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             CRITICAL BLOW                                       VkuMkMuuM,
  [  MaxFAQ / Japanese PlayStation  ]                         VuKdV,.   uM
  [  ver 2.0 / [email protected]  ]                  .,VVyddddddyVyVV.dMdMy
  [  faq + ascii + psn: afroshouji  ]            .,VyduuuuddyyyVVVV,VVVuKyMMkMK
  [  ♥ discord : afroshouji#1882 ♥  ]       ,VyduuuMudV,.            yuyuy  .KM
                                        .VuKKKKudV,                  dMMKV  uy
                                    .Vuk#kKuV.                     .dKkkk.
                                  Vuk##MV                        ,dKKKuu,
                                dMK#kd.                       .VuMuuudV
                              VKKMkd                       ,Vyyuuddy,
                             dkKuV                      ,duduMudV,
                            dKMMV                 .,VyduuuMMMd,
                           ,,.,u.    ..,V ,y,V,VVyVyuMMMMuy,
                 .y, .uKuMuudddduuduuMMudy,,,VyyduMMMuy,
yy  ..VV.    VuMMMduKMdyV,   V,.     ..V..,VyduuuddV.
yuuKd,,VdMMdKudyyyydud,    ,duMyV,,VydddyyVV,.
 VduuuuudVV.        .yMKdMuMKKddKMKMd.
                        VVdkMyMM.
                        uBXk#u,
                       .BBku.
════════════════════════════════════════════════════════════════════════════════
 Copyright 1998 - 2020 Khris "afroshouji" Gaines

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 This FAQ should not be used by anyone other than the author for a profitable
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 Nor is this document to be given away as a bonus or gift. It isn't my desire
 to write all this up just to get others rich. Anyone who has enough interest
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《Critical Blow》 and its characters are copyright 1997 Banpresto, Ltd.
All rights reserved.

This FAQ is available at the following places :
----------------------------------------------------  Critical Blow // MaxFAQ  -
- GameFAQs                                                        gamefaqs.com/


 /////////////////////////
//  TABLE OF CONTENTS  //
////////////////////////////////////////////////////////////////////////////////

Critical 1 : STORY

Critical 2 : FAQ NOTATION
   -  Controller Notation
   -  Button Notation
   -  Abbreviations + Command Notation
   -  Arts Info Chart
   -  Frame Data

Critical 3 : GAME MODES EXPLANATION
   -  Tournament Mode
   -  Trading Mode
   -  Theater Mode
   -  VS Mode
   -  Option Mode

Critical 4 : BASIC COMMANDS

Critical 5 : CHARACTER SPECIFICS
   -  Berserker
   -  Bobby Loggins
   -  Chiaki Ichinomiya
   -  Hagane Ichinomiya
   -  Kei Iwase
   -  Mao Chilling
   -  Mark Stanford
   -  Marry Phillips
   -  Merkuar
   -  Neil Mcdaniel
   -  Reymond Norman
   -  Rickey Leon
   -  EX Rickey
   -  Sieguei

Critical 6 : SYSTEM DISSECTION
   -  Movement: walking / jumping / dashing / running / rolling
   -  Attacking
   -  Guarding
   -  Quick Recovery
   -  Throwing / Throw on Hit
   -  Special Moves
   -  Projectiles & Durability
   -  Life Gauge
   -  Special Gauge
   -  Assault Blow / Super Blow / Critical Blow
   -  Hitstun / Hitstop / Hit States
   -  Combos / Combination Techniques / Juggles / Links
   -  Canceling
   -  Tier Listing

Critical 7 : MISCELLANEOUS INFO
   -  Special Thanks
   -  Secrets / Codes
   -  Translations
   -  Revision History
   -  Final Note


 //////////////////
//  CRITICAL 1  //                                                        STORY
////////////////////////////////////////////////////////////////////////////////

A scarab brooch was delivered to martial artists throughout the world. Thus, a
challenge was made by a mysterious character called "Merkuar," a written
invitation to a terrifying survival game.

Now, revenge, money, ambition, and honor are sought and the martial artists
turn toward the United Kingdom where Merkuar waits.

Rickey Leon is a boy who lives along with his grandmother in Hong Kong, arrives
for the origin of the scarab.

It is the beginning of a new battle for him.


 //////////////////
//  CRITICAL 2  //                                                 FAQ NOTATION
////////////////////////////////////////////////////////////////////////////////

(  Controller Notation  )  ===========================================  ( 2.01 )

  7   8   9       Jump Up-Back            Jump Up           Jump Up-Forward
   \  |  /
4 --  5  -- 6     Retreat / Guard         Neutral           Advance
   /  |  \
  1   2   3       Crouch / Low Guard      Crouch            Offensive Crouch

- Reverse forward and back if you're on the right side of screen.


(  Button Notation  )  ===============================================  ( 2.02 )

  L2              R2                      n/a               n/a


  L1              R1                      n/a               n/a

       Triangle                                   Punch (P)

Square          Circle                 Action (Ac)         Kick (K)

          X                                       Card (Cd)

- Button notation can be changed at the Key Configuration menu in the Option
  Mode screen. This FAQ utilizes the default setup shown above.
- The Action button is used in conjunction with Punch or Kick for throwing
  techniques, or pressing 2Ac to do an evasive roll (see section 6.01).
- Holding the Action button for 120F creates an Assault Blow (AsB) charge,
  which lasts for 180F or until the Action button is released. Assault Blows
  launch an opponent into the air, leaving them vulnerable. Assault Blows can
  be guarded, and cost 1 Gauge Level to activate (see section 6.02).
- For Card-edit characters, the Action button is used for the "Character Card"
  special attacks along with a command (see section 3.02).
- The Card button is used for power-up attacks for Card-edit characters.
- Holding the four shoulder buttons and Select, then pressing Start resets the
  game back to the main screen.


(  Abbreviations + Command Notation  )  ==============================  ( 2.03 )

P, K, Ac, Cd   -  Punch, Kick, Action, Card. Press that indicated button.
+              -  Stands for "and".
_              -  Stands for "or".
, / .          -  "," means the attacks combo, "." means that it doesn't. (Used
                  for each character's Combination Techniques.)
236 / 214      -  Motion (d,df,f) or (d,db,b) on the joystick.
41236 / 63214  -  Motion (b,db,d,df,f) or (f,df,d,db,b) on the joystick.
[x] ]x[        -  Hold/charge the specific direction or button(s). ('[4]' means
                  to hold backward on the joystick.) For special abilities the
                  general rule is that the charge time is 1-second (60 frames).
                  Can be followed by additional commands after the charge is
                  complete. ('[4]6' means to charge backward for a period, then
                  press forward.) Inverted brackets mean to release the held
                  button(s) to activate the effect.
j.             -  Perform the following command(s) while jumping/in the air.
x~y            -  Anything within that specific range of directions or buttons
                  will work. (Always goes clockwise for directions; '2~8' means
                  2, 1, 4, 7, or 8.) Commonly used to show a min/max range of
                  frames, hits, and/or damage for attack properties that may
                  change due to charging or powering-up.
..             -  Used after attack commands to indicate that another attack or
                  action can be used as a follow-up. All continuing attacks are
                  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
(xN)           -  Indicates the previous command can be repeated N-times.
(move name)    -  A special move that has no specific name, but is noted in the
                  character's movelist for having unique principles or command
                  to execute it. Although sometimes this notation means that I
                  don't know the official name for the move, or that it may not
                  have one. Basic throws normally don't have a name, so they
                  appear in parenthesis.
1,2,3,4..      -  Note numbers; listed along the left-side of the FAQ alongside
                  an attack/command to correspond to information numbers listed
                  below. Some attacks may have multiple notes.
(#)F           -  Stands for "frames", used in conjunction with numbers (7F) to
                  shorthand frame data. (Could be read as either "on frame 7"
                  or "7 frames".)
i(#)           -  Stands for "impact frames", used in conjunction with numbers
                  (i15) to shorthand impact frame data (see section 2.05).
☼              -  Indicates special notes, mechanics, or additional information
                  pertaining mainly to the character in general.
(SB!)          -  Indicates the character's Super Blow (Level 1).
(CB!)          -  Indicates the character's Critical Blow (Level 3 and 1/3 HP
                  remaining).


(  Arts Info Chart  )  ===============================================  ( 2.04 )

Each of the character's basic and special attack techniques are listed within
a structure like the one below:

--------------------------+-----------+----------+--------+---------+---------
| PUNCH ATTACKS            | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5P                   |  M        | 6        | i8     | +1      |
---+----------------------+-----------+----------+--------+---------+---------
| KICK ATTACKS             | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
2  | [4]K                 |  M        | 17       | i17    | KND     |
   | j.K                  | H         | 8        | i7     | ——      |
--------------------------+-----------+----------+--------+---------+---------
| SPECIAL ATTACKS          | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
4  | PAc                  | Throw     | 20       | i2     | KND     |
7  | 236P                 |  M        | 11       | i29    | KND     | CRM
---+----------------------+-----------+----------+--------+---------+---------
               |                |           |         |        |         |
               a                b           c         d        e         f

a  - Attack Command / Special Move
     The position of the character, command input, or special move name for an
     attack. Some characters have alternate attacks when Standing Close to the
     opponent as opposed to being far away, as well as Jumping Diagonal rather
     than just straight vertically. Only new attacks are added if they differ.

b  - Guard Level
     The position in which the attack must be guarded.
     M / MID               - attack can be guarded standing or crouching
     H / HIGH              - attack must be guarded while standing
     L / LOW               - attack must be guarded while crouching

c  - Damage
     The amount of damage the attack does when it connects for its full amount
     of hits. Plus signs separate damage between hits if the amount changes
     from the previous (eg - 20+25), but these hits combo. Else the damage is
     followed by the amount of hits if they all do the same (eg - 70x2). If an
     attack's hits do not combo, damage is separated by a comma (eg - 10,10).
     Damage values are all based on characters in Group B (see section 6.07).

d  - Impact Frames
     The number of frames until the attack has a hitbox after the input.

e  - Advantage on Hit
     The difference in the number of frames between when both characters will
     return to neutral stance after an attack has successfully hit. (Positive
     numbers mean that the player can act first; negative means the opponent
     can act first.)

f  - Notes
     Notable additions and details about the attack listed in shorthand:
     KND                   - KNOCKDOWN: attack knocks opponent to the floor,
                             forcing them into a grounded recovery.
     RKD                   - ROLLING KNOCKDOWN: attack propels opponent across
                             the screen, tumbling on the ground; can't ukemi.
     CPT                   - CAPTURE: attack snares opponent, incapacitating
                             them for set amount of frames, leaving them unable
                             to act and vulnerable to attacks.
     STG                   - STAGGER: attack forces opponent to stumble back;
                             follow-up comboed attack always causes KNOCKDOWN.
     CRM                   - CRUMPLE: attack puts the opponent in a hit state
                             where they slowly fall to the ground, vulnerable
                             to attacks on the way down. Can't be broken.
     LCH                   - LAUNCHES: attack knocks opponent into the air to
                             setup a juggle or air combo; unrecoverable.
     POP                   - POP-UP: essentially a mini-LAUNCHER, knocking the
                             opponent vertically, but not at the same height as
                             a normal LAUNCHER; unrecoverable. Juggles may be
                             possible but more restricted.
     PRJ                   - PROJECTILE: attack either appears as or creates
                             an independent object on-screen; must be able to
                             negate another PROJECTILE's durability points.
     BEM                   - BEAM: PROJECTILE-like attacks that carry out over
                             a number of frames; has no durability and cannot
                             negate other PROJECTILEs.
     ARM                   - SUPER ARMOR: attack has frames which absorb an
                             attack to prevent interruptions.
     OTG                   - OTG-capable: attack can hit opponent lying on the
                             ground after a KNOCKDOWN for additional damage.
     WBN                   - WALL BOUNCE: attack causes opponent to slam
                             against the back wall, bouncing off it to fall in
                             a vulnerable state; causes a KNOCKDOWN.
     TRK                   - TRACKS: attack homes in either on the opponent or
                             the opponent's general location on the screen.
     TOH                   - THROW ON HIT: throws which are guardable, and
                             deal damage during an uninterruptible animation
                             on hit; connects against an opponent in hitstun
                             or guardstun.
     TLP                   - TELEPORT: character moves from one position to
                             another during an invincible period over a number
                             of frames.


(  Frame Data  )  ====================================================  ( 2.05 )

The idea of "frame data" can be a bit intimidating to new players. It is both
one of the best and scariest ways to help improve your game, but only if you
fully understand what you are looking at——and why you are looking at it.
Players in the fighting game community (FGC) commonly talk about 'advantage'
and moves which are 'unsafe,' and this is where it all stems from. Frame data
is the most accurate method to measure events and timing in fighting games.
This area will help break down what a lot of this information means, and help
you grasp the concepts better in order to use it throughout your gameplay.

+-- [  Frames  ] --------------------------------------------------------------+

A 'frame' is a game's unit of time measurement. 《Critical Blow》 (CB) runs at 60
frames per second like most modern games do. Which means in a span of one full
second, there are 60 frames of sprite animation that takes place. Not all of it
is noticeable or easy to recognize, but it's there.

Frame data allow for discussions of given moves to be taken to a deeper, more
useful level. The actual utility and effectiveness for a special move becomes
more apparent when looking at its frame data. Visually, there is a negligible
difference between and attack that hits in 4 frames versus one that hits in 8
frames. It's the difference between "just under a tenth of a second" and "just
over a tenth of a second." But in the terms of the game itself, this minuscule
and brief variation in timing can equal quite a significant deal.

Since CB is a 2.5D game with models instead of sprites, just about every frame
of animation is different, albeit slightly.

+-- [  Impact Frames  ] -------------------------------------------------------+

The number of frames before the attack reaches its first active frame, which is
capable of hitting the opponent, after the command is correctly input. In most
simplest terms: the smaller this number is, the faster the attack executes. The
fastest moves in the game have between 2 to 8 frames of startup; throw attacks
generally are included.

Being a 2.5D game, Impact Frames are essentially startup and active frames all
rolled into one. Many 3D-esque games don't have attacks that can hit for a long
amount of active frames——typically only the first couple can only strike. After
which comes all the recovery frames. Because of that, this FAQ only covers the
amount of frames it takes for an attack to make contact with the opponent. The
Advantage on Hit/Guard numbers are noted after, but there is no reason to note
the recovery frames as a whole. This works for PROJECTILES the same as normal.

+-- [  Landing Frames  ] ------------------------------------------------------+

'Landing Frames' are essentially recovery frames the character goes through
after landing to the ground from a jump. These frames typically get applied
regardless of if the character attacks or not during their jump. In CB the
landing frames cannot be canceled with moving, attacks, or special moves——all
of them have to transpire. All landing frames are listed in each character's
'Data Arsenal' section. Characters all have the same landing recovery times
regardless if they jump vertically or diagonally. Landing frames are also in
addition to whatever recovery frames happen after aerial attacks.

+-- [  Advantage on Hit / Advantage on Guard  ] -------------------------------+

After an attack strikes an opponent, two things occur: the attacking character
will go through their recovery animation, and the defending character either
goes into hitstun or guardstun (depending on if the move was blocked or not).
Different attacks go through different recovery periods and inflict different
amounts of hitstun or guardstun. After these times, both the attacker and the
defender will eventually leave those animations and be allowed to act again.
The discrepancy between when the character and the opponent both return to
neutral stance and can perform another action is expressed with the concept of
frame advantage (listed as '+Hit' or 'On Hit' in this FAQ). A frame advantage
of "+7" means the character can act a full 7 frames before the opponent can do
anything——a rather sizable advantage! A frame advantage of "-3" means that the
opponent instead has 3 frames to act before the character does. Whereas having
"0" advantage means both characters return to neutral at the exact same time.

For PROJECTILE attacks, the frame advantage is based upon if the attack hits on
its very first active frame——typically point-blank range.

Another special case are aerial/jumping attacks. This FAQ does not include any
frame advantage from jumping attacks simply because the numbers will always
differ depending on when the grounded opponent is struck. The greatest amount
of frame advantage is typically when the aerial attack hits on its very first
active frame, like with projectiles, and then the character landing as soon as
they possibly can——usually on the next frame. However, that seldom will ever
occur. Whether it is air-to-air, or air-to-ground, aerial attacks generally do
not ever hit on their first active frame unless they are used in an air combo.
In addition, where on the opponent's body they are hit is also a factor. Mao
attacking Neil with j.9K that hits at the top of his head will give Mao a much
different frame advantage than if she hits him much deeper in the chest region.
(Character model sizes would also be a factor.)

"Advantage on Guard" shows the recovery variance between characters after an
attack is guarded, which can be beneficial in creating blockstrings——chains of
attacks that keep a player locked in guardstun. Knowing the Advantage on Guard
also aids in knowing how to counterattack, or punish, the opponent with an
attack after successfully defending against theirs.

For now, this FAQ does not incorporate the amount of Advantage on Guard frames
because all of a character's guarded attacks leave them at disadvantage. There
are no positive frames on guard, and this is unanimous for all characters. You
can punish nearly any guarded attack (except 5P) with an attack 10F or less.


 //////////////////
//  CRITICAL 3  //                                       GAME MODES EXPLANATION
////////////////////////////////////////////////////////////////////////////////

(  Tournament Mode  )  ===============================================  ( 3.01 )

Select one of the fourteen characters (all secret and custom Trading Mode-made
characters are also allowed) to go through the game. You must defeat ten other
opponents: eight randomly selected characters, followed by Sieguei and Merkuar.
Screens of text display of the character's intro after selecting.

Each character has four different paths chosen at random that can be taken to
the end. Marry's paths are listed below, as an example:

       +——————+——————+——————+——————+——————+——————+——————+——————+——————+——————+
       | Kei  | Mao  | Mark |      | Chia | Bob  | Reym | Rick |      |      |
       +——————+——————+——————+ Bskr +——————+——————+——————+——————+      |      |
       | Mao  | Bob  |      |      | Kei  | Chia | Mark | Reym |      |      |
Marry  +——————+——————+ Rick +——————+——————+——————+——————+——————+ Sieg | Merk |
       | Neil | Kei  |      |      | Mark |      | Bskr |      |      |      |
       +——————+——————+——————+ Reym +——————+ Bob  +——————+ Mao  |      |      |
       | Rick | Bskr | Neil |      | Kei  |      | Chia |      |      |      |
       +——————+——————+——————+——————+——————+——————+——————+——————+——————+——————+

Once Merkuar is defeated, you are treated with three pictures that display
beneath the credits as they scroll. A small animated ending sequence of your
character plays after the credits end.

Losing against an opponent brings up a Continue screen. You have ten seconds to
decide on whether or not you wish to continue. Pressing Start activates the
continue, allowing you to start the match over against the opponent that
defeated you. Pressing the buttons speed up the timer. Once the timer reaches
0, continuing is disabled and the game is over.


(  Trading Mode  )  ==================================================  ( 3.02 )

Trading Mode is a cross between a fighting game and collectible card game. The
main focus behind Trading Mode is to collect Cards that provide power-ups and
status changes, which alter your character's abilities when equipped. Cards are
acquired by fighting AI-controlled 'Rivals' and winning up to four random cards
with your victories. Characters you create enhanced via Trading Mode are able
to be played in both Tournament Mode and VS Mode.

When you first start Trading Mode, you're first asked to select a character to
be your base. You are only allowed to select from the original ten characters;
Hagane, EX Rickey, Sieguei, and Merkuar are not allowed.

Once your character is selected you are taken to their status screen. You can
see their standard menu options along the top-left side of the screen:

  Battle          Fight against one of the AI-controlled Rivals for Cards.
  Edit            Sort through your Cards to equip them to your character.
  Data            Save/load a character for Trading Mode.
  Exit            Exit Trading Mode and return to the title screen.

Shifting the joystick left or right gives another set of sub-options for that
character.

  Command         Extra attack commands your character has learned that use the
                    'Card' button to execute.
  Skill           List of the character's Special Attacks which can be altered
                    by Cards.
  Status          Record of the character's wins, losses, and rank, and how the
                    Cards have affected their Offense%, Defense%, and Speed%.
  Ranking         Placement amongst the Rivals you've fought. (At the beginning
                    you will be "out of rank".)

The lower-left box with the three elemental signs (fire, water, air) is the
character's "Zokusei Gauge" (Attribute Gauge). It shows what elemental focus
your character mainly utilizes. This is important because the system is a bit
like "rock-paper-scissors" in that one elemental is stronger to another, yet
is weak to the other. In the case of these, the chart goes like this:

                      Fire  >>  Air  >>  Water  >>  Fire

Characters that are "Fire" (Fi) attuned deal more damage and be more effective
against "Air" (Ai) attuned characters, yet take more damage against "Water"
(Wa) attuned ones. Attribute Cards help to raise and lower an elemental power
as you attach them onto your characater's attacks. It is also possible to be
attuned to more than one elemental, providing your character with an average of
both powers.

Beneath the "Zokusei Gauge" is also a rating of your character's EP (Equipment
Power). Cards all cost a different amount of EP depending on their abilities,
and a character can only hold a maximum of 80 EP. (The listing of how much EP
a card gives is provided in the lists below.)

+-- [  Collecting Cards  ] ----------------------------------------------------+

To begin collecting cards, you have to fight Rivals in the "Battle" option on
the left. When selected, you are offered four different opponents. Each Rival
has a rank and a win/loss bracket based on how many times you have beaten that
particular fighter. The higher the rank (SP, AA, A, B, C, D), the harder the
opponent. (Ranks are multiplied by whatever you set as your difficulty, so an
'AA' ranked Rival on Hard is obviously more difficult than if you have the
settings on Normal.) Regardless of your settings in Option Mode, fights that
take place against Rivals are always only one round.

Most Rivals will already have altered abilities depending on who you fight.

 ------------------------------+------+-------------------------------------
  Rival Name                   | Rank | Characters Used
 ------------------------------+------+-------------------------------------
  Alice                          SP     Bobby, Kei, Rickey
  Billy                          AA     Mao, Neil, Reymond
  Fei                            A      Chiaki, Mark, Rickey
  G                              B      Berserker, Mark, Marry
  Harry                          B      Berserker, Neil, Reymond
  Joker                          D      Kei, Mao, Rickey
  Kyosuke                        AA     Chiaki, Mao, Marry
  Psycho                         A      Berserker, Mark, Reymond
  Stealth                        B      Bobby, Chiaki, Kei
  Zen                            C      Mao, Neil, Reymond

Victory against Rivals raise your Rank and award you a Card added into your
inventory. It is possible to have multiple copies of the same card as they can
be traded with other players via the PlayStation memory cards.

After defeating a Rival you are given the choice to "Try Double Up," which is
basically a double or nothing option. Selecting "Yes" has you fight against the
same Rival, but your character's health will be exactly where it was after the
previous match. Only the opponent's HP is fully restored. The "Try Double Up"
option is offered twice per Rival, allowing you to win a maximum of four cards.
Regardless on how many times you "Double Up" it all counts as just one win
against that Rival in the rankings.

There are eight card piles that may appear: 8, 10, 11, 12, 14, 19, 20, and 22.

The amount of times you "Double Up" has no effect on the rarity cards you are
able to pick from, it just increases your chances by selecting more cards. Rare
cards (eg - Executioner, Chiaki Ichinomiya) can appear in the first win's card
pile as well as they can appear in the last.

Your performance also has no impact on what cards you get to pick from either.
If you beat a Rival three times all with Perfect victories, you may still only
get to choose from a 8-card pile, whereas if you barely win you may get to pick
from a vastly larger 20-card pile.

Regardless of Rival, randomly you may fight against a rare spawn shadowy copy
of your character named Doppelganger. (You only find out you are fighting them
when the match begins.) It is just a harder version of whichever character you
selected. Defeating Doppelganger opens up a 20-card pile, allowing for a chance
to win the rare Doppelganger card.

All of the Cards you have won can be found in the "Edit" section.

+-- [  Editing Your Character  ] ----------------------------------------------+

Now that you have some Cards to work with, you are able to use them to alter
some of your character's attributes. To begin, head to the "Edit" section where
you will get a screen featuring your character's special attacks along the top,
the Zokusei Gauge and information panel in the middle, and all the Cards you
have collected along the bottom.

Move the joystick left or right along the Cards to display their abilities as
you cycle through the ones you have. Information about the Card is displayed
in the white box in the middle of the screen, displaying type, EP cost, stock,
and description.

There are 34 Cards: 12 Skill, 3 Attribute, 6 Character Effect, 7 Field Effect,
and 6 Command.

Skill:             Cards that give your character a specific special move from
                   another character. (eg - Chiaki with Kei's Skill Card allows
                   her to do his Zero attack.) After equipping a Skill Card,
                   you must select one of three commands to perform the attack
                   (236Ac / 214Ac / 22Ac). Up to 3 Skill Cards can be equipped
                   to the a character——one per input command.

Attribute:         Gives an elemental attribute to the character's special
                   attacks. Only one Attribute Card can be attached per special
                   move, but every move can be equipped. Attribute Cards do not
                   all have to be the same elemental type.

Character Effect:  Cards that change the physical abilities of the character.
                   Denoted by having a purple background with a golden emblem
                   and green text along the left side. Up to 3 Character Effect
                   Cards can be equipped to a base character.

Field Effect:      Cards that change the mechanics of the game environment.
                   Denoted by having a green background with a golden emblem
                   and aqua text along the left side. Up to 3 Field Effect
                   Cards can be equipped to a base character.

Command:           Cards that provide a power-up for your character which must
                   be activated with a command input. After equipping a Command
                   Card, you must select one of three commands to perform the
                   power-up (236Cd / 214Cd / 22Cd). Denoted by a large portrait
                   filling the card face with yellow text along the left side.
                   Up to 3 Command Cards can be equipped to a base character——
                   one per input command.

- SKILL CARDS
 -----------------------------------+----+-----------------------------------
  Name                              | EP | Ability Gained
 -----------------------------------+----+-----------------------------------
  Berserker                           10   Learn "Mono Eye Beam"    (236P)
  Bobby Loggins                        5   Learn "D Vice"           (214K)
  Chiaki Ichinomiya                   15   Learn "Tenshin Tou Shou" (236P)
  Hagane Ichinomiya                   10   Learn "Kai"              (63214P)
  Kei Iwase                            5   Learn "Zero"             (623P)
  Mao Chilling                         5   Learn "Vertical Fan"     (623P)
  Mark Stanford                        5   Learn "Elegant Step"     (236K)
  Marry Phillips                       5   Learn "Luna Fall"        (j.214K)
  Neil Mcdaniel                       10   Learn "Counter Smash"    (63124P)
  Reymond Norman                       5   Learn "Earth Breaker"    (22P)
  Rickey Leon                          5   Learn "Lightning Volt"   (214P,[P])
  Sieguei                             10   Learn "Kage Nui"         (236K)

- ATTRIBUTE CARDS
 -----------------------------------+----+-----------------------------------
  Name                              | EP | Ability Gained
 -----------------------------------+----+-----------------------------------
  Fire                                 3   Attack gains "Fire" (Fi) attribute.
                                           Deals additional damage.
  Water                                3   Attack gains "Water" (Wa) attribute.
                                           Causes longer hitstun.
  Wind                                 3   Attack gains "Air" (Ai) attribute.
                                           Launches opponent higher.

- CHARACTER EFFECT CARDS
 -----------------------------+-----+----+-----------------------------------
  Name                        | ATT | EP | Ability Gained
 -----------------------------+-----+----+-----------------------------------
  Auto Defense                  Ai     5   Character automatically performs a
                                           "quick recovery" (ukemi) roll after
                                           a KNOCKDOWN.
  Auto Guard                    Ai    10   Character automatically guards when
                                           attacked, which defends against all
                                           levels.
  Defense                       Wa     7   Defense +25%; Offense -10%. Using
                                           multiple cards stacks the effect
                                           additively.
  Doppelganger                  Wa    80   Become the Doppelganger, copying any
                                           character you fight. Special Gauge
                                           energy gained 50% slower.
  Offense                       Fi     7   Offense +25%; Defense -10%. Using
                                           multiple cards makes the effect
                                           stack additively.
  Speed                         Ai     7   Speed +25%; Defense -10%. Using
                                           multiple cards makes the effect
                                           stack additively.

- FIELD EFFECT CARDS
 -----------------------------+-----+----+-----------------------------------
  Name                        | ATT | EP | Global Ability Gained
 -----------------------------+-----+----+-----------------------------------
  Burning Field                 Fi     7   Every second that ticks on the round
                                           timer inflicts -2 damage to each
                                           fighter, but it can't defeat them.
  Gravity                       Wa     5   Gravity scaling +50%; characters
                                           descend faster during juggles.
  Mana Burst                    Fi    10   Both players gain Special Gauge
                                           energy +100% faster.
  Narrow Field                  Wa    10   Stage 50% smaller.
  Past Time                     Ai     5   Round timer 2x fast.
  Silence                       Wa     5   Negates the effects of all Field
                                           Effect cards equipped by either you
                                           or opponent; however, you can't gain
                                           Special Gauge energy.
  Zero G                        Wa    10   Gravity scaling -50%; characters
                                           float higher during juggles.

- COMMAND CARDS
 -----------------------------+-----+----+-----------------------------------
  Name                        | ATT | EP | Ability Gained
 -----------------------------+-----+----+-----------------------------------
  Executioner                   Fi    15   Allows the usage of a Critical Blow,
                                           regardless of remaining life. Costs
                                           1 Gauge level; lasts 275F. 1x/match.
  Full Gauge                    Fi    10   Fills the Special Gauge to Level 3.
                                           1x/match.
  Heal                          Wa    15   Recovers health based on the current
                                           Special Gauge level. Character heals
                                           66/100/133 HP, then Gauge is fully
                                           consumed. Activating Heal also gives
                                           character 60F of Super Armor which
                                           prevents them from being interrupted
                                           while they heal. (Damage is still
                                           inflicted and is applied after Heal
                                           resolves.) Nx/match.
  Power Up                      Fi    10   Damage +50%. Costs 3 Gauge levels;
                                           lasts 417F. Nx/match.
  Slow Motion                   Wa    10   Opponent's walking and jumping speed
                                           -50%. Costs 3 Gauge levels; lasts
                                           377F. 1x/match.
  Super Shield                  Ai    15   Character cannot be knocked down,
                                           launched, stunned, or interrupted.
                                           Costs 3 Gauge levels; lasts 467F.
                                           Nx/match.


(  Theater Mode  )  ==================================================  ( 3.03 )

Theater Mode takes you through the game's plot, which is centered around Rickey
Leon's trial through the survival game, and finding information on the scarab
brooch and his murdered grandmother. He has to fight his way through many of
the other combatants to open up more info about the story, the characters, and
eventually meet up against the sponsor, Merkuar.

Rickey has a set order in which he fights his opponents, and will always
remain the same:
  - Stage 1  : v. Neil Mcdaniel

  - Stage 2  : v. Reymond Norman

  - Stage 3  : v. Mark Standford

  - Stage 4  : v. Marry Phillips

  - Stage 5  : v. Berserker

  - Stage 6  : v. Hagane Ichinomiya

  - Stage 7  : v. Sieguei

  - Final    : v. Merkuar

Additional notes about the stages:
  * All opponents must be defeated in however many rounds you set in Option
    Mode.

  * Text can be sped up by holding down the Circle button. Animated cut-scenes
    can be skipped by pressing the Start button.

  * Losing against an opponent brings up a Continue screen. You have ten
    seconds to decide on whether or not you wish to continue. Pressing Start
    activates the continue, allowing you to start the match over against the
    opponent that defeated you. Pressing the buttons speed up the timer. Once
    the timer reaches 0, continuing is disabled and the game is over.


(  VS Mode  )  =======================================================  ( 3.04 )

VS Mode is made for 2-players. Any of the characters can be selected to fight
anywhere between 1~9 round matches. After characters are chosen, the next
screen allows players to select a stage. Either player has control of this.

  - Stage 1  : High-rise construction girders; night
  - Stage 2  : Ham Low Metal Co. back alley; night
  - Stage 3  : Moving train roof; afternoon
  - Stage 4  : Desert; night
  - Stage 5  : Mountain valley; day
  - Stage 6  : Town rooftop; day
  - Stage 7  : Cathedral
  - Stage 8  : Ship deck; day
  - Stage 9  : Elevator shaft
  - Stage 10 : Merkuar chamber


(  Option Mode  )  ===================================================  ( 3.05 )

The Option screen allows you to change the settings of the game. The list is
as follows (listed from top to bottom):

- DIFFICULTY
  Select the difficulty of the CPU opponents: Easy, Normal, or Hard. Normal is
  default.
  (Effects: Tournament Mode, Trading Mode, Theater Mode)

- FIGHT ROUND
  Select the number of rounds a player must win in a match from 1-5. 2 is
  default.
  (Effects: Tournament Mode, Theater Mode, VS Mode)

- TIME
  Select how fast the timer goes: Slow, Normal, Fast, or Infinity. Normal is
  default.
  (Effects: Tournament Mode, Theater Mode, VS Mode)

- SOUND
  Select the quality of sound for the game: Stereo or Monaural.

- KEY CONFIGURATION
  Change the configuration of the attack buttons.

- PLAYER SELECT MODE
  Select how you wish to view the character and stage select screen: Normal or
  Shortcut.
  "Normal"   : Portraits appear with BGM; has a load time.
  "Shortcut" : Portraits doesn't appear; instead, you only see the names of all
               characters in a list. No music plays either. The stage select
               list appears after characters are chosen. Faster load time.
  (Effects: Tournament Mode, VS Mode)

- TRADE
  Allows trading to occur for Cards usable in Trading Mode between players with
  memory cards. On is default.

- SYSTEM DATA LOAD
  Load up saved data and configuration from the memory card.

- SYSTEM DATA SAVE
  Save game data and configuration to overwrite old data on the memory card.


 //////////////////
//  CRITICAL 4  //                                               BASIC COMMANDS
////////////////////////////////////////////////////////////////////////////////

The following list are moves and attacks that most characters overall possess.

Standing Guard                         [4] when attacked
Crouching Guard                        [1] when attacked
Kuuchuu Guard (air defense)            j.[1_4_7] when attacked

Forward Dash                           66
Dash Slide                             63
Dash Jump                              9 while dashing
Dash High Jump                         2,7~9 while dashing
Run                                    6[6]
Run Cancel                             2_4 while dashing
Backward Dash / Back Step              44
High Jump                              2,7~9
Mogurikomi (evasion roll)              2Ac

Nage (throw)                           PAc (misses afar)
Kuzushi (switches sides)               KAc (misses afar)
Assault Blow (AsB)                     [Ac] 120F, ]Ac[ (uses 1 Gauge)
                                       ("AS" appears over the Gauge levels when
                                       Assault Blow is enabled. Lasts 180F.)

Ground Recovery                        Normally stand after knockdown
Ukemi (quick recovery)                 Ac before hitting ground


 //////////////////
//  CRITICAL 5  //                                          CHARACTER SPECIFICS
////////////////////////////////////////////////////////////////////////////////

=======================================================================  ( .01 )
 >> BERSERKER
================================================================================

When Marry was a child, this home helper robot was built to be her mediator.
After the Phillips Konzern (German for "a group of companies") was taken over
by Merkuar, it worked as a maid robot for the livelihood of Marry. It
participates in order to help Marry in this latest survival game. Its pet name
is "Lancelot".

<  Gameplay  >  ----------------------------------------------------------------

Berserker is a zoner with powerful basic attacks, many multi-hit basics, and a
spammable projectile. Its the only character with a BEAM, which is a major part
of its overall offense. 236P makes it difficult for opponents to get in past
half-screen as Berserker can typically abuse it the entire match against most
opponents. Only a couple of character can avoid it by crouching. Since the beam
cannot negate projectiles, they can be used to counter. Attacks like 3P and 4K
send the opponent across the screen to allow Berserker to continue zoning. The
majority of Berserker's attacks are sluggish with +20F impacts, so it can't do
incredibly well in melee range against quicker opponents.

PROS:                                  CONS:
- Takes the least damage of all cast   - Fastest run speed
- Lots of multi-hit basic attacks      - Only two LOW attacks
- 4P provides great advantage          - Its only Combination Technique doesn't
- 236P BEAM projectile difficult to      combo
  avoid for most characters            - 63214P rarely catches outside of some
                                         corner OTG situations

<  Colors  >  ------------------------------------------------------------------

Player 1       :  Gold (plating), red (eyeplate)
Player 2       :  Silver (plating), purple (eyeplate)

--------------------------+-----------+----------+--------+---------+---------
| PUNCH ATTACKS            | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5P                   |  M        | 8        | i10    | +4      |
   | 1_2P                 |   L       | 11       | i13    |  0      |
   | 3P                   |  M        | 17       | i14    | RKD     |
   | 4P                   |  M        | 8+10     | i12    | +15     | OTG
   | 6P                   |  M        | 17       | i15    | +11     |
1  | 7~9P                 | H         | 17       | i28    | KND     | OTG
   | [6]P                 | H         | 6+4+3+3+ | i22    | +8      | OTG
   |                      |           | 2+2      |        |         |
   | j.P                  | H         | 11       | i8     | ——      |
   | j.6P                 | H         | 14       | i10    | ——      |
---+----------------------+-----------+----------+--------+---------+---------
| KICK ATTACKS             | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5K                   |  M        | 6+4+3    | i14    | +2      |
   | 1_2_3K               |   L       | 5+5+4+5+4| i16    | KND     |
   | 4K                   | H         | 8+10     | i26    | WBN     |
   | 6K                   |  M        | 6+5+4+5+4| i16    | POP     |
1  | 7~9K                 | H         | 17       | i28    | KND     | OTG</pre><pre id="faqspan-2">
2  | [6]K                 | H         | 17       | i28    | CRM     | OTG
   | j.K                  | H         | 11       | i9     | ——      |
   | j.6K                 | H         | 6+6+5    | i12    | ——      |
---+----------------------+-----------+----------+--------+---------+---------
| COMBINATION TECHNIQUES   | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
--------------------------+-----------+----------+--------+---------+---------
PK Combination —— P,K (5P > 5K)
  5P                      | M         | 8        | i10    | +4      |
  5P > 5K                 | M.M       | 11       | i41    | KND     | 17F gap
--------------------------+-----------+----------+--------+---------+---------
| SPECIAL ATTACKS          | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
3  | PAc                  | Throw     | 22       | i2     | KND     |
4  | KAc                  | Throw     | 0        | i2     | +32     | STG
5  | 66PK                 |  M        | 8+8+7    | i10    | +1      | STG,OTG
6  | 236P                 |  M        | 4+4+3+4  | i22    | KND     | BEM
7  | 623K                 | H         | 8+7+5+6+5| i27    | KND     |
8  | 63214P               |  M        | 26       | i58    | KND     | OTG,TOH
9  | 63214K               |  M        | 35       | i30    | KND     | TOH
10 | j.PK                 | H         | 17       | i18    | KND     |
11 | (SB!) 236236P        |  M        | 49       | i33    | KND     | BEM
12 | (CB!) 463214P        |  M        | 140      | i58    | ——      | OTG
---+----------------------+-----------+----------+--------+---------+---------

<  Movelist  >  ----------------------------------------------------------------

3  (drill arm punch)                   PAc
4  Kuzushi                             KAc

5  Rotor Windmill                      66PK
6  Mono Eye Beam                       236P
7  Face Masher                         623K
8  Electric Vacuum                     63214P
9  Rotor Hook                          63214K
10 Spinning Body Attack                j.PK

11 (SB!) Mono Eye Blaster              236236P
12 (CB!) Death Vacuum                  463214P

<  Notes  >  -------------------------------------------------------------------

1  Berserker falls forward with a body splash onto the opponent. It actually
   recovers after they do, leaving Berserker at around -9. Since there is a gap
   created it is not easy to punish Berserker afterward.
2  CRUMPLES opponent for 140 frames.
 - Stunned opponent cannot be thrown.
3  Unblockable.
4  Unblockable. Switches sides.
5  ——
6  Crouch to avoid: Mao, (EX) Rickey, Sieguei.
7  ——
8  Can vacuum an opponent from full screen distance, even if they are lying on
   the ground. Does not affect aerial opponents.
 - The vacuum is active as long as Berserker's arm is extended, which is 130F.
 - Usually beats out many physical attacks that attempt to counter it, but
   projectiles can interrupt.
9  Berserker spins five times while it advances. Any of the spins are able to
   catch, but the attack only hits once.
10 ——
11 ——
12 Can vacuum an opponent from full screen distance, even if they are lying on
   the ground. Does not affect aerial opponents.
 - The vacuum is active as long as Berserker's arm is extended, which is 130F.
 - Usually beats out many physical attacks that attempt to counter it, but
   projectiles can interrupt.


=======================================================================  ( .02 )
 >> BOBBY LOGGINS
================================================================================

A rough fighter who learned his own style of hand-to-hand fighting in order to
survive in the slum. In order to earn income for the operation expense of his
younger sister Clara who is hospitalized, he had to spend all his time street
fighting every day. He participates in a survival game with his aim on the ten
million dollar prize. The coldhearted man who will be branded as unfairness,
but will do anything to win.

<  Gameplay  >  ----------------------------------------------------------------

Bobby is a mid-range striker with melee mixups and a considerably tough okizeme
game. Compared to the rest of the cast Bobby is a basic and considerably weak
character with a quick projectile and DP, but the ability to aerial guard
limits his spacial control. Not a flashy or combo-heavy character, but can deal
decent situational juggle damage even without meter. Bobby's strength relies
in his abundance of HIGH and LOW ground attacks to gain knockdowns so he can
keep constant oki. Such as after PAc, it's a coin flip for him to hit with his
quick [6]P overhead or 2P, both of which cancel into 623K or AsB to repeat.

PROS:                                  CONS:
- Many juggle-friendly Combinations    - While quite mixup heavy, very few are
- Aerial projectile                      situations that lead to amazing damage
- Comboable Critical Blow              - Weakest normal throw
                                       - Super Blow just a spam of Keen Slash,
                                         and only able to fully hit after 4K

<  Colors  >  ------------------------------------------------------------------

Player 1       :  Black (shirt, pants, shoes), red (gloves, headband)
Player 2       :  Red (shirt), black (pants, gloves, shoes)

--------------------------+-----------+----------+--------+---------+---------
| PUNCH ATTACKS            | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5P                   |  M        | 7        | i8     | -2      |
   | 1P                   |  M        | 13       | i14    | KND     |
   | 2P                   |   L       | 7        | i9     | -10     | OTG
   | 3P                   |   L       | 13       | i14    | +3      | OTG
   | 4P                   |  M        | 14       | i13    | WBN     |
   | 6P                   |  M        | 11       | i15    | -13     |
   | 7~9P                 | H         | 11       | i15    | -1      | STG,OTG
   | [6]P                 | H         | 8        | i9     | -12     | OTG
   | j.P                  | H         | 11       | i8     | ——      | OTG
   | j.6P                 | H         | 14       | i12    | ——      | OTG
---+----------------------+-----------+----------+--------+---------+---------
| KICK ATTACKS             | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5K                   |  M        | 8        | i18    | +7      |
   | 1_[2]K               |   L       | 6        | i9     | -2      | OTG
   | 2K                   |   L       | 10       | i13    | -9      | OTG
   | 3K                   |   L       | 11       | i15    | KND     | OTG
   | 4K                   |  M        | 8        | i11    | LCH     |
   | 6K                   |  M        | 6        | i11    | -10     | STG
   | 7~9K                 | H         | 11       | i20    | KND     |
   | [6]K                 | H         | 17       | i14    | +12     | OTG
   | j.K                  | H         | 11       | i7     | ——      | OTG
   | j.6K                 | H         | 14       | i11    | ——      | OTG
---+----------------------+-----------+----------+--------+---------+---------
| COMBINATION TECHNIQUES   | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
--------------------------+-----------+----------+--------+---------+---------
PK Combination —— P,K (5P > 5K)
  5P                      | M         | 7        | i8     |  0      |
  5P > 5K                 | M.M       | 8        | i29    | +7      | 9F gap
  5P > 5K (delayed 10~15F)| M.L       | 8        | i36~41 | KND     | 16F gap
  5P > 5K (delayed 16~17F)| M.M       | 14       | i42~43 | KND     | 22F gap
--------------------------+-----------+----------+--------+---------+---------
Circle Slash —— 6P,P,P (6P > 5P > 5P)
  6P                      | M         | 11       | i15    | -13     |
  6P > 5P                 | M.M       | 8        | i24    | KND     | 2F gap
  6P > 5P > 5P            | M.M,H     | +8       | i28    | ——      | +5 on hit
                          |           |          |        |         | alone
--------------------------+-----------+----------+--------+---------+---------
Hurricane Slash —— 6P,4P,P,P (6P > 4P > 5P > 5P)
  6P                      | M         | 11       | i15    | -13     |
  6P > 4P                 | M,M       | +10      | i18    | -3      |
  6P > 4P > 5P            | M,M,M     |  +9      | i15    | +2      | OTG
  6P > 4P > 5P > 5P       | M,M,M,M   |   +12    | i20    | -8      |
--------------------------+-----------+----------+--------+---------+---------
Hurricane Slash Low —— 6P,4P,P,2P (6P > 4P > 5P > 2P)
  6P                      | M         | 11       | i15    | -13     |
  6P > 4P                 | M,M       | +10      | i18    | -3      |
  6P > 4P > 5P            | M,M,M     |  +9      | i15    | +2      | OTG
  6P > 4P > 5P > 2P       | M,M,M,L   |   +8     | i21    | KND     |
--------------------------+-----------+----------+--------+---------+---------
Jackknife Combo —— K,P,K (5K > 5P > 5K)
  5K                      | M         | 8        | i18    | +7      |
  5K > 5P                 | M,H       | +10      | i26    | -10     | OTG
  5K > 5P > 5K            | M,H,H     |  +11     | i24    | KND     |
--------------------------+-----------+----------+--------+---------+---------
Spiral Kick Combo —— K,K (5K > 5K)
  5K                      | M         | 8        | i18    | +7      |
  5K > 5K                 | M,M       | +13      | i25    | KND     |
--------------------------+-----------+----------+--------+---------+---------
Sudden Low Combo —— K,2K (5K > 2K)
  5K                      | M         | 8        | i18    | +7      |
  5K > 2K                 | M,L       | +8       | i28    | KND     | OTG
--------------------------+-----------+----------+--------+---------+---------
| SPECIAL ATTACKS          | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
1  | PAc                  | Throw     | 15       | i2     | KND     |
2  | KAc                  | Throw     | 0        | i2     | +32     | STG
3  | 66PK                 |   L       | 11       | i11    | KND     | OTG
4  | 236P                 |  M        | 8        | i18    | -10     | PRJ
5  | 214K                 | H         | 17       | i29    | KND     | OTG
6  | 623K                 |  M        | 21       | i13    | KND     |
7  | 41236K               |   L       | 11+10+9  | i34    | KND     | OTG
8  | j.PK                 | H         | 17       | i12    | KND     |
9  | j.236P               |  M        | 8        | i13    | ——      | PRJ,OTG
10 | (SB!) 236236P        |  M        | 6~8/hit  | i42    | ——      | PRJ
   |                      |           | (57 all) |        |         |
11 | (CB!) 2141236P       |  M        | 140      | i22    | ——      | OTG
---+----------------------+-----------+----------+--------+---------+---------

<  Movelist  >  ----------------------------------------------------------------

1  (quadruple slash)                   PAc
2  Kuzushi                             KAc

3  Sliding Kick                        66PK
4  Keen Slash                          236P
5  D Vice                              214K
6  Bloody Axis                         623K
7  Hell Scissors                       41236K
8  Wheel Kick                          j.PK
9  Kuuchuu Keen Slash                  j.236P

10 (SB!) Thousand Slash                236236P
11 (CB!) Southern Cross End            2141236P

<  Notes  >  -------------------------------------------------------------------

1  Unblockable.
2  Unblockable. Switches sides.
3  ——
4  1 durability point.
5  ——
6  The instruction book has this listed as 623P, which is incorrect.
7  If Bobby is too close to the opponent, the initial sliding kick won't hit.
   He needs space——roughly a character's width——for him to be able to slide the
   34F needed. Otherwise he just interrupts the sliding animation and goes into
   his flipkick, which hits 12F later.
8  ——
9  1 durability point.
10 8 x 1 durability points.
11 ——
☼  Bobby's PK Combination (P,K) has a hidden "just frame" mechanic. If the 'K'
   is delayed 10~15F after the 'P' hits, he instead does the second kick of his
   Sudden Low Combo, which is LOW. If it's delayed 16~17F after, he does the
   second kick from his Spiral Kick Combo.


=======================================================================  ( .03 )
 >> CHIAKI ICHINOMIYA
================================================================================

A fighting female college student who has a martial artist father. She received
special training from her father Hagane Ichinomiya since she was a child, and
by the time she had reached the age of discretion had become as tough as she is
terrifying. After she began to attend junior college, training did not seem
like training, and she enjoyed campus life. She participates in this survival
game to earn income for pocket money because one way or another spending money
is rough. Her father's pupil Kei Iwase is a childhood friend.

<  Gameplay  >  ----------------------------------------------------------------

Chiaki is a swift melee-oriented attacker with many linkable and combo starting
normals. Her focus lies solely in her numerous damaging juggles; her best ones
begin off 3P which is faster than other launchers. 8K is also a great juggle
starter since it beats out many opponent's crouching attacks. [6]P,P is a fast
overhead that leads into a LAUNCHER, perfect for after a Kuzushi. Her specials
are mainly used as combo enders, although 623K is a great anti-air. 236P fishes
for resets after juggles, but its slow speed forces it to be used sparingly.

PROS:                                  CONS:
- Many great Kick normals              - Lowest life group of normal cast
- Many juggle-friendly Combinations    - Few guaranteed usages for Super Blow
- 236P causes her to get really low    - Slow Critical Blow
  to the ground, avoiding attacks
- 623K a great anti-air and her usual
  juggle ender, especially in corner

<  Personal Information  >  ----------------------------------------------------

Name Meaning   :  ICHINOMIYA = "one | palace"

<  Colors  >  ------------------------------------------------------------------

Player 1       :  White (shirt), black (pants, shoes), red (vest)
Player 2       :  Yellow (shirt), red (pants, vest), black (shoes)

--------------------------+-----------+----------+--------+---------+---------
| PUNCH ATTACKS            | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5P                   |  M        | 6        | i8     | +1      |
   | 1_2P                 |   L       | 6        | i9     | +1      |
   | 3P                   |  M        | 8        | i15    | LCH     |
   | 4P                   |  M        | 17       | i14    | WBN     |
   | 6P                   |  M        | 8        | i14    | +6      |
1  | 7~9P                 | ——        | ——       | ——     | ——      |
   | [6]P                 | H         | 11       | i23    | -5      | OTG
   | j.P                  | H         | 8        | i9     | ——      | OTG
   | j.6P                 | H         | 8        | i12    | ——      | OTG
---+----------------------+-----------+----------+--------+---------+---------
| KICK ATTACKS             | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5K                   |  M        | 4+8      | i12    | +12     | STG
   | 1_2K                 |   L       | 11       | i14    | POP     | OTG
   | 3K                   |   L       | 11       | i15    | KND     | OTG
   | 4K                   |  M        | 8        | i13    | +9      |
   | 6K                   |  M        | 11       | i13    | +1      |
   | 7~9K                 |  M        | 8        | i16    | POP     |
   | [1]_[2]K             |   L       | 8        | i14    | -6      | OTG
   | [4]K                 |  M        | 17       | i17    | KND     |
2  | [6]K                 | H         | 17       | i24    | KND     | OTG
   | j.K                  | H         | 8        | i7     | ——      | OTG
   | j.6K                 | H         | 8        | i11    | ——      | OTG
---+----------------------+-----------+----------+--------+---------+---------
| COMBINATION TECHNIQUES   | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
--------------------------+-----------+----------+--------+---------+---------
Renda: Ten —— P,P,K (5P > 5P > 5K)
  5P                      | M         | 6        | i8     | +1      |
  5P > 5P                 | M,M       | +8       | i13    | -4      |
  5P > 5P > 5K            | M,M,M     |  +7      | i24    | +2      | STG
--------------------------+-----------+----------+--------+---------+---------
Renda: Chi —— P,P,2K (5P > 5P > 2K)
  5P                      | M         | 6        | i8     | +1      |
  5P > 5P                 | M,M       | +8       | i13    | -4      |
  5P > 5P > 2K            | M,M,L     |  +7      | i26    | -1      |
--------------------------+-----------+----------+--------+---------+---------
PK Combination —— P,K (5P > 5K)
  5P                      | M         | 6        | i8     | +1      |
  5P > 5K                 | M,M       | +4+7     | i17    | KND     |
--------------------------+-----------+----------+--------+---------+---------
Ren Kou —— 6P,P,P (6P > 5P > 5P)
  6P                      | M         | 8        | i14    | +6      |
  6P > 5P                 | M,M       | +8       | i23    | -1      | STG
  6P > 5P > 5P            | M,M,M     |  +7      | i22    | KND     |
--------------------------+-----------+----------+--------+---------+---------
Ren Bu —— 6P,P,6P (6P > 5P > 6P)
  6P                      | M         | 8        | i14    | +6      |
  6P > 5P                 | M,M       | +8       | i23    | -1      | STG
  6P > 5P > 6P            | M,M,M     |  +7      | i21    | POP     |
--------------------------+-----------+----------+--------+---------+---------
Ren Ka: Chi —— 6P,K,K,2K (6P > 5K > 5K > 2K)
  6P                      | M         | 8        | i14    | +6      |
  6P > 5K                 | M,M       | +8       | i22    | -6      |
  6P > 5K > 5K            | M,M,M     |  +9      | i18    | -7      |
  6P > 5K > 5K > 2K       | M,M,M.L   | 14       | i29    | KND     | 9F gap
--------------------------+-----------+----------+--------+---------+---------
Ren Ka: Ten —— 6P,K,K,K,6K (6P > 5K > 5K > 5K > 6K)
  6P                      | M         | 8        | i14    | +6      |
  6P > 5K                 | M,M       | +8       | i22    | -6      |
  6P > 5K > 5K            | M,M,M     |  +9      | i18    | -7      |
  6P > 5K > 5K > 5K       | M,M,M,M   |   +10    | i18    | -9      |
  6P > 5K > 5K > 5K > 6K  | M,M,M,M.H | 17       | i31    | WBN     | 11F gap
--------------------------+-----------+----------+--------+---------+---------
Ren Yoku —— [6]P,P ([6]P > 5P)
  [6]P                    | H         | 11       | i23    | -5      | OTG
  [6]P > 5P               | H,M       | +8       | i28    | POP     |
--------------------------+-----------+----------+--------+---------+---------
| SPECIAL ATTACKS          | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
3  | PAc                  | Throw     | 20       | i2     | KND     |
4  | KAc                  | Throw     | 0        | i2     | +32     | STG
5  | 66PK                 |  M        | 11       | i11    | KND     |
6  | 236P                 |  M        | 11       | i29    | CRM     |
7  | 214K                 |  M        | 8+8+7    | i13    | KND     |
8  | 623K                 |  M        | 11+8+5   | i7     | KND     |
9  | j.PK                 | H         | 11       | i10    | KND     | OTG
10 | j.214P               | H         | 8+8+7    | i14    | ——      | OTG
11 | (SB!) 236236P        |  M        | 8+8+7+8+7| i38    | -2      | PRJ
12 | (CB!) 2141236P       |  M        | 140      | i34    | ——      | PRJ
---+----------------------+-----------+----------+--------+---------+---------

<  Movelist  >  ----------------------------------------------------------------

3  (flipping knee strike)              PAc
4  Kuzushi                             KAc

5  Sou                                 66PK
6  Tenshin Tou Shou                    236P
7  Renkan Fuu Dan Kyaku                214K
8  Renkan Ten Retsu Kyaku              623K
9  Banzai Double Punch: Hagane         j.PK
     Mikounin
10 Kuuten Hou                          j.214P

11 (SB!) Ichinomiya-ryuu Ougi -        236236P
     Kou Ki Hou: Tsurane
12 (CB!) Ichinomiya-ryuu Hi Ougi -     2141236P
     Kou Ki Hou: Zetsu

<  Notes  >  -------------------------------------------------------------------

1  Forward vault. Regardless of the upward direction Chiaki only jumps forward.
   She cannot attack during the vault. Has no pre-jump frames, and counts as a
   high jump.
2  Chiaki flips forward while curled in a ball. If she hits, she rebounds off
   the opponent into the air. At her apex she flips upright and descends to her
   feet. Depending on how you hit the opponent, there are a few frames before
   she reaches that apex where you can input j.PK or j.214P. After she reaches
   her apex and is landing, you can't input any commands.
 - However, if [6]K misses or is guarded, Chiaki falls on her back leaving her
   vulnerable. This can be negated by pressing 7~9P_K right as Chiaki touches
   the ground, which instead has her quick recover with either her vault (P) or
   pop-up kick (K).
 - j.PK and j.214P can be input if [6]K is guarded, but only j.PK can be input
   is if misses. This can be used to negate Chiaki falling on her back.
3  Unblockable. Switches sides.
4  Unblockable. Switches sides.
5  ——
6  CRUMPLES opponent for 142 frames.
 - Stunned opponent cannot be thrown.
7  ——
8  ——
9 ——
10 ——
11 5 x 1 durability points.
12 1 durability point.


=======================================================================  ( .04 )
 >> HAGANE ICHINOMIYA
================================================================================

Instructor of the "Ichinomiya-ryuu" school of hand-to-hand fighting art from a
self-taught manner. Fifteen years ago, during an errant fight with Merkuar, he
bore a mortal wound after being defeated. (Taken as a wound to his chest.)
After that, his repeated asceticism began to freely manipulate his "spirit". He
participates for the sake of striking Merkuar with the results of his training
in this latest survival game.

<  Gameplay  >  ----------------------------------------------------------------

Hagane is CB's Shoto-clone: fast fireball, Tatsu, and a powerful uppercut——all
the ingredients accounted for. He is by far the most destructive character in
the game, capable of meterless +50% life combos, and up to 75% with an Assault
Blow. Like Chiaki and Kei, Hagane's fierceness lies in his multitude of juggle
combos, but his most dangerous ones require a cornered opponent. One of his
main tools to get opponents there is 63214P. Its hitbox is enormous, has Super
Armor, and causes wall bounce all in one 19F attack. It's literally his go-to
move against nearly anything mid-screen.

PROS:                                  CONS:
- Many juggle-friendly Combinations    - A linear character, but quite strong
- 66PK a very swift strike that opens  - Super Blow is semi-useless since the
  up powerful non-corner combos          meter can be used better for an AsB
- 623P a great anti-air and his usual  - Incredibly slow Critical Blow
  juggle ender

<  Personal Information  >  ----------------------------------------------------

Name Meaning   :  ICHINOMIYA = "one | palace"
                  HAGANE = "steel"

<  Colors  >  ------------------------------------------------------------------

Player 1       :  White (pants), black (belt, wrappings)
Player 2       :  Black (pants, belt, wrappings)

--------------------------+-----------+----------+--------+---------+---------
| PUNCH ATTACKS            | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5P                   |  M        | 8        | i7     | +3      |
   | 1P                   |  M        | 10       | i16    | LCH     |
   | 2P                   |   L       | 5        | i8     |  0      |
   | 3P                   |   L       | 11       | i20    | -4      | OTG
   | 4P                   |  M        | 11       | i11    | +11     | STG
   | 6P                   |  M        | 11       | i17    | +6      |
   | 7~9P                 | H         | 11       | i23    | -4      |
   | [6]P                 | H         | 17       | i26    | KND     | OTG
   | j.P                  | H         | 11       | i5     | ——      |
   | j.6P                 | H         | 14       | i9     | ——      |
---+----------------------+-----------+----------+--------+---------+---------
| KICK ATTACKS             | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5K                   |  M        | 8        | i12    | +2      |
   | 1_[2]K               |   L       | 5        | i10    | +2      | OTG
   | 2K                   |   L       | 8        | i11    | -4      | OTG
   | 3K                   |   L       | 11       | i15    | KND     | OTG
   | 4K                   |  M        | 24       | i16    | KND     |
   | 6K                   |  M        | 8        | i9     | +4      |
   | 7~9K                 |  M        | 11       | i12    | KND     |
   | [6]K                 | H         | 20       | i24    | +12     | STG,OTG
   | j.K                  | H         | 11       | i11    | ——      |
   | j.6K                 | H         | 14       | i7     | ——      |
---+----------------------+-----------+----------+--------+---------+---------
| COMBINATION TECHNIQUES   | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
--------------------------+-----------+----------+--------+---------+---------
Renda —— P,P (5P > 5P)
  5P                      | M         | 8        | i7     | +3      |
  5P > 5P                 | M,M       | +8       | i14    | +7      |
--------------------------+-----------+----------+--------+---------+---------
PK Combination —— P,K (5P > 5K)
  5P                      | M         | 8        | i7     | +3      |
  5P > 5K                 | M,M       | +8       | i15    |  0      |
--------------------------+-----------+----------+--------+---------+---------
Ren Byou —— 3P,P (3P > 5P)
  3P                      | L         | 11       | i20    | -4      | OTG
  3P > 5P                 | L,M       | +8       | i20    | KND     |
--------------------------+-----------+----------+--------+---------+---------
Ren Tsui —— 6P,P (6P > 5P)
  6P                      | M         | 11       | i17    | +6      |
  6P > 5P                 | M.H       | 14       | i38    | KND     | 4F gap
--------------------------+-----------+----------+--------+---------+---------
Ren Mu —— 6P,6P (6P > 6P)
  6P                      | M         | 11       | i17    | +6      |
  6P > 6P                 | M,M       | +9       | i29    | LCH     |
--------------------------+-----------+----------+--------+---------+---------
Rensa —— 6P,K,P (6P > 5K > 5P)
  6P                      | M         | 11       | i17    | +6      |
  6P > 5K                 | M,M       | +8       | i29    | -1      |
  6P > 5K > 5P            | M,M,M     |  +7      | i25    | KND     |
--------------------------+-----------+----------+--------+---------+---------
Ren Tei —— 7~9K,K (7~9K > 5K)
  7~9K                    | M         | 11       | i12    | KND     |
  7~9K > 5K               | M,H       | +10      | i25    | ——      | KND on
                          |           |          |        |         | hit alone
--------------------------+-----------+----------+--------+---------+---------
Ren Fu —— [6]K,P ([6]K > 5P)
  [6]K                    | H         | 20       | i24    | +12     | STG,OTG
  [6]K > 5P               | H,M       | +10      | i25    | KND     |
--------------------------+-----------+----------+--------+---------+---------
| SPECIAL ATTACKS          | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
1  | PAc                  | Throw     | 20       | i2     | KND     |
2  | KAc                  | Throw     | 0        | i2     | +32     | STG
3  | 66PK                 |  M        | 17       | i9     | +9      | STG
4  | 236P                 |  M        | 8        | i24    | -7      | PRJ
5  | 214K                 |  M        | 17+10    | i20    | KND     |
6  | 623P                 |  M        | 17+8+7   | i8     | KND     |
7  | 41236P               |  M        | 24       | i24    | RKD     |
8  | 63214P               |  M        | 11       | i19    | WBN     | ARM,OTG
9  | j.PK                 | H         | 17       | i7     | KND     |
10 | (SB!) 236236P        |  M        | 8+8+7+8+7| i41    | -3      | PRJ
11 | (CB!) 2141236P       |  M        | 140      | i90    | ——      | PRJ
---+----------------------+-----------+----------+--------+---------+---------

<  Movelist  >  ----------------------------------------------------------------

1  (shoulder throw)                    PAc
2  Kuzushi                             KAc

3  Kou                                 66PK
4  Kou Ki Hou                          236P
5  Kasumi                              214K
6  Zero                                623P
7  Oboro                               41236P
8  Kai                                 63214P
9  Kusabi                              j.PK

10 (SB!) Ichinomiya-ryuu Ougi -        236236P
     Kou Ki Hou: Agito
11 (CB!) Ichinomiya-ryuu Hi Ougi -     2141236P
     Kou Ki Hou: Kiwame

<  Notes  >  -------------------------------------------------------------------

1  Unblockable. Switches sides.
2  Unblockable. Switches sides.
3  ——
4  1 durability point.
5  ——
6  ——
7  ——
8  The hitbox is incredibly large, about two character's distance.
9  ——
10 5 x 1 durability points.
11 1 durability point.
 - Travels along the ground, so only projectiles that hit low enough to the
   ground can cancel it, like Bobby's Kuuchuu Keen Slash or Mao's Icefall.


=======================================================================  ( .05 )
 >> KEI IWASE
================================================================================

A spontaneous disciple of the Ichinomiya style who seldom is a student, but
holds an outstanding hand-to-hand fighting sense and innate talent. In the
grappling tournament called P.O.S. (Power of Solid) which was carried out two
years ago, Kei fully realized the inexperience of the amount of his own
strength, and has been devoted to day and night training. To test out the
results of his training, and that his master's desires are carried out, Kei
participates in the latest survival game. Chiaki who is the daughter of master
Hagane Ichinomiya is a childhood friend.

<  Gameplay  >  ----------------------------------------------------------------

Kei is a combo-enriched powerhouse who plays aggressively in melee range. If
Hagane is the 'Ryu' of the game, Kei is 'Ken'. It's arguable that Kei is better
than his teacher because while Hagane is a threatening wall, Kei is constantly
fishing for hits to land one of his heavy combos. Most of his more brutal ones
require up to 2 levels of meter, but he has a few solid ones for free. Attacks
like 236P and his throw steamroll his intrusive okizeme. After throwing, Kei
can OTG poke with 1K (x2), [6]P, or 3P, which easily cancel into 623P.

PROS:                                  CONS:
- "Tournament legal Hagane"            - At immense disadvantage should any of
- Many juggle-friendly Combinations      his specials get guarded
- 623P a great anti-air and his usual  - 63214P doesn't always has its last hit
  juggle ender                           connect
- Comboable Critical Blow

<  Personal Information  >  ----------------------------------------------------

Name Meaning   :  IWASE = "whitewater"
                  KEI = "corner"

<  Colors  >  ------------------------------------------------------------------

Player 1       :  Blue (vest), olive (pants), brown (boots), red (bandanna,
                  gloves), black (belts)
Player 2       :  Black (vest, pants, gloves, belts), dark brown (boots), red
                  (bandanna)

--------------------------+-----------+----------+--------+---------+---------
| PUNCH ATTACKS            | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5P                   |  M        | 8        | i7     | +3      |
   | 1P                   |  M        | 8        | i16    | LCH     |
   | 2P                   |   L       | 5        | i8     |  0      |
   | 3P                   |   L       | 8        | i16    | -7      | OTG
   | 4P                   |  M        | 11       | i11    | +11     | STG
   | 6P                   |  M        | 11       | i17    |  0      |
   | 7~9P                 | H         | 11       | i23    | -1      |
   | [6]P                 | H         | 17       | i26    | +3      |
   | j.P                  | H         | 11       | i5     | ——      |
   | j.6P                 | H         | 14       | i9     | ——      |
---+----------------------+-----------+----------+--------+---------+---------
| KICK ATTACKS             | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5K                   |  M        | 8        | i12    | +2      |
   | 1_[2]K               |   L       | 5        | i10    | +2      | OTG
   | 2K                   |   L       | 8        | i11    | -4      | OTG
   | 3K                   |   L       | 11       | i14    | KND     | OTG
   | 4K                   |  M        | 14       | i16    | KND     |
   | 6K                   |  M        | 8        | i9     | +4      |
   | 7~9K                 |  M        | 11       | i12    | KND     |
   | [6]K                 | H         | 14       | i23    | +11     | STG,OTG
   | j.K                  | H         | 11       | i9     | ——      |
   | j.6K                 | H         | 14       | i7     | ——      |
---+----------------------+-----------+----------+--------+---------+---------
| COMBINATION TECHNIQUES   | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
--------------------------+-----------+----------+--------+---------+---------
Renda —— P,P (5P > 5P)
  5P                      | M         | 8        | i7     | +3      |
  5P > 5P                 | M,M       | +8       | i14    | +7      |
--------------------------+-----------+----------+--------+---------+---------
PK Combination —— P,K (5P > 5K)
  5P                      | M         | 8        | i7     | +3      |
  5P > 5K                 | M,M       | +8       | i15    |  0      |
--------------------------+-----------+----------+--------+---------+---------
Ren Byou —— 3P,P (3P > 5P)
  3P                      | L         | 8        | i16    | -7      | OTG
  3P > 5P                 | L,M       | +8       | i13    | KND     |
--------------------------+-----------+----------+--------+---------+---------
Ren Tsui —— 6P,P (6P > 5P)
  6P                      | M         | 11       | i17    |  0      |
  6P > 5P                 | M,H       | +13      | i25    | KND     |
--------------------------+-----------+----------+--------+---------+---------
Ren Mu —— 6P,6P (6P > 6P)
  6P                      | M         | 11       | i17    |  0      |
  6P > 6P                 | M,M       | +8       | i16    | LCH     |
--------------------------+-----------+----------+--------+---------+---------
Rensa —— 6P,K,P (6P > 5K > 5P)
  6P                      | M         | 11       | i17    |  0      |
  6P > 5K                 | M,M       | +8       | i16    |  0      |
  6P > 5K > 5P            | M,M,M     |  +7      | i25    | KND     |
--------------------------+-----------+----------+--------+---------+---------
Ren Tei —— 7~9K,K (7~9K > 5K)
  7~9K                    | M         | 11       | i12    | KND     |
  7~9K > 5K               | M,H       | +10      | i25    | ——      | KND on
                          |           |          |        |         | hit alone
--------------------------+-----------+----------+--------+---------+---------
Ren Fu —— [6]K,P ([6]K > 5P)
  [6]K                    | H         | 14       | i23    | +11     | STG,OTG
  [6]K > 5P               | H,M       | +8       | i27    | KND     |
--------------------------+-----------+----------+--------+---------+---------
| SPECIAL ATTACKS          | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
1  | PAc                  | Throw     | 20       | i2     | KND     |
2  | KAc                  | Throw     | 0        | i2     | +32     | STG
3  | 66PK                 |  M        | 17       | i9     | +2      | STG
4  | 236P                 |  M        | 17       | i17    | WBN     |
5  | 214K                 |  M        | 16+13    | i20    | KND     |
6  | 623P                 |  M        | 14+8     | i7     | KND     | OTG
7  | 63214P               |  M        | 4+8+15   | i19    | KND     | OTG
8  | j.PK                 | H         | 17       | i7     | KND     |
9  | (SB!) 236236P        |  M        | 46       | i14    | KND     |
10 | (CB!) 2141236P       |  M        | 140      | i27    | ——      | OTG
---+----------------------+-----------+----------+--------+---------+---------

<  Movelist  >  ----------------------------------------------------------------

1  (shoulder throw)                    PAc
2  Kuzushi                             KAc

3  Kou                                 66PK
4  Oboro                               236P
5  Kasumi                              214K
6  Zero                                623P
7  Shin                                63214P
8  Kusabi                              j.PK

9  (SB!) Ichinomiya-ryuu Ougi -        236236P
     Zero: Kiwame
10 (CB!) Ichinomiya-ryuu Hi Ougi -     2141236P
     Homura

<  Notes  >  -------------------------------------------------------------------

1  Unblockable. Switches sides.
2  Unblockable. Switches sides.
3  ——
4  ——
5  ——
6  ——
7  If guarded, Kei does not execute the follow-up attacks.
 - If used in combos, usually the last hit misses.
8  ——
9  ——
10 ——
☼  Kei's Renda (P,P) has a hidden "just frame" mechanic. If '6P' is input 6~7F
   after the first 'P' hits, he instead does the second attack of his Ren Mu,
   which is a LAUNCHER.


=======================================================================  ( .06 )
 >> MAO CHILLING
================================================================================

An android housekeeper-type who participates in the survival game. She comes
across Rickey who is participating in the same game, and since then both have
acted together. While continuing with Rickey and traveling, will feelings
probably sprout within the body of the machine? And what are those sad looking
eyes seeking from Rickey?

<  Gameplay  >  ----------------------------------------------------------------

Mao is a patient, light-pressure trap character that overall has a lot of weak
and unsafe attacks. A few of her more damaging moves are in the +20F impact
range. However, none of that matters since 90% of her gameplay revolves around
catching with Solid Heart. Because of this one command grab Mao turns into an
absolute intimidating character who can destroy a lifebar due to the number of
combos she can perform after it——some of them near-ToD range. Still, it's not
easy for Mao to get in close, and even if she does catch she'll need meter and
a cornered opponent to truly capitalize on her free damage.

PROS:                                  CONS:
- Aerial projectile                    - Lowest life group of normal cast
- 214P has a wide horizontal angle     - Only one Combination Technique
- 623P is a large hitbox anti-air      - 236P knocks Mao on her butt
- 63214K is her lead-in move to a      - 236236P has a skinny hitbox area
  bunch of high damage situations
- Command throw Critical Blow

<  Colors  >  ------------------------------------------------------------------

Player 1       :  Red (armor, shoes), orange (armor), yellow (armor), black
                  (armor), white (armor, gloves, stockings, earrings)
Player 2       :  Blue (armor, shoes), orange (armor), yellow (armor), black
                  (armor), white (armor, gloves, stockings, earrings)

--------------------------+-----------+----------+--------+---------+---------
| PUNCH ATTACKS            | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5P                   |  M        | 6        | i9     | +2      |
   | 1P                   |   L       | 8        | i10    | +7      | OTG
   | 2P                   |   L       | 6        | i9     | +1      |
   | 3P                   |   L       | 11+8     | i18    | KND     | OTG
   | 4P                   |  M        | 17       | i20    | +5      | OTG
   | 6P                   |  M        | 11+10    | i25    | KND     |
   | 7~9P                 | H         | 8        | i10    | -13     | STG
1  | [6]P                 | H         | 35       | i52    | RKD     |
   | j.P                  | H         | 11       | i9     | ——      | OTG
   | j.6P                 | H         | 14       | i11    | ——      | OTG
---+----------------------+-----------+----------+--------+---------+---------
| KICK ATTACKS             | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5K                   |  M        | 8        | i10    | +4      |
   | 1K                   |  M        | 8        | i17    | LCH     |
   | 2K                   |   L       | 8        | i10    | -7      | OTG
   | 3K                   |   L       | 8        | i15    | KND     | OTG
   | 4K                   |  M        | 11       | i9     | -4      | STG
   | 6K                   |  M        | 11       | i13    | -1      |
   | 7~9K                 | H         | 8        | i25    | KND     | OTG
   | [2]K                 |   L       | 8        | i10    | -6      | OTG
   | [6]K                 | H         | 17       | i23    | RKD     | OTG
   | j.K                  | H         | 11       | i11    | ——      |
   | j.6K                 | H         | 14       | i11    | ——      |
---+----------------------+-----------+----------+--------+---------+---------
| COMBINATION TECHNIQUES   | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
--------------------------+-----------+----------+--------+---------+---------
PK Combination —— P,K (5P > 5K)
  5P                      | M         | 6        | i9     | +2      |
  5P > 5K                 | M,M       | +8       | i18    | -14     |
--------------------------+-----------+----------+--------+---------+---------
| SPECIAL ATTACKS          | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
2  | PAc                  | Throw     | 20       | i2     | KND     |
3  | KAc                  | Throw     | 0        | i2     | +32     | STG
4  | 66PK                 |  M        | 8+8      | i9     | KND     |
5  | 236P                 |  M        | 8        | i32    | KND     | PRJ
6  | 214P                 |  M        | 13+6+3+3+| i25    | KND     | OTG
   |                      |           | 1+1      |        |         |
7  | 623P                 |  M        | 14+8+5+6 | i13    | KND     |
8  | 63214K               | Throw     | 17       | i2     | KND     | CPT
9  | j.PK                 | H         | 8        | i10    | KND     | OTG
10 | j.236P               |  M        | 8        | i32    | KND     | PRJ
11 | (SB!) 236236P        |  M        | 60       | i12    | KND     | OTG
12 | (CB!) 463214K        | Throw     | 140      | i2     | ——      |
---+----------------------+-----------+----------+--------+---------+---------

<  Movelist  >  ----------------------------------------------------------------

2  (overhead bodyslam)                 PAc
3  Kuzushi                             KAc

4  Step Thrust Kick                    66PK
5  Icefall                             236P
6  Frozen Fan                          214P
7  Vertical Fan                        623P
8  Solid Heart                         63214K
9  Rolling Hammer                      j.PK
10 Kuuchuu Icefall                     j.236P

11 (SB!) Frozen Splash                 236236P
12 (CB!) Solid Flower                  463214K

<  Notes  >  -------------------------------------------------------------------

1  Performing an AsB after [6]P hits causes Mao's right arm to stay humorously
   inflated! It returns to normal when another attack is done.
2  Unblockable. Switches sides.
3  Unblockable. Switches sides.
4  ——
5  1 durability point.
 - Projectile lasts 40 frames.
 - Crouch to avoid: Bobby, Chiaki, Kei, Mao, Mark, Marry, (EX) Rickey, Sieguei.
6  ——
7  ——
8  Unblockable. Switches sides.
 - CAPTURES opponent for 115 frames.
 - Stunned opponent cannot be thrown.
9  ——
10 1 durability point.
11 ——
12 Unblockable.
 - Missing the throw does not diminish Gauge Levels.


=======================================================================  ( .07 )
 >> MARK STANFORD
================================================================================

Noble son of the Stanford Zaibatsu which lines up with the Phillips Zaibatsu.
Cultivated with a special education of a genuine hand-to-hand fighting art, as
well as a self-taught arrangement added now into its model. He has no interest
in the prize, but has a weakness held for Marry, and ends up being threatened
against his will to participate in this latest survival game. It appears that
Marry and him have had an undesirable but inseparable relationship since
childhood.

<  Gameplay  >  ----------------------------------------------------------------

Mark is a somewhat oblique, high risk/low return character. One of his biggest
flaws is a lack of any mixup: all his LOWS are terrible, and his overheads are
incredibly slow. Which leaves him having to poke around and try to hit with 5P
or 1P, where only then he can get some minuscule juggle damage. Mark is one of
the few characters who must rely on KAc to get anything done, otherwise he has
a difficult time getting any solid damage. Especially with his Super Blow as a
command grab, so he can't use it in combos, but at least it's guaranteed. This
is a character who technically has an infinite combo too, but it's only viable
against three characters——one of which is Berserker, who can and will zone him
out the entire match.

PROS:                                  CONS:
- Decent reach on many of his normals  - Mostly no effective HIGHs and LOWs
- Near-infinite combo utilizing 236P   - Limited Combination Techniques
- 1P used against a cornerless Rickey  - Guarded 66PK and 623K place Mark on
  can sometimes cross-up                 his back on the ground at disadvantage
- Command throw Critical Blow

<  Colors  >  ------------------------------------------------------------------

Player 1       :  Red (vest, shoes), green (vest, pants, shoes), white (shirt),
                  gold (shoes, ornaments)
Player 2       :  Cream (vest, shoes), dark blue (vest, pants, shoes), white
                  (shirt, ornaments)

--------------------------+-----------+----------+--------+---------+---------
| PUNCH ATTACKS            | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5P                   |  M        | 8        | i8     | -2      |
   | 1P                   |  M        | 8        | i16    | LCH     |
   | 2P                   |   L       | 8        | i9     | -6      |
   | 3P                   |   L       | 14       | i15    | +1      | OTG
   | 4P                   |  M        | 11       | i13    | -1      | OTG
   | 6P                   |  M        | 11       | i14    | +7      |
   | 7~9P                 | H         | 8        | i26    | +18     | OTG
   | [6]P                 |  M        | 14       | i21    | RKD     |
   | j.P                  | H         | 11       | i5     | ——      |
   | j.6P                 | H         | 14       | i8     | ——      | OTG
---+----------------------+-----------+----------+--------+---------+---------
| KICK ATTACKS             | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |</pre><pre id="faqspan-3">
---+----------------------+-----------+----------+--------+---------+---------
   | 5K                   |  M        | 11       | i10    | +1      |
   | 1K                   |   L       | 6        | i9     | -7      | OTG
   | 2K                   |   L       | 8        | i14    | -14     | OTG
   | 3K                   |   L       | 8        | i17    | KND     | OTG
   | 4K                   |  M        | 11+10    | i16    | +6      |
   | 6K                   |  M        | 11       | i14    | -1      |
   | 7~9K                 |  M        | 14       | i16    | RKD     |
   | [6]K                 | H         | 17       | i26    | KND     | OTG
   | j.K                  | H         | 11       | i9     | ——      |
   | j.6K                 | H         | 14       | i10    | ——      | OTG
---+----------------------+-----------+----------+--------+---------+---------
| COMBINATION TECHNIQUES   | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
--------------------------+-----------+---------+--------+---------+---------
Knuckle Happy —— P,P,P (5P > 5P > 5P)
  5P                      | M         | 8        | i8     | -2      |
  5P > 5P                 | M,M       | +8       | i18    | +2      |
  5P > 5P > 5P            | M,M,M     |  +7      | i29    | POP     |
--------------------------+-----------+----------+--------+---------+---------
PK Combination —— P,K (5P > 5K)
  5P                      | M         | 8        | i8     | -2      |
  5P > 5K                 | M,M       | +10      | i18    |  0      |
--------------------------+-----------+----------+--------+---------+---------
Wonderful Rush —— 6P,P,P,K (6P > 5P > 5P > 5K)
  6P                      | M         | 11       | i14    | +7      |
  6P > 5P                 | M,M       | +8       | i22    |  0      |
  6P > 5P > 5P            | M,M,M     |  +7      | i28    | -1      |
  6P > 5P > 5P > 5K       | M,M,M,H   |   +14    | i31    | KND     |
--------------------------+-----------+----------+--------+---------+---------
| SPECIAL ATTACKS          | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
1  | PAc                  | Throw     | 20       | i2     | KND     |
2  | KAc                  | Throw     | 0        | i2     | +32     | STG
3  | 22K                  | H         | 26       | i41    | KND     | OTG,TRK
4  | 66PK                 |  M        | 17       | i9     | WBN     | OTG
5  | 236P                 |  M        | 8        | i20    | +9      | PRJ
6  | 236K                 |  M        | 17       | i12    | KND     |
7  | 623K                 |  M        | 24       | i16    | KND     | OTG
8  | j.PK                 | H         | 1~4/hit  | i5     | ——      |
9  | (SB!) 463214P        | Throw     | 45       | i2     | KND     |
10 | (CB!) 463214K        | Throw     | 140      | i2     | ——      |
---+----------------------+-----------+----------+--------+---------+---------

<  Movelist  >  ----------------------------------------------------------------

1  (handstand dropkick)                PAc
2  Kuzushi                             KAc

3  Saturday Night                      22K
4  Oh My Honey                         66PK
5  Finger Snap                         236P
6  Elegant Step                        236K
7  Gale Edge                           623K
8  Screw Emperor                       j.PK

9 (SB!) Dance With Me                  463214P
10 (CB!) Dancing Hero                  463214K

<  Notes  >  -------------------------------------------------------------------

1  Unblockable.
2  Unblockable. Switches sides.
3  If both players are on opposite sides of the stage, Mark only reaches about
   75% distance.
 - If 22K hits, Mark rebounds off the opponent into the air. If it's guarded,
   he lands in front of the opponent.
4  ——
5  1 durability point.
 - Crouch to avoid: Bobby, Chiaki, Kei, Mao, Mark, Marry, (EX) Rickey, Sieguei.
6  ——
7  ——
8  ——
9  Unblockable. Switches sides.
 - Missing the throw does not diminish Gauge Levels.
10 Unblockable.
 - Missing the throw does not diminish Gauge Levels.


=======================================================================  ( .08 )
 >> MARRY PHILLIPS
================================================================================

The world leading financial group, the Phillips Family daughter who single-
handedly managed the Phillips Konzern. She was the sponsor of the hand-to-hand
fighting tournament called P.O.S. which was held two years ago, but a curse
would take huge investments and received a hijacking by Merkuar. Since then,
she has hidden herself from the world while living her life everyday as a
laborer in a mining facility to temper her body. Now she participates for the
sake of taking back the Phillips Konzern in the latest survival game.

<  Gameplay  >  ----------------------------------------------------------------

Marry is quick, melee-based striker who has some of the flashiest combos in the
game. She has a plethora of fast ground HIGH and LOW attacks that allow her to
be played mixup and oki heavy. Many lead into her many Combination Techniques,
but just about all of them can be interrupted or guarded in the middle. Though
this tends to work in her advantage some as all Marry needs is a single hit to
land so she can cancel into Luna Eclipse: her multi-usage and dangerous Rekka.
Completing Luna Eclipse in full is nearly 1/3 HP by itself! Or it can be ended
with Luna Fall which launches and begins Marry's juggle-storm of meterless +40%
damage combos. Marry probably suffers from gravity scaling (see section 6.10)
more than other characters, so it's important that only a single hit connects
prior to canceling into Luna Eclipse or she won't be able to complete it.

PROS:                                  CONS:
- Many long-reaching normals like 1P,  - Lowest life group of normal cast
  1K, 5K, and 6K that poke well        - Dependent on 236K combos to do the
- 63214P slides low enough to go under   majority of her damage
  some projectiles
- Can chase and combo after Super Blow

<  Colors  >  ------------------------------------------------------------------

Player 1       :  Black (leotard, boots, cuffs), purple (jacket, gloves), gold
                  (jacket, boots)
Player 2       :  Black (leotard, boots, cuffs), white (jacket, gloves), gold
                  (jacket, boots)

--------------------------+-----------+----------+--------+---------+---------
| PUNCH ATTACKS            | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
1  | 5P (normal)          |  M        | 8        | i9     | +6      |
1  | 5P (extended punch)  |  M        | 8        | i11    | -13     |
   | 1P                   |  M        | 11+10    | i16    | +3      | OTG
   | 2P                   |   L       | 6        | i9     | +1      |
   | 3P                   |  M        | 8        | i11    | LCH     |
   | 4P                   |  M        | 11       | i14    | -7      |
   | 6P                   |  M        | 13       | i11    | +6      |
   | 7~9P                 | H         | 11       | i23    | -4      |
   | [6]P                 | H         | 8        | i16    | +12     | STG
   | j.P                  | H         | 11       | i8     | ——      |
   | j.6P                 | H         | 14       | i12    | ——      | OTG
---+----------------------+-----------+----------+--------+---------+---------
| KICK ATTACKS             | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5K                   |  M        | 11       | i12    |  0      |
   | 1_[2]K               |   L       | 6        | i10    | -7      | OTG
   | 2K                   |   L       | 10       | i16    | -2      | OTG
   | 3K                   |   L       | 14       | i15    | KND     | OTG
   | 4K                   |  M        | 15       | i13    | WBN     |
   | 6K                   |  M        | 8        | i16    | +9      |
   | 7~9K                 |  M        | 11       | i18    | POP     |
   | [6]K                 | H         | 14       | i13    | -8      | OTG
   | j.K                  | H         | 11       | i7     | ——      | OTG
   | j.6K                 | H         | 14       | i11    | ——      | OTG
---+----------------------+-----------+----------+--------+---------+---------
| COMBINATION TECHNIQUES   | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
--------------------------+-----------+----------+--------+---------+---------
Flashing Knee Combo —— P,P,P,K (5P > 5P > 5P > 5K)
  5P                      | M         | 8        | i9     | +6      |
  5P > 5P                 | M,M       | +8       | i17    | -13     |
  5P > 5P > 5P            | M,M.M     | 8        | i19    | -1      | 1F gap
  5P > 5P > 5P > 5K       | M,M.M,M   | +8       | i15    | KND     |
--------------------------+-----------+----------+--------+---------+---------
PK Combination —— P,K (5P > 5K)
  5P                      | M         | 8        | i9     | +6      |
  5P > 5K                 | M.M       | 8        | i21    | +3      | 1F gap
--------------------------+-----------+----------+--------+---------+---------
Step Knee Combo —— 6P,K (6P > 5K)
  6P                      | M         | 13       | i11    | +6      |
  6P > 5K                 | M,M       | +10      | i20    | KND     |
--------------------------+-----------+----------+--------+---------+---------
Surprise Somersault —— 6P,6K,4K (6P > 6K > 4K)
  6P                      | M         | 13       | i11    | +6      |
  6P > 6K                 | M,M       | +8       | i28    | +2      |
  6P > 6K > 4K            | M,M,M     |  +9      | i24    | KND     |
--------------------------+-----------+----------+--------+---------+---------
Tricky Knee Combo —— 2K,K,K (2K > 5K > 5K)
  2K                      | L         | 10       | i16    | -2      | OTG
  2K > 5K                 | L.M       | 11       | i29    | +2      | 7F gap
  2K > 5K > 5K            | L.M,M     | +10      | i31    | KND     |
--------------------------+-----------+----------+--------+---------+---------
Extra Double Moon Combo —— [6]K,2P,4K ([6]K > 2P > 4K)
  [6]K                    | H         | 14       | i13    | -8      | OTG
  [6]K > 2P               | H.L       | 8        | i27    | -3      | 3F gap
  [6]K > 2P > 4K          | H.L,M     | +8       | i26    | KND     |
--------------------------+-----------+----------+--------+---------+---------
Half Moon Slash —— [6]K,K,K ([6]K > 5K > 5K)
  [6]K                    | H         | 14       | i13    | -8      | OTG
  [6]K > 5K               | H.H       | 14       | i31    | +5      | 7F gap
  [6]K > 5K > 5K          | H.H,H     | +13      | i30    | KND     |
--------------------------+-----------+----------+--------+---------+---------
Double Moon Combo —— [6]K,4K ([6]K > 4K)
  [6]K                    | H         | 14       | i13    | -8      | OTG
  [6]K > 4K               | H.M       | 14       | i28    | KND     | 4F gap
--------------------------+-----------+----------+--------+---------+---------
| SPECIAL ATTACKS          | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
2  | PAc                  | Throw     | 20       | i2     | KND     |
3  | KAc                  | Throw     | 0        | i2     | +32     | STG
4  | 66PK                 |  M        | 14       | i14    | KND     |
5  | 236K ..              |  M        | 11       | i11    | KND     | OTG
6  | ► 236K ..            |  M        | 11       | i38    | KND     |
7  |   ► 236K             |  M        | 24       | i21    | KND     |
8  | ► 214K               | H         | 11       | i43    | LCH     |
9  | 63214P ..            |  M        | ——       | ——     | ——      |
10 | ► 6K                 | H         | 22       | i27    | KND     |
11 | ► 4K                 |  M        | 26       | i9     | KND     |
12 | j.PK                 | H         | 17       | i13    | KND     | OTG
13 | j.236K               | H         | 13       | i6     | KND     |
14 | j.214K               | H         | 17       | i20    | WBN     |
15 | (SB!) 236236K        |  M        | 6+6+5+6+5| i34    | +49     | PRJ,OTG
16 | (CB!) 2141236K       | H         | 140      | i30    | ——      |
---+----------------------+-----------+----------+--------+---------+---------

<  Movelist  >  ----------------------------------------------------------------

2  (flipping thrust kick)              PAc
3  Kuzushi                             KAc

4  Dash Thrust                         66PK
5  Luna Eclipse (1)                    236K ..
6  ► Luna Eclipse (2)                  236K after 236K (1) ..
7    ► Luna Eclipse (3)                236K after 236K (2)
8  ► Luna Fall                         214K after 236K (1)
9  Noble Shade                         63214P ..
10 ► Noble Fall                        6K after 63214P
11 ► Noble Turn                        4K after 63214P
12 Rolling Heel                        j.PK
13 Kuuchuu Luna Eclipse                j.236K
14 Kuuchuu Luna Fall                   j.214K

15 (SB!) Luna Blade Slicer             236236K
16 (CB!) Full Moon Raid                2141236K

<  Notes  >  -------------------------------------------------------------------

1  Marry, randomly, has two different 5Ps. The normal attack is her quick jab
   with her left hand. The alternate 5P is a step-in extended punch, which is
   the same as the second punch in her Flashing Knee Combo. I had believed I
   might have somehow accidentally hit 5P twice in a row, but after testing it
   out Marry does attack with it in a seemingly random rotation. Even if you
   wait a while in-between attacks, she sometimes does the extended 5P punch
   anyway. Possibly a programming glitch. The extended 5P is unsafe by itself,
   so you can press P,K after finish her Flashing Knee Combo as normal.
2  Unblockable.
3  Unblockable. Switches sides.
4  ——
5  Can follow with Luna Eclipse (2) or Luna Fall.
 - Inputs can only be done at the apex of Marry's flip.
6  Can follow with Luna Eclipse (3).
7  ——
8  ——
9  Can follow with Noble Fall or Noble Turn.
 - Inputs can be done any time during Marry's advancing glide; 10~36F.
10 ——
11 ——
12 ——
13 ——
14 ——
15 5 durability points.
 - Once the Luna Blade Slicer is released, Marry is able to move and attack
   while the energy ring is flying. She can't do another Luna Blade Slicer
   until the first dissipates.
16 ——


=======================================================================  ( .09 )
 >> MERKUAR
================================================================================

Head of the largest conglomerate in the world today, "Merkuar Conglomerate".
But on the opposite side of the face is an arms dealer who controls the defense
industry. Has admired the emperor of the Qing Dynasty period, and to have a
famous lifestyle of luxury regardless of expense. For several years he has not
shown his appearance in public, and had been rumored of gone missing, but has
appeared again in center stage as the sponsor of this latest survival game. Is
that really his true motive? And, what is his real purpose?

<  Gameplay  >  ----------------------------------------------------------------

Merkuar is the playable boss character——yup, that's pretty much all that needs
to be said. He's Phase 1 Abyss from 'Marvel v. Capcom 2'. Merkuar can afford to
be played heavy rushdown because just like how he is at the end of the game, he
has Super Armor anytime he performs an attack. Nearly all of his normals deal
incredible damage, can OTG, and he has multiple LAUNCHERs. All of his specials
are abusive. Just about all of his attacks are slow, but with Super Armor able
to absorb an infinite amount of hits, he just barrels through it all so he can
get close enough to command grab or juggle.

PROS:                                  CONS:
- Super Armor on everything he does    - No Combination Techniques——but does he
- 22P provides great oki for tricky      honestly need any?
  cross-ups.
- 236P hitbox covers his entire body

<  Colors  >  ------------------------------------------------------------------

Player 1       :  Yellow (skin), red (pants), purple (horns)
Player 2       :  Red (skin), black (pants), green (horns)

--------------------------+-----------+----------+--------+---------+---------
| PUNCH ATTACKS            | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5P                   |  M        | 20       | i13    | +2      | ARM
   | 1P                   |   L       | 13       | i13    | -13     | ARM,OTG
   | 2P                   |  M        | 20       | i25    | LCH     | ARM,OTG
   | 3P                   |   L       | 20       | i21    | KND     | ARM,OTG
   | 4P                   |  M        | 22       | i28    | LCH     | ARM,OTG
   | 6P                   | H         | 20       | i25    | -13     | ARM,OTG
   | 7~9P                 | H         | 22       | i32    | KND     | ARM,OTG
   | [6]P                 |  M        | 20       | i27    | KND     | ARM,OTG
   | j.P                  | H         | 13       | i6     | ——      | ARM,OTG
   | j.6P                 | H         | 13       | i12    | ——      | ARM
---+----------------------+-----------+----------+--------+---------+---------
| KICK ATTACKS             | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5K                   |  M        | 20       | i19    | -1      | ARM
   | 1_[2]K               |   L       | 13       | i15    | -7      | ARM,OTG
   | 2K                   |   L       | 20       | i15    | -1      | ARM,OTG
   | 3K                   |   L       | 20       | i20    | KND     | ARM,OTG
   | 4K                   |  M        | 20       | i14    | LCH     | ARM
   | 6K                   |  M        | 20       | i10    |  0      | STG,ARM
   | 7~9K                 | H         | 24       | i27    | KND     | ARM,OTG
   | [6]K                 | H         | 20       | i19    | KND     | ARM,OTG
   | j.K                  | H         | 13       | i8     | ——      | ARM,OTG
   | j.6K                 | H         | 13       | i10    | ——      | ARM,OTG
---+----------------------+-----------+----------+--------+---------+---------
| SPECIAL ATTACKS          | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
1  | PAc                  | Throw     | 20       | i2     | KND     |
2  | KAc                  | Throw     | 0        | i2     | +32     | STG
3  | 22P                  |  M        | 8+8      | i14    | KND     | STG,ARM
4  | 66PK                 |  M        | 20       | i12    | KND     | ARM
5  | 236P                 |  M        | 11+10+9+ | i45    | KND     | PRJ,ARM,
   |                      |           | 10       |        |         | OTG
6  | 236K                 |  M        | 17       | i18    | RKD     | ARM,OTG
7  | 63214P               |  M        | 24       | i25    | RKD     | ARM,OTG
8  | 63214K               | Throw     | 34       | i2     | KND     |
9  | j.PK                 | H         | 13       | i13    | KND     | ARM
10 | (SB!) 236236P        |  M        | 35       | i74~95 | KND     | PRJ,ARM,
   |                      |           |          |        |         | TRK
11 | (CB!) 2141236P       |  M        | 140      | i67    | ——      | PRJ,ARM
---+----------------------+-----------+----------+--------+---------+---------

<  Movelist  >  ----------------------------------------------------------------

1  (one-arm overhead slam)             PAc
2  Kuzushi                             KAc

3  Revolve Sphere                      22P
4  Gigaton Tackle                      66PK
5  Scratch Wheel                       236P
6  Beast Charge                        236K
7  Giganto Arm                         63214P
8  Grapple Shoot                       63214K
9  Megaton Palm                        j.PK

10 (SB!) Meteor Bomb                   236236P
11 (CB!) Gravity Bind                  2141236P

<  Notes  >  -------------------------------------------------------------------

1  Unblockable. Switches sides.
2  Unblockable. Switches sides.
3  In the open, and depending on distance, may only hit once, which causes
   STAGGER, and Merkuar is at +3.
4  ——
5  4 durability points.
6  ——
7  ——
8  Unblockable.
9  ——
10 4 durability points.
11 1 durability point.


=======================================================================  ( .10 )
 >> NEIL MCDANIEL
================================================================================

A heavy drinker who calls himself a "karate practitioner." He usually thinks
about rebuilding his dojo, but with his naturally wasteful habits and being a
bad drunk, funds do not accumulate easily. The fighting spirit money he
obtained from the P.O.S. held two years ago is now gone without a trace. He
participates in this latest survival game naturally with his aim on the prize.
Will the dream of dojo reconstruction this time be actualization?

<  Gameplay  >  ----------------------------------------------------------------

Neil is a heavy hitting charge character with strong but timing specific juggle
combos. He plays akin to a mix of Boxer and Birdie from 'Street Fighter'. Both
(P,K) > Nuts Crack, and 6K are some of his more potent "check" attacks that he
can enforce in mid-range to fish for damage or the chance to catch with Counter
Launcher to combo. From there Neil remains mostly in the opponent's face. Those
who are feeling daring can setup Counter Smash attempts——even guarded it does
heavy chip damage, and leaves Neil completely safe.

PROS:                                  CONS:
- 6K is a fast and great poke that is  - Charge character, but charging in CB
  safe on guard, and knocks opponents    is quite short
  back                                 - Only one Combination Technique
- 63214P does 50% damage against many  - Weak normal throw
- 63214K a command grab LAUNCHER that  - 236236P on hit puts both characters
  sets up most of his juggle combos,     back on neutral, and leaves Neil on
  but can take some getting used to      his back if guarded

<  Colors  >  ------------------------------------------------------------------

Player 1       :  Red (pants, pads, tattoo), black (belt), white (hachimaki)
Player 2       :  Purple (pants, pads, tattoo), black (belt), white (hachimaki)

--------------------------+-----------+----------+--------+---------+---------
| PUNCH ATTACKS            | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5P                   |  M        | 7        | i8     | +7      |
   | 1P                   |  M        | 17       | i19    | KND     | OTG
   | 2P                   |   L       | 6        | i13    | -3      | OTG
   | 3P                   |   L       | 11       | i24    | KND     | OTG
   | 4P                   |  M        | 8        | i12    | +6      |
   | 6P                   |  M        | 20       | i14    | +7      | STG
   | 7~9P                 |  M        | 22       | i24    | LCH     | OTG
   | [6]P                 | H         | 17       | i22    | RKD     | OTG
   | j.P                  | H         | 8        | i9     | ——      | OTG
   | j.6P                 | H         | 11       | i11    | ——      | OTG
---+----------------------+-----------+----------+--------+---------+---------
| KICK ATTACKS             | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5K                   |  M        | 8        | i9     | +4      |
   | 1_[2]K               |   L       | 6        | i10    | -2      | OTG
   | 2K                   |   L       | 6        | i9     | +5      | OTG
   | 3K                   |   L       | 8        | i17    | KND     | OTG
   | 4K                   |  M        | 14       | i12    | +6      |
   | 6K                   |  M        | 11       | i11    | KND     | OTG
   | 7~9K                 | H         | 22       | i23    | RKD     |
   | [6]K                 | H         | 17       | i34    | KND     | OTG
   | j.K                  | H         | 8        | i8     | ——      |
   | j.6K                 | H         | 8        | i8     | ——      |
---+----------------------+-----------+----------+--------+---------+---------
| COMBINATION TECHNIQUES   | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
--------------------------+-----------+----------+--------+---------+---------
PK Combination —— P,K (5P > 5K)
  5P                      | M         | 7        | i8     | +7      |
  5P > 5K                 | M,M       | +8       | i21    | +4      |
--------------------------+-----------+----------+--------+---------+---------
| SPECIAL ATTACKS          | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
1  | PAc                  | Throw     | 16       | i2     | KND     |
2  | KAc                  | Throw     | 0        | i2     | +32     | STG
3  | 66PK                 |  M        | 8        | i11    | KND     |
4  | 63214P               |  M        | 71       | i65    | RKD     |
5  | 63214K               | Throw     | 20       | i2     | LCH     |
6  | [4]6P                |  M        | 22       | i18    | KND     |
7  | [4]6K                |   L       | 14       | i24    | LCH     | OTG
8  | [2]8P                |  M        | 17+8     | i17    | KND     | OTG
9  | j.PK                 | H         | 17       | i15    | KND     | OTG
10 | (SB!) 236236P        |  M        | 35       | i24    | WBN     |
11 | (CB!) 2141236P       |  M        | 140      | i17    | ——      | OTG
---+----------------------+-----------+----------+--------+---------+---------

<  Movelist  >  ----------------------------------------------------------------

1  (triple face smash)                 PAc
2  Kuzushi                             KAc

3  Dynamic Tackle                      66PK
4  Counter Smash                       63214P
5  Counter Launcher                    63214K
6  Nuts Crack                          [4]6P
7  Nuts Grind                          [4]6K
8  Head Bash                           [2]8P
9  Heavy Sledgehammer                  j.PK

10 (SB!) Nuts Destroy                  236236P
11 (CB!) Violent Ogre                  2141236P

<  Notes  >  -------------------------------------------------------------------

1  Unblockable. Switches sides.
2  Unblockable. Switches sides.
3  ——
4  ——
5  ——
6  ——
7  ——
8  ——
9  ——
10 Can only be avoided with a High Jump.
 - Regardless of if the Nuts Destroy hits or is guarded, Neil rebounds off the
   opponent. If it hits a non-cornered opponent, each character is knocked to
   opposite ends of the screen. If guarded, Neil ends up landing on the ground
   vulnerable.
11 *Glitch*: If Mao is hit in the corner with Violent Ogre, she can guard in
   the middle of the assault. This instead freezes Neil completely.


=======================================================================  ( .11 )
 >> REYMOND NORMAN
================================================================================

A secret covert operative who is proud of his strength and being No.1 in a
certain country's national military section. He infiltrated the Merkuar
Conglomerate headquarters on an absolute secret investigation, but the mission
failed due to him bearing a serious injury and he was on the verge of death.
However, with the latest technology which the military is proud of he revives
as a "cyborg soldier," and faces the "battlefield" a second time for the sake
of accomplishing the mission.

<  Gameplay  >  ----------------------------------------------------------------

Reymond is the token grappler of the cast, and he comes complete with a variety
of scoops. Normal throw, command throws, anti-air throw, ground grab throw, and
a command grab Critical Blow. Luckily a few of his throws work together, namely
his Air Throw, Air Catch, and Down Throw. Utilizing these in his combos can do
great damage, and if he has meter Reymond can ToD after 63214K. Unfortunately,
Critical Blow's throwing engine is garbage——tick throws aren't much of a thing,
grab ranges are point blank with no vacuum, and you can't buffer them during a
strike. With moves like 2P, 3P, 4P, 22P, and 623P it opens up ways for Reymond
to close gaps. Cornering opponents opens up a 50/50 between Air Throw and Air
Catch, which both lead into great damage situations.

PROS:                                  CONS:
- LOW normals that are fast and force  - A throwing character in a game with a
  opponents into the corner              bad throwing engine
- Throws that work off one another     - Solid mid-range moves, but they can be
- 22P has a large hitbox and pushes      telegraphed and punished fairly easy
  into the corner                      - Easy to mess up motions due to having
- 63214K opens up many juggles           throws sharing a similar rotation

<  Colors  >  ------------------------------------------------------------------

Player 1       :  Green (vest, pants), red (bionic arm, hat), black (faceplate,
                  bionic arm), brown (boots)
Player 2       :  Orange (vest), black (pants), red (bionic arm, hat), dark
                  blue (faceplate, bionic arm), dark brown (boots)

--------------------------+-----------+----------+--------+---------+---------
| PUNCH ATTACKS            | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5P                   |  M        | 8        | i9     | -2      |
   | 1_[2]P               |   L       | 10       | i8     | +5      |
   | 2P                   |   L       | 11       | i23    | KND     | OTG
   | 3P                   |   L       | 8        | i14    | RKD     |
   | 4P                   |  M        | 17       | i18    | RKD     |
   | 6P                   |  M        | 17       | i13    | +3      |
   | 7~9P                 | H         | 8        | i23    | -21     |
1  | [6]P                 | H         | 17       | i28    | CRM     |
   | j.P                  | H         | 8        | i6     | ——      |
   | j.6P                 | H         | 8        | i9     | ——      |
---+----------------------+-----------+----------+--------+---------+---------
| KICK ATTACKS             | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5K                   |  M        | 8        | i15    | -4      |
   | 1_2K                 |   L       | 8        | i9     | -2      | OTG
   | 3K                   |   L       | 11       | i10    | -19     | OTG
   | 4K                   |  M        | 11       | i10    | -5      |
   | 6K                   |  M        | 16       | i16    | -12     |
   | 7~9K                 | H         | 17       | i25    | KND     | OTG
   | [6]K                 | H         | 26       | i34    | WBN     |
   | j.K                  | H         | 11       | i8     | ——      |
   | j.6K                 | H         | 11       | i10    | ——      |
---+----------------------+-----------+----------+--------+---------+---------
| COMBINATION TECHNIQUES   | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
--------------------------+-----------+----------+--------+---------+---------
PK Combination —— P,K (5P > 5K)
  5P                      | M         | 8        | i9     | -2      |
  5P > 5K                 | M.M       | 11       | i17    | -4      | 3F gap
--------------------------+-----------+----------+--------+---------+---------
Giant Bazooka —— [6]P,P ([6]P > 5P)
  [6]P                    | H         | 17       | i28    | CRM     |
  [6]P > 5P               | H,M       | +10      | i34    | LCH     |
--------------------------+-----------+----------+--------+---------+---------
| SPECIAL ATTACKS          | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
2  | PAc                  | Throw     | 20       | i2     | KND     |
3  | KAc                  | Throw     | 0        | i2     | +32     | STG
4  | 22P                  |   L       | 32       | i34    | WBN     | OTG
5  | 66PK                 |   L       | 11       | i19    | KND     | OTG
6  | 236P                 | Throw     | 20       | i2     | KND     |
7  | 214P v. down opponent| Throw     | 17       | i2     | KND     | OTG
8  | 214P v. air opponent | Throw     | 17       | i2     | KND     |
9  | 623P                 |  M        | 14+13    | i17    | KND     |
10 | 63214P               | Throw     | 44       | i2     | KND     |
11 | 63214K               | Throw     | 22       | i2     | LCH     |
12 | j.PK                 | H         | 17       | i15    | KND     |
13 | (SB!) 236236P        |  M        | 17+16+15+| i30    | WBN     |
   |                      |           | 16       |        |         |
14 | (CB!) 463214K        | Throw     | 140      | i2     | ——      |
---+----------------------+-----------+----------+--------+---------+---------

<  Movelist  >  ----------------------------------------------------------------

2  (floor slide)                       PAc
3  Kuzushi                             KAc

4  Earth Breaker                       22P
5  Head Sliding                        66PK
6  Brain Buster                        236P
7  Down Throw                          214P against grounded opponent
8  Air Catch                           214P against aerial opponent
9  Round Knuckle                       623P
10 Backbone Break                      63214P
11 Air Throw                           63214K
12 Flying Body Press                   j.PK

13 (SB!) Boosted Knuckle               236236P
14 (CB!) Typhoon Slam                  2141236P

<  Notes  >  -------------------------------------------------------------------

1  CRUMPLES opponent for 139 frames.
 - Stunned opponent cannot be thrown.
2  Unblockable.
3  Unblockable. Switches sides.
4  The full range is the white impact ring created on the ground.
5  ——
6  Unblockable. Switches sides.
7  Unblockable. Switches sides.
 - Grabs opponents who have suffered a KNOCKDOWN. The instruction book suggests
   the Down Throw can only be done when the opponent's legs are facing Reymond,
   but that's not correct. For instance, if you hit an opponent with Reymond's
   3P in the corner, their head will be facing him and he can still grab.
 - Can't be sloppy with the motion, because of Reymond's 63214P throw. If the
   command isn't performed precisely, Reymond just grabs the air.
8  Unblockable.
 - Grabs opponents who are jumping, or those that have been thrown into the air
   by Reymond (eg - Air Throw, Giant Bazooka).
 - Can't be sloppy with the motion, because of Reymond's 63214P throw. If the
   command isn't performed precisely, Reymond just grabs the air.
9  ——
10 Unblockable. Switches sides.
11 Unblockable.
12 ——
13 ——
14 Unblockable.
 - Missing the throw does not diminish Gauge Levels.


=======================================================================  ( .12 )
 >> RICKEY LEON
================================================================================

A boy that lives with his grandmother in Hong Kong. He received influence from
his martial artist father Fei Leon, and continued to win with his self-taught
hand-to-hand fighting technique in a Hong Kong martial arts tournament without
belonging to a school. One day, a mysterious person named Merkuar delivered a
scarab brooch with an opportunity, that his battle contest was about to begin.
.. Will his hidden "unknown power" probably awaken?

<  Gameplay  >  ----------------------------------------------------------------

Rickey is the protagonist of the game, and is a rather baseline, linear striker
who can struggle to do meaningful damage. While he has a couple of nice link
options off his Combinations, Rickey's main source of damage comes from Rising
Spark juggles and his Rekka. Therein lies the other issue that he cannot easily
cancel into 236P off most of his normals, so he is another character who relies
a lot on KAc to open the opponent up. Rickey does have a lot of attacks which
send the opponent across the screen, so there are windows where he can rushdown
and attempt mixups.

PROS:                                  CONS:
- 236236P tracks opponent              - Lowest life group of normal cast
- Comboable Critical Blow              - Most of his Combinations don't combo
                                       - Chargeable fireball

<  Colors  >  ------------------------------------------------------------------

Player 1       :  White (shirt), blue (shirt, pants, gloves, hat), red (belt),
                  brown (boots), gold (bracelets)
Player 2       :  Yellow (shirt), black (shirt, pants), dark brown (gloves,
                  hat), brown (boots), gold (bracelets)

--------------------------+-----------+----------+--------+---------+---------
| PUNCH ATTACKS            | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5P                   |  M        | 6        | i8     | +5      |
   | 1P                   |  M        | 8        | i14    | LCH     |
   | 2P                   |   L       | 5        | i8     | +4      |
   | 3P                   |   L       | 15       | i25    | KND     | OTG
   | 4P                   |  M        | 17       | i12    | +6      | STG,OTG
   | 6P                   |  M        | 8        | i12    | -4      |
   | 7~9P                 | H         | 11       | i21    | +3      |
   | [6]P                 | H         | 11       | i25    | KND     | OTG
   | j.P                  | H         | 11       | i8     | ——      | OTG
   | j.6P                 | H         | 14       | i11    | ——      | OTG
---+----------------------+-----------+----------+--------+---------+---------
| KICK ATTACKS             | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5K                   |  M        | 8        | i9     | -10     |
   | 1K                   |  M        | 17       | i17    | LCH     |
   | 2K                   |   L       | 6        | i13    | -5      | OTG
   | 3K                   |   L       | 8        | i15    | KND     | OTG
   | 4K                   |  M        | 15       | i25    | KND     |
   | 6K                   |  M        | 15       | i11    | +4      |
   | 7~9K                 | H         | 15       | i32    | KND     | OTG
   | [2]K                 |   L       | 11       | i11    | -5      | OTG
   | [6]K                 | H         | 11       | i25    | KND     | OTG
   | j.K                  | H         | 11       | i11    | ——      |
   | j.6K                 | H         | 14       | i13    | ——      | OTG
---+----------------------+-----------+----------+--------+---------+---------
| COMBINATION TECHNIQUES   | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
--------------------------+-----------+----------+--------+---------+---------
Machine Gun Pile —— P,P,P (5P > 5P > 5P)
  5P                      | M         | 6        | i8     | +5      |
  5P > 5P                 | M,M       | +8       | i16    | -2      |
  5P > 5P > 5P            | M,M.M     | 8        | i30    | WBN     | 10F gap
--------------------------+-----------+----------+--------+---------+---------
Machine Gun Blade —— P,P,K (5P > 5P > 5K)
  5P                      | M         | 6        | i8     | +5      |
  5P > 5P                 | M,M       | +8       | i16    | -2      |
  5P > 5P > 5K            | M,M.H     | 11       | i32    | KND     | 12F gap
--------------------------+-----------+----------+--------+---------+---------
PK Combination —— P,K (5P > 5K)
  5P                      | M         | 6        | i8     | +5      |
  5P > 5K                 | M.M       | 8        | i20    | -8      | 1F gap
--------------------------+-----------+----------+--------+---------+---------
Lightning Rush —— 6P,P,P,K (6P > 5P > 5P > 5K)
  6P                      | M         | 8        | i12    | -4      |
  6P > 5P                 | M,M       | +8       | i12    | +7      |
  6P > 5P > 5P            | M,M,M     |  +7      | i17    | +10     | STG
  6P > 5P > 5P > 5K       | M,M,M,M   |   +8     | i30    | WBN     |
--------------------------+-----------+----------+--------+---------+---------
Lightning Pile —— 6P,4P (6P > 4P)
  6P                      | M         | 8        | i12    | -4      |
  6P > 4P                 | M,M       | +12      | i15    | KND     |
--------------------------+-----------+----------+--------+---------+---------
Lightning Hammer —— 6P,6P (6P > 6P)
  6P                      | M         | 8        | i12    | -4      |
  6P > 6P                 | M.H       | 11       | i34    | KND     | OTG,12F
                          |           |          |        |         | gap
--------------------------+-----------+----------+--------+---------+---------
Double Spin Axle —— 6K,K (6K > 5K)
  6K                      | M         | 15       | i11    | +4      |
  6K > 5K                 | M.M       | 16       | i33    | KND     | 1F gap
--------------------------+-----------+----------+--------+---------+---------
Rumble Blade —— 6K,2K,K (6K > 2K > 5K)
  6K                      | M         | 15       | i11    | +4      |
  6K > 2K                 | M.L       | 16       | i33    | +6      | 1F gap
  6K > 2K > 5K            | M.L.H     | 16       | i38    | KND     | 11F gap
--------------------------+-----------+----------+--------+---------+---------
| SPECIAL ATTACKS          | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
1  | PAc                  | Throw     | 20       | i2     | KND     |
2  | KAc                  | Throw     | 0        | i2     | +32     | STG
3  | 66PK                 |   L       | 14       | i12    | KND     | OTG
4  | 236P ..              |  M        | 11       | i24    | +1      |
5  | ► 236P ..            |  M        | 8        | i28    | +9      |
6  |   ► 236P             |  M        | 22       | i33    | RKD     |
7  | ► 214P               |  M        | 16       | i19    | LCH     |
8  | 236K                 |  M        | 20       | i29    | KND     |
9  | 214P                 |  M        | 4~20     | i25~70 | -12/KND/| PRJ
   |                      |           |          |        | RKD     |
10 | j.PK                 | H         | 17       | i12    | KND     | OTG
11 | (SB!) 236236P        |  M        | 49       | i42    | KND     | BEM,OTG,
   |                      |           |          |        |         | TRK
12 | (CB!) 2141236K       |  M        | 140      | i7     | ——      | OTG
---+----------------------+-----------+----------+--------+---------+---------

<  Movelist  >  ----------------------------------------------------------------

1  (lightning ball slam)               PAc
2  Kuzushi                             KAc

3  Sliding Kick                        66PK
4  Continual Spark (1)                 236P ..
5  ► Continual Spark (2)               236P after 236P (1) ..
6    ► Continual Spark (3)             236P after 236P (2)
7  ► Rising Spark                      214P
8  Lightning Charge                    236K
9  Lightning Volt                      214P; [P] enhance, ]P[ shoot
10 Lightning Strike                    j.PK

11 (SB!) Lightning Wave                236236P
12 (CB!) Judgment Thunderbolt          2141236K

<  Notes  >  -------------------------------------------------------------------

1  Unblockable. Switches sides.
2  Unblockable. Switches sides.
3  ——
4  Can follow with Continual Spark (2) or Rising Spark.
5  Can follow with Continual Spark (3).
6  ——
7  ——
8  ——
9  1 durability point.
 - 25~45F: normal hit (-12); 46~61F: KNOCKDOWN; 62~70F: ROLLING KNOCKDOWN.
 - The longer the Lightning Volt is charged increases its distance. At full
   charge, it reaches full screen.
 - After 70F of charge, the Lightning Volt fires automatically.
10 ——
11 ——
12 ——


=======================================================================  ( .13 )
 >> EX RICKEY
================================================================================

EX Rickey is a secret character that is a powered version of Rickey Leon. There
are a few noticeable differences between the two versions of Rickey that I have
listed below about the characters as a whole. Specific move or attack mechanics
are listed in the sections as normal:

  * Normal Rickey (N-R) and EX Rickey (EX) can be thought of as Ryuu and Gouki
    from 'Street Fighter,' respectively. EX deals more damage with all of his
    attacks and specials, but he also receives +30% more damage over those in
    Group B (see section 6.07).
  * EX's 1K launches the opponent higher, so much in fact he can recover and
    juggle off it.
  * Juggling with EX's Machine Gun Pile (P,P,P) retains the WALL BOUNCE from
    the final lightning punch, as opposed to N-R who causes ROLLING KNOCKDOWN.
    This allows EX to combo his Lightning Wave since they are sent so high.
  * EX's Lightning Charge is a flying kick, as opposed to N-R's cannonball-type
    air roll. EX's version only hits after he reaches the apex of his arc when
    he kicks his legs. Because of this, it may fly over crouching opponents.
  * EX's Lightning Volt is N-R's fully charged version, and shares all of its
    properties. It can't be charged further.
  * EX's Lightning Wave does less damage than N-R's, but has faster startup.
  * EX advances first before attacking for his Judgment Thunderbolt.

<  Gameplay  >  ----------------------------------------------------------------

EX Rickey is the only version of this character that should of been in the game
because there is absolutely nothing the regular version does better. It's not
akin to the differences between Ryuu and Evil Ryuu where they can be considered
two distinct characters. No, EX is Rickey with higher damage and better juggle
options, so it makes the normal version obsolete. All frame data and hit states
are the same too, so nothing changes there either. It's not as if EX is over-
powered due to the increased amount of extra damage he receives. His playstyle
also remains the same as N-R's: he relies on Rekka, juggles, and KAc. EX is a
tad more threatening simply because of damage output, but it doesn't make him
leaps and bounds better than most of the other characters.

PROS:                                  CONS:
- Just a better version of Rickey      - Takes the higher damage in the game
- Much higher damage output on all     - Most of his Combinations don't combo
  his attacks and combos               - 236K can fly over crouching opponents
- 1K launches higher than N-Rickey's
- 214P no longer needs charging
- 236236P tracks opponent
- Comboable Critical Blow

<  Colors  >  ------------------------------------------------------------------

Player 1       :  White (shirt), blue (shirt, pants, gloves), red (belt), brown
                  (boots, hair), gold (bracelets),
Player 2       :  Yellow (shirt), black (shirt, pants), dark brown (gloves),
                  brown (boots), gold (bracelets), blue (hair)

--------------------------+-----------+----------+--------+---------+---------
| PUNCH ATTACKS            | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5P                   |  M        | 11       | i8     | +5      |
   | 1P                   |  M        | 13       | i14    | LCH     |
   | 2P                   |   L       | 11       | i8     | +4      |
   | 3P                   |   L       | 20       | i25    | KND     | OTG
   | 4P                   |  M        | 24       | i12    | +6      | STG,OTG
   | 6P                   |  M        | 13       | i12    | -4      |
   | 7~9P                 | H         | 20       | i21    | +3      |
   | [6]P                 | H         | 20       | i25    | KND     | OTG
   | j.P                  | H         | 13       | i8     | ——      | OTG
   | j.6P                 | H         | 18       | i11    | ——      | OTG
---+----------------------+-----------+----------+--------+---------+---------
| KICK ATTACKS             | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5K                   |  M        | 13       | i9     | -10     |
   | 1K                   |  M        | 22       | i17    | LCH     |
   | 2K                   |   L       | 11       | i13    | -5      | OTG
   | 3K                   |   L       | 13       | i15    | KND     | OTG
   | 4K                   |  M        | 20       | i25    | KND     |
   | 6K                   |  M        | 20       | i11    | +4      |
   | 7~9K                 | H         | 20       | i32    | KND     | OTG</pre><pre id="faqspan-4">
   | [2]K                 |   L       | 13       | i11    | -5      | OTG
   | [6]K                 | H         | 16       | i25    | KND     | OTG
   | j.K                  | H         | 13       | i11    | ——      |
   | j.6K                 | H         | 20       | i13    | ——      | OTG
---+----------------------+-----------+----------+--------+---------+---------
| COMBINATION TECHNIQUES   | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
--------------------------+-----------+----------+--------+---------+---------
Machine Gun Pile —— P,P,P (5P > 5P > 5P)
  5P                      | M         | 11       | i8     | +5      |
  5P > 5P                 | M,M       | +12      | i16    | -2      |
  5P > 5P > 5P            | M,M.M     | 13       | i30    | WBN     | 10F gap
--------------------------+-----------+----------+--------+---------+---------
Machine Gun Blade —— P,P,K (5P > 5P > 5K)
  5P                      | M         | 11       | i8     | +5      |
  5P > 5P                 | M,M       | +12      | i16    | -2      |
  5P > 5P > 5K            | M,M.H     | 16       | i32    | KND     | 12F gap
--------------------------+-----------+----------+--------+---------+---------
PK Combination —— P,K (5P > 5K)
  5P                      | M         | 11       | i8     | +5      |
  5P > 5K                 | M.M       | 13       | i20    | -8      | 1F gap
--------------------------+-----------+----------+--------+---------+---------
Lightning Rush —— 6P,P,P,K (6P > 5P > 5P > 5K)
  6P                      | M         | 13       | i12    | -4      |
  6P > 5P                 | M,M       | +12      | i12    | +7      |
  6P > 5P > 5P            | M,M,M     |  +11     | i17    | +10     | STG
  6P > 5P > 5P > 5K       | M,M,M,M   |   +12    | i30    | WBN     |
--------------------------+-----------+----------+--------+---------+---------
Lightning Pile —— 6P,4P (6P > 4P)
  6P                      | M         | 13       | i12    | -4      |
  6P > 4P                 | M,M       | +17      | i15    | KND     |
--------------------------+-----------+----------+--------+---------+---------
Lightning Hammer —— 6P,6P (6P > 6P)
  6P                      | M         | 13       | i12    | -4      |
  6P > 6P                 | M.H       | 16       | i34    | KND     | OTG,12F
                          |           |          |        |         | gap
--------------------------+-----------+----------+--------+---------+---------
Double Spin Axle —— 6K,K (6K > 5K)
  6K                      | M         | 20       | i11    | +4      |
  6K > 5K                 | M.M       | 15       | i33    | KND     | 1F gap
--------------------------+-----------+----------+--------+---------+---------
Rumble Blade —— 6K,2K,K (6K > 2K > 5K)
  6K                      | M         | 20       | i11    | +4      |
  6K > 2K                 | M.L       | 15       | i33    | +6      | 1F gap
  6K > 2K > 5K            | M.L.H     | 15       | i38    | KND     | 11F gap
--------------------------+-----------+----------+--------+---------+---------
| SPECIAL ATTACKS          | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
1  | PAc                  | Throw     | 20       | i2     | KND     |
2  | KAc                  | Throw     | 0        | i2     | +32     | STG
3  | 66PK                 |   L       | 13       | i12    | KND     | OTG
4  | 236P ..              |  M        | 20       | i24    | +1      |
5  | ► 236P ..            |  M        | 14       | i28    | +9      |
6  |   ► 236P             |  M        | 26       | i33    | RKD     |
7  | ► 214P               |  M        | 15       | i19    | LCH     |
8  | 236K                 |  M        | 26       | i24    | KND     |
9  | 214P                 |  M        | 20       | i26    | RKD     | PRJ
10 | j.PK                 | H         | 20       | i12    | KND     | OTG
11 | (SB!) 236236P        |  M        | 30       | i28    | KND     | BEM,OTG,
   |                      |           |          |        |         | TRK
12 | (CB!) 2141236K       |  M        | 140      | i7     | ——      | OTG
---+----------------------+-----------+----------+--------+---------+---------

<  Movelist  >  ----------------------------------------------------------------

1  (lightning ball slam)               PAc
2  Kuzushi                             KAc

3  Sliding Kick                        66PK
4  Continual Spark (1)                 236P ..
5  ► Continual Spark (2)               236P after 236P (1) ..
6    ► Continual Spark (3)             236P after 236P (2)
7  ► Rising Spark                      214P
8  Lightning Charge                    236K
9  Lightning Volt                      214P
10 Lightning Strike                    j.PK

11 (SB!) Lightning Wave                236236P
12 (CB!) Judgment Thunderbolt          2141236K

<  Notes  >  -------------------------------------------------------------------

1  Unblockable. Switches sides.
2  Unblockable. Switches sides.
3  ——
4  Can follow with Continual Spark (2) or Rising Spark.
5  Can follow with Continual Spark (3).
6  ——
7  ——
8  ——
9  1 durability point.
 - Will not reach opponent if on completely opposite sides.
10 ——
11 ——
12 ——


=======================================================================  ( .14 )
 >> SIEGUEI
================================================================================

An android which was build with the motif of a Japanese spy "NINJA". Merkuar's
personal bodyguard as well as emissary, subversive activities, and
assassination are its main activity contents. Characterized by attacks which
make use of kunai (throwing knives) and a wire, and quick movements with its
arms. It has no display of emotion, and talks very little.

<  Gameplay  >  ----------------------------------------------------------------

Sieguei is an aggressive and mixup heavy character who can be intimidating from
just about anywhere. 236K and 22P are his main ways to close gaps and begin its
swarm of hits. 236K is a fast, trackable, LOW projectile that stuns——let that
soak in. It does no damage, but keeping the opponent stunned for over a second
is reward enough. 22P is a 1/2 screen teleport that leaves Sieguei completely
invincible. Lastly is his main damage dealer that makes all his KNOCKDOWNs
deadly: 236P. Because it can OTG, it is Sieguei's go-to ender to toss opponents
around so he can play oki with teleport, 236K, or 66PK.

PROS:                                  CONS:
- Invincible half-screen teleport      - 236P as an OTG doesn't stun, so the
- Stunnable, tracking projectile         input time is short to follow-up
- Command throw Critical Blow

<  Colors  >  ------------------------------------------------------------------

Player 1       :  Purple (armor), dark blue (pants), gold (armor), red (hair)
Player 2       :  Green (armor), black (pants), cream (armor, hair)

--------------------------+-----------+----------+--------+---------+---------
| PUNCH ATTACKS            | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5P                   |  M        | 6        | i9     | +6      |
   | 1P                   |  M        | 8        | i12    | LCH     |
   | 2P                   |   L       | 8        | i10    | -2      | OTG
   | 3P                   |   L       | 11       | i15    | +2      | OTG
   | 4P                   |  M        | 8+8+5    | i17    | +12     |
   | 6P                   |  M        | 8        | i16    | -24     |
   | 7~9P                 | H         | 8        | i24    | +6      |
   | [6]P                 | H         | 13       | i30    | +4      | OTG
   | j.P                  | H         | 11       | i5     | ——      |
   | j.6P                 | H         | 14       | i10    | ——      |
---+----------------------+-----------+----------+--------+---------+---------
| KICK ATTACKS             | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
   | 5K                   |  M        | 8        | i15    | +3      |
   | 1_[2]K               |   L       | 13       | i9     |  0      | OTG
   | 2K                   |   L       | 13       | i18    | +1      | OTG
   | 3K                   |   L       | 8        | i9     | -7      | OTG
   | 4K                   |  M        | 14       | i15    | -20     |
   | 6K                   |  M        | 11       | i27    | -16     |
   | 7~9K                 | H         | 8        | i22    | KND     | OTG
   | [6]K                 |  M        | 22       | i26    | RKD     |
   | j.K                  | H         | 14       | i10    | ——      |
   | j.6K                 | H         | 14       | i10    | ——      |
---+----------------------+-----------+----------+--------+---------+---------
| COMBINATION TECHNIQUES   | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
--------------------------+-----------+----------+--------+---------+---------
Nage Otoshi —— P,P (5P > 5P)
  5P                      | M         | 6        | i9     | +6      |
  5P > 5P                 | M.M       | 8        | i22    | -18     | 1F gap
--------------------------+-----------+----------+--------+---------+---------
PK Combination —— P,K (5P > 5K)
  5P                      | M         | 6        | i9     | +6      |
  5P > 5K                 | M,M       | +8       | i20    | -12     |
--------------------------+-----------+----------+--------+---------+---------
Tsukikuzushi —— 6P,P,P,K (6P > 5P > 5P > 5K)
  6P                      | M         | 8        | i16    | -24     |
  6P > 5P                 | M,M       | +8       | i16    | -3      |
  6P > 5P > 5P            | M,M,M     |  +7      | i13    | -3      |
  6P > 5P > 5P > 5K       | M,M,M,M   |   +8     | i20    | KND     |
--------------------------+-----------+----------+--------+---------+---------
Zan Rin —— 6K,K,K,K,K (6K > 5K > 5K > 5K > 5K)
  6K                      | M         | 11       | i27    | -16     |
  6K > 5K                 | M,M       | +8       | i19    | -14     |
  6K > 5K > 5K            | M,M,M     |  +7      | i29    | -14     |
  6K > 5K > 5K > 5K       | M,M,M,M   |   +8     | i29    | -14     |
  6K > 5K > 5K > 5K > 5K  | M,M,M,M,M |    +7    | i32    | KND     |
--------------------------+-----------+----------+--------+---------+---------
| SPECIAL ATTACKS          | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
---+----------------------+-----------+----------+--------+---------+---------
1  | PAc                  | Throw     | 20       | i2     | KND     |
2  | KAc                  | Throw     | 0        | i2     | +32     | STG
3  | 22P                  | ——        | ——       | ——     | ——      | TLP
4  | 66PK                 |  M        | 17+16    | i14    | KND     |
5  | 236P ..              |  M        | 0        | i19    | -15     | CPT,OTG,
   |                      |           |          |        |         | TOH
6  | ► 6P                 | ——        | 20       | ——     | KND     |
7  | ► 4P                 | ——        | 17       | ——     | WBN     |
8  | 236K                 |   L       | 1        | i16    | +50     | CPT,PRJ,
   |                      |           |          |        |         | OTG,TRK
9  | j.PK                 | H         | 17       | i12    | KND     |
10 | (SB!) 463214P        | Throw     | 53       | i2     | KND     |
11 | (CB!) 2141236P       |  M        | 140      | i21    | ——      |
---+----------------------+-----------+----------+--------+---------+---------

<  Movelist  >  ----------------------------------------------------------------

1  (backflip suplex)                   PAc
2  Kuzushi                             KAc

3  Kaze Bashiri                        22P
4  Kaze Saki                           66PK
5  Kugutsu                             236P ..
6  ► Kugutsu Tsuriage                  6P after 236P
7  ► Kugutsu Sune Gari                 4P after 236P
8  Kage Nui                            236K
9  Asuka Giri                          j.PK

10 (SB!) Saka Fuusha                   463214P
11 (CB!) Kugutsu Tenbu                 2141236P

<  Notes  >  -------------------------------------------------------------------

1  Unblockable. Switches sides.
2  Unblockable. Switches sides.
3  TELEPORTS for 97 frames. Sieguei sinks into the ground and advances forward
   1/2 screen distance. A dust cloud forms where Sieguei appears.
4  ——
5  Can follow with Kugutsu Tsuriage or Kugutsu Sune Gari.
 - CAPTURES opponent for 63 frames.
 - Does not inflict the stun if used as an OTG. Sieguei can cancel into Kugutsu
   if he uses a different OTG attack, like 2K, and still capture and follow-up.
6  Switches sides.
7  ——
8  1 durability point.
 - CAPTURES opponent for 79 frames.
 - Stunned opponent cannot be thrown.
 - Does not stun crouching opponents.
9  ——
10 Unblockable. Switches sides.
 - Missing the throw does not diminish Gauge Levels.
11 ——


 //////////////////
//  CRITICAL 6  //                                            SYSTEM DISSECTION
////////////////////////////////////////////////////////////////////////////////

The following sections help to break down the game system and mechanics which
are involved in 《Critical Blow》 (CB), and assist both new and veteran players
to further understand the game's inner workings.

Descriptions concerning movement, controls, and motions should be taken as if
the character is on the 1P (left) side of the screen. Invert for the 2P side.

(  Movement: Walking / Jumping / Dashing / Running / Rolling  )  =====  ( 6.01 )

+-- [  Walking  ] -------------------------------------------------------------+

- [6] or [4]

Each character can walk forward and backward on the playing field by holding
the joystick right or left, respectively. As your character is moving backward
it doubles as a standing guard which protects them against any incoming MID and
HIGH attacks.

CB has moments of fast-paced action like other fighting games, but walking is
not a bad method of mobility to get around the playing field. It may not cover
as much ground and distance as dashing or jumping would, but can make it easier
to position your character for specific placement. Times are calculated on how
many frames it takes a character to move from one end of a stage to the other.
Characters walk at different paces, and some move much faster than others.

Sieguei walks the fastest both forward and backward, so its walking speed is
set as a benchmark to compare everyone else against it:

- FORWARD WALK SPEED (expressed as a percentage of Sieguei's forward speed)
  Bobby, Marry, Rickey, Sieguei        - 100% speed (114F to cross stage)
  EX Rickey, Chiaki, Kei               - 96.6% speed (118F to cross stage)
  Hagane, Mark, Reymond                - 91.9% speed (124F to cross stage)
  Berserker                            - 87.0% speed (131F to cross stage)
  Mao, Neil                            - 84.4% speed (135F to cross stage)
  Merkuar                              - 80.3% speed (142F to cross stage)

- BACKWARD WALK SPEED (expressed as a percentage of Sieguei's backward speed)
  Sieguei                              - 100% speed (181F to cross stage)
  Bobby, Marry                         - 92.3% speed (196F to cross stage)
  Chiaki, Kei, Rickey                  - 86.2% speed (210F to cross stage)
  Hagane, Mark                         - 84.2% speed (215F to cross stage)
  Berserker, EX Rickey, Neil           - 78.0% speed (232F to cross stage)
  Mao, Merkuar, Reymond                - 77.0% speed (235F to cross stage)

+-- [  Jumping  ] -------------------------------------------------------------+

- Normal Jump: 7 / 8 / 9
- High Jump: 2,7~9

Jumping is the direct way to get a character airborne. There is two types of
jumps: normal jump and high jump. After input, the character goes into a pre-
jump state of animation for a number of frames before they leave the ground.
Characters are vulnerable to attacks during their pre-jump phase. If they are
hit during, they go into standing hitstun.

Jumping either vertically or diagonally lasts the same amount of frames. All
characters jump further forward than they do backward.

After landing from a jump characters go into landing recovery animation. These
last about as long as the character's pre-jump frames. Upon landing, characters
cannot guard, and both movement and attacking can only begin after the full
duration of landing recovery. Jumping consecutively also requires full landing
recovery, and the following jump's pre-jump frames execute afterward.

All characters have the exact same number of jumping frames, and they all jump
and high jump at the same height and distance.

- JUMP DURATIONS (expressed in frames; in order by fastest normal jump)
 --------------+--------------+---------------+--------------+--------------
  Pre-jump     | Normal Jump  | High Jump     | Landing      | Total Frames
 --------------+--------------+---------------+--------------+--------------
        4             38             39               6             48

+-- [  Dashing  ] -------------------------------------------------------------+

- 66 or 44 (with no more than 15 frames separating the inputs)

Characters all have the ability to increase the speed of their movement either
forward or backward with the use of dashing. This is accomplished by quickly
double-tapping the joystick forward or backward within 15 frames.

Dashes cover a lot more ground than normal walking, also in a much faster time
period. This is one of the main methods of movement around the screen to close
distances and evade quickly during the course of combat.

Forward dashing is used as a means to aggressively get in toward the opponent
as quickly as possible. It also provides momentum, which allows the character
to get in "deeper" against an opponent to attack.

You can cancel a forward dash with a jump/high jump, attack, or special attack,
but cannot guard. It is also possible to extend the distance of the forward
dash slightly with a "dash slide": pressing 63 has the character advance with a
dash, but at the end take an additional glide forward while crouching.

Dashes last a specific amount of frames for one full duration; all characters
dash at the same rate:

- FORWARD DASH DURATIONS (expressed in total frames)
  All characters                       - 23 frames

Backdashing is the method to backpedal swiftly, allowing the player to retreat
out of situations. They overall have the properties of a forward dash, except
you cannot jump cancel. All characters backdash at the same rate:

- BACKWARD DASH DURATIONS (expressed in total frames)
  All characters                       - 19 frames

+-- [  Running  ] -------------------------------------------------------------+

- 6[6] (with no more than 15 frames separating the inputs)

Running is a nonstop dash, and possess all the same properties. The difference
is that running continues as long as [6] is held, even if the character meets
up against the opponent.

Running can be canceled by pressing 4 or 2 on the joystick.

Character run at slightly different speeds:

- FORWARD RUN SPEED (expressed as a percentage of Berserker's forward speed)
  Berserker, Sieguei                   - 100% speed (59F to cross stage)
  Bobby, Chiaki, EX Rickey, Rickey     - 92.2% speed (64F to cross stage)
  Hagane, Mark, Marry                  - 89.4% speed (66F to cross stage)
  Kei, Neil, Mao, Merkuar              - 86.8% speed (68F to cross stage)
  Reymond                              - 83.1% speed (71F to cross stage)

+-- [  Rolling  ] -------------------------------------------------------------+

- 2Ac

Mogurikomi ("crawl under"), AKA "dodge roll," are evasive moves which cause the
player to advance forward while rolling low on the ground. Typically used to
avoid attacks, but they can also pass through the opponent to end up on their
other side if they aren't in the corner. Rolls last 36F and make the character
invincible to physical attacks and projectiles, but they are vulnerable to
throws (normal, Kuzushi, and command).


(  Attacking  )  =====================================================  ( 6.02 )

- Press one of the two attack buttons: Punch (P), or Kick (K)

《Critical Blow》 utilizes two attack buttons: Punch and Kick.

Basic attacks (sometimes called "normals" or "buttons") are every character's
standard form of offense. They require no special or complex inputs to execute.

Because this is a 2D-game with 3D mechanics, joystick directions combined with
a button press create different attacks. For example with Chiaki, her regular
Punch (5P) is a simple attack with her left arm, but her 3P is a swooping hook
punch that LAUNCHES the opponent, while 4P is a double palm strike which sends
the opponent flying across the screen. Each button can have anywhere between
7~10 different attacks depending on the direction pressed or held during. Many
of these new attacks have alternate properties and inflict different damage,
so check a character's section to get specific details on all their moves.

Button priority when the buttons are pressed simultaneously goes as follows:
  - Kick has priority over Punch.


(  Guarding  )  ======================================================  ( 6.03 )

Guarding is the art of defense, and a highly fundamental part of any fighting
game. Learning to guard properly can make or break a player, and should be one
of, if not the most important tactic to master in the beginning. Guarding an
attack negates most or all of its potential damage.

Characters are able to guard against attacks in three ways:

 ------------------+------------------+------------------+------------------
  Guard Type       | Defensive Input  | Guards Against   | Vulnerable To
 ------------------+------------------+------------------+------------------
  Standing Guard     [4]                MID, HIGH          LOW, Throw
  Crouching Guard    [1]                MID, LOW           HIGH, Throw
  Aerial Guard       j.[1_4_7]          MID, HIGH, LOW     ——

Guarding is accomplished by holding a backward direction (away from opponent)
while your character is not otherwise occupied performing an attack or action.
Guarding correctly places your character in a state called 'guardstun'. The
length of guardstun is dependent on the attack that caused it; stronger moves
tend to inflict a longer guardstun duration. For example, guarding Marry's 5P
causes 9 frames of guardstun, but her [6]K inflicts 17 frames.

Holding back on the joystick as your character is being attacked has them take
up a standing defensive stance which protects them against both MID- and HIGH-
level attacks. (HIGH attacks typically include all jumping/aerial attacks and
overhead-type moves.)

Alternately, holding down-back on the joystick as your character is being
attacked has them take up a crouching defensive stance which protects them
against both MID- and LOW-level attacks. (This is typically the position you
want to guard most of the time while on the ground.)

Characters can also guard while airborne by holding any of the three backward
directions: [1_4_7]. This protects them from all levels of attacks: MID, HIGH,
and LOW. In saying that, some LOW-level attacks have odd hitboxes when used
against jumping opponents. They pass through the opponent completely, even if
it appears it's hitting their hurtbox. Lastly, sweeping-type LOWs may not come
in contact while an opponent is jumping, and only hit during landing frames,
wherein the opponent cannot guard.

Throws——both normal and command (eg - Mao's Solid Heart)——can't be guarded.

Aside from throws, there are no unblockable techniques in CB.

While guarding is a way to protect your character from taking a lot of damage,
there are attacks which will still tick away at the character's life bar. Most
special moves deal damage even when guarded——this is called 'chip damage'. Chip
damage amounts to inflicting ~10~15% of the attack's potential damage. Basic
attacks do not chip. It is possible to defeat an opponent through chip damage.

CB has "impact guarding," meaning that characters take up a defensive stance
only when their hurtbox is struck by an attack.


(  Quick Recovery  )  ================================================  ( 6.04 )

- When hitting the ground, press Ac.

Quick Recoveries (Ukemi) are a defensive technique of "safe falling," where
instead of the character hitting the ground and forced into a longer recovery
period, they immediately roll back to their feet. Some of the main uses of an
ukemi is to counter aggressive opponents, avoid OTG hits, and better defend
against okizeme. There is one type of quick recovery: ground.

Within 4F of hitting the ground, press Ac. The character rolls back to a stance
where they landed, lasting 21F. During that time the character is invincible to
all attacks, including throws. Ukemi cannot be controlled; the character only
recovers in one direction.

Ukemi can be used to counter the recovery time against any normal KNOCKDOWNs,
including after a WALL BOUNCE, but cannot be done after a ROLLING KNOCKDOWN.


(  Throwing / Throw on Hit  )  =======================================  ( 6.05 )

+-- [  Throwing  ] ------------------------------------------------------------+

- Normal: When close to an opponent on the ground, PAc (Punch + Action)
- Kuzushi: When close to an opponent on the ground, KAc (Kick + Action)

Throws (Nage) are close range moves that each character has at least one of,
and are unblockable techniques. Throws can't be used against opponents who are
caught in guardstun, or those actively guarding something. However as soon as
the opponent goes back to neutral stance, they can be thrown. There are three
different types: ground throws, command throws, and Kuzushi.

All characters are able to perform a ground throw by pressing the Punch and
Action buttons (PAc) simultaneously. You can't alter the direction in which an
opponent is thrown by pressing back; throws are always done in the direction
a character is facing. However, some characters have throws that automatically
switch sides.

Command throws are throwing techniques that instead have a specific joystick
and/or button command rather than just pressing one direction. Mao, Merkuar,
Neil, and Reymond all have command throws. Some command throws tend to inflict
more damage than basic throws, or possess an unique mechanic.

Kuzushi ("break") are special throws performed by pressing the Kick and Action
buttons (KAc) simultaneously. These always switch sides with the opponent, and
forces them into a STAGGER hit state. Kuzushi universally give the same benefit
of the attacker having a +32F advantage, but they deal no damage.

Throws can't be escaped. Once a character is grabbed, the damage they suffer is
guaranteed.

- CHARACTER NORMAL THROWS (in order from strongest to weakest)
 -------------------------------------+-------------------------------------
  Character                           | Damage
 -------------------------------------+-------------------------------------
  Berserker                             22
  Chiaki, EX Rickey, Hagane, Kei, Mao,  20
    Mark, Marry, Merkuar, Reymond,
    Rickey, Sieguei
  Neil                                  16
  Bobby                                 15

- CHARACTER COMMAND THROWS (in order from strongest to weakest)
 ------------------------+------------------------+-------------------------
  Character              | Throw Input            | Damage
 ------------------------+------------------------+-------------------------
  Reymond                  63214P                   44
  Berserker                63214K                   35
  Merkuar                  63214K                   34
  Berserker                63214P                   26
  Reymond                  63214K                   22
  Neil                     63214K                   20
  Reymond                  236P                     20
  Mao                      63214K                   17
  Reymond                  214P (both)              17
  Sieguei                  236P                     0

+-- [  Throw on Hit  ] --------------------------------------------------------+

Throw on Hit moves are grab-like special attacks that can be guarded. These go
into special throwing animations when the attack connects. While not completely
in the same category, these are sometimes considered command throws. Unlike
normal throws, throw on hit attacks can strike during hitstun or guardstun.
Berserker and Sieguei have throw on hit attacks.

Throw on Hit attacks cannot be escaped.


(  Special Moves  )  =================================================  ( 6.06 )

Called "hissatsu waza" in Japan, special moves are unique and powerful attacks
that all characters possess. They are performed through the combination of a
directional joystick sequence followed by a button press. There are typically
three types of special move inputs: motions, charges, and taps.
  - Marry's Luna Eclipse (236K) is a MOTION special.
  - Neil's Nuts Crack ([4]6P) is a CHARGE special.
  - Sieguei's Kaze Bashiri (22P) is a TAP special.

After the directional maneuver is performed, the attack button must be pressed
within 9 frames——which is less than 1/6 of a second.

Charged attacks (eg - [4]6P) require a minimum of the held direction/button(s)
for 17 frames——less than 1/3 of a second.


(  Projectiles & Durability  )  ======================================  ( 6.07 )

Projectiles are independent objects, usually familiarized with energy blasts,
that a character hurls across the screen. They have their own unique value
check that occurs whenever different projectiles collide into one another:
durability points.

Durability points (DP) come into play when projectiles of the same priority hit
one another. They are the hidden amount of strength that projectiles carry with
them. All projectiles have their own worth that determines how much power is
needed to cancel it. For projectiles here, their durability is equal to the
amount of hits they do. (Merkuar's Meteor Bomb is the only exception.) Whenever
projectiles collide, they mutually deplete durability according to their DP
ratings. As durability is taken away, it also decreases the amount of hits and
damage the projectile does in full.

Beams are special types of projectiles that generally fill an area of a screen
completely either horizontally or vertically, and inflict multiple hits. Beams
in CB do not follow the archetype of having durability, so they are unable to
collide against other projectiles or beams. Berserker, Rickey, and EX Rickey
have BEAM projectiles.


(  Life Gauge  )  ====================================================  ( 6.08 )

The Tairyoku ("vitality") Gauges are the bluish bars at the top of the screen
on either side of the timer——Player 1's is on the left side and Player 2's is
on the right. Each character's life gauge begins with 140 units of health.
During battle, attacks take away certain amount of life units based on how they
hit the opponent. The checkered area is how much stamina a character has lost.
Once an entire meter is empty, it means that player has lost all their life
points and their character is defeated. The round goes to the winner.

No characters are able to regain life through special abilities, unless it's
through usage of the Heal card from Trading Mode (see section 3.02).

If the time expires, the character with the most life wins the round. If the
bars are equal, the match is considered a draw and both characters are awarded
a victory. If a draw game happens during the final round, another round begins
as "Sudden Death" where both characters have 0 health and the player to make
the first hit wins. If a draw game occurs in Sudden Death, the entire match is
then considered a draw and the game goes back to character select.

CB does not have character dependent health totals like other fighting games
may; however, characters are arranged by their damage group. This means that,
instead, different groups take an altered percentage of an attack's base
damage. There are 5 groups; all damage values listed in this FAQ are based off
"Group B," who receive the highest amount of damage amongst the normal cast:

- DAMAGE GROUPS (damage decreases going toward the right)
 --------------+--------------+---------------+--------------+--------------
  Group A      | Group B      | Group C       | Group D      | Group E
  (130% damage)| (100% damage)| (90% damage)  | (~85% damage)| (~75% damage)
 --------------+--------------+---------------+--------------+--------------
  EX Rickey      Chiaki         Bobby           Hagane         Berserker
                 Mao            Kei             Merkuar
                 Marry          Mark            Neil
                 Rickey         Sieguei         Reymond

For example, Bobby's "6P,4P,P,P,623K" combo does 60 damage to Rickey, but deals
54 damage to Kei, 50 damage to Neil, 44 damage to Berserker, and 78 damage to
EX Rickey.


(  Special Gauge  )  =================================================  ( 6.09 )

Like many modern fighting games, CB possesses an alternative power gauge that
needs to be filled before gaining ability to a Super attack. In the bottom
corners of the screen are blue-green revolving triangles with a number within
a diamond——that's the Special Gauge, often referred to as "meter".

The gauge has 100 units. As the gauge gains energy, the triangle spins faster
and gradually changes in color. As it nears completion the color changes red.
Once the gauge is filled, the number in the center increases and the gauge
returns to a blue-green color.

The Special Gauge stores a maximum of 3 levels.

Special Gauge energy is added regularly throughout the fight through a myriad
of interactions:

- BUILDING SPECIAL GAUGE ENERGY (in order of effectiveness):
  Hitting the opponent with an attack
  Opponent guarding your character's attack
  Guarding an opponent's attack
  Getting hit by an opponent's attack

Energy gained does not overflow, carrying over toward a new level. For example,
if your character has 90 energy stored in their meter, and their attack gives
15 energy, only 10 of it is used to gain the level. The remaining 5 is lost.

Stocks of Special Gauge are needed for the following:

 ------------------------+------------------------+-------------------------
  Ability                | Special Gauge Cost     | Purpose
 ------------------------+------------------------+-------------------------
  Assault Blow             1 level                  Damage, launcher, combo
                                                      extension
  Super Blow               1 level                  Damage, combo extension
  Critical Blow            3 levels                 100% damage

Stocks and Special Gauge energy transcend rounds.


(  Assault Blow / Super Blow / Critical Blow  )  =====================  ( 6.10 )

+-- [  Assault Blow  ] --------------------------------------------------------+

- [Ac] for 120F, ]Ac[ (requires 1 Special Gauge level)

Assault Blows (AsB) are unique attacks universal to all characters. By holding
the Action button for two seconds with a stock of Special Gauge, it charges up
the AsB. When ready, "AS" appears on the gauge. To activate, release the Action
button which causes the character to advance with a charging attack. If the AsB
connects, it launches the opponent. AsBs are active for 31F.

Assault Blows can be used like special attacks and be canceled into after basic
attacks.

--------------------------+-----------+----------+--------+---------+---------
| ASSAULT BLOW             | Guard Lvl |  Damage  | Impact | +On Hit |  Notes  |
--------------------------+-----------+----------+--------+---------+---------
 [Ac] 120F, ]Ac[                M           8        i15      LCH       OTG

+-- [  Super Blow  ] ----------------------------------------------------------+

Super Blows are high-end attacks that require Special Gauge levels to activate.
All characters have one Super Blow, and they come in an assortment of attacks,
from projectiles, assault rushes/ranbu, and command throws.

Super Blows cost 1 Special Gauge level.

- CHARACTER SUPER BLOWS (in order from strongest to weakest)
 ------------------------+------------------------+-------------------------
  Character              | Super Attack Name      | Damage
 ------------------------+------------------------+-------------------------
  Reymond                  Boosted Knuckle          64
  Mao                      Frozen Splash            60
  Bobby                    Thousand Slash           57
  Sieguei                  Saka Fuusha              53
  Rickey                   Lightning Wave           49
  Berserker                Mono Eye Blaster         49
  Kei                      Zero: Kiwame             46
  Mark                     Dance With Me            45
  Chiaki                   Kou Ki Hou: Tsurane      38
  Hagane                   Kou Ki Hou: Agito        38
  Merkuar                  Meteor Bomb              35
  Neil                     Nuts Destroy             35
  EX Rickey                Lightning Wave           30
  Marry                    Luna Blade Sliver        28

+-- [  Critical Blow  ] -------------------------------------------------------+

Critical Blows, in which the game is named after, are last ditch effort Super
attacks that completely remove all health from an opponent's health bar. They
are essentially precursors to the "Destroy" moves from 'Guilty Gear'. Critical
Blows require 3 Special Gauge levels, and 1/3 health (46 HP), which is denoted
by a flashing white life bar. When all conditions are met, the number on the
Super gauge is replaced by an infinity sign, " ∞ ".


(  Hitstun / Hitstop / Hit States  )  ================================  ( 6.11 )

+-- [  Hitstun  ] -------------------------------------------------------------+

'Hitstun' is the counterpart to guardstun: a state that happens to a character
when they are successfully struck with an attack. During this time a character
will reel from an attack after being hit, leaving them vulnerable. Victimized
characters in hitstun cannot do anything. Hitstun length is dependent on the
attack that caused it; stronger attacks tend to inflict a longer hitstun
duration. For example, Mao's 5P causes 19 frames of hitstun, but her 4P causes
37 frames. Hitting a character while they are stuck in hitstun results in
creating a combo.

The time it takes between when an opponent recovers from hitstun and when your
character recovers from their attack is what develops frame advantages.

+-- [  Hitstop  ] -------------------------------------------------------------+

It usually goes unnoticed, but there is a brief period that happens whenever a
character is hit that causes the game to momentarily freeze for a small number
of frames. This happens in just about every fighting game, and it is used as
an aesthetic to emphasize the force of the attacks. It is known as 'hitstop,'
or sometimes called 'impact freeze'. This occurs both on hits or guards, but
the freeze is longer when a character takes damage. It can be a minor factor
when it comes to timing and execution, but typically does not effect gameplay.

+-- [  Hit States  ] ----------------------------------------------------------+

There are several types of reactions that occur whenever a character is hit by
an attack, whether it's on normal or counterhit. Most attacks just cause the
character to reel, while others inflict a special effect called a 'hit state'.

CB has eight types of hit states:

- KNOCKDOWN (KND)
  Attack sends the opponent to the ground. After a moment, characters who are
  knocked down simply rise in place. Ukemi can hasten recovery time.

- ROLLING KNOCKDOWN (RKD)
  Attack propels opponent across the screen, knocking them into a tumbling roll
  along the ground. Cannot Ukemi. Additional hit can be done during the roll.

- CAPTURE (CPT)
  Attack snares the opponent, incapacitating them and disables their movement
  and actions for X-amount of frames.

- STAGGER (STG)
  Attack forces the opponent to stumble on loose footing. Any attack that hits
  them during that state causes a KNOCKDOWN.

- CRUMPLE (CRM)
  Attack causes opponent to slowly slump to the ground at their feet, leaving
  them vulnerable to non-throwing attacks on the way down.

- LAUNCHER (LCH)
  Attack sends the opponent into the air, setting up a juggle or air combo.

- POP-UP (POP)
  Attack is similar to a LAUNCHER, but doesn't send the opponent quite as high.
  Juggles may be possible, but more restricted.

- WALL BOUNCE (WBN)
  Attack propels opponent across the screen to slam against the back wall and
  bounce back forward off it, leaving them vulnerable as they fall.

- RECOVERY DURATIONS (expressed in frames; in order by fastest recovery)
 -------------------------------------+-------------------------------------
  Character                           | Knockdown Recovery Duration
 -------------------------------------+-------------------------------------
  All characters                        45 frames


(  Combos / Combination Techniques / Juggles / Links  )  =============  ( 6.12 )

+-- [  Combos  ] --------------------------------------------------------------+

Combos are created by hitting the opponent with attacks in a succession while
they are caught in hitstun, in such a manner where it is inescapable. While
combos are a solid technique to do guaranteed damage, they should not be
thought of to be the be-all end-all method on defeating an opponent. There's a
balancing act between solid gameplay and performing efficient and effective
combos to score opportunities against the opponent. Understanding the combo
system is a way to improve being able to unleash stylish and damaging combos.

CB has no chain combo system; instead, combos are created by linking attacks
together with usage of their frame advantage properties, and through the method
of Combination Techniques and juggles.

Damage from attacks performed in a combo suffer from a decay known as 'damage
scaling'. Basic attacks lose damage at a rate of -10% for each consecutive hit,
while Super Blows only lose -3~5%. Kuzushi don't trigger damage scaling.

+-- [  Combination Techniques  ] ----------------------------------------------+

Combination Techniques (CT) are preprogrammed attack strings all characters
(except Merkuar) have at least one of. They are similar to Target Combos from
'Street Fighter'. CTs can only be performed while standing. Everyone's base CT
is called "PK Combination," performed by pressing P > K, but more thorough ones
involve different directional movements throughout.

CTs do not require hitting the opponent. They can be performed in open air.

CTs are thoroughly broken down in each character's section to explain what all
happens after each attack in the string. For example, Rickey's Machine Gun Pile
is listed below:

Machine Gun Pile —— P,P,P (5P > 5P > 5P)
  5P                      | M         | 11       | i8     | +5      |
  5P > 5P                 | M,M       | +12      | i16    | -2      |
  5P > 5P > 5P            | M,M.M     | 13       | i30    | WBN     | 10F gap

If you stop after the first two attacks, Rickey ends up at -2, which is not a
very dangerous disadvantage.

Not all CTs have the hits combo after each other. The first two Punches combo,
but the last punch is a slightly delayed strike which does not catch the
opponent during their hitstun. Periods in the hit level notation is to identify
gaps in the strings, and the notes denote exactly how many frames separate the
attacks. For this reason the damage (13) is not scaled and what is inflicted if
that final attack does connect.

+-- [  Juggles  ] -------------------------------------------------------------+

Juggling is the ability to combo the opponent while they are in the air, stuck
in aerial hitstun. There is no air recovery in CB, so all juggle combo damage
is guaranteed after a successful LAUNCHER. Most juggle combos are timing- and
elevation-based, so practice may be needed to execute complex ones.

Every character has at least one attack which launches, but not all launchers
are created equal. Some knock an opponent higher than others, while some send
the opponent flying in an arc as opposed to straight vertically.

To prevent incredibly powerful combos (even though some still exist), CB has an
internal system I've called "gravity scaling". This diminishes the height in
which a launcher launches based on the amount of hits that happened prior. A
raw launcher naturally ascend the opponent to its full height, but performing a
launcher after another hit curtails the launch slightly. Each hit accumulates
more and more gravity scaling until the opponent just immediately falls to the
ground after a launcher. Launching after Kuzushi invokes no scaling.

+-- [  Links  ] ---------------------------------------------------------------+

Links are special combos that involve waiting until an attack has completely
finished its attack animation then striking again before the opponent recovers
from hitstun. These are much different than chain combos, where the attack
buttons are simply pressed in a sequence to omit recovery, or cancel combos, in
which the recovery periods are circumvented by another action.

CB is not a very link-intensive game, but they do exist and are on the verge of
being brain-dead easy to perform——even 1-frame links. The system allows players
to buffer another attack during the previous attack's recovery period, shortly
before they return to neutral. The best way to time it until you gain a feel is
to input the next attack after the hit spark disappears. The character attacks
on their first available frame after recovery! One of the easiest examples is
Chiaki's 5K,5K link. 5K gives Chiaki +12 advantage, and it also impacts in 12F.
Pressing Kick while Chiaki's leg is retracting causes her to immediately kick
again as soon as she can, resulting in a simplified 1-frame link.

The important part of developing links relies on understanding an attack's
frame advantage on hit and how fast other attacks are executed.


(  Canceling  )  =====================================================  ( 6.13 )

To 'cancel' means to interrupt the recovery of one action into another action.
You are essentially circumventing all of the previous attack's recovery frames
by doing a new attack or action. Most basic attacks are cancelable into special
moves. As it was mentioned in Section 6.10, CB does not have a chain combo
system, so basic attacks cannot cancel into one another unless they are a part
of that character's Combination Techniques.

At its most basic, a cancel looks like this: 5K XX 236P. Kei can hit the
opponent with his Standing Kick, and while they are still in hitstun, cancel
into his Oboro special attack, creating a 2-hit combo.

Older FGC jargon for a cancel is called a "2-in-1," meaning to link 'two moves
in one motion/command.'


(  Tier Listing  )  ==================================================  ( 6.14 )

[ S Tier ]: Merkuar, Hagane
[ A Tier ]: Sieguei, Kei, Mao, Chiaki, EX Rickey, Berserker, Reymond, Neil
[ B Tier ]: Marry, Bobby, Mark, Rickey

Popular fighting games sites like Shoryuken.com have not yet, to my knowledge,
gotten around to breaking apart this game. It's one of those games that can
easily be overlooked unless you've heard of or played its predecessor, Gen'ei
Tougi: Shadow Struggle. CB is one of those rare games that surprisingly has a
overall balanced cast. Those in the last tier can perform, just have to think
a little outside the box to do what higher tiered characters can do.

Remember: Tier lists are not set in stone and are constantly evolving as new
tech is developed through gameplay. They should simply be looked at as a basic
layout on how some characters stack against others, but by no means are they
undisputed in their rankings. Tier lists also do not take into account certain
character matchups, nor individual player skill.

[S+] MERKUAR: Super armor, super armor, super armor, super armor. Combined with
taking less damage, Merkuar has little or nothing to fear. He can charge in at
the beginning and be a threat from there.

[S] HAGANE ICHINOMIYA: The man Kei wishes to grow up to be, Hagane 63214P and
brutal corner combos take little effort (and meter) to execute.

[A+] SIEGUEI: Sieguei's OTG damage is the best in the game due to 236P,6P, and
236K makes him more of a threat in how easily it can catch. Not many vicious
combos, but he can still get the job done with ease.

[A+] KEI: In that 'Ichinomiya' tier with the easy juggle combos, Kei's damage
hurts if he catches. He's easy to slip up and leave open if too erratic, but
tends to make up for any mistakes with his 236P and 623P combos.

[A+] MAO CHILLING: Solid Heart is too good of a command throw in a game where
throws are not good. But if she lands it, half-life combos follow after. Her
buttons are not amazing, but her specials more fill in the gaps.

[A] CHIAKI ICHINOMIYA: Not as straightforward as her Dad and Kei, but Chiaki's
combos do still hurt. She's another who excels in the corner, so 4P, 214K, and
j.214P help to put them there. Tricky and flighty, faster than most characters.

[A] EX RICKEY: On paper Rickey is not a good character, but given slightly more
damage and he's .. slightly better. 214P makes for a fast blast to knock people
away from him, and his much faster Super Blow allows for better combos.
</pre><pre id="faqspan-5">
[A-] BERSERKER: Firin' mah Lazer Beams! Berserker can potentially sit across
the screen to just spam 236P all day. Those who have projectiles are the only
ones he has to play slightly different against.

[A-] REYMOND NORMAN: Reymond's main issue is just getting into range, and even
when he is he can still miss a throw due to no vacuum. He rivals Sieguei in a
dominating OTG with 22P, so he will get his damage one way or another.

[A-] NEIL MCDANIEL: A charge character in a game where charging times are so
minuscule. Neil is pretty much limited to P,K,[4]6P combos, but even that deals
solid damage. 63214P is just for gimmicks, but connecting usually is a win.

[B+]: MARRY PHILLIPS: Luna Eclipse/Fall combos are her staple, and with Kuzushi
she has little trouble pulling them off. It's because of those combos being a
bit tricky to pull off that Marry can lose out on damage she can't afford to.

[B] BOBBY LOGGINS: High mixups, low damage output makes Bobby a character who
has to make a lot of choices to see him to the end.

[B] MARK STANFORD: Surprisingly to have a character with an infinite combo who
is not threatening. 1P is one of the best launchers in the game, but he doesn't
get much great damage off it. His Critical Blow is funny, so that's something?

[B-] RICKEY LEON: Just play EX Rickey.


 //////////////////
//  CRITICAL 7  //                                           MISCELLANEOUS INFO
////////////////////////////////////////////////////////////////////////////////

(  Special Thanks  )  ================================================  ( 7.01 )

- Banpresto                                                ( banpresto.co.jp/ )
  The popular plushie and model creators have dipped their hands into making
  video games a couple of times before. I enjoyed the Tekken-ish feel to the
  game, and its smooth juggle and combo engine was very fun. Overall, not bad.

- Shoryuken.com                                              ( shoryuken.com/ )
  The fighting game information emporium! Got details on how to use RAM codes
  to find stamina and damage amounts. Coupled with LUA coding, was able to
  create a psuedo training mode for the emulator.

- Jeff "CJayC" Veasey + GameFAQs                              ( gamefaqs.com/ )
  Still one of the best sites out there for all-game information.
  (GameFAQs : http://www.gamefaqs.com/users/CJayC)

- Anime Palace                                             ( animepalace.com/ )
  Managed to pick this up from their booth at Anime Central for only 25$.


(  Secrets / Codes  )  ===============================================  ( 7.02 )

- Unlock EX Rickey
  Beat the game in Tournament Mode on Hard difficulty. EX Rickey will be off
  the edge of the screen to the left of Berserker. (If you have any Card
  characters, EX Rickey will instead be to the left of those.)

- Unlock Hagane Ichinomiya
  Beat the game in Theater Mode on Normal difficulty. Hagane will be off the
  edge of the screen to the right of Bobby Loggins.

- Unlock Merkuar
  Beat the game in Tournament Mode on Normal difficulty. Merkuar will be off
  the edge of the screen two places to the left of Berserker.

- Unlock Sieguei
  Beat the game in Tournament Mode on Easy difficulty. Sieguei will be off the
  edge of the screen two places to the right Bobby Loggins.

- Game Shark Codes
  Unlock All Secret Characters         80068C54 FFFF

  Infinite Life (P1)                   8011A0C8 008C
  Infinite Life (P2)                   8011B420 008C

  1 Hit Kill (P1)                      8011A0C8 0000
  1 Hit Kill (P2)                      8011B420 0000

  Infinite Super Blow (P1)             3010FBC0 0004
  Infinite Super Blow (P2)             3010FBC1 0004

  No Super/Critical Blow (P1)          3010FBC0 0000
  No Super/Critical Blow (P2)          3010FBC1 0000


(  Translations  )  ==================================================  ( 7.03 )

< BOBBY LOGGINS >
Kuuchuu Keen Slash                     Aerial Keen Slash

< CHIAKI ICHINOMIYA >
Banzai Double Punch: Hagane Mikounin (1)
                                       Banzai Double Punch: Hagane Unofficial
Ichinomiya-ryuu Hi Ougi - Kou Ki Hou: Zetsu
                                       Ichinomiya Style Secret Special
                                         Technique - Howling Spirit Cannon:
                                         Sever
Ichinomiya-ryuu Ougi - Kou Ki Hou: Tsurane
                                       Ichinomiya Style Special Technique -
                                         Howling Spirit Cannon: Party
Kuuten Hou                             Racing Demolish
Ren Bu                                 Connected Dance
Ren Ka: Chi/Ten                        Connected Whirlpool: Earth/Heaven
Ren Kou                                Connected Bite
Ren Yoku                               Connected Wing
Renda: Chi/Ten                         Barrage: Earth/Heaven
Renkan Fuu Dan Kyaku                   Chain Wind Cutting Leg
Renkan Ten Retsu Kyaku                 Chain Heaven Violent Leg
Sou                                    Spear
Tenshin Tou Shou                       Turnover Falling Palm

1 "Banzai" is an exclamation for "cheers!" or "long life!"

< HAGANE ICHINOMIYA (H) / KEI IWASE (K) >
 K  Ichinomiya-ryuu Hi Ougi - Homura   Ichinomiya Style Secret Special
                                         Technique - Blaze
H   Ichinomiya-ryuu Hi Ougi - Kou Ki Hou: Kiwame
                                       Ichinomiya Style Secret Special
                                         Technique - Howling Spirit Cannon: End
H   Ichinomiya-ryuu Ougi - Kou Ki Hou: Agito
                                       Ichinomiya Style Special Technique -
                                         Howling Spirit Cannon: Jaw
 K  Ichinomiya-ryuu Ougi - Zero: Kiwame
                                       Ichinomiya Style Special Technique -
                                         Zero: End
H   Kai                                Commandment
HK  Kasumi                             Mist
HK  Kou                                Shell
H   Kou Ki Hou                         Howling Spirit Cannon
HK  Kusabi                             Arrowhead
HK  Oboro                              Gloom
HK  Ren Byou                           Connected Rivet
HK  Ren Fu                             Connected Axe
HK  Ren Mu                             Connected Halbred
HK  Ren Tei                            Connected Lever
HK  Ren Tsui                           Connected Hammer
HK  Renda                              Barrage
HK  Rensa                              Chain
 K  Shin                               Quake
HK  Zero                               Zero

< MAO CHILLING >
Kuuchuu Icefall                        Aerial Icefall

< MARRY PHILLIPS >
Kuuchuu Luna Eclipse                   Aerial Luna Eclipse
Kuuchuu Luna Fall                      Aerial Luna Fall

< SIEGUEI >
Asuka Giri                             Flying Bird Cut
Kage Bashiri                           Shadow Running
Kage Nui                               Shadow Sewing
Kaze Saki                              Wind Cutting
Kugutsu                                Puppet
Kugutsu Sune Gari                      Puppet Shin Reaping
Kugutsu Tenbu                          Puppet Heavenly Dance
Kugutsu Tsuriage                       Puppet Raising
Nagi Otoshi                            Mow Down Drop
Saka Fuusha                            Reverse Windmill
Tsukikuzushi                           Crushing
Zan Rin                                Kill Wheel


(  Revision History  )  ==============================================  ( 7.04 )

v. 2.0  //  2020.02.08
- An intense upgrade from the previous version released 9 years ago. Complete
  frame data and character specific information added to upgrade this to MaxFAQ
  status. All special moves and Combinations thoroughly dissected to list all
  information concerning their properties. The game system also described in
  detail. Also added the story, and more information about the different game
  modes (which I stupidly left out). The hardest and most thoroughly explained
  section is Trading Mode, which I almost made a completely separate FAQ for.
  But I managed to slim down the section so it wasn't incredibly long.

v. 1.0  //  2011.04.22
- I am going through the gauntlet of my old FAQs to redo them into a much more
  professional format. Critical Blow is a game I had some fun with and threw a
  hasty FAQ together when I was a newbie at writing documentations. I've since
  developed my style at writing FAQs, so now I'm coming back to relaunch this
  properly. Trust me, the old FAQs were horrible. I highly doubt people even
  know this is actually a game, at least outside of Japan.

v. 0.0  //  1998.06.23
- FAQ initial launch.


(  Final Note  )  ====================================================  ( 7.05 )

Oss'!
I've made a lot random import video game purchases over the years without doing
much research on them. Some have been very bad, but others have surprised me in
how great they were, and just managed to fall under the radar. Critical Blow is
actually not a horrible game, and there is an amount of depth to it. Most of my
fun came from some landing some of the most outlandish juggles combos, and the
Card/"custom creator" system is a nice touch even though I wasn't able to read
a lot of the kanji back when I first got the game. Now that I'm revisiting many
old titles, it is still entertaining to do all those 75% damage corner juggles.

  Have something to mention about this game or FAQ you want me and others to
  know about? Did you find any of the above information wrong or misleading?
  Or maybe you have additional details that is worth posting about. Whatever
  the case is, feel free to send it! Anything that is posted within the FAQ,
  you receive full credit for! That means authorized bragging rights for all
  the internet to behold! So don't hesitate and send all that juicy info in!
                                          .. By the way, thanks for reading!

  Sayounara, adios, ciao, xie xie, au revoir, and all that other crap. ♥ ^_^
                                          - afroshouji <[email protected]>
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 | creative."    - Space Ghost, to Tyra Banks; "Space Ghost: Coast 2 Coast" |
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