------------------------------------------------------------------------
THE KING OF FIGHTERS 2002 "Challenge to Ultimate Battle" FAQ v0.6
for the Neo*Geo and Japanese Sega Dreamcast
by Chris MacDonald
------------------------------------------------------------------------

Unpublished work Copyright (c) 2002-2003 Chris MacDonald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 magazine/guide/site authors are not allowed to use this FAQ, the
following in particular: 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,
Kibagami, and IGN.

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


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

1.  INTRODUCTION
      - Revision History
      - Special Thanks
2.  HOW TO PLAY
      - FAQ Notation
      - Basic Commands
3.  TEAM MOVELISTS
      - Japan Team                     Kyo      / Benimaru / Goro
      - Fatal Fury Team                Terry    / Andy     / Joe
      - Art of Fighting Team           Ryo      / Robert   / Takuma
      - Psycho Soldiers Team           Athena   / Kensou   / Chin
      - Ikari Team                     Leona    / Ralf     / Clark
      - Women Fighters Team            Mai      / Yuri     / May Lee
      - Korea Team                     Kim      / Chang    / Choi
      - '96 Team                       Iori     / Mature   / Vice
      - '97 Team                       Ryuji    / Mary     / Billy
      - '98 Team                       Yashiro  / Shermie  / Chris
      - '99 Team                       K'       / Maxima   / Whip
      - '00 Team                       Vanessa  / Seth     / Ramon
      - '01 Team                       Kula     / K9999    / Angel
      - Orochi Team                    Yashiro  / Shermie  / Chris
      - Edit Characters                Kusanagi      /       Rugal
      - Dreamcast Characters           Shingo        /       King
4.  GAMEPLAY NOTES
      - Autoguard
      - Blocking Attacks
      - Blow Away Attacks
      - Counter Hits
      - Counter Wires
      - Dropped Guard
      - MAX Mode
      - Power Gauge
      - Reversal Moves
      - Rolling
      - Super Cancels
      - Surefire Juggles
      - Throw Types
      - Other Info.
5.  MISCELLANEOUS
      - Secrets
      - Dreamcast Secrets
      - Special Intros
      - Special Win Poses
      - Character Bios
      - Translations


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

Hi, and welcome to my KoF '02 FAQ.  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 0.6  (December 20, 2003)
 - More minor corrections/additions and contributed info.  Also, I
   added information on the Dreamcast version of the game.  Keep in
   mind that Shingo and King are only available on the Dreamcast and
   not in the arcades.  See their section for more information.  Also,
   see the "Dreamcast Secrets" section for information on how to unlock
   them, Kusanagi, and Rugal on the DC.

VERSION 0.5  (January 12, 2003)
 - A lot of contributed info. was added, so thanks to everyone who
   wrote in--I really appreciate it.  Also, some more additions and
   corrections were made.

VERSION 0.4  (December 31, 2002)
 - Added in the character bios (based on old FAQ information and other
   information found online), and made some more corrections.

VERSION 0.3b  (December 28, 2002)
 - Some minor corrections and additions.

VERSION 0.2  (December 27, 2002)
 - At this point, everything major has been covered.  Whew, it's time
   to take a break.... ;)

VERSION 0.1  (December 21, 2002)
 - A beta version of the FAQ, privately released.  Still have to finish
   all the free cancel information (argh).


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

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

SNK Playmore                                     <www.snkplaymore.co.jp>
 - For the methods to unlock the hidden Dreamcast modes and characters.

J. Chia
 - For correcting me on the translation of Chin's "Hanhou" moves.

kenmastersx
 - For telling me about the (C) Ko'ou Ken having autoguard, and
   correcting me on the availability Leona's Rebel Spark.

JQTNguyen
 - For telling me how to break out of Clark's Mount Tackle.

Orochi Tom
 - For telling me a bunch of vs. intro and special win poses for
   Benimaru, Whip, Angel, and the '98 Team.

Leigh Hanrihan
 - For several translation corrections and a note on Chris' HSDM.

Fusuke
 - For information about Yashiro's third Jet Counter ending.

LiteSabre
 - For mentioning that Ryo's Ryuuko Ranbu SDM was unblockable.

Ten no Chikara
 - For explaining how to perform Ryo's Ryuuko Ranbu SDM, and noticing
   that Vanessa's Gaia Gear can hit opponents on the floor.

Anthony Majarian
 - For the 2001 "surefire juggles" and info. on Whip's Whip Shot being
   cancelable.

SNK Neo Geo Official Homepage                      <www.snkneogeo.co.jp>
 - For the code to play as Kusanagi and basic commands info.

technical master 2002         <homepage2.nifty.com/gamediary/index.html>
 - For some new move names and commands, and character bio information.

A Place In The Sun                  <www57.tok2.com/home/JAILHOUSELOCK/>
 - For some new move names and commands, as well as some of the free
   cancels and supercancels (including Andy's Gourin Kai).

IorI
 - For making this FAQ possible.

Charles MacDonald                                   <cgfm2.emuviews.com>
 - For letting me hog his computer while I worked on this, and for
   helping me test numerous reversals and projectile counter moves.

James Kuroki
 - For some of the movenames he provided for my previous KoF FAQs.

SNK of Japan
 - For information taken from their KoF 2001 section and '99 dictionary
   section (back when their old page was still up).

NJStar                                                  <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
------------------------------------------------------------------------

ub   u   uf            Up-Back       Up       Up-Forward
  \  |  /
b -- n -- f            Back        Neutral       Forward
  /  |  \
db   d   df            Down-Back    Down    Down-Forward

P                      Press A / C.
K                      Press B / D.
AB / CD / BC / AD      Press the listed buttons together.
ABC / BCD / ABCD       Press the listed buttons together.
any                    Press A / B / C / D.
~                      _Immediately_ press the next button listed.
/                      Optional command.
+                      Press at the same time.
,                      Press in the listed order.
 _                     An optional, additional input.
qcf                    Input (d,df,f).
qcb                    Input (d,db,b).
hcf                    Input (b,db,d,df,f).
hcb                    Input (f,df,d,db,b).
dir.                   Any direction can be used.
a-d-u                  Any direction but ub / u / uf.
ub~uf                  Can use ub / u / uf.
db~df                  Can use db / d / df.
can hold               You can hold the button, then release it.
when near              Perform when next to your opponent.
overhead               An attack that must be blocked while standing.
(air)                  Can be used while airborne.
(x#)                   Perform x number of times.
GC                     Guard Crush.
DM                     Desperation Move.
SDM                    Super Desperation Move.
HSDM                   Hidden Super Desperation Move.
(S)DM                  DMs and SDMs.
(HS)DMs                DMs, SDMs, and HSDMs.
D^                     The move can only be used as a DM.
S^                     The move can only be used as an SDM.
B^                     The move can be used as both a DM or SDM.
H^                     The move can only be used as an HSDM.
c                      Only cancelable into command attacks.
s                      Only cancelable into special moves or (HS)DMs.
S                      Only cancelable into (HS)DMs.
C                      Cancelable into anything.
-                      Not cancelable.
/                      Divides hits.

Although I try to use the original, Japanese terms whenever possible,
I've used some other, more familiar terms to make the FAQ easier to
read.  For example, DMs are called 'chou hissatsu waza' (super deadly
arts), and there are also MAX and MAX2 versions.  However, the DM /
SDM / HSDM terminology is widely used already, so trying to label the
moves by their original name would only be confusing.  Also, the
dokodemo cancels (anywhere cancels) are referred to as "free cancels"
in the FAQ.


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

Press A / C                    Punch
Press B / D                    Kick
Hold b when attacked           Standing Block
Hold db when attacked          Crouching Block
Tap b,b                        Backstep
Tap f,f  (hold f to run)       Dash
Tap ub~uf                      Small Jump
Press ub~uf                    Middle Jump
Tap db~df,ub~uf                High Jump
Tap db~uf, tap ub~uf           Long Small Jump
b / f + C / D when near        Basic Throw
b / f + C / D when grabbed     Basic Throw Escape
AB before you hit the ground   Down Evade
b + AB                         Emergency Evade (Backward)
Press AB                       Emergency Evade (Forward)
Press CD  (air)                Blow Away Attack
AB during your own attack      Quick Emergency Evade
AB while blocking              Guard Cancel Emergency Evade (Backward)
f + AB while blocking          Guard Cancel Emergency Evade (Forward)
CD while blocking              Guard Cancel Blow Away Attack
Press Start                    Taunt
Press BC                       MAX Activation
Press BC during your attack    Quick MAX Activation

- In order to escape a C or D throw, you have to use the same button
  your opponent uses.  An easy way to get around this is to simply
  escape a throw with b / f + CD, since it will make you break out
  of either a C or D throw.
- It costs one level of power to use the "Quick Emergency Evade",
  "Guard Cancel Emergency Evade", "Guard Cancel Blow Away
  Attack", "MAX Activation", or a DM.
- It costs two levels of power to use the "Quick MAX Activation."
- In order to use a DM, you must have one stock, or else you must be
  in MAX mode.
- In order to use an SDM, you must have one stock and you must be in
  MAX mode.
- In order to use an HSDM, your Life Gauge must be lower than 1/3rd,
  _and_ you must be in MAX mode and have at least one stock remaining.
  The only character without an HSDM is May Lee (but she has one when
  in Hero mode).
- Please see Section 4 for more information on basic gameplay.


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

Moves are listed in this order: basic throws, command attacks, special
moves, then DMs, SDMs, and HSDMs.  Afterwards is a list of cancelable
attacks, then counter wires, supercancels, free cancels, and some notes
on that character's moves in general.

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

b / f + C when near            Hatsugane
b / f + D when near            Issetsu Seoi Nage

d + C in air                   Geshiki: Naraku Otoshi
f + B                          Geshiki: Goufu You
df + D                         88 Shiki

f,d,df + P                     100 Shiki: Oniyaki
qcf + K,K                      75 Shiki Kai
hcb + K                        412 Shiki: Hikigane
b,d,db + K                     R.E.D. KicK

qcf + A                        114 Shiki: Aragami
 _qcf + P                      128 Shiki: Konokizu
  _P                           127 Shiki: Yanosabi
  _K                           125 Shiki: Nanase

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

qcf + C                        115 Shiki: Dokugami
 _hcb + P                      401 Shiki: Tsumi Yomi
  _f + P                       402 Shiki: Batsu Yomi
   _f,d,df + P                 100 Shiki: Oniyaki

qcb,hcf + P  (can hold)     B^ Ura 108 Shiki: Orochi Nagi
hcb,hcb + AC when near      H^ 524 Shiki: Kamukura

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

Super Cancels          (C) Oniyaki (1st)
                       (B) Hikigane
Free Cancel Into       Oniyaki (1st), 75 Shiki Kai, Hikigane, R.E.D.
                       KicK, Aragami, Dokugami
Free Cancel Out Of     Goufu You, 88 Shiki, Hikigane, Aragami (and all
                       follow-ups except Kototsuki You), Dokugami,
                       Tsumi Yomi
Cannot Free Cancel     Kototsuki You

- The Naraku Otoshi acts as a knockdown attack if it hits an airborne
  opponent.
- The Goufu You is an overhead attack, unless canceled into (in which
  case it hits twice and is cancelable on the last hit).
- The 88 Shiki is a low attack.
- The Aragami has autoguard.  This move and the Dokugami can negate
  normal projectiles.
- The Yanosabi is an overhead attack.
- The Migiri Ugachi is a low attack and can hit someone who is lying
  on the ground.
- The (A) Oniyaki hits twice on a counter hit.
- You can use the (B) Hikigane to avoid low attacks.
- You can juggle an opponent after the (B) Hikigane or both hits of
  the 75 Shiki Kai.
- The Kamukura is unblockable.
- During the (A) Orochi Nagi, Kyo is immune to low attacks.  During the
  (C) version, he is immune to high attacks (including normal and (S)DM
  projectiles, even full size ones like the Haou Shoukou Ken).
- During the SDM Orochi Nagi, Kyo's body is on fire, and anyone touching
  it takes damage.  In addition, the fire will negate normal and (S)DM
  projectiles.


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

b / f + C when near            Catch and Shoot
b / f + D when near            Front Suplex
a-d-u + C when near            Spinning Knee Drop  (air throw)
b / f + D when near            Spinning Knee Drop  (air throw)

f + B                          Jackknife Kick
d + D in air                   Flying Drill

qcf + A                        Raijin Ken
qcf + C                        Taikuu Raijin Ken
qcf + P in air                 Kuuchuu Raijin Ken
qcb + P                        Shinkuu Katategoma
hcb,f + P when near            Benimaru Corridor

qcf + K                        Iai Geri
 _d,u + K                      Handou Sandan Geri

qcf,qcf + A                 B^ Raikou Ken
qcf,qcf + C                 D^ Taikuu Raikou Ken
qcb,qcb + K                 D^ Gen'ei Hurricane
f,db,df,b,f + any           H^ Raijin Ten

   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     -     s
   Diagonal Jump       -     -     C     -     s

Counter Wire           Iai Geri (only as leg retracts)
Super Cancels          (A) Shinkuu Katategoma (1st-3rd)
                       (C) Shinkuu Katategoma (1st-5th)
                       Handou Sandan Geri (1st)
Free Cancel Into       Kuuchuu Raijin Ken, Shinkuu Katategoma, Iai Geri
Free Cancel Out Of     Flying Drill, Shinkuu Katategoma, Handou Sandan
                       Geri (1st)
Cannot Free Cancel     Iai Geri (but only from Handou Sandan Geri),
                       Handou Sandan Geri (2nd), Benimaru Corridor

- The Jackknife Kick is cancelable.
- The Flying Drill can be crouch-blocked.
- The (Taikuu) Raijin Ken can negate normal projectiles.
- The (Taikuu) Raikou Ken can negate normal and (S)DM projectiles.
- The Benimaru Corridor is unblockable.
- When you use the Raijin Ten, a ball of electricity will appear on
  Benimaru's body.  Where the ball appears is determined by what
  button you pressed when performing the move:

               A - In front of Benimaru's face
               B - In front of Benimaru's feet.
               C - Behind Benimaru's head.
               D - Behind Benimaru's feet.

- The ball remains at the same height regardless of whether you stand
  or crouch.  It is unblockable and will remain until it hits eight
  times total.  If Benimaru is hit, the ball will instantly disappear.
  While the ball can negate an infinite number of projectiles, (S)DM
  projectiles will pass right through it.


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

b / f + C when near            Juuji Shime
b / f + D when near            Okuri Ashi Barai

df + C                         Zujou Barai

f,d,df + P                     Jirai Shin
f,d,df + K when near           Chou Oosotogari
qcb + K                        Chou Ukemi
qcf + K                        Nekko Gaeshi
hcf + A                        Kumo Tsukami Nage
hcf + C                        Kirikabu Gaeshi
hcb,f + P when near            Tenchi Gaeshi
hcb,f + K                      Ura Nage

hcb,hcb + P when near       B^ Jigoku Gokuraku Otoshi
hcf,hcf + K when near       B^ Arashi no Yama (Nekko Nuki)
 _hcf + K                      Arashi no Yama (Zoku: Kirikabu Gaeshi)
  _f,d,df + K (DM ver.)        Arashi no Yama (Bukko Nuki Ura Nage)
  _f,d,df + K (SDM ver.)       Arashi no Yama (Zoku: Tenchi Gaeshi)
f,d,df,b,d,db + BC          H^ Furinkazan

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

Free Cancel Into       Jirai Shin, Chou Oosotogari, Nekko Gaeshi,
                       Chou Ukemi, Kumo Tsukami Nage, Kirikabu Gaeshi
Free Cancel Out Of     Zujou Barai, blocked Kumo Tsukami Nage, blocked
                       Kirikabu Gaeshi
Cannot Free Cancel     Tenchi Gaeshi, Ura Nage

- Goro no longer has his Tsukami Tataki Tsuke throw or Tama Tsubushi
  command attack.
- An airborne opponent who is hit by the Zujou Barai will be knocked
  high into the air.  This move is no longer cancelable.
- The (A) Jirai Shin will knock over your opponent no matter where they
  are, unless they are blocking low or are in mid-air.  The (C) version
  is a fake-out.
- You can evade attacks during the beginning of the Chou Ukemi.
- The Nekko Gaeshi can reverse high attacks.
- The Kumo Tsukami Nage is an anti-air throw, but it can still hit tall
  characters, such as Chang.
- The Kirikabu Gaeshi can pick up opponents off the floor.  It can even
  be used after the Nekko Nuki or Zoku: Kirikabu Gaeshi.
- The Nekko Nuki has autoguard.
- The Tenchi Gaeshi, Ura Nage, Jigoku Gokuraku Otoshi, and Nekko Nuki
  are unblockable.
- The Furinkazan functions in the same manner as the (A) Jirai Shin.


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

b / f + C when near            Grasping Upper
b / f + D when near            Buster Throw

df + C                         Rising Upper

qcf + A                        Power Wave
qcf + C                        Round Wave
qcb + P                        Burn Knuckle
qcb + K                        Crack Shoot
f,d,df + K                     Power Dunk
Charge d,u + P                 Rising Tackle

qcf,qcf + K                 D^ High Angle Geyser
qcb,db,f + P                B^ Power Geyser
qcf,qcf + AC                H^ Rising Force

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

Super Cancels          Round Wave, Rising Tackle (1st)
Free Cancel Into       Round Wave, Burn Knuckle, Crack Shoot, Power Dunk
Free Cancel Out Of     Power Dunk (1st), Rising Tackle (1st)
Cannot Free Cancel     Power Wave

- The Rising Upper is cancelable.
- The Round Wave can be canceled into any special move (except the
  Power Wave or Round Wave).
- Supercanceling out of the Rising Tackle into the Power Geyser can be
  difficult if you try to input the entire motion.  Instead, you can
  simply tap b,f + P immediately after inputting the Tackle command
  (as the d press from "Charge d,u + P" will carry over).


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

b / f + C when near            Gourin Kai
b / f + D when near            Kakaekomi Nage

f + B                          Uwa Agito
df + A                         Age Men

qcb + A                        Hishou Ken
qcb + C                        Geki Hishou Ken
f,d,df + P                     Shouryuu Dan
b,d,db + K                     Yami Abise Geri
hcf + K                        Kuuha Dan
hcf + P when near              Gekiheki Haisui Shou

qcf + K in air                 Gen'ei Shiranui
 _P upon landing               Gen'ei Shiranui: Shimo Agito
 _K upon landing               Gen'ei Shiranui: Uwa Agito

db,f + P                       Zan'ei Ken
 _qcf + P                      Shippuu Ouken

qcb,db,f + P                D^ Zan'ei Ryuusei Ken
qcb,db,f + K                B^ Chou Reppa Dan
qcf,qcf + AC                H^ Zan'ei Shitou Reppa Dan
 _BCD                          Hiryuu Bakuha Dan

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

Super Cancels          Shouryuu Dan (1st)
                       Gen'ei Shiranui: Shimo Agito
                       (A) Zan'ei Ken
                       Shippuu Ouken
Free Cancel Into       Kuuha Dan, Gen'ei Shiranui, Zan'ei Ken
Free Cancel Out Of     Gourin Kai, Uwa Agito, Age Men (2nd), Shouryuu
                       Dan (1st ground), Yami Abise Geri, Kuuha Dan (1st
                       ground), Gekiheki Haisui Shou, Gen'ei Shiranui:
                       Shimo and Uwa Agito, Zan'ei Ken, Shippuu Ouken
Cannot Free Cancel     Hishou Ken, Geki Hishou Ken

- The Uwa Agito is an overhead attack, unless you cancel into it
  (in which case, it becomes cancelable).
- The Age Men is cancelable on the first hit.  An airborne opponent
  who is hit by both hits of this move will be knocked high into the
  air, and can be juggled.
- Supercanceling out of the Shouryuu Dan can be difficult if you try
  to input the entire motion.  Instead, you can input df,b,f + P / K
  for either super (so the full command is f,d,df + P, b,f + P / K).
- The Yami Abise Geri hits twice on a counter hit.
- The Gekiheki Haisui Shou is unblockable.  You can juggle a hit
  opponent afterwards.
- The Gen'ei Shiranui: Shimo Agito is a low attack, while the
  Gen'ei Shiranui: Uwa Agito is an overhead attack.
- It's not that useful, but you can free cancel the Gen'ei Shiranui
  into the Gen'ei Shiranui: Uwa Agito over and over (good for doing
  Guard Crush damage).
- If the first hit of the Zan'ei Ryuusei Ken is blocked, Andy will
  not continue with the rest of the move.
- When you use the Zan'ei Shitou Reppa Dan, Andy will perform a long-
  range Zan'ei Ken.  He will continue the Zan'ei Ken dash for a few
  seconds, or until you press BCD, at which point he will perform a
  Chou Reppa Dan.  You can press BCD at any time, even before the
  Zan'ei Ken has hit (or after it's hit and your opponent has gotten
  back up).
- While you could press BCD the moment the dash connects, the way to
  score the most hits (eight), is to let Andy dash forward a ways after
  the intial hit, then press BCD so that he turns and does the Chou
  Reppa Dan backwards, catching your falling opponent in mid-air.


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

b / f + C when near            Hiza Jigoku
b / f + D when near            Leg Throw

f + B                          Low Kick
df + B                         Sliding

hcf + P                        Hurricane Upper
hcf + K                        Slash Kick
f,d,df + K                     Tiger Kick
qcb + K                        Ougon no Kakato

Tap P rapidly                  Bakuretsu Ken
 _qcf + A                      Bakuretsu Finish
 _qcf + C                      Shijou Saikyou no Low Kick

qcf,uf + K                  D^ Ougon no Tiger Kick
qcf,hcb + P                 D^ Bakuretsu Hurricane Tiger Kakato
qcf,qcf + P                 B^ Screw Upper
qcf,qcf + BD                H^ Cross Gigantes

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

Super Cancels          Tiger Kick (1st)
                       (A) Bakuretsu Finish
Free Cancel Into       Slash Kick, Tiger Kick, Ougon no Kakato,
                       Bakuretsu Ken
Free Cancel Out Of     Sliding, Tiger Knee (1st), Bakuretsu Finish
Cannot Free Cancel     Hurricane Upper, Bakuretsu Ken (but only from
                       Bakuretsu Finish)

- The Low Kick is cancelable.
- The Sliding Kick is a low attack, unless canceled into.
- If you hit an airborne opponent with the Ougon no Kakato, you can
  juggle them upon landing.  It's much easier with the (B) version, and
  you can even juggle your opponent out in the open by following with
  an Ougon no Tiger Kick.
- The Bakuretsu Finish is an overhead attack, while the Shijou Saikyou
  no Low Kick is a low attack.


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

b / f + C when near            Tani Otoshi
b / f + D when near            Tomoe Nage

f + A                          Hyouchuu Wari
f + B                          Joudan Uke
df + B                         Gedan Uke

qcf + P                        Ko'ou Ken
qcf + K                        Mouko Rajin Setsu
f,b,f + P                      Zanretsu Ken
f,d,df + P                     Kohou
hcb + K                        Hien Shippuu Kyaku

f,hcf + P                   D^ Haou Shoukou Ken
qcf,hcb + P                 D^ Ryuuko Ranbu
qcf + C~A                   S^ Ryuuko Ranbu
qcf,qcf + AC                H^ Tenchi Haou Ken

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

Super Cancels          Kohou (1st)
Free Cancel Into       Mouko Rajin Setsu, Kohou, Hien Shippuu Kyaku
Free Cancel Out Of     Hyouchuu Wari, Zanretsu Ken (last), Kohou (1st)
Cannot Free Cancel     Ko'ou Ken

- The Hyouchuu Wari is an overhead attack, unless canceled into.
- The Joudan Uke will autoguard jumping, high, and mid-level attacks.
  If the autoguard is triggered, this move can be canceled into a
  special move or (HS)DM.
- The Gedan Uke works the same way, but with low-level attacks.
- The Mouko Raijin Setsu is a knockdown and an overhead attack.
- The Zanretsu Ken has autoguard.
- The (A) Kohou hits twice on a counter hit.
- The SDM Ryuuko Ranbu is unblockable.  Performing this move can be
  maddening, since you need to enter the command as Ryo is recovering
  from another action, and you must press A _extremely_ fast after
  pressing C (the same speed as used for K's Crimson Star Road).
- The easiest way to pull off the SDM version is to supercancel into
  it from a (C) Kohou.  However, the timing has changed from 2001.
  In that game, you could combine the uppercut and SDM commands
  together.  For 2002, you have to input f,d,df + C, then immediately
  enter qcf + C,A as the first hit occurs.  This is the only method
  I've found that works reliably.
- Otherwise, try finishing the command as you come out of an attack
  or other move (like a roll or MAX activation).
- An opponent hit by the Tenchi Haou Ken is automatically dizzied.


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

b / f + C when near            Ryuuchou Kyaku
b / f + D when near            Kubikiri Nage

b + A                          Uraken
f + A                          Kouryuu Koukyaku Geri
b / f + B                      Ryuu Hanshuu

qcf + P                        Ryuugeki Ken
f,d,df + P                     Ryuuga
f,b,f + K                      Gen'ei Kyaku
hcf + K when near              Kyokugen-ryuu Renbu Kyaku
qcb + K in air                 Hien Ryuujin Kyaku

f,hcf + P                   D^ Haou Shoukou Ken
qcf,qcf + K                 D^ Haiga Ryuu
qcf,hcb + P                 B^ Ryuuko Ranbu
qcf,hcb + BD                H^ Zetsu!! Ryuuko Ranbu

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

Super Cancels           Ryuuga (1st)
Free Cancel Into        Ryuuga, Hien Ryuujin Kyaku
Free Cancel Out Of      Canceled Uraken, Kouryuu Koukyaku Geri,
                        Ryuuga (1st ground), Gen'ei Kyaku (last),
                        Kyokugen-ryuu Renbu Kyaku (1st-3rd)
Cannot Free Cancel      Ryuugeki Ken

- The Uraken is cancelable (unless canceled into).  In either case,
  you can juggle an opponent after this move connects.
- The Kouryuu Koukyaku Geri is an overhead attack, unless canceled
  into (in which case, it becomes cancelable).  Robert recovers from
  this move fast enough to follow up with another attack, such as
  a standing A or the (A) Ryuuga.
- The Ryuu Hanshuu is cancelable.
- The (A) Ryuuga hits twice on a counter hit.
- You can juggle an opponent after the Kyokugen-ryuu Renbu Kyaku.
- The Kyokugen-ryuu Renbu Kyaku and Zetsu!! Ryuuko Ranbu are
  unblockable.


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

b / f + C when near            Oosotogari
b / f + D when near            Ippon Seoi

f + B                          Kawara Wari

qcf + P                        Ko'ou Ken
hcb + K                        Hien Shippuu Kyaku
qcb + P                        Mouko Burai Gan
f,hcf + P                      Haou Shikou Ken

qcf,qcf + P when near       D^ Shin Kishin Geki
qcf,hcb + P                 B^ Ryuuko Ranbu
b,f,d,df + AC               H^ Kosatsu Jin

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

Counter Wire           Haou Shikou Ken
                       (B) Hien Shippuu Kyaku (if 2nd hit is only hit)
Super Cancels          Mouko Burai Gan, (C) Haou Shikou Ken
Free Cancel Into       Ko'ou Ken, Mouko Burai Gan
Free Cancel Out Of     Kawara Wari, Ko'ou Ken, (B) Hien Shippuu Kyaku
                       (2nd), (D) Hien Shippuu Kyaku, Mouko Burai Gan,
                       Haou Shikou Ken

- The Kawara Wari is an overhead attack, unless canceled into (in
  which case, it becomes cancelable).
- The Ko'ou Ken is no longer a fireball attack.  However, not only
  does the range of this move extend beyond Takuma's hand (moreso
  for the C version), but it can still negate projectiles.
- What's more, the (C) Ko'ou Ken can also negate (S)DM projectiles,
  and it has autoguard in the beginning, when Takuma's hand is held
  in front of him (prior to him striking).
- Like the Ko'ou Ken, the Haou Shikou Ken is no longer a projectile
  firing move, either.  Although it has no additional range (unlike
  the Ko'ou Ken), either strength can negate normal and (S)DM
  projectiles.
- Both the (C) Ko'ou Ken and (C) Haou Shikou Ken will drop an
  opponent's guard if blocked.
- The Mouko Burai Gan has autoguard.
- The Shin Kishin Geki is unblockable.  If the first hit is somehow
  avoided, the remaining hits will drop your guard.
- The Kosatsu Jin can reverse jumping, high, mid-level, and low attacks,
  as well as special moves and (S)DMs.


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

b / f + C when near            Psychic Throw
b / f + D when near            Bit Throw
a-d-u + C / D when near        Psychic Shoot  (air throw)

f + B                          Renkantai
d + B in air                   Phoenix Bomb
ub against a wall, then uf     Sankaku Tobi

qcb + P                        Psycho Ball Attack
f,d,df + P  (air)              Psycho Sword
qcf + K                        Psycho Teleport
qcb + B                        Psycho Reflector
qcb + K in air                 Phoenix Arrow

qcf,qcf + K in air          D^ Phoenix Fang Arrow
hcb,hcb + P  (air)          B^ Shining Crystal Bit
 _qcb + P  (can hold)          Crystal Shoot

hcb,f + AC                  S^ Psychic 9
 _A,B,C,A,B,C,D, qcf + P       Sailor Finish
 _A,B,C,A,B,C,D, hcb + K       Fire Sword Finish
 _A,B,C,A,B,C,D, f,d,df + P    Psycho Sword Finish

qcf + ABCD                  H^ Psycho Medley
 _D,C,B,D,C,B,A, qcf + AB      Healing Athena
 _D,C,B,D,C,B,A, qcf + BC      Momoiro Gatame

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

Super Cancels          (A) Psycho Sword (3rd)
                       (C) Psycho Sword (6th-7th)
                       (C) Mid-Air Psycho Sword (2nd-6th)
                       (B) Phoenix Arrow (2nd)
                       (D) Phoenix Arrow (3rd-5th)
Free Cancel Into       Psycho Sword, Psycho Teleport, Psycho Reflector,
                       Phoenix Arrow
Free Cancel Out Of     Renkantai (1st), Psycho Sword (C=1st-3rd ground),
                       Phoenix Arrow
Cannot Free Cancel     Psycho Ball Attack

- The 2nd hit of the Renkantai is cancelable.
- The Phoenix Bomb is cancelable, and is an overhead attack.
- You can move through your opponent using the Psycho Teleport.
  However, you are not invincible during this move.  Since Athena
  doesn't actually teleport until the end of this move, if you are
  hit as you start to come out of the teleport, you will remain
  where you began (as opposed to ending up next to your opponent).
- The Psycho Reflector can reflect normal and (S)DM projectiles.  You
  can juggle an opponent after this move hits.
- The last hit of the (D) Phoenix Arrow will always be aimed towards
  your opponent.
- The Shining Crystal bit can absorb normal and (S)DM projectiles.
- The (A) Crystal Shoot will fly forward, while the (C) version goes
  up at an angle.  In the air, both versions go downward, then fly
  horizontally once they reach the floor.
- If you're having trouble performing the Psychic 9 or Psycho Medley,
  remember to wait for Athena to do the first two hits before you
  start pressing the buttons.  Also, the last button press before
  the joystick input must be entered very quickly.
- You can still cancel the Psycho Sword ending of the Psychic 9 into
  a special move, but none of them seem to juggle anymore.
- Athena will gain back a small amount of life during the Healing
  Athena.


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

b / f + C when near            Sunda
b / f + D when near            Tomoe Nage

f + A                          Kobokushu
f + B                          Kousentai

qcb + P                        Choukyuu Dan
qcf + K                        Senkyuutai
hcf + A                        Ryuu Renga: Chiryuu
hcf + C                        Ryuu Renga: Tenryuu
qcb + P in air                 Ryuu Sougeki
b,d,db + K                     Ryuu Gakusai

qcb,qcb + P                 D^ Niku Man Respect
qcf,hcb + B                 D^ Shinryuu Seiou Rekkyaku
qcb,hcb + D                 D^ Shinryuu Tenbu Kyaku
qcf,qcf + AC when near      S^ Senki Hakkei
qcf,qcf + BD                H^ Seigan Rairyuu

   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         C     -     -     -     s
   Diagonal Jump       C     C     -     -     s

Super Cancels          (B) Ryuu Gakusai (1st)
                       (D) Ryuu Gakusai (1st-2nd)
Free Cancel Into       Senkyuutai, Ryuu Renga: Chiryuu, Ryuu Sougeki
Free Cancel Out Of     Kobokushu, Senkyuutai (but only into Ryuu
                       Renga: Chiryuu), Ryuu Gakusai (1st-2nd ground)
Cannot Free Cancel     Choukyuu Dan, Ryuu Renga: Tenryuu

- The Kobokushu is an overhead attack, unless you cancel into it (in
  which case, it becomes cancelable).
- The Kousentai is cancelable.
- The Senkyuutai has autoguard.  You can juggle an opponent after
  this move.
- There are three possible results from using the Meat Bun Respect.
  Kensou will either dance (earning back some energy), cry (which
  gives you no energy), or strain himself (which gives you back full
  energy, but occurs very rarely).
- Curiously enough, if you super cancel into the Niku Man Respect,
  Kensou will move backward before eating the meat bun.
- The 2nd and 3rd hit of the Shinryuu Seiou Rekkyaku are overhead
  attacks.
- The Senki Hakkei is unblockable.
- During the Seigan Rairyuu, Kensou will throw a projectile across
  the screen.  It doesn't do much damage, but functions as a knockdown
  attack.  After it leaves the screen, it will come back after a
  brief moment.  Kensou can block the projectile if you want (it does
  no damage anyway), or you can negate it with a Choukyuu Dan or a
  second Seigan Rairyuu, but if it hits him, he will glow orange and
  his attack power will increase for the remainder of the round.  You
  cannot use this move again once you've powered up.
- The Seigan Rairyuu projectile will pass through normal projectiles and
  cannot be reflected or absorbed (in such cases, it will simply fly
  through your opponent).  The returning projectile cannot hit Kensou's
  opponent, and it will be negated if Kensou is damaged.


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

b / f + C when near            Gou Inshu
b / f + D when near            Gyaku Ashi Nage

f + A                          Suiho Hyoutan Shuu

qcb + P                        Hyoutan Geki

b,d,db + P                     Suihai Kou
 _qcf + P                   *  Fun'en Kou
 _hcf + K                   *  Kaiten-teki Kuutotsu Ken
 _f,d,df + P                *  Ryuurin Hourai
 _f,d,df + K              ***  Gou'en Shourai: Kai

d,d + K, move b / f            Bougetsu Sui
 _press ABCD                   Kousentai
 _u + B                        Rouja Hanhou
 _u + D                        Rigyo Hanhou
 _f + K                     *  Kaiten-teki Kuutotsu Ken

qcf,hcb + P                 D^ Gou'en Shourai
qcf,qcf + P                 B^ Gouran Enpou
qcf,qcf + BD                H^ Suisou Enbu

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

Super Cancels          Kaiten-teki Kuutotsu Ken
                       (C) Ryuurin Hourai (1st)
                       (B) Gou'en Shourai: Kai (last hit)
                       Rigyou Hanhou
Free Cancel Into       Kaiten-teki Kuutotsu Ken, Ryuurin Hourai,
                       Gou'en Shourai: Kai, Bougetsu Sui
Free Cancel Out Of     (C) Ryuurin Hourai (1st), Kousentai,
                       Rigyou Hanhou
Cannot Free Cancel     Hyoutan Geki, Suihai Kou, Fun'en Kou

- Chin cannot use any of the moves marked with a star (*) unless he's
  taken a drink by using the Suihai Kou.  The exception is the Gou'en
  Shourai: Kai, which requires at least three drinks to use.
- Each time you use a * move, the "drink count" goes down by one.
  For example, if you used the Suihai Kou five times, you could use
  the Fun'en Kou twice and the Gou'en Shourai: Kai once, at which point
  you would have zero drinks (and could not use any of the * moves).
- The "drink count" will carry over from round to round, however.
- The Suiho Hyoutan Shuu is cancelable.  It is an overhead attack,
  unless you cancel into it.
- The Hyoutan Geki can negate normal projectiles.
- You can dodge mid-level attacks using the Suihai Kou.  The window
  of time is very short, however (only when Chin is drinking).
- The Kaiten-teki Kuutotsu Ken is cancelable into any special move,
  including itself.  This allows for easy juggles like the Fun'en Kou or
  (A) Ryuurin Hourai.  In the corner, you can even go into the Bougetsu
  Sui and juggle your foe with the Rigyo Hanhou.
- The (C) Ryuurin Hourai has autoguard, during the first spin animation.
- The last hit of the (B) Gou'en Shourai: Kai will drop an opponent's
  guard.
- You can dodge high attacks using the Bougetsu Sui.  Even while lying
  on the floor, you can still be hit or thrown, though.
- The Kousentai can hit a close opponent.
- The (A) Gouran Enpou goes upward, while the (C) version goes straight
  forward.  The SDM version spreads out in all directions.  This move
  can negate normal and (S)DM projectiles (even in situations when this
  wouldn't seem possible, such as a Reppuu Ken or Yami Barai vs. an
  (A) Gouran Enpou).
- After firing the Suisou Enbu, you can move it around the screen using
  your controller for a limited period of time.  It can be used as a
  high or low attack depending on where you move it to (unfortunately,
  you can't use it as an overhead).  After it is blocked, the spreading
  flames can still damage an opponent if they stop blocking.


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

b / f + C when near            Leona Crush
b / f + D when near            Ordeal Buckler
a-d-u + C / D when near        Heidern Inferno  (air throw)

b / f + B                      Strike Arch

Charge b,f + P                 Vortex Launcher
Charge b,f + K                 Ground Saber
f + D from (D) Ground Saber    Gliding Buster
Charge d,u + P                 Moon Slasher
qcb + P in air                 X Calibur
qcb + K                        Earring Bakudan 1
b,d,db + K when near           Earring Bakudan 2: Heart Attack
 _b,d,db + K                   Kibaku
u,d,u,d,u,d + BD               Kakusei

qcf,hcb + P in air          B^ V Slasher
qcb,hcf + K                 D^ Rebel Spark  (as normal Leona only)
qcb,hcf + BD                H^ Rebel Spark  (as Orochi Leona only)

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

Super Cancels          Gliding Buster
Free Cancel Into       Gliding Buster, X Calibur
Free Cancel Out Of     Strike Arch, Gliding Buster
Cannot Free Cancel     All others.

- The Strike Arch is an overhead and knockdown attack, unless you
  cancel into it (in which case, it becomes cancelable).
- You can hit your opponent while they are recoiling from the
  Vortex Launcher, Ground Saber, Earring Bakudan 1 or Heart Attack.
- If the Ground Saber misses or hits as an anti-air, the Gliding Buster
  will hit twice instead of once.
- In the corner, you can tack on the Heart Attack after an (A) Vortex
  Launcher.
- The Earring Bakudan 1 can hit as a low attack, depending on it's
  trajectory.
- The Heart Attack plants a bomb on your opponent.  This action in
  itself does no damage, although the bomb will explode after a set
  amount of time (or when you use the Kibaku).  The explosive
  will vanish if Leona is hit, or if you throw your opponent.
- 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, the explosion will do no damage.
- Using the Kakusei will turn Leona into Orochi Leona.  Your life
  will drain to 50% when you use this move (which means that you
  cannot transform if you have less than half a Life Gauge).
- Aside from moving faster and having lower jumps, Orochi Leona also
  has some different animations (such as for running).
- Speaking of Leona's run, it's low enough to make her pass under most
  projectiles.  Which is a good thing, since clearing them with her
  low jump is difficult, to say the least :)
- Note that while Leona can use the Rebel Spark no matter which mode
  she is in, it is only available to her as a DM when in normal mode,
  and as an HSDM when in Orochi mode.


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

b / f + C                      Dynamite Headbutt
b / f + D                      Northern Light Bomb

Tap P rapidly                  Vulcan Punch
Charge b,f + P                 Gatling Attack
Charge d,u + P                 Kyuukouka Bakudan Punch (Chijou)
qcf + P in air                 Kyuukouka Bakudan Punch (Kuuchuu)
qcf,qcf + P                    Galactica Phantom
hcb + B                        Ralf Kick
hcb + D                        Ralf Tackle
hcf + K when near              Super Argentine Backbreaker

qcb,hcf + K                 D^ Umanori Vulcan Punch
qcf,hcb + P                 B^ Baribari Vulcan Punch
qcb,hcf,qcf + AD            H^ Umanori Galactica Phantom

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

Counter Wire           Galactica Phantom
Super Cancels          Gatling Attack (2nd)
Free Cancel Into       Vulcan Punch, Ralf Kick, Ralf Tackle
Free Cancel Out Of     Gatling Attack, Ralf Tackle
Cannot Free Cancel     All others.

- The Vulcan Punch hits twice on a counter hit.
- The Kyuukouka Bakudan Punch (Chijou) can hit on the way up, although
  if this is the case, it won't hit on the way down.
- The Galactica Phantom is unblockable.  It has autoguard at the point
  right when Ralf is about to strike, and as he is dashing forward.
- The Super Argentine Backbreaker is unblockable.


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

b / f + C when near            Nageppanashi German
b / f + D when near            Fisherman Buster
a-d-u + C / D when near        Death Lake Drive  (air throw)

f + B                          Stomping

f,d,df + P                     Napalm Stretch
f,d,df + K when near           Frankensteiner
hcf + K when near              Super Argentine Backbreaker
hcb + P                        Shining Wizard
hcf + P                        Mount Tackle
 _d,d + A                      Clark Lift
 _d,d + C                      Sleeper Lift (D.D.T.)
 _d,d + K                      Rolling Cradle
qcf + P  (see notes)           Flashing Elbow

hcf,hcf + K                 D^ Running Three
hcb,hcb + P when near       B^ Ultra Argentine Backbreaker
hcf,hcf + BD                H^ Running Pirates

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

Free Cancel Into       Napalm Stretch, Frankensteiner, Mount Tackle

- The Stomping is cancelable.
- The Napalm Stretch is an anti-air throw.
- The Shining Wizard is an overhead attack.  If your opponent isn't
  crouching when Clark approaches them, he will simply stop.  If
  they are crouching, then he will attack them.  You can combo into
  this move, but it won't work if your opponent is in a blocking
  animation (just like any other throw).
- The Mount Tackle does no damage.  If Clark attempts a follow-up,
  you can escape from it by pressing the button used (this even
  applies to the Rolling Cradle--you have to use the same Kick
  button Clark used).  The timing on the button press is pretty lax,
  though (it's not as demanding as, say, escaping from a basic throw).
- You can use the Flashing Elbow after the Napalm Stretch,
  Frankensteiner, Super Argentine Backbreaker, and Sleeper Lift.
- The Flashing Elbow doesn't do much damage, but hey, it's free :)
  If you mistime this move, Clark will either attack the floor (if
  you're too early), or just run after your opponent and stop (if
  you're too late).
- You can use the Flashing Elbow after the Napalm Stretch,
  Frankensteiner, Super Argentine Backbreaker, and Sleeper Lift.
- The Napalm Stretch, Frankensteiner, Super Argentine Backbreaker,
  Shining Wizard, Running Three, Ultra Argentine Backbreaker, and
  Running Pirates are unblockable.


------------------------------------------------------------------------
MAI SHIRANUI                                     [ Women Fighters Team ]
------------------------------------------------------------------------

b / f + C when near            Shiranui Gourin
b / f + D when near            Fuusha Kuzushi
a-d-u + C / D when near        Yume Zakura  (air throw)

d + A in air                   Dairin Fuusha Otoshi
d + B in air                   Ukihane
d + D in air                   Yusura Ume
f + B                          Benitsuru no Mai
df + B                         Koku'en no Mai
ub against a wall, then uf     Sankaku Tobi

qcf + P                        Kachou Sen
hcf + K                        Hissatsu Shinobi Bachi
qcb + P                        Ryuu Enbu
qcb + K                        Sayo Chidori
qcb + P in air                 Musasabi no Mai (Kuuchuu)

Charge d,u + P                 Musasabi no Mai (Chijou)
 _continue holding P           Musasabi no Mai (Kuuchuu)
 _qcb + P                      Musasabi no Mai (Kuuchuu)
 _d + P                        Yusura Ume
 _d + K                        Ukihane
 _d + D when close             Toki Tsubute

qcf,qcf + P                 D^ Hana Arashi
qcb,hcf + K                 B^ Chou Hissatsu Shinobi Bachi
D,B,C,C,u                   H^ Shiranui-ryuu: Kubi no Kitsune

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

Super Cancels          (C) Ryuu Enbu (1st)
Free Cancel Into       Hissatsu Shinobi Bachi, Ryuu Enbu, Musasabi no
                       Mai (Kuuchuu)
Free Cancel Out Of     Benitsuru no Mai, Koku'en no Mai, Hissatsu
                       Shinobi Bachi, (C) Ryuu Enbu (1st), Sayo Chidori,
                       Musasabi no Mai ("hold P from Chijou" version
                       only), Ukihane, Yusura Ume
Cannot Free Cancel     Kachou Sen

- The Dairin Fuusha Otoshi and Musasabi no Mai can be blocked low.
- The Dairin Fuusha Otoshi is cancelable.  It acts as a knockdown
  attack if it hits an airborne opponent.
- The Benitsuru no Mai is an overhead attack, unless canceled into
  (in which case, it becomes cancelable).  Mai recovers from this
  move fast enough to follow up with another attack, such as a
  standing A or B or the Hana Arashi.
- The Koku'en no Mai is a low attack on the 1st hit.  If canceled
  into, it becomes cancelable on the 1st hit.
- You can no longer cancel the Sayo Chidori into the Ryuu Enbu.
- The Ryuu Enbu and Sayo Chidori can negate normal projectiles.
- The direction used for the Musasabi no Mai (Chijou) determines
  which wall Mai leaps to.  If you press straight up, she flies
  to the wall behind her.
- The Kubi no Kitsune is unblockable.  There are several possible
  endings for this move:

               Ryuu Enbu - Fan
               Ryuu Enbu - Umbrella
               Ryuu Enbu - Dress - Fan
               Dress - Ryuu Enbu - Umbrella
               Kimono - Ryuu Enbu - Umbrella

- Going by the name, there should be nine possible endings, but these
  are the only ones I've seen.


------------------------------------------------------------------------
YURI SAKAZAKI                                    [ Women Fighters Team ]
------------------------------------------------------------------------

b / f + C when near            Oni Harite
b / f + D when near            Silent Nage
a-d-u + C / D when near        Tsubame Otoshi  (air throw)

f + B                          En Yoku
df + B                         Shiyoku
df + D                         Shouyoku

qcf + P                        Ko'ou Ken
 _hold P                       Haou Shoukou Ken
qcf + K in air                 Raiou Ken
qcb + P                        Saifa
hcb + K                        Hyakuretsu Binta
f,d,df + P                     Yuri Chou Upper (Kuuga)
f,d,df + C _f,d,df + P         Double Yuri Chou Upper (Ura Kuuga)

qcf,hcb + K                 D^ Hien Hou'ou Kyaku
qcf,qcf + BD                S^ Shin! Chou Upper
f,b,hcb + BD                H^ "Ee!" Hien Hou'ou Kyaku

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

Super Cancels          (C) Yuri Chou Upper (1st)
Free Cancel Into       Raiou Ken, Hyakuretsu Binta, Yuri Chou Upper
Free Cancel Out Of     En Yoku, Yuri Chou Upper, Double Yuri Chou Upper
Cannot Free Cancel     Ko'ou Ken, Haou Shoukou Ken, Saifa

- The En Yoku is an overhead attack, unless canceled into.
- The Shiyoku is a low attack and is cancelable.
- The Shouyoku is cancelable.  You can juggle a hit opponent after the
  move connects.
- You can juggle an opponent after the Haou Shoukou Ken.
- The Hyakuretsu Binta is unblockable.


------------------------------------------------------------------------
MAY LEE JINJU (IN STANDARD MODE)                 [ Women Fighters Team ]
------------------------------------------------------------------------

b / f + C when near            Crow's Wing
b / f + D when near            Swan Circle

Press ABC                      Henshin (Hero)

qcf + K                        Lightning Needle
 _u + K                        Into Sky
 _d + K                        Dinosaur's Footprint
 _b + K                        Blazing Intercept
 _df + K                       Leaping Swordfish
 _uf + K                       Surprise Air
  _d + K                       Surprise Air Finish

qcf + K                        Lightning Needle
 _K                            Spinning Edge
  _K                           Approaching Beetle
  _u + K                       Into Sky
  _d + K                       Dinosaur's Footprint
  _b + K                       Blazing Intercept
  _df + K                      Leaping Swordfish
  _uf + K                      Surprise Air
   _d + K                      Surprise Air Finish

hcb + K                        Blazing Intercept

qcb,qcb + K                 D^ Gauze Tail Tinkerbell
AC,BD,ABC                   S^ Disposition Frog

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

Super Cancels          Spinning Edge

- You can press ABC to change into Hero Mode (see below for details).
  This can be used to cancel out of any attack, even uncancelable
  moves or special moves.
- You can juggle an opponent after the Into Sky.
- The Dinosaur's Footprint is a low attack.
- The Blazing Intercept can reverse jumping, high, and mid-level
  attacks, as well as special moves and (S)DMs.  You can juggle your
  opponent after this move.
- The Leaping Swordfish is an overhead attack.
- The Gauze Tail Tinkerbell is an overhead attack.
- Using the Disposition Frog will leave you in Hero Mode.  For all
  it's flash, this move doesn't do a lot of damage, although you can
  easily connect it in the corner from Into Sky or a stance-canceled
  crouching C in Hero Mode.


------------------------------------------------------------------------
MAY LEE JINJU (IN HERO MODE)                     [ Women Fighters Team ]
------------------------------------------------------------------------

f + A                          Hero Uke
df + B                         Sliding
Press ABC                      Henshin (Standard)

qcf + P                        Full Swing Chop
qcf + K                        Shining Thunder Blow
qcb + P                        "May Lee Cho~p!"
hcb,f + P when near            "May Lee Break!"

qcf,qcf + P in air          D^ "May Lee Dynamic!"
qcf,qcf + AC                S^ "May The End"
f,B,C,f,C                   H^ Key of Victory

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

Counter Wire           Standing CD, (B) Shining Thunder Blow
Super Cancels          (C) Full Swing Chop,
                       Shining Thunder Blow, May Lee Chop

- You can press ABC to change into Standard Mode (see above for
  details).  This can be used to cancel out of any attack, even
  uncancelable moves or special moves.
- If May is hit while in Hero Mode, she will revert to Standard Mode.
  This poses a problem, since she can't block in this mode (aside
  from using the autoguard feature of the Hero Uke).
- May Lee is now able to roll while in Hero Mode, but she loses the
  use of her basic C and D throws.
- May Lee's standing CD attack is unblockable.  However, it is not
  cancelable.  She also has no mid-air CD attack.
- Her crouching C will launch an opponent into the air.  You can
  cancel it into the May Lee Chop for an easy combo.
- The Hero Uke will autoguard mid-level attacks.  If the autoguard
  is triggered, this move can be canceled into a special move.  Even
  if you get Guard Crushed during this move, May Lee will remain in
  her Hero stance.
- The Sliding is a low attack and is cancelable.
- The (A) Full Swing Chop hits twice on a counter hit.
- The (A) May Lee Chop is an overhead attack.
- The (D) Shining Thunder Blow will not knock down a hit opponent.
- The May Lee Break is unblockable.
- One wonders if the "May Lee Dynamic!" is supposed to be a reference
  to May's "May Dynamic" move from the original Guilty Gear.


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

b / f + C when near            Kubikime Otoshi
b / f + D when near            Sakkyaku Nage

f + B                          Neri Chagi

qcb + P (x3)                   Sanren Geki
 _uf + K, then d + K           Sankuu Kyaku
qcb + K                        Hangetsu Zan
d,d + K                        Haki Kyaku
qcf + K in air                 Hishou Kyaku
 _D while rebounding           Tsuika Kougeki
Charge d,u + K                 Hien Zan
d + D from (D) Hien Zan        Tenshou Zan

qcf,qcf + K                 D^ Hou'ou Hiten Kyaku
qcb,db,f + K                D^ Hou'ou Kyaku
qcb,db,f + BD in air        S^ Kuuchuu Hou'ou Kyaku
qcb,db,f + ABCD             H^ Zero Kyori Hou'ou 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         s     -     -     -     s
   Diagonal Jump       s     -     -     -     s

Super Cancels          (B) Hangetsu Zan, (B) Haki Kyaku, (D) Hien Zan
                       (1st), (C) Sanren Geki (3rd input, 2nd hit)
Free Cancel Into       Hangetsu Zan, Hien Zan, Sanren Geki
Free Cancel Out Of     Haki Kyaku, Sanren Geki (all ground hits)
Cannot Free Cancel     Hishou Kyaku, Hien Zan

- The Neri Chagi is an overhead attack, unless you cancel into it (in
  which case it hits twice and is cancelable on either hit).
- The Haki Kyaku is a low attack, and the (D) version knocks down.
  It can no longer hit someone who is lying on the floor.
- The first button used for the Sanren Geki determines the outcome of
  the final input.  Starting with (A) ends in a Neri Chagi, while
  (C) ends with a series of spin kicks.
- The final input of the (A) Sanren Geki is an overhead attack on the
  2nd hit.
- Alternately, you can follow the first input of the Sanren Geki with
  a mid-air kick sequence by pressing uf + K, then d + K.  The d + K
  input is an overhead attack.
- You can juggle an opponent after the Hou'ou Hiten Kyaku.
- The Zero Kyori Hou'ou Kyaku is unblockable.


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

b / f + C when near            Hagan Geki
b / f + D when near            Kusari Jime

df + A                         Hiki Nige

Tap P rapidly, move b / f      Tekkyuu Dai Kaiten
 _press ABCD                   Cancel
Charge b,f + P                 Tekkyuu Funsai Geki
hcf + K                        Tekkyuu Taiko Uchi
d,d + K                        Haki Kyaku
hcb,f + P when near            Dai Hakai Nage

qcf,hcb + P                 D^ Tekkyuu Dai Bousou
qcf,qcf + K                 D^ Tekkyuu Dai Bokusatsu
qcf,qcf + P                 B^ Tekkyuu Dai Assatsu
B,A,df,C,A                  H^ Tekkyuu Dai Sekai

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

Super Cancels          Haki Kyaku
Free Cancel Into       Tekkyuu Taiko Uchi, Tekkyuu Dai Kaiten
Free Cancel Out Of     Hiki Nige, Tekkyuu Funsai Geki, Haki Kyaku
Cannot Free Cancel     Dai Hakai Nage

- The Hiki Nige is a low attack.
- The Tekkyuu Dai Kaiten can negate normal and (S)DM projectiles.
  It will hit twice on a counter hit.
- The Tekkyuu Funsai Geki has autoguard.
- The Tekkyuu Taiko Uchi can reverse jumping, high, and mid-level
  attacks, as well as special moves and (S)DMs.  However, it does very
  poor damage and has almost no range.  What's more, the "third sneeze"
  feature from previous KOFs has been removed (so you always get the
  standard sneeze animation).
- The Haki Kyaku will knock over your opponent no matter where they
  are, unless they are blocking low or are in mid-air.
- The Tekkyuu Dai Bousou has several endings: a belly bop, a slide
  attack, a standing kick, a forward roll, and a body press.
- The first few swings of the Tekkyuu Dai Bokusatsu can hit an opponent
  who is lying on the ground.  Hitting an opponent immediately after
  they hit the ground (such as from a jumping CD attack or a super
  canceled Haki Kyaku) guarantees more hits than other methods (such
  as after a standing CD or the Tekkyuu Dai Bousou).
- The Tekkyuu Dai Assatsu hits twice on the way up on a counter hit.
- Chang will run forward during the (C) Tekkyuu Dai Assatsu, before
  leaping into the air.
- The Tekkyuu Dai Assatsu is an overhead attack on the way down.  The
  SDM version will hit low once Chang flops onto the floor, requiring
  you to block high, then low.
- Additionally, the ground flop part of the SDM Assatsu will knock over
  your opponent no matter where they are, unless they are blocking low
  or are in mid-air.
- The (C) Tekkyuu Dai Assatsu has autoguard while Chang is running
  forward (but it won't defend against low attacks).  The SDM version
  of the Assatsu has autoguard for the entire time Chang is flopping
  forward after landing on the ground.  All versions of the Assatsu
  have autoguard while Chang is falling down (with his belly towards
  the floor).
- The Dai Hakai Nage and Tekkyuu Dai Sekai are unblockable.
- Before the Tekkyuu Dai Sekai takes place, Chang will dance for a few
  moments.  During this time, he is invincible and can only be damaged
  by throws.


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

b / f + C when near            Zujou Sashi
b / f + D when near            Geketsu Zuki

b / f + B                      Toorima Geri
ub against a wall, then uf     Sankaku Tobi

Charge d,u + P                 Tatsumaki Shippuu Zan
qcb + P                        Kaiten Hien Zan
 _P                            Kishuu Hien Zuki
 _qcf + K at apex              Hishou Kyaku
qcf + K in air                 Hishou Kyaku
f,d,df + K                     Hien Zan

Charge b,f + P                 Senpuu Hien Zashi
 _dir. + any (x3)              Houkou Tenkan

Charge d,u + K  (can hold)     Hishou Kuuretsu Zan
 _dir. + any (x3)              Houkou Tenkan

hcb,hcb + P, move b / f     D^ Shin! Chouzetsu Tatsumaki Shinkuu Zan
qcf,hcb + K                 B^ Hou'ou Kyaku
hcf,hcf + AC in air         H^ Shakushi

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

Super Cancels          Tatsumaki Shippuu Zan (1st)
Free Cancel Into       Hishou Kyaku, Hien Zan
Free Cancel Out Of     Toorima Geri, Tatsumaki Shippuu Zan (1st
                       ground), Kaiten Hien Zan, Kishuu Hien Zuki
                       Hien Zan (air only), Senpuu Hien Zashi,
                       Hishou Kuuretsu Zan

- Choi's far standing C will knock an opponent into the air briefly.
- Choi recovers from the Toorima Geri fast enough to follow it up
  with another attack, such as a standing A or B, or the Hou'ou Kyaku
  (S)DM.
- The Tatsumaki Shippuu Zan hits more times if done from a slight
  distance away from your opponent instead of right next to them.
- The (B) Hien Zan hits twice on a counter hit.
- You can juggle your opponent three times during the Shin! Chouzetsu
  Tatsumaki Shinkuu Zan.
- The direction used for the Hishou Kuuretsu Zan determines which
  wall Choi leaps to.  If you press straight up, he flies to the wall
  behind him.  Once he touches the wall, he will fall to the ground,
  unless you hold B (which makes him fly diagonally down), or D (which
  makes him fly horizontally).
- I've yet to find a way to guarantee all seven hits of the Shakushi.
  However, if Choi lands from this move while his opponent is still
  in the air, you can juggle them before they land, at least.


------------------------------------------------------------------------
IORI YAGAMI                                                 [ '96 Team ]
------------------------------------------------------------------------

b / f + C when near            Sakahagi
b / f + D when near            Saka Sakahagi

f + A,A                        Geshiki: Yumebiki
f + B                          Geshiki: Goufu In "Shinigame"
b + B in air                   Geshiki: Yuri Ori

qcf + P                        108 Shiki: Yami Barai
qcb + P  (x3)                  127 Shiki: Aoihana
hcb + K                        212 Shiki: Kototsuki In
f,d,df + P                     100 Shiki: Oniyaki
hcb,f + P when near            Kuzukaze

qcf,hcb + P                 B^ Kin 1211 Shiki: Ya Otome
 _qcf,qcf,qcf,qcf + AC      D^ Ura 316 Shiki: Saika
qcb,hcf,b,f + AC            H^ Ura 1219 Shiki: En'ou

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

Super Cancels          (A) Oniyaki (1st on a counter hit)
                       (C) Oniyaki (1st-2nd)
Free Cancel Into       Aoihana, Kototsuki In, Oniyaki
Free Cancel Out Of     Yumebiki (1st), Goufu In, Aoihana (1st-2nd),
                       Oniyaki (A=1st, C=1st-2nd), Kototsuki In (1st)
Cannot Free Cancel     Yami Barai, Kuzukaze

- The 2nd input of the Yumebiki is cancelable.
- The Goufu In is an overhead attack, unless you cancel into it (in
  which case, it becomes cancelable).  It's possible for this move
  to hit twice, if the first hit is late enough.
- The Yuri Ori is used to hit someone as you jump over them, since it
  hits behind Iori.
- The 3rd input of the Aoihana is an overhead attack.
- The Kuzukaze is unblockable.  This move switches places with your
  opponent and leaves them open to attack momentarily.
- The Saika can only be used after a DM Ya Otome.  You must begin the
  command early so that you finish it by the time Iori has delivered
  the final blow (the hit where his opponent explodes in purple flame).
  Beyond that, the timing is rather lax (in the corner, you can even
  hit an opponent who is lying on the ground with this move).
- The En'ou is unblockable.


------------------------------------------------------------------------
MATURE                                                      [ '96 Team ]
------------------------------------------------------------------------

b / f + C when near            Death Blow
b / f + D when near            Back Rush

qcf + P                        Despair
hcf + K                        Decide
qcb + P  (x3)                  Death Row
qcb + K                        Metal Massacre
f,d,df + P                     Sacrilege
qcf,hcb + P                    Ebony Tears

qcf,qcf + P                 B^ Nocturnal Rites
qcb,hcf + K                 B^ Heaven's Gate
f,D,C,B,f                   H^ Ecstasy 816

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

Free Cancel Into       Despair, Death Row, Metal Massacre,
                       Ebony Tears (only from a normal attack or CD)
Free Cancel Out Of     Death Row, Metal Massacre, Sacrilege
                       (A=1st-2nd ground, C=1st=3rd ground)
Cannot Free Cancel     Decide

- It seems as if the (C) Despair can actually cross up a crouch-blocking
  opponent, but it only works against Chang if he is in the corner.
- The Sacrilege is now a knockdown attack.


------------------------------------------------------------------------
VICE                                                        [ '96 Team ]
------------------------------------------------------------------------

b / f + C when near               Death Blow
b / f + D when near               Back Rush

f + A                             Monstrosity

qcb + K                           Outrage
qcb + K in air                    Ravenous
hcf + K                           Decide
qcb + P                           Mayhem
hcf + P when near                 Blackend
hcb,f + P when near               Gore Fest
qcf + P  (see notes)              Mithan's Robe

qcf,qcf + P                    B^ Withering Surface
hcb,hcb + K when near          B^ Negative Gain
db,qcf,uf,u,d + AC when near   H^ Overkill  (air throw)

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


Free Cancel Into       Ravenous, Decide, Mayhem
Free Cancel Out Of     Monstrosity, Mayhem
Cannot Free Cancel     All others.

- The Monstrosity is an overhead attack, unless you cancel into it
  (in which case, it becomes cancelable).
- If you hit an opponent in air with the Ravenous, you can juggle them
  upon landing (Mayhem -> Mithan's Robe makes a nice follow-up).
- You can use the Mithan's Robe after the Mayhem or Blackened.
- The Blackened, Gore Fest, Withering Surface, Negative Gain, and
  Overkill are unblockable.
- If you have trouble pulling off the Overkill, another way to perform
  it is to start at b and rotate the joystick counter clockwise to db,
  then press AC.


------------------------------------------------------------------------
RYUJI YAMAZAKI                                              [ '97 Team ]
------------------------------------------------------------------------

b / f + C when near            Shime Age
b / f + D when near            Bun Nage

f + A                          Bussashi

qcb + A  (can hold)            Hebi Tsukai (Joudan)
qcb + B  (can hold)            Hebi Tsukai (Chuudan)
qcb + C  (can hold)            Hebi Tsukai (Gedan)
delayed hebi tsukai _D         Hebi Damashi

f,d,df + P                     Sabaki no Aikuchi
f,d,df + B                     Yakiire
f,d,df + D                     Sunakake
qcf + A                        Bai Gaeshi (Kyuushuu)
qcf + C                        Bai Gaeshi (Dan Hassha)
hcf + K                        Sadomazo
hcb,f + P when near            Bakudan Pachiki

qcf + ABCD                  D^ Akumu...soshite kyouki
qcf,qcf + P                 B^ Guillotine
hcb,hcb + P when near       D^ Drill
 _tap P 0-4 times              Punch Ranbu
 _tap P 5-8 times              Kick Ranbu
 _tap P 9-12 times             Rapid Pachiki
 _tap P 13+ times              Repeated Hebi Tsukai
 _tap P after Drill ends       Chouhatsu
hcb,hcb + AC when near      S^ Drill
 _tap P 0-4 times              Rapid Stomps
 _tap P 5-8 times              Rapid Aikuchi
 _tap P 9-12 times             Rapid Shime Age
 _tap P 13+ times              Chou Repeated Hebi Tsukai
 _tap P after Drill ends       Chouhatsu
hcb,hcb + BD when near      H^ ...!!

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

Super Cancels          Sabaki no Aikuchi (1st)
                       Sadomazo (if it reverses an attack)
Free Cancel Into       Sabaki no Aikuchi, Yakiire, Sunakake, Bai Gaeshi,
                       Sadomazo
Free Cancel Out Of     Bussashi, Hebi Tsukai, Sabaki no Aikuchi,
                       Yakiire, Sunakake, Bai Gaeshi, Sadomazo
                       (if triggered)
Cannot Free Cancel     Bakudan Pachiki

- The Bussashi is an overhead attack on either hit, unless you cancel
  into it (in which case, it becomes cancelable on either hit).
- The 2nd hit of the Yakiire is an overhead attack.
- You can cancel the Sunakake into the Hebi Tsukai.
- The Kyuushuu will absorb projectiles and give Yamazaki a bit of
  Power Gauge energy.  The Dan Hassha causes him to counter with
  a projectile of his own.  Yamazaki can use either move against
  both normal and DM projectiles (but not SDM projectiles).  For
  some reason, he is unable to absorb or reflect Rugal's Kaiser Wave
  or Kaiser Phoenix.
- The Sadomazo can reverse high attacks, special moves, and (S)DMs.
- When you perform the "Akumu...soshite kyouki," Yamazaki will run
  forward, then stop and clutch his head for a moment.  If he reaches
  his opponent before he finishes running, he will perform an
  unblockable attack instead (even if they are airborne).  While
  this attack cannot be reversed, it can be avoided (by jumping over
  the blade, or otherwise evading it, say through Chin's Bougetsu Sui
  or Mary's Real Counter).  One sneaky way of connecting this move is
  to supercancel into it out of a blocked Sabaki no Aikuchi.
- The Bakudan Pachiki, Drill, and ...!! are unblockable.


------------------------------------------------------------------------
BLUE MARY                                                   [ '97 Team ]
------------------------------------------------------------------------

b / f + C when near               Victor Nage
b / f + D when near               Head Throw

b / f + A                         Hammer Arch
b / f + B                         Double Rolling

qcf + P                           Spin Fall
 _qcf + P                         M. Spider
f,d,df + K                        Vertical Arrow
 _f,d,df + K                      M. Snatcher
Charge b,f + K                    Straight Slicer
 _qcf + K                         Crab Clutch
qcb + B                           M. Reverse Facelock
qcb + D                           M. Head Buster
qcb + P                           Real Counter
 _qcf + P                         Backdrop Real

qcf,hcb + P                    D^ M. Splash Rose
A,A,f,B,C                      D^ M. Dynamite Swing
A,A,b,B,C                      S^ M. Dynamite Swing
db,qcf,uf,u,d + BD when near   H^ M. Typhoon

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

Super Cancels          (B) Vertical Arrow (1st), (B) Straight Slicer,
                       M. Snatcher (only into either Dynamite Swing)
Free Cancel Into       Spin Fall, Vertical Arrow, Straight Slicer,
                       M. Reverse Facelock, M. Head Buster, Real
                       Counter
Free Cancel Out Of     Hammer Arch, Double Rolling (1st), Vertical
                       Arrow (1st), (B) Straight Slicer

- The Hammer Arch is an overhead attack, unless you cancel into it
  (in which case, it becomes cancelable).  It can be canceled
  directly into a (HS)DM, however.
- This makes for a 50% damage overhead attack, as you can cancel
  it into the M. Typhoon. :)  If you have trouble with the M. Typhoon
  command, another way to perform it is to start at b and rotate the
  joystick counter clockwise to db, then press BD.
- The Double Rolling is cancelable on the 2nd hit (which hits low).
- The (A) Spin Fall is an overhead attack.
- The Straight Slicer is a low attack.  The (D) version will only hit
  low if Mary's feet hit first.
- Mary is invincible during the Real Counter.  Only throws can harm
  her.  Instead of following with the Backdrop Real, you can always
  time her recovery and follow with the M. Typhoon instead.
- The M. Reverse Facelock can reverse jumping attacks, special moves,
  and (S)DMs.
- The M. Head Buster can reverse high and mid-level attacks.  You can
  juggle your opponent after this move.
- The Backdrop Real and M. Typhoon are unblockable.
- It seems as if you can no longer connect the DM Dynamite Swing after
  the M. Snatcher, even though you can still supercancel into it.
  Anyone know of a way to get the move to connect?


------------------------------------------------------------------------
BILLY KANE                                                  [ '97 Team ]
------------------------------------------------------------------------

b / f + C when near            Jigoku Otoshi
b / f + D when near            Ippon Zuri Nage

f + A                          Dai Kaiten Geri
f + B                          Boutaka Tobigeri

Tap A rapidly                  Senpuu Kon
hcf + P                        Sansetsu Kon: Chuudan Uchi
 _qcf + P                      Kaen Sansetsu Kon: Chuudan Zuki
qcb + P                        Suzume Otoshi
qcb + B                        Karyuu Tsuigeki Kon
qcb + D                        Suiryuu Tsuigeki Kon
f,d,df + K, move b / f         Kyoushuu Hishou Kon

qcf,hcb + P                 D^ Chou Kaen Senpuu Kon
qcf,qcf + P                 B^ Dai Senpuu
qcb,hcf + BD                H^ Liar Elemental

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

Super Cancels          Suiryuu Tsuigeki Kon (1st)
Free Cancel Into       Suzume Otoshi, Karyuu/Suiryuu Tsuigeki Kon
                       Kyoushu Hishou Kon, SSK: Chuudan Uchi
Free Cancel Out Of     Senpuu Kon, Karyuu/Suiryuu Tsuigeki Kon,
                       SSK: Chuudan Uchi, KSSK: Chuudan Zuki
Cannot Free Cancel     Karyuu Tsuigeki Kon (from Suiryuu Tsuigeki Kon),
                       or the reverse.

- Karyuu Tsuigeki Kon can reverse jumping attacks, special moves, and
  (S)DMs.
- The Suiryuu Tsuigeki Kon can reverse high, mid-level, and low attacks.
- If the (D) Kyoushuu Hishou Kon hits on the way up and again on the
  way down, you can juggle your opponent.  Out in the open, you can
  use the Dai Kaiten Geri, while in the corner, you can use the Chou
  Kaen Senpuu Kon.
- The Liar Elemental can reverse jumping, high, mid-level, and low
  attacks, as well as special moves and (S)DMs.  During this move, you
  cannot throw Billy with basic throws while he is unarmed.


------------------------------------------------------------------------
YASHIRO NANAKASE                                            [ '98 Team ]
------------------------------------------------------------------------

b / f + C when near            Lever Blow
b / f + D when near            Hatchet Throw

f + A                          Regret Bash
f + B                          Step Side Kick

f,d,df + P                     Upper Duel
qcb + K                        Sledgehammer
hcf + P                        Jet Counter
 _qcf + P                      Jet Counter: Still

qcf,qcf + P  (can hold)     B^ Final Impact
qcb,hcf + BD                H^ [ERROR] CODE 2002

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

Super Cancels          (C) Jet Counter: Still
Free Cancel Into       Upper Duel, Sledgehammer, Jet Counter
Free Cancel Out Of     Regret Bash, Upper Duel (A=1st, C=1st-2nd),
                       Jet Counter (any version), Jet Counter: Still

- The Regret Bash is an overhead attack, unless you cancel into it
  (in which case, it becomes cancelable).
- The Step Side Kick is cancelable.
- The Upper Duel has autoguard.
- The Sledgehammer is an overhead attack.
- The (C) Jet Counter is now an overhead attack.
- You have to use the same strength button used for the Jet Counter
  to perform the Jet Counter: Still.
- Because of this, I was a little curious as to what happened to
  Yashiro's old "hcf + A -> qcf + C" combo from 1998, which would
  result in an Upper Duel ending instead of the usual Jet Counter:
  Still ending.  Well, he still has it--just perform the Jet Counter
  with AC, then input qcf + C.  Using (A) will just get you the weak
  Still ending.  It's much more useful than in '98, since you can combo
  a close attack into the AC Jet Counter (which is not possible with
  the C version), and juggle your opponent afterwards.
- You can juggle an opponent after the normal (C) Jet Counter: Still,
  as well.
- You can free cancel any strength Jet Counter into any different
  strength Jet Counter (except the AC Jet Counter into the A version
  or the reverse).  The same applies to free canceling the Jet Counter:
  Still into a different strength Jet Counter (in which case going
  from the "AC -> A" Still to the A Jet Counter is not possible).
- The Final Impact is unblockable if fully delayed.


------------------------------------------------------------------------
SHERMIE                                                     [ '98 Team ]
------------------------------------------------------------------------

b / f + C when near            Shermie Flash Original
b / f + D when near            Front Flash

f + A                          Baku New Suplex
f + B                          Shermie Stand
Press ABC                      Yoke Dousa

hcf + P when near              Shermie Spiral
hcf + K                        Diamond Bust
qcb + P                        Shermie Whip
qcb + K                        Axle Spin Kick
hcb,f + P                      F-Captured
f,d,df + K                     Shermie Clutch
qcf + K  (see notes)           Shermie Cute

hcb,hcb + P when near       B^ Shermie Flash
hcf,hcf + P when near       B^ Shermie Carnival
qcf,qcf + BD when near      H^ Inazuma Leg Lariat

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

Free Cancel Into       Shermie Spiral, Diamond Bust, Shermie Whip,
                       Axle Spin Kick, Shermie Clutch
Free Cancel Out Of     Blocked Baku New Suplex, Shermie Stand, Axle
                       Spin Kick
Cannot Free Cancel     All other moves.

- The Shermie Stand is an overhead attack, unless you cancel into it
  (in which case, it is cancelable on the 2nd hit).
- The Yoke will make Shermie dodge low attacks.
- The Axle Spin Kick is an overhead attack.
- The Shermie Clutch is an anti-air throw.
- The F-Captured can reverse high and mid-level attacks.
- You can use the Shermie Cute after the Shermie Spiral, Shermie Whip,
  or Shermie Clutch.
- The Shermie Spiral, Diamond Bust, Shermie Clutch, Shermie Flash,
  Shermie Lariat, and Inazuma Leg Lariat are unblockable.
- During the SDM Shermie Flash, Shermie will count while holding your
  opponent.  If she reaches 3, the move will do 100% damage.  However,
  you can end the count by tapping any button rapidly, which will cause
  her to end the hold prematurely.


------------------------------------------------------------------------
CHRIS                                                       [ '98 Team ]
------------------------------------------------------------------------

b / f + C when near            Step Turn
b / f + D when near            Aerial Drop

f + A                          Spinning Array
f + B                          Reverse Anchor Kick
df + B                         Carry Off Kick
f + D,B                        Leading High
d + D,B                        Leading Low

qcf + P                        Slide Touch
qcf + K                        Scramble Dash
f,d,df + P                     Direction Change
f,d,df + K                     Hunting Air
qcf + K in air                 Glider Stamp
hcb + P                        Shooting Dancer: Thrust
hcb + K                        Shooting Dancer: Step

qcf,qcf + P                 B^ Chain Slide Touch
qcb,qcb + K                 B^ Twister Drive
hcb,hcb + AC                H^ Honoo no Sadame no Chris

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

Super Cancels          Leading: High and Low
                       Shooting Dancer: Thrust and Step (1st)
Free Cancel Into       Scramble Dash, Hunting Air, Glider Stamp,
                       Shooting Dancer Thrust and Step
Free Cancel Out Of     Reverse Anchor Kick, Carry Off Kick, Leading:
                       High and Low, Slide Touch, Hunting Air,
                       Shooting Dancer Thrust and Step

- The Spinning Array is cancelable.
- The Reverse Anchor Kick is an overhead on the 2nd hit (unless
  canceled into, in which case it is cancelable on the 2nd hit).
- The Carry Off Kick is a low attack.
- In order to perform the "Leading" moves, you must press B
  _immediately_ after pressing D.  I find that it's easier to perform
  if you hold in the direction listed instead of just pressing in
  that direction.  If you do the move correctly, Chris will do his
  old '98 dodge animation, then attack with a standing kick or a low
  (B) kick.
- The Direction Change is unblockable.  This move switches places
  with your opponent and leaves them open to attack momentarily.
- The 2nd hit of the (A) Shooting Dancer: Thrust is a low attack.
- The 2nd hit of the Shooting Dancer: Step is an overhead attack.
- You can follow the Shooting Dancer: Step with the Glider Stamp.
- Chris' HSDM will turn him into Orochi Chris for the remainder of
  the round (see "Chris of the Flame of Destiny" under the Orochi
  Team entry for more information).  You will turn back to normal
  Chris in the following round (if there is one).


------------------------------------------------------------------------
K'  (pronounced "kay dash")                                 [ '99 Team ]
------------------------------------------------------------------------

b / f + C when near            Spot Pile
b / f + D when near            Knee Strike

f + A                          One Inch
f + B                          Knee Assault

qcf + P                        Eins Trigger
 _f + B                        Second Shoot
 _f + D                        Second Shell

f,d,df + P                     Crow Bites
f,d,df + C _f + K              Tsuika Kougeki

qcf + K                        Blackout
qcb + K  (air)                 Minutes Spike
qcb + K _qcb + K               Narrow Spike

qcf,qcf + P  (can hold)     D^ Heat Drive
qcf,hcb + P                 B^ Chain Drive
qcb + C~A                   H^ Crimson Star Road

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

Counter Wire           One Inch
Super Cancels          (A) Crow Bites (1st-2nd)
                       (C) Crow Bites (1st)
                       Narrow Spike
Free Cancel Into       Crow Bites, Minutes Spike (ground or air)
Free Cancel Out Of     One Inch, Knee Strike, Crow Bites (A=1st
                       ground, C=1st-2nd ground), Minutes Spike,
                       Narrow Spike
Cannot Free Cancel     Eins Trigger, Blackout, Minutes Spike (only
                       from Narrow Spike)

- The One Inch is a knockdown attack, unless canceled into (in which
  case, it becomes cancelable).  It can be canceled directly into a
  (HS)DM, however.
- The Knee Assault is an overhead attack, unless you cancel into it.
- The Knee Assault and Tsuika Kougeki are no longer cancelable.
- The (A) Eins Trigger is a knockdown attack and can negate projectiles.
  The button used determines the speed of the Second Shoot.
- You can no longer cancel the Eins Trigger into the Blackout.
- You can juggle an opponent after the Second Shell.
- The Blackout is a teleport move that can be used to move through your
  opponent.  You are still vulnerable to attack while warping, even when
  invisible.
- You can delay the Heat Drive to make it unblockable.
- When you perform the Chain Drive, K' will throw his sunglasses across
  the screen.  If they hit, he will perform the rest of this move.  If
  they miss, he will remain immobile for a moment and will be vulnerable
  to attack.  If th glasses are blocked, he will warp forward with an
  elbow attack.  If the attack hits (which really only occurs if you
  attempt to a CD guard cancel), then he will perform the rest of the
  Chain Drive.
- To perform the Crimson Star Road, you must press A _immediately_
  after pressing C.  This move is unblockable.


------------------------------------------------------------------------
MAXIMA                                                      [ '99 Team ]
------------------------------------------------------------------------

b / f + C when near            Dynamite Drop
b / f + D when near            Choking Vise

f + A                          Mongolian
df + C                         M9 Kata: Maxima Missile (Shisaku)

qcb + P                        M4 Kata: Vapour Cannon
hcf + K when near              M11 Kata: Dangerous Arch
f,d,df + K                     M19 Kata: Blitz Cannon

qcf + A                        System 1: Maxima Scramble
 _qcf + A                      Double Bomber
  _qcf + A                     Bulldog Press

qcf + C                        System 2: Maxima Scramble
 _qcf + C                      Double Bomber
  _qcf + C                     Bulldog Press

hcb + K                        System 3: Maxima Lift
 _f + K                        Centoun Press

f,hcf + P                   D^ M2 Kata: Maxima Beam
qcf,hcb + P                 D^ Bunker Buster
hcb,hcb + K when near       B^ Maxima Revenger
f,B,C,f,C                   H^ Arc Enemy

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

Counter Wire           Vapour Cannon
Super Cancels          Double Bomber (2nd)
Free Cancel Into       Vapour Cannon, Dangerous Arch, Blitz Cannon,
                       Maxima Scramble, Maxima Lift
Free Cancel Out Of     Mongolian, Maxima Scramble, Double Bomber
Cannot Free Cancel     Bulldog Press, Centoun Press

- Maxima's crouching C, far and close standing C, and standing CD attack
  all have autoguard.
- The Mongolian is an overhead attack, unless canceled into (in which
  case, it becomes cancelable).  It can be canceled directly into a
  (HS)DM, however.
- The Maxima Missile is cancelable.  An airborne opponent who is hit by
  this move will be knocked high into the air and can be hit with the
  Blitz Cannon.
- The Vapour Cannon can negate normal and DM projectiles.
- The Blitz Cannon is an anti-air move.  However, the (B) version can
  hit tall characters (such as Chang).
- If you mistime the Centoun Press, Maxima will land on his back and
  will be open to attack until he recovers.
- The Maxima Beam does a ridiculous amount of damage, even moreso on
  a counter hit.
- The Bunker Buster has autoguard as it begins and ends.  It can hit
  as it begins, as well as when it ends.  It's possible to combo both
  hits together.  The "falling" animation can hit as an overhead attack,
  but this doesn't apply to the "impact" hit that occurs as Maxima
  lands.
- The Dangerous Arch, Maxima Lift, Maxima Revenger, and Arc Enemy are
  unblockable.


------------------------------------------------------------------------
WHIP                                                        [ '99 Team ]
------------------------------------------------------------------------

b / f + C when near            Alpha
b / f + D when near            Zed

f + A  (x5)                    Whip Shot

hcb + A  (can hold)            Strings Shot Type A "Code: Yuuetsu"
hcb + B  (can hold)            Strings Shot Type B "Code: Chikara"
hcb + C  (can hold)            Strings Shot Type C "Code: Shouri"
delayed strings shot_b / f     Move Back / Forward
D before Type A/B/C strikes    Strings Shot Type D "Code: Ame"
delayed strings shot_D         Strings Shot Type D "Code: Ame"

hcf + P                        Boomerang Shot "Code: SC"
qcb + P in air                 Hook Shot "Code: Kaze"
f,d,df + any                   Assassin Strike "Code: BB"
b,d,db + P, tap P rapidly      Desert Eagle

qcb,hcf + P                 B^ Sonic Slaughter "Code: KW"
b,B,C,b,C                   H^ Super Black Hawk

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

Super Cancels          Strings Shot (1st)
                       Boomerang Shot (1st)
                       (the DC movelist says this move is SCable;
                       it probably is, but I couldn't pull it off)
Free Cancel Into       Strings Shot, Boomerang Shot, Hook Shot,
                       Assassin Strike
Free Cancel Out Of     Whip Shot, Strings Shot (1st), Boomerang Shot
                       (1st), Assassin Strike (downward hit only)
Cannot Free Cancel     Desert Eagle

- The last input of the Whip Shot is a knockdown attack.  The ending
  animation can be canceled.  In the corner, you can cancel into the
  (B) Assassin Strike or (C) Desert Eagle for a combo.  Out in the
  open, you can cancel into the (A) Boomerang Shot.
- It's possible for either hit of the Boomerang Shot to miss, depending
  on your opponent's location.
- The 2nd hit of the (A) Strings Shot is an overhead attack, while the
  2nd hit of the (C) Strings Shot is a low attack.
- The (B) Strings Shot will drag an opponent closer to you and leaves
  them open to attack momentarily.
- The Assassin Strike can hit on the way up, or on the way down.
  The button used for this move determines where you come down (A is
  closest, D is furthest away).  Keep in mind that this is relative to
  your location, so if you're in the far corner of the screen, using
  A-D all put you in the same place.  This move can also hit an
  opponent who is lying on the floor.
- You can no longer cancel out of the end of the Assassin Strike.
- You can fire the Desert Eagle seven times before Whip will reload it.
  This move is a low attack, and can hit opponents who are lying on the
  floor.
- The Desert Eagle can hit an opponent who is lying on the ground.
- The Super Black Hawk is unblockable.


------------------------------------------------------------------------
VANESSA                                                     [ '00 Team ]
------------------------------------------------------------------------

b / f + C when near            Dynamite Puncher
b / f + D when near            Clench Puncher

f + A                          One-Two Puncher
df + B                         Sliding Puncher

Charge b,f + P                 Dash Puncher
hcf + P, tap P rapidly         Machine Gun Puncher
f,d,df + A                     Forbidden Eagle
f,d,df + C                     Parrying Puncher

qcf + K                        Puncher Vision (Zenpou)
 _f + A                        Puncher Upper
 _f + C                        Puncher Straight
 _b + P  (can hold)            Puncher Weaving

qcb + K                        Puncher Vision (Kouhou)
 _f + A                        Puncher Upper
 _f + C                        Puncher Straight
 _b + P  (can hold)            Puncher Weaving

qcb + P  (can hold)            Puncher Weaving
 _f + P                        Dash Puncher
 _b + P                        Parrying Puncher
 _f + K                        Puncher Vision (Zenpou)
 _b + K                        Puncher Vision (Kouhou)

qcf,qcf + P when near       D^ Champion Puncher
qcb,hcf + P                 B^ Crazy Puncher
f,hcf + AC                  H^ Gaia Gear

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

Counter Wire           Machine Gun Puncher (if last hit is only hit)
                       Puncher Straight (if last hit is only hit)
Super Cancels          Parrying Puncher, Puncher Upper (2nd)
                       Dash Puncher (from Puncher Weaving)
                       (the DC movelist says this move is SCable;
                       it probably is, but I couldn't pull it off)
Free Cancel Into       Forbidden Eagle, Parrying Puncher, Puncher Vision
Free Cancel Out Of     One-Two Puncher, Sliding Puncher, Dash Puncher,
                       Machine Gun Puncher, Forbidden Eagle, Parrying
                       Puncher, Puncher Upper/Straight (both 2nd)
Cannot Free Cancel     Puncher Weaving

- The One-Two Puncher is an overhead attack on the 1st hit, unless you
  cancel into it (in which case it becomes cancelable on the 1st hit).
- The Sliding Puncher is a low attack.  It can no longer hit opponents
  who are lying on the ground.
- The Parrying Puncher can reflect normal and (S)DM projectiles.
- You can pass through attacks during the Puncher Vision (but you are
  still vulnerable to throws).  Unlike most teleports, it can't be used
  to move through an opponent, though.
- You can cancel the Puncher Vision into itself (or the b / f + K
  version into the opposite qcf + K or qcb + K version).
- The Puncher Upper is cancelable into other special moves on the 2nd
  hit.
- The second hit of the Puncher Straight will drop an opponent's guard,
  which isn't really useful unless you free cancel into the Forbidden
  Eagle.
- The only advantage the Puncher Weaving offers is that it makes
  Vanessa duck down, allowing her to avoid some high attacks.
- The "Puncher Weaving" version of the Dash Puncher is cancelable
  into other special moves.
- You can juggle your opponent after the Forbidden Eagle, Dash Puncher,
  and Puncher Upper.
- The Champion Puncher is unblockable.


------------------------------------------------------------------------
SETH                                                        [ '00 Team ]
------------------------------------------------------------------------

b / f + C when near            Hiji ate kara no hadou uchi
b / f + D when near            Tomoe Nage

f + A                          Tackle
f + B                          Mae Age Geri
b + A                          Back Blow
b + B                          Sobat
df + B                         Sliding

qcf + P                        Sho-Yoh
hcf + K                        Doh-Kuzushi
d,d + P                        Ashi-Tori
qcf + B in air                 An-Getsu
qcf + D in air                 Raku-Getsu

hcb + K                        Kyu-Getsu
 _f + K                        Ya-Getsu
 _d + K                        Gen-Getsu

qcf,qcf + P                 D^ "Morote"-Sho-Yoh
qcf,hcb + K                 D^ Irimi-Nadazuki
qcf,hcb + AC                S^ Doh-Tori-Shichimonsatsu
f,hcf + AC when near        H^ Sigure-Rangiku

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

Counter Wire           (C) Sho-Yoh
Super Cancels          Sho-Yoh (1st)
Free Cancel Into       Sho-Yoh, An-Getsu, Raku-Getsu, Kyu-Getsu
Free Cancel Out Of     Tackle, Mae Age Geri, Sobat, Sliding, Sho-Yoh,
                       (B) Doh-Kuzushi (if triggered), Ashi-Tori (if
                       triggered), Kyu-Getsu, Ya-Getsu, Gen-Getsu
Cannot Free Cancel     An-Getsu (from Raku-Getsu), or the reverse.

- Seth's crouching C will knock an opponent into the air briefly
  on the 2nd hit.
- The Tackle is a knockdown attack, unless you cancel into it from
  the Mae Age Geri.
- If canceled into, the Sliding becomes cancelable.
- The Back Blow is cancelable.
- The Sobat is an overhead attack, unless you cancel into it.
- The Sliding, Gen-Getsu and Irimi-Nadazuki are low attacks.
- The (B) Doh-Kuzushi can reverse jumping attacks as well as special
  moves and (S)DMs.
- The (D) Doh-Kuzushi can reverse high and mid-level attacks.  It
  switches places with your opponent and leaves them open to attack
  briefly.
- The Ashi-Tori can reverse low attacks.  You can juggle a hit enemy
  afterwards.  You can juggle your opponent afterwards.
- You can juggle your opponent after the Irimi-Nadazuki.
- The Doh-Tori-Shichimonsatsu can reverse jumping, high, mid-level,
  and low attacks, as well as special moves and (S)DMs.
- An opponent hit by the Sigure-Rangiku will have their controls
  reversed for a short period of time.  This move is unblockable.
  It must be performed from up close in order to hit, even though
  it looks like it could be used from a short distance.


------------------------------------------------------------------------
RAMON                                                       [ '00 Team ]
------------------------------------------------------------------------

b / f + C when near            Arm Whip
b / f + D when near            Flying Mayor

df + B                         Teikuu Drop Kick
ub against a wall, then uf     Sankaku Tobi

hcf + P when near              Tiger Neck Chancery
qcb + A  (can hold)            Feint Step (Drop Kick)
qcb + C  (can hold)            Feint Step
d,d,A,C                        Bard of Paradise
hcf + K                        Somersault
 _press ABC                    Cancel

qcb + K                        Force of Will
 _qcf + A                      Tsuika Kougeki
 _press ABC                    Feint Dash

b,d,db + K                     Tiger Road
 _D as you touch the wall      Cross Chop
 _press ABC                    Feint Dash

f,d,df + K                     Rolling Sobat
 _f,d,df + K                   Flying Body Attack
  _d,d + P                     Hiki Okoshi

qcf,hcb + K                 D^ Savage Fire Cat
 _press ABC                    Feint Dash
qcb,hcf + K                 D^ El Diablo Amarillo Ramon
hcb,hcb + P when close      B^ Tiger Spin
qcb,hcf + AC                H^ Hypnotic Tiger

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

Counter Wire           (A) Feint Step, Rolling Sobat
Super Cancels          Hiki Okoshi,
                       Feint Dash
Free Cancel Into       Somersault, Tiger Road
Free Cancel Out Of     Teikuu Drop Kick, Standing CD
Cannot Free Cancel     All others.

- The Teikuu Drop Kick is a low attack, unless you cancel into it
  (in which case, it becomes cancelable).  It can be canceled directly
  into a (HS)DM, however.
- The Bard of Paradise can hit an opponent who is lying on the floor.
- The Force of Will looks like the Tiger Road, but it can only
  be canceled into the Tsuika Kougeki and not the Cross Chop.
- Ramon will randomly hop away instead of running during the Tiger
  Road and Force of Will.  It also seems to occur often if your
  opponent is in the corner and you cancel a crouching D into the
  Force of Will, then hold the button used.  What this is used for
  and how you can perform it reliably, I have yet to figure out.
- The cancel animation of the Force of Will or Tiger Road (in which
  Ramon pauses and leans over) can hit an opponent who is behind
  him.  Even though the same animation is used for the Somersault
  cancel, it cannot hit your opponent.
- The Cross Chop and Rolling Sobat are overhead attacks.
- The Tiger Neck Chancery, Somersault, Tsuika Kougeki, Savage Fire Cat,
  and Tiger Spin are unblockable.


------------------------------------------------------------------------
KULA DIAMOND                                                [ '01 Team ]
------------------------------------------------------------------------

b / f + C when near            Ice Coffin
b / f + D when near            Behind Slash

f + A                          One Inch
df + B                         Slider Shoot
df + C                         Critical Ice

f,d,df + P                     Crow Bites
qcf + P                        Diamond Breath
qcb + P                        Counter Shell
qcb + B                        Ray Spin
 _f + B                        Stand 1
 _f + D                        Sit 1
qcb + D                        Ray Spin
 _f + B                        Stand 2
 _f + D                        Sit 2

qcf,qcf + P                 D^ Diamond Edge
hcb,hcb + AC                S^ Freeze Execution
qcf,qcf + BD in air         S^ La * Cachora
AC,BD,ABC                   H^ Freeze Completion

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

Counter Wire           One Inch, Counter Shell
                       Critical Ice (if 1st hit is only hit)
Super Cancels          (C) Crow Bites (1st)
                       Stand 1 (1st), Sit 1
                       Stand 2 (1st), Sit 2
Free Cancel Into       Crow Bites, Diamond Breath, Counter Shell,
                       Ray Spin
Free Cancel Out Of     One Inch, Slider Shoot, Critical Ice, Crow Bites
                       (C=1st), Ray Spin: Stand (if leg hits), Ray Spin:
                       Sit

- The One Inch is a knockdown attack, unless you cancel into it (in
  which case, it becomes cancelable).  It can be canceled directly
  into a (HS)DM, however.
- The Slider Shoot and Sit are low attacks.
- The (A) Diamond Breath knocks down.  You can hit an opponent as
  they are recoiling from either version of this move.  This move
  can also negate normal projectiles.
- The Counter Shell will absorb normal and DM projectiles, prompting
  Kula to reply with a projectile of her own.  Against Rugal's Kaiser
  Wave, it can absorb the Level 1 version and absorb the Level 3
  version.
- You can juggle your opponent after both hits of the (D) Ray Spin.
- The Stand 2 and Sit 2 can only be used if the (D) Ray Spin hits
  or is blocked.
- The La * Cachora will drain 1 Power Gauge stock from your opponent
  if it hits.  If they have less than 1 stock, the move will not
  drain any power at all.


------------------------------------------------------------------------
K9999  (pronounced "kay four nine")                         [ '01 Team ]
------------------------------------------------------------------------

b / f + C when near            Kieroo!
b / f + D when near            Itsumade yondendayoo!

f + A                          Urusee-!

qcf + P                        Acchihe itteroo!
qcb + K                        Kudakeroo!
f,d,df + P                     Wareroo!

db,hcb,df + P               D^ Tsuki...
db,hcb,df + K               D^ Temee mo oucchimae!!
d,f,df + ABCD               S^ Chikara ga...katte ni...uwaaaa!!
f,b,f,b,f,b,f,b in air      H^ Kore wa, maru de....!!

   Cancelables         A     B     C     D    C D
   ----------------------------------------------
   Standing Near       Cr    Cr  C/C/C   -     C
   Standing Far        Cr    Cr   -x6    -     C
   Crouching           Cr    Cr   -/-    -
   Upward Jump         -     -     -     -     -
   Diagonal Jump      -x5    -    -x5    -     -

Super Cancels          Urusee-! (2nd-3rd)
                       Acchihe itteroo! (2nd-4th)
                       (A) Wareroo!
                       (C) Wareroo! (2nd)
Free Cancel Into       Crouching D, Acchihe itteroo!, Kudakeroo!,
                       Wareroo!
Free Cancel Out Of     Crouching D, Urusee-!, Acchihe itteroo!
                       (1st-4th), Wareroo!

- You can cancel a normal move into K9999's crouching D.
- The "Acchihe itteroo!" and "Tsuki..." can negate normal projectiles.
- The "Wareroo!" can negate normal and DM projectiles.  You can juggle
  your opponent after the (C) version.
- The "Temee mo oucchimae!!" can negate normal and (S)DM projectiles.
- The (B) "Kudakeroo!" is a knockdown attack, while the (D) version
  is an overhead attack.  The (D) version also leaves a hit opponent
  open to attack.
- From the proper distance (almost but not quite full screen), you
  can get nine hits from the "Temee mo oucchimae!!"
- You don't have to input all of K9999's HSDM in the air; you can
  do most of the command on the ground, then jump while finishing
  the remaining inputs.  An alternative is to input a backstep before
  finishing the command, since K9999 will be in the air for a brief
  period of time.


------------------------------------------------------------------------
ANGEL                                                       [ '01 Team ]
------------------------------------------------------------------------

b / f + C when near            Go Go Futen Girl
b / f + D when near            Starlit Field

f + B                          Senseless Chatter
d + D in air                   At Wasteland

hcb + K                        Red Sky of Japonesia
b,d,db + K when near           Mad Murder Roulette

b,f,d,df + BD               S^ Wind's Fairground
 _as an anti-air reversal   S^ Blue Monday Parade
  _press BCD on impact      H^ Survivor's Banquet

[ Unchain Start Moves ]  -----------------------------------------------

qcb + P                        Repun Kamuy
hcf + K                        Beyond Frames
b,f + K                        Senseless Fists
df + B                         Formalists' Blue
df + D                         Citizen of World
df + B from Senseless Chatter  Formalists' Blue
df + D from Senseless Chatter  Citizen of the World

[ Unchain Continue Moves ]  --------------------------------------------

u + P                          Bye Bye Ryuugu
u + K                          Shelter From Storm
f + P                          Buggy And Coffin
f + K                          With A Lamp For Pathway
d + P                          Train To See Cherry Blossoms
d + K                          Impotent Symptom

[ Unchain Finish Moves ]  ----------------------------------------------

f,f + A                        Crown Under Sky
f,f + C                        Fullmoon Evening
f,f + K                        State Of Heat Haze
qcf + A                        Cosmic Futen Swing
qcf + C                        Lost Homeland
hcf + K                        Beyond Frames
(b / f +) BCD                  Oumagatoki
b,f,d,df + P                B^ Loyalty Test For Liberalists

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

Free Cancel Into       Mad Murder Roulette, Repun Kamuy, any Continue
                       move (except 'With A Lamp For Pathway'), Crown
                       Under Sky, Fullmoon Evening, State of Heat Haze
Free Cancel Out Of     Senseless Chatter (1st), Repun Kamuy, Formalists'
                       Blue, Citizen of World.
Cannot Free Cancel     All others.

- An opponent hit by Angel's crouching C will be launched into the air.
- Angel's jumping C will hit an opponent who is behind her (much
  like Iori's Yuri Ori).
- You can cancel a mid-air attack into 'At Wasteland' and it
  will actually combo.
- You can juggle an opponent after the 'Mad Murder Roulette.' Out
  in the open, 'Red Sky of Japonesia' makes for an easy follow-up.
- The 'Repun Kamuy' is a knockdown attack.
- You can cancel the 'Beyond Frames' into itself.
- Canceling the 'Beyond Frames' into a "Continue" move can be tricky.
  For the (B) version, input the "Continue" command as Angel comes
  within range, and she will perform the attack (or else warp,
  then attack).
- For the (D) version, input the command while Angel is still
  moving, before she warps.
- Note that even the "Finish" version of the Beyond Frames can be
  canceled into a "Continue" move.
- Either hit of the 'Senseless Fists' can be canceled into a
  "Continue" move.
- The 'Formalists' Blue' is a low attack.
- The 'Citizen of World' is an overhead attack.
- You can juggle your opponent after 'Bye Bye Ryuugu' and 'Shelter
  From Storm', if it hits them while they are airborne.
- 'With A Lamp For Pathway' and both hits of 'Buggy And Coffin' are
  overhead attacks.
- 'Train To See Cherry Blossoms' and 'Impotent Symptom' both hit low.
  Impotent Symptom no longer hits an opponent who is lying on the floor.
- You can juggle an opponent after 'Crown Under The Sky.'
- 'Fullmoon Evening' is unblockable.  This move does much more
  damage on a counter hit.
- The 2nd hit of 'State of Heat Haze' is an overhead attack.  The 3rd
  hit is a knockdown attack.
- 'Cosmic Futen Swing' is unblockable, while 'Lost Homeland' will miss
  if Angel's opponent is blocking.
- Angel has the ability to chain together certain attacks.  It may
  seem complicated, but the rules are rather simple.  Simply perform
  an "Unchain Start" move, then follow with an "Unchain Continue"
  move.  You can then finish with an "Unchain Finish" move.
- Alternatively, you can chain the "Unchain Continue" moves into
  each other.  There are three basic rules to doing this:

    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.

- Despite these rules, most any combination is possible.  You can
  even chain all of them together, like so:

   Start move, f + K, u + P, d + K, f + P, u + K, d + P, Finish move

- You could even do the whole sequence in reverse, if you'd like.
- Strangely enough, you can also cancel any "Start" move (except
  the Senseless Fists) into any of the "End" moves (except the
  Oumagatoki and Loyalty Test) by performing the "End" move during
  the "Start" move and holding down the button used.  Angel will
  automatically perform a "Continue" attack followed by the "End"
  move that you inputted.
- The Wind's Fairground can reverse jumping, high, mid-level, and low
  attacks, as well as special moves and (S)DMs.
- If the Wind's Fairground catches an opponent's mid-air attack (and
  by mid-air, I mean even Kim's ground Hou'ou Kyaku will count), she
  will perform the "Blue Monday Parade" instead.
- In order to perform Angel's HSDM, you have to press and hold BCD
  immediately after inputting the command for the Wind's Fairground,
  but _before_ your opponent's attack hits.  Furthermore, it will
  only work if your opponent's attack is an aerial one, so that you
  get the Blue Monday Parade to trigger.
- The alternate (and far easier method), is to simply perform the Wind's
  Fairground as "b,f,d,df + hold BCD."  This way, if you happen to get
  the Blue Monday Parade instead, Angel will automatically go into the
  Survivor's Banquet.
- When free canceling during the Unchain moves, keep in mind that you
  cannot free cancel into the Repun Kamuy if you used it earlier (to
  begin the Unchain sequence).


------------------------------------------------------------------------
YASHIRO OF THE PARCHED EARTH                             [ Orochi Team ]
------------------------------------------------------------------------

b / f + C when near            Baku
b / f + D when near            Beki

f + A                          Saku
f + B                          Bu

qcb + P                        Kujiku Daichi
hcf + K                        Odoru Daichi
hcf + P when near              Niragu Daichi
hcb,f + P when near            Musebu Daichi

qcf,qcf + K                 B^ Araburu Daichi
hcb,hcb + P when near       B^ Ankoku Jigoku Gokuraku Otoshi
B,D,A,ABC                   H^ Armageddon

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

Free Cancel Into       Kujiku Daichi
Free Cancel Out Of     Saku
Cannot Free Cancel     All others.

- The Saku is an overhead attack, unless you cancel into it (in which
  case, it becomes cancelable).
- The Bu is cancelable.
- All of Yashiro's moves are unblockable, except for the Saku and Bu.


------------------------------------------------------------------------
SHERMIE OF THE RAGING LIGHTNING                          [ Orochi Team ]
------------------------------------------------------------------------

b / f + C when near            Bakurai
b / f + D when near            Enrai

f + B                          Kourai

hcf + any                      Mugetsu no Raiun
qcb + P                        Yatanagi no Muchi
qcb + K                        Shajitsu no Odori
qcf + K in air                 Raijin no Tsue

qcf,qcf + P                 B^ Ankoku Raikou Ken
qcf,qcf + K                 B^ Shukumei, Gen'ei, Shinshi
B,A,b,A, any                H^ Unmei no Ya

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

Free Cancel Into       Yatanagi no Muchi (only from a non-special move),
                       Mugetsu no Raiun (only from a non-special move),
                       Shajitsu no Odori, Raijin no Tsue
Free Cancel Out Of     Kourai, Shajitsu no Odori

- The Kourai is an overhead attack, unless you cancel into it (in
  which case, it is cancelable on the 2nd hit).
- The Mugetsu no Raiun will stun a hit opponent.  The button used
  determines the attack's location (A is close, D is furthest away).
- The Raijin no Tsue is an overhead attack.
- The button used for the Unmei no Ya works the same as the Mugetsu
  no Raiun.  After an opponent is hit, a bolt of lightning will
  strike them.  The bolt's location seems to be random, since it may
  miss your opponent, or hit you (!) or both characters.
- It's possible to take action in the second just before the bolt
  hits during the Unmei no Ya.  In this case, you can always roll
  out of the bolt's path.  The bolt is unblockable, so don't bother
  guarding or making an attack :)


------------------------------------------------------------------------
CHRIS OF THE FLAME OF DESTINY                            [ Orochi Team ]
------------------------------------------------------------------------

b / f + C when near            Chi no Batsu
b / f + D when near            Ten no Tsumi

f + A                          Muyou no Ono
f + B                          Jukei no Oni
df + B                         Setsudan no Koto

qcf + P                        Taiyou wo Iru Honoo
qcb + P                        Kagami wo Hofuru Honoo
f,d,df + P                     Tsuki wo Tsumu Honoo
hcf + K when close             Shishi wo Kamu Honoo

qcb,hcf + P  (can hold)     B^ Ankoku Orochi Nagi
D,C,d,C,D                   H^ Sanagi wo yaburi, chou wa mau

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

Super Cancels          (C) Tsuki wo Tsumu Honoo (3rd)
                       Shishi wo Kamu Honoo (last)
Free Cancel Into       Kagami wo Hofuru Honoo, Tsuki wo Tsumu Honoo
Free Cancel Out Of     Jukei no Oni, Setsudan no Koto, Tsuki wo Tsumu
                       Honoo (C=1st-3rd), Shishi wo Kamu Honoo
Cannot Free Cancel     Taiyou wo Iru Honoo

- The Muyou no Ono is cancelable.
- The Jukei no Oni is an overhead on the 2nd hit (unless canceled into,
  in which case it is cancelable on the 2nd hit).
- The Setsudan no Koto is a low attack.
- The (A) Tsuki wo Tsumu Honoo hits twice on a counter hit.
- The 1st hit of the Shishi wo Kamu Honoo will drop an opponent's
  guard (leaving them open to the remaining hits).
- You can juggle an opponent after the Shishi wo Kamu Honoo.


------------------------------------------------------------------------
KUSANAGI                                              [ Edit Character ]
------------------------------------------------------------------------

b / f + C when near            Hatsugane
b / f + D when near            Issetsu Seoi Nage

d + C in air                   Geshiki: Naraku Otoshi
f + B                          Geshiki: Goufu You
df + D                         88 Shiki

qcf + P                        108 Shiki: Yami Barai
f,d,df + P                     100 Shiki: Oniyaki
b,d,db + K                     101 Shiki: Oboroguruma
qcf + K,K                      75 Shiki Kai
hcb + K                        212 Shiki: Kototsuki You

qcb + P                        910 Shiki: Nue Tsumi
 _as a high reversal           Geshiki: Ryuu Iri
 _as a low reversal            Geshiki: Tora Fuse

qcb,hcf + P  (can hold)     B^ Ura 108 Shiki: Orochi Nagi
qcf,qcf + AC                H^ Saishuu Kessen Ougi Reishiki

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

Free Cancel Into       Oniyaki, Oboroguruma, 75 Shiki Kai
Free Cancel Out Of     Goufu You, 88 Shiki, Oniyaki (1st), Kototsuki
                       You (1st), Nue Tsumi, Ryuu Iri, Tora Fuse
Cannot Free Cancel     Yami Barai

- The Naraku Otoshi acts as a knockdown attack if it hits an airborne
  opponent.
- The Goufu You is an overhead attack on the 2nd hit, unless canceled
  into (in which case it is cancelable on the last hit).
- The 88 Shiki is a low attack.
- The (A) Oniyaki hits twice on a counter hit.
- If you hit an airborne opponent with the (B) Oboroguruma, you can
  juggle them upon landing.
- You can juggle an opponent after both hits of the 75 Shiki Kai.
- The Nue Tsumi is a reversal move.
- During the (A) Orochi Nagi, Kusanagi is immune to low attacks.  During
  the (C) version, he is immune to high attacks (including normal and
  (S)DM projectiles, even full size ones like the Haou Shoukou Ken).
- During the SDM Orochi Nagi, Kusangi's body is on fire, and anyone
  touching it takes damage.  In addition, the fire will negate normal
  and (S)DM projectiles.


------------------------------------------------------------------------
OMEGA RUGAL                                           [ Edit Character ]
------------------------------------------------------------------------

b / f + C when near            Scorpion Deathlock
b / f + D when near            Scorpion Deathblow

f + B                          Double Tomahawk

qcf + P                        Reppuu Ken
qcf + K                        Dark Barrier
hcb + P                        God Press
hcb + K                        B's Destruction
f,d,df + K                     Genocide Cutter
f,hcf + P  (can hold)          Kaiser Wave

qcf,hcb + P                 B^ Gigantic Pressure
qcf,qcf + K                 B^ Destruction Omega
hcf,hcf + AC                H^ Kaiser Phoenix

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

Free Cancel Into       Dark Barrier, B's Destruction (only from
                       a non-special move or Genocide Cutter)
Free Cancel Out Of     Double Tomahawk (2nd), B's Destruction (3rd),
                       Genocide Cutter (1st)
Cannot Free Cancel     Reppuu Ken, God Press, Kaiser Wave

- The Double Tomahawk is an overhead attack on the 2nd hit (unless
  canceled into).  Either way, it is cancelable on the 1st hit.
- You can hit an opponent as they recover from the Reppuu Ken, even
  from up close.
- The Psycho Reflector can reflect normal and (S)DM projectiles.
- The Kaiser Wave has three levels.  At level 2, it becomes a 2 hit
  orb that cannot be reflected.  At level 3, it becomes an unblockable
  (but reflectable) Gravity Smash-type projectile.
- You can juggle an opponent after the (B) B's Destruction.
- During the Kaiser Phoenix, Rugal will fire various levels of Kaiser
  Wave projectiles.  What type of projectile and how many of them he
  throws seem to be determined at random (I've seen between 5 to 11
  projectile tosses myself).  The projectiles have the same function
  as their normal versions (so the Gravity Smash-types are unblockable
  and the Kaiser Wave and 2-hit orbs are still reflectable).


------------------------------------------------------------------------
SHINGO YABUKI                                    [ Dreamcast Character ]
------------------------------------------------------------------------

b / f + C when near            Hatsugane
b / f + D when near            Issetsu Seoi Nage Fukanzen

f + B                          Geshiki: Goufu "Kakkodake"

qcf + A                        114 Shiki: Aragami Mikansei
qcf + C                        115 Shiki: Dokugami Mikansei
hcb + K                        212 Shiki: Kototsuki Mikansei
b,d,db + K                     101 Shiki: Oboroguruma Mikansei
f,d,df + P                     100 Shiki: Oniyaki Mikansei
f,d,df + K when near           Shingo Kinsei Oreshiki: Nie Togi
qcb + P                        Shingo Kinsei Oreshiki: Getchuu
hcf + K                        Shingo Kick

qcf,qcf + P                 B^ Geshiki: Kake Hourin
qcb,hcf + AC                H^ Shingo Kinsei Ore "Mushiki"

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

Super Cancels          Kototsuki Mikansei (1st)
Free Cancel Into       Aragami, Dokugami, Kototsuki, Oniyaki.
Free Cancel Out Of     Aragami, Dokugami, Kototsuki. Oniyaki,
                       Nie Togi (1st-2nd), Getchuu (even if it
                       reverses).

- The Kakkodake is not an overhead attack, but it is cancelable.
- The Aragami Mikansei is not a knockdown attack, but the Dokugami
  Mikansei is.
- The 2nd hit of the Kototsuki Mikansei is an overhead attack.
- Randomly, Shingo will fall after the (D) Oboroguruma Mikansei.
  This will act as an overhead attack.
- The (C) Oniyaki Mikansei hits twice on a counter hit.
- You can juggle an opponent after the Nie Togi.  Some hits may miss
  if you aren't close enough when performing this move (such as if
  you combo into it under certain conditions).
- The Getchuu 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.
- The reversal no longer functions as a Counter Wire, though.
- The (D) Shingo Kick will knock down if Shingo travels forward far
  enough before hitting.
- An opponent hit by the Kake Hourin has their guard dropped.  Note
  that Shingo is not invincible while dashing during this move.
- You can juggle your opponent after the (C) Kake Hourin or the SDM
  version, as well.
- Shingo's jumping CD hits twice on a counterhit.  However, you cannot
  juggle an opponent if they take both hits.
- This character is only available in the Dreamcast version of KoF
  2002.  See the "Dreamcast Secrets" section for information on how to
  unlock them.


------------------------------------------------------------------------
KING                                             [ Dreamcast Character ]
------------------------------------------------------------------------

b / f + C when near            Hold Rush
b / f + D when near            Hook Buster

f + B                          Trap Kick
df + D                         Sliding

qcf + B                        Venom Strike
qcf + D                        Double Strike
f,d,df + K                     Trap Shot
hcb + P                        Mirage Kick
hcb + K                        Tornado Kick '95
hcf + P when near              Mirage Dance

qcf,hcb + K                 B^ Illusion Dance
b,f,df,d + BD               H^ Surprise Rose

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

Super Cancels          Mirage Kick (3rd)
Free Cancel Into       Trap Shot, Mirage Kick, Tornado Kick '95
Free Cancel Out Of     Trap Shot (8th), Mirage Kick

- The Trap Kick is an overhead attack, unless you cancel into it.
- The Sliding is a low attack.
- The Mirage Dance is unblockable.
- The Surprise Rose is an overhead attack on the way up and the way
  down.
- This character is only available in the Dreamcast version of KoF
  2002.  See the "Dreamcast Secrets" section for information on how to
  unlock them.


========================================================================
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 either when he
is holding his arms directly behind him horizontally, or diagonally
in front of him.  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.

Note that you still take block damage from autoguarding against a
special move or (S)DM.  Also, autoguarding a move can still result in
getting Guard Crushed (or eventually getting Guard Crushed, depending
on how much Guard power you have left--see "Dropped Guard" for details).

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, Maxima's Mongolian is a standing chop
attack.  It looks like you could crouch and block it, but in fact, it
will hit you unless you block while standing.


------------------------------------------------------------------------
BLOW AWAY ATTACKS
------------------------------------------------------------------------

Blow Away attacks are performed by pressing CD while standing or
jumping.  They cannot be used while crouching.  All characters can use
CD attacks, except for May Lee when she is in Hero Mode (she only has
a standing CD in this mode, and it functions differently from most CD
attacks).

Most ground Blow Away attacks are cancelable, but some are not (like
Ramon's).  Furthermore, some are only cancelable into special moves
and (S)DMs, while others are cancelable into command attacks.

You can juggle someone after a CD attack, but only if the CD attack
counterhits (see below), or if your character has a "surefire juggle"
(see that section for more information).

Guard Cancel Blow Away Attacks can only be used while you're blocking
while standing up.  They do less damage than normal Blow Away Attacks,
look different, and are not cancelable.


------------------------------------------------------------------------
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 attacks
do much more damage than usual (like the Maxima Beam).

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.


------------------------------------------------------------------------
COUNTER WIRES
------------------------------------------------------------------------

Certain moves have the ability to bounce your opponent off the wall if
they connect on a counter hit.  These moves are called Counter Wires.
If they hit normally, nothing special happens, but if they counter hit,
then the Wire effect occurs.  Examples of such moves are Ralf's
Galactica Phantom or Takuma's Haou Shikou Ken.


------------------------------------------------------------------------
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 method is by Guard Crush.  Every character has an invisible
"Guard Gauge" that goes down as you block attacks.  Once it drops to
around 1/4th, the frame around your Life Gauge will flash red.  Once
it is completely drained, your character will be Guard Crushed and
will stop blocking.

The Guard Crush gauge gradually fills back up as long as you're not
blocking.  Therefore, if your Life Gauge starts flashing red, you can
get it to turn white again by not blocking for a while.  Reverting
to white doesn't mean that the Guard Gauge is totally full, it just
means that it has filled up to around half full.

If you do get Guard Crushed, then your Guard Gauge immediately
refills.  For example, it takes 12 of Kyo's jumping D attacks to
Guard Crush Maxima.  At around 9 hits, his gauge will start to
flash red.  After getting GC'd, he could block 12 more hits before
getting GC'd again.  Just how many hits you can block before getting
GC'd depends on who you are using.  If we put Mai in the same situation
as Maxima, she would be Guard Crushed in only eleven hits.

The second method of dropping someone's guard involves special moves
that can do this automatically.  Certain moves have this property,
like Takuma's (C) Ko'ou Ken.  Such 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 Orochi Chris' Shishi wo Kamu Honoo, the first hit would
drop your guard, and you would end up taking the rest of the hits.
Another instance of using blocked guard to your advantage would be
super canceling Takuma's blocked (C) Haou Shikou Ken into the Ryuuko
Ranbu.


------------------------------------------------------------------------
MAX MODE
------------------------------------------------------------------------

[ NORMAL MAX ACTIVATE ]  -----------------------------------------------

MAX mode costs one level of power to activate (by pressing BC).  When
you do this, your character will pose briefly, then start to flash.
During this time, a blue gauge appears above the Power Gauge and begins
to slowly drain.  Once it is empty, MAX mode ends.

[ QUICK MAX ACTIVATE ]  ------------------------------------------------

You cannot activate MAX mode while in the air, although it is possible
to cancel a normal attack, command attack, or CD attack into MAX mode,
even if said attacks are uncancelable.  Just press BC as your attack
hits or is blocked.  Quick MAX activation costs 2 levels to use, though.

One huge advantage that the Quick MAX Activate offers it that there is
no startup animation, and because your current attack is canceled,
you can immediately attack your opponent after pressing BC.

For example, here is a combo with Kyo:

      df + D (1st) -> Press BC -> Far Stand D -> qcf + C -> etc.

And here is another one with Rugal:

       Close stand D -> Press BC -> Close stand D -> hcb + D

This combo can also be done with Vice; just perform a Mayhem or (B)
Decide after the second standing (D).

[ ABILITIES IN MAX MODE ]  ---------------------------------------------

While in MAX mode, your attack power decreases.  Only DMs do a
normal amount of damage.  Furthermore, you cannot earn Power Gauge
energy while in MAX mode.  However, there are benefits to using this
mode as well.

For one thing, you can perform a DM without losing any levels from your
Power Gauge.  You can also perform an SDM, which will only cost one
level to use.  If your Life Gauge is very low (to be exact, below
1/3rd of the total gauge length), you can use HSDMs as well, which have
the same requirements as SDMs.  In all of these cases, performing the
(HS)DM will immediately end MAX mode.

[ FREE CANCELS ]  ------------------------------------------------------

One advantage of MAX mode is the ability to use free cancels.  These
work like so:

     - Any normal attack can be canceled into certain special moves.
       (i.e. Kyo's far standing D into Dokugami).
     - Any jumping normal attack or CD attack that hits or is blocked
       can be canceled into certain special moves.
       (i.e. Kensou's jumping C into Ryuu Sougeki).
     - Any standing CD attack can be canceled into certain special
       moves. (i.e. Ramon's standing CD into Tiger Road).
     - Any command attack can be canceled into certain special moves.
       (i.e. Benimaru's Flying Drill into Kuuchuu Raijin Ken).
     - Certain special moves can be canceled into other special moves.
       (i.e. Maxima's Double Bomber into Vapour Cannon).

Each time you use a free cancel, your character flashes white and a
small amount of energy from the MAX timer is lost.

Free canceling an attack into a command attack or (HS)DM is not possible
(unless that attack is cancelable normally).  You cannot free cancel a
special move into itself, although moves that can be done on the ground
_and_ in mid-air are an exception.  For example, you could free cancel
a (C) Psycho Sword into a mid-air Psycho Sword, or the ground Minutes
Spike into the mid-air Minutes Spike.

The list of which special moves can be used as free cancels and which
cannot is found in Section 3.

One advantage of using free cancels is that you can cancel moves that
might lose their properties otherwise.  For example, here is a combo
for Vice:

                       f + A -> qcb + P -> qcf + P

This is especially useful against a crouching opponent, since the
f + A attack is an overhead.  Normally, it is not cancelable, but
you can simply free cancel into the Mayhem and continue from there.

Here is an another example of using free cancels with Kyo:

 Stand close C -> ( qcf+C -> qcf+A ) x2 -> qcf+C -> qcf+K,K -> f,d,df+P

You couldn't keep doing qcf + C -> qcf + A over and over because the
gauge runs out too quickly for that.

The only character who cannot use Free Cancels is May Lee (no matter
which mode she is in).  Even characters who do not have special moves
available as Free Cancels can still free cancel normal attacks or CD
attacks into certain special moves (such as in the case of Clark or
Ramon).

Also, Andy has the ability to free cancel out of the ground kick part
of his Gourin Kai throw.  Since he's the only person in the game who
adds a physical attack to the end of their throw, he's the only person
who can free cancel out of a basic throw--not that you can combo the
throw into anything in the first place. ;)


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

The Power Gauge is located at the bottom of the screen.  It fills up as
you are damaged, as you block attacks, and as you make attacks of your
own.  You will earn additional power if your attacks hit your opponent.
Basic throws and (HS)DMs do not add any energy to the Power Gauge.

Once the Power Gauge is full, it will empty, and you will gain a level
of power.  In Team Play, the amount you can hold depends on which
character you are currently using:

               First player            Can hold 3 levels
               Second player           Can hold 4 levels
               Third player            Can hold 5 levels

In Single Play, you start off with being able to hold 3 levels, and
gain a level for each round that is lost or ends in a draw (so if
you lost the first round and the second was a draw, you could hold
five levels on the final round of play).

Power Gauge energy can be carried over from round to round, but not
battle to battle.  You will lose one level of power for doing any
of the following:

             - Using a Quick roll
             - Using a Guard Cancel roll
             - Using a Guard Cancel Blow Away Attack
             - Activating MAX mode
             - Using a DM when not in MAX mode
             - Using an SDM when in MAX mode
             - Using an HSDM
             - Using a super cancel.
             - Getting hit by Kula's La * Cachora

So, for example, if you supercanceled into an SDM, it would cost
three levels total (one to activate MAX mode, one for the act of
canceling, and one for the SDM).


------------------------------------------------------------------------
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 Kusanagi's Nue Tsumi).

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, Kusanagi's Nue Tsumi can only be used as a reversal if Kusanagi
is hit while he is raising his arm up.

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).  The only exception to this are projectiles,
throws, and certain other moves that don't fall into any category
(like Iori's Ya Otome or Yamazaki's "Akumu...soshite kyouki.")  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.


------------------------------------------------------------------------
ROLLING
------------------------------------------------------------------------

The rolling moves (otherwise refered to as the "Emergency Evade") can
be used by themselves, or while blocking an attack.  You are immune to
attack as the roll begins, but you can be attacked while recovering
from the roll (before you have a chance to block).  Throws of any kind
can grab you out of a roll at anytime.

A third type of roll has been added to this year's KOF, the "Quick
Emergency Evade."  Basically, what it allows you to do is cancel any
normal attack, command attack, or Blow Away Attack into a forward
roll.  It can be used even if the attack is not cancelable, or before
the attack even hits.  However, canceling a roll in this manner will
cost 1 level of your Power Gauge, even if you're in MAX mode.


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

Super cancelling is the act of canceling a special move into a (S)DM.
You cannot super cancel into an HSDM, however.  You can tell if you
supercanceled successfully because your character will flash white as
the cancel occurs.

In order to perform a super cancel, you need a spare level of Power
Gauge energy to expend.  This means that super canceling into a DM or
SDM actually costs two levels of power.  Also, you can only supercancel
into moves that hit or are blocked--you can't supercancel from a missed
attack.

As an example of a supercancel, let's look at Benimaru.  One of his
supercancelable moves is the Shinkuu Katategoma.  Since any of the
hits are cancelable, all you have to do is perform the move, then
input a (S)DM command before the Shinkuu Katategoma finishes hitting.

One trick you can do to make supercanceling easier is to abbreviate
input commands.  For example, let's say you wanted to supercancel from
the Shinkuu Katategoma into the Gen'ei Hurricane.  That would look like
this:

                       qcb + K -> qcb,qcb + K

However, since you're already entering part of the Gen'ei Hurricane
command to begin with, you have the option of canceling the first
hit like so:
                    qcb + K (1st hit) -> qcb + K

Another example of a abbreviated command is this one with Kyo:

                         hcb + B -> hcf + P

This will make him cancel the (B) Hikigane into the Orochi Nagi.

[ OTHER CANCELS ]  -----------------------------------------------------

Some characters can cancel uncancelable moves directly into (HS)DMs.
This is not considered supercanceling, as you only lose Power Gauge
levels for the (HS)DM used, and not the act of canceling.  Examples
include Kula and K's One Inch, Maxima's Mongolian, Mary's Hammer Arch,
and Ramon's Teikuu Drop Kick.

Also, characters with "button-press" (S)DMs (like Mary's Dynamite
Swing, or May's Disposition Frog) or even HSDMs, (like Mai's Kubi no
Kitsune), can cancel out of any uncancelable normal attack or command
attack.  For example, you could cancel the 2nd hit of the Benitsuru no
Mai (which is uncancelable even if canceled into) into the Kubi no
Kitsune. The same would apply to Mary's far standing D canceled into
the Dynamite Swing.


------------------------------------------------------------------------
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,
Chang can hit someone with a normal CD, then bounce them off the floor
with his Tekkyuu Dai Bokusatsu for the full number of hits.

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

       Whip                    (A) Boomerang Shot (2nd)
       Chang                   Tekkyuu Dai Bokusatsu
       Vanessa                 Gaia Gear (after 1st hit)
       K9999                   Chikara ga...katte ni...uwaaa!!

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


------------------------------------------------------------------------
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 (Angel's Lost Homeland).


------------------------------------------------------------------------
OTHER INFO.
------------------------------------------------------------------------

If you end up going four rounds with an opponent, then both characters
will start off with a little more than 1/3rd of their Life Gauge filled.

Also, when fighting the CPU, the Stage 6 battle is always against a
member of the '01 Team.


========================================================================
5.  MISCELLANEOUS
========================================================================

------------------------------------------------------------------------
SECRETS
------------------------------------------------------------------------

[ ROULETTE AND OROCHI TEAM ]  ------------------------------------------

To use the Roulette feature, hold Start while highlighting anyone other
than the '98 Team.  If you let go of Start and land on one of them, you
won't be able to restart the Roulette.  This is because pressing Start
while highlighting Yashiro, Shermie, or Chris will give you access to
their alternate, Orochi versions.

[ PLAY AS AN EDIT CHARACTER ]  -----------------------------------------

To play as Kusanagi, highlight Kyo, then input the following command:

             up, down, right, left, down, up, left, right

You will now be on Kusanagi.  Press any button to select him.

To play as Rugal, highlight Yashiro, Vice, Goro, or Chris, and press
towards the black box (so if you were on Yashiro, you would press
left).  You'll now be on Omega Rugal.  Keep in mind that this trick
does not work on the arcade version of the game.

Despite rumors during beta testing, Shingo is not in the final version
of this game.  A quick look through the character roster using the
debug bios confirmed that :)  You can always read my "Disabled Moves"
FAQ for more information, available at <http://www.gamefaqs.com>.

[ SELECT YOUR COLOR AND WIN POSE ]  ------------------------------------

Each character has four costume colors available, by using the A through
D buttons.  You can also hold down a button at the end of the round to
pick your character's win pose.

[ BACKSTEP JUMP ]  -----------------------------------------------------

Here's a trick that's been around for a couple of years already. :)
When using Iori, tap b,b to backstep and hold b while pressing the B
button.  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 and Kusanagi'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 b,b,db,d + A (for Mai) or
b,b,db,d + C (for Kyo and Kusanagi), so that the backstep command
smoothly interrupts into the attack animation.

[ GAIN POWER GAUGE ENERGY FROM THROWS ]  -------------------------------

Ramon's Tiger Spin earns 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 2002 is the
shortened "Hou'ou Kyaku" moves input.  Instead of using "qcb,db,f + K",
you can simply use "d,b,f + K."  This can also be applied to Terry's
Power Geyser and Andy's Chou Reppa Dan or Zan'ei Ryuusei Ken.

[ SHERMIE'S INZUMA LEG LARIAT BUG ]  -----------------------------------

Pick Shermie and choose Chris as your opponent.  Put Shermie in the
corner, about three character widths away from the edge of the screen.
Make sure Chris is next to her, then use the Inazuma Leg Lariat.  If
the distance is correct, Chris will dash underneath Shermie after
bouncing off the wall, and her jumping knee attack will miss.  Chris
will continue to run forward for a few seconds, or until hit.


------------------------------------------------------------------------
DREAMCAST SECRETS
------------------------------------------------------------------------

[ UNLOCK THE HIDDEN STUFF ]  -------------------------------------------

Unlock Challenger Mode and "Team Attack"
 - Beat the game in "Team Play" mode.

Unlock Challenger Mode and "Single Attack"
 - Beat the game in "Single Play" mode.

Unlock "Time Attack"
 - Unlock both Team Attack and Single Attack modes.

Unlock Rugal
 - Beat "Team Attack" mode, or play it 20 times.

Unlock Shingo
 - Beat "Single Attack" mode, or play it 20 times.

Unlock Kusanagi
 - Beat Mission 20 in "Time Attack" mode, or play Time Attack 50 times.
   To select him, highlight Kyo and hold Start, then press any button.

Unlock King
 - Beat Mission 40 in "Time Attack" mode, or play Time Attack 150 times.

Unlock Gallery Portraits
 - Beat that character in "Single Attack" mode (doing this will also
   unlock Kusanagi's portrait, even though you can't fight him).

[ ADVICE ON CHALLENGER MODE ]  -----------------------------------------

For those of you who are curious as to this new mode, it's really
nothing to write home about.  It contains "Single Attack", which is
similar to the "Survival Mode" in previous KOF games, and "Team Attack,"
which is sort of like Survival Mode with teams.

"Time Attack" contains 40 missions, all of which involve beating a
certain number of characters in a limited amount of time (such as nine
characters in 300 seconds).  That's it.  Considering how well the
"mission" idea was implemented in games like Street Fighter EX2 and
Guilty Gear XX, the Challenger Mode missions are staggeringly boring.

Here's some scrubby advice on beating the modes, for those of you
trying to unlock all the characters:

 SINGLE ATTACK - Ralf is probably your best bet here.  You can
 destroy characters with ease using the Galactica Phantom, and
 aggressive opponents can be beat into submission with some overuse
 of the Ralf Tackle (which does good chip damage, has plenty of
 autoguard, etc.).  You can basically take out any of your opponent's
 attacks with the Ralf Tackle.  If they block it, throw them (but you
 can combo into it easily from a crouching C in the first place).

 TEAM ATTACK - The problem with Team Attack Mode is that if you lose
 a character, you don't get them back until you beat a team, and even
 then, they have very low life.  So, you want to stick with your first
 three characters for as long as possible before you start "recycling"
 through the old ones.  I suggest a team of Ralf, Kensou, and another
 favorite character of choice.  I used K9999, just because the CPU is
 pretty dumb when it comes to repeated f + A attacks.  You can do that
 all day and then do his d,f,df + ABCD move once you get enough power
 for easy wins.

 Anyway, Ralf is useful for the same reasons listed in Single Attack
 Mode, but Kensou's really the key to victory.  The basic way to play
 him is turtle like mad using ducking Ds and Choukyuu Dans.  When you
 earn enough power, use the Niku Man Respect to earn back lost life
 (which can be annoying because earning back life is random).
 Nonetheless, since you have to be able to keep your life full in
 order to beat this mode, Kensou's really the only way to go.  I
 suggest putting Kensou first and trying to last as long as you
 can with him.  That way if you end up recycling back to Kensou,
 you can fill his life back up and still have a weakened (yet usable)
 Ralf and K9999 on backup.

 TIME ATTACK - Not that difficult.  If you really want to make it easy
 on you, just unlock Rugal by beating Team Attack Mode.  You can Kaiser
 Wave your opponents to death in no time flat.


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

Certain characters have unique introductions when fighting each other.
Some intros only work if you are on the first round of the battle.
The characters are listed in their team order.

BENIMARU vs. KYO
 - Benimaru is looking away from Kyo, his hand near his face.  He
   then turns and assumes his normal pose.

TERRY vs. ANDY
 - Terry adjusts his cap, while Andy teleports into a crouching pose.

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

JOE vs. TERRY or ANDY
 - Joe has his fist to his chin.  He then smacks it into his other hand.

RYO vs. ROBERT, TAKUMA, or YURI
 - Ryo poses while saying "Osu!"

ROBERT vs. RYO, TAKUMA, or YURI
 - Robert poses with his arms at his side.

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

KENSOU vs. ATHENA
 - Kensou freaks out as Athena starts talking, but it turns out
   she's talking about meat buns and a surprised Kensou falls to
   the floor.

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

LEONA vs. RALF, CLARK, WHIP or CHANG
 - Leona salutes her challenger.

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.

YURI vs. RYO, ROBERT, or TAKUMA
 - Yuri poses with her arms at her side.

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

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

KIM vs. IORI, MATURE, VICE, RYUJI, BILLY, YASHIRO, SHERMIE, CHRIS,
        K9999, ANGEL, RUGAL
 - Kim's eye glows menacingly as he points at his opponent and says,
   "Ikuzo!"

MATURE vs. VICE
 - Mature does her normal intro, but Vice stands with her back to the
   screen and gives a reply.

MATURE vs. RUGAL
 - Mature smiles at Rugal and blows a kiss.

YAMAZAKI vs. YASHIRO, SHERMIE, or CHRIS
 - Yamazaki laughs maniacally while clutching his face, then assumes
   his Hebi Tsukai pose for a moment.

BILLY vs. IORI
 - Billy taps his pole against his shoulder while saying, "Whose
   turn is it?"  Eiji appears behind him briefly, arms folded.

YASHIRO vs. SHERMIE
 - Yashiro assumes a thoughtful pose.

YASHIRO vs. CHRIS
 - Yashiro gestures while saying, "Yo!"

YASHIRO vs. IORI
 - Yashiro starts with his back towards his opponent.  He then turns
   around while talking, and grips his wrist in his hand.

SHERMIE vs. K', RYO, ROBERT, TERRY, ANDY, KYO, BENIMARU, IORI, or KIM
 - Shermie leans over and gestures at her opponent.

SHERMIE vs. YASHIRO or CHRIS
 - Shermie waves and says, "Hi!"

CHRIS vs. YASHIRO or SHERMIE
 - Chris raises a hand while saying his bandmate's name.

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' and Whip talk to each other.

K' vs. KULA
 - Diana appears next to K', then flits past Kula, taking her lollipop
   from her.  K' says something as Diana leaves.

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.

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

RAMON vs. VANESSA
 - Ramon gets love-struck and suffers from a nosebleed, collapsing
   to the ground.

KULA vs. MAXIMA or WHIP
 - Kula appears with Foxy and Diana by her side, who both pose
   with their rapiers before disappearing.

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

ANGEL vs. KULA
 - Angel poses with her knee out, then makes devil horns at Kula.
   Kula meanwhile, is standing around in a different outfit holding
   a lollipop, which Diana takes from her while revealing her normal
   outfit.

ANGEL vs. K9999
 - Angel unzips her sleeves, then talks a bit.

ANGEL vs. ANYONE but KULA or K9999
 - Angel fans herself with one hand while looking uncomfortable, then
   zips up the front of her jacket.  She only does this if you are
   fighting in the Mexico stage.

KUSANAGI vs. K9999
 - K9999 holds an arm out while saying, "Kusanagi!!" and Kusanagi
   replies.

KUSANAGI vs. K', KYO, or IORI
 - Kusanagi does his standard intro, but says something different.

KUSANAGI vs. CHANG, CHOI, BILLY, WHIP
 - Kusanagi shakes with rage and sounds upset.

RUGAL vs. CPU RUGAL
 - Both Rugals appear with their armor suit on.

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

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

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


------------------------------------------------------------------------
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.  The characters are
listed in their team order.

KYO beats IORI
 - Kyo takes off his coat and leans over slightly.

BENIMARU beats ANY WOMAN except ATHENA, MAY LEE, SHERMIE, MATURE, VICE,
               and ANGEL.
 - Benimaru stands with his arms at his side, looking startled.

JOE beats RAMON
 - Joe turns and raises a fist in victory.

RYO beats ROBERT, YURI, or TAKUMA
 - Ryo does a series of poses (his Joudan Uke, Gedan Uke, and then
   stands with his arms at his side).

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

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

ATHENA beats KENSOU
 - Athena looks surprised for a moment, then brings her hand up to
   her face and smiles while winking.

KENSOU beats ATHENA
 - Kensou stands up straight, then covers his face with his arm and
   starts bawling.

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

YURI beats RYO, ROBERT, or TAKUMA
 - Yuri does a spin kick and some punches, then raises an arm in
   victory and says, "Osu!"

IORI beats KYO
 - Iori stands up and talks while drawing his hand across his face.

MARY beats TERRY, ANDY, or JOE
 - Mary turns slightly with her hand on her hip, and gestures with her
   hand.

BILLY beats IORI
 - Billy does a series of pole tricks (the same ending as his Liar
   Elemental HSDM), then poses as Eiji teleports in front of him.

SHERMIE beats K', RYO, ROBERT, TERRY, ANDY, KYO, BENIMARU, IORI, or KIM
 - Shermie leans over with her hands on her knees and says something.

SHERMIE beats YASHIRO
 - Shermie hugs herself while talking to Yashiro.

SHERMIE beats CHRIS
 - Shermie hugs herself while talking to Chris.

CHRIS beats SHERMIE
 - Chris stands with one leg behind the other and his hands behind
   his back, and talks to Shermie.

WHIP beats LEONA, RALF, or CLARK
 - Whip salutes her fallen opponent.

WHIP beats KULA, K9999 or ANGEL
 - Whip spreads her whip out on the floor, then shakes it once while
   talking.

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

RAMON beats JOE
 - Ramon turns and raises a fist in victory.

RAMON beats VANESSA
 - Ramon rushes over to Vanessa's side, looking worried.  He gets down
   on one knee and offers her a rose.

KULA beats K9999
 - Kula points her hands at her fallen opponent, while Candy warps in
   and fires her gun at the enemy for a moment, then warps out.

ANGEL beats K', KYO, or IORI
 - Angel makes devil horns while saying something.

ANGEL beats MAXIMA or WHIP
 - Angel makes devil horns while saying something (different than the
   above win pose).

ANGEL beats K9999
 - Kula leans over and makes devil horns while talking.

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.

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


------------------------------------------------------------------------
CHARACTER BIOS.
------------------------------------------------------------------------

Here are the bios for each character, listed in their team order.

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

Fighting Style         Kusanagi-style Kobojutsu and Self-made Kempo
Birthday               December 12
Birthplace             Japan
Blood Type             B (RH-)
Height                 181 cm
Weight                 75 kg
Hobby                  Writing poetry
Favorite Food          Grilled fish
Best Sport             Ice hockey
Most Important         His motorcycle, Yuki (his girlfriend)
Dislikes               Exertion

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

Fighting Style         Shooting
Birthday               June 6
Birthplace             Japan (but is half American)
Blood Type             O
Height                 181 cm
Weight                 70 kg
Hobby                  Cooking, sky cruising (in a jet)
Favorite Food          Sashimi, pasta, coffee
Best Sport             Clay shooting, high jump
Most Important         Himself
Dislikes               Fanboys, regret

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

Fighting Style         Judo + Self-made Fighting Arts
Birthday               May 5
Birthplace             Japan
Blood Type             A
Height                 204 cm
Weight                 138 kg
Hobby                  Becoming one with nature
Favorite Food          Zaru soba
Best Sport             Judo
Most Important         Geta (his wooden shoes)
Dislikes               Complex machinery

[ TERRY BOGARD ]  ------------------------------------------------------

Fighting Style         Martial Arts + Jeff's Brawling Deadly Arts
Birthday               March 15
Birthplace             America
Blood Type             O
Height                 182 cm
Weight                 82 kg
Hobby                  Videogames, trawling
Favorite Food          Fast food
Best Sport             Basketball
Most Important         Jeff's glove
Dislikes               Slugs

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

Fighting Style         Koppou (Basic knowledge of Shiranui Ninjitsu)
Birthday               August 16
Birthplace             America
Blood Type             A
Height                 172 cm
Weight                 67 kg
Hobby                  Training
Favorite Food          Natto spaghetti
Best Sport             Short track
Most Important         Photo of him and his master in his training days
Dislikes               Dogs

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

Fighting Style         Muay Thai
Birthday               March 29
Birthplace             Japan
Blood Type             AB
Height                 180 cm
Weight                 71 kg
Hobby                  Brawling
Favorite Food          Fried alligator
Best Sport             Any kind of fighting
Most Important         His headband
Dislikes               Getting dressed up

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

Fighting Style         Kyokugen-ryuu Karate
Birthday               August 2
Birthplace             Japan
Blood Type             O
Height                 179 cm
Weight                 75 kg
Hobby                  Sunday carpentry
Favorite Food          Rice cakes, natto
Best Sport             Sumo wrestling
Most Important         His bike, Tatsumaki (his horse)
Dislikes               Insects with many legs

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

Fighting Style         Kyokugen-ryuu Karate
Birthday               December 25
Birthplace             Italy
Blood Type             AB
Height                 180 cm
Weight                 85 kg
Hobby                  Collecting cars
Favorite Food          Grilled soba, sushi
Best Sport             Motor sports
Most Important         His car collection
Dislikes               Rakkyou (pickled scallions)

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

Fighting Style         Kyokugen-ryuu Karate
Birthday               February 4
Birthplace             Japan
Blood Type             O
Height                 180 cm
Weight                 88 kg
Hobby                  Making soba noodles
Favorite Food          Milled rice, miso soup, kale pellets,
                       vinegar-cured soybeans
Best Sport             All fighting arts
Most Important         His two children,
Dislikes               Insects with many legs, his disciples,
                       Kyokugen-ryuu Karate

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

Fighting Style         Superpowers and Chinese Kung Fu
Birthday               March 14
Birthplace             Japan
Blood Type             B
Height                 163 cm
Weight                 49 kg
Three Sizes            B 83, W 57, H 82
Hobby                  Working on her home page, shopping
Favorite Food          Maple buns, milk with sesame powder
Best Sport             Lacrosse
Most Important         Peter Rabbit tea set
Dislikes               Grasshoppers

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

Fighting Style         Superpowers and Chinese Kung Fu
Birthday               September 23
Birthplace             China
Blood Type             B
Height                 172 cm
Weight                 61 kg
Hobby                  Appreciating japanese comics
Favorite Food          Meat buns
Best Sport             Soccer
Most Important         Stuffed toy given to him by a fan
Dislikes               Training

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

Fighting Style         Chinese Kung Fu (mainly Drunken Fist)
Birthday               April 27
Birthplace             China
Blood Type             A
Height                 164 cm
Weight                 53 kg
Hobby                  Mah-jongg, taking naps
Favorite Food          Lemon salmon and lettuce with fried rice,
                       among others
Best Sport             Taking a walk, yo-yo tricks
Most Important         Alcohol
Dislikes               Pandas

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

Fighting Style         Martial Arts + Heidern's Assassination Arts
Birthday               January 10
Birthplace             Unknown
Blood Type             B
Height                 176 cm
Weight                 66 kg
Three Sizes            B 84, W 60, H 87
Hobby                  Inspecting factories
Favorite Food          Vegetables
Best Sport             Nothing in particular
Most Important         Nothing in particular
Dislikes               Blood

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

Fighting Style         Martial Arts + Heidern's Assassination Arts
Birthday               August 25
Birthplace             America
Blood Type             A
Height                 188 cm
Weight                 110 kg
Hobby                  Collecting knives
Favorite Food          Gum
Best Sport             Baseball
Most Important         Peter Rabbit tea set
Dislikes               Medal of Valor given to him by the President

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

Fighting Style         Martial Arts + Heidern's Assassination Arts
Birthday               May 7
Birthplace             America
Blood Type             A
Height                 187 cm
Weight                 105 kg
Hobby                  Collecting guns
Favorite Food          Oatmeal
Best Sport             Wrestling
Most Important         His sunglasses
Dislikes               Slugs

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

Fighting Style         Shiranui-style Ninjutsu
Birthday               January 1
Birthplace             Japan
Blood Type             B
Height                 165 cm
Weight                 46 kg
Three Sizes            B 87, W 54, H 90
Hobby                  Cooking (especially making box lunches)
Favorite Food          Ozouni (New Year's dishes)
Best Sport             Badminton
Most Important         Her grandmother's hairpin
Dislikes               Spiders

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

Fighting Style         Kyokugen-ryuu Karate
Birthday               December 7
Birthplace             Japan
Blood Type             A
Height                 168 cm
Weight                 54 kg
Three Sizes            B 82, W 58, H 86
Hobby                  Karaoke
Favorite Food          Sweet curry, pickled plums she made herself,
                       sake-less soup
Best Sport             Softball
Most Important         Friends, her mother's earrings
Dislikes               Ocotopi, people who look like octopi,
                       indecisive men

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

Fighting Style         Her own original arrangement of Taekwondo
Birthday               May 24
Birthplace             Korea
Blood Type             B
Height                 164 cm
Weight                 47 kg
Hobby                  Video appreciation
                       (especially hero-flick types w/ special effects)
Favorite Food          Fried poultry
Best Sport             Taekwondo
Most Important         Red muffler and glove given to her by
                       a special someone
Dislikes               Evil

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

Fighting Style         Taekwondo
Birthday               December 21
Birthplace             Korea
Blood Type             A
Height                 176 cm
Weight                 78 kg
Hobby                  Karaoke
Favorite Food          Korean barbeque
Best Sport             Gymnastics
Most Important         His wife and two sons
Dislikes               Evil

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

Fighting Style         Taekwondo + Power attacks
Birthday               October 21
Birthplace             Korea
Blood Type             B
Height                 227 cm
Weight                 303 kg
Hobby                  Destroying things
Favorite Food          Whole roasted cow
Best Sport             Table tennis
Most Important         His iron ball
Dislikes               Centipedes

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

Fighting Style         Taekwondo + Speed attacks
Birthday               October 25
Birthplace             Korea
Blood Type             B
Height                 153 cm
Weight                 44 kg
Hobby                  Cutting and slicing things
Favorite Food          Crab
Best Sport             New gymnastics
Most Important         The claws he made himself
Dislikes               Konnyaku (a gelatinous candy)

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

Fighting Style         Yagami-style Kobojutsu and his own skill
Birthday               March 25
Birthplace             Japan
Blood Type             O
Height                 182 cm
Weight                 76 kg
Hobby                  His band
Favorite Food          Meat
Best Sport             Any
Most Important         Nothing
Dislikes               Violence

[ MATURE ]  ------------------------------------------------------------

Fighting Style         Based mainly on speed attacks
Birthday               April 8
Birthplace             Unknown
Blood Type             O
Height                 177 cm
Weight                 58 kg
Three Sizes            B 88, W 57, H 87
Hobby                  Meddling with machinery, making things out of
                       sculpy
Favorite Food          Poultry (especially chicken)
Best Sport             Snowboarding
Most Important         Her legs
Dislikes               Pidgeons, the Kagura clan

[ VICE ]  --------------------------------------------------------------

Fighting Style         Based mainly on power techniques
Birthday               November 28
Birthplace             Unknown
Blood Type             A
Height                 178 cm
Weight                 59 kg
Three Sizes            B 90, W 58, H 88
Hobby                  Collecting American comics
Favorite Food          Plums
Best Sport             Bench press
Most Important         Comic signed by Dan Brereton
Dislikes               Saishu Kusanagi (Kyo's father)

[ RYUJI YAMAZAKI ] -----------------------------------------------------

Fighting Style         Self-made Brawling Deadly Arts
Birthday               August 8
Birthplace             Japan
Blood Type             A
Height                 192 cm
Weight                 96 kg
Hobby                  Collecting knives
Favorite Food          Sliced horsemeat
Best Sport             None
Most Important         Anything profitable to himself
Dislikes               Labor

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

Fighting Style         Command Sambo
Birthday               February 4
Birthplace             America
Blood Type             AB
Height                 168 cm
Weight                 49 kg
Three Sizes            B 88, W 54, H 85
Hobby                  Bike touring
Favorite Food          Beef cup
Best Sport             Baseball
Most Important         Her leather jacket
Dislikes               Cats

[ BILLY KANE ]  --------------------------------------------------------

Fighting Style         Boujutsu (Pole Techniques)
Birthday               December 25
Birthplace             England
Blood Type             B
Height                 179 cm
Weight                 77 kg
Hobby                  Doing laundry
Favorite Food          Cooked eggs
Best Sport             Pole vault
Most Important         His sister
Dislikes               Orders (from anyone other than Geese)

[ YASHIRO NANAKASE ]  --------------------------------------------------

Fighting Style         Mainly based on striking techniques
Birthday               December 31
Birthplace             Japan
Blood Type             O
Height                 190 cm
Weight                 99 kg
Hobby                  His band, travelling
Favorite Food          Menma eartips, ramen (esp. the instant kind)
Best Sport             Swimming
Most Important         Amber
Dislikes               Eggplants, narrow places

[ SHERMIE ]  -----------------------------------------------------------

Fighting Style         Centered mainly around throws
                       (her speciality is the bridge)
Birthday               February 13
Birthplace             France
Blood Type             B
Height                 173 cm
Weight                 68 kg
Three Sizes            B 92, W 63, H 87
Hobby                  Her band, appreciating French films, raising
                       her hamster
Favorite Food          Fish (esp. shiny ones), natto rolls,
                       food prepared at a gyuudon (beef bowl) eatery
Best Sport             Figure skating
Most Important         Personal computer, her hamster
Dislikes               Celery, high school baseball

[ CHRIS ]  -------------------------------------------------------------

Fighting Style         Centered mainly on speed-based attacks
Birthday               May 3
Birthplace             Sweden
Blood Type             AB
Height                 160 cm
Weight                 48 kg
Hobby                  Cooking
Favorite Food          Bhutan
Best Sport             Orienteering
Most Important         Nature
Dislikes               Gummy candy, people who playfully ruffle his
                       hair, people who tell lies

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

Fighting Style         Violence
Birthday               Unknown
Birthplace             Unknown
Blood Type             Unknown
Height                 183 cm
Weight                 65 kg
Hobby                  None
Favorite Food          Beef Jerky
Best Sport             Nothing (doesn't like exercise)
Most Important         Nothing
Dislikes               KOF

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

Fighting Style         "M Style" Fighting Arts
Birthday               March 2
Birthplace             Canada
Blood Type             A
Height                 204 cm
Weight                 204 kg
Hobby                  Bike touring
Favorite Food          Anything sweet
Best Sport             Rugby
Most Important         Sideburns
Dislikes               Fermented soybeans, people who want his opinion

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

Fighting Style         Whip Handling and Heidern's Assassination Arts
Birthday               October 12
Birthplace             Unknown
Blood Type             O
Height                 173 cm
Weight                 59 kg
Three Sizes            B ??, W ??, H ??
Hobby                  None
Favorite Food          Honey
Best Sport             None
Most Important         Her whip, Wood Doe
Dislikes               Traitors

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

Fighting Style         Goshinjutsu (Self-Defense Arts)
Birthday               August 1
Birthplace             America
Blood Type             B
Height                 190 cm
Weight                 108 kg
Hobby                  Wiretapping, driving
Favorite Food          Vegetables, fruit (he's a vegetarian)
Best Sport             Individual games
Most Important         His necktie, his family
Dislikes               Airplanes

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

Fighting Style         Lucha Libre
Birthday               December 3
Birthplace             Mexico
Blood Type             A
Height                 170 cm
Weight                 80 kg
Hobby                  Playing with children
Favorite Food          Tacos and tequila
Best Sport             Pro Wrestling
Most Important         Mask his mentor gave him, 'lovely' Vanessa
Dislikes               Foul play, losses outside the ring

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

Fighting Style         Boxing
Birthday               January 9
Birthplace             Unknown
Blood Type             B
Height                 182 cm
Weight                 67 kg
Hobby                  Savings, mail order shopping
Favorite Food          Beer
Best Sport             All of them
Most Important         Her wedding ring
Dislikes               Indecisive people, ghosts

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

Fighting Style         Anti K' Arts
Birthday               May 29
Birthplace             Unknown
Blood Type             Unknown
Height                 169 cm
Weight                 48 kg
Three Sizes            B 81, W 57, H 83
Hobby                  Collecting parts to rebuild Candy
Favorite Food          Strawberry sorbet, Peropero candy
Best Sport             Skating
Most Important         Candy
Dislikes               Trashy people, fire

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

Fighting Style         His own strength
Birthday               Unknown
Birthplace             Unknown (possibly Japan)
Blood Type             B
Height                 168 cm
Weight                 58 kg
Hobby                  Bike
Favorite Food          Peanuts
Best Sport             None (he can do anything, so why bother?)
Most Important         His bike, which he rides often
Dislikes               Orders, people who follow orders

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

Fighting Style         Fitness
Birthday               March 6
Birthplace             Mexico
Blood Type             O
Height                 168 cm
Weight                 She'd kill you if you wrote it down
Three Sizes            B 92, W 60, H 82
Hobby                  Life, meddling with her 50cc bike
Favorite Food          Tequila, cactus thorns
Best Sport             Soccer (primarily as a goalkeeper)
Most Important         Vintage B-3 Decicoat P.D. series clothing
Dislikes               Gambling

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

Fighting Style         Kusanagi-style Kobojutsu and Self-made Kempo
Birthday               July 5
Birthplace             Japan
Blood Type             B (RH-)
Height                 181 cm
Weight                 75 kg
Hobby                  Arranging techniques
Favorite Food          Unknown
Best Sport             None
Most Important         His genes
Dislikes               Originals

- According to Eolith's site, Kusanagi is a clone of Kyo (not that you
  couldn't tell). ;)

[ OMEGA RUGAL ]  -------------------------------------------------------

Fighting Style         Uses a synthesis of the fighting techniques that
                       he has mastered
Birthday               February 10
Birthplace             Unknown
Blood Type             Unknown
Height                 197 cm
Weight                 103 kg
Hobby                  World conquest
Favorite Food          Doesn't have any favorites
Best Sport             None in particular (good at everything)
Most Important         His evil spirit
Dislikes               Justice

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

Fighting Style         Kusanagi-ryuu Kobujutsu (Kusanagi-style weapon
                       fighting) taught to him personally by Kyo
Birthday               April 8
Birthplace             Japan
Blood Type             O
Height                 179cm
Weight                 69kg
Hobby                  Exploration
Favorite Food          Refrigerated udon (noodles), sardines
Best Sport             Swimming, water polo
Most Important         Life, his girlfriend, his student notebook, and
                       the gloves given to him by Kyo Kusanagi
Dislikes               Milk

[ KING ]  --------------------------------------------------------------

Fighting Style         Muay Thai
Birthday               April 8
Birthplace             France
Blood Type             A
Height                 175cm
Weight                 58kg
Hobby                  Wine glass collecting
Favorite Food          Vegetables, wine
Best Sport             Billiards
Most Important         Her younger brother, Jan
Dislikes               Unclean people, like Jack Turner


------------------------------------------------------------------------
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.

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

Hatsugane                      Forged Iron
Issetsu Seoi Nage              Single Over-the-Shoulder Throw
Geshiki: Naraku Otoshi         Foreign Style: Hell Drop
Geshiki: Goufu You             Foreign Style: Positive Roaring Axe
88 Shiki                       Style No. 88
100 Shiki: Oniyaki             Style No. 100: Demon Scorcher
75 Shiki Kai                   Style No. 75 Modified
412 Shiki: Hikigane            Style No. 412: Running Over Iron
R.E.D. KicK                    Rainbow Energy Dynamite Kick
717 Shiki: Koma Hofuri         Style No. 717: Spinning Slaughter
114 Shiki: Aragami             Style No. 114: Wild Bite
128 Shiki: Konokizu            Style No. 128: Nine Wounds
127 Shiki: Yanosabi            Style No. 127: Eight Rust
125 Shiki: Nanase              Style No. 125: Seven Chance
Geshiki: Migiri Ugachi         Foreign Style: Timely Drilling
212 Shiki: Kototsuki You       Style No. 212: Positive Moon Harp
115 Shiki: Dokugami            Style No. 105: Poison Bite
401 Shiki: Tsumi Yomi          Style No. 401: Sin Composing
402 Shiki: Batsu Yomi          Style No. 402: Penalty Composing
524 Shiki: Kamukura            Style No. 524: God Waster

Ura 108 Shiki: Orochi Nagi
Style No. 108 Reversed: Great Serpent Mower

[ 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
Raikou Ken                     Lightning Gleam Fist
Taikuu Raikou Ken              Anti-Air Lightning Gleam Fist
Gen'ei Hurricane               Phantom Hurricane
Raijin Ten                     Lightning Particle Collect

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

Juuji Shime                    Crossbar Choke
Okuri Ashi Barai               Leg Tripping Sendoff
Zujou Barai                    Overhead Sweep
Jirai Shin                     Mine Quake
Chou Oosotogari                Super Great Outer Reaping
Chou Ukemi                     Super Tumble
Nekko Gaeshi                   Root Return
Kumo Tsukami Nage              Cloud Grabbing Throw
Kirikabu Gaeshi                Cut Stump Return
Tenchi Gaeshi                  Heaven and Earth Return
Ura Nage                       Reverse Throw
Jigoku Gokuraku Otoshi         Hell to Paradise Drop
Arashi no Yama                 Mountain of Storms
Nekko Nuki                     Root Puller
Zoku: Kirikabu Gaeshi          Continued: Cut Stump Return
Bukko Nuki Ura Nage            Root Puller Reverse Throw
Zoku: Tenchi Gaeshi            Continued: Heaven and Earth Return
Furinkazan                     The Four Elements

[ 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 Bullet
Yami Abise Geri                Dark Shower Kick
Kuuha Dan                      Sky-Ripping Shot
Gekiheki Haisui Shou           Dam-Breaking Palm Attack
Gen'ei Shiranui                Phantom Shiranui
Shimo Agito                    Lower Jaw
Zan'ei Ken                     Phantom Slash Fist
Shippuu Ouken                  Horizontal Gale Fist
Zan'ei Ryuusei Ken             Phantom Slash Meteor Fist
Chou Reppa Dan                 Super Ripping Shot
Zan'ei Shitou Reppa Dan        Phantom Slash Deadly Head Ripping Shot
Hiryuu Bakuha Dan              Flying Dragon Exploding Shot

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

Hiza Jigoku                    Knee Hell
Ougon no Kakato                Golden Heel
Bakuretsu Ken                  Exploding Fists
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

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

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

[ 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
Ryuugeki Ken                   Dragon Attack Fist
Ryuuga                         Dragon Fang
Gen'ei Kick                    Phantom Kick
Kyokugen-ryuu Renbu Kyaku      Extreme-style Rapid Dance Kick
Hien Ryuujin Kyaku             Flying Dragon God Kick
Haou Shoukou Ken               Supreme King Flying Roaring Fist
Haiga Ryuu                     Back Fang Dragon
Ryuuko Ranbu                   Dragon/Tiger Boisterous Dance
Zetsu!! Ryuuko Ranbu           Die!! Ryuuko Ranbu

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

Oosotogari                     Great Outer Reaping
Ippon Seoi                     Single Over-the-Shoulder
Kawara Wari                    Tile Splitter
Ko'ou Ken                      Tiger Gleam Fist
Hien Shippuu Kyaku             Flying Gale Kick
Mouko Burai Gan                Fierce Tiger Villainy Boulder
Haou Shikou Ken                Champion King Supremacy Fist
Shin Kishin Geki               True Terrible God Attack
Ryuuko Ranbu                   Dragon/Tiger Boisterous Dance
Kosatsu Jin                    Tiger Killing Stance

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

Renkantai                      Chained Thigh
Sankaku Tobi                   Triangle Hop
Momoiro Gatame                 Hardening Pink

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

Sunda                          Measured Strike
Tomoe Nage                     Overhead Judo Throw
Kobokushu                      Tiger Hand Slap
Kousentai                      Backspin Thigh
Choukyuu Dan                   Superball Shot
Senkyuutai                     Arcing Thigh Drill
Ryuu Renga: Chiryuu            Dragon Rapid Fang: Ground Dragon
Ryuu Renga: Tenryuu            Dragon Rapid Fang: Sky Dragon
Ryuu Sougeki                   Dragon Talon Attack
Ryuu Gakusai                   Dragon Jaw Smash
Niku Man Respect               Meat Bun Respect
Shinryuu Seiou Rekkyaku        Dragon God Terrible Gleaming Ripping Kick
Shinryuu Tenbu Kyaku           Dragon God Heaven Dance Kick
Senki Hakkei                   Hermit's Mental Energy Release
Seigan Rairyuu                 Awakened Eye Become Dragon

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

Gou Inshu                      Strong Drink
Gyaku Ashi 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
Kaiten-teki Kuutotsu Ken       Rotary Air Pierce Fist
Gou'en Shourai: Kai            Roaring Flame Invitation: Modified
Bougetsu Sui                   Full Moon Drunkard
Kousentai                      Upward Spinning Thigh
Rouja Hanhou                   Dragonsnake Somersault
Rigyo Hanhou                   Carp Somersault
Gou'en Shourai                 Roaring Flame Invitation
Gouran Enpou                   Roaring Flame Inferno
Suisou Enbu                    Drunken Blazing Dance Manipulation

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).

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

Earring Bakudan 1              Earring Bomb 1
Earring Bakudan 2              Earring Bomb 2
Kibaku                         Exploding
Kakusei                        Awakening

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

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

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

Nageppanashi German            German Throwing

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

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

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

Shiranui-ryuu: Kubi no Kitsune
Shiranui-style: Nine-Tailed Fox

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

Oni Harite                     Demon Hand Slap
Silent Nage                    Silent Throw
Tsubame Otoshi                 Swallow Dropper
En Yoku                        Swallow Wing
Shiyoku                        Wing Pierce
Shouyoku                       Rising Wing
Ko'ou Ken                      Tiger Gleam Fist
Haou Shoukou Ken               Supreme King Flying Roaring Fist
Raiou Ken                      Lightning Sparkle Fist
Saifa                          Smash Break
Hyakuretsu Binta               Hundred Violent Slaps
Yuri Chou Upper                Yuri Super Upper
Kuuga                          Air Fang
Double Yuri Chou Upper         Double Yuri Super Upper
Ura Kuuga                      Reverse Air Fang
Hien Hou'ou Kyaku              Flying Phoenix Kick
Shin! Chou Upper               Heart! Super Upper
Mekki Zan Kuuga                Demon-Destroying Air Fang Slash
Etsu Hien Hou'ou Kyaku         Battleaxe Flying Phoenix Kick

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

Henshin                        Metamorphosis
Hero Uke                       Hero Catch

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

Kubikime Otoshi                Extreme Neck Drop
Sakkyaku Nage                  Deadly Leg Throw
Neri Chagi                     Descending Leg
Hangetsu Zan                   Half-Moon Slash
Haki Kyaku                     Aspiration Kick
Hishou Kyaku                   Soaring Kick
Tsuika Kougeki                 Additional Attack
Hien Zan                       Flying Slash
Tenshou Zan                    Ascension Slash
Sanren Geki                    Triple Attack
Sankuu Kyaku                   Triple Air Kick
Hou'ou Hiten Kyaku             Phoenix Flying Sky Kick
Hou'ou Kyaku                   Phoenix Kick
Kuuchuu Hou'ou Kyaku           Mid-Air Phoenix Kick
Zero Kyori Hou'ou Kyaku        Zero Range Phoenix 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
Haki Kyaku                     Aspiration Kick
Dai Hakai Nage                 Great Destroyer Throw
Tekkyuu Dai Kaiten             Iron Ball Great Spin
Tekkyuu Dai Bousou             Iron Ball Great Reckless Run
Tekkyuu Dai Bokusatsu          Iron Ball Great "Beat to Death"
Tekkyuu Dai Assatsu            Iron Ball Great "Crush to Death"
Tekkyuu Dai Sekai              Iron Ball Great World

- A contributor pointed out that the "Tekkyuu Dai Sekai" move may be a
  reference to Jojo's Bizzare Adventure (specifically Dio's Stand,
  "The World", which could freeze time).  After all, once Chang
  finishes dancing, you are stuck in place for the remainder of the
  move.

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

Zujou Sashi                    Head-Riding Stab
Geketsu Zuki                   Bloody Bowel Pierce
Toorima Geri                   Phantom Killer Kick
Sankaku Tobi                   Triangle Hop
Tatsumaki Shippuu Zan          Tornado Gale Slash
Kaiten Hien Zan                Spinning Flying Monkey Slash
Kishuu Hien Zuki               Surprise Attack Flying Monkey Stab
Hishou Kyaku                   Soaring Kick
Hien Zan                       Confessions of a Sorrowful Monkey
Senpuu Hien Zashi              Whirlwind Flying Monkey Pierce
Houkou Tenkan                  Change Direction
Hishou Kuuretsu Zan            Soaring Air Rip Slash
Hou'ou Kyaku                   Phoenix Kick
Shakushi                       Deadly Scoop

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

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

Sakahagi                       Reverse Flayer
Saka Sakahagi                  Reversed Reverse Flayer
Geshiki: Yumebiki              Foreign Style: Dream Shot
Geshiki: Yuri Ori              Foreign Style: Lily Break
108 Shiki: Yami Barai          Style No. 108: Darkness Sweep
127 Shiki: Aoihana             Style No. 127: Hollyhock Flower
212 Shiki: Kototsuki In        Style No. 212: Negative Moon Harp
100 Shiki: Oniyaki             Style No. 100: Demon Scorcher
Kuzukaze                       Scum Wind
Kin 1211 Shiki: Ya Otome       Forbidden Style No. 1211: Eight Maidens
Ura 316 Shiki: Saika           Style No. 316 Reversed: Shining Jackal
Ura 1219 Shiki: En'ou          Style No. 1229 Reversed: Flaming Jug

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

[ RYUJI YAMAZAKI ]  ----------------------------------------------------

Shime Age                      Strangle Lift
Bun Nage                       Throwing
Bussashi                       Stabbing
Hebi Tsukai                    Snake Charmer
Joudan / Chuudan / Gedan       Upper / Middle / Lower
Hebi Damashi                   Snake Trick
Sabaki no Aikuchi              Judgment Dagger
Yakiire                        Hardening
Sunakake                       Sand Sprayer
Bai Gaeshi (Kyuushuu)          Double Return (Absorb)
Bai Gaeshi (Dan Hassha)        Double Return (Fire a Shot)
Sadomazo                       Sadism/Masochism
Bakudan Pachiki                Bomb Headbutt
Akumu...soshite kyouki         Nightmare...and madness
Punch Ranbu                    Punch Boisterous Dance
Kick Ranbu                     Kick Boisterous Dance
Rapid Pachiki                  Rapid Headbutt
Repeated Hebi Tsukai           Repeated Snake Charmer
Rapid Aikuchi                  Rapid Dagger
Rapid Shime Age                Rapid Strangle Lift
Chou Repeated Hebi Tsukai      Super Repeated Snake Charmer
Chouhatsu                      Taunt

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

Victor Nage                    Victor Throw

[ BILLY KANE ]  --------------------------------------------------------

Jigoku Otoshi                  Hell Drop
Ippon Zuri Nage                "Hook on a Fishing Rod" Throw
Dai Kaiten Geri                Great Spin Kick
Boutaka Tobigeri               Pole Vault Hop Kick
Senpuu Kon                     Whirlwind Cane
Suzume Otoshi                  Sparrow Dropper
Karyuu Tsuigeki Kon            Fire Dragon Pursuit Cane
Suiryuu Tsuigeki Kon           Water Dragon Pursuit Cane
Kyoushuu Hishou Kon            Soaring Assault Cane
(Kaen) Sansetsu Kon            (Flaming) Three-Part Cane
Chuudan Uchi / Chuudan Zuki    Mid-Level Thrust / Mid-Level Stab
Chou Kaen Senpuu Kon           Super Flaming Whirlwind Cane
Dai Senpuu                     Great Whirlwind

[ SHERMIE ]  -----------------------------------------------------------

Baku New Suplex                Explosive New Suplex
Yoke Dousa                     Evade Action
Inazuma Leg Lariat             Lightning Flash Leg Lariat

- "Baku New" is a play on the word "bakunyuu" (large chest size).
- Shermie's F-Captured move is supposed to be a combination of the
  words "F-cup" and "captured" (f-cup-tured).  Once you see the
  reversal for yourself, you'll understand.

[ CHRIS ]  -------------------------------------------------------------

Honoo no Sadame no chris       Chris of the Flame of Destiny

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

Eins Trigger                   First Trigger
Tsuika Kougeki                 Additional Attack

- "Eins" is German for "one."

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

Kata                           Type
Shisaku                        Experimental

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

Code: Yuuetsu                  Code: Supremacy
Code: Chikara                  Code: Power
Code: Shouri                   Code: Victory
Code: Ame                      Code: Candy
Code: Kaze                     Code: Wind

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

Zenpou / Kouhou                Forward / Backward

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

Hiji ate kara no hadou uchi    Elbow Strike followed by a Surging Blow
Tomoe Nage                     Overhead Judo Throw
Mae Age Geri                   Forward Rising Kick
Shouyou                        Rising Sunshine
Doukuzushi                     Body Destroyer
Ashitori                       Leg Catcher
Angetsu                        Dark Moon
Rakugetsu                      Falling 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
Shigure Rangiku                Disordered Chrysanthemum Pattern Drizzle

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

Teikuu Drop Kick               Low Altitude Drop Kick
Sankaku Tobi                   Triangle Hop
Tsuika Kougeki                 Additional Attack
Hiki Okoshi                    Pulling Upright
El Diablo Amarillo Ramon       The Yellow Devil, Ramon

- Webster's New World Dictionary describes 'chancery' like so: "in
  wrestling: with the head held firmly between an opponent's arm and
  his chest."

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

La * Cachora                   The Lizard

- The kana for Kula's move is 'ra*kacho-ra.'  Anyone who can come up
  with another translation is more than welcome to ^_^;

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

Kieroo!                        Vanish!
Itsumade yondendayoo!          How long must we play!
Urusee-!                       Nuisance!
Acchihe itteroo!               Over there!
Kukakeroo!                     Break!
Wareroo!                       Split!
Tsuki...                       Moon...
Temee mo oucchimae!!           Wait, take one more!
Kore wa, maru de..!!           Here, (so to speak)..!!

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

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

Oumagatoki                     ???
Futen                          ???
Bye Bye Ryuugu                 Bye Bye Dragon Palace
Repun Kamuy                    Spirit of the Sea

- Angel's name is spelled "Anhell" in Japanese, not that it's of much
  importance in the first place ;)
- Amakusa had a move called "Oumagatoki" in the SS games, that roughly
  translated as "Demonic Meeting Time."  Since Angel's Oumagatoki isn't
  written in kanji, I don't know what it means.

[ YASHIRO OF THE PARCHED EARTH ]  --------------------------------------

Inui ta daichi yashiro         Yashiro of the Parched Earth
Baku                           Bind
Beki                           Curtain
Saku                           Tear
Bu                             Tin Plate
Kujiku Daichi                  Crushing Earth
Odoru Daichi                   Leaping Earth
Niragu Daichi                  Tempering Earth
Musebu Daichi                  Choking Earth
Araburu Daichi                 Wildly Shaking Earth
Ankoku Jigoku Gokuraku Otoshi  Dark Hell to Paradise Drop

[ SHERMIE OF THE RAGING LIGHTNING ]  -----------------------------------

Arekuruu inabikari no shermie  Shermie of the Raging Lightning
Bakurai                        Lightning Bomb
Enrai                          Distant Thunder
Kourai                         Lightning Hook
Mugetsu no Raiun               New Moon's Thundercloud
Yatanagi no Muchi              Yata-Render Whip
Shajitsu no Odori              Slanted Sunshine Dance
Raijin no Tsue                 Raijin's Staff
Ankoku Raikou Ken              Dark Lightning Gleam Fist
Shukumei, Gen'ei, Shinshi      Destiny, Illusion, Disaster
Unmei no Ya                    Arrow of Fate

- "Raijin" is the God of Lightning.
- "Yata" refers to the Yata clan (Kagura's clan, that had opposed
  the power of Orochi along with Iori and Kyo's clans).

[ CHRIS OF THE FLAME OF DESTINY ]  -------------------------------------

Chi no Batsu                   Earth's Punishment
Ten no Tsumi                   Heaven's Crime
Muyou no Ono                   Futile Axe
Jukei no Oni                   Punishing Demon
Setsudan no Koto               Severance Harp
Taiyou wo Iru Honoo            Sun-Shooting Flame
Kagami wo Hofuru Honoo         Mirror-Slaying Flame
Tsuki wo Tsumu Honoo           Moon-Clipping Flame
Shishi wo Kamu Honoo           Limbs-Biting Flame
Ankoku Orochi Nagi             Dark Great Serpent Mower

Sanagi wo yaburi, chou wa mau
"The chrysalis rips (open), the butterfly dances."

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

Hatsugane                      Forged Iron
Issetsu Seoi Nage              Single Over-the-Shoulder Throw
Geshiki: Naraku Otoshi         Foreign Style: Hell Drop
Geshiki: Goufu You             Foreign Style: Positive Roaring Axe
88 Shiki                       Style No. 88
108 Shiki: Yami Barai          Style No. 108: Darkness Sweep
100 Shiki: Oniyaki             Style No. 100: Demon Scorcher
101 Shiki: Oboro Guruma        Style No. 101: Twilight Wheel
75 Shiki Kai                   Style No. 75 Modified
212 Shiki: Kototsuki You       Style No. 212: Positive Moon Harp
910 Shiki: Nue Tsumi           Style No. 910: Clipping Chimera
Geshiki: Ryuu Iri              Foreign Style: Shooting Dragon
Geshiki: Tora Fuse             Foreign Style: Laying Tiger
Saishuu Kessen Ougi Reishiki   Final Deciding Battle Profound Zero Style

Ura 108 Shiki: Orochi Nagi
Style No. 108 Reversed: Great Serpent Mower

[ OMEGA RUGAL ]  -------------------------------------------------------

Reppuu Ken                     Storm Fist

[ 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: Getchuu
Shingo's Humbly Made Own Style: Moon Elbow

Geshiki: Kake Hourin
Foreign Style: Racing Phosphorous Phoenix

Thanks for reading.


------------------------------------------------------------------------
KOF 2002 FAQ v0.6                copyright (c) 2002-2003 Chris MacDonald
------------------------------------------------------------------------