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Double Dragon(1995) - NeoGeo
Character Guide about AMON    -     vesion 1.0

Author - Luiz Athayde - megawulf - e-mail: [email protected]
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¦ ``````´´´´´´       ¦
¦ update story       ¦
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¦1.0 - first release ¦
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The goal of this faq is sharing the little information I know about the Double
Dragon Character AMON. I do not intend to go further in lifestory, oringin or
those things, everything i may write here is just about playing and game
strategies, but feel free to send me anything if you discovered that amon loves
to sleep naked.

Legal note*

This FAQ should be only found in Gamefaqs.com, you are not allowed to publish
the whole or some part of this document without permission. you are free to
save this document or print it for personal use only.

Copyright © 2004 Luiz Athayde

********
Why AMON

Amon is a charge based character(like guile from Stree fighter series), to me
this is an disadvantage, but his normals and specials effects are worth of the
charging waiting time, he also has an qbc style air move,
Amon moves are fast and useful. His super special move 1 is devastating and the
second is surely the coolest of all. For me he is the best player to choose.

*******
Content    ( if your text viewer has the search option ( for windows is
*******      F3 or control + F, use it to directly go to a FAQ section.
            For instance to go to the Combo section type 3.Combos then
            press enter.)

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1.Commands
2.Move analysis
3.Combos
4.Tips
5.Clothes colors
6.Character Ending
7.Credits
-------------------

==========
1.Commands
==========
A - weak punch
B - weak kick
C - strong punch
D - strong kick

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move references
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up, down, back, front will be refered as u, d, b, f, correspondingly
qbc - perform on the stick b,db,d
Hopping - tap twice front or back
guarding - hold the direction that opposites your character facing( can be done
in  air and crouching)
stand - simply let your character in a neutral position
crouch - hold down the stick
close - this kind of moves only work if done near the opponent
if any command is followed by a comma, the symbol (,) means the word THEN

moves marked with a # have their names made up by me.
*********************************************************************
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AMON movelist///////////////\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
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Throws - front + D, front + B, front + C(can be done in air).
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Dizzy attack - when your opponent gets dizzy laying down, press d + any button
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Shi ho ken - hold b(1 sec and a half), then f + Button (press again to appear
at foe's back)
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Rekka Bakuenheki - Hold d(1 sec and a half), then u + button
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Yo so ken - qbc + button in air
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Super special moves( Charge needs to be flashing in screen)
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#Super Rekka Bakuenheki - hold d(1 sec and a half), then u + two buttons at once
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#Ninja countdown - qcf + two buttons at once( can be done in air)
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Move atributes

some moves has a special atribute that requires a certain act to be done by
your opponent

overhead - overhead moves have to be guarded standing or the move will hit.
Guard down - in order to block this move is needed to be blocking and crouching
at the same time.
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===============
2.Move analysis
===============
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Standing A - amon performs a quick jab foward with fast recovering
Usage - good for knocking out an near death opponent or simply to connect
another combo.This move is a good poking move if followed by crouch B then
Stand B, because by connecting this move you will be slowly pushed back...
remaining close will give a grapple/throw opportunity to your enemy.
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Standing B - Amon performs a low spinning kick, really quick.
Usage -  this move is really useful to trap a standing foe into a combo and
also to be nasty kicking a lot. this will make your opponent notice you are
aware of your char moves and will give you confidence in your strategy. Due to
its great range and quickness this move will allow you to keep attacking
forcing you opponent to guard or jump.
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Standing C - Amon kicks front with his legs opened in a 180 angle.
Usage - This move is excellent to poke like the standing B. And has also good
priority and range. The recovery is good and unlike the Stand D you will
reamain in the place you started kicking, assuring your safeness, poking should
be done a little far from the opponent exploring the good move range
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standing D - amon will do a front flip hitting from the beginning to the end,
with slow recovery.
Usage - caution when using this move, specially when dealing with abobo because
of the grappling counters, it's possible to cancel the recovering with a low B.
The move is also a good anti-air one. In fact the anti air and overhead
features of this move make it perfect for confusing the enemy by performing a
hop front + B, down B, then stand D, will force your foe to block up, down,
then up.
*overhead
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Aerial A - amon performs a knee attack.
Usage - good to start a combo, better than aerial B. This move in an overhead
if done while jumping but not if performed when hopping.
In fact the hopping front + A should be used contantly as a combo starter
beacuse it's quick and thus has no recovery time, be sure to follow the move
with another or you will be pretty vulnerable to a throw or command throw.
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Aerial B - amon performs a straight punch.
Usage - although this move is performed with a stronger button than the aerial
A is it seems to have less connectivity than the first.I found it really hard
to connect with any thing but works good to set a high- and-low game when
followed by other attacks, its overhead atribute works even when you hop front.
*overhead
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Aerial C - Amon performs a straight kick.
Usage - Amon's fast and powerful aerial kick. Quick recovery and good priority
makes this move a powerful choice in combos or aerial fighting, this moves is
also amon overlap move, if you hit your foe while passing over his head amon
will bring him to a close position when landing, enabling you to apply a combo.
*overhead
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Aerial D - amon performs a two hit kick one upward and the other toward
Usage - Very good move for combos or aerial fighting, using this move for
combos should be tried only by doing a front hop then pressing the button, you
will be able to follow ONLY if both hits connect, and only after amon lands, so
timing is important. Note that this attack has two parts and is slower than
other aerials, so if your enemy knows a bit about amon he'll probably be
waiting for a opportunity to counter with a high priority move. The overhead
atribute only doesn't work when hopping.
*overhead
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Close A and B - amon performs a single-hit attack that has no special
atributes, prefer to use close D for combos or simply crouch B, but any move
should be forgotten and put out of use, it's important to also use this one in
order to vary a little your game strategy, different moves than you usually do
are good to imply the feeling that you are unpredictable and your foe tend to
assume a more deffensive fight attitude.
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Close C - Amon kick his foe while jumping back.
Usage - well, this move has a singular property, you cannot follow any attack
until amon recovers from it, even when you fall back to the ground any other
move can be followed because amon will be within a certain distance from the
opponent, you could use this move to change from a poking attitude to any
other, you will be completely safe when you fall, allowing to change your
attack pattern. For instance, your enemy has just blocked your combo and you
hop A, then use Close C, you will automatically jump back and prepare for
another attack.
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Close D - Very good move! amon performs shoulder attack and a kick.
Usage - This move should always be used when you have a close combo starter
possibility avaiable. You can only follow the next attack when the second hit
connects, the best attack to follow is crouch B, stand B and a combo finisher,
keep in mind that if a combo has a high number oh hits like 5, 6 or higher,
chances are your fow will get dizzy, allowing you to attack again.
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Crouch A and B - Amon peforms a short move.
Usage - good for connecting combos, the quickness of this attacks and the short
recovery time make them the best combo followers if near the opponent(A) or a
little far(B), and, even, good to confuse the enemy alternating short 3 hit
combos like crouch A, A, B, hop foward + B, reapeat. Imagination is the key in
those hours.
*crouching B needs to be guarded down
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Crouch C - Amon performs a two-hit kick
Usage - This move is not really good to use because when crouching you have B
button as low-move and it should be guarded down.It has no special atributes so
prefer to use other crouch move. The reason why this move should be used is
that this move has a longer duration than other weaker crouch ones, so it
should be useful when you intend to interrupt other move.
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Crouch D - Amon performs a Sliding move that knocks the foe down.
Usage - Good to use if you are sure the move will hit, be careful with the
recovery time. This move can also be canceled with any strong close(C or D)
attack, amon takes a while to perform since you've started the command. A good
point is that amon moves foward to perform it, so if you need a quick mid-range
attack use it, is not always we are charging to do the Shi Ho ken attack.
*guard down
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Shi ho ken - Amon Performs a charge that knocks the enemy down, the speed is
determined by the button that's pressed. If you press the button again amon
will appear at the enemy's back forcing him to think fast and reverse block.
Usage - Quick recovery even for the D version makes this move a great one to
connect combos or simply attack. If you press the button again amon will pop up
behind the enemy and will certainly confuse him. Be careful because you can be
tossed while poping up. This move is powerful but easily stoppable. Just by
performing any quick standing action your foe will interrupt it. Doing the move
with A, for instance, will result in a slow version, and will certainly give
time to the opponent to counter even if you press the button again to appear at
the opponent's back.
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Rekka Bakuenheki - Amon makes the space above him explode and the explosion
timing is determinated by the button pressed.
Usage - Amon Anti-air... it's hard to connect since it hits only upwards or if
the enemy is close in the ground, the long recovery time makes you think twice
to use it. It's obivious that this move is an anti-air one. I haven't found a
combo to connect it. this move takes a while to be executed when amon begins it
you are vulnerable, this is a bad point about the move, it should have a
invicibilty since the begining, because it's an anti-air... but after this
short period you are invincible. You can even negate projectiles or super
specials. After it finishes be careful with the recovery time, specially when
you have done the D version 'cause it will give your opponent more time to
think, and he'll just watch the fireworks then he will attack.
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Yo so ken - Amon throws some shuriken in the opponent, the number of shurikens
in determinated by the button pressed.
Usage - This move has to be blocked up or will hit. Very low damage is taken,
good for finishing almost dying enemies. Take Care while using this move
because amon will be vulnerable the whole way down, so the higher you have
excuted the move the more you will be vulnerable. If your opponents is smart
and already know the move he will jump back and double jump towards hitting
you. A DP-like move such as jimmy's one will counter.
*overhead
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#Super Rekka Bakuenheki - Amon Summons a lightning Storm that hits everything
above him, doing great damage.
Usage - This move has invincibilty since you could start it if anyone jumps in
do it. Chances are it will hit twice or more and the damage will be great. Use
the invincibilty atribute to try to negate a move or simply to attack since
this move has a quick recovery time. Compared to its normal version amon is
invincible since the very beginning of the move.
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#Ninja Countdown - Amon teleports and appears above the opponent's head quickly
falling then he stops and begins counting in japanese up to 10 then explodes.
Usage - Use this move against another as a counter since you will be counting
in the recovery time of the opponent's move. You should also try against
jumping opponents. This move although really fast and surprising is easily
avoidable just by moving back then throwing because amon will appear right
above the enemy when "aiming" then he will fall directly downwards.
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========
3.Combos
========
Learning combos is the highest "degree" you may achieve with your char, besides
that it is really cool to perform a devastating combo in your foe and let all
the other guys stunned by your game knowledge.
The following combos go from the lowest one in number of hits from the highest
I could discover, if you know how to perform one with more number of hits
please e-mail me. There will be a brief explanation, if necessary, on how doing
the combo, any combo timing, number of hits, or any relevancy will be writen
below the combo command. If you desire you could also use this part of the FAQ
as a lesson-by-lesson course, trying to master from the easiest to the hardest.

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Crouch A, Crouch A (2 hits)
¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨
*This combo is the easiest one, if you are new to AMON, or the Double Dragon
game, try first performing this one, the timing between the attacks is only one.
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Crouch A,Crouch A, Crouch B (3 hits)
¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨
*Another easy-to-do combo, the timing is the same for all the buttons, and
everything you have to do os keep the stick down. Keep in mind this one is a
good one to perform even if the combo is blocked, beacuse constant hitting
makes your foe assume a defensive fight attitude.
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Crouch A, CrouchA, Crouch B, Stand B (4 hits)
¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨
*This combo is nothing more than the previous combos reapeated but with a
different ending. Note that now you have a position variation in which you have
to stand up to hit B, the stand B time is a little different from the other
buttons, so practice to master.
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Crouch A(charging back), Crouch A, Crouch B, Stand B, front + D(5 hits)
¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨
*This combo is the first one to have a finisher, I mean the opponent will be
knocked-down when hit, but in other to perform the Shi Ho Ken, you have to
charge, so begining the combo as if you were guarding down is the best way to
perform it, then push foward plus D, beacuse is the fastest and stronger
version of the move. The combo also involves some different timings among the
button presses so be sure to master this against the CPU in other to use this
in VS matches.
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Close D,(charging back) stand B, front D. (4 hits)
¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨
*This one involves only waiting the second hit or the first part connecting,
afterwards use the knowledge you've acquired from the previous combos.
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Close D,(charging back) crouch B,stand B, front D.(5 hits)
¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨
*This combo introduces other attack inside the combo, but the moves combo
timing have already been explained. Note the after the close D attack this
combo is the highest in number of hits, I mean after you have used the
combo-starter Close D, the way to achieve the maximum number of hits afterwards
is using this combo.

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Hop front A,(charging back) crouch A,crouch A, crouch B, stand B, front + D.(6
hits)
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Jump in C, (charging back) stand D(2 hits), crouch B, Stand B, front D. (6 hits)
¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨
*This combo will only work if you use the aerial C overlap atribute or if you
press the C button when you are about to reach the opponent, otherwise you will
not have enough room to complete the combo. Only press the D button when amon
lands, it's not need to press each button more than once, if you constantly
press the buttons you will tend to miss the timing.
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Hop foward D(2 hits), (charging back)stand D(2 hits), crouch B, Stand B, Front
D. (7 hits) (dizzy probability)
¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨¨
* Amon's most powerful combo, the final damage done by the move takes more than
any super special, to connect it you might hit both hop front + D hits, then
wait amon land, finally you apply the rest of the combo that has already been
explained. To execute this combo you must perform various different timings, so
practice this a lot in order to master the combination. Something important is
that your opponent may get dizzy even if this is your first attack! And also
pay attention if your foe get dizzy in the middle of the combo, so you can stop
hitting and start all over. Against women this combo rarely works.
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*I couldn't find any combo to connect a Super special, not even with 2 hits,
but if you find a way please e-mail me.

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======
4.Tips
======
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*Avoid jumping Straight in an opponent, this will give him time to react and
peform and anti air. Instead Hop front with A and combo him even if he defends
but don't execute the combo finisher and do it again.
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*Against a psycho ball a good move is amon Ninja countdown super. This move is
really fast and sometimes confuses the enemy. You can also use the shi ho ken
move and tap again to appear at the back of your opponent, but there are some
moves that hit backwards like one of marian's move or billy's helicopter kick.
So knowledge about your opponent's move is also pretty important.
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*Use a lot Stand B, it's quick, good and nasty. It's named by the players a
poke move, poking is one of the game fundamentals and should be used too. Not
only supers and specials win a game but all these moves together plus the
basics. You have to be aware that poking with normal stand or crouch has the
lowest priority of attack and will be easily negated by any special.But they
are quicker the stand B is really quick and has a good range, good to surprise
players that let their guard down.
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*Be Careful while using amon crouch D because it has a dangerous recovery time,
but it's a really useful move cause you go front when you perform it and it's a
knock down. It's also possible to connect it from a stand hit or crouch normal.
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*Alternate between overhead attacks and low attacks, they have to be guarded in
different positions so making a combo that has to be guarded up and down will
make your opponent confused and he'll tend to assume a defensive fight
attitude, hop front with B(overhead), then low kick with B(should be guarded
down). The objective is to let your foe as lost as a blind guy in a dark room.
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*Try to make your opponent get dizzy but stand-dizzy, this will allow you to
perform your most powerful combo, explore this game feature, because the player
may get dizzy really easily in this game. If your opponent gets dizzy laying
down, be quick to perform the dizzy attack or quit doing it, when you reach the
ground missing the attack, your player is vulnerable to a throw or command
throw. Pay attention if your opponent gets dizzy in the midst of a combo, the
best thing to do in this situation is to stop the combo and start other, so you
will do the greatest damage possible.
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*The more your are near death the faster you will reach the charge mode
explore this situation and try to hit a super. But don't focus in doing only
this. Your are near death and performing supers will make you vulnerable.
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*Every time you are hit in the air and your char doesn't fall down or you
air-block the move, you can jump again and execute other move, if you hasn't
executed other move you can block again and perform the same jump infinitely,
use this resource to avoid being caught by your foe when falling, and it also
allows you to assume a countering attitude and attack the opponent, if your foe
is in the air with you, performing the yo so ken move assures complete
safeness, because the enemy has to fall down blocking the move to not be hit,
and negating it will be possible if your opponent is rebbeca and she performs
her aerial super special.
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*Try to be unpredictable, don't assume a single playing pattern, alternate
among a high-low game, a long combo(even if blockable), poking or throwing,
being creative is the key, the more you play the game the more you are able to
vary your game strategy.
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================
5.Clothes colors
================
_______________________________________________________________________
Amon has a ninja outfit that is composed of a ninja mask, pants, boots, a
shoulder protection, mask, a ninja suit, and a inside shirt, the only thing
possible to change is his ninja suit and pants, the colors for that is
alterated by the button you press in the character select screen.

Button A and Start, defaut* Grey pants and greay ninja suit.
Button B, Blue pants and blue ninja suit.
Button C, Black pants and black ninja suit.
Button D, Red pants and red ninja suit.
_______________________________________________________________________

==================
6.Character ending
==================

Amon defeats Shuko... in another day amon appears sat in a race car, a
futuristic robot appears beside him and a girl behind him, the girl can't be
seen entirely but only her legs(it's enough), and the following dialogue goes
on:

Narration: "THE BLUE SKIES ECHO WITH THUNDEROUS SOUNDS."
           "A MAN APPEARS AS THE LIGHT FROM ABOVE SHINES DOWN."
Amon     : " - OH MY GOD... LIGHT MY PATH AND SHOW ME THE WAY!"
Narration: "THE MAN DISAPPEARS INTO THE DISTANCE AS THE LIGHT FADES."
Final Credits.
* Amon's name can be seen on his car... it's writen F.AMON.


=========
7.Credits
=========
Thanks to SNK for another great fighting game
Thanks SNK for providing the fighting names
Thank you for reading

*Any comment, suggestion, or criticism, please e-mail me at [email protected]