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                                                                ;jiZ5Z, M
    ( eleanor `elirin´ goldsmith )                         iPP7       .N
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             \         ;XR; 72Lj    :X  KN7#ii  ,j
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      ZMRii2L;     MLMMMKM   iMMKMMM     79ZM 9RM57MM     .#MMNKHHHM#MNX9H#R
        iM#i;jL;  MP   MMMMM  R5LNM     MMXNM 9jMHM,  RMMM5             M:
           #Mj;7L          7M, L2   @MMMMMMMMZMMMM95P;7L   ;7ji;,,     M
             RML:;2 .:, ;,MML Z  7#M   PK  25           :LLj7ii;i725R#@MMPMK
               9M K. :, RMMMMMM5HM9 MMM  :K.       iLLi 7;;jL9NMMMMRP. ; KM
                 MM5  ,  LMKZ#MM##MP;         ..:77775MMMMMX27         @MRHH
          ;MMMM5   2@7,,       MM#j      jN7i7jZNMMMXZ
        XMM#RRKMM         79K5         ZM9 7MM@K:
       jMMi,  iPMM   ;MMMP        .,  MZ  MMi
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 Copyright 2013 - 2014 `shouji´

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All rights reserved.

This FAQ is available at the following places :
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                      .. Alright, I`m through ranting. Have a nice day. ^_^


 [ Table Of Contents ]  -- // ------------------------------------------------
_______________________________________________________________________________

>  Advanced : 1  --  Introduction
>  Advanced : 2  --  Controller + Button Notation
>  Advanced : 3  --  Combo Listing Notation
>  Advanced : 4  --  How To Read The Combos
>  Advanced : 5  --  Character Combos

    - Ayako Yuuki           - Chiho Masuda          - Eleanor Goldsmith
    - Jun Kubota            - Kaori Yanase          - K-1 / K-2
    - Manami Kusunoki       - Reimi Jyahana         - Satomi Yajima
                            - Yuka Takeuchi

>  Advanced : 6  --  Special Thanks
>  Advanced : 7  --  Revision History
>  Advanced : 8  --  Final Note


 [ Advanced : 1 : Introduction ]  -- // --------------------------------------
_______________________________________________________________________________

A plethora of `Street Fighter II´ clones came out in the 90s, and only a small
portion of them survived. Typically the ones that had some type of 'gimmick'
would end up being the titles to stand the test of time. And while they may
not have evolved to the point where `Street Fighter IV´ is today, some credit
is due to those games they got as far as they did.

`Variable Geo´ is one of those fighters. After all, a fighting game where the
entire cast are all waitresses, and the loser has to strip? That`s original!


AVG`s combo engine can come off as a tad stiff, and may take a bit of getting
used to. Even the simplest of cancels. With some characters (Manami, Yuka), it
can sometimes be difficult to cancel on reaction, or even hit confirm, and you
have to know -for sure- that you will hit with an attack so that you can then
cancel into a special. (Sometimes you even have to wait for a normal attack to
finish most of its animation.) Yet on the flip side of the coin, with other
characters (Chiho) you have to perform the cancel somewhat before the previous
attack connects. It all depends on the character you select.

As what might be expected from early CPS2-type fighters, there are a number of
link combos. AVG does not have a chain combo system, so everything is more or
less a link. If you take a look at the frame data in my MaxFAQ, you will see
that nearly every character`s normal attack causes a great deal of frame
advantage that can be utilized for links. Yuka can hit with Crouching HP, and
cause enough hitstun to link on Standing LK. Ayako`s Crouching LP causes over
12 frames of hitstun, allowing her to link into practically any of her basics.
Even Satomi can hit with a Standing HP, and follow with a Standing LP.

Both 1- and 2-frame links also exist. 1-frame links which involve using the
same attack button, like Kaori`s Crouching HP > Crouching HP, seem just about
impossible to pull off. But others, like Chiho`s Standing LP > Standing HK,
are far easier. 2-frame links, like Chiho`s Crouching HP > Sliding, are a tad
easier too, but still take practice. Sorry, there's no 'plinking' in AVG.

Juggles are also rampant in AVG. Everyone is able to pull off a juggle of some
type, mostly utilizing their special attacks. Eleanor and Manami have some of
the game`s more insane juggles, but each character has their own way to keep
the damage going. In 90% of the cases, juggles can only be fully exploited
against a cornered opponent due to how the characters fly across the screen,
and the automatic pushback the system forces.


Let`s not get it twisted: `Variable Geo´ is/was a hentai series, or rather a
"doujin fighter" in some respects, like `Pretty Fighter X´. It was probably
not meant to have the best type of engine initially. It is playable, but not
really the type of game that can be taken to a great deal of high level play.
All in all, AVG can be very fun, and may involve some time to get used to its
system before you are pulling off some of the more harder combos. The lack of
a training mode doesn`t help either. Thankfully TGL took all the bad parts
about this game and fixed and improved on them in the sequel, but even this
version is worth at least a play through, if not for the story alone.


 [ Advanced : 2 : Controller + Button 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 forward and back if you`re on the right side of screen.


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

  L2              R2                      n/a                   n/a


  L1              R1                      n/a                   n/a

       Triangle                                 Heavy Punch (HP)

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

          X                                     Light Kick (LK)

- Button notation can be changed at the Button Set menu in the Config Mode
  screen. This FAQ utilizes the default setup shown above.


 [ Advanced : 3 : Combo Listing Notation ]  -- // ----------------------------
_______________________________________________________________________________

>    indicates the following attack will chain from the previous attack.
       -  s.LP > s.LK > s.HK

XX   indicates 2-in-1s or Cancels (basic attacks into special moves/supers).
       -  s.HP XX Ki Kou Dan

/\   indicates that you jump or rise in air after previous move or command.
       -  Throw /\ j.HP

\/   indicates that you land to the ground after previous move or command.
       -  j.HK \/ s.LP > s.HK

,    indicates that no special combo method is needed between the two moves.
     typically used to denote links or post-stun mechanics.
       -  Throw, s.HP

( )  indicates a move that can be added into the combo, but not necessary.
     normally used when a certain move may alter the combo`s outcome.
     (moves/attacks in parenthesis aren`t included in posted hit number)
       -  s.LP (> s.LK) > s.HP

[ ]  indicates the number of times a move must hit before continuing combo.
       -  s.HP [2 hit] > s.HK

+    stands for "and"
       -  f + HK

/    stands for "or"
       -  s.LP > s.HP/HK

*    stands for new or updated combos/information since the last revision.


s.    stands for STANDING           cl.   stands for STANDING CLOSE
c.    stands for CROUCHING          cu.   stands for CROSS-UP
j.    stands for JUMPING            jd.   stands for JUMP DIAGONAL


 [ Advanced : 4 : How To Read The Combos ]  -- // ----------------------------
_______________________________________________________________________________

This is the format that all combos are listed in for this FAQ:


   o--- A    o--- B     o--- C     o--- D
  /         /          /          /           o--- E
 o4  ::  4 hit  ::  Easy  ::  shouji         /
     Opponent in corner. j.HK \/ s.LP > s.LK > Sliding
     (Jump HK \/ s.LP > s.LK > df + HK)
                   \
                    o--- F


A  --  Combo Number
       The number of the combo. All the combos are listed in descending order
       by the amount of hits it does. (Unfortunately there is no in-game way
       to properly calculate damage.) The highest combos are at the top and go
       down to the smaller ones.

B  --  Hit Counter / Combometer
       The number of hits the combo will do.

C  --  Difficulty Rating
       The difficulty of the combo: Easy, Intermediate, and Difficult. 'Easy'
       combos are typically basic chain combinations and those with 2-in-1s.
       While 'Difficult' involve juggles, links, or specific timing.

D  --  Source / Acknowledgment
       If the combo wasn`t created by me, credit is listed here where the
       source was from. A person`s name, magazine, or even gamertags (in
       addition to the forum) can be used here.

E  --  The Combo
       The full combo, from the first hit to the last. Buttons are denoted by
       the 4-button method: LP and HP are the Punches, and LK and HK are
       Kicks. Specific and signature moves are cited with their proper
       Japanese names (ie - Souryuu Ken, En Ken Fu, etc.) and used within most
       of the combos.
       Some combos possess button-specific moves in them, such as a `LP Kaen
       Zan´. The `LP´ means to use that strength button when doing the move.
       Thus, b,d,db + LP. The use of a certain button can deal with things
       such as move principles and/or damage. Since Satomi attacks differently
       with each Kaen Zan, the LP-version will offer the best overall results
       for that particular combo. There are other times where it doesn`t
       matter what strength button you use, like for this Yuka combo: s.HK XX
       Idaten Soku. If you performed the Idaten Soku with LK or HK, the combo
       would be exactly the same.
       Each combo listed in this FAQ was performed on Yuka Takeuchi or Jun
       Kubota unless otherwise stated.

F  --  The Shorthand Combo
       This is all the motions you have to do to pull off the combo that`s
       above it, but just written in shortened notation. Also useful if people
       don`t know the motion of a move by its name.


There is normally a bunch of notes at the end of the combo listings. Above a
note is the number pertaining to whichever combo(s) it`s for. The notes are
there to give insight on complex maneuvers, timing, or any aspects that may
prove to cause confusion.


 [ Advanced : 5 : Character Combos ]  -- // ----------------------------------
_______________________________________________________________________________

===============================================================================
 5.01  //  AYAKO YUUKI
===============================================================================

o1  ::  5 hit  ::  Intermediate
    c.LP > s.HK [2 hit] XX LK Rave Storm
    (c.LP > s.HK XX qcb + LK)

o2  ::  5 hit  ::  Intermediate
    c.LP > c.LP > s.HK [1 hit] XX LK Rave Storm
    (c.LP > c.LP > s.HK XX qcb + LK)

o3  ::  5 hit  ::  Intermediate
    c.LP > c.LP > s.LP > c.LK XX Mach Spin
    (c.LP > c.LP > s.LP > c.LK XX qcf + K)

o4  ::  5 hit  ::  Easy
    Opponent in corner. jd.HK \/ c.LP > s.HP XX LK Rave Storm
    (Jump Diagonal HK \/ c.LP > s.HP XX qcb + LK)

o5  ::  5 hit  ::  Easy
    Opponent in corner. jd.HP \/ s.HK [2 hit] XX Mach Spin
    (Jump Diagonal HP \/ s.HK XX qcf + K)

o6  ::  4 hit  ::  Easy
    LK Mach Spin [3 hit] \/ LK Rave Storm
    (qcf + LK \/ qcb + LK)

o7  ::  4 hit  ::  Easy
    c.LK > c.LK > c.LK XX Mach Spin
    (c.LK > c.LK > c.LK XX qcf + K)

o8  ::  4 hit  ::  Easy
    c.LP > c.LP > s.LP XX Mach Spin
    (c.LP > c.LP > s.LP XX qcf + K)

o9  ::  4 hit  ::  Easy
    c.LP > c.LP > s.LP > c.LK
    (c.LP > c.LP > s.LP > c.LK)

1o  ::  4 hit  ::  Easy
    s.LK > s.LK XX Mach Spin
    (s.LK > s.LK XX qcf + K)

11  ::  4 hit  ::  Easy
    jd.HK \/ s.HP XX LK Rave Storm
    (Jump Diagonal HK \/ s.HP XX qcb + LK)

12  ::  3 hit  ::  Intermediate
    On jumping opponent. c.HP, HK Rave Storm
    (c.HP, qcb + HK)

13  ::  3 hit  ::  Easy
    jd.HK \/ c.LP /\ jd.HK
    (Jump Diagonal HK \/ c.LP /\ Jump Diagonal HK)

14  ::  3 hit  ::  Easy
    c.LP > c.LP /\ jd.HK
    (c.LP > c.LP /\ Jump Diagonal HK)

15  ::  3 hit  ::  Easy
    c.LP > c.LP > c.HK
    (c.LP > c.LP > c.HK)

[ Xtra ]
- Combo o3
  The Mach Spin do reach far, but sometimes may just barely miss the opponent
  if Ayako does not hit her LPs very fast.


===============================================================================
 5.02  //  CHIHO MASUDA
===============================================================================

o1  ::  15 hit  ::  Difficult
    Opponent 1/3 screen from corner. L Ryou Baku, s.LK (bomb hits), (dash
    forward)(opponent lands) c.LK > c.LK > c.HP XX HP Hien Geki [5 hit], s.HP,
    (opponent lands) HP Hien Geki
    (qcf,db + LP + LK, s.LK, (f,f) c.LK (charge db) > c.LK > c.HP XX f + HP
    (charge b), s.HP, f + HP)

o2  ::  15 hit  ::  Difficult
    Opponent in corner. jd.HK \/ c.LK > c.LK > c.HP XX HP Hien Geki [5 hit],
    s.HP, (opponent lands) HP Hien Geki
    (Jump Diagonal HK (charge db) \/ c.LK > c.LK > c.HP XX f + HP (charge b),
    s.HP, f + HP)

o3  ::  15 hit  ::  Difficult
    Opponent in corner. c.LK > c.LK > c.LK > c.HP XX HP Hien Geki [5 hit],
    s.HP, (opponent lands) HP Hien Geki
    (c.LK (charge db) > c.LK > c.LK > c.HP XX f + HP (charge b), s.HP, f + HP)

o4  ::  13 hit  ::  Difficult
    Opponent in corner. jd.HK \/ c.LK > c.LK > c.HP XX HP Hien Geki [5 hit],
    s.HP, (opponent lands) HP Hien Geki
    (Jump Diagonal HK \/ c.LK (charge db) > c.LK > c.HP XX f + HP (charge b),
    s.HP, f + HP)

o5  ::  13 hit  ::  Difficult
    Opponent in corner. Chiho 3/4 screen away. Shi Sen Retsu Ha [5 hit], HP
    Hien Geki [3 hit], s.HP, (opponent lands) HP Hien Geki
    (qcf,b,f + PP (charge b), f + HP (charge b), s.HP, f + HP)

o6  ::  11 hit  ::  Intermediate
    Opponent in corner. jd.HK \/ c.LK > c.LK > c.HP XX HP Hien Geki [5 hit],
    s.HP XX HP Hien Geki
    (Jump Diagonal HK (charge db) \/ c.LK > c.LK > c.HP XX f + HP (charge b),
    s.HP XX f + HP)

o7  ::  11 hit  ::  Intermediate
    jd.HK \/ c.LK > c.HP XX HP Hien Geki [5 hit], s.HP XX HP Hien Geki
    (Jump Diagonal HK (charge db) \/ c.LK > c.HP XX f + HP (charge b), s.HP XX
    f + HP)

o8  ::  9 hit  ::  Difficult
    Opponent in corner. Chiho 3/4 screen away. LP Shi Sen Ken, HP Hien Geki [3
    hit], s.HP, (opponent lands) HP Hien Geki
    (qcb + LP (charge b), f + HP (charge b), s.HP, f + HP)

o9  ::  9 hit  ::  Difficult
    L Ryou Baku, s.LK (bomb hits), (dash forward)(opponent lands) s.LK > s.LK
    > s.HK XX Shi Sen Retsu Ha
    (qcf,db + LP + LK, s.LK, (f,f) s.LK > s.LK > s.HK XX qcf,b,f + PP)

1o  ::  9 hit  ::  Intermediate
    Opponent in corner. jd.HK \/ c.HP XX HP Hien Geki [5 hit], s.HK XX LP Hien
    Geki
    (Jump Diagonal HK (charge db) \/ c.HP XX f + HP (charge b), s.HK XX f +
    LP)

11  ::  6 hit  ::  Difficult
    L Ryou Baku, s.LK (bomb hits), (dash forward)(opponent lands) s.LK > s.LK
    > s.HK XX LP Shi Sen Ken
    (qcf,db + LP + LK, s.LK, (f,f) s.LK > s.LK > s.HK XX qcb + LP)

12  ::  5 hit  ::  Easy
    Opponent in corner. jd.HK \/ c.LK > c.LK > c.HK XX LP Shi Sen Ken
    (Jump Diagonal HK \/ c.LK > c.LK > c.HK XX qcb + LP)

13  ::  4 hit  ::  Easy
    Opponent in corner. jd.HK \/ s.LP > s.LK > Sliding
    (Jump Diagonal HK \/ s.LP > s.LK > df + HK)

14  ::  3 hit  ::  Intermediate
    jd.HK \/ c.LK /\ j.LP
    (Jump Diagonal HK \/ c.LK /\ Jump LP)

15  ::  3 hit  ::  Easy
    c.LK > c.LK /\ j.LP
    (c.LK > c.LK /\ Jump LP)

16  ::  2 hit  ::  Easy
    c.HK XX Shi Sen Ken
    (c.HK XX qcb + P)

[ Xtra ]
- Combo o1,o2,o3,o4,o5,o6,o7,o8,1o
  The last hit of the first HP Hien Geki pops the opponent into the air,
  allowing Chiho to juggle with s.HP/HK.

- Combo o1,o2,o3,o4,o5,o8
  After the s.HP, time it so that the opponent lands before they are hit with
  the second HP Hien Geki. It`s still a cancel, just delayed a split second to
  instead hit the opponent on the ground rather than juggle. For whatever
  reason, after they land from the s.HP juggle, they are unable to guard for a
  couple of frames, which allows the full five hits to connect.

- Combo o1,o9,11
  You want to stand close because the L Ryou Baku is supposed to land behind
  the opponent. This allows Chiho to hit with the s.LK, which then knocks them
  back into the bomb blast. The blast pops the opponent into the air (similar
  to the HP Hien Geki), so that Chiho can dash forward to meet them as they
  land, catching with her ground combo.

- Combo o2,o3,o4,o6
  Getting all the c.LKs to connect, and still keep Chiho in range to add the
  c.HP, is very difficult against some characters like Satomi and Yuka. You
  more or less have to press LK fast enough so that Chiho doesn`t slide back
  much so that the c.HP still catches.

- Combo o5
  At least on the Playstation (not sure about any ROMs), when you perform the
  Shi Sen Retsu Ken, it causes slowdown. This is actually beneficial for Chiho
  because it gives enough time to charge back and execute the HP Hien Geki as
  the kunai are flying.

- Combo o9
  To make it easier on you, buffer the Shi Sen Retsu Ha during the s.HK by
  doing a 360º motion toward the opponent.

- Combo 14
  Chiho`s j.LP isn`t that long-ranged, so you have to hit the opponent deep
  with the j.HK so you can be in range to hit with the j.LP on Chiho`s
  ascension.


===============================================================================
 5.03  //  ELEANOR (ELIRIN) GOLDSMITH
===============================================================================

o1  ::  14 hit  ::  Difficult
    Opponent in corner. j.HK \/ cl.HK XX HK Elirin Sanren Bu [2 hit], Elirin
    Mach Punch
    (Jump HK \/ cl.HK XX qcb + HK,HK, Press P rapidly)

o2  ::  10 hit  ::  Difficult
    Opponent in corner. j.HK \/ cl.HK XX HK Elirin Sanren Bu [2 hit], c.HK XX
    HP Elirin Mach Punch
    (Jump HK \/ cl.HK XX qcb + HK,HK, c.HK XX Press HP rapidly)

o3  ::  8 hit  ::  Difficult
    Opponent in corner. c.HK XX Elirin Sanren Bu [1 hit], Elirin Sanren Bu [1
    hit], Elirin Sanren Bu [1 hit], Elirin Mach Punch
    (c.HK XX qcb + K,K, qcb + K,K, qcb + K,K, Press P rapidly)

o4  ::  8 hit  ::  Difficult
    Opponent in corner. j.HK \/ cl.HK XX HK Eleanor Sanren Bu [2 hit], c.HK XX
    HK Eleanor Sanren Bu [1 hit], HK Eleanor Sanren Bu
    (Jump HK \/ cl.HK XX qcb + HK,HK, c.HK XX qcb + HK,HK qcb + HK,HK,HK)

o5  ::  8 hit  ::  Difficult
    Opponent in corner. s.LP > s.LP > c.HK XX Elirin Sanren Bu [1 hit], Elirin
    Sanren Bu [1 hit], Elirin Mach Punch
    (s.LP > s.LP > c.HK XX qcb + K,K, qcb + K,K, Press P rapidly)

o6  ::  8 hit  ::  Difficult
    Opponent in corner. c.HK XX Elirin Sanren Bu [1 hit], Elirin Sanren Bu [1
    hit], Elirin Mach Punch
    (c.HK XX qcb + K,K, qcb + K,K, Press P rapidly)

o7  ::  8 hit  ::  Easy
    s.LP > s.LP > XX LP Elirin Mach Punch
    (s.LP > s.LP XX Press LP rapidly)

o8  ::  7 hit  ::  Difficult
    Opponent in corner. j.HK \/ cl.HK XX HK Elirin Sanren Bu [2 hit], c.HK XX
    HP Elirin Nouten Punch
    (Jump HK \/ cl.HK XX qcb + HK (charge d),HK, c.HK XX u + HP)

o9  ::  7 hit  ::  Difficult
    Opponent in corner. j.HK \/ cl.HK XX HK Elirin Sanren Bu [2 hit], c.HK XX
    HK Elirin Sanren Bu
    (Jump HK \/ cl.HK XX qcb + HK,HK, c.HK XX qcb + HK,HK,HK)

1o  ::  7 hit  ::  Difficult
    Opponent in corner. j.HK \/ cl.HK XX HK Elirin Sanren Bu [2 hit], HK
    Elirin Sanren Bu
    (Jump HK \/ cl.HK XX qcb + HK,HK, qcb + HK,HK,HK)

11  ::  6 hit  ::  Intermediate
    Opponent in corner. s.LP > s.LP > s.LP > c.HK XX Elirin Sanren Bu [2 hit]
    (s.LP > s.LP > s.LP > c.HK XX qcb + K,K,K)

12  ::  6 hit  ::  Intermediate
    Opponent in corner. c.LP > c.LP > cl.HK XX Elirin Sanren Bu
    (c.LP > c.LP > cl.HK XX qcb + K,K,K)

13  ::  5 hit  ::  Intermediate
    Opponent in corner. j.HK \/ c.LP > cl.HK XX HP Elirin Nouten Punch
    (Jump HK (charge d) \/ c.LP > cl.HK XX u + HP)

14  ::  5 hit  ::  Intermediate
    c.LP > c.LP > c.LP > c.HK XX LP Elirin Fire
    (c.LP (charge db) > c.LP > c.LP > c.HK XX f + LP)

15  ::  5 hit  ::  Intermediate
    c.LP > c.LP > c.LP > c.HK XX Elirin Chop
    (c.LP > c.LP > c.LP > c.HK XX hcb + P)

16  ::  5 hit  ::  Easy
    c.LP > c.LK XX Elirin Sanren Bu
    (c.LP > c.LK XX qcb + K,K,K)

17  ::  5 hit  ::  Easy
    j.HK \/ c.LP > c.HK XX Elirin Sanren Bu
    (Jump HK \/ c.LP > c.HK XX qcb + K,K,K)

18  ::  5 hit  ::  Easy
    j.HK \/ cl.HK XX Elirin Sanren Bu
    (Jump HK \/ cl.HK XX qcb + K,K,K)

19  ::  4 hit  ::  Intermediate
    Opponent in corner. c.HK XX Elirin Sanren Bu [1 hit], Elirin
    Sanren Bu [1 hit], Elirin Chop
    (c.HK XX qcb + K,K, qcb + K,K, hcb + P)

2o  ::  4 hit  ::  Intermediate
    Opponent in corner. c.HK XX Elirin Sanren Bu [1 hit], Elirin
    Sanren Bu [2 hit]
    (c.HK XX qcb + K, qcb + K,K,K)

21  ::  4 hit  ::  Intermediate
    s.LP > s.LP > s.LP /\ j.HK
    (s.LP > s.LP > s.LP /\ Jump HK)

22  ::  4 hit  ::  Intermediate
    s.LP > s.LP > s.LP > c.HK
    (s.LP > s.LP > s.LP > c.HK)

23  ::  4 hit  ::  Easy
    j.HK \/ c.LP > c.HK XX HP Elirin Chop
    (Jump HK \/ c.LP > c.HK XX hcb + HP)

24  ::  3 hit  ::  Easy
    j.HK \/ c.HK XX LP Elirin Fire
    (Jump HK (charge db) \/ c.HK XX f + LP)

[ Xtra ]
- Combo o2,o4,o8,o9
  The second hit of the Elirin Sanren Bu gives Eleanor +11 advantage, so you
  have to be fast to catch the opponent with the c.HK.

- Combo o3,o4,o6,o9,11,19,2o
  Eleanor has quite a few corner juggles that utilize her Elirin Sanren Bu. It
  is quite an effective and easy juggle mechanic, but can be tricky to use to
  its full potential. In saying that, it might be easier to instead follow the
  the shorthand/button input notation of these combos so that you note which
  Elirin Sanren Bu is a brand new version, and which are continuations. In all
  cases Eleanor can juggle with the first elbow strike attack two or three
  times to keep the opponent bouncing. But you also typically have to input
  the second hit of the Sanren Bu, which will whiff, but places Eleanor close
  enough in range to continue the juggle (ie - Combo o3). The command of the
  Sanren Bu is -very- sensitive, and sometimes Eleanor will complete the three
  kicks on accident even if you press the Kick button only twice. It seems it
  is just an engine flaw, and there is not much that the player can do other
  than press the button fast so that it doesn`t accidentally register it more
  than the intended number of presses. If Eleanor ends a combo with a Sanren
  Bu, do the sequence in order swiftly. The second hit always whiffs, but the
  opponent will fall to be caught by the last kick.

- Combo o5,11,12,14,15,21,22
  Getting all the LPs to connect -without- accidentally doing the Elirin Mach
  Punch is not easy. But you actually have to press the LPs in a rather rapid
  pace, but make sure you only press the button the exact times.

- Combo 13
  Release down after the c.LP and attack with cl.HK. The charge will be stored
  a half-second, allowing you to press up + HP to do the Nouten Punch.


===============================================================================
 5.04  //  JUN KUBOTA
===============================================================================

o1  ::  4 hit  ::  Intermediate
    c.LP > c.LP > c.LP /\ Jump HK
    (c.LP > c.LP > c.LP /\ Jump HK)

o2  ::  4 hit  ::  Intermediate
    j.HK \/ c.LP > c.LP /\ Jump HK
    (Jump HK \/ c.LP > c.LP /\ Jump HK)

o3  ::  4 hit  ::  Easy
    c.LP > c.LP > c.LP > c.HK
    (c.LP > c.LP > c.LP > c.HK)

o4  ::  4 hit  ::  Easy
    j.HK \/ c.LP > c.LP > c.HK
    (Jump HK \/ c.LP > c.LP > c.HK)

o5  ::  3 hit  ::  Easy
    s.HP [2 hit] XX LP Earth Shaker
    (s.HP XX qcb + LP)

o6  ::  3 hit  ::  Easy
    c.HK XX LP Earth Shaker
    (c.HK XX qcb + LP)

o7  ::  2 hit  ::  Easy
    Opponent in corner. s.HP [1 hit] XX HP Earth Shaker
    (s.HP XX qcb + HP)

o8  ::  2 hit  ::  Easy
    Opponent in corner. c.HP XX HP Earth Shaker
    (c.HP XX qcb + HP)

o9  ::  2 hit  ::  Easy
    c.LP XX LP Earth Shaker
    (c.LP XX qcb + LP)

[ Xtra ]
- Combo o6
  In most cases you`ll get the full three hits in the corner. Out in the open,
  the LP Earth Shaker may only hit once.


===============================================================================
 5.05  //  KAORI YANASE
===============================================================================

o1  ::  21 hit  ::  Easy
    Kaori 1/2 screen away. LP Ressen Shuu, Retsu Zan Dou
    (qcf + LP, qcf,hcb + HK)

o2  ::  9 hit  ::  Intermediate
    Opponent in corner. Rasen Geri [4 hit] \/ s.LP > c.LK XX LK En Ken Fu
    (In air, d + HP \/ s.LP > c.LK XX qcb + LK)

o3  ::  6 hit  ::  Easy
    Opponent in corner. j.HK \/ f + HK [2 hit] XX En Ken Fu
    (Jump HK \/ f + HK XX qcb + K)

o4  ::  6 hit  ::  Easy
    c.LK > c.LK > c.LK XX LK En Ken Fu
    (c.LK > c.LK > c.LK XX qcb + LK)

o5  ::  5 + 1 hit  ::  Difficult
    Opponent in corner. j.HK \/ c.HK XX LK En Ken Fu, San Shuu, cl.HP XX En
    Ken Fu
    (Jump HK \/ c.HK XX qcb + LK, When close, f + HP, cl.HP XX qcb + K)

o6  ::  5 hit  ::  Intermediate
    c.HP, c.LK XX En Ken Fu
    (Jump HP \/ c.HP, c.LK XX qcb + K)

o7  ::  5 hit  ::  Easy
    Shuu Geki > Shuu Geki > Shuu Geki > Shuu Geki > Shuu Geki
    (In air, d + HK (hold down) > Press HK > Press HK > Press HK > Press HK)

o8  ::  5 hit  ::  Easy
    c.LP > c.LK XX LK En Ken Fu
    (c.LP > c.LK XX qcb + LK)

o9  ::  1 + 2 hit  ::  Easy
    Opponent in corner. San Shuu, cl.HP XX LP Ressen Shuu
    (When close, f + HP, cl.HP XX qcf + LP)

1o  ::  1 + 2 hit  ::  Easy
    San Shuu, s.HK XX En Ken Fu
    (When close, f + HP, s.HK XX qcb + K)

[ Xtra ]
- Combo o2
  The Rasen Geri will only hit four times if you input the motion while Kaori
  is ascending. Otherwise it will hit three times.

- Combo o5,o9,1o
  These combos will not work against Eleanor since the San Shuu does not cause
  her to FLOAT. She instead just falls to the ground after the throw.

- Combo o5
  This combo is 'magically' difficult because it involves using some strict
  timing to activate the throw 'glitch' to work. This is another combo which
  is similar to Chiho`s HP Hien Geki ground landing combos, as you basically
  are "catching" the opponent with Kaori`s throw on the frame they hit the
  floor. But the engine allows it to combo, like the HP Hien Geki. After Kaori
  juggles the opponent with the first En Ken Fu (which I found easier to use
  the LK-version, but HK is optional too), keep holding forward on the
  joystick and press HP just as the opponent hits the ground. Kaori will catch
  them with her San Shuu throw as part of the combo, which causes a pop-up to
  then allow her to re-juggle with s.HP and another En Ken Fu. I haven`t been
  able to catch with another throw.

- Combo o7
  The first Shuu Geki should hit really deep against the opponent, around
  their legs. Once it hits, continue to hold down on the joystick and keep
  pressing HK so Kaori continues to attack while "climbing" the opponent. She
  obviously will get more hits against opponents like Eleanor and Jun rather
  than Manami or Satomi.


===============================================================================
 5.06  //  K-1 / K-2
===============================================================================
( * K-1 and K-2 are more or less the same character, so combos work for each. )

o1  ::  4 hit  ::  Difficult
    Opponent in corner. s.HP, s.LP > s.HK XX LK Thunder Spear
    (s.HP, s.LP > s.HK XX qcb + LK)

o2  ::  4 hit  ::  Intermediate
    s.HP XX LP Thunder Spark
    (s.HP XX Press LP rapidly)

o3  ::  3 hit  ::  Difficult
    Large opponent in corner. s.HP, s.LP /\ j.HK
    (s.HP, s.LK /\ Jump HK)

o4  ::  3 hit  ::  Intermediate
    s.HP XX HP Thunder Spark
    (s.HP XX Press HP rapidly)

o5  ::  3 hit  ::  Easy
    Opponent in corner. s.LP > c.HK XX LP Thunder Spark
    (s.LP > c.HK XX Press LP rapidly)

o6  ::  3 hit  ::  Easy
    c.HK XX LP Thunder Spark
    (c.HK XX Press LP rapidly)

o7  ::  3 hit  ::  Easy
    s.LP > s.HK XX Thunder Spear
    (s.LP > s.HK XX qcb + K)

o8  ::  3 hit  ::  Easy
    j.HP \/ s.HP XX Thunder Spear
    (Jump HP \/ s.HP XX qcb + K)

[ Xtra ]
- Combo o2,o4
  It helps to press both Punch buttons rapidly after the s.HP. That way you
  increase your chances of pulling off the Thunder Spark faster to catch.

- Combo o3
  Jun is the perfect height for this combo, but some others like Eleanor and
  Reimi also work. There is only a 3-frame window that the s.LP will link
  after s.HP, then you have to jump immediately and hit j.HK as K-1 is rising.


===============================================================================
 5.07  //  MANAMI KUSUNOKI
===============================================================================

o1  ::  7 hit  ::  Intermediate
    Opponent in corner. s.LP > s.LP > s.LP > c.HK XX HP Neko Rocket Punch, HP
    Neko Rocket Punch, HP Gorogoro Attack
    (s.LP > s.LP > s.LP > c.HK XX qcf + HP, qcf + HP (charge b), f + HP)

o2  ::  7 hit  ::  Intermediate
    Opponent in corner. s.LP > s.LP > s.LP > c.HK XX HP Neko Rocket Punch, HP
    Neko Rocket Punch, Banzai Attack
    (s.LP > s.LP > s.LP > c.HK XX qcf + HP, qcf + HP (charge b), f + PP)

o3  ::  7 hit  ::  Intermediate
    Opponent in corner. jd.HK \/ c.LP > c.LP > c.HK XX HP Neko Rocket Punch,
    HP Neko Rocket Punch, HP Gorogoro Attack
    (Jump Diagonal HK \/ c.LP > c.LP > c.HK XX qcf + HP, qcf + HP (charge b),
    f + HP)

o4  ::  7 hit  ::  Intermediate
    Opponent in corner. jd.HK \/ c.LP > c.LP > c.HK XX HP Neko Rocket Punch,
    HP Neko Rocket Punch, Banzai Attack
    (Jump Diagonal HK \/ c.LP > c.LP > c.HK XX qcf + HP, qcf + HP (charge b),
    f + PP)

o5  ::  5 hit  ::  Easy
    Opponent in corner. jd.HK \/ c.LP > c.LP > s.HK XX HP Neko Rocket Punch
    (Jump Diagonal HK \/ c.LP > c.LP > s.HK XX qcf + HP)

o6  ::  5 hit  ::  Easy
    Opponent in corner. jd.HK \/ c.LP > c.LP > s.HK XX Gorogoro Attack
    (Jump Diagonal HK (charge db) \/ c.LP > c.LP (slide b) > s.HK XX f + P)

o7  ::  5 hit  ::  Easy
    Opponent in corner. jd.HK \/ c.LP > c.LP > s.HK XX Banzai Attack
    (Jump Diagonal HK (charge db) \/ c.LP > c.LP (slide b) > s.HK XX f + PP)

o8  ::  4 hit  ::  Intermediate
    Opponent in corner. c.HK XX LP Neko Rocket Punch, HP Neko Rocket Punch, HP
    Gorogoro Attack
    (c.HK XX qcf + LP, qcf + HP (charge b), f + HP)

o9  ::  4 hit  ::  Easy
    c.LP > c.LP > c.HK XX HP Neko Rocket Punch
    (c.LP > c.LP > c.HK XX qcf + HP)

1o  ::  4 hit  ::  Easy
    c.LP > c.LP > c.HK XX HP Gorogoro Attack
    (c.LP (charge db) > c.LP > c.HK XX f + HP)

11  ::  4 hit  ::  Easy
    c.LP > c.LP > c.HK XX Banzai Attack
    (c.LP (charge db) > c.LP > c.HK XX f + PP)

12  ::  3 hit  ::  Easy
    Opponent in corner. s.HP XX HP Neko Rocket Punch, c.HK
    (s.HP XX qcf + HP, c.HK)

13  ::  3 hit  ::  Easy
    c.HK XX LP Neko Rocket Punch, HP Neko Rocket Punch
    (c.HK XX qcf + LP, qcf + HP)

14  ::  3 hit  ::  Easy
    s.LP > s.LP /\ j.LK
    (s.LP > s.LP /\ Jump LK)

15  ::  3 hit  ::  Easy
    j.HK \/ s.LP /\ j.LK
    (Jump HK \/ s.LP /\ Jump LK)

16  ::  1 + 3 hit  ::  Intermediate
    Opponent in corner. Dadakko Punch, LP Neko Rocket Punch, HP Neko Rocket
    Punch, HP Gorogoro Attack
    (When close, f + HP, qcf + LP, qcf + HP (charge b), f + HP)

17  ::  1 + 3 hit  ::  Intermediate
    Opponent in corner. Dadakko Punch, s.HK XX HP Neko Rocket Punch, Banzai
    Attack
    (When close, f + HP, s.HK XX qcf + HP (charge b), f + PP)

18  ::  1 + 2 hit  ::  Intermediate
    Opponent in corner. Dadakko Punch, s.HK XX Gottsui Neko Rocket Punch
    (When close, f + HP, s.HK XX qcf,d,df + PK)

19  ::  1 + 2 hit  ::  Easy
    Dadakko Punch, LP Neko Rocket Punch, HP Neko Rocket Punch
    (When close, f + HP, qcf + LP, qcf + HP)

[ Xtra ]
- Combo o1,o2,o3,o4
  The first HP Neko Rocket Punch pops the opponent up high in the air, but the
  second one has to be performed fast to catch the falling opponent. Some
  characters (Jun) pop higher into the air than others (Yuka).

- Combo o1,o2
  The three s.LPs have to be performed very fast after one another so Manami
  will still be in range for the c.HK.

- Combo 16,17,18,19
  These combos will not work against Eleanor since the Dadakko Punch does not
  cause her to FLOAT. She instead just falls to the ground after the throw.


===============================================================================
 5.08  //  REIMI JYAHANA
===============================================================================

o1  ::  9 hit  ::  Intermediate
    c.LK > c.LK > c.LK > c.LK > b + HK XX HK Rose Stinger
    (c.LK (charge db) > c.LK > c.LK > c.LK > b + HK XX f + HK)

o2  ::  9 hit  ::  Intermediate
    c.LK > c.LK > c.LK > b + HK XX HK Rose Stinger
    (c.LK (charge db) > c.LK > c.LK > b + HK XX f + HK)

o3  ::  9 hit  ::  Easy
    c.LK > c.LK > c.LK > c.LK XX HK Rose Stinger
    (c.LK (charge db) > c.LK > c.LK > c.LK XX f + HK)

o4  ::  7 hit  ::  Intermediate
    c.LK > c.LK > c.LK > c.LK > b + HK XX Griffon Nail
    (c.LK > c.LK > c.LK > c.LK > b + HK XX hcb + PK)

o5  ::  5 / 6 hit  ::  Intermediate
    Opponent in corner. c.LK > c.LK > c.LK > f + HK XX Hurricane Rose
    (c.LK (charge d) > c.LK > c.LK > f + HK XX u + K)

o6  ::  5 hit  ::  Intermediate
    jd.HK \/ c.LK > b + HK XX Griffon Nail
    (Jump Diagonal HK \/ c.LK > b + HK XX hcb + PK)

o7  ::  5 hit  ::  Easy
    c.LK > c.LK > c.LK > c.LK XX K Hurricane Rose
    (c.LK (charge d) > c.LK > c.LK > c.LK XX u + K)

o8  ::  5 hit  ::  Easy
    c.LK > c.LK > c.LK > c.LK /\ jd.HK
    (c.LK > c.LK > c.LK > c.LK /\ Jump Diagonal HK)

o9  ::  4 hit  ::  Easy
    Opponent in corner. c.LK > c.LK > f + HK XX LP Burning Rose
    (c.LK > c.LK > f + HK XX qcf + LP)

1o  ::  4 hit  ::  Intermediate
    f + HK, c.LK > c.LK XX Hurricane Rose
    (f + HK, c.LK > c.LK XX u + HK)

11  ::  3 hit  ::  Easy
    s.HP XX Griffon Nail
    (s.HP XX b,hcb + PK)

12  ::  2 hit  ::  Easy
    c.HK XX Hurricane Rose
    (c.HK (charge d) XX u + K)

13  ::  2 hit  ::  Easy
    c.HK XX Griffon Nail
    (c.HK XX b,hcb + PK)

14  ::  2 hit  ::  Easy
    s.HP XX Burning Rose
    (s.HP XX qcf + P)

15  ::  2 hit  ::  Easy
    c.HK XX Burning Rose
    (c.HK XX qcf + P)

16  ::  2 hit  ::  Easy
    c.HK XX Rose Stinger
    (c.HK (charge db) XX f + K)

[ Xtra ]
- Combo o1,o2,o5
  The charge motion created while doing the c.LKs can be 'stored' for about a
  half-second. This allows Reimi time to stand and chain in her b / f + HK,
  then quickly cancel into the special attack.

- Combo o1
  In the corner, this will do 10 hits.

- Combo o4,o6
  Using b + HK for Reimi`s "high kick" command attack doubles as the first
  input to her Griffon Nail, so just do a 'hcb' motion after to cancel.

- Combo o5
  Either strength Hurricane Rose can be used. LK-version will hit twice but
  not knockdown; HK-version will hit once and knockdown.

- Combo 12
  The full Griffon Nail will not connect, but the initial attack will hit to
  knock the opponent across the screen.


===============================================================================
 5.09  //  SATOMI YAJIMA
===============================================================================

o1  ::  13 / 4 hit  ::  Intermediate
    Opponent in corner. Sliding, c.HP XX Satomi Bringer [9 hit], Kaen Zan
    (df + HK, c.HP XX qcb,hcf + HP, b,d,db + P)

o2  ::  13 hit  ::  Intermediate
    Opponent in corner. j.HK \/ c.HP XX Satomi Bringer [9 hit], Kaen Zan
    (Jump HK \/ c.HP XX qcb,hcf + HP, b,d,db + P)

o3  ::  12 hit  ::  Intermediate
    Opponent in corner. s.LP > s.LK > s.HP XX Satomi Bringer
    (s.LP > s.LK > s.HP XX qcb,hcf + HP)

o4  ::  12 hit  ::  Intermediate
    Opponent in corner. s.LK > s.LK > s.HP XX Satomi Bringer
    (s.LK > s.LK > s.HP XX qcb,hcf + HP)

o5  ::  11 hit  ::  Easy
    Opponent in corner. j.HP \/ s.HP XX Satomi Bringer
    (Jump HP \/ s.HP XX qcb,hcf + HP)

o6  ::  6 hit  ::  Difficult
    Opponent in corner. Sliding, c.HP > Sliding XX HP Kaen Zan
    (df + HK, c.HP > df + HK XX b,d,db + HP)

o7  ::  6 hit  ::  Easy
    s.LP > s.LP > c.LP XX Kaen Zan
    (s.LP > s.LP > c.LP XX b,d,db + P)

o8  ::  6 hit  ::  Easy
    j.HK \/ c.LK > c.LP XX LP Kaen Zan
    (Jump HK \/ c.LK > c.LP XX b,d,db + LP)

o9  ::  5 hit  ::  Easy
    s.LP XX LP Kaen Zan [3 hit], LP Kaen Zan
    (s.LP XX b,d,db + LP, b,d,db + LP)

1o  ::  5 hit  ::  Easy
    j.HK \/ s.HP XX LP Kaen Zan
    (Jump HK \/ s.HP XX b,d,db + LP)

11  ::  4 hit  ::  Intermediate
    Opponent in corner. s.LP > s.LP > s.LK /\ j.LK
    (s.LP > s.LP > s.LK /\ Jump LK)

12  ::  4 hit  ::  Intermediate
    c.HK XX LK Shou En Kyaku [2 hit], LP Kaen Zan
    (c.HK XX qcb + LK, b,d,db + LP)

13  ::  4 hit  ::  Easy
    LP Kaen Zan [3 hit], Kaen Zan
    (b,d,db + LP, b,d,db + P)

14  ::  4 hit  ::  Easy
    s.LK > s.HP XX Shou En Kyaku
    (s.LK > s.HP XX qcb + K)

15  ::  4 hit  ::  Easy
    j.HK \/ c.HK XX Kaen Zan
    (Jump HK \/ c.HK XX b,d,db + P)

16  ::  3 hit  ::  Intermediate
    Opponent in corner. Sliding, s.HP XX LK Shou En Kyaku
    (df + HK, s.HP XX qcb + LK)

17  ::  3 hit  ::  Intermediate
    Opponent in corner. Sliding, s.HP XX Kaen Zan
    (df + HK, s.HP XX b,d,db + P)

18  ::  3 hit  ::  Intermediate
    Opponent in corner. s.HP, s.LP /\ j.LK
    (s.HP, s.LP /\ Jump LK)

19  ::  3 hit  ::  Intermediate
    s.HP, s.LK > s.HP
    (s.HP > s.LK > s.HP)

2o  ::  3 hit  ::  Easy
    Opponent in corner. Sliding, c.HP > s.HP
    (df + HK, c.HP > s.HP)

21  ::  3 hit  ::  Easy
    LP Shinkuu Karatakewari \/ Kaen Zan
    (hcf + LP \/ b,d,db + P)

22  ::  3 hit  ::  Easy
    Sliding XX Kaen Zan
    (df + HK XX b,d,db + P)

23  ::  3 hit  ::  Easy
    c.HK XX Kaen Zan
    (c.HK XX b,d,db + P)

[ Xtra ]
- Combo o1
  This combo should be treated like Chiho`s HP Hien Geki, where you wait a
  split second after the juggle to catch the opponent the moment they land on
  the ground. Thus it allows the full Satomi Bringer to connect, in addition
  to two hits from the Kaen Zan juggle afterward. If you cancel into the
  Satomi Bringer early, then just the elbow charge will hit to bounce the
  opponent up a little, which still allows for the final Kaen Zan juggle, but
  only one hit will catch.

- Combo o6
  Getting the second Sliding to juggle can be tricky. Even if you hit with it,
  Satomi may not be very deep against the opponent and the HP Kaen Zan whiffs.

- Combo 21
  In the open, the LP Kaen Zan is better to use. If the opponent is in the
  corner, you can catch with the HP-version.


===============================================================================
 5.10  //  YUKA TAKEUCHI
===============================================================================

o1  ::  8 hit  ::  Intermediate
    s.LK > s.LK > s.LK > s.LK > s.LK XX HK Idaten Soku
    (s.LK > s.LK > s.LK > s.LK > s.LK XX qcb + HK)

o2  ::  7 hit  ::  Intermediate
    c.LK > c.LK > c.LK > s.LK XX HK Idaten Soku
    (c.LK > c.LK > c.LK > s.LK XX qcb + HK)

o3  ::  6 hit  ::  Intermediate
    VS Chiho in corner. j.HK \/ s.HK XX HP Souryuu Geki [3 hit] \/ HP Souryuu
    Geki
    (Jump HK \/ s.HK XX f,d,df + HP \/ f,d,df + HP)

o4  ::  6 hit  ::  Intermediate
    VS Yuka in corner. s.LP > cl.HP, c.LK XX HK Idaten Soku
    (s.LP > s.HP, c.LK XX qcb + HK)

o5  ::  6 hit  ::  Intermediate
    Opponent in corner. j.HP \/ c.HP > s.LK XX HK Idaten Soku
    (Jump HP \/ c.HP > s.LK XX qcb + HK)

o6  ::  5 hit  ::  Difficult
    Opponent in corner. Full screen away. LP Ki Kou Dan, (dash forward x2)
    s.HK XX HK Idaten Soku
    (qcf + LP, (f,f, f,f) s.HK XX qcb + HK)

o7  ::  5 hit  ::  Difficult
    Opponent in corner. cl.HP, s.LK > s.HP XX HK Idaten Soku
    (cl.HP, s.LK > s.HP XX qcb + HK)

o8  ::  5 hit  ::  Difficult
    Opponent in corner. c.HP, s.LK > s.HK XX HK Idaten Soku
    (c.HP, s.LK > s.HK XX qcb + HK)

o9  ::  5 hit  ::  Intermediate
    Opponent in corner. j.HK \/ cl.HP XX LP Souryuu Geki [2 hit] \/ HP Souryuu
    Geki
    (Jump HK \/ cl.HP XX f,d,df + LP \/ f,d,df + HP)

1o  ::  5 hit  ::  Intermediate
    s.LP XX LP Souryuu Geki [3 hit] \/ HP Souryuu Geki
    (s.LP XX f,d,df + LP \/ f,d,df + HP)

11  ::  5 hit  ::  Intermediate
    c.HP, c.HP > s.HK XX HK Idaten Soku
    (c.HP, c.HP > s.HK XX qcb + HK)

12  ::  5 hit  ::  Easy
    Opponent in corner. j.HK \/ cl.HP XX HP Souryuu Geki
    (Jump HK \/ cl.HP XX f,d,df + HP)

13  ::  5 hit  ::  Easy
    j.HK \/ LP Souryuu Geki [3 hit] \/ HP Souryuu Geki
    (Jump HK \/ f,d,df + LP \/ f,d,df + HP)

14  ::  5 hit  ::  Easy
    s.LP > s.LK > s.HP XX HK Idaten Soku
    (s.LP > s.LK > s.HP XX qcb + HK)

15  ::  5 hit  ::  Easy
    j.HP \/ cl.HP XX HK Idaten Soku
    (Jump HP \/ cl.HP XX qcb + HK)

16  ::  4 hit  ::  Difficult
    Opponent in corner. c.HK XX Ki Kou Dan, HP Souryuu Geki
    (c.HK XX qcf + P, f,d,df + HP)

17  ::  4 hit  ::  Intermediate
    c.HK XX HP Souryuu Geki
    (c.HK XX f,d,df + HP)

18  ::  3 hit  ::  Intermediate
    s.LK > s.LK /\ j.LK
    (s.LK > s.LK /\ Jump LK)

19  ::  3 hit  ::  Intermediate
    j.HP \/ s.LK /\ j.LK
    (Jump HP \/ s.LK /\ Jump LK)

2o  ::  3 hit  ::  Easy
    Opponent in corner. j.HK \/ cl.HP XX LP Ki Kou Dan
    (Jump HK \/ cl.HP XX qcf + LP)

21  ::  2 hit  ::  Easy
    Yuka 1/2 screen away. LP Ki Kou Dan, HK Idaten Soku
    (qcf + LP, qcb + HK)

22  ::  2 hit  ::  Easy
    c.HK XX Ki Kou Dan
    (c.HK XX qcf + P)

[ Xtra ]
- Combo o1
  I found it easier to hold forward on the joystick while mashing out the five
  s.LKs, so that Yuka slightly inches forward to cover small pixels of gaps
  and allow them to chain easier.

- Combo o4
  For whatever reason, the s.LP > cl.HP will only connect against Yuka. On any
  other character it won`t catch, but the cl.HP, c.LK link works on everyone.

- Combo o6
  Since you can`t attack during a dash, you have to wait until Yuka completely
  finishing her dashing animation before you can execute the s.HK. It`s fairly
  strict timing since the LP Ki Kou Dan does not provide a lot of hitstun.

- Combo o7,o8
  Linking s.LK after cl.HP is a fairly strict, but not too difficult since
  Yuka`s s.LK has a lot of range. Combo o8 is essentially the same combo as
  o7, but the s.LK link after c.HP is far easier. Combo o7 is stronger.

- Combo 1o
  Immediately do the HP Souryuu Geki after landing to juggle. In the corner
  this combo is harder because the game engine will 'push' Yuka away, making
  more of a gap between her and the opponent. But it is possible to still hit
  with the HP Souryuu Geki.

- Combo 16</pre><pre id="faqspan-2">
  The Ki Kou Dan will pop the opponent into the air, allowing Yuka to juggle
  with the HP Souryuu Geki.

- Combo 18,19
  The tip of Yuka`s foot from her j.LK is able to catch any average sized
  character.


 [ Advanced : 6 : Special Thanks ]  -- // ------------------------------------
_______________________________________________________________________________

- TGL (Technical Group Laboratory, Inc.)                        ( tgl.co.jp/ )
  Hope to see another Advanced V.G. fighting game, hopefully with an engine
  like in `Arcana Heart 3´ or `Skullgirls´.

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

- Harold "Kageh" Hess                              ( [email protected] )
  My TMChi bro who bought this and Advanced V.G. 2 for me when he was over in
  Japan.
  (GameFAQs : http://www.gamefaqs.com/users/!H+Bomb)


 [ Advanced : 7 : Revision History ]  -- // ----------------------------------
_______________________________________________________________________________

v. 1.5 / 04 - 11 - 2014
- Added details on why Kaori`s and Manami`s throw combos do not work against
  Eleanor due to the lack of the FLOAT mechanic.

v. 1.0 / 04 - 10 - 2014
- A few additional link combos added. Also with the overhaul of my MaxFAQ, I
  differentiated some characters` jumping attacks with a "Jump Diagonal" tag
  to know that those attacks differ from their vertical jumping variations.

v. 0.0 / 03 - 30 - 2013
- Advanced V.G. doesn`t by any means have a fantastic combo engine. It`s kind
  of stiff and you need some incredible execution on some combos. But there
  was enough in the game to herald a combo FAQ, so here it is. Even though I
  doubt many people will actually use it because, well, who plays this now?


 [ Advanced : 8 : Final Word ]  -- // ----------------------------------------
_______________________________________________________________________________

Oss`!
All fighting games deserve a combo FAQ, even little known ones like this. So
here it is. Enjoy the mayhem.

  Have something to say about the game or this FAQ you want me or others to
  know? Find any of the above information 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]>
  -------------------------------------------------------------------------
 | `Can`t ride home on a bowl of goat.´                                    |
 |                                                             - Ron White |
  -------------------------------------------------------------------------