel out
  of most attacks.
- In Hero Mode, May Lee has no jumping CD attack.  In addition, her
  standing CD doesn't function like your average CD attack; it drops
  an opponent's guard and is uncancelable.  Although it functions
  as her Critical Wire, you have to ABC cancel back into Normal Mode
  if you want to juggle off of it.
- Furthermore, in Hero Mode, May Lee cannot use the Emergency Evade
  roll, nor can she block attacks.  This presents a problem, as
  getting hit while in Hero Mode returns her to Normal mode.
- The Hero Uke will automatically guard against high and mid-level
  attacks.  If the autoguard is triggered, you can cancel this move
  into a special move or SDM.
- The Sliding is a low attack and is cancelable.
- The (C) Full Swing Chop will drop an opponent's guard, since it is
  a Critical Wire.
- The (A) "May Lee Cho~p!" is an overhead attack.
- The last hit of the "May Lee Ki~ck!" hits low, and can hit an enemy
  who is lying on the ground.
- The "May Lee Break!" is unblockable.
- You can link an attack after May's standing (A).
- May's crouching (C) will launch an opponent, allowing you to juggle
  them.  You can also cancel it into her (C) "May Lee Cho~p!" for an
  easy 2-hit combo.


------------------------------------------------------------------------
ZERO                                                        [ Mid-Boss ]
------------------------------------------------------------------------

N>C_6                  Genma Kokushou
N>4+C                  Genma Kokushou
N>4/6+D                Genma Kokushou

A_6                    Jagai Kusetsu
6+A                    Krizalid
6+B                    Grugan
6+C                    Ron

236+A                  Zanpuu Enpa: Hankyou
236+C                  Zanpuu Enpa: Satsuma
623+P                  Zanpuu Enpa: Kouga

236236+P               Gokusa Zanjin
236236+K               Hakura Messei

Super Cancels          None.
Critical Wire          Ron
Counter Wire           Standing D
                       Standing CD
                       Jumping CD
Striker Action         Typhon Rage

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       -r    -     C     C     C
   Standing Far        -r    -     C     C     C
   Crouching           C     C     C     C

- Zero comes with his own "strikers" that can be summoned by pressing
  6+A/B/C.  They don't function like real Strikers, though, aside from
  the fact that they come in and attack, and that you can hit them out
  of their attacks if you're quick enough.
- To perform the Jagai Kusetsu, you can press 6+A at exactly the same
  time.  However, this is difficult to do, because you're more likely
  to end up summoning Krizalid.  An easier way to do this is to press
  A and then press 6 _immediately_ afterward.  Zero should perform the
  move without even beginning his standing A animation.
- This method can also be used to input his 6+C throw (whereas pressing
  6+C is more likely to summon Ron).
- The Jagai Kusetsu is an overhead and a knockdown attack.  It loses
  both properties if canceled into, but becomes cancelable.
- Zero is invincible during any of the 6+A/B/C summoning moves, but
  only while he is facing away.
- You can juggle an opponent who is hit by Krizalid's Typhon Rage or
  Grugan's diving attack.
- Ron's attack will drop an opponent's guard, since it is a Critical
  Wire.
- The Hankyou can reflect normal and (S)DM projectiles.
- The last hit of the Zanpuu Enpa and Gokusa Zanjin causes your
  opponent's guard to drop.
- When playing as Zero, you cannot use his teammates as Strikers,
  unless you're in Practice Mode.
- Although Zero has no Power Gauge, it's really just invisible.  It
  still holds levels just like a normal gauge, and you still have to
  build up power if you want to use his DMs or Guard Cancel moves.


------------------------------------------------------------------------
IGNIZ                                                      [ Last Boss ]
------------------------------------------------------------------------

N>4/6+C                Blue Noah
N>4/6+D                Red Noah

236+P                  Chain-Blade Transaxle Slice
623+P                  Chain-Blade Sagital Edge Slice
236+K                  Void Genocide
214+A                  Divine Arrow: Air
214+C                  Divine Arrow: Ground
214+K                  Nega Genesis

236236+P               Idion Blade
623+K                  Chaos Tide
2363214+AC             BRUTAL GOD PROJECT

Super Cancels          Chain-Blade Transaxle Slice
                       Chain-Blade Sagital Edge Slice
                       Nega Genesis
Critical Wire          Nega Genesis (1st hit)
Counter Wire           Void Genocide (if it reverses)
                       Jumping CD
Striker Action         None.

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    -     Cr    -     s
   Standing Far        Cr    -     Cr    -     s
   Crouching           Cr    -     Cr    -

- Several of Igniz' special moves are cancelable.  This includes the
  Transaxle Slice, Nega Genesis, and Sagital Slice (the A version is
  only cancelable on the first 3 hits, while the C version is only
  cancelable on the first 6 hits).  All of these moves can be canceled
  into other special moves, (S)DMs, or even themselves, providing you
  use another strength (so you could interrupt Igniz' 623+C with his
  623+A attack).
- The Void Genocide reverses mid-level and low attacks.
- The Divine Arrow: Low is a low attack.
- The first hit of the Nega Genesis will drop an enemy's guard, since
  it is a Critical Wire.  Furthermore, either hit is cancelable.
- You can juggle your opponent after the Idion Blade.
- Against thin characters (like Leona), the Chaos Tide will miss
  when performed from up close.
- Igniz' standing CD only knocks down on the 2nd hit.  Either hit is
  cancelable, however.
- When playing as Igniz, you cannot use his teammates as Strikers.
- Although Zero has no Power Gauge, it's really just invisible.  It
  still holds levels just like a normal gauge, and you still have to
  build up power if you want to use his DMs or Guard Cancel moves.


========================================================================
4. GAMEPLAY NOTES
========================================================================

This section explains some of the KoF basics (listed in alphabetical
order).

------------------------------------------------------------------------
AUTOGUARD
------------------------------------------------------------------------

Autoguard is a nifty little feature that lets you defend against an
attack while you're in the middle of performing a move.  This may seem
kind of cheap, but in most cases, the autoguard can only be "triggered"
during a particular animation frame (or series of frames).  For example,
Ryo's Joudan Uke only has one frame of autoguard, while Maxima's Bunker
Buster offers autoguard during the entire time that the move is
beginning, and as he recovers from it upon landing.  Even if you hit
him with multiple attacks, they will all be blocked.

As an example of autoguard, let's look at Maxima's standing CD.  If
an opponent attacks him, the autoguard will only come into effect if
he is hit at a particular moment.  In this case, it's when he is
holding his arms directly behind him horizontally.  If the autoguard
is triggered, then there is a brief pause as the incoming attack is
blocked, followed by the rest of the CD animation.

Another feature of autoguard is that your guard won't drop during an
automatically blocked attack, nor does it contribute to your chance
of getting your guard dropped.  However, you still take block damage
from autoguarding against a special move or (S)DM.

Also, autoguard is not perfect.  It is entirely possible for your
opponent to trigger your autoguard, but still hit you even after it's
been triggered (usually this occurs when they're using an attack that
hits more than once).

Keep in mind that some moves have no effect except to provide you with
autoguard, like Ryo's Gedan Uke or May Lee's Hero Uke [however, in
both these cases, if autoguard is triggered, you can cancel into a
special move or (S)DM].


------------------------------------------------------------------------
BLOCKING ATTACKS
------------------------------------------------------------------------

There are two ways to defend against attacks; by blocking them, or
by using autoguard.  Autoguard is explained in a previous entry (see
above).

Blocking attacks is as simple as holding back to block while standing
(also known as blocking high), or holding down-back to block while
crouching (also known as blocking low).  When you block an attack,
you take no damage from it.  If you block a special move or (S)DM,
then you take greatly reduced damage with each hit.  Normally, you
can't block a throw attempt, but some throws will not connect (or
will miss entirely), if you block them.  Note that if you block too
many attacks in a short period of time, you will experience "dropped
guard" (see the entry below for more information on this).

Blocking high will protect you from any kind of jumping attack, and
most standing attacks (although some character's standing kicks can
hit below the belt and must be blocked low).  However, you are left
vulnerable to low attacks.  Blocking low protects you from low attacks
(like crouching kicks, etc.) and most standing attacks.  However, you
are left open to jumping attacks and overheads.

An overhead is any move that cannot be blocked low, but it's most
commonly used to describe moves that look like they should be able to
be blocked low.  For example, Terry's Hammer Arch is a standing punch
attack.  It looks like you could crouch and block it, but in fact, it
will hit you unless you block while standing.


------------------------------------------------------------------------
COUNTER HITS
------------------------------------------------------------------------

A counter hit occurs when you are damaged while making an attack of some
sort.  This can occur if you're hit while your attack begins, as it is
being performed, or while you recover from it.  Any time a move connects
on a counter hit, it does slightly more damage than usual.  Some moves
do significantly more damage, like Ryo's Kohou Shippuu Ken or Tenchi
Haou Ken.

If a Blow Away Attack (more commonly known as the CD attack) counter
hits, then you can juggle your opponent afterwards.  For example, if
you jumped in with a CD that hit, doing an Oniyaki upon landing would
not do anything.  However, if the CD counterhit, then the Oniyaki would
actually connect.

Unlike previous KoF games, there is no "Counter" message that pops up
when you land a successful counter hit.  Instead, the screen will simply
flash white as the hit connects.


------------------------------------------------------------------------
DROPPED GUARD
------------------------------------------------------------------------

"Dropped Guard" refers to those instances when, while in the midst of
blocking an attack, your character suddenly stops blocking and goes
into a sort of "stunned" animation for a split second.  There are two
ways that this can happen:

The first is by Guard Crush.  This happens when you block too many
attacks in a brief period of time.  For example, if Heidern were to
quickly attack Maxima with nine close standing (D) attacks, then on
the ninth one, Maxima would stop blocking.  However, after you are
Guard Crushed, the chance of getting GC'd "resets", so he could block
nine more of the same attack before getting Guard Crushed again.
Every character can resist a different number of hits before being
GC'd (for example, in the above example, Mai would be GC'd in only
eight blocked hits).

The second method involves special moves that have the special ability
to block an opponent's guard.  There's nothing special here--some moves
can just do that, like Shingo's Kake Hourin, or the last hit of Robert's
Kyokugen-ryuu Renbu Kyaku.  These moves will drop your guard every time,
no matter what.

So, what's the significance of all this?  Well, if your guard drops,
that means that you're left open to attack for a moment.  If, for
example, Kyo GC'd you with a close standing C, he could cancel it into
the Aragami, and that would hit you before you recovered and resumed
blocking.  The same applies to moves that drop your guard; if you
try to block Angel's (C) Repun Kamuy, your guard would drop, and she
could follow it up with the "Shelter From The Storm" attack (which
would combo).


------------------------------------------------------------------------
POWER GAUGE
------------------------------------------------------------------------

The Power Gauge is found at the bottom of the screen.  It's length and
the number of levels it can hold is determined by the number of Strikers
in your party (see Section 5 for more information about this).

The Power Gauge will gradually fill up as the following requirements are
met:

  - You perform a special move that misses (including special throws).
  - You perform an attack that is blocked.
  - You perform an attack that hits [excluding normal throws and
    (S)DMs].
  - You are hit by an opponent's attack (excluding normal throws).

Once the Power Gauge is completely full, it will change color and a
number will appear.  Depending on your Striker arrangement, you may
only be able to hold 1 full level of power, or you may be able to hold
up to four levels.

Once you earn a level of power, the only way to lose it is to either
end the battle (meaning all of your opponents are defeated), or expend
your level(s) on one of the following moves:

  - A Guard Cancel roll                (press 4/6+AB while blocking)
  - A Guard Cancel attack              (press CD while blocking)
  - A Desperation Move (DM)            (command varies)
  - A Super Desperation Move (SDM)     (command varies)
  - A Super Cancel                     (command varies)

Guard Cancel moves cost one level of power to use, as do DMs.  SDMs
cost two levels to use.  A supercancel costs one level for the act
of canceling, and one or more additional levels for the DM or SDM
that you're canceling into (see the entry on Super Cancels for more
information).


------------------------------------------------------------------------
REVERSAL MOVES
------------------------------------------------------------------------

Reversal moves have the ability to "catch" your opponent's attack and
respond with an attack on your own.  Some of these reversal moves cannot
hit unless the "reversal" feature is triggered (such as Goro's Nekko
Gaeshi), while others can actually hit an opponent and only reverse
attacks as a secondary function (like Shingo's Gecchuu).

All reversal moves have a certain animation frame (or frames) in which
the reversal can be triggered.  Otherwise, if your opponent attacks you
and you're not in that particular frame, you'll just get hit.  For
example, Shingo's Gecchuu can only be used as a reversal if Shingo is
hit while he is lifting up his arm above his head.

Not all reversal moves can "catch" the same attacks.  Here are the types
of attacks you can reverse, depending on who you're using:

 Jumping       - an attack your opponent makes while in air.
 High          - an attack that hits above the waist.
 Mid-Level     - an attack that hits below the waist, but doesn't
                 hit the lower legs or feet (such as most crouching
                 punches).
 Low           - attacks that hit the feet (such as most crouching
                 kicks).
 special moves - Includes non-projectile and non-throw special moves.
 (S)DMs        - Includes non-projectile and non-throw (S)DMs.

Note that an opponent's "attack" refers to any move that has a hit
animation that is not a special move or (S)DM.  So a jumping CD attack,
standing B, or a command attack (like Leona's Strike Arch) could all
be reversed.  Ryo's Joudan Uke could not, because although it is a
command attack, it has no hit animation.

If a character can reverse special moves or (S)DMs, then they can
"catch" those moves even if they are unblockable (such as Ralf's
Galactica Phantom).  A character who can reverse special moves still
cannot reverse blockable throws, even though they have a "hit"
animation.  Also, just because you can reverse a particular type of
attack doesn't mean that you can reverse _all_ of them.


------------------------------------------------------------------------
SUPER CANCELS
------------------------------------------------------------------------

When you cancel a special move into a DM or SDM, you are performing a
"super cancel."  You can tell that a super cancel takes place because
not only does the screen turn black (as it does when you perform a DM
or SDM), but your character briefly flashes white.  Most characters
have at least one special move that can be used for super canceling--
those moves are listed in Section 3.

Unlike previous KoF incarnations, the DM or SDM you cancel into comes
out instantly, allowing for more combo possibilities.  Also, note that
since there is no Counter Mode in KoF '01, there are no special
prerequisites for using a super cancel.  The only thing you need is an
extra level, since the act of super canceling costs 1 level.  This means
that canceling into a DM costs 2 levels in all, and canceling into a SDM
costs 3 levels.  Also, supercancels can only be used with special moves
that hit or are blocked--if they miss, the supercancel will not come
out.

As an example of a supercancel, let's look at Xiangfei.  One of her
super cancelable moves is the Tenpou Zan.  Let's say you want to cancel
in into her Dai Tetsujin DM.  In addition to needing 2 levels (one for
the cancel, and one for the DM), you'll see that the Tenpou Zan is only
super cancelable on the first hit (because Xiangfei leaves the ground
on the 2nd hit).  Therefore, if you want to perform this supercancel,
you'd enter the commands like so:

                     623+K (1st hit) -> 2363214+K

Although you could use the command above, an easier way to perform
super cancels is to use abbreviated commands.  This is done by
combining the special move and DM commands into one smooth motion,
allowing you to pull off the move faster and with less hassle.  In
the above example, you can shorten it like so:

                     6236+K (1st hit) -> 3214+K

By altering the first command, you can still perform the Tenpou Zan
while also putting in part of the Dai Tetsujin command.  You don't
have to "abbreviate" the commands for super cancels, but it makes
super canceling a lot easier to do.

Some characters can even cancel DMs into (S)DMs.  These work the same
as super cancels, but they require more levels of power to use.  For
example, if Joe does his Ougon no Tiger Kick and cancels the first hit
into the SDM Screw Upper, it would cost 4 levels of his Power Gauge;
one for the Ougon no Tiger Kick, one for the supercancel, and two for
the SDM Screw Upper.

Also note that characters with cancelable DMs can cancel into the same
move twice.  This means Joe could cancel the 1st hit of the Ougon no
Tiger Kick into the Ougon no Tiger Kick again.

Characters with "button-press" supers (Mary's Dynamite Swing or Yuri's
Yuri Chou Enbu), can super cancel out of almost any special move into
their "button-press" DM or SDM.  This includes moves that normally
cannot be super canceled out of, like Mary's M. Snatcher or Yuri's
Shin! Chou Upper.

Finally, some characters can supercancel without using up levels.
This applies to some command attacks (like Kula's  One Inch) and
some special moves (like Foxy's Taiki no Shoukei).  There is no
"white flash" while canceling, and the only levels you lose are for
the cost of the (S)DM.


------------------------------------------------------------------------
THROW TYPES
------------------------------------------------------------------------

Not all throws function in the same way.  Throws can be put into one of
three categories; those that are unblockable (anybody's normal C or D
throw, for example), those that are blockable (Maxima's Blitz Cannon)
and those that miss entirely if you block them (Hinako's Yorigiri).


------------------------------------------------------------------------
WIRE DAMAGE
------------------------------------------------------------------------

The biggest new addition to the KoF series is the concept of "Wire
Damage."  The idea is that there are certain moves that, when they hit
your opponent, will send them flying into a wall, which they will then
bounce off of.  It's supposed to make you think of someone being yanked
backwards by a wire (like when they film special effects, etc.)

In terms of gameplay, what this simply means is that some moves open
up juggle possibilities, since they send your opponent rebounding off
the wall.  While your opponent is airborne, they are open to attack
and can be juggled by pretty much anything.

There are two types of "wire" attacks.  One is "Critical Wire" attacks.
These are moves that bounce your opponent off the wall by their very
nature.  They include moves like Ralf's Galactica Phantom and Zero's
Ron summon.  Critical Wires will drop an opponent's guard if they are
blocked, but this only applies to the hit which actually produces the
Critical Wire.  In other words, moves like Ryo's (A) Zanretsu Ken and
May Lee's Shinjuu Kyaku will not drop your guard because the initial
hits aren't the ones that act as Critical Wires.

The other type of wire attack is called a "Counter Wire."  These
attacks don't juggle the opponent unless they land on a counter hit
(see the previous section on Counter Hits).  If you are lucky enough
to counter hit with one of these moves, then you can juggle your
opponent as you normally would.  Some examples of Counter Wires
include Goro's jumping CD attack, and May Lee's (A) Full Swing Chop.


========================================================================
5. STRIKER INFO.
========================================================================

Strikers have always been an important part of KoF gameplay, so this
section deals exclusively with them.

------------------------------------------------------------------------
STRIKER SYSTEM
------------------------------------------------------------------------

The Striker System has been changed this time around.  After selecting
your four teammates, you can choose which members of your party are
playable, and which ones are strikers.  How you arrange your party
affects a number of different factors, as the table below illustrates:

    # of Players        One   |    Two   |   Three  |   Four
    # of Strikers      Three  |    Two   |    One   |   None
    # of Levels        Four   |   Three  |    Two   |    One
    Gauge Length       Short  |  Medium  |   Long   |  Longest
    Attack Power*        1    |     3    |     3    |     4
    Defense Power       3.5   |     3    |     2    |     1
    Life Recovery        4    |     4    |     1    |    0.5

* You can Guard Crush someone with fewer hits depending on how high
  your Attack Power is.

The ratings used for attack, defense, and life recovery are not exact,
they're just there to give you an idea of the contrast between ratings,
with 0 being the lowest, and 4 being the highest.  In other words, if
you have one person in your party and three Strikers, then you have
low attack power, high defense power, and you recover a lot of life
after each winning round.

However, don't worry if you arrange your team and are unsatisfied with
how they turned out.  Before each new battle, you have the option of
rearranging your team.  For example, you could have 1 player and 3
strikers in the first battle, and 2 players and 2 strikers in the
second battle.


------------------------------------------------------------------------
USING STRIKERS
------------------------------------------------------------------------

Calling a Striker now drains a level from your Power Gauge--the old
system of using "Strike Bombs" has been done away with.  In general,
a Striker can be summoned by pressing BC.  However, if you have more
than one striker, additional commands can be used:

 - With 2 strikers, BC summons the middle one, and 4/6+BC summons the
   one behind them.
 - With 3 strikers, BC summons the middle one, 4+BC summons the one
   behind them, and 6+BC summons the one in front of them.
 - Alternately, you can summon Strikers from a crouching position
   by using 1/2/3+BC, respectively (useful if you want to charge
   a move like Kim's Hien Zan while calling out a Striker).

For example, let's say you're setting up your characters and you put
them in this order: Goro as a Striker, then Kyo as your player, then
Benimaru as a Striker, and Shingo as a Striker.  Once game game
begins, you will be using Kyo, and your Striker portraits will be
arranged in this order:

                       Goro / Benimaru / Shingo

This means that pressing BC will summon Benimaru, 4+BC will summon
Goro, and 6+BC will summon Shingo.  Don't forget, the Striker Call
command is reversed when you're facing in the opposite direction,
just like all your other moves.  This means that pressing towards
your opponent and BC would summon Shingo, even though the portrait
lineup might confuse you into thinking you're calling out Goro.

When you press BC to summon a Striker, your character will pose for a
moment.  During the instant that you press BC, your character will
be totally invincible.  Afterwards, though (even if they are still
posing), they can be hit.  Furthermore, Strikers are not invulnerable
and can be attacked as soon as they appear on-screen.  After they have
made their attack, however, they cannot be hit.

Finally, remember that a Striker's attack usually does very little
damage, since their main purpose is to set your opponent up for a
juggle or combo.


------------------------------------------------------------------------
STRIKER CANCEL SYSTEM
------------------------------------------------------------------------

Normally, when you call out a Striker, your character poses while the
Striker appears.  Another way of calling a Striker is by using the
"Striker Cancel System."  To do this, attack your opponent.  If your
attack hits, then press BC (or 4/6+BC) while your opponent is taking
the hit.  This will summon a Striker without making your character pose.
In fact, it allows you to keep attacking while your Striker is helping
you out.

The only requirement is that your opponent must still be standing after
you hit them.  If your attack knocks them over, you cannot summon your
Striker.  However, since you can summon a Striker any particular _hit_,
you could still attack your opponent with a special move like Kyo's
close (C) Oniyaki, and summon a Striker on the first hit (since your
opponent is still standing), even though the second hit will knock them
down.

Note that you cannot cancel into a Striker Call using DMs, SDMs, or
throws.  Only normal attacks, command attacks, and special moves can
be used.


------------------------------------------------------------------------
MULTIPLE STRIKER SYSTEM
------------------------------------------------------------------------

The Multiple Striker System is a variation of the Striker Cancel System
explained above.  It allows you to summon more than one striker, as
long as your opponent is still standing.  If your opponent has been
knocked down or launched into the air by a previous attack, you cannot
call another striker.  Obviously, you cannot use this if you only have
one Striker in your team.

So, how do you use the Multiple Striker System?  Well, while your
first Striker is on-screen (before, during, or after they've attacked),
simply use the Cancel Striker System (i.e. attack your opponent and
press BC while your attack hits).  This will bring out another Striker.
As long as you keep making hits, you can keep summoning Strikers until
all of them are on-screen.  This also means that instead of making two
separate attacks to call in two Strikers, you can do it off two hits
of the same attack, such as Mai's (C) Ryuu Enbu (since both hits leave
her opponent standing).

You can determine which striker you want to cancel summon by pressing
in the desired direction + BC, or you can simply press BC to call out
the strikers in a predetermined order (which I haven't figured out
yet).

If you have 4 levels of power stored, you can even bring out the same
Striker again, if they've already left the screen.  This is usually
using the first striker you called out (since they are the first to
leave the screen).  So, after calling out three strikers, if your foe
is still standing and your first Striker has left, press BC and he'll
come out again.

I'm not sure if it's a bug or not (I would say yes), but if you use
the Multiple Striker System, then the damage the Strikers inflict
starts going way up (especially if you have three Strikers on your
team).  Depending on the Striker you're using, you can do some pretty
insane damage.

For an easy example of how this works, let's say you're using Takuma
and have Angel and Choi as Strikers.  Call Angel, then hit your foe
with a standing A and cancel into the Choi summon.  When Choi stabs
your opponent, he will do about double damage.  This feature doesn't
seem to work with all strikers, though (reverse the situation and
Angel's Striker attack still does piddly damage).


------------------------------------------------------------------------
SUREFIRE JUGGLES
------------------------------------------------------------------------

One contributor brought up an interesting point--certain moves can
juggle an opponent no matter what.  For example, we all know that you
can't juggle someone off a CD attack unless it counterhits.  However,
Benimaru can hit someone with a jumping CD, then do a short jump C
and still hit them.  Or you can throw someone with K9999, then juggle
them with his 263+ABCD super.

Here's a list of the "surefire" juggles known so far:

       K'                      Mid-air Minutes Spike
       Benimaru                Jumping C
       Whip                    Boomerang Shot (2nd hit)
       Seth                    (C) "Morote"-Sho-Yoh (2nd hit)
       Blue Mary               Dynamite Swing (either version)
       Kula                    (D) Ray Spin
       K9999                   Chikara ga...katte ni...uwaaa!!

Some of the juggles he told me about were truly crazy--such as doing
K's air Minutes Spike after the Heat Drive (!) and an infinite for
Kula.  I was able to get it to work best by cornering the opponent
and doing a (B) Ray Spin into the Stand followup, then juggle with
a standing C and repeat, using the (D) Ray Spin.  Another follow-up
for Kula is to do the Freeze Execution from the opposite end of the
screen, then juggle with the (D) Ray Spin.

Seth has an easy "instant kill" using his surefire juggle.  Get your
opponent in the corner and do this combo:

       Jumping D -> Standing D -> Back Blow -> Irimi-Nadazuki

You can then juggle your opponent after the Nadazuki with the (C)
"Morote"-Sho-Yoh.  You need to input the command the moment you
recover, so that there will be enough time for Seth to begin the
second arm swing (since that and the "steam" are the hits that
count as surefire juggles).  Then just repeat the "Morote"-Sho-Yoh
until they are dead.

If anyone knows of any other "surefire" juggles, feel free to drop
me a line.


------------------------------------------------------------------------
STRIKER ACTION LIST
------------------------------------------------------------------------

This section lists each character, the name of their Striker Action, and
what they actually do when summoned.  Characters are listed in order by
their teams.

K'                                                        (Narrow Spike)
 - K' performs the Narrow Spike.  However, if his opponent is in the
   air, he'll do an (A) Crow Bites instead.

MAXIMA                                                  (Maxima Gallows)
 - Maxima leaps in and strangles his opponent with one hand.  Although
   this is a throw move, it can be blocked.  The "strangle" animation
   does no damage.

WHIP                                                   (Valkyrie Killer)
 - Whip comes down using an Assassin Strike (this doesn't hit), and
   then does the Strings Shot Type B: "Code: Chikara."

LIN                                                        (Hirai Kyaku)
 - Lin leaps in while kicking.  If his kick connects, he does the
   ending of the (D) Hiten Kyaku, which launches a hit opponent.

KYO KUSANAGI                                               (R.E.D. KicK)
 - Kyo comes in with a (B) R.E.D. KicK.  If it misses, he taunts.  If
   it hits, he follows up with a (B) Hikigane.

BENIMARU NIKAIDO                                           (Electrigger)
 - Benimaru leaps in and does his old Electrigger DM.  Although this
   is a throw move, it can be blocked.  The "electrocution" part of
   this move does no damage.

GORO DAIMON                                                 (Abare Goro)
 - Goro leaps in and does his "Jigoku Gokuraku Otoshi" animation.
   However, this is not a throw--instead, the animation of him
   leaning from side to side can hit like a physical attack.  A
   hit opponent is launched into the air.

SHINGO YABUKI                            (212 Shiki: Kototsuki Mikansei)
 - Shingo runs onscreen and performs a (D) Kototsuki Mikansei.  The
   second hit still functions as an overhead, too.

IORI YAGAMI                                 (Ura 108 Shiki: Ya Sakazuki)
 - Iori dashes in (this can hit an opponent) and throws a Yami Barai.
   If it hits his opponent, it turns into a puddle and his enemy is
   launched into the air.  The Yami Barai can also hit an opponent who
   is lying on the floor.  If the dashing animation counterhits, it
   acts as a Counter Wire.

SETH                                                       (Final Agent)
 - Seth jumps in and performs a Sho-Yoh.

VANESSA                                                   (Hard Puncher)
 - Vanessa glides in while punching rapidly.  This move does no damage.

RAMON                                               (El Diablo Amarillo)
 - Ramon races forward while performing a short version of his
   "El Diablo Amarillo Ramon" DM.

LEONA                                                     (Killer Touch)
 - Leona slides forward.  If she touches her opponent before her slide
   is over, she attaches a bomb to them and leaps away as they explode.

RALF JONES                                           (Galactica Phantom)
 - Ralf dives in with a Kyuukouka Bakudan Punch.  Upon landing, he
   performs an instant Galactica Phantom (which is blockable).

CLARK STEEL                                             (Gatling Attack)
 - Clark leaps in with a CD attack (this can't hit), and then does
   an (A) Gatling Attack upon landing.

HEIDERN                                          (Clearing Moon Slasher)
 - Heidern appears out of the shadows (it's his old '98 intro pose).
   After raising his arm up and drawing it across, he performs a
   Moon Slasher.

TERRY BOGARD                                               (Dunk Geyser)
 - Terry rushes forward while doing his old Power Charge.  If it hits,
   he then performs a multi-hit Dunk Geyser.  If the Charge misses, he
   does a Power Geyser instead.

ANDY BOGARD                                         (Shippuu Zan'ei Ken)
 - Andy leaps in, lands, and performs a long-range Zan'ei Ken.

JOE HIGASHI                                 (Shijou Saikyou no Low Kick)
 - Joe leaps in and does his Shijou Saikyou no Low Kick.  However,
   this move can be blocked standing.

BLUE MARY                                                 (Rapid Spider)
 - Mary comes in with a Straight Slicer (which hits low).  Even if
   she misses, she'll still follow with an M. Spider.  If that misses,
   she stands up and leaves.  If it hits, she gets her opponent into a
   hold on the ground, then kicks them up into the air.

RYO SAKAZAKI                                           (Tenchi Haou Ken)
 - Ryo runs in and performs a Tenchi Haou Ken.

ROBERT GARCIA                                          (Ryuuren Moushuu)
 - Robert dashes forward.  If he hits his opponent while dashing, he
   does a mini "Ryuuko Ranbu"-type attack ending with his old "Ryuu
   Zanshou" kick.

YURI SAKAZAKI                                              (Hien Rekkou)
 - Yuri runs in and performs her old "Hien Rekkou" DM.  This move does
   no damage.

TAKUMA SAKAZAKI                        (Chou Hissatsu: Tengu Shikou Ken)
 - Wearing his Mr. Karate mask, Takuma runs in and throws a Haou
   Shikou Ken across the screen.

KING                                                         (Trap Rush)
 - King slides across the floor.  Whether the slide hits or misses,
   she follows up with a multi-hit version of her old "Silent Flash."

MAI SHIRANUI                                           (Mizudori no Mai)
 - Mai shows up and throw three flaming fans across the screen, a la
   her old "Mizudori no Mai" SDM.

HINAKO SHIJOU                                            (Teppou Hinako)
 - Hinako rushes forward while doing her "Tsukidashi" attack.  If only
   the last hit connects on a counterhit, it acts as a Counter Wire.

XIANGFEI LI                                           (Chou Pai Long Ni)
 - Xiangfei leaps on-screen, waits for a moment, then does her Chou
   Pai Long DM.  She taunts afterwards, then leaps away.

KULA DIAMOND                                         (Slider Crow Bites)
 - Kula skates forward and does a sliding kick into the (C) Crow Bites.

K9999                                           (Ore ni meirei sunna-!!)
 - K9999 leaps in with a jumping (C) attack that hits twice.  If it
   hits, he does his standing CD attack.  However, if the (C) attack
   misses, then he just stands there, then walks away without
   attacking.  The standing CD attack is a Critical Wire.

FOXY                                                (Getsu no Shirogane)
 - Foxy races forward, then leaps up and does her "Getsu no Shirogane"
   attack.  Note that it is not an overhead and can be blocked low.

ANGEL                                                (Beyond the Frames)
 - Angel rushes forward and does her "Beyond the Frames" attack, then
   follows it up with a hit from behind.  This move does no damage.

ATHENA ASAMIYA                                       (Phoenix Arrow '95)
 - Athena dives downward at an angle while doing her old (B) Phoenix
   Arrow attack (there is no ball of light around her).  If none of
   the diving hits connect, she lands and starts crying.  However, if
   at least one of them hits, she does a crouching kick upon landing
   that acts as a Critical Wire.

SIE KENSOU                                                  (Sen Shippo)
 - Kensou dives in using the Ryuu Sougeki (which cannot hit).  Upon
   landing, he does a (C) Sen Shippo.  If it misses, he taunts (and
   the taunt can hit and acts as a Critical Wire, which means it will
   also drop an opponent's guard if blocked).

CHIN GENTSAI                                       (Kaiten Hyoutan Shuu)
 - Chin rolls in and does his old "spinning gourd" win pose from '98.
   However, the spinning gourd animation can actually hit now.

BAO                                           (Psycho Ball Attack: Rise)
 - Bao leaps in with a Senheki Shuu (this cannot hit).  Upon landing,
   he does his "Psycho Ball Attack: Rise," (which hits low), then
   rolls backwards.

KIM KAPHWAN                                               (Hishou Kyaku)
 - Kim leaps in while doing a single hit "Hishou Kyaku."  If it hits,
   he does a single hit of his old "Kuu Sajin" attack.

CHANG KOEHAN                                        (Tekkyuu Dai Kourin)
 - Chang bellyflops onscreen ala his "Tekkyuu Dai Assatsu."  Upon
   landing, he bounces forward again (allowing for another hit).
   This move does no damage.

CHOI BOUNGE                                               (Toorima Zuki)
 - Choi runs forward until he reaches his opponent.  He then does his
   Geketsu Zuki (it's a physical attack, not a throw).  Afterwards,
   he bows, removes his hat, then runs off.

MAY LEE                                                (Shinjuu Shoukan)
 - May runs forward and does the (A) Full Swing Chop, followed by a
   backwards kick.  Note that the two attacks do not combo together.

ZERO                                                       (Typhon Rage)
 - Krizalid leaps in and does the Typhon Rage, just like Zero's 6+B
   attack.

IGNIZ                                                             (None)
 - Igniz jumps on-screen, then jumps away.  If his opponent is in the
   air, he jumps in, hops forward, then jumps away.


========================================================================
6. MISCELLANEOUS
========================================================================

------------------------------------------------------------------------
GLITCHES
------------------------------------------------------------------------

Backstep Jump
------------------------------------------------------------------------
Here's a trick that's been around for a couple of years already. :)
When using Iori, tap 44 to backstep and hold 4 while pressing B.  Not
only will Iori do the Yuri Ori, but he'll jump back much further than
he would during a normal backstep.

This trick can also be done using Kyo's Naraku Otoshi or Mai's Dairin
Fuusha Otoshi, although they won't move back as far as Iori will.  You
need to input the command as soon as possible for it to work well, so
try entering the command as 4412+A (for Mai) or 4412+C (for Kyo), so
that the backstep command smoothly interrupts into the attack animation.

Storm Bringer Damage Increase
------------------------------------------------------------------------
For some odd reason, Heidern returns with the same glitch he had in KoF
'98. :)  Simply perform a Moon Slasher that misses.  Anytime before the
round ends, connect with the Storm Bringer, and Heidern will drain more
life than usual (but he still earns back the normal amount of life).

Gain Power Gauge Energy From Throws
------------------------------------------------------------------------
Andy retains his old throw glitch from '98.  Normally, using normal
throws does not earn any Power Gauge energy, but once you've gained any
amount of power in your Power Gauge, Andy's (C) throw starts earning
energy on the "ground kick" part of his throw.  This effect ends if
your Power Gauge is emptied (but you can earn more power to start up
the glitch again).

Other simple glitches involve Ralf's (C) throw earning Power Gauge
energy when it connects, and Ramon's Tiger Spin earning Power Gauge
energy if it misses.  This works with both the DM and SDM Tiger Spin.

Short Input Command
------------------------------------------------------------------------
In previous KoFs, some commands could be shortened to make them easier
to perform.  The only one that still seems to exist in 2001 is the
shortened "Hou'ou Kyaku" input.  Instead of using "21416+K", you can
simply use "246+K."  This can also be applied to Terry's Power Geyser.


------------------------------------------------------------------------
SPECIAL INTROS
------------------------------------------------------------------------

This section lists brief explanations of the various "special intros"
between characters.  Some intros only work if you are on the first round
of the battle (like the Shingo vs. Iori intro).  The characters are
listed in their team order:

K' vs. MAXIMA
 - Maxima is shown grunting, pushing his fist into his palm.  K'
   talks while looking down, then looks up.

K' vs. WHIP
 - K' talks for a bit.

K' vs. K9999
 - The two rivals talk to each other.

WHIP vs. LEONA, RALF, or CLARK
 - Whip rocks back and forth on her heels, then turns and salutes.

LIN vs. ZERO
 - Lin attempts to strike Zero's back with a Jatotsu Ga, but Ron
   appears and stops him.

KYO vs. IORI
 - Kyo and Iori are standing next to each other.  They talk for a
   bit, then leap away as their orange and purple flames explode.

SHINGO vs. IORI
 - Shingo stands tall and blabbers on before pointing at Iori.

SETH vs. ZERO
 - Seth stands silently for a moment, then points at Zero and says
   something.

VANESSA vs. ANY FEMALE (except VANESSA, FOXY, and MAY LEE)
 - Vanessa talks for a bit while resting her elbow on her arm.

RAMON vs. VANESSA
 - Ramon gets love-struck and utters something, while Vanessa puts
   a hand to her face, looking embarrassed.

LEONA vs. WHIP or CHANG
 - Leona salutes her challenger.  Against Whip, she will salute back.

RALF vs. WHIP, LEONA, or CLARK
 - Ralf does a sort of sumo stomp and gestures for his opponent to
   approach him.

CLARK vs. WHIP, LEONA, or RALF
 - Clark doffs his cap at his opponent.

HEIDERN vs. WHIP or LEONA
 - Either woman salutes Heidern, who salutes back.

HEIDERN vs. RALF or CLARK
 - Heidern points at either soldier with his baton.

HEIDERN vs. IGNIZ
 - Heidern appears in a trenchcoat and cap, which he tosses aside.

TERRY vs. MARY
 - Terry hunches over and says, "Get ready!"  Mary responds with
   "Let's fight, Terry!"

ANGEL vs. KULA, FOXY, or K9999
 - Angel makes a funny face and sticks her tongue out.  I could swear
   she's saying "okey dokey," but that's probably not right.

JOE vs. TERRY or ANDY
 - Joe lifts up his fist and smacks it into his other hand.

RYO vs. ROBERT or YURI
 - Ryo poses while saying "Osu!"  His opponent strikes the same pose
   (and Yuri says "Osu!" as well).

ROBERT vs. YURI
 - Robert poses, and Yuri strikes the same pose while saying "Osu!"

HINAKO vs. GORO, MAI, XIANGFEI, YURI
 - Hinako does an awkward-looking Sumo stomp while saying "Dosu koi!"

TAKUMA vs. RYO, ROBERT, or YURI
 - Takuma's disciples pose, and he nods approvingly before striking
   the same pose.

KING vs. RYO
 - King bows respectfully to Ryo, who looks away with a disgruntled
   expression.

KING vs. MAI or HINAKO
 - King is looking away.  She brushes her hair with her hand, faces
   her opponent while gesturing, and says, "C'mon baby!"

MAI vs. ANDY
 - Mai sets down a baby boy, who starts walking towards Andy.  She
   then taunts with her fan and says, "Hora, ganbatte!"  Andy freaks
   out, but the baby vanishes after a few steps--it was just another
   one of Mai's tricks.  Andy actually has to smack himself in the
   face in order to snap out of it :)

KULA vs. K', MAXIMA, WHIP, ANGEL, ZERO, IGNIZ
 - Kula appears with Candy and Diana by her side, who both pose
   with their rapiers before disappearing.

KULA vs. FOXY
 - Kula appears in a different outfit, holding a lollipop. Diana
   goes up to Foxy and talks to her, then moves to Kula's side,
   replacing Kula's outfit with her battle gear.

KULA vs. K9999
 - Diana appears and talks, prompting K9999 to snap back at her.

FOXY vs. IGNIZ
 - Foxy appears facing away from Igniz.  She creates her sword from
   a flash of light, then turns while thrusting outward with it.

KENSOU vs. ATHENA
 - Kensou looks at Athena with a pained expression.  Athena says,
   "Nani?" (What's wrong?) but Kensou says nothing.

CHIN vs. ATHENA, KENSOU, or BAO
 - Chin nods at his opponent.

BAO vs. ATHENA, KENSOU or CHIN
 - Bao folds his arms and bows while saying, "Ganbatte!"

KIM vs. IORI, KULA, FOXY, K9999, ANGEL, ZERO, and IGNIZ
 - Kim's eye glow menacingly as he points at his opponent and says,
   "Ikuzo!"

CHANG vs. CHOI
 - Choi is wearing Chang's bracelets and is holding his iron ball,
   while Chang is wearing Choi's claws on his index fingers.  The
   two look in confusion at their weapons, then throw them up in
   the air, jump up, and don their proper equipment upon landing.

MAY LEE vs. KIM
 - May sort of imitates Kim's opening stance.

MAY LEE vs. KULA, FOXY, K9999, ANGEL, ZERO, or IGNIZ
 - May gets into her Hero stance and points at her opponent.

ZERO vs. K', MAXIMA, WHIP, KULA, FOXY, K9999, and ANGEL
 - Zero is down on one knee, with Grugan by his side.

IGNIZ vs. K', MAXIMA, WHIP, KULA, FOXY, K9999, ANGEL
 - Igniz talks for a bit and then whips his cloak around in a
   dismissive motion.


------------------------------------------------------------------------
SPECIAL WIN POSES
------------------------------------------------------------------------

The following scenes only take place if the first player defeats the
second player on any round other than the last one:

WHIP vs. K', MAXIMA, or RAMON
 - This only works if you get a Draw Game by running out of time.
   Instead of her normal time out pose, Whip does one of her normal
   win poses (the one where she kisses her whip).

LIN beats ZERO
 - Several of Lin's fellow ninjas appear (according to the ending
   credits, the big guy is Sai, the woman is Lan, and the child's
   name is Chato).

BENIMARU beats ANY WOMAN except XIANGFEI, FOXY, ANGEL, and MAY LEE
 - Benimaru stands with his arms at his side, looking startled.  He
   then says, "Gomen ne."

SHINGO beats KYO
 - Shingo poses and begins talking.  He realizes that Kyo is just lying
   there and asks, "Kusanagi-san?" several times before freaking out at
   the thought of having done in his master.

SETH beats VANESSA
 - Seth lets out a long breath, then leans over and starts talking.

VANESSA beats SETH
 - Vanessa stands with her arms behind her head and says something.

RAMON beats VANESSA
 - Ramon rushes over to Vanessa's side, looking worried.  He gets down
   on one knee and makes an odd gesture with his arms while saying
   "Miss Vanessa!"

LEONA beats IORI
 - Leona turns away and flexes her fingers while talking.  Her hair
   turns pink and her eyes go white as she reverts into Orochi Leona
   for a brief moment, then she reverts to her normal self and swipes
   her arm across her side.

LEONA beats RALF, CLARK, or HEIDERN
 - Leona salutes her fallen opponent.

MARY beats TERRY, ANDY, or JOE
 - Mary turns slightly with her hand on her hip, and says "I did."

RYO beats ROBERT, YURI, or TAKUMA
 - Ryo does a series of poses.

ROBERT beats RYO, YURI, or TAKUMA
 - Robert does his Gen'ei Kick, then poses.

YURI beats RYO, ROBERT, or TAKUMA
 - Yuri sits down on her knees and puts her hands on her hips, looking
   irritated.

TAKUMA beats RYO, ROBERT, or YURI
 - Takuma turns his back on his opponent, and smiles as his teeth glint.

KING beats RYO, ROBERT, YURI, or TAKUMA
 - King adjusts her tie, then takes off her jacket and leans forward.

KULA beats FOXY
 - Kula's hair reverts to blonde and she looks away, surprised, as
   Diana appears and pats her on the head.

FOXY beats IGNIZ
 - Diana appears, carrying Kula.  After setting Kula down, both Foxy
   and Diana switch into their normal clothes.

ATHENA beats KENSOU
 - Athena gets a worried look (the same pose from the Athena vs. Kensou
   intro), and says something.

KENSOU beats ATHENA
 - Kensou covers his face with his arm and starts bawling.

ZERO beats K' or KULA
 - Zero turns his back on his opponent, then Krizalid leaps on-screen.

ZERO beats LIN
 - Ron appears and says something.


------------------------------------------------------------------------
TRANSLATIONS
------------------------------------------------------------------------

The translations in this section were made with a lot of help from
WWWJDIC and NJSTAR, not to mention SNK's old dictionary files taken
from their site.  A few were sent in by contributors to my previous
FAQs.  Translations in other languages were done using various
online translators or other resources found via www.google.com.
Finally, I'm not that good at Japanese, so there may be some mistakes.

[ K' ]  ----------------------------------------------------------------

Eins Trigger                   First Trigger
Tsuika Kougeki                 Additional Attack

- "Eins" is German for "one."

[ MAXIMA ]  ------------------------------------------------------------

M9 Kata Maxima Missile (Shisaku)
M9 Style Maxima Missile (Experimental)

[ WHIP ]  --------------------------------------------------------------

S.S. Type A "Code: Yuuetsu"    Strings Shot Type A "Code: Supremacy"
S.S. Type B "Code: Chikara"    Strings Shot Type B "Code: Power"
S.S. Type C "Code: Shouri"     Strings Shot Type C "Code: Victory"
S.S. Type D "Code: Ame"        Strings Shot Type D "Code: Candy"
Hook Shot "Code: Kaze"         Hook Shot "Code: Wind"

[ LIN ]  ---------------------------------------------------------------

Akuzan                         Holding Slash
Benpatsu Ken (Chuudan)         Pigtail Fist (Mid-Level)
Benpatsu Ken (Gedan)           Pigtail Fist (Low-Level)
Zantetsu Bu: Rasatsu           Iron-Slashing Dance: Deadly Net
Kasumi                         Mist (lit. "hold aloft")
Muei Kusashu                   Invisible Red Sand Hand
Jatotsu Ga                     Snake Fang Thrust
Hiten Kyaku                    Flying Heaven Kick
Hike Kyaku                     Flying Feather Kick

Hizoku Ougi Ranbu: Dokuga
Profound Art of Hizoku - Boisterous Dance: Poisonous Moth

Hizoku Ougi Senshu Rakan Satsu
Profound Art of Hizoku - Thousand Hands Disciple Killer

[ KYO KUSANAGI ]  ------------------------------------------------------

Hatsugane                      Forged Iron
Issetsu Seoi Nage              Single Shoulder Throw
Geshiki: Naraku Otoshi         Foreign Style: Hades Drop
Geshiki: Goufu You             Foreign Style: Positive Roaring Axe
88 Shiki                       Style No. 88
100 Shiki: Oniyaki             Style No. 100: Demon Scorcher
707 Shiki: Koma Hofuri         Style No. 707: Spinning Slaughter
R.E.D. KicK                    Rainbow Energy Dynamite KicK
75 Shiki Kai                   Style No. 75 - Modified
427 Shiki: Hikigane            Style No. 427: Running Over Iron
114 Shiki: Aragami             Style No. 114: Wild Bite
128 Shiki: Konokizu            Style No. 128: Nine Wounds
127 Shiki: Yanosabi            Style No. 127: Eight Tarnish
Geshiki: Migiri Ugachi         Foreign Style: Timely Drilling
125 Shiki: Nanase              Style No. 125: Seven Torrents
212 Shiki: Kototsuki You       Style No. 212: Koto Moon Positive
115 Shiki: Dokugami            Style No. 115: Poison Bite
401 Shiki: Tsumi Yomi          Style No. 401: Composing Sin
402 Shiki: Batsu Yomi          Style No. 401: Composing Punishment
524 Shiki: Kamukura            Style No. 524: God Waster

Ura 108 Shiki: Orochi Nagi
Style No. 108 Reversed: Eight-Headed Serpent Slayer

[ BENIMARU NIKAIDO ]  --------------------------------------------------

Raijin Ken                     Quivering Lightning Fist
Taikuu Raijin Ken              Anti-Air Quivering Lightning Fist
Kuuchuu Raijin Ken             Mid-Air Quivering Lightning Fist
Shinkuu Katategoma             Vacuum One-Handed Top
Iai Geri                       Sword-Drawing Kick
Handou Sandan Geri             Reactionary Triple Kick
Taikuu Raikou Ken              Anti-Air Lightning Gleam Fist
Raikou Ken                     Lightning Gleam Fist
Gen'ei Hurricane               Phantom Hurricane

[ GORO DAIMON ]  -------------------------------------------------------

Juuji Shime                    Cross Choke
Tsukami Tataki Tsuke           Grabbing Assault Grip
Okuri Ashi Barai               Leg Tripping Sendoff
Tama Tsubushi                  Treasure Smasher
Zujou Barai                    Overhead Sweep
Jirai Shin                     Mine Quake
Chou Oosotogari                Super Outer Reaping
Kumo Tsukami Nage              Cloud-Grabbing Throw
Kirikabu Gaeshi                Stump Return
Tenchi Gaeshi                  Heaven and Earth Return
Ura Nage                       Reverse Throw
Nekko Gaeshi                   Root Reverse
Chou Ukemi                     Super Tumble
Jigoku Gokuraku Otoshi         Hell to Paradise Drop
Arashi no Yama                 Mountain of Storms
Nekko Nuki                     Root Puller
Zoku: Kirikabu Gaeshi          Continued: Stump Return
Bukko Nuki Ura Nage            Deadly Pulling Reverse Throw
Zoku: Tenchi Gaeshi            Continued: Heaven and Earth Return
Abare Goro                     Raging Goro

[ SHINGO YABUKI ]  -----------------------------------------------------

Hatsugane                      Forged Iron
Issetsu Seoi Nage Fukanzen     Imperfect Single Shoulder Throw
114 Shiki: Aragami Mikansei    Incomplete Style No. 114: Wild Bite
115 Shiki: Dokugami Mikansei   Incomplete Style No. 115: Poison Bite
100 Shiki: Oniyaki Mikansei    Incomplete Style No. 100: Demon Scorcher
212 Shiki: Kototsuki You       Incomplete Style No. 212: Koto Moon
Shingo Kinsei Ore Mushiki      Shingo's Humbly Made Own "No Style"

Geshiki: Goufu "Kakkodake"
Foreign Style: Roaring Axe "Only In Appearance"

101 Shiki: Oboroguruma Mikansei
Incomplete Style No. 101: Twilight Wheel

Shingo Kinsei Ore Shiki: Nie Togi
Shingo's Humbly Made Own Style: Sharpening the Patterned Sword Blade

Shingo Kinsei Ore Shiki: Gecchuu
Shingo's Humbly Made Own Style: Moon Elbow

Geshiki: Kake Hourin
Foreign Style: Racing Phosphorous Phoenix

[ IORI YAGAMI ]  -------------------------------------------------------

Sakahagi                       Reverse Flayer
Saka Sakahagi                  Reversed Reverse Flayer
Geshiki: Yuri Ori              Foreign Style: Lily Break
Geshiki: Yumebiki              Foreign Style: Dream Shot
108 Shiki: Yami Barai          Style No. 108: Darkness Sweep
100 Shiki: Oniyaki             Style No. 100: Demon Scorcher
127 Shiki: Aoi Hana            Style No. 127: Hollyhock Flower
212 Shiki: Kototsuki In        Style No. 212: Koto Moon Negative
Kuzukaze                       Scum Wind
Kin 1121 Shiki: Ya Otome       Forbidden Style 1121: Eight Maidens
Ura 306 Shiki: Saika           Style No. 306 Reversed: Shining Jackal

Geshiki: Goufu In "Shinigame"
Foreign Style: Negative Roaring Axe "Death God"

[ VANESSA ]  -----------------------------------------------------------

Puncher Vision (Zenpou)        Puncher Vision (Forward)
Puncher Vision (Kouhou)        Puncher Vision (Backward)

[ SETH ]  --------------------------------------------------------------

Hiji ate kara no hadou uchi    Elbow Hit with a Surging Blow
Tomoe Nage                     Overhead Judo Throw
Mae Age Geri                   Forward Rising Kick
Shouyou                        Rising Sunshine
Ashitori                       Leg Catcher
Dou Kuzushi                    Body Destroyer
Rakugetsu                      Falling Moon
Angetsu                        Dark Moon
Kyuugetsu                      Curved Moon
Yagetsu                        Arrow Moon
Gengetsu                       Crescent Moon
Morote Shouyou                 Paired Palms Rising Sunshine
Irimi Nadazuki                 Body-Entering Moon Over the Open Sea
Doutori Shichimonsatsu         Body-Catching Seven Agonizing Deaths

[ RAMON ]  -------------------------------------------------------------

Teikuu Drop Kick               Low Altitude Drop Kick
Hiki Okoshi                    Pulling Up (Onto Feet)
El Diablo Amarillo Ramon       The Yellow Devil Ramon
El Diablo Amarillo             The Yellow Devil

[ LEONA ]  -------------------------------------------------------------

Earring Bakudan 1              Earring Bomb 1
Kibaku                         Exploding

[ RALF JONES ]  --------------------------------------------------------

Kyuukouka Bakudan Punch        Diving Bomb Punch
Chijou                         Ground
Kuuchuu                        Mid-Air
Baribari Vulcan Punch          Exploding Vulcan Punch
Umanori Vulcan Punch           Horse-Mounted Vulcan Punch

[ CLARK STEEL ]  -------------------------------------------------------

Nageppanashi German            German Throwing

[ ANDY BOGARD ]  -------------------------------------------------------

Gourin Kai                     Strong Confrontation - Modified
Kakaekomi Nage                 Carrying Throw
Uwa Agito                      Upper Jaw
Age Men                        "blow to the face"
Hishou Ken                     Soaring Fist
Geki Hishou Ken                Violent Soaring Fist
Shouryuu Dan                   Rising Dragon Shot
Kuuha Dan                      Sky-Ripping Shot
Gekiheki Haisui Shou           Dam Breaking Palm Attack
Zan'ei Ken                     Slashing Phantom Fist
Shippuu Ouken                  Horizontal Gale Fist
Gen'ei Shiranui                Phantom Shiranui
Uwa Agito                      Upper Jaw
Shimo Agito                    Lower Jaw
Zan'ei Ryuusei Ken             Slashing Phantom Meteor Fist
Chou Reppa Dan                 Super Rending Shot

- "Shiranui" means "phosphorescent light," but "Gen'ei Shiranui" is
  referring to the Shiranui ninja clan and not the literal meaning.

[ JOE HIGASHI ]  -------------------------------------------------------

Hiza Jigoku                    Knee Hell
Ougon no Kakato                Golden Heel
Bakuretsu Ken                  Exploding Fist
Bakuretsu Finish               Exploding Finish
Shijou Saikyou no Low Kick     Strongest Low Kick in History
Ougon no Tiger Kick            Golden Tiger Kick

Bakuretsu Hurricane Tiger Kakato
Exploding Hurricane Tiger Heel

[ BLUE MARY ]  ---------------------------------------------------------

Victor Nage                    Victor Throw

[ RYO SAKAZAKI ]  ------------------------------------------------------

Tani Otoshi                    Valley Drop
Tomoe Nage                     Overhead Judo Throw
Hyouchuu Wari                  Ice Pillar Splitter
Joudan Uke                     Upper Defense
Gedan Uke                      Lower Defense
Ko'ou Ken                      Tiger Gleam Fist
Kohou                          Roaring Tiger
Zanretsu Ken                   Momentary Violent Fist
Kohou Shippuu Ken              Roaring Tiger Gale Fist
Mouko Raijin Setsu             Fierce Tiger: Lightning God's Arm
Hien Shippuu Kyaku             Flying Gale Kick
Haou Shoukou Ken               Supreme King Flying Roaring Fist
Tenchi Haou Ken                Heaven and Earth Supreme Gleam Fist
Ryuuko Ranbu                   Dragon/Tiger Boisterous Dance

[ ROBERT GARCIA ]  -----------------------------------------------------

Ryuuchou Kyaku                 Dragon Flip Kick
Kubikiri Nage                  Neck-Cutting Throw
Uraken                         Reverse Fist
Kouryuu Koukyaku Geri          Slanted Dragon Falling Leg Kick
Ryuu Hanshuu                   Dragon Hop Kick
Nidan Sokutou Geri             Two-Part Leg Blade Kick
Hien Ryuujin Kyaku             Flying Dragon God Kick
Ryuugeki Ken                   Dragon Attack Fist
Ryuuga                         Dragon Fang
Gen'ei Kyaku                   Illusion Kick
Hien Senpuu Kyaku              Flying Whirlwind Kick
Kyokugen-ryuu Renbu Kyaku      Extreme-Style Rapid Kick Dance
Haou Shoukou Ken               Supreme King Flying Roaring Fist
Hairyuuga                      Back Dragon Fang
Ryuuko Ranbu                   Dragon/Tiger Boisterous Dance
Ryuuren Moushuu                Rapid Dragon Fierce Attack

[ YURI SAKAZAKI ]  -----------------------------------------------------

Oni Harite                     Demon Hand Slap
Silent Nage                    Silent Throw
Tsubame Otoshi                 Falling Swallow
En Yoku                        Swallow Wing
Senkai Kyaku                   Rotating Kick
Ko'ou Ken                      Tiger Gleam Fist
Haou Shoukou Ken               Supreme King Flying Roaring Fist
Raiou Ken                      Lightning Sparkle Fist
Kuuga                          Air Fang
Yuri Chou Upper                Yuri Super Upper
Ura Kuuga                      Reverse Air Fang
Double Yuri Chou Upper         Double Yuri Super Upper
Yuri Chou Knuckle              Yuri Super Knuckle
Hien Shippuu Ken               Flying Gale Fist
Yuri Chou Mawashi Geri         Yuri Super Spinning Kick
Hien Senpuu Kyaku              Flying Whirlwind Kick
Hyakuretsu Binta               Hundred Violent Slaps
Shin! Chou Upper               Heart! Super Upper
Mekki Zan Kuuga                Destructive Demon Air Fang Slash
Hien Hou'ou Kyaku              Flying Phoenix Kick
Yuri Chou Enbu                 Yuri Super Swallow Dance
Hien Rekkou                    Flying Help Violent Pierce

[ TAKUMA SAKAZAKI ]  ---------------------------------------------------

Oosotogari                     Great Outer Reaping
Ippon Seoi                     Shoulder Blow
Oniguruma                      Demon Wheel
Hisha Otoshi: Dan Tsubushi     Rook Drop: Projectile Smasher
Kawara Wari                    Tile Splitter
Keima Uchi: Oiuchi             Knight Strike: Pursuit Strike
Ko'ou Ken                      Tiger Gleam Fist
Mouko Burai Gan                Fierce Tiger: Bandit Boulder
Zanretsu Ken                   Momentary Violent Fist
Shouran Kyaku                  Riot Kick
Hien Shippuu Kyaku             Flying Gale Kick
Haou Shikou Ken                Champion King Supremacy Fist
Shin Kishin Geki               True Fierce God Attack
Ryuuko Ranbu                   Dragon/Tiger Boisterous Dance

Chou Hissatsu: Tengu Shikou Ken
Super Deadly: Tengu Supremacy Fist

- A "tengu" is a long-nosed demon.

[ MAI SHIRANUI ]  ------------------------------------------------------

Shiranui Gourin                Shiranui Strong Confrontation
Fuusha Kuzushi                 Windmill Destroyer
Yume Zakura                    Dream Cherry
Koku'en no Mai                 Dance of the Black Swallow
Benitsuru no Mai               Dance of the Flamingo
Dairin Fuusha Otoshi           Great Windmill Drop
Ukihane                        Floating Feather
Sankaku Tobi                   Triangle Hop
Kachou Sen                     Flower/Butterfly Fan
Ryuu Enbu                      Dragon Blaze Dance
Sayo Chidori                   Evening Plover
Hissatsu Shinobi Bachi         Deadly Ninja Bees
Musasabi no Mai                Dance of the Giant Flying Squirrel
Toki Tsubute                   Ibis Smasher
Hana Arashi                    Flower Tempest
Hou'ou no Mai                  Dance of the Phoenix
Chou Hissatsu Shinobi Bachi    Super Deadly Ninja Bees
Mizudori no Mai                Dance of the Waterfowl

Yusura Ume
Fruit from "a tree yielding cherry-like fruit"

[ HINAKO SHIJOU ]  -----------------------------------------------------

Tasuki Nage                    "strings used to hold up sleeves" throw
Uwate Nage                     "sumo throw using the outside of the arm"
Maemitsu Tataki                Advancing Assault
Ketaguri                       Kicking Down
Tsukidashi                     "sumo technique of thrusting out of ring"
Tsuki Otoshi                   "sumo technique of thrusting down"
Kote Nage                      Forearm Throw
Kake Nage                      Hanging Throw
Gaburi Yori                    Head Twist
Hatakikomi                     Slapping down (your opponent)
Oo Ichiban                     Decisive Match
Gasshou Hineri                 Playing With Hands Folded In Prayer
Teppou Hinako                  Doll Gun

Yorigiri
"sumo technique of pushing enemy out of the ring while holding them by
the waist"

- "Uwate" can also be translated as "jouzu," which means "skillful."

[ XIANGFEI LI ]  -------------------------------------------------------

Kadoma                         Shiny Noisy Flax
Ryokuchi Kou'en                Thousand-Strong Back Feast
Soushouda                      Paired Palm Strike
Kyuuho: Kousentai              Arcing Step: Backspin Thigh
Fukuho: Kousentai              Crouching Step: Backspin Thigh
Nanpa                          Dream Wave
Senri Chuu'ou                  Long Distance Emperor's Elbow
Kankuu                         Sky Pierce
Shinsaiha                      Heartbreaker Hold
Esaka                          Drunken Singing
Banpaku Kou'en                 Ten Thousand Nights Back Feast
Eikishuhou                     Mental Guard Burn
Dai Tetsujin                   Great Iron God
Chou Pai Long                  Super White Dragon
Majinga                        Sincere Fang
Chou Pai Long Ni               Super White Dragon II

[ KULA ]  --------------------------------------------------------------

Tsuika Kougeki (Stand)         Additional Attack (Stand)
Tsuika Kougeki (Sit)           Additional Attack (Sit)

[ FOXY ]  --------------------------------------------------------------

Daisan no Kagi                 Key No. 3
Daijuuni no Kagi               Key No. 12
Nanatsu no Kinzoku             The Seven Metals
Nanatsu no Koubutsu            The Seven Minerals
Nanajuu no Junkan              Sevenfold Cycle
Nanajuu no Jouryuu             Sevenfold Distillation
Unicorn no Tsuno               Horn of the Unicorn
Taiki no Shoukei               Aspiration of the Atmosphere
Chie no Ki                     Tree of Wisdom
Getsu no Shirogane             Silver Moon
Hajimari no Ki                 Tree of Beginnings
Noah no Kioku                  Remembrance of Noah
Nanajuu no Hoshi               Sevenfold Star
Hakuchou no Uta                Swan Song
Chishiki no Bon                Tree of Knowledge
Wakusei no Inori               Planet's Prayer
Mitsubachi                     Honeybee

[ K9999 ]  -------------------------------------------------------------

Kieroo!                        Vanish!
Itsumade yondendayoo!          How long must we play?
Urusee-!                       Nuisance!
Acchi he itteroo!              Over there!
Wareroo!                       Break!
Tsuki...                       Moon...
Temee mo oucchimae!!           Wait, take one more!!
Ore ni meirei sunna-!!         I won't object to my orders!!

Chikara ga...katte ni...uwaaaa!!
My power...(grows) of it's own accord...uwaaaa!!

- I'm pretty bad at conversational Japanese, so these translations are
  undoubtedly incorrect.  Any corrections are welcome.

[ ANGEL ]  -------------------------------------------------------------

Repun Kamuy                    Spirit of the Sea
Welcome To Ryuugu              ???

- I can't figure out what word "ryuugu" is supposed to be.  It doesn't
  seem to be from another language, and the closest Japanese word I
  could find was "ryuuguu" (Palace of the Dragon King).

[ ATHENA ASAMIYA ]  ----------------------------------------------------

Nu Psycho Reflector            New Psycho Reflector
Renkantai                      Chained Thigh

[ SIE KENSOU ]  --------------------------------------------------------

Hakkei                         Internal Energy Release
Tomoe Nage                     Overhead Judo Throw
Kobokushu                      Tiger Hand Strike
Kousentai                      Backspin Thigh
Choukyuu Dan                   Super Ball Shot
Senkyuutai                     Arcing Thigh Drill
Ryuu Gakusai                   Dragon Jaw Smash
Ryuu Sougeki                   Dragon Talon Attack
Ryuu Renga: Chiryuu            Rapid Dragon Fang: Earth Dragon
Ryuu Renga: Tenryuu            Rapid Dragon Fang: Heaven Dragon
Shinryuu Tenbu Kyaku           Dragon God Heavenly Dance Kick
Senki Hakkei                   Hermit's Mental Energy Release
Sen Shippo                     Fast Arrow Walk

Shinryuu Seiou Rekkyaku
Dragon God Horrible Gleaming Rending Kick

[ CHIN GENTSAI ]  ------------------------------------------------------

Gou Inshu                      Drinking Strong Sake
Sakkyaku Nage                  Reverse Leg Throw
Suiho Hyoutan Shuu             Drunken Stagger Gourd Attack
Hyoutan Geki                   Gourd Attack
Suihai Kou                     Drunken Cup Lean
Fun'en Kou                     Blazing Angry Mouth
Gou'en Shourai: Kai            Roaring Flame Invitation: Modified
Kaiten-teki Kuutotsu Ken       Rotary Air Pierce Fist
Bougetsu Sui                   Full Moon Drunkard
Rouja Hanhou                   Dragonsnake Anti-Strike
Rigyo Hanhou                   Carp Anti-Strike
Gou'en Shourai                 Roaring Flame Invitation
Gouran Enpou                   Roaring Flame Inferno
Kaiten Hyoutan Shuu            Spinning Gourd Advance

Ryuurin Hourai
Willow Phosphorous "Mountain Paradise of the Sennin"

- I still can't figure out the exact translation for "ryuurin," but
  "hourai" is the name of a mountain that lies in the middle of the
  sea, according to Japanese mythology.  On the mountain live the
  "sennin," hermits with special powers (this is all according to
  some dictionary I read).

[ BAO ]  ---------------------------------------------------------------

Gen'ei Tougi                   Phantom Head Technique
Kawasaki                       Skin Ripper
Senheki Shuu                   Spinning Wall Kick
Senshou Shuu                   Flying Flash Kick
Rikatsu Shuu                   Reverse Slide Kick
Soushou                        Paired Palms
Hikida                         Snake Saw

[ KIM KAPHWAN ]  -------------------------------------------------------

Kubikime Otoshi                Extreme Neck Drop
Sakkyaku Nage                  Deadly Leg Throw
Kuuren Geki                    Rapid Air Attack
Neri Chagi                     Falling Leg
Hangetsu Zan                   Half-Moon Slash
Hien Zan                       Flying Slash
Tenshou Zan                    Ascension Slash
Haki Kyaku                     Ambition Kick
Double Dechagi                 Double Leg
Hishou Kyaku                   Soaring Kick
Hou'ou Hiten Kyaku             Phoenix Flying Heaven Kick
Hou'ou Tenbu Kyaku             Phoenix Heavenly Dance Kick
Hou'ou Kyaku                   Phoenix Kick
Hishou Kyaku                   Flying Rising Kick

[ CHANG KOEHAN ]  ------------------------------------------------------

Hagan Geki                     Face-Smashing Attack
Kusari Jime                    Chain Strangle
Hiki Nige                      Sliding Evade
Tekkyuu Funsai Geki            Iron Ball Smashing Attack
Tekkyuu Taiko Uchi             Iron Ball Drum Thrust
Dai Hakai Nage                 Great Destruction Throw
Tekkyuu Dai Kaiten             Iron Ball Great Spin
Tekkyuu Dai Bousou             Iron Ball Great Reckless Run
Tekkyuu Dai Assatsu            Iron Ball Great "Crush to Death"
Tekkyuu Dai Kourin             Iron Ball Great Falling Confrontation

[ CHOI BOUNGE ]  -------------------------------------------------------

Zujou Sashi                    Head-Riding Stab
Geketsu Zuki                   Bloody Bowel Pierce
Toorima Geri                   Phantom Killer Kick
Senpuu Hien Zashi              Whirlwind Flying (Monkey) Pierce
Houkou Tenkan                  Direction Divert
Tatsumaki Shippuu Zan          Tornado Gale Slash
Hishou Kuuretsu Zan            Soaring Air-Ripping Slash
Hien Zan                       Confessions of a Sorrowful Monkey
Hishou Zan                     Soaring Kick
Kaiten Hien Zan                Spinning Flying Monkey Slash
Kishuu Hien Zuki               Surprise Attack Flying Monkey Stab
Zan! Engetsu Rin               Slash! (Monkey) Crescent Moon
Hou'ou Kyaku                   Phoenix Kick
Toorima Zuki                   Phantom Killer Pierce

Shin! Chouzetsu Tatsumaki Shinkuu Zan
True! Superior Tornado Vacuum Slash

[ MAY LEE ]  -----------------------------------------------------------

Kamae Henka                    Posture Change
Omote Enbu                     Front Performance
Ura Enbu                       Back Performance
Kuusetsu Geki                  Single Air Attack
Hero Uke                       Hero Defense
Mawashi Geri                   Spinning Kick
Kakato Otoshi                  Heel Drop
Gedan Geri                     Low-Level Kick
Sanren Kyaku                   Triple Continuous Kicks
Ushiro Mawashi Geri            Backwards Spinning Kick
Gada Hanshuu                   Anti Self-Strike Kick
Ryuu Getsurin Kyaku            Flowing Moon (Confrontation) Kick
Shinjuu Kyaku                  God of Beasts Kick
Shinjuu Shoukan                Call Upon the God of Beasts

- May's real name is "Mei Jinjuu."

[ ZERO ]  --------------------------------------------------------------

Genma Kokushou                 Evil Phantom Flying Chop
Jagai Kusetsu                  Evil Bodyblow Arm
Zanpuu Enpa: Hankyou           Flying Airslash Rip: Rebel Mirror
Zanpuu Enpa: Satsuma           Flying Airslash Rip: Deadly Demon
Zanpuu Enpa: Kouga             Flying Airslash Rip: Phoenix Fang
Gokusa Zanjin                  Imprisoning Chain Slash Formation
Hakura Messei                  White Net (of) Destructive Energy

- Not only does Zero have some strange quotes (in English, no less),
  but his some of his move names are actually from "Hokuto no Ken"
  (Fist of the North Star).  This also includes the "Shikka Koujin"
  and "Mabukousou" moves he had in 2000.

[ IGNIZ ]  -------------------------------------------------------------

- Well, the kana for "Idion Blade" sounds like "EE-de-yawn," which
  isn't a real English word.  The closest is "idiom" (IH-de-ohm), which
  refers to one's characteristic style (such as they way in which an
  artist paints).  I'm not sure if this is the word they were after or
  if "Idion" is more correct.
- Along the same lines, "sagital" is not a real word, either, even
  though that's what the kana sounds like.  I suppose the word is
  supposed to make you think of "sage" or "Sagittarius", or something
  like that.
- The same applies to "nega."  I guess it's referring to "negative?"

Thanks for reading.

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THE KING OF FIGHTERS 2001 FAQ v0.7        copyright 2002 Chris MacDonald
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