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#     # #   # ####  ##    ##   # #   # #  ##  ##   ####     ##
#     # ##### #  #  # #    ##  # ##### #  # # #### #  #      ##
#####  #   # #   # #  #    ## # #   # ##### #     #   #  #333333333
#      #           #  # ####                            333333333333
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                                                                33333333
        Version Last      5/19/00                    3333         3333333
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*****************************************************************************

Message Board: http://pub44.ezboard.com/bdingojellybean

If you have questions, post there and I will answer it when I can. Sorry
if you can't contact me on AIM anymore...if it weren't for people warning
me up to 70% at times AFTER HELPING THEM, then I wouldn't have to close off
AIM to those who need help with a certain game. Thank you.

*****************************************************************************

=============================================================================
---------------------------------[Credits]-----------------------------------
=============================================================================

-+- Capcom(www.capcom.com)
   Thanks to Capcom for making one of the best fighting games of all time!

-+- S "Akuma" Rotondi(http://www.gamefaqs.com/console/psx/game/20007.html)
   I urge you to check out his FAQ, it has a lot of juicy details on the
   massive game and some really nice secrets that I never even knew about!

-+- Tiger Tiger of the Wind([email protected])
   Thanks for some info regarding the game, even though it was mainly
   trivial than game related.

-+- CJC(www.gamefaqs.com)
   Thanks to his hardwork on the site for allowing people to read guides
   without buying them.

-+- Dingo Jellybean(www.vfaqs.net)
   And me for typing the FAQ.

=============================================================================
=============================================================================

Version 1.00: Initial release, contained practically everything that I knew
             of in the game.
Version Last: Didn't add much, this is to note that I will not be updating
             the guide anymore.

=============================================================================
=================================Copyright===================================
=============================================================================

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This document is (C) Dingo Jellybean; 2000

=============================================================================
==============================End of Copyright===============================
=============================================================================

- Game Engine

 - Moves available to all
 - Combo System

- Movelists

 - Quick Reference(Shortened Movelist)
 - Anakrais
 - B.B.Hood
 - Bishamon
 - Demitri
 - Donovan
 - Felecia
 - Hsien-Ko
 - Huitzil
 - Jedah
 - J.Talbain
 - Lilith
 - L. Rapter
 - Morrigan
 - Pyron
 - Q-Bee
 - Rikvo
 - Sasquatch
 - Victor
 - Oboro

- Combos
- Endings
- Miscellaneous
- Credits

=============================================================================
----------------------------- [ Game Engine ] -------------------------------
=============================================================================

 Well every fighting game has a game engine, simply a fighting game cannot
 exist without an adequete fighting engine. Luckily Darkstalkers 3's engine
 is pretty darn good.

========================
Guard Cancel: F,D,DF+P/K
========================

 This allows the character to counter attack or push block when they are
 blocking an attack. You can't just press punch or kick, you will have to
 refer to the movelists to see which button to press. Also note that the
 Guard Cancels take up absolutely no levels of super whatsoever.

============================
Advancing Guard: P/K Rapidly
============================

 When you are blocking an attack go crazy on your controler or Joystick and
 you will push your opponent back. This is basically push blocking, its
 pretty useful at times if your opponent puts the pressure on you. However,
 try not to do it too often, often you might find yourself getting counter-
 attacked rather than push blocking because you might do the Advancing
 Guard too early.

=========
Dash: F,F
=========

 This is your basic dash, note that sometimes your character can dash
 through a character, but that all really depends on which character that
 you choose to use. However unlike the crossover series you CANNOT dash
 with the 3 punch button exemption.

===========================================================
Blocking and Air Blocking: Hit opposite direction of attack
===========================================================

 The most essential thing in fighting games is blocking. You can't have a
 good offensive without a good defense. You can block in the air as well
 as on the ground, when the opponent jumps at you from above block high,
 and when the opponent tries to sweep you block low. Also note that your
 life bar will decrease a bit if you take block damage, luckily all
 block damage incured can be recovered gradually.

=====================================
Throw or Grab: F/B+MP/FP/FK/RK(close)
=====================================

 When your opponent jsut can't seem to stop blocking all day, you should
 try to throw them. Throws and grabs are always unblockable, for grabs go
 crazy on your joystick or controller to get more hits out of it. You
 can't really do anything after you have thrown the opponent besides the
 persuit attack, but you can knock out of a throw or grab before the
 damage is done.

=====================================
Throw or Grab escape: F/B+P/K rapidly
=====================================

 This is basically known as a technical hit, but its just called differently
 in this game. You can either reduce the damage of the throw or the grab or
 you can escape the damage from the throw or the grab all together. It
 all really depends on how early or how late you do the motion.

==========================
Retreat and Stand: F/B+P/K
==========================

 This is basically an escape when you are knocked to the ground either by
 an attack or a throw or a grab. Depending on which directional button you
 press will determine where you will go and depending on the strength of
 the punch or the kick button you press will determine the distance of your
 Retreat and Stand, the stronger the button used in the motion the farther
 you will roll. Note that you should use this often, especially when you
 are trying to escape from a persuit attack.

===============================
Defensive Fall: F/B+MP/FP/FK/RK
===============================

 This is basically to soften your landing from either a throw or a ground
 sweep. It will reduce the damage taken from falls and there is basically
 no disadvantage to using it.

==================================================
Basic Chain Combo: JP,SP,FP/SK,FK,RK(sequencially)
==================================================

 The basic chain combo goes from the weakest punch to the strongest punch,
 its pretty much like the magic series in the crossover games, I'll
 elaborate on this a little more in the combo engine section below.

=============
Taunt: Select
=============

 This is basically a taunt that a character will do, its more here to tease
 rather than any defensive or offensive tactic. Note that you can cancel
 into a taunt but you cannot cancel out of it, so use it wisely...heck
 what am I saying? Using it isn't even wise at all!

==============================
Dark Force: P+K(same strength)
==============================

 Dark Force in this game allows your character added enhancements or allies
 or whatever to thier already standard arsenal of offense and defense. In
 this game all Dark Force Change can be initiated by hitting the same
 strength attack buttons. The Dark Force Power however are initiated by
 pressing a certain motion and you can only bring one Dark Force to battle
 with you, and these Dark Forces lasts about 6 seconds or so. The difference
 between the Dark Force Power and the Dark Force change is that the Dark
 Force Power adds a higher attack power when you initiate the Dark Force,
 however you cannot recover any life guage once you incur, basically there
 is no white bar that follows your red bar, the same goes for the damage
 that you incur to your opponent. Dark Force Change takes up one EX bar
 and the Dark Force Power takes up two EX bars, and the Dark Force Power
 makes some of your supers more powerful than they already are.

==========
Auto Block
==========

 When you choose "Auto" from your character selection menu, your character
 automatically blocks without you having to input the blocking command.
 However, you are still susceptible to throws and when your opponent catches
 you in the midst of your attack, your auto blocking will not go into
 effect. Also the supers that are unblockable remain unblockable as well
 and you incur block damage from regular attacks and nearly double the
 amount of block damage from special attacks, but the block damage is
 always recoverable.

=============
Life Recovery
=============

 In battle you might incur damage, even when blocking. However there is a
 white life guage that follows behind the red bar, the red bar will refill
 up to that white bar where it stops and basically you are given more than
 100% of your life in battle so to say. You have to wait a second or two
 for your guage to start refilling back up to the white life bar. Even
 if you you block a hit, the guage stops moving.

======================================
Persuit Attack: After knockdown, U+P/K
======================================

 This is similar to OTG, but not quite exactly since this is an actual
 move rather than just any old OTG. Once you have knocked your opponent
 down hit the motion for the Persuit Attack and your character will jump
 above the fallen opponent and attack them from the air. Sometimes your
 character might do drill attacks that cause as much as five hits. But
 all attacks deal the same amount of damage overall, you should always use
 this attack, you can always try to get some extra damage in.

===========================================
ES Persuit Attack: After Knockdown, U+3P/3K
===========================================

 This is much like the regular Persuit Attack except this will consume one
 level of your super meter and each character has a much more different
 animation than the regular Persuit Attack and it does A LOT more damage
 as well, nearly 3-5 times as much damage than the regular Persuit Attack,
 though you can miss with it and just waste your level of super.

------------------------------[Combo Legend]---------------------------------

 This is the combo legend that I will be using for this FAQ created by the
 Fabulous James Chen with the modifications of Miguel Rustia!

, is used to indicate normal move chaining
--> indicates Special Move cancellation
/\ indicates that you cancel the current move with a Super Jump
\/ indicates that you land after the last move and continue on the ground
S. stands for standing
C. stands for crouching
DN. stands for holding down on the controller while attacking during a jump
UP. stands for holding up on the controller while attacking during a jump
T. stands for holding towards on the controller (direction you are facing)
J. stands for jumping
SJ. stands for Super Jumping
D. stands for Dashing before performing the move
AD. stands for Air Dashing
F. stands for Flying
(OTG) means this will hit opponent "off the ground" hence the term "OTG."
AC - Air Combo
AC Finisher - A move that will end an air combo by initiating the FS


 All moves shown at the bottom are from the left side, if you are on the
 right side just switch the motion of the joystick.

 You can get more hit out of comboes by basically using the weaker
 punches/kicks but they do less damage then there stronger counterparts.

=============================================================================
------------------------------[Combo System]---------------------------------
=============================================================================

 The game's combo system is basically the same as the crossover series'
 combo system. It comprises of the wonderful magic series where all you have
 to do is press the buttons in sequencion and a combo will come out.

=============================================================
Weak Start Magic Series: JP -> FP/RK/FK/SP, SK -> FP/RK/SP/FK
=============================================================

 This part of the magic series comprises of just two hits out of the combo
 chain. The most you can get out of this is just two hits and you cannot
 start from a strong or forward to any stronger or weaker attack.

========================================
ZigZag: JP -> SK -> SP -> FK -> FP -> RK
========================================

 This series allows you to chain in all 6 attack buttons, but sometimes
 your attacks push the opponent back before all six of your attacks
 ever chain. So usually you might get four or five hits max sometimes. Note
 that the majority of the characters in this game have a this magic series
 on the ground.

=========================================
Stronger: SK - > SP -> FP, JP -> FK -> FP
=========================================

 Basically with the stronger you go from the weakest chain to the strongest
 chain, its the basic chain combo the most characters can do in this game.

NOTE: No character in the game has a None, Punch to Kick, or Kick to Punch
     magic series, so I will not need to elaborate on that.

=============================================================================
=============================================================================

---------------------------[Character Movelists]-----------------------------


------------------------------- [ Anakrais ] --------------------------------

Mummy Drop:                     D,DF,F+P
Coffin Fall:                    D,D+P/K
Royal Curse:                    D,DF,F+P(air)
Cobra Blow:                     B,F+P
Inhale:                         D,DB,B+K
Discourge:                      After Inhale, D,DF,F+K
Ax Kick:                        F/B+FK
Moving Drop Kick:               F/B+RK
Float:                          U,U(hold Up the 2nd time)

Gate of Hell:                   B,DB,D,DF,F+K
Pharaoh Magic:                  FK,JP,D,SK,MP
Pharoah Salvation:              RK,SP,D,FK,FP(level 2)
Pharoah Declaration:            RK,SP,SK,D,JP,FK,FP(level 3)

Serpeant Blow:                  B,F+3P
Coffin Drop:                    D,DF,F+3P
Pharaoh Curse:                  D,DF,F+3P(air)

Pharaoh Split:                  JP,JP,D,FK,RK


---------------------------------[ B.B.Hood ]--------------------------------

Smiling Missile:                B(charge 2 sec.)F+P/K
Happy Missile:                  D(charge for 2 sec.)U+P
Cheer of Fire:                  F,D,DF+P
Shy Strike:                     D,DB,B+P
Guard Cancel: Jealousy Fake:    F,D,DF+K
Basket Thurst:                  F/B+SP
Knee Thrust:                    F/B+FK

Cool Hunting:                   B,DB,D,DF,F+3P
Apple for you:                  F,DF,D,DB,B+3K
Beautiful Memory:               B,DB,D,DF,F+3K

Jealousy Strike:                D,DB,B+3P
Wonderful Missile:              D(charge for 2 sec.)U+P
Cheery Missile:                 B(charge for 2 sec.)F+3P
Killing Time:                   P+K(same strength)


---------------------------------[Bishamon]----------------------------------

Soul Stun:                      B,DB,D,DF,F+P
Soul Summon:                    Perform Soul Stun, B+P
Storm Slash:                    Perform Soul Stun, D,DF,F+P
Upper Slash:                    F,D,DF+P
Quick Slash:                    B(charge for 2 sec.)F+P

Soul Torment:                   Knock Opponent Down, D,D+3P
Stone Sentence:                 B,DB,D,DF,F+3K

Soul Choke:                     F,DF,D,DB,B+3P
Spirit Stun:                    D,DF,F+3K
Soul Split:                     Perform Spirit Stun, D,DF,F+3P
Lightning Slash:                B(charge for 2 sec.)F+3P
Tornado Slash:                  F,D,DF+3P

Super Armor:                    P+K(same strength)
---------------------------------[Demitri]-----------------------------------

Chaos Flare:                    D,DF,F+P
Demon Cradle:                   F,D,DF+P
Bat Spin:                       D,DB,B+K

Demon Horde:                    D,F,DF+3K
Midnight Bliss:                 D,F,DF+3P
Midnight Pleasure:              JP,SP,F,FK,FK(level 2)

Demon Flare:                    D,DF,F+3P
Chaos Cradle:                   F,D,DF+3P
Chaos Spin:                     D,DB,B+3K

Dark Side Master:               B,D,DB+3K


---------------------------------[Donovan]-----------------------------------

Kill Shred: Release Sword:       D,DB,B+K
Kill Shred: Call Sword:          Release Sword, D,DB,B+K
Kill Shred: Thunder:             Release Sword, D,DB,B+P
Blizzard Sword:                  B,DB,D,DF,F+P
Flame Sword:                     F,D,DF+P
Lightning Sword:                 B,D,DB+P

Spirit Crusher:                  B,DB,D,DF,F+K
Change Immortal:                 SP,JP,B,SK,FK

Kill Shred: Return Sword:        Release Sword, D,DB,B+3K
Kill Shred: Flash Lightning:     Release Sword, D,DB,B+3P
Freezing Sword:                  B,DB,D,DF,F+3P
Blaze Sword:                     F,D,DF+3P
Thunder Sword:                   B,D,DB+3P

Slay Shred:                      B,D,DB+3K


---------------------------------[Felecia]-----------------------------------

Rolling Buckler:                 D,DF,F+P
Rolling Buckler Uppercut:        Rolling Buckler, then P
Delta Kick:                      F,D,DF+K
Cat Spike:                       F,D,DF+P
EX Charge:                       D,D+2K
Guard Cancel:                    Delta Kick
Where are you?:                  Jump on opponent's head
Wall Jump/Hang:                  Jump to Wall, B/F

Dancing Flash:                   B,DB,D,DF,F+3P
Please Help Me:                  B,DB,D,DF,F+3K

Flashing Buckler:                D,DF,F+3P
Delta Flash Kick:                F,D,DF+3K
Feline Spike:                    F,D,DF+3P


---------------------------------[Hsien-Ko]----------------------------------

Weapon Throw:                    D,DF,F+P
Reflect Gong:                    D,DB,B+P
Guillotine Swing:                F,D,DF+P(rapidly)
Full Extension:                  F+FP

Rising Soul Blade:               B,DB,D,DF,F+3K
Spikes from Heaven:              LK,HK,MP,MP,U
Chinese Bomb:                    B,DB,D,DF,F+3P

Flashing Weapon Throw:           D,DF,F+3P
War Gong:                        D,DB,B+3P
Massacre Swing:                  F,D,DF+3P

Dark Force: Soul Sister:         P+K(same strength)


---------------------------------[Huitzil]-----------------------------------

Plasma Beam:                     D,DF,F+P/K
Missile Launcher:                D,DB,B+P
Genocide Vulcan:                 B,D,DB+P
Plasma Trip:                     D,DB,B+K(air)
Guard Cancel:                    Reflect Wall: F,D,DF+3P
Gear Thrust:                     F+FP
Gear Extension:                  F+RK

Final Guardian B:                B,DB,D,DF,F+3P
Energy Sphere:                   B,D,DB+3K

Plasma Ray:                      D,DF,F+3K/3P
Turrican Vulcan:                 B,D,DB+3P
Plasma Sweep:                    D,DB,B+3K(air)

Dark Force: Ray of Doom:         D,F,DF+2P


----------------------------------[Jedah]------------------------------------

Dio = Cega:                      D,DF,F+P
Nero = Fautica:                  D,DB,B+P
Ira = Spinta:                    F,DF,D,DB,B+K(air)
Spregio:                         F,D,DF+P

Purova = Dél = Cervo:            B,DB,D,DF,F+3K, then K
Finale = Russo:                  D,D,+3P

Dio = Cega:                      D,DF,F+3P
Nero = Fautica:                  D,DB,B+P
Ira = Spinta:                    F,DF,D,DB,B+3K(air)
Spregio:                         F,D,DF+3P

Dark Force: Santu Arrio:         B,D,DB+3K


--------------------------------[J.Talbain]----------------------------------

Beast Cannon:                    D,DF,F+P/F,D,DF+P
Climb Razor:                     D,U+K
Million Flicker:                 D,DB,B+P(rapidly)
Quick Dash:                      D+3K

Dragon Cannon:                   B,DB,D,DF,F+3K(DFC)/B,DB,D,Df,F+3P(DFP)
Razor Slice:                     JP,SP,F,SK,FK

Flashing Beast Cannon:           D,DF,F+3P/F,D,DF+3P
Billion Flicker:                 D,DB,B+3P(rapidly)
Mountain Razor:                  D,U+K

Dark Force: Mirage Body:         B,DB,D,DF,F+3K(DFP)


---------------------------------[Lilith]------------------------------------

Soul Flash:                      D,DF,F+P
Shining Blade:                   F,D,DF+P
Soul Spin:                       D,DB,B+K
High Jump:                       D,U

Splendor Love:                   F,D,DF+3K
Luminous Illusion:               JP,JP,F,SK,FP
Gloomy Puppet Show:              B,DB,D,DF,F+3K(Level 2)

Soul Blink:                      D,DF,F+3P
Bat Spin:                        D,DB,B+3K
Mirage Blade:                    F,D,DF+3P


--------------------------------[L. Rapter]----------------------------------

Death Hurricane:                 D,DB,B+K
Skull Blade:                     D,U+K
Hell's Gate:                     B,DB,D,DF,F+K
Death Phase:                     F,D,DF+K(GUARD CANCEL ONLY)
Extended Chainsaw:               F+FP/RK

Evil Scream:                     F,B+3P
Hell Dunk:                       F,D,DF+3P
Death Voltage:                   F,DF,D,DB,B+3K

Doomed Hurricane:                D,DB,B+3K
Splitting Skull Blade:           D,U+3K

Dark Force: Ultimate Undead:     B,D,DB+3K


--------------------------------[Morrigan]-----------------------------------

Soul Fist:                       D,DF,F+P
Shadow Blade:                    F,D,DF+P
Vector Drain:                    F,DF,D,DB,B+P
Air Dash:                        D,U

Darkness Illusion:               JP,JP,F,SK,FP
Valkerie Turn:                   F,DF,D,DB,B+K, then K
Finishing Shower:                SP,JP,F,FK,SK
Cryptic Needle:                  F,FP,SP,JP,F

Spirit Fist:                     D,DF,F+3P
Darkness Blade:                  F,D,DF+3P
Vector Slam:                     F,DF,D,DB,B+3P


---------------------------------[Pyron]-------------------------------------


Soul Smasher:                    D,DF,F+P
Zodiac Attack:                   F,D,DF+P
Orbiter Blaze:                   D,DB,B+K(air)
Galaxy Trip:                     B,D,DB+P/K

Cosmo Disruption:                B,DB,D,DF,F+3P/3K
Piled Hell:                      F,D,DF+3K(DARK FORCE POWER ONLY)

Soul Crusher:                    D,DF,F+3P
Zodiac Crusher:                  F,D,DF+3P
Solar Blaze:                     D,DB,B+K(air)
Shining Gemini:                  B,D,DB+K


---------------------------------[Q-Bee]-------------------------------------

C -> R:                          B,DB,D,DF,F+P
Delta A:                         D,DB,B+K
S by P:                          K(rapidly)
R.M.:                            F,D,DF+K(GUARD CANCEL ONLY)

Qj:                              F,D,DF+3P
Plus B:                          B,DB,D,DF,F+3K

C -> R:                          B,DB,D,DF,F+3P
Delta A:                         D,DB,B+3K
S by P:                          3K(rapidly)

Dark Force: I2:                  B,D,DB+3K


---------------------------------[Rikvo]-------------------------------------

Sonic Wave:                      B(charge for 2 sec.)F+P
Poison Breath:                   B(charge for 2 sec.)F+K
Tricky Fish:                     B,B+K(DFC)/F,D,DF+K(DFP)
Sea Haven:                       F,DF,D,DB,B+SP/FP(close)
Shell Storm:                     F,DF,D,DB,B+K(close)

Aqua Spread:                     F,DF,D+3P/3K
Water Jail:                      F,D,DF+3P
Sea Rage:                        B,DB,D,DF,F+3P

Super Sonic Wave:                B(charge 2 sec.)F+3P
Bio Breath:                      B(charge fore 2 sec.)F+3K
Magic Fish:                      B,B+3K(DFC)/F,D,DF+3K(DFP)
Ocean Haven:                     F,DF,D,DB,B+3P
Pearl Storm:                     F,DF,D,DB,B+3K

Dark Force: Ocean Range:         P+K(same strength)


-------------------------------[Sasquatch]-----------------------------------

Big Breath:                      D,DF,F+P
Big Blow:                        F,D,DF+P(hold P then release)
Typhoon Kick:                    F,D,DF+K
Ice Towers:                      D,D+P
Big Swing:                       360+K(close)
Big Gulp:                        F,DF,D,DB,B+P(close)

Big Freezer:                     B,DB,D,DF,F+3P
Big Ice Burn:                    B,DB,D,DF,F+3K
Big Sledge:                      360x2+3K(close)

Giant Breath:                    D,DF,F+3P
Giant Blow:                      F,D,DF+3P
Whirlwind Kick:                  F,D,DF+3K
Frozen Towers:                   D,D+3P
Giant Swing:                     360+3K
Giant Gulp:                      F,DF,D,DB,B+3P

Dark Force: Super Armor:         B,D,DB+3K


----------------------------------[Victor]-----------------------------------

Mega Forhead:                    B(charge for 2 sec.)F+P
Mega Fist:                       D(charge for 2 sec.)U+P
Giga Knee:                       F,D,DF+K
Gyro Crush:                      D,DB,B+K
Mega Shock:                      D,DF,F+K
Small Hop:                       D+3K

Thunder Break:                   D(charge for 2 sec.)U+3K
Gerdenheim 3:                    360x2+3K
Giga Brute:                      F,D,DF+3P

Giga Forehead:                   B(charge for 2 sec.)F+3P
Giga Fist:                       D(charge for 2 sec.)U+3P
Terra Knee:                      F,D,DF+3K
Gyro Smash:                      D,DB,B+3P

Dark Force: Great Gerdenheim:    B,DB,D,DF,F+3K


----------------------------------[Oboro]------------------------------------

Soul Stun:                       D,DF,F+P
Soul Summon:                     Perform Soul Stun, B+P
Storm Slash:                     Perform Soul Stun, D,DF,F+P
Upper Slash:                     F,D,DF+P
Quick Slash:                     B(charge for 2 sec.)F+P/K
Spinning Slash:                  B,DB,D,DF,F+P
Dashing Soul Blade:              F,D,DF+K

Soul Choke:                      F,DF,D,DB,B+3P
Stone Sentence:                  B,DB,D,DF,F+3K
Soul Torment:                    D,D+3P

Spirit Stun:                     D,DF,F+3K
Soul Split:                      Perform Spirit Stun, D,DF,F+3P
Lightning Slash:                 B(charge for 2 sec.)F+3P
Tornado Slash:                   F,D,DF+3P
Deathspin Slash:                 B,DB,D,DF,F+3P
Dashing Flash Blade:             F,D,DF+3K

Dark Force: Super Armor:         P+K(same strength)


=============================================================================
------------------------------- [ Anakrais ] --------------------------------
=============================================================================



                          -PHARAOH FOR THE CRYPT-

               "All excellent souls should kneel before me."

 - Those who follow his will shall be protected, and those who oppose him
   will be destroyed. No matter when or where, that rule is unshakable.

--------------------------[Mummy Drop: D,DF,F+P]-----------------------------

 This move is a grab move, it doesn't have much range as you can expect
 but it does do a lot of damage and it cannot be blocked. You can even
 combo in this move as well, although the count guage does not count it as
 a hit, it can still combo in pretty easily. You have to watch out for your
 opponent though, they can easily jump over this and you will be in for a
 combo. This won't catch your opponent in the air, but you can catch your
 opponent from across the screen, you can use the fierce version to reach
 across the screen, but if your opponent is not at the end of the screen
 he/she will not get caught in the Royal Curse, so you will have to watch
 out for that, timing and distance is very critical in using this move.
 There is also little start up delay on this move and very little recovery
 time on this move as well.

--------------------------[Coffin Fall: D,D+P/K]-----------------------------

 This move is a bit odd, but its still a very effective move to use and it
 does a lot of damage. This will have Anakrais drop a giant mummy coffin on
 his opponent, and depending on which button you press determines where the
 coffin will land on the opponent, basically the stronger the attack button
 used the farther the coffin will drop. Note that you can use this as an
 anti-air attack, but it has a bit of a start up delay but usually the
 coffin will fall on the opponent first before your opponent can attack
 you. You should use this often, not only does it keep your oppoenent away
 but it assures basically a flawless victory, but then again using this
 move is rather cheap anyways.

-----------------------[Royal Curse: D,DF,F+P(air)]--------------------------

 This move is a bit odd, it can only be used in the air and what it does
 if it connects is that it will turn your opponent into a bat. However this
 move does very little damage but you can also attack your opponent while
 they are in bat form. This move is a bit odd, I'm not really sure about
 this move but it seems like it is unblockable. The stronger the punch
 button the longer your opponent will stay in bat form and the longer
 your projectile will go. Not much you can do about this move though, but
 it has very little start up delay and very little recovery time.

---------------------------[Cobra Blow: B,F+P]-------------------------------

 This move is basically his fierce punch, nothing more. The only difference
 is that it just just a tad bit more damage and that it hits twice, its
 just as comboable as his fierce punch anyways so I really don't see a
 point in using this move or even why this move is here anyways. IT will
 however keep your opponent away as this move has half a screen's reach,
 but then again so does your fierce button.

------------------[Inhale: D,DB,B+K/Discourge:D,DF,F+K]----------------------

 This move is a bit odd, personally I don't even know how its suppose to
 connect but I have seen it happen. You basically have to be near your
 opponent, then Anakaris will absorb his opponent and then inhale his
 opponent, then as you hold your opponent do the Discourge motion to release
 your opponent. This move does good damage but it cannot be comboed and it
 will leave Anakrais open to attack if he misses. Once again this move, its
 pretty hard to connect with because I don't even know how to connect this
 move.

-----------------------------[Ax Kick: F/B+FK]-------------------------------

 This move is soewhat useful, it can be used as a semi-anti air attack.
 It does good damage and has massive range and for those of you familiar
 with Ryu's Ax Kick, this is basically how it looks like with very little
 difference in animation.

------------------------[Moving Drop Kick: F/B+RK]---------------------------

 This is basically his roundhouse drop kick, except it moves him just a
 little bit. This can catch opponents by surprise for those who try to dash
 in on him, there is very little start up delay and recovery time from this
 move.

---------------------[Float: U,U(hold Up the 2nd time)]----------------------

 This is his floating manuver, it will have some pretty odd effects to it
 though. Your feet come from the bottom but your punches come from the
 top, its really confusing towards your opponent, but try not to use it too
 often though.

------------------[EX Super: Gate of Hell: B,DB,D,DF,F+K]--------------------

 This move is a pretty effective move, however its distance is isolated to
 just a short distance in fornt of Anakaris. However this EX Super is also
 unblockable, and basically what this will do is have Anakaris send up a
 giant beam from the ground and if the opponent gets caught he or she will
 fly upwards(with some goofy sound effects) and then drop down into a
 portal on the ground below and get shot back up into the air and drop down.
 This move does quite a bit of damage but its major disadvantage is that
 if the opponent is right next to Anakaris or if the opponent is far away
 from Anakaris then the opponent will remain completely unscathed, which
 will allow them to counter attack Anakaris up close and it will basically
 leave him open to attack for like 2 seconds or something. This move has
 bad start up delay and the recovery time on this move really sucks, try
 not to use it too often otherwise you will be eating the end of the raw
 deal.

------------------[EX Super: Pharaoh Magic: FK,JP,D,SK,MP]-------------------

 This move is also unblockable, what this will do is that once his opponent
 is caught, he will perform all 4 Earth elemental attacks comprising of
 fire, lightning, ice, and a giant coffin that will drop on the opponent
 (which is Earth). IT does a good amount of damage, but it cannot be comboed
 and it also doesn't have a high success rate of catching the opponent
 either. Just watch out when you are using this move, its a bit risky since
 your opponent can counter attack as you come down. The real disadvantage
 of this move is that friggin motion, its so hard to do at times that it
 can cost you the match when you attempt to do the move in the middle of the
 match sometimes. IT has little start up delay and it has decent recovery
 delay, but its usually enough time for your opponent to counter attack you
 as you land from your EX Super.

------------[EX Super: Pharoah Salvation: RK,SP,D,FK,FP(level 2)]------------

 This is basiclaly the same move as above except its a much more fancier
 version of the attack. This is also unblockable and what this will do is
 have Anakaris send small spirits towards his opponent and if it catches
 his opponent, it will start his attack, which comprises of a meteo shower,
 then a series of elemental attacks and end the attack with a giant coffin
 which does more damage than the last one for a total of 15 hits. Its a
 pretty fancy super to use, but like above it doesn't have a high success
 rate of catching the opponent and the recovery delay and the start up
 delay is fair, but it still gives your opponent enough time to attack
 you.

--------[EX Super: Pharoah Declaration: RK,SP,SK,D,JP,FK,FP(level 3)]--------

 This move is basically the same as above, what this move will do is hit
 for a total of 7 hits and the total damage is much greater than the last
 level. But this motion is just so friggin hard to do in battle without
 thinking about it. Like above it has a little success rate and it has
 a lot of recovery time and start up delay, try to be careful when you are
 using it because it takes up a lot of super from your guage.

---------------------[ES Super: Serpeant Blow: B,F+3P]-----------------------

 This is a pretty good super to use, not only does it have massive range,
 it also does a lot of damage and it can combo as well. This super comes
 out by surprise a lot of time and it can bring in a total of six hits. Try
 to use this as a horizontal defense against a dashing opponent and it
 will usually catch them. The range is like 3/4's the entire screen's length
 and this move has very little recovery time and start up delay, if any
 for that matter. I think if you can time this move right you can use it
 as an anti-air attack.

---------------------[ES Super: Coffin Drop: D,DF,F+3P]----------------------

 This move is a very quick move and it will easily combo against an
 opponent. This has a lot of range, maybe 4/5's the entire screen's distance
 as it will catch the opponent within your reach. It does a lot of damage
 and if you whirl the joystick or the directional pad along with it, there
 will be more momentum that gains, but sadly it doesn't do any more damage
 than it already can do now. The recovery time is pretty bad if missed,
 but because of the length of the super its hard for Anakaris to get
 countered if the opponent doesn't jump over this move.

------------------[ES Super: Pharaoh Curse: D,DF,F+3P(air)]------------------

 This move doesn't do much damage but will leave your opponent in bat form
 for the longest time. This can be the most damaging super because once
 you pin your opponent in the corner with this move just keep pressing the
 roundhouse button and you will have literally taken down about 85% of your
 opponent's life! It has little start up delay and fair recovery delay but
 the success rate of this move isn't exactly like a projectile, use it
 wisely and you can find yourself winning the match quite often.

------------------[Dark Force: Pharaoh Split: JP,JP,D,FK,RK]-----------------

 This is somewhat of an odd move, this will have Anakaris split himself up
 into his upper body half and his lower body half. However his lower half
 can only attack if you hit the kick buttons, note that you cannot use
 any supers while you are in this mode and that your feet will continue to
 walk across the screen passing your opponent if you do not attack, what
 you can do is wait for your feet to reach behind your opponent and then
 attack, it will confuse your opponent in blocking the wrong way because
 his feet will turn around and attack you.

------------------------[Overall Strategy: Anakaris]-------------------------

 Anakaris has a lot of throw range with his special moves, what you should
 do is try to get close to your opponent and then use your special grabs.
 This will deal out a lot of damage towards your opponent without them
 even knowing, just make sure that you guard well because defense and
 offense isn't exactly Anakaris' protege. You will have to watch out for
 a lot of ground projectiles and stay in the air and try to fool your
 opponent air attacks, his attacks come from the ground even though he
 is in the air. One thing about Anakaris is that his motions for his EX
 supers are pretty darn hard to do. He is also one of the slowest people
 you will ever have to contend with, and it will take a lot of time to
 master somebody like Anakaris.

=============================================================================
---------------------------------[ B.B.Hood ]--------------------------------
=============================================================================

                         -BEAUTIFUL BOUNTY HUNTER-

                         "The bounty will be mine."

 An expert dark hunter from the human world, B.B. Hood has the same dark
 soul as the Darkstalkers. Summoned to the Dark Dimension, she decides to
 take advantage of this new hunting ground and hunt Darkstalkers.

-------------------[Smiling Missile: B(charge 2 sec.)F+P/K]------------------

 This move is basically her projectile, its comes out pretty fast and it
 does a good amount of damage. It can also combo after the roundhouse and
 its an excellent counter against horizontal attacks. The problem with this
 move is that you have to charge for it, which can usually result to a lot
 of projectiles battle where you lose often. The stronger the punch button
 the farther the missile will go, also when you use the punch button the
 missile will travel high at head height and the kick button version will
 travel low, however the kick version must be blocked low if you wish to
 avoid extensive damage. The overall start up delay is pretty bad compared
 to other projectiles but its hard to attack Baby Bonnie Hood before she
 releases her missile. The recovery delay is pretty good though.

------------------[Happy Missile: D(charge for 2 sec.)U+P]-------------------

 This is also her projectile except its a pretty odd, and albeit useless
 projectile to use. What this basically is, is that it has B.B. Hood will
 jump up in the air and throw a missile at the opponent, the missile goes
 diagonally downwards. It's basically a surprise move, mainly because it
 doesn't combo and its not that quick of an attack, however I think she
 is invincible on her way up while using this move though. Also note that
 the success rate of this move actually connecting against an average human
 opponent is very slim. The recovery time on this move isn't really too good
 though, but then again your opponent will have a hard time trying to
 counter attack you on the way down because they had to worry about the
 missile earlier.

-------------------------[Cheer of Fire: F,D,DF+P]---------------------------

 This move is basically her anti-air attack move. It does good damage but
 lacks a lot of horizontal range, even if it is an anti-air attack. What
 this basically is, is that B.B.Hood will hold up a flame thrower and make
 some cat noise, this move does good damage and will connect if the opponent
 is extremely close to B.B.Hood. It can also combo after a jab or a short,
 the recovery delay of this move is pretty good. However the opponent will
 usually counter attack before she finishes her attack because this move
 will miss a ground opponent 95/100 times. There is little start up delay
 on this move as you can expect, but you should only use this against an
 air opponent. Usually I would wait until the last second to bust this move
 out since the horizontal range sucks. Note that a good timed attack from
 your opponent will over power the Shy Strike.

---------------------------[Shy Strike: D,DB,B+P]----------------------------

 This move is a bit odd, it looks more like a regular attack than anything
 else. What this will basically do is have B.B.Hood swing her basket at
 the opponent while at the same time she makes some funny noise. You can
 hold onto the punch button to charge for this move, her basket will get
 bigger and bigger until she attacks or until you release the punch button.
 However, even if it charged the overall damage isn't even significant and
 it really puts you in a more vulnerable spot than your opponent. The
 recovery time on this move is pretty average and it easily allows your
 opponent enough time to counter attack. You can combo this after her fierce
 if you cancel quick enough, but other than that its a pretty useless move
 to use because the start up delay is bad(if you charge it of course) and
 the priority of this move isn't even that good, plus the overall damage
 incured by this move is pretty average. The only advantage this move has
 really is just horizontal range, it can reach 1/3 of the screen's total
 length.

-------------------[Guard Cancel: Jealousy Fake: F,D,DF+K]-------------------

 Well you cancel into this move, she will blow a missile at you, it will
 push the opponent back pretty good. You shouldn't try to use this too
 often because its a good bet that your opponent will be able to easily
 counter your attacks.

--------------------------[Basket Thurst: F/B+SP]----------------------------

 This is just a regular attack, but it does have good range and it does good
 damage. The recovery time and the start up delay is barely noticable as it
 will be near impossible to counter attack her. The priority on this move
 is pretty good but its more average than anything else, you can also combo
 this move but you can't combo after it since it would push the opponent
 back too far plus you can't cancel after executing this attack.

---------------------------[Knee Thrust: F/B+FK]-----------------------------

 This move is a lot like Guile's old Bazooka Knee from Super Street Fighter
 2. You should use this as a quick attack to possibly follow up on your
 projectile. It has a lot of range for a regular attack and it comes out
 quickly and the recovery time is very minimal. The only wierd thing about
 this move is that a wierd cat noise comes out whenever she does this move,
 really odd if you ask me.

-------------------[EX Super: Cool Hunting: B,DB,D,DF,F+3P]------------------

 This super is a pretty powerful super, but the problem with this move is
 that your opponent must be really close to you when you start this move.
 Probably no more than two steps away, B.B.Hood will start blowing her
 machine gun and if you get caught by the machine gun it will bounce you
 into the missiles that the two giant hunters shoot behind B.B.Hood. Its
 one of the coolest looking supers in the game and it comes out pretty fast
 but it can't combo for some odd reason. If you time this early you can
 counter an opponent's missed anti-air attack(like a Shining Blade) for
 some good damage. However I advise not using this from a distance, even
 though the two giant hunters behind her shoot missiles with unlimited
 horizontal range, even large opponent like Huitzil or Sasquatch can stand
 and still not be tall enough to take the gun fire, which allows them to
 counter with a beam super of their own. The recovery time on this move
 is pretty good, but during the duration of the super she is left vulnerable
 to attacks for a long time when you miss with the super. I advise not
 using this super at all.

------------------[EX Super: Apple for you: F,DF,D,DB,B+3K]------------------

 This super is one of the oddest and funniest supers you will ever see. It's
 also comboable if you cancel quick enough from your attacks and what
 B.B.Hood will do is come up to the opponent and give her opponent an apple
 and then quickly jump away and lie flat on the ground holding her head,
 like she was waiting for an explosion. Then the apple explodes in front of
 her opponent's face causing a lot of damage. The start up delay is barely
 noticeable and the recovery time on this move, well its not so good. This
 will usually combo after a quick Jab to Short combo though, but make sure
 you cancel quickly, otherwise your opponent will be able to quickly jump
 out of its range. Note that this super is unblockable and you will usually
 catch even an average Darkstalkers 3 player with this move. Try not to use
 this thing from a distance because it travels pretty slowly and it doesn't
 have much horizontal range.

----------------[EX Super: Beautiful Memory: B,DB,D,DF,F+3K]-----------------

 This is her auto super and it can combo pretty well up close, even though
 the guage for the total hits does not come up. When B.B.Hood connects with
 this super she will catch the opponent and hold em up(like the Big Show
 does with his Body Press) and then throw the opponent down in the waters
 and the opponent will fly back up out of the waters and fall down to the
 ground. This super does a lot of damage and its a pretty cool super to
 look at. The problem with this super is that like her Apple for You super,
 it lacks horizontal range and also speed. An opponent that is a good
 distance away is unlikely to get caught by the super. Your best bet is to</pre><pre id="faqspan-2">
 catch the opponent up close with the super during a combo, it will quickly
 combo off a Jab -> Short combo, but you must cancel as quickly as possible
 otherwise your opponent will easily escape from it. Note that this move is
 unblockable, but it doesn't have much(or any for that matter) priority.

-------------------[ES Super: Jealousy Strike: D,DB,B+3P]--------------------

 This super is basically the stronger version of her Shy Strike. However
 she cannot combo in this move and she cannot charge for the move like she
 can with her Shy Strike. This move has even more start up delay time and
 recovery delay time than her Shy Strike, but this move does have more
 horizontal range than her regular Shy Strike. Just make sure you know when
 to use this move because the priority on this move is pretty average and
 its really too slow to strike immediately, so try to time this move early
 so that it will connect.

-----------[ES Super: Wonderful Missile: D(charge for 2 sec.)U+P]------------

 This super is also the super version of her regular Happy Missile. This
 move comes out a bit faster than the Happy Missile and it does up to three
 hits. However the start up delay time on this move isn't really too good
 and she can be hit on the way upwards while she does this super and the
 recovery time is also a little worst as well. This super does however have
 more horizontal range than the Happy Missile but it goes lower to the
 ground which gives your opponent more of a chance to jump over the super
 and attack you as you are coming down. I personally would stay away from
 this move because it does no more damage than two of her regular Happy
 Missile and its pretty much a waste of super since it can't combo and the
 overall success rate of this move basically sucks cheese.

------------[ES Super: Cheery Missile: B(charge for 2 sec.)F+3P]-------------

 This is basically the super version of her Smiling Missile, it will hit
 three times and it will knock the opponent down. You can't combo in this
 super because it has a bit of a start up delay and the recovery time on
 this move sucks. This projectile will travel pretty fast though but
 opponents will usually jump over and attack you from above. I personally
 wouldn't waste a level of super for this move because its not that much
 stronger than a regular Smiling Missile, probably 50% stronger and that's
 about it.

----------------------[Dark Force: P+K(same strength)]-----------------------

 This Dark Force is a bit odd, it takes away all her combo possibilities
 involving punches but her punches become missile attacks, and yes they even
 do block damage as well. You should use this quite often, you can still
 combo with the kicks though and you can cancel into a missile before you
 finish your last kick. You can also play a little keep away with this,
 but I would try avoid using this against an expierienced or blocking
 opponent because you cannot throw while you are in Dark Force mode.

--------------------------[Strategies: B.B.Hood]-----------------------------

 Well B.B.Hood has to charge often, she can really get into a good offensive
 game if she can keep firing away at the opponent. Also note that she in't
 much of a combo character but she does have good range on her attacks and
 its better if you play offense with her instead of defense because her
 Cheer of Fire isn't exactly the best defense against jumping in attacks.
 You should try to keep a distance and fire your projectiles and try to
 keep the opponent away at times, but I would usually try to throw my
 opponent if they get near me. Also note that her priority isn't really too
 good.

=============================================================================
---------------------------------[Bishamon]----------------------------------
=============================================================================

                        -ANCIENT ACCURSED WARRIOR-

              "My name is...yes...the evil samurai, Bishamon!"

 A vengeful ghost assumed human form and took possession of the armor. When
 it revived, it was in the Dark Dimension, which was saturated with the
 aroma of blood.


-------------------------[Soul Stun: B,DB,D,DF,F+P]--------------------------

 This move is Bishamon's projectile, however it has a lot of range and it
 travels pretty quickly. The damage done overall isn't really too good, but
 you can follow up with several attacks after connecting this against the
 opponent. Once connected your opponent is stun for quite a while and it
 should allow you to perform various attacks, which will be listed below.
 You can use this in the air, but instead of using a special attack
 afterwards you can jump in for a combo. Note that when you use this in the
 air you will bounce back, so you will have to try and hurry up to catch the
 opponent before they snap out of it. Also note that you cannot combo this
 in because you cannot cancel attacks with Bishamon and also this move has
 a bit of a start up delay, he will reel back before actually throwing the
 projectile which can become a dead giveaway for the opponent. The
 recovery time on this move is pretty bad, Bishamon will have to wait a
 while before the souls actually return to him, any opponent that blocks
 or jumps over will have enough time to counter attack, so try to be careful
 when you are using this move. Also take note that even if you catch your
 opponent in the air with the Soul Stun, they will not be stun as they will
 fall to the ground, but you can follow up with a Pursuit attack or the
 Soul Torment.

--------------------[Soul Summon: Perform Soul Stun, B+P]--------------------

 This move will basically bring the opponent closer to you. Once you have
 caught the opponent in your Soul Stun, perform the motion and the souls
 will bring back your opponent closer to you. However as you bring them back
 you can catch them in the air for a quick attack, much like a one hit
 juggle combo. Personally I don't find much use for this since what are you
 going to do if you are near the opponent anyways? I would settle for the
 other attack instead.

-----------------[Storm Slash: Perform Soul Stun, D,DF,F+P]------------------

 This move will have Bishamon storm across the screen and slash his opponent
 twice, it does a lot of damage and its great for setting up your opponent
 for a super as well. It starts out and finishes pretty fast as it is the
 better alternative to using the Soul Summon. The only thing you can really
 do after the attack is the Persuit Attack and the Soul Torment, but other
 than that he will slash twice with his blade zooming across the screen.

--------------------------[Upper Slash: F,D,DF+P]----------------------------

 This move is a bit odd, not because of the move itself but the actual
 motion of the move. The move is listed in the manual as using a Dragon
 Punch motion, but yet I find it extremely difficult to pull this move off,
 but I can pull other moves off more easily like the Cheer of Fire. But
 this move is a very good anti-air attack as it has excellent priority
 against airbone attacks and when up close to the opponent, this will hit
 multiple times dealing out good damage. The start up delay on this move
 is very minimal but the recovery time on this move stinks, your opponent
 will be able to easily capitalize on your mistakes. However, the only time
 I have ever been able to use this move is when I am close to the opponent,
 but listed in the manual you can do this move after performing the Soul
 Stun. Apaprently I have a cheap controller(which I don't) or Capcom
 screwed up somewhere along the line in terms of the movelist or Bishamon's
 moves.

-------------------[Quick Slash: B(charge for 2 sec.)F+P]--------------------

 This is basically a quick attack. It will have Bishamon slash quickly
 towards the opponent, but the slash will cover half a screen's distance
 horizontally, but yet I still haven't found a way to combo it since
 Bishamon can't seem to cancel into special attacks from his regular
 attacks. This will hit up to two times and you should use it to catch the
 opponent when they are off guard, also the recovery time on this move is
 pretty good, there isn't a lot of delay time. The start up delay time is
 pretty good as well, it'll be hard for the opponent to catch you once you
 have started this move, unless of course they jump over you and attack from
 above.

------------[EX Super: Soul Torment: Knock Opponent Down, D,D+3P]------------

 This super will do a lot of damage for a single hit. This will have
 Bishamon jump near his opponent and then briefly cut them in half, however
 if he finishes the opponent off with the super, the opponent remains cut it
 half though. You should use this often, it has a pretty high success rate
 and its an excellent addition to a combo. But since your opponent can roll,
 there is a chance that you might waste a level of super. However, even
 as your opponent gets up and your in the midst of your attack, you can
 still connect with the super! Its also unblockable as well as your opponent
 will have to jump out of the way to avoid this super if they do manage to
 get up in the middle of the Soul Torment.

-----------------[EX Super: Stone Sentence: B,DB,D,DF,F+3K]------------------

 This super is a bit odd, and funny too. This can only be blocked low and
 once connected your opponent will already be tied up and sitting on top of
 the wooden block you sent kneeling. Then three cinder blocks will drop from
 the guy and right onto your opponent's knees! Its a pretty funny super, but
 it does a lot of damage and it can be used as a quick counter against
 missed anti air attacks and some supers. You can't combo it though and the
 start up delay is noticable and punishable as well. The recovery delay time
 is horrible, if Bishamon misses he will be left stuck in his animation
 pose for a while and allow the opponent enough time to counter attack.
 Be careful when you are using this super, your opponent can easily jump
 over and attack from above.

-------------------[EX Super: Soul Choke: F,DF,D,DB,B+3P]--------------------

 You can't combo this move, but its a rather powerful super. You will have
 to roll the joystick and ram the buttons to get extra damage out of this.
 Basically what this will do is a have a giant arm come out of the armor of
 Bishamon and it will squeeze the opponent, each hit does the same amount of
 damage, but like earlier just go crazy on your controller or joystick to
 get some extra damage out. The range on this move isn't really too good,
 the maximum length for this move is like 1/5 of the entire screen's length.
 There is little start up delay from this move, but yet it still doesn't
 combo, even if you cancel early. The recovery time isn't too bad, but its
 more than enough time for your opponent to counter attack quickly. I would
 usually avoid using this move because the success rate is low and it leaves
 Bishamon open to attack. However, on the bright side this super is also
 unblockable, so turtlers will have to find a new plan!

---------------------[ES Super: Spirit Stun: D,DF,F+3K]----------------------

 This super is much like the Soul Stun, but except it does a bit more damage
 and it will hold the opponent in place longer. You can still perform the
 regular moves like the Storm Slash or the Soul Summon after connecting with
 this move. However, there is a little bit more start up delay time and a
 little bit more recovery delay time. Unless you are positive you are going
 to connect with this move, I would just stay away from using this move.
 However you can also use this move in the air and I think this move is
 unblockable, but not really sure since everytime I seem to block I get
 caught, but there are a few times when I am able to block it. Note that
 there is one other move that you can do only while using the ES Super
 version of this move and that is...

-----------[ES Super: Soul Split: Perform Spirit Stun, D,DF,F+3P]------------

 Once after you have performed the Spirit Stun, perform the motion of the
 Soul Split with THREE PUNCH BUTTONS at the same time, otherwise you will
 get the Storm Slash to come out. Once you have performed this move Bishamon
 wil perform a quick stab to the opponent, once it connects a spirit above
 your opponent's head will laugh and quickly slash your opponent with an
 energy force, which does quite a bit of damage. You should use this ALL
 the time because it's basically the most sensible move to use.

------------[ES Super: Lightning Slash: B(charge for 2 sec.)F+3P]------------

 Well this super is a more hyped up version of the Quick Slash. It will
 basically go half a screen's distance horizontally. However, I still don't
 you can combo in this move because it has a bit of a start up delay and
 the recovery time of this move sucks. This move will do just a little bit
 more damage than the regular Quick Slash. But other than extra block
 damage, you should stick with his primary supers than this move.

--------------------[ES Super: Tornado Slash: F,D,DF+3P]---------------------

 This move will hit about 6 times when you are up close to the opponent.
 Also note that this move has a bit of horizontal range than his regular
 Upper Slash. This is a fairly good anti-air attack because it won't
 neccessarily go straight up in the air more actually it will move
 horizontally first and then go upwards, which can easily miss an opponent
 if the move is timed too early, so you might want to practice on your
 timing on this move.

----------------[Dark Force: Super Armor: P+K(same strength)]----------------

 Not much of a Dark Force but it will have Bishamon absorb some hits before
 he actually feels the effects of them, meaning that you can pile through
 attacks just so long as the attacks are weak and non consecutive.

---------------------------[Strategies: Bishamon]----------------------------

 Well Bishamon is pretty slow, despite being a medium built character in the
 game. You should jump in with your kicks often, all of your punches will
 basiclaly go over your opponent's head. Just combo your opponent often and
 try to catch them by surprise with the Soul Torment as you knock them down.
 Bishamon's throw range is pretty average as I suggest you avoid trying to
 throw an opponent because most likely you will get reversed thrown. The
 Upper Slash is a pretty hard move to do(I think the motion is different
 from the Dragon Punch as the manual says), so you may want to time your
 standing fierce early to catch an opponent out of the air as it has pretty
 good priority.

=============================================================================
---------------------------------[Demitri]-----------------------------------
=============================================================================

                          -PRINCE OF DARKNESS-

         "I shall let them know...I'm the ruler of this world."

 The night before his final battle with Morrigan to decide who will be the
 true ruler of the Dark World, Demitri's castle is drawn to the Dark
 Dimension by a mysterious power.

-------------------------[Chaos Flare: D,DF,F+P]-----------------------------

 Basically a classic Ken/Ryu projectile. You can also use the Chaos Flare
 in the air as well, but the odd thing about this projectile when used in
 the air is that it will only travel straight instead of diagonally
 downwards like the rest of the projectiles in the air. You can use this in
 a combo and also as a horizontal defender, the projectile will travel
 pretty quickly across the screen as it is one of the faster projectiles in
 the game. The nice thing about this projectile is that it will stun the
 opponent for a short while because of the bat that attacks the opponent
 after the Chaos Flare connects, this means that you can attack the opponent
 for a few more hits, which can result in a huge combo or a highly damaging
 combo. However, it is seldom that you will be able to combo in the Chaos
 Flare because it has a bit of a start up delay which can make it easier
 for your opponent to jump over and attack you but there is little recovery
 time to the Chaos Flare though.

--------------------------[Demon Cradle: F,D,DF+P]---------------------------

 This is basically an anti-air attack, but the problem with this move is
 that is has so little horizontal range that it is only limited to the width
 of Demitri. So that basically means that you will miss your attack when you
 try to counter horizontal dashing attacks. You should only use this move as
 an anti-air attack, it has excellent priority(just as much as Morrigan's
 Shadow Blade) and it does a good amount of damage. However, like mostly
 all anti-air attacks in this game there is quite a bit of recovery time
 on this move if you miss with the attack as you can be hit on your way
 down. You can combo in the move as it comes out extremely fast, but
 probably after a jab or short ONLY, mainly because the horizontal range
 (as said before) on the Demon Cradle sucks. When you use this as a Guard
 Cancel, it does a very good job of keeping the opponent at bay since it
 comes out extremely fast and is hard to block, you should use this as a
 Guard Cancel against mainly anti-air attacks, even though there is more
 horizontal range in the Guard Cancel version of the Demon Cradle.

----------------------------[Bat Spin: D,DB,B+K]-----------------------------

 This move is much like Smoke's teleport kick from MK2(yes, I know, I said
 a bad word, let me wash my mouth). This will have Demitri teleport to
 his opponent and do a drill of some sort as Demitri turns his bat wings
 into a drill. It will hit three times and does a good amount of damage. The
 kick buttons will determine where Demitri will go, the stronger the kick
 button the frather the distance. The short version will make Demitri go
 just about 1/4 the screen's distance, the forward version will go about one
 half the screen's distance, and the roundhouse version will go the full
 screen's distance. You can't combo the move because of the huge start up
 delay though, and the recovery time is pretty bad since it will have
 Demitri bounce off the opponent unable to block(if he connects against a
 blocking opponent) until he lands, but luckily Demitri bounces off so far
 away from the opponent that they don't have much of a chance to counter
 attack. This move is also usable in the air, but it really won't make much
 of a difference besides being more of a surprise attack.

---------------------[EX Super: Demon Horde: D,F,DF+3K]----------------------

 This move will have Demitri turn himself into multiple bats and then fly
 through the opponent doing MASSIVE damage. You can't combo in the move
 but you can use it as both an anti-air attack and also an anti-dash attack.
 This will hit about 16 times max and it does A LOT of block damage as well,
 use this when your opponent misses with an attack, especially an anti-air
 attack. The priority on this move is pretty dominating since Demitri is
 virtually invincible when you are using this move, but he can be hit out
 of the move by a projectile or by a super, if it is timed early enough.
 The move has little recovery time and the move has little start up delay
 as well, but like I said, it's near impossible to even combo in this move.

-------------------[EX Super: Midnight Bliss: D,F,DF+3P]---------------------

 This move is a bit odd, however it is unblockable and does A LOT of damage.
 The horizontal range on this move isn't too great, it probably moves
 about 1/3 the screen's distance. Once connected Demitri will turn the
 opponent into various people, either from a little girl, to a grown girl
 to a small cat to a bat to anything else in the game. He will then choke
 you as blood comes pouring down(the blood is white in this game by the
 way, probably to keep it a Teen rating I guess). You can't combo the move
 and it moves a bit slow, probably just as fast as the Shun Goku Satsu.
 Once Demitri starts this move, he is left in a very vulnerable position
 to be attacked, virtually anything will break him out of it, there is
 little recovery time on this move and little start up delay but anytime
 between that he can be attacked pretty easily. Usually a quick jab will
 have the opponent break Demitri out of the Midnight Bliss.

------------[EX Super: Midnight Pleasure: JP,SP,F,FK,FK(level 2)-------------

 This move is much like the Midnight Bliss, however this move does more
 damage and it has Demitri invincible during the duration of this move. Once
 you start this move Demitri will sorta do his dash(which is completely
 invincible) to the opponent and then once he catches the opponent he will
 bte their neck a few times and then finish off the super with a small four
 hit combo, all while turning himself into a demon of some sort. Its not
 a real flashy super but it gets the job done, the only way to escape this
 super is to either jump out of the way or to stay out of its range.
 There is little start up delay on this move and if you cancel quickly off
 of a close strong quickly, you can connect with this move. Note that there
 is a bit of a recovery delay, while your opponent is unlikely to counter
 attack, if an opponent jumps upwards and waits for you to come, they can
 attack you as they come down and as you recovery, so try to make sure that
 you connect, and note that the success rate on this move isn't too high.

---------------------[ES Super: Demon Flare: D,DF,F+3P]----------------------

 This move is basically the beefed up version of the Chaos Flare. This move
 isn't comboable but if you do get it to connect this will do good damage
 and it will stun the opponent a little longer than the Demon Flare meaning
 that you can easily add in more hits after the super prjectile, if you are
 close enough. You can also use this in the air and it will travel straight
 horizontally. There is little start up delay and little recovery time on
 this move, which can make Demitri vulnerable to attack. It can work as a
 horizontal defense if you time it early but the start up delay really
 deters from the move as being an effective horizontal defense.

---------------------[ES Super: Chaos Cradle: F,D,DF+3P]---------------------

 This super does a tremendous amount of damage, while it still lacks a lot
 of the horizontal range like the regular Demon Cradle, it still is an
 excellent anti-air attack defender that can hit up to eight times. However
 you can only combo this after one single regular attack, it's basically
 near impossible to combo in this move after two or more regular chain
 attacks since the first attack can only oush you away so far. You should
 use this after the Chaos Spin IMMEDIATELY for some excellent damage and
 it can work as a great horizontal defender if you can time it at the last
 minute. However the recovery time on this move isn't too good, it will
 leave Demitri open to attack when he misses, so make sure you only use
 this move in certain situations.

----------------------[ES Super: Chaos Spin: D,DB,B+3K]----------------------

 This move will have Demitri teleport out of the screen and then come down
 using his bat wings as a drill, but unlike the regular Bat Spin this move
 won't stop until Demitri reaches the floor so you can get about 6-9 hits
 out of this move, and the nice added bonus about this move is that you can
 add a small combo after this move, but you should use the Chaos Cradle
 after this move since it will do the most damage, however the Midnight
 Bliss and Midnight Pleasure can be put in after the Chaos Spin if you are
 quick enough, this move will do decent block damage but Demitri will
 bounce away from the opponent if the opponent is blocking. There is little
 start up delay to this move and a small amount of recovery time, but it's
 basically impossible to counter attack the move since Demitri will bounce
 away so far from the opponent and will land so quickly that it's near
 impossible for any chance of countering.

------------------[Dark Force: Dark Side Master: B,D,DB+3K]------------------

 This Dark Force is rather odd, but a VERY effective Dark Force. Once
 activated two bats will form around Demitri, then whenever he attacks with
 any form of offense(supers, regular attacks, specials, even Guard Cancels)
 the Bats will shoot some kind of beam or smoke at the opponent, so you can
 basically turn a four hit combo into a 9 hit combo! I hardly see any
 disavantages from using the Dark Force at all, however if you use the
 Midnight Pleasure super in the middle of your Dark Force, it will stop
 after a few hits, but it will still do the same amount of damage, it's just
 that the super will stop once the bats attack the opponent.

----------------------------[Strategy: Demitri]------------------------------

 Demitri can be played much like a Ken or Ryu, his moves don't differ too
 much from either Shatoken and he is easy to adapt to. He has good combo
 ability and an almost impenetrable defense, his Bat Spin is a great way to
 turn tides to his favor and his dash is much like a teleport, he is
 basically completely invincible while using it and it's a really great set
 up for his two supers, the Midnight Bliss and Midnight Pleasure. With
 Demitri you should basically go on offense, it's better than playing
 defense because your opponent can block your anti-air attacks and then
 land before you and attack you as you come down.

=============================================================================
---------------------------------[Donovan]-----------------------------------
=============================================================================

                              -FATAL HUNTER-

                     "Am I...in Anita's mind, or...?"

 Donovan heard a strange voice from Anita's body sleeping beside him. Then
 his soul was pulled from her consiousness. It was the beginning of their
 entangled fate and furous warfare.

--------------------[Kill Shred: Release Sword: D,DB,B+K]--------------------

 This move will have Donovan release his sword and it will land on the
 screen closest to the wall behind Donovan, regardless of where Donovan may
 be when he positions himself for this move. There is a bit of a start up
 delay when you use this move since it takes time for the sword to move into
 position of the blade. There is practically no recovery delay time on
 this move though, but Donovan can be hit during the duration of this move
 at any time, but once you do this move you can do one of two things:

-------------[Kill Shred: Call Sword: Release Sword, D,DB,B+K]---------------

 This move is basically calling back Donovan's sword. What this move will do
 is that once Donovan has initiated the Release Sword he can repeat the
 motion for the Release Sword and the sword will come spinning its way back
 to Donovan's hands. Anytime when the sword releases from the ground and the
 reutrn back to Donovan's hand, the sword will hit the opponent about three
 times, it does good damage and Donovan can sorta steer the direction of
 where the sword will go by moving around, think of this move much like a
 boomerang. So basiclaly when you call your sword back just go bonkers crazy
 on your opponent and go on the offensive with your attacks. There is a bit
 of a start up delay on this move obviously, but you really shouldn't have
 to worry about it since even if your opponent gets the offensive jump on
 you, you can have your sword to attack the opponent as it comes back. You
 are free to move during the duration of this move but it's best if you
 go completely offensive, this way your sword can come back and add a few
 more hits to your combo.

---------------[Kill Shred: Thunder: Release Sword, D,DB,B+P]----------------

 This move is more like a trap rather than an offensive or a defensive
 attack. Once you perform the Release Sword motion, do the Thunder motion
 and a stroke of thunder will strike where the sword blade is placed on
 the ground. It doesn't do much damage though, probably as much as a jab or
 a short but it's a really pesky manuver to use sometimes against your
 opponent. Think of it as a bit of a shield against offensive attacks from
 your opponent, and the stroke of thunder will nullify projectiles as well.
 However, it doesn't come out lightning quick, it has a bit of a start up
 delay time on the move and it can really put Donovan in trouble if you miss
 time the move. There isn't much recovery time to the move but the start up
 delay is what realyl will get you if you are not careful when using the
 Thunder.

-----------------------[Blizzard Sword: B,DB,D,DFF+P]------------------------

 This move is basically Donovan's projectile, but a rather crappy projectile
 at that though. It has a lot of start up delay making it virtually
 uncomboable and it travels rather slow and it travels downwards diagonally
 when you are on the ground. Once Donovan starts this move up a giant
 figure behind him will throw a medium sized snowflake at the opponent.
 Donovan can be hit rather easily during the duration of this super and
 the recovery time on this move isn't too good either, your opponent will
 have ample time to counter attack. Just basically try to avoid using the
 move because it has a very low success rate of connecting.

--------------------------[Flame Sword: F,D,DF+P]----------------------------

 This move is a pretty good move to use, it mainly serves as his anti-air
 attack but it has great horizontal range that it can be used as part of a
 combo or even a horizontal defender. Once initiated another figure will
 appear behind Donovan and then swing a giant flaming sword at the opponent
 and it will sorta slash upwards. It can fill up about 1/3 the entire
 screen's distance and it does a good amount of damage. Try to use this
 move a bit early when you want to use it as an anti-air attack because if
 the opponent can sorta go behind the sword and attack you first before the
 flaming sword will reach your opponent. There is a small amount of start up
 delay on the move and you can combo it after a strong punch or stronger,
 the recovery delay isn't too much though but it does give your opponent an
 ample amount of time to counter attack.

------------------------[Lightning Sword: B,D,DB+P]--------------------------

 This move is a pretty good anti-air attack as well, what this move will do
 is have yet another figure appear behind Donovan and then his sword and
 Donovan's sword will create a small force of electricity around Donovan,
 both covering the top, right and left of Donovan, so even if your opponent
 manages to jump over you, you can still attack them or at least not worry
 about a counter attack from behind(like a super or a combo). You should
 use this move at the last minute, mainly because the move doesn't have as
 much vertical range as the Flame Sword. The Lightning Sword doesn't combo
 as well as the Flame Sword but it does have good horizontal range and it
 comes out fairly fast and it also has good recovery time as well. However
 it will not deflect ot nullify any projectile, so you may want to use this
 move when your opponent is either close to you or if your opponent is in
 the air.

------------------[EX Super: Spirit Crusher: B,DB,D,DF,F+K]------------------

 This move will summon a giant spirit(literally) and the spirit will stomp
 on the opponent with his foot. It's a pretty funny super though, but does
 A LOT of damage. The stronger the button used the more horizontal distance
 this move will go, but be noted that this move only has a pinpoint position
 and does not move like a projectile or anything else. The short version
 will make the foot land just in front of Donovan(but an opponent close to
 Donovan will remain unscathed), the forward version will land almost half
 way across the screen and the roundhouse version will land almost the full
 screen's distance. You can't combo the move because it has so much start
 up delay but you can use this move as an anti-air attack if you can get the
 timing right and if you can pinpoint and use the right version of the
 Spirit Crusher. There is little recovery delay time to this move, but if
 you miss with this move(meaning if you miss the opponent completely) then
 you will be in for a counter attack.

-----------------[EX Super: Change Immortal: SP,JP,B,SK,FK]------------------

 This move is a it hard to do, but if you get the motion down to pat it can
 be a very lethal and also a very useful weapon to use. What this super will
 do is have Donovan change into a demon spirit of some kind and then have
 him fly QUICKLY towards the opponent and attack them(he picks them up,
 attacks the opponent and drops him or her). It does a lot of damage, just
 not as much damage as the Spirit Crusher though. You should really try to
 use this super as a quick counter, it comes out immensely fast and I don't
 think it is blockable though, since I've always been hit by the move
 (stupid brother). There is little recovery time if you do miss with the
 move though and the nice thing about this super is that it will follow the
 opponent until Donovan either catches the opponent in the super of if he
 gets knocked out of it.

-------[ES Super: Kill Shred: Return Sword: Release Sword, D,DB,B+3K]--------

 This move is a much more efficient move than the regular Call Sword. Once
 your perform the Release Sword motion, use the Release Sword motion with
 three kicks and the blade will fly very fast towards the opponent
 horizontally and then come back at the opponent horizontally, each hitting
 the opponent three times and it will cut the opponent in half, and if you
 finish with the move your opponent will remain cut in half. However it
 doesn't combo both times, usually your opponent will get hit by the second
 hit because they usually think that the first it is it. You should try to
 add in some hits before the sword reaches back into Donovan's hands to
 create a big and nasty combo. It does good damage, and the start up delay
 on this move isn't too bad either and Donovan can move at anytime during
 the duration of when the sword picks off the ground and then returns back
 to Donovan's hand.

------[ES Super: Kill Shred: Flash Lightning: Release Sword, D,DB,B+3P]------

 This move is much like the regular Lightning attack, place your sword down
 on the ground and then perform the motion and a giant shock will immense
 around the blade. It does twice as much damage as the regular Lightning
 attack but it still doesn't do adequete damage to be fitting of using up a
 level of super. However there is a large amount of start up delay on this
 move and it the recovery time isn't too great either, I suggest you use
 this as early as possible against an air opponent, but I think this move
 can hit Demitri out of his dash! That might bring a little ring to some
 people's ears. However, I would avoid using this move completely since your
 opponent is more likely to block then to be hit by the move.

----------------[ES Super: Freezing Sword: B,DB,D,DF,F+3P]-------------------

 This move is very similar to the Blizzard sword except for the fact that
 three snowflakes come out instead of one(ooohhhh...). Sadly the overall
 damage on this super doesn't even warrant the waste of the level of super
 this attack uses. It comes out diagonally downwards and it just allows the
 opponent to easily escape. The projectiles travel slowly and the damage is
 about 1/3 more than the regular Blizzard sword, the only main difference
 in this really is just the added projectiles. The start up delay is pretty
 bad within itself because you can't combo it and the recovery time isn't
 too good either, so you will have to watch what your doing when you use
 this move because it literally stinks.

---------------------[ES Super: Blaze Sword: F,D,DF+3P]----------------------

 This move is a pretty good and powerful move to use. It does good damage
 and it can be comboed. The only difference separating this super from the
 regular attack besides the overall damage done is that this attack will
 hit twice and it will juggle the opponent on the second it. It has a lot
 of range and will go one third the entire screen's distance. Try to use
 this as an anti-air attack, but time it early. However you can't juggle
 the opponent while they are in the air, and note that this move can work
 as a great horizontal attack defender if you time it early or late, the
 move comes out extremely quick and it coems out the quickest of the three
 elemental sword attacks. The recovery time on this move isn't too bad and
 in my opinion, I feel its the best sword out of all three.

-------------------[ES Super: Thunder Sword: B,D,DB+3P]----------------------

 This super is a pretty effective super as well, in its own right. It does
 a decent amount of damage and twice as much damage as the regular Lightning
 Sword. This move has good range, probably covering half a screen's distance
 and it does more hits than the regular Lightning Sword. If you ram the
 buttons and shake the joystick you can get some extra hits and some extra
 damage out of the super. However try not to overuse the super because it
 easily becomes predictable. The start up delay time isn't too bad though
 and the recovery time is pretty good, but unlike the regular Lightning
 Sword this super will block out regular projectiles and even super
 projectiles.

--------------------[Dark Force: Slay Shred: B,D,DB+3K]----------------------

 This Dark Force is a highly effective Dark Force to use. Once Donovan
 initiates the Dark Force his sword becomes a swinging blade that attacks
 the opponent once Donovan attacks, it can lead to some BIG combos and it
 also does block damage as well. I hardly see any disadvantage to using this
 super at all as it can even work as a defense mechanism against both
 anti-air attacks and horizontal dashing attacks.

----------------------------[Strategy: Donovan]------------------------------

 Donovan is a pretty well rounded character with good foot speed and a high
 octane offense. His defense is pretty effective and his sword gives him
 TREMENDOUS range on his attacks. However jumping is not Donovan's specialty
 as his jumping attacks have little priority since some of them come at an
 awkward angle. Its best if you try to play defense on your opponent, wait
 for them to attack and veer up the Flame Sword or Blaze Sword ready. Just
 try not to throw your opponent often, his throw range is pretty bad.

=============================================================================
---------------------------------[Felecia]-----------------------------------
=============================================================================

                             -FEARSOME FELINE-

                        "How can everyone be happy?"

 Felicia was disoriented when she was first summoned to the Dark Dimension.
 But she finally realized she had to preserve, recalling her mother's secret
 of how to achieve happiness.

-------------------------[Rolling Buckler: D,DF,F+P]-------------------------

 This move will have Felicia roll into a ball towards her opponent, this
 move comes out pretty quickly and does good damage. The stronger the punch
 button the farther the horizontal distance this move will go. Its
 comboable and its an excellent counter against horizontal attacks. You
 have to watch out when using this move though, because if you use this move
 and miss with it against a blocked opponent, Felicia will bounce off the
 opponent just in front of them leaving her vulnerable to an attack. The
 priority on this move is pretty good though, it will knock out any other
 attack and over-prioritize it. The start up delay time on this move is
 barely noticeable as it is quick enough to to combo off a jab or a short.

-------------[Rolling Buckler Uppercut: Rolling Buckler, then P]-------------

 This move is basically Felicia's anti-air attack. It does a lot of damage
 and it has excellent priority against air borne attacks. It has pretty
 good start up delay time, meaning there is barely any start up delay time.
 The recovery time is pretty bad though, once she misses she will fall back
 to the ground unable to block for a brief second, but most likely the
 opponent will be able to attack before she lands. To use this move perform
 the Rolling Buckler and then press P at any time prior to the end of the
 Rolling Buckler, if up close you can get two hits out of this move, one
 from the Rolling Buckler and one from the Uppercut. What you can do is
 hesitate and pull off the Uppercut at the last minute, that's the nice
 thing about this move since you can actually control when you want the
 Uppercut to come out.

---------------------------[Delta Kick: F,D,DF+K]----------------------------

 This is also Felicia's anti-air attack except this also hits on the way
 down and you cannot block this move while blocking low. This will have
 Felicia jump up with a kick and come down diagonally with a kick, it hits
 two to three times up close and it does a good amount of damage and it can
 be used as a chipper. The recovery time isn't too bad, its going to be
 pretty darn hard for your opponent to try and counter attack this move as
 it is. This move comes out very fast and can combo basically off of
 anything. The priority is pretty good, but if it knocks the opponent out of
 the air, she cannot hit the opponent on the way down. You should use this
 often against turtlers, it works everytime (^_^).

----------------------------[Cat Spike: F,D,DF+P]----------------------------

 This move will have Felicia throw a cat ball at the opponent and then she
 will jump forward to the ball and pop it with her claw. This move does
 good damage and has good horizontal range, it won't combo but it will go
 through low attacks since she jumps over them. This move has very little
 to no start up delay time and has very little to no recovery delay time,
 but the priority on this move isn't the best. Your opponent(if he or she
 is quick enough) can attack Felicia before she reaches the opponent so you
 may want to watch for that.

-----------------------------[EX Charge: D,D+2K]-----------------------------

 This move is a bit odd but it will gain you some EX super meter. What this
 will do is have Felicia get into a catlike stance(you know when a cat
 is about to claw you with the back humped and the sharp claws out) and
 yell "Kitty!" Obviously the bad thing about using this move is that it will
 leave you open to an attack if you are not careful. This move doesn't
 last very long though, probably one third of a second, but if your not
 careful, you will be countered.

-------------------------[Guard Cancel: Delta Kick]--------------------------

 This is one of the best Guard Cancels in the game, its quick, has high
 priority and is basically unescapable once it starts. You should use this
 often because it has very little tono recovery time and it does very good
 damage.

------------------[Where are you?: Jump on opponent's head]------------------

 This move is basically for mere distraction of your opponent, however it
 can work to a huge advantage for you. Once you sit on top of the opponent's
 head, each character in the game will have a different reaction, but the
 funny thing is that your character will pose for as long as you stay on
 their head and it leaves them open to attack! Basically once you land on
 the opponent's head you can hit any attack button to get off, or you can
 jump off the opponent's head. Its really wierd, but it has huge advantages.
 It's best if you use this against a cornered opponent, so your attacks
 will hit 100% of the time since your opponent usually won't be able to
 block in time (^_^).

---------------------[Wall Jump/Hang: Jump to Wall, B/F]---------------------

 This move is actually a technique that she does. Once you jump to the wall
 you can do one of two things:

 A) Press the opposite direction of the wall and she will bounce off the
    wall

 B) You can hit the direction of the wall you jumped to, she will hang
    there for a while and then start to skid down, you can also here claw
    marks, then when she reaches a little low to the ground she jumps off
    it to the opponent. You can attack once she jumps off, and you can
    make her jump off by letting go the directional pad as well.

------------------[EX Super: Dancing Flash: B,DB,D,DF,F+3P]------------------

 This is one of the coolest supers in the game! Once connected Felicia will
 begin a barrge of combos on the opponent and then end it off with the
 Rolling Buckler Uppercut, it hits for 11 times total and is very easily
 comboed. You have to watch when you use this super though, once she misses
 against a blocking opponent she takes some time to recover from it leaving
 her vulnerable to an attack. However, this move comes out lightning quick
 and has a lot of horizontal range, but it won't catch the opponent out of
 the air though, it will only knock the opponent down. What you can do
 though is chain this into a combo after the first four hits of her ZigZag
 magic series and if you cancel quick enough, you will have done about 30%
 damage! Note that sometimes when I try to do this move, I sometimes end up
 doing the Flashing Buckler, so you may want to practice a little on the
 motion sometimes to avoid that mistake from happening in the middle of your
 gameplay.

-----------------[EX Super: Please Help Me: B,DB,D,DF,F+3k]------------------

 This super is one of the strongest and most powerful supers in the game,
 the real drawback from this move is if she misses, the recovery time on
 this move is the worst in the game, your opponent will have about two to
 three seconds to attack if she misses. However, once it connects a swarm
 of cats jump the opponent and claw them to bits, usually shedding their
 clothes as Felicia stands out of the way and covers her head. You can't
 combo this move, but it does come out very quickly, its best if your back
 is to the corner and immediately pull this move out once your opponent
 tires to jump in and attack you at the last minute. The nice thing about
 this move is that its not really too obvious if you haven't used it often,
 a little cat will come out quickly and try to catch the opponent, often
 even some novice players mistaken this for just a regular attack, even
 though there is no regular attack in relation to this EX Super at all.
 But be careful about using this move, the recovery time on this move is
 enough to get you many losses very quickly.

------------------[ES Super: Flashing Buckler: D,DF,F+3P]--------------------

 This move is basically the same as the Rolling Buckler, however it comes
 out a bit slower than the Rolling Buckler. This super is about 50% stronger
 than the other move, but it hits multiple times and is an excellent
 chipper. Like the Rolling Buckler, this move has pretty bad recovery time
 since the opponent can easily counter attack once they block it, try to
 avoid using this unless you can chip your opponent to death or you decide
 to put it in a combo because it will connect in a combo just as so long
 you cancel quickly and early enough. Also you can do the Uppercut if you
 press punch, its best to delay the move as much as possible then wait till
 the last possible second and press punch, you can get at max, seven hits
 out of this move.

------------------[ES Super: Delta Flash Kick: F,D,DF+3K]--------------------

 This move is a much more souped up version of the Delta Kick, this move can
 hit up to seven times total and is a very good chipper. It does a lot of
 damage and it comes out extremely fast and there is basically little
 recovery time delay from using this move. Once again, its also unblockable
 while blocking low and its also a pretty effective anti-air attack against
 airborne opponents as it has more priority than the Delta Kick.

--------------------[ES Super: Feline Spike: F,D,DF+3P]----------------------

 This move is basically the enhanced version of the Cat Spike. However I
 would try to avoid using this if I were you. This is because this super
 does no more damage than the regular Cat Spike with the exception of one
 or two pixels. You should stick with the regular one though, but the
 advantage with this is that Felicia will jump high into the air and throw
 a little Ball of yard(I guess) at the opponent, while it won't hit the
 opponent up close it does have a lot of Horizontal range and it will
 bounce off the ground as well.

------------------[Dark Force: Kitty The Helper: B,D,DB+3K]------------------

 This Dark Force will have Felicia call on her cat buddy, this Dark Force
 can help you out in a lot of ways. Each time you attack the Kitty will
 jump on the opponent and attack them as well, but it takes time for the
 Kitty to come back and attack again, but still though this Dark Force can
 set up some MAJOR combos if you know what to do with it.

----------------------------[Strategy: Felicia]------------------------------

 Felicia is one of the best combo characters in the game, she has amazing
 speed with both good defense and offense. You should always play an</pre><pre id="faqspan-3">
 offensive game with her, try to avoid staying away from an opponent with
 projectiles. You should still keep an eye for opponents in the sky, your
 crouching fierce or close standing roundhouse should be able to counter
 attacks, but your Rolling Buckler Uppercut and Delta Kick should be able
 to out-prioritize more attacks.

=============================================================================
---------------------------------[Hsien-Ko]----------------------------------
=============================================================================

                           -DOOMED APPARITION-

       "Joined body and soul, as twins we wander the Dark Dimension"

 They had the same unsettling dream on their sixteenth birthday. Soon after,
 they were driven to unfamiliar space. Bewildered by their new ability so
 unexpectedly bestowed, they advanced in the dark.

--------------------------[Weapon Throw: D,DF,F+P]---------------------------

 This move is much like Norimaro's projectile in Marvel Super Heroes vs.
 Street Fighter, it acts the same way as well as Hsien-Ko will throw out
 a random weapon at the opponent. There is a slight arc on the move, but
 even with the arc the move can still hit a low ducking opponent no matter
 where they are, but depending on the strength of the button used on this
 move the higher the arc that it will go, you can use the fierce button
 as a pre-emptive anti-air attack. If your close you can combo in this move
 as it has very little start up delay and little recovery delay.

--------------------------[Reflect Gong: D,DB,B+P]---------------------------

 This move is a bit odd, the only thing its really good for is bouncing
 back projectiles. So if you can time it right, you can bounce back your
 opponent's projectile and it should still do the normal damage that
 projectile will do. However it doesn't work against all projectiles,
 Huitzil's projectile is one of the few projectiles that can break through
 this defense. You have to watch out for a few things with this move
 though, mainly that the range is very weak and that your timing must be
 PRECISE. Otherwise you will not be able to bounce back the projectile and
 end up eating the projectile yourself, however if your opponent is close
 to this attack, it will actually do damage. Also you can bounce back
 attacks, but mainly you will push back the opponent as it can also be
 used in the air.

--------------------[Guillotine Swing: F,D,DF+P(rapidly)]--------------------

 This move is one of the most unique and most effective moves in the game.
 Not only does it do an amazing amount of damage, it has A TON of range
 for a non-projectile type of move. What this move does is have Hsien-Ko
 swing around the ceiling turning herself into one giant guillotine gear.
 It hits coming back as well, your opponent will have to switch block when
 they are blocking this move because on the way back if the opponent is
 blocking the wrong way they will get hit. Also the faster and harder you
 press the punch button, the faster and longer she stays on the Guillotine
 type movement. There is a bit of a start up delay but if canceled quickly,
 the move can combo after a close fierce or a close roundhouse. The recovery
 time on this move isn't too bad, but it is pretty easy to counter if your
 quick enough.

NOTE: This is also her Guard Cancel.

---------------------------[Full Extension: F+FP]----------------------------

 Woah! This move goes like half the screen's distance! This move is a great
 horizontal defender against dashing attacks. You can combo it if you are
 quick enough though, you can cancel after this move, and while you can't
 neccessarily combo this move in all the time, you can keep the pressure on
 your opponent though.

-----------------[EX Super: Rising Soul Blade: B,DB,D,DFF+3K]----------------

 This is one of the coolest and most exstravagant moves in the game! Think
 of this move as somewhat of a reverse Magnetic Shockwave, but instead
 replace the waves with rising spiked sword blades. This move will juggle
 the opponent around to the end of the screen, the maximum amount of hits
 that I have ever gotten with this move is six. This super does good damage
 and if timed quick enough after the standing fierce you can combo this
 up close. Also when it hits the opponent in the air, most likely the
 opponent will not be juggled and will fall after one hit assuming of course
 that he or she is not blocking, but there is a slight possibility that this
 super will juggle an air opponent. There is slight start up delay on this
 move, and a bit of recovery time on this move as well, but the blades
 should push the opponent back far enough away to prevent your opponent from
 doing anything.

----------------[EX Super: Spikes from Heaven: LK,HK,MP,MP,U]----------------

 This super is a pretty good super, however its motion for the initiation
 of the super really warrants someone from not trying to use this super.
 Once started, Hsien-Ko will call upon a bunch of spiked balls to drop from
 the ceiling(sky) and about 20 of them will drop to the floor, if you can
 get enough of these to connect you can do about 25% of your opponent's life
 bar here. The problem with this super is that, while it does a lot of block
 damage, it has a bit of a start up delay that makes this move nearly almost
 impossible to combo. The recovery time isn't too bad though, but I would
 most likely try avoid using this super since the motion is too friggin
 hard to use without thinking and the fact that it has a very low success
 rate and it doesn't even reach across the screen makes this super pretty
 useless. However if the opponent jumps over you, she can still hit her
 opponent with the Spikes from Heaven assuming of course the opponent gets
 crossed up and blocks the wrong way.

------------------[EX Super: Chinese Bomb: B,DB,D,DF,F+3P]-------------------

 This super is kinda funky, think of this super as something similar to
 those platform bombs in Mega Man 8. Hsien-Ko will yell "Chinese Bomb!" and
 will throw out a odd looking bomb with a small digit at the bottom right
 corner of the bomb, that's the counter for when the bomb will be set off.
 However, this super can effect you as well, your opponent can kick this to
 you and you can kick it back to your opponent, this super is unblockable
 and does quite a bit of damage too. Obviously you can't combo it, but the
 start up delay on this move and the recovery delay time on this move is
 pretty good though, just make sure you can kick this to your opponent at
 the right time. Also note that this super can go off screen and not damage
 anybody on the screen at all, resulting in a waste of super, so you may
 want to think carefully about using the Chinese Bomb, her best super
 obviously is the Rising Soul Blade.

----------------[ES Super: Flashing Weapon Throw: D,DF,F+3P]-----------------

 Well not much to say about this move here, it only does a tad bit more
 damage than her regular weapon throw and it has a bit more start up delay
 time than her regular Weapon Throw. You can still combo this move in after
 a close fierce or a close roundhouse if you cancel quick enough, otherwise
 your opponent will easily block this move. The recovery time on this move
 isn't too bad I guess, its rather long but oddly its hard for your
 opponent to counter.

----------------------[ES Super: War Gong: D,DB,B+3P]------------------------

 This super isn't much either, however this move will bounce back super
 projectiles, like the ES supers of Huitzil or Morrigan. You can combo this
 move up close after you cancel QUICKLY after the strong and also note that
 this move has a bit more recovery time then the Reflect Gong, which can be
 a pain to use sometimes as you risk a high chance of being counter-
 attacked. You can use this in the air as well and bounce back air
 projectiles.

-------------------[ES Super: Massacre Swing: F,D,DF+3P]---------------------

 This is actually Hsien-Ko's best super(excluding the Rising Soul Blade of
 course). It does A LOT of damage and it can be comboed if canceled quick
 enough after the close fierce or roundhouse. Not only that but this is
 also quite an effective anti-air attack as she is a bit invincible during
 the initial frames of start up. This also does HUGE block damage and
 if you press the punch button rapidly she will swing back and forth more
 rapidly, causing more hits and more damage. There is a bit of a start up
 delay on this move, but the recovery time is pretty bad since Hsien-Ko
 sometimes sucks in the opponent with this move and they can counter once
 she comes out of the super.

----------------[Dark Force: Soul Sister: P+K(same strength)]----------------

 This Dark Force will have Hsien-Ko call out Lin-Lin(her twin sister) and
 her sister will dance, it really doesn't to much in terms of effects, but
 it will have Hsien-Ko vary her attacks. In this mode she is a bit more
 combo effective, while it doesn't really do much, at least its better than
 her standard forms of attack. There really isn't much use to use this
 Dark Force anyways, while her combo ability goes up, she cannot use supers
 or special attacks.

---------------------------[Strategy: Hsien-Ko]------------------------------

 Well for Hsien-Ko, you should really stay on the offensive side, her
 attacks have a lot of reach and her supers can do pretty good damage.
 One thing you have to watch for is her throw range, it sucks badly, she
 can easily get reverse thrown. Try to stay away from using her Dark Force,
 it won't help much in winning her battles and its not too effective either
 and its basically a waste of your EX super meter.

=============================================================================
---------------------------------[Huitzil]-----------------------------------
=============================================================================

                            -KILLER MACHINE-

                      "My master...order...please."

 The boy Cesil lost his way and wandered deep into the ruins. At that
 moment Huitzil, the ultimate guardian, was reactivated to protect its new
 master.

-------------------------[Plasma Beam: D,DF,F+P/K]---------------------------

 This move is Huitzil's projectile and it has maximum range and does good
 damage. There is a bit of start up delay on this move as it is uncomboable
 and your opponent will usually be able to counter attack before Huitzil
 can throw this projectile out(if your opponent is close to you). The
 punch button will make Huitzil throw the projectile at head height and the
 kick button will make Huitzil shoot the Plasma Beam at foot height, however
 the kick button version can be blocked high, but the problem with these
 two projectiles is that the punch version can be easily ducked under and
 the kick version can be jumped over pretty easily as well. Also note that
 just because this move is a projectile, that doesn't mean you can use
 this effectively as a keep away move.

------------------------[Missile Launcher: D,DB,B+P]-------------------------

 This move is a pretty good move to keep your opponent away, this will have
 Huitzil throw out a set of missiles from his back, it sorta floats a bit
 and stays in the air pretty long(for a projectile) and its usually hard
 to escape. You can't combo in this move but it does come out pretty quickly
 and the recovery time on this move is very minimal on the ground. You can
 also use this move in the air as well, in the air there is more of an arc,
 but it will sail over an opponent's head if he is close to Huitzil. The
 stronger the punch button the more horizontal range it has on the ground
 and air, in the air the stronger the punch button will also increase the
 arc of the missile, but by just a bit.

-------------------------[Genocide Vulcan: B,D,DB+P]-------------------------

 This is one of the baddest and coolest moves in fighting games to date!
 It does a good amount of damage and once he catches the opponent, Huitzil
 will grab the opponent and toss them into the air and shoot them for a
 total of eleven hits. This move is unblockable and it can also be comboed
 as the total hits will add up in the hits guage. You should use this move
 often when you are close to the opponent because it has virtually no
 start up delay time and virtually no recovery delay time, making it hard
 for your opponent to counter. Note that the range on this move is really
 small, probably no more than a few steps in front of Huitzil is the
 maximum range for this move.

-------------------------[Plasma Trip: D,DB,B+K(air)]------------------------

 This move will have Huitzil throw out a small little Plasma Bomb, it will
 sorta roll towards the opponent and then explode when it reaches a certain
 distance on the ground. Once it explodes it shocks the opponent and knocks
 them down. The stronger the kick button the farther this move will go
 horizontally, and note that this move DOES NOT deal out damage on contact
 like most moves do. There is very little start up delay time on this move
 and a little recovery delay time on this move as Huitzil comes down from
 this move. You can't combo this move, but it is a nice way to fool your
 opponent from time to time.

-------------------[Guard Cancel: Reflect Wall: F,D,DF+3P]-------------------

 This move will basically push the opponent away, if the opponent throws a
 projectile at you and if you can time the Reflect Wall correctly and on
 time, you will bounce back the projectile towards your opponent. Basically
 this move will push the opponent back away from you, its a pretty good
 Guard Cancel to use, especially against projectiles, but note that it
 only works against all non-super projectiles.

----------------------------[Gear Thrust: F+FP]------------------------------

 This move basically allows Hutizil to extend his fierce punch farther
 horizontally against the opponent. It has about one third screen's
 distance, little recovery time but a bit of a start up delay. Use wisely.

--------------------------[Gear Extension: F+RK]-----------------------------

 This move is one of the better anti air attacks in Huitzil's arsenal. This
 move will have Hutizil extend his arm towards the opponent but then go
 upwards, it has about one third screen's distance range and it does good
 damage and will hit twice when you are up close to the opponent.

----------------[EX Super: Final Guardian B: B,DB,D,DF,F+3P]-----------------

 This has got to be one of the sweetest supers in the game, this will have
 Huitzil throw out a small energy sphere and once it touches the opponent it
 will stun them with electricity and then hold them in place as Huitzil
 prepares to fry the opponent with a series of cannons for a total of 34
 monster hits! This super will do a lot of damage, but it has a bit of
 a start up delay that makes it very tough to combo unless you cancel
 quickly after the roundhouse. There is a bit of a recovery delay time if
 the opponents block this move though, so try to use it only when the
 opponent misses with an anti-air attack or if they try to attack you up
 close as you are invincible to attacks during the first few initial frames
 from start up.

--------------------[EX Super: Energy Sphere: B,D,DB+3K]---------------------

 This super is probably one of the supers that you will have to try and
 avoid using, mainly because it doesn't explode on contact, it takes the
 entire screen's distance and explodes once it moves the full screen
 distance, if you are standing anywhere in the middle of the screen, your
 attack will move off screen and probably never even touch the opponent.
 There is a bit of a start up delay on this move though, its uncomboable
 but it can set up A LOT of sweet and fancy combos though. It all depends
 if your opponent is dumb enough to fall for this move, and if your human
 opponent falls asleep standing up then yes, your opponent will EASILY
 fall for this...(^_^).

--------------------[ES Super: Plasma Ray: D,DF,F+3K/3P]---------------------

 This super will hit up to three times, it still has the long start up delay
 time as well. There is also more recovery delay time on this move as well,
 it does about 60% more damage than the regular Plasma Beam and if you use
 the punch versions, you will do a high Plasma Beam and if you use the
 kick version you will do the low Plasma Beam. Try to avoid using it unless
 you are sure it will connect.

-------------------[ES Super: Turrican Vulcan: B,D,DB+3P]--------------------

 This super is much like the Genocide Vulcan, however it only does one
 extra hit and the last extra hit has Huitzil shooting a small bomb or
 missile of some kind. It does only a tad bit more than the regular Genocide
 Vulcan, but its cool to see Huitzil flash though. This can combo up close
 and it also has good range(for a throw type move) and excellent priority
 up close. The recovery delay time and the start up delay time are both
 pretty good as well.

------------------[ES Super: Plasma Sweep: D,DB,B+3K(air)]-------------------

 This super is one of the more powerful supers in Huitzil's arsenal, it does
 a good amount of damage and this super will have Huitzil drop two Plasma
 disks to the floor, but they will only explode after a certain distance
 rather than on contact. You really have to use these from full screen's
 distance to actually connect with this move. You can't combo this move and
 it can only be used in the air, however I would avoid using it because
 its highly unlikely that this move will connect, no matter where you
 throw it. The recovery time is pretty bad since Huitzil can only recover
 when he falls back on the ground, but there is basically minimal start up
 delay time though.

--------------------[Dark Force: Ray of Doom: D,F,DF+2P]---------------------

 This Dark Force is one of the best Dark Forces in the game, once initiated
 two other robots come to Huitzil's aid. Even if you taunt these two robots
 will shoot out a beam at the opponent, having this Dark Force on can lead
 to some MAJOR comboes! However, the beams take time to shoot out, and you
 can't just keep attacking an expect the beams to come out, however it is
 still a MAJOR convience to have them and it can really turn the favor on
 your side. Note that the beams will do block damage as well.

----------------------------[Strategy: Huitzil]------------------------------

 Well for Huitzil what you should do a lot is mainly toy with your opponent
 using a lot of projectiles, mainly your Plasma Trips. Try to be offensive
 minded when using Huitzil because his defense isn't too well rounded.
 Your ES supers are actually more effective than your EX supers surprisingly
 but then again Huitzil's supers aren't too effective overall. His supers
 are mainly there to do the damage instead of being effective at the same
 time. Use your Dark Force often, it gives Huitzil a HUGE advantage over
 his opponent as it has them running scared.

=============================================================================
----------------------------------[Jedah]------------------------------------
=============================================================================

                        -THE LORD OF THE VAMPIRE-

           "I shall be the one to unite every dispirited soul."

 Jedah resurrected to save the Dark World from being ruined by uniting all
 souls to himself. He summons the Dakrstalkers to the Dark Dimension, the
 battle field he created for his own salvation.

---------------------------[Dio = Cega: D,DF,F+P]----------------------------

 This move will have Jedah throw out a spinning blade(the blade looks pretty
 painful). There is a lot of start up delay time on this move as it cannot
 combo in, however this move does do good block damage and once it reaches
 a certain distance, the blade will spin there momentarily for about a
 second, which can act as a defense against both air attacks and horizontal
 attacks. There is very little recovery time to this move and it can act as
 a projectile as you can nullify projectiles with this move in exchange for
 yours. Try not to use this too often though, it becomes easily predictable.
 In the air this move will come down at an angle and the stronger the punch
 button used the more horizontal range this move will have.

-------------------------[Nero = Fautica: D,DB,B+P]--------------------------

 This move is much like a surprise attack agaisnt horizontal attacks and
 dashing opponents. Once your opponent is caught, they will be encased in
 a flesh bubble(I guess that's what it is) and Jedah will slash at the
 opponent. This move does good damage but you can't combo the move in. There
 is also little recovery time from this move, even though if Jedah misses
 he will do his slash pose. Also there is little range on this move, you
 will have to be fairly close to the opponent when you want to connect with
 this move, probably about at maximum, one fourth the screen's distance
 away.

---------------------[Ira = Spinta: F,DF,D,DB,B+K(air)]----------------------

 You can only use this move in the air and when you do, Jedah will sorta
 float in the air a short while, and then he will swoop down and then fly
 the opponent up with him and then send them down, drilling them in the
 back. This move does a lot of damage and can really make an opponent
 nervous since Jedah takes so long to hesistate before he pulls off the
 move. This move is unblockable, but the long delay time makes this move
 hard to connect against an opponent. The short version barely has any
 horizontal range, the forward version will go about 1/3 the screen's
 distance and the roundhouse version will go about three fourth the screen's
 distance. Be noted that Jedah can be hit with practically anything and this
 throw has virtually no priority at all, but it does come down pretty fast
 on the opponent though.

----------------------------[Spregio: F,D,DF+P]------------------------------

 This move is Jedah's projectile, but it doesn't have much range, it will
 go about 1/3 the screen's total distance. You can combo in this move though
 as it comes out pretty fast and it can be used as an anti-dash attack. Just
 make sure that you time it early enough to catch dashing opponents. Also
 note that the recovery time on this move is pretty quick, which allows
 Jedah to use this move without fear of retaliation since Jedah can block
 afterwards. This is also Jedah's Guard Cancel and you can only use this
 move freely in Dark Force Power, in Dark Force Change, this move is Jedah's
 Guard Cancel and Guard Cancel only!

----------[EX Super: Purova = Dél = Cervo: B,DB,D,DF,F+3K, then K]-----------

 This super is one of Jedah's two unblockable supers. Once you perform this
 move, a waving purple hand from the ground will flow, however if you do not
 press the kick button, your super will have been wasted. Once the hand is
 near the opponent press kick and then the hand will grab the opponent, then
 it will proceed to slam the opponent back and forth and then paste the
 opponent onto an old scroll. It's a pretty fancy looking super and it does
 a lot of damage. Note that this super cannot grab opponents out of the air
 and you cannot combo it in. The recovery time on this move isn't too bad
 but Jedah can be countered attack if the opponent jumps over from above.

---------------------[EX Super: Finale = Russo: D,D,+3P]---------------------

 This super is also unblockale, once you connect with this move your
 opponent will fall to the pit below and a bunch of hands will hold your
 opponent and then hit them 13 times. It does good damage and it comes out
 fairly quick, but it becomes predictable a lot of times and the recovery
 time is pretty good as well. I would try to use this super after a missed
 attack and such, or even as an anti-dash counter. Also this super works
 pretty well against projectile fighters, you can easily reach them across
 the screen and catch them before their projectiles reaches you!

----------------------[ES Super: Dio = Cega: D,DF,F+3P]----------------------

 Much like the regular Dio = Cega, this move will have Jedah throw out a
 spinning blade and it will spin a little longer momentarily once it reaches
 a certain position. The spinning blade has a much larger diameter than the
 regular move and it will hit up to five times, and it will do a lot of
 damage. There is a bit of a start up delay time on this move which can
 leave Jedah open to attacks just prior to Jedah releasing the blade. The
 recovery time on this move isn't too bad though and in the air, Jedah will
 release the blade diagonally downwards.

---------------------[ES Super: Nero = Fautica: D,DB,B+P]--------------------

 A more souped up version of the regular move, this super will encase your
 opponent in a giant purple bubble and then Jedah will perform a small combo
 hitting up to five times. You can use this against dashing attacks and also
 note that the range is lacking on this move as well. It will go about one
 fourth the screen's distance and the recovery time on this move isn't too
 bad either, but it still allows the opponent ample time to counter attack.

-----------------[ES Super: Ira = Spinta: F,DF,D,DB,B+3K(air)]---------------

 This move is much like his normal special throw, you can only use this move
 in the air and once you catch your opponent with this move, Jedah will fly
 up into the air and then send the opponent down drilling them in the back
 more than his regular Ira = Spinta. It still does a lot of damage and you
 can't combo it in. This move does have a lot of range and will virtually
 reach the entire screen's length. Just try not to use this move too often
 because your opponent can easily knock you out of the air with an anti
 air attack.

-----------------------[ES Super: Spregio: F,D,DF+3P]------------------------

 This super is much like his regular Spregio, however this super will hit
 three times and knock the opponent down. It does decent damage but it can
 be put in combos and will eat out other regular projectiles. There is
 little start up delay time to this move and little recovery time, but you
 can also use it against horizontal attacks and dashing opponents, but be
 warned though, if you miss against a blocking opponent, they will have an
 adequete time to counter attack.

---------------------[Dark Force: Santu Arrio: B,D,DB+3K]--------------------

 This Dark Force isn't neccessarily a very good Dark Force. Once initiated
 Jedah will fly as easily as you move the directional pad around. There is
 no other advantage that Jedah holds when you use this Dark Force, it's
 sometimes hard to control him because he can't jump and your combos don't
 work very effectively unless your feet are firmly planted on the ground.
 Basically I would just try to avoid using this move altogether.

-----------------------------[Strategy: Jedah]-------------------------------

 Jedah is a pretty decent character to use, he doesn't have a lot of supers
 of good combos, but he can deal out the damage with his supers. You should
 use his supers often because they are unblockable and can deal out a lot
 of damage quick. Just note that Jedah has very bad defensive skills and
 he cannot really dish out much punishment on offense unless he connects
 with his supers.

=============================================================================
--------------------------------[J.Talbain]----------------------------------
=============================================================================
                           -HOWLING MADNESS-

                  "What is this blood burning feeling?"

 On a night of a full moon, he trembles with fear, sensing the existence of
 a brutal animal within himself. "This cannot be true...the curse must have
 been expelled. I must have been reborn as a human!"

----------------------[Beast Cannon: D,DF,F+P/F,D,DF+P]----------------------

 This move is a pretty quick attack, it makes J.Talbain's body into a wolf
 cannon of some sort as he howls whenever he does this move. The fireball
 motion will make J.Talbain travel striahgt horizontally and the dragon
 punch motion will make J.Talbain travel upwards diagonally, which can be
 used as an anti-air attack. The nice thing about this move is that it can
 also serve as an air dash, you just perform the move in the air and voila!
 You can perform two of these in a row but you cannot juggle the opponent
 with the move. However, note that your opponent will usually go crazy with
 the Beast Cannon, its more likely to happen in the game than anything else.
 If you can cancel quick enough off the fierce or the roundhouse you can
 combo in the move, the recovery time on this move is pretty good, not too
 long and not lomg enough for your opponent to counter attack, which is a
 good thing. The anti-air attack version has a little bit more recovery
 delay but you can always bust out a second Beast Cannon. Once this move is
 used in the air, J.Talbain will attack diagonally downwards, no matter
 which motion you use for the move. Also note that the Beast Cannon has
 EXCELLENT priority in attacks and it does good overall damage.

---------------------------[Climb Razor: D,U+K]------------------------------

 The Climb Razor is a very sweet looking attack, it does good damage and it
 comes out immensely quickly. You can combo this move even off of a jab
 punch or a short kick. What this move will do is have J.Talbain jump into
 the air and very quickly slash a front kick forward. The Climb Razor can
 work as an effective anti-air attack, even an attack that has more priority
 than the dragon punch version of the Beast Cannon. The stronger the kick
 button the higher J.Talbain will go into the air, however you have to note
 that the recovery time on this move isn't too good, once he starts to fall
 down, he is vulnerable to an attack. The horizontal range on this move
 isn't too great though, it sucks like cheese and you will really have to
 combo the move off of a close opponent. The priority is pretty good and it
 should have no trouble knocking down an air opponent.

---------------------[Million Flicker: D,DB,B+P(rapidly)]--------------------

 This move is a pretty good move to use. It does good damage and it does a
 tremendous amount of block damage. Once you perform the motion press the
 punch button rapidly and J.Talbain will do the Million Flicker longer.
 This move will have J.Talbain swing a mechedi(sp?) around in a rather
 torrent manner. Think of it much like E.Honda's Hundred Hand Slap except
 that the move does more damage and hits A LOT more. You can combo this move
 off of a strong or anything stronger if you cancel quickly. The Million
 Flicker can work as a great horizontal defender because it comes out so
 quickly, you can also use it as an anti-air attack. There isn't much
 recovery time on this move, it all really depends on when you release the
 punch button, note that if you use the Million Flicker while you are in
 your Dark Force, you can get some SERIOUS damage and hits out of this
 move.

-----------------------------[Quick Dash: D+3K]------------------------------

 This technique is a pretty useful one, however it can only go a small
 distance. Once you start the move J.Talbain will dash on all fours at his
 opponent, but if you are close to your opponent you will end up on the
 other side of the opponent. You can go under projectiles with this move
 if you can time the dash right, you will have to watch out when using
 this move though, it's pretty hard to time the dash because you will have
 to time the dash at the last second so that you can dash under the
 projectile. This is helpful since you can really surprise your human
 opponent and then get the jump on your opponent before they can recover
 from the move. I think J.Talbain is invincible during the duration of
 this move, but I'm not really sure, I'll have to check!

------[EX Super: Dragon Cannon: B,DB,D,DF,F+3K(DFC)/B,DB,D,Df,F+3P(DFP)]-----

 This super isn't as what is sounds like, this is mainly a projectile super
 that has J.Talbain summon a swirling tube of fire at the opponent, it comes
 out pretty quick but it has bad start up delay and you can't combo the
 move. It chips about three pixels of damage, however your opponent can duck
 under the cannon, but mostly the small and medium sized characters. The
 recovery time of this move is pretty good, it can be an effective anti-air
 attack if you can time the Dragon Cannon at the last minute. You must use
 the kick buttons if you are in Dark Force Change and you use the Punch
 buttons if you are using the Dark Force Power versions. You will have to
 watch for air attacks if you do not time the Dragon Cannon at the last
 second, the overall damage won't do much as compared to his other supers
 but it does do adequete damage though.

-------------------[EX Super: Razor Slice: JP,SP,F,SK,FK]--------------------

 This super is unblockable, but it lacks a lot of range, once he starts the
 move he will take one quick vertical swipe in front of him. This will cut
 the opponent in half, and if you finish the opponent off with the move they
 will remain cut in half. Try to use this move as quick counter against
 missed attacks, much like anti-air attacks. The overall damage done on this
 move is pretty good, heck it does a lot of damage. However the motion on
 the move can really make the player fustrated because its hard to do, even
 with a lot of practice(like me). You cna combo this move in the corner
 after you cancel quickly off of either a fierce or a roundhouse kick.
 The start up delay isn't too bad, but you usually won't catch a close
 opponent in time unless you counter attack a missed attack, the recovery
 time on this move is pretty bad though, once he misses he will pose for
 about a second, leaving him vulnerable to attack.

-----------[ES Super: Flashing Beast Cannon: D,DF,F+3P/F,D,DF+3P]------------

 This super is ONE OF THE WORST supers in the whole friggin game! Know why?
 The regular Beast Cannon does more damage than this move! It doesn't do
 good block damage but it does come out fast and you can combo it pretty
 easily. The fireball motion will make J.Talbain travel horizontally and
 the dragon punch motion will make J.Talbain travel diagonally upwards,
 which can work as an excellent anti-air attack because of its priority
 and its speed. You can also use this move in the air, but when you use it
 in the air J.Talbain will travel diagonally downwards at his opponent in
 a 65 degree angle. However it doesn't matter what motion you use in the
 air since it will make J.Talbain do the same move, you can also use the
 Flashing Beast Cannon in succession after another but other than that the
 move doesn't really old much of an advantage over the regular Beast Cannon.
 The only thing that this move does hold is that it travels higher
 vertically and farther horizontally, but if you miss with the dragon punch
 version of the move you can expect a counter attack, however like the
 regular Beast Cannon you can treat this sorta like an air dash, just jump
 into the air and perform the motion, and I would usually use this move to
 get over to the otherside of my opponent.

---------------[ES Super: Billion Flicker: D,DB,B+3P(rapidly)]---------------

 Okay corny name for the super, I admit it but do you have anything better
 in mind? This super is the enhanced version of the Million Flicker(gee
 figure that out by yourself? :) ) and it will do a A LOT of damage. You
 can use this as a horizontal defender and it can work pretty well against
 anti-air attacks if you can time the Billion Flicker at the last minute.
 Once you perform the motion, press the punch button to add A LOT more hits
 and more damage, and even if your opponent blocks the move they will lose
 a lot of damage, but it is recoverable though. You can combo in this move
 if you cance quickly from your attacks, but what I have found out is that
 when you use the Dark Force along with this move, you can score about 30+
 hits using a rapid-fire controller!!! That can result in about 50% of your
 opponent's life if you connect! It does 10% block damage!! There is little
 start up delay and the recovery delay depends on when you release the punch
 button. Overall, it is one of J.Talbain's supers.

----------------------[ES Super: Mountain Razor: D,U+K]----------------------

 Much like the regular Climb Razor, this move will do more damage and the
 overall damage is pretty good. It can hit up to three times and yes, can
 even be made stronger using your Dark Force along with this move. It's
 mainly here as an anti-air attack and it comes out pretty qucikly, quick
 enough to counter attack missed forward and strong attacks and it has
 high priority and you won't see much or anything break through this
 defense. There is more horizontal range on this move than the regular
 Climb Razor but it still is lacking in horizontal range and if you miss
 with the move you will be countered attack since the recovery time on the
 Mountain Razor isn't all too good.

----------------[Dark Force: Mirage Body: B,DB,D,DF,F+3K(DFP)]---------------

 This Dark Force has got to be the best Dark Force in the game! Once
 initiated J.Talbain will go on a Berserker Fury, much like Wolverine with
 the Power Gem in Marvel Super Heroes. J.Talbain will have mimicking mirror
 images trail every move that he does and attack like J.Talbain does in
 succession! Meaning you can turn any old 4 hit combo into an 11 hit
 monster! This also super hypes his special attacks and supers as well!
 Just use the Billion Flicker and ram the buttons and see what happens! You
 will be amazed! Its a Dark Force that you must definitely use! It has no
 disadvantages and the advantages are amazing!!

----------------------------[Strategy: J.Talbain]----------------------------

 J.Talbain is literally a 'beast' on the battle field. He has excellent
 combo ability and he has such amazing speed and his Dark Force...oh man!
 This guy is one tough customer for any opponent, beginner or expert, he
 has good defense and can counter quicker than anybody else in the game.
 Having no projectiles in his possession doesn't even hurt him one bit since
 he doesn't have much trouble against those keep away players as he can use
 his Dragon Cannon or he can constantly dash under projectiles and attack
 the opponent. Basically with J.Talbain just keep attacking and slashing
 offensively, you should play offense most of the time even though J.Talbain
 does have a pretty solid overall defense.

=============================================================================
---------------------------------[Lilith]------------------------------------
=============================================================================

                        -LOST CHILD OF THE LUST-

                  "I long to be of one soul and body."

 Lilith is another embodiment of Morrigan's soul, which was sealed by
 Berial. After 300 years, she recieves a transient body, and fights to
 recover her true body.

--------------------------[Soul Flash: D,DF,F+P]-----------------------------

 This is baiscally Lilith's projectile, and much like Ken's in the later
 crossover series, her projectile has pretty pathetic range. Her projectile
 will only go about 1/3 the screen's distance. It does about the same
 amount of damage as the Soul Fist, but the projectile travels slower
 though. You should mainly use this in combos only, you won't win many
 projectile fights with this and the recovery time is awfully bad. I would
 most likely avoid this if I were you(but then again, I'm not you!).

-------------------------[Shining Blade: F,D,DF+P]---------------------------

 This move is basically Lilith's anti-air attack, and much like Morrigan's
 there is basically little start up delay time and it has excellent
 priority. There is little that your opponent can do to try and over power
 this move, you should use this in combos up close but the horizontal
 range isn't too good so you will have to quickly cancel into this after
 about one or two hits from a combo. Like most anti-air attacks, the
 recovery delay time isn't too good as she can be hit in the air as she
 falls down from the move.

---------------------------[Soul Spin: D,DB,B+K]-----------------------------

 This move will have Lilith spin with her bat wings towards the opponent
 much like Ryu's Tatsumaki Senpuu Kyaku. Its very comboable and does good
 damage as it hits multiple times. You should use this often in combos and
 as a horizontal defender against dashing attacks, there is basically little
 start up delay time on this move and also little recovery time. However
 the priority on this move isn't too great, but it will out prioritize many
 ground attacks, just watch for air opponents because that's one of the
 problems this move is vulnerable to.

-----------------------------[High Jump: D,U]--------------------------------

 With this move Lilith can play a bit of a keep away game of her own. This
 move allows Lilith to super jump to a point almost out of the screen and
 you can use your directional pad to steer her direction of where she wants
 to go. This move is much like Morrigan's Air Dash, just given a different
 name. Use this to avoid keep away fights or to stay away from the opponent
 a while to recover some of your loss white bar. Note that Lilith can be hit
 out of the High Jump if the opponent attacks her as she is not invincible
 during anytime of the duration of the High Jump. Also note that you must
 input the command for the High Jump VERY QUICKLY, otherwise it will not
 work.

-------------------[EX Super: Splendor Love: F,D,DF+3K]----------------------

 This move is a pretty good super that has very little start up delay but
 for some reason you can't combo it. What this will do is turn Lilith's
 current garment into many numerous green bats that surround her, making
 her virtually invincible. Don't worry folks, you won't see all of her
 (you silly peepers you :) ). This does a lot of block damage and good
 overall normal damage, but the recovery time is horrible, try to avoid
 using it unless you are certain that it will connect. However, watch for
 EX and ES projectiles, some of them will knock Lilith out of the Splendor
 Love.

----------------[EX Super: Luminous Illusion: JP,JP,F,SK,FP]-----------------

 This super is much like Morrigan's Darkness Illusion, but it only does
 21 hits, however the overall damage is still the same. Its still a pretty
 cool version of Morrigan's super as you can also use it in the air and
 you can also combo it in, even after a jab or a short. You should only use
 this move in combos only or to counter missed attacks, I think this move
 will pass through projectiles through the first few frames of initial start
 up, but definitely not EX or ES projectiles. When Lilith misses with the
 super she will bounce off much like Morrigan will, so while the recovery
 time on this move is pretty bad, your opponent will have an improbably time
 trying to counter this move if they block it since Lilith bounces so far
 away from the opponent, usually out of the reach of any of their attacks.

-----------[EX Super: Gloomy Puppet Show: B,DB,D,DF,F+3K(Level 2)]-----------

 This is quite possibly the funkiest and funniest super in the game. Lilith
 will throw a hat towards her opponent(which is blockable by the way) and
 if she catches the opponent, her opponent will be set foot on a small stage
 much like the ones they use in a circus. Once your opponent is on the stage
 you can press any one of your six attack buttons and each one of them will
 force your opponent to do a different pose, if you can get the poses in
 a certain order(try pressing your buttons in a ZigZag sequension) then you
 will have points totaled up at the end, depending on the amount of points
 you get, the total damage will escalate. You can score as much as 50 pts.
 and as low as zero points, but you will still do damage even if you don't
 press anything, so try to press the ZigZag motion as fast as possible and
 you should easily score about 30 pts, keep repeating it though. The
 recovery time on this move isn't too good though, so try to watch out for
 a few things, use this against ground opponents only, if you knock an
 opponent out of the air they will not be caught in the super.

----------------------[ES Super: Soul Blink: D,DF,F+3P]----------------------

 This is much like Lilith's Soul Flash except for the fact that it travels
 a bit slower, however Lilith recovers before the projectile will hit the
 opponent(if you throw the projectile super away from the opponent), which
 can lead to some big combos. Use this mainly as a combo starter, also you
 can use this in succession in your Dark Force, it really ticks the crap
 out of a human opponent when you have enough EX Super meter to keep
 throwing them out against a cornered opponent (^_^). The start up delay
 isn't too bad, but you can't combo in this super though.

-----------------------[ES Super: Bat Spin: D,DB,B+3K]-----------------------

 This super will have Lilith spin a bit higher upwards diagonally than her
 regular Soul Spin. It does a lot of damage and can be used in a combo as
 it is quick enough to combo off of a jab or a short. You should use this
 mainly as a chipper when your opponent is close to losing or in a combo
 only. Its a great horizontal defender as well but it doesn't fare to well
 against airborne attacks. The recovery time is horrible though, so try to
 be careful when you are using this move.

---------------------[ES Super: Mirage Blade: F,D,DF+3P]---------------------

 This super is a pretty cool super to watch, it does a good amount of damage
 and it can be used in a combo, but watch for the horizontal range, although
 it may look like it has a lot of horizontal range, it really doesn't. You
 have to be really close to your opponent when you use this move, as you can
 combo it after a jab, short, or a jab to short combo. Just make sure that
 it connects, otherwise you can expect a painful counter from your opponent.
 What this super looks like, is it will have three flashing images of Lilith
 come up from the ground all coming up one at a time.

----------------------------[Strategy: Lilith]-------------------------------

 For Lilith, you mainly want to have an offensive game going, she's a pretty
 quick and agile character to use. She has a very good defense and a potent
 offense. However, her throw range is lacking somewhat and she is usually
 out-prioritized when she tries to throw her opponent. Keeping your opponent
 away obviously won't work, try to use combos to win and avoid throws and
 keep aways. Use your High Jump to get over those pesky keep-awaying
 opponents.

=============================================================================
--------------------------------[L. Rapter]----------------------------------
=============================================================================

                           -EVIL ENTERTAINER-

               "Interesting! New enemies worthy of death!"

 Followed by Le Malta, a beast in the Dark World, the self-professed "King"
 strums his guitar. A wild guitar riff that announces the beginning of his
 homicidal live show echoes through the Dark Dimension.

------------------------[Death Hurricane: D,DB,B+K]--------------------------

 This move is much like Lilith's Soul Spin, this move will have L.Rapter
 spin his body around and there will be some sort of blade that revolves
 around him. The stronger the button the more distance that this move will
 go both vertically and horizontally since this move travels diagonally
 upwards. You can combo in this move pretty easily since it comes out so
 quick, the recovery time isn't too bad though even though L.Rapter has to
 jump into the air. This move has good priority and will travel pretty
 quickly and it travels a good distance, probably about one half the
 screen's distance. However I would use this move as a surprise move, and
 while it does travel diagonally upwards the attack is a very poor anti-air
 attack. It works much better as a horizontal defender, mainly because of
 its priority and quick speed.

---------------------------[Skull Blade: D,U+K]------------------------------

 This move is much like Bison's Foot Stomp in the Street Fighter series.
 Once you perform this move L.Rapter will turn his legs into a spinning saw
 and jump up and come downwards diagonally on the opponent's head. This move
 does pretty good damage, but when L.Rapter jumps up into the air, it's
 practically a dead(was that the correct term for this guy?) give away since
 there is so much start up delay on thsi move that you can't even combo in
 the move. I would probably use it once in a while when my opponent isn't
 expecting it, but other than that I would try to avoid using this move
 altogether. There is so much start up delay that it gives your opponent
 a chance to use their anti air attack special(if they have one of course)
 and knock you out of the air before you even get the chance to use this</pre><pre id="faqspan-4">
 move. The recovery time on this move isn't too bad though, just hope that
 your opponent doesn't knock you out of the air before you land.

------------------------[Hell's Gate: B,DB,D,DF,F+K]-------------------------

 L.Rapter's teleport is a pretty nifty move to use, although it sounds like
 an attack of his repetoire, obviously it's not. The stronger the kick you
 use the farther the distance L.Rapter will go. The short kick version will
 make him go just 1/5 of the screen's distance, the forward kick version
 will make L.Rapter go about one third the screen's distance and the
 roundhouse kick version will make L.Rapter go three fourth's the screen's
 distance and when you press all three kicks L.Rapter will go the full
 screen's distance. L.Rapter is completely invincible when he is doing this
 move, once he starts the move he will go underground and then come back
 upwards, there is very little start up delay(if any) and the recovery delay
 time is pretty good and is near improbably for your opponent to counter,
 just make sure that you do not teleport into a super or during the middle
 of the super unless you teleport behind your opponent, otherwise you will
 just fall right into your opponent's hands.

-----------------[Death Phase: F,D,DF+K(GUARD CANCEL ONLY)]------------------

 This move can only be used as a Guard Cancel only, once you use it L.Rapter
 will use his guitar and sing it loudly as you can see the sound waves that
 come off of his guitar. It does decent damage on the opponent and will push
 the opponent back a little bit as well. A pretty good move to use though,
 there is little disadvantage and it even works well against air borne
 opponents as well!

------------------------[Extended Chainsaw: F+FP/RK]-------------------------

 These attacks will give L.Rapter an immense amount of horizontal range,
 you can combo them in pretty easily. The fierce will have him throw out his
 long sword blade and his roundhouse will have him extend his chainsaw, and
 his chainsaw can go as far as half the screen's total distance! There is a
 tiny bit of start up and little recovery delay time on both attacks. Mainly
 use these as horizontal defenders against attacks.

----------------------[EX Super: Evil Scream: F,B+3P]------------------------

 This move will have L.Rapter move is chainsaw blade at the opponent and it
 will cut the opponent in half and if you finish off your opponent with this
 super then your opponent will remain cut in half after the battle has been
 won. This move has good range(reaching about 1/3 of the screen's distance)
 and it does a lot of damage. The real problem with this move is that you
 can't combo it in, even though it does come out pretty fast. The recovery
 delay time isn't all too great since he still extends his chainsaw even
 after the opponent was blocking the attack. You should mainly use this
 attack against counters or crap stupid opponents(like my brother...hehehe).
 Personally I don't see much good coming from this move, it's easy to do
 but against small time veterans, they can easily avoid the attack and yes
 it is blockable!

----------------------[EX Super: Hell Dunk: F,D,DF+3P]-----------------------

 The manual says its Hell Drunk, but since this super involves L.Rapter
 dunking the opponent, I would assume the 'R' was a typo...pretty smart eh?
 Well basically this move will turn the opponent into a basketball, and
 Lord Rapter will dunk the opponent on a set up hoop made by his other
 partner(or friend or whatever his friggin name is...I forgot). It does A
 LOT of damage and this super is sometimes pretty unfair at some parts
 because you can't block the move and it has unlimited horizontal range.
 Not only that but it travels pretty fast and you don't even see it
 sometimes, a figure will glide across the floor and then catch the opponent
 by the foot. Usually this will catch even the most expert of opponents
 because it is just simply unfair to use, you can literally deal out mucho
 damage within a blink of an eye.

------------------[EX Super: Death Voltage: F,DF,D,DB,B+3K]------------------

 This move will have L.Rapter result in sending a shock through his
 opponent's body. Once start L.Rapter will trun his body into a moving
 electrical field house and will shock the opponent to a crisp. This move
 will come out extremely quickly and can easily combo off a jab or a short
 kick. I would use this often as a quick horizontal defense attack and as a
 quick anti-air attack, it has a lot of width and the electricity will
 surround L.Rapter, which makes him virtually invincible to any form of
 non-projectile attack. This move will only do one hit but that one hit will
 do a lot of damage and the recovery time isn't too heavy either, which can
 give L.Rapter time to recover from his moves. This move also has a lot of
 priority and the quickness of the move can be atributed to it, it will
 nearly dominate any move in the game, even some supers as well like the
 Darkness Illusion or even the Demon Horde!

-------------------[ES Super: Doomed Hurricane: D,DB,B+3K]-------------------

 A suped up version of the Death Hurricane, this move will do good damage
 and is definitely worth the level of super. It comes out very quickly and
 can be comboed in rather easily and your opponent will have little chance
 of counter attacking. This move will hit three times and will knock your
 opponent down if connected and it does decent block damage. This move still
 isn't a very good anti-air attack even though it goes diagonally upwards
 but it can be used as a pretty good horizontal defender against attacks.
 The range is about 2/3 the screen's distance and it has very good priority
 and will even trade hits with some of Sasquatch's special attacks. I would
 sometimes use this move to travel over projectiles, however you will have
 to time the move so that somewhere in the middle of the duration of the
 move L.Rapter will sail over the projectile because he can be hit anytime
 during the initial start up of the super. Treat this much like Ryu's
 Tatsumaki Senpuu Kyaku, you can sail over projectiles and hit opponents
 as they are throwing the projectile, which can make for an excellent
 counter attack.

------------------[ES Super: Splitting Skull Blade: D,U+3K]------------------

 Much like the Skull Blade this move will have L.Rapter jump up and then
 turn his feet into a spinning saw blade and come down diagonally downwards
 at the opponent's head. You can't control the distance of this move but
 it does good a very good horizontal distance and it has excellent priority
 against basically any ground attack. However, like the Skull Blade it is
 a dead give away when L.Rapter jumps into the air as your opponent will
 have about a long split second to knock L.Rapter out of the air. Obviously
 the long start up delay will deter any chance of you trying to combo in
 this move and the recovery delay time is pretty bad since L.Rapter will
 land in front of his opponent if he misses, leaving himself momentarily
 vulnerable to an attack, super, or combo. This move does do about 75% more
 damage than the regular Skull Blade and will do three hits and does good
 block damage as well.

------------------[Dark Force: Ultimate Undead: B,D,DB+3K]-------------------

 A pretty odd Dark Force, however I wouldn't use it if I were you. This
 will comeplately change the attacks of L.Rapter and will only limit him
 to just three attack animations, yes you got it, just three attack
 animations on the ground. It makes L.Rapter slower as well, but it gives
 him a chainsaw and he will do significantly more damage with his attacks,
 but he will lose much of his combo ability and the ability to use special
 attacks and supers. The real advantage from this move is the range that
 L.Rapter recieves because at anytime you can pick up a chainsaw you will
 obviously have a lot of range! I would just stick with his original
 repetoire though.

----------------------------[Strategy: L.Rapter]-----------------------------

 L.Rapter is a pretty decent character overall, he doesn't have good range
 on his attacks, but is a good combo character. He really has to rely on
 hits that do damage and then run away, his combos won't do much damage and
 the lack of ability to combo in supers really hurts his repetoire. I would
 suggest that you try to attack your opponent with strong attacks and force
 them to miss with some of their attacks, then just counter attack.

=============================================================================
--------------------------------[Morrigan]-----------------------------------
=============================================================================

                         -MISTRESS OF THE NIGHT-

            "Good timing...I just needed a new playground."

 Her castle was suddenly teleported to the Dark Dimension. She hears a
 sorowful cry from nowhere that echoes in her mind, recalling a familiar
 feeling.

----------------------------[Soul Fist: D,DF,F+P]----------------------------

 This is the basic Ryu type projectile, it has good speed and good range.
 This move can be comboed when you cancel quickly off the stronger attacks.
 This move has a bit of a start up delay, so you will have to time the
 projectile because it's not an instant deal like the Hadouken. When you
 use the Soul Fist in the air, Morrigan will bounce up into the air a bit,
 the projectile will go down at a digaonaly distance, much like Akuma's
 Zankuu Hadouken. The recovery time on the air isn't too good, it will take
 her a while to come back to the ground. Try to use the Soul Fist in combos
 and as keep away only, it won't do much as a horizontal attack defense.

---------------------------[Shadow Blade: F,D,DF+P]--------------------------

 This is the basic anti-air attack in the game, it has tremendous priority
 and the only attack that can probably neutralize the Shadow Blade is
 possibly air projectiles. However, while it has a lot of priority, she
 is not invincible during the initial frames of start up. You also have to
 take note that this move comes out extremely quick and it will most likely
 combo off of anything. Like most anti-air attacks, the Shadow Blade has a
 considerable amount of recovery time and has poor horizontal range. The
 stronger versions of the Shadow Blade will hit multiple times if you
 attack up close.

------------------------[Vector Drain: F,DF,D,DB,B+P]------------------------

 This move is basically a throw, think of it much like T.Hawk's Stormhammer
 from SSF2. You must be really close to your opponent for this to connect.
 Once Morrigan catches her opponent, she will fly upwards with her opponent
 and then send them spinning downwards, and while it looks painful its
 far from it. It does only a decent amount of damage but the two advantages
 coming from this move is that its unblockable and the total damage that it
 does, it virtually leaves no white bar left, making 95% of the total damage
 of this move unrecoverable. You can also use this move in the air, and
 again you will have to be close to the opponent. But when you are away
 from the opponent, Morrigan will show no sign that you have actually
 performed the move, so its basically useless and serves no disadvantage
 when you use the Vector Drain out of range.

-----------------------------[Air Dash: D,U]---------------------------------

 Well this is all it is, an air dash but the nice thing about this move is
 that it isn't just any old air dash. Morrigan can basically travel to
 anywhere on screen that she wants, but you must move the directional pad
 after your perform the move, Morrigan will fly to where you want her to.
 But you must be VERY QUICK in performing the motion, otherwise the air
 dash will not come out. Note that she will only fly in the air for about
 one second, use this to get around the opponent or to escape from an
 opponent's cornering attacks and such. Be careful how you time the move
 though, your opponent can hit you out of the air dash at any time since
 you are not invincible at any time during the dash.

----------------[EX Super: Darkness Illusion: JP,JP,F,SK,FP]-----------------

 This super, while it has a pretty difficult motion, is a very powerful
 super and comes out extremely quickly, so quick that it can combo off a
 jab or a short. This move has a bit of a recovery delay, she will bounce
 off a blocking opponent, but its very difficult to counter attack if not
 impossible. This move will do a sweet 27 hits total on the ground and 21
 hits if done in the air as the movements and the eye candy of this
 super varies both on the ground and in the air. However, while the hits are
 basically significantly different, both the air version and the ground
 version does basically the same amount of overall damage. If you finish
 off your opponent with this move, they will be shown sliced in half.

--------------[EX Super: Valkerie Turn: F,DF,D,DB,B+K, then K]---------------

 This move will have Morrigan go off screen for a quick second and then come
 in and use her bottom half body and turn it into a bat drill of some kind
 and will hit the opponent several times. But YOU MUST PRESS K when you
 enter the screen, otherwise Morrigan will be left hanging in the air and
 will do nothing and your opponent will easily be able to counter attack
 without any threat of retaliation. You can also combo after this move as
 well, which can lead to some BIG combos ESPECIALLY IN YOUR DARK FORCE mode.
 Try to use this move as a set up for your bigger combos, this move can
 also do A LOT of block damage and there is basically no start up delay on
 this move as she is completely invincible during the initial start up of
 this move until she reaches out of the screen. And if you can combo after
 the move, then obviously there is basically little to no recovery time.
 The kick will determine the height she comes in at and the stronger the
 kick the higher she will come in from the screen, note that your opponent
 will easily be able to block this because of the time it takes for her to
 start the move and then come back in and note that it is pretty easy for a
 human opponent to jump over this move or completely avoid it all together.

-----------------[EX Super: Finishing Shower: SP,JP,F,FK,SK]-----------------

 This super is one of the strongest supers in the game, if not the
 strongest. What this move will do is have Morrigan veer up and while the
 start up delay is pretty long, she will unleash a series of projectiles
 from her bat wings(I guess) and it will hit up to 15 times doing an
 ABSURD amount of damage, even more than her Darkness Illusion. Note that
 you cannot combo this move and your opponent will be able to easily attack
 Morrigan out of the move just before she can release her projectiles.
 This move will do a lot of block damage but if you have your Dark Force
 on, you will only get one more extra hit out of this move, despite the
 extra image. Try to use this as a chipper when your opponent is close to
 losing because it does a lot of block damage, but try to avoid using this
 move because the start up delay is just horrible, there is about 2.5
 seconds of start up delay on this move, unless you are POSITIVE that you
 will connect with this super, try to avoid using it.

-----------------[EX Super: Cryptic Needle: F,FP,SP,JP,F]--------------------

 This move is basically her fierce throw, it's nothing really fancy but it
 does do a good amount of damage. You can use this move from as far as
 three quarters of a screen distance away. I'm pretty positive that this
 move is unblockable so your opponent will have to jump or duck to avoid
 this move. You can shake the control and ram the buttons to get a bit more
 extra damage out of it, but other than that there really isn't anything
 that you can do to increase the damage, and the damage will pretty much
 take away about 80% of the white bar, which is good if you don't want your
 opponent to recover. However, note that the start up delay on this move
 sucks as you will be easily countered from an air attack, try to avoid
 using it unless you are confidently ahead.

---------------------[ES Super: Spirit Fist: D,DF,F+3P]----------------------

 This super will do a lot of damage(for an ES Super) as it comes out pretty
 quickly and can also be used in the air. However the start up delay is
 pretty bad for a projectile, the ONLY WAY you will combo in this move is
 if you use your Dark Force and combo it off a close roundhouse kick. In
 the air she will also bounce up just a bit and it will go diagonally
 downwards, but it has a bit more horizontal range from the air than her
 regular Soul Fist. It does a decent job as a chipper, but I would save
 this super for something else.

--------------------[ES Super: Darkness Blade: F,D,DF+3P]--------------------

 This super is an excellent super to use, especially in combos. This will
 hit up to eight times AND IF YOU ARE QUICK ENOUGH, you can use this super
 to juggle the opponent after the Spirit Fist in DARK FORCE ONLY. This is
 much like her Shadow Blade much has more horizontal range and has an absurd
 amount of priority. It does a number on block damage as well and its
 usually best if you use this move in combos. The start up delay is barely
 non-existant but the recovery time delay is pretty bad since it takes time
 for her to recover as she lands from the air.

-------------------[ES Super: Vector Slam: F,DF,D,DB,B+3P]-------------------

 This move is much like the Vector Drain, it will have Morrigan take her
 opponent up into the air and then slam her back to the ground. However,
 this super doesn't do much more damage than her regular Vector Drain, it
 only does about 5 pixels of extra damage. It will however, take away about
 95% of the white bar, making the Vector Slam's total damage virtually
 unrecoverable. And like the Vector Drain you can use this in the air when
 you are up close to the opponent and when you perform the motion out of
 her range, she will not show any motion whatever.

---------------------------[Strategy: Morrigan]------------------------------

 Morrigan is porbably what you can call "Ryu" of Darkstalkers 3. She has
 an excellent projectile and a powerful and high priority anti-air attack.
 You should mainly play offenisve with Morrigan because she's primarily the
 best character in the game. She has good speed and unbelievable combo
 ability, if your familiar with using Shatokens, then you should be familiar
 with using Morrigan.

=============================================================================
---------------------------------[Pyron]-------------------------------------
=============================================================================

                        -RULER OF THE UNIVERSE-

         "May there be maximum excitement in my endless life."

 Pyron detected Jedah's plan to collect "valuable souls." He headed to Earth
 once again and stealthily slid into the entrance of the Dark Dimension.

--------------------------[Soul Smasher: D,DF,F+P]---------------------------

 This move is much like Pyron's projectile. However the odd thing about this
 move is that only the jab version acts like a real projectile. The jab
 version will go straight forward much like the Soul Fist, the strong
 version will go forward a little bit(about 1/4 screen's distance) and then
 fly almost straight upwards at an 80 degree angle, the fierce version is
 almost exactly like this except it travels 1/5 the screen's distance and
 then go upwards at an 85 degree angle. The strong and fierce versions can
 be used as an anti-air attack if you can time the projectile early but the
 jab version is what you should really use throughout the battle. The
 projectile will travel pretty fast no matter what version you use and it
 can be comboed if you cancel off stronger attacks quickly. There is little
 start up delay on this move and there is little recovery time, just make
 sure that you use the projectiles from a distance and make sure you
 connect against an opponent, even if they are blocking since when they
 block at that time you are recovering from the projectile!

--------------------------[Zodiac Attack: F,D,DF+P]--------------------------

 A blazing fast attack that can turn the tides to Pyron's favor. This move
 will turn Pyron's matter type 4(plasma) body into a moving wheel of burning
 destruction towards the opponent. It comes out pretty fast and it can be
 comboed in pretty easily, you will have to watch for projectiles though
 since you cannot absorb or nullify them while you are in this state.
 I would use this as a quick anti-dash horizontal defense attack as it comes
 out very quickly and has good range, covering nealr 3/4 of the entire
 screen's length. This move does good damage, but the recovery time is
 pretty bad. Once Pyron initiates this move and he uses it against a
 blocking opponent, he will still roll as if he is still hitting the
 opponent but not hit the opponent more than once, which will leave him open
 to attack. This move works great as a Guard Cancel attack, it will push
 the opponent back and will deal adequete damage and even though its
 basically a 90% horizontal attack, it works pretty well in countering
 anti-air attacks as well.

----------------------[Orbiter Blaze: D,DB,B+K(air)]-------------------------

 An aerial attack that does good damage and has good priority. You can ONLY
 use this move in the air as it will come down diagonally downwards. This
 move can't be comboed but it does have pretty good range and the range can
 be increased by the stronger kick buttons that you use. There is little
 start up delay time on this move and little recovery time on this move as
 well, even if you do hit a blocking opponent you will land in time to avoid
 counter attacks that may come your way. However the disadvantage about this
 move is that it sorta has Pyron float a bit, meaning that his attack will
 make it obvious for the human opponent to know what he is doing, and in
 the air your opponent can quickly jump up and knock you out of your attack
 and that is where Pyron is the most vulnerable and susceptible to attack.

-------------------------[Galaxy Trip: B,D,DB+P/K]---------------------------

 This is Pyron's teleport move, however unlike basically all other teleports
 this teleport lets Pyron teleport in succession as many times as he wants
 without having to pause to take a break to land or recover even while he is
 in the air. You can use either kick or either punch button, the jab version
 will make him land to the top left of the screen, the short version will
 make Pyron land on the bottom left of the screen, the strong punch version
 will make Pyron land at the top middle portion of the screen, the forward
 kick version will make Pyron land ont he bottom middle of the screen, the
 fierce punch version will make Pyron land at the top right of the screen,
 and the roundhouse kick version will make Pyron land at the bottom right of
 the screen. There is almost no start up delay time on the teleport and
 nearly and barely no recovery time on his teleport, which can really make
 it tough for an opponent since Pyron can teleport across the screen and
 just attack and run. If you can repeat the teleport motion fast enough you
 can virtually become invincible! I see very little disadvantages to using
 this teleport and it can get your out of corner traps and other tight
 situations as well.

--------------[EX Super: Cosmo Disruption: B,DB,D,DF,F+3P/3K]----------------

 The punch version will go about half of the screen's distance while the
 kicks version will go almost the full screen's distance. However this move
 does not hit until it reaches a certain distance, much like Huitzil's
 Energy Sphere attack, your opponent must be at a certain distance for this
 move to connect. The effects are pretty spectacular for this move but it
 only hits twice for decent damage. You can't combo in this move but you
 can quickly combo during this move and after this move, but you must be
 quick about doing so since it can explode pretty quickly and you will have
 to be a certain distance when you are using the Cosmo Disruption. It's
 not a very useful or effective super to use overall but the recovery delay
 time is basically non-existant and you can use this to probably scare your
 opponents into blocking, then when they are blocking get up close to your
 opponent and then throw them! It's rather cheesy and can lose its
 effectiveness rather easily but if you use it sparingly, it will become a
 pretty invaluable tool.

----------[EX Super: Piled Hell: F,D,DF+3K(DARK FORCE POWER ONLY)]-----------

 Note that you can only use this EX Super while you are using the power
 Dark Force. However don;t be disappointed if you don't get a chance to use
 this move because frankly it stinks. When Pyuron starts this move, he will
 turn into a long vertical tower of energy with his face in the middle of
 the vertical tower, it has so little horizontal range that it's not even
 funny, in fact the horizontal range on this move is even less than the
 width of his body. this move can be used as an anti-air attack but you MUST
 time the move at the last possible second since the range is so lacking.
 It comes out pretty quick and does a good amount of damage but the lack of
 range really hurts this move from being useful.

---------------------[ES Super: Soul Crusher: D,DF,F+3P]---------------------

 This move is much like his regular Soul Smasher. This projectile comes out
 pretty fast but it does pitiful damage for a super since it does no more
 damage than the regular Soul Smasher. The projectile will travel like the
 jab version, it will go straight across the screen but it cannot go
 diagonally upwards like the strong or fierce version of the Soul Smasher.
 There is a little more start up delay tome on this move and a little more
 recovery time on this move but if you use this move quickly or early, then
 it can be used as an anti-dash attack. However opponents usually will jump
 over this move and attack you from above, just basically try to avoid
 using this move in general, the damage sucks, the start up and recovery
 delay time sucks and the whole move just plain old sucks.

-------------------[ES Super: Zodiac Crusher: F,D,DF+3P]---------------------

 A pretty quick blazing attack that does great damage and it does tremendous
 block damage, in fact its one of the heaviest chippers in the game! This
 move will hit about eight to ten times while your opponent is blocking, but
 it will only hit fives time if your opponent is not blocking. This move
 comes out rather quickly and acts as a great horizontal defender and also
 as an anti-dash attack. I would mainly use this in combos since it does do
 good damage in combos, but try not to overuse the move. If Pyron misses
 with this move he is in a lot of trouble, Pyron will still continue to do
 this move even after he finishes his attacks against the opponent meaning
 his animation is still apparent but he doesn't attack. This gives your
 opponent a rock solid opportunity to attack before Pyron can recover and
 your opponent will usually counter attack with a super. Try to avoid using
 this move too often unless you want to chip away your opponent who is
 close to death.

-------------------[ES Super: Solar Blaze: D,DB,B+K(air)]--------------------

 This move basically will have Pyron turn his body into a spining
 destruction wheel at his opponent. However, unlike the regular Orbital
 Blaze, this move will hit up to three times and it will knock the opponent
 down. You can't combo this move in the air but it does have good priority
 and good speed after it gets started. However, like the regular Orbital
 Blaze, this move does have a lot of start up delay and since it can only be
 used in the air your opponent can knock you out of the air before you can
 even use the move. So you will have to be a bit careful when you are using
 the Solar Blaze, also note that even if your opponent is about one third
 the screen's distance away from you, you can still sail over your
 opponent's head with this move since it has such a high angle when it falls
 down diagonally. There is little recovery time to this move and it does
 decent block damage as well.

-------------------[Dark Force: Shining Gemini: B,D,DB+K]--------------------

 This Dark Force is ONLY MEANT FOR DARK FORCE CHANGE, his other Dark Force
 Power is meant for the motion described above. In Dark Force Change,
 Pyron will call on a second image, this image is rather useful as it acts
 much like Lilith's Mindless Doll Dark Force. However when Pyron does a kick
 on the ground, the mirror Pyron will do the Zodiac Attack and if he uses
 a punch on the ground the mirror Pyron will do a Soul Smasher. In the air
 the punch will result in a air Soul Smasher and the kick button will result
 in a Orbital Blaze attack, however the attacks are pretty weak but it does
 boost up that combo guage counter though. On Dakr Force Power you can only
 use a regular Pyron and he will deal damage that CANNOT be recovered, even
 the block damage as well.

-----------------------------[Strategy: Pyron]-------------------------------

 For Pyron, you really have to get into a game of teleporting and surprising
 your opponent with quick attacks. I would mainly try to avoid playing
 defense, he really can't push opponents back away from him, he doesn't fare
 to well on offense but he does do better on offense than he does on
 defense. His Dakr Force is a lot of help, especailly his Dark Force Change.
 With it, you should basically go on a combo fury since you can always have
 a back up attack to follow up on your attacks, just in case you might miss
 with your attacks or if your opponents trades or over powers your hits.
 Mainly overall, Pyron is just an average character.

=============================================================================
---------------------------------[Q-Bee]-------------------------------------
=============================================================================

                          -THE GHASTLY INSECT-

                        "Your soul looks tasty."

 Q-Bee is the leader of the Soul Bee tribe and works with Jedah to collect
 other souls. She instinctively leads her swarm to the honey of life -
 enough to satisfy any appetite.

--------------------------[C -> R: B,DB,D,DF,F+P]----------------------------

 This move is Q-Bee's grab move, it has a good amount of distance for a
 throw, it basically covers about 1/3 the screen's distance. Once Q-Bee
 catches your opponent in this move, she will hit them with her stinger a
 few times and then throw the opponent, it does a good amount of damage
 and it can even be comboed, but it won't add to the hit guage, it will
 only stop it. Q-Bee can also use this move in the air, and note that this
 move is unblockable and comes out pretty quickly, the recovery time isn't
 too bad though. Did I mention that this move is also unblockable as well?

----------------------------[Delta A: D,DB,B+K]------------------------------

 This move will have Q-Bee jump back to the wall and hit the opponent with
 her stinger, this is ALMOST EXACTLY like Adon's Jaguar Tooth. Once she
 performs the move, she will jump off the wall and hit the opponent, the
 stronger the kick button used the more horizontal distance that she will
 have, but it also means the longer it takes to reach the opponent, at times
 she may even go over the opponent's head. The short version will have her
 attack just in front of her, the forward version will have her attack at
 about the middle of the screen and the roundhouse version will have her
 attack at 3/4's the screen's distance. There is a buttload of start up
 time on this move making it virtually uncomboable but the recovery time is
 small. Note that she can also use this move in the air as well.

----------------------------[S by P: K(rapidly)]-----------------------------

 This is can mostly be compared to the Lightning Kick of Chun-Li, basically
 it is the lightning kick except Q-Bee uses her stinger. Another difference
 that this move has is that it will only hit twice and no more, this is
 because just after a few hits Q-Bee will get pushed back so quickly that
 she won't be able to tack on any more hits. You can use this in combos and
 it is also a great horizontal attack defender. Its also a very potent
 weapon in the air and it will have her slowly float downwards if she
 continuosly uses it. There is basically no start up delay time on this move
 and very little(if any) recovery delay on this move, making it very
 comboable and safe to use, just so long you know when to stop pressing the
 kick button so rapidly.

---------------------[R.M.: F,D,DF+K(GUARD CANCEL ONLY)]---------------------

 Note that you can ONLY use this move as a Guard Cancel, this move will have
 Q-Bee do a handstand kick type of move, much like Cammy's close standing
 roundhouse in other games. It's a pretty good counter against attacks
 because it works really well against anti-air attacks and it has a lot of
 priority. However, it might miss a horizontally attacking opponent because
 of the lack of horizontal range on this move. The recovery time on this is
 very minimal though.

--------------------------[EX Super: Qj: F,D,DF+3P]--------------------------

 This is one of the oddest, but most effective supers in the game, if you
 can get it to connect of course. Once you connect this against an opponent
 they will become incased in some kind of honey bee mucus, leaving them
 vulnerable to attack for a while, you shouldn't try to combo your opponent
 once they are cught in this because they will be caught and then be hung
 in the air a bit inside the mucus, and you can only juggle the opponent
 with one hit in this game. You should use any other super that you may
 have when your opponent is caught, heck this super alone does quite a bit
 of damage for just covering your opponent in mucus. However this super is
 blockable(dang) and if she misses with it the first time, the mucus sphere
 will bounce along the walls and floors until it touches one end of the
 screeen and then it will go out of the screen. The recovery time on this
 move isn't too bad though. Note that she can use this super in the air.

---------------------[EX Super: Plus B: B,DB,D,DF,F+3K]----------------------

 This super is a bit odd, but is VERY PAINFUL. This will have Q-Bee float
 in the air a bit and then hold out a giant beehive and send out about
 twelve medium sized bees at the opponent, once the opponent is caught it
 will hit for a total of twelve times and you can see them with bumps and
 bruises along with bits of clothes shredded. You can't combo this move but
 you can use it as a quick counter against missed attacks if you time them
 correctly. The bees will follow the opponent a bit, but its pretty easy
 to remain unscathed if your opponent is standing right next to you. This
 move isn't much different from the air either, it does do about a pixel
 of damage when blocked, so its pretty much a useless chipper.

---------------------[ES Super: C -> R: B,DB,D,DF,F+3P]----------------------

 This super is actually MUCH different than her regular C -> R. Once she
 catches the opponent, she will entise them into a stone oval sphere of
 some kind, she will then disappear and then promptly pop out out of the
 stone oval sphere(not sure why though). This does A LOT of damage to the
 opponent and it is also unblockable. You can also combo in this move as it
 will stop the hit guage, however it will weaken the move a bit if you
 add a lot of hits prior to the move. There is a good horizontal distance
 from this move, mainly like half a screen's distance. Also there is little
 recovery time on the move and you can use the super in the air.

-----------------------[ES Super: Delta A: D,DB,B+3K]------------------------

 Much like the regular Delta A, this move will have Q-Bee jump off the wall
 behind her and then jump off the wall and then hit the opponent with her
 stinger. This move will hit three times, but the downside is that it will
 only go full screen horizontally, meaning that anybody who is half a
 screen's distance away or closer will easily remain unscathed. There is
 a lot of start up delay time on this move, making it virtually uncomboable
 without help from the Qj super. If I were you, I would much less avoid
 this move than anything else.

-----------------------[ES Super: S by P: 3K(rapidly)]-----------------------

 This move is much like the regular S by P, it acts a lot like the Lightning
 Kick. This move will do about 2-4 hits, but it will do a lot of damage out
 of the few hits. You won't get anymore hits than that because the first
 few initial hits pushes Q-Bee away far from the opponent. There is
 basically little recovery time and little start up delay on this move,
 making it both very comboable(even after a short or a jab) and a very safe
 move to use.

-------------------------[Dark Force: I2: B,D,DB+3K]-------------------------

 Basically one of the half baked Dark Forces in the game. Once initiated
 Q-Bee will have the ability to fly around with the screen, basically use
 your directional pad to move her. However she must be on the ground if you
 want to cancel out of the Dakr Force. That's all there is to the Dark Force
 basically, nothing else besides unrecoverable damage if you use the Dark
 Force Power version.

------------------------------[Strategy: Q-Bee]------------------------------

 With Q-Bee, you have to be on an offensive game of some sort. Her fierce
 is a great way to keep the opponent at bay, even though it might not have
 the range that you may like, it can act as a short projectile both on the
 ground and in the air. Her defense is her weak spot, never let your
 opponent get the jump on you, otherwise it's basically a done deal for your
 opponent. Try to use your Qj super and trap the opponent and use the Plus
 B super or the C -> R super for some really cheap damage.

=============================================================================
---------------------------------[Rikvo]-------------------------------------
=============================================================================

                          -AQUATIC DAREDEVIL-

            "He must be in here...I'll come save you, Alba!"

 The loss occured suddenly - his only son Alba disappeared! After a frantic
 search, Rikvo finds an entrance into a dark tunnel blocked by furious
 ocean currents. His rescue attempt has just begun.

--------------------[Sonic Wave: B(charge for 2 sec.)F+P]--------------------

 This move will have Rikvo shoot out rings of sound, once they connect on
 an opponent, it will leave the opponent momentarily stunned for a short
 while. You can't combo in this move but it does work like a projectile and
 will nuffily projectiles on its own. There is a bit of a start up delay
 time on this move, which can lead to your opponent counter attacking
 before you even get the chance to use this move. You should mainly use this
 as a counter attack against missed attacks, it won't catch an air opponent
 though. Try to time this move early so that dashing opponents will get
 caught into this move the moment they try to attack, it can work several
 times just so long as you don't become so redundant about it. The recovery
 delay time on this move isn't too bad, but it isn't too good either, it's
 pretty average, fifty percent of the time your opponent will be able to
 counter and fifty percent of the time your opponent will not be able to
 counter attack.

------------------[Poison Breath: B(charge for 2 sec.)F+K]-------------------

 This move is very similar to the Sonic Wave, there is very little
 noticable difference besides the different animation. This move will have
 Rikvo spit out a cloud of gas at the opponent, however close opponents
 will completely avoid this move since the initial start up doesn't attack
 the opponent at all. The stronger the button the more range this move will
 have. There is little start up delay time on this move but you can't combo
 it in and it still will not catch air borne opponents. Your opponent can
 easily jump over this and attack from above but the recovery time on this
 move is pretty minimal, leaving very little chance for your opponent to
 counter attack. Try not to use this move too often though, it's not a very
 good move to use because like the Sonic Wave the overall damage is pitiful
 and it doesn't even hold the opponent in stun motion long enough for you
 to even set up for a good combo.

-------------------[Tricky Fish: B,B+K(DFC)/F,D,DF+K(DFP)]-------------------

 This move will have Rikvo jump back a bit and then quickly attack lounging
 his body forward in an awkward spiral. There is a bit of a start up delay
 on this move since Rikvo has to jump back and then jump at the opponent,
 you can't combo in the move but it does good damage and can be used as an
 anti-air attack if you time the move early. There first very few initial
 frames of animation of the Tricky Fish are invincible meaning that he can
 pass through projectiles during the very early start up of this move. Try
 not use this move too often, it gets predictable and is often blocked, even
 though the recovery delay time on this move is very minimal. Its mainly
 here as a surprise move, Rikvo doesn't have any special attacks that you
 can combo in.

--------------------[Sea Haven: F,DF,D,DB,B+SP/FP(close)]--------------------

 Obviously, you will have to be close to your opponent to use this move.
 Once you grab the opponent Rikvo will take the opponent up into the air
 with him and then nibble at the opponent and then send them back flying
 downwards. This move does a lot of damage and even if you miss, there is no
 miss animation that Rikvo does, making it a pretty safe move to use. Note
 that you cannot use this move with the Jab, this is because jab is not
 considered a throw button. You should use this move with every chance you
 get since the throw range and the throw priority on this move is pretty
 good as well.

---------------------[Shell Storm: F,DF,D,DB,B+K(close)]---------------------

 This is another grab move from Rikvo. You will have to be close to the
 opponent to use this move and once you connect with it, Rikvo will toss the
 opponent into the air and bring out or turn into a clam and then spit
 pearls at the opponent. This move will do a lot of damage like the Sea
 Haven and even if Rikvo misses, he will not go into any type of miss
 animation like Sasquatch and Victor does. You should use this move often
 when you are up close because it has excellent throw range and very good
 throw priority.

--------------------[EX Super: Aqua Spread: F,DF,D+3P/3K]--------------------

 This move will have Rikvo send out a pole of water very similar to
 Anakaris' Gate of Hell. This move will send the opponent flying straight
 up into the air, you can't combo in the move but it can be used as an anti-
 air attack if you time the move early. You should watch out when you are
 using this move, mainly because it's very easy to miss with this move and
 your opponent will be able to counter attack. The start up delay isn't
 too bad but its enough that you can't combo in the move, the recovery
 delay time on this move isn't too good though, once Rikvo misses with the
 move he will still be stuck in his start up pose and your opponent will
 have the opportunity to counter attack.

-----------------------[EX Super: Water Jail: F,D,DF+3P]---------------------

 This move will have Rikvo send out a little water bubble and it will
 travel to the opponent and once they are caught, they will be floating
 inside the water bubble as it rises to the ceiling, and once it reaches
 the ceiling, the bubbles pops and the opponent falls back to the ground.
 Surprisingly this super does deal out a lot of damage, but you can tack
 onto that damage by using any super or by hitting the opponent as they are
 floating upwards. Try not to over use this move too often because it starts
 out rather slow and the bubble will move very slowly across the screen and
 it is pretty easy to avoid. There is little recovery time to this move, and
 you should take advantage of that by quickly following up on the water
 bubble and advancing and attacking the opponent.

--------------------[EX Super: Sea Rage: B,DB,D,DF,F+3P]---------------------

 This super will have Rikvo send a giant wave of water to the opponent,
 much like the Dragon Cannon except that it hits lower. This super does good
 damage and it will basically over power anything in it's path. The super
 does no more than eight hits total and it does good block damage. You can't
 combo in the move because of the initial start up delay nor can you combo
 after it, but if you cancel quickly after you connect with the Water Jail
 it will hit the opponent, but for only one easly little hit, the same thing
 happens against an air borne opponent as well. The recovery time on this
 move is pretty decent, but thanks to the water wave that pushes your
 opponent back, your opponent will have little chance of counter attacking
 you. You should use this move often, it can eat some projectiles and will
 over power anything your opponent throws at you.

-------------[ES Super: Super Sonic Wave: B(charge 2 sec.)F+3P]--------------

 This super isn't any better than the regular Sonic Wave. This move will
 hold the opponent down a tad bit longer but nothing really too noticable
 as it has a lot of start up delay and it cannot be comboed. The overall
 damage done on this move is basically no more than the regular Sonic Wave
 as it does pitiful damage for a super. There is little recovery delay
 time on this move, but your opponent can easily jump over the Sonic Wave
 and attack from above, and the SSWave moves pretty slowly anyways.

-------------[ES Super: Bio Breath: B(charge fore 2 sec.)F+3K]---------------

 This move isn't much different than the regular Poison Breath. This move
 does have more range than the Poison Breath as it will go about three
 quarters' of the screen's distance. The width of this move is bigger too,
 but I would try to avoid using this move altogether as well. The recovery
 time on this move is pretty good, but its so easy to avoid and predict that
 it's not even worth the amount of super. The overall damage done on this
 move is pretty weak, sometimes your forward kick does more damage than this
 super! The start up delay time on this move isn't too good, as you can't
 combo in the move and your opponent can very easily attack you from above.

-------------[ES Super: Magic Fish: B,B+3K(DFC)/F,D,DF+3K(DFP)]--------------

 This move is much like the Tricky Fish, Rikvo will jump back and then
 lunge himself at the opponent turning his body into an awkward spiral
 spear. This super will hit three times and it will do good damage, the only
 problem with this move is that it has a bit of a start up delay time where
 Rikvo will have to extend back and then jump at the opponent. This move is
 mainly used as a surprise attack and it can work as a pretty good anti-air
 attack just so long as you time the move early enough so that Rikvo jumps
 at the opponent as they are attacking. This super also has good priority
 and very little to almost no recovery time, it's near impossible for your
 opponent to counter attack when you miss with this move, making it a very
 safe move to use.

-------------------[ES Super: Ocean Haven: F,DF,D,DB,B+3P]-------------------

 Much like the Sea Haven, Rikvo will catch the opponent and then jump with
 them up into the air and then start biting on the opponent and then throw
 them down. However this time Rikvo will bite on the opponent a couple of
 more times(ohhh!!) and then throw the opponent down. This throw can only
 be used up close as it will do a lot of damage and it has excellent throw
 range and throw priority as well. You should use this often because even
 if you miss with the super, there is no miss animation and you won't have
 wasted a super, so the only time your super meter can be used up is when
 you actually do connect with this move!

------------------[ES Super: Pearl Storm: F,DF,D,DB,B+3K]--------------------

 This super will have Rikvo throw the opponent up into the air and then
 shoot about seven or eight pearls at the opponent and then finish the super
 off with his Tricky Fish move. This throw will do A LOT of damage and it
 has excellent throw priority and excellent throw range. You should use this
 throw often because much like the Ocean Haven, Rikvo does not have a miss
 animation that he goes into if he misses with the move. You have to be
 close to the opponent when you use this move though, otherwise the move
 won't come out. And you should use this super often, just as much as the
 Ocean Haven because the only way you use up a level of super meter is when
 you actually do connect with the Pearl Storm throw.

----------------[Dark Force: Ocean Range: P+K(same strength)]----------------

 This Dark Force will have Rikvo ride an awkward looking fish and then use</pre><pre id="faqspan-5">
 it as a surf board of some kind. Rikvo can basically travel anywhere on the
 screen simply by moving the directional pad, but there are certain moves
 and supers that you cannot do. Mainly the Tricky Fish and Sea Rage are the
 moves that you cannot do while you are in this mode. I wouldn't use this
 too much if I were you, mainly because it doesn't give Rikvo much of an
 advantage anyways.

-----------------------------[Strategy: Rikvo]-------------------------------

 Rikvo is a very good combo character, some of his attacks hit twice which
 can lead up to some big combos. You should try to play offensively with
 Rikvo and avoid the defense because Rikvo doesn't have good defense. He
 also has very good throw range on his special grabs, you should over-
 prioritize basically any throws with his special grabs. You should stay
 away from his charge moves and the Dark Force as well.

=============================================================================
-------------------------------[Sasquatch]-----------------------------------
=============================================================================

                          -Mountain Behemoth-

             "There must be something who has an evil design."

 With great power, Sasquatch leaps into a shadowy crevice that leads to the
 Dark Dimension. He doesn't know what fierce battles for his soul are
 waiting beyond the dark.

--------------------------[Big Breath: D,DF,F+P]-----------------------------

 This move is probably the closest thing to a projectile that Sasquatch has
 besides his EX Super. The overall range on this move isn't too good, your
 opponent must not be more than probably 6 steps away from Sasquatch in
 order for this move to connect. This move will have Sasquatch blow out a
 breath of frozen vapor, once it comes in contact with a non blocking
 opponent it will freeze the opponent for a while and depending on the
 button you press the opponent will become frozen longer, the stronger the
 button the longer your opponent will be frozen but also the longer the
 start up delay time on this move. Try not to use this often because
 although this move looks like it can serve as a pretty good anti-air
 attack, truth is it doesn't. There is little start up delay to this move
 and little recovery time but your opponent can jump over this pretty easily
 and attack from above.

------------------[Big Blow: F,D,DF+P(hold P then release)]------------------

 This move will have Sasquatch spin his hand fast and then hit the opponent
 much like charging up for a move. However if you hold down the punch button
 you can charge for a bigger punch, however the charge will take about two
 seconds and that will leave you in a very vulnerable position to be
 attacked. Even if you do connect with the Big Blow charged up fully it
 still doesn't do more damage than if you had done a non charged up Big Blow
 since when you charge up the move fully it only does four more pixels of
 extra damage. The start up delay time on this move isn't too good but the
 recovery time is almost unnoticable, the overall damage done is a lot but
 you can't combo in the move and it doesn't have much priority. You can use
 it as a horizontal defender just so long as you do not charge for the move
 and that you start the move off early.

-------------------------[Typhoon Kick: F,D,DF+K]----------------------------

 This move is much like the Big Blow except with his foot. However you
 cannot charge for the move and it does a little more damage than the Big
 Blow. You can't combo the move but it does come out a little quicker than
 the Big Blow but the only disadvantage from the Big Blow that this move has
 is the horizontal range, and while it's range is pretty good, it just ends
 up short compared to it's arm brother. You can use this as a quick
 horizontal defense since it has a lot of priority and the recovery time on
 this move isn't too bad. You will have to watch for airborne attacks since
 this move does not protect well against jumping attacks. I would try to use
 this move as a counter attack since there is just two frames on
 invincibility on this move during start up, but you can still be hit by
 projectiles if you miss or if the projectiles comes out first.

---------------------------[Ice Towers: D,D+P]-------------------------------

 This move is probably as close as you can get to Sasquatch's anti-air
 attack. Once you start this move Sasquatch will duck and then a few upside
 down icicles will pop up, several of them in fact and a ground opponent
 will be frozen momentarily and then flip like a dirty shoebag. This move
 can also be used as an anti-air attack but since this move doesn't have
 much vertical range you MUST time this move late otherwise your opponent
 will attack you before you even have the chance to use the move. You can
 combo this move in after a close forward if you cancel quickly enough and
 it can hit multiple times I think but even if it does it won't really boost
 the overall damage by much or any for that matter. The start up delay isn't
 very apparent as the move coems out pretty quick, but the recovery time is
 enough for your opponent to counter attack since if Sasquatch misses with
 the attack he will be stuck in his Ice Towers pose with icicles still
 standing out, giving his opponent ample time to attack.

-------------------------[Big Swing: 360+K(close)]---------------------------

 This move is a pretty funny move, once you connect with the move Sasquatch
 will grab the opponent and swing them around like some cheap McDonalds
 employee! You can roll the joystick or spin the directional pad to maybe
 get an extra swing out of the move and do more damage. The nice thing
 about this move is that it's unblockable and does A LOT of damage and can
 combo if you hesistate off of a quick jab or short. You should use this
 move often against turtlers but if you miss with this move Sasquatch will
 go into a funny pose, as if he is about to fall over with a giant
 expression on his face. Try not to overuse the move too much since it ONLY
 works when Sasquatch is close to the opponent, but the throw priority is
 pretty good and will over prioritize basically all throws, except for other
 special grabs.

----------------------[Big Gulp: F,DF,D,DB,B+P(close)]-----------------------

 This move wasn't listed in the manual, but a pretty nifty move name eh?
 You must be close to your opponent when you perform this move and once you
 do, Sasquatch will grab the opponent and then swallow him or her and then
 spit him or her out and they will be frozen, you can quickly attack them
 for a quick combo and you can also use this move as a counter attack
 against missed attacks up close, and it has more range than you think.
 However the range is still pretty sappy and will only grab a ground
 opponent and it has little priority against attacks but it does have good
 throw priority. If Sasquatch misses with this movehe will go into a pose
 exactly like the Big Swing miss pose where he is about to tip over with
 a giant expression on his face.

-------------------[EX Super: Big Freezer: B,DB,D,DF,F+3P]-------------------

 This is much like the other beam supers in the game, maybe Sasquatch
 borrowed a thing or two from Huitzil? Anyways this move will have Sasquatch
 fire out a giant flashing ice beam at his opponent, once it connects it
 will freeze the opponent momentarily and then have them pop into the air
 and fall back to the ground as the ice that surrounded them breaks apart.
 It comes out pretty quick and can reach full screen's distance in a hurry,
 but you cannot combo in the move and its a rather lowly directed beam
 meaning that your opponent can easily jump over the beam super. The
 recovery time on this move isn't too good as your opponent will easily
 jump over and attack you from above. You will have to watch out for that
 but luckily Sasquatch is invincible during the duration of the first few
 frames of start up, so you can at least out prioritize your opponent.

------------------[EX Super: Big Ice Burn: B,DB,D,DF,F+3K]-------------------

 This move will have Sasquatch blow a small forzen lake of ice below the
 opponent's feet similar to Sub-Zero's Ice Slide in those early Mortal
 Krappy games, but this is an auto super and CANNOT be blocked. Once he
 connects against the opponent with this move they will begin to slip and
 slide around and then the ice beneath them will crack and then the ice pool
 will shoot the opponent up into the air as they fall back to the ground.
 However, evn though this super is unblockable, you cannot immediately get
 an opponent who is about to get up from a sweeping attack because there is
 a small momentary pause that allows the opponent to escape from this move.
 There is little start up delay but you cannot combo the move and you should
 mainly reserve it for missed attacks and counter attacks, but the recovery
 time delay on this move isn't too great though as Sasquatch will be sorta
 stuck in a pose of some sort as he blows the ground frozen.

-------------------[EX Super: Big Sledge: 360x2+3K(close)]-------------------

 This move is a pretty funny super but does A LOT of damage. Once you catch
 the opponent Sasquatch will use the opponent as a sled! Then the dogs will
 drag your opponent across the screeen three times really fast and then
 Sasquatch gives his opponent a giant bottom that sends the opponent flying
 across the screen. It's a pretty funny super and it gets the damage done
 but the motion is pretty hard to do, however if you miss with the move
 Sasquatch will go into that pose where he is about to fall over with that
 giant expression on his face, leaving Sasquatch open to attack. The move
 does have good throw range and throw priority but it can only catch a
 grounded opponent and basically anything can knock Sasquatch out of the
 super. Even though the overall damage is pretty heavy, I suggest you try
 and avoid this move unless you like to embarrass your opponent (^_^).

---------------------[ES Super: Giant Breath: D,DF,F+3P]---------------------

 This move will have Sasquatch blow out his ice breath at his opponent, but
 it will hold the opponent longer and will give your more time to combo the
 opponent. You can repeat this super two times in a combo but you can't
 repeat the super more than that, maybe because Capcom didn't want to
 involve any infinites in this game? This move has little recovery time but
 it has a bit of a start up delay, however it does have a little more width
 on the move and it can be used as an anti-air attack against air borne
 opponents. Try to use this move at the last possible second to catch air
 borne opponents. This move won't do that much more damage than the regular
 Big Breath but it does hold the opponent longer though.

----------------------[ES Super: Giant Blow: F,D,DF+3P]----------------------

 This move is much like the Big Blow that Sasquatch has. The only real
 difference is that this move does more damage and it does more damage if
 you charge for the move. However, this move does have more recovery delay
 and more start up delay time giving your opponent more chances to attack
 before and after Sasquatch uses the Giant Blow. The significance of this
 move being charged and the move not being charged is very little, you will
 do about only 6 more pixels of damage if you charge for the move and it
 doesn't even do that much more damage than the regular Big Blow to begin
 with. This can work as a great horizontal defender if you can time the
 move early and it has pretty good priority, something that the Big Blow
 didn't offer. You can't combo in this move since it's so slow but it does
 have great reach, probably reaching as far as half a screen's distance
 away!

--------------------[ES Super: Whirlwind Kick: F,D,DF+3K]--------------------

 This move is much like the Typhoon Kick, except for the fact that this
 move is a bit stronger than the Typhoon Kick. Try to use this move against
 horizontal attacks, much like a quick attack against anti-dash attacks.
 The range on this move will reach about one third the screen's distance
 but you can't combo the move since there is so much start up delay. The
 recovery time on this move isn't too good though but the priority on this
 move is pretty darn powerful, it will counter basically any attack your
 opponent throws at you and I think the Whirlwind kick will absorb regular
 projectiles(excluding beam projectiles like Huitzil). This move will
 have Sasquatch spin his foot for a moment and then kick the opponent with
 his foot, nothing really fancy but it does get the job done.

---------------------[ES Super: Frozen Towers: D,D+3P]-----------------------

 This super, obviosuly(am I becoming redundant?), is much like the regular
 Ice Towers. However this move has more horizontal range and more vertical
 range than the Ice Towers, in fact nearly twice as much range on both axis.
 You still can't combo in this move but it does come out pretty fast and
 does quite a bit of damage as it will hit multiple times. It covers a lot
 of ground and is an EXCELLENT anti-air attack with good range and very good
 priority. This move will have Sasquatch duck and then throw out icicles
 and icicle waves along the floor. There is little recovery time to this
 move and it does good block damage, just watch for a close blocking
 opponent though since they can counter attack rather easily if you miss.

----------------------[ES Super: Giant Swing: 360+3K]------------------------

 This move can often get you confused with the Big Sledge move since you
 only have to repeat the 360 motion twice to get his other super. It's
 actually preferred that you use the other super but this super does do a
 lot of damage in its own right as well. You must be close to the opponent
 when you are using this move and once you do, Sasquatch will grab the
 opponent and then swing them around and around(a little longer than the
 regular Big Swing) and then toss them across the screen like a cheap sack
 of potatoes. Once he misses he will go into his miss pose which will allow
 the opponent to attack him, you can combo this move off of a close jab
 and then hesistate and then perform the motion and you will grab the
 opponent with little hesistation.

-------------------[ES Super: Giant Gulp: F,DF,D,DB,B+3P]--------------------

 This super is much like the Big Gulp. You have to be close to use this
 move and once Sasquatch catches the opponent, he will swallow the opponent
 whole and then spit the opponent out frozen. It will hold the opponent
 frozen for quite a long time leaving you time to combo the opponent. There
 is little start up delay on this move since it's a throw, you can grab
 the opponent immediately since this move is unblockable but if you miss
 Sasquatch will go into his miss pose and be left open to attack. You can
 also combo in this move after a quick jab followed by a hesistation, but
 this super like his regular Big Gulp is much like a combo starter and your
 opponent will be lay frozen for about 1 second or so, which is plenty of
 time to get your combo 'groove' going.

-------------------[Dark Force: Super Armor: B,D,DB+3K]----------------------

 This Dark Force will have have Sasquatch call out his little Penguin
 buddies and each time Sasquatch attacks the opponent those little penguins
 will come after the opponent and self-destruct when they are close to
 the opponent. Also the other Dark Force(Dark Force Change) will have
 Sasquatch have Super Armor, much like Oboro and Bishamon, he can take
 several hits before feeling the effects of the attacks, which can be
 pretty useful since his Super Armor works in the air as well.

---------------------------[Strategy: Sasquatch]-----------------------------

 Sasquatch is much like a Zangief and a Morrigan combined, he's both a
 throw character and a combo character. He can move pretty quick for a big
 guy but his size can make him an easy target for combos and other attacks.
 You should mainly be on the offensive with this guy since his defense isn't
 really at the top of the class, however his throw priority is pretty good
 and he can really out-throw prioritize many of his opponents, it's just
 that his overall throw range isn't too good.

=============================================================================
----------------------------------[Victor]-----------------------------------
=============================================================================

                          -ELECTRIC POWERHOUSE-

                      "All souls...return to one."

 Victor thought Jedah's phrase "collectiong souls" eant a resurrection of
 life. He headed to the Dark Dimension, believing his sister Emily would be
 returned to life after the battles.

-------------------[Mega Forhead: B(charge for 2 sec.)F+P]-------------------

 This move will have Victor use his forehead and try to ram the opponent.
 His head animation just grows twice as big and it becomes electrified as he
 moves forward. This move has little start up delay and a lot of priority
 against basically all regular horizontal attacks, however it will not
 absorb projectiles. The move has pretty good horizontal distance, it can
 go about half a screen's distance. The recovery time is pretty good as
 well, but when he misses he will leave his head stuck out for a brief
 split second, but usually Victor can recover before he is attacked. You
 can combo this move off of a close forward if you cancel quickly and you
 can also use this move as a horizontal defense attack or an anti-dash
 attack. You can use this move as an anti-air attack as well, but you must
 cancel quickly and try to time the move early, otherwise your opponent
 will have the jump on you.

--------------------[Mega Fist: D(charge for 2 sec.)U+P]---------------------

 This move will have Victor jump up into the air and then clamp both his
 two fists and hit the opponent above with electricity using his fists. The
 move does good damage and has a lot of range, it will reach an opponent
 half a screen's distance away, which is pretty good range for a non-
 projectile type of move. It does good damage and has excellent priority,
 even against some anti-air attacks like the Climb Razor. Try to use this
 move as a surprise attack because you cannot block this move low as the
 move will come from above. There is a lot of start up delay on this move
 and its usually a dead give away for your opponent since Victor has to
 jump up into the air and he will have to charge his arm a little bit, which
 can lead to more start up delay. The recovery time isn't too good, Victor
 will block only when he lands.

---------------------------[Giga Knee: F,D,DF+K]-----------------------------

 This is much like the Bazooka Knee of Guile's in Super Street Fighter 2
 Turbo. This will move Victor forward a bit with his knee extended, it has
 about one third the screen's distance and it will do good damage and it
 has pretty good priority. The move comes out very quickly and it can be
 used as a horizontal defense and an anti-dash attack. It doesn't work as a
 good anti-air attack even though it might look like it is an anti-air
 attack because the knee goes diagonally upward. You can pretty much combo
 in this move as it will pretty much counter any attack, the recovery time
 on this move is pretty good as well, there is basically little to no
 recovery time on this move as once the knee connects against a blocking
 or non blocking opponent or not, he can IMMEDIATELY recover from the move.

---------------------------[Gyro Crush: D,DB,B+K]----------------------------

 This move is much like Zangief's Spinning Lariat, this move does good
 damage and it has a lot of priority. The jab version will only have Victor
 spin around once and hit only once, the strong version will have Victor
 spin around twice and hit twice, the fierce version will have Victor spin
 around four times and will only hit three times. There is basically no
 start up delay time on this move and the recovery time on this move isn't
 that bad either, in fact you can easily go through projectiles with this
 move, much like Zangief's Spinning Clothesline. There is good range on this
 move as it will go about half a screen's distance on both sides of Victor
 and this move can be used as an anti-air attack, it works pretty well as
 it has a lot of priority against airborne attacks as well as horizontal
 ground attacks.

---------------------------[Mega Shock: D,DF,F+K]----------------------------

 This move is a grab move, you will have to be close to your opponent when
 you do this move. Once you grab the opponent, ram the buttons and roll the
 joystick to get more hits out of the move. This move will have Victor grab
 his opponent and then constantly squeeze his opponent with electricity,
 although there really isn't much of a significance of ramming the buttons
 on this move since you won't increase the overall damage by much anyways.
 You should mainly use this as a counter attack against missed attacks up
 close, the throw priority on this move is pretty good as is the throw
 range. However if you miss with this move, Victor will go into his sorta
 miss pose, it will only last for a brief second but it still leaves him
 open to attack. Note that there is no ES Super version of the Mega Shock,
 it be pretty pointless to do so anyways since the regular one does a lot of
 damage already.

----------------------------[Small Hop: D+3K]--------------------------------

 This move is just a small hop, or a small jump to the opponent. You can
 sail over projectiles with this move and then quickly attack the recovering
 opponent, but other than that, that's about it. There is little start up
 delay time and minimal recovery time to this move, or if any for that
 matter.

-------------[EX Super: Thunder Break: D(charge for 2 sec.)U+3K]-------------

 This move will have Victor jump up into the air and then come down to the
 ground crushing the ground that sends a pulse of electricity along the
 ground, covering a lot of horizontal range both in front of Victor and
 behind Victor. You can't combo in this move but it does do good damage and
 will nullitfy projectiles, just so long as the projectile is low enough
 to the ground, otherwise the projectile will sail over the wave of
 electricity. There is a lot of start up delay just prior to the move
 connecting on the ground. It will reach half a screen's distance on both
 sides of Victor, however you will have to watch from above as your opponent
 can easily jump over you and attack from above. Try not to use this move
 too often because you leave a lot of risk of your opponent jumping over
 your head. The recovery time on this move isn't really too bad, but if
 your opponent is blocking up close, ten they will have ample time to
 counter attack.

---------------------[EX Super: Gerdenheim 3: 360x2+3K]----------------------

 This move will have Victor grab his opponent but his buttock(yes you heard
 me), and then he will repeatedly squeeze the opponent with electricity and
 then he will knock you back with his ass, much like Sasquatch. This move
 does a lot of damage and it has excellent throw priority and throw range.
 You should mainly use this move as a counter attack against missed attacks
 as that is usually the best way to use this move. However, I would try to
 avoid using this move because you will most likely be unsuccessful in
 pulling off the move, and if he misses he will go into his miss pose and
 be left vulnerable to attack. Try to jump in on the opponent and begin the
 motion in the air and when you land, you will grab the opponent, just so
 long as you quickly cancel into the motion, otherwise you'll miss.

---------------------[EX Super: Giga Brute: F,D,DF+3P]-----------------------

 This move will have Victor spin three times with hsi fist extended, this
 move also has little start up delay and will do A LOT of damage. Try to
 use this move in combos since it comes out pretty fast and has a lot of
 priority. You can use this move as an anti-dash attack and as a horizontal
 defender since it has a lot of range, reaching past full screen's distance
 but you cannot juggle an air opponent with this move. You should mainly
 use this move in combos and only combos. There is little that is a
 disadvantage to using this move, just watch for air borne opponents though,
 Victor is left vulnerable to air attacks while he uses the Giga Brute.

-------------[ES Super: Giga Forehead: B(charge for 2 sec.)F+3P]-------------

 This move is a more suped up version of of the Mega Forehead, this move
 will have Victor charge at the opponent with his electrified head that has
 been blown twice as big. Try to use this move in combos, it coems out
 pretty quickly and has massive range, reaching nearly three quarters of
 the entire screen's length. This move will do a lot of damage and hit up
 to three times and it can act like a horizontal defense attack since it
 comes out so quick, but if your opponent blocks this move or if Victor
 misses with the Giga Forehead, his head lays extended for a brief period
 of time which will leave him vulnerable to attack.

---------------[ES Super: Giga Fist: D(charge for 2 sec.)U+3P]---------------

 This move is much like the Mega Fist, however this move will hit up to
 three times and is a guaranteed knock down if the move connects. I would
 mainly use this move as a surprise attack against low blocking opponents
 since this move cannot be blocked low. There is a lot of start up delay
 time on this move since Victor will jump up into the air and then extend
 his arm to the opponent, and sometimes your opponent can knock you out of
 the air before Victor can even do his move if your opponent is quick
 enough. This move has a lot of range though, it can reach an opponent from
 half a screen's distance away, which is pretty good for a non-projectile
 type of move. The recovery time on this move is pretty bad though, Victor
 can only block when he lands from this move.

----------------------[ES Super: Terra Knee: F,D,DF+3K]----------------------

 This move will have Victor hop a little bit forward and then extend his
 giant knee. Much like the Bazooka Knee from Guile in early Street Fighter 2
 games, this move can be comboed and it comes out pretty quick. You can use
 this move as a quick counter against attacks and missed attacks. This
 move isn't a good anti-air attack though and it will hit three times
 against an opponent and knock them down, and you should follow up with a
 persuit attack. There is very little start up delay on this move and
 very little recovery time on this move, you should mainly stick to using
 this move in combos and combos only.

----------------------[ES Super: Gyro Smash: D,DB,B+3P]----------------------

 This move is much like the Gyro Crush, except this move will have Victor
 end this move using a strong forward punch to the opponent. This move can
 be used as an anti-air attack and also an anti-dash attack and its has a
 lot of priority. You can use this move in combos as it comes out pretty
 quickly, and even the recovery time on this move is quick as well. Once
 you perform the move you can move Victor back and forth using the
 directional pad.

---------------[Dark Force: Great Gerdenheim: B,DB,D,DF,F+3K]----------------

 This Dark Force will have Victor summon a spirit of some kind and the
 spirit will lay over head of him. After that any punch that he does will
 result in a special throw that can only be used during this Dark Force
 mode. Each grab will do about 25% damage, and if you can connect with
 three of them you will have depleted a significant amount of life from
 your opponent as this is one of the strongest Dark Forces in the game, but
 you must be close to your opponent to use this.

----------------------------[Strategy: Victor]-------------------------------

 Well Victor isn't much of a combo character, but he does have powerful
 combos. Mainly with Victor you want to be close to your opponent because
 Victor is a grappler's character. Try not to do too much with Victor, he
 has good defense but a lot of slow recovering moves which can result in his
 defeat.

=============================================================================
----------------------------------[Oboro]------------------------------------
=============================================================================

                        -ANCIENT SPIRITED HANNYA-

                     "............................."

 The true form of Bishamon's other self. It wakes up to find itself in
 the Darkstalkers realm, a place where Hannya can be easily seen as a vital
 threat to all Darkstalkers...can anyone stop him?

NOTE: To select Oboro, hold select over Bishamon and press any button, Oboro
     has eight sets of different colors from Bishamon(most of them rather
     cool) and while the name is not changed to Oboro during battle, you
     should notice that it is Oboro with his intro, Bishamon will be shown
     and then the armor will wrap itself around Bishamon.

---------------------------[Soul Stun: D,DF,F+P]-----------------------------

 This move is much like Bishamon's, it will stun the opponent and Oboro
 will have the chance to attack the opponent with a series of moves at his
 disposal. This move can be used in the air, and while that may be just
 a general significance, you also notice that when you use this in the air
 you can quickly come in for a combo. Think of this move(while using it in
 the air) as like Spider-Man's Web-ball in the crossover series, it will
 stun the opponent and allow you to quickly attack, and the stronger the
 button used for the Soul Stun the longer the opponent will be held. However
 note that when you use the stronger versions, there will be more delay time
 at start up depending on which button you press, which can make it
 uncomboable and will usually allow the opponent to attack you or for them
 to easily avoid your Soul Stun. Once you have connected with the Soul Stun
 you can...

--------------------[Soul Summon: Perform Soul Stun, B+P]--------------------

 This move will have Oboro bring his opponent back to him, however as the
 opponent comes back, Oboro must be quick in about hitting him before he or
 she hits the ground. Although its not neccessary, its best that you attack
 the opponent as they come to you, you must be quick about it though and
 most likely a fierce or a roundhouse will not connect since they are too
 slow. The only good thing about this move is that it brings an opponent
 closer to you, but when your trying to play keep away, then I suggest you
 use the...

----------------[Storm Slash: Perform Storm Slash, D,DF,F+P]-----------------

 This move is the better alternative to the Soul Stun, what this move will
 do once the opponent is caught in the Soul Stun, Oboro will come after
 the suspended opponent and then take two slashes as him or her. This move
 does good damage and will hit the opponent anywhere on the screen just so
 long as the opponent is caught in the Soul Stun. Definitely the better
 alternative to the Soul Summon.

--------------------------[Upper Slash: F,D,DF+P]----------------------------

 This move is a pretty good anti-air attack, and unlike Bishamon, this move
 is actually a lot more easier to execute(for some strange reason) and it
 does a good amount of damage and will hit up to three times if you are
 close to the opponent. This move is quick enough to combo and surprisingly
 for an anti-air attack, there is very little recovery time from this move
 as Oboro comes downs, just so long as the opponent doesn't knock you out
 of the air first. The priority of this attack is pretty good, but try to
 time this move when you use this as an anti-air attack, mainly because
 Oboro will go horizontally a bit first and then slash up into the air, so
 if you use this move too early you will most likely get attacked before
 pulling the move out or you will completely miss the opponent.

-------------------[Quick Slash: B(charge for 2 sec.)F+P/K]------------------

 This move is basically as the move's name intends it to be, a "Quick Slash"
 as you will. This move has a bit of a start up delay but will combo if you
 cancel quickly after either the close fierce or the close roundhouse. Note
 that the punches will make Oboro slash at head height, which is duckable
 by the opponent, and the kick version will make Oboro slash low at shin
 height, which is easily jumped over by the opponent. The distance of this
 move is pretty good for a nonprojectile type of move, it will reach about
 half a screen's distance horizontally and its a great surprise move for
 horizontal defense. The recovery time on this move isn't too bad, but it
 isn't too good either.

-----------------------[Spinning Slash: B,DB,D,DF,F+P]-----------------------

 This move is one of the many moves Bishamon does not have. This is one of
 the best moves in the game as it is comboable and it comes out very
 quickly. Once started Oboro will do a spinning Quick Slash across the
 screen and then end the move with a Upper Slash JUST SO LONG AS YOU PRESS
 PUNCH. Well you don't have to press punch, but you can press punch whenever
 you choose and anytime you press punch during the duration of this move
 Oboro will do the Upper Slash, but try to delay the move till the last
 minute and you will get extra hits and extra damage out of it. Just watch
 for the recovery time on this move if Oboro misses though, its easily
 counterable.

-----------------------[Dashing Soul Blade: F,D,DF+K]------------------------

 This move will have Oboro dash at his opponent with his sword extended
 horizontally, this is an excellent move to use ESPECIALLY in combos as it
 can hit as much as 7 times and after either the Jab or Strong Dashing Soul
 Blade you can pull off a quick and small combo IF YOU ARE QUICK ENOUGH,
 otherwise your opponent will be able to block. There is little recovery
 time to this move and its a great horizontal defender against dashing
 opponents. The overall range of this move isn't too great, but it has
 enough range to hit opponents quickly from half a screen's distance.

-------------------[EX Super: Soul Choke: F,DF,D,DB,B+3P]--------------------

 This super is quite powerful, once your opponent is caught Oboro's armor
 will squeeze the opponent, doing a lot of damage and if you ram the buttons
 and rattle the joystick or directional pad in a continuous motion, you will
 get a bit more hits out of this move and a little bit more damage. Try to
 use this move as a counter attack against missed attacks, you can't combo
 this move because you can't catch the opponent when they are stunned by an
 attack. The overall range of this move isn't too great, the maximum range
 is about 4 or 5 steps away from Oboro horizontally and it will not catch
 an airborne opponent nor will it effect them one bit. Luckily this move
 is unblockable but the recovery time is pretty bad and there is little
 Oboro can do about jumping attacks if the opponent attacks him when he
 misses with this move.

---------------------[Stone Sentence: B,DB,D,DF,F+3K]------------------------

 This move is much like Bishamon's super, but with one difference and ONE
 DIFFERENCE ONLY. Oboro will send a stone towards the opponent and once the
 opponent is caught they will lie on their stomach rather than sit on
 their knees as three cinder/stone blocks fall on them. As far as I can see
 it, there is almost no difference to this move at all, the damage is the
 same and the speed(which is pretty fast) is the same, basically everything
 is the same. This move will travel the full screen's distance horizontally
 and it will do a good amount of damage. You can't combo this move in though
 but it comes out rather fast(as if you can combo it).

--------------------------[Soul Torment: D,D+3P]-----------------------------

 This move is like an OTG super, once you have knocked the opponent down
 perform the motion and Oboro will go over the opponent and then slice
 the opponent, empherally cutting them in half. However if you finish off
 the opponent with this move the opponent remains cut in half, but there's
 no blood(that's the reason with the "T" rating). You should try to use
 this super often as you are given quite a bit of time to use it, however
 if you use this a bit too late then you will not hit the opponent as you
 can only damage the opponent is on the ground and ONLY the ground.

---------------------[ES Super: Spirit Stun: D,DF,F+3K]----------------------

 This super is much like the Soul Stun, but except it does a bit more damage
 and it will hold the opponent in place longer. You can still perform the
 regular moves like the Storm Slash or the Soul Summon after connecting with
 this move. However, there is a little bit more start up delay time and a
 little bit more recovery delay time. Unless you are positive you are going
 to connect with this move, I would just stay away from using this move.
 However you can also use this move in the air and I think this move is
 unblockable, but not really sure since everytime I seem to block I get
 caught, but there are a few times when I am able to block it. Note that
 there is one other move that you can do only while using the ES Super
 version of this move and that is...

-----------[ES Super: Soul Split: Perform Spirit Stun, D,DF,F+3P]------------

 Once after you have performed the Spirit Stun, perform the motion of the
 Soul Split with THREE PUNCH BUTTONS at the same time, otherwise you will
 get the Storm Slash to come out. Once you have performed this move Oboro
 wil perform a quick stab to the opponent, once it connects a spirit above
 your opponent's head will laugh and quickly slash your opponent with an
 energy force, which does quite a bit of damage. You should use this ALL
 the time because it's basically the most sensible move to use.

------------[ES Super: Lightning Slash: B(charge for 2 sec.)F+3P]------------

 Well this super is a more hyped up version of the Quick Slash. It will
 basically go half a screen's distance horizontally. However, I still don't
 you can combo in this move because it has a bit of a start up delay and
 the recovery time of this move sucks. This move will do just a little bit
 more damage than the regular Quick Slash. But other than extra block
 damage, you should stick with his primary supers than this move.

--------------------[ES Super: Tornado Slash: F,D,DF+3P]---------------------

 This move will hit about 6 times when you are up close to the opponent.
 Also note that this move has a bit of horizontal range than his regular
 Upper Slash. This is a fairly good anti-air attack because it won't
 neccessarily go straight up in the air more actually it will move
 horizontally first and then go upwards, which can easily miss an opponent
 if the move is timed too early, so you might want to practice on your
 timing on this move.

-----------------[ES Super: Deathspin Slash: B,DB,D,DF,F+3P]-----------------

 This move is just a little more flash and damage and hits to the regular
 Spinning Slash. This move is just as comboable as before and does a lot
 of damage and has little recovery time, however that doesn't mean Oboro
 can't be hit when he is in the air. You should try to combo this often,
 it basically combos off of anything and its a great horizontal defender
 against dashing attacks. You can delay the Upper Slash by pressing the
 punch button at the last possible second.

------------------[ES Super: Dashing Flash Blade: F,D,DF+3K]-----------------

 This super is basically the same as the regular Dashing Soul Blade, it
 does a lot of damage and its extremely quick and is a quick counter against
 horizontal attacks. You should try and combo this move often, if your
 quick enough you can pull off a small combo afterwards. The horizontal
 range on this move isn't too great, it can go about 2/3 screen's distance.
 The recovery time on this move isn't that bad, but its long enough for your
 opponent to counter attack.

------------------------------[Strategy: Oboro]------------------------------

 For Oboro, he's literally a significant improvement over Bishamon in terms
 of attacks and combo ability. ALL OF HIS ATTACKS CAN VARY IF YOU PRESS
 FORWARD ON THE DIRECTIONAL PAD AND THEN PRESS ANY ATTACK BUTTON. Basically
 he has a 18 attack arsenal on the ground excluding special attacks, which
 gives him a lot of options. He has more attacks and more supers than
 Bishamon, and he is primarily an offensive character. Try to stay on the
 offense with Oboro with a lot of combos and corner traps, Oboro isn't
 a very good defensive character, despite the fact that he has his Upper
 Slash with him as an anti-air attack.

=============================================================================
=============================================================================

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

=============================================================================
--------------------------------[Anakrais]-----------------------------------
=============================================================================

1. S.Short, S.Forward --> Cobra Blow

2. S.Jab, S.Short --> Royal Curse

=============================================================================
--------------------------------[B.B.Hood]-----------------------------------
=============================================================================

1. In Corner: J.Jab, J.Short \/ S.Short, S.Forward, S.Fierce

2. J.Roundhouse \/ S.Jab, S.Short --> Beautiful Memory

3. J.Roundhouse \/ S.Jab, S.Strong --> Cheer of Fire

=============================================================================
--------------------------------[Bishamon]-----------------------------------
=============================================================================

1. J.Short, J.Forward \/ S.Jab, S.Short --> Upper Slash

2. J.Roundhouse \/ S.Short, S.Strong --> Quick Slash

3. In Corner: J.Short, J.Forward \/ S.Jab, S.Strong, S.Forward, C.Roundhouse
  --> Soul Torment

=============================================================================
--------------------------------[Demitri]------------------------------------
=============================================================================

1. In Corner: Chaos Flare, C.Roundhouse --> Persuit Attack

2. Demon Spin \/ Midnight Pleasure/Midnight Bliss

3. Demon Spin \/ Chaos Cradle

4. J.Roundhouse \/ S.Jab, S.Short, C.Roundhouse --> Persuit Attack

=============================================================================
--------------------------------[Donovan]------------------------------------
=============================================================================

1. J.Roundhouse \/ C.Short, C.Forward, C.Roundhouse --> Persuit Attack

2. Initiate Dark Force: J.Jab, J.Short \/ S.Jab, S.Short, S.Strong, S.Fierce
  --> Spirit Crusher
  This combo will work if you can cancel early enough, sometimes the sword
  will swing around your opponent and stun them long enough for the Spirit
  Crusher to connect, it really is a devastating combo!

=============================================================================
--------------------------------[Felecia]------------------------------------
=============================================================================

1. J.Jab, J.Short \/ S.Jab, S.Strong --> Rolling Buckler

2. J.Jab, J.Short \/ S.Jab, S.Short, S.Strong, C.Roundhouse --> Persuit
  Attack

3. Initiate Dark Force: In Corner: J.Jab, J.Short \/ S.Jab, S.Short,
  S.Strong --> Flashing Delta Kick \/ Dancing Flash
  MONSTER combo! Your little kitty will hit the opponent every here and
  there and will stun the opponent long enough for both supers to connect!

=============================================================================
--------------------------------[Hsien-Ko]-----------------------------------
=============================================================================

1. Chinese Bomb, Kick Chinese Bomb to opponent 3 seconds before impact,
  S.Jab, S.Short, S.Roundhouse, Get Back and Boom!
  Odd combo but it works! You don't neccessarily have to get back when you
  finish the combo but sometimes you get too close and the bomb blows you
  up as well.
2. J.Roundhouse \/ S.Short, S.Strong, S.Forward, S.Roundhouse

=============================================================================
--------------------------------[Huitzil]------------------------------------
=============================================================================

1. S.Jab, S.Short, S.Fierce

2. S.Jab, S.Short, S.Strong --> Genocide Vulcan

3. Energy Sphere, S.Jab, S.Short, S.Strong, Wait, S.Jab, S.Short, S.Strong
  --> Genocide Vulcan/Turrican Vulcan
  For this combo to work, you must be far away from your opponent, as much
  as possible. Then attack with the first three hits just prior to the
  Energy Sphere erupting, then after that get closer and finish off the
  combo!

4. Initiate Dark Force: Energy Sphere, S.Jab, S.Short, S.Strong, Wait, S.Jab,
  S.Short, S.Strong, S.Roundhouse --> Final Guardian B
  Just like the combo above, use the Energy Sphere from far away and then
  combo, then let there Sphere attack and then finish off the combo with
  the Final Guardian B!!! The two other robots will fire beams that stun
  the opponent long enough for the combo to connect! This is 55 monster hits
  here!!!!!

=============================================================================
---------------------------------[Jedah]-------------------------------------
=============================================================================

1. J.Jab, J.Short \/ C.Short, C.Roundhouse --> Finale = Russo
  The point is to trick your opponent into the super, your roundhouse won't
  knock the opponent down but if you can quickly cancel into the super,
  they will be caught.

=============================================================================
-------------------------------[J.Talbain]-----------------------------------
=============================================================================

1. J.Fierce \/ S.Jab, S.Short --> Climb Razor

2. Initiate Dark Force: In Corner: Jab --> Billion Flicker
  Half your opponent's life guaranteed if you ram the buttons. Just quickly
  cancel into the attack and voila!

=============================================================================
---------------------------------[Lilith]------------------------------------
=============================================================================

1. J.Jab, J.Short \/ C.Jab, C.Strong, C.Roundhouse --> Persuit Attack

2. In Corner: J.Jab, J.Short, J.Strong \/ S.Roundhouse --> Luminous Illusion
  The roundhouse should hit four times, cancelinto it immeidately once you
  land.

=============================================================================
--------------------------------[L. Rapter]----------------------------------
=============================================================================

1. J.Roundhouse \/ S.Jab, S.Forward --> Death Hurricane

2. J.Fierce \/ S.Jab, S.Short, S.Strong --> Death Voltage

=============================================================================
--------------------------------[Morrigan]-----------------------------------
=============================================================================

1. J.Jab, J.Short \/ S.Roundhouse --> Darkness Illusion
  Much like Lilith's combo, the roundhouse should hit four times and then
  cancel.

2. Initiate Dark Force: J.Jab, J.Short, J.Strong \/ S.Jab, S.Short, S.Strong,
  S.Forward, S.Fierce, S.Roundhouse --> Spirit Fist/Darkness Blade

3. Initiate Dark Force: Valkyrie Turn \/ S.Jab, S.Short, S.Strong, S.Forward,
  S.Fierce, S.Roundhouse --> Darkness Illusion
  Monster 68 hit combo! Practice it and watch!

=============================================================================
---------------------------------[Pyron]-------------------------------------
=============================================================================

1. J.Roundhouse \/ S.Short, S.Strong --> Zodiac Attack

2. Cosmo Disruption, Piled Hell
  The two supers in one combo, you will have to time the super at the very
  last possible second for this combo to work though.

=============================================================================
----------------------------------[Q-Bee]------------------------------------
=============================================================================

1. S.Jab, Strong --> C -> R

2. Qj, Plus B
  This super does a lot of damage and once your opponent is caught in the
  mucus, use your other super!

3. J.Roundhouse \/ S.Jab, S.Strong --> S by P

=============================================================================
----------------------------------[Rikvo]------------------------------------
=============================================================================

1. J.Jab, J.Short, J.Strong \/ S.Jab, S.Short, S.Strong</pre><pre id="faqspan-6">
  Although it may not look like it, this is actually an eight hit combo
  because some of Rikvo's attacks are double hits.

2. Water Jail, Sea Rage
  Cancel quickly, otherwise the Sea Rage will not connect.

3. Water Jail, Aqua Spread, S.Fierce
  Once the Aqua Spread connects, press fierce and you will hit your opponent
  for a juggle.

=============================================================================
-------------------------------[Sasquatch]-----------------------------------
=============================================================================

1. J.Jab, J.Short \/ S.Jab, S.Short, S.Strong --> Giant Breath, J.Jab,
  J.Short \/ S.Jab, S.Short, S.Strong --> Giant Breath
  This isn't an inifite but it is a nice 12 hit combo though. Your opponent
  must be in the corner for this combo to work.

=============================================================================
---------------------------------[Victor]------------------------------------
=============================================================================

1. J.Short, J.Forward \/ S.Jab, S.Short, S.Strong --> Gyro Crush/Giga Knee

2. J.Short, J.Forward \/ S.Jab, S.Strong, C.Roundhouse --> ES Persuit Attack

=============================================================================
---------------------------------[Oboro]-------------------------------------
=============================================================================

1. J.Short, J.Forward \/ S.Jab, S.Strong, S.Strong --> Short Dashing Soul
  Blade, C.Short, C.Roundhouse --> Soul Torment
  A really nice combo from Oboro, you will have to be close to your opponent
  and in the corner when you want this combo to connect fully, make sure you
  hit the short after the Soul Blade as quickly as possible and then finish
  off the combo.

2. J.Short, J.Forward \/ S.Jab, S.Strong, S.Roundhouse --> Spinning Soul
  Blade

--------------------------------[Endings]------------------------------------

=============================================================================
---------------------------------[Anita]-------------------------------------
=============================================================================

- The cast of Darkstalkers 3 lie on a table, apparently all beaten. Bishamon
 however still lingers around the table, Anita is seen standing at the end
 of the table and then summons a giant water wave and washes the rest of the
 Darkstalkers 3 cast away, later she picks up a head and walks past a flower
 to the right screen.

=============================================================================
--------------------------------[Anakrais]-----------------------------------
=============================================================================

 The ending shows Anakaris over a pyramid, he sinks the pyramid(presumably
 into another dimension) and the scene switches to Earth present day. A kid
 stumbles into a light and gets sucked in and later Anakaris tells him
 that he has been deemed worthy to live with "us" here in the lower
 dimension.

- "Too many pathetic species polluting the Earth..."
- "They are on a fool's quest...They will destroy themselves!"
- "Hmm... I will not let my country share my fate."
- "In a town, thousands years later...'What is this light?'"
- "Wa! Uwaaahhh
- "W...what is this? W...where am I?"
- "Rejoice! You have been deemed worthy to live with us here!"
- "Praise King Anakaris! He shall be your savior!"

=============================================================================
---------------------------------[B.B.Hood]----------------------------------
=============================================================================

 The ending has monsters watching television, on TV is the current news
 where they talk about B.B.Hood(but they don't mention her name) and it
 appears that the mass murders among the town are responsible due to a small
 young girl with a red hood. Later the young monsters are scared, but their
 father tells them that they'll be safe. Later just outside their house
 has B.B.Hood standing and watching the house not far away

- "On a quiet night, in a small house, deep inside the woods.
- "...next up, another story on that horrible serial killer...
- "I'm switching over to our lady on the field Shoji...Ready??"
- "Hello and welcome, as the inspection goes on..."
- "The witness say the villian was a small child with a red hood."
- "Police are saying that this was a ruthless massacre
- "Oh mummy! I'm so scared!"
- "Don't worry sweetie. We're okay. Daddy is always with you."

=============================================================================
---------------------------------[Bishamon]----------------------------------
=============================================================================

 This ending reminds me of the ancient from Ronin Warriors. What this
 ending is about is Bishamon(the one who is not in the armor) and as
 Bishamon wishes to devour the souls of the planet, Bishamon comes in and
 stops him. It appears that he has stopped him, but in the end it shows that
 it was merely temporary. Cool ending though!

- "Ha ha! This was only the begining!"
- "I shall devour all the souls inside this pathetic world!"
- "No! I can't let you do that! You must be stopped!"
- "Fool!! What do you want now?!?
- "You must release those lost souls monster...NOW!!"
- "Uwooooh.....!"
- "Bishamon stopped the curse and sealed the armor."
- "He has finally regained his sanity and peace..."
- "Or did he...!?"

=============================================================================
---------------------------------[Demitri]-----------------------------------
=============================================================================

 It appears that Morrigan finally is Demitri's, however she resists his
 power and she turns into stone. However back at his throne room(?) he tells
 her that he will get into her closed mind and he has all eternity to do
 so...or does he?

- "So it's over...Now Morrigan, I'll make you mine."
- "Ha ha ha, you are indeed from the proud Aensland clan."
- "To resist my power, you've turned yourself into stone."
- "You should know that resistance is futile."
- "With my power, I'll reach in your closed mind."
- "I have patience, we have time...in fact we have forever."

=============================================================================
---------------------------------[Donovan]-----------------------------------
=============================================================================

 Anita is shown lying either dead or unconcious, Donovan holds his Dyrek
 blade over her. He seems to want to defeat all the Darkstalkers and rid
 the evils of the human world, only then can he let Anita choose her own
 destiny freely.

- "With Jedah defeated, the devil's dimension vanished."
- "...ake...up...ita..."
- "...wake...up...Anita..."
- "Anita's soul was touched by Donovan's Dyrek Blade
- "Waking from the nightmare, they return to the real world."
- "Anita...is your destiny also a severe burden upon you?"
- "In that case, let's go together."
- "Until the Darkstalkers are defeated and the world is safe,"
- "I will look after your life, in the name of mankind's blood."
- "You can decide the fate of your life, after that has been done."

=============================================================================
--------------------------------[Felecia]------------------------------------
=============================================================================

 Felicia opens up the Felicity House, a place for orphans. Later after the
 students have finished their duties they want Sister Felicia to sing them
 a song. So she does "Happy, happy joy joy...!"

NOTE: Those posts in front of the Felicity House looks like Meowth from
     Pokémon. (^_^)

- "After enjoying great success as a dancer,"
- "Felecia opned an orphanage called "Felicity's House."
- "She wanted to help those would would not helped themselves."
- "Sister! Sister! We've just finished our studies!"
- "Please sing a song for us! Please!"
- "Well...OK! Today's a great day to dance and sing!"
- "Happy...Happy...Joy...Joy...!"

=============================================================================
--------------------------------[Hsien-Ko]-----------------------------------
=============================================================================

 The ending starts of with Hsien-Ko and Lin Lin floating in pit black, later
 an unknown figure sends them back to Earth. They walk home and after a long
 walk they finally reach their family, and it appears their real mother must
 be happy now. So maybe we can assume that the "angel" that saved them was
 actually their mother? Yes!

- "Where are we...? Can we go back?"
- "Hsien-Ko, Lin Lin... Please listen to me..."
- "Ohh...I've seen you in a dream..."
- "Follow this path my darlings. Go now!"
- "Wait! Who are you!?"
- "Aah!!"
- "Everything is OK now..."
- "Hey, I wonder if we are close yet...I'm so tired."
- "Don't worry sis, we're almost there..."
- "Ah!"
- "Look! It's mom and dad! Yes! Finally!"
- "The two have returned to their loving family."
- "Their real mother must be happy now..."

=============================================================================
----------------------------------[Huitzil]----------------------------------
=============================================================================

 Huitzil appears to be badly damaged, not as severe as Jedah, but he sends
 information to the other robots. It appears there are millions of them.
 The army seems useless against them and the robots searcht he planet to
 classify all life forms.

- "Damage level over limit:"
- "Unable to maintain present form... breaking down."
- "Transmitting orders and program code to an identical model."
- "Huitzil was damaged and finally broke down while fighting."
- "However the command, "protect the boy" was still operational."
- "Many unidentified robots unit approaching!" Airspaced breached!"
- "Who are they!?"
- "Our weapons are ineffective! I cannot explain why!"
- "Perform maximum range scan of area:"
- "Classify all life forms as enemy targets or protected:"
- "Commence attack once classifications are defined:"
- "3600 seconds until completion of search...:"

=============================================================================
-----------------------------------[Jedah]-----------------------------------
=============================================================================

 The ending has Jedah going back into time, the cities collapse in fire
 and chaos. Later Jedah is seen priding himself in front of a giant red
 baby with no skin. Later a picture of the baby is shown, but later the
 eyes and fangs of the baby opens up as a evil cry echos...

- "...It is said, that all life began with one life form."
- "To correct the errors of this world, I shall go back..."
- "It's time to save the world...Time to recreate life!"
- ".........."
- "...But...I think...there is still something left...
- "To have this world of darkness as the primary world,"
- "I'll have to destroy the other world...the human world..."
- "before their ruler...before she fully awakes..."

=============================================================================
---------------------------------[J.Talbain]---------------------------------
=============================================================================

 John Talbain sees another wolf at the edge of the cliff, however he wonders
 to himself should he stay or go? Its a pretty tough decision, later his
 friends(or kids?) are talking and wonder when John will be back as they sit
 in front of a campfire. The scene laters shifts towards the moon and fades
 off.

- "That guy..."
- "I've finally found him... He's the one I've searched for..."
- "He has the answer, but I can't return once I know the truth."
- "What should I do!? Do I go back?? Or do I stay!?"
- "I wonder what John is doing? He is late, isn't he...?"
- "...hey, but John is coming back right?
- "Of course he is...remember, he promised..."
- "to teach us martial arts. Right?"
- "John never breaks his promise!"
- "...that's right... I'm sure he'll be back soon..."

=============================================================================
-----------------------------------[Lilith]----------------------------------
=============================================================================

 Lilith is desperately trying to reach Morrigan's body. She later vaporizes,
 later Morrigan holds a pendant on her left hand and it appears that Lilith
 has entered Morrigan's body. Later Morrigan is seen next to one fugly dude
 next to her, she wears the ring and a pretty provactive dress(whew!
 Morrigan must stop wearing those dresses, I swear she would bake a potato
 in a second!...um, ignore what I just said).

- "My... my body...!"
- "I... I'm almost there...!"
- "The Isis ring, it's proofto the master of Aensland family.
- "Madam Morrigan... you've finally worn the ring..."
- "I... I don't know why...but I feel like doing it now."
- "I can feel my left hand's desire to wear it, but why?..."

=============================================================================
----------------------------------[L. Rapter]--------------------------------
=============================================================================

 L. Rapter has just unleashed Jedah's power and he feels a major rush of
 amazing power. His little buddy goes off to a distance, later a giant
 explosion goes off as L. Rapter's head flies off next to his little buddy.
 Apparently he got greedy and couldn't handle the power.

- "Loot Marta! Jedah's power has been unleashed! It's awesome!"
- "Gya hya hya hya! I'm gonna take all of it!
- "Uwooooh! I can feel the power dude!"
- "Boooooooooom..."
- "Damn! I got greedy again!"

=============================================================================
----------------------------------[Morrigan]---------------------------------
=============================================================================

 Lilith is down, but all she ever wanted was a body to stay in. Morrigan
 finally decides to let Lilith inside her body, lady she flies above the
 skies of the cities and she has never felt this way before.

- "I... only wanted to have a...a body to live in."
- "...You want this body, don't you?...You need me....
- "All right then, come inside me... Now..."
- "..............!!"
- "Ahhh... I feel new inside...everything looks different..."
- "The world looks so beautiful. I feel like I can do anything."
- "Is all of this because of that girl??"

=============================================================================
-----------------------------------[Pyron]-----------------------------------
=============================================================================

 Pyron slowly scrolls onto the screen, the background shows people being
 burned in fire. Later a picture of the Andromeda galaxy is shown, it seems
 to be Pyron's next target.

- "So... it is a devil world."
- "The universe is space, having different laws and chronology."
- "A very interesting world...I must apologize..."
- "If its destruction were not to be, it should have been mine."
- "There is nothing to obtain from here."
- "Perhaps I will head for Andromeda next..."

=============================================================================
-----------------------------------[Q-Bee]-----------------------------------
=============================================================================

 Q-Bee stands over the fallen Jedah, he seems confused why his servant
 Q-Bee would interfere in his plans, then he dies. Later a giant catacomb
 looms over the mountain at the demon world and there are swarms of Q-Bees,
 but will they suffer from over-population?

- "You.. Why have you interfered with me..."
- "I had almost completed... my perfect world!!"
- "I hear a voice saying 'Generate and prosper...'"
- "You're just an insect at heart. You can never understand me!!"
- "As their number kept increasing explosively..."
- "They built a huge empire at the center of the demon world.
- "Will their invasion of the demon world ever end?"
- "What will it ultimately lead for them?"
- "Are they doomed because of over population!?"

=============================================================================
-----------------------------------[Rikvo]-----------------------------------
=============================================================================

 Rikvo is shown in front of a waterpool, later he finds his son with another
 girl. He then finds all the fallen planes and downed ships in front of his
 home, later he talks with his other family members and friends as the
 ending fades off.

- "W... what's this! Can I go home now...!?"
- "!? That voice...!!"
- "Ricky, are you OK!! Dad!!"
- "Who's that girl...?"
- "Her name is Micky. We're best friends."
- "Oh look, there is my home!"
- "W... what happened here!?"
- "'Sargasso', it's been isolated due to a mysterious power."
- "Its inhabitants have also been isolated for centuries."
- "Without Jedah's power, the barrier has fallen..."
- "Leaving the two sister species to live together."

=============================================================================
--------------------------------[Sasquatch]----------------------------------
=============================================================================

 Sasquatch is shown next to his little snowmen buddies, he then breaks down
 the gate his friends are in but comes to a shock when he finds his friends
 alive and well eating bananas as Sasquatch seems confused.

- "I won't forgive anyone who tries to hurt my people!"
- "Wait for me friends... I'll help you all!"
- "Fungaaaaahhh!!"
- ".........!!"
- "Sasquatch you're just in time in time. Jedah invited all of us here."
- "Try these bananas. They taste so good."
- "Jedah is such a nice guy. He's been so kind!!"
- "Uwahahahahahahahahaha!"

=============================================================================
-----------------------------------[Victor]----------------------------------
=============================================================================

 Victor finds Emily unconcious, he then puts Emily in an electric bed in
 hopes of bringing her back to life. He does, but at the expense of his life
 and he dies off happily. Sad ending, it kinda makes you see the
 contradiction in Victor.

- "Dr... It was lighting that made me work..."
- "Why can't it make Emily work too?"
- "...The lightning is not powerful enough...?"
- "I can generate more electricity than lightning."
- "If I can sacrifice myself for Emily, I'll do it."
- "It will make me happy knowing she is alive!"
- "Wake up...Emily...!!"
- "...Victor...Victor...?"
- "Having used up all his energy to save her, Victor is silent."
- "But at least, he appears to be happy..."

=============================================================================
-----------------------------------[Oboro]-----------------------------------
=============================================================================

 Bishamon dispatches himself from the Hannya, the Hannya explodes. Later
 a scene depicting the stage of the giant red baby is shown, except without
 the baby. There is apparently an evil more greater than Hannya.

- "It all began on that day..."
- "I can be released from you at last."
- "Farewell...!"
- "..........."
- "Gwoooooooh..."
- "The souls were separated and the Hannya became a mere shadow."
- "'Now the evils will remain quiet for a while.'"
- "'Until my life ends at least... This mistake can't be repeated!'"
- "But Bishamon knew that the day of relief may never come."
- "As long as human souls carry the darkness, 'the devil's world'"
- "will always appear in a form of a more dreadful 'Hannya'..."

=============================================================================
-----------------------------[Vampire Savior 2]------------------------------
=============================================================================

 This ending stars off with Jedah gleering through the window, later the
 scene shifts towards Jedah's stage(the one with the giant red baby), then
 a picture of Donovan and B.B.Hood is shown.

NOTE: For all you perverts out there, there is a 1 in 8 chance of seeing the
     pic with Morrigan and Lilith hugging each other, apparently
     clothesless...Enjoy! You just repeat the ending again from the
     Options menu.

- "The ceremony of 'relief' conducted by the savior, Jedah, has ended in
 failure.

 And this space, the evil dimension, has disappeared with Jedah.

 However, 'the sacred entity' that he had prepared still remains."

 In the near future...with the mere passage of time, the savior of Hades
 will revive.

 His mission is to unite all the souls of this world, in order to create a
 demon world as the one and only perfect society in this dimension.

 All life forms will return to where they belong.

 The savior will return again and again, until the mission is done..."

=============================================================================
-------------------------[Vampire Savior 2 (Jedah)]--------------------------
=============================================================================

 This ending shows Jedah in front of his stage in rejoice. And like above,
 there are other pics that show after the Jedah scene, mainly Donovan and
 B.B.Hood. The other pics include Lilith and Morrigan and Hsien-Ko and
 Anita.

 "Jedah stans victorious after the fierce battle.

 Is this his true soul, or just an illusion?

 The evil dimension is completed, and is ready to accept the  precious souls
 of the world. The ginal step is to create 'the sacred entity'needed for
 revival.

 The message from the King od Hades is now being sent to the demon world.

 All souls, unite with my being. This will be your absolute, and only
 relief."

=============================================================================
-----------------------------[Vampire Hunter 2]------------------------------
=============================================================================

 This ending shows a picture of Pyron in front of the Dark Force background.
 Then it fades to the various portraits of the characters.

 "'You don't understand the beauty of my plan... It's a rather silly
 thought.'

 Pyron feels his body being weakened gradually.

 Afterall, Pyron was just another mental food to 'him' since he was captured
 in this dimension.

 'He' is the master of dark intent' who was released from subordination to
 an unwilling death that lasted for 100 years. His soul scattered all over,
 and the remains are starting to converge in the outskirts of the demon
 world.

 Can you hear 'his' voice calling from the bottom of the darkness?"

=============================================================================
------------------------[Vampire Hunter 2 (Pyron)]---------------------------
=============================================================================

 "'You see? I'm the true ruler, Pyron. everything in this world, including
 space and the demon world, they are all designed to be mine.'

 Pyron is victorious and happy with his big victory. But he made a big
 mistake.

 The former king of the demon world arranged to be revived, had accelerated
 'his' awakening.

 Pyron did not notice the fact that his body was being assimilated with the
 world.

 Soon his will shall be taken over by 'him.' He who has the intention of
 'saving all the souls.'

 At that time... the true victor will be decided."

=============================================================================

 The other endings are credit scrolls of the producers for the various
 segments of the games(now and then). Some may include pictures, but they
 all contain different theme music for each credit scroll.

 Vampire Savior Staff, Vampire Savior 2 Staff, Vampire Hunter 2 Staff,
 Savior Shadow Marionette, Savior2 Shadow Marionette, Hunter2 Shadow
 Marionette

=============================================================================
------------------------------[Miscellaneous]--------------------------------
=============================================================================


 In Darkstalkers 3 there is an Original Mode, you select any of the 18
 characters that you may wish to use. You will have to have a FINISH
 condition, you can unlock the following:

 - DX and EX Options Menu: FULL OF SUPER GOODIES!!! NO KIDDING!!!
 - Unlock all images in the Gallery

 Although these are just only two things that are mainly unlocked, you will
 DEFINITELY find the DX and EX Options menu a real blast to use.

-----------------------------------------------------------------------------

 You can fight against Oboro, he is much like Bishamon but has a lot of
 extra moves. He is a tough custmoer and to reach him you must:

 - Select any character of your liking
 - Win all battles w/o continues, w/o losing rounds, and finishing your
   opponent with any super.
 - Defeat Oboro and you will get Anita's 'MvC Secret Character' like ending.

-----------------------------------------------------------------------------

 There are a load of different variations of characters that you can use in
 the game, here they are:

 - To use Oboro in battle, go over Bishamon and press select and then press
   any button. Oboro has a whole new set of snazzy colors and he has a
   different intro than Bishamon.

 - To use Vampire Savior J.Talbain, go over J.Talbain, hold select and press
   any button. He has slight variations in a few of his moves and also a
   few set of snazzy colors.

 - To use Aensland Lilith, move your cursor over to Lilith, hold select and
   press any button. Her outfit is different in battle.

 - To use Vampire Hunter 2 Donovan, hold select over him and press any
   button. When you use the Dark Force Change, the blade will lay out
   extended a bit and cause more damage, other than that he's not really
   to different besides lack of animation on some of his attacks that
   Donovan has, this is his old version so some animation has been reverted.

 - To use Vampire Hunter 2 Huitzil, hold select over him and press any
   button. This is the mode where he has not seen Cecil before, back before
   the DS3 storyline so Cecil isn't apparent.

 - To use Vampire Hunter 2 Victor, hold select over him and press any
   button. He has his old moves subtracting the new moves from this game.

 - To use Vampire Hunter 2 Rikvo, hold select over him and press any button.
   He no longer has to charge for his moves as you can replace them with
   the fireball motion(D,DF,F+Attack).

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 - To enhance your character with Shadow, press select five times over the
   '?' mark box and hit any button. You will see a male shadow figure over
   your character. You can modify your character by press select over your
   preferred character three times, then go over to the '?' question mark
   box and press select five times and press any button.

 - To enhance your character with Marionette, press select seven times over
   the '?' mark box and hit any button. A female shadow figure will etch
   behind your character. To modify a Marionette character, look above.

   Note that with these figures on, the damage inflicted is greater and
   the damage taken is lessened, females should go with Marionette and
   males should go with Shadow for the best results.

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 - Win poses in this game can vary when you hold select and press any button
   at the end of the match. Also note that whenever you select either Dark
   Force Power or Dark Force Change, you will have different win poses, but
   it usually is directed to one pose and doesn't really effect the overall
   win poses in the game.

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=============================================================================
---------------------------------[Credits]-----------------------------------
=============================================================================

-+- Capcom(www.capcom.com)
   Thanks to Capcom for making one of the best fighting games of all time!

-+- S "Akuma" Rotondi(http://www.gamefaqs.com/console/psx/game/20007.html)
   I urge you to check out his FAQ, it has a lot of juicy details on the
   massive game and some really nice secrets that I never even knew about!

-+- Tiger Tiger of the Wind([email protected])
   Thanks for some info regarding the game, even though it was mainly
   trivial than game related.

-+- CJC(www.gamefaqs.com)
   Thanks to his hardwork on the site for allowing people to read guides
   without buying them.

-+- Dingo Jellybean(www.vfaqs.net)
   And me for typing the FAQ.

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Time of Completion: 28 hours, 3 minutes, 52 seconds

Dingo Jellybean (C) 2000