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|                                                                         |
|     `` Stand back, and make way for the true goddess of the V.G! ´´     |
|                                                                         |
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 >  Advanced Variable Geo Two                     9K7
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                       #MMRM  M M ,Pi      H    MMNM j HMMM  M M  M,
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           ML           M MM     L         M2     ;:   MH    Mi M
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        X ::,,   i#XLL7L M  MMM           ZM         K M :M.XN   :, #
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        M .:, jKPLLPPRMK M, MXRHMMM7X           :MM j9 Mj M L;Z99   M
        M    2PLL#@P     M  MPXXP@M  KMHi   jPP MM      M M,M#2i9K  M
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_____________________________________________________________________________
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Copyright 2oo4 `Shouji´

The following FAQ you are looking         The most updated issue of the FAQ
through was made by me, `Shouji´.         will be given to www.gamefaqs.com
    < [email protected] >          D    primarily. Unless denoted, if any
Made for the use of only personal    I    other location has it, then nine-
and/or private purposes. Whenever    S    times-outta-ten it was ripped out
reproduced, electronically is the    C    from there. If placed on a freely
way it must be done. However, the    L    assessable webpage/site, this FAQ
correctness and accuracy of any &    A    may be altered to fit any certain
all material listed with this FAQ    I    guidelines, but this disclaimer &
isn`t 100% guaranteed. Any errors    M    copyright info must remain in its
or omissions that inflict damages    E    original form and state. If there
or problems towards anything will    R    is any problem by now with any of
NOT be the author`s fault. That`s         the preceding info, then maybe it
just how it works out. Comprende?         would be best to try another FAQ.

  For no reason should this FAQ be used for profitable and/or promotional
  purposes (ie - published in guides, magazines, hint books, etc). Nor is
  this document to be given away along with any purchases as a gift/extra
  or the like. It isn`t my forte to write all this up to get others rich.
  Anyone who has enough interest in this FAQ and would like to include it
  on their site, please ask me first in a letter describing your page (do
  include the URL) and I`ll get back to you ASAP. Don`t just take it. Ask
  me. I`m normally pretty lenient about it if you take that approach. All
  copyrights and trademarks associated with this FAQ are acknowledged. Do
  give credit where it`s due as well. I`d hate to damn your soul to hell.
    Plagiarism sucks. `Shouji´ has written, so it shall be spoken.   =)

`Advanced Variable Geo 2´ and its characters are copyright 1998 TGL, Ltd.
All rights reserved.

This FAQ is available at the following places :
-------------------------------------------------  Advanced Variable Geo 2  -
- GameFAQs                                                     gamefaqs.com/

 A note to other sites: DO NOT rip off this document from GameFAQs.com (or
 any of the other listed sites) and just place it on your website. It is a
 real pain in the ass to find all my hard work at other locations I KNOW I
 didn`t send it to. With that said, I would like to take a moment to bitch
 "Just the FAQs" <faqs.simplenet.com> who have stolen my `Groove On Fight´
 and `Bulleta´ FAQs in the past. If anyone`s that eager to incorporate any
 of my FAQs to their site, then take a moment to write me a damn letter to
 ask me for them. Those that find that difficult to do, make your own FAQ.

                     .. Alright, I`m through ranting. Have a nice day. ^_^



 (  table of contents  )  --  //  ---------  \\  --  (  advanced v.g. 2  )
_____________________________________________________________________________

 > >  Advanced : 1  --  story
   <  japanese
   <  english

 > >  Advanced : 2  --  faq notation
   <  controller notation
   <  button notation
   <  abbreviations + command notation
   <  attack info + canceling chart
   <  chain / air chain combo notation

 > >  Advanced : 3  --  basic commands

 > >  Advanced : 4  --  game modes explanation
   <  normal mode
   <  story mode
   <  vs. mode
   <  time attack
   <  practice
   <  config

 > >  Advanced : 5  --  the avg goddesses
   <  ayako yuuki                  / SoTo                          "Ookini!"
   <  chiho masuda                 / CASO                          "Kakugo!"
   <  eleanor (elirin) goldsmith   / The Rival                      "Final!"
   <  jun kubota                   / Ska Lark            "Mangetsu toki na!"
   <  kaori yanase                 / MoHi Kan         "Eh? Watashi desu ka?"
   <  kyouko kirishima             / --                           "Ii daro!"
   <  manami kusunoki              / Fusiya                     "Ikimasu~~!"
   <  material
   <  miranda jyahana
   <  reimi jyahana                                            "Yoku da yo!"
   <  saki shinjou                 / --                  "Kari no jikan da!"
   <  satomi yajima                / Bikkuri Monkey       "Satomi, ikimasu!"
   <  tamao mitsurugi              / Silver Parrot                  "Okay~!"
   <  yuka takeuchi                / Hanna Miller`s             "Yoroshiku!"

 > >  Advanced : 6  --  system dissection
   <  movement: walking / dashing / jumping
   <  attacking
   <  guarding
   <  counter attacks
   <  throwing
   <  life gauge
   <  power gauge
   <  (power-up moves)
   <  (down recovery)
   <  taunting
   <  combos
   <  canceling / super canceling

 > >  Advanced : 7  --  miscellaneous info
   <  Special Thanks
   <  Secrets / Codes
   <  Glitches
   <  Stages
   <  Seiyuu Information
   <  Revision History
   <  Final Note


This FAQ is in compilation with the following: `Advanced V.G. 2 MiniFAQ´,
`Advanced V.G. 2 ComboFAQ´, and `Advanced V.G. 2 StratFAQ´; which are also
located at the sites above. The MaxFAQ breaks the game and its characters
down to base terms and layout, giving all the essential info such as
complete movelists, characters` infomation, key notes, and complete system
breakdown. For a small and compact version of this, get the MiniFAQ.


 (  advanced : 1  )  --  //  ------------------------  \\  --  (  story  )
_____________________________________________________________________________

[  //  1.1 - Japanese  ]  ---------------------------------------------------

 VG. Sore wa ?? no UEITORESU o ??meru beku ?? ni ?? sareru

[  //  1.2 - English  ]  ----------------------------------------------------

 Variable Geo.



 (  advanced : 2  )  --  //  -----------------  \\  --  (  faq notation  )
_____________________________________________________________________________

[  //  2.1 - Controller Notation  ]  ----------------------------------------

 ub   u   uf     Jump Up-Back            Jump Up           Jump Up-Forward
   \  |  /
b --  N  -- f    Retreat / Guard         Neutral           Advance
   /  |  \
 db   d   df     Crouch / Low Guard      Crouch            Offensive Crouch

 - Reverse left and right if you`re on the right side of screen.
 - Directions that are capitalized indicate to hold that specific position.


[  //  2.2 - Button Notation  ]  --------------------------------------------

  L2              R2                      n/a               Kick x2 (LK+HK)


  L1              R1                      n/a              Punch x2 (LP+HP)

       Triangle                                 Hard Punch (HP)

Square          Circle              Light Punch (LP)        Hard Kick (HK)

          X                                     Light Kick (LK)

 - Button notation can be changed at the Key Config menu in the Config
   screen. This FAQ utilizes the default setup shown above.
 - You can program any two buttons to be used as "SP" buttons (SP1 and SP2).
   Each character has two special moves that can easily be done with use of
   an SP button. (All attacks are listed in character`s move section: (1)
   for "SP1" and (2) for "SP2".) SP button special moves will always be the
   Weak (LP / LK) version.


[  //  2.3 - Abbreviations + Command Notation  ]  ---------------------------

 P / K        -  Press any Punch / Kick button.

 PP / KK      -  Press both Punch / Kick buttons simultaneouly.

 +            -  Stands for "and".

 /            -  Stands for "or".

 dir.         -  Any of the eight cardinal directions can be used: u (up),
                 d (down), b (back), f (forward), ub (up-back), uf (up-
                 forward), db (down-back) or df (down-forward). (If there
                 are any direction exceptions, they are noted afterward.)

 (air)        -  Stands for a move that can be performed both on the ground
                 or in the air. Most moves that have this principle can be
                 done off the ground by adding ub~uf at the end of the input
                 command/motion (qcf,[UF]) and then pressing the button the
                 moment you start to ascend. (Note this is similar to
                 Sagat`s original Tiger Knee command from Super SFII.)

 qcf / qcb    -  Motion (d,df,f) or (d,db,b) on the joystick.

 hcf / hcb    -  Motion (b,db,d,df,f) or (f,df,d,db,b) on the joystick.

 .. rapidly   -  Repeat the listed command(s) in a swift succession. ("Press
                 Punch rapidly" means to swiftly hit any Punch button over
                 and over.)

 Hold         -  Hold down the indicated direction or button(s) for a
                 minimum of one full second before releasing (if needed).

 Charge       -  Hold the primary indicated direction for a minimum of two
                 full seconds before performing the following command(s).

 When close   -  Perform the following command(s) when player is near the
                 opponent.

 ..           -  Used after attack commands to indicate that another attack
                 can be used to follow-up. All continuing attacks will be
                 listed immediately underneath in a tree-like method:
                 Attack 1               Command ..
                 - Attack 2a            Command after Attack 1 ..
                   - Attack 3           Command after Attack 2a
                 - Attack 2b            Command after Attack 1

 (movename)   -  A special move that has no specific name, but is noted in
                 the character`s movelist for having unique principles or a
                 command to execute it. Although sometimes this notation
                 means that I don`t know the offical name for the move yet.

 (otg)        -  Stands for "off the ground". The fighter can pop-up the
                 opponent with an attack after a knockdown. Attacks that can
                 be used for (otg) are listed in the last column in each
                 character`s Basic Attack section. Special moves with (otg)
                 properties are noted as well.

 !            -  Indicates Tokushu Waza that can be powered up (EX) for the
                 cost of 1 Level of Power Gauge. There are two methods that
                 can be done to perform an (EX) version of an attack:
                 1. Use both attack button strengths simultaneously.
                    For Jun`s (EX) Earth Shaker (qcb + P), motion qcb + PP

                 2. Perform the command motion twice.
                    For Ayako`s (EX) Mach Spin (qcf + K), motion qcf,qcf + K
                    (This overall works only for simplistic motions. For any
                    Tokushu Waza with charge commands or compound motions
                    (ie - Saki`s Ren (hcb,f), use method #1.)

 *            -  Indicates additional/follow-up notes/information pertaining
                 to a specific move, command, or ability. (A "see below".)

 (?)          -  Indicates information that I am not 1oo% sure on at the
                 moment. Most times this shows up for translations or moves
                 I haven`t gathered the full properties of yet.


[  //  2.4 - Attack Info + Canceling Chart  ]  ------------------------------

 All of the character`s normal attacks (ie - regular punches and kicks) are
 listed within a chart like the one below. Chiho Masuda`s is shown:

 Standing LP         Jab                       h      1    O
 Standing LK         Low Kick                  h      1    O
 Standing HP         Claw Thrust               h      1    O
 Standing HK         Sidekick                  h      1    O
 Standing Close LP   Jab                       h      1    O
 Standing Close LK   Low Kick                  h      1    O
 Standing Close HP   Side Backfist             h,h    2    O   #1
 Standing Close HK   Sidekick                  h      1    O
 Crouching LP        Low Jab                   h      1    O
 Crouching LK        Low Sidekick              l      1    O
 Crouching HP        Upward Punch              h      1    O
 Crouching HK        Sweep                     l      1    O   #2,(otg)
 Jumping LP          Downward Claw Jab         m      1    -
 Jumping LK          Downward Kick             m      1    -
 Jumping HP          Reverse Backfist          m      1    -
 Jumping HK          Heel Drop                 m      1    -
 Jump Diagonal LP    Downward Claw Jab         m      1    -
 Jump Diagonal LK    Downward Kick             m      1    -
 Jump Diagonal HP    Reverse Backfist          m      1    -
 Jump Diagonal HK    Reverse Downward Kick     m      1    -

 1) Either hit can be canceled.
 2) Knockdown attack. Can (otg) afterward.


 The first column is the five positions of the character for the attack:
 Standing, Standing Close (to the opponent), Crouching, Jumping (straight
 up/vertically), and Jump Diagonal (up-back or up-forward).

 The second column is the name/description of the attack.

 The third column is the attack`s level(s): High (h), Mid (m), or Low (l).

 The fourth column is the amount of hits the attack will do in full.

 The fifth column indicates the attack`s canceling properies.
   O  : The attack can be canceled into a special move/Super as it hits.
   X  : The attack can`t be canceled at any time.
   -  : The attack has nothing it can be canceled into. This only is seen
        with Jumping/Jump Diagonal attacks for characters that have no
        aerial special moves.

 The sixth column indicates additional/follow-up notes to the attack. (A
 "see below".)
   #x    : Pertains to what number note the "see below" refers to.
   (otg) : Attack can be used to pop-up the opponent after a knockdown.


[  //  2.5 - Chain / Air Chain Combo Notation  ]  ---------------------------

 Ever character has a list of specific chain combos they can perform, for
 standing, crouching, and/or jumping. Chains do not have to hit the opponent
 for them to accurately be executed. Notation for chain combos are listed
 below:

 >     The following attack will chain from the previous.
       ( Standing LP > LK > HP > HK )
       - If no shift of position is noted, the stance remains the same. In
         the example, the chain is all done while STANDING.

 /     Stands for "or". Used to show that either attack can be used.
       ( Standing LP > LK > HP / HK )
       - The chain can either be ended with HP _or_ HK. Both attacks can`t
         be added.

 [ ]   Stands for a group of attacks that can be chosen.
       ( Standing LP > LK > [HP > HK] / [HK > HP] )
       - The chain can either be ended with HP > HK or HK > HP. This is used
         always with an " / ".

 Not all chain combos will link together fully. Those that do not will have
 a "(won`t combo)" listed after the chain to denote this. If only a certain
 attack or group doesn`t link, that specifically will be noted instead.

 Full explanations and breakdown of character chains can be found in my
 `Advanced Variable Geo 2 ComboFAQ´ listed at all the sites this FAQ can be
 found.



 (  advanced : 3  )  --  //  ---------------  \\  --  (  basic commands  )
_____________________________________________________________________________

 The following list are moves that most characters overall possesses.

 Standing Guard                    Hold b when attacked
 Crouching Guard                   Hold db when attacked
 Kuuchuu Guard (air defense)       In air, hold ub~db when attacked

 Dash                              Press f,f
 Dash Cancel                       Press b when dashing
 Dash Jump                         Press uf when dashing
 Backstep                          Press b,b
 High Jump                         Press d,ub~uf

 Nage (throw)                      When close, b / f + MP / MK / HP / HK
 Tech Hit                          When thrown, b / f + MP / MK / HP / HK
 Ground Recovery                   Normally stand after knockdown
 Quick Recovery                    Press d before hitting ground

 Chouhatsu (taunt)                 Press Select button

 Attack Counter                    Guard, b / d + LP / LK (uses .5 level)
 Tokushu Waza Counter              Guard, b / d + HP / HK (uses .5 level)



 (  advanced : 4  )  --  //  -------  \\  --  (  game modes explanation  )
_____________________________________________________________________________

[  //  4.1 - Normal Mode  ]  ------------------------------------------------

 Arcade mode. Select one of the twelve characters (Material and Miranda
 Jyhana cannot be selected) to go through the game. Eight opponents must be
 defeated in 2-out-of-3 rounds: the first six will are selected randomly,
 followed by the character`s specific Sub-Boss and Last Boss. Before the
 Sub- and Last Boss, dialogue will take place between the characters.

 Losing against an opponent will bring up the Continue screen. You will have
 an infinite amount of time to decide on whether or not you wish to
 continue. With the cursor on "Yes" (highlighted in yellow), pressing Start
 will activate the continue, allowing you to start the stage over against
 the opponent that defeated you. Selecting "No" will deactivate the continue
 and end the game.

 Scores made here are added toward the Top 5 ranking screen. If you continue
 from a loss, the score resets back to 0.


[  //  4.2 - Story Mode  ]  -------------------------------------------------

 Story Mode takes you through the game`s plot, that is centered around Tamao
 Mitsurugi`s introduction into the V.G. tournament and her ambition to meet
 Yuka Takeuchi. Before that (in a Sakura Kasugano fashion), she sets out to
 prove to herself that she is able to fight with the best of them. Thus you
 must guide Tamao through a gauntlet (divided into "Chapters") to open up
 more about the story, the characters, and have her defeat each of the other
 V.G. participants in the process.

 People who have played the original `Advanced Variable Geo´ will better
 understand the storyline as it develops. (Sorry, the anime won`t help you
 much as it`s taken primarily as its own story.)


 Story Mode consists of ten Chapters, with a "Final" Chapter at the end.

   - Chapter 1  : v. Kaori Yanase
                  "Shijyou Sainenshou Senshu Toujyou!"
                  ("The Youngest Player Entry In History!")

   - Chapter 2  : v. Ayako Yuuki
                  "Shimetsu Shita Onna"
                  ("The Woman Who Becomes Extinct")

   - Chapter 3  : v. Manami Kusunoki
                  "Dai-PINCHI! Fujirareta Hissatsu Waza"
                  ("Big Crisis! Certain Kill Arts Which Are Sealed")

   - Chapter 4  : v. Satomi Yajima
                  "Kaikou, Soshite"
                  ("A Chance Encounter, And ..")

   - Chapter 5  : v. Kyouko Kirishima
                  "Kage ni Shinobu Monotachi"
                  ("The People Whom Hide In The Shadow")

   - Chapter 6  : v. Jun Kubota + Eleanor Goldsmith
                  "Shikumareta TAGGU MACCHI"
                  ("A Planned Tag Match")

   - Chapter 7  : v. Reimi Jyahana
                  "Unmei o Kaeru Hikari"
                  ("The Light Which Changes Destiny")

   - Chapter 8  : v. Yuka Takeuchi
                  "Kobushi no Omoi"
                  ("The Emotion Of The Fist")

   - Chapter 9  : v. Saki Shinjou
                  "Tanjyou! Shinshiki Megami"
                  ("Birth! New Style Goddess")

   - Chapter 10 : v. Material
                  "HAIBURIZZU"
                  ("Hybrids")

   - Final      : v. Miranda Jyahana
                  "Inga Hateru Toki"
                  ("The Hour To End Fate")

 Additional Notes about the Chapters:
   * Everyone from Chapters 1-9 must be defeated in 2-out-of-3 rounds with
     60 seconds. Tamao will fight Material and Miranda only for 1 round a
     piece, and with infinite time.

   * If you notice, the only character Tamao doesn`t fight is Chiho Masuda.
     To avoid spoiling the plot, you will find out why during Chapter 5 and
     after the Final.

   * Tamao won`t be able to do her Hissatsu Waza - "Lightning Crash" - until
     after she learns the move upon defeating Yuka (Chapter 8). From then on
     she can use it normally. (You don`t have to go through Story Mode to be
     able to use this move in any other modes.)

   * In Chapter 3, Tamao`s Tokushu Waza (Ki Kou Dan, Kuu Sen Kyaku, and
     Souryuu Geki) will be disabled. (She still can do her Pokopoko Midare
     Uchi and command attacks.)

   * For Chapter 3`s title, "PINCHI" translates into "pinch," but it is used
     as a slang term for "trouble". (ie - "I`m in a bit of a pinch!")

   * In Chapter 6, you are first shown a match between Jun and Yuka. The
     match is CPU-controlled (and you can skip it by pressing Start). Yuka
     won`t attack Jun, and thus loses. After which Tamao will fight a tag-
     team match between Jun and Eleanor. Jun will be Tamao`s opponent in
     Round 1, and she faces Eleanor for Round 2.
     Yuka`s loss counts against Tamao too. If she loses the round against
     Jun or Eleanor, the game is over and you`ll have to continue.

   * Like at the beginning of Chapter 6, the Final Chapter also opens with a
     CPU-controlled match between Yuka and Miranda (again, it can be skipped
     if you press Start). It will always end in a Double K.O. with Yuka
     doing an (EX) Idaten Soku against Miranda`s Darkness Stab.

   * Losing against an opponent will bring up the Continue screen. You will
     have an infinite amount of time to decide on whether or not you wish to
     continue. With the cursor on "Yes", pressing Start will activate the
     continue, allowing you to start the fight over against the opponent
     that defeated you. Selecting "No" will deactivate the continue and end
     the game.

   * Any Chapters that you have completed will be saved so that you can
     "jump-start" to it without having start from the beginning. When you
     enter Story Mode again, all Chapters will be displayed for you to
     choose which to begin from.


[  //  4.3 - Vs. Mode  ]  ---------------------------------------------------

 Vs. Mode is made for 2-players. Each player selects a character to fight 2-
 out-of-3 rounds. After characters are chosen, a screen comes up to allow
 you to alter the player`s handicaps, select a stage, and adjust the game
 speed. (Press up or down to move between the fields, and left and right to
 change the options.) Press Start to begin the match.


[  //  4.4 - Time Attack  ]  ------------------------------------------------

 Time Attack is a mode where you are timed on how fast you can beat all of
 the main characters. Select any of the fourteen characters to go through
 the trial. Each of the characters must be beaten in 1-round matches. No
 matter who you choose, the order in which you face the characters always is
 the same: Tamao, Manami, Jun, Ayako, Eleanor, Satomi, Kyouko, Chiho, Kaori,
 Reimi, Saki, and Yuka. The stopwatch appears at the bottom of the screen.

 Losing against an opponent will bring up the Continue screen. You will have
 an infinite amount of time to decide on whether or not you wish to
 continue. With the cursor on "Yes", pressing Start will activate the
 continue, allowing you to start the stage over against the opponent that
 defeated you. Selecting "No" will deactivate the continue and end the game.

 Time doesn`t reset or backtrack. If you lose and continue, the time will
 start at whatever amount it was when you lost.


[  //  4.5 - Practice  ]  ---------------------------------------------------

 Practice is a mode where you can familiarize yourself with the game`s play
 mechanics and learn how to use the characters. Select any of the fourteen
 characters, then select who you want to be your practice dummy. (To escape
 Practice, press the X Button on the Player Select screen.)

 During Practice Mode, you can press Start to bring up the Options Screen
 and change the configuration of the mode (listed from top to bottom):

 - KEY CONFIG
   Change the button configuration of the punch and kick buttons.

 - FREE GAUGE
   Select how you want the Power Gauge to respond.
   "On"  : Infinite Power Gauge meter. Whenever energy is used, the game
           will automatically replenish it to the full 3 Levels.
   "Off" : The Power Gauge responds normally, where energy must be gained
           through character attacks.

 - LIFE RECOVER
   Select how you want the Life Gauge to respond.
   "On"  : Infinite Life Gauge. Whenever life is drained from the bar, the
           game will automatically replenish it to 100%.
   "Off" : The Life Gauge responds normally, where energy is lost as the
           character suffers damage. When a player loses all their life, it
           treats it like a normal game victory. Practice mode then
           "restarts" with both characters at full life.

 - KEY DISPLAY
   Select if you want the controller and button notation you input to appear
   across the bottom of the screen.
   "On"  : Input appears above the Power Gauges.
   "Off" : Input doesn`t appear.

 - CPU ACTION
   Select how you want the practice dummy to respond.
   "Stand"      : Dummy stands.
   "Crouch"     : Dummy crouches.
   "Jump"       : Dummy jumps.
   "Active"     : Dummy is controlled by the CPU.
   - CPU LEVEL  : When "Active" is selected, "CPU Level" appears in the
                  space underneath. Select the difficulty of the CPU dummy
                  from 0-8; 0 being the easiest, 8 being the hardest. 4 is
                  the default.
   "Controller" : Dummy is controlled by the controller in the 2P jack.

 - CHARACTER CHANGE
   Return to the Player Select screen.


[  //  4.6 - Config  ]  -----------------------------------------------------

 The Config screen allows you to change the settings of the game. The modes
 are as follows (listed from top to bottom):

 - GAME LEVEL
   Select the difficulty of the CPU opponents: Very Easy, Easy, Normal,
   Hard, or Very Hard. "Normal" is the default.
   (Effects: Normal Mode, Story Mode, Time Attack)

 - GAME SPEED
   Select the speed the game moves: Normal, Turbo 1, or Turbo 2. "Normal"
   is the default.
   (Effects: Normal Mode, Story Mode, Vs. Mode, Time Attack, Practice)

 - TIME SETTING
   Select the amount of time for each round in seconds; 3o, 6o, 99, or
   Infinite. "6o" is the default.
   (Effects: Normal Mode, Vs. Mode)

 - KEY CONGFIG
   Change the button configuration of the punch and kick buttons.

 - SHORTCUT
   Select if you want character portraits and stage announcements to appear.
   "On"  : Portraits appear.
   "Off" : Portraits doesn`t appear. Instead you will only see the name of
           the characters you have to cycle through. The stage numbers will
           instead appear on the lower-righthand corner of the screen.
   (Effects: Normal Mode, Vs. Mode, Time Attack, Practice)

 - VIBRATION
   Select if you want the PS controller to vibrate when the character is hit
   with attacks. (This only works with Dual Shock/DS2 analog controllers.)

 - SOUND MODE
   Select the sound output for the game: Stereo or Monaural.

 - VOLUME BALANCE
   Adjust the amount of sound output.
   "CD"  : The blue gradiant meter adjusts the game`s BGM and stage music.
   "SE"  : The green gradiant meter adjusts the game`s sound effects, from
           character speech to collision sounds.

 - RECORD PREVIEW
   View the saved records from the different game modes: Hi-Score (Normal
   Mode), Character Use (Normal Mode, Time Attack), Time Attack, and Win
   Rate (Vs. Mode).

 - MEMORY CARD
   Configure the data entry on the card.
   "Data Load"  : Load up saved data from the memory card.
   "Data Save"  : Save new game data to overwrite old on memory card.
   "Auto Save"  : The game automatically saves data whenever a mode ends.
   "Initialize" : Reset all the data in the "Record Preview" screens.


 - EXTRA CONFIG
   Opens up three additional settings for the game: Free Gauge, Music Test,
   and Event Test.

 - FREE GAUGE
   Select how you want the Power Gauge to respond.
   "On"  : Infinite Power Gauge meter. Whenever energy is used, the game
           will automatically replenish it to the full 3 Levels.
   "Off" : The Power Gauge responds normally, where energy must be gained
           through character attacks.
   (Effects: Normal Mode, Story Mode, Vs. Mode, Time Attack)

 - MUSIC TEST
   Listen to the game`s 17 BGMs.
   (For some reason, #16 "The Opening Theme" doesn`t play for me.)

 - EVENT TEST
   Watch all of the saved dialogue bits and Chapters from Normal Mode and
   Story Mode. You can only watch events that you have been through.



 (  advanced : 5  )  --  //  ------------  \\  --  (  the avg goddesses  )
_____________________________________________________________________________

 The following section is a listing of all characters in alphabetical order
 (by first name) in addition to detailed information about each. Sections
 are listed in the following order:
 - Background
   A brief overlook of the character translated from the instruction book.
   (Both the Japanese and English are included just in case I messed up.)
 - Personal Information
   Stats about the character; from name analysis, measurements, hobbies, and
   their fighting styles.
 - Colors
   Character`s pallete swaps. Each character has six colors to choose from.
   (Pressing Start holds a secret color, as well as randomly selects one of
   the other five.)
 - Quotes + Ending
   A listing of quotes the character says after beating an opponent. The
   complete translation of the character`s ending dialouge is also listed.
 - Mini Movelist
   A brief listing of all the character`s special moves, throws, and supers.
 - Basic Attack Info
   A chart of all the character`s normal attacks and canceling properties
   (see section 2.4).
 - Target Chain Combos
   A listing of all the character`s ground and aerial personal chain combos
   (see section 2.5).


 The following five sections will take every throw, command, and special
 move, and break them down to simpliest terms to note all properties and key
 elements that pertain to each. Attacks are listed in six catagories showing
 their information:
   jp:  Name of the special move in Japanese, as it`s written out Roumaji.
   en:  The English translation of the move.
   sp:  Speech the character says during the attack.
   cm:  Joystick command and button input needed to perform the move.
   ht:  Total number of hits the move scores.  It`s divided into two parts
        depending on the button strength: Weak 1 / Strong 2. (Weak is LP/LK,
        Strong is HP/HK.) The number that follows is the amount of hits for
        that version. ("Weak 1 / Strong 2" would be the attack does 1 hit
        with the LP button, and 2 hits with HP.) If the attack doesn`t hit,
        an "n/a" will be present.
   ds:  Description of the move.
  "-":  Notes and additional information about the move. Any special effects
        or qualities that effect the character or the opponent would be
        listed here.


_____________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 5.o1  //  AYAKO YUUKI
_____________________________________________________________________________
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 Odoru koto to medatsu koto ga suki. KURABU ni iribitari no asobinin.
Shikashi saikin wa igokochigawarui to ka isogashii to ka de amari ika
nakunatta.
 Fudan wa "bo-" to shiteiru ga, kakutou de wa SUPI-DO o tokuchou toshita waza
de aite o honrou suru. Kanojo iwaku, sore wa jokoryuu no DANSUrashii no daka
.

 Ayako loves things like dancing and being conspicuous. She frequents the
clubs as a carouser. But recently Ayako has been uncomfortable with things
such as they being too busy or excessiveness, so she`s stopped going.
 Usually it has been XX (?), but with her fighting the opponent is thrown
around with her skill which designates speed as a feature. It has been said
that it seems her dance is her own style, but ..

(  Personal Infomation  )  --------------------------------------------------

 Name Meaning    :  AYAKO = "design child"
                    YUUKI = "contract castle"
 Origin          :  Kyoto (metropolitian area)
 Birthday        :  November 29; Sagittarius
 Age             :  2o years
 Restaurant      :  SoTo
 Occupation      :  Freeter (one who specializes in part-time jobs)
 Blood Type      :  B type
 Height          :  163 cm. (5`o4")
 Weight          :  49 kg. (1o8 lbs.)
 3-Size          :  B/85 W/54 H/88 cm. (33/21/35 in.)
 Hobbies         :  Ongaku kanshou (music appreciation), dance
 Likes           :  Tanin no chuumoku o atsumeru koto
                    (attracting the attention of others),
                    Yokozuna ramen (a famous noodle style in Kyoto)
 Dislikes        :  Jishin (earthquakes), jibun yori medatsu hito
                    (people who stand out more than she does)
 Fighting Skill  :  Garyuu (self-taught) Dance Fighting
 Specialty Art   :  Rave Storm

(  Colors  )  ---------------------------------------------------------------

 Circle          :  Pink top, black miniskirt, black heels, purple hair
 Square          :  Yellow top, brown miniskirt, brown heels, gold hair
 Triangle        :  Aqua top, black miniskirt, black heels, green hair
 R1              :  Purple top, violet miniskirt, violet heels, purple hair
 R2              :  Beige top, black miniskirt, black heels, pink hair
 Start           :  Off-green top, olive miniskirt, olive heels, green hair
                    (Start also randomly selects one of her other colors)

(  Quotes + Ending  )  ------------------------------------------------------

 - "Akimahen~e.
   ("??.")
 - "Arama.. .. Sonna ?? masu~e?"
   ("??.")
 - "Erousunmasen"
   ("??.")
 - "Omoroi."
   ("??.")
 - "Ponpon waza."
   ("??.")
 - "Yowai, yowasugimasu wa."
   ("??.")

 [ Mid-Boss : Manami ]

 [ Final Boss : Satomi ]

(  Mini Movelist  )  --------------------------------------------------------

 Oshioki                           When close, b / f + HP
 Kuuchuu Nage                      When close in air, dir. (not u) + HK

! Mach Spin                         qcf + K                 (1)
! Rave Storm                        qcb + K                 (2)
 Tornado Attack                    hcb + P ..
 - (cancel attack)                 .. Press K before reaching apex of T.A.
 - Tornado Slide Kick              .. Do nothing after Tornado Attack
 - Tornado Fan Chop                .. Press K after Tornado Attack
 - Tornado Franken[steiner]        .. Press K when above opponent after T.A.
 (fan swipe)                       Hold HP

 Final Tornado Illusion Crisis     qcb,qcb + P
 Spiral Dive                       When close, f,hcf + K

 [ Counters ]
 - Guard, f + LP                   Standing LP
 - Guard, f + LK                   Standing LK
 - Guard, d + LP                   Crouching LK
 - Guard, d + LK                   Crouching HK
 - Guard, b / d + HP               LK Mach Spin
 - Guard, b / d + HK               LK Rave Storm

(  Basic Attack + Canceling Chart  )  ---------------------------------------

 Standing LP         Swat                      h      1    O
 Standing LK         Reverse Kick              h      1    O
 Standing HP         Fan Uppercut              h      1    O   #1,#2,#3
 Standing HK         Reverse Upward Kick       h      1    O
 Standing Close LP   Swat                      h      1    O
 Standing Close LK   Reverse Kick              h      1    O
 Standing Close HP   Fan Uppercut              h      1    O   #1,#2,#3
 Standing Close HK   Reverse Upward Kick       h      1    O
 Crouching LP        Low Swat                  h      1    O
 Crouching LK        Low Kick                  l      1    O   (otg)
 Crouching HP        Fan Slash                 h      1    O
 Crouching HK        Flare                     l,l,l  3    O   #4,#5
 Jumping LP          Downward Swat             m      1    -
 Jumping LK          Upward Knee Thrust        m      1    -
 Jumping HP          Fan Slam                  m      1    -
 Jumping HK          Split                     m      1    -
 Jump Diagonal LP    Downward Swat             m      1    -
 Jump Diagonal LK    Upward Knee Thrust        m      1    -
 Jump Diagonal HP    Fan Slam                  m      1    -
 Jump Diagonal HK    Straight Snapkick         m      1    -

 1) Launches. Opponent can be air comboed or juggled.
 2) Knockdown attack. Can (otg) afterward.
 3) See (fan swipe).
 4) Knockdown attack.
 5) Any hit can be canceled.

(  Target Chain Combos  )  --------------------------------------------------

 1) Standing LP > LK > HP (HP can be held)
 2) Standing LP > LK > Crouching HP
 3) Standing LP > LK > HK > HP (HP can be held)
 4) Standing LP > HP / HK (HP can be held)
 5) Crouching LK > Crouching LP > Crouching HP
 6) Jumping LP / LK > HP / HK

(  Nage / Normal Throws  )  -------------------------------------------------

 jp:  oshioki
 en:  Punishiment
 sp:  "Oshioki desu!" ("This is punishment!")
 cm:  When close, b / f + HP
 ht:  Strong 8
 ds:  Ayako grabs opponent and slaps them multiple times.
      - Unblockable attack.
      - Knockdown attack. Can (otg) afterward.

 jp:  kuuchuu nage
 en:  Air Throw
 cm:  When close in air, any direction (not u) + HK
 ht:  Strong 1
 ds:  Ayako grabs opponent with her legs and spins around multiple times,
      then lands by standing on them.
      - Unblockable attack.
      - Knockdown attack.

(  Tokushu Waza / Special Arts  )  ------------------------------------------

 jp:  mahha supin
 en:  Mach Spin
 sp:  "Mahha Spin!"
 cm:  qcf + K / [SP1 button]
 ht:  Weak 2 (3) / Strong 3 (5+3)
 ds:  Ayako does a flare, then ascends while spinning with her legs upward.
      - Knockdown attack. Can (otg) after LK version.
      - If blocked, the LK version will hit three times and the HK version
        will hit 5+3 times.
      - After the LK Mach Spin, Ayako can perform an aerial attack while
        she`s descending.
      - The HK Mach Spin has Ayako also do a downward drill kick after
        reaching her apex. If the upward drill hits, the downward won`t
        connect.

 jp:  reibu suto-mu
 en:  Rave Storm
 sp:  "Rave Storm!"
 cm:  qcb + K / [SP2 button]
 ht:  Weak 2 / Strong 3
 ds:  Ayako advances with a cartwheel, slashing out her legs.
      - Knockdown attack with HK. Can (otg) afterward.
      - If the opponent is crouching and blocking, sometimes the last two
        hits from the HK version don`t connect.
      - Since Ayako`s beginning animation has her flipping forward, her legs
        cannot be hit with any attacks. So this can be used to pass through
        most projectiles if you perform it when the blast is close to
        hitting her.

 jp:  torune-do atakku
 en:  Tornado Attack
 sp:  "Yah!"
 cm:  hcb + P
 ht:  n/a
 ds:  Ayako leaps forward while flipping.
      - Can follow with (cancel attack), Tornado Slide Kick, Tornado Fan
        Chop, or Tornado Franken[steiner].
      - Ayako has some invincibility frames during her spin, but usually
        against Crouching attacks (ie - Kyouko`s Crouching HP). Standing and
        Jumping attacks can knock Ayako out of her spin.

 en:  (cancel attack)
 cm:  Press K before reaching apex of Tornado Attack
 ht:  n/a
 ds:  Ayako lands.
      - Ayako gets no special advantages from this move, but it cancels out
        the automatic attack of the Tornado Slide Kick. Once Ayako lands,
        she'll be able to attack immediately.

 jp:  torune-do suraido kikku
 en:  Tornado Slide Kick
 cm:  Do nothing after Tornado Attack
 ht:  Weak 1 / Strong 1
 ds:  Ayako lands on the ground with a sliding kick.
      - Knockdown attack. Can (otg) afterward.
      - The version of the Tornado Attack done alters the effects of how the
        T.S.K. acts. Other than the leap being further with HK, it also
        creates two effects with the T.S.K. over the LK version:
        * The HK T.S.K. does more damage.
        * The HK T.S.K. pops the opponent up higher after the sweep. The
          only new attack Ayako can juggle with that she wouldn`t have been
          able to after the LK version is Standing HP.
      - For some reason, this is considered a HIGH attack. Strange.

 jp:  torune-do fan choppu
 en:  Tornado Fan Chop
 cm:  Press K after Tornado Attack
 ht:  Weak 1 / Strong 1
 ds:  Ayako swings her fan down.
      - Must be blocked high.
      - This is the same attack as Jumping/Jump Diagonal HP, except it will
        knockdown and you can (otg) afterward.

 jp:  torune-do furanken
 en:  Tornado Franken[steiner]
 sp:  "Ei~!"
 cm:  Press K when above opponent after Tornado Attack
 ht:  Weak 1 / Strong 1
 ds:  Ayako grabs opponent around the head with her legs, then backbends to
      bring them over and slam them to the ground.
      - Unblockable attack.
      - Knockdown attack. Can (otg) afterward.
      - Throws opponent on opposite side they were on prior.
      - It can be difficult to get this to connect. But usually Ayako has to
        be directly above the opponent`s head for her to catch.

(  Powered Tokushu Waza  )  -------------------------------------------------

 en:  (EX) mach spin
 sp:  "Ha! Mahha Spin!"
 cm:  qcf + KK / qcf,qcf + K (uses 1 level)
 ht:  Power 9 (+1)
 ds:  Ayako does a flare, then ascends while spinning with her legs upward.
      - Knockdown attack.
      - Like her HK Mach Spin, Ayako also does a downward drill kick after
        reaching her apex. If the upward drill hits, the downward won`t
        connect. It also will only hit once.

 en:  (EX) rave storm
 sp:  "Ha! Rave Storm!"
 cm:  qcb + KK / qcb,qcb + K (uses 1 level)
 ht:  Power 6
 ds:  Ayako advances with a cartwheel, slashing out her legs.
      - Knockdown attack. Can (otg) afterward.
      - The last two hits must be blocked high.
      - If the opponent is crouching, the last four hits usually don`t hit.
      - If the opponent is crouching and blocking, sometimes the last four
        hits don`t connect.
      - Since Ayako`s beginning animation has her flipping forward, her legs
        cannot be hit with any attacks. So this can be used to pass through
        most projectiles if you perform it when the blast is close to
        hitting her.

(  Command Attacks  )  ------------------------------------------------------

 en:  (fan swipe)
 cm:  Hold HP
 ht:  Strong 1+1
 ds:  Ayako swings her arm up holding her fan, then twirls the fan before
      swinging it down.
      - Must be blocked high.
      - If Ayako hits with the Standing HP, the (fan swipe) won`t connect.

(  Hissatsu Waza / Certain Kill Arts  )  ------------------------------------

 jp:  fainaru torune-do iryu-shon kuraishisu
 en:  Final Tornado Illusion Crisis
 sp:  "Ha! AhhhhhHHHHHH!!"
 cm:  qcb,qcb + P (uses 2 levels)
 ht:  Power 15
 ds:  Ayako does a one-armed handstand and spins, creating a large tornado
      with her legs.
      - Knockdown attack.
      - Since the attack`s damage is based around Ayako`s spinning legs, the
        opponent can crouch to avoid being caught in the vacuum.
      - A large percentage of damage (about 4o%) is done as the opponent is
        getting sucked up into the tornado from the ground. Once they reach
        the nucleus, they will "bounce" up against Ayako`s legs to take an
        additional 4-5% with each hit. So if you catch the opponent out the
        air, the F.T.I.C. will do about half of what it`s truly capable of.
      - Whether she hits or not, Ayako poses after the F.T.I.C. is over, so
        she`s unable to attack or block.

 jp:  supairaru daibu
 en:  Spiral Dive
 sp:  "Ha! Yeah! AhhhhhHHHHHH!!"
 cm:  When close, f,hcf + K (uses 2 levels)
 ht:  Power 13
 ds:  Ayako grabs opponent with her legs and ascends off the screen, then
      comes down to drill them into the ground.
      - Unblockable attack.
      - Knockdown attack. Can (otg) afterward.


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 5.o2  //  CHIHO MASUDA
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 Kanojo no honke wa Yagyuu-nin[ja] gun no batsuei de ari, youshou no kei yori
sofu ni shinobi toshite taijutsu no tanren o kyouyou saretei tatoiu kako o
motsu.
 Kyouko to wa sono toki no shuugyou nakama datta.
 Hanashikotoba wa otoko-kotoba ni chikaku buaisou. Mawarinohito aidani amari
ki o yurusanai.

 A birthplace that has descendants from the Yagyuu Ninja army, Chiho`s past </pre><pre id="faqspan-2">
from the time of infancy has had her body forged for extortion in the art of
the shinobi/ninja by her grandfather.
 Kyouko Kirishima was her training partner during that time.
 Her spoken words is close to the speech of men in bluntness. She can`t let
her guard down while surrounded by so many people.

(  Personal Infomation  )  --------------------------------------------------

 Name Meaning    :  CHIHO = "thousand (wave) crest"
                    MASUDA = "increase rice field"
 Origin          :  Tokyo (metropolitian area)
 Birthday        :  April 2; Aries
 Age             :  17 years
 Restaurant      :  CASO
 Occupation      :  Shiritsu A Koutougakkou 3-nensei
                    (Private A Senior High School 3rd year)
 Blood Type      :  B type
 Height          :  165 cm. (5`o5")
 Weight          :  51 kg. (112 lbs.)
 3-Size          :  B/83 W/59 H/85 cm. (33/23/33 in.)
 Hobbies         :  Ocha (tea [ceremonies]), ohana (flower [arranging])
 Likes           :  Yudoufu (boiled tofu), wagashi (Japanese confectionery)
 Dislikes        :  Sofu (grandfather) Atsuyuki, karaimono (spicy things)
 Fighting Skill  :  Yagyuu Ninjutsu and Koppou (a bonebreaking art)
 Specialty Art   :  Shi Sen Ken

(  Colors  )  ---------------------------------------------------------------

 Circle          :  White top, brown apron, red guards, brown hair
 Square          :  Yellow top, brown apron, brown guards, brown hair
 Triangle        :  White top, purple apron, purple guards, brown hair
 R1              :  White top, gray apron, cyan guards, brown hair
 R2              :  White top, brown apron, green guards, brown hair
 Start           :  White top, off-gray apron, red guards, brown hair
                    (Start also randomly selects one of her other colors)

(  Quotes + Ending  )  ------------------------------------------------------

 ( to be added. )

(  Mini Movelist  )  --------------------------------------------------------

 Kubikiri Nage                     When close, b / f + HP
 Tomoenage                         When close, b / f + HK
 Idzuna Otoshi [1]                 When close in air, dir. (not u) + HP

 Sankaku Tobi                      Jump against a wall, press uf
 Tobi Hiza Geri                    f + HK
! Shi Sen Ken                       qcb + P                 (1)
! Hien Geki                         Charge b,f + P          (2)
 En Raku Satsu                     When close, hcb + HK ..
 - Idzuna Otoshi [2]               .. hcf + HK after En Raku Satsu ..
   - Sen Shuu Jin                  .. hcb + HK after Idzuna Otoshi [2]
 (hopping backfist)                Press PP
 (heel launcher)                   df + LK
 (slide)                           df + HK

 Zan`ei Jin                        d,d + PP
 Gen`ei Jin                        d,d + KK
 Shin Kuu Ga Zan                   qcb,f + K

 [ Counters ]
 - Guard, f + LP                   Standing HP / Standing Close HP
 - Guard, f + LK                   Tobi Hiza Geri
 - Guard, d + LP                   Standing HP / Standing Close HP
 - Guard, d + LK                   Standing HK
 - Guard, b / d + HP               LP Shi Sen Ken
 - Guard, b / d + HK               LP Hien Geki

(  Basic Attack + Canceling Chart  )  ---------------------------------------

 Standing LP         Jab                       h      1    O
 Standing LK         Shin Kick                 h      1    O
 Standing HP         Claw Thrust               h      1    O
 Standing HK         Sidekick                  h      1    O
 Standing Close LP   Jab                       h      1    O
 Standing Close LK   Shin Kick                 h      1    O
 Standing Close HP   Side Backfist             h,h    2    O   #1
 Standing Close HK   Sidekick                  h      1    O
 Crouching LP        Low Jab                   h      1    O
 Crouching LK        Low Sidekick              l      1    O
 Crouching HP        Upward Punch              h      1    O
 Crouching HK        Sweep                     l      1    O   #2,(otg)
 Jumping LP          Downward Claw Jab         m      1    -
 Jumping LK          Downward Kick             m      1    -
 Jumping HP          Reverse Backfist          m      1    -
 Jumping HK          Heel Drop                 m      1    -
 Jump Diagonal LP    Downward Claw Jab         m      1    -
 Jump Diagonal LK    Downward Kick             m      1    -
 Jump Diagonal HP    Reverse Backfist          m      1    -
 Jump Diagonal HK    Reverse Downward Kick     m      1    -

 1) Either hit can be canceled.
 2) Knockdown attack. Can (otg) afterward.

(  Target Chain Combos  )  --------------------------------------------------

 1) Standing LP > LK > HP > HK / f + HK
 2) Standing LP > LK > HK > HP (HP won`t combo)
 3) Standing LP > LK > HK / f + HK
 4) Standing LP > HP > HK / f + HK
 5) Standing LP > HK > HP
 6) Standing LP > HK / f + HK
 7) Standing HP > HK / f + HK
 8) Standing HK > LK > f + LK (f + LK won`t combo)
 9) Jumping LP / LK > HP / HK

(  Nage / Normal Throws  )  -------------------------------------------------

 jp:  kubikiri nage
 en:  Decapitation Throw
 sp:  "Hua!"
 cm:  When close, b / f + HP
 ht:  Strong 1
 ds:  Chiho grabs opponent and flips over them, then throws them over her
      shoulder.
      - Unblockable attack.
      - Knockdown attack. Can (otg) afterward (if opponent`s in corner).
      - Sends opponent across screen.

 jp:  tomoenage
 en:  Overhead Throw (in Judo)
 sp:  "Ha!"
 cm:  When close, b / f + HK
 ht:  Strong 1
 ds:  Chiho grabs opponent and rolls back, kicking them over her.
      - Unblockable attack.
      - Knockdown attack.

 jp:  idzuna otoshi [1]
 en:  Fox Spirit Drop
 cm:  When close in air, any direction (not u) + HP
 ht:  Strong 1
 ds:  Chiho grabs opponent and flips upside-down, slamming them to the
      ground on their head.
      - Unblockable attack.
      - Knockdown attack.
      - Throws opponent on opposite side they were on prior.
      - Chiho has two forms of the Idzuna Otoshi. She can`t do the Sen Shuu
        Jin after this version.

(  Tokushu Waza / Special Arts  )  ------------------------------------------

 jp:  sankaku tobi
 en:  Triangle Hop
 cm:  Jump against a wall, press uf
 ht:  n/a
 ds:  Chiho bounces off the side of a wall.

 jp:  tobi hiza geri
 en:  Hopping Knee Kick
 sp:  "Ya!"
 cm:  f + HK
 ht:  Strong 1
 ds:  Chiho advances with a hop, thrusting her knee up.
      - Launches.
      - Knockdown attack. Can (otg) afterward.
      - Personally I see this as a pointless move. It launches, but Chiho
        can`t catch the opponent with any of her attacks to juggle. The only
        thing I`ve been able to catch them with is the Shin Kuu Ga Zan, but
        it`ll do 25% less damage.

 jp:  shi sen ken
 en:  Violet Flash Blade
 sp:  "Shi Sen Ken!"
 cm:  qcb + P / [SP1 button]
 ht:  Weak 1 / Strong 1
 ds:  Chiho throws a kunai (throwing dagger) surrounded in purple energy.

 jp:  hien geki
 en:  Flying Swallow Attack
 sp:  "Hien Geki!"
 cm:  Charge b,f + P / [SP2 button]
 ht:  Weak 1 / Strong 5
 ds:  Chiho advances with a punch surrounded by purple energy.
      - Knockdown attack. Can (otg) after LP version.

 jp:  en raku satsu
 en:  Prolonged Falling Murder
 sp:  "Hua!"
 cm:  When close, hcb + HK
 ht:  Strong 1
 ds:  Chiho grabs opponent and flips back, kicking them vertically into the
      air.
      - Unblockable attack.
      - Launches. Opponent can be air comboed or juggled.
      - Knockdown attack. Can (otg) afterward.
      - Can follow with Idzuna Otoshi [2].

 jp:  idzuna otoshi [2]
 en:  Fox Spirit Drop
 sp:  "Ya!"
 cm:  hcf + HK after En Raku Satsu
 ht:  Strong 1
 ds:  Chiho leaps and grabs opponent, flipping upside-down to slam them to
      the ground on their head.
      - Knockdown attack. Can (otg) afterward.
      - Throws opponent on opposite side they were on prior.
      - Can follow with Sen Shuu Jin.
      - The command for this must be input as Chiho is throwing them into
        the air with the En Raku Satsu.

 jp:  sen shuu jin
 en:  Rotation Kick Blade
 sp:  "Ha!"
 cm:  hcb + HK after Idzuna Otoshi [2]
 ht:  Strong 1
 ds:  Chiho kicks opponent.
      - Knockdown attack. Can (otg) afterward (if opponent`s in corner).
      - Throws opponent on opposite side they were on prior.
      - Sends opponent across screen.
      - The command for this must be input as Chiho is falling from the
        Idzuna Otoshi.

(  Powered Tokushu Waza  )  -------------------------------------------------

 jp:  (EX) shi sen ken
 sp:  "Shi Sen Ken!"
 cm:  qcb + PP / qcb,qcb + P (uses 1 level)
 ht:  Power 3
 ds:  Chiho throws three kunai surrounded in yellow energy.
      - Knockdown attack.

 jp:  (EX) hien geki
 sp:  "Hien Geki!"
 cm:  Charge b,f + PP (uses 1 level)
 ht:  Power 1
 ds:  Chiho advances with a punch surrounded by purple energy. If it hits,
      the screen with flash black as a white streak passes by for effect.
      - Knockdown attack. Can (otg) afterward.

(  Command Attacks  )  ------------------------------------------------------

 en:  (hopping backfist)
 cm:  Press PP
 ht:  Strong 1
 ds:  Chiho advances with a hop, doing a low backfist.
      - Must be blocked high.

 en:  (heel launcher)
 cm:  df + LK
 ht:  Weak 1
 ds:  Chiho spins and bends down, kicking a leg at a 45-degree angle.
      - Launches. Opponent can be air comboed or juggled.
      - Knockdown attack. Can (otg) afterward.

 en:  (slide)
 cm:  df + HK
 ht:  Strong 1
 ds:  Chiho slides along the ground.
      - Knockdown attack. Can (otg) afterward.
      - Must be blocked low.

(  Hissatsu Waza / Certain Kill Arts  )  ------------------------------------

 jp:  zan`ei jin
 en:  Traces Position
 cm:  d,d + PP (uses 1 level)
 ht:  n/a
 ds:  Chiho poses and flashes, then will have two brown afterimages follow
      her for five seconds.
      - Similar to Gallon`s (Jon Talbain in US) Mirage Body from `Vampire
        Hunter/Nightwarriors´ (or V-ISM in SFZ3), Chiho`s basic attacks will
        all hit up to three times. Afterimages follow her movements and each
        attack in close succession, chaining together the three attacks
        smoothly.
      - While activated, all of her throws (Kubikiri Nage, Tomoenage, Idzuna
        Otoshi [1], and En Raku Satsu) will be disabled.
      - The Zan`ei Jin and Gen`ei Jin can`t be activated simultaneously.

 jp:  gen`ei jin
 en:  Illusion Position
 cm:  d,d + KK (uses 1 level)
 ht:  n/a
 ds:  Chiho poses and flashes, then will have three red afterimages follow
      her for six seconds.
      - This will increase Chiho`s speed _incredibly_. Only her movement is
        increased - not the speed of her attacks and special moves. However
        most of Chiho`s attacks that involve forward or backward movement
        will also be enhanced. Below is a list of the changes the Gen`ei Jin
        will produce:
        * Walking speed forward and backward will increase 2x.
        * When fully scrolled out, Chiho`s regular jump will reach 6o% of
          the screen (opposed to a usual 3o%). Her super jump will cover
          full-screen distance.
        * Because of her full-screen super jump, Chiho can triangle jump
          from anywhere.
        * All of her throws (Kubikiri Nage, Tomoenage, Idzuna Otoshi [1],
          and En Raku Satsu) will be disabled.
        * The LP Hien Geki will reach 55% of the screen (when fully scrolled
          out; opposed to a usual 4o%). The HP version will reach 8o% (when
          fully scrolled out; opposed to a usual 5o%). When she lands, Chiho
          will slide the rest of the screen distance.
        * The (hopping backfist) and (slide) will reach 45% of the screen
          (when fully scrolled out; opposed to a usual 2o%).
        * The (hopping knee) will reach 4o% of the screen (when fully
          scrolled out; opposed to a usual 2o%).
        * If you super jump, the afterimages will change yellow. If you dash
          or backdash, they will turn transparent.
      - The Gen`ei Jin and Zan`ei Jin can`t be activated simultaneously.

 jp:  shin kuu ga zan
 en:  True Sky Fang Kill
 sp:  "Shin Kuu Ga Zan!"
 cm:  qcb,f + K (uses 2 levels)
 ht:  Power 1
 ds:  Chiho disappears in a spiral of green leaves, only to reappear in the
      air above opponent and slash down vertically with her hand.
      - Knockdown attack. Can (otg) afterward.
      - This will track the opponent no matter where they are on the screen.
      - In some instaces, Chiho will be able to juggle the opponent as they
        recoil from the hit. But it`s a little hard to catch at times.


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 5.o3  //  ELEANOR (elirin) GOLDSMITH
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 Tsuushou (jijou?) "Elirin".
 Ryoushin tomoni AMERIKA-jin de hekigan kenpatsu daga, kika shi osanai kei
kara no Naniwa sodachi de nakami wa kissui no Oosaka-jin. Hyouri no nai
seikaku de jibun no sukikirai o HAKKIRI to omote ni dasu.
 AMERIKA TEKISASU-shuu ni chichikata no sobo ga kenzai de aru.

 Her nickname (self-named?) is "Elirin".
 Both of her parents are blue-eyed blonde hair Americans, but with her growth
in Naniwa (former name for Osaka region) after nationalization from when she
was very young, Eleanor`s content is like a natural-born Osaka person. Her
personality doesn`t have two sides because her likes and dislikes are clearly
put out in front.
 Her paternal grandmother is healthy in the state of Texas in America.

(  Personal Infomation  )  --------------------------------------------------

 Origin          :  Osaka (metropolitian area)
 Birthday        :  May 28; Gemini
 Age             :  21 years
 Restaurant      :  The Rival
 Occupation      :  Working at The Rival (Manager)
 Blood Type      :  A type
 Height          :  16o cm. (5`o3")
 Weight          :  5o kg. (11o lbs.)
 3-Size          :  B/92 W/57 H/88 cm. (36/22/35 in.)
 Hobbies         :  Karaoke, Watching F-1 racing
 Likes           :  Osaka, Jun Kubota
 Dislikes        :  Kantou-ben (Kantou dialect), natto (fermented soybeans),
                    yuujyuufudan (indecisiveness)
 Fighting Skill  :  Garyuu Kenka Satsu Hou (Self-taught brawling and killing
                    method)
 Specialty Art   :  Eleanor Fire

(  Colors  )  ---------------------------------------------------------------

 Circle          :  Red leotard, black leggings, red shoes, yellow hair
 Square          :  Black leotard, brown leggings, black shoes, pink hair
 Triangle        :  Blue leotard, black leggings, blue shoes, yellow hair
 R1              :  Gold leotard, black leggings, brown shoes, orange hair
 R2              :  Purple leotard, black leggings, purple shoes, gold hair
 Start           :  Pink leotard, purple leggings, pink shoes, pink hair
                    (Start also randomly selects one of her other colors)

(  Quotes + Ending  )  ------------------------------------------------------

 ( to be added. )

(  Mini Movelist  )  --------------------------------------------------------

 Eleanor Dynamic                   When close, b / f + HP

 Eleanor Mach Punch                Press Punch rapidly
 Eleanor Sanren Bu                 qcb + K (x3)
 Eleanor Chop                      hcb + P
! Eleanor Mach Punch                f,qcf + PP
! Eleanor Fire                      Charge b,f + P          (1)
! Eleanor Tsuutenkaku Otoshi        Charge d,u + P          (2)
 (knockdown taunt)                 Press Select
 (thrust sidekick)                 f + HK
 (shoulder tackle)                 f,f + HP

 Eleanor Smash                     When close, f,hcf + K

 [ Counters ]
 - Guard, f + LP                   Standing HP / Standing Close HP
 - Guard, f + LK                   Standing HK / Standing Close HK
 - Guard, d + LP                   Standing HP / Standing Close HP
 - Guard, d + LK                   Standing HK / Standing Close HK
 - Guard, b / d + HP               LP Eleanor Fire
 - Guard, b / d + HK               LP Eleanor Tsuutenkaku Otoshi

(  Basic Attack + Canceling Chart  )  ---------------------------------------

 Standing LP         Jab                       h      1    O
 Standing LK         Front Kick                h      1    O
 Standing HP         Cross                     h      1    O
 Standing HK         Knee Kick                 h      1    O
 Standing Close LP   Jab                       h      1    O
 Standing Close LK   Front Kick                h      1    O
 Standing Close HP   Elbow                     h      1    O
 Standing Close HK   Knee Thrust               h      1    O
 Crouching LP        Low Elbow                 h      1    O
 Crouching LK        Low Front Kick            l      1    O   (otg)
 Crouching HP        Uppercut                  h      1    O   #1,#2
 Crouching HK        Reverse Sweep             l      1    O   #2
 Jumping LP          Downward Elbow            m      1    -
 Jumping LK          Straight Snapkick         m      1    -
 Jumping HP          Downward Punch            m      1    -
 Jumping HK          Downward Kick             m      1    -
 Jump Diagonal LP    Downward Elbow            m      1    -
 Jump Diagonal LK    Downward Snapkick         m      1    -
 Jump Diagonal HP    Downward Punch            m      1    -
 Jump Diagonal HK    Downward Kick             m      1    -

 1) Launches. Opponent can be air comboed or juggled.
 2) Knockdown attack. Can (otg) afterward.

(  Target Chain Combos  )  --------------------------------------------------

 1) Standing LP > LK > Crouching LK > Standing HK (HK won`t combo)
 2) Standing LP > HP > HK
 3) Standing LP > HK > HK > HP (2nd HK won`t combo)
 4) Standing HP > HK (won`t combo after long-distance HP)
 5) Standing HK > HK (won`t combo)
 6) Crouching LP > Crouching LK
 7) Jumping LP / LK > HP / HK

(  Nage / Normal Throws  )  -------------------------------------------------

 jp:  eririn dainamikku
 en:  Eleanor Dynamic
 sp:  "Dhey!"
 cm:  When close, b / f + HP
 ht:  Strong 1
 ds:  Eleanor grabs opponent and throws them over her shoulder.
      - Unblockable attack.
      - Knockdown attack. Can (otg) afterward (if opponent`s in corner).
      - Sends opponent across screen.

(  Tokushu Waza / Special Arts  )  ------------------------------------------

 jp:  eririn mahha panchi
 en:  Eleanor Mach Punch
 sp:  "Dorya~!"
 cm:  Press Punch rapidly
 ht:  Weak 1~3 / Strong 1~6
 ds:  Eleanor punches forward multiple times swiftly.
      - Knockdown attack with HP.

 jp:  eririn sanren bu
 en:  Eleanor Three-Stranded Dance
 sp:  "Nani! Soshite! Kikku da!" ("What! And! Kick!") (?)
 cm:  qcb + K (x3)
 ht:  Weak 1+1+1 / Strong 1+1+1
 ds:  Eleanor advances a small distance with an elbow, then turns and
      attacks with her other elbow, and finally attacks with a reverse
      sidekick.
      - Knockdown attack. Can (otg) afterward (if opponent`s in corner).
      - Sends opponent across screen.
      - Each attack can be delayed (you can delay longer with the HP
        versions), but they only combo when done consecutively.

 jp:  eririn choppu
 en:  Eleanor Chop
 sp:  "Ii kigen ze!" (?)
 cm:  hcb + P
 ht:  Weak 1 / Strong 1
 ds:  Eleanor punches downward as her hand is ablaze.
      - Must be blocked high.
      - Can reflect projectiles.

 jp:  eririn faiya-
 en:  Eleanor Fire
 sp:  "Ike~!!" ("GO!")
 cm:  Charge b,f + P / [SP1 button]
 ht:  Weak 1 / Strong 1
 ds:  Eleanor uses her lighter to create a forward blast of flames.
      - Knockdown attack with HP. Can (otg) afterward.
      - Can negate projectiles.

 jp:  eririn tsuutenkaku otoshi
 en:  Eleanor Tsuutenkaku Drop
 cm:  Charge d,u + P / [SP2 button]
 ht:  Weak 2 / Strong 2
 ds:  Eleanor leaps forward with a knee thrust, then punches downward at her
      apex.
      - Knockdown attack. Can (otg) afterward.
      - The downward punch must be blocked high.
      - Since "The Rival" is located in Osaka, it`s quite possible that this
        move name is based on a real location. The "Tsuutenkaku" is a 1o3-
        meter high tower/antennae made by the Hitachi Co. that resides off
        of the Ebisuchou Station. It`s equivilent to the Eiffel Tower in
        Paris. Though either way, it can be translated as a few things: "The
        Tower Which Reaches Heaven," "Heading To The Palace Of Heaven," or
        "Reaching Heaven".

(  Powered Tokushu Waza  )  -------------------------------------------------

 en:  (EX) eleanor mach punch
 sp:  "Hey! Dorya~!"
 cm:  f,qcf + PP (uses 1 level)
 ht:  Power 1o
 ds:  Eleanor advances while punches forward multiple times swiftly.
      - Knockdown attack.

 en:  (EX) eleanor fire
 sp:  "Hey! Ike~!!" ("Hey! GO!")
 cm:  Charge b,f + PP / Charge b,f,b,f + P (uses 1 level)
 ht:  Power 5
 ds:  Eleanor uses her lighter to create a forward blast of flames.
      - Knockdown attack.
      - Can negate projectiles.

 jp:  (EX) eleanor tsuutenkaku otoshi
 sp:  "Hey!"
 cm:  Charge d,u + PP / Charge db,df,db,ub~uf + P (uses 1 level)
 ht:  Power 5
 ds:  Eleanor leaps forward with a with a multi-hit knee thrust, then
      punches downward at her apex.
      - Knockdown attack.
      - The downward punch must be blocked high (Eleanor leaps so high, it
        won`t hit anyone on the ground except Miranda).

(  Command Attacks  )  ------------------------------------------------------

 en:  (knockdown taunt)
 sp:  "Dare o sore!" (?)
 cm:  Press Select
 ht:  Strong 1
 ds:  Eleanor stands tall, then swings her hand out as if to gesture.
      - Knockdown attack.
      - Sends opponent across screen.
      - If close to the opponent, the backhand will hit. Eleanor can Super
        Cancel that hit.

 en:  (thrust sidekick)
 cm:  f + HK
 ht:  Strong 1
 ds:  Eleanor turns and advances with a hop, kicking her leg back.
      - Must be blocked high.
      - You can`t super cancel out of the kick.

 en:  (shoulder tackle)
 cm:  f,f + HP
 ht:  Strong 1
 ds:  Eleanor advances, then charges forward with her arms crossed.
      - Knockdown attack. Can (otg) afterward.

(  Hissatsu Waza / Certain Kill Arts  )  ------------------------------------

 jp:  eririn sumasshu
 en:  Eleanor Smash
 sp:  "??"
 cm:  When close, f,hcf + K (uses 2 levels)
 ht:  Power 2o
 ds:  Eleanor grabs opponent and performs an attack rush.
      - Unblockable attack.
      - Knockdown attack. Can (otg) afterward (if opponent`s in corner).
      - Sends opponent across screen.


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 5.o4  //  JUN KUBOTA
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 Koukou dewa RESURINGU-bu ni shozoku. ORINPIKKU senshu kouho demo atta ga,
ichigon "mendou kusexe" to iihanachi, jitai shita keireki o motsu. Genzai,
koukou sotsugyougo sokuzani tanshin tobei. Beikoku Kokuritsu F Daigaku ni
nyuugaku shi uchuubutsurigaku, ryuutairikigaku nado o senkou shiteiru.
 Konkai no VG dewa, kako ARUBAITO toshite kinmu shiteita ten kara no yousei
moari ichiji kikoku shita.

 Jun belongs to the wrestling club at her senior high school. She had Olympic
athlete candidacy, but a single word "troubled habit" was declared, and her
personal history was refused. Presently, she is going to the US alone
immediately after her high school graduation. She entered into the American
National F University and majored in astrophysics, fluid mechanics, etc.
 With the latest Variable Geo, there was also request that Jun return to the
restaurant that she has worked at in the past for a part-time job temporarily.

(  Personal Infomation  )  --------------------------------------------------

 Name Meaning    :  JUN = "charm"
                    KUBOTA = "long time protect rice field"
 Origin          :  Kanagawa Prefecture (Kantou area)
 Birthday        :  November 18; Scorpio
 Age             :  18 years
 Restaurant      :  Sukaraaku / Ska Lark
 Occupation      :  Beikoku Kokuritsu F Daigaku 1-kaisei
                    (American National F University 1st Resurrection)
 Blood Type      :  AB type
 Height          :  172 cm. (5`o8")
 Weight          :  56 kg. (123 lbs.)
 3-Size          :  B/85 W/60 H/86 cm. (33/24/34 in.)
 Hobbies         :  Nuigurumi atsume (collecting stuffed dolls), watching
                    sports
 Likes           :  Nuigurumi (stuffed dolls), chocolate sundaes
 Dislikes        :  Yowai otoko (weak men), gokiburi (cockroaches)
 Fighting Skill  :  Wrestling
 Specialty Art   :  Kubota Buster

(  Colors  )  ---------------------------------------------------------------

 Circle          :  Orange uniform
 Square          :  Olive green uniform
 Triangle        :  Purple uniform
 R1              :  Brown uniform
 R2              :  Red uniform
 Start           :  Pink uniform
                    (Start also randomly selects one of her other colors)

(  Quotes + Ending  )  ------------------------------------------------------

 - "Anta tsuyou na,
   ("??")

 - "Ii shoubu datta na. ??"
   ("Good fight.")

(  Mini Movelist  )  --------------------------------------------------------

 Nagesute German                   When close, b / f + HP
 Suichoku Rakka Shiki DDT          When close, b / f + HK

! Earth Shaker                      qcb + P                 (1)
 Kubota Sway                       b,d,db + K              (2)
 Kubota Buster                     f,hcf + P (misses from afar)
 Kubota Lariat                     Charge b,f + HP
 (hammer launcher)                 f + HP
 (body splash)                     In air, d + HP

 Kubota Shuttle                    f,hcf + K
 Kubota Special                    hcb,hcb + HP (misses from afar)

 [ Counters ]
 - Guard, f + LP                   Standing LP
 - Guard, f + LK                   Standing LK
 - Guard, d + LP                   Standing LP
 - Guard, d + LK                   Standing LK
 - Guard, b / d + HP               LP Earth Shaker
 - Guard, b / d + HK               LK Kubota Sway

(  Basic Attack + Canceling Chart  )  ---------------------------------------

 Standing LP         Stab                      h      1    O
 Standing LK         Shin Kick                 h      1    O
 Standing HP         Low Hook                  h      1    O
 Standing HK         Forward Windmill Kick     h      1    O
 Standing Close LP   Stab                      h      1    O
 Standing Close LK   Shin Kick                 h      1    O
 Standing Close HP   Low Hook                  h      1    O
 Standing Close HK   Knee Thrust               h      1    O
 Crouching LP        Twin Fist Punch           h      1    O
 Crouching LK        Low Kick                  l      1    O   (otg)
 Crouching HP        Hammer Punch              h,h    2    O   #1
 Crouching HK        Reverse Sweep             l      1    O   #2
 Jumping LP          Falling Hammer            m      1    -
 Jumping LK          Knee Dive                 m      1    -
 Jumping HP          Downward Cross            m      1    -
 Jumping HK          Dropkick                  m      1    -
 Jump Diagonal LP    Falling Hammer            m      1    -
 Jump Diagonal LK    Knee Dive                 m      1    -
 Jump Diagonal HP    Downward Cross            m      1    -
 Jump Diagonal HK    Dropkick                  m      1    -

 1) Either hit can be canceled.
 2) Knockdown attack. Can (otg) afterward.

(  Target Chain Combos  )  --------------------------------------------------

 1) Standing LP > LK > HK (HK won`t combo)
 2) Standing LP > HP > HK (won`t combo)
 3) Standing LP > HK
 4) Standing LK > Crouching LK > Crouching LP > Crouching HK
 5) Crouching LP > Crouching HK
 6) Jumping LP / LK > HP / HK

(  Nage / Normal Throws  )  -------------------------------------------------

 jp:  nagesute german
 en:  Throwing German / German Suplex
 sp:  "Hm!"
 cm:  When close, b / f + HP
 ht:  Strong 1
 ds:  Jun grabs opponent and gets behind them, then pulls them over in a
      bridge to suplex.
      - Unblockable attack.
      - Knockdown attack. Can (otg) afterward.

 jp:  suichoku rakka shiki ddt
 en:  Vertical Drop Style DDT
 sp:  "Yeah!"
 cm:  When close, b / f + HK
 ht:  Strong 1
 ds:  Jun grabs opponent and lifts them up vertically, then falls to slam
      their head onto the ground.
      - Unblockable attack.
      - Knockdown attack.

(  Tokushu Waza / Special Arts  )  ------------------------------------------

 jp:  a-su sheika-
 en:  Earth Shaker
 sp:  "Earth Shaker!"
 cm:  qcb + P / [SP1 button]
 ht:  Weak 1 / Strong 3
 ds:  Jun punches the ground, creating an upward burst of force.
      - Knockdown attack. Can (otg) afterward.
      - Can be used as an (otg) attack.

 jp:  kubota suue-
 en:  Kubota Sway
 sp:  "Hn!"
 cm:  b,d,db + K / [SP2 button]
 ht:  n/a
 ds:  Jun dodges back.
      - While in sway, Jun can avoid any attack: physical, projectile, and
        throws. (Her HK version is even long enough to avoid Yuka`s entire
        Kyuukyoku Ki Kou Dan.) You can also use this to buffer in command
        motions, which Jun will execute immediately after returning to
        normal.
      - You can technically link this move one after the other, having Jun
        avoid for most of the match. However she is vulnerable again during
        the frames she returns to stance from the sway.

 jp:  kubota basuta-
 en:  Kubota Buster
 sp:  "Kubotaaa .. Buster!"
 cm:  f,hcf + P (misses from afar)
 ht:  Weak 1 / Strong 1
 ds:  Jun grabs out. If she grabs opponent, she will leap off screen with
      them and come down with a backbreaker.
      - Unblockable attack.
      - Knockdown attack. Can (otg) afterward.
      - If Jun misses the grab, she`ll be vulnerable during miss animation.

 jp:  kubota rariatto
 en:  Kubota Lariat
 sp:  "Uryaaa~!!"
 cm:  Charge b,f + HP
 ht:  Strong 1
 ds:  Jun advances, swinging her arm downward.
      - This attack has two hit properties. If Jun is more than two
        character screen away, the punch will only hit the opponent for half
        its potential damage. Otherwise it will become a knockdown attack
        that you can (otg) afterward.
      - Jun can knock the opponent out the air with this move. In which case
        she`ll always do the full clothesline for a knockdown attack.

(  Powered Tokushu Waza  )  -------------------------------------------------

 en:  (EX) earth shaker
 sp:  "Earth Shaker!"
 cm:  qcb + PP / qcb,qcb + P (uses 1 level)
 ht:  Power 1
 ds:  Jun punches the ground.
      - Unblockable attack.
      - Launches. Opponent can be air comboed or juggled.
      - Knockdown attack. Can (otg) afterward.
      - Regardless where Jun is, the punch will pop the opponent vertically
        off the ground. The gem behind this move lies in the fact that even
        after it`s executed, Jun can still pop them up. For example, if the
        opponent jumps to avoid the "tremor," they will _still_ be launched
        when landing if Jun`s fist is touching the ground. The same goes for
        after a knockdown attack, you can do the (EX) Earth Shaker to launch
        the opponent the moment they stand again. Which usually happens as
        Jun stays in punching animation for a little over a second.

(  Command Attacks  )  ------------------------------------------------------

 en:  (hammer launcher)
 sp:  "Haa~!"
 cm:  f + HP
 ht:  Strong 1
 ds:  Jun swings her fists in an underhand motion.
      - Launches. Opponent can be air comboed or juggled.
      - Knockdown attack. Can (otg) afterward.

 en:  (body splash)
 sp:  "Ha!"
 cm:  In air, d + HP
 ht:  Strong 1
 ds:  Jun descends with her arms and legs out.
      - Must be blocked high.

(  Hissatsu Waza / Certain Kill Arts  )  ------------------------------------

 jp:  kubota shatoru
 en:  Kubota Shuttle
 sp:  "Ike---!!" ("GO!!")
 cm:  f,hcf + K (uses 2 levels)
 ht:  Power 1
 ds:  Jun charges up power in her fist, then advances while swinging her arm
      down.
      - Knockdown attack. Can (otg) afterward (if opponent`s in corner).
      - Though Jun swings her arm High, this move has the properties of a
        Low-hitting move. Thus it must be blocked low. Since it`s a powered-
        up clothesline, the only way to obviously avoid it is to crouch. If
        the opponent guards while standing, it will hit as if unblockable.
      - Upon hitting, Jun will stay in her attacking pose until the opponent
        hits the ground.

 jp:  kubota supesharu
 en:  Kubota Special
 sp:  "Kubotaaa .. Special!"
 cm:  hcb,hcb + HP (misses from afar) (uses 2 levels)
 ht:  Power 1+1+1
 ds:  Jun reaches out. If she grabs opponent, she will german suplex them
      twice, then leap up off the screen to come down with a backbreaker.
      - Unblockable attack.
      - Knockdown attack. Can (otg) afterward (if opponent`s in corner).
      - If Jun misses the grab, she`ll be vulnerable during miss animation.


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 5.o5  //  KAORI YANASE
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 Maemae nento VG jun yuushousha. 2-tabi no taikai tomo ni, REIMI Jyahana ni
haitai shita kako o motsu. 3-sai no kei yori, TEKONDO- no doujou ni kayoi
hajime, tasuu no TOROFI- o te ni suru made no jitsuryoku o tsuketa tensaiteki
kakutougi SENSU no mochinushi. Kimajime de tonikaku ganbari ya. Tadashi,
dansei dake wa nigaterashii. Kanojo no motteiru tanmatsu wa jitaku no PASO-KON
(D-G to shousuru KASUTAMUMEIDO) to chokketsu shi, subete no VG senshu no DE-TA
o chikuseki shiteiru.

 In the past year, Kaori was the Variable Geo quasi-champion. Both at the
tournament for two times, she possesses the past of being defeated by Reimi
Jyahana. Since she was three years old, she has started commuting to the Tae
Kwon Do dojo, and the great number of trophies her hands has merited show she
is the owner of a natural gift of fighting sense. Her endurance in any case if
from she being too serious. However, only men seem to be her weakness. As for
the terminal that holds her personal computer at home (custom-made named "D-
G") which she directly connects to, she has accumulated the data of all the
Variable Geo players.

(  Personal Infomation  )  --------------------------------------------------

 Name Meaning    :  YANASE = "weir rapids"
 Origin          :  Chiba Prefecture (Kantou area)
 Birthday        :  September 7; Virgo
 Age             :  19 years
 Restaurant      :  MoHi Kan
 Occupation      :  Shiritsu F Joshi Tandai 2-kaisei
                    (Privite F Girl Junior College 2nd Resurrection)
 Blood Type      :  O type
 Height          :  159 cm. (5`o3")
 Weight          :  45 kg. (99 lbs.)
 3-Size          :  B/84 W/58 H/87 cm. (33/23/34 in.)
 Hobbies         :  Paso-kon tsuushin (personal computer communication),
                    violin
 Likes           :  Onsen (hot springs), ice cream
 Dislikes        :  Darashinai-jin (slutty people), namazakana (raw fish)
 Fighting Skill  :  Tae Kwon Do
 Specialty Art   :  Ressen Shuu

(  Colors  )  ---------------------------------------------------------------

 Circle          :  Purple & white shirt, black skirt, purple hair
 Square          :  Gray & white shirt, black skirt, purple hair
 Triangle        :  Green & white shirt, black skirt, black hair
 R1              :  Red & white shirt, black skirt, black hair
 R2              :  Yellow & white shirt, black skirt, brown hair
 Start           :  Black & white shirt, black skirt, black hair
                    (Start also randomly selects one of her other colors)

(  Quotes + Ending  )  ------------------------------------------------------

 ( to be added. )

(  Mini Movelist  )  --------------------------------------------------------

 San Shuu                          When close, b / f + HP

 Hiza Geri Age                     f + HP
 2-dan Kakato Otoshi               b + HK
! Ressen Shuu                       qcf + K                 (1)
! En Ken Fu                         qcb + K                 (2)
 Rasen Geri                        In air, d + HP
 Shuu Geki                         Jump ub / uf + d + HK
 Ryuu Ren Tai                      When close, f,d,df + HK
 (thrust kick)                     f + HK

 Retsu Zan Dou                     f,hcf + K

 [ Counters ]
 - Guard, f + LP                   Standing LP
 - Guard, f + LK                   Hiza Geri Age
 - Guard, d + LP                   Standing LP
 - Guard, d + LK                   Hiza Geri Age
 - Guard, b / d + HP               LP Ressen Shuu
 - Guard, b / d + HK               LK En Ken Fu

(  Basic Attack + Canceling Chart  )  ---------------------------------------

 Standing LP         Snapkick                  h      1    O
 Standing LK         Sidekick                  h      1    O
 Standing HP         Side Roundhouse           h      1    O
 Standing HK         Hopping Blade Kick        h      1    O
 Standing Close LP   Snapkick                  h      1    O
 Standing Close LK   Sidekick                  h      1    O
 Standing Close HP   Side Roundhouse           h      1    O
 Standing Close HK   Hopping Blade Kick        h      1    O
 Crouching LP        Low Kick                  h      1    O   (otg)
 Crouching LK        Spinning Low Kick         l      1    O
 Crouching HP        Upward Angled Kick        h      1    O   #1,#2
 Crouching HK        Sweep                     l      1    O   #2,#3
 Jumping LP          Upward Snapkick           m      1    -
 Jumping LK          Upward Sidekick           m      1    -
 Jumping HP          Straight Snapkick         m      1    -
 Jumping HK          Straight Sidekick         m      1    -
 Jump Diagonal LP    Upward Snapkick           m      1    -
 Jump Diagonal LK    Upward Sidekick           m      1    -
 Jump Diagonal HP    Straight Snapkick         m      1    -
 Jump Diagonal HK    Straight Sidekick         m      1    -

 1) Launches. Opponent can be air comboed or juggled.
 2) Knockdown attack. Can (otg) afterward.
 3) An extended sweep. As long as Kaori`s legs are kicking out, it will hit.

(  Target Chain Combos  )  --------------------------------------------------

 1) Standing LP > LK > HP > HK
 2) Standing LP > LK > HK > Crouching HP (won`t combo)
 3) Standing LP > HP / HK (HP won`t combo)
 4) Crouching LP > Crouching LK > Standing HK (HK won`t combo)
 5) Crouching LP > Crouching LK > Crouching HK (HK won`t combo)
 6) Crouching LK > Crouching HP
 7) f + HK > HP > HK
 8) Jumping LP / LK > HP / HK

(  Nage / Normal Throws  )  -------------------------------------------------

 jp:  san shuu
 en:  Scatter Kick
 sp:  "Hn hn hn hn!"
 cm:  When close, b / f + HP
 ht:  Strong 1+1+1+1
 ds:  Kaori grabs opponent and knees them four times.
      - Unblockable attack.
      - Knockdown attack. Can (otg) afterward.

(  Tokushu Waza / Special Arts  )  ------------------------------------------

 jp:  hiza geri age
 en:  Knee Kick Rise
 sp:  "Hey!"
 cm:  f + HP
 ht:  Strong 1
 ds:  Kaori advances with a hop, thrusting her knee up.
      - Launches. Opponent can be air comboed or juggled.
      - Knockdown attack. Can (otg) afterward.
      - If the knee hits as Kaori is descending from the hop, it won`t
        launch.

 jp:  2-dan kakato otoshi
 en:  2 Step Heel Drop
 sp:  "Hu!"
 cm:  b + HK
 ht:  Strong 2
 ds:  Kaori swings her leg down.

 jp:  ressen shuu
 en:  Split Sharp Kick
 sp:  "Ressen Shuu!"
 cm:  qcf + K / [SP1 button]
 ht:  Weak 1 / Strong 1
 ds:  Kaori spins, kicking out her leg to throw a purple energy blast.

 jp:  en ken fu
 en:  Swallow Sword Axe
 sp:  "En Ken Fu!"
 cm:  qcb + K / [SP2 button]
 ht:  Weak 1 / Strong 2
 ds:  Kaori advances a small distance, then hops forward with a spin kick.
      - Knockdown attack with HK. Can (otg) afterward.
      - The LK version and second hit of the HK version must be blocked
        high.
      - When fully scrolled out, Kaori will dash more than 1/3 screen
        distance before kicking. If the opponent is close, Kaori will kick
        immediately upon getting close.

 jp:  Rasen Geri
 en:  Spiral Kick
 sp:  "Ha!"
 cm:  In air, d + HP
 ht:  Strong 4
 ds:  Kaori dives at a diagonal, spinning with her legs downward.
      - Must be blocked high.

 jp:  shuu geki
 en:  Kick Attack
 sp:  "Hu!"
 cm:  Jump ub / uf + d + HK
 ht:  Strong 1
 ds:  Kaori kicks her leg downward.
      - Knockdown attack. Can (otg) afterward.
      - Must be blocked high.
      - Similiar to Chun-Li`s Yousou Kyaku, Kaori can use the Shuu Geki
        multiple times while airborne to juggle the opponent. Normally Kaori
        won`t get more than three.

 jp:  ryuu ren tai
 en:  Dragon Party Thigh
 sp:  "Hu! Hu~!"
 cm:  When close, f,d,df + HK
 ht:  Strong 4
 ds:  Kaori grabs opponent and attacks them four times with kicks.
      - Unblockable attack.
      - Knockdown attack. Can (otg) afterward (if opponent`s in corner).
      - Sends opponent across screen.

(  Powered Tokushu Waza  )  -------------------------------------------------

 jp:  (EX) ressen shuu
 sp:  "Da~! Hu! Hu~!"
 cm:  qcf + KK / qcf,qcf + K (uses 1 level)
 ht:  Power 2
 ds:  Kaori spins, kicking twice to throw two purple energy blasts.
      - Knockdown attack. Can (otg) afterward.

 jp:  (EX) en ken fu
 sp:  "Da~! En Ken Fu!"
 cm:  qcb + K / qcb,qcb + K (uses 1 level)
 ht:  Power 5
 ds:  Kaori advances a small distance, then hops forward while kicking
      multiple times and ending with an overhead kick.
      - Knockdown attack with HK. Can (otg) afterward.
      - When fully scrolled out, Kaori will dash more than 1/2 screen
        distance before kicking. If the opponent is close, Kaori will kick
        immediately upon getting close.

(  Command Attacks  )  ------------------------------------------------------

 en:  (thrust kick)
 cm:  f + HK
 ht:  Strong 1
 ds:  Kaori attacks with an sidekick.
      - Knockdown attack. Can (otg) afterward.

(  Hissatsu Waza / Certain Kill Arts  )  ------------------------------------

 jp:  retsu zan dou
 en:  Violent Kill Work
 sp:  "Ha! Retsu Zan Dou!"
 cm:  f,hcf + K (uses 2 levels)
 ht:  Power 14
 ds:  Kaori advances. If she hits opponent, she performs an attack rush.
      - Knockdown attack.


_____________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 5.o6  //  KYOUKO KIRISHIMA
_____________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Sofu ga kaiso no Kirishima-shiki juujutsu keishousha sandaime. Rikutsuppaku,
kodoku o konomu shoubun.
 Chiho no Masuda no ichizoku kara bunge shita kakei de, Chiho no sofu
Atsuyuki kara no "katsute no oasananajimi" de aru Chiho o tsuremosu you
settoku shite hoshii tono myou o uke VG ni sanka suru. Chiho to wa amari naka
wa ikunai.

 The 3rd successor of the Kirishima Style Juujitsu founded by her
grandfather. Argumentatively, her nature prefers solitude.
 With a lineage that establishes a branch family from the Masuda of Chiho`s
family, she was persuaded to bring back "her former childhood friend" Chiho
because it was wanted by Chiho`s granfather Atsuyuki, and thus receives a
command to participate in Variable Geo. Her relationship with Chiho is not
very good.

(  Personal Infomation  )  --------------------------------------------------

 Name Meaning    :  KYOUKO = "respect child"
                    KIRISHIMA = "mist island"
 Origin          :  Kagoshima Prefecture (Kyuushuu area)
 Birthday        :  February 12; Aquarius
 Age             :  17 years
 Restaurant      :  (??)
 Occupation      :  Shiritsu T Koukou 3-nensei
                    (Municipal T Senior High School 3rd year)
 Blood Type      :  A type
 Height          :  169 cm. (5`o7")
 Weight          :  Unknown
 3-Size          :  B/84 W/58 H/87 cm. (33/23/34 in.)
 Hobbies         :  Aromatherapy, scuba diving
 Likes           :  Techno music, herb tea
 Dislikes        :  Inu (dogs), kuchikazu no ooi yatsu (people with numerous
                    dependants)
 Fighting Skill  :  Kirishima-shiki Juujutsu/Jujitsu
 Specialty Art   :  Kirishima-shiki: Ominaeshi

(  Colors  )  ---------------------------------------------------------------

 Circle          :  Olive top, purple & red obi
 Square          :  Orange top, green & red obi
 Triangle        :  Red top, brown & blue obi
 R1              :  Green top, green & orange obi
 R2              :  Purple top, brown & red obi
 Start           :  Black top, black & purple obi
                    (Start also randomly selects one of her other colors)

(  Quotes + Ending  )  ------------------------------------------------------

 ( to be added. )

(  Mini Movelist  )  --------------------------------------------------------

 Kotegaeshi                        When close, b / f + HP

! Kirishima-shiki: Ominaeshi        qcf + P ..              (1)
 - Kirishima-shiki: Otokoeshi      .. Press P after Ominaeshi
! Kirishima-shiki: Sazanka          f,d,df + K              (2)
 Kirishima-shiki: Shakunage        b,d,db + P
 Kirishima-shiki: Jinchouge        When close, hcf + HK
 (long taunt)                      Press Select
 (elbow)                           b + HP

 Kirishima-shiki: Housenka         When close, f,hcf + K

 [ Counters ]
 - Guard, f + LP                   Standing HP
 - Guard, f + LK                   Standing HK
 - Guard, d + LP                   Standing HP
 - Guard, d + LK                   Standing HK
 - Guard, b / d + HP               LP Kirishima-shiki: Ominaeshi
 - Guard, b / d + HK               LK Kirishima-shiki: Sazanka

(  Basic Attack Info  )  ----------------------------------------------------

 Standing LP         Elbow                     h      1    O
 Standing LK         Front Kick                h      1    O
 Standing HP         Upward Palm Thrust        h      1    O
 Standing HK         Reverse Sidekick          h      1    O
 Standing Close LP   Elbow                     h      1    O
 Standing Close LK   Front Kick                h      1    O
 Standing Close HP   Upward Palm Thrust        h      1    O
 Standing Close HK   Reverse Sidekick          h      1    O
 Crouching LP        Low Punch                 h      1    O
 Crouching LK        Low Kick                  l      1    O
 Crouching HP        Palm Uppercut             h      1    O   #1,#2
 Crouching HK        Reverse Sweep             l      1    O   #2,(otg)
 Jumping LP          Downward Setta Jab        m      1    -
 Jumping LK          Upward Snapkick           m      1    -
 Jumping HP          Setta Slam                m      1    -
 Jumping HK          Double Stomp              m      1    -
 Jump Diagonal LP    Downward Setta Jab        m      1    -
 Jump Diagonal LK    Downward Kick             m      1    -
 Jump Diagonal HP    Setta Slam                m      1    -
 Jump Diagonal HK    Double Stomp              m      1    -

 1) Launches. Opponent can be air comboed or juggled.
 2) Knockdown attack. Can (otg) afterward.

(  Target Chain Combos  )  --------------------------------------------------

 1) Standing LP > Crouching LP > Crouching HP
 2) Standing LP > Crouching HK
 3) Standing HP > HK
 4) Standing HP > Crouching HK
 5) Crouching LP > Crouching HP
 6) Jumping [LP > LK] / [LK > LP] > [HP > HK] / [HK > HP]

(  Nage / Normal Throws  )  -------------------------------------------------

 jp:  kotegaeshi
 en:  Forearm Return
 sp:  "Ha!"
 cm:  When close, b / f + HP
 ht:  Strong 1
 ds:  Kyouko grabs opponent and twists their wrist, then throws them over
      her shoulder.
      - Unblockable attack.</pre><pre id="faqspan-3">
      - Knockdown attack.
      - Sends opponent across screen.
      - The "kotogaeshi" is an aikidou-style wrist throw.

(  Tokushu Waza / Special Arts  )  ------------------------------------------

 jp:  kirishima-shiki: ominaeshi
 en:  Kirishima Style: Patrinia (Scabiosaefolia)
 cm:  qcf + P / [SP1 button]
 ht:  Weak 1 / Strong 1
 ds:  Kyouko attacks with a hook punch.
      - Can follow with Kirishima-shiki: Otokoeshi.
      - A "patrinia" is a name of a flower. This move is named after the
        female/feminine version of the plant with yellow and green petals.

 jp:  kirishima-shiki: otokoeshi
 en:  Kirishima Style: Patrinia (Villosa)
 cm:  Press P after Kirishima-shiki: Ominaeshi
 ht:  Weak 1 / Strong 1
 ds:  Kyouko advances with an elbow strike.
      - Knockdown attack. Can (otg) afterward (if opponent`s in corner).
      - Sends opponent across screen.
      - The command for this must be input before Kyouko finishes the full
        animation of the Ominaeshi.
      - A "patrinia" is a name of a flower. This move is named after the
        male/masculine version of the plant with white petals.

 jp:  kirishima-shiki: sazanka
 en:  Kirishima Style: Sasanqua (Camellia)
 sp:  "Soko da! Sorya~!" ("There you are! There!")
 cm:  f,d,df + K / [SP2 button]
 ht:  Weak 1 / Strong 1
 ds:  Kyouko ascends with her arm out. If she grabs an airborne opponent,
      she will flip and throw them to the ground.
      - Unblockable attack.
      - Knockdown attack. Can (otg) afterward (if opponent`s in corner).
      - Throws opponent on opposite side they were on prior.
      - A "sasanqua (camellia)" is a name of a flower.

 jp:  kirishima-shiki: shakunage
 en:  Kirishima Style: Rhododendron
 sp:  "Gomen!" ("Sorry!")
 cm:  b,d,db + P
 ht:  Weak 1 / Strong 1
 ds:  Kyouko holds out her hands as if to catch.
      - A counterattack move. The LP version reverses Mid-level and jumping
        attacks, while the HP version reverses High-level, standing, and
        crouching attacks. Low-level attacks (ie - any Crouching LK / HK)
        and unblockables cannot be reversed. Kyouko can only counter
        physical attacks, which includes normal and special moves. If Kyouko
        catches an attack, she takes no damage. The LP counter is a backhand
        that knocks the opponent into the air as a launcher, allowing Kyouko
        to air combo or juggle. The HP counter is an elbow that causes
        knockdown and you can (otg) afterward.
      - It`s strange, but some Mid-level attacks can only be stopped by the
        High counter (ie - Satomi`s Ouhou). So just to clarify, below is a
        list of all special moves and supers that can be countered (which
        is quite unbelievable) and which counter to use is noted after each
        (ie - Idaten Soku (HP)):
        Everyone:  All Standing attacks and Crouching punches (HP).
                   All Jumping attacks (LP).
                   All (EX) Tokushu Waza are stopped by the same version as
                   the normal version.
        Ayako:     Mach Spin (any attack) (HP), Rave Storm (HP), Tornado Fan
                   Chop (LP), (fan swipe) (LP)
        Chiho:     Tobi Hiza Geri (HP), Hien Geki (HP), (hopping backfist)
                   (LP), (heel launcher) (HP), Shin Kuu Ga Zan (HP)
        Eleanor:   Eleanor Mach Punch (HP), Eleanor Sanren Bu (any attack)
                   (HP), Eleanor Chop (LP), Eleanor Tsuutenkaku Otoshi (knee
                   ascend) (HP), Eleanor Tsuutenkaku Otoshi (downward punch)
                   (LP), (knockdown taunt) (HP), (thrust sidekick) (HP),
                   (shoulder tackle) (HP)
        Jun:       Earth Shaker (ground punch) (HP), Kubota Lariat (HP),
                   (hammer launcher) (HP), (body splash) (LP), Kubota
                   Shuttle (HP)
        Kaori:     Hiza Geri Age (HP), 2-dan Kakato Otoshi (both hit) (HP),
                   LK En Ken Fu (LP), HK En Ken Fu (1st kick) (HP), HK En
                   Ken Fu (2nd kick) (LP), Rasen Geri (LP), Shuu Geki (LP),
                   (thrust kick) (HP), Retsu Zan Dou (HP)
        Kyouko:    Ominaeshi (HP), Otokoeshi (HP), (elbow) (HP)
        Manami:    Neko Rocket Punch (HP), Gorogoro Attack (HP), Gorogoro
                   Attack 2 (LP), Banzai Attack (HP), (neko swat) (HP),
                   (neko mitten swing) (LP)
        Material:  n/a
        Miranda:   Death Stinger (HP), Darkness Stab (HP), (axe kick) (LP),
                   Chaos Hurricane (HP)
        Reimi:     Rose Stinger (HP), Hurricane Rose (HP), (hurricane kick)
                   (HP), (air downward elbow) (LP), Griffon Nail (HP)
        Saki:      Tetsu (HP), Sen (HP), Shoku (HP), (slash) (HP), (reverse
                   elbow) (HP), (step sidekick) (HP), Mizuchi (LP)
        Satomi:    Ouhou (HP), Goku En Shou (LP), Kaen Zan (HP), Shinkuu
                   Karatakewari (LP), Tsuika (HP), (flame taunt) (HP),
                   (uppercut launcher) (HP), Hissatsu Kyokushin Ken (HP)
        Tamao:     Kuu Sen Kyaku (HP), Souryuu Geki (HP), (butt spring)
                   (HP), (backfist) (HP), (diving headbutt) (HP)
        Yuka:      Idaten Soku (HP), Souryuu Geki (HP), (elbow) (HP), (knee
                   launcher (HP), (air downward kick) (LP), Kyuukyoku Ki Kou
                   Dan (punch at the beginning) (HP), Kiryuu Idaten Geki
                   (Idaten Soku-attack) (HP)
      - A "rhododendron" is a name of a flower.

 jp:  kirishima-shiki: jinchouge
 en:  Kirishima Style: Daphne
 sp:  "Sore!" ("There!")
 cm:  When close, hcf + HK
 ht:  Strong 1
 ds:  Kyouko grabs opponent and swings her leg to take out their`s, slamming
      them down upon their back.
      - Unblockable attack.
      - Knockdown attack. Can (otg) afterward.
      - A "daphne" is a name of a flower.

(  Powered Tokushu Waza  )  -------------------------------------------------

 jp:  (EX) kirishima-shiki: ominaeshi
 cm:  qcf + PP / qcf,qcf + P (uses 1 level)
 ht:  Power 2
 ds:  Kyouko attacks with a hook punch, then advances with an elbow strike.
      - Knockdown attack. Can (otg) afterward (if opponent`s in corner).
      - Sends opponent across screen.

 jp:  (EX) kirishima-shiki: sazanka
 sp:  "Soko da! Sorya~!" ("There you are! There!")
 cm:  f,d,df + KK / f,d,df,f,d,df + K (uses 1 level)
 ht:  Weak 1 / Strong 1
 ds:  Kyouko ascends with her arm out. If she grabs an airborne opponent,
      she will flip and throw them to the ground.
      - Unblockable attack.
      - Knockdown attack. Can (otg) afterward (if opponent`s in corner).
      - Throws opponent on opposite side they were on prior.

(  Command Attacks  )  ------------------------------------------------------

 en:  (long taunt)
 cm:  Press Select
 ht:  n/a
 ds:  Kyouko points at opponent and speaks.
      - Kyouko randomly says one of her three sentences for her taunt. I`ll
        eventually translate them.
      - Thankfully you can interrupt Kyouko`s taunt by moving the control
        pad or pressing a button.

 en:  (elbow)
 cm:  b + HP
 ht:  Strong 1
 ds:  Kyouko attacks with an elbow.

(  Hissatsu Waza / Certain Kill Arts  )  ------------------------------------

 jp:  kirishima-shiki: housenka
 en:  Kirishima Style: Balsam
 sp:  "Hm hm hm hm! Ha! Haaa~!"
 cm:  When close, f,hcf + K
 ht:  Power 25
 ds:  Kyouko grabs opponent and swings her leg to take out their`s, then
      slams them down on either side of her four times, and finally throws
      them across the screen against the wall to make them bounce back into
      a multi-eruption of red illusionary tatami mats.
      - Unblockable attack.
      - Knockdown attack.
      - A "balsam" is a name of a flower.


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 5.o7  //  MANAMI KUSUNOKI
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 Tokuni bujutsu o oboeteiru wake dewanai no daga, tonikaku tsuyoi.
 Kodomo no KENKA no you na tatakai kata o suru ga, kore demo koukousei.
 Te ni tsuketeiru "neko guro-bu" wa jisaku.
 Jimoto dewa okkake ga tsuku hodo no AIDORU-teki sonzai.

 Particularly it does not mean that she doesn`t remember martial arts, but
she is strong at any rate.
 Her method of fighting resembles how the quarreling of a child is done, even
though she appears to be a senior high school student.
 The "Neko Glove" attached to her hands is her own work.
 She locally pursues an idol-like existance.

(  Personal Infomation  )  --------------------------------------------------

 Name Meaning    :  MANAMI = "true what? beauty"
                    KUSUNOKI = "camphor tree"
 Origin          :  Hyougo Prefecture (Kinki area)
 Birthday        :  March 3; Pisces
 Age             :  16 years
 Restaurant      :  Fusiya (sometimes "Fushiya" or "Fujiya")
 Occupation      :  Kenritsu K Joshi Koutougakkou 2-nensei
                    (Prefectual K Girl Senior High School 2nd year)
 Blood Type      :  O type
 Height          :  143 cm. (4`o8")
 Weight          :  34 kg. (75 lbs.)
 3-Size          :  B/75 W/57 H/79 cm. (30/22/31 in.)
 Hobbies         :  Eiga kanshou (movie appreciation), dokusho (reading),
                    cosplay
 Likes           :  Mama no tezukuri cookies (Mom`s homemade cookies), ehon
                    (picture books)
 Dislikes        :  Obake (ghosts), pimentos/green peppers
 Fighting Skill  :  Nazo (a puzzle; basically her style is a mystery)
 Specialty Art   :  Neko Rocket Punch

(  Colors  )  ---------------------------------------------------------------

 Circle          :  Blue dress, pink hair
 Square          :  Black dress, yellow hair
 Triangle        :  Green dress, yellow hair
 R1              :  Purple dress, pink hair
 R2              :  Off-green dress, beige hair
 Start           :  Black dress, pink hair
                    (Start also randomly selects one of her other colors)

(  Quotes + Ending  )  ------------------------------------------------------

 ( to be added. )

(  Mini Movelist  )  --------------------------------------------------------

 Dadakko Punch                     When close, b / f + HP

 Neko Rocket Punch                 qcf + P                 (1)
! Gorogoro Attack                   Charge b,f + P          (2)
 Gorogoro Attack 2                 Charge b,f + K
 Banzai Attack                     Charge b,f + KK
 Neko Chotto Ranbu                 When close, hcb + HK
 (sleep)                           Do nothing for 22 seconds
 (rolling dash)                    Press f,f, hold f
 (neko swat)                       f + LP
 (neko mitten swing)               f + HP

 Gottsui Neko Rocket Punch         f,hcf + P
 Ultra Gorogoro Attack             Charge b,f + HP + HK, hold HP to charge

 [ Counters ]
 - Guard, f + LP                   Standing LP
 - Guard, f + LK                   Standing LK
 - Guard, d + LP                   Standing LP
 - Guard, d + LK                   Standing LK
 - Guard, b / d + HP               LP Neko Rocket Punch
 - Guard, b / d + HK               LK Gorogoro Attack

(  Basic Attack Info  )  ----------------------------------------------------

 Standing LP         Jab                       h      1    O
 Standing LK         High Kick                 h      1    O
 Standing HP         Cross                     h      1    O
 Standing HK         Reverse Sidekick          h      1    O
 Standing Close LP   Jab                       h      1    O
 Standing Close LK   High Kick                 h      1    O
 Standing Close HP   Cross                     h      1    O
 Standing Close HK   Reverse Sidekick          h      1    O
 Crouching LP        Low Swat                  h      1    O
 Crouching LK        Low Front Kick            l      1    O
 Crouching HP        Low Cross                 h      1    O
 Crouching HK        Sweep                     l      1    O   #1,(otg)
 Jumping LP          Downward Jab              m      1    -
 Jumping LK          Downward Snapkick         m      1    -
 Jumping HP          X-Splash                  m      1    -
 Jumping HK          Downward Sidekick         m      1    -
 Jump Diagonal LP    Downward Jab              m      1    -
 Jump Diagonal LK    Downward Snapkick         m      1    -
 Jump Diagonal HP    Body Splash               m      1    -
 Jump Diagonal HK    Downward Sidekick         m      1    -

 1) Knockdown attack.

(  Target Chain Combos  )  --------------------------------------------------

 1) Standing LP > LK > [HP > HK] / [HK > HP]
 2) Standing LP > HP > LP > HP  (won`t combo)
 3) Standing LP > HP > HK  (won`t combo)
 4) Standing LP > HP > Crouching HK  (won`t combo)
 5) Standing LP > HK > HP
 6) Standing HP > HK
 7) Crouching LP > Crouching HP > Crouching HK
 8) Jumping LP / LK > HP / HK

(  Nage / Normal Throws  )  -------------------------------------------------

 jp:  dadakko panchi
 en:  Spoiled Child Punch
 sp:  "Ya Ya Ya Ya Ya Ya~!"
 cm:  When close, b / f + HP
 ht:  Strong 8
 ds:  Manami grabs opponent and hits them several times.
      - Unblockable attack.
      - Knockdown attack. Can (otg) afterward.

(  Tokushu Waza / Special Arts  )  ------------------------------------------

 jp:  neko roketto panchi
 en:  Cat Rocket Punch
 sp:  "Neko Roketto Panchi!"
 cm:  qcf + P / [SP1 button]
 ht:  Weak 1 / Strong 1
 ds:  Manami extends her tiger mitten on a string, then pulls it back to bop
      her on the head.
      - Regardless of if it hits or not, Manami will always take .5% damage
        when the mitten returns and hits her in the head. However she won`t
        defeat herself if she drops to 0% HP.

 jp:  gorogoro atakku
 en:  Purring Attack
 sp:  "Gorogoro Atakku!"
 cm:  Charge b,f + P / [SP2 button]
 ht:  Weak 1 / Strong 1
 ds:  Manami advances in the air, rolled into a ball.
      - Knockdown attack with HP. Can (otg) afterward (if opponent`s in
        corner).
      - Sends opponent across screen.

 jp:  gorogoro atakku 2
 en:  Purring Attack 2
 sp:  "Mmmm yaaa!" or "Gurando Gorogoro Atakku!" ("Grand Purring Attack!")
 cm:  Charge b,f + K
 ht:  Weak 1 / Strong 1
 ds:  Manami rolls on the ground, then leaps forward with a pounce.
      - Must be blocked high.

 jp:  banzai atakku
 en:  Hurrah Attack
 sp:  "Hahahahaha!"
 cm:  Charge b,f + KK
 ht:  Strong 1
 ds:  Manami advances sideways while posing.

 jp:  neko chotto ranbu
 en:  Cat Short Time Boisterous Dance
 sp:  "Hahaha!"
 cm:  When close, hcb + HK
 ht:  Strong 4
 ds:  Manami grabs opponent and attacks them four times while laughing.
      - Launches. Opponent can be air comboed or juggled.
      - Knockdown attack. Can (otg) afterward.

(  Powered Tokushu Waza  )  -------------------------------------------------

 en:  (EX) gorogoro atakku
 sp:  "Iku ze~! Ya!" ("Here I go! Ya!")
 cm:  Charge b,f + PP (uses 1 level)
 ht:  Power 7
 ds:  Manami advances in an arc with a Gorogoro Attack. If she hits
      opponent, they will be popped into the air. Manami will land and
      spring back with an upward Gorogoro Attack to juggle.
      - Knockdown attack.

(  Command Attacks  )  ------------------------------------------------------

 en:  (sleep)
 sp:  "Nya nyaa~!" (sound of a cat purr)
 cm:  Do nothing for 22 seconds9
 ht:  n/a
 ds:  Manami will hop in place, then lay down on the ground.
      - This move doesn`t do anything, and Manami is able to attack out of
        it with no delay. The attack you do to "wake her up" will always be
        a crouching version. She can also be woken up just by moving the
        controller.
      - I had thought this move would give her back HP, but there`s no way
        in hell anyone would let her sit there for that long.

 en:  (rolling dash)
 cm:  Press f,f
 ht:  n/a
 ds:  Manami advances while rolling.
      - Manami will be able to avoid most high-level attacks: including
        standing attacks and projectiles.
      - Manami can cancel her forward dash with HP, and she will do a
        Crouching HP attack. She can`t jump from her roll.

 en:  (neko swat)
 sp:  "Ya!"
 cm:  f + LP
 ht:  Weak 1
 ds:  Manami swats.
      - If you hit the opponent with this twice consecutively (to combo), it
        will launch them. Manami can then air combo or juggle them.

 en:  (neko mitten swing)
 sp:  "No!"
 cm:  f + HP
 ht:  Strong 1
 ds:  Manami swings her tiger mitten by the string before her.
      - Knockdown attack. Can (otg) afterward.

(  Hissatsu Waza / Certain Kill Arts  )  ------------------------------------

 jp:  gottsui neko roketto panchi
 en:  Big Cat Rocket Punch
 sp:  "Gooo~~ttsui Neko Roketto Panchi!"
 cm:  f,hcf + P
 ht:  Power 1o
 ds:  Manami inflates a tiger mitten and extends it on a string, then pulls
      it back to bop her on the head.
      - Sends opponent across screen.
      - Like with her normal Neko Rocket Punch, it will do .5% damage to her
        when the mitten hits her head.
      - Only the large mitten itself does damage. The opponent can jump over
        it and land where the string is to avoid it. However the mitten also
        can hit on its way back to Manami.
      - "Gottsui" is a Kansai-ben (Kansai dialect) term from West Japan,
        which is where Manami hails from. It`s kind of a funny word that is
        native to them, and not many other Japanese use unless you`re from
        there. (In a more domestic comparison, it`s similar to how some
        Southerners use "reckon".) It usually means "big" or "very".

 jp:  urutora gorogoro atakku
 en:  Ultra Purring Attack
 sp:  "Iku ze~! Mmmmm! Ya!"
 cm:  Charge b,f + HP + HK, hold HP to charge
 ht:  Power 1
 ds:  Manami rolls on the ground, then leaps forward with a pounce.
      - Unblockable attack.
      - Knockdown attack. Can (otg) afterward (if opponent`s in corner).
      - The longer you hold HP, the more damage Manami will do when she
        finally pounces. The full damage is about 45%. Regardless how long
        you charge it, it will always be unblockable.
      - While she`s rolling on the ground, Manami is vulnerable to attacks.


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 5.o8  //  MATERIAL
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(  Colors  )  ---------------------------------------------------------------

 Circle          :  Green shirt, green hair
 Square          :  Orange shirt, red hair
 Triangle        :  White shirt, red hair
 R1              :  White shirt, green hair
 R2              :  Gray shirt, purple hair
 Start           :  Black shirt, green hair
                    (Start also randomly selects one of her other colors)

(  Mini Movelist  )  --------------------------------------------------------

 Psi-Throw                         When close, b / f + HP

! Thunder Spear                     qcf + P                 (1)
! Thunder Bolt                      b,d,db + P              (2)
 Thunder Spark                     hcb + P
 (warp dash)                       Press b,b / f,f, hold b / f

 Thunder Burst                     f,hcf + K

 [ Counters ]
 - Guard, f + LP                   Standing LP
 - Guard, f + LK                   Standing HK
 - Guard, d + LP                   Crouching HP
 - Guard, d + LK                   Crouching HK
 - Guard, b / d + HP               LP Thunder Spark
 - Guard, b / d + HK               LP Thunder Spear

(  Basic Attack Info  )  ----------------------------------------------------

 Standing LP         Elbow                     h      1    O
 Standing LK         Sidekick                  h      1    O
 Standing HP         Cross                     h      1    O
 Standing HK         Spinning Roundhouse       h      1    O
 Standing Close LP   Elbow                     h      1    O
 Standing Close LK   Sidekick                  h      1    O
 Standing Close HP   Cross                     h      1    O
 Standing Close HK   Spinning Roundhouse       h      1    O
 Crouching LP        Low Punch                 h      1    O
 Crouching LK        Low Kick                  l      1    O
 Crouching HP        Uppercut                  h      1    O   #1,#2
 Crouching HK        Sweep                     l      1    O   #2
 Jumping LP          Downward Jab              m      1    -
 Jumping LK          Straight Snapkick         m      1    -
 Jumping HP          Downward Lightning Cross  m      1    -
 Jumping HK          Downward Sidekick         m      1    -
 Jump Diagonal LP    Downward Jab              m      1    -
 Jump Diagonal LK    Straight Snapkick         m      1    -
 Jump Diagonal HP    Downward Lightning Cross  m      1    -
 Jump Diagonal HK    Downward Sidekick         m      1    -

 1) Launches. Opponent can be air comboed or juggled.
 2) Knockdown attack.

(  Target Chain Combos  )  --------------------------------------------------

 1) Standing LP > LK > [HP > HK] / [HK > HP]
 2) Standing LP > [HP > HK] / [HK > HP]
 3) Standing HP > HK
 4) Crouching LP > Crouching LK > Crouching HK
 5) Jumping LP / LK > HP / HK

(  Nage / Normal Throws  )  -------------------------------------------------

 jp:  sai suro-
 en:  Psi-Throw
 sp:  "Ha!"
 cm:  When close, b / f + HP
 ht:  Strong 1
 ds:  Material grabs opponent via telekenesis, then throws them over her
      shoulder.
      - Unblockable attack.
      - Knockdown attack.

(  Tokushu Waza / Special Arts  )  ------------------------------------------

 jp:  sanda- supia
 en:  Thunder Spear
 sp:  "Ya!"
 cm:  qcf + P / [SP1 button]
 ht:  Weak 1 / Strong 1
 ds:  Material creates a green energy blast from her palm.
      - Can negate projectiles.

 jp:  sanda- boruto
 en:  Thunder Bolt
 sp:  "Sanda Boruto!"
 cm:  b,d,db + P / [SP2 button]
 ht:  Weak 1 / Strong 1
 ds:  Material raises her arm, summoning a green lightning bolt to strike.
      - Knockdown attack.
      - The LP version will have the lightning strike in front of Material.
        The HP version will have it strike over the opponent no matter where
        they are on the screen.

 jp:  sanda- supa-ku
 en:  Thunder Spark
 sp:  "HaaAA!"
 cm:  hcb + P
 ht:  Weak 1 / Strong 3
 ds:  Material hovers in the air, surrounding herself in a burst of green
      energy.
      - Knockdown attack.

(  Powered Tokushu Waza  )  -------------------------------------------------

 en:  (EX) thunder spear
 sp:  "Ho haa~! Ya!"
 cm:  qcf + PP / qcf,qcf + P (uses 1 level)
 ht:  Power 5
 ds:  Material creates a green energy blast from her palm.
      - Knockdown attack.

 en:  (EX) thunder bolt
 sp:  "Ho haa~! Sanda Boruto!"
 cm:  b,d,db + PP / b,d,db x2 + P (uses 1 level)
 ht:  Power 1o
 ds:  Material raises her arm, summoning a shockwave of green lightning
      bolts to strike.
      - Knockdown attack.
      - Sends opponent across screen.

(  Command Attacks  )  ------------------------------------------------------

 en:  (warp dash)
 cm:  Press b,b / f,f, hold b / f
 ht:  n/a
 ds:  Material advances while disappearing.
      - Material is only invincible when she`s completely invisible. If
        she`s slightly opaque, she can still be hit. During her dash, she`ll
        pass through normal attacks, special moves, projectiles, and even
        some Hissatsu Waza. She can also pass through the opponent and
        appear on the other side of them (even if they`re in the corner).
      - The length and range of Material`s dash can be altered depending on
        how long back or forward are held. If you just tap f,f, Material
        will blur and advance just a step. However if you tap f,f and hold
        it, Material will fade into her warp until you release forward or
        she reaches her max distance.
      - Material can`t attack or jump from her dashes.

(  Hissatsu Waza / Certain Kill Arts  )  ------------------------------------

 jp:  sanda- ba-suto
 en:  Thunder Burst
 sp:  "Ho haa~! Kiero!" ("Disappear!")
 cm:  f,hcf + K (uses 2 levels)
 ht:  Power 4
 ds:  Material charges green energy in her hand, then thrusts her palms
      forward to create a green energy burst.
      - Knockdown attack.
      - Sends opponent across screen.


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 5.o9  //  MIRANDA JYAHANA
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(  Personal Infomation  )  --------------------------------------------------

 Name Meaning    :  JYAHANA = "apologize flower"

(  Colors  )  ---------------------------------------------------------------

 Circle          :  Black bodysuit, yellow hair
 Square          :  Black bodysuit, purple hair
 Triangle        :  Black bodysuit, light yellow hair
 R1              :  Black bodysuit, pink hair
 R2              :  Black bodysuit, bleach yellow hair
 Start           :  Gray bodysuit, yellow hair
                    (Start also randomly selects one of her other colors)

(  Mini Movelist  )  --------------------------------------------------------

 Guillotine Throw +                When close, b / f + HP

 Death Stinger                     qcf + P                 (1)
 Darkness Stab                     qcb + K                 (2)
 (warp dash)                       Press b,b / f,f
 (axe kick)                        b + HK

 Chaos Hurricane                   Press KK
 Twin Burn                         f,d,df + P
 Nemesis Halo                      f,hcf + P

 [ Counters ]
 - Guard, f + LP                   Standing HP
 - Guard, f + LK                   Standing HK
 - Guard, d + LP                   Standing HP
 - Guard, d + LK                   Standing HK
 - Guard, b / d + HP               LP Death Stinger
 - Guard, b / d + HK               LP Darkness Stab

(  Basic Attack Info  )  ----------------------------------------------------

 Standing LP         Swat Jab                  h      1    O
 Standing LK         Flipkick                  h      1    X
 Standing HP         Slash                     h      1    O   #1
 Standing HK         Flipkick                  h      1    X   #1
 Standing Close LP   Swat Jab                  h      1    O
 Standing Close LK   Flipkick                  h      1    X
 Standing Close HP   Slash                     h      1    O   #1
 Standing Close HK   Flipkick                  h      1    X   #1
 Crouching LP        Weak Ground Punch         h      1    O
 Crouching LK        Weak Low Kick             l      1    O
 Crouching HP        Strong Ground Punch       h      1    O   (otg)
 Crouching HK        Strong Low Kick           l      1    O   #1,(otg)
 Jumping LP          Downward Jab              m      1    -
 Jumping LK          Straight Snapkick         m      1    -
 Jumping HP          Downward Cross            m      1    -
 Jumping HK          Straight Sidekick         m      1    -
 Jump Diagonal LP    Downward Jab              m      1    -
 Jump Diagonal LK    Straight Snapkick         m      1    -
 Jump Diagonal HP    Downward Cross            m      1    -
 Jump Diagonal HK    Straight Sidekick         m      1    -

 1) Knockdown attack. Can (otg) afterward.

(  Target Chain Combos  )  --------------------------------------------------

 1) Standing LP > LK / HK
 2) Standing LP > HP > LK / HK
 3) Standing HP > LK / HK
 4) Crouching LP > Crouching HP
 5) Crouching LK / HK > Standing LK / HK
 6) Jumping LP / LK > HP / HK

(  Nage / Normal Throws  )  -------------------------------------------------

 jp:  girochin suro- +
 en:  Guillotine Throw + (Plus)
 sp:  "Ya!"
 cm:  When close, b / f + HP
 ht:  Strong 1
 ds:  Miranda grabs opponent with her back turned, and pulls them over her
      shoulders.
      - Unblockable attack.
      - Knockdown attack. Can (otg) afterward (if opponent`s in corner).
      - Sends opponent across screen.
      - If Miranda throws the opponent into the corner, she`ll be able to
        hit them with two Crouching HKs since they`re sliding.
      - Another little weird tidbit: If you throw the opponent in the corner
        and hit them with a Crouching HP immediately, the opponent will pop
        back up to a stand with their back turned. But they`ll be in hit
        animation and immediately fall back down. Miranda can still hit them
        as they are standing with another attack though before they re-fall.

(  Tokushu Waza / Special Arts  )  ------------------------------------------

 jp:  desu sutinga-
 en:  Death Stinger
 sp:  "Kinasai!" ("??")
 cm:  qcf + P / [SP1 button]
 ht:  Weak 1 / Strong 1
 ds:  Miranda advances with a bull charge.
      - Launches. Opponent can be air comboed or juggled.
      - Knockdown attack. Can (otg) afterward.

 jp:  da-kunesu sutabu
 en:  Darkness Stab
 cm:  qcb + K
 ht:  Weak 14 / Strong 14
 ds:  Miranda advances in the air across the entire screen, engulfed in a
      cone of green energy.
      - Knockdown attack.

(  Command Attacks  )  ------------------------------------------------------

 en:  (warp dash)
 cm:  Press b,b / f,f
 ht:  n/a
 ds:  Miranda advances while disappearing.
      - Anytime Miranda is even slightly opaque, she`s invincible. She`ll
        pass through normal attacks, special moves, projectiles, and even
        some Hissatsu Waza. (She can even avoid Jun`s (EX) Earth Shaker and
        Saki`s Mizuchi). She can also pass through the opponent and appear
        on the other side of them (unless they`re in the corner).
      - Her backdash lasts just a small moment longer than her forward dash.
      - Miranda can cancel her forward dash with a jump, Standing HP, Death
        Stinger, Darkness Stab, Chaos Hurricane, Twin Burn, or Nemesis Halo.
        She can`t cancel her backdash.

 en:  (axe kick)
 sp:  "Hn~!"
 cm:  b + HK
 ht:  Strong 1 (2)
 ds:  Miranda swings her leg down.
      - Knockdown attack. Can (otg) afterward (if opponent`s was standing).
      - Must be blocked high.
      - If blocked, it will hit two times.

(  Hissatsu Waza / Certain Kill Arts  )  ------------------------------------

 jp:  kaosu harike-n
 en:  Chaos Hurricane
 sp:  "Hm! Yah!"
 cm:  Press KK (uses 1 level)
 ht:  Power 1+1
 ds:  Miranda backflips. If she hits opponent, she will knock them into the
      air and appear with them to knock them to the ground with a hammer
      fist.
      - Knockdown attack. Can (otg) afterward.

 jp:  tsuin ba-n
 en:  Twin Burn
 sp:  "Twin Burn!"
 cm:  f,d,df + P (uses 1 level)
 ht:  Power 14
 ds:  Miranda charges green energy in her hand, then slams it to the ground
      to create a shockwave of four crystal-like eruptions.
      - Knockdown attack.
      - Sends opponent across screen.

 jp:  nemeshisu hairoxu
 en:  Nemesis Halo
 sp:  "AhhhhhHHHHHH!!"
 cm:  f,hcf + P (uses 2 levels)
 ht:  Power 2o
 ds:  Miranda hovers in the air, surrounding herself in an expanding aura of
      green energy.
      - Knockdown attack.
      - Can be used as an (otg) attack.


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 5.1o  //  REIMI JYAHANA
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 "VG" 3-nen renzoku muhai yuushou no kiroku o motsu. Takokusekikigyou
"Jyahana GURU-PU" sousui. Tadashi genzai no jikken wa haha - MIRANDA ga
nigitte iru. Katsute wa sono haha kara MA-SHARU A-TSU no eisaikyouiku o uke,
sara ni Nihonjin no chichioya yori, "Zen" niyoru "Ki" gijutsu o osawari kore o
jiyuuni atsukau subeo mukoru nitsuketa. PURAIDO ga takaku, mukoru mo kokoro mo
jita tomo ni mitomeru shinno jyo`ou-sama. Konkai no VG dewa jikkouiinkai kara
hazure, ibban senshu toshite ENTORI- shiteiru.

 Reimi possesses the championship record for being undefeated in "Variable
Geo" for three years. She is the leader of the multinational corporation,
"Jyahana Group." However as of the present, the real power have been seized by
her mother Miranda. At one time Reimi received the special education of
martial arts from her mother, but futhermore from her Japanese father, her
body was taught to freely handle the skills of "Zen" (Buddhism) and everything
about "Ki" (spirit energy). A genuine queen with great pride, and a body and
heart that both herself and others recognize. In this Variable Geo, Reimi has
deviated from the Executive Committee (of the tournament) and has entered as
an ordinary player.

(  Personal Infomation  )  --------------------------------------------------

 Name Meaning    :  JYAHANA = "apologize flower"
 Origin          :  America
 Birthday        :  February 27; Pisces
 Age             :  20 years
 Occupation      :  Shiritsu S Joshi Gakuin 3-kaisei
                    (Privite S Girl Academy 3rd Resurrection)
 Blood Type      :  B type
 Height          :  165 cm. (5`o5")
 Weight          :  49 kg. (1o8 lbs.)
 3-Size          :  B/85 W/58 H/87 cm. (33/23/34 in.)
 Hobbies         :  Chess, driving
 Likes           :  Meisei (fame), bi (beauty), hot milk
 Dislikes        :  Shiko (ugliness)
 Fighting Skill  :  Martial Arts
 Specialty Art   :  Burning Rose

(  Colors  )  ---------------------------------------------------------------

 Circle          :  Black vest, azure hair
 Square          :  Off-red vest, pink hair
 Triangle        :  Off-orange vest, yellow hair
 R1              :  Black vest, purple hair
 R2              :  Off-yellow vest, yellow hair
 Start           :  Off-yellow vest, light yellow hair
                    (Start also randomly selects one of her other colors)

(  Quotes + Ending  )  ------------------------------------------------------

 ( to be added. )

(  Mini Movelist  )  --------------------------------------------------------

 Guillotine Throw                  When close, b / f + HP

! Burning Rose                      qcf + P                 (1)
! Rose Stinger                      Charge b,f + K          (2)
! Hurricane Rose                    Charge d,u + K
 (hurricane kick)                  f + HK
 (air downward elbow)              Jump ub / uf + d + HP

 Griffon Nail                      f,hcf + K

 [ Counters ]
 - Guard, f + LP                   Standing HP
 - Guard, f + LK                   Standing LK
 - Guard, d + LP                   Standing HP
 - Guard, d + LK                   Standing LK
 - Guard, b / d + HP               LK Hurricane Rose
 - Guard, b / d + HK               LK Rose Stinger

(  Basic Attack Info  )  ----------------------------------------------------

 Standing LP         Backfist Jab              h      1    O
 Standing LK         Low Sidekick              h      1    O
 Standing HP         Palm Thrust               h      1    O
 Standing HK         Roundhouse                h,h    2    O   #1
 Standing Close LP   Backfist Jab              h      1    O
 Standing Close LK   Low Sidekick              h      1    O
 Standing Close HP   Palm Thrust               h      1    O
 Standing Close HK   Roundhouse                h,h    2    O   #1
 Crouching LP        Low Chop                  h      1    O
 Crouching LK        Low Kick                  l      1    O   (otg)
 Crouching HP        Low Palm Thrust           h      1    O
 Crouching HK        Low Double Kick           l      1    O   #2
 Jumping LP          Downward Punch            m      1    -
 Jumping LK          Upward Front Kick         m      1    -
 Jumping HP          Backfist                  m      1    -
 Jumping HK          Downward Sidekick         m      1    -
 Jump Diagonal LP    Downward Punch            m      1    -
 Jump Diagonal LK    Upward Front Kick         m      1    -
 Jump Diagonal HP    Backfist                  m      1    -
 Jump Diagonal HK    Downward Sidekick         m      1    -

 1) Either hit can be canceled.
 2) Knockdown attack. Can (otg) afterward.

(  Target Chain Combos  )  --------------------------------------------------

 1) Standing LP > LK > HP / HK  (HP won`t combo)
 2) Standing LP > HP / HK
 3) Standing LK > HP / HK  (HP won`t combo)
 4) Crouching LP > Crouching LK
 5) Jumping LP / LK > HP / HK

(  Nage / Normal Throws  )  -------------------------------------------------

 jp:  girochin suro-
 en:  Guillotine Throw
 sp:  "Da!"
 cm:  When close, b / f + HP
 ht:  Strong 1
 ds:  Reimi grabs opponent by the shoulders and flips over them, then pulls
      then over into a powerbomb.
      - Unblockable attack.
      - Knockdown attack.

(  Tokushu Waza / Special Arts  )  ------------------------------------------

 jp:  ba-nin ro-zu
 en:  Burning Rose
 sp:  "Ya!"
 cm:  qcf + P / [SP1 button]
 ht:  Weak 1 / Strong 1
 ds:  Reimi swings her arm and throws a blue energy blast.

 jp:  ro-zu sutinga-
 en:  Rose Stinger
 sp:  "Rose Stinger!"
 cm:  Charge b,f + K / [SP2 button]
 ht:  Weak 2 / Strong 3
 ds:  Reimi advances, engulfed in a cone of blue energy.
      - The instruction book has the Hurricane Rose as her SP2 button, but
        it`s actually her Rose Stinger.

 jp:  harike-n ro-zu
 en:  Hurricane Rose
 sp:  "Hn!"
 cm:  Charge d,u + K
 ht:  Weak 1 / Strong 1
 ds:  Reimi backflips.
      - Knockdown attack. Can (otg) afterward.

(  Powered Tokushu Waza  )  -------------------------------------------------

 en:  (EX) burning rose
 sp:  "Burning Rose!"
 cm:  qcf + PP / qcf,qcf + P (uses 1 level)
 ht:  Power 3
 ds:  Reimi swings her arm and throws a blue energy blast.

 en:  (EX) rose stinger
 sp:  "Ha! Rose Stinger!"
 cm:  Charge b,f + KK / Charge b,f,b,f + K (uses 1 level)
 ht:  Power 5
 ds:  Reimi advances, engulfed in a cone of blue energy.
      - Knockdown attack.

 en:  (EX) hurricane rose
 sp:  "Ha!"
 cm:  Charge d,u + KK / Charge db,df,db,ub~uf + K (uses 1 level)
 ht:  Power 5
 ds:  Reimi backflips twice.
      - Knockdown attack.

(  Command Attacks  )  ------------------------------------------------------

 en:  (hurricane kick)
 cm:  f + HK
 ht:  Strong 1
 ds:  Reimi hops with a reverse kick.

 en:  (air downward elbow)
 cm:  Jump ub / uf + d + HP
 ht:  Strong 1
 ds:  Reimi descends with a elbow drop.
      - Must be blocked high.

(  Hissatsu Waza / Certain Kill Arts  )  ------------------------------------

 jp:  gurifon neiru
 en:  Griffon Nail
 sp:  "Ha! Griffon Nail!"
 cm:  f,hcf + K (uses 2 levels)
 ht:  Power 2
 ds:  Reimi advances across the entire screen, engulfed in a cone of blue
      energy. If she hits opponent, she will leap up off the screen with
      them and come down with a powerbomb.
      - Knockdown attack.


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 5.11  //  SAKI SHINJOU
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 Jyahana GURU-PU VG jikkouiinkai ga tokubetsu ni jyoutai shita senshu.
Jyogetsu.
 Keireki * Kokuseki nado PUROFI-RU no ooku ga nazo tosareteiru.
 Aite o tatakifuseru koto ga mujyou no yorokobi .. toiu SADISUTIKKU na TAIPU
de, yosen nioite taisen shita senshu no ooku ga saiki funou ni oikomareteiru.

 The player whom the Jyahana Group gave a special invitation. A brave woman.
 Much of her profile like her personal history and nationality are a puzzle.
 Her opponents are utterly defeated with the best of joy .. in a sadistic
style it is said, and many of the players who fought her in the preliminaries
had no possibility to recover.

(  Personal Infomation  )  --------------------------------------------------

 Name Meaning    :  SHINJOU = "new article"
 Origin          :  Unknown (Presently Japanese nationality)
 Birthday        :  May 5; Taurus
 Age             :  24 years
 Restaurant      :  (??)
 Occupation      :  Unknown
 Blood Type      :  AB type
 Height          :  172 cm. (5`o8")
 Weight          :  Unknown
 3-Size          :  B/88 W/59 H/90 cm. (35/23/35 in.)
 Hobbies         :  Hikoukai (kept private)
 Likes           :  Tatakai (fighting)
 Dislikes        :  Jakusha (the weak)
 Fighting Skill  :  Unknown
 Specialty Art   :  Unknown

(  Colors  )  ---------------------------------------------------------------

 Circle          :  Red suit, green hair
 Square          :  Gold suit, white hair
 Triangle        :  Dark blue suit, purple hair
 R1              :  Gray suit, yellow hair
 R2              :  Purple suit, purple hair
 Start           :  Black suit, pink hair
                    (Start also randomly selects one of her other colors)

(  Quotes + Ending  )  ------------------------------------------------------

 ( to be added. )

(  Mini Movelist  )  --------------------------------------------------------

 Betsu                             When close, b / f + HP

! Tetsu                             qcb + P                 (1)
! Ryou                              qcb + K
 Sen                               f,d,df + P
! Shoku                             f,d,df + K              (2)
! Ren                               When close, hcb,f + P
 (slash)                           f + LP
 (reverse elbow)                   f + HP
 (step sidekick)                   f + HK

 Homura                            qcf,qcf + P (air)
 Mizuchi                           hcb,qcf + K

 [ Counters ]
 - Guard, f + LP                   (slash)
 - Guard, f + LK                   Standing Close HK
 - Guard, d + LP                   (slash)
 - Guard, d + LK                   Standing Close HK
 - Guard, b / d + HP               LP Ren *
 - Guard, b / d + HK               LP Sen

 * If Saki isn`t close enough to grab, it will act like a "Kubota Sway" and
   attacks will pass through her. When she can be hit again, she`ll still be
   in guard animation.

(  Basic Attack Info  )  ----------------------------------------------------

 Standing LP         Elbow                     h      1    O
 Standing LK         Reverse Kick              h      1    O
 Standing HP         Stab                      h      2    O   #1
 Standing HK         Axe Kick                  h      1    O
 Standing Close LP   Elbow                     h      1    O
 Standing Close LK   Reverse Kick              h      1    O
 Standing Close HP   Stab                      h      2    O   #1
 Standing Close HK   Blade Kick                h      1    O   #2,#3
 Crouching LP        Low Swat                  h      1    O
 Crouching LK        Low Kick                  l      1    O
 Crouching HP        Low Slash                 h      1    O   (otg)
 Crouching HK        Sweep                     l      1    O   #3
 Jumping LP          Downward Punch            m      1    O
 Jumping LK          Downward Sidekick         m      1    O
 Jumping HP          Double Slash              m      1    O
 Jumping HK          Spinkick                  m      1    O
 Jump Diagonal LP    Downward Punch            m      1    O
 Jump Diagonal LK    Downward Sidekick         m      1    O
 Jump Diagonal HP    Double Slash              m      1    O
 Jump Diagonal HK    Spinkick                  m      1    O

 1) Either hit can be canceled.
 2) Launches.
 3) Knockdown attack. Can (otg) afterward.

(  Target Chain Combos  )  --------------------------------------------------

 1) Standing LP > LK
 2) Standing HK > HP > HK
 3) Crouching LP > Standing LP
 4) Crouching LP > Crouching LK
 5) Crouching LK > Crouching HK
 6) f + LP > LK > LP > [HP > HK] / [HK > HP]  ([HP > HK] won`t combo)
 7) f + HK > HP / HK
 8) Jumping LP / LK > HP / HK

(  Nage / Normal Throws  )  -------------------------------------------------

 jp:  betsu
 en:  Glance At
 sp:  "Kumitsuni ga!" ("Tackled you!")
 cm:  When close, b / f + HP
 ht:  Strong 1+1+1+1
 ds:  Saki grabs opponent and knocks them to the ground, then stomps on them
      three times.
      - Unblockable attack.
      - Knockdown attack. Can (otg) afterward.

(  Tokushu Waza / Special Arts  )  ------------------------------------------

 jp:  tetsu
 en:  Binding
 sp:  "Hm!"
 cm:  qcb + P / [SP1 button]
 ht:  Weak 1 / Strong 2
 ds:  Saki advances, slashing the air.
      - Knockdown attack with HP. Can (otg) afterward (if opponent`s in
        corner).
      - HP version sends opponent across screen.
      - I`m not 1oo% sure this is the correct translation to this. I don`t
        think it was a mistake in the book, but maybe it`s just one of the
        Chinese characters used in this. Sadly I wasn`t able to locate the
        exact kanji for this move anywhere. However the sites that I found
        and translated from said that it meant "to bind (a book)".

 jp:  ryou
 en:  Pillage
 sp:  "Hm!"
 cm:  qcb + K
 ht:  Weak 3 / Strong 3
 ds:  Saki leaps forward, swinging her legs out.
      - Knockdown attack. Can (otg) afterward.

 jp:  sen
 en:  Drill
 sp:  "(??)"
 cm:  f,d,df + P
 ht:  Weak 2 / Strong 4
 ds:  Saki attacks with an elbow, then does a reverse elbow.
      - Knockdown attack.
      - The second part (the reverse elbow) must be blocked high.

 jp:  shoku
 en:  Eclipse
 sp:  "Ha!"
 cm:  f,d,df + K / [SP2 button]
 ht:  Weak 1 / Strong 3
 ds:  Saki ascends with a vertical kick.
      - Knockdown attack. Can (otg) afterward.

 jp:  ren
 en:  Forge Metal
 sp:  "Hm!"
 cm:  When close, hcb,f + P
 ht:  Weak 1 / Strong 1
 ds:  Saki grabs opponent and leaps back in the air while rotating, then
      lands by standing on them.
      - Unblockable attack.
      - Knockdown attack.

(  Powered Tokushu Waza  )  -------------------------------------------------

 jp:  (EX) tetsu
 sp:  "Kurae na!" ("Take this!")
 cm:  qcb + PP / qcb,qcb + P (uses 1 level)
 ht:  Power 3
 ds:  Saki advances, slashing the air.
      - Knockdown attack. Can (otg) afterward (if opponent`s in corner).
      - Sends opponent across screen.

 jp:  (EX) ryou
 sp:  "Kurae na!" ("Take this!")
 cm:  qcb + KK / qcb,qcb + K (uses 1 level)
 ht:  Power 11
 ds:  Saki leaps forward, swinging her legs out with multi-hit kicks.
      - Knockdown attack.

 jp:  (EX) shoku
 sp:  "Kurae na!" ("Take this!")
 cm:  f,d,df + KK / f,d,df x2 + K (uses 1 level)
 ht:  Power 6
 ds:  Saki ascends with a multi-hit vertical kick.
      - Knockdown attack.

 jp:  (EX) ren
 sp:  "Hm!"
 cm:  When close, hcb,f + PP (uses 1 level)
 ht:  Power 1+1
 ds:  Saki grabs opponent and leaps back in the air while rotating, then
      lands by standing on them. Then she does it again slightly higher.
      - Unblockable attack.
      - Knockdown attack.

(  Command Attacks  )  ------------------------------------------------------

 en:  (slash)
 cm:  f + LP
 ht:  Weak 1
 ds:  Saki swinging her arm downward.

 en:  (reverse elbow)
 cm:  f + HP
 ht:  Strong 1
 ds:  Saki attacks with a spinning elbow.

 en:  (step sidekick)
 cm:  f + HK
 ht:  Strong 1
 ds:  Saki advances a small distance with a sidekick.

(  Hissatsu Waza / Certain Kill Arts  )  ------------------------------------

 jp:  homura
 en:  Blaze
 sp:  "Haa hahaha!"
 cm:  qcf,qcf + P (air) (uses 2 levels)
 ht:  Power 1
 ds:  Saki leaps up and slashes the air, causing a flaming geyser to erupt
      from the ground.
      - Knockdown attack. Can (otg) afterward (if opponent`s in corner).
      - Sends opponent across screen.
      - Saki can end any air combo with this, but it will do only 2o% damage
        rather than 45%.

 jp:  mizuchi
 en:  Dragon
 sp:  "Shini na! Hora hora hora hora! Tanoshimi naran na?!" ("DIE! Look out,
      look out, look out, look out! Now did you enjoy that?!")
 cm:  hcb,qcf + K (uses 2 levels)
 ht:  Power 7</pre><pre id="faqspan-4">
 ds:  Saki advances in an arc with a flipping cartwheel kick. If she hits
      opponent, she will perform a multi-hit horizontal kick (Ryou), then a
      vertical kick (Shoku) to knock them in the air, and finally leaps up
      and kicks them on their descent.
      - Knockdown attack.
      - Must be blocked high.
      - Throws opponent on opposite side they were on prior.
      - Sends opponent across screen.
      - Like with "Tetsu," this was another move I couldn`t find the exact
        kanji for. But I remember that Malin (from `King Of Fighters 2003´)
        has a move called this too, and hers translates as "Dragon".


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 5.12  //  SATOMI YAJIMA
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 Ryoushin o koutsuujiko de nakushi, oto o yashinainagara gakuhi to seikatsuhi
o ARUBAITO de kasegu.
 Yuka to wa onaji gakkou ni kayoi, onaji doujou de shuugyou shita nakama.
 Seikaku wa chokujou nekketsu kata. Saikin wa doujou de shougakusei kumi no
shidou o hajimeteiru.

 When both of her parents died in a traffic accident, Satomi had to raise her
younger brother as well as earn income with a part-time job to pay for tuition
and living expenses.
 A friend that commutes to the same school as Yuka, and trains at the same
dojo.
 Her personality is of impulsiveness and zeal. Recently she has started
coaching an elementary school student group at the dojo.

(  Personal Infomation  )  --------------------------------------------------

 Name Meaning    :  SATOMI = "wise beauty"
                    YAJIMA = "eight island"
 Origin          :  Tokyo (metropolitian area)
 Birthday        :  October 22; Libra
 Age             :  17 years
 Restaurant      :  Bikkuri Monkey
 Occupation      :  Toritsu T Gakuen 3-nensei
                    (Municipal T Academy 3rd year)
 Blood Type      :  O type
 Height          :  154 cm. (5`o1")
 Weight          :  41 kg. (9o lbs.)
 3-Size          :  B/78 W/51 H/82 cm. (31/20/32 in.)
 Hobbies         :  Ryouri (cooking), shuugyou (training)
 Likes           :  Doryoku (effort), Oto (younger brother) Daisuke
 Dislikes        :  Binbou (poverty), uragiri (betrayal)
 Fighting Skill  :  Kyokushin Karate
 Specialty Art   :  Kaen Zan

(  Colors  )  ---------------------------------------------------------------

 Circle          :  Pink top, orange skirt, brown hair
 Square          :  Blue top, red skirt, brown hair
 Triangle        :  Green top, green skirt, brown hair
 R1              :  Blue top, dark red skirt, brown hair
 R2              :  Orange top, purple skirt, brown hair
 Start           :  Violet top, purple skirt, brown hair
                    (Start also randomly selects one of her other colors)

(  Quotes + Ending  )  ------------------------------------------------------

 ( to be added. )

(  Mini Movelist  )  --------------------------------------------------------

 Daisharin Nage                    When close, b / f + HP

 Ouhou                             qcb + P
! Goku En Shou                      qcb + K                 (1)
! Kaen Zan                          b,d,db + P              (2)
! Shinkuu Karatakewari              hcf + P (move b / f) ..
 - Tsuika                          .. Press HP after Shinkuu Karatakewari
 (flame taunt)                     Press Select
 (uppercut launcher)               df + HP
 (slide)                           df + HK

 Hissatsu Kyokushin Ken            f,hcf + K

 [ Counters ]
 - Guard, f + LP                   Standing LP
 - Guard, f + LK                   Standing LK
 - Guard, d + LP                   Standing LP
 - Guard, d + LK                   Standing LK
 - Guard, b / d + HP               LP Goku En Shou
 - Guard, b / d + HK               LP Kaen Zan

(  Basic Attack Info  )  ----------------------------------------------------

 Standing LP         Backfist Jab              h      1    O
 Standing LK         Shin Kick                 h      1    O
 Standing HP         Cross                     h      1    O
 Standing HK         Reverse Crescent          h      1    O
 Standing Close LP   Backfist Jab              h      1    O
 Standing Close LK   Shin Kick                 h      1    O
 Standing Close HP   Cross                     h      1    O
 Standing Close HK   Reverse Crescent          h      1    O
 Crouching LP        Low Elbow                 h      1    O
 Crouching LK        Low Kick                  l      1    O
 Crouching HP        Low Cross                 h      1    O
 Crouching HK        Low Reverse Kick          l      1    O   #1
 Jumping LP          Downward Bop              m      1    -
 Jumping LK          Straight Snapkick         m      1    -
 Jumping HP          Downward Cross            m      1    -
 Jumping HK          Reverse Snapkick          m      1    -
 Jump Diagonal LP    Downward Bop              m      1    -
 Jump Diagonal LK    Straight Snapkick         m      1    -
 Jump Diagonal HP    Downward Cross            m      1    -
 Jump Diagonal HK    Reverse Snapkick          m      1    -

 1) Knockdown attack.

(  Target Chain Combos  )  --------------------------------------------------

 1) Standing LP > LK > [HP > HK] / [HK > HP]
 2) Standing LP > [HP > HK] / [HK / HP]
 3) Standing HP > HK
 4) Crouching LP > Crouching LK > Crouching HK
 5) Crouching LP > Crouching HP
 6) Jumping LP / LK > HP / HK

(  Nage / Normal Throws  )  -------------------------------------------------

 jp:  daisharin nage
 en:  Giant Swing Throw
 sp:  "Ei!"
 cm:  When close, b / f + HP
 ht:  Strong 1
 ds:  Satomi grabs opponent and throws them to the ground, tumbling forward.
      - Unblockable attack.
      - Knockdown attack.

(  Tokushu Waza / Special Arts  )  ------------------------------------------

 jp:  ouhou
 en:  Retribution
 sp:  "Ha!"
 cm:  qcb + P
 ht:  Weak 1 / Strong 1
 ds:  Satomi leans forward, swinging a fist back behind her.
      - Must be blocked high.
      - Can reflect projectiles.

 jp:  goku en shou
 en:  Prison Flame Heel
 sp:  "Goku En Shou!"
 cm:  qcb + K / [SP1 button]
 ht:  Weak 1 / Strong 1
 ds:  Satomi advances a small distance, attacking with a crescent kick as
      her foot is ablaze.
      - Knockdown attack.
      - Must be blocked high.

 jp:  kaen zan
 en:  Flame Kill
 sp:  "Kaen Zan!"
 cm:  b,d,db + P / [SP2 button]
 ht:  Weak 1 / Strong 1
 ds:  Satomi ascends with an uppercut, creating flame trails with her arms.
      - Knockdown attack.
      - Satomi isn`t invincible during her ascension. She won`t pass through
        attacks or projectiles. However she will still possess advantage
        against most other physical attacks as long as she executed the
        uppercut at the same time. There`s only about two frames where
        Satomi is slightly invincible, and that`s when she`s crouching
        before doing the uppercut. (When you do her (EX) Kaen Zan, it`s the
        frame she freezes on to charge. Actually I believe she`s just low
        enough that the projectile passes over her.) It`s hard, but Satomi
        can "swoop" under a projectile before she uppercuts.

 jp:  shinkuu karatakewari
 en:  Vacuum Cutting Straight Down (Cleaving A Person In Two)
 sp:  "Haa!"
 cm:  hcf + P (move b / f)
 ht:  Weak 2 / Strong 2
 ds:  Satomi ascends at an arc, descending with a punch as its ablaze.
      - Must be blocked high.
      - Can follow with Tsuika.
      - You can hold back or forward on the controller to alter the range of
        Satomi`s arc.

 jp:  tsuika
 en:  Addition
 cm:  Press HP after Shinkuu Karatakewari
 ht:  Strong 1
 ds:  Satomi leans forward, swinging a fist back behind her as its ablaze.
      - Knockdown attack.
      - The command for this must be input once Satomi has landed.
      - The Tsuika will not combo after the Shinkuu Karatakewari.

(  Powered Tokushu Waza  )  -------------------------------------------------

 jp:  (EX) goku en shou
 sp:  "Goku En Shou!"
 cm:  qcb + KK / qcb,qcb + K (uses 1 level)
 ht:  Power 9
 ds:  Satomi advances while ablaze, attacking with three crescent kicks as
      her foot creates a flaming ring around her.
      - Must be blocked high.

 jp:  (EX) kaen zan
 sp:  "Kaen Zan!"
 cm:  b,d,db + PP / b,d,db x2 + P (uses 1 level)
 ht:  Power 9
 ds:  Satomi ascends with an uppercut while ablaze, creating a flamimg ring
      around her with her arms.
      - Knockdown attack.
      - Satomi isn`t invincible during her ascension. She won`t pass through
        attacks or projectiles. However she will still possess advantage
        against most other physical attacks as long as she executed the
        uppercut at the same time. There`s only about two frames where
        Satomi is slightly invincible, and that`s when she`s crouching
        before doing the uppercut. (The frame she freezes on to charge.)
        It`s hard, but Satomi can "swoop" under a projectile before she
        uppercuts.

 jp:  (EX) shinkuu karatakewari
 sp:  "Haa!"
 cm:  hcf + PP / hcf,hcf + P (move b / f) (uses 1 level)
 ht:  Power 3
 ds:  Satomi ascends at an arc while ablaze, descending with a punch.
      - Must be blocked high.
      - If close to the opponent, Satomi`s ascension will knock them into
        the air. Satomi will juggle them with two more hits as she descends.
        However this does less damage than if she lands on them from afar.
      - The Tsuika can`t be added after the (EX) Shinkuu Karatakewari.

(  Command Attacks  )  ------------------------------------------------------

 en:  (flame taunt)
 sp:  "Hua!"
 cm:  Press Select
 ht:  Strong 1
 ds:  Satomi creates a small flame in her palm.
      - If close to the opponent, the flame will hit. Satomi can Super
        Cancel that hit.

 en:  (uppercut launcher)
 sp:  "Chu!"
 cm:  df + HP
 ht:  Strong 1
 ds:  Satomi uppercuts.
      - Launches. Opponent can be air comboed or juggled.
      - Knockdown attack.

 en:  (slide)
 cm:  df + HK
 ht:  Strong 1
 ds:  Satomi slides along the ground.
      - Knockdown attack.
      - Must be blocked low.

(  Hissatsu Waza / Certain Kill Arts  )  ------------------------------------

 jp:  hissatsu kyokushin ken
 en:  Certain Kill Rising Sun God Fist
 sp:  "Moero .. Satomi!" ("Burning Satomi!")
 cm:  f,hcf + K (uses 2 levels)
 ht:  Power 12
 ds:  Satomi advances. If she hits opponent, she performs an attack rush.
      - Knockdown attack.
      - Sends opponent across screen.


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 5.13  //  TAMAO MITSURUGI
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 VG hatsu sanka. Sainenshou senshu toshite ima taikai saidai no shuumoku o
atsumeteiru. Kangaeru yori mo sakini karada ni ugoiteshimau occhokochoi de
ochoushimono daga, son`na tokoro hito ni sukareru youin nano kamoshirenai.
Kanojo wa sakunen no Yuka no katsuyaku o mite, shinsoko akogarete budou
(karate) o kokorozashi, imadewa Yuka to onaji keitou no waza o ikutsuka mukoro
nitsuketeiru. "Miyoumimane" dato honnin wa itteiru no daga ..

 The new participant in Variable Geo. She`s collected the greatest attention
for being the youngest player at this time. A frivolous and careless person
that moves her body first before thinking, but that may be because she`s a
person fond of main causes. After watching the activity of Yuka participating
last year, and with her will yearning completely for her martial art (karate),
Tamao has learned a few of the arts from the same system as Yuka. She said she
"learns by watching others," but ..

(  Personal Infomation  )  --------------------------------------------------

 Name Meaning    :  TAMAO = "pearl thong"
                    MITSURUGI = "honorable sword"
 Origin          :  Shizuoka Prefecture (Chuuba area)
 Birthday        :  December 6; Sagittarius
 Age             :  14 years
 Restaurant      :  Silver Parrot
 Occupation      :  Kenritsu M Chuugaku 3-nensei
                    (Prefectual M Junior High School 3rd year)
 Blood Type      :  AB type
 Height          :  150 cm. (4`11")
 Weight          :  Unknown
 3-Size          :  B/77 W/53 H/81 cm. (30/21/32 in.)
 Hobbies         :  Collecting character goods, uranai (fortune telling)
 Likes           :  Yuka(-senpai), fighting games
 Dislikes        :  Tomatoes, karaoke
 Fighting Skill  :  Karate (Unknown school)
 Specialty Art   :  Ki Kou Dan

(  Colors  )  ---------------------------------------------------------------

 Circle          :  Red skirt, orange bow, brown hair
 Square          :  Green skirt, yellow bow, brown hair
 Triangle        :  Violet skirt, purple bow, brown hair
 R1              :  Purple skirt, pink bow, brown hair
 R2              :  Aqua skirt, pink bow, brown hair
 Start           :  Pink skirt, orange bow, brown hair
                    (Start also randomly selects one of her other colors)

(  Quotes + Ending  )  ------------------------------------------------------

 ( to be added. )

(  Mini Movelist  )  --------------------------------------------------------

 Seoinage                          When close, b / f + HP

! Ki Kou Dan                        qcf + P                 (1)
! Kuu Sen Kyaku                     qcb + K
! Souryuu Geki                      f,d,df + P              (2)
 Pokopoko Midare Uchi              When close, hcb + HP ..
 - And Punch!                      .. Press HP after Pokopoko Midare Uchi
 - And Kick!                       .. Press HK after Pokopoko Midare Uchi
 (butt spring)                     f + HK
 (backfist)                        b + HP
 (ground punch)                    df + HP
 (diving headbutt)                 f,f + HP

 Lightning Crash                   f,hcf + P

 [ Counters ]
 - Guard, f + LP                   Standing HP
 - Guard, f + LK                   Standing HK
 - Guard, d + LP                   Standing HP
 - Guard, d + LK                   Standing HK
 - Guard, b / d + HP               LP Ki Kou Dan
 - Guard, b / d + HK               LP Souryuu Geki

(  Basic Attack Info  )  ----------------------------------------------------

 Standing LP         Jaw Jab                   h      1    O
 Standing LK         Shin Kick                 h      1    O
 Standing HP         Cross                     h      1    O
 Standing HK         Sidekick                  h      1    O
 Standing Close LP   Jaw Jab                   h      1    O
 Standing Close LK   Shin Kick                 h      1    O
 Standing Close HP   Cross                     h      1    O
 Standing Close HK   Sidekick                  h      1    O
 Crouching LP        Low Jab                   h      1    O
 Crouching LK        Low Kick                  l      1    O
 Crouching HP        Low Cross                 h      1    O
 Crouching HK        Sweep                     l      1    O   #1
 Jumping LP          Downward Jab              m      1    -
 Jumping LK          Knee Drop                 m      1    -
 Jumping HP          Falling Hammer            m      1    -
 Jumping HK          Dropkick                  m      1    -
 Jump Diagonal LP    Downward Jab              m      1    -
 Jump Diagonal LK    Knee Drop                 m      1    -
 Jump Diagonal HP    Falling Hammer            m      1    -
 Jump Diagonal HK    Dropkick                  m      1    -

 1) Knockdown attack. Can (otg) afterward.

(  Target Chain Combos  )  --------------------------------------------------

 1) Standing LP > LK > [HP > HK] / [HK > HP]  ([HP > HK] won`t combo)
 2) Standing LP > [HP > HK] / [HK / HP]  ([HP > HK] won`t combo)
 3) Standing HP > HK  (won`t combo)
 4) Standing HP > Crouching HK  (won`t combo)
 5) Crouching HP > Crouching HK
 6) Jumping LP / LK > HP / HK

(  Nage / Normal Throws  )  -------------------------------------------------

 jp:  seoinage
 en:  Shoulder Throw
 sp:  "Uh, ah!"
 cm:  When close, b / f + HP
 ht:  Strong 1
 ds:  Tamao grabs opponent and throws them over her shoulder.
      - Unblockable attack.
      - Knockdown attack. Can (otg) afterward (if opponent`s in corner).

(  Tokushu Waza / Special Arts  )  ------------------------------------------

 jp:  ki kou dan
 en:  Spirit Lion`s Roar Bullet
 sp:  "Ki Kou Dan!"
 cm:  qcf + P / [SP1 button]
 ht:  Weak 1 / Strong 1
 ds:  Tamao throws a yellow and pink energy blast.
      - Tamao`s Ki Kou Dan dissipates after a small distance (ala Sakura`s
        Hadou Ken in SFZ2). When fully scrolled out, the LP version will
        travel 1/3 screen and the HP version will travel 1/2 screen.

 jp:  kuu sen kyaku
 en:  Sky Rotation Leg
 sp:  "Kuu Sen Kyaku!"
 cm:  qcb + K
 ht:  Weak 1 / Strong 3
 ds:  Tamao advances in the air, spinning with kicks.
      - Knockdown attack. Can (otg) afterward. (For (otg) from HK version,
        opponent must be in corner.)
      - HK version sends opponent across screen.

 jp:  souryuu geki
 en:  Blue Dragon Attack
 sp:  "Souryuu Geki!"
 cm:  f,d,df + P / [SP2 button]
 ht:  Weak 1 / Strong 4
 ds:  Tamao ascends with an uppercut.
      - Knockdown attack. Can (otg) afterward.
      - Tamao isn`t invincible during her ascension. She won`t pass through
        attacks or projectiles. However she will still possess advantage
        against most other physical attacks as long as she executed the
        uppercut at the same time. There`s only about two frames where Tamao
        is slightly invincible, and that`s when she`s crouching before doing
        the uppercut. (When you do her (EX) Souryuu Geki, it`s the frame she
        freezes on to charge. Actually I believe she`s just low enough that
        the projectile passes over her.) It`s hard, but Tamao can "swoop"
        under a projectile before she uppercuts.
      - Tamao is left in freefall after the Souryuu Geki, so she`s unable to
        attack or block until she lands.

 jp:  pokopoko midare uchi
 en:  Here And There Disorder Strike
 sp:  "Hey! Hey! Hey! .. What?!"
 cm:  When close, hcb + HP
 ht:  Strong 6
 ds:  Tamao hops on opponent`s shoulders and punches their head.
      - Unblockable attack.
      - Knockdown attack.
      - Can follow with And Punch! or And Kick! Each can only be input when
        Tamao has fully climbed atop the opponent, and during her first two
        punches. If you try to mash the button beforehand, sometimes it
        won`t work.

 jp:  a-ndo panchi
 en:  And Punch!
 sp:  "Punch!"
 cm:  Press HP after Pokopoko Midare Uchi
 ht:  Strong 1
 ds:  Tamao hops off of opponent while they are stunned, and attacks with a
      sliding punch.
      - Knockdown attack. Can (otg) afterward (if opponent`s in corner).
      - Sends opponent across screen.
      - You can`t super cancel out of the punch.

 jp:  a-ndo kikku
 en:  And Kick!
 sp:  "Sore!" ("There!")
 cm:  Press HK after Pokopoko Midare Uchi
 ht:  Strong 1
 ds:  Tamao grabs opponent`s shoulder and swings to high kick them.
      - Knockdown attack.
      - Sends opponent across screen.
      - You can`t super cancel out of the kick.

(  Powered Tokushu Waza  )  -------------------------------------------------

 jp:  (EX) ki kou dan
 sp:  "Chou Ki Kou Dan!" ("Super Spirit Lion`s Roar Bullet!")
 cm:  qcf + PP / qcf,qcf + P (uses 1 level)
 ht:  Power 3
 ds:  Tamao throws an yellow and pink energy blast.
      - Like her normal Ki Kou Dan, the (EX) version dissipates after a
        small distance. When fully scrolled out, it will travel 1/2 screen.
        The hits also dissipate depending on how far Tamao is from the
        opponent. If all three hit, it will produce a knockdown that you can
        (otg) afterward.

 jp:  (EX) kuu sen kyaku
 sp:  "Hyper Kuu Sen Kyaku!"
 cm:  qcb + KK / qcb,qcb + K (uses 1 level)
 ht:  Power 3+2
 ds:  Tamao advances in the air, spinning with kicks. Afterward she falls on
      her face.
      - Knockdown attack.
      - Sends opponent across screen.
      - This attack has two attack properties: the Kuu Sen Kyaku, and
        Tamao`s fall afterward.
      - The further away Tamao is, the less hits the Kuu Sen Kyaku will do.
        Regardless even if only one or two kicks connect, it will produce a
        knockdown.
      - Tamao`s fall out the air also doubles as an attack. Since it doesn`t
        naturally combo after the kicks, the opponent will be hit if they
        stop guarding after the Kuu Sen Kyaku. Both hits must connect for it
        to produce a knockdown.
      - If the opponent is in the corner and Tamao is 75% screen away (when
        fully scrolled out), Tamao`s fall will launch them (if both hits
        connect). But since she slides on the ground, it`ll be hard to catch
        the opponent with a juggle on their descent. But it is possible.
      - If the opponent is near the corner, the Kuu Sen Kyaku kicks will
        knock them into the wall. This added "stun" before they fall will
        sometimes allow Tamao`s fall to hit them (otg) for a 4th hit.
      - Since it`s an overhead, Tamao`s falling attack must be blocked high.

 jp:  (EX) souryuu geki
 sp:  "Super Souryuu Geki!"
 cm:  f,d,df + PP / f,d,df x2 + P (uses 1 level)
 ht:  Power 5
 ds:  Tamao ascends with a multi-hit uppercut.
      - Knockdown attack.
      - Tamao isn`t invincible during her ascension. She won`t pass through
        attacks or projectiles. However she will still possess advantage
        against most other physical attacks as long as she executed the
        uppercut at the same time. There`s only about two frames where Tamao
        is slightly invincible, and that`s when she`s crouching before doing
        the uppercut. (The frame she freezes on to charge.) It`s hard, but
        Tamao can "swoop" under a projectile before she uppercuts.
      - Tamao is left in freefall after the (EX) Souryuu Geki, so she`s
        unable to attack or block until she lands.

(  Command Attacks  )  ------------------------------------------------------

 en:  (butt spring)
 sp:  "Ei~!"
 cm:  f + HK
 ht:  Strong 1
 ds:  Tamao hops forward, thrusting her hip out.
      - Knockdown attack. Can (otg) afterward (if opponent`s in corner).
      - Sends opponent across screen.

 en:  (backfist)
 cm:  b + HP
 ht:  Strong 1
 ds:  Tamao swings the back of her fist out.
      - Knockdown attack. Can (otg) afterward.

 en:  (ground punch)
 cm:  df + HP
 ht:  Strong 1
 ds:  Tamao punches toward the ground.
      - Knockdown attack. Can (otg) afterward.
      - Can be used as an (otg) attack.
      - Must be blocked low.

 en:  (diving headbutt)
 sp:  "(?)"
 cm:  f,f + HP
 ht:  Strong 1
 ds:  Tamao advances, then leaps while diving forward.
      - Knockdown attack.

(  Hissatsu Waza / Certain Kill Arts  )  ------------------------------------

 jp:  raitoningu kurasshu
 en:  Lightning Crash
 sp:  "Ike~!!" ("GO!")
 cm:  f,hcf + P (uses 2 levels)
 ht:  Power 26
 ds:  Tamao fires a green and yellow laser across the screen.
      - Knockdown attack.
      - Sends opponent across screen.


_____________________________________________________________________________
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 5.14  //  YUKA TAKEUCHI
_____________________________________________________________________________
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 Seigikan no tsuyoi sawayaka SUPO-TSU shoujo. Kakyuusei nimo doukyuusei nimo
shitaware teiru.
 FURUKONTAKUTO sei karate 4-dan no jutsuryoku o motsu. Kuroobi.
 Zenkai no VG shuuryougo, doujou o yameta.
 Saikin wa omoni hitori de juuren o tsuminagara nanika kangaete irurashii.

 Yuka is an invigorating sports girl with a strong sense of justice. An
upperclassmen that adores her classmates.
 Possesses the merit of 4th Level Full-Contact System Karate. A black belt.
 After the end of the last installment of Variable Geo, Yuka`s dojo was
retired.
 Recently, while loading up on discipline mainly alone (during solitude),
Yuka seemed to think about something.

(  Personal Infomation  )  --------------------------------------------------

 Name Meaning    :  YUKA = "excel perfume"
                    TAKEUCHI = "warrior within"
 Origin          :  Tokyo (metropolitian area)
 Birthday        :  August 7; Leo
 Age             :  18 years
 Restaurant      :  Hanna Miller`s
 Occupation      :  Toritsu T Gakuen 3-nensei
                    (Municipal T Academy 3rd year)
 Blood Type      :  A type
 Height          :  163 cm. (5`o4")
 Weight          :  55 kg. (121 lbs.)
 3-Size          :  B/89 W/59 H/88 cm. (35/23/35 in.)
 Hobbies         :  Games, okashi-dzukuri (candy making)
 Likes           :  Kudamono (fruit), games
 Dislikes        :  Aburakkoi chuunen (weird middle-aged people), hikyou
                    nakoto (unfairness)
 Fighting Skill  :  Kyokushin Karate
 Specialty Art   :  Ki Kou Dan

(  Colors  )  ---------------------------------------------------------------

 Circle          :  Orange apron, red guards, brown hair
 Square          :  Maroon apron, red guards, brown hair
 Triangle        :  Purple apron, red guards, violet hair
 R1              :  Blue apron, red guards, light brown hair
 R2              :  Peach apron, peach guards, brown hair
 Start           :  Brown apron, brown guards, brown hair
                    (Start also randomly selects one of her other colors)

(  Quotes + Ending  )  ------------------------------------------------------

 ( to be added. )

(  Mini Movelist  )  --------------------------------------------------------

 Ippon Seoi                        When close, b / f + HP

! Ki Kou Dan                        qcf + P                 (1)
! Idaten Soku                       qcb + K
! Souryuu Geki                      f,d,df + P              (2)
 (elbow)                           b + HP
 (knee launcher)                   b + HK
 (air downward kick)               Jump ub / uf + d + HK

 Kyuukyoku Ki Kou Dan              f,hcf + P
 Kiryuu Idaten Geki                f,hcf + K

 [ Counters ]
 - Guard, f + LP                   Standing HP
 - Guard, f + LK                   Standing HK
 - Guard, d + LP                   Standing HP
 - Guard, d + LK                   Standing HK
 - Guard, b / d + HP               LP Souryuu Geki
 - Guard, b / d + HK               LP Idaten Soku

(  Basic Attack Info  )  ----------------------------------------------------

 Standing LP         Jab                       h      1    O
 Standing LK         Sidekick                  h      1    O
 Standing HP         Cross                     h      1    O
 Standing HK         Spinning Roundhouse       h      1    O
 Standing Close LP   Jab                       h      1    O
 Standing Close LK   Sidekick                  h      1    O
 Standing Close HP   Elbow                     h      1    O   #1
 Standing Close HK   Spinning Roundhouse       h      1    O
 Crouching LP        Low Jab                   h      1    O
 Crouching LK        Low Kick                  l      1    O
 Crouching HP        Low Power Punch           h      1    O
 Crouching HK        Double Sweep              l,l    1+1  O   #2,#3,(otg)
 Jumping LP          Downward Jab              m      1    -
 Jumping LK          Straight Snapkick         m      1    -
 Jumping HP          Downward Cross            m      1    -
 Jumping HK          Upward Sidekick           m      1    -
 Jump Diagonal LP    Downward Jab              m      1    -
 Jump Diagonal LK    Straight Snapkick         m      1    -
 Jump Diagonal HP    Downward Cross            m      1    -
 Jump Diagonal HK    Downward Sidekick         m      1    -

 1) Mini-launcher. Any attack that follows will knock down opponent.
 2) Either kick will knock down opponent. The second sweep reaches further.
    If the first kick hits, the second won`t. Both kicks do the same damage.
 3) Either hit can be canceled.

(  Target Chain Combos  )  --------------------------------------------------

 1) Standing LP > LK > [HP > HK] / [HK > HP]
 2) Standing LP > [HP > HK] / [HK / HP]
 3) Standing Close HP > HK
 4) Standing Close HP > Crouching HK  (won`t combo)
 5) Crouching HP > Crouching HK  (won`t combo)
 6) Jumping [LP > LK] / [LK > LP] > [HP > HK] / [HK > HP]

(  Nage / Normal Throws  )  -------------------------------------------------

 jp:  ippon seoi
 en:  One Blow Shoulder (Throw)
 sp:  "Yeah!"
 cm:  When close, b / f + HP
 ht:  Strong 1
 ds:  Yuka grabs opponent and throws them over her shoulder.
      - Unblockable attack.
      - Knockdown attack. Can (otg) afterward.

(  Tokushu Waza / Special Arts  )  ------------------------------------------

 jp:  ki kou dan
 en:  Spirit Lion`s Roar Bullet
 sp:  "Ki Kou Dan!"
 cm:  qcf + P / [SP1 button]
 ht:  Weak 1 / Strong 1
 ds:  Yuka throws an yellow and pink energy blast.

 jp:  idaten soku
 en:  Swift-Running Heavenly Warrior Leg
 sp:  "Idaten Soku!"
 cm:  qcb + K
 ht:  Weak 1 / Strong 1
 ds:  Yuka advances, spinning with a high roundhouse.
      - Knockdown attack. Can (otg) afterward (if opponent`s in corner).
      - Sends opponent across screen.
      - When fully scrolled out, Yuka will dash more than 1/3 screen
        distance before kicking. If the opponent is close, Yuka will kick
        immediately upon getting close.

 jp:  souryuu geki
 en:  Blue Dragon Attack
 sp:  "Souryuu Geki!"
 cm:  f,d,df + P / [SP2 button]
 ht:  Weak 1 / Strong 2
 ds:  Yuka ascends with an uppercut.
      - Knockdown attack. Can (otg) afterward.
      - Yuka isn`t invincible during her ascension. She won`t pass through
        attacks or projectiles. However she will still possess advantage
        against most other physical attacks as long as she executed the
        uppercut at the same time. There`s only one frame where Yuka is
        slightly invincible, and that`s when she`s crouching before doing
        the uppercut. (When you do her (EX) Souryuu Geki, it`s the frame she
        freezes on to charge. Actually I believe she`s just low enough that
        the projectile passes over her.) But the frame is so swift, you need
        perfect timing to pass it through an attack flawlessly.
      - Yuka is left in freefall after the Souryuu Geki, so she`s unable to
        attack or block until she lands.

(  Powered Tokushu Waza  )  -------------------------------------------------

 jp:  (EX) (sou ren dan)
 en:  (EX) (Blue Barrage Bullet)
 sp:  "Sou Ren Dan!"
 cm:  qcf + PP / qcf,qcf + P (uses 1 level)
 ht:  Power 3
 ds:  Yuka throws three pink energy blasts.

 jp:  (EX) idaten soku
 sp:  "Idaten Soku!"
 cm:  qcb + KK / qcb,qcb + K (uses 1 level)
 ht:  Power 1
 ds:  Yuka advances a small distance, spinning with a high roundhouse.
      - Knockdown attack. Can (otg) afterward (if opponent`s in corner).
      - Sends opponent across screen.
      - Yuka only travels about half the distance of her normal Idaten Soku.

 jp:  (EX) souryuu geki
 sp:  "Souryuu Geki!"
 cm:  f,d,df + PP / f,d,df x2 + P (uses 1 level)
 ht:  Power 8
 ds:  Yuka ascends with a multi-hit uppercut.
      - Knockdown attack.
      - Yuka isn`t invincible during her ascension. She won`t pass through
        attacks or projectiles. However she will still possess advantage
        against most other physical attacks as long as she executed the
        uppercut at the same time. There`s only one frame where Yuka is
        slightly invincible, and that`s when she`s crouching before doing
        the uppercut. (The frame she freezes on to charge.) But the frame is
        so swift, you need perfect timing to pass it through an attack
        flawlessly.
      - Yuka is left in freefall after the (EX) Souryuu Geki, so she`s
        unable to attack or block until she lands.

(  Command Attacks  )  ------------------------------------------------------

 en:  (elbow)
 cm:  b + HP
 ht:  Strong 1
 ds:  Yuka attacks with an elbow.
      - This is the same attack as Standing Close HP, and has all the same
        damage and properties.

 en:  (knee launcher)
 cm:  b + HK
 ht:  Strong 1
 ds:  Yuka advances a small distance with a knee strike.
      - Launches. Opponent can be air comboed or juggled.
      - Knockdown attack. Can (otg) afterward.

 en:  (air downward kick)
 cm:  Jump ub / uf + d + HK
 ht:  Strong 1
 ds:  Yuka descends with a 45-degree angled kick.
      - Must be blocked high.

(  Hissatsu Waza / Certain Kill Arts  )  ------------------------------------

 jp:  kyuukyoku ki kou dan
 en:  Ultimate Spirit Lion`s Roar Bullet
 sp:  "Oh, Kyuukyoku Ki Kou Dan!"
 cm:  f,hcf + P (uses 2 levels)
 ht:  Power 21
 ds:  Yuka charges up, then thrusts her palm forward as it is surrounded in
      a pink sphere. Then it fires across the screen as a huge laser blast.
      - Knockdown attack.
      - Sends opponent across screen.

 jp:  kiryuu idaten geki
 en:  Devil Dragon Swift-Running Heavenly Warrior Attack
 sp:  "Kiryuu Idaten Geki!"
 cm:  f,hcf + K (uses 2 levels)
 ht:  Power 11
 ds:  Yuka throws an orange and pink energy blast (Ki Kou Dan) that knocks
      opponent into stun, then advances after it with a roundhouse kick
      (Idaten Soku) to knock them in the air, and finally juggles them with
      a multi-hit uppercut (EX Souryuu Geki).
      - Knockdown attack.
      - Yuka can`t be more than 1/2 screen distance from the opponent for
        this to fully connect. You know you`re too far if the screen is
        scrolled out. (Actually a little space over 1/2 screen before the
        screen scrolls out is still too far.) Regardless of her distance
        though, the Ki Kou Dan at the beginning will hit since it travels
        full screen (and 2x faster than an HP Ki Kou Dan).
      - It seems rare and random, but if Yuka is one or two character`s
        distance from the opponent, sometimes the Ki Kou Dan-attack will
        pass right through the opponent.
      - Depending on the character and placement, the (EX) Souryuu Geki at
        the end will hit a different amount of times. Below is a list of the
        two stage placements ("Open" and "Corner"), hits, and what character
        will get that total amount of hits:
        ( Open )
          6 Hit:   Manami
          9 Hit:   Ayako, Chiho, Kaori, Kyouko, Reimi, Saki, Tamao
          10 Hit:  Elirin, Material, Miranda, Satomi, Yuka
          11 Hit:  Jun

        ( Corner )
          6 Hit:   Manami
          11 Hit:  Everyone else



 (  advanced : 6  )  --  //  ------------  \\  --  (  system dissection  )
_____________________________________________________________________________

[  //  6.1 - Movement: Walking / Dashing / Jumping  ]  ----------------------




 (  advanced : 7  )  --  //  -----------  \\  --  (  miscellaneous info  )
_____________________________________________________________________________

[  //  7.1 - Special Thanks  ]  ---------------------------------------------

 - TGL (Technical Group Laboratory)
   Waitresses fighting? That`s the most brilliant idea I have ever heard of.
   Who would have thought it would hit big! For an H-game, it`s actually
   better than some other choice games I can think of. (*coughCVS2cough*).
   Don`t pull a "Capcom" and just make upgrades. Give us `Advanced V.G. 3´!!

 - Jeff "CJayC" Veasey + GameFAQs        http://gamefaqs.com/
   The man and his FAQ-emporium lives on as the best site out there for all-
   game information.

 - Don "Gamera" Chan                     crs1219hotmail.com
   Sending me a group of Japanese websites that had codes and tricks posted.
   A few I already had, but there were othes (Random Select and Remove
   Speech Bar) that I hadn`t. Plus sending me a site of all the voices in
   the game and their seiyuu (some in which I had wrong and had to correct)!
   (GameFAQS : http://www.gamefaqs.com/features/recognition/146.html)

 - Kageh
   He bought me this and the original Advanced V.G. when he last went to
   Japan. That`s my nigga!
   (GameFAQS : http://www.gamefaqs.com/features/recognition/7801.html)


[  //  7.2 - Secrets / Codes  ]  --------------------------------------------

 - Unlock Miranda Jyahana
   Beat the game in Normal Mode on Normal difficulty. Miranda will be on the
   lower righthand corner.

 - Unlock Material
   Beat the game in Story Mode. Material will be on the lower lefthand
   corner.

 - Unlock Extra Config
   Unlock Miranda Jyahana and Material.

 - Random Select
   At the Player Select screen, press the L1 or L2 button. It will randomly
   place the cursor on a character. Or hold L1 / L2 to have it shift through
   all the characters, and press a button to select.

 - Remove Speech Bar
   During any screen where the character says anything and there`s a text
   box, press L1 to make it disappear. Pressing L1 again brings it back.
   Press and hold L2 for the same effect, releasing the button to make the
   text appear again.

 - Game Shark Codes
   Infinite Life (P1)              800C8E70 00DC
   Infinite Life (P2)              800C8E78 00DC

   Infinite Power Gauge (P1)       800C9364 012C
                                   800C9366 012C
   Infinite Power Gauge (P2)       800C9900 012C
                                   800C9902 012C


[  //  7.3 - Glitches  ]  ---------------------------------------------------

 None have been found yet to report.


[  //  7.4 - Stages  ]  -----------------------------------------------------

 - Bikkuri Monkey (Satomi Yajima`s stage)
   Satomi`s stage is set --.

 - CASO (Chiho Masuda`s stage)
   Chiho`s stage is set --.

 - Fusiya`s (Manami Kusunoki`s stage)
   Manami`s stage is set --.

 - Hanna Miller`s (Yuka Takeuchi`s stage)
   Yuka`s stage is set --.

 - Jyahana Mansion (Reimi Jyahana`s stage)
   Reimi`s stage is set --.

 - Jyahana Group Underground Base (Material`s + Miranda Jyahana`s stage)
   Miranda`s stage is set inside of her aquarium. The camera view is looking
   out through one of the tanks, thus is why fish, sharks, and rays swim
   past the screen.

 - MoHi Kan (Kaori Yanase`s stage)
   Kaori`s stage is set --.

 - Silver Parrot (Tamao Mitsurugi`s stage)
   Tamao`s stage is set --.

 - Ska Lark / Suka Raaku (Jun Kubota`s stage)
   Jun`s stage is set --.

 - SoTo (Ayako Yuuki`s stage)
   Ayako`s stage is set --.

 - The Rival (Eleanor Goldsmith`s stage)
   Eleanor`s stage is set --.



 - ?? (Kyouko Kirishima`s stage)
   Kyouko`s stage is set --.

 - ?? (Saki Shinjou`s stage)
   Saki`s stage is set --.


[  //  7.5 - Seiyuu Information  ]  -----------------------------------------

 The following is a listing of every character`s seiyuu (voice actress) and
 another source(s)/character(s) they have given voice to (if applicable).
 (The ones I`ve listed are from series/games that I`m assuming are some of
 their more well-known roles.) Seiyuu are all listed in alphabetical order
 by their surname. Information is shown like this:

 - Seiyuu name (Voice in AVG2)
   Character (Japanese Series Name / American Series Name)


 - Amano Yuri (seiyuu for AYAKO YUUKI)
   Elizabeth (Trigun)
   Ibuki (Street Fighter III)
   Kawai Kawai (Iczelion)
   Kiyone Amayuri (Tenchi Muyou!, Pretty Sammi [TV + OAV])
   Nanvel (Burn Up W)

 - Araki Kae (seiyuu for MANAMI KUSUNOKI)
   Chibi Usa/Black Lady (Bishoujou Senshi Sailormoon / Sailor Moon)
   Felicia (Super Puzzle Fighter II X)
   Felicia (Vampire Hunter / Nightwarriors: Darkstalkers Revenge)
   Karina Toyota (Asuka 12o% Burning Festival Limited)
   Lei Lei/Hsien-Ko (Super Puzzle Fighter II X)
   Lena (Alice In Cyberland)
   Miaka Yuuki (Fushigi Yuugi)
   Minnie May Hopkins (Gunsmith Cats)
   Narrator (Super Puzzle Fighter II X)
   Peggy Lee (V Gundam)

 - Asada Youko (seiyuu for CHIHO MASUDA)
   Alice (Alice In Cyberland)
   Arisu Mizuki (Lain / Serial Experiments Lain)
   Inaba (Ninja Mono)
   Mia (Lunar Silver Star Story)
   Serena (Langrisser IV)

 - Kobayashi Yuko (seiyuu for MIRANDA JYAHANA + MANAMI`S MOTHER)
   Karen (Trigun)
   Mariko Konjou (Ranma Nibunnoichi: Chouji Ranbu Hen)
   Maron (Dragonball Z)
   Ranran (Ranma Nibunnoichi / Ranma 1/2)
   Washuu Hakubi (Tenchi Muyou!)

 - Kumai Motoko (seiyuu for DAISUKE YAJIMA)

 - Maruta Mari (seiyuu for KYOUKO KIRISHIMA)
   Aiko (Meitantei Conan / Detective Conan)
   Alicia Douglas (Alice In Cyberland)
   Little Ran (Green Legend Ran)
   Sisily (V Gundam)

 - Mashiba Mari (seiyuu for SAKI SHINJOU)
   Little Tenchi (Tenchi Muyou!)
   Mauri (Lunar 2 Eternal Blue)
   Onihime (Legend of Momotarou)
   Rigel (21 Emon Uchuu e Irasshai / 21 Emon Welcome To Space)

 - Matsushita Miyuki (seiyuu for ELEANOR GOLDSMITH)
   Erika (Wedding Peach [episode 9])
   Madonra (Hello Kitty)
   Nurse (Shinseiki Evangelion / Neon Genesis Evangelion)

 - Nagasawa Miki (seiyuu for SATOMI YAJIMA)
   Cammy (Capcom v. SNK 2: Millionaire Fighting 2001)
   Kumi Ookubo (Asuka 12o%: Burning Festival Excellent)
   Maki Genryuusai (Capcom v. SNK 2: Millionaire Fighting 2001)
   Maya Ibuki (Shinseiki Evangelion / Neon Genesis Evangelion)
   Ryou Hayakawa (Princess Nine)

 - Nishimura Chinami (seiyuu for TAMAO MITSURUGI)
   Asuka (Mahou Kishi Rayearth / Magic Knights Rayearth)
   Junsa/Officer Jenny (Pocket Monsters / PoKeMon)
   Kiiro Iijima (Iczelion)
   Nacchan (Onegai Teacher / Please Teacher)

 - Nogami Yukana (seiyuu for YUKA TAKEUCHI)
   Felicia (Vampire Hunter The Animated Series)
   Honoka Yukishiro/Cure White (Futari no Pretty Cure)
   Maika (Hyper Doll)
   Meirin Li (Card Captor Sakura)
   Miho Nozaka (Yuu Gi Oh / YuGiOh)

 - Shiratori Yuri (seiyuu for KAORI YANASE)
   Ai (Valkyrie Profile)
   Charlotte (Berserk)
   Cherry (Saber Marionette J)
   Kanami Izaki (Battle Skipper)
   Lala (Helly Kitty)
   Mei Narusegawa (Love Hina)
   Noriko (Goldenboy 3)
   Sayaka (Burn Up)
   Shiho (Valkyrie Profile)
   Yukina (Yuu Yuu Hakusho / Poltergeist Report)

 - Tezuka Chiharu (seiyuu for JUN KUBOTA)
   Akira Kazama (Shiritsu! Justice Gakuen / Rival Schools)
   Kenta (X / X/1999)
   Misaki (Devilman Lady)
   Reika Yamamoto (Lain / Serial Experiments Lain)

 - Umezu Hideyuki (seiyuu for ATSUYUKI MASUDA)
   Dr. Yuuri (Bubblegum Crash)
   Nubata (Outlaw Star)
   Ryuuji (Burn-Up)
   Splinter (Mutant Turtles Choujin Densetsu Hen / TMNT)

 - Watanabe Kumiko (seiyuu for REIMI JYAHANA)
   Hideki Isobe (Hikaru no Go)
   Mauri (Lunar II Eternal Blue)
   Shadow Girl C (Shoujo Kakumei Utena)
   Shippo (Inuyasha)
   Yoko Nikaido (Alice In Cyberland)

 - Yamazaki Takumi (ANNOUNCER)
   Gangas (Dragon Force II)
   Hayato Nekketsu (Shiritsu! Justice Gakuen / Rival Schools)
   Isamu Daison (Macross Plus)
   Mappy (Dragon Half)
   Mouse (Armitage III: Dual Matrix)

 - Yasui Kunihiko (NARRATOR)


[  //  7.6 - Revision History  ]  -------------------------------------------

 v. 1.0 / 1o - 16 - o4
   A lot of work was put into this version too, and it`s still VERY far from
   being complete. Yes, this is going to turn into another one of those
   gigantic FAQs of mine, but that was why I have also created a MiniFAQ to
   lighten the strain of having to read and/or print this. First some info
   was sent to me by Don "Gamera" Chan, including some other tricks and
   complete seiyuu information. I`ve also cleaned up some spelling errors
   and minor mistakes this time. Also I`ve added a few move notes to some
   character`s moves, like Jun`s Kubota Shuttle. The biggest addition would
   be the explanation of all the game modes and option menus. Next the game
   system dissection will come as well as stage descriptions.

 v. 0.0 / 1o - o8 - o4
 - I`ve had this game sitting around for about a year now, and I`ve wanted
   to write something for it. Eventually I just found some free time and
   started working on it. Since I like my style that I did for the `Pretty
   Fighter X´ MaxFAQ, I overall did it the exactly same way. I`m sure most
   of my new/remade MaxFAQs will be in this similar format. Anyway I got all
   the character special moves, notes, and some other minor tidbits in this
   premier release complete. A few Japanese sites I found that had major
   playing info really helped me with this. The next things to work on are
   going over my notes, the stages, story (game and characters), quotes, and
   then breaking down the game system. There`s still a lot of work to do on
   this. I`m amazed the game was this complex. I want to eventually make a
   StoryFAQ, but there`s just way too much kanji I don`t feel like looking
   up. At least not yet.


[  //  7.7 - Final Word  ]  -------------------------------------------------

Oss`!
I don`t remember where I first saw this game. Just hearing about the anime
once upon a time, and stumbling on the storyline of it: Waitresses that
fight, and strip if they lose. Sounds like a winner to me! I`ve never been
able to get ahold of the PC version of this, which are just exactly like the
console versions with that added flavor of 18+ pictures to view. But one day
I`ll do the American thing and download it illegally. I seem to have this
[perverted] knack of writing FAQs for all-female games, but only because
there`s not that big of a following for them. Odd.

 Have something to say about the game or this FAQ you want me or others to
 know? Find any of the posted infomation wrong or misleading? Or maybe you
 have info or extras to add onto what`s posted. Whatever the case is, feel
 free to send it! Anything that is posted within the FAQ, you not only get
 full credit. Oh no no! You also receive unauthorized bragging rights that
 give you the Almighty-given gift of annoying the hell out of people with.
                                        .. By the way, thanks for reading!

 Sayounara, adios, ciao, xie xie, au revoir, and all that other crap.  ^_^
                                          - `Shouji´ <[email protected]>
 _________________________________________________________________________
| `Tragedy is when I cut my finger. Comedy is when you fall into an open  |
| sewer and die.´                                            - Mel Brooks |
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