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         ,u5.;B1SMB@M@B@B@MBMMM@B@B@B@B@B@OU
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    ,MMZ@BPuNM@5k0Fk0kSuu2GMBMMOM8OOMOMOO8O8OBU      Touki Denshou: Angel Eyes
    BOOBBZY58@M2k@1uEOPX1uLu5ZZMOMMOGOMBBBMMOMB@     ComboFAQ / v2.0 / o1.2012
  SB@BON@XjSMB@SuZM52q8GOZGEqSPX08BMBOO8OOMMBM@B@    Japanese Sony Playstation
 L5@B,,OB0JqM@GXk1XM8OM@MMB@MBMBqkFOMMM@OOOOM@F@B@   faq + ascii by : `shouji´
7  B@ :B@EuSOBZ vBOMBOuFBOMOG0Zq7..EMZ8OMOMMOM. @B.  fan : [email protected]
   @: L@BOMSXMBqv7q@B@8@BLv@M8NOB:,@BMZ8GO8MM@B  k8  "raijin touryuu nei do!!"
   X  P LBi8OEM@S:uujXrU.r,.qBOMM NBMB@8OGOGM@@
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                   :,uMOO@: 5@MOOMOZ2FOP    kMSSSkF1Sk5k1UqO8MB@B
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_______________________________________________________________________________
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 Copyright 1998 - 2012 `shouji´

 The following FAQ you are looking         The most updated issue of the FAQ
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All rights reserved.

This FAQ is available at the following places :
-------------------------------------  Touki Denshou: Angel Eyes // ComboFAQ  -
- GameFAQs                                                       gamefaqs.com/

  A note to other sites: DO NOT rip off this document from GameFAQs.com (or
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                      .. Alright, I`m through ranting. Have a nice day. ^_^


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

Angel 1  ::  CONTROLLER + BUTTON NOTATION
Angel 2  ::  COMBO LISTING NOTATION
Angel 3  ::  ATTACK CHANCE TADO (ACT)
Angel 4  ::  HOW TO READ THE COMBOS
Angel 5  ::  CHARACTER COMBOS

    - Akane Kasumi          - Binbou Chibiko        - Black Raiya
    - Chibiko               - Highway Star          - Hyper Mysterious Power
    - Juushou Highway Star  - Kiriko Kasumi         - LINA
    - LINA2                 - Marie & King          - Marie & Panda
    - Mysterious Power      - Raiya Mikazuchi       - Reika
                            - ROBO-Chibiko

Angel 6  ::  SPECIAL THANKS
Angel 7  ::  REVISION HISTORY
Angel 8  ::  FINAL NOTE


[ Angel 1 ]  ==================================================================
 CONTROLLER + BUTTON NOTATION
===============================================================================

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

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


  L2              R2                      n/a                   n/a


  L1              R1                    LP + HP               LK + HK

       Triangle                                 Hard Punch (HP)

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

          X                                     Light Kick (LK)

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


[ Angel 2 ]  ==================================================================
 COMBO LISTING NOTATION
===============================================================================

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

XX   indicates 2-in-1s or Super Cancels.
       -  HK XX Akatsuki

/\   indicates that you jump or rise in air after previous move or command.
       -  Launcher /\ LP > LK > HP > HK

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

,    indicates that no special combo method is needed between the two moves.
       -  Throw, HP

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

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

+    stands for "and"
       -  F + Fierce

/    stands for "or"
       -  LP > LK > HP/HK

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


s.    stands for STANDING           d.    stands for DASHING
c.    stands for CROUCHING          ad.   stands for AIR DASH
j.    stands for JUMPING            hj.   stands for HOMING JUMP


[ Angel 3 ]  ==================================================================
 ATTACK CHANCE TADO (ACT)
===============================================================================

The hidden power behind some of the most strongest and insane combos in Angel
Eyes lies in the "Attack Chance" (AC) mechanic. At its most basic, the AC is
a free attack that any character can perform by inputting u + HP / HK on the
joystick whenever the words "ATTACK CHANCE" flashes on that character`s side.
Normally this occurs after an attack that knocks the opponent off their feet
(ie - a c.HK sweep), or those that send the opponent into the air where they
are unable to recover (ie - Reika`s LP Flame Fang). When the AC command is
input, the character will fly toward the reeling opponent with another attack
that sends them flying across the stage to smash into the wall. On average the
Attack Chance attack does an additional 8-10 damage to the combo.

Attacks all have three types of frames: startup, active, and recovery. The
'active' frames are the ones that can contact and damage the opponent, while
the 'recovery' frames are the ones that bring the character back into their
neutral stance so they can move and act again.

What may not be immediately noticed is just how many frames of animation a
character has when they are knocked into the air. If you pay attention to how
the opponent flies in the air, they will arch rather high before finally
coming down to the ground. This was mainly added to give suitable time to add
in the Attack Chance input. While the opponent is floating, your character is
recovering from their attack animation. In most cases (and obviously it is
move dependant), the player will return to their neutral stance far in advance
before the opponent hits the ground.

This is where Attack Chance Tado (ACTs) come in. "Tado" is the Japanese word
for "chase" or "pursue," which is exactly what these types of combos enforce
since you will be "chasing" after the Attack Chance. Depending on the attack
used to send the opponent into the air to activate an Attack Chance, you can
actually recover to neutral stance and then "chase" the falling opponent by
using the Homing Jump (press KK) command. Homing Jump is exactly what the name
implies: the character flies through the air and "homes" in on the opponent`s
location. This is amazingly useful because you directly fly into the path of
the opponent and can juggle them with continued attacks for _far_ more damage
than the measly 8-10 damage a regular Attack Chance hit would have done!

ACT combos are all juggles, meaning that the combo will continue until either
the opponent hits the ground, or a certain attack resets their air recovery.
So as long as you are attacking them and using attacks that cause Attack
Chances, you will be able to keep the opponent juggled for massive damage.

In the combos below, there will be places where an "(AC)" will appear in the
midst of the move notations. This is to let you know this is the area where
an Attack Chance will appear, but instead of the normal command an alternate
method (ie - special move, homing jump) will follow to keep the juggle. Some
of these may require specific timing or input so be sure to check if there are
any notes for that particular combo to help guide you through it.

Because a character`s life gauge is only a measly 139 points, most characters
have ACT combos than can _easily_ bypass that. Every character besides LINA &
LINA2 (at least to my knowledge) have ACT combos that can one-shot an opponent
from the start of the fight!


But why are all of these combos just so powerful and deadly? The simple answer
to that is because `Angel Eyes´ lacks an important component that is found in
today`s most prolific fighting games: damage scaling. `Angel Eyes´ has no form
of decreasing damage when more hits ramp up the combo meter. In some cases,
the damage will actually _increase_. For example, let`s look at one of Highway
Star`s Homing Jump strings: hj.LK > hj.HP > hj.HK.

Alone, Highway Star`s hj.LK does 14 damage, while her hj.HP and hj.HK do 20
damage each. Even with no damage scaling, it looks like the three hits should
do 54 damage (14 + 20 + 20). But if you actually chain those attacks together,
the combo will do 59 damage!

Another example, still with Highway Star, is this ground chain: c.LP > c.LK >
c.HK. Individually c.LP is 10 damage, c.LK is 12 damage, and c.HK is 8 damage,
making an assumed total of 30 damage. But when actually chained, the combo
does 32 damage.

If `Angel Eyes´ had damage scaling, then Highway Star`s combo damage would
probably look more like this:

  Chain #1: 14 + (20 * 0.85^2) + (20 * 0.85^3) = 40.7325 = 41 damage.
  Chain #2: 10 + (12 * 0.75^2) + (8 * 0.85^3) = 21.663 = 22 damage.

The formula for damage scaling I am using is one used in `Marvel v. Capcom 3,´
which translates into: DAMAGE = (BASE_DAMAGE * MODIFIER ^ HIT_NUMBER). As you
can see with the use of damage scaling just how much lower the combos do, and
thus makes it harder for characters to have combos that can one-shot.


[ Angel 4 ]  ==================================================================
 HOW TO READ THE COMBOS
===============================================================================

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


   o--- A    o--- B       o--- C     o--- D        o--- E
  /         /            /          /             /
o3  ::  116 dmg  ::  8 hit  ::  shouji           /
    hj.LP > hj.LK > hj.HK \/ s.LP > s.LK > s.HP [2 hit], Attack Chance
    (hj.LP > LK > HK \/ s.LP > s.LK > s.HP, u + HP/HK)
                   \
                    o--- F


A  --  Combo Number
       The number of the combo. All the combos are listed in descending order
       by the amount of damage it does. The high damage combos are at the top
       and go down to the smaller ones.

B  --  Combo Damage
       The amount of damage the combo does. The total amount of energy in a
       meter is 139 points. So the above combo is 116 points (83%). Damage
       counts are based on the characters that take neutral damage (Raiya
       Mikazuchi, Highway Star, Marie & King.)

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

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

E  --  The Combo
       The full combo, from the first hit to the last. Buttons are denoted by
       the 4-button method: LP and HP are the Punches, and LK and HK are
       Kicks. Specific and signature moves are cited with their proper
       Japanese names (ie - Raikou Dan, Akatsuki, etc.) and used within most
       of the combos.
       Some combos possess button-specific moves in them, such as a `HP Zan´.
       The `HP´ means to use that strength button when doing the move. Thus,
       f,d,df + HP. The use of a certain button can deal with things such as
       move principles and/or damage. Since Kiriko attacks differently with
       each Zan, the Fierce version will offer the best overall results for
       that particular combo. There are other times where it doesn`t matter
       what strength button you use, like for this Reika combo: HP XX Flame
       Fang. If you performed the Flame Fang with LP or HP, the combo would
       be exactly the same.
       Each combo listed in this FAQ was performed on Raiya or Highway Star
       unless otherwise stated. If "large opponent" is read before the combo,
       a person such as LINA were used.

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


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


[ Angel 5 ]  ==================================================================
 CHARACTER COMBOS
===============================================================================

---------------------------------------------------------------------  ( 5.01 )
 >> AKANE KASUMI
-------------------------------------------------------------------------------

**  ::  Infinite
    Stand close. c.LK > F + HK, c.LK > F + HK, c.LK > F + HK, etc ..
    (c.LK > F + HK, c.LK > F + HK, c.LK > F + HK, etc ..)

o1  ::  273 dmg  ::  16 hit
    hj.LK > hj.HP > hj.HK \/ s.LP > s.HP > F + HK, s.LP > s.LK > F + HK, c.LK
    > c.HK (AC), hj.LP > hj.HP \/ s.LP > s.LK > s.HK
    (hj.LK > HP > HK \/ s.LP > s.HP > F + HK, s.LP > s.LK > F + HK, c.LK >
    c.HK, hj.LP > HP \/ s.LP > s.LK > s.HK)

o2  ::  253 dmg  ::  15 hit
    hj.LK > hj.HP > hj.HK \/ s.LP > c.LK > s.HP > F + HK, s.LP > c.LK > c.HK
    (AC), hj.LP > hj.HP \/ s.LP > s.LK > s.HK
    (hj.LK > HP > HK \/ s.LP > c.LK > s.HP > F + HK, s.LP > c.LK > c.HK, hj.LP
    > HP \/ s.LP > s.LK > s.HK)

o3  ::  229 dmg  ::  17 hit
    hj.LK > hj.HP > hj.HK \/ s.LP > s.HP > F + HK, s.LP > s.LK > F + HK XX
    Kurenai
    (hj.LK > HP > HK \/ s.LP > s.HP > F + HK, s.LP > s.LK > F + HK XX qcf,qcf
    + PP)

o4  ::  226 dmg  ::  13 hit
    hj.LK > hj.HP > hj.HK \/ s.LP > c.LK > s.HP > c.HK (AC), hj.LP > hj.LK >
    hj.HP \/ s.LP > s.LK > s.HK
    (hj.LK > HP > HK \/ s.LP > c.LK > s.HP > c.HK, hj.LP > LK > HP \/ s.LP >
    s.LK > s.HK)

o5  ::  195 dmg  ::  9 hit
    Full screen away. HP Zan Kai, s.HP, HP Zan Kai, c.HP [2 hit], HP Zan Kai,
    s.HP, HP Zan Kai, s.HK
    (f,d,df + HP, s.HP , f,d,df + HP, c.HP, f,d,df + HP, s.HP, f,d,df + HP,
    s.HK)

o6  ::  176 + 20 dmg  ::  8 + 1 hit
    hj.LK > hj.HP > hj.HK \/ Punch/Kick Throw, hj.LK > hj.HP > hj.HK > hj.HP >
    hj.HK
    (hj.LK > HP > HK \/ When close, f + HP/HK, hj.LK > HP > HK > HP > HK)

o7  ::  176 dmg  ::  11 hit
    hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HK (AC), hj.LP > hj.LK \/ s.LP >
    s.LK > s.HK
    (hj.LK > HP > HK \/ c.LP > c.LK > c.HK, hj.LP > LK \/ s.LP > s.LP > s.LK >
    s.HK)

o8  ::  174 dmg  ::  9 hit
    HP Sen \/ HP Zan Kai, F + HP, HP Zan Kai, c.HP [2 hit], HP Zan Kai, c.HP
    (d,d + HP \/ f,d,df + HP, F + HP, f,d,df + HP, c,HP, f,d,df + HP, c.HP)

o9  ::  174 dmg  ::  9 hit
    HP Sen \/ HP Zen Kai, c.HP [2 hit], HP Zen Kai, c.HP [2 hit], HP Zen Kai,
    c.HP
    (d,d + HP \/ f,d,df + HP, c.HP, f,d,df + HP, c.HP, f,d,df + HP, c.HP)

1o  ::  168 dmg  ::  9 hit
    hj.LK > hj.HP > hj.HK \/ s.LP > c.LK > s.HP > c.HK (AC) XX HP Zan Kai,
    s.HK
    (hj.LK > HP > HK \/ c.LP > c.LK > s.HP > c.HK XX f,d,df + HP, s.HK)

11  ::  168 dmg  ::  9 hit
    hj.LK > hj.HP > hj.HK \/ c.LK > c.HP [1 hit] > c.HK (AC), hj.LK > hj.HP >
    hj.HK
    (hj.LP > HP > HK \/ c.LK > c.HP > c.HK, hj.LK > HP > HK)

12  ::  143 + 20 dmg  ::  7 + 1 hit
    hj.LK > hj.HP > hj.HK \/ Punch/Kick Throw, hj.LP > hj.LK > hj.HP > hj.HK
    (hj.LK > HP > HK \/ When close, f + HP/HK, hj.LP > LK > HP > HK)

13  ::  141 dmg  ::  9 hit
    Stand close. c.LK > c.HP [1 hit] > c.HK XX HP Zan Kai, c.HP [1 hit], c.HP
    [1 hit], HP Zan Kai, c.HP [1 hit], HP Zan Kai
    (c.LK > c.HP > c.HK XX f,d,df + HP, c.HP, c.HP, f,d,df + HP, c.HP, f,d,df
    + HP)

14  ::  74 dmg  ::  5 hit
    d.LP > d.LK > d.HP > d.HK, Attack Chance
    (d.LP > LK > HP > HK, u + HP/HK)

15  ::  60 dmg  ::  5 hit
    Stand close. c.LP > c.LK > c.HP [1 hit] > c.HK, Attack Chance
    (c.LP > c.LK > c.HP > c.HK, u + HP/HK)

16  ::  20 + 109 dmg  ::  1 + 5 hit
    Punch/Kick Throw, hj.LK > hj.HP > hj.HK > hj.HP > hj.HK
    (When close, f + HP/HK, hj.LK > HP > HK > HP > HK)

17  ::  20 + 78 dmg  ::  1 + 4 hit
    Punch/Kick Throw, hj.LP > hj.LK > hj.HP > hj.HK
    (When close, f + HP/HK, hj.LP > LK > HP > HK)

[ Xtra ]
- Combo **
  Because of the repeat of two moves, this combo has the potential to be an
  infinite. However the opponent will get pushed back to a point where Akane
  won`t be able to catch with the c.LK to end it. If you start this close to
  the opponent, you can do a good six sets causing 12 hits/186 damage, which
  is more than enough damage to defeat an opponent.

- Combo o5,o8,o9,13
  Akane`s uniqueness and power lies in her fire combo juggles, and this is an
  example of just some of its potential. The opponent will be on fire for the
  full duration of this juggle, and that`s the benefit because no matter what
  you do, an attack can`t cause the opponent the chance to air recover and
  counterattack. You have to time the hits to catch the opponent high so
  Akane`s body won`t get hit.

- Combo o5
  After the first Zan Kai, stand still and catch them with the s.HP. The
  opponent will "bounce" off the hit and fly forward to be juggled by the next
  Zan Kai. Akane won`t be damaged while striking with the Zan Kai if you make
  sure to hit the opponent high. Once Akane crosses underneath the falling
  opponent, do the c.HP. The second hit will pop the opponent back up high
  into the air and fly back the way they came. Repeat Zan Kai. The game will
  seemingly not allow Akane to go past nine hits no matter what you do. If you
  try, the intended tenth hit will strike the burning opponent and burn Akane
  instead for damage.

- Combo o6,12,16,17
  After the throw, you may have to walk back a couple of steps before doing
  the homing jump so that Akane doesn`t fly at a complete vertical and miss.
  Perform the homing jump combo as the opponent is descending from the throw.

- Combo o8
  Once the Sen hits, land and do the HP Zan Kai. Sometimes Akane might get hit
  by the flames if too close. Do the F + HP toward the way you just came from
  and into the next HP Zan Kai. After that it is just timing the hits to knock
  the opponent back and forth. You care unable to juggle after the ninth hit.

- Combo 13
  To get the most damage out of this combo, make sure the c.HPs only hit once
  rather than twice. Those aren`t the attacks that do the most damage, so you
  want to hit with as many HP Zan Kais as possible.


---------------------------------------------------------------------  ( 5.02 )
 >>  BINBOU CHIBIKO (Poor Chibiko)
-------------------------------------------------------------------------------

( see "CHIBIKO (Tomomi Yaoi)" (5.04) section )


---------------------------------------------------------------------  ( 5.03 )
 >>  BLACK RAIYA
-------------------------------------------------------------------------------

*1  ::  Infinite
    hj.LK > hj.HP > hj.HK \/ c.HP [3 hit](AC), hj.LK > hj.HP > hj.HK, hj.HP \/
    c.HP [3 hit](AC), hj.LK > hj.HP > hj.HK, hj.HP \/ c.HP [3 hit](AC), hj.LK
    > hj.HP > hj.HK, hj.HP, etc ..
    (hj.LK > HP > HK \/ c.HP, hj.LK > HP > HK, hj.HP \/ c.HP, hj.LK > HP > HK,
    hj.HP \/ c.HP, hj.LK > HP > HK, hj.HP, etc ..)

*2  ::  Infinite
    Stand close. HP Bloody Cross [5 hit] \/ HP Bloody Cross [5 hit] \/ HP
    Bloody Cross, etc ..
    (f,d,df + HP \/ f,d,df + HP \/ f,d,df + HP, etc ..)

*3  ::  Infinite
    s.LP, (step forward) s.LP, (step forward) s.LP, etc ..
    (s.LP, (hold f) s.LP, (hold f) s.LP, etc ..)

o1  ::  240 dmg  ::  25 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HK (AC), hj.LK > hj.HP >
    hj.HK \/ s.LP > s.LK > c.HP [2 hit] XX Ragna Eraser
    (hj.LP > LK > HP > HK \/ c.LP > c.LK > c.HK, hj.LK > HP > HK \/ s.LP >
    s.LK > c.HP XX qcf,qcf + PP)

o2  ::  215 dmg  ::  20 hit
    hj.LK > hj.HP > hj.HK \/ c.LK > c.HP [1 hit] > c.HK (AC), hj.LK > hj.HP >
    hj.HK \/ c.HP [3 hit](AC), hj.LK > hj.HP > hj.HK \/ HP Raijin Touryuu Nei
    Do
    (hj.LK > HP > HK \/ c.LK > c.HP > c.HK, hj.LK > HP > HK \/ c.HP, hj.LK >
    HP > HK \/ f,d,df + HP)

o3  ::  183 dmg  ::  13 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HK (AC), hj.LK > hj.HP >
    hj.HK \/ s.LP > s.HP XX LP/LK Plug Smash
    (hj.LP > LK > HP > HK \/ c.LP > c.LK > c.HK, hj.LK > HP > HK \/ s.LP >
    s.HP XX qcf + LP/LK)

o4  ::  182 dmg  ::  14 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HK (AC), hj.LK > hj.HP >
    hj.HK \/ s.LP > s.HP > s.HK
    (hj.LP > LK > HP > HK \/ c.LP > c.LK > c.HK, hj.LK > HP > HK \/ s.LP >
    s.HP > s.HK)

o5  ::  168 dmg  ::  20 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HK XX Ragna Eraser
    (hj.LP > LK > HP > HK \/ c.LP > c.LK > c.HK XX qcf,qcf + PP)

o6  ::  164 dmg  ::  15 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HK (AC), hj.LK > hj.HP >
    hj.HK \/ HP Bloody Cross
    (hj.LP > LK > HP > HK \/ c.LP > c.LK > c.HK, hj.LK > HP > HK \/ f,d,df +
    HP)

o7  ::  161 dmg  ::  19 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HP [2 hit] XX Ragna
    Eraser
    (hj.LP > LK > HP > HK \/ c.LP > c.LK > c.HP XX qcf,qcf + PP)

o8  ::  153 dmg  ::  15 hit
    hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HP [1 hit] > c.HK (AC), hj.LK >
    hj.HP > hj.HK \/ HP Bloody Cross
    (hj.LK > HP > HK \/ c.LP > c.LK > c.HP > c.HK, hj.LK > HP > HK \/ f,d,df +
    HP)

o9  ::  151 dmg  ::  13 hit
    hj.LK > hj.HP > hj.HK \/ HP Bloody Cross [5 hit] \/ hj.LP > hj.LK > hj.HP
    > hj.HK XX HP Kuuchuu Bloody Cross
    (hj.LK > HP > HK \/ f,d,df + HP \/ hj.LP > LK > HP > HK XX f,d,df + HP)

1o  ::  121 dmg  ::  9 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ c.LK > c.HP [2 hit] XX LP/LK Plug Smash
    (hj.LP > LK > HP > HK \/ c.LK > c.HP XX qcf + LP/LK)

11  ::  116 dmg  ::  9 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HP [1 hit] > c.HK XX
    LP/LK Raikou Dan
    (hj.LP > LK > HP > HK \/ c.LP > c.LK > c.HP > c.HK XX qcf + LP/HP)

12  ::  114 + 20 dmg  ::  8 + 1 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ s.LP XX Kick Throw, c.LP > s.HP XX Raikou
    Dan
    (hj.LP > LK > HP > HK \/ s.LP XX When close, f + HK, c.LP > s.HP XX qcf +
    P/K)

13  ::  114 dmg  ::  10 hit
    Stand close. HP Bloody Cross [5 hit] \/ hj.LP > hj.LK > hj.HP > hj.HK XX
    HP Kuuchuu Bloody Cross
    (f,d,df + HP \/ hj.LP > LK > HP > HK XX f,d,df + HP)

14  ::  113 + 20 dmg  ::  9 + 1 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ s.LP XX Kick Throw, c.LP > s.HP > s.HK
    (hj.LP > LK > HP > HK \/ s.LP XX When close, f + HK, c.LP > s.HP > s.HK)

15  ::  102 dmg  ::  11 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HP [1 hit] > c.HK, Attack
    Chance
    (hj.LP > LK > HP > HK \/ c.LP > c.LK > c.HP > c.HK XX qcf + LP/HP)

16  ::  95 dmg  ::  12 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ Rising Cannon [2 hit], Bloody Moon [3
    hit], Attack Chance
    (hj.LP > LK > HP > HK \/ b + HK, Press HK, u + HP/HK)

17  ::  36 dmg  ::  6 hit
    Stand close. c.HK XX HP Bloody Cross
    (c.HK XX f,d,df + HP)

18  ::  24 dmg  ::  2 hit
    Stand close. c.HK XX Plug Smash
    (c.HK XX qcf + P/K)

[ Xtra ]
- Combo *1
  The trick behind this combo is that you keep activating the Attack Chance,
  but you have to keep the opponent in the air long enough to re-land and hit
  with the new c.HP, which is the key behind the infinite. Black Raiya`s hj.HK
  stuns the opponent so long that she can hit chain hj.HP after it. This is
  valuable because it keeps the opponent reeling in the air to allow Black
  Raiya to land again and pop them back higher into the air with another c.HP.
  One of the two last hits must hit the opponent to activate the Attack Chance
  so Black Raiya can Homing Dash back toward them and repeat the juggle.

- Combo *2
  The funny part is that this infinite isn`t just easy, but it`s kind of weird
  that it wasn`t found in the testing department. Or maybe it was and they
  just decided it was fine to leave it in. To make it simple to understand,
  the last hit from the Bloody Cross doesn`t electrify the opponent and it
  activates an Attack Chance launcher that they can`t recover from. Once Black
  Raiya lands, the opponent will fall to the ground and be open to another
  Bloody Cross to reactivate the launcher. Catch the opponent as low as you
  can with the next Bloody Cross, else they will get knocked too high into the
  air and crash into the ceiling. If that happens they immediately fall to the
  ground and can`t be juggled any longer.

- Combo *3
  Unlike *2, this infinite looks easy but requires a steady timing for the
  hits. Black Raiya`s s.LP is 3 frames, and leaves her at +1 frame. You can
  virtually link an infinite amount of them, but you have to use that frame of
  advantage to step and then attack over and over again. You can`t stay in one
  place or you`ll push the opponent out after just 2 or 3. The step keeps her
  in range to keep the s.LP connecting. You`re not supposed to "see" the step,
  it has to be like a split-second inch forward just to keep her in range. I
  have managed to connect with 22 s.LPs.

- Combo 12,14
  Kara-cancel the s.LP by holding forward and then pressing HK to execute the
  throw. The throw itself will not register as part of the combo in hits, but
  the damage will count.

- Combo 15,16
  The displayed damage if only after one Attack Chance connects. Since Black
  Raiya`s Attack Chance strike reactivates the Attack Chance, you are able to
  link on more of them as you see fit.

- Combo 18
  The HK Plug Smash (which fires down-forward) will not hit.


---------------------------------------------------------------------  ( 5.04 )
 >>  CHIBIKO (Tomomi Yaoi)
-------------------------------------------------------------------------------

o1  ::  160 dmg  ::  15 hit
    hj.LK > hj.HK [3 hit] \/ c.LP > c.HP [1 hit] > c.HK [2 hit](AC), hj.LK >
    hj.HK [3 hit] \/ s.LP > c.HP
    (hj.LK > HK \/ c.LP > c.HP > c.HK, hj.LK > HK \/ s.LP > c.HP)

o2  ::  155 dmg  ::  9 hit
    Stand close. Honoo no Chibi Spike \/ d.LP, (walk forward) s.HK, d.LP,
    (walk forward) s.HK, d.LP, (walk forward) s.HK, d.LP XX HP Doka~n Punch
    (In air, qcf + LP \/ d.LP, (hold f) s.HK, d.LP, (hold f) s.HK, d.LP, (hold
    f) s.HK, d.LP XX f,d,df + HP)

o3  ::  120 + 22 dmg  ::  12 + 1 hit
    hj.LK > hj.HK [3 hit] \/ c.LP > c.HP [1 hit] > c.HK [2 hit](AC), hj.LK >
    hj.HK [3 hit], HP Kuuchuu Throw
    (hj.LK > HK \/ c.LP > c.HP > c.HK, hj.LK > HK, When close in air, d + HP)

o4  ::  110 dmg  ::  10 hit
    hj.LK > hj.HK [3 hit] \/ c.LP > c.HP [1 hit] > c.HK [2 hit] XX LP Oodama
    Attack, Attack Chance
    (hj.LK > HK \/ c.LP > c.HP > c.HK XX qcf + LP, u + HP/HK)

o5  ::  105 dmg  ::  11 hit
    hj.HP [2 hit] > hj.HK [3 hit] \/ c.LP > c.LK > c.HP [1 hit] > c.HK [2
    hit], Attack Chance
    (hj.HP > HK \/ c.LP > c.LK > c.HP > c.HK, u + HP/HK)

o6  ::  102 dmg  ::  12 hit
    hj.LK > hj.HK [3 hit] \/ c.LP > c.HP [1 hit] > c.HK [2 hit] XX HP Doka~n
    Punch
    (hj.LK > HK \/ c.LP > c.HP > c.HK XX f,d,df + HP)

o7  ::  98 dmg  ::  13 hit
    hj.LP > hj.HP [2 hit] XX LK Kuuchuu Nawa Chibi [4 hit] \/ c.LP > c.HP [1
    hit] > c.HK [2 hit] XX HP Doka~n Punch
    (hj.LP > HP XX Press LK rapidly \/ c.LP > c.HP > c.HK XX f,d,df + HP)

o8  ::  86 dmg  ::  8 hit
    Kyuukouka Attack > j.HK [1 hit] \/ c.LK > c.LP > s.HK XX HP Doka~n Punch
    (In air, d + LP > j.HK \/ c.LK > c.LP > s.HK XX f,d,df + HP)

o9  ::  85 dmg  ::  9 hit
    hj.LK > hj.HK [3 hit] \/ c.LP > c.HP [1 hit] > c.HK [2 hit], Attack Chance
    (hj.LK > HK \/ c.LP > c.HP > c.HK, u + HP/HK)

1o  ::  58 dmg  ::  6 hit
    Stand close. s.LP > s.LK > s.HK XX HP Doka~n Punch
    (s.LP > s.LK > s.HK XX f,d,df + HP)

11  ::  52 dmg  ::  5 hit
    Stand close. c.LP > c.HK [2 hit] XX Oodama Attack, Attack Chance
    (c.LP > c.HK XX qcf + P, u + HP/HK)

12  ::  24 + 77 dmg  ::  1 + 11 hit
    Kick Throw, hj.LK > hj.HK [3 hit] XX LK Kuuchuu Nawa Chibi
    (When close, f + HK, hj.LK > HK XX Press LK rapidly)

[ Xtra ]
- Combo o2
  This combo can be hard because the Robo Chibi Spike sets the opponent on
  fire, and you have to juggle them across the stage without having ROBO-
  Chibiko touch them. The s.HK is her standing close version where she turns
  her back and kicks her leg backward. That attack pops the burning opponent
  back up to juggle with the d.LP.

- Combo o3
  It is not incredibly hard to catch with the HP Kuuchuu Throw on most medium-
  or large-sized opponents, but on Chikiko and Marie & King, it`s best to do
  another combo.


---------------------------------------------------------------------  ( 5.05 )
 >> HIGHWAY STAR (Michiko Hoshi)
-------------------------------------------------------------------------------

o1  ::  228 + 18 dmg  ::  14 + 1 hit
    hj.LK > hj.HP > hj.HK \/ s.LP XX Kick Throw, hj.LP > hj.LK > hj.HP > hj.HK
    XX HP Kuuchuu Spinning Gear [5 hit], Attack Chance
    (hj.LK > HP > HK \/ s.LP XX When close, f + HK, hj.LP > LK > HP > HK XX
    f,d,df + HP, u + HP/HK)

o2  ::  210 dmg  ::  13 hit
     hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.LP > c.LK > c.HK (AC), hj.LK >
     hj.HK \/ s.LK > s.HK
     (hj.LK > HP > HK \/ c.LP > c.LK > c.LP > c.LK > c.HK, hj.LK > HK \/ s.LK
     > s.HK)

o3  ::  179 dmg  ::  14 hit
    HP Spinning Gear [5 hit](AC), hj.LK > hj.HP > hj.HK XX HP Kuuchuu Spinning
    Gear [5 hit], Attack Chance
    (f,d,df + HP, hj.LK > hj.HP > hj.HK XX f,d,df + HP, u + HP/HK)

o4  ::  155 dmg  ::  10 hit
    Highway Star 1/2 screen away. Wheel Breakin' (AC), hj.LK > hj.HP > hj.HK
    XX HP Kuuchuu Spinning Gear [5 hit], Attack Chance
    (qcf + P, hj.LK > HP > HK XX f,d,df + HP, u + HP/HK)

o5  ::  133 + 18 dmg  ::  8 + 1 hit
    hj.LK > hj.HP > hj.HK \/ s.LP XX Kick Throw, s.LP > s.HP > s.HK
    (hj.LK > HP > HK \/ s.LP XX When close, f + HK, s.LP > s.HP > s.HK)

o6  ::  131 dmg  ::  8 hit
    hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HK XX HP Attack Transformer
    Field, Attack Chance
    (hj.LK > HP > HK \/ c.LP > c.LK > c.HK XX hcb + HP, u + HP/HK)

o7  ::  130 dmg  ::  9 hit
    Highway Star 1/2 screen away. Wheel Breakin' (AC), hj.LK > hj.HP XX HP
    Kuuchuu Spinning Gear [5 hit], Attack Chance
    (qcf + P, hj.LK > HP XX f,d,df + HP, u + HP/HK)

o8  ::  126 dmg  ::  9 hit
    hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HK XX HP Spinning Gear [2 hit],
    Attack Chance
    (hj.LK > HP > HK \/ c.LP > c.LK > c.HK XX f,d,df + HP, u + HP/HK)

o9  ::  108 + 18 dmg  ::  5 + 1 hit
    hj.LK > hj.HP > hj.HK \/ s.LP XX Kick Throw, Vanishing Exhaust
    (hj.LK > HP > HK \/ s.LP XX When close, f + HK, f,hcf + KK)

1o  ::  108 dmg  ::  7 hit
    hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HK > s.HP
    (hj.LK > HP > HK \/ c.LP > c.LK > c.HK > s.HP)

11  ::  99 dmg  ::  7 hit
    Stand close. c.LK > c.LP > c.LK > c.LP > c.LK > c.HP, Attack Chance
    (c.LK > c.LP > c.LK > c.LP > c.LK > c.HP, u + HP/HK)

12  ::  56 dmg  ::  7 hit
    Stand close. c.HK XX HP Spinning Gear [5 hit], Attack Chance
    (c.HK XX f,d,df + HP, u + HP/HK)

13  ::  18 + 151 dmg  ::  1 + 10 hit
    Kick Throw, hj.LP > hj.LK > hj.HP > hj.HK XX HP Kuuchuu Spinning Gear [5
    hit], Attack Chance
    (When close, f + HK, hj.LP > LK > HP > HK XX f,d,df + HP, u + HP/HK)

[ Xtra ]
- Combo o1,o2,o5,o6,o8,o9,1o
  It can be difficult to connect with all three hits of Highway Star`s homing
  jump combo depending on the opponent`s size and distance away. To make it
  easier, skip the hj.HP but the combo will do about -25 damage.

- Combo o1,o5,o9
  Kara-cancel the s.LP by holding forward and then pressing HK to execute the
  throw. The throw itself will not register as part of the combo in hits, but
  the damage will count.

- Combo o1
  After the throw, you may have to walk back a couple of steps before doing
  the homing jump so that Highway Star doesn`t fly at a complete vertical and
  miss. Perform the second homing jump combo as the opponent is descending
  from the throw.

- Combo o2,11
  Gauge his many c.LPs and c.LKs to do depending on the opponent. Against
  LINA/LINA2, you have to omit two of them because she gets pushed back too
  far and the c.HP will miss.

- Combo o2
  The last s.HK is Highway Star`s double kick which sends the opponent across
  the screen. It does +7 damage than her Standing Close HK attack.

- Combo o3
  Highway Star returns to neutral stance after the first HP Spinning Gear very
  close to when the opponent is about to reach the ground. So you have to be
  ready to Homing Jump at them the moment she can attack again to catch them.

- Combo o9
  If you are lucky you can catch the opponent with the Vanishing Exhaust as
  they are falling from the Kick Throw to juggle, making the combo do 8 hit/
  179 dmg.


---------------------------------------------------------------------  ( 5.06 )
 >> HYPER MYSTERIOUS POWER
-------------------------------------------------------------------------------

o1  ::  224 dmg  ::  16 hit
    hj.LP > hj.LK > hj.HP \/ s.LP > s.LP > s.LK > s.HP [1 hit] > c.HK (AC),
    hj.LP > hj.LK > hj.HP \/ s.LP > s.LK > s.HP [1 hit] > F + HK
    (hj.LP > LK > HP \/ s.LP > s.LP > s.LK > s.HP > c.HK, hj.LP > LK > HP \/
    s.LP > s.LK > s.HP > F + HK)

o2  ::  219 dmg  ::  15 hit
    hj.LP > hj.LK > hj.HP \/ s.LP > s.LP > s.LK > s.HP [1 hit] > c.HK (AC),
    hj.LP > hj.LK > hj.HP \/ s.LP > s.LP > s.HP
    (hj.LP > LK > HP \/ s.LP > s.LP > s.LK > s.HP > c.HK, hj.LP > LK > HP \/
    s.LP > s.LP > s.HP)

o3  ::  195 dmg  ::  13 hit
    hj.LP > hj.LK > hj.HP \/ c.LP > c.LK > s.HP [1 hit] > c.HK (AC), hj.LP >
    hj.LK > hj.HP > hj.HK \/ s.HK
    (hj.LP > LK > HP > HK \/ c.LP > c.LK > s.HP > c.HK, hj.LP > LK > HP > HK
    \/ s.HK)

o4  ::  151 dmg  ::  10 hit
    hj.HP > hj.HK \/ c.LP > c.LK > s.HP [1 hit] > c.HK (AC), hj.LP > hj.LK >
    hj.HP > hj.HK
    (hj.HP > HK \/ c.LP > c.LK > s.HP > c.HK, hj.LP > LK > HP > HK)

o5  ::  133 dmg  ::  9 hit
    Full screen away. Kuuchuu Mysterious Cannon: Sandangamae, hj.LK > hj.HK \/
    /\ j.LK > j.HK \/ /\ j.LK > j.HK \/ /\ j.LK > j.HK
    (In air, qcf + LP, hj.LK > HK \/ /\ Jump LK > HK \/ /\ Jump LK > HK \/ /\
    Jump LK > HK)

o6  ::  123 dmg  ::  8 hit
    hj.LP > hj.LK > hj.HP \/ s.LP > s.LK > s.HP [1 hit] > c.HK, s.HK
    (hj.LP > LK > HP \/ s.LP > s.LK > s.HP > c.HK, s.HK)

o7  ::  120 dmg  ::  9 hit
    hj.LP > hj.LK > hj.HP \/ s.LP > s.LP > s.LK > s.HP [1 hit] > F + HK
    (hj.LP > LK > HP \/ s.LP > s.LP > s.LK > s.HP > F + HK)

o8  ::  104 dmg  ::  13 hit
    hj.LP > hj.LK > hj.HP \/ s.LP > s.LK > c.HK XX Mysterious Cannon:
    Youshisen
    (hj.LP > LK > HP \/ s.LP > s.LK > c.HK XX qcf + HP)

o9  ::  96 dmg  ::  7 hit
    hj.LP > hj.LK > hj.HP \/ c.LK > s.HP [1 hit] > c.HK, Attack Chance
    (hj.LP > LK > HP \/ c.LK > s.HP > c.HK, u + HP/HK)

1o  ::  79 dmg  ::  6 hit
    hj.HP > hj.HK \/ c.LK > s.HP > c.HK, Attack Chance
    (hj.HP > HK \/ c.LK > s.HP > c.HK, u + HP/HK)

11  ::  38 dmg  ::  3 hit
    Stand close. c.HK XX LP Finger Snappers, Attack Chance
    (c.HK XX f,d,df + LP, u + HP/HK)

12  ::  32 dmg  ::  9 hit
    Stand close. c.HK XX Mysterious Cannon: Youshisen
    (c.HK XX qcf + HP)

[ Xtra ]
- Combo o5
  If doesn`t matter which sphere of the Sandangamae hits the opponent, all of
  them can electrocute and provide Hyper Mysterious Power with the ability to
  catch with the Homing Jump juggle. After each set, just land and rejump to
  attack and pop them back into the air.

- Combo o6
  Tagging on the s.HK after the c.HK isn`t hard, but can miss if Mysterious
  Power is not close enough.

- Combo 12
  The closer Hyper Mysterious Power is to the opponent may decrease the amount
  of hits the Youshisen does. Having the end of her foot hit offers the best
  results in all eight hitting.


---------------------------------------------------------------------  ( 5.07 )
 >> JUUSHOU HIGHWAY STAR (Seriously Wounded Highway Star)
-------------------------------------------------------------------------------

o1  ::  210 dmg  ::  13 hit
     hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.LP > c.LK > c.HK (AC), hj.LK >
     hj.HK \/ s.LK > s.HK
     (hj.LK > HP > HK \/ c.LP > c.LK > c.LP > c.LK > c.HK, hj.LK > HK \/ s.LK
     > s.HK)

o2  ::  208 + 18 dmg  ::  12 + 1 hit
    hj.LK > hj.HP > hj.HK \/ s.LP XX Kick Throw, hj.LP > hj.LK > hj.HP > hj.HK
    XX HP Kuuchuu Spinning Gear
    (hj.LK > HP > HK \/ s.LP XX When close, f + HK, hj.LP > LK > HP > HK XX
    f,d,df + HP)

o3  ::  138 + 18 dmg  ::  8 + 1 hit
    hj.LK > hj.HP > hj.HK \/ s.LP XX Kick Throw, s.LP > s.HP > s.HK
    (hj.LK > HP > HK \/ s.LP XX When close, f + HK, s.LP > s.HP > s.HK)

o4  ::  131 dmg  ::  8 hit
    hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HK XX HP Attack Transformer
    Field, Attack Chance
    (hj.LK > HP > HK \/ c.LP > c.LK > c.HK XX hcb + HP, u + HP/HK)

o5  ::  118 dmg  ::  9 hit
    hj.LK > hj.HP > hj.HK \/ c.LK > c.HK XX HP Tobanai Spinning Gear
    (hj.LK > HP > HK \/ c.LP > c.LK > c.HK XX f,d,df + HP)

o6  ::  108 + 18 dmg  ::  5 + 1 hit
    hj.LK > hj.HP > hj.HK \/ s.LP XX Kick Throw, Vanishing Exhaust
    (hj.LK > HP > HK \/ s.LP XX When close, f + HK, f,hcf + KK)

o7  ::  108 dmg  ::  7 hit
    hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HK > s.HP
    (hj.LK > HP > HK \/ c.LP > c.LK > c.HK > s.HP)

o8  ::  99 dmg  ::  7 hit
    Stand close. c.LK > c.LP > c.LK > c.LP > c.LK > c.HP, Attack Chance
    (c.LK > c.LP > c.LK > c.LP > c.LK > c.HP, u + HP/HK)

o9  ::  46 dmg  ::  6 hit
    Stand close. c.HK XX HP Tobanai Spinning Gear
    (c.HK XX f,d,df + HP)

1o  ::  38 dmg  ::  2 hit
    Stand close. c.HK XX Mikanzen Wheel Breakin'
    (c.HK XX qcf + P)

11  ::  18 + 131 dmg  ::  1 + 8 hit
    Kick Throw, hj.LP > hj.LK > hj.HP > hj.HK XX HP Kuuchuu Spinning Gear
    (When close, f + HK, hj.LP > LK > HP > HK XX f,d,df + HP, u + HP/HK)

[ Xtra ]
- Combo o1,o2,o3,o4,o5,o6,o7
  It can be difficult to connect with all three hits of Jyuushou Highway
  Star`s homing jump combo depending on the opponent`s size and distance away.
  To make it easier, skip the hj.HP but the combo will do about -25 damage.

- Combo o1,o8
  Gauge his many c.LPs and c.LKs to do depending on the opponent. Against
  LINA/LINA2, you have to omit two of them because she gets pushed back too
  far and the c.HP will miss.

- Combo o1
  The last s.HK is Highway Star`s double kick which sends the opponent across
  the screen. It does +7 damage than her Standing Close HK attack.

- Combo o2,o3,o6
  Kara-cancel the s.LP by holding forward and then pressing HK to execute the
  throw. The throw itself will not register as part of the combo in hits, but
  the damage will count.

- Combo o2,11
  After the throw, you may have to walk back a couple of steps before doing
  the homing jump so that Highway Star doesn`t fly at a complete vertical and
  miss. Perform the second homing jump combo as the opponent is descending
  from the throw. A lot of times the final hit of the HP Kuuchuu Spinning Gear
  will not connect since Jyuushou Highway Star`s uppercut doesn`t have an arc.

- Combo o6
  If you are lucky you can catch the opponent with the Vanishing Exhaust as
  they are falling from the Kick Throw to juggle, making the combo do 8 hit/
  179 dmg.


---------------------------------------------------------------------  ( 5.08 )
 >> KIRIKO KASUMI
-------------------------------------------------------------------------------

**  ::  Infinite
    Stand close. c.LK > F + HK, c.LK > F + HK, c.LK > F + HK, etc ..
    (c.LK > F + HK, c.LK > F + HK, c.LK > F + HK, etc ..)

o1  ::  316 dmg  ::  21 hit
    hj.LK > hj.HP > hj.HK \/ s.LP > s.HP > F + HK, s.LP > s.LK > s.HK XX
    Akatsuki [7 hit](AC), HP Zan (AC), hj.LP > hj.LK > hj.HP > hj.HK
    (hj.LK > HP > HK \/ s.LP > s.HP > F + HK, s.LP > s.LK > s.HK XX qcf,qcf +
    PP, f,d,df + HP, hj.LP > LK > HP > HK)

o2  ::  273 dmg  ::  16 hit
    hj.LK > hj.HP > hj.HK \/ s.LP > s.HP > F + HK, s.LP > s.LK > F + HK, c.LK
    > c.HK (AC), hj.LP > hj.HP \/ s.LP > s.LK > s.HK
    (hj.LK > HP > HK \/ s.LP > s.HP > F + HK, s.LP > s.LK > F + HK, c.LK >
    c.HK, hj.LP > HP \/ s.LP > s.LK > s.HK)

o3  ::  253 dmg  ::  15 hit
    hj.LK > hj.HP > hj.HK \/ s.LP > c.LK > s.HP > F + HK, s.LP > c.LK > c.HK
    (AC), hj.LP > hj.HP \/ s.LP > s.LK > s.HK
    (hj.LK > HP > HK \/ s.LP > c.LK > s.HP > F + HK, s.LP > c.LK > c.HK, hj.LP
    > HP \/ s.LP > s.LK > s.HK)

o4  ::  234 dmg  ::  14 hit
    HP You \/ s.LP > s.HP > F + HK, s.LP > s.LK > F + HK, c.LK > c.HK (AC),
    hj.LP > hj.HP \/ s.LP > s.LK > s.HK
    (d,d + HP \/ s.LP > s.HP > F + HK, s.LP > s.LK > F + HK, c.LK > c.HK,
    hj.LP > HP \/ s.LP > s.LK > s.HK)

o5  ::  226 dmg  ::  13 hit
    hj.LK > hj.HP > hj.HK \/ s.LP > c.LK > s.HP > c.HK (AC), hj.LP > hj.LK >
    hj.HP \/ s.LP > s.LK > s.HK
    (hj.LK > HP > HK \/ s.LP > c.LK > s.HP > c.HK, hj.LP > LK > HP \/ s.LP >
    s.LK > s.HK)

o6  ::  176 + 20 dmg  ::  8 + 1 hit
    hj.LK > hj.HP > hj.HK \/ Punch/Kick Throw, hj.LK > hj.HP > hj.HK > hj.HP >
    hj.HK
    (hj.LK > HP > HK \/ When close, f + HP/HK, hj.LK > HP > HK > HP > HK)

o7  ::  176 dmg  ::  11 hit
    hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HK (AC), hj.LP > hj.LK \/ s.LP >
    s.LK > s.HK
    (hj.LK > HP > HK \/ c.LP > c.LK > c.HK, hj.LP > LK \/ s.LP > s.LP > s.LK >
    s.HK)

o8  ::  175 dmg  ::  10 hit
    HP You \/ s.LP > s.HP > c.HK (AC), hj.LP > hj.LK > hj.HP \/ s.LP > s.LK >
    s.HK
    (d,d + HP \/ s.LP > s.HP > c.HK, hj.LP > LK > HP \/ s.LP > s.LK > s.HK)

o9  ::  168 dmg  ::  9 hit</pre><pre id="faqspan-2">
    hj.LK > hj.HP > hj.HK \/ c.LK > c.HP [1 hit] > c.HK (AC), hj.LK > hj.HP >
    hj.HK
    (hj.LP > HP > HK \/ c.LK > c.HP > c.HK, hj.LK > HP > HK)

1o  ::  158 dmg  ::  9 hit
    hj.LK > hj.HP > hj.HK \/ c.LK > c.HP [1 hit] > c.HK XX HP Zan (AC), hj.LK
    > hj.HP
   (hj.LK > HP > HK \/ c.LK > c.HP > c.HK XX f,d,df + HP, hj.LK > HP)

11  ::  158 dmg  ::  9 hit
    hj.LK > hj.HP > hj.HK \/ s.LP > c.LK > s.HP > s.HK XX HP Zan, Attack
    Chance
   (hj.LK > HP > HK \/ s.LP > c.LK > s.HP > s.HK XX f,d,df + HP, u + HP/HK)

12  ::  149 dmg  ::  9 hit
    Stand close. c.LP > c.LK > c.HP [1 hit] > c.HK XX HP Zan (AC), hj.LP >
    hj.LK > hj.HP > hj.HK
    (c.LP > c.LK > c.HP > c.HK XX f,d,df + HP, hj.LP > LK > HP > HK)

13  ::  143 + 20 dmg  ::  7 + 1 hit
    hj.LK > hj.HP > hj.HK \/ Punch/Kick Throw, hj.LP > hj.LK > hj.HP > hj.HK
    (hj.LK > HP > HK \/ When close, f + HP/HK, hj.LP > LK > HP > HK)

14  ::  138 dmg  ::  11 hit
    Stand close. s.HK XX Akatsuki [7 hit](AC), hj.LK > hj.HP > hj.HK
    (s.HK XX qcf,qcf + PP, hj.LK > HP > HK)

15  ::  122 dmg  ::  7 hit
    Stand close. s.LP > c.LK > s.HP > s.HK XX HP Zan (AC), s.LP > s.HK
    (s.LP > c.LK > s.HP > s.HK XX f,d,df + HP, s.LP > s.HK)

16  ::  104 dmg  ::  6 hit
    Stand close. c.HK XX HP Zan (AC), hj.LP > hj.LK > hj.HP > hj.HK
    (c.HK \/ f,d,df + HP, hj.LP > LK > HP > HK)

17  ::  102 dmg  ::  6 hit
    Stand close. s.LP > s.HP > F + HK XX HP Zan (AC), s.LP > s.HK
    (s.LP > s.HP > F + HK XX f,d,df + HP, s.LP > s.HK)

18  ::  74 dmg  ::  5 hit
    d.LP > d.LK > d.HP > d.HK, Attack Chance
    (d.LP > LK > HP > HK, u + HP/HK)

19  ::  60 dmg  ::  5 hit
    Stand close. c.LP > c.LK > c.HP [1 hit] > c.HK, Attack Chance
    (c.LP > c.LK > c.HP > c.HK, u + HP/HK)

2o  ::  20 + 109 dmg  ::  1 + 5 hit
    Punch/Kick Throw, hj.LK > hj.HP > hj.HK > hj.HP > hj.HK
    (When close, f + HP/HK, hj.LK > HP > HK > HP > HK)

21  ::  20 + 78 dmg  ::  1 + 4 hit
    Punch/Kick Throw, hj.LP > hj.LK > hj.HP > hj.HK
    (When close, f + HP/HK, hj.LP > LK > HP > HK)

[ Xtra ]
- Combo **
  Because of the repeat of two moves, this combo has the potential to be an
  infinite. However the opponent will get pushed back to a point where Kiriko
  won`t be able to catch with the c.LK to end it. If you start this close to
  the opponent, you can do a good six sets causing 12 hits/186 damage, which
  is more than enough damage to defeat an opponent.

- Combo o1
  After the Akatsuki makes its seventh hit and pops the opponent in the air,
  do the HP Zan. This causes the opponent to be popped up again, but a little
  higher than before. Allowing the ACT juggle to be a little easier to
  perform. If you want, take a step back after the HP Zan before doing the
  homing jump to help make the flight angle not so sharp.

- Combo o6,13,2o,21
  After the throw, you may have to walk back a couple of steps before doing
  the homing jump so that Kiriko doesn`t fly at a complete vertical and miss.
  Perform the homing jump combo as the opponent is descending from the throw.


---------------------------------------------------------------------  ( 5.09 )
 >> LINA
-------------------------------------------------------------------------------

o1  ::  108 + 28 / 145 + 14  ::  15 + 1 hit
    hj.LK > hj.HK \/ s.LP XX Punch/Kick Throw, hj.LK > hj.HK \/ HP Moon
    Breaker [9 hit], Attack Chance
    (hj.LK > HK \/ s.LP XX When close, f + HP/HK, hj.LK > HK \/ f,d,df + HP, u
    + HP/HK)

o2  ::  102 dmg  ::  8 hit
    hj.LK > hj.HK \/ c.LP > s.HP > c.HK XX HP Moon Breaker [2 hit], Attack
    Chance
    (hj.LK > HK \/ c.LP > s.HP > c.HK XX f,d,df + HP, u + HP/HK)

o3  ::  102 dmg  ::  7 hit
    hj.LK > hj.HK \/ s.LP > s.LK > s.HP XX HK Shooting Star [1 hit], Attack
    Chance
    (hj.LK > HK \/ s.LP > s.LK > s.HP XX b,d,db + HK, u + HP/HK)

o4  ::  101 dmg  ::  7 hit
    hj.LK > hj.HK \/ c.LP > c.LK > c.HP > c.HK, Attack Chance
    (hj.LK > HK \/ c.LP > c.LK > c.HP > c.HK, u + HP/HK)

o5  ::  66 dmg  ::  4 hit
    Stand close. s.LP > s.LK > s.HP > s.HK
    (s.LP > s.LK > s.HP > s.HK)

o6  ::  65 dmg  ::  5 hit
    Stand close. c.LP > c.LK > c.HP > c.HK, Attack Chance
    (c.LP > c.LK > c.HP > c.HK, u + HP/HK)

o7  ::  47 dmg  ::  5 hit
    Stand close. s.LK > s.HK [2 hit] XX LP Moon Breaker
    (s.LK > s.HK XX f,d,df + LP)

o8  ::  28 + 59 / 14 + 77 dmg  ::  1 + 5 hit
    Punch/Kick Throw, hj.LK > hj.HK \/ s.LP > s.HK
    (When close, f + HP/HK, hj.LK > HK \/ s.LP > s.HK)

o9  ::  28 + 65 / 14 + 89  ::  1 + 12 hit
    Punch/Kick Throw, hj.LK > hj.HK \/ HP Moon Breaker [9 hit], Attack Chance
    (When close, f + HP/HK, hj.LK > HK \/ f,d,df + HP, u + HP/HK)

1o  ::  28 + 27 + 31 / 14 + 35 + 15  ::  1 + 2 + 1 hit
    Punch/Kick Throw, hj.LK > hj.HK, HP/HK Kuuchuu Throw
    (When close, f + HP/HK, hj.LK > HK, When close in air, d + HP/HK)

[ Xtra ]
- Combo o1,o8,o9,1o
  The following combos only work on any of the Chibikos or LINAs. Against the
  other characters, LINA will be unable to catch them with the homing jump
  juggle after the throw finishes. For each combo, the damage is split to show
  two numbers: the first number is damage against LINA/LINA2, and the second
  against any of the Chibikos.

- Combo o1
  Kara-cancel the s.LP by holding forward and then pressing HP/HK to execute
  the throw. The throw itself will not register as part of the combo in hits,
  but the damage will count.

- Combo o3
  Depending on the opponent, the HK Shooting Star may be hard to catch. What
  is worse is that you can`t skip the s.LK because the two light attacks push
  the opponent back enough so that LINA`s Standing (Far) HP connects. Her
  Standing Close HP is too short-ranged. On some opponents you can instead use
  the LK Shooting Star, which will make the combo do +10 damage.


---------------------------------------------------------------------  ( 5.10 )
 >> LINA2
-------------------------------------------------------------------------------

o1  ::  108 + 28 / 145 + 14  ::  15 + 1 hit
    hj.LK > hj.HK \/ s.LP XX Punch/Kick Throw, hj.LK > hj.HK \/ HP Moon
    Breaker [9 hit], Attack Chance
    (hj.LK > HK \/ s.LP XX When close, f + HP/HK, hj.LK > HK \/ f,d,df + HP, u
    + HP/HK)

o2  ::  102 dmg  ::  8 hit
    hj.LK > hj.HK \/ c.LP > s.HP > c.HK XX HP Moon Breaker [2 hit], Attack
    Chance
    (hj.LK > HK \/ c.LP > s.HP > c.HK XX f,d,df + HP, u + HP/HK)

o3  ::  101 dmg  ::  7 hit
    hj.LK > hj.HK \/ c.LP > c.LK > c.HP > c.HK, Attack Chance
    (hj.LK > HK \/ c.LP > c.LK > c.HP > c.HK, u + HP/HK)

o4  ::  92 dmg  ::  7 hit
    hj.LK > hj.HK \/ s.LP > s.LK XX HK Shooting Star [2 hit], Attack Chance
    (hj.LK > HK \/ s.LP > s.LK XX b,d,db + HK, u + HP/HK)

o5  ::  65 dmg  ::  5 hit
    Stand close. c.LP > c.LK > c.HP > c.HK, Attack Chance
    (c.LP > c.LK > c.HP > c.HK, u + HP/HK)

o6  ::  28 + 59 / 14 + 77 dmg  ::  1 + 5 hit
    Punch/Kick Throw, hj.LK > hj.HK \/ s.LP > s.HK
    (When close, f + HP/HK, hj.LK > HK \/ s.LP > s.HK)

o7  ::  57 dmg  ::  6 hit
    Stand close. s.LK > s.HK [2 hit] XX LP Moon Breaker [2 hit], Attack Chance
    (s.LK > s.HK XX f,d,df + LP)

o8  ::  28 + 65 / 14 + 89  ::  1 + 12 hit
    Punch/Kick Throw, hj.LK > hj.HK \/ HP Moon Breaker [9 hit], Attack Chance
    (When close, f + HP/HK, hj.LK > HK \/ f,d,df + HP, u + HP/HK)

o9  ::  28 + 27 + 31 / 14 + 35 + 15  ::  1 + 2 + 1 hit
    Punch/Kick Throw, hj.LK > hj.HK, HP/HK Kuuchuu Throw
    (When close, f + HP/HK, hj.LK > HK, When close in air, d + HP/HK)

[ Xtra ]
- Combo o1,o6,o8,o9
  The following combos only work on any of the Chibikos or LINAs. Against the
  other characters, LINA will be unable to catch them with the homing jump
  juggle after the throw finishes. For each combo, the damage is split to show
  two numbers: the first number is damage against LINA/LINA2, and the second
  against any of the Chibikos.

- Combo o1
  Kara-cancel the s.LP by holding forward and then pressing HP/HK to execute
  the throw. The throw itself will not register as part of the combo in hits,
  but the damage will count.


---------------------------------------------------------------------  ( 5.11 )
 >> MARIE ARISUGAWA & KING GORGONIA SANSEI (III)
-------------------------------------------------------------------------------

o1  ::  200 dmg  ::  12 hit
    hj.LP > hj.HP > hj.HK \/ c.LP > c.HP (AC), hj.LP > hj.LK > hj.HK \/ s.LP >
    s.HP [2 hit], Attack Chance
    (hj.LP > HP > HK \/ c.LP > c.HP, hj.LP > LK > HK \/ s.LP > s.HP, u +
    HP/HK)

o2  ::  142 dmg  ::  9 hit
    hj.LP > hj.LK > hj.HK \/ c.LP > c.LK > c.HP (AC), hj.LP > hj.LK > hj.HK
    (hj.LP > LK > HK \/ c.LP > c.LK > c.HP, hj.LP > LK > HK)

o3  ::  120 dmg  ::  8 hit
    hj.LP > hj.LK > hj.HK \/ c.LP > c.LK > s.HP [2 hit], Attack Chance
    (hj.LP > LK > HK \/ c.LP > c.LK > s.HP, u + HP/HK)

o4  ::  116 dmg  ::  8 hit
    hj.LP > hj.LK > hj.HK \/ s.LP > s.LK > s.HP [2 hit], Attack Chance
    (hj.LP > LK > HK \/ s.LP > s.LK > s.HP, u + HP/HK)

o5  ::  59 dmg  ::  5 hit
    Stand close. s.LP > s.LK > s.HP [2 hit], Attack Chance
    (s.LP > s.LK > s.HP, u + HP/HK)

o6  ::  40 dmg  ::  4 hit
    Stand close. c.LP > c.LK > c.HP/HK, Attack Chance
    (c.LP > c.LK > c.HP/HK, u + HP/HK)

[ Xtra ]
- Combo o1
  After the c.HP, immediately homing jump to continue the combo. You want to
  hit the opponent so that you are attacking them low so that Marie & King
  lands first, allowing to juggle with the s.LP.


---------------------------------------------------------------------  ( 5.12 )
 >> MARIE ARISUGAWA & PANDA
-------------------------------------------------------------------------------

o1  ::  213 dmg  ::  9 hit
    Stand close. s.HP, hj.LK > hj.HP \/ s.HP, hj.LK > hj.HP \/ s.HP, hj.LK >
    hj.HP
    (s.HP, hj.LK > HP \/ s.HP, hj.LK > HP \/ s.HP, hj.LK > HP)

o2  ::  200 dmg  ::  12 hit
    hj.LP > hj.HP > hj.HK \/ c.LP > c.HP (AC), hj.LP > hj.LK > hj.HK \/ s.LP >
    s.HP [2 hit], Attack Chance
    (hj.LP > HP > HK \/ c.LP > c.HP, hj.LP > LK > HK \/ s.LP > s.HP, u +
    HP/HK)

o3  ::  142 dmg  ::  9 hit
    hj.LP > hj.LK > hj.HK \/ c.LP > c.LK > c.HP (AC), hj.LP > hj.LK > hj.HK
    (hj.LP > LK > HK \/ c.LP > c.LK > c.HP, hj.LP > LK > HK)

o4  ::  120 dmg  ::  8 hit
    hj.LP > hj.LK > hj.HK \/ c.LP > c.LK > s.HP [2 hit], Attack Chance
    (hj.LP > LK > HK \/ c.LP > c.LK > s.HP, u + HP/HK)

o5  ::  116 dmg  ::  8 hit
    hj.LP > hj.LK > hj.HK \/ s.LP > s.LK > s.HP [2 hit], Attack Chance
    (hj.LP > LK > HK \/ s.LP > s.LK > s.HP, u + HP/HK)

o6  ::  59 dmg  ::  5 hit
    Stand close. s.LP > s.LK > s.HP [2 hit], Attack Chance
    (s.LP > s.LK > s.HP, u + HP/HK)

o7  ::  40 dmg  ::  4 hit
    Stand close. c.LP > c.LK > c.HP/HK, Attack Chance
    (c.LP > c.LK > c.HP/HK, u + HP/HK)

[ Xtra ]
- Combo o1
  You have to be careful mainly during the s.HP juggles for this to work. The
  opponent will be on fire for the entire duration, meaning they are unable to
  recover. But Marie & King`s s.HP doesn`t have the most impressive range, and
  you have to be underneath the falling opponent to catch them and repeat the
  juggle.

- Combo o2
  After the c.HP, immediately homing jump to continue the combo. You want to
  hit the opponent so that you are attacking them low so that Marie & King
  lands first, allowing to juggle with the s.LP.


---------------------------------------------------------------------  ( 5.13 )
 >> MYSTERIOUS POWER (Fujiko Tano)
-------------------------------------------------------------------------------

o1  ::  219 dmg  ::  15 hit
    hj.LP > hj.LK > hj.HP \/ s.LP > s.LP > s.LK > s.HP [1 hit] > c.HK (AC),
    hj.LP > hj.LK > hj.HP \/ s.LP > s.LP > s.HP
    (hj.LP > LK > HP \/ s.LP > s.LP > s.LK > s.HP > c.HK, hj.LP > LK > HP \/
    s.LP > s.LP > s.HP)

o2  ::  195 dmg  ::  13 hit
    hj.LP > hj.LK > hj.HP \/ c.LP > c.LK > s.HP [1 hit] > c.HK (AC), hj.LP >
    hj.LK > hj.HP > hj.HK \/ s.HK
    (hj.LP > LK > HP > HK \/ c.LP > c.LK > s.HP > c.HK, hj.LP > LK > HP > HK
    \/ s.HK)

o3  ::  174 dmg  ::  14 hit
    hj.LP > hj.LK > hj.HP \/ s.LP > s.LP > s.LK > s.HP [1 hit] > c.HK XX
    Mysterious Nova: Hikitsuke, s.LP > s.LK > s.HP [1 hit] > F + HK
    (hj.LP > hj.LK > hj.HP \/ s.LP > s.LP > s.LK > s.HP > c.HK XX qcf + HP,
    s.LP > s.LK > s.HP > F + HK)

o4  ::  162 dmg  ::  12 hit
    hj.LP > hj.LK > hj.HP \/ s.LP > s.LP > s.LK > s.HP [1 hit] > c.HK XX
    Mysterious Nova: Hikitsuke, s.LP XX LP Finger Snappers, Attack Chance
    (hj.LP > hj.LK > hj.HP \/ s.LP > s.LP > s.LK > s.HP > c.HK XX qcf + HP,
    s.LP XX f,d,df + LP, u + HP/HK)

o5  ::  157 dmg  ::  12 hit
    hj.LP > hj.LK > hj.HP \/ c.LP > c.LK > s.HP [1 hit] > c.HK XX Mysterious
    Nova: Hikitsuke, c.HP [2 hit] > j.HK
    (hj.LP > LK > HP \/ c.LP > c.LK > s.HP > c.HK XX qcf + HP, c.HP > j.HK)

o6  ::  151 dmg  ::  10 hit
    hj.HP > hj.HK \/ c.LP > c.LK > s.HP [1 hit] > c.HK (AC), hj.LP > hj.LK >
    hj.HP > hj.HK
    (hj.HP > HK \/ c.LP > c.LK > s.HP > c.HK, hj.LP > LK > HP > HK)

o7  ::  123 dmg  ::  8 hit
    hj.LP > hj.LK > hj.HP \/ s.LP > s.LK > s.HP [1 hit] > c.HK, s.HK
    (hj.LP > LK > HP \/ s.LP > s.LK > s.HP > c.HK, s.HK)

o8  ::  120 dmg  ::  9 hit
    hj.LP > hj.LK > hj.HP \/ s.LP > s.LP > s.LK > s.HP [1 hit] > F + HK
    (hj.LP > LK > HP \/ s.LP > s.LP > s.LK > s.HP > F + HK)

o9  ::  101 dmg  ::  9 hit
    Stand close. c.LP > c.LP > c.LK > c.HK XX Mysterious Nova: Hikitsuke, c.HP
    [2 hit] > j.HK
    (c.LP > c.LP > c.LK > c.HK XX qcf + HP, c.HP > j.HK)

1o  ::  96 dmg  ::  7 hit
    hj.LP > hj.LK > hj.HP \/ c.LK > s.HP [1 hit] > c.HK, Attack Chance
    (hj.LP > LK > HP \/ c.LK > s.HP > c.HK, u + HP/HK)

11  ::  79 dmg  ::  6 hit
    hj.HP > hj.HK \/ c.LK > s.HP > c.HK, Attack Chance
    (hj.HP > HK \/ c.LK > s.HP > c.HK, u + HP/HK)

12  ::  66 dmg  ::  6 hit
    Mysterious Nova: Hikitsuke, s.LP > s.LP > s.HP [2 hit], Attack Chance
    (qcf + HP, s.LP > s.LP > s.HP, u + HP/HK)

13  ::  49 dmg  ::  4 hit
    Mysterious Nova: Hikitsuke, s.LP XX LP Finger Snappers, Attack Chance
    (qcf + HP, s.LP XX f,d,df + LP, u + HP/HK)

14  ::  40 dmg  ::  3 hit
    Mysterious Nova: Hikitsuke, HP Finger Snappers
    (qcf + HP, f,d,df + HP)

15  ::  38 dmg  ::  3 hit
    Stand close. c.HK XX LP Finger Snappers, Attack Chance
    (c.HK XX f,d,df + LP, u + HP/HK)

[ Xtra ]
- Combo o5,o9
  Mysterious Power`s c.HP hits twice and causes her to rise into the air. Once
  the second hit connects, press HK while in mid-air.

- Combo o7
  Tagging on the s.HK after the c.HK isn`t hard, but can miss if Mysterious
  Power is not close enough.


---------------------------------------------------------------------  ( 5.14 )
 >> RAIYA MIKAZUCHI
-------------------------------------------------------------------------------

*1  ::  Infinite
    hj.LK > hj.HP > hj.HK \/ c.HP [3 hit](AC), hj.LK > hj.HP > hj.HK, hj.HP \/
    c.HP [3 hit](AC), hj.LK > hj.HP > hj.HK, hj.HP \/ c.HP [3 hit](AC), hj.LK
    > hj.HP > hj.HK, hj.HP, etc ..
    (hj.LK > HP > HK \/ c.HP, hj.LK > HP > HK, hj.HP \/ c.HP, hj.LK > HP > HK,
    hj.HP \/ c.HP, hj.LK > HP > HK, hj.HP, etc ..)

*2  ::  Infinite
    s.LP, (step forward) s.LP, (step forward) s.LP, etc ..
    (s.LP, (hold f) s.LP, (hold f) s.LP, etc ..)

o1  ::  240 dmg  ::  25 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HK (AC), hj.LK > hj.HP >
    hj.HK \/ s.LP > s.LK > c.HP [2 hit] XX Gou Retsu Senkou Ha
    (hj.LP > LK > HP > HK \/ c.LP > c.LK > c.HK, hj.LK > HP > HK \/ s.LP >
    s.LK > c.HP XX qcf,qcf + PP)

o2  ::  215 dmg  ::  20 hit
    hj.LK > hj.HP > hj.HK \/ c.LK > c.HP [1 hit] > c.HK (AC), hj.LK > hj.HP >
    hj.HK \/ c.HP [3 hit](AC), hj.LK > hj.HP > hj.HK \/ HP Raijin Touryuu Nei
    Do
    (hj.LK > HP > HK \/ c.LK > c.HP > c.HK, hj.LK > HP > HK \/ c.HP, hj.LK >
    HP > HK \/ f,d,df + HP)

o3  ::  183 dmg  ::  13 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HK (AC), hj.LK > hj.HP >
    hj.HK \/ s.LP > s.HP XX LP/LK Raikou Dan
    (hj.LP > LK > HP > HK \/ c.LP > c.LK > c.HK, hj.LK > HP > HK \/ s.LP >
    s.HP XX qcf + LP/LK)

o4  ::  182 dmg  ::  14 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HK (AC), hj.LK > hj.HP >
    hj.HK \/ s.LP > s.HP > s.HK
    (hj.LP > LK > HP > HK \/ c.LP > c.LK > c.HK, hj.LK > HP > HK \/ s.LP >
    s.HP > s.HK)

o5  ::  168 dmg  ::  20 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HK XX Gou Retsu Senkou Ha
    (hj.LP > LK > HP > HK \/ c.LP > c.LK > c.HK XX qcf,qcf + PP)

o6  ::  164 dmg  ::  15 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HK (AC), hj.LK > hj.HP >
    hj.HK \/ HP Raijin Touryuu Nei Do
    (hj.LP > LK > HP > HK \/ c.LP > c.LK > c.HK, hj.LK > HP > HK \/ f,d,df +
    HP)

o7  ::  157 dmg  ::  19 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HP [2 hit] XX Gou Retsu
    Senkou Ha
    (hj.LP > LK > HP > HK \/ c.LP > c.LK > c.HP XX qcf,qcf + PP)

o8  ::  124 + 20 dmg  ::  11 + 1 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ s.LP XX Kick Throw, c.LP > s.HP > F + HK
    XX LP Raijin Touryuu Nei Do
    (hj.LP > LK > HP > HK \/ s.LP XX When close, f + HK, c.LP > s.HP > F + HK
    XX f,d,df + LP)

o9  ::  116 dmg  ::  9 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HP [1 hit] > c.HK XX
    LP/LK Raikou Dan
    (hj.LP > LK > HP > HK \/ c.LP > c.LK > c.HP > c.HK XX qcf + LP/HP)

1o  ::  114 + 20 dmg  ::  8 + 1 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ s.LP XX Kick Throw, c.LP > s.HP XX Raikou
    Dan
    (hj.LP > LK > HP > HK \/ s.LP XX When close, f + HK, c.LP > s.HP XX qcf +
    P/K)

11  ::  113 + 20 dmg  ::  9 + 1 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ s.LP XX Kick Throw, c.LP > s.HP > s.HK
    (hj.LP > LK > HP > HK \/ s.LP XX When close, f + HK, c.LP > s.HP > s.HK)

12  ::  106 dmg  ::  9 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HP [1 hit] > c.HK, Attack
    Chance
    (hj.LP > LK > HP > HK \/ c.LP > c.LK > c.HP > c.HK XX qcf + LP/HP)

13  ::  103 dmg  ::  9 hit
    Stand close. c.LK > c.HP [2 hit] XX HP Raijin Touryuu Nei Do \/ hj.LK >
    hj.HP > hj.HK XX Raijin Touryuu Nei Do
    (c.LK > c.HP XX f,d,df + HP \/ hj.LK > HP > HK XX f,d,df + P)

14  ::  101 dmg  ::  9 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ c.LP > c.LK > c.HP [1 hit] > c.HK XX LP
    Raijin Touryuu Nei Do
    (hj.LP > LK > HP > HK \/ c.LP > c.LK > c.HP > c.HK XX f,d,df + LP)

15  ::  94 dmg  ::  10 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ Shou Rai Kyaku [2 hit], Mikazuchi Geri [3
    hit], Attack Chance
    (hj.LP > LK > HP > HK \/ b + HK, Press HK, u + HP/HK)

16  ::  83 dmg  ::  7 hit
    hj.LP > hj.LK > hj.HP > hj.HK \/ s.HK [2 hit], Attack Chance
    (hj.LP > LK > HP > HK \/ s.HK, u + HP/HK)

17  ::  74 dmg  ::  7 hit
    hj.LP > hj.LK > hj.HP > hj.HK XX Mikazuchi Geri [2 hit], Attack Chance
    (hj.LP > LK > HP > HK XX Press HK, u + HP/HK)

18  ::  36 dmg  ::  6 hit
    Stand close. c.HK XX HP Raijin Touryuu Nei Do
    (c.HK XX f,d,df + HP)

19  ::  24 dmg  ::  2 hit
    Stand close. c.HK XX Raikou Dan
    (c.HK XX qcf + P/K)

[ Xtra ]
- Combo *1
  The trick behind this combo is that you keep activating the Attack Chance,
  but you have to keep the opponent in the air long enough to re-land and hit
  with the new c.HP, which is the key behind the infinite. Raiya`s hj.HK stuns
  the opponent so long that she can hit chain hj.HP after it. This is valuable
  because it keeps the opponent reeling in the air to allow Raiya to land
  again and pop them back higher into the air with another c.HP. One of the
  two last hits must hit the opponent to activate the Attack Chance so Raiya
  can Homing Dash back toward them and repeat the juggle.

- Combo *2
  Raiya`s s.LP is 3 frames, and leaves her at +1 frame. You can virtually link
  an infinite amount of them, but you have to use that frame of advantage to
  step and then attack over and over again. You can`t stay in one place or
  you`ll push the opponent out after just 2 or 3. The step keeps her in range
  to keep the s.LP connecting. You`re not supposed to "see" the step, it has
  to be like a split-second inch forward just to keep her in range. I have
  managed to connect with 22 s.LPs.

- Combo o8,1o,11
  Kara-cancel the s.LP by holding forward and then pressing HK to execute the
  throw. The throw itself will not register as part of the combo in hits, but
  the damage will count.

- Combo 13
  This is a rather unique combo because the first Raijin Touryuu Nei Do will
  electrocute the opponent as they are knocked in the air. However, you can
  still Homing Jump after them and juggle them with the string as long as only
  Raiya`s limbs hit them and not her body, else she will get damaged.

- Combo 19
  The HK Raikou Dan (which fires down-forward) will not hit.


---------------------------------------------------------------------  ( 5.15 )
 >> REIKA
-------------------------------------------------------------------------------

**  ::  Infinite  ::  Tad Griggs
    LP Flame Fang [3 hit](AC), hj.LP > hj.LK > hj.HP > hj.HK \/ s.LK > s.HP XX
    LP Flame Fang [3 hit](AC), hj.LP > hj.LK > hj.HP > hj.HK \/ s.LK > s.HP XX
    LP Flame Fang [3 hit](AC), hj.LP > hj.LK > hj.HP > hj.HK \/ s.LK > s.HP,
    etc ..
    (qcf + LP, hj.LP > LK > HP > HK \/ s.LK > s.HP XX qcf + LP, hj.LP > LK >
    HP > HK \/ s.LK > s.HP XX qcf + LP, hj.LP > LK > HP > HK \/ s.LK > s.HP,
    etc ..)

o1  ::  298 dmg  ::  24 hit  ::  Tad Griggs
    hj.LP > hj.D + HP > hj.D + HK \/ c.LP > c.HP XX LP Flame Fang [2 hit](AC),
    (walk forward) s.LP XX LP Flame Fang [3 hit](AC), (walk forward) s.LP XX
    LP Flame Fang [3 hit](AC), hj.LP > hj.LK > hj.HP > hj.HK \/ s.LP XX LP
    Flame Fang [3 hit], Flame Slash
    (hj.LP > D + HP > D + HK \/ c.LP > c.HP XX qcf + LP, (hold f) s.LP XX qcf
    + LP, (hold f) s.LP XX qcf + LP, hj.LP > LK > HP > HK \/ s.LP XX qcf + LP,
    qcf + K)

o2  ::  218 dmg  ::  18 hit
    hj.LP > hj.HP > hj.HK \/ c.LP > c.LP > c.LK > c.HK XX LP Flame Fang [3
    hit](AC), hj.LP > hj.LK > hj.HP > hj.HK XX LK Praising Pot
    (hj.LP > HP > HK \/ c.LP > c.LP > c.LK > c.HK XX qcf + LP, hj.LP > LK > HP
    > HK XX qcb + LK)

o3  ::  215 dmg  ::  19 hit
    hj.LP > hj.HP > hj.HK \/ c.LP > c.LK > c.HK XX LP Flame Fang [3 hit](AC),
    LP Flame Fang [2 hit](AC), hj.LP > hj.LK > hj.HP > hj.HK XX LK Praising
    Pot
    (hj.LP > LK > HP > HK \/ c.LP > c.LK > c.HK XX qcf + LP, qcf + LP, hj.LP >
    LK > HP > HK XX qcb + LK)

o4  ::  147 dmg  ::  11 hit
    hj.LP > hj.HP > hj.HK \/ c.LP > c.LP > c.LK > c.HK XX LP Flame Fang [3
    hit], Flame Slash
    (hj.LP > HP > HK \/ c.LP > c.LP > c.LK > c.HK XX qcf + LP, qcf + K)

o5  ::  117 dmg  ::  9 hit
    hj.LP > hj.HP > hj.HK \/ c.LP > c.LK > c.HK XX HP Flame Fang
    (hj.LP > HP > HK \/ c.LP > c.LK > c.HK XX qcf + HP)

o6  ::  113 dmg  ::  8 hit
    Stand close. c.LK > s.HP > c.HK XX LK Double Burst [2 hit](AC), hj.D + LK
    > hj.HP > hj.HK
    (c.LK > s.HP > c.HK XX f,d,df + LK, hj.D + LK > hj.HP > hj.HK)

o7  ::  69 dmg  ::  5 hit
    Stand close. c.LP > c.LK > c.HK XX HK Double Burst
    (c.LP > c.LK > c.HK XX f,d,df + HK)

o8  ::  54 dmg  ::  4 hit
    Stand close. c.LP > c.LK > c.HK XX Flame Slash
    (c.LP > c.LK > c.HK XX qcf + K)

o9  ::  41 dmg  ::  4 hit
    Stand close. LP Flame Fang [3 hit], Flame Slash
    (qcf + LP, qcf + K)

1o  ::  34 dmg  ::  4 hit
    Stand close. c.HK XX HP Flame Fang
    (c.HK XX qcf + HP)

[ Xtra ]
- Combo **
  Perform the ACT combos as the opponent is descending from the fall of the LP
  Flame Fang. You want to time it so that when you hit hj.HK, you land next to
  juggle with the s.LK. If you do the homing jump too early, the opponent will
  be too high and the s.LK will miss. Basically any combo above the ends with
  an HP Flame Fang can be switched with the LP Flame Fang and you can go right
  into this infinite juggle. The timing gets a little tricky the longer you
  keep it going, and smaller opponents (ie - Chibiko) are very hard to catch.

- Combo o3
  As soon as the third hit from the first LP Flame Fang finishes, immediately
  do the LP Flame Fang again. The first hit will miss but the last two will
  keep the juggle going and pop the opponent higher into the air.


---------------------------------------------------------------------  ( 5.16 )
 >> ROBO-CHIBIKO
-------------------------------------------------------------------------------

o1  ::  190 dmg  ::  18 hit
    hj.LK > hj.HK [3 hit] \/ c.LP > c.HP [1 hit] > c.HK [2 hit] XX HP Tekkyuu
    Attack, Attack Chance [3 hit], Kyuukouka Attack > j.HK [3 hit] XX HP
    Kuuchuu Biribiri Doka-n
    (hj.LK > HK \/ c.LP > c.HP > c.HK XX qcf + HP, u + HP/HK, In air, d + LP,
    j.HK XX f,d,df + HP)

o2  ::  185 dmg  ::  16 hit
    hj.LK > hj.HK [3 hit] \/ c.LP > c.HP [1 hit] > c.HK [2 hit] XX HP Tekkyuu
    Attack, Attack Chance [3 hit], Kyuukouka Attack > j.D + HP XX HP Kuuchuu
    Biribiri Doka-n
    (hj.LK > HK \/ c.LP > c.HP > c.HK XX qcf + HP, u + HP/HK, In air, d + LP,
    j.D + HP XX f,d,df + HP)

o3  ::  160 dmg  ::  15 hit
    hj.LK > hj.HK [3 hit] \/ c.LP > c.HP [1 hit] > c.HK [2 hit](AC), hj.LK >
    hj.HK [3 hit] \/ s.LP > c.HP
    (hj.LK > HK \/ c.LP > c.HP > c.HK, hj.LK > HK \/ s.LP > c.HP)

o4  ::  155 dmg  ::  9 hit
    Stand close. Robo Chibi Spike \/ d.LP, (walk forward) s.HK, d.LP, (walk
    forward) s.HK, d.LP, (walk forward) s.HK, d.LP XX HP Biribiri Doka-n
    (In air, qcf + LP \/ d.LP, (hold f) s.HK, d.LP, (hold f) s.HK, d.LP, (hold
    f) s.HK, d.LP XX f,d,df + HP)

o5  ::  120 + 22 dmg  ::  12 + 1 hit
    hj.LK > hj.HK [3 hit] \/ c.LP > c.HP [1 hit] > c.HK [2 hit](AC), hj.LK >
    hj.HK [3 hit], HP Kuuchuu Throw
    (hj.LK > HK \/ c.LP > c.HP > c.HK, hj.LK > HK, When close in air, d + HP)

o6  ::  108 + 22 dmg  ::  13 + 1 hit
    hj.HP [2 hit] > hj.HK [3 hit] \/ c.LP > c.LK > c.HP [1 hit] > c.HK [2
    hit], Attack Chance [3 hit], HP Kuuchuu Throw
    (hj.HP > HK \/ c.LP > c.LK > c.HP > c.HK, u + HP/HK, When close in air, d
    + HP)

o7  ::  100 dmg  ::  9 hit
    Stand close. c.LP > c.HK [2 hit] XX HP Tekkyuu Attack, Attack Chance [3
    hit], Kyuukouka Attack > j.D + HP
    (c.LP > c.HK XX qcf + HP, u + HP/HK, In air, d + LP, j.D + HP)

o8  ::  88 + 22 dmg  ::  11 + 1 hit
    hj.LK > hj.HK [3 hit] \/ c.LP > c.HP [1 hit] > c.HK [2 hit], Attack Chance
    [3 hit], HP Kuuchuu Throw
    (hj.LK > HK \/ c.LP > c.HP > c.HK, u + HP/HK, When close in air, d + HP)

o9  ::  86 dmg  ::  8 hit
    Kyuukouka Attack > j.HK [1 hit] \/ c.LK > c.LP > s.HK XX HP Biribiri
    Doka-n
    (In air, d + LP > j.HK \/ c.LK > c.LP > s.HK XX f,d,df + HP)

1o  ::  82 dmg  ::  9 hit
    hj.LK > hj.HK [3 hit] \/ c.LP > c.HP [1 hit] > c.HK [2 hit] XX HP Biribiri
    Doka-n
    (hj.LK > HK \/ c.LP > c.HP > c.HK XX f,d,df + HP)

11  ::  76 dmg  ::  9 hit
    hj.LP > hj.HP [2 hit] XX LK Kuuchuu Beam Nawa Chibi [3 hit] \/ (walk
    forward) c.LP > c.HP XX HP Biribiri Doka-n
    (hj.LP > HP XX Press LK rapidly \/ (hold f) c.LP > c.HP XX f,d,df + HP)

12  ::  65 dmg  ::  7 hit
    Stand close. s.LP > s.HP > s.HK XX HP Biribiri Doka-n
    (s.LP > s.HP > s.HK XX f,d,df + HP)

13  ::  58 dmg  ::  6 hit
    Stand close. s.LP > s.LK > s.HK XX HP Biribiri Doka-n
    (s.LP > s.LK > s.HK XX f,d,df + HP)

14  ::  51 dmg  ::  7 hit
    hj.LP > hj.HP [2 hit] XX LK Kuuchuu Nawa Chibi [4 hit] \/ s.HK XX HP
    Biribiri Doka-n
    (hj.LP > HP XX Press LK rapidly \/ c.LP > c.HP > c.HK XX f,d,df + HP)

15  ::  24 + 67 dmg  ::  1 + 9 hit
    Kick Throw, hj.LK > hj.HK [3 hit] XX LK Kuuchuu Beam Nawa Chibi
    (When close, f + HK, hj.LK > HK XX Press LK rapidly)

[ Xtra ]
- Combo o4
  This combo can be hard because the Robo Chibi Spike sets the opponent on
  fire, and you have to juggle them across the stage without having ROBO-
  Chibiko touch them. The s.HK is her standing close version where she turns
  her back and kicks her leg backward. That attack pops the burning opponent
  back up to juggle with the d.LP.

- Combo o5,o6,o8
  It is not incredibly hard to catch with the HP Kuuchuu Throw on most medium-
  or large-sized opponents, but on Chikiko and Marie & King, it`s best to do
  another combo.

- Combo 11
  The LK Beam Nawa Chibi will electrocute the opponent as well as pop them up
  into the air. When ROBO-Chibiko lands, you have to walk forward to come
  underneath their shocked body and juggle them with the c.LP > c.HP.


[ Angel 6 ]  ==================================================================
 SPECIAL THANKS
===============================================================================

- Tecmo                                                       ( tecmo.co.jp/ )
  Adding another in a list of fighters with an all female cast and insane
  combos, this hard-to-find game is worth a pick up if you manage to see it.

- Jeff "CJayC" Veasey + GameFAQs                             ( gamefaqs.com/ )
  The man and his FAQ-emporium lives on as the best site out there for all-
  game information.
  (GameFAQs : http://www.gamefaqs.com/features/recognition/300.html)

- Tad Griggs                                              ( [email protected] )
  Two very impressive Reika combos, one of them being an insane infinite!


[ Angel 7 ]  ==================================================================
 REVISION HISTORY
===============================================================================

v. 2.o  )(  Jan - 1o - 2012
- I got disgusted in the look of that old FAQ still up on GameFAQs and had to
  immediately do something about it. I found out that to this day there are
  people that look at it, and there is no way they got anything good from it
  in the state it was in. So here is the brand new FAQ, complete with damage
  listings, additional combos, and information on the dynamic method of ACTs.

v. 1.o  )(  Jul - 30 - 1998
- Combo explanation editing.

v. o.o  )(  Jul - 24 - 1998
- FAQ initial launch. Added combos for Marie & King/Panda, LINA/LINA2, and
  Juushou Highway Star


[ Angel 8 ]  ==================================================================
 FINAL NOTE
===============================================================================

Oss`!
Angel Eyes seems like one of those games that tried to stand out with a lot of
innovative craziness, and sadly ended up to become nothing but insanity. There
are far too many occasions where I have been lost on what the heck is going on
in the game to count. However, it is very fun and can bring about some of the
most insane of matches this side of MVC2. It deserved a combo FAQ so my time
spend on this was not in vain.

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

  Sayounara, adios, ciao, xie xie, au revoir, and all that other crap.  ^_^
                                           - `shouji´ <[email protected]>
  -------------------------------------------------------------------------
 | `I guess she`s an Xbox, and I`m more like Atari.´                       |
 |                                                          - Cee Lo Green |
  -------------------------------------------------------------------------